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L26[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151209 mappings to Forge Maven.
L27[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151209-1.8.8.zip (mappings = "snapshot_20151209" in build.gradle).
L28[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L58[03:05:07] ⇨ Joins: Moosli (~tom@8ta-150-169-252.telkomadsl.co.za)
L59[03:06:30] <Moosli> Hi all. I just got everything set up to start developing mods, and compiled the example mod that comes with Forge. When I run Minecraft it seems to load correctly, though says it is disabled in-game. Am I doing something wrong?
L60[03:09:43] <Ivorius> wat
L61[03:09:53] <Ivorius> As far as I remember you can't disable mods yet
L62[03:09:58] <Ivorius> That feature is a stub
L63[03:12:08] <Moosli> Aye, I saw when I added the directive to @Mod. Though why would it be disabled when I create a World?
L64[03:12:26] <Moosli> Under "Mod Options" it says "Test1, Test2, DISABLED"
L65[03:13:00] <Ivorius> Please start the game up without any mods
L66[03:13:01] <Ivorius> And go to that screen
L67[03:13:08] <fry> look in the main menu mod options
L68[03:13:22] <fry> pause menu mod options are known to do that, if you're on the old version
L69[03:13:34] <fry> that was fixed some time ago though
L70[03:13:48] <Ivorius> It was finally fixed? wow
L71[03:13:53] <Ivorius> the things that happen when you're gone :P
L72[03:14:34] <Moosli> I'm on the latest AFAIK
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L74[03:15:03] <fry> what MC version?
L75[03:15:17] <Moosli> Forge 11.14.4, MC 1.8
L76[03:16:00] <fry> what build number?
L77[03:16:20] <Moosli> 1563 I think
L78[03:16:39] <Moosli> I downloaded the recommended build from files.*
L79[03:16:46] <fry> use latest
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L81[03:16:58] <fry> gui was fixed in 1569
L82[03:17:05] <fry> latest is 1577
L83[03:17:23] <Moosli> Ah, okay. Will try the latest. Is the mod enabled even though it says DISABLED in the gui?
L84[03:17:24] <Cazzar> For mod dev, all you have to change is the version in build.gradle and do setupXWorkSpace and your IDE setup again :P
L85[03:17:27] <Cazzar> Nothing painful
L86[03:18:20] <Moosli> ><
L87[03:18:54] <Moosli> Is it best to use the latest for mod development then? The site said to use recommended since latest might be broked
L88[03:19:27] <Cazzar> Latest is usually fine to use.
L89[03:20:27] <Moosli> Okay, thank you
L90[03:20:53] <Moosli> I should see output from System.out.print in the terminal when the mod is loaded right?
L91[03:21:07] <Moosli> Or is that logged elsewhere?
L92[03:21:42] <Cazzar> It should both go to sysout and the log files.
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L96[03:32:13] <Moosli> Do I need to restart the game every time I change a mod?
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L100[03:36:36] <sham1> Depends
L101[03:36:37] <masa> not if you run it in debug mode from the IDE
L102[03:36:43] <sham1> And hotswap
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L104[03:37:01] <sham1> (eclipse does this automagically, idea needs to be told to do it)
L105[03:37:37] <Moosli> Ah, cool. Thank you
L106[03:37:53] <masa> hotswapping has restrictions though, you can't change the signature or classes or methods (or something along those lines)
L107[03:38:02] <sham1> mmm
L108[03:38:21] <masa> so basically you can edit method's code, but you can't add/remove methods or fields to classes without restarting the game
L109[03:38:58] <Moosli> Okay, that makes sense. Eclipse makes launching it a lot easier
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L114[04:01:46] <OrionOnline> How do i get the model that is rendered in the inventory from a ItemBlock?
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L116[04:03:05] <OrionOnline> fry, you there?
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L119[04:08:23] <Dark> not sure you can
L120[04:08:59] <Dark> what are you trying to do as there may be an alt path?
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L122[04:09:47] <OrionOnline> I am basically trying to render a wrapper item
L123[04:10:02] <OrionOnline> It works just fine for normal items
L124[04:10:18] <Dark> ah then you want to call the render item code
L125[04:10:20] <Dark> from your renderer
L126[04:10:31] <OrionOnline> I am using 1.8
L127[04:10:32] <Dark> you may need to trick it by providing it with the original item
L128[04:10:37] <OrionOnline> No render acces for the Iten
L129[04:10:41] <Dark> not sure how to do it in 1.8
L130[04:10:50] <OrionOnline> I had it working just fine in 1.7.10
L131[04:11:01] <Dark> try looking for the code Forge calls for rendering items
L132[04:11:09] <Cazzar> sham1: you can tell IDEA to auto recompile + hotswap\
L133[04:11:11] <Dark> as you want to replicate that code
L134[04:11:27] <OrionOnline> Yeah when i do that it gives me a flat plane
L135[04:11:52] <Dark> hmm then you have not replicate all of the code
L136[04:12:24] <Dark> hard for me to tell you were to look as I do not have a 1.8 workspace anymore
L137[04:12:45] <Dark> let me see if I can decompile some code
L138[04:12:55] <OrionOnline> Donnot bother
L139[04:13:02] <Dark> k
L140[04:13:07] <OrionOnline> I can get the blocks quds from the facing
L141[04:13:27] <OrionOnline> It is just a qay of having the model correctly handled before pulling the quads
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L143[04:15:06] <OrionOnline> It is just that the Quads position is not correct relative to the item
L144[04:15:13] <OrionOnline> Resulting in a plane
L145[04:15:44] <OrionOnline> But i have no idea (at least not yet) of how to get the model to give me the quads on the correct position.
L146[04:17:39] <sham1> we
L147[04:17:43] <sham1> ll yeah
L148[04:19:00] <OrionOnline> sham1, what???
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L150[04:21:10] <sham1> idea can auto-hotswap
L151[04:21:23] <OrionOnline> I know :P
L152[04:21:37] <Dark> I normally suggest doing manually in case you make mistakes often
L153[04:46:20] <Moosli> Is there a way to spawn mobs more easily than digging through the MC libraries?
L154[04:52:29] <Dark> Entity entity = new EntityYourEntity(world);
L155[04:52:39] <Dark> entity.setPos(x,y,z);
L156[04:52:53] <Dark> world.spawnEntity(entity)
L157[04:53:27] <Dark> may not be exactly like that but if you have an IDE you can auto complete
L158[04:53:37] <Dark> also look at monster spawn egg for help
L159[04:57:03] <Moosli> Ah, cool. Thank you :)
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L161[05:16:47] <OrionOnline> fry, you there?
L162[05:18:55] <Dark> http://minecraft.curseforge.com/projects/sbm-bone-torch
L163[05:19:06] <Dark> took longer to compile then to make
L164[05:20:44] <OrionOnline> Dark, did you do anything with 1.8?
L165[05:20:53] <Dark> have yet to do 1.8
L166[05:20:57] <OrionOnline> Okey
L167[05:21:05] <Dark> mainly because I'm lazy, plus I do not have a gradle script for it
L168[05:21:14] <OrionOnline> I am still working on that stupid block issue
L169[05:21:34] <Dark> I honestly think there is a forge method for doing that
L170[05:21:38] <Dark> as there is one in 1.7.10
L171[05:21:54] <OrionOnline> The porblem is that you cannot render the item yourself
L172[05:21:55] <Dark> mods like Build craft use it
L173[05:22:09] <OrionOnline> You supply the Model and the Texture and it renders it for you
L174[05:22:18] <OrionOnline> Meaning that i would need the model of a block
L175[05:22:33] <Dark> hmm let me look there the code on forge's github
L176[05:22:33] <OrionOnline> Then add my textures ontop and return that as a model
L177[05:22:36] <Dark> see if i can find it
L178[05:22:52] <Dark> tbh since your using a block
L179[05:22:55] <Dark> just make a fake model
L180[05:23:08] <Dark> its almost always going to be a cube
L181[05:23:14] <OrionOnline> No you understand me wrong
L182[05:23:18] <OrionOnline> I have an item
L183[05:23:23] <Dark> ah
L184[05:23:30] <OrionOnline> And that item can contain a single other ItemStack
L185[05:23:32] <Dark> you keep saying block though
L186[05:23:41] <OrionOnline> Yeah cause for items it is trivial
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L188[05:24:02] <OrionOnline> I can get the correct quads in the correct locations using IModel.getGeneralQuads()
L189[05:24:16] <OrionOnline> Though for ItemBlocks there models are Perspective aware
L190[05:24:28] <OrionOnline> Meaning that they now how they are being rendered
L191[05:24:35] <OrionOnline> Which is not the problem
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L193[05:24:47] <OrionOnline> I just tell it that it is being rendered in the inventory
L194[05:25:05] <OrionOnline> Problem solved you think? Nope, cause it now renders as a flat plane
L195[05:25:53] <OrionOnline> Which is a bit frustrating cause i cannot figure out why it would give me the blocks quads
L196[05:26:35] <Dark> have you tried looking at the item frame
L197[05:27:49] <OrionOnline> Actually i did, it just uses RenderItem, to render one in the world...
L198[05:28:20] <OrionOnline> I need to figure out how renderItem knows it has to render the faces of a block
L199[05:28:24] <OrionOnline> Instead of a flat plane
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L202[05:29:54] <Dark> in this case I'll need to decompile some 1.8 code
L203[05:29:57] <raoulvdberge> !gm 1.7.10 Block.onBlockActivated
L204[05:30:00] <Dark> since RenderItem most likely has changed
L205[05:30:55] <raoulvdberge> !gm Block.onBlockActivated 1.7.10
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L207[05:38:01] <raoulvdberge> Is it normal that if I add other mods to my dev environment Forge crashes on startup?
L208[05:38:25] <raoulvdberge> For example, I added Extrautilities, and MC crashes with an java.lang.NoSuchFieldError
L209[05:39:34] <Dark> if you are not using the deobf version then yes
L210[05:39:50] <Dark> optionally you can use chicken core to turn any mod into deobf mod
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L212[05:45:48] <ollieread> ^
L213[05:46:16] <raoulvdberge> thanks, that was possibly a pretty stupid question.
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L215[05:47:47] <Dark> OrionOnline can you get an instance of ItemRenderer
L216[05:47:59] <OrionOnline> Yes, but it would not help me
L217[05:48:00] <Dark> as it only wants an entity, itemstack, and camera
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L219[05:48:24] <OrionOnline> As i need the Quads during Baking (better said during the handleItemStack function of the ISmartItemModel
L220[05:50:10] <Dark> so where are you rendering this item? Block, first person, 3rd person, or inventory?
L221[05:52:07] <OrionOnline> I am not rendering it
L222[05:52:16] <OrionOnline> Something else, like the GUI is rendering my wrapper Item
L223[05:52:25] <OrionOnline> Which contains a other Item
L224[05:52:30] <Dark> ok so your rendering it in your item render method
L225[05:52:31] <OrionOnline> And i am trying to render that item
L226[05:52:41] <OrionOnline> Your item does not have a render method
L227[05:52:47] <OrionOnline> It has a model connected to it
L228[05:53:01] <Dark> ... was generalizing
L229[05:53:02] <OrionOnline> And i am trying to grab that model from a ItemBlock instance and add it to mine
L230[05:54:14] <Dark> can you not use IItemRenderer?
L231[05:54:27] <OrionOnline> Nope does not exist in 1.8
L232[05:54:42] <Dark> I see it in the 1.8 code
L233[05:54:58] <OrionOnline> Where is fry when i need him:P
L234[05:55:48] <Dark> public static IItemRenderer getItemRenderer(ItemStack item, ItemRenderType type)
L235[05:55:53] <Dark> There are still even methods for it
L236[05:56:09] <Dark> I'm confused...
L237[05:56:28] <OrionOnline> Yeah but it is depreciated and the methods are not called as i am aware of?
L238[05:56:50] <Dark> ya I see the @Deprecated now
L239[05:56:56] <Dark> :/ bummer if they don't work
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L241[05:57:20] <OrionOnline> Yep
L242[05:57:28] <OrionOnline> Implementing this mechanism was so easy in 1.7
L243[05:57:31] <fry> OrionOnline: get the item for ItemBlock same way you did for any other ItemStack
L244[05:57:37] <OrionOnline> I know
L245[05:57:46] <OrionOnline> BUt when i grab the quads it renders as a flat plane
L246[05:57:54] <OrionOnline> Note a 3D ItemBlock
L247[05:58:03] <fry> screenshot?
L248[05:58:18] <OrionOnline> one sec
L249[05:59:05] <OrionOnline> Better yet, when i call getGeneralQuads they are empty for any ItemBlock
L250[05:59:28] <fry> face quads won't be
L251[06:00:11] <Dark> where is the code for getting the item's model
L252[06:00:57] <fry> Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getItemModel(stack)
L253[06:01:08] <OrionOnline> fry: http://snag.gy/pFBDk.jpg
L254[06:01:35] <OrionOnline> The iron Ingot is the System at work for items
L255[06:01:40] <OrionOnline> which work just fina
L256[06:01:54] <fry> you probably need to check for isGui3d and transform accordingly
L257[06:02:07] <OrionOnline> Yeah but how do i do that with only the Model
L258[06:02:33] <OrionOnline> I would need to modify the Quads data to that correct
L259[06:02:34] <OrionOnline> ?
L260[06:02:39] <fry> yes
L261[06:02:51] <OrionOnline> Hmm
L262[06:03:01] <OrionOnline> Is there a easy to do that
L263[06:03:01] <fry> or, you can pass the same isGui3d as you wrap, and just transform your quads
L264[06:03:28] <OrionOnline> No i have a better idea
L265[06:03:40] <OrionOnline> i pass IsGUI3D when it is a item Block
L266[06:03:51] <OrionOnline> But pas my Bar only in the general quads
L267[06:04:00] <OrionOnline> as they get rendered over the faced quads
L268[06:04:46] <OrionOnline> Would that not fix the issue?
L269[06:05:02] <fry> don't think so
L270[06:05:20] <OrionOnline> Why not?
L271[06:05:49] <OrionOnline> Ooh cause the rotation is still applied isn't it?
L272[06:06:01] <OrionOnline> It renders the GeneralQuads with rotation....
L273[06:06:18] <fry> yes
L274[06:09:59] ⇨ Joins: Loetkolben (~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L275[06:10:32] <ThePsionic> I should really buy a second monitor
L276[06:10:52] <Dark> it really does help
L277[06:11:03] <Dark> where is a good example of these models being created
L278[06:11:07] <Dark> trying to reverse engineer the code
L279[06:12:14] <OrionOnline> Either check out my code, which is completly commented or Forges examples (but they are limited) or TiC
L280[06:12:31] <OrionOnline> so fry, how do i modify the Quads data?
L281[06:12:42] <Dark> is your code only failing on modded items?
L282[06:12:50] <OrionOnline> Nah on all items
L283[06:12:54] <OrionOnline> It is not failing
L284[06:12:58] <OrionOnline> It just does not look right
L285[06:13:08] <Dark> k, was looking for a vanilla item can't seem to find one being created with the model
L286[06:13:13] <Dark> keep in mind usng notepad++
L287[06:13:17] <OrionOnline> They are not
L288[06:13:18] <Dark> can't do search
L289[06:13:22] <OrionOnline> The model loader loads the model
L290[06:13:30] <OrionOnline> and the model registry hold the combination of the two
L291[06:13:38] <Dark> ah so they are generated
L292[06:15:33] <OrionOnline> yes
L293[06:15:46] <OrionOnline> Fry, how is the data stored in the Quad?
L294[06:19:48] <Flenix> "The model loader loads the model" - trying to hit the word count in your essay?
L295[06:21:10] <Dark> this is a very long chain of method calls to render a block...
L296[06:23:07] <Dark> ModelBlock modelblock = (ModelBlock)this.models.get(variant.getModelLocation());
L297[06:23:19] <Dark> does that help?
L298[06:23:29] <Dark> this being ModelBakery
L299[06:24:21] <Dark> line 403
L300[06:30:33] ⇨ Joins: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
L301[06:35:25] <OrionOnline> Not really Dark
L302[06:35:36] <OrionOnline> Ass the variant is in my case always inventory
L303[06:35:58] <OrionOnline> which is the standard as far is as i am aware, correct my fry when i am wrong?
L304[06:37:01] <sham1> Eugh
L305[06:37:09] <OrionOnline> what's up sham1?
L306[06:37:39] <sham1> philosophy class
L307[06:37:49] <OrionOnline> BLEAAAAAHhhh
L308[06:37:56] <sham1> We watched a video about a debate where one side was just firing fallacies
L309[06:37:57] <Dark> those classes are fun
L310[06:38:01] <Dark> you BS all day and get 100%
L311[06:38:06] <sham1> It was painful to watch
L312[06:38:42] <Dark> anyways OrionOnline I tried, too much code to read for someone that has not updated to 1.8 yet
L313[06:38:51] <OrionOnline> Donnot worry Dark
L314[06:38:51] <sham1> I was about to strangle something at the end of that video
L315[06:38:58] <Dark> not sure the code is designed to render two item models at once
L316[06:38:59] <sham1> T'was so painful
L317[06:39:01] <OrionOnline> I think it is not possible in 1.8 to do it like that
L318[06:39:06] <OrionOnline> It is not
L319[06:39:14] <OrionOnline> It really is not made with that in mind
L320[06:39:26] <Dark> might need to do ASM injection up the line to were it does actual OpenGL calls
L321[06:39:31] <Dark> that way you can just use 1.7.10 code
L322[06:39:43] <sham1> What are you trying to do dark
L323[06:39:53] <Dark> its what OrionOnline is doing
L324[06:40:00] <Dark> was just trying to help
L325[06:40:02] <fry> Dark: bad advice
L326[06:40:08] <Dark> i know :/
L327[06:40:28] <OrionOnline> sham1, i am trying to render a ItemBlock on the first layer of my item, and a other texture over it
L328[06:40:34] <Dark> not enough coffee to solve this problem
L329[06:40:40] <sham1> ISmartItemModel
L330[06:40:47] <OrionOnline> sham1, nope not wokring
L331[06:41:02] <OrionOnline> As the original Model coming form the ItemBlock is not rotated
L332[06:41:10] <OrionOnline> So you just get a flat surface not the block
L333[06:41:15] <OrionOnline> when rendering the combined model
L334[06:41:53] <Dark> does MC still allow for multi-layered items
L335[06:41:57] <Dark> like enchantments?
L336[06:42:02] <Dark> might be a place to look
L337[06:42:12] <OrionOnline> Yeah sure, i am using them for my armor and TiC for its tools
L338[06:42:28] <OrionOnline> But that does not solve it as i still have to bake them, before i render the mode
L339[06:42:31] <OrionOnline> model
L340[06:42:54] <Dark> yes but at some level it would have to render two models? in theory that is.. stil note sure what MC is doing with this model baking
L341[06:43:00] <sham1> BTW fry, I can render the item with that advice you gave, but just how do I have it have its texture
L342[06:43:24] <fry> bind the sheet
L343[06:43:29] <OrionOnline> Dark, the problem is not that it has to render two models
L344[06:43:31] <sham1> Which one
L345[06:43:42] <OrionOnline> But that i have to rotate one model before merging
L346[06:43:44] <fry> the only sheet there is
L347[06:43:53] <Dark> hmm print line the model
L348[06:44:02] <OrionOnline> As i have one model that needs to be rotated and the other not
L349[06:44:02] <sham1> Oh the location Block texture or whatever it was called in texturemap
L350[06:44:02] <Dark> see how far the translation is off
L351[06:44:30] <OrionOnline> http://snag.gy/pFBDk.jpg, that obsidian tile in the bottom should look like a block
L352[06:44:34] <sham1> I'll see once I get back home
L353[06:44:39] <OrionOnline> Not like a flat surface
L354[06:45:15] <Dark> if you rotate it does it change?
L355[06:45:24] <OrionOnline> I cannot rotate it
L356[06:45:37] <Dark> can you rotate it's vertexs
L357[06:45:38] <OrionOnline> As the rotation is done by the renderer it self, not by the model
L358[06:45:47] <Dark> in other words move them
L359[06:45:52] <OrionOnline> Sadly that is not that easy
L360[06:46:06] <OrionOnline> Because each side is stored in its own Quad
L361[06:46:19] <OrionOnline> Which would mean i would have to rotate all quads accordingly
L362[06:46:23] <sham1> Fry might tell you otherwise :p
L363[06:46:24] <Dark> which means it has 4 points
L364[06:46:34] <Dark> just move one face's points over by 1
L365[06:46:37] <sham1> Get a rotation matrix going
L366[06:46:46] <OrionOnline> sham1, that is exactly what i need todo
L367[06:46:57] <Dark> need to check if all 6 faces are rendering in the same spot
L368[06:47:01] <sham1> Actually calculate and multiply the vertices with it
L369[06:47:11] <OrionOnline> I even have that matrix, caus ei can call handlePerspective on the model
L370[06:47:18] <OrionOnline> which returns that rotation matrix
L371[06:47:29] <OrionOnline> but i have no idea how to run that matrix on the BakedQuad
L372[06:47:44] <fry> OrionOnline: you only need to rotate your quads, and return the correct value from isGui3d
L373[06:47:49] <Dark> ^
L374[06:47:55] <OrionOnline> I know
L375[06:47:56] <fry> that might be easier than rotating the wrapped model
L376[06:47:57] <sham1> ^
L377[06:48:03] <OrionOnline> Hmm
L378[06:48:04] <Dark> It honestly looks like a rotation and scaling problem
L379[06:48:26] <OrionOnline> So how do i rotate my Quads, to the oposite of the roration that happens when it rotates the blockk..
L380[06:48:32] <sham1> That's a hardware problem
L381[06:49:19] <OrionOnline> I know it rotates the Block around 210 degrees X and -135 on the Y
L382[06:50:45] <OrionOnline> It would just mean that i would need to rotate my Quads -210 Degrees on the X and 135 on the Y
L383[06:51:12] ⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping timeout: 195 seconds)
L384[06:51:23] <fry> something like that, yes
L385[06:51:54] <OrionOnline> Hmm
L386[06:51:55] <OrionOnline> Oke
L387[06:52:00] <OrionOnline> Lets see how i can rotate Quads
L388[06:52:14] ⇦ Quits: Dark (~MrDark@cpe-76-181-157-113.columbus.res.rr.com) (Quit: Off to nuke a wizard)
L389[06:56:40] <OrionOnline> Why is the vertex data stored in my UnpackedBakedQuads on all places 0?
L390[07:05:27] ⇦ Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote host closed the connection)
L391[07:06:14] <OrionOnline> fry how do i rotate the vertex?
L392[07:06:45] <fry> I'm not sure what would be the best way for your situation
L393[07:08:10] <OrionOnline> Like my texture it self has around 36 Quads, i would need to read the Quads data and modify it
L394[07:08:26] <fry> how do you generate them?
L395[07:08:49] <OrionOnline> They are loaded in by the ModelLoader
L396[07:08:59] <sham1> Hmm, apparently TESRs do not get called if you do not look at them
L397[07:09:03] <fry> so, how do you get them?
L398[07:09:12] <sham1> Good for optimizing if you really want to use TESRs
L399[07:09:12] <OrionOnline> My Model loader gets the resource location
L400[07:09:40] <OrionOnline> then i pas the list of resource location to the Model
L401[07:10:10] <fry> so, you can pass the rotation martix as the 1st argument to the bake method
L402[07:10:11] <OrionOnline> Which gets passed in as the ItemModelLayers defaultTextures
L403[07:10:25] <OrionOnline> I should be
L404[07:11:08] <fry> you can change that transformation based on the value of isGui3d
L405[07:11:13] <OrionOnline> I have a bake method that excepts a IModelState as the first argument of the bake method
L406[07:11:27] <fry> yes, that can be a rotation
L407[07:11:36] <OrionOnline> okey let me see
L408[07:11:44] <fry> what do you pass in there now?
L409[07:12:08] <OrionOnline> I have no idea, that what gets passed in when it bakes the main model
L410[07:12:50] <fry> so, do you call or override the bake method? or both/
L411[07:12:51] <fry> ?
L412[07:13:03] <OrionOnline> Both
L413[07:13:16] <OrionOnline> My main model overrides it, then calls bake on the model for the bar
L414[07:13:24] <OrionOnline> with its parameters
L415[07:14:14] <OrionOnline> and creates a new baked model with the model returned by the super call as parent and the result of the baking of its children as the children of the baked model
L416[07:14:29] <fry> then you need to pass something like state.apply(barModel).compose(newRotation) to the bake you call
L417[07:14:38] <fry> state being the state you're passed
L418[07:14:49] <fry> and newRotation being the rotation you add
L419[07:15:08] <OrionOnline> Ah oke
L420[07:15:10] <OrionOnline> Lets see
L421[07:15:49] <OrionOnline> So i have a matrix of 4Floats
L422[07:16:33] <OrionOnline> Now i have to figure out how to get that matrix correctly
L423[07:17:24] <fry> new TRSRTransformation(null, null, TRSRTransformation.quatFromYXZ(-210, 135), null)
L424[07:17:27] <fry> or smth like that
L425[07:17:41] <OrionOnline> Yeah i am looking at that now
L426[07:17:57] <OrionOnline> Lets try it
L427[07:19:50] <OrionOnline> so i bake it once with the normal flat state, normal vertexformat, and normal getter
L428[07:20:23] <OrionOnline> and once with (state.apply(flatModel).compose(new TRSRTransformation(null, null, TRSRTransformation.quatFromYXZ(-210, 135), null), normal vertexformat, normal texture getter))
L429[07:20:27] <OrionOnline> Correct?
L430[07:20:45] <fry> sounds about right
L431[07:21:15] <fry> you probably just want to bake one or the other depending on the isGui3d
L432[07:21:25] <fry> or are you prebaking and caching the results?
L433[07:22:29] <OrionOnline> prebaking and cahcing
L434[07:23:14] <OrionOnline> the model for the bar contains the individual models for the bar, and one of those is selected during runtime
L435[07:23:45] <OrionOnline> Allthough that call to compose is not working, it wants a Vector3f instead of a Quad4f
L436[07:24:08] <fry> move one null to the left :P
L437[07:24:13] <fry> *right
L438[07:24:16] <fry> to the right :P
L439[07:25:43] <OrionOnline> one null to the right roger
L440[07:26:34] <raoulvdberge> !gm GuiContainer.drawGuiContainerBackgroundLayer 1.7.10
L441[07:34:43] <OrionOnline> fry
L442[07:34:54] <OrionOnline> that would not solve the problem of the flat surface
L443[07:35:14] <OrionOnline> Maybe not one sec
L444[07:36:25] <OrionOnline> No it does not
L445[07:36:36] <OrionOnline> Or maybe one sec
L446[07:36:50] <fry> do you override isGui3d correctly?
L447[07:36:54] <OrionOnline> Yeah
L448[07:37:04] <OrionOnline> But the problems lays with adding the vertexy
L449[07:37:11] <fry> so, is the obsidian block rotated?
L450[07:37:16] <OrionOnline> I cannot try it yet
L451[07:37:35] <OrionOnline> I need a way to add the new Quads to the old models general Quads
L452[07:38:51] <OrionOnline> which is a bit problamatic right now, but i think i have it
L453[07:42:09] <OrionOnline> Lets see compiling
L454[07:42:39] <OrionOnline> Fry
L455[07:43:05] <OrionOnline> It renders the items correctly now both on the normal items and on the blocks the Bars are missing
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L457[07:43:34] <fry> try fiddling with the rotation
L458[07:44:20] <OrionOnline> Yeah but why would it not render the one on the Item, it has no rotation....
L459[07:44:41] <fry> hmm, strange
L460[07:45:20] <raoulvdberge> that awkward moment when you remove your blocks, you get a 50 fps increase
L461[07:45:20] ⇦ Quits: Searge|office (~Searge@h-85-24-130-18.na.cust.bahnhof.se) (Read error: Connection reset by peer)
L462[07:45:23] ⇨ Joins: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
L463[07:46:46] <OrionOnline> On top of that
L464[07:46:54] <OrionOnline> A normal Item gets rendered like a block....
L465[07:46:59] <OrionOnline> When held in hand
L466[07:47:04] ⇨ Joins: Szernex (~Szernex@194-166-194-59.adsl.highway.telekom.at)
L467[07:49:24] <OrionOnline> fry, i should not need to create a copy of the model correct?
L468[07:49:31] <OrionOnline> before i do the rotation i mean
L469[07:49:46] <fry> yes?
L470[07:50:26] <OrionOnline> I mean because i rebake it
L471[07:50:50] <OrionOnline> by calling bake twice, it produces one without the rotation
L472[07:50:55] <OrionOnline> and one with correct?
L473[07:51:30] <fry> yes
L474[07:51:46] <OrionOnline> I fixed the perspective problem for the normal items
L475[07:51:50] <OrionOnline> now the bar is still gone
L476[07:51:53] <OrionOnline> so lets see
L477[07:56:17] <sham1> Fry, how would I go about implementing this in a baked model
L478[07:56:21] <sham1> http://prntscr.com/9c4s3p
L479[07:56:43] <sham1> Specifically that hovering item part
L480[07:57:57] <gigaherz> sham1: use a TESR for that
L481[07:58:07] <gigaherz> that's prime TESR material ;P
L482[07:58:14] <gigaherz> the slab in the model
L483[07:58:14] <sham1> I indeed use a TESR
L484[07:58:20] <gigaherz> the item in the TESR
L485[07:58:21] <sham1> That slab is a model
L486[07:59:02] <sham1> but I am just wondering if it is smarter to use baked model for both
L487[07:59:10] <gigaherz> if it's static
L488[07:59:13] <gigaherz> it would work
L489[07:59:18] <fry> "hovering"?
L490[07:59:24] <gigaherz> but if you want anything fancy such as the item slowly rotating around while hovering
L491[07:59:32] <gigaherz> then TESR is best
L492[08:00:08] <sham1> Now the only problem is that it is so dark
L493[08:00:08] <gigaherz> if you want it statically "embedded" into the model, you'd want the parent model to use an ISmartBlockModel
L494[08:00:22] <gigaherz> and then combine the slab with the contained item
L495[08:00:50] <sham1> I'll make it propably rotate to justify to myself the use of TESR
L496[08:01:01] <OrionOnline> fry in know why the bar is not ther .....
L497[08:01:03] <fry> sham1: you need to set the lightmap coords
L498[08:01:11] <sham1> Okay
L499[08:01:12] <gigaherz> sham1: give it some vertical oscillation too
L500[08:01:26] <sham1> The what now
L501[08:01:28] <gigaherz> .y += sin(time)
L502[08:01:33] <sham1> Ah
L503[08:01:40] <gigaherz> so that it slowly goes up and down
L504[08:01:46] <sham1> mmm
L505[08:01:51] <sham1> On the lightmap
L506[08:02:00] <sham1> Where can I get some and how do I use it
L507[08:02:11] <gigaherz> of course, it would be more like y += 0.05 * sin(time * 0.1)
L508[08:02:14] <gigaherz> hmm
L509[08:02:31] <gigaherz> no idea
L510[08:03:18] <sham1> mmmm
L511[08:03:45] <Cypher121> wow, valve just plain out broke CS:GO
L512[08:03:50] <sham1> Pistol?
L513[08:03:56] <Cypher121> revolver
L514[08:03:56] <gigaherz> "broke"?
L515[08:03:59] <Cypher121> https://youtu.be/gjoYq9jUdVM?t=3m26s
L516[08:04:11] <Cypher121> from the marked moment and to the end of video
L517[08:04:16] <Cypher121> pure rape
L518[08:04:20] <gigaherz> oh balance-wise
L519[08:04:36] <sham1> The revolver is the new CZ+
L520[08:05:12] <OrionOnline> Yeah i did not yet have the pleasure ot play with it
L521[08:05:35] <gigaherz> I'd never want to be responsible for balancing an online competitive game
L522[08:05:53] <gigaherz> people always seem to have the ability to discover ways to misuse the provided tools
L523[08:05:53] <gigaherz> XD
L524[08:06:02] <Cypher121> you can't misuse that
L525[08:06:08] <gigaherz> nah this is plain OP
L526[08:06:10] <gigaherz> but
L527[08:06:17] <gigaherz> in general terms
L528[08:06:25] <gigaherz> ...
L529[08:06:29] <Cypher121> it has penetration power of AWP, always accurate, unless you use rapid fire and deals FUCKTON of damage
L530[08:06:41] <Cypher121> I can forgive a lot, but that's just broken
L531[08:07:22] <gigaherz> well there would be one easy way to fix most OPness in FPS games
L532[08:07:43] <gigaherz> remove crosshair
L533[08:07:52] <OrionOnline> gigaherz
L534[08:07:53] <OrionOnline> not really
L535[08:08:07] <karlthepagan> "i'll put tape on the screen" you're thinking
L536[08:08:14] <OrionOnline> i only look at my crosshair in csgo when using scope and longrange
L537[08:08:17] <gigaherz> although people would just put a crosshair sticker on the screen with a piece of tape
L538[08:08:17] <gigaherz> XD
L539[08:08:18] <sham1> You can even forgive the tec-9 Cypher121?
L540[08:08:33] <Cypher121> even tec, even cz
L541[08:08:39] <sham1> Woah
L542[08:08:50] <karlthepagan> see we thought of that when developing "iron sight" based mods for quake3, we randomized the crosshair vector each spawn
L543[08:09:17] <gigaherz> problem is really
L544[08:09:23] <gigaherz> that in a FPS, the camera == the aim
L545[08:09:29] <gigaherz> while in reality, eye != hand
L546[08:09:38] ⇦ Quits: Loetkolben (~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L547[08:09:43] <sham1> Wait, Tec-9 comes from Sweden!?
L548[08:09:45] <sham1> Wat
L549[08:09:53] <gigaherz> I'd like to see an FPS game using dual-joysticks
L550[08:09:55] <gigaherz> or dual-mouse
L551[08:10:01] <gigaherz> one for head, and one for aim
L552[08:10:02] <gigaherz> XD
L553[08:10:11] <karlthepagan> occulus + wii stick
L554[08:10:14] <gigaherz> not play it. I already suck at normal FPS
L555[08:10:17] ⇨ Joins: kimfy (~kimfy___@74.141.16.62.customer.cdi.no)
L556[08:10:21] <gigaherz> but I'd like to see one
L557[08:10:22] <gigaherz> XD
L558[08:10:27] <gigaherz> karlthepagan: yeah that would do too
L559[08:10:28] <gigaherz> XD
L560[08:10:47] <gigaherz> although
L561[08:10:49] <gigaherz> hmm
L562[08:10:51] <gigaherz> a follow-camera
L563[08:11:09] <gigaherz> so that the sight is slightly behind the aim
L564[08:11:29] <gigaherz> has any FPS done that?
L565[08:11:40] <karlthepagan> you mean incorporated paralax?
L566[08:11:46] <gigaherz> I mean
L567[08:11:51] <gigaherz> when you move the mouse
L568[08:12:19] <OrionOnline> Fry i am getting a bar
L569[08:12:21] <gigaherz> the "crosshair" moves first, then the camera follows as if it was on an elastic rope
L570[08:12:29] <OrionOnline> It is just not in the correct position :P
L571[08:12:45] <gigaherz> so that the crosshair is only really centered when you are idle
L572[08:12:49] <OrionOnline> And i think it is upside down....
L573[08:12:59] <gigaherz> I 'm trying to imagine it
L574[08:13:07] <gigaherz> and I'm already feeling dizzy just from that
L575[08:13:12] <gigaherz> so I guess it wouldn't work too well
L576[08:13:21] <karlthepagan> Golden Eye had a nice feel to it, but the crosshair was synched with gun - https://www.youtube.com/watch?v=ktwVEYqnpcc
L577[08:13:40] <OrionOnline> Anyone know if there is a way to rebake models while in game
L578[08:13:47] <OrionOnline> Now i have to restart every time
L579[08:13:53] <sham1> A realistic FPS where you can *only* aim with ironsights if you want any accuracy
L580[08:13:55] <fry> f3+t
L581[08:14:34] <gigaherz> sham1: yeah but how do you prevent the "tape with permanent marker stuck on the screen"?
L582[08:14:57] <karlthepagan> gigaherz, randomized the viewport slightly been done
L583[08:15:00] <gigaherz> I guess you could have a circle of uncertainty
L584[08:15:01] <sham1> It is so inaccurate without aiming down sights that it would not be needed
L585[08:15:03] <karlthepagan> yeah
L586[08:15:04] <sham1> or that
L587[08:15:06] <gigaherz> have the circle grow
L588[08:15:09] <gigaherz> the faster you move
L589[08:15:18] <gigaherz> and shrink if you stop and use the sights
L590[08:15:22] <gigaherz> or scope
L591[08:15:28] <sham1> So Fry, about that lightmap
L592[08:15:37] <OrionOnline> fry, does it rebake them then too?
L593[08:15:46] <sham1> I'm sorry, I dont know anything about rendering
L594[08:15:48] <sham1> Like at all
L595[08:15:49] <OrionOnline> or is it just reloading the texture sheet
L596[08:16:00] <fry> it reloads the models too
L597[08:17:51] <gigaherz> doesn't mc reload everythign on F3+S/T these days?
L598[08:18:07] ⇦ Quits: Moosli (~tom@8ta-150-169-252.telkomadsl.co.za) (Ping timeout: 195 seconds)
L599[08:18:11] <sham1> http://prntscr.com/9c51ch because this makes no sense at all
L600[08:19:00] <fry> sham1: int l = block.getMixedBrightnessForBlock(world, pos); int l1 = l % 0x10000; int l2 = l / 0x10000; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, l1, l2)
L601[08:19:10] <sham1> Thanks
L602[08:19:57] <sham1> That is an item though
L603[08:20:05] <fry> you have the block pos though
L604[08:20:10] <sham1> Ah
L605[08:20:13] <sham1> I see
L606[08:20:31] <sham1> I can access it all from this context
L607[08:20:55] ⇨ Joins: Falkreon (~Frost@97-121-65-26.omah.qwest.net)
L608[08:20:58] <Falkreon> hello.
L609[08:21:19] <sham1> hi
L610[08:21:31] <Wuppy> \o/ I can has Arduino
L611[08:21:52] <Falkreon> oh? what are you making it do?
L612[08:22:10] <Wuppy> right now I'm just learning how it works
L613[08:22:17] <Falkreon> ah, k
L614[08:22:28] <Wuppy> and I havne't got an actual plan with it just set, but soon (tm)
L615[08:22:34] <Falkreon> so
L616[08:22:39] <Falkreon> I'm collapsing recipes
L617[08:23:15] <Falkreon> well, I've collapsed some recipes, and I'm looking for more to collapse.
L618[08:23:32] <sham1> Nope fry
L619[08:23:34] <sham1> Didnt cut it
L620[08:24:10] <Falkreon> hm. Is it kosher to link the github just for concise explanation?
L621[08:24:15] <fry> is it still black?
L622[08:24:18] <sham1> ye
L623[08:24:26] <fry> how are you rendering the item?
L624[08:24:47] <sham1> Well to make it have rotation and all that I am using a TESR for it
L625[08:25:05] <sham1> And I use the Minecraft.getMinecraft().getRenderItem().renderItem
L626[08:25:06] <sham1> Thingy
L627[08:25:11] <sham1> Hold on
L628[08:25:16] <sham1> Let me commit my code real quick
L629[08:25:22] ⇦ Quits: Lunatrius (~Lunatrius@77.38.103.182) (Ping timeout: 186 seconds)
L630[08:25:27] <Falkreon> I see.
L631[08:26:08] <OrionOnline> I cannot find a way to get this stupid thing to rotate properly
L632[08:26:27] <Falkreon> everyone is rotating things X)
L633[08:26:30] <OrionOnline> I have it rendering but -210 X +135 Y is not really working
L634[08:26:45] <Falkreon> so it's rendering in the wrong place?
L635[08:26:52] <Falkreon> order is important.
L636[08:27:02] <sham1> Ere
L637[08:27:02] <sham1> https://github.com/sham1/ManaCraft/blob/master/src/main/java/sham1/manacraft/client/tesr/ManaItemPedistalTESR.java
L638[08:27:17] <OrionOnline> Falkreon, i am trying to overlay a layer on top of a ItemBlock
L639[08:27:23] <OrionOnline> That is being rendered in 1.8
L640[08:27:32] <OrionOnline> so things that i can do are really really limited
L641[08:27:46] <Falkreon> orion, sham- same or different project?
L642[08:27:59] <sham1> different
L643[08:28:01] <Falkreon> k
L644[08:28:01] <OrionOnline> Different
L645[08:28:06] <sham1> And my problem is not rotating
L646[08:28:13] <sham1> I can just use GL for tha
L647[08:28:20] <OrionOnline> And i cannot..........
L648[08:28:29] ⇦ Quits: VikeStep (~VikeStep@101.184.117.199) (Read error: Connection reset by peer)
L649[08:28:34] <OrionOnline> Currently i donnot feel the love for 1.8
L650[08:28:39] <Falkreon> hehe
L651[08:28:45] <OrionOnline> The system is a bit toooo static for what i am trying todo
L652[08:28:46] <sham1> My problem is that the item in my pedistal that is rendered by that code is dark no matter what I do
L653[08:29:02] <OrionOnline> sham1, you need to enable or disable the lighting
L654[08:29:08] <OrionOnline> I think disable if a am not mistaken
L655[08:29:18] <sham1> would that work?
L656[08:29:20] <sham1> Lets see
L657[08:29:22] <Falkreon> I think so.
L658[08:29:30] ⇦ Quits: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net) (Ping timeout: 206 seconds)
L659[08:29:32] <OrionOnline> try disabling it render the item and reenabling it
L660[08:29:43] <sham1> ye
L661[08:29:46] ⇨ Joins: Nitrodev (~Nitrodev@dcx0f0yyvtnjysn1jr5cy-3.rev.dnainternet.fi)
L662[08:29:53] <OrionOnline> sham1, it works?
L663[08:29:56] <Falkreon> he's pushing/popping attrib, I think that covers the restore of lighting
L664[08:29:56] <sham1> I dont know
L665[08:30:08] <Falkreon> important thing is to disable it
L666[08:30:22] <sham1> Disabling is not helping
L667[08:30:28] <Falkreon> okay.
L668[08:30:37] <OrionOnline> Try enabling it
L669[08:30:42] <OrionOnline> I had that problem to
L670[08:30:47] <sham1> it was enabled beforehand
L671[08:30:52] <OrionOnline> I just donnot know how i fixed it...
L672[08:31:00] <Falkreon> just as a sanity check
L673[08:31:03] <Falkreon> is the block opaque?
L674[08:31:18] <sham1> The pedistal where the item is standing is not no
L675[08:31:20] <sham1> Maybe it should be
L676[08:31:23] <Falkreon> no
L677[08:31:46] <Falkreon> it's just sometimes I try to set mixed brightness and later realize the interior of the block is completely black ^_^
L678[08:32:22] <OrionOnline> This is my current problem: http://snag.gy/BgGC0.jpg
L679[08:32:24] <Falkreon> if it's transparent, then you're probably getting light into the block.
L680[08:32:30] <OrionOnline> The Iron Ingot has the correct bar
L681[08:32:51] <OrionOnline> The obsidian has its bar on the side......#
L682[08:32:53] <sham1> I am famous
L683[08:33:07] <fry> OrionOnline: try changing the rotation angles
L684[08:33:12] <OrionOnline> I tried
L685[08:33:19] ⇨ Joins: Neon (~Neon@dslb-188-107-201-192.188.107.pools.vodafone-ip.de)
L686[08:33:23] <OrionOnline> For some reason rotating it only a single degree
L687[08:33:30] <OrionOnline> Rotates it nearly all the way
L688[08:33:33] <Falkreon> radians?
L689[08:33:47] <OrionOnline> Oh you are right....
L690[08:33:53] <OrionOnline> That are radians....
L691[08:33:58] <OrionOnline> God dam
L692[08:34:04] <fry> quatFromYXZDegrees
L693[08:34:06] <fry> :P
L694[08:34:09] <OrionOnline> Yeah
L695[08:34:12] <OrionOnline> LOL
L696[08:34:17] <OrionOnline> I did not see that one coming
L697[08:34:18] <sham1> oh wow
L698[08:35:07] <Falkreon> I feel like the bar is a health bar for the ingot
L699[08:35:09] <Falkreon> :D
L700[08:35:17] <Falkreon> because it's red
L701[08:35:25] <OrionOnline> It is a temperature bar
L702[08:35:29] <OrionOnline> And it is about to melt
L703[08:35:34] <OrionOnline> So yeah it is red
L704[08:35:36] <Falkreon> that must be painful to hold
L705[08:35:47] <Falkreon> hilariously I'm working on a heat system too
L706[08:35:56] <OrionOnline> Normaly it would burn you if you donnot have a pair of tongs in your inventory
L707[08:36:02] <Falkreon> makes sense.
L708[08:36:08] <OrionOnline> As well as it cooling of
L709[08:37:02] <Falkreon> do different items have different specific heat then?
L710[08:37:28] <sham1> Rendering's a bitch
L711[08:37:29] <Falkreon> like, I'd expect an iron block to store 9x heat as ingot
L712[08:37:42] <OrionOnline> Nah not really
L713[08:37:48] <Falkreon> ehh I guess what I'm asking is, is it temperature or calories X)
L714[08:37:54] <OrionOnline> You can only heat up items that you can process in the end
L715[08:38:05] <OrionOnline> It is basically calories
L716[08:38:14] <OrionOnline> As each material has its own max value
L717[08:38:18] <Falkreon> oh good
L718[08:38:22] <Falkreon> that's specific heat then
L719[08:38:29] ⇦ Quits: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a) (Quit: Leaving.)
L720[08:38:55] <sham1> kiloCalories
L721[08:39:03] <Falkreon> sham1- sure.
L722[08:39:10] ⇨ Joins: Lunatrius (~Lunatrius@77.38.103.182)
L723[08:39:13] <sham1> wait, how did that not ping me
L724[08:39:18] <Falkreon> I'm using H in mine, because enthalpy
L725[08:39:33] ⇨ Joins: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
L726[08:39:35] <Falkreon> sham1- ping ping ping
L727[08:39:41] <Falkreon> the dash must confuse it
L728[08:39:41] <Wuppy> sham1,
L729[08:39:43] <Wuppy> sham1,
L730[08:39:44] <Wuppy> hai
L731[08:39:49] <sham1> there we go
L732[08:39:57] <Wuppy> I helped \o/
L733[08:39:57] <sham1> And shark is a fish
L734[08:40:22] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L735[08:41:14] <sham1> So fry, what should I do with this
L736[08:41:23] <Wuppy> fry the fish \o/
L737[08:41:40] <Wuppy> deep fry it :P
L738[08:41:55] <Falkreon> what is this even
L739[08:42:03] <Falkreon> I'm stealing this snag.gy link
L740[08:42:50] <Falkreon> I can't even tell you how many times I didn't bother to upload an image because I can't just paste it in X)
L741[08:45:22] <Falkreon> so sham1, have you tried setting the lightmapCoords to 240f, 240f?
L742[08:45:39] <Falkreon> just to eliminate any lightmap coord calculations from the possble bug set
L743[08:45:52] <sham1> lets see
L744[08:46:04] <Falkreon> the other thing is try calling setBrightness(15728880); on the Tessellator
L745[08:46:14] <Falkreon> just in case it's using entity brightness instead of block brightness
L746[08:47:14] <Falkreon> I'm going off 1.7 knowledge, so it might be a wild goose chase
L747[08:47:34] <sham1> That did the trick
L748[08:47:37] <Falkreon> nice!
L749[08:48:12] <Falkreon> it's (env << 20 | self << 4)
L750[08:48:34] <Falkreon> 15 for both gives you the 15728880
L751[08:48:43] <sham1> Its litten even without torches which I like
L752[08:48:50] ⇦ Quits: alex_6611 (~alex_6611@p5DC16AF7.dip0.t-ipconnect.de) (Ping timeout: 186 seconds)
L753[08:49:12] <sham1> Gives it that magical feel
L754[08:49:13] <Falkreon> yeah, that's just hardcoded to fullbright. If that's your aim, then we don't have to mess with it
L755[08:50:34] ⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L756[08:50:43] <sham1> fullbright makes it cool
L757[08:51:02] <sham1> After I do my homework I shall make it spin
L758[08:51:18] <Falkreon> http://snag.gy/EleBf.jpg meanwhile this is happening
L759[08:51:43] <Falkreon> cache -> reinforced cache in one step :D
L760[08:51:58] <sham1> broken
L761[08:52:01] <Falkreon> hm?
L762[08:52:06] ⇦ Quits: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net) (Ping timeout: 190 seconds)
L763[08:52:14] <sham1> broken
L764[08:52:17] <Falkreon> broken link?
L765[08:52:23] <sham1> broken balance
L766[08:52:30] <Falkreon> why? It's the same ingredients.
L767[08:52:35] <sham1> oh
L768[08:52:37] <sham1> nvm
L769[08:52:47] <Falkreon> it's just one less cyclic assembler if you're automating it
L770[08:53:07] <Falkreon> been rolling together a whole mod based on collapsed recipes like this
L771[08:53:38] <Falkreon> buildcraft gears... meh
L772[08:54:26] <sham1> these tech mods have way too many ingredients
L773[08:54:31] <Falkreon> yep.
L774[08:55:38] <Falkreon> I don't mind there being ingredients, as long as they're either bottom-tier ingredients, or they actually do something.
L775[08:55:58] <Falkreon> like, there are a lot of things you can make from redstone torches
L776[08:56:07] <Falkreon> but you might legitimately just craft a redstone torch and use it.
L777[08:56:14] <sham1> ye
L778[08:57:35] <Falkreon> lol commit message "Oh TESR, how I hate you"
L779[08:57:47] ⇨ Joins: GhostfromTexas (~GFt@cpe-76-184-99-97.tx.res.rr.com)
L780[08:57:54] ⇦ Quits: Lunatrius (~Lunatrius@77.38.103.182) (Ping timeout: 186 seconds)
L781[08:58:13] <sham1> yeah
L782[08:58:30] <Falkreon> so what do the collectors collect from?
L783[08:59:15] <sham1> The air
L784[08:59:24] <Falkreon> okay, so it's a passive generation block.
L785[08:59:28] <sham1> ye
L786[08:59:36] <sham1> The balance comes from the fact that you need a lot of mana to do anything
L787[08:59:40] <sham1> And those are tier 1
L788[08:59:43] <Falkreon> okay
L789[08:59:49] <Falkreon> here's the tricky part
L790[08:59:59] <Falkreon> and this might just not be solvable
L791[09:00:13] <Falkreon> what's stopping me from paving the earth with collectors?
L792[09:00:21] <Falkreon> as a first-order-optimization strategy
L793[09:00:59] <sham1> Other than the fact that it is tedious?
L794[09:01:10] <Falkreon> what's at tier 2?
L795[09:01:19] <sham1> I have not made it up yet
L796[09:01:22] <Falkreon> heh ok
L797[09:01:25] <sham1> I think it will be a multiblock
L798[09:01:30] <Falkreon> ehhhhhhh
L799[09:01:33] <Falkreon> I hate multiblocks
L800[09:01:39] <Falkreon> with the fury of a thousand dying suns
L801[09:01:56] <Falkreon> like, the Gregtech blast furnace, etc
L802[09:02:01] <Falkreon> coke oven
L803[09:02:03] <Falkreon> all of them.
L804[09:02:11] ⇨ Joins: Lunatrius (~Lunatrius@77.38.103.182)
L805[09:02:12] <Falkreon> they don't need to be multiblocks.
L806[09:02:52] <sham1> the thing about collectors is that they generate mana so slowly
L807[09:03:02] <Falkreon> so more collectors will be faster.
L808[09:03:14] <Falkreon> so I get out my chunk loaders and since they don't need sun
L809[09:03:17] <Falkreon> I just stack them
L810[09:03:24] <sham1> not if I only limit one per user ;)
L811[09:03:41] <Falkreon> *cough* then let me get my turtles
L812[09:03:43] <Falkreon> hehe
L813[09:03:59] <sham1> can turtles craft?
L814[09:04:08] ⇨ Joins: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
L815[09:04:14] <Falkreon> yep.
L816[09:04:40] <sham1> Well nothing stops you from stacking them
L817[09:04:45] <sham1> It just takes away all the fun
L818[09:05:08] <Falkreon> well, that's game design for you. People just want to get the loots or the rf or the mana
L819[09:05:24] <Falkreon> I like automation requirements
L820[09:05:29] <Falkreon> look at botania
L821[09:05:34] *** TTFT|Away is now known as TTFTCUTS
L822[09:05:38] <Falkreon> default config actually kills dayblooms after a certain amount of time
L823[09:05:46] <sham1> ye
L824[09:05:59] <Falkreon> to have a stationary, permanent mana source, you actually need an automation component
L825[09:06:05] <Falkreon> I really like that.
L826[09:06:28] <sham1> like I could be boring and do the furnace route where you burn stuff
L827[09:06:31] <sham1> But that is boring
L828[09:06:39] <Falkreon> yes, yes it is.
L829[09:07:17] *** Ash|Work is now known as Ashway
L830[09:07:26] <sham1> Make it require clear sky eh
L831[09:07:36] <Falkreon> that would help.
L832[09:07:38] <sham1> Well in my concept mana is just a field
L833[09:07:43] <sham1> kinda like magnets
L834[09:07:50] <Falkreon> so what happens if you deplete the local field?
L835[09:08:08] <Falkreon> maybe you'd need to do something to "reset" it, or to move in mana from further away
L836[09:08:14] <sham1> maybe I can have a "inefficiency radius"
L837[09:08:49] <Falkreon> well, that'd encourage people to spread their mana systems out more, which might be nice
L838[09:09:38] <Falkreon> Something I've been doing is negative effects too
L839[09:09:56] <Falkreon> I'm actually keeping track of each chunk's industrial pollutants and ionizinig radiation ^_^
L840[09:10:06] <sham1> I'll make it so that the radi must not overlap
L841[09:10:16] <sham1> othewise inefficient
L842[09:10:30] <Falkreon> basically you can't put your tree farm and your ore processing in the same place
L843[09:10:40] <Falkreon> because the smoke from the fireboxes will kill off your trees
L844[09:10:47] <sham1> Mmm
L845[09:12:57] <Falkreon> but yeah, things to think about
L846[09:13:11] <sham1> ye
L847[09:13:16] <Falkreon> I was joking earlier that I should make a Brotania
L848[09:13:38] <Falkreon> where I basically implemented everything on the feature requests section of botania that vaz refused
L849[09:13:47] <Falkreon> :D
L850[09:13:51] <sham1> propably "do not have the fields of influence overlap" is too harh
L851[09:14:09] <sham1> Maybe just that another collector cannot be in it
L852[09:14:16] <Falkreon> yeah
L853[09:14:27] <Falkreon> it's equivalent to the other rule at twice the radius anyway
L854[09:15:10] <sham1> Well propably bigger collectors have a lot bigger zones around them so...
L855[09:15:15] <sham1> that might be a problem
L856[09:15:32] <Falkreon> oh, I see
L857[09:16:09] <Falkreon> yeah, the smaller collectors could clobber the bigger ones
L858[09:16:22] <Falkreon> that's not necessarily a problem, *but*
L859[09:16:34] <Falkreon> I'd want a way to actually see the spheres of influence
L860[09:16:46] <sham1> That'd be some GL magic
L861[09:17:08] <Falkreon> actually unascribed and I did it already with waypoints and place markers <.<
L862[09:17:16] <Falkreon> hehe
L863[09:18:06] <Falkreon> bleh
L864[09:18:20] <Falkreon> I guess what I'm saying is, it's a little easier than it sounds
L865[09:18:44] ⇨ Joins: PBlock96 (~PB@lawn-143-215-62-187.lawn.gatech.edu)
L866[09:19:13] <Falkreon> but it's all about how much time you want to spend with TESR
L867[09:20:32] ⇦ Quits: mezz (~quassel@24.6.28.151) (Remote host closed the connection)
L868[09:20:32] ⇨ Joins: unascribed (~aesen@everybody.do.the.net.split.unascribed.com)
L869[09:22:19] <ThePsionic> Question: What is BON2 actually for
L870[09:22:31] <Falkreon> BON2?
L871[09:22:36] <sham1> It deobfuscates I think
L872[09:22:44] <ThePsionic> https://github.com/Parker8283/BON2
L873[09:23:02] <sham1> based on the legendary "Bearded octo-nemesis"
L874[09:23:29] <Falkreon> oh. Yeah, it deobfuscates mods.
L875[09:23:33] <ThePsionic> Ah
L876[09:23:43] ⇨ Joins: Brokkoli (~Brokkoli@f050173200.adsl.alicedsl.de)
L877[09:24:03] <Falkreon> I usually load in codechickencore and just run production versions of mods I debug against X)
L878[09:24:12] <raoulvdberge> Is it possible to draw a tooltip in GuiContainer with a custom text (not an ItemStack)
L879[09:24:45] <sham1> yes
L880[09:24:46] <Falkreon> I'm sure it would be.
L881[09:25:05] <raoulvdberge> renderToolTip only takes an ItemStack...
L882[09:25:13] <sham1> Well it is not that
L883[09:25:29] <sham1> drawHoveringText
L884[09:25:32] <Falkreon> raoulvdberge- steal the chat message tooltip then
L885[09:26:06] <Falkreon> or do that
L886[09:26:10] <Falkreon> I'm going to shut up now
L887[09:26:20] <sham1> no dont
L888[09:26:29] <Falkreon> X)
L889[09:29:25] <raoulvdberge> oh thanks :)
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L891[09:39:04] <ThePsionic> Can I manually download a mapping?
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L893[09:40:21] <Wuppy> I'm impressed by how shitty Skype has become....
L894[09:40:48] <ThePsionic> You might want to try Discord http://discordapp.com
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L896[09:40:59] <Wuppy> but everybody I know is on skkype
L897[09:41:05] <ThePsionic> Get them over to Discord :P
L898[09:41:11] <Wuppy> haha
L899[09:41:15] <fry> or to irc :P
L900[09:41:24] <ThePsionic> ^
L901[09:41:31] <Wuppy> obivously IRC masterrace
L902[09:41:34] <ThePsionic> Although IRC doesn't have voice
L903[09:41:56] <fry> talking is overrated :P
L904[09:42:15] <Cypher121> sham1: I changed my mind, tec is bs
L905[09:42:26] <sham1> there we go
L906[09:42:29] <sham1> R8
L907[09:42:33] <Wuppy> reinstalled skype.. please tell me it actually saves my god damn settings for once
L908[09:42:34] <sham1> R8 m8
L909[09:43:37] <ThePsionic> Anyway
L910[09:43:41] <ThePsionic> 16:39:05 <ThePsionic> Can I manually download a mapping?
L911[09:43:42] <dyzcypul> anyone have an example of using the 1.8 OBJLoader for a mob?
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L913[09:44:23] <sham1> why use a 3d format with no animation support for mobs
L914[09:45:26] <dyzcypul> attempting to do it like pixelmon does
L915[09:45:38] <fry> dyzcypul: https://github.com/RainWarrior/MinecraftForge/blob/model-animation/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L308-L396
L916[09:45:42] <sham1> contraversy
L917[09:46:02] <fry> it's not fully finished, but should give you an idea of what to do :P
L918[09:46:13] <sham1> time to see how much BS the revolver in CS is
L919[09:46:18] <dyzcypul> thanks fry
L920[09:46:29] <sham1> When in doubt ask fry
L921[09:47:02] <fry> unified animation support is exactly what I'm trying to do right now :P
L922[09:48:21] <ThePsionic> No one knows
L923[09:48:22] <ThePsionic> Ugh
L924[09:49:30] *** kroeser is now known as kroeser|away
L925[09:49:54] <fry> !!exports
L926[09:49:54] <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/
L927[09:50:03] <Mimiru> Ok... so a fresh port of a 1.7 mod to 1.8, whats the basics I need to know? :P
L928[09:50:06] <fry> ThePsionic: ^ :P
L929[09:50:16] <ThePsionic> ah gotcha
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L931[09:50:46] <fry> Mimiru: x, y, z -> BlockPos, metadata -> IBlockState, ISBRH -> JSON
L932[09:50:54] <fry> in a nutshell :P
L933[09:51:14] <Mimiru> Do I need JSONs for basic blocks?
L934[09:51:22] <fry> yes
L935[09:51:24] <ThePsionic> Wait, once I download the ZIP, where would I put it in the .gradle directory
L936[09:51:27] <Mimiru> mkay
L937[09:51:52] <fry> ThePsionic: why are you doing that? can't you just change the mapping version in build.gradle? :P
L938[09:52:09] <ThePsionic> I have a 1.7.10 mod that I want to deobfuscate with BON2
L939[09:52:48] <fry> can't you point it to the mappings you downloaded?
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L941[09:53:06] <ThePsionic> Doesn't look like it
L942[09:53:24] <ThePsionic> It has some snapshots that I used while devving, but there's no custom directory button
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L944[09:53:46] <fry> #dumbGuiSoftwareProblems
L945[09:58:22] <Mimiru> Oh hrm...
L946[09:58:28] <Mimiru> no curseforge plugin?
L947[09:58:59] <Mimiru> off to #ForgeGradle I go :P
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L963[10:24:21] <MattDahEpic> so the client has the uuid of the logged in player, what does the server have as identification?
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L965[10:25:03] <Mimiru> woo 493 errors in my fresh 1.7 import
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L967[10:26:24] <MattDahEpic> ahhh its the magical time of year where i get the domain renewal email and have to go through password reset since i only log in once a year
L968[10:26:33] <gigaherz> XD
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L990[11:27:43] <Lumien> diesieben07 did you find a solution for your
L991[11:27:46] <Lumien> z-fighting ?
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L993[11:33:26] <MattDahEpic> why has the icann domain renewall fee gone up by 5 cents?
L994[11:33:51] <ThePsionic> They want more money is why
L995[11:34:25] <MattDahEpic> its went from 0.13 to 0.18
L996[11:35:54] <ThePsionic> My domain doesn't expire until next year
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L998[11:36:16] *** Abrar|gone is now known as AbrarSyed
L999[11:36:52] <ThePsionic> AbrarSyed: Just the person I needed
L1000[11:36:58] <masa> one of my domains expired recently, and the renewal would have been something like 20€, when it was originally 2,5€ for the first year. And also it said that if I need to renew it after it expires and has been reserved, that would cost 100€. That's just insane :D
L1001[11:37:20] <ThePsionic> ikr masa
L1002[11:38:06] <masa> I didn't even want to renew it, it was only used for my xmpp server, so that I could actually have valid certificate for it and since it was only 2,5€ for the first year.
L1003[11:38:09] <AbrarSyed> sup?
L1004[11:38:27] <MattDahEpic> mine has been sitting at sub $11 for the past 4 years
L1005[11:38:34] <masa> now I just use my regular domain for it, so pidgin complains on the first connect that the certificate isn't valid for the domain, but whatever
L1006[11:38:39] <ThePsionic> AbrarSyed: How do you manually add mappings to the gradle folder?
L1007[11:38:45] <AbrarSyed> why?
L1008[11:39:05] <MattDahEpic> my guess is chickenbones deobf stuff
L1009[11:39:06] <ThePsionic> I'm trying to use BON2 but I require a 1.7.10 mapping for that, and since I've not modded in 1.7.10 I don't have the mapping available
L1010[11:39:22] <AbrarSyed> bon2 should be able to find FG stuff...
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L1012[11:39:47] <ThePsionic> As I said, I downloaded the mapping manually
L1013[11:39:55] <AbrarSyed> newest bon2 has been fixed for finding FG2 mappings...
L1014[11:39:55] <ThePsionic> But I can't find a way to have BON2 find it
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L1016[11:40:10] <AbrarSyed> ah I see... that I dont know...
L1017[11:40:35] <AbrarSyed> easiest way, grab the 1.7.10 MDK real quick, put in your MCP snapshot, and then run gradle extractMcpMappings
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L1021[11:40:53] <ThePsionic> Yeah I guess
L1022[11:41:00] <AbrarSyed> in 1.7.10, the mapping is tied to the forge version.. so be warned..
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L1024[11:41:09] <ThePsionic> Ah
L1025[11:41:13] <ThePsionic> Good to know
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L1028[11:45:39] <ThePsionic> Wait
L1029[11:45:39] <ThePsionic> http://export.mcpbot.bspk.rs/snapshot/1.7.10/
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L1031[11:45:48] <ThePsionic> Oh nvm
L1032[11:47:12] <ThePsionic> Hmm
L1033[11:47:24] <ThePsionic> AbrarSyed: It's saying gradlew extractMcpMappings is not a task
L1034[11:47:35] <AbrarSyed> uh
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L1036[11:49:06] <AbrarSyed> whatr did I name that mcp task....
L1037[11:49:21] <AbrarSyed> ahah!
L1038[11:49:22] <AbrarSyed> extractMcpData
L1039[11:49:27] <ThePsionic> lol
L1040[11:50:18] <ThePsionic> Hrm, BON2 is still not finding it
L1041[11:52:57] * AbrarSyed blames bon2
L1042[11:53:32] <ThePsionic> okie then
L1043[11:54:05] <ThePsionic> Now in other things: How to persuade a modder who seemed to have disappeared off the face of the earth to give you his source code
L1044[11:55:08] <sham1> why do you need the source
L1045[11:55:13] <sham1> That is the bigges question
L1046[11:55:18] <ThePsionic> Because I want to continue development on it
L1047[11:55:25] <sham1> Remake it
L1048[11:55:29] <ThePsionic> It's an awesome mod but the modder abandoned it
L1049[11:55:48] <ThePsionic> Ehh, it's pretty big with a lot of custom models
L1050[11:56:16] <sham1> Terraria loads so fucking fast with this SSD
L1051[11:56:18] <sham1> I love it
L1052[11:56:54] <ThePsionic> lol
L1053[11:57:16] <AbrarSyed> ThePsionic, 1) send MCF message, they send emails. 2) just say you wanna take it over. give it a week, then decompile and go from there
L1054[11:57:19] <Kobata> Any comments on this general idea? It's probably mostly useful for me and maybe some server-side only mods: https://gist.github.com/Kobata/9a2c5d4174f575006ab7
L1055[11:57:26] <ThePsionic> AbrarSyed: 1) I did, 2) I did
L1056[11:57:34] <ThePsionic> It's been like 2 weeks
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L1058[11:57:42] <AbrarSyed> give up
L1059[11:57:57] <ThePsionic> RIP
L1060[11:59:02] <sham1> Remake it
L1061[11:59:11] <ThePsionic> http://i.imgur.com/75XbO9L.png
L1062[11:59:21] <sham1> You get the ability to port it to 1.8.8 in the same breath
L1063[12:00:19] <ThePsionic> But it's so big and so much ;-;
L1064[12:00:28] <kashike> what mod is it?
L1065[12:00:39] <ThePsionic> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2093095-wildycraft-runescape-dimension-lunar-update
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L1067[12:01:55] <Glitch_Byte> Yeah it is too big for recreation
L1068[12:02:21] <ThePsionic> I could have told you that
L1069[12:02:23] <ThePsionic> Oh wait, I did
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L1071[12:03:06] <Glitch_Byte> Why did he stop updating it ?
L1072[12:03:38] <ThePsionic> /shrug
L1073[12:03:47] <sham1> MY ITEMS ROTATE
L1074[12:03:50] <sham1> IN MY PEDISTAL
L1075[12:06:07] <Glitch_Byte> sham1 are you creating a mod ?
L1076[12:06:14] <sham1> Yes
L1077[12:06:15] <ThePsionic> He didn't post anything about leaving
L1078[12:06:18] <ThePsionic> He just up and left
L1079[12:06:29] <ThePsionic> And he didn't release the source code so RIP
L1080[12:06:38] <sham1> Isnt it obvious when I am in a modding IRC that I would make a mod
L1081[12:07:02] <Glitch_Byte> well i just wanted to ask
L1082[12:07:08] <Glitch_Byte> what is it about
L1083[12:07:08] <sham1> :P
L1084[12:07:12] <sham1> Magic
L1085[12:07:16] <sham1> Generic I know
L1086[12:07:18] <Glitch_Byte> Name?
L1087[12:07:29] <ThePsionic> 19:07:13 <sham1> Magic
L1088[12:07:30] <ThePsionic> duuh
L1089[12:07:48] <ThePsionic> the name is Magic
L1090[12:07:59] <Glitch_Byte> A Mod named "Magic"
L1091[12:08:08] <Glitch_Byte> makes me think
L1092[12:08:28] <ThePsionic> I think the first thing that would come to mind for me is MTG
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L1095[12:13:09] <sham1> No, the mod is not called "Magic"
L1096[12:13:16] <sham1> It is just waht it is about
L1097[12:13:22] <Wuppy> \o/ got tickets to the first festival of 2016 :D
L1098[12:13:22] <sham1> Thus it is generic
L1099[12:14:01] *** MrKick|Away is now known as MrKickkiller
L1100[12:14:08] <sham1> And now to add some sinewaves to make the item osolate
L1101[12:14:32] <Glitch_Byte> can i see a screen shot of your pedestal
L1102[12:14:42] <sham1> In a moment
L1103[12:14:54] <sham1> I just add the sinewave
L1104[12:15:05] <Wuppy> only 37 euros for 1 day :D
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L1106[12:20:24] <sham1> http://prntscr.com/9c858b
L1107[12:20:34] <sham1> Yes, I cannot graphics
L1108[12:21:02] <Glitch_Byte> i like
L1109[12:21:05] <Glitch_Byte> the coding
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L1111[12:21:34] *** Keridos is now known as Keridos|away
L1112[12:22:40] <sham1> You want some code?
L1113[12:22:45] <sham1> I can provide
L1114[12:23:58] <Glitch_Byte> No thank you i just wanted see how your mod is like
L1115[12:24:11] <sham1> https://github.com/sham1/ManaCraft
L1116[12:24:15] <sham1> Enjoy my commit stuffs
L1117[12:24:21] <Glitch_Byte> Ok thank you
L1118[12:24:23] <Glitch_Byte> :D
L1119[12:24:42] <Glitch_Byte> is this the mod you are working on
L1120[12:25:21] <sham1> yes
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L1122[12:25:43] <Glitch_Byte> Ok i might try to build a texture for your pedestal
L1123[12:25:58] <sham1> really?
L1124[12:26:02] <sham1> Thank you so much
L1125[12:26:51] <Glitch_Byte> it is a tile entity am i right
L1126[12:27:11] <sham1> The item hovering above is rendered with a tile entity special renderer
L1127[12:27:18] <sham1> The block itself is just a 1.8block model
L1128[12:27:29] <Glitch_Byte> ok that 's better
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L1130[12:27:46] <kashike> I will never, ever, understand why mod authors use their @Mod class as their item/block/entity/tile registry .__.
L1131[12:27:46] <Glitch_Byte> because it is easier to write a json
L1132[12:29:20] <shadekiller666> verizon has some interesting marketing ploys going on: https://www.youtube.com/watch?v=IdlZRhKmWJY
L1133[12:30:05] <MattDahEpic> shadekiller666, its a bukkit plugin
L1134[12:30:32] <shadekiller666> ok?
L1135[12:30:46] <shadekiller666> it is pretty cool
L1136[12:30:49] <MattDahEpic> its cool, but once youve seen one video its the same for all the others: call a phone, maybe order pizza in mc, etc
L1137[12:31:15] <MattDahEpic> have a webcam of the guy deleverin the pizza
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L1140[12:34:35] <shadekiller666> someone actually ordered a pizza with this?
L1141[12:35:45] <MattDahEpic> yup game theroists live stream live 3 days ago did
L1142[12:36:07] <shadekiller666> when a cell phone company puts their cell network IN your game, you've done something right :P
L1143[12:36:10] <MattDahEpic> the impressive part is they did it on a 500player multiplayer server
L1144[12:36:15] <sham1> I hate that guy
L1145[12:36:21] <sham1> I seriously hate his condencending tone
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L1147[12:38:24] <MattDahEpic> the youtube rewind this year is good: https://www.youtube.com/watch?v=KK9bwTlAvgo
L1148[12:39:33] <ThePsionic> Damnit, I set my IDEA to always open another project in this window, but now I actually don't want that
L1149[12:39:45] <MattDahEpic> to the settings
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L1152[12:40:49] <MattDahEpic> so, theres the uuid for the logged in player on the client. is there any constant identifying factor on the server?
L1153[12:42:48] <MattDahEpic> consistant, rather
L1154[12:43:25] <Lumien> the uuid?
L1155[12:43:36] <MattDahEpic> does the server have a uuid?
L1156[12:43:48] <Lumien> The server?
L1157[12:43:53] <MattDahEpic> yes the server
L1158[12:43:54] <Lumien> You mean you want to identify a server?
L1159[12:44:03] <ThePsionic> MattDahEpic: I liked the 2014 rewind better
L1160[12:44:19] <MattDahEpic> i want to have a value that is consistant between runs and unique to the server
L1161[12:44:27] <MattDahEpic> like the uuid of the player
L1162[12:44:59] <Lumien> Pretty sure that doesn't exist, doesn't really make sense
L1163[12:45:02] <Lumien> Just create one yourself
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L1165[12:46:46] <MattDahEpic> dang
L1166[12:47:05] <MattDahEpic> its seeming more and more like i need a server to shill out numbers
L1167[12:48:24] <Kobata> creating a UUID and saving it somewhere should be pretty much unique (that's why it's called uuid)
L1168[12:49:17] <MattDahEpic> thing is i dont have a somewhere to save it
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L1174[13:20:29] <McJty> Does the GLStateManager also replace usage of GL11.glPushAttrib and GL11.glPushMatrix()? (for 1.8.8)
L1175[13:20:36] <fry> yup
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L1177[13:20:43] <McJty> i.e. can you just do everything with that and don't worry about having to push/pop/restore?
L1178[13:20:47] <fry> yup
L1179[13:20:50] <McJty> ok good
L1180[13:21:08] <fry> it simply delegates to the GL, you can look yourself
L1181[13:21:25] <fry> but it won't do expensive native calls if the value you set is the same as the cached one
L1182[13:21:56] <McJty> I'm a bit confused about pushAttrib() though
L1183[13:22:05] <McJty> That seems to simply call through to GL11.glPushAttrib
L1184[13:22:09] <McJty> Without checking
L1185[13:22:23] <McJty> But if you use the statemanager do you actually still have to call that?
L1186[13:23:27] <sham1> Global variables are the death oh me
L1187[13:23:31] <fry> yup, I think they didn't bother caching that
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L1194[13:29:26] <Lumien> IF gl lighting is disabled, shouldn't color material do nothing?
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L1196[13:35:10] <McJty> Hmm... I converted my GL11 code to use GlStateManager and now it only renders when the block is almost out of my view...
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L1201[13:46:37] <McJty> Ok, seems converting to GLStateManager is not as easy as I thought
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L1206[13:57:30] <Wuppy> I should play around with my Arduino some more :)
L1207[13:57:39] <Wuppy> well, borrowed, not actually mine
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L1209[13:58:41] <OrionOnline> fry, you still there?
L1210[13:59:07] <shadekiller666> fry, do you like french fries? or some other kind of fried food?
L1211[13:59:21] <OrionOnline> Yeah i want to know that too ^^^^^^
L1212[13:59:24] <Wuppy> shadekiller666, I already made a near identical joke this afternoon :P
L1213[13:59:43] <fry> 0_o
L1214[13:59:43] * shadekiller666 wasn't trying to make a joke :P
L1215[13:59:44] <OrionOnline> Lol :D
L1216[13:59:48] <Wuppy> oh lol
L1217[13:59:49] * shadekiller666 is actually curious
L1218[13:59:55] <shadekiller666> lol
L1219[13:59:57] <Wuppy> you have weird interesets
L1220[13:59:58] <fry> I love both french fries and baguetes
L1221[14:00:05] <fry> and croissants :P
L1222[14:00:06] <shadekiller666> baguetes?
L1223[14:00:12] <Wuppy> baguetes and croissants are not fried
L1224[14:00:15] <shadekiller666> croissants are fried?
L1225[14:00:25] <Wuppy> perhaps in america like everything else there
L1226[14:00:27] <Wuppy> but normally, no
L1227[14:00:29] <shadekiller666> fried chicken?
L1228[14:00:30] <fry> they're french :P
L1229[14:00:43] <MrKickkiller> Who doesn't love French Fries?! (Even though they should be called Belgian Fries!)
L1230[14:00:47] * fry might've misread the question
L1231[14:00:47] <Wuppy> fry, I know but americans can put a spin in it
L1232[14:00:51] <OrionOnline> fry, i need your infinite Wisdom?
L1233[14:00:51] <Ordinastie> fry is just saying he like all stereotypical french food
L1234[14:01:03] <shadekiller666> wuppy, contrary to popular belief, not EVERYTHING is fried in 'Merica
L1235[14:01:11] <fry> there's non-stereotypical french food? :P
L1236[14:01:24] <Wuppy> shadekiller666, there are of course about 2 exceptions :P
L1237[14:01:29] <Ordinastie> Boeuf Bourgignon
L1238[14:01:30] <fry> shadekiller666: everything is with cheese though :P
L1239[14:01:49] <fry> fair enough, Ordinastie :P
L1240[14:02:07] <shadekiller666> wuppy, for the record, "frying" is a common food preperation technique everywhere in the world
L1241[14:02:15] <shadekiller666> fry, good point
L1242[14:02:30] <shadekiller666> "Would you like some cheese on your cheese?"
L1243[14:02:49] <fry> mmmmm, fried cheese
L1244[14:02:56] * fry is now hungry
L1245[14:03:04] <Ordinastie> fry, speaking about cheese : Fondue Savoyarde :]
L1246[14:03:13] <shadekiller666> ive actually wanted to try fried oreos
L1247[14:03:29] <Ordinastie> ^ and that's where the stereotype comes from
L1248[14:03:32] * OrionOnline needs fry (and maybe some fried stuff now
L1249[14:03:32] <McJty> fry, seems direct translation from GL11 -> equivalent GLStateManager call is not working. Does it need some additional setup or something before you can use it?
L1250[14:04:00] <shadekiller666> mcjty, can't you just direct-call to GL?
L1251[14:04:08] <fry> McJty: you shouldn't need anything else
L1252[14:04:13] <McJty> shadekiller666, sure. But I thought it was the idea to not do that in 1.8.8
L1253[14:04:19] <fry> perhaps you didn't translate everything correctly
L1254[14:04:34] <fry> OrionOnline: ask, question, I'll try to answer ;P
L1255[14:04:49] <Ordinastie> perhaps you didn't push/pop de matrix where you should
L1256[14:04:54] <shadekiller666> GlStateManager doesn't have everything that you usually call to GL
L1257[14:04:57] <OrionOnline> I am still working on the stuff from this afternoon
L1258[14:05:11] <OrionOnline> I not only need a Rotation but also a Translation
L1259[14:05:22] <OrionOnline> As well as a Scaling
L1260[14:05:29] <shadekiller666> infact, vanilla makes direct calls to GL11 in some places
L1261[14:05:30] <fry> Ordinastie: btw, fondue is totally stereotypical :P
L1262[14:05:46] <McJty> The working GL11 version: https://bpaste.net/show/ffd9a9c3aa1c
L1263[14:05:54] <McJty> The non working GLStateManager version: https://bpaste.net/show/29cd844ad569
L1264[14:06:08] <shadekiller666> did you guys know that fortune cookies are an american invention?
L1265[14:07:00] <fry> McJty: I don't see attrib stuff
L1266[14:07:53] <McJty> Well is that needed?
L1267[14:08:12] <McJty> I thought the point of the state manager was to avoid that
L1268[14:08:45] <OrionOnline> Can i somehow append the translation and the scaling to the original IModelState?
L1269[14:09:53] <fry> McJty: yes, I think that's still needed
L1270[14:10:01] <shadekiller666> the GlStateManager seems kinda useless
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L1272[14:10:15] <fry> OrionOnline: look at other arguments to the TRSRTransformation, ones you set to null
L1273[14:10:17] <McJty> But if I don't do that I would think that it would mess up other blocks. Not mine
L1274[14:10:25] <shadekiller666> of course, it also feels like another half-finished mojang class
L1275[14:10:45] *** Gaz is now known as Gaz|Away
L1276[14:10:48] <OrionOnline> Ah
L1277[14:11:00] <OrionOnline> fry, that is good to know
L1278[14:11:04] <fry> it should be adding a noticeable fps improvement, finished or not
L1279[14:12:02] <Ordinastie> fry which one ? :p
L1280[14:12:22] <Ordinastie> because there also is a Fondue Bourgignone :)
L1281[14:12:26] <shadekiller666> fry, what company's french fries do you like the most?
L1282[14:12:59] <fry> Ordinastie: the cheeze one :P
L1283[14:13:03] <Ordinastie> hehe
L1284[14:13:23] <Ordinastie> there is also the Tartiflette :p
L1285[14:13:30] <fry> (I have no idea what's the difference between all these :P)
L1286[14:13:31] <shadekiller666> like, Tommy's, McDonalds...
L1287[14:13:36] <Ordinastie> or Raclette too
L1288[14:13:37] <fry> (I just know what fondue is :P)
L1289[14:13:46] <Ordinastie> (had one sunday, so good:p)
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L1291[14:14:01] <fry> shadekiller666: probably italian mcdonalds
L1292[14:14:07] <shadekiller666> ?
L1293[14:14:19] <fry> the one I was in rome is fenomenal
L1294[14:14:25] <fry> US macs are shitty
L1295[14:14:30] <shadekiller666> their french fries are different than 'merican?
L1296[14:14:34] <fry> russian macs are ok
L1297[14:14:41] <fry> italian was incredible
L1298[14:14:43] * shadekiller666 only goes to mcdonalds for breakfast
L1299[14:14:57] <fry> yup, they're noticeably different
L1300[14:15:03] <fry> even if they have the same menu
L1301[14:15:40] <Ordinastie> I used to joke that if a french mcdonalds was done in the US, it would be considered an upscale restaurant, that's how much difference there is ^^
L1302[14:15:41] <Tzk> it's the same for coca-cola in different countries...
L1303[14:16:49] <shadekiller666> huh
L1304[14:17:14] <fry> yup, global products aren't 100% global :P
L1305[14:17:23] <shadekiller666> i'm in california, and we have In-N-Out, which has the bestest french fries
L1306[14:18:21] * fry will try to remember that if he ever visits west coast again :P
L1307[14:18:35] <Ordinastie> I can even taste differences in plastic bottled coca cola vs canned coca cola
L1308[14:19:01] <fry> eh, that's easy
L1309[14:19:11] <Ordinastie> hell, I can even taste the difference between a regular canned coca cola and chromed canned coca cola
L1310[14:23:04] <MattDahEpic> i can tell how long sourdough bread was baked based on how fermented it tatses
L1311[14:23:50] <gigaherz> Ordinastie: but canned and bottled taste completely different ;p
L1312[14:24:07] <gigaherz> specially glass bottles
L1313[14:24:23] <shadekiller666> fry, another thing you should know, In-N-Out has a massive secret menu
L1314[14:25:05] <MattDahEpic> their regular menu is like 2 burgers and fries and milk
L1315[14:25:16] <shadekiller666> ^
L1316[14:25:16] <gigaherz> "secret menus" are a lie
L1317[14:25:23] <gigaherz> they are just custom orders with a nickname
L1318[14:25:23] <gigaherz> ;p
L1319[14:25:28] <shadekiller666> yep
L1320[14:25:34] <gigaherz> it just happens that sometimes, those nicknames become sortof-official
L1321[14:25:46] <diesieben07> stuff out of cans is gross
L1322[14:25:48] <shadekiller666> but they have a fuck ton of those "custom orders with a name"
L1323[14:26:06] <fry> also, if literally the first person who tells me about in-n-out tells me about the secret menu, it's not that secret, is it? :P
L1324[14:26:29] <fry> diesieben07: I love canned tuna
L1325[14:26:44] <diesieben07> drinks
L1326[14:26:44] <fry> heh
L1327[14:26:46] <diesieben07> also tuna is gross, but thats justme
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L1329[14:27:02] * fry was very surprized he liked tuna
L1330[14:27:04] *** TehNut|Sleep is now known as TehNut
L1331[14:27:05] <ThePsionic> On topic now: If I port a closed-source 1.7.2 mod to 1.8.8, can I make a repo for it, and if so, what license?
L1332[14:27:09] <fry> since it smells like fish :P
L1333[14:27:16] <fry> but the taste is amazing
L1334[14:27:22] <diesieben07> meh
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L1336[14:27:25] <fry> ThePsionic: no :P
L1337[14:27:28] <shadekiller666> tuna smells like fish?
L1338[14:27:36] <fry> I know, right? :P
L1339[14:27:38] <shadekiller666> when the fuck did that happen?
L1340[14:27:47] <ThePsionic> fry: no public one then I guess
L1341[14:28:38] <ThePsionic> Gitlab ftw
L1342[14:30:08] <fry> what you're doing is probably illegal in most contries, and is widely considered to be morally wrong, ThePsionic :P
L1343[14:30:23] <fry> unless you have a permission from the original author
L1344[14:30:51] <ThePsionic> I don't because he's disappeared
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L1347[14:31:23] <shadekiller666> how long has it been since he "disappeared"
L1348[14:31:45] <ThePsionic> Half a year give or take a month
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L1351[14:31:53] *** rockers3000 is now known as Rockers
L1352[14:32:10] <shadekiller666> thats not generally long enough for things to become public domain
L1353[14:32:27] <shadekiller666> (you can thank Disney for that)...
L1354[14:32:46] <Rockers> Okay! I've got my block facing the correct direction but the particles have gone purple and black. Hmm :/
L1355[14:33:31] <smbarbour> To be legal, the original author would need to be dead, and then you have to wait 70 years.
L1356[14:33:48] <shadekiller666> ^ at least in the US
L1357[14:33:49] <smbarbour> (at least under US law)
L1358[14:33:55] <ThePsionic> Or wait 95 years since the last update
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L1360[14:34:05] <Rockers> Or get permission?
L1361[14:34:05] <ThePsionic> Or 120 since creation
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L1363[14:34:25] <ThePsionic> Rockers: That's the problem
L1364[14:34:31] <TehNut> or just write your own version and append the name with "Reborn"
L1365[14:34:37] <Rockers> I joined halfway through.
L1366[14:34:37] <fry> ^
L1367[14:34:42] <TehNut> or prefix it with "Project" and only use the first letter of the original name
L1368[14:34:51] <fry> or the first word
L1369[14:35:01] <Rockers> Or be sarcastic and do "TotallyNot..."
L1370[14:35:03] <ThePsionic> That's what this is going towards TehNut
L1371[14:35:18] <TehNut> oh or just change a major color
L1372[14:35:24] <ThePsionic> Lol
L1373[14:35:31] <Rockers> What is this with?
L1374[14:35:34] <smbarbour> If you write it from scratch, you mostly avoid issues. But you also have to not look at the decompiled source, ever.
L1375[14:35:38] <ThePsionic> "Project WC"
L1376[14:35:42] <fry> aaanyway, there are legal and more morally light ways to do this than porting the original mod
L1377[14:35:58] <ThePsionic> smbarbour: failed step two
L1378[14:36:10] <TehNut> welp that's it
L1379[14:36:12] <TehNut> call the cops boyz
L1380[14:36:21] <ThePsionic> rip
L1381[14:36:21] <fry> forget everything you saw, ThePsionic :P
L1382[14:36:29] <smbarbour> Well then you're gonna have to go Eternal Sunshine of the Spotless Mind then.
L1383[14:36:31] <shadekiller666> weeee wooooo weeeeee wooooo
L1384[14:36:34] <fry> or deliberately do things differently :P
L1385[14:36:51] <TehNut> "oh no i saw efficiency!"
L1386[14:36:55] <ThePsionic> Well, the old author's code is a mess anyway
L1387[14:37:02] <fry> exactly
L1388[14:37:04] <TehNut> *adds needless loops everywhere*
L1389[14:37:18] <Falkreon> lol
L1390[14:37:20] <Falkreon> which mod?
L1391[14:37:28] <fry> lady efficiency herself
L1392[14:37:29] <ThePsionic> TehNut: while(true){break;}
L1393[14:37:37] <ThePsionic> Falkreon: WildyCraft
L1394[14:37:43] <Falkreon> never even heard of it
L1395[14:37:50] <Rockers> Hello?
L1396[14:37:52] <Rockers> Is it me.
L1397[14:37:58] <Rockers> It's me*
L1398[14:38:02] <ThePsionic> It's a pretty large RuneScape mod
L1399[14:38:13] <Rockers> No, It's me
L1400[14:38:26] <fry> or is it just fantasy?
L1401[14:38:32] <Falkreon> you mean it's a forge mod that pretends to make it runescape?
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L1403[14:38:38] <ThePsionic> Rockers: hello from the other side
L1404[14:38:40] <smbarbour> The author of that mod: "Last active Sat, Oct, 10 2015 15:10:39"
L1405[14:38:43] <Rockers> -_(0_0)_-
L1406[14:38:50] <ThePsionic> Err
L1407[14:38:50] <Rockers> !!latest
L1408[14:38:51] <smbarbour> And it's on 1.7.10 right now.
L1409[14:38:51] <MCPBot_Reborn> === Latest Mappings ===
L1410[14:38:52] <MCPBot_Reborn> MC Version Forge Gradle Channel
L1411[14:38:52] <MCPBot_Reborn> 1.8.8 snapshot_20151209
L1412[14:38:53] <MCPBot_Reborn> 1.8 snapshot_20151128
L1413[14:38:53] <Rockers> lol
L1414[14:38:54] <MCPBot_Reborn> 1.8 stable_18
L1415[14:38:54] <MCPBot_Reborn> 1.7.10 snapshot_20140925
L1416[14:38:55] <MCPBot_Reborn> 1.7.10 stable_12
L1417[14:39:13] <ThePsionic> smbarbour: Not on MCF it ain't
L1418[14:39:16] <fry> Rockers: yes, we can see you, what? :P
L1419[14:39:21] <TehNut> ThePsionic: http://minecraft.curseforge.com/members/Nolpfij
L1420[14:39:25] <smbarbour> http://minecraft.curseforge.com/projects/wildycraft
L1421[14:39:31] <Rockers> I was joking about XD
L1422[14:39:35] <Rockers> But
L1423[14:39:41] <Rockers> I do have a problemo.
L1424[14:39:46] <Falkreon> okay. I see
L1425[14:39:57] <ThePsionic> Huh.
L1426[14:40:10] <Rockers> Meh particles are purple and black now that I have added block variants.
L1427[14:40:11] <ThePsionic> I might try messaging him there then
L1428[14:40:12] <smbarbour> Additionally, it's GPLv3
L1429[14:40:27] <Falkreon> oh, hey
L1430[14:40:29] <ThePsionic> Yet it's closed source
L1431[14:40:29] <Falkreon> it is.
L1432[14:40:31] <ThePsionic> K
L1433[14:40:31] <Rockers> When there were no block variants, the particles worked fine for the block.
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L1435[14:40:47] <Rockers> I don't know what happened.
L1436[14:40:50] <Falkreon> I hate when they lie about the license
L1437[14:41:10] <Rockers> I didn't change anything about the particles yet they do not work
L1438[14:41:21] * Rockers sobs.
L1439[14:42:07] <Falkreon> rockers- it has to be leftover state
L1440[14:42:10] <ThePsionic> I'll take a closer look when I'm actually at a computer
L1441[14:42:19] <ThePsionic> But might be worth checking out
L1442[14:42:24] <Rockers> Leftover state?
L1443[14:42:27] <ThePsionic> Ty for the pointers all
L1444[14:42:32] <Falkreon> yeah GL is a state machine
L1445[14:42:53] <fry> Rockers: show your json
L1446[14:43:04] <Falkreon> so something is setting the blend mode, or calling GL color, or setting one of the 8 billion different state variables
L1447[14:43:11] <Rockers> Which ones? The Model and the variants?
L1448[14:43:17] <fry> both
L1449[14:43:22] <Rockers> Okay
L1450[14:43:36] <Falkreon> so, the particles are PURPLE and black, that helps a ton
L1451[14:43:47] <Falkreon> just black can be a pain to diagnose X)
L1452[14:44:08] <Falkreon> so I'd say just set more explicit state in the front of your particles
L1453[14:44:45] <shadekiller666> if particles are pink and black, that means there is no assigned texture for them
L1454[14:45:02] <Falkreon> oh, good call. I hadn't thought about the textures.
L1455[14:45:20] <Rockers> Model: http://pastebin.com/L6QKAE3Q Variants: http://pastebin.com/pXK0w46Z
L1456[14:45:24] <Rockers> It worked before...
L1457[14:45:26] <Falkreon> forget the model.
L1458[14:45:40] <Falkreon> really. Forget it. You can't affect a lot of that
L1459[14:46:16] <fry> Rockers: and the blockstate json? :P
L1460[14:46:25] <fry> (second link is the item model ;P)
L1461[14:46:26] <Rockers> Duh
L1462[14:46:32] <Rockers> Crap whoops lol
L1463[14:46:37] <Rockers> I didn't pay attention
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L1465[14:47:04] <Rockers> It's really not worth pasting into pastebin
L1466[14:47:06] <Rockers> {
L1467[14:47:06] <Rockers> "variants": {
L1468[14:47:06] <Rockers> "normal": {"model": "satanicofferings:satanicAltar" },
L1469[14:47:06] <Rockers>
L1470[14:47:06] <Rockers> "facing=north": {"model": "satanicofferings:satanicAltar" },
L1471[14:47:06] <Rockers> "facing=south": {"model": "satanicofferings:satanicAltar", "y": 180 },
L1472[14:47:07] <Rockers> "facing=west": {"model": "satanicofferings:satanicAltar", "y": 270 },
L1473[14:47:07] <Rockers> "facing=east": {"model": "satanicofferings:satanicAltar", "y": 90 }
L1474[14:47:08] <Rockers> }
L1475[14:47:08] <Rockers> }
L1476[14:47:17] <fry> please do next time anyway.
L1477[14:47:22] <Rockers> Oh, ok
L1478[14:47:29] <fry> it's better than 10-line spam in the channel :P
L1479[14:47:34] <Rockers> :p
L1480[14:48:47] <Rockers> I mean, the model works and all, it's just that the particles look like they haven't been set, even though I know they have been...
L1481[14:49:26] <Falkreon> hmm
L1482[14:49:39] <fry> yup, "particle": "satanicofferings:blocks/satanicAltar/Base" should set the particle texture correctly
L1483[14:49:54] <Rockers> It did before I added variants.
L1484[14:50:06] <Falkreon> yeah. doublecheck that the particle texture is still there, and maybe run processResources from gradle
L1485[14:50:29] <Falkreon> for some reason gradle doesn't like to do that step for me sometimes :/
L1486[14:50:46] <Falkreon> it's probably not it.
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L1488[14:50:53] <Falkreon> I'm past my depth with 1.8 jsons
L1489[14:51:07] <Rockers> I'm new to them.
L1490[14:51:17] <Falkreon> to me everything looks right.
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L1492[14:54:26] <shadekiller666> fry and myself probably know the most about them :P
L1493[14:54:26] <Rockers> I'm wondering if I need to add the down and up directions.
L1494[14:54:52] <shadekiller666> rockers, you might, the game doesn't like not having variants for all directions
L1495[14:55:03] <Rockers> It's spitting "Model definition for location satanicofferings:satanicAltar#facing=down (and up) not found"
L1496[14:55:13] <ThePsionic> PM'd the guy on CurseForge, hope I get a reaction this time around
L1497[14:55:19] <Rockers> I'll add them and see what happens.
L1498[14:55:33] <Rockers> I suppose 1.8.8 is still in Beta
L1499[14:55:39] <Rockers> *Forge
L1500[14:55:46] <shadekiller666> its not a 1.8.8 problem
L1501[14:55:54] <shadekiller666> its caused by 1.8 vanill
L1502[14:55:56] <shadekiller666> vanilla
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L1504[14:57:46] <Rockers> Yep
L1505[14:57:55] <Rockers> Adding the up and down directions fixed my proplem
L1506[14:58:06] <Rockers> Oh yeah, it is a 1.8 problem.
L1507[14:58:19] <Rockers> That could have happened with a resource pack aswell.
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L1511[15:17:28] <minecreatr> is ResourceLocation a client side only class?
L1512[15:18:17] <diesieben07> No
L1513[15:18:36] <shadekiller666> its used for anything loaded from a file
L1514[15:18:40] <minecreatr> ok
L1515[15:18:51] <shadekiller666> i think
L1516[15:19:04] <diesieben07> Not really
L1517[15:19:13] <shadekiller666> not 100% sure that level.dat stuff is loaded using it but its server-side as well
L1518[15:19:22] <diesieben07> It is more like an identifier with domain
L1519[15:19:37] <minecreatr> yeah, I remember I think it used to be client side only
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L1521[15:23:39] <MattDahEpic> why do my testing world always have the coolest spawns, but my survival worlds spawns are complete crap
L1522[15:23:54] <MattDahEpic> looking at to 1000 block treeless desert
L1523[15:24:01] <MattDahEpic> you*
L1524[15:24:26] <shadekiller666> you can copy worlds you know?
L1525[15:24:32] <MattDahEpic> i know
L1526[15:24:34] <shadekiller666> and change their gamemode
L1527[15:24:51] <MattDahEpic> but its the randomness that i only get while developing
L1528[15:25:18] <shadekiller666> sounds like you need Mystcraft :P
L1529[15:25:20] <Mraof> When I'm developing I end up giving my worlds weird names
L1530[15:25:36] <Mraof> At least when I'm doing stuff that requires new worlds
L1531[15:25:37] <shadekiller666> the power to influence world generation :P
L1532[15:25:38] <MattDahEpic> mine are test test- and test--
L1533[15:25:42] <minecreatr> I noticed that UniqueIdentifier has been depreciated in exchange for ResourceLocation, is there an equivalent to GameRegistry.findUniqueIdentifierFor(Item) for ResourceLocation instead?
L1534[15:26:14] <MattDahEpic> like minecraft:stick minecreatr ?
L1535[15:26:22] <minecreatr> yes MattDahEpic
L1536[15:26:29] <Mraof> Looks like I've deleted most of my testing worlds
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L1538[15:26:46] <Mraof> But I just give them whatever random name I think of
L1539[15:26:58] <Mraof> Which can end up being stuff like "Tomorrow's Bowtie"
L1540[15:27:16] <Mraof> Or "{,",ə
L1541[15:27:20] <shadekiller666> "Yesterday's Mustache"
L1542[15:27:20] <MattDahEpic> minecreatr, its Item.itemRegistry.getNameForObject(item.getItem()).toString();
L1543[15:27:37] <minecreatr> ok thanks MattDahEpic
L1544[15:27:45] <ThePsionic> Mraof: My latest testworld is called "glory hole"
L1545[15:27:48] <minecreatr> does that work for modded items too?
L1546[15:27:52] <ThePsionic> The one before was "six bananas"
L1547[15:27:53] <Mraof> Haha
L1548[15:27:58] <MattDahEpic> yes minecreatr
L1549[15:28:14] <Mraof> Sometimes you can tell when I'm having trouble by the names
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L1552[15:28:48] <Mraof> Like "Okay does it work now" "How about this time" "Seriously, what's wrong" "I think that should have fixed it?" "Actually fixed, I hope"
L1553[15:29:11] <ThePsionic> Mraof: sounds like my commit history
L1554[15:29:18] <Mraof> Haha
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L1556[15:29:25] <Mraof> I don't commit very often
L1557[15:29:37] <ThePsionic> I am an overcommitter
L1558[15:29:54] <Mraof> Since a couple of my projects build when I commit so I'm used to making sure everything works first
L1559[15:30:00] <ThePsionic> Mraof: https://github.com/ThePsionic/Ingens/commits/master
L1560[15:30:04] <ThePsionic> Have fun
L1561[15:30:16] <Mraof> (I could just use branches to avoid that but whatever)
L1562[15:31:05] <ThePsionic> http://i.imgur.com/fHhE7xc.png
L1563[15:31:07] <ThePsionic> What a gem
L1564[15:31:08] <Pennyw95> has anyone ever had problems with bounding boxes? I'm doing a multiblock that requires some small parts, and more often than not the player sort of "clips" through the boxes...
L1565[15:31:43] <ThePsionic> http://i.imgur.com/P718zMt.png
L1566[15:32:08] <Mraof> Wow, I've barely had any activity on github lately
L1567[15:32:19] <Mraof> Thanks, mental health
L1568[15:34:15] <MattDahEpic> fml events go through the forge bus in 1.8.8 right?
L1569[15:35:10] <ThePsionic> if you're on the latest 1.8.8 forge tes
L1570[15:35:12] <ThePsionic> yes*
L1571[15:35:25] <MattDahEpic> how "latest"
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L1573[15:38:36] <ThePsionic> uhh
L1574[15:38:38] <ThePsionic> lemme check
L1575[15:39:12] <ThePsionic> MattDahEpic: 1584
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L1577[15:40:31] <MattDahEpic> hmm might help if the if is checking for the right thing
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L1580[15:58:48] <shadekiller666> fry i wanted to pick your brain about possible ways of "tiling" a texture
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L1582[16:00:25] <shadekiller666> i suppose i could "wrap" uvs by flipping them over the boundary for uvs 0<uv<1
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L1601[16:44:31] <ASB2> If i have a class and an object. Can i cast the object to the classes type
L1602[16:45:20] <diesieben07> you mean like an object of type Class<T> and you want to cast something to T?
L1603[16:45:27] <diesieben07> myClass.cast(object) then
L1604[16:48:27] <ASB2> Beautiful thanks
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L1606[16:49:28] <mister_person> I’m having trouble getting the minecraft source files to show up in eclipse.
L1607[16:49:48] <diesieben07> how exactly did you set up your workspace?
L1608[16:50:23] <mister_person> bash gradlew setupDecompWorkspace
L1609[16:50:28] <mister_person> then bash gradlew eclipse
L1610[16:50:40] <diesieben07> that should be fine
L1611[16:50:51] <diesieben07> what are the exact symptoms?
L1612[16:52:20] <mister_person> at first all of minecraft’s files showed up as compiled .class files
L1613[16:52:59] <diesieben07> hm
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L1615[16:53:07] <diesieben07> sounds like the source is not properly linked in eclipse then
L1616[16:53:17] <mister_person> I tried linking the forgeBin jar to the source files
L1617[16:53:19] <mister_person> but then
L1618[16:53:32] <mister_person> only some of them showed up as decompiled files
L1619[16:53:50] <diesieben07> that is very weird
L1620[16:54:06] <mister_person> BlockModelRenderer is showing up fine as decompiled
L1621[16:54:16] <mister_person> but GlStateManager isn’t.
L1622[16:54:22] <mister_person> for example.
L1623[16:54:34] <diesieben07> are you on 1.8.8?
L1624[16:54:44] <diesieben07> actually that doesnt really matter
L1625[16:54:51] <mister_person> I actually have no idea
L1626[16:54:53] <mister_person> lol
L1627[16:54:53] <diesieben07> i am just poking in the dark at this point
L1628[16:57:12] <mister_person> is build/tmp/recompileMc/sources the right place to link to?
L1629[16:57:20] <diesieben07> uhhh no
L1630[16:57:26] <diesieben07> you shouldnt have to link at all
L1631[16:57:51] <diesieben07> do you have ... more than one forge workspace on your computer?
L1632[16:57:58] <mister_person> yeah
L1633[16:58:33] <diesieben07> hrm
L1634[16:58:37] <diesieben07> so can't do the brute force method then
L1635[16:58:54] <mister_person> why?
L1636[16:59:12] <diesieben07> because it requires you to run setupDecompWorkspace eclipse in them again
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L1638[17:01:59] <mister_person> If I open a compiled file, click the “attach source” button, and put the /build/tmp/recompileMc/sources folder there, half of the source files show up fine.
L1639[17:02:19] <mister_person> and I don’t see any difference between ones that show up fine and ones that don’t.
L1640[17:02:59] <diesieben07> as is indicated by the path, that is a temp folder
L1641[17:03:02] <diesieben07> you shouldnt be using it
L1642[17:03:33] <diesieben07> so again, what forge version are you on? :D
L1643[17:03:47] <diesieben07> 1.8 or 1.8.8
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L1647[17:05:01] <mister_person> I just clicked the recommended one
L1648[17:05:27] <mister_person> so 1.8
L1649[17:05:52] <mister_person> oh
L1650[17:06:03] <mister_person> I didn’t click the recommended one I clicked the latest one
L1651[17:06:08] <diesieben07> thats still fine
L1652[17:06:33] <diesieben07> you didn't change anything in the build.gradle right?
L1653[17:06:43] <mister_person> no
L1654[17:07:48] <diesieben07> ok. so in choose sources pick ~/.gradle/caches/minecraft/net/minecraftforge/forge/<forgeversion>/snapshot/20141130/xxx-sources.jar
L1655[17:08:02] <mister_person> oh
L1656[17:08:12] <mister_person> I didn’t think to look in a folder that started with .
L1657[17:09:32] <Cazzar> Do note its in the home dir
L1658[17:11:30] <mister_person> ok I did that
L1659[17:11:33] <mister_person> same thing happens
L1660[17:11:39] <mister_person> some of the files work some don’t
L1661[17:11:41] <diesieben07> wwwaat
L1662[17:11:46] <diesieben07> ok
L1663[17:11:53] <diesieben07> brute force option then
L1664[17:11:58] <diesieben07> delete that .gradle folder
L1665[17:12:02] <diesieben07> start again
L1666[17:14:06] <Cazzar> diesieben07 actually gradle cleanCache clean should do enough for that.
L1667[17:15:00] <diesieben07> meh
L1668[17:15:48] <mister_person> should I delete the workspace?
L1669[17:15:52] <diesieben07> no
L1670[17:16:45] <mister_person> so run gradlew setupDecompWorkspace and eclipse again?
L1671[17:17:14] <diesieben07> yes
L1672[17:18:30] <mister_person> why are webchats muted?
L1673[17:19:02] ⇨ Joins: calclavia (uid15812@id-15812.richmond.irccloud.com)
L1674[17:19:39] <xaero> to put it lightly, there's usually a low signal to noise ratio from webchat users
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L1676[17:20:21] <H1N1theI> ...Savage, but pretty much true.
L1677[17:20:27] <mister_person> I was a webchat user until an hour ago
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L1680[17:22:11] <xaero> sure, not saying it applies to every webchat user, but lex thinks the noise filter is worth the hassle of the user to download a real client
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L1682[17:22:54] <H1N1theI> xaero: But what about +rf mode?
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L1684[17:23:47] <xaero> are those the register account and redirect if not flags? even more filters I bet :P
L1685[17:25:19] <Cazzar> +r is registered only +f is forward if you can't get into the channel for some reason
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L1687[17:25:29] <Cazzar> Ex, banned, unregistered.
L1688[17:25:31] <H1N1theI> xaero: Yeah, but I think it's a little better of a solution.
L1689[17:25:59] <H1N1theI> I'm not sure if you can chain +I and f together though. That'll be something.
L1690[17:26:09] <mister_person> not sure if this would effect anything, but when setupDecompWorkspace finnished it said there was an error
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L1692[17:26:37] <Cazzar> AbrarSyed your here in time to help :P
L1693[17:26:48] <mister_person> recompile failed
L1694[17:28:46] <AbrarSyed> build.gradle and stacktrace
L1695[17:29:35] <mister_person> net/minecraftforge/client/model/obj/OBJModel.java:617: error: cannot find symbol
L1696[17:30:19] * AbrarSyed needs what he asked for
L1697[17:30:26] <AbrarSyed> need buil;d.gradle
L1698[17:30:57] * Matthew suspects mac vecmath problem
L1699[17:31:46] <mister_person> you want the whole build.gradle file?
L1700[17:31:51] <AbrarSyed> also nede the FULL stacktrace
L1701[17:31:57] <AbrarSyed> yup
L1702[17:32:32] <Cazzar> mister_person best way, put the build.gradle and .gradle/gradle.log on a paste in.
L1703[17:32:40] <Cazzar> pastebin*
L1704[17:33:30] <mister_person> here’s the build.gradle
L1705[17:33:31] <mister_person> http://pastebin.com/ExAM6vTD
L1706[17:36:17] <shadekiller666> fry, are you around?
L1707[17:36:21] <fry> yes
L1708[17:36:35] <shadekiller666> i'm working on implementing uv processing
L1709[17:37:22] <shadekiller666> and i want to keep the cusstom error around, the one that the "bandage" uses, for when there is no "custom" data in the blockstate json
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L1711[17:37:58] <shadekiller666> problem is, the .obj file gets parsed (and thus the error thrown) before the custom data is processed
L1712[17:38:51] <shadekiller666> and idk what the process for replacing the OBJModel with the missing model would be
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L1714[17:39:17] <shadekiller666> i suppose i could throw an error later, then change the OBJModel to a cube with the missing texture on it
L1715[17:39:37] <shadekiller666> any ideas?
L1716[17:40:40] <fry> throw it when the bake method is called
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L1718[17:41:20] <fry> you'll have to delay the uv handling to then anyway
L1719[17:41:27] <fry> since process can be called
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L1721[17:42:16] <mister_person> ok here’s the gradle.log
L1722[17:42:17] <mister_person> http://pastebin.com/1E1seLqb
L1723[17:43:56] <shadekiller666> fry, will throwing it then still trigger the ModelLoaderRegistry to substitute the missing model?
L1724[17:44:05] <fry> yes
L1725[17:44:08] <shadekiller666> ok
L1726[17:44:22] <shadekiller666> so, throw inside of OBJModel.bake()?
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L1728[17:45:03] <shadekiller666> (and uvs would be handled inside of OBJBakedModel.getGeneralQuads(), but that isn't important :P)
L1729[17:46:45] <fry> probably not throw, but print an error and return missing baked model
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L1732[17:48:59] <shadekiller666> ok
L1733[17:50:51] <mister_person> huh I guess it does look like a mac vecmath problem
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L1738[18:02:09] <AbrarSyed> mister_person, yeah its the vecmath issue..
L1739[18:02:18] <mister_person> so how do I fix it
L1740[18:03:09] <mister_person> and what exactly is the issue?
L1741[18:04:10] <AbrarSyed> somewhere n your machine is your java install.. somewhere in there there exists a vecmath jar. find it and delete it.
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L1744[18:06:00] <mister_person> will it reinstall itself?
L1745[18:06:06] <AbrarSyed> shouldnt
L1746[18:06:58] <mister_person> k found it
L1747[18:07:31] <mister_person> deleted it
L1748[18:09:32] <mister_person> now what?
L1749[18:11:15] <AbrarSyed> everything should work.
L1750[18:11:39] <mister_person> huh
L1751[18:12:13] <mister_person> what’s it using instead of that vecmath.jar?
L1752[18:12:52] <Matthew> the vecmath that minecraft uses
L1753[18:13:04] <Matthew> jars in your jdk extensions will override everything else
L1754[18:13:10] <Matthew> which causes this problem
L1755[18:13:14] <mister_person> oh ok
L1756[18:13:15] <mister_person> well
L1757[18:13:20] <mister_person> now eclipse says
L1758[18:13:30] <mister_person> The container 'JRE System Library [JVM Contents (MacOS X Default)]' references non existing library '/System/Library/Java/Extensions/vecmath.jar'
L1759[18:13:52] <Matthew> uhh it's probably still attached inside eclipse
L1760[18:13:58] <Matthew> not really sure how eclipse works though sorry :/
L1761[18:15:03] <mister_person> I’m used to irc coloring everyone’s names differently
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L1765[18:19:07] <shadekiller666> why is it that intellij doesn't have a problem with finding the sources for standard java library files, but eclipse can't?
L1766[18:19:20] <shadekiller666> does intellij decomp them or something?
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L1768[18:19:47] <Matthew> intellij has fernflower built in, so yeah ittl decompile classes with no attached sources
L1769[18:20:02] <fry> my eclipse has sources for the jdk
L1770[18:20:21] <fry> or at least for the jre :P
L1771[18:20:52] <Matthew> yeah the sun. classes don't have sources to atach afaik
L1772[18:21:23] <shadekiller666> :/
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L1774[18:22:03] <mister_person> yay it works!
L1775[18:22:09] <mister_person> thanks everyone for your help
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L1777[18:22:59] <shadekiller666> hmmm
L1778[18:23:53] <shadekiller666> do i want to just print "Model '%s' has UVs ('vt') out of bounds 0..1! The missing model will be used instead." for the error message on its own, or should i also print out ways to fix it...
L1779[18:23:56] <shadekiller666> fry^
L1780[18:24:16] <fry> do this for now
L1781[18:25:07] <shadekiller666> ?
L1782[18:25:20] <fry> *that
L1783[18:26:10] <shadekiller666> just print the error, ok
L1784[18:27:16] <shadekiller666> how does one obtain an IFlexibleBakedModel version of ModelLoaderRegistry.getMissingModel()?
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L1786[18:29:04] <shadekiller666> suppose i just call its bake() method
L1787[18:29:23] <fry> yup
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L1791[18:32:39] <shadekiller666> awesome, that worked beautifully
L1792[18:33:36] <shadekiller666> now i have to make sure i disable it so that i can test my processing code xD
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L1795[18:41:36] <shadekiller666> i wish there was a way to view the entire texture atlas...
L1796[18:42:08] <shadekiller666> i suppose i could just make a plane with extremely large uv coordinates
L1797[18:53:15] <unascribed> the game used to dump a debug.stitched-blah.png in the game directory
L1798[18:53:22] <unascribed> I wonder if there's a -D switch to turn it back on
L1799[18:56:41] <shadekiller666> isn't there some debug mode thing
L1800[18:56:51] <shadekiller666> thats disabled by default
L1801[19:05:00] <Ordinastie> shadekiller666, extremely large as 0 to 1...
L1802[19:05:54] <shadekiller666> ordin, any uv values defined that are <0 or >1 will show portions of the adjacent textures on the texture atlas
L1803[19:06:13] <shadekiller666> so if you make the range large enough, you can see the entire atlas
L1804[19:06:51] <Ordinastie> after write a loader, you'd think you'd get a better grasp on how it works :x
L1805[19:07:12] <Ordinastie> if you want to see the full atlas, you just need to pass UV from 0 to 1
L1806[19:08:49] <shadekiller666> oh ya... hence the getInterpolatedU() and getInterpolatedV() calls...
L1807[19:08:53] <shadekiller666> didn't think of that
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L1818[19:36:36] <luacs1998> !gf Entity.invulnerable 1.7.10
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L1842[20:02:56] <fry|sleep> day well spent: https://github.com/RainWarrior/MinecraftForge/commit/f39428e69b6d0546f07ed78c639efa3024af619c :P
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L1846[20:33:10] <shadekiller666> fry|sleep, do i need to worry about that stuff?
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L1881[22:21:25] <killjoy1> So what's up with lexserver?
L1882[22:21:37] <killjoy1> is it lex's bouncer?
L1883[22:21:49] <shadekiller666> hes switching machines
L1884[22:22:01] <shadekiller666> thats one of the accounts for his new machine
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L1886[22:37:38] <Kaiyouka> Lex is multiplying via parthenogenesis
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L1888[22:38:27] <McJty> Hi, I need help with a TESR for MC 1.8.8. Here are two screenshots (http://imgur.com/a/UtItw). When my TESR is in view the water renders much darker
L1889[22:38:34] <McJty> And here is the code: https://bpaste.net/show/ffe1e36e60dd
L1890[22:38:48] <McJty> I'm using the state manager and I think I'm properly restoring stuff but apparently not
L1891[22:46:23] <McJty> Nobody?
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L1893[22:48:01] <shadekiller666> prob something with lighting
L1894[22:48:10] <shadekiller666> that or color
L1895[22:48:17] <McJty> yes I guessed as much :-)
L1896[22:48:24] <McJty> But my TESR really doesn't do a lot with that
L1897[22:48:32] <shadekiller666> what "attributes" does GlStateManager.pushAttrib() handle?
L1898[22:48:53] <McJty> 8256
L1899[22:49:06] <shadekiller666> and that means what exactly?
L1900[22:49:14] <tterrag> go look it up in GL11
L1901[22:49:18] <shadekiller666> lol
L1902[22:49:19] <McJty> Which is: 64 + 8192
L1903[22:49:35] <shadekiller666> popAttrib() should restore that though
L1904[22:49:37] <tterrag> not + technically :P
L1905[22:49:40] <tterrag> binary OR
L1906[22:49:42] <tterrag> but yes :p
L1907[22:49:50] <tterrag> shadekiller666: popAttrib takes no args
L1908[22:49:55] <tterrag> it pops the last push, whatever that was
L1909[22:50:04] <shadekiller666> mhmm
L1910[22:50:11] <McJty> 64 == LIGHTING
L1911[22:50:31] <shadekiller666> is 8192 color-related?
L1912[22:50:32] <McJty> And 8192 == ENABLE_BIT
L1913[22:50:35] <sham1> GL things stored as numbers
L1914[22:50:36] <shadekiller666> oh
L1915[22:50:40] <sham1> Dear god
L1916[22:51:54] <McJty> The 1.7.10 code (which doesn't recolor water) is still in comments
L1917[22:53:42] ⇨ Joins: mister_person (~mister_pe@c-71-237-219-55.hsd1.or.comcast.net)
L1918[22:54:12] <McJty> And restoring that glPushAttrib that I did on 1.7.10 is not enough to fix it
L1919[22:55:27] <shadekiller666> does GlStateManager.disableLighting() just straight map to GL11.glDisable(GL11.GL_LIGHTING)?
L1920[22:55:50] <killjoy1> It's what it replaces
L1921[22:57:10] <shadekiller666> i honestly have no idea
L1922[22:57:28] *** kirby|gone is now known as mrkirby153
L1923[22:58:28] <tterrag> ENABLE_BIT and LIGHTING_BIT doesn't cover everything though
L1924[22:58:33] <tterrag> kind of sucks they didn't allow an argument
L1925[22:58:36] <tterrag> but whatever
L1926[22:58:41] <tterrag> GlStateManager is pretty useless anyways
L1927[22:58:57] <tterrag> sham1: inlining
L1928[22:59:09] <shadekiller666> i thought you could inter-mix GlStateManager and straight GL11 calls anyway
L1929[22:59:23] <shadekiller666> vanilla does so in a couple of places
L1930[22:59:44] <tterrag> you can
L1931[22:59:48] <tterrag> and I do
L1932[22:59:51] <tterrag> which makes it more useless
L1933[23:00:18] <shadekiller666> mcjty, just inter-mix the GL11 calls
L1934[23:00:24] <McJty> inter-mix?
L1935[23:00:42] <shadekiller666> use both GlStateManager and GL11 calls
L1936[23:00:46] <McJty> Yes but which ones?
L1937[23:00:53] <McJty> I don't know what is causing the recoloring
L1938[23:00:55] <shadekiller666> or just straight up use GL11
L1939[23:01:39] ⇨ Joins: tambre (~tambre@38e4-095c-9278-d459-4301-8a22-07d0-2001.dyn.estpak.ee)
L1940[23:01:41] <McJty> Ok, let me try to revert to the GL version
L1941[23:01:43] <shadekiller666> GlStateManager is pretty much just a convenience thing for some of the longer GL11 calls but you don't HAVE to use it
L1942[23:02:04] <McJty> Problem is that some of the code that I call from my TESR does use the state manager
L1943[23:02:07] <McJty> So I hope that works
L1944[23:02:16] <shadekiller666> doesn't really matter tbh
L1945[23:02:27] <shadekiller666> its just a middle man
L1946[23:02:29] <McJty> Well it can get confused if I change things that the state manager doesn't know I changed
L1947[23:02:38] <McJty> As it caches stuff
L1948[23:02:57] <shadekiller666> does GlStateManager actually cache things?
L1949[23:03:00] <McJty> yes
L1950[23:03:07] <shadekiller666> ok
L1951[23:03:38] <McJty> Ok, switching back to GL11 does not fix the recoloring of the water
L1952[23:03:45] <McJty> So there must be something I'm forgetting to restore...
L1953[23:04:03] <shadekiller666> dig through the contents of those GlStateManager methods
L1954[23:04:28] <shadekiller666> check if there are any calls relating to Lighting and Color that are in methods you wouldn't expect
L1955[23:04:32] <LexManos> https://github.com/MinecraftForge/MinecraftForge/issues/2243 FUCK-ING CUNTS.
L1956[23:04:41] <LexManos> This is how NOT TO FUCKING report shit -.-
L1957[23:04:55] <LexManos> also that is after i've gone through and deleted a bunch of fucking really annoying posts -.-
L1958[23:07:23] <McJty> shadekiller666, not even this works: GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS);
L1959[23:08:38] <shadekiller666> idk mcjty
L1960[23:08:52] ⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping timeout: 195 seconds)
L1961[23:09:05] <shadekiller666> i suggest talking to fry tomorrow, he might know how to help you better than i do
L1962[23:09:14] <McJty> ah I fixed it
L1963[23:09:19] <McJty> RenderHelper.enableStandardItemLighting();
L1964[23:09:21] <McJty> That fixes it
L1965[23:09:31] <shadekiller666> ahh
L1966[23:09:47] ⇨ Joins: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L1967[23:09:49] <shadekiller666> that one method has been the bane of rendering for a long time...
L1968[23:10:54] ⇨ Joins: mezz_ (~quassel@2601:641:4080:6bf:d1aa:c09e:76c4:b584)
L1969[23:12:39] <McJty> Ok, I also had to get back to statemanager otherwise the text I'm rendering was sometimes garbled
L1970[23:12:43] <McJty> But now it all works
L1971[23:12:54] ⇦ Quits: mezz (~quassel@2601:641:4080:6bf:d1aa:c09e:76c4:b584) (Ping timeout: 194 seconds)
L1972[23:13:02] <McJty> Seems the statemanager was confused about what texture was current
L1973[23:13:10] <LexManos> !gm func_70062_b
L1974[23:29:28] *** AbrarSyed is now known as Abrar|gone
L1975[23:31:37] ⇦ Quits: LexServer3 (LexManos@172.76.2.58) (Read error: Connection reset by peer)
L1976[23:34:45] <ThePsionic> guys holy fuck
L1977[23:34:47] <LexManos> mezz_, -.-
L1978[23:35:09] <mezz_> config's all broke, yo
L1979[23:35:13] *** mezz_ is now known as mezz
L1980[23:35:19] <LexManos> -.- howed you fuck things up that bad
L1981[23:35:28] <mezz> by using it lol
L1982[23:35:35] ⇦ Quits: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net) (Quit: sleep, school, or food)
L1983[23:35:57] <LexManos> Unless you have a really shitty gfx card that doesnt support scissor then the mod list should be fine
L1984[23:35:58] <mezz> I can make PRs but I need to post it somewhere first because I'm going to forget it all in like 5 minutes
L1985[23:36:04] <LexManos> OR you have a mod that is fucking something up
L1986[23:36:12] <mezz> ah no I have a modern Nvidia card
L1987[23:36:18] <LexManos> And yes PRs are better then issues
L1988[23:36:23] <illyohs> mezz_ the destroyer of configs
L1989[23:36:26] <LexManos> then you ahve soething that is fucking up scissor
L1990[23:36:30] <mezz> hmm
L1991[23:36:42] <Drullkus> Damn
L1992[23:36:43] <mezz> I'll see if my settings are stock on the gpu settings
L1993[23:36:43] <McJty> Hmm. I'm following a tutorial on json files for minecraft items. I have this:
L1994[23:36:44] <McJty> renderItem.getItemModelMesher().register(forceEmptyItem, 0, new ModelResourceLocation(GearSwap.MODID + ":emptyItem", "inventory"));
L1995[23:36:53] <McJty> But it still says:
L1996[23:36:53] <Drullkus> I'm very concerned that you guys have only 2k tickets o.O
L1997[23:36:53] <McJty> [06:34:38] [Client thread/ERROR]: Model definition for location gearswap:emptyItem#inventory not found
L1998[23:36:57] <Drullkus> I kinda expected more tickets
L1999[23:37:05] <McJty> And I have a json file called emptyItem.json in assets/models/item
L2000[23:37:25] <mezz> also LexManos: the config text box flows fine when I look at it from the main menu, before I go in-game
L2001[23:38:46] <shadekiller666> mcjty, 2 things: 1, that json should be in blockstate/, and 2, it may or may not have to be of the forge blockstate json format
L2002[23:38:51] <shadekiller666> rather than vanilla
L2003[23:39:21] <McJty> shadekiller666, blockstate? Seems Wuppy's tutorial is outdated then :-)
L2004[23:39:23] <shadekiller666> yes i know its confusing to have item-only jsons in blockstate/ but thats just how the vanilla system works atm
L2005[23:39:57] <sham1> Does it?
L2006[23:40:00] <LexManos> humm
L2007[23:40:05] <LexManos> actually you know what
L2008[23:40:14] <LexManos> it seems that shit wasnt merged properly by whoever did the update...
L2009[23:40:26] <LexManos> https://github.com/MinecraftForge/MinecraftForge/commit/767d7339485258545b9e674f7ddb8ac4a348c857 22 days ago
L2010[23:40:29] <McJty> Renaming folder 'models' to 'blockstate' doesn't help
L2011[23:40:36] <LexManos> https://github.com/MinecraftForge/MinecraftForge/commit/426340fed59a399e4b54cef50474620c95346357 29 days ago
L2012[23:40:37] <mezz> ah, whew that makes it simpler then
L2013[23:40:51] <sham1> Well with ModelLoders.setCustomModerResourceLocation
L2014[23:41:07] <sham1> Allows you to put item stuffs to where it belongs
L2015[23:41:15] <LexManos> cpw|out really needs to do a branch merge, and once we update to 1.8.9 we need to move it to master.
L2016[23:41:42] <LexManos> 1.8.0 shouldnt need any dev anymore. The only reason we had ti for so long is because 1) it didnt need any changes 2) we were rewriting FF
L2017[23:42:14] <mezz> 1.8.8 ahoy
L2018[23:42:21] <LexManos> .9*
L2019[23:42:38] <mezz> oh, switching it up on my today I see
L2020[23:42:47] <ThePsionic> sham1: you never guess what happened
L2021[23:42:49] <tterrag> oh you did all the scissors stuff
L2022[23:42:51] <LexManos> Anyways, one of these days i'll talk to cpw about a branch merge/update.
L2023[23:42:56] <tterrag> I was lazy and just made it draw the dirt background .-.
L2024[23:43:05] <LexManos> thats what vanilla did
L2025[23:43:23] <McJty> Have to go
L2026[23:43:25] <LexManos> But that derps on 1) having multiple scroll lists on the page 2) Having the transparent background in game
L2027[23:43:30] ⇦ Quits: McJty (~jorrit@d8D872E30.access.telenet.be) (Quit: Leaving)
L2028[23:45:05] <mezz> it's a pretty ambitious screen graphically, as far as minecraft is concerned
L2029[23:45:25] <sham1> What is is Psionic
L2030[23:45:50] <ThePsionic> Remember the mod i was talking about yesterday
L2031[23:45:58] <sham1> Which one
L2032[23:46:07] <ThePsionic> Wildycraft
L2033[23:46:12] <sham1> Ah that
L2034[23:46:20] <shadekiller666> no mcjty...
L2035[23:46:23] <sham1> Did the creator answer you
L2036[23:46:28] <shadekiller666> wuppy, update your tutorials!
L2037[23:46:33] <ThePsionic> He got my pm and he opensourced it
L2038[23:46:38] <ThePsionic> :D
L2039[23:46:51] <shadekiller666> nice
L2040[23:47:01] <sham1> Nice
L2041[23:47:33] <ThePsionic> So I know what I'm doing the comjng few days
L2042[23:47:41] <ThePsionic> Coming*
L2043[23:48:47] <tterrag> mezz: meh, I just overwrote the comment on the GUI for the default stuff
L2044[23:49:12] <mezz> it's used for the config file though, I like it there
L2045[23:49:22] <tterrag> right
L2046[23:49:32] <tterrag> I got it to work both ways
L2047[23:49:42] <tterrag> this is 1.7 though, not sure if it's hugely difference
L2048[23:49:54] <tterrag> I can't type today
L2049[23:50:18] <mezz> I can't type ever, no worries
L2050[23:50:35] <mezz> seems weird to hack around instead of fixing in forge imo
L2051[23:52:26] <shadekiller666> i guess i'll pull in the 1.8.8 stuff into my OBJLoader branch then (regarding what lex said earlier)
L2052[23:54:17] *** tterrag was kicked by MineBot (Banned: NOT in the mood for your 'hack shit instead of helping' mentality today. (24h)))
L2053[23:54:31] <LexManos> shade... isn't OBJ in already?
L2054[23:55:10] <shadekiller666> it is, but there are things i'm improving and such, and the branch i'm working on is still based on 1.8.0
L2055[23:55:20] *** mrkirby153 is now known as kirby|gone
L2056[23:55:30] ⇨ Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
L2057[23:55:59] <LexManos> well then ya 1.8.8
L2058[23:56:18] <shadekiller666> ok
L2059[23:57:36] <Matthew> is the plan to update forge to 1.8.9? I decompiled it and it looks like just realms stuff changed
L2060[23:57:47] <Matthew> and realms doesn't work with modded right?
L2061[23:58:13] <shadekiller666> lex, how significant was the switch to generics between 1.8.0 and 1.8.8?
L2062[23:59:02] <LexManos> https://github.com/MinecraftForge/MinecraftForge/commit/84c3ef0f5c29282acf1160bf3fcc55181574d4c7 yas cpw derped up the branch merge.
L2063[23:59:16] <LexManos> It is just realms stuff changed
L2064[23:59:30] <LexManos> and yes we are going to update to .9 because if we dont 1.2 the community will bitch
L2065[23:59:37] <LexManos> and the other half will also bitch
L2066[23:59:45] <sham1> 1.2?
L2067[23:59:46] <LexManos> And realms works with modded just fine
L2068[23:59:51] <LexManos> 1/2
L2069[23:59:54] <sham1> Ah
L2070[23:59:56] <Matthew> fair enough
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