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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] ⇨
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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
L73[03:14:52] ⇨
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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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L113[03:54:50]
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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
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???
L149[04:20:07]
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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?
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
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
L187[05:23:45]
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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
L240[05:57:00]
⇨ Joins: alex_6611
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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)
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> ?
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....
L274[06:09:59]
⇨ Joins: Loetkolben
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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
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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
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
L374[06:47:55] <OrionOnline> I know
L375[06:47:56] <fry> that might be easier
than rotating the wrapped model
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] ⇦
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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] ⇦
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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/
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
L456[07:43:31] ⇦
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Leaving)
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] ⇦
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L462[07:45:23]
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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]
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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?
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
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"?
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
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)
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
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] ⇦
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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 ^_^
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
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
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] ⇦
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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
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
:)
L890[09:31:37] ⇦
Quits: OrionOnline (~OrionOnli@ip-62-235-46-18.dial.scarlet.be)
(Read error: Connection reset by peer)
L891[09:39:04] <ThePsionic> Can I manually
download a mapping?
L892[09:40:02]
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L893[09:40:21] <Wuppy> I'm impressed by
how shitty Skype has become....
L895[09:40:54]
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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?
L912[09:43:49]
⇨ Joins: Vazkii
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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
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
L930[09:50:25]
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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?
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?
L940[09:53:03] ***
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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
L943[09:53:45] ***
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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
L948[09:59:49] ***
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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?
L964[10:24:32] ⇦
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L965[10:25:03] <Mimiru> woo 493 errors in
my fresh 1.7 import
L966[10:25:12]
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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
L969[10:32:43]
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If we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
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L990[11:27:43] <Lumien> diesieben07 did
you find a solution for your
L991[11:27:46] <Lumien> z-fighting ?
L992[11:28:25]
⇨ Joins: mikeprimm
(~mikeprimm@e1.00.39a9.ip4.static.sl-reverse.com)
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
L997[11:36:02] ⇦
Quits: SnowShock35 (~SnowShock@2607:5300:100:200::17a0) (Quit: ZNC
- http://znc.in)
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...
L1011[11:39:45]
⇦ Quits: mikeprimm
(~mikeprimm@e1.00.39a9.ip4.static.sl-reverse.com) (Quit:
mikeprimm)
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
L1015[11:40:04]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
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
L1018[11:40:36]
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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..
L1023[11:41:05]
⇨ Joins: c233 (~c233@164.40.203.93)
L1024[11:41:09] <ThePsionic> Ah
L1025[11:41:13] <ThePsionic> Good to
know
L1026[11:43:55]
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timeout: 206 seconds)
L1028[11:45:39] <ThePsionic> Wait
L1030[11:45:43] ***
Gaz is now known as Gaz|Away
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
L1035[11:48:42]
⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping
timeout: 195 seconds)
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
L1055[11:57:26] <ThePsionic> AbrarSyed:
1) I did, 2) I did
L1056[11:57:34] <ThePsionic> It's been
like 2 weeks
L1057[11:57:41]
⇨ Joins: calclavia
(uid15812@id-15812.richmond.irccloud.com)
L1058[11:57:42] <AbrarSyed> give up
L1059[11:57:57] <ThePsionic> RIP
L1060[11:59:02] <sham1> Remake it
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?
L1066[12:00:41]
⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read
error: Connection reset by peer)
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
L1070[12:02:38]
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(Girafi@0x555178eb.adsl.cybercity.dk)
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
L1093[12:10:26]
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L1094[12:11:46]
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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
L1105[12:17:08]
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(~Jezza@bps-gw.hrz.tu-chemnitz.de)
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
L1110[12:21:10]
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timeout: 194 seconds)
L1111[12:21:34] ***
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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
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
L1121[12:25:26]
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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
L1129[12:27:39]
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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
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
L1138[12:34:28]
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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
L1146[12:36:46]
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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
L1150[12:40:16]
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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
L1164[12:46:42]
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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
L1169[12:52:31]
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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
L1176[13:20:41]
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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
L1188[13:24:27]
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L1193[13:28:43] ***
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L1194[13:29:26] <Lumien> IF gl lighting
is disabled, shouldn't color material do nothing?
L1195[13:32:38]
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(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
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...
L1197[13:36:51]
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(~KGS@h-212-116-74-249.na.cust.bahnhof.se)
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L1201[13:46:37] <McJty> Ok, seems
converting to GLStateManager is not as easy as I thought
L1202[13:49:07] ***
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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
L1208[13:58:12]
⇨ Joins: OrionOnline
(~OrionOnli@dslb-088-077-142-046.088.077.pools.vodafone-ip.de)
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
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
L1271[14:10:06]
⇨ Joins: Loetkolben
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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)
L1290[14:13:59]
⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.146.140) (Killed
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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
L1328[14:26:58]
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(Ping timeout: 186 seconds)
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
L1335[14:27:25]
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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
L1345[14:31:07]
⇦ Quits: McJty (~jorrit@d8d872e30.access.telenet.be) (Quit:
Leaving)
L1346[14:31:11] ***
Vigaro|AFK is now known as Vigaro
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
L1349[14:31:45]
⇨ Joins: rockers3000
(rockers300@host86-133-235-51.range86-133.btcentralplus.com)
L1350[14:31:51]
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(~quassel@2601:641:4080:6bf:d1aa:c09e:76c4:b584)
L1351[14:31:53] ***
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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
L1359[14:34:05]
⇦ Quits: Nitrodev
(~Nitrodev@dcx0f0yyvtnjysn1jr5cy-3.rev.dnainternet.fi) (Quit:
Leaving)
L1360[14:34:05] <Rockers> Or get
permission?
L1361[14:34:05] <ThePsionic> Or 120 since
creation
L1362[14:34:07]
⇦ Quits: OrionOnline
(~OrionOnli@dslb-088-077-142-046.088.077.pools.vodafone-ip.de)
(Quit: Leaving)
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.
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?
L1402[14:38:34]
⇦ Quits: __0x277F (~F772x0@bryn.justinwflory.com) (Quit:
Someone cut a network cable.)
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
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.
L1434[14:40:45]
⇨ Joins: KanoCodex
(~Giratina5@2604:180:0:368::bcd8)
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.
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
L1464[14:46:52] ***
kroeser|away is now known as kroeser
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.
L1491[14:54:12]
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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
L1503[14:56:19] ***
kroeser is now known as kroeser|away
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.
L1508[15:02:04]
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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
L1520[15:20:07] ***
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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
L1560[15:30:04] <ThePsionic> Have
fun
L1561[15:30:16] <Mraof> (I could just use
branches to avoid that but whatever)
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...
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
L1605[16:48:49]
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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
L1614[16:53:02]
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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
L1637[17:00:55]
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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
L1644[17:04:26]
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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]
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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?
L1683[17:23:18]
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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
L1686[17:25:24] ***
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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
L1691[17:26:27]
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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
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
L1717[17:41:16]
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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
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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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
L1887[22:37:58]
⇨ Joins: McJty
(~jorrit@d8D872E30.access.telenet.be)
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
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
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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
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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
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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
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
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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
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L1967[23:09:49] <shadekiller666> that one
method has been the bane of rendering for a long time...
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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
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L1972[23:13:02] <McJty> Seems the
statemanager was confused about what texture was current
L1973[23:13:10] <LexManos> !gm
func_70062_b
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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] ***
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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]
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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...
L2010[23:40:29] <McJty> Renaming folder
'models' to 'blockstate' doesn't help
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
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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] ***
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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?
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