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L8[00:18:16] *** Keridos|away is now known as Keridos
L9[00:19:40] <Keridos> does forge have a way to change mod loading order outside of the java sourcecode?
L10[00:21:08] <tterrag> Keridos: rename the jar file? otherwise not really
L11[00:21:18] <tterrag> screwing with load order could be very bad
L12[00:22:02] <Keridos> i know
L13[00:23:29] <killjoy> Keridos, what mod do you want it to load before?
L14[00:23:39] <Keridos> i just need it to fix a bug
L15[00:24:02] <Keridos> killjoy: I know how to do that in my own mods
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L17[00:24:13] <Keridos> but the two bugging ones are not mine
L18[00:24:16] <tterrag> rename the jar file is your best bet
L19[00:25:05] <killjoy> I was thinking in the mcmod.info
L20[00:25:15] <Keridos> you mean like open the jar and change it there?
L21[00:25:19] <killjoy> required-after:
L22[00:25:53] <tterrag> no
L23[00:25:57] <tterrag> literally rename the jar file
L24[00:26:04] <tterrag> aaaa.jar -> zzzz.jar
L25[00:26:04] <killjoy> that would work
L26[00:26:05] <tterrag> now it loads later
L27[00:26:19] <killjoy> what about in the versioned mods folder?
L28[00:26:20] <tterrag> you can't change forced load dependencies
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L30[00:26:29] <tterrag> but alphabetical is implicit
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L32[00:27:42] <Keridos> tterrrag somehow did not work either
L33[00:27:51] <Keridos> as far as I can tell this is not forced in the mods
L34[00:27:58] <killjoy> To Microsoft: Stop trying to make Cortana happen. It isn't going to happen.
L35[00:28:22] <Keridos> just for some reason when 3 mods are present, the other mod starts to randomly load before one other mod, making it bugged
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L38[00:30:07] <tterrag> Keridos: what mods
L39[00:30:19] <Keridos> extrautilities, dragonapi and tconstruct
L40[00:30:30] <Keridos> extra utils should load after Dragonapi
L41[00:30:37] <tterrag> nope
L42[00:30:43] <tterrag> dragonapi is a coremod
L43[00:30:48] <tterrag> nothing you can do there
L44[00:30:54] <tterrag> except, you know, get rid of it
L45[00:31:01] <Keridos> ok then it is very much reikas fault?
L46[00:31:15] <tterrag> depends on the crash
L47[00:31:20] <tterrag> but knowing reikas mods probably
L48[00:31:31] <Keridos> no crash, it just replaces a recipe
L49[00:31:39] <asie> tterrag: ExU loading after DragonAPI can be done
L50[00:31:42] <asie> as coremods always load first
L51[00:31:53] <asie> the other way around cannot
L52[00:32:03] <tterrag> DragonAPI is the coremod
L53[00:32:04] <tterrag> so...wut?
L54[00:32:10] <asie> "ExU loading after DragonAPI"
L55[00:32:10] <Keridos> currently dragonapi loads after exu, which bugs it
L56[00:32:13] <asie> what!?
L57[00:32:16] <asie> how is that... even
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L59[00:32:53] <tterrag> errr right
L60[00:32:55] <tterrag> wait...huh?
L61[00:33:01] <tterrag> log?
L62[00:33:01] <Keridos> https://gist.github.com/Keridos/a26ec935a1a3c24e89b5
L63[00:34:37] <tterrag> both mods have so many deps
L64[00:34:44] <tterrag> there's probably some crazy reason why they load in that order
L65[00:34:45] <gabizou|laptop> wait so
L66[00:34:51] <tterrag> you really can't fix it
L67[00:34:57] <tterrag> but you have yet to provide the crash log
L68[00:35:01] <gabizou|laptop> there's mods with mod dependences that have mod dependencies?
L69[00:35:05] <Keridos> tterag no crash
L70[00:35:08] <tterrag> gabizou|laptop: of course
L71[00:35:11] <tterrag> welcome to dependency hell
L72[00:35:27] <gabizou|laptop> are cyclic dependencies allowed?
L73[00:35:30] <Keridos> that is the funny thing, it doesnt even crash
L74[00:35:33] <tterrag> of course not
L75[00:35:37] <Keridos> gabizou|laptop: that crashes your client/server
L76[00:35:43] <tterrag> but mod a -> mod b <-> mod c
L77[00:35:44] <tterrag> that is fine
L78[00:35:51] <tterrag> mod a -> mod b -> mod a no
L79[00:35:56] <gabizou|laptop> yeah
L80[00:35:57] <tterrag> Keridos: then what is the problem
L81[00:36:12] <Keridos> dragonapi derps up XU recipes
L82[00:36:27] <tterrag> riiiight
L83[00:36:29] <Keridos> specifically the one with NBT data
L84[00:36:30] <gabizou|laptop> wait, but you'd still have cyclic dependency between mod b and c, wouldn't you?
L85[00:36:35] <tterrag> so
L86[00:36:42] <Keridos> that is why XU is supposed to load after DragonAPI
L87[00:36:43] <tterrag> gabizou|laptop: I meant that as a before/after relationship
L88[00:36:47] <gabizou|laptop> ah
L89[00:36:49] <Keridos> I just wanted to enforce that clientside
L90[00:36:49] <tterrag> c wants after b, b wants before c
L91[00:37:04] <tterrag> Keridos: this sounds like a dragonapi bug, straight up
L92[00:37:07] <tterrag> so go report it
L93[00:38:22] <Keridos> Reika is like, no, not my bug
L94[00:38:29] <Keridos> head->table
L95[00:39:21] <Keridos> https://github.com/ReikaKalseki/Reika_Mods_Issues/issues/323
L96[00:39:36] <Keridos> there is a complete description which function is called that bugs the recipes
L97[00:39:47] <Keridos> and then look at reikas answer
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L99[00:42:17] <tterrag> pretty sure reika should not be re-calling initVanillaEntries
L100[00:43:25] <Keridos> yeah, but I somehow get the feeling that he is quite arrogant and won't listen to anybody
L101[00:45:06] <tterrag> really? what gave you that impression?
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L105[00:54:14] MineBot sets mode: +o on LexServer
L106[00:56:01] <tterrag> psst lex, did you see my comments on github?
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L108[01:01:23] <Wuppy> :o ues/323
L109[01:01:25] <Wuppy> <Keridos> there is a complete description which function is called that bugs the recipes
L110[01:01:27] <Wuppy> <Keridos> and then look at reikas answer
L111[01:01:30] <Wuppy> <tterrag> pretty sure reika should not be re-calling initVanillaEntries
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L113[01:01:32] <Wuppy> <Keridos> yeah, but I somehow get the feeling that he is quite arrogant and won't listen to anybody
L114[01:01:34] <Wuppy> <tterrag> really? what gave you that impression?
L115[01:01:36] <Wuppy> god dammit...
L116[01:01:38] <Wuppy> HexChat really sucks with the auto copy thing, sorry for spam :(
L117[01:01:48] <Wuppy> what I wantede to post: https://scontent-ams3-1.xx.fbcdn.net/hphotos-xpt1/t31.0-8/12322478_1093009027384161_6409833122805906536_o.jpg
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L122[01:17:56] <killjoy> jline's really messing me up right now
L123[01:21:35] <killjoy> Can someone update the mappings that forge uses?
L124[01:22:28] <Girafi> Is there even any 1.8.8 specific mappings out yet?
L125[01:22:32] <killjoy> yes
L126[01:22:42] <Dark> mapping should be able the same as other 1.8 versions
L127[01:23:03] <Girafi> No it should not Dark.
L128[01:23:13] * killjoy sits without important method/field names
L129[01:23:30] <Girafi> I assume they are gonna be updated when Forge for 1.8.8 is no longer alpha.
L130[01:23:53] <Girafi> You can change the mappings yourself? :p
L131[01:23:59] <Dark> ^
L132[01:24:13] <McJty> The mappings for 1.8.8 are pretty good
L133[01:24:15] <Dark> you can even have custom mappings for when gradle compiles and decompiles
L134[01:24:18] <McJty> Much better then for 1.7.10
L135[01:24:28] <McJty> I'm using snapshot_20151208
L136[01:27:40] <tterrag> I'm rewriting the mod setup instructions a bit, does this seem ok to everyone? https://gist.github.com/tterrag1098/08547573cef3fd94ffd7
L137[01:27:48] <tterrag> diesieben07 AbrarSyed ^
L138[01:28:23] <tterrag> whoops, one mistake, if you already loaded that hit refresh :P
L139[01:28:35] <Matthew> tterrag, should say mdk (and src in old versions)
L140[01:28:39] <tterrag> it does
L141[01:28:42] <tterrag> oh
L142[01:28:43] <tterrag> I see
L143[01:28:43] <tterrag> ok
L144[01:29:20] <Dark> every time I see mdk I think Mekanism Dev Kit
L145[01:29:35] <tterrag> hm, I'm seeing a formatting issue in the last bullet on step 2
L146[01:29:47] <tterrag> "You may reuse these files for all your projects." that should be on the next line
L147[01:29:50] <tterrag> but I can't get that to happen
L148[01:29:52] <killjoy> hm... updating mappings just makes more work for me
L149[01:29:59] <tterrag> this is what I see http://puu.sh/lRkv1.png
L150[01:30:05] <killjoy> 73 errors that I don't feel like correcting
L151[01:30:14] <killjoy> Not worth it
L152[01:30:16] <Matthew> tterrag, enter twice
L153[01:30:23] <tterrag> Matthew: that breaks the numbered list
L154[01:30:28] <Matthew> oh... yeah
L155[01:30:31] <tterrag> yeah
L156[01:31:35] <tterrag> maybe I'll just make it another bullet
L157[01:31:49] <tterrag> that seems the only way
L158[01:32:15] <Matthew> tterrag, might want to add a section about run configs
L159[01:32:22] <tterrag> Matthew: they are created now right?
L160[01:32:26] <tterrag> at least in eclipse
L161[01:32:31] <tterrag> every project of mine gets its own run configs
L162[01:32:35] <Matthew> if you run the idea task they do
L163[01:32:39] <Matthew> but importing the build.gradle no
L164[01:32:43] <tterrag> ahhh good point
L165[01:32:46] <tterrag> I didn't actually know that
L166[01:32:54] <tterrag> but importing the build.gradle is still recommended right?
L167[01:32:56] <Matthew> I create mine from scratch, but you can also run genIntellijRuns
L168[01:32:58] <Matthew> yeah
L169[01:33:13] <tterrag> ok, I'll relace the step 6 with that
L170[01:33:15] <Matthew> I like having run/server and run/client
L171[01:34:02] <tterrag> ok, I updated the gist
L172[01:34:36] <Matthew> I'd state that genIntellijRuns HAS to be ran after the intellij project is created
L173[01:34:46] <tterrag> step 5 covers that right?
L174[01:34:54] <tterrag> doing the steps in order should be implied :P
L175[01:34:55] <Matthew> oh yeah I guess it does
L176[01:35:50] <tterrag> "DO NOT edit the `buildscript {}` section of the build.gradle file - this is special."
L177[01:35:53] <tterrag> is that valid with FG2?
L178[01:36:08] <Matthew> well currently yes
L179[01:36:20] <Matthew> but in time the mdk will switch to using the plugins {} syntax
L180[01:36:26] <tterrag> except not really because people need to change 2.0->2.1 from the default
L181[01:36:37] <tterrag> unless the forge shipped build.gradle has changed to 2.1-SNAPSHOT
L182[01:36:42] <Matthew> it did iirc
L183[01:36:44] <tterrag> ok
L184[01:36:47] <tterrag> I'll leave it then
L185[01:36:52] <tterrag> also plugins{} can go outside buildscript{}
L186[01:36:54] <tterrag> can't it?
L187[01:37:22] <Matthew> with plugins {} buildscript{} doesn't have to exist
L188[01:38:00] <tterrag> right
L189[01:38:01] <tterrag> :p
L190[01:39:55] <tterrag> ok, I think this looks good
L191[01:41:03] <killjoy> So is there a specific reason the cloud rendering is split depending on height?
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L194[01:49:43] <kashike> tterrag: being picky, but "MDK" instead of "Mdk"
L195[01:49:59] <tterrag> actually no
L196[01:50:04] <tterrag> look at files.minecraftforge.net
L197[01:50:56] <kashike> silly files site
L198[01:51:09] <tterrag> is...is subpackage a word?
L199[01:51:13] <tterrag> isn't that just a package?
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L202[01:58:16] <xaero> tterrag: "List items may consist of multiple paragraphs. Each subsequent paragraph in a list item must be indented by either 4 spaces or one tab:" https://daringfireball.net/projects/markdown/syntax
L203[01:58:44] <tterrag> hm, I'll try that
L204[01:58:44] <xaero> for step 3, you could also say to delete everything else
L205[01:58:54] <tterrag> currently trying to figure out why the build isn't updating what's on the site
L206[01:58:55] <xaero> (xor move to another folder)
L207[01:59:04] <tterrag> shadowfacts: I think you busted something
L208[01:59:32] <tterrag> errr
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L210[01:59:51] <killjoy> Thoughts on this? https://github.com/MinecraftForge/MinecraftForge/issues/2222#issuecomment-163868831
L211[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151211 mappings to Forge Maven.
L212[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151211-1.8.8.zip (mappings = "snapshot_20151211" in build.gradle).
L213[02:00:06] <tterrag> what...what is going on here
L214[02:00:16] <tterrag> http://mcforge-cn.readthedocs.org/en/latest/ <- that page is updated
L215[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/
L216[02:00:24] <tterrag> what is up with mcforge-cn ?
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L218[02:02:09] <xaero> and for step 5/6 and the notepad/vi/emacs ppl, you could mention runClient/runServer
L219[02:03:03] <tterrag> those are mentioned at the bottom
L220[02:03:15] <tterrag> http://mcforge-cn.readthedocs.org/en/latest/gettingstarted/#building-and-testing-your-mod
L221[02:04:47] <xaero> kk, didn't realize there was more
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L223[02:07:56] <tterrag> https://readthedocs.org/projects/mcforge-cn/
L224[02:08:03] <tterrag> something is REALLY screwey here, and I don't think it's on my end
L225[02:08:10] <tterrag> it's pointing to the URL for a completely different project
L226[02:08:13] <tterrag> but somehow is using our build
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L234[02:33:30] <Keridos> tterrag: I just made a quick test mod that tries to load itself after dragonAPI and before ExU, and it crashes with a mod cycle error
L235[02:33:47] <tterrag> what's the cycle?
L236[02:33:52] <Keridos> DragonAPI needs about 50 mods to load before itself loads apparently
L237[02:33:58] <tterrag> yes, I know
L238[02:34:00] <tterrag> it's stupid
L239[02:34:29] <Keridos> https://gist.github.com/Keridos/e99283419b83311b6dc9
L240[02:35:42] <tterrag> yes, there's the key
L241[02:35:46] <tterrag> DAPI is after Tcon
L242[02:36:01] <tterrag> and ExU is before Tcon
L243[02:36:05] <tterrag> so Tcon is the split
L244[02:36:07] <Keridos> that is so stupid
L245[02:36:18] <Keridos> and reika is like, nah not my fault, forge blabla, exu blabla
L246[02:36:21] <tterrag> the only way to fix this is to either remove DAPI's after:tcon or remove ExUs before:tcon
L247[02:36:34] <tterrag> tcon is just a bystander
L248[02:36:41] <Keridos> yeah I know
L249[02:36:55] <tterrag> why reika needs to be after tcon god only knows
L250[02:37:19] <Keridos> I updated the issue on his github
L251[02:37:39] <Keridos> Since he was like, ExU should just be changed to load after DragonAPI
L252[02:37:44] <Keridos> ...
L253[02:38:02] <Keridos> Minetweaker is not good enough to fully support fixing the recipes, yay
L254[02:38:09] <Keridos> for that I'd need regex for nbt data
L255[02:38:30] <Keridos> or a simple i=1, i<=256, i++ style loop
L256[02:39:03] <LexDesktop> reika fucks everything up
L257[02:39:07] <LexDesktop> dont beelive anything he says
L258[02:39:25] <Keridos> yeah
L259[02:39:49] <Keridos> I noticed that sometimes he sais things that do not actually make any sensee
L260[02:39:50] <Keridos> sense
L261[02:41:16] <tterrag> haha
L262[02:41:21] <tterrag> "to fix this bug other mod should depend on me"
L263[02:41:22] <tterrag> lolsure
L264[02:45:27] <Matthew> HAHAHA https://github.com/ReikaKalseki/DragonAPI/blob/master/DragonAPICore.java#L80-L99
L265[02:45:30] <Matthew> 10/10
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L267[02:45:46] <LexDesktop> is 'DragonAPI' is 'ADD ALL THE APIS FROM< EVERY OTHER FUCKING THING HERE BECAUSE I KNOW BEST AND IT TOTALLY WONT FUCK THINGS UP!'
L268[02:46:11] <tterrag> Matthew: you hadn't seen that before?
L269[02:46:13] <tterrag> it's a classic
L270[02:46:37] <tterrag> this class is full of gems https://github.com/ReikaKalseki/DragonAPI/blob/master/Libraries/Java/ReikaJavaLibrary.java
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L272[02:46:44] <tterrag> mostly because 90% of it already exists in libraries
L273[02:46:52] <tterrag> https://github.com/ReikaKalseki/DragonAPI/blob/master/Libraries/Java/ReikaJavaLibrary.java#L258-L296
L274[02:46:53] <tterrag> that one is good
L275[02:46:56] <tterrag> "initializes" a class
L276[02:47:01] <tterrag> but requires a Class object...
L277[02:47:39] <Matthew> ....wow
L278[02:48:20] <LexDesktop> yaya class loader fuckery
L279[02:50:16] <tterrag> except no, I don't think he has a custom classloader
L280[02:50:22] <tterrag> pretty sure that method is just 100% pointless
L281[02:50:30] <tterrag> simply doing Foo.class loads it (which includes initialization)
L282[02:50:36] <LexDesktop> 54 ReikaJavaLibrary.initClass(ReikaMystcraftHelper.class);
L283[02:50:38] <tterrag> *shrug*
L284[02:50:50] <LexDesktop> Ya no, it loads the class in the same class loader as the class loader it tells the class to load in
L285[02:50:55] <LexDesktop> COMPLEETLY pointless function!
L286[02:51:00] <tterrag> bingo
L287[02:51:30] <tterrag> lex while you're here, I'm waiting on a response from the readthedocs guy, something is really screwey
L288[02:51:43] <LexDesktop> the fuck did you break?
L289[02:51:47] <tterrag> https://readthedocs.org/projects/mcforge-cn/ that seems to be its own project
L290[02:51:47] <tterrag> however clicking the "latest" build on the main page of my project (mcforge) takes me to http://mcforge-cn.readthedocs.org/en/latest/
L291[02:51:47] <tterrag> which contains my latest code
L292[02:51:50] <tterrag> I didn't break anything
L293[02:51:52] <tterrag> built fine
L294[02:52:10] <tterrag> something is wrong on their end
L295[02:52:44] <LexDesktop> https://github.com/Meow-J/Forge-Documentation-CN ya someone elses project
L296[02:52:48] <tterrag> go here and click on the "latest" under versions https://readthedocs.org/projects/mcforge/
L297[02:52:52] <tterrag> it takes you to the -cn project
L298[02:52:54] <tterrag> very odd
L299[02:53:19] ⇨ Joins: AforAnonymous (bitch2k@dyn-042-143.vix1.mmc.at)
L300[02:53:24] <tterrag> or well, that's what the URL says, but it's using our latest commit
L301[02:53:32] <LexDesktop> no it doesnt?
L302[02:53:39] <tterrag> no?
L303[02:53:41] <tterrag> for me it does
L304[02:53:47] <LexDesktop> oh wait no ya it does
L305[02:53:48] <LexDesktop> the fuck
L306[02:53:54] <tterrag> my thoughts exactly
L307[02:54:06] <tterrag> I'm in #readthedocs on freenode, he seems to be in there on and off
L308[02:54:09] <tterrag> I left a ping
L309[02:55:14] <LexDesktop> weird wonder how they fuycked that up
L310[02:55:19] ⇦ Quits: jakimfett (~overnet@c-73-180-36-141.hsd1.or.comcast.net) (Remote host closed the connection)
L311[02:55:24] *** Gaz|Away is now known as Gaz
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L314[02:59:02] <LexDesktop> Side note, Secret Santa http://imgur.com/gallery/uP6Wx
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L316[03:00:34] <tterrag> you can tell it's from lex because of the braces for parentheses ;)
L317[03:01:18] <LexDesktop> Fuck you {凸(`д´)凸}
L318[03:02:09] <tterrag> that post is doing pretty well
L319[03:02:13] <tterrag> and it's a really nice gift
L320[03:02:15] <tterrag> kudos
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L323[03:03:01] <tterrag> I must say that using braces solves the emotes inside parentheses issue :P
L324[03:03:08] <tterrag> (this looks dumb :()
L325[03:03:13] <MoxieGrrl> Who are we fucking today?
L326[03:03:46] <tterrag> https://xkcd.com/541/
L327[03:04:18] <MoxieGrrl> Bah.
L328[03:05:09] <LexDesktop> Thats why my way is the best way
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L331[03:12:11] <gabizou> that's a pretty sweet gift
L332[03:14:39] *** MrKick|Away is now known as MrKickkiller
L333[03:16:57] <Keridos> I am afraid of looking into Reikas mods sources
L334[03:17:02] <Keridos> It may give me nightmares
L335[03:17:14] <Keridos> The few things you mentioned are really weird o.O
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L337[03:20:57] <LexDesktop> Update......
L338[03:21:04] <LexDesktop> Update.......
L339[03:21:06] <LexDesktop> Update........
L340[03:23:29] <Matthew> he's now numbering his updates
L341[03:23:35] <Matthew> https://github.com/ReikaKalseki/DragonAPI/commits/master
L342[03:24:06] <LexDesktop> WOW REVOLUTIONARY
L343[03:24:12] <Matthew> lol
L344[03:29:07] *** Falk|Away is now known as Falkreon
L345[03:29:23] <Falkreon> what did I just click through to, this hurts
L346[03:29:26] <ThePsionic> How to not name your commits: A guide by Reika
L347[03:29:38] <Falkreon> ^
L348[03:30:05] <McJty> Looks more like something automatic
L349[03:30:07] <Falkreon> oh, the lib that rotarycraft sits on
L350[03:30:09] <McJty> Still a bad idea though
L351[03:30:20] <TehNut> http://starlogs.net/#ReikaKalseki/RotaryCraft
L352[03:30:32] *** Vigaro|AFK is now known as Vigaro
L353[03:30:32] <Falkreon> rotarycraft being the mod that people keep telling me is buggy
L354[03:30:51] <ThePsionic> Well that makes sense then
L355[03:30:57] <Falkreon> to be clear: apparently it's a great idea, because I've wanted to do an RPM+torque simulation
L356[03:31:02] <McJty> RotaryCraft is not perfect but it is a lot less bugyy then many people seem to think
L357[03:31:05] <Falkreon> and I have brilliant ideas
L358[03:31:11] <Falkreon> ^_^
L359[03:31:24] <McJty> And it is actually a pretty fun mod to play with
L360[03:31:42] <Falkreon> yeah, I should actually grab it and see what the fuss is
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L362[03:33:27] <Falkreon> public static enum AnnoSide { NONE, CLIENT, SERVER }
L363[03:33:33] <Falkreon> was that really necessary?
L364[03:33:37] <Falkreon> really?
L365[03:34:23] <Falkreon> wut... also license
L366[03:34:56] <Falkreon> "Distribution of the software in any form is only allowed with explicit, prior permission from the owner."
L367[03:35:00] <Falkreon> like
L368[03:35:11] <Falkreon> you can't actually install DragonAPI
L369[03:35:14] <Falkreon> ever
L370[03:35:26] <McJty> Install != distribute
L371[03:35:41] <Falkreon> Github is the distribution point
L372[03:35:52] <McJty> But yes, his license is strict
L373[03:35:52] <Falkreon> github itself doesn't allow projects like this
L374[03:36:43] <McJty> Sure about that?
L375[03:36:51] <McJty> Github does actually allow private projects and you can pick your own license
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L380[03:39:52] <Falkreon> yeah but that's a paid thing
L381[03:40:16] <McJty> Well I can't find in the terms of service of github where it says that you cannot put restrictions like this on your source code
L382[03:40:22] <McJty> But I may be overlooking it
L383[03:40:32] <Falkreon> yeah, I've been looking too, I don't see anything
L384[03:40:58] <Falkreon> I just wonder whether a clause like the file headers will hold in the face of the author hosting it on github
L385[03:41:11] <ThePsionic> gitlab gitlab gitlab
L386[03:41:52] <Falkreon> I do like gitlab, plus gitlab itself is open-source
L387[03:41:57] <ThePsionic> exactly
L388[03:42:02] <Falkreon> so we're hosting an internal gitlab
L389[03:42:11] <Falkreon> ^_^
L390[03:42:42] <Falkreon> I'm actually trying really hard to put more of my code on github
L391[03:42:44] <Falkreon> and like
L392[03:42:48] <Falkreon> share anything at all
L393[03:42:54] <Falkreon> I'm not good at sharing
L394[03:43:05] <asie> GitH only gives you rights to view and fork a repository
L395[03:43:12] <asie> This is for providing their services, obviously
L396[03:43:21] <asie> Note that forking does not mean being allowed to commit to the forked codebase
L397[03:43:29] <asie> or redistributing its contents
L398[03:43:52] <asie> The license of the code is still binding, forking is the on-website action and it is limited strictly to creating a fork
L399[03:44:10] <asie> so mirroring the source code, in essence
L400[03:44:14] <Falkreon> right
L401[03:44:19] <Falkreon> except that they also let you download
L402[03:44:22] <Falkreon> and view
L403[03:44:27] <asie> yes, viewing is allowed
L404[03:44:30] <asie> but only via GitHub
L405[03:44:34] <Falkreon> right.
L406[03:44:38] <asie> you may not be allowed to pass it on later
L407[03:44:47] <asie> now, sourceforge used to enforce FOSS licensing
L408[03:44:55] <asie> which is why BuildCraft originally became open source, heh
L409[03:45:06] <Falkreon> the fact that "download ZIP" is in the upper right hand corner
L410[03:45:14] <asie> yea that is still viewing
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L412[03:45:23] <Falkreon> that's distribution
L413[03:45:29] <asie> yes, but done by github
L414[03:45:31] <asie> not you
L415[03:45:40] <asie> rights do not automatically extend to the downloader
L416[03:45:43] <asie> that'd be sikly.
L417[03:45:46] <asie> silly.*
L418[03:45:55] <ThePsionic> silky.*
L419[03:46:00] <asie> skilly.*
L420[03:46:29] <Falkreon> my point is, effectively github has been given explicit permission to distribute the plugin. Not the downloaders.
L421[03:46:53] <Falkreon> eh. I see what you're saying though. It stops pretty quickly.
L422[03:47:04] <asie> Indeed
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L424[03:52:29] <LexDesktop> <Falkreon> public static enum AnnoSide { NONE, CLIENT, SERVER } -- WAT?
L425[03:53:37] <Falkreon> Lex- in DragonAPI
L426[03:53:42] <Falkreon> in the *cough*
L427[03:53:45] <Falkreon> I don't even want to say it
L428[03:53:51] <LexDesktop> But ya, by uploading your code to a public repo on github you give them explicit permissions to redistribuite it.
L429[03:53:53] <Falkreon> in the ASM package
L430[03:54:07] <LexDesktop> it's the same thing as certian website like Reddit where the community got all pissy.
L431[03:54:22] <LexDesktop> But it just means that they can do their job as a web server and send the web content to people.
L432[03:54:31] <LexDesktop> Yes but what the fuck is a NONE side?
L433[03:54:55] <Falkreon> It'd have to be not minecraft at all, like automated tools.
L434[03:54:59] <ThePsionic> To the windoooooooooooow
L435[03:55:03] <ThePsionic> To the noooooone
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L437[03:55:39] <tterrag> lex: perhaps he means both?
L438[03:55:43] <tterrag> who the heck knows .-.
L439[03:55:50] <tterrag> I need some sleep
L440[03:55:53] *** tterrag is now known as tterrag|ZZZzzz
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L443[04:05:45] <LexDesktop> Better then reika';s starlogs: http://www.commitlogsfromlastnight.com/
L444[04:11:37] <unascribed> wow, those are real commits too
L445[04:11:42] <unascribed> I thought it was a generator
L446[04:13:13] <McJty> For some reason that site is blocked by my work for containing 'mature content'?
L447[04:13:23] <McJty> Are commit logs mature? :-)
L448[04:13:30] <ThePsionic> They contain mature language
L449[04:13:35] <ThePsionic> Like shit and fuck and bitch
L450[04:14:01] <unascribed> you just got this IRC channel blocked for McJty for mature language
L451[04:14:06] <unascribed> good job :P
L452[04:14:11] <ThePsionic> :D
L453[04:14:19] <McJty> Luckily it is just sites :-)
L454[04:15:19] <LexDesktop> Error: Could not find or load main class scala.tools.nsc.Main
L455[04:15:25] <LexDesktop> Anyone had this issue? Seriously fuck scala
L456[04:16:56] *** Kaiyouko is now known as Kaiyouka
L457[04:18:22] <ThePsionic> >scala
L458[04:18:30] <ThePsionic> I thought you wouldn't steep to that level Lex
L459[04:18:38] <LexDesktop> i HAVE TO TEST SHIT :/
L460[04:18:43] <ThePsionic> :\
L461[04:18:48] <ThePsionic> yell at the people who made it
L462[04:19:14] <unascribed> the only suggestion I have after some cursory searching (which you probably already did, granted) is check $SCALA_HOME and the classpath
L463[04:24:36] <LexDesktop> its a SCALA_HOME issue but for some reason its having issues
L464[04:24:48] <LexDesktop> -Dscala.home="Z:\Projects\MCP\MCP\release_v2\conf\Files\scala-2.11.7\bin\.."
L465[04:24:57] <LexDesktop> Its using the current dir instead of whats in SCALA_HOME
L466[04:25:40] *** fry|sleep is now known as fry
L467[04:26:00] <McJty> What replaces World.updateNeighborsAboutBlockChange() from 1.7.10 in 1.8.8? That function seems gone
L468[04:27:01] <LexDesktop> !gm updateNeighborsAboutBlockChange 1.7.10
L469[04:27:14] <LexDesktop> !gm 147453
L470[04:27:26] <LexDesktop> ah it was replaced by a version with blockpos probably
L471[04:27:56] <LexDesktop> You'd have to look where it was used before and see whats there now
L472[04:28:02] <McJty> ok
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L474[04:31:14] <McJty> Ok, seems to have become updateComparatorOutputLevel in 1.8.8
L475[04:31:20] <McJty> That's a rather different name :-)
L476[04:34:16] <asie> much saner
L477[04:35:53] <LexDesktop> !log updateComparatorOutputLevel
L478[04:35:57] <LexDesktop> !gm updateComparatorOutputLevel
L479[04:36:08] <LexDesktop> blame jk05
L480[04:36:13] <LexDesktop> jk-5*
L481[04:36:22] <LexDesktop> !history
L482[04:36:25] <LexDesktop> !commands
L483[04:36:32] <LexDesktop> honestly cant remember half of them...
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L488[04:38:38] <LexDesktop> !mh 147453 1.7.10
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L495[04:42:49] <McJty> What replaces the 1.7.10 AdvancedModelLoader to load wavefront obj files?
L496[04:43:06] <McJty> Can the ModelLoader in 1.8.8 do that directly?
L497[04:44:04] <asie> Sort of. Ask Rainwarrior
L498[04:44:31] <fry> McJty: yup
L499[04:44:52] <McJty> ok thanks
L500[04:44:55] <fry> you just use "modelname.obj" in the blockstate json
L501[04:45:17] <McJty> Also for a TESR?
L502[04:45:34] <fry> oh, and call OBJLoader.addDomain("yourmodid")
L503[04:45:59] <McJty> I need multiple OBJ files for the same TESR sometimes
L504[04:46:04] <McJty> I hope that is still possible :-)
L505[04:46:09] <McJty> brb
L506[04:46:16] <asie> you can even use OBJ files in an ISBRH now
L507[04:46:33] <LexDesktop> There is no such thing as a ISBRH anymore
L508[04:46:35] <LexDesktop> Get over it
L509[04:47:10] <LexDesktop> what you want Jty is a multi-model, which yes, is fully supported.
L510[04:47:11] <fry> McJty: you can render arbitrary model in the TESR: https://github.com/RainWarrior/MinecraftForge/blob/model-animation/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L256-L281
L511[04:47:16] <LexDesktop> And TESRs can do whatever you want
L512[04:47:59] <fry> Lex: I think asie knows that there's no ISBRH now, but there's no catchy 5-letter name for the static block models :P
L513[04:48:22] <asie> I do
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L515[04:48:40] <asie> But I call ISmartBlockModel ISBRHs as they let you do exactly the same things at this point
L516[04:48:46] <asie> if not more (yay no lighting hell!)
L517[04:48:59] <LexDesktop> Use ISBM then
L518[04:49:06] <asie> sounds like ICBM
L519[04:49:11] <fry> or IBM, for normal models :P
L520[04:49:14] <asie> worse
L521[04:49:18] <fry> heh
L522[04:49:21] <LexDesktop> Or just use Model...
L523[04:49:24] <LexDesktop> or SmartModel
L524[04:49:41] <asie> SmartModel is good but takes longer to type on a tablet over SSH.
L525[04:49:46] <asie> I guess that works.
L526[04:49:49] <LexDesktop> ISBRH has the issue of zealots like you fucking throwing it around and causing a shitload of FUD and harrassment twards me.
L527[04:49:50] <fry> just model is probably the best we can come up with :P
L528[04:50:04] <Falkreon> confirmed, typing on a tablet over ssh is worse than just typing on tablet
L529[04:50:15] <Falkreon> X)
L530[04:50:26] <McJty> b
L531[04:50:29] <asie> Uh. You are aware that the changes added after that made it better for all parties involved, I'm sure.
L532[04:50:41] <asie> Also, don't throw the harassment word like that.
L533[04:50:54] <LexDesktop> and you are aware that the changes were intended and you had nothing to do with them right?
L534[04:50:59] <asie> Yes.
L535[04:51:02] <LexDesktop> It is harassment
L536[04:51:13] <asie> Yes. I also know people who you literally made cry
L537[04:51:16] <LexDesktop> you sent your legion of minions to attack me, there is no question about it.
L538[04:51:36] <asie> With a Reddit post explaining the issue with JSON models pre-Forge-changes.
L539[04:51:40] <asie> Yes, definitely.
L540[04:52:08] <LexDesktop> That's not all you did, and yes, with your caompaign of 'fuck the new rendering system give us the old shit back!'
L541[04:52:16] <Falkreon> legion minions
L542[04:52:20] <Falkreon> asie, you have minions?
L543[04:52:22] <asie> No, my campaign was "find a solution". Read the post again
L544[04:52:23] <LexDesktop> Spreading FUD is bad and you should know that./
L545[04:52:24] * McJty likes the new rendering system so far
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L547[04:52:40] <asie> I wanted something with equal capabilities and JSON is not and was not it, though it makes a lot of things simpler
L548[04:52:43] <LexDesktop> No it wasn't you may think it was but it was 'fuck this system give the old shit'
L549[04:52:53] <McJty> It is annoying to port from 1.7.10 but if you start fresh it does make a lot of sense
L550[04:52:55] <Falkreon> alright people
L551[04:52:59] <asie> Except you have given us the old shit with vertex emitting in ISBMs
L552[04:53:06] <asie> That's all ISBRHs ever did
L553[04:53:08] <Falkreon> does the json accurately model the behavior of the game?
L554[04:53:29] <LexDesktop> ISBRHs did a lot of things and allowed alot of different direct gl fuckery
L555[04:53:40] <fry> ^
L556[04:53:41] <asie> Except very few modders ever did that
L557[04:53:49] <asie> and some still do GL hacks in ISBMs
L558[04:53:51] <LexDesktop> ISBMs should be static.Always.
L559[04:53:54] <asie> no idea how that even works
L560[04:54:02] <Falkreon> le sigh
L561[04:54:03] <LexDesktop> just needs to be a 'smarter' selection of which static one to use
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L563[04:54:19] <fry> asie: it's impossible to do them in smart block models, afaik, only in item ones
L564[04:54:34] <Falkreon> so can we think about a more serious problem here
L565[04:54:40] <Falkreon> like how we can make blocks shiny
L566[04:54:47] <asie> LexDesktop: or a set of static ones
L567[04:54:52] <asie> such as RP2-esque wires
L568[04:54:54] <McJty> Hmm I have a small unreleased mod for 1.7.10 where I dynamically create ISBRH's. i.e. the player builds them in game
L569[04:54:55] <LexDesktop> Ya, anyways the point is dont bring up ISBRH's as thats non-existant anymore.
L570[04:54:59] <McJty> Is that kind of thing no longer possible?
L571[04:55:04] <asie> McJty: Possible.
L572[04:55:08] <LexDesktop> And it has warmongering connotations in the 1.8 world
L573[04:55:10] <McJty> ok
L574[04:55:11] <Falkreon> because Id love to do specular hilighting and environment mapping
L575[04:55:19] <Falkreon> and that's not happening anywhere in any of this
L576[04:55:27] <Falkreon> so it's all the same to me.
L577[04:55:39] <fry> Falkreon: that's completely outside the scope of this discussion, material engine changes are orthogonal to the model stuff
L578[04:55:39] <LexDesktop> Shiney?
L579[04:55:53] <LexDesktop> Isnt that Shader shit?
L580[04:55:57] <asie> LexDesktop: Notice I have been convincing people to go back with 1.8.8
L581[04:56:01] <Falkreon> fry: So is everyting you could possibly do in ISBRH
L582[04:56:01] <fry> it can be, Lex
L583[04:56:43] <LexDesktop> Stop prining me, and no i havent noticed you do shit as i've ignored 99% of the shit about you that is sent my way as I still have minions yelling at me that I 'KILLED' modding and BC.
L584[04:56:56] <LexDesktop> pinging*
L585[04:56:57] <asie> BC has a 1.8.8 version?
L586[04:57:02] <fry> asie changed his mind, Lex
L587[04:57:03] <asie> And has had a 1.8 one for 3 months?
L588[04:57:04] <Falkreon> yeah, you could do specular hilighting via seperateSpecularColor, but only for stuff that actually used GL fixed-function lights
L589[04:57:26] <LexDesktop> Meh, its jsut an example about how unjust FUD spread at the beginning has lasting effects.
L590[04:57:40] <McJty> Change is always hard
L591[04:57:46] <asie> I know that all too well. Ask anyone about BC pipes dropping items
L592[04:57:46] <McJty> But I'm liking 1.8.8 so far
L593[04:57:55] <asie> And that got a lot better as far back as 1.4.7
L594[04:58:06] <Falkreon> I was just talking about bc pipes dropping items <.<
L595[04:58:11] <asie> ^ my point
L596[04:58:33] <LexDesktop> Anyways back to what i was doing
L597[04:58:45] <LexDesktop> trying to get python to be able to run massive commands.
L598[04:58:47] <Unh0ly_Tigg> is it possible to have item models that respond to variables not stored in an itemstack? like the game time (and whether or not the game is paused)?
L599[04:58:52] <LexDesktop> Could of sworn i fixed that years ago...
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L603[04:59:12] <fry> Falkreon: changing light state per block is insanely expensive, and iSBRH definitely wasn't a place to do that in :P
L604[04:59:21] <Unh0ly_Tigg> and if so, what classes/interfaces should I be looking at to do that.
L605[04:59:57] <Falkreon> fry- not what I'm saying. In fact, I never said ISBRH could do per-pixel lighting. I agreed with you when you said it was orthogonal to the block model.
L606[05:00:14] <McJty> Unh0ly_Tigg, the vanilla clock and map do that
L607[05:00:21] <Unh0ly_Tigg> right...
L608[05:00:29] * Unh0ly_Tigg *facepalms*
L609[05:00:30] <fry> Unh0ly_Tigg: I'll tackle the game time for the animation system at some point - basically, you can query whatever you want from handleItemState
L610[05:00:51] <Falkreon> but that whatever you wanted to do in an ISBRH that you couldn't do in a block model, is also orthogonal to the model.
L611[05:00:58] <fry> McJty: those are not good examples, they are special-cased :P
L612[05:01:03] <Falkreon> hasn't always been true, but it is now.
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L614[05:01:12] <Unh0ly_Tigg> I really need to sit down and rewrite my portaportal mod for 1.8.8, and do it right...
L615[05:01:52] * McJty is busy fixing thousands of compile errors in a 1.7.10 mod he just copied into a 1.8.8 env :-)
L616[05:01:57] <fry> Falkreon: whatever you did do in ISBRH that you can't do in the block model right now, can be done more efficiently outside the block model :P
L617[05:02:08] <asie> is there really anything of the sort?
L618[05:02:28] <Falkreon> heh
L619[05:02:35] <LexDesktop> Most of those compile errors will be the same ones over and over ;)
L620[05:02:41] <asie> find and replace is cool
L621[05:03:18] <Falkreon> I do wonder, if you forced tessellator to use VAOs, it could be done.
L622[05:03:24] <Unh0ly_Tigg> fry, I'm only really looking to update this to the new system: https://bitbucket.org/Unh0ly_Tigg/portaportal/src/master/src/main/java/org/unh0lytigg/portaportal/client/render/item/ItemPortalRenderer.java
L623[05:03:36] <Falkreon> mostly the VAOs for specularity information.
L624[05:03:52] <Falkreon> not really desirable to make logs shiny
L625[05:04:23] <LexDesktop> Tigg: What does that look like in game?
L626[05:04:24] <Falkreon> ah well. I'll leave it to the shader mod people.
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L628[05:05:16] <Unh0ly_Tigg> Lex: https://bitbucket.org/Unh0ly_Tigg/portaportal/src/master/src/main/resources/assets/portaportal/logo.png like that.
L629[05:05:44] <Unh0ly_Tigg> when the game isn't paused client-side, the cores rotate.
L630[05:06:56] <fry> yes, this should be possible
L631[05:06:57] <LexDesktop> do a outer static model + a rotating inner model with a inner model thats {relativly} static?
L632[05:07:15] <LexDesktop> so*
L633[05:07:34] <Unh0ly_Tigg> yeah, for the most part.
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L635[05:08:04] <LexDesktop> Should be simple enough as a animated model. Which fry is working on
L636[05:08:12] <Unh0ly_Tigg> ok, thanks.
L637[05:08:13] ⇨ Joins: Cooler (~CoolerExt@117.216.85.91)
L638[05:08:28] <Unh0ly_Tigg> fry, how far along is this?
L639[05:10:51] <Unh0ly_Tigg> also, I love the fact that we can use generics with vanilla stuff now... no more hardcoded casting...
L640[05:12:05] <fry> it's functional, but ugly and possibly slow right now :P
L641[05:12:13] <fry> need to posish it a lot :P
L642[05:12:27] <Unh0ly_Tigg> O.O I just noticed... obj support!
L643[05:12:43] <Unh0ly_Tigg> wait...
L644[05:12:58] <LexDesktop> seriously, MC's code base is SOOOOOOOOOOOOOOOSOSOSOSOSOSOSOOSOSOSOSOOSOSOSOSOS much cleaner now!
L645[05:13:02] ⇨ Joins: tambre (~tambre@600b-3a45-2534-71c1-4301-8a22-07d0-2001.dyn.estpak.ee)
L646[05:13:15] <LexDesktop> That was a lot of fucking work on a german POS codebase >.<
L647[05:13:48] <Unh0ly_Tigg> I could create the model for the core of my item in an obj, since it's just boxes, which can be broken down to quads/triangles.
L648[05:14:12] <kashike> I can't decide what I like more - the cleaner for's, or the cleaner switch's
L649[05:14:32] <Unh0ly_Tigg> Are the switch maps gone?
L650[05:14:55] <Unh0ly_Tigg> like where it refers to an array based on the enums ordinal
L651[05:16:47] <Unh0ly_Tigg> is there any way to at runtime 'merge' an obj model and a json model so that when an item is rendered, it uses both at the same time?
L652[05:16:48] <LexDesktop> yes all enum switches are re-sugared properly
L653[05:16:57] <Unh0ly_Tigg> Lex, <3
L654[05:17:15] <LexDesktop> Foreach loops are now a thing.
L655[05:17:20] <LexDesktop> Variables are properly scoped
L656[05:17:28] <LexDesktop> Variables have generics/types now.
L657[05:17:32] <LexDesktop> JAD-style naming
L658[05:17:40] <LexDesktop> Inner classes are fixed.
L659[05:17:49] <LexDesktop> Bridges/Synthetics are fixed
L660[05:17:53] <Unh0ly_Tigg> All this, and I get my new glasses later today. I am a happy man.
L661[05:17:55] <LexDesktop> so much is fixed u.u
L662[05:18:55] <Unh0ly_Tigg> Later, I need to wipe my gradle cache and start over...
L663[05:19:26] <asie> indeed, 1.8.8 is great
L664[05:19:31] <asie> especially with things still in the pipeline
L665[05:21:05] <LexDesktop> There are a few things in the pipe for FF, once we get Forge and MC Modding back up to speed. It was just blocked because of generics for a while >.<
L666[05:21:36] *** Gaz is now known as Gaz|Away
L667[05:22:51] <kashike> only annoying thing is the Maps.<X, Y>newHashMap(), Lists.<X>newArrayList() imo
L668[05:23:13] <asie> decompilers are never perfect
L669[05:24:03] <Unh0ly_Tigg> yeah, those particular ones don't even need the generics in the method invocation (in the decompiled form)
L670[05:24:27] <kashike> but hey, I'
L671[05:24:35] <kashike> 'm okay with them there :P
L672[05:25:17] <Unh0ly_Tigg> I can only imagine how much work it will be for FF when mojang moves to java 8... becauses lambdas and method references.
L673[05:25:46] <asie> i don't think they will soon
L674[05:26:04] <asie> aren't for 1.9 and mojang is on a yearlyish schedule now
L675[05:26:12] <LexDesktop> Actually thats on our todo list, however, thats also a guava issue.
L676[05:26:30] <LexDesktop> Not sure what causes it, but for some reason guava's libs don't like inferring that stuff in java 6
L677[05:26:50] <kashike> ah, strange - though it was intentional
L678[05:26:54] <kashike> thought
L679[05:27:03] <Unh0ly_Tigg> Yeah, aren't they still technically working using java 6 compatibility?
L680[05:27:10] <LexDesktop> we force FF to output that, because javac was having issues
L681[05:27:14] <LexDesktop> yup
L682[05:27:31] <kashike> asie: yeah, I'd assume 1.10 or later
L683[05:27:53] <LexDesktop> FF supports J8
L684[05:28:10] <LexDesktop> Havent done a full blown test, but it seems to work on some unit tests
L685[05:28:26] <Unh0ly_Tigg> huh, so it will decompile lambdas and method references properly?
L686[05:28:43] <LexDesktop> pretty sure, ive done lambdas, havent done method refs yet
L687[05:28:48] <LexDesktop> *looked at*
L688[05:29:31] <Unh0ly_Tigg> hmm, may have to look into making a standalone gui for it, so I don't have to rely on jd-gui anymore
L689[05:30:41] <kashike> Unh0ly_Tigg: minecrell was working on something like that iirc
L690[05:30:50] <fry> why do people want GUIs?
L691[05:30:52] <kashike> yeah: https://github.com/Minecrell/dandelion
L692[05:30:58] <LexDesktop> ohh yay scalac supports @ like javac does.
L693[05:31:12] <Unh0ly_Tigg> fry, because windows?
L694[05:31:13] <fry> using FF on the command line > using gui decompiler :P
L695[05:31:27] <fry> people need to learn to love cmd even on windows
L696[05:31:29] <kashike> fry: opening a jar in a gui is a lot quicker than a full decompile in a lot of cases :P
L697[05:31:37] <LexDesktop> http://bytecodeviewer.com/ Thats what I use now instead of JD-GUI
L698[05:32:16] <LexDesktop> Need to look into if I can edit it to use Forge's FF ;)
L699[05:32:50] <kashike> hm, that looks pretty nice
L700[05:33:22] <kashike> i've been using luyten (procyon) the past few months
L701[05:34:24] *** kroeser is now known as kroeser|away
L702[05:35:13] <Unh0ly_Tigg> I can't wait for "MFTS" or "MinecraftForge Tool Suite"
L703[05:35:21] <Unh0ly_Tigg> /s
L704[05:35:39] <LexDesktop> Its essentially what FG is
L705[05:36:41] <LexDesktop> can someone confirm for me that @File works on linux/macs for javac/scalac?
L706[05:36:52] <kashike> Lex: wow, thanks for pointing out Bytecodeviewer
L707[05:37:12] <fry> Lex: confirmed on linux
L708[05:37:18] <fry> used that before :P
L709[05:37:40] <LexDesktop> ya, I need to update MCP to use it, just need to confirm that it works on all systems
L710[05:38:09] <Unh0ly_Tigg> hmm, I wonder how hard it would be to create a tool that would look at mod source code, and try to suggest standards of coding for forge mods...
L711[05:38:26] <fry> what?
L712[05:38:40] <fry> you mean formatting, or semantics?
L713[05:39:25] <Unh0ly_Tigg> like "Hey, you should be registering your items here, adding your recipes there, with this type of syntax for the method invocations, etc"
L714[05:39:30] <fry> http://xkcd.com/1425/
L715[05:40:03] <fry> that's either a bucket of hard-coded heuristics, or a full-blown ai :P
L716[05:40:23] <Unh0ly_Tigg> I want to say it would be a code verifier... not sure.
L717[05:40:46] <fry> "code verifier"?
L718[05:41:08] <Unh0ly_Tigg> verifies your code against preset standards.
L719[05:41:19] <LexDesktop> Also, random side note, I've been using Friends on netflix as my background noise, I've only now just paid attention to the opening and understood the "your love life's DOA", always just heard a random jumble of noises.,
L720[05:41:47] <fry> syntactically - easy-ish, semantically - extremely hard, years of work
L721[05:42:48] <fry> you can start by looking at what modern java IDEs can accomplish for automatic refactoring
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L724[05:45:08] * LexDesktop mutters something about we were going to make 'RegisterYourItemsHereBITCH' life cycle events but never got around to it because of time.
L725[05:53:30] ⇨ Joins: kimfy (~kimfy___@74.141.16.62.customer.cdi.no)
L726[05:54:33] <Unh0ly_Tigg> huh, so, it's apparently been over a year since I first started using gradle on this machine, since my .gradle/caches folder was created mid july of last year.
L727[05:54:57] <Unh0ly_Tigg> also, it's 1.96GB in size...
L728[05:56:39] <ThePsionic> rip
L729[05:56:47] <McJty> How do you actually render an IModel without using blockRenderer.getBlockModelRenderer()?
L730[05:57:13] <Unh0ly_Tigg> and now, that 1.96GB is gone.
L731[05:57:45] <Unh0ly_Tigg> actually, I need to get some sleep, see you guys tomorrow.
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L733[06:00:35] <McJty> Nobody knows?
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L735[06:03:17] <fry> McJty: why don't you want to do that? :P
L736[06:03:28] <McJty> Well to render my model on screen of course.
L737[06:03:37] <McJty> I have one case where I need to render a model which is not coupled to a block or TE
L738[06:03:39] <McJty> i.e. overlay
L739[06:04:23] <fry> ah, look at RenderItem.renderModel
L740[06:04:41] <fry> it's fairly straightforward
L741[06:04:59] <fry> and if you have an itemstack already - there are methods there for that :P
L742[06:05:16] <fry> (instance cen be obtained from Minecraft object)
L743[06:05:45] <McJty> renderModel is private
L744[06:06:08] <Lumien> Is Block.getExtendedState ever called in a situation where the te of the block is null?
L745[06:06:51] <McJty> fry, I don't have an itemstack and can't make one
L746[06:06:54] <McJty> I just have an IModel
L747[06:07:10] <McJty> This is not associated with a block or item
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L749[06:08:10] <fry> so, call IModel.bake, get baked model, call getFaceQuads + getGeneralQuads, for each of those quads - feed them to WorldRenderer
L750[06:08:28] <McJty> ok let's see
L751[06:08:41] <fry> either manually or doint IVertexConsumer cons = new WorldRendererConsumer(worldRenderer); quad.pipe(cons);
L752[06:09:21] <McJty> Well this is a lot more complicated then it was in 1.7.10 :-/
L753[06:11:00] <Lumien> How? The Vertex Consumer solution seems pretty easy
L754[06:11:30] <McJty> Well in 1.7.10 it was model.renderAll()
L755[06:11:32] <McJty> That's it
L756[06:11:33] <McJty> :-)
L757[06:12:45] <McJty> What should I give as the first parameter for IModel.bake? i.e. the IModelState?
L758[06:13:30] *** TehNut is now known as TehNut|Sleep
L759[06:13:35] <fry> whatever is the transformation your model have
L760[06:13:50] <fry> TRSRTransformation.identity() is acceptable
L761[06:14:14] <fry> also, McJty, you need to do the same GL setup you did in 1.7
L762[06:14:21] <McJty> yes that's fine
L763[06:14:48] <fry> and come on, like 4-line loop isn't much harder than model.renderAll :P
L764[06:15:13] <McJty> loop?
L765[06:15:28] <McJty> What is that 'bakedTextureGetter' (third parameter for bake)?
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L769[06:23:41] <LexDesktop> oh ya... someone tomarrow, remind me to re-make a portable python 3 windows distro so I can update MCP to python 2 because aparently linux distros no longer supporet 2.7 >.<
L770[06:31:16] <asie> most do
L771[06:31:25] <asie> mine does, debian* does iirc
L772[06:31:40] <asie> python 2 vs 3 is silly
L773[06:31:58] <LexDesktop> then the fuck is the issue that searge was talking about 1.8.8 not working on linux?
L774[06:32:23] <asie> distros which only install python 3 by default
L775[06:32:34] <asie> or maybe 1.8.8 using /usr/bin/python
L776[06:32:44] <asie> which on many distros symlinks to 3 by drfault
L777[06:33:30] <asie> but none would stop providing 2.7 as a lot of software still relies on it
L778[06:33:34] <asie> it's just no longer default
L779[06:33:35] <LexDesktop> Its probably worth updating to python 3 anyways just cuz.
L780[06:33:41] <asie> likely.
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L782[06:41:00] <sham1> \o
L783[06:42:00] <asie> o/
L784[06:51:48] <LexDesktop> oh, when did they add the py launcher, selecting versions is awesome...
L785[06:52:38] <LexDesktop> It lets the script tell you what version of python it wants to use... Is this a standard thing on linux environments?
L786[06:52:41] <sham1> Wait.. python?
L787[06:53:02] <fry> DE-specific thing probably, Lex :P
L788[06:53:07] <LexDesktop> Z:\Projects\MCP\MCP\release_v2\temp>py -3.5-32 test.py
L789[06:53:07] <LexDesktop> D:\Python\Python3.5.1-32\python.exe: can't open file 'test.py': [Errno 2] No such file or directory
L790[06:53:07] <LexDesktop> Z:\Projects\MCP\MCP\release_v2\temp>py -3.5 test.py
L791[06:53:07] <LexDesktop> D:\Python\Python3.5.1-64\python.exe: can't open file 'test.py': [Errno 2] No such file or directory
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L793[06:54:26] <sham1> What is it that you try to use python on anyway
L794[06:58:12] <LexDesktop> mcp
L795[06:59:37] <sham1> I see
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L797[07:01:14] <luacs1998> lex, thought this might interest you: https://github.com/dotnet/coreclr/issues/2285
L798[07:01:15] <asie> select the version of python? not standard on linux as the script usually requests python2 or python3
L799[07:03:16] <fry> it's a mime-type file browser thingy probably
L800[07:06:50] <LexDesktop> how would the script request python 2 or 3?
L801[07:07:38] <LexDesktop> luacs1998, tldr?
L802[07:08:08] <luacs1998> idiot wants a number parsing method
L803[07:08:16] <luacs1998> says "pull or don't expect any more from me"
L804[07:08:33] <luacs1998> a lot of people try to explain why his idea is no good
L805[07:08:40] <luacs1998> s/wants/wants to change/
L806[07:08:55] <luacs1998> and then he says this https://www.reddit.com/r/programming/comments/3w9tc8/a_perfect_example_of_how_not_to_propose_a_change/cxux6j8
L807[07:09:05] <LexDesktop> ...
L808[07:09:06] <luacs1998> note: that was a quite
L809[07:09:12] <luacs1998> *quote
L810[07:09:13] <LexDesktop> 1,1 is NOT 1001
L811[07:09:15] <LexDesktop> it's 11
L812[07:09:40] <luacs1998> kek
L813[07:10:04] <LexDesktop> WELL
L814[07:10:06] <LexDesktop> technically...
L815[07:10:14] <luacs1998> "I am seriously not interested in convincing anyone or tolerating not-completely-straightforward/honest attitudes. I have explained my point clearly, would love performing this modifications (and quite a few other ones) but if I cannot I would accept it (haven't had anything until yesterday)."
L816[07:10:17] <LexDesktop> depending on the region it's either 11, or 1.1
L817[07:11:39] <ollieread> luacs1998, the first response is my favourite
L818[07:11:51] <ollieread> I've found that reddit is more about the comments and responses than the actual original post
L819[07:11:53] <luacs1998> it gets better
L820[07:12:09] <luacs1998> the actual github issue is also pretty gold
L821[07:12:40] <ollieread> It still amazes me that there are people like this
L822[07:13:05] <fry> people are a weird bunch of folks :P
L823[07:13:19] <ollieread> Opensource projects tend to bring it out in them
L824[07:13:36] <fry> online communication in general does that :P
L825[07:13:47] <fry> and, to be fair, any communication at all too :P
L826[07:13:51] <ollieread> Not as much as Github issues
L827[07:13:58] <asie> voicechat would help
L828[07:14:03] * fry looks at religion/politics
L829[07:14:04] <asie> voicechat conveys emotions better than emoji
L830[07:14:09] <ollieread> Yeah
L831[07:14:10] <asie> or emoticons
L832[07:14:12] <asie> ;-)
L833[07:14:16] <ollieread> Voicechat allows you to verbally mock people
L834[07:14:21] <ollieread> Which usually stops them being an idiot
L835[07:14:24] <asie> and explain what you feel
L836[07:14:33] <asie> not just what you want people to think you feel
L837[07:14:55] <luacs1998> kek
L838[07:15:12] <asie> #mumbleforge when
L839[07:15:21] <LexDesktop> problem with voice chat is that you can't ignore it
L840[07:15:23] <LexDesktop> and read it later
L841[07:15:25] <ollieread> That being said, I have a teamspeak where a group of us that play games together hang out
L842[07:15:28] <ollieread> Most of them are still idiots
L843[07:15:42] <asie> debates on voicechat are far better, though
L844[07:16:20] <ollieread> My favourite being the absolute bitch fit somebody had when we shot out their tyres and blew them up, in a _GTA_ race
L845[07:16:44] <fry> there's a scale of structured -> real-time
L846[07:16:45] <ollieread> I guess verbal communication does make it easier to convey that sort of thing
L847[07:16:55] <ollieread> But could you imagine this channel, reddit or even github issues as a verbal thing
L848[07:17:02] <asie> this channel? yes
L849[07:17:05] <fry> with books being on the other hand, and talking on the other
L850[07:17:07] <ollieread> I think the best would YouTube comments as a verbal thing
L851[07:17:15] <asie> this channel would make a great talk show
L852[07:17:24] <ollieread> For America maybe
L853[07:17:54] <fry> you usually trade off the quality of the message for the speed of communication/feedback :P
L854[07:18:07] <asie> actually i believe voicechat has more detail
L855[07:18:09] <ollieread> Ie, "first"
L856[07:18:09] <asie> not just speed
L857[07:19:17] <fry> yes, voice vs text is a different axis
L858[07:21:03] <fry> human communication is complicated :P
L859[07:21:17] <sham1> Yes
L860[07:21:28] <asie> so many misunderstandings
L861[07:21:54] ⇦ Quits: glasspelican (~quassel@stanley.glasspelican.ca) (Quit: http://quassel-irc.org - Chat comfortably. Anywhere.)
L862[07:21:58] <ollieread> See I'd have just summarised this entire conversation with the reasoning "Everyone else is an idiot"
L863[07:22:06] ⇨ Joins: glasspelican (~quassel@stanley.glasspelican.ca)
L864[07:22:29] <fry> people rely on a gigantic pile of implicit context information, large part of which may be completely wrong :P
L865[07:22:32] <sham1> And the misunderstandings sadly do not only arise from the fact that humans have a language barrier
L866[07:22:49] <asie> ollieread: idiocy is subjective
L867[07:22:59] <ollieread> The ability to detect context also changes across borders
L868[07:23:07] <ollieread> Or rather, the taught context
L869[07:23:12] <asie> also context changes ona daily basis often
L870[07:23:15] <asie> especially on the ent
L871[07:23:17] <asie> net*
L872[07:23:25] <fry> whoever solves the communication problem will win the nobel peace prize :P
L873[07:23:27] <ollieread> Then there are people so void of attention that they don't pick on context
L874[07:23:30] <fry> and probably much more :P
L875[07:24:26] <fry> usb-empaty-dongle or smth :P
L876[07:24:27] <ollieread> I'm forever having to explain things to my girlfriend because she totally missed the context
L877[07:24:38] <ollieread> I'm unsure whether that's her or a Scandinavian thing.
L878[07:24:55] <ollieread> Though I suspect that it's her, she's a bit strange
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L881[07:29:48] <ollieread> LOL
L882[07:29:55] <ollieread> Wqrong channekl
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L893[08:11:31] <Mimiru> So I'm still having an issue with my ItemBlock seemingly not using it's item .json I don't get any error on the console about it, but it's not using any of the values for 3rd person. http://michi.pc-logix.com/Minecraft_1.8_2015-12-11_08-10-59.jpg The block is huge, and upside down, though when placed it's fine.
L894[08:12:31] *** Vigaro|AFK is now known as Vigaro
L895[08:12:36] <fry> show the json
L896[08:12:43] <Mimiru> https://github.com/PC-Logix/OpenFM/blob/1.8/src/main/resources/assets/openfm/models/items/Radio.json
L897[08:12:55] <Mimiru> i'd git.io it but I can't resolve a few domains atm.. :/
L898[08:13:23] <Mimiru> But no matter what I change *any* of those values to, nothing changes
L899[08:15:02] <masa> hm, didn't assets need to be in lower case?
L900[08:15:28] <Mimiru> Not sure... it reads the BlockState, and Block fine
L901[08:15:53] <Mimiru> I'll give it a shot though, I'll have to change the registrations
L902[08:17:31] <fry> yes, everything should be lowercase
L903[08:17:42] <fry> but you have "inventory" variant in the blockstate json
L904[08:18:03] <Mimiru> It said it couldn't find an inventory variant until I added that
L905[08:18:05] <fry> that apparently takes precedence over the explicit item json
L906[08:18:13] <Mimiru> also, switching everything to lowercase changed nothing
L907[08:18:49] <fry> add "transform": "forge:default-block" inside that inventory variant
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L909[08:21:05] <Mimiru> Like this: "inventory": { "model": "openfm:Radio", "y": 90, "transform": "forge:default-block" } ?
L910[08:21:31] <fry> ah, "y":90 will interfere with that
L911[08:21:41] <Mimiru> Cause if so, nope still honkin huge block :/
L912[08:21:43] <Mimiru> Ah
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L914[08:23:27] <Mimiru> pulled the y part and it's still huge
L915[08:23:46] <Mimiru> Though, now it's rotated properly, but still upside down lol
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L917[08:28:13] <Mimiru> And just to test, removed the inventory variant and got the missing model/texture model
L918[08:33:08] <McJty> Is block.onPostBlockPlaced gone?
L919[08:33:30] <fry> McJty: you should be able to remove the item json with no changes
L920[08:33:48] <McJty> fry, what? Wrong person?
L921[08:34:20] <fry> lol, yes
L922[08:34:24] <fry> Mimiru :P
L923[08:34:56] <Mimiru> Well, even with the Item json removed.. the block is still huge even with the transform added
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L928[08:58:17] <Dark> http://minecraft.curseforge.com/projects/icbm/files/2270308
L929[08:58:49] <Dark> anyone got any odd requests for explosives for ICBM
L930[09:00:45] <gigaherz> the only explosive I ever used in ICBM was the rejuvenation one, and I misjudged the location of the chunk and broke more than I fixed
L931[09:00:45] <gigaherz> XD
L932[09:00:54] <Dark> lol
L933[09:01:00] <Dark> guess I can re-add that
L934[09:01:38] <gigaherz> would be nice if it was possible to rejuventae only the area around the explosion instead of the whole chunk XD
L935[09:01:50] <gigaherz> (but yeah that sounds like a headache ;P)
L936[09:01:52] <Dark> ya, though not sure how to do that
L937[09:02:02] <Dark> Might have a trick or two I can try
L938[09:02:26] <gigaherz> best I can think of is to trick worldgen to happen on a fake chunk, and then copy over the result
L939[09:02:41] <Dark> that is my thought as well
L940[09:02:42] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 186 seconds)
L941[09:03:36] <Mimiru> Meh... screw this.. I'm gonna go slink back to my 1.7 branch
L942[09:03:49] <Dark> lol
L943[09:04:09] <ThePsionic> Time to boot up the ol' IDEA
L944[09:04:28] <Dark> still working on my code to make updating to 1.8 easy
L945[09:04:35] <Dark> given it is hacky
L946[09:04:45] <ThePsionic> I'm porting a very, very messy 1.7.10 mod to 1.8.8 now
L947[09:04:51] <ThePsionic> No idea how long it will take me
L948[09:04:55] <Dark> suggest a full rewrite
L949[09:05:04] <ThePsionic> Too big to rewrite
L950[09:05:12] <Dark> nothing is too big to rewrite
L951[09:05:18] * Dark rewrite ICBM from scratch
L952[09:05:19] <ThePsionic> Except yo mama
L953[09:05:20] <ThePsionic> OH SNAP
L954[09:05:30] <Dark> :)
L955[09:05:39] <Mimiru> ThePsionic, Well, when you finish if you wanna toss in some help with my tiny mod I'm all for help :P
L956[09:06:27] <ThePsionic> Mimiru: What's up
L957[09:06:42] <ThePsionic> I could use a tiny mod to get my mind off this right now tbh
L958[09:06:48] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L959[09:06:55] <Dark> do what I do, pick a single block
L960[09:06:58] ⇦ Quits: Hassan (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Ping timeout: 194 seconds)
L961[09:06:59] <Dark> and make a mod just for that
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L963[09:07:10] <Mimiru> ThePsionic, http://michi.pc-logix.com/Minecraft_1.8_2015-12-11_08-10-59.jpg
L964[09:07:11] <Dark> http://minecraft.curseforge.com/projects/sbm-bone-torch
L965[09:07:18] <Dark> http://minecraft.curseforge.com/projects/sbm-colored-chests
L966[09:07:34] <ThePsionic> That's... hm.
L967[09:07:35] *** bilde2910|away is now known as bilde2910
L968[09:07:35] <Mimiru> it's 2 blocks and 2 items.. I can do everything except the json crap it seems... well and the networking is about to drive me nuts
L969[09:07:44] <Mimiru> but I've not really messed with it much yet
L970[09:07:50] <Dark> did they change the networking code again?
L971[09:07:54] <Mimiru> a bit
L972[09:08:06] <Dark> :/ finally got my network code in 1.7.10 looking so nice
L973[09:08:12] <ThePsionic> Mimiru: Could you PM me the JSON files? I wanna take a look
L974[09:08:19] <Falkreon> they changed basically all the packet IDs in 1.9 >.>
L975[09:08:28] <Mimiru> it's the s35custompacket or whatever method
L976[09:08:33] <ThePsionic> It's fantastic isn't it Falkreon
L977[09:08:45] <Dark> is forge's network stuff the same though?
L978[09:08:49] <Falkreon> and the way they're doing it, they guaranteed no cross-version compatibility ever
L979[09:08:55] <Dark> as I do not touch MC's code for networking much
L980[09:09:08] <Falkreon> yeah, Forge isn't really into making stupid decisions
L981[09:09:15] <Falkreon> they just use a plugin channel
L982[09:09:16] <Dark> cool
L983[09:09:19] <Falkreon> iirc
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L985[09:10:08] <gigaherz> [16:08] (Falkreon): they changed basically all the packet IDs in 1.9 >.>
L986[09:10:12] <gigaherz> are they really "IDs"?
L987[09:10:19] <gigaherz> I'd have assumed some sort of enum
L988[09:10:28] <Dark> enum would still be an ID
L989[09:10:30] <gigaherz> (never looked)
L990[09:10:32] <gigaherz> yes but I mean
L991[09:10:38] <Falkreon> they're changed based on enum ordinal now, yes.
L992[09:10:46] <Falkreon> but they keep sticking packets in the middle
L993[09:10:47] <gigaherz> autogenerated vs manually-assigned
L994[09:10:50] <gigaherz> yeah
L995[09:10:54] <gigaherz> hence why it just sounds normal to me
L996[09:10:55] <gigaherz> XD
L997[09:11:06] <Falkreon> it'd be fine if they didn't stick enum constants in the middle.
L998[09:11:11] <Dark> hmm not sure how that is an issue
L999[09:11:11] <gigaherz> mods shouldn't be relying on packed numbers ;P
L1000[09:11:18] <Falkreon> except that they're sorted alphabetically
L1001[09:11:20] <gigaherz> just query the enum then
L1002[09:11:20] <Dark> unless you hard code for IDs
L1003[09:11:32] <Dark> ^
L1004[09:11:34] <Falkreon> That's fine for a forge mod
L1005[09:11:44] <Falkreon> we mostly don't have to bother
L1006[09:12:04] <Falkreon> but if you're implementing a thin client, everything explodes.
L1007[09:12:10] <Dark> true
L1008[09:12:21] <gigaherz> you just can't have the same client compatible with all versions at once.
L1009[09:12:25] <Dark> still think there is a hack around it
L1010[09:12:39] <gigaherz> use a proxy pattern and have multiple packet ID sources
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L1012[09:14:26] <Dark> what is a good way to reset a chunk?
L1013[09:14:37] <Dark> before I go and code a bad hack
L1014[09:14:59] <gigaherz> no idea :/
L1015[09:15:22] <ThePsionic> Fun fact, this mod has 212 recipes
L1016[09:15:38] <Dark> should see VoltzEngine I have that in just ores
L1017[09:16:39] *** Ashway is now known as Ashome
L1018[09:18:56] <gigaherz> so project-E gem helmet: nice enough
L1019[09:19:06] <gigaherz> gem chestplate: amazingly nice
L1020[09:19:31] <gigaherz> gem leggings: annoying (shift drops you too fast)
L1021[09:19:46] <gigaherz> gem boots: the "sustained jump" thing is horribly annoying
L1022[09:19:56] <sham1> gems
L1023[09:20:04] <gigaherz> so I guess I'm done with projectE
L1024[09:20:11] <Dark> why is it that almost every tech mod has a power armor like system?
L1025[09:20:11] <gigaherz> I already have the two pieces I care about
L1026[09:20:11] <sham1> w3hy
L1027[09:20:15] <sham1> ah
L1028[09:20:33] <gigaherz> Dark: because it's cool ;P
L1029[09:20:43] <Dark> yes but its starting to get over done
L1030[09:20:50] <sham1> FTB Infinity Evolved :P
L1031[09:20:54] <sham1> Time to download
L1032[09:21:01] <Dark> feel like when I finished my mech suits users will be bored of power armor
L1033[09:21:01] <gigaherz> didn't play evolved
L1034[09:21:06] <gigaherz> I played theoriginal ftb infinity
L1035[09:21:13] <gigaherz> and I stopped playing when I had full awakened armor
L1036[09:21:16] <gigaherz> I was simply a god.
L1037[09:21:37] <gigaherz> I have been told draconic evolution's chaos guardian is now a challenge even with awakened
L1038[09:21:38] <sham1> my comp can propably actually have FPS > 20 now
L1039[09:21:59] <gigaherz> which means it's almost impossible without it?
L1040[09:22:09] <gigaherz> Iwas able to kill the chaos guardian by kiting it
L1041[09:22:10] <gigaherz> XD
L1042[09:23:51] <sham1> Oh
L1043[09:23:59] <sham1> Immersive engineering is up for grabing
L1044[09:24:05] <gigaherz> 1.8?
L1045[09:24:09] <sham1> 1.7.10
L1046[09:24:13] <gigaherz> ah
L1047[09:24:19] <sham1> I play FTB infinity evolved so...
L1048[09:24:28] <sham1> Or rather just downloaded via Curse
L1049[09:24:50] <gigaherz> yeah I already did 1.7.10 of most stuff
L1050[09:24:59] <gigaherz> I won't start just another playthrough just for IE ;P
L1051[09:25:07] <sham1> Yeah
L1052[09:25:16] <ThePsionic> How the hell did this ever work
L1053[09:25:17] <sham1> I just want to play a modpack so...
L1054[09:25:32] <ThePsionic> This mod is ridden with misplaced parentheses and forgotten semicolons
L1055[09:25:35] <sham1> And there comes the fact that the FTB pack for 1.8 is kinda small
L1056[09:25:42] <sham1> Because people ignored 1.8 for so long
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L1061[09:30:51] <ThePsionic> http://i.imgur.com/fndjTp4.png This was, at one point, production code
L1062[09:31:06] <sham1> Eww
L1063[09:31:47] <ThePsionic> How could he have so many misplaced parentheses and forgotten semicolons with it still working
L1064[09:31:57] <sham1> Magic
L1065[09:32:18] <Falkreon> maybe he compiled it in groovy (le trollface)
L1066[09:32:38] <sham1> That actually could be possible
L1067[09:32:53] <Falkreon> having written some awful, awful groovy hacks
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L1069[09:32:57] <Falkreon> (see also hairpin)
L1070[09:33:36] <Falkreon> ( https://github.com/falkreon/HairpinDev )
L1071[09:34:14] <ThePsionic> Ah well, I'm burning through the errors pretty quickly, and I can have IDEA automatically get rid of the warnings
L1072[09:34:31] <Falkreon> good good.
L1073[09:34:33] ⇦ Parts: dobegor_ (webchat@dojulia.soborka.net) ())
L1074[09:34:36] <ThePsionic> Think like new Object[] {~} where an Object... is expected
L1075[09:34:51] <Falkreon> yeah.
L1076[09:34:53] <ThePsionic> And (eugh kill me now) Character.valueOf('X')
L1077[09:34:56] <Falkreon> decompilers do that
L1078[09:35:07] <Falkreon> my guess is the author looked at some JD-gui'd code
L1079[09:35:10] <ThePsionic> Falkreon: Not decompiled. This is his official code.
L1080[09:35:11] <Falkreon> and copied it
L1081[09:35:19] <Falkreon> because copying is how we all learn.
L1082[09:35:27] <ThePsionic> This is the code he actually put in himself
L1083[09:35:30] <sham1> copying + adapting
L1084[09:35:31] <Falkreon> because there's not really any official forge documentation
L1085[09:35:34] <Falkreon> yeah.
L1086[09:35:56] <ThePsionic> Character.valueOf('X') is just a fancy way of saying 'X'
L1087[09:36:00] <Falkreon> ^
L1088[09:36:03] <Falkreon> yes.
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L1091[09:36:29] <ThePsionic> Ah well, I have Spotify on, so it's not too much of a torture ;)
L1092[09:36:41] <Falkreon> eh. well have fun
L1093[09:36:46] *** Falkreon is now known as Falk|Away
L1094[09:38:05] <ThePsionic> Falk|Away ollied the falk out
L1095[09:38:19] <sham1> I'd just listen to electro swing in your shoes
L1096[09:39:27] <ThePsionic> I'm listening to the songs that play on the GTA5 Non-Stop-Pop radio station
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L1105[10:10:12] <ThePsionic> I need diesieben07 here
L1106[10:10:48] <asie> why?
L1107[10:10:57] <heldplayer> I need him over there
L1108[10:11:15] <sham1> diebot, come on man
L1109[10:12:25] <ThePsionic> I don't need him anymore
L1110[10:13:13] <sham1> Time to work on the mana nodes again
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L1112[10:15:11] <sham1> Because if you have mana but you cannot transmit it then what's the point of trapping it from the mana field
L1113[10:15:39] <asie> stupid wire signal transfer algorithms
L1114[10:16:13] *** MrKickkiller is now known as MrKick|Away
L1115[10:17:05] <ThePsionic> The best icon I've seen in a while http://i.imgur.com/zkHwtLj.png
L1116[10:17:11] *** tterrag|ZZZzzz is now known as tterrag
L1117[10:17:18] *** tterrag is now known as tterrag|ZZZzzz
L1118[10:17:20] *** tterrag|ZZZzzz is now known as tterrag
L1119[10:17:26] <sham1> Thank you idea
L1120[10:17:29] <heldplayer> What is this? An icon for ants?
L1121[10:17:33] <sham1> Also tterrag, stop spazing out
L1122[10:17:39] <tterrag> client being stupid
L1123[10:17:40] <tterrag> sorry
L1124[10:17:51] * heldplayer moves dies over to ThePsionic
L1125[10:18:01] <heldplayer> You don't need him? Here he is
L1126[10:23:59] ⇨ Joins: PBlock96 (PBlock96@res404s-128-61-104-241.res.gatech.edu)
L1127[10:24:21] <LexDesktop> Alright i have portable versions of python, anyone wanna test!?
L1128[10:24:35] <sham1> For linux?
L1129[10:24:42] <LexDesktop> Windows
L1130[10:24:46] <Dark> not sure, why you messing with Python?
L1131[10:24:50] <sham1> MCP
L1132[10:26:53] <Dark> hmm I see, almost forgot it uses python
L1133[10:27:06] <Dark> sure I'll give it a try if you give me a hint on how to regen chunks
L1134[10:27:13] <heldplayer> Python 2 or python 3?
L1135[10:27:23] <LexDesktop> Both!
L1136[10:27:29] <heldplayer> Fabulous!
L1137[10:27:29] <LexDesktop> 64 and 32 bit!
L1138[10:27:33] <heldplayer> Amazing!
L1139[10:27:40] <Dark> nice
L1140[10:27:47] <LexDesktop> SAadly py2exe doesnt have a wrapper for 3.5, so i had to do 3.4
L1141[10:27:53] <heldplayer> And pypy?
L1142[10:28:00] <LexDesktop> pypy
L1143[10:28:01] <LexDesktop> ?
L1144[10:28:19] <heldplayer> Python with a JIT
L1145[10:28:24] <fry> mcp isn't that slow :P
L1146[10:28:31] <LexDesktop> oh no screw that
L1147[10:28:40] <MattDahEpic> does anyone think that 1.8.8 will be primary modded version for 1.8 as 1.7.10 is for 1.7?
L1148[10:28:52] <LexDesktop> .9
L1149[10:28:53] <heldplayer> I'm thinking 1.8.9
L1150[10:28:54] <Dark> latest normally is
L1151[10:30:09] <LexDesktop> https://dl.dropboxusercontent.com/u/28221422/PortablePython.zip
L1152[10:30:13] <asie> heh, i remember the 1.7.2 -> 1.7.10 pains, primarily caused by GregTech
L1153[10:30:37] <asie> also how i stopped porting to 1.7.2 when one of my close friends tried to run 1.7.2 and it literally did not render anything in the world; fixed in 1.7.4
L1154[10:32:01] <Dark> lol lex, my computer thinks its a virus
L1155[10:33:00] <LexDesktop> interesting which virus?
L1156[10:33:03] ⇨ Joins: rockers3000 (rockers300@host217-35-241-9.range217-35.btcentralplus.com)
L1157[10:33:04] <tterrag> MattDahEpic: poke to fix the stuff I noted on your PR
L1158[10:33:08] <asie> that's normal for pretty much any kind of bundler
L1159[10:33:13] <Dark> didn't say, just said looks like a virus
L1160[10:33:15] <asie> launch4j is detected as a virus by a lot of antiviruses
L1161[10:33:16] <Dark> want to remove
L1162[10:33:19] <asie> as in launch4j binaries
L1163[10:33:23] <Dark> anyways what do I run to test this
L1164[10:33:31] <LexDesktop> go run python scripts through it
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L1166[10:33:42] <LexDesktop> should have EVERYTHING a standard python install has
L1167[10:33:44] <Dark> ah so some assembly required
L1168[10:33:48] <LexDesktop> Because I pragmatically bundled everything ;)
L1169[10:34:05] <heldplayer> Can I run my homework assignment through it? :P
L1170[10:34:20] <LexDesktop> Sure ;)
L1171[10:34:22] <Dark> going to run a few of my HW assignments for 3 years ago threw it
L1172[10:34:34] <Lord_Ralex> it's chrome being... chrome with their virus scanner
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L1175[10:34:40] <Dark> ^
L1176[10:35:34] <Lord_Ralex> oh, just says it's because it's not commonly downloaded
L1177[10:35:38] <Lord_Ralex> expected then
L1178[10:35:57] <alex_6611> wow chrome
L1179[10:36:54] <heldplayer> Do I need to unpack the zip files inside of each portable version somewhere?
L1180[10:37:05] <heldplayer> Because it's not finding any modules
L1181[10:37:36] <heldplayer> Failed to import the site module. ImportError: No module named 'site'
L1182[10:38:30] <rockers3000> What is all the kerfuffel about?
L1183[10:39:07] ⇨ Joins: Myiume (webchat@86.125.36.85)
L1184[10:39:19] <Dark> keep getting "Failed to import the site module"
L1185[10:41:36] <LexDesktop> humm
L1186[10:41:42] <LexDesktop> interesting, will look into that.
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L1188[10:42:56] <rockers3000> Is WorldTickEvent only called on the client?
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L1190[10:43:27] <sham1> Take a look and see
L1191[10:43:47] <Rockers> No, it's called on both
L1192[10:44:05] <sham1> well there you go
L1193[10:44:09] <Rockers> I'm just wondering why it's not setting something, I'll look into it.
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L1196[10:51:49] <Rockers> No, It wasn't WorldTickEvent that is only Client-side, OnBlockActivated is Client-side
L1197[10:51:54] <Rockers> Time for packet handling
L1198[10:52:42] <Rockers> Wait
L1199[10:52:44] <Rockers> maybe not
L1200[10:53:40] <Dark> both of those are called both sides
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L1202[10:56:48] <MattDahEpic> tterrag, done
L1203[11:00:15] <Rockers> My WorldTickEvent code doesn't seem to be getting called on the server, which is strange.
L1204[11:00:19] <Rockers> I'll pastebin.
L1205[11:00:35] <MattDahEpic> i despise pastebin's layout
L1206[11:00:42] <Rockers> :L
L1207[11:00:46] <Rockers> fine den
L1208[11:00:53] <MattDahEpic> just saying
L1209[11:00:55] <Rockers> lol
L1210[11:01:02] <MattDahEpic> too many ads for a service of its type
L1211[11:01:25] <Rockers> There's one in the bottom right hand corner.
L1212[11:01:55] <Dark> use CMD upload for it
L1213[11:02:04] <Rockers> http://pastebin.com/JJGJWirJ -Pastebin by yours truely.
L1214[11:02:08] <Rockers> CMD upload?
L1215[11:02:18] <Rockers> *truly
L1216[11:02:25] <Dark> yes there are ways to use the command line to upload to pastebin
L1217[11:02:30] <MattDahEpic> command line upload utility
L1218[11:03:47] <MattDahEpic> whats the best way to add a record to the game
L1219[11:05:36] <Rockers> It's fine, I got the Chrome Extension so I can do it from KiwiIRC :-p
L1220[11:06:04] <sham1> Doesnt Pastebin have an API
L1221[11:06:11] <Rockers> Must do
L1222[11:06:18] <Rockers> ComputerCraft uses it.
L1223[11:06:32] <MattDahEpic> pastabin
L1224[11:06:37] ⇨ Joins: OrionOnline (~OrionOnli@ip-62-235-46-254.dial.scarlet.be)
L1225[11:06:40] <Rockers> http://brianbb.github.io/jPastebin/
L1226[11:08:00] <Rockers> I can't find the problem with my paste.
L1227[11:08:15] <Rockers> Everything looks like it should work.
L1228[11:13:30] <OrionOnline> Dang i cannot get my model to rotate properly.....
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L1233[11:18:20] <Rockers> TickEvent.WorldTickEvent is not getting called on the server.
L1234[11:19:00] <Rockers> I did a System.out.println(String.valueOf(e.world.isRemote())) and it returned "false"
L1235[11:19:57] <Dark> print out event.side
L1236[11:20:05] <OrionOnline> e.world.isRemote means it is running server side
L1237[11:20:13] <sham1> that does not work on integrated
L1238[11:20:21] <Dark> sometimes ^
L1239[11:20:28] <sham1> Also world.isRemote being false means it is server
L1240[11:20:28] <OrionOnline> If the world would be remote (which is remote indicates) it would not be running on the that thread
L1241[11:20:46] <Dark> anyways print out event.side
L1242[11:21:14] <Dark> should tell you which side the event is being called
L1243[11:21:21] <Rockers> Even so, I need the e.world for 'for(EntityPlayer player : e.world.playerEntities)'
L1244[11:21:21] <Dark> also check how your registering your class to receive events
L1245[11:21:46] <Rockers> The class is getting registered on both the client and the server
L1246[11:21:55] <Dark> you sure?
L1247[11:22:16] <Dark> might be useful to check as I've seen devs forget to register it on both sides
L1248[11:22:28] <Lumien> WorldTickEvent is only fired server side
L1249[11:22:56] <Dark> ^ he might be right
L1250[11:23:03] <Dark> seeing as the client only has a single world
L1251[11:23:09] <Rockers> Wait, do I need to register the event in the ClientProxy and the ServerProxy. Can't I just do it in preInit?
L1252[11:23:14] <Rockers> That's true.
L1253[11:23:22] <Dark> preInit should work
L1254[11:23:26] <Rockers> Yep
L1255[11:23:27] <Dark> as long as its the main class
L1256[11:23:33] <Rockers> It is.
L1257[11:23:40] <Lumien> What
L1258[11:23:41] <Rockers> I guess I need to do packet handing
L1259[11:23:47] <Lumien> The Event is fired server side
L1260[11:23:53] <Lumien> Whether that server is an integrated server or a normal one
L1261[11:24:38] <Dark> easy way to find out though is println the side
L1262[11:24:50] <Rockers> I'm trying that just now
L1263[11:24:54] <Dark> k :)
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L1265[11:25:26] <Lumien> But.. he did already print world.isRemote ? :P
L1266[11:25:48] <Rockers> Yep, Lumien was right about it being just server side.
L1267[11:25:53] <Dark> yes but there is a var called side
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L1269[11:25:59] <Rockers> I know
L1270[11:26:05] <Lumien> For client side there's ClientTickEvent
L1271[11:26:05] <Rockers> [17:25:26] [Server thread/INFO] [STDOUT]: [lyesoussaiden.satanicofferings.events.classes.WorldTickEvents:onWorldUpdate:14]: SERVER
L1272[11:26:19] <Dark> :) we have our answer
L1273[11:26:30] <Rockers> I'll do both TickEvents
L1274[11:26:41] <Rockers> Is it synchronised?
L1275[11:27:28] <Lumien> no
L1276[11:27:39] <Rockers> Oh poo
L1277[11:27:48] <Lumien> What do you want to do?
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L1279[11:28:41] <Rockers> I have a block that spawns lightning and uses a player IEEP to check if it can spawn more lightning effectively.
L1280[11:28:55] <Dark> should be able to do that client side only
L1281[11:29:00] <Dark> unless you have an on screen GUI
L1282[11:29:07] <Dark> *server side only
L1283[11:29:13] * Dark needs more coffee
L1284[11:29:38] <Rockers> It never seems to work out when I do that. Can't remember why.
L1285[11:29:48] <Rockers> I'll try that and tell you the results.
L1286[11:29:59] <Dark> k, also spam some printlns in your code
L1287[11:30:02] <Lumien> Well lightning isn't client side only soo
L1288[11:30:02] <Dark> might just be buggy logic
L1289[11:30:05] <Lumien> Or only visual?
L1290[11:30:29] <Rockers> Lightning is spawned as an entity.
L1291[11:30:37] <Dark> mean server side when I said client side
L1292[11:30:41] <Rockers> It needs the clientside.
L1293[11:31:06] <Dark> technically no, as you could call an MC method for spawning it
L1294[11:31:21] <Rockers> You can?
L1295[11:31:28] <Dark> should be a method for it in the world
L1296[11:31:33] <Dark> don't remember exactly
L1297[11:32:11] <Lumien> World.addWeatherEffect
L1298[11:32:52] <Rockers> I want it to happen for all clients though
L1299[11:33:05] <Rockers> Oh wait
L1300[11:33:10] <Rockers> It would, wouldn't it.
L1301[11:33:21] <Dark> ya
L1302[11:33:46] <Rockers> Even so, is there a difference between spawnEntityInWorld and addWeatherEffect for lightning?
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L1304[11:34:09] <Dark> could always look at the code
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L1306[11:34:33] <Deamon> You need both for spawning lightning iirc
L1307[11:35:00] <Rockers> iirc?
L1308[11:35:06] <Deamon> if I recall correctly
L1309[11:35:11] <Rockers> Oh
L1310[11:35:19] <Rockers> The lightening spawns.
L1311[11:35:23] <Rockers> *Lightning
L1312[11:35:44] <Rockers> The problem is that the IEEPs aren't updating correctly.
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L1314[11:37:30] <hipsterpig> IEEPs?
L1315[11:37:41] <Rockers> IExtendedEntityProperties
L1316[11:37:52] <Dark> \0/ regen missile works
L1317[11:37:58] <Rockers> Useful for saving custom data about players and entities.
L1318[11:38:07] <Rockers> \o/
L1319[11:38:16] <Dark> I always just use the NBTCompoundTag on the entity
L1320[11:38:20] <hipsterpig> i use forgedata for entities
L1321[11:38:24] <OrionOnline> Dang, is there a way to render the X- Y- Z axis while rendering a Block?
L1322[11:38:32] <OrionOnline> Like as a Debug modus
L1323[11:38:42] <Dark> 1.7.10 or 1.8?
L1324[11:38:46] <hipsterpig> OrionOnline: glScalef(-1F, -1F, 1F);?
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L1327[11:44:23] <ThePsionic> What's the difference between GameRegistry.addRecipe and GameRegistry.addShapedRecipe?
L1328[11:45:13] <SkySom> I'd assume one can take any IRecipe and the other is only for ShapedRecipes
L1329[11:45:40] <ThePsionic> Except they both take an ItemStack and an Object...
L1330[11:45:53] <Rockers> addRecipe shouldn't
L1331[11:46:01] <ThePsionic> It does
L1332[11:46:04] <Rockers> for me, it just takes an IRecipe
L1333[11:46:22] <Rockers> Oh, there's an override.
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L1335[11:50:20] *** Dark is now known as Dark|Sleep
L1336[11:51:44] <ASB2> Is there any way to see the metadata of another block?
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L1338[11:52:50] <Rockers> What version?
L1339[11:56:37] <OrionOnline> hipsterpig, 1.8 So not really a possibility
L1340[11:56:59] <ThePsionic> Boy, do I not know what SimpleNetworkWrapper.registerMessage wants from me
L1341[11:57:32] <ASB2> Rockers: 1,8
L1342[11:58:33] <Rockers> In 1.8, metadata, for the most-part, has been changed to blockstates. What are you trying to do?
L1343[11:58:54] <Rockers> BlockStates technically is still Metadata, but it's sort of a wrapper.
L1344[11:59:00] <ThePsionic> Oh, fixed it, borked up some imports :P
L1345[11:59:32] <OrionOnline> Fry you there?
L1346[12:00:41] <ASB2> Lets say i wanted to look at the metadata of a piece of wool. How would that work Rockers
L1347[12:02:14] <gigaherz> do you NEED themetadata?
L1348[12:02:19] <gigaherz> or only the properties of the wool?
L1349[12:03:45] <tterrag> They are the same thing
L1350[12:04:48] <gigaherz> ... what class implements wool? XD
L1351[12:04:58] <gigaherz> there's no blockwool or blockcloth XD
L1352[12:05:05] <OrionOnline> ehm no idea
L1353[12:05:06] <ASB2> Basicly im trying to understand propeties. Do I have acess to properties that i didnt create. If so how do get acess to them
L1354[12:05:26] <gigaherz> ASB2: they are usually in the block class
L1355[12:05:42] <gigaherz> like BlockFlowerPot.CONTENTS
L1356[12:05:58] <sham1> I actualy can strect CMD
L1357[12:06:02] <gigaherz> or BlockStaticLiquid.LEVEL
L1358[12:06:04] <tterrag> BlockColored
L1359[12:06:06] <sham1> When I turn legacy console off
L1360[12:06:09] <tterrag> yes
L1361[12:06:11] <tterrag> BlockColored.COLOR is the property
L1362[12:06:13] <tterrag> world.getBlockState(...).getValue(BlockColored.COLOR);
L1363[12:06:18] <tterrag> that will give you a PropertyEnum<EnumDyeColor>
L1364[12:06:20] <tterrag> assuming you are on 1.8.8 (you should be)
L1365[12:06:22] <gigaherz> aha
L1366[12:06:42] <gigaherz> funny that is' BlockColored, is it used for other colored things?
L1367[12:06:44] <ThePsionic> Have I reached Mojang-level ternary yet http://i.imgur.com/XvFxVjj.png
L1368[12:07:16] <gigaherz> ah yep
L1369[12:07:17] <OrionOnline> The Psionic
L1370[12:07:23] <ThePsionic> OrionOnline
L1371[12:07:25] <OrionOnline> Yes and Yes
L1372[12:07:25] <gigaherz> wool, carpet, clay, glass, and glass panes
L1373[12:07:26] <OrionOnline> :P
L1374[12:07:28] <gigaherz> all share BlockColored
L1375[12:07:30] <ThePsionic> :D
L1376[12:07:30] <gigaherz> nice.
L1377[12:07:38] <tterrag> ThePsionic: it's likely that most ternary statements were not written that way
L1378[12:07:48] <tterrag> it's a decompiler artifact
L1379[12:07:51] <ThePsionic> /shrug
L1380[12:07:58] <gigaherz> decompiler can't tell betwee
L1381[12:08:01] <tterrag> so, no, your code is just ugly \o/
L1382[12:08:05] <gigaherz> if(a) b=1; else b=2;
L1383[12:08:15] <gigaherz> and ternary
L1384[12:08:17] <gigaherz> or things like
L1385[12:08:19] <gigaherz> b=1;
L1386[12:08:24] <gigaherz> if(a==2) b=2;
L1387[12:08:26] <gigaherz> else if ...
L1388[12:08:28] <gigaherz> return b;
L1389[12:08:36] <ThePsionic> tterrag: idc ternary
L1390[12:09:06] <ASB2> Ah okay thanks
L1391[12:09:10] <tterrag> I wonder if there is some kind of data structure out there for [range]->object
L1392[12:09:15] <tterrag> it seems to be a pretty common structure
L1393[12:09:22] <Rockers> You could check if the block at worldIn.getBlockstate(pos).getBlock() is an instance of BlockColored ?
L1394[12:09:27] <ASB2> Next question do ItemStacks have properties?
L1395[12:09:34] <gigaherz> no
L1396[12:09:37] <gigaherz> not yet at least
L1397[12:09:38] <ThePsionic> Also, puzzle me this
L1398[12:09:42] <gigaherz> they were considered for 1.9
L1399[12:09:49] <gigaherz> dunno if they will be there
L1400[12:09:53] <ThePsionic> This is a block with a class name "HalloweenBox" and the unlocalised name "oreblock"
L1401[12:09:59] <ThePsionic> What would it actually be
L1402[12:10:00] <gigaherz> but in 1.8.x, which is what we have now
L1403[12:10:10] <gigaherz> items only have a metadata/damage value
L1404[12:10:12] <tterrag> I have no idea what you're asking
L1405[12:10:24] <Rockers> Look at the code ThePsionic?
L1406[12:10:47] <gigaherz> ThePsionic: place one in the world? ;P
L1407[12:10:48] <ThePsionic> The code suggests a halloween box, as it contains the getItemDropped method above
L1408[12:11:06] <ThePsionic> gigaherz: I'm hitting the tip of the iceberg with porting this mod
L1409[12:11:09] <tterrag> I'd go by the class name
L1410[12:11:11] <gigaherz> ./setblock ~ ~ ~ whatever:oreblock
L1411[12:11:14] <tterrag> unloc names are pretty irrelevant
L1412[12:11:20] <gigaherz> wiat unloc
L1413[12:11:22] <gigaherz> not registration
L1414[12:11:25] <tterrag> gigaherz: that's not what unloc names are
L1415[12:11:26] <gigaherz> what's the registration name?
L1416[12:11:33] <gigaherz> tterrag: I know, I misread
L1417[12:11:33] <ThePsionic> hmm
L1418[12:11:40] <ThePsionic> Wildycraft_oreblock
L1419[12:11:44] * ThePsionic dies
L1420[12:11:49] <gigaherz> and the lang file?
L1421[12:11:58] <gigaherz> tile.oreblock.name ?
L1422[12:12:06] <ThePsionic> Halloween Candy Box
L1423[12:12:14] <gigaherz> then it's probably a candy box.
L1424[12:12:16] <ThePsionic> Yeah
L1425[12:12:19] <gigaherz> just a very misnamed one.
L1426[12:12:24] <ThePsionic> Why he would unloc it as an oreblock idk :P
L1427[12:12:31] <gigaherz> possibly repurposed block XD
L1428[12:13:41] <tterrag> ^
L1429[12:13:41] <ASB2> Is registering Blocks the same as in previous versions?
L1430[12:13:47] <ASB2> As 1.7
L1431[12:13:49] <tterrag> registry and unloc names are hidden to most users
L1432[12:13:50] <MattDahEpic> yus
L1433[12:14:00] <tterrag> ASB2: mostly, the model stuff is a bit different though
L1434[12:14:20] <Rockers> So, worldIn.isRemote == true means that the world is clientside?
L1435[12:14:26] <ThePsionic> Hm
L1436[12:14:29] <OrionOnline> Rockers, yes
L1437[12:14:32] ⇦ Quits: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9) (Quit: Connection closed for inactivity)
L1438[12:14:33] <tterrag> ASB2: https://github.com/creatubbles/ctb-mcmod/blob/1.8/src/main/java/com/creatubbles/ctbmod/client/ClientProxy.java#L20
L1439[12:14:37] <tterrag> something like that for your block model
L1440[12:14:39] <Rockers> Ok
L1441[12:14:43] <ThePsionic> When open-sourcing his mod, he forgot to upload pretty much all textures
L1442[12:14:53] <ThePsionic> I have a few armour ones, but no blocks, items or monsterrs
L1443[12:14:56] <tterrag> why we have to do that is beyond me, seems it could be automatic (overriden only for special cases)
L1444[12:14:58] <gigaherz> ASB2: check this for a working implementation of an item and a block: https://github.com/gigaherz/PackingTape/tree/master/src/main/java/gigaherz/packingtape
L1445[12:15:01] <Rockers> In the end, I decided to use ClientTickEvent ^^^^^^
L1446[12:15:12] <gigaherz> the Mod class and the client proxy, that is ;p
L1447[12:15:43] <gigaherz> hmm although I'm using a custom ItemBlock there, maybe not the best example
L1448[12:15:43] <gigaherz> XD
L1449[12:16:05] <MattDahEpic> my goal for naming mods is never to have craft in the name
L1450[12:16:24] <gigaherz> same
L1451[12:16:33] <gigaherz> unless it was moreo f a "total conversion"
L1452[12:16:45] <ThePsionic> MattDahEpic: failed step one. twice.
L1453[12:16:48] <gigaherz> so like
L1454[12:16:51] <gigaherz> StupidlyHardCraft
L1455[12:17:08] <gigaherz> but not AddsMagicWandsCraft
L1456[12:18:26] <ThePsionic> I officially have Undercraft (Undertale + Minecraft) on my name, and I'm now working on porting Wildycraft to 1.8.8, making it Wildycraft Reborn
L1457[12:19:13] <Rockers> It's also okay if you add an API Mod or a mod with a simple but well-structured main mechanic. (Liquicraft or APICraft, for example.)
L1458[12:19:30] <ThePsionic> APICraft, an API mod for API mods
L1459[12:19:37] <Rockers> Idk
L1460[12:19:54] <Rockers> I mæd it up.
L1461[12:19:56] <MattDahEpic> CraftCraft the ultimate crafting table
L1462[12:20:05] <Rockers> 12x12 grid
L1463[12:20:13] <MattDahEpic> no 16x16
L1464[12:20:22] <Rockers> soz m9
L1465[12:20:25] <Rockers> or
L1466[12:20:35] <ThePsionic> no, 9x9 (3^2x3^2)
L1467[12:20:43] <Rockers> ShaftCraft, I'm not allowed to talk about it here though.
L1468[12:21:00] <gigaherz> sudokucraft
L1469[12:21:03] <gigaherz> you cancraft anything
L1470[12:21:09] <Rockers> ( ͡° ͜ʖ ͡°)
L1471[12:21:09] <Wuppy> o/
L1472[12:21:16] <gigaherz> but each row column and diagonal must be sorted
L1473[12:21:21] <gigaherz> with different items each
L1474[12:21:29] <ThePsionic> If you had CraftCraftCraft, it would be 27x27
L1475[12:21:34] <ThePsionic> (3^3x3^3)
L1476[12:21:45] <gigaherz> what about Craft^Craft ? ;P
L1477[12:21:48] <MattDahEpic> Craft^nCraft
L1478[12:21:53] <Rockers> tfarceniM
L1479[12:22:02] <ThePsionic> 3^3, so 27
L1480[12:22:09] <MattDahEpic> Craft!Craft
L1481[12:22:11] <ThePsionic> Mincefart
L1482[12:22:12] <gigaherz> Craft^^Craft
L1483[12:22:18] <gigaherz> Craft^{63}Craft
L1484[12:22:29] <gigaherz> a crafting table so massive we cna't even compregend it
L1485[12:22:34] <gigaherz> comprehend*
L1486[12:22:34] <ThePsionic> M7t
L1487[12:22:43] <MattDahEpic> Craft^Intger.MAX_VALUECraft
L1488[12:22:48] <ThePsionic> Pussy
L1489[12:22:49] <Rockers> Mine^{GrahamsNumber}Craft
L1490[12:22:58] <ThePsionic> Craft^Long.MAX_VALUECraft
L1491[12:22:59] <gigaherz> Rockers: XD
L1492[12:23:00] <ThePsionic> git gud
L1493[12:23:14] <MattDahEpic> PlancksLengthCraft
L1494[12:23:16] <gigaherz> ThePsionic: ever heard of Graham's number?
L1495[12:23:19] <Rockers> gúff
L1496[12:23:19] <ThePsionic> no
L1497[12:23:21] <gigaherz> go look it up in Numberphile
L1498[12:23:26] <gigaherz> it will blow your mind
L1499[12:23:27] <gigaherz> XD
L1500[12:24:00] <gigaherz> a dude managed to give a proven upper bound for something
L1501[12:24:09] <gigaherz> but it's a number so massive it's hard to even understand the number itself
L1502[12:24:15] <gigaherz> it's impossible to understand the SIZE of this number
L1503[12:24:26] ⇨ Joins: Ronzan (Ronzan@x1-6-00-0f-3d-34-6c-4c.cpe.webspeed.dk)
L1504[12:24:51] <MattDahEpic> so they defined infinity
L1505[12:25:00] <gigaherz> nope
L1506[12:25:06] <gigaherz> infinity is still going
L1507[12:25:18] <gigaherz> by definition, it's a process that never ends
L1508[12:25:52] <MattDahEpic> main () {main();}
L1509[12:25:55] <Rockers> If each digit was the size of a platon (smaller than an item) then the number would not fit in our universe.
L1510[12:26:00] <gigaherz> (it's not a number or a quantity, it's the condition of always having a "next")
L1511[12:26:05] <Rockers> *atom not item
L1512[12:26:39] <gigaherz> Rockers: and if each atom was on itself an universe of the size of ours, it would still not fit.
L1513[12:27:08] <Rockers> It's crazy
L1514[12:27:16] <gigaherz> universes don't grow at a fast enough rate to represent that number
L1515[12:27:23] ⇨ Joins: Blubberbub (~Blubberbu@p4FE8F681.dip0.t-ipconnect.de)
L1516[12:28:03] <Blubberbub> just a quick question: GameRegistry.registerBlock(block, "modname:Blockname") is not the way it should be used, right?
L1517[12:28:07] <Rockers> As far as we're concerned, the number is infinite.
L1518[12:28:24] <gigaherz> no need for modname Blubberbub
L1519[12:28:40] <gigaherz> just registerBlock(blockInstance, "blockName")
L1520[12:29:13] <Blubberbub> I just found a mod that does this and i have problems getting the names for its blocks
L1521[12:29:36] <Blubberbub> it returns "modname:modname" as a name, but that does not have an id mapping then -.-
L1522[12:29:59] <gigaherz> well slap the mod author then
L1523[12:30:00] <gigaherz> XD
L1524[12:30:17] <Blubberbub> wanted to make sure that i'm right about this before i start slapping ;)
L1525[12:30:21] ⇨ Joins: Drullkus (~Drullkus@205.155.154.125)
L1526[12:30:46] <Rockers> Or be cheeky and edit the mod your self and request that the mod author get's his shit together.
L1527[12:31:23] <Blubberbub> well - first i have to catch the error that happens in MY code when there is a mod that does that -.-
L1528[12:32:10] <Blubberbub> i was not expecting that there might be a block-instance for which i cannot use findUniqueIdentifier -.-
L1529[12:32:13] <gigaherz> :/
L1530[12:32:25] <gigaherz> did IDEA 15.0.2 change the branding? XD
L1531[12:32:49] <MattDahEpic> gigaherz, look at the jetbrains site
L1532[12:32:49] <OrionOnline> Anyone here know if there is a way to catch the changes in the GLMatrix between two points?
L1533[12:33:02] <OrionOnline> If possible while debugging?
L1534[12:33:48] <OrionOnline> In specifc the Axis rotation and transformation
L1535[12:34:07] <Lumien> There are open gl getters but i believe they are pretty slow
L1536[12:34:13] <OrionOnline> Hmm
L1537[12:34:14] <gigaherz> I'm not aware of any means to hook the GL matrix calls
L1538[12:34:29] <gigaherz> there IS a gl function to get the current matrix values
L1539[12:34:29] <OrionOnline> I need to figure out what the difference is in Item and 3D Block rendering
L1540[12:34:35] <gigaherz> but that will only tell you the overall matrix
L1541[12:34:48] <Lumien> Isn't that what he wants?
L1542[12:34:52] <OrionOnline> Lumien
L1543[12:34:53] <Lumien> Get the matrix at 2 points and compare it?
L1544[12:34:55] <OrionOnline> not really
L1545[12:35:07] <gigaherz> no he wants the rotation and translation values "decompiled"
L1546[12:35:10] <OrionOnline> I would actually love to just see every OpenGL call made
L1547[12:35:39] ⇦ Quits: Drullkus (~Drullkus@205.155.154.125) (Remote host closed the connection)
L1548[12:35:44] <OrionOnline> Like i am looking at the code for renderItemIntoGUI
L1549[12:35:49] <Ronzan> Hello, is this the place to ask somewhat noobish questions about forge modding? or is there a better channel for that ;)
L1550[12:35:56] ⇨ Joins: McJty (~jorrit@d8D872E30.access.telenet.be)
L1551[12:35:59] <OrionOnline> Ronzan, no shoot ahead
L1552[12:36:08] <Ronzan> Cool thank you :)
L1553[12:36:13] <OrionOnline> Ronzan, if you donnot mind other people (like me talking through)
L1554[12:36:15] <gigaherz> OrionOnline: hmm there may be OpenGL tools that allow you to capture a "frame" call by call
L1555[12:36:23] <Ronzan> of course not ;)
L1556[12:36:32] <gigaherz> therewas one for DirectX in the dxsdk called "PIX" but dunno if there's anything available for opengl
L1557[12:36:47] <OrionOnline> I need to know the total rotation of the Matrix in all three dimensions
L1558[12:36:51] <gigaherz> https://www.opengl.org/sdk/tools/GLIntercept/
L1559[12:36:53] <gigaherz> look here
L1560[12:36:53] <gigaherz> ;P
L1561[12:37:24] <gigaherz> if you get lwjgl to use that dll instead of the stock one
L1562[12:37:26] <OrionOnline> Lets see if iut can help me
L1563[12:39:02] <Ronzan> I have a problem with rendering a TileEntity using a TileEntitySpecialRenderer, it renders fine in the world but, I change the block bounds at run time for individual TEs and that messes up the rendering of the item/block in my hand/inventory.
L1564[12:40:14] <Ronzan> So, I just wanted to know what the "best practice" is for handling TE special rendering vs ItemBlocks or whatever they are called when you have them in your inventory. :)
L1565[12:40:18] <OrionOnline> You will need to detect that Ronzan
L1566[12:40:34] <OrionOnline> I think one of the parameters can tell you if it is rendered in the inventory
L1567[12:40:48] <OrionOnline> If you are using 1.7.10
L1568[12:40:53] <Ronzan> yeah 1.7.10
L1569[12:40:56] <OrionOnline> You also need an IItemRenderer
L1570[12:41:06] <OrionOnline> They render the block in the inventory if i am not mistaken
L1571[12:41:14] <Wuppy> woop woop, Ludum Dare soon :D
L1572[12:41:26] <Ronzan> Ok, I have tried to set that up, it has a renderItem() method
L1573[12:41:29] <OrionOnline> dang gigaherz not working
L1574[12:41:43] <OrionOnline> and i am taking too much time to get this one function perfect
L1575[12:42:03] <Ronzan> but the source I've seen, people just call renderTileEntityAt() of the TileEntitySpecialRenderer hehe
L1576[12:42:04] <gigaherz> ohh
L1577[12:42:07] <gigaherz> oww*
L1578[12:42:34] <OrionOnline> I want my Temperature Bar to render on block too....l. but i am just tooo stupid to get it to work
L1579[12:42:49] <gigaherz> Ronzan: ideally you wouldn't have TESR in your inventory at all, and draw a static block instead
L1580[12:43:36] <Ronzan> gigaherz: so just using an IItemRenderer and manually draw some static block?
L1581[12:43:59] <Rockers> The spelling in this makes me want to cry.
L1582[12:43:59] <Rockers> http://www.minecraftforge.net/forum/index.php?topic=25874.0
L1583[12:44:40] <ThePsionic> Rockers: he looks spanish, seeing the cde
L1584[12:44:43] <ThePsionic> code*
L1585[12:44:46] <Rockers> Oh
L1586[12:45:23] <Rockers> Now I feel culture-insensitive.
L1587[12:45:24] <Rockers> great
L1588[12:45:27] <Wuppy> am I the only one here doing ludum? :(
L1589[12:45:27] <Ronzan> hehe
L1590[12:45:35] <ThePsionic> "now the json file , this one is a little tricky there is this colon ', ' must be wached because it can fuck all the file "
L1591[12:45:46] <MattDahEpic> when's the next modjam
L1592[12:45:50] <ThePsionic> Watch out guys, it can fuck all the file
L1593[12:46:25] <Rockers> Awww Sheit
L1594[12:46:38] <Rockers> I'm want to do ludum dare.
L1595[12:46:41] <Rockers> *I
L1596[12:46:48] <gigaherz> ThePsionic: I'm from Spain, that's not excuse to write poorly ;P
L1597[12:46:58] <ThePsionic> lol
L1598[12:47:05] <Wuppy> Rockers, it starts in 6 hours or so so go ham :D
L1599[12:47:21] <Rockers> No thank you, I want sleep.
L1600[12:47:25] <gigaherz> and yeah that sounds spanish ;P
L1601[12:47:47] <OrionOnline> gigaherz, i got my data
L1602[12:47:59] <OrionOnline> yet i donnot know what to make of this
L1603[12:48:00] ⇨ Joins: KGS (~KGS@h-212-116-74-249.na.cust.bahnhof.se)
L1604[12:48:03] <Wuppy> Rockers, you can jam and sleep :D
L1605[12:48:15] <Rockers> How long is it?
L1606[12:48:22] <Wuppy> 48 or 72 hours depending on what you want :P
L1607[12:48:52] <OrionOnline> For a block it rotates X: 210 Degrees and Y: -135 Degrees
L1608[12:48:59] <Rockers> Do you need to create an account before hand?
L1609[12:49:05] <Wuppy> dont think so
L1610[12:49:08] <OrionOnline> And for a Item it rotates: X: 180 Degrees
L1611[12:49:18] <OrionOnline> So do i understand that correct
L1612[12:49:28] <Rockers> It get's announced at 2AM where I live.
L1613[12:49:44] <OrionOnline> That when i have a port of my model that i want to look like an item, eventhough the rest is rendered like a block
L1614[12:49:59] <OrionOnline> I would need to turn it X -30 Y : +135?
L1615[12:50:06] <Ronzan> What would be the simplest way to just draw a block in an item renderer? Am I forced to do it manually with a tesselator? :)
L1616[12:50:11] <OrionOnline> Or am i doing something completly wrong here?
L1617[12:50:16] <Wuppy> Rockers, for me 2 AM :(
L1618[12:50:20] <Wuppy> 3AM*
L1619[12:50:21] <Rockers> :-|
L1620[12:50:26] <Rockers> wow
L1621[12:50:34] <Wuppy> I'm just going to skip the first few hours
L1622[12:50:44] <Wuppy> and then start like 6 hours after the beginning
L1623[12:51:24] <Wuppy> and then I'll sleep for like 10 hours during the jam xD
L1624[12:52:39] <Rockers> Welp, guess who will be booting unity up in the first time in forever.
L1625[12:53:36] <Rockers> Why is it pronounced Ludum Daré?
L1626[12:53:51] *** helinus|off is now known as helinus
L1627[12:54:00] <Wuppy> it is?
L1628[12:54:07] <OrionOnline> fry, you there?
L1629[12:54:10] <Rockers> Seammingly.
L1630[12:54:44] <Wuppy> I'm writing my game in C++ with SDL, nothing else
L1631[12:55:11] <Ronzan> Aw SDL...the good ol days :)
L1632[12:55:15] <Wuppy> exactly
L1633[12:55:20] <ThePsionic> 2 questions Wuppy
L1634[12:55:25] <ThePsionic> What is the game, and can I steal it
L1635[12:55:36] <Wuppy> been workign in Unity and mostly Unreal the last few months and my C++ knowledge is starting to slip
L1636[12:55:44] <Ronzan> hehe
L1637[12:55:56] <Wuppy> ThePsionic, I don't know yet until tomorrow morning
L1638[12:56:01] <Wuppy> 3AM is when they announce the theme
L1639[12:56:04] <ThePsionic> Oh
L1640[12:56:17] <Rockers> C++ and SDL will take too long, won't it?
L1641[12:57:36] <Ronzan> It is fairly quick to get things up and running with SDL, at least it used to be last I used it (~10 years ago)
L1642[12:57:59] <Rockers> Maybe I'm crap then XD
L1643[12:58:23] <Rockers> The problem I have is with opengl and that is the FPS Camera.
L1644[12:58:38] <Rockers> I can't get it working properly ever.
L1645[12:58:52] <Ronzan> What problem do you have with it?
L1646[12:59:19] <Wuppy> yeah C++ and SDL isn't exactly the fastest, it won't be a very big or good game
L1647[12:59:27] <Wuppy> but I really need to get back to some C++
L1648[12:59:38] <Rockers> Try SFML
L1649[12:59:42] <Rockers> Or LWJGL
L1650[12:59:44] <gigaherz> there's many libs that can initialize OpenGL/ES for you ,these days
L1651[12:59:51] <Rockers> (for Java that is)
L1652[13:00:00] <gigaherz> SDL being just one of them, and probably not the one I'd choose ;P
L1653[13:00:01] <Wuppy> sticking to C++ here
L1654[13:00:06] <gigaherz> (I have bad memories associated with SDL)
L1655[13:00:06] <Rockers> Ok
L1656[13:00:09] <Rockers> SFML then
L1657[13:00:15] <Rockers> It's pisseasy
L1658[13:00:21] <Wuppy> gigaherz, SDL is the only one I've worked with so far
L1659[13:00:25] <Rockers> Either that or Allegro
L1660[13:00:31] <Blubberbub> i rewrote some javascript canvas image filter code i wrote with webgl yesterday... didn't make it render any faster, becasue the bottleneck was at a different place -.-=
L1661[13:00:35] <Ronzan> I usually use glfw when doing opengl
L1662[13:00:58] <Wuppy> nah I'm going to do SDL
L1663[13:01:06] <Wuppy> dont know opengl yet :(
L1664[13:01:07] <Rockers> http://www.sfml-dev.org/ http://liballeg.org/
L1665[13:01:08] <gigaherz> Wuppy: I haven't worked with any
L1666[13:01:09] <gigaherz> XD
L1667[13:01:19] <Rockers> Ok
L1668[13:01:47] <gigaherz> my only experience with raw OpenGL (not hidden by a game engine) is this https://github.com/gigaherz/EchoClone
L1669[13:01:57] <Ronzan> You get more than just window handling with SDL, so it will be easier(tm) ;)
L1670[13:02:31] <Ronzan> hey gigaherz, did you miss my message a few mins ago? :)
L1671[13:02:46] <Wuppy> here's the theme list by the way: http://puu.sh/lRPfh/4a5bede4a3.jpg
L1672[13:02:50] ⇨ Joins: mikeprimm (~mikeprimm@2001:4870:600a:317:a878:7c40:14b3:b9c7)
L1673[13:02:57] <gigaherz> Ronzan: message?
L1674[13:03:09] <Ronzan> just here in the chat ;)
L1675[13:03:36] <gigaherz> I don't see any other message directed to me ;P
L1676[13:03:50] <gigaherz> oh wait you mean
L1677[13:03:50] <gigaherz> [19:43] (Ronzan): gigaherz: so just using an IItemRenderer and manually draw some static block?
L1678[13:03:55] <gigaherz> I have no idea.
L1679[13:03:55] <Ronzan> yeah :)
L1680[13:03:55] <gigaherz> XD
L1681[13:04:04] <OrionOnline> Any ModelRotation and OpenGL Experts in the chat, i need some support?
L1682[13:04:06] <gigaherz> I have never done inventory blocks with TESR ;P
L1683[13:04:37] <OrionOnline> Ronzan, you can check out my Code if you want?
L1684[13:05:01] <gigaherz> but if you want to see how I did the one single mod I have where I used a TESR: https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift
L1685[13:05:05] <Ronzan> gigaherz: well I have the item renderer up and running, I just need a simple way of drawing a static block like you said
L1686[13:05:34] <gigaherz> I just didn't use IItemREnderer at all ;P
L1687[13:05:44] <Ronzan> OrionOnline: sure I can take a peak, what is the problam and what is the class?
L1688[13:05:55] <Ronzan> ah, what did you use then gigaherz? :)
L1689[13:06:00] <OrionOnline> I mean i rendering in 1.87
L1690[13:06:03] <OrionOnline> 1.8*
L1691[13:06:10] <OrionOnline> But i solved the problem you have :d
L1692[13:06:17] <gigaherz> Ronzan: in this 1.7.10 mod,
L1693[13:06:24] <gigaherz> I had two versions of the Block class
L1694[13:06:43] <Ronzan> OrionOnline: ah, it was someone else talking about fps camera woes, my bad :)
L1695[13:06:50] <OrionOnline> But i have two versions of my mod, one for 1.7 (in code freeze) and one for the 1.8 port
L1696[13:07:08] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockEnderRift.java
L1697[13:07:24] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/SBRHEnderRift.java#L28
L1698[13:07:25] <Rockers> Twas me with the woes
L1699[13:07:38] <gigaherz> the ISBRH would return the special version of the block that was designed for inventory use
L1700[13:07:45] <gigaherz> when drawing the item in the inventory
L1701[13:07:53] <gigaherz> XD
L1702[13:08:26] <gigaherz> oh yeah also, this block had both ISBRH and TESR, to render the static and moving parts respectively
L1703[13:09:01] <gigaherz> having two instances of the Block class allowed me to do this
L1704[13:09:01] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockEnderRift.java#L70
L1705[13:09:18] <gigaherz> and that way, the inventory variant didn't "try" to draw a TESR at all
L1706[13:09:58] <Ronzan> just skimmed over the source, I see what you are doing :)
L1707[13:10:22] <gigaherz> it's a "hack" but it works ;P
L1708[13:10:33] <Ordinastie> wtf gigaherz ?
L1709[13:10:43] <Ronzan> hmm, I think I tried using ISBRH
L1710[13:10:51] <asie> please don't use OpenGL code in item models, it may break Charset Shifter blocks :/
L1711[13:11:05] <gigaherz> Ordinastie: what? XD
L1712[13:11:36] <Ronzan> do you register the fake inventory block or just instatiate it?
L1713[13:11:37] <Ordinastie> that's bad and you should feel bad
L1714[13:11:51] <Ronzan> oh wait I can find that out my self, being lazy now, sorry
L1715[13:12:08] <gigaherz> Ordinastie: I couldn't figure out how to draw a "standard cube" with a given texture, so I did the next best thing
L1716[13:12:09] <gigaherz> XD
L1717[13:12:20] <gigaherz> Ronzan: only instantiate, but maybe Ordinastie has a better idea ;P
L1718[13:12:45] <Ronzan> gigaherz: I see that, yeah
L1719[13:12:45] <Ordinastie> yeah, call the right method in your ISBRH
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L1722[13:13:12] <gigaherz> Ordinastie: weññ of you know the right method, you can save Ronzan the trobule ;P
L1723[13:13:15] <gigaherz> well*
L1724[13:13:22] <Ronzan> hmm, I'm sure I tried with an ISBRH and it didn't change anything hehe
L1725[13:13:43] <gigaherz> trouble*^
L1726[13:14:08] <gigaherz> hmm need fsome groceries or I'll be hungry tonight
L1727[13:14:09] <gigaherz> bb in a bit
L1728[13:14:11] <Ordinastie> renderBlocks.renderStandardBlock
L1729[13:14:56] <gigaherz> I'm fiarly use I tried to use that method, and I didn't manage ;P
L1730[13:15:33] <gigaherz> I wrote that mod after I started doing 1.8, and after that, I was glad to go back to 1.8 XD
L1731[13:16:10] <gigaherz> never used TESR in 1.8 though so maybe it's harder ;P
L1732[13:16:21] <Ordinastie> it's the same
L1733[13:16:25] <Ronzan> but it is so funny what it is doing now, the item/block on my hotbar changes size (block bounds) based on what block/TE I look at in the world hehe
L1734[13:16:34] <gigaherz> bb in a bit
L1735[13:16:36] * gigaherz AFKs
L1736[13:17:07] <Ronzan> I'll try to change to ISBRH again
L1737[13:20:43] ⇨ Joins: Azanor (~Azanor@196-210-106-126.dynamic.isadsl.co.za)
L1738[13:20:46] <Ronzan> nope, the ISBRH stuff is not used :/
L1739[13:21:07] <Ronzan> do I need to implement the interface in my TileEntitySpecialRenderer and not in the block class?
L1740[13:27:18] <Ronzan> Ordinastie: do you have an idea why that happens?
L1741[13:35:56] <Ordinastie> wait, did you make your BLOCK implement ISBRH??
L1742[13:36:09] <Ronzan> yeah
L1743[13:36:21] <Ronzan> <--noob :)
L1744[13:37:40] <Ronzan> but looking at gigaherz's code, I can see that is not really how you do it, now is it..
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L1746[13:38:41] <Ordinastie> nope
L1747[13:38:55] <Ordinastie> you have a separate class to handle the rendering
L1748[13:39:06] <Ronzan> and register it as a block handler
L1749[13:39:15] <Ordinastie> yes
L1750[13:39:36] <Ronzan> I also have a TE special renderer, that's ok right?
L1751[13:39:55] <Ronzan> but, where do I make the connection between the block/TE and the ISBRH?
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L1754[13:44:35] <MattDahEpic> does anyone have a good example of json configs?
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L1756[13:45:31] <gigaherz> MattaBase: GSON.deserialize(Settings.class)? ;P
L1757[13:45:58] * gigaherz is back
L1758[13:46:14] <MattDahEpic> i am MattaBase
L1759[13:46:18] <MattDahEpic> MattaBase is me
L1760[13:46:29] <MattDahEpic> :P
L1761[13:46:30] <gigaherz> GAH!!
L1762[13:46:39] <gigaherz> change your nicknames! ;P
L1763[13:46:42] <gigaherz> ALL of you!
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L1765[13:48:01] <Ronzan> hmm is it getRenderType in the block class that connects the block to the ISBRH?
L1766[13:49:55] <Ronzan> apparently yes..crash... hehe
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L1768[13:52:10] <gigaherz> Ronzan: not exactly
L1769[13:52:15] <gigaherz> well
L1770[13:52:17] <gigaherz> yes.
L1771[13:52:42] <Ronzan> hehe
L1772[13:53:22] <Ronzan> it is doing something, now my block is not rendered, only the stuff from my special TE renderer
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L1775[13:58:39] <gigaherz> http://www.smbc-comics.com/index.php?id=3953
L1776[13:59:11] <OrionOnline> gigaherz check it out: http://snag.gy/Grvb9.jpg
L1777[13:59:33] <OrionOnline> After count less hours in the last couple of days i got both ItemBlocks and Items to have the custom bar
L1778[13:59:45] <OrionOnline> Only difference is the Lighting
L1779[14:00:08] <gigaherz> XD
L1780[14:00:23] <Ronzan> yay, it is working :P
L1781[14:00:28] <gigaherz> yay!
L1782[14:00:38] <OrionOnline> But i donnot think that i can fix the lighting with some simple tricks in the texture
L1783[14:00:45] <Ronzan> now I just need to make that extra dummy block for rendering the item
L1784[14:00:52] <OrionOnline> Maybe i can make have more saturation or something
L1785[14:00:56] <Ronzan> Thanks a bunch guys, much appreciated
L1786[14:01:00] <OrionOnline> But i donnot realy think i can change that
L1787[14:01:27] <gigaherz> OrionOnline: well you could use different textures for blocks and items
L1788[14:01:35] <gigaherz> and make them all equally as dark
L1789[14:01:42] <gigaherz> but it would just be a hack
L1790[14:01:50] <OrionOnline> that would take a lot of try and error though to make that work
L1791[14:02:26] <gigaherz> yes.
L1792[14:02:34] <OrionOnline> As eventually i just to try and error today
L1793[14:02:38] <OrionOnline> I love my PC for that
L1794[14:03:02] <gigaherz> see that's another reason why drawing some sort of overlay somehow would have been best ;P
L1795[14:03:26] <OrionOnline> gigaherz, how would you ahve drawn an overlay?
L1796[14:03:33] <gigaherz> dunno
L1797[14:03:33] <OrionOnline> Like when it draws the UI?
L1798[14:03:43] <gigaherz> I dont' even know if it's possible to know where the items are located
L1799[14:03:51] <gigaherz> you may need some coremod for that
L1800[14:04:36] <OrionOnline> Yeah it is practically inpossible
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L1802[14:07:51] <OrionOnline> The sad thing i which that the models had like a proper layer system
L1803[14:07:58] <OrionOnline> Or items could have more then one Model
L1804[14:08:05] <OrionOnline> Which the renderer would take into acount
L1805[14:08:21] <OrionOnline> But sadly it can only render one type of model for each item
L1806[14:08:47] <fry> OrionOnline: set a custom normal, and make it point up
L1807[14:08:54] <fry> that should "fix" the lighting
L1808[14:09:18] <OrionOnline> fry on my second layer?
L1809[14:09:53] <OrionOnline> or on the whole model?
L1810[14:10:24] <OrionOnline> How do i set the normal?
L1811[14:10:37] <gigaherz> fry: is there some way to obtain the currently visible "slots" from something like RenderGameOverlayEvent?
L1812[14:11:33] <fry> OrionOnline: second layer only
L1813[14:12:11] <OrionOnline> okey how do i set the normal?
L1814[14:13:14] <gigaherz> use a vertex format with normals, and put them in the bakequads
L1815[14:13:26] <gigaherz> or something like that? ;P
L1816[14:13:59] <OrionOnline> I am currently using the VertexFormat for Items
L1817[14:14:13] <fry> that should work
L1818[14:14:50] <OrionOnline> Okey so how do i set the Normals Upwards when i am baking that layer?
L1819[14:15:53] <OrionOnline> Like which IModelState do I use for that?
L1820[14:16:22] <fry> you'll need to modify them manually, I think
L1821[14:16:40] <OrionOnline> Like each Quad?
L1822[14:20:08] <OrionOnline> Looking at the vertex format
L1823[14:20:21] <OrionOnline> It has indeed a Option for Normals
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L1825[14:20:48] <OrionOnline> Which is stored in three bytes
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L1831[14:36:28] <OrionOnline> If i have a Quad, I can get its VertexData in the form of a IntArray
L1832[14:36:43] <OrionOnline> How do i get the data for the normals out of that?
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L1836[14:39:08] <Rockers> My satanic altar now has lightning and plays a custom sound.
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L1838[14:39:21] <OrionOnline> Rockers, YEAY
L1839[14:39:24] <OrionOnline> Is it 1.7?
L1840[14:39:27] <Rockers> no
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L1842[14:40:17] <Rockers> Does server NBT data save?
L1843[14:40:27] <Rockers> For entities...
L1844[14:41:00] <Ronzan> Doesn't it only exist server side? as in you need to sync it to the client
L1845[14:41:13] <Rockers> No actually, it's client side.
L1846[14:41:16] <Rockers> Sorry
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L1848[14:42:50] <Ronzan> Just when you think you actually know something... hehe
L1849[14:44:03] <Rockers> If the NBT is only to the client-side then it doesn't save.
L1850[14:44:26] <OrionOnline> fry, you there?
L1851[14:44:55] <Rockers> The server would have no way of knowing what it is. So there would be packets involved. I'm not handling packets over a countdown mechanism.
L1852[14:45:02] <Rockers> Not at the moment anyway.
L1853[14:45:07] <Ronzan> Rockers, that was my point I guess, you need to send it to the server to save it ;)
L1854[14:45:14] <Rockers> Ah
L1855[14:45:28] <Rockers> Well, it's not important enough at the moment. It'll do.
L1856[14:45:33] <Ordinastie> you don't send to server
L1857[14:45:34] <Ronzan> But don't listen to me man, I'm just a nobb hehe
L1858[14:45:39] <Ordinastie> you do it directly on the server
L1859[14:45:47] <Ordinastie> if the client needs to know then you send it to the client
L1860[14:46:04] <Ronzan> well you need to notify the server that it should do something right
L1861[14:46:14] <Ordinastie> depends on what you do
L1862[14:46:34] <Rockers> If I had the server do all of the calculations then it would be 'safer'
L1863[14:46:40] <Rockers> at work properly
L1864[14:46:46] <Rockers> *and
L1865[14:46:58] <Ronzan> Question: didn't you use to be able to see in the console/log when textures were missing/not found?
L1866[14:47:23] <OrionOnline> Fry, the functions to get the Quads (or better say to modify thema are all private)=
L1867[14:47:31] <Rockers> Missing textures will come up in the console, I think Ronzan
L1868[14:47:34] <OrionOnline> Is there a better way to modify those Quads?
L1869[14:47:44] <Ronzan> I can't even get a texture on my dummy block, thats how newbish I am hehe
L1870[14:47:52] <Rockers> The box will begin with something like ~=~=~=~=~=~=~=~=~
L1871[14:48:02] <Rockers> MISSING TEXTURES:
L1872[14:48:06] <Rockers> Or something like that
L1873[14:48:14] <Ronzan> Rockers, hmm, I don't see it
L1874[14:48:24] <Rockers> Have you registered your renders?
L1875[14:48:25] <Rockers> Wait
L1876[14:48:31] <Rockers> are you using 1.8?
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L1878[14:48:45] <Ronzan> but I think log4j or whatever it is called doesn't show debug level as default
L1879[14:48:48] <Ronzan> 1.7.10
L1880[14:48:59] <Rockers> Oh right, 1.7.10 is different.
L1881[14:49:11] <Rockers> It *should* be easier.
L1882[14:49:18] <Rockers> I'll pass a tutorial in.
L1883[14:49:18] <Ronzan> I got textures on all my other blocks where I use the unlocalized name for both name and texture
L1884[14:49:40] <Rockers> Have you made sure that all of the capitalisations are correct.
L1885[14:49:44] <Ronzan> but then I make a new block with a new name, but with the same texture as another block
L1886[14:50:03] <Ronzan> I think so, let me tripple check hehe
L1887[14:50:22] <Rockers> Have you put it on GitHub?
L1888[14:50:37] <Ronzan> *erhm* nope :/
L1889[14:50:41] <Rockers> No worries.
L1890[14:50:42] <Ronzan> I really should do that hehe
L1891[14:51:11] <Rockers> It helps, but using the default GitHub program can delete your project if you're not careful.
L1892[14:51:14] <Rockers> Anyway
L1893[14:51:16] <Ronzan> I just started yesterday, because I don't want IC2 in my modpack but I must have nuclear control info panels hehe
L1894[14:51:29] <Rockers> y no ic2?
L1895[14:51:50] <Ronzan> got plenty of other mods ;)
L1896[14:52:05] <Ronzan> not that I don't like IC2, I "grew" up with it :)
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L1898[14:53:05] <Ronzan> I already have a "screen" block with text on etc. just fiddling with some problems I had with rendering the block/TE in the inventory
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L1900[14:54:08] <Rockers> You only started started yesterday and you're working with TileEntities?
L1901[14:54:30] <Ronzan> Well, I have dabbled a little bit before
L1902[14:54:35] <Rockers> I see
L1903[14:54:47] <ThePsionic> I've dabbled for a year and I still don't understand them x)
L1904[14:54:58] ⇨ Joins: WikiIsWrong (webchat@24.237.228.40)
L1905[14:55:01] <Rockers> They go right over my head XD
L1906[14:55:04] <Ronzan> hehe
L1907[14:55:15] <Rockers> Furnaces make me throw up in my mouth a little.
L1908[14:55:18] <ThePsionic> [TileEntity}
L1909[14:55:26] <ThePsionic> [Rockers}
L1910[14:55:45] <ThePsionic> Right over your head!
L1911[14:55:50] <Ronzan> I needed a TE and special TE renderer to draw text on the faces of my screen block
L1912[14:55:52] <Rockers> gtfo
L1913[14:55:54] <Rockers> jk
L1914[14:56:24] <Rockers> Good luck converting that to 1.8
L1915[14:56:34] <Ronzan> Here is the relevant code if you wanna see it: http://pastebin.com/SsGgE8KV
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L1917[14:57:21] <Ronzan> I'm in no rush to change to 1.8 yet :) that would cut my modpack down by 50+ mods hehe
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L1920[14:57:44] <Kaiyouka> *looks at cp-dubs' tweet* What's this about a general fluid bucket?
L1921[14:57:50] <Ronzan> it is the "BlockSBRHScreen" that is the problem btw
L1922[14:58:08] <OrionOnline> I am going to bed
L1923[14:58:28] <Ronzan> Good night Orion, and thanks for the help ealier :)
L1924[14:58:35] <OrionOnline> I have seen enough quads and vertexes for today to know that i donnot want to modify the Quads data without the help
L1925[14:58:38] <OrionOnline> from the pro's
L1926[14:59:13] <OrionOnline> And as the holly grail of rendering (the person who eats fried stuff) is sleeping or not looking at his screen
L1927[14:59:18] <OrionOnline> i am getting a headache
L1928[14:59:27] <OrionOnline> So good night ya all :D
L1929[14:59:31] <Ronzan> :)
L1930[14:59:39] <Rockers> Night
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L1932[15:00:21] <ASB2> How do you go about doing world gen in 1.8
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L1934[15:00:54] <Rockers> It's probably best to set the texture name after block initialization. Try it and see what happens, I stopped using 1.8.
L1935[15:01:00] <Rockers> I mean 1.7.10
L1936[15:01:06] ⇨ Joins: WikiIsWrong (webchat@24.237.228.40)
L1937[15:02:20] <Ronzan> the strange thing is, I see gigaherz do the same in his code (https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockEnderRift.java#L38)
L1938[15:02:42] <Rockers> I don't know then...
L1939[15:02:52] <Rockers> Have you tried setting the block Icons.
L1940[15:02:53] <Rockers> ?
L1941[15:03:09] <Ronzan> hmm
L1942[15:03:26] <Ronzan> yeah I have that in the BlockBase class...and there I use the unlocalized name
L1943[15:03:32] <ThePsionic> http://i.imgur.com/Bzmzx3r.png
L1944[15:03:33] <ThePsionic> Okay sure
L1945[15:04:16] <Rockers> I just got put into a channel called "WikiIsWrong"
L1946[15:04:40] <Ronzan> yeah I got a message too from him/her/it
L1947[15:04:48] <Rockers> wtf
L1948[15:04:51] <Rockers> oh well
L1949[15:04:55] <ASB2> Also how do you update a TileEntity
L1950[15:04:59] <Rockers> Must have been a server-wide broadcast.
L1951[15:05:04] <Rockers> I'm not sure ASB2
L1952[15:05:28] <ASB2> I mean before 1.8 there was a updateEntity method thatd be called every tick
L1953[15:05:32] <ASB2> Whats the new name for the method
L1954[15:06:48] ⇨ Joins: amadornes (~amadornes@framez.is.wtfcool.com)
L1955[15:06:48] <amadornes> o/
L1956[15:06:52] <amadornes> I don't know why I wasn't in here already...
L1957[15:07:30] <SkySom> Reasons
L1958[15:07:30] ⇨ Joins: test (~WikiIsWro@24.237.228.40)
L1959[15:07:32] <test> test
L1960[15:07:49] <test> Can anybody read this? I've been trying for like 30 mintues -.-
L1961[15:07:52] <Ronzan> hello again test
L1962[15:08:08] *** Abrar|gone is now known as AbrarSyed
L1963[15:08:17] <SkySom> You were using a webclient before.
L1964[15:08:21] <SkySom> Pretty sure they're muted
L1965[15:08:40] <test> Is my nick right now?
L1966[15:08:45] <Ronzan> it is test
L1967[15:08:48] <test> test
L1968[15:08:50] <test> ugh
L1969[15:08:51] <amadornes> either that or a nick that wasn't registered with ns before
L1970[15:08:52] <test> I'm so sorry
L1971[15:09:01] <Ronzan> sorry I didn't reply before, but I thought it was spam ;)
L1972[15:09:18] <test> I install MIRC and I'm trying to switch to my registered nick.
L1973[15:09:42] <test> Anyways, I came here because the Wiki and Github instructions are not up to date.
L1974[15:10:23] <test> There is no "source" download on files page, so I downloaded the zip from Github and I get 'Task 'setupDecompWorkspace' not found in root project 'forge'.'
L1975[15:10:36] <test> When I try to follow the instructions.
L1976[15:10:42] <Rockers> I got messaged by a WikiIsWrong, that's who it is. Oh hai
L1977[15:10:54] <Ronzan> hmm, I just downloaded and set it up yesterday
L1978[15:10:57] <test> :P
L1979[15:11:18] <test> Where did you download from
L1980[15:11:22] <test> What is this "Source" download
L1981[15:11:24] <Rockers> I thought I was being invited into a satanic cult. Damnit, missed my chance.
L1982[15:11:29] <Rockers> No
L1983[15:11:31] <Ronzan> hehe
L1984[15:11:34] <Rockers> MDK is the correct one
L1985[15:11:35] <Wuppy> really annoying that I can't be at the start of the ludum dare :(
L1986[15:11:52] <Ronzan> what is this ludum thingy?
L1987[15:11:52] <Rockers> I'll message you tommorow Wuppy, it you're on.
L1988[15:11:55] <test> -.- God damn it.
L1989[15:11:58] <test> Okay thank you
L1990[15:12:02] <Ronzan> test, from the official site
L1991[15:12:03] <Rockers> It's a speedrun game making competition.
L1992[15:12:08] <Wuppy> I'm always in
L1993[15:12:11] <Wuppy> on*
L1994[15:12:12] <Ronzan> ah
L1995[15:12:14] <Wuppy> Ronzan, game jam
L1996[15:12:19] <Ronzan> ah ok
L1997[15:12:19] <ASB2> Do tileentiies not update anymore?
L1998[15:12:38] <Rockers> ASB2 have you looked at a tutorial?
L1999[15:12:40] <Lumien> You have to implement ITickable if you want them to
L2000[15:12:54] <Ronzan> Wuppu as in _the_ Wuppy? :)
L2001[15:13:07] <Wuppy> I have written a tutorial and book or two about modding yeah :P
L2002[15:13:15] <Ronzan> :)
L2003[15:13:22] <Wuppy> Rockers, so you're going with unity for LD?
L2004[15:13:23] <Rockers> Oh damn, that Wuppy :0
L2005[15:13:26] <Ronzan> Thanks man, for all you work :)
L2006[15:13:31] <Rockers> Seriously
L2007[15:13:32] <Ronzan> I figured it was you hehe
L2008[15:13:37] <Wuppy> no problem ^__^
L2009[15:13:42] <Rockers> I'm using Unity probably
L2010[15:13:44] *** willieaway is now known as williewillus
L2011[15:13:59] <Rockers> Just for speed.
L2012[15:14:18] <ASB2> Ah okay Thanks Lumien
L2013[15:14:22] <ASB2> Rockers: I havent yet
L2014[15:14:24] <Deamon> all the unity games in LD make it pretty discouraging to write from scratch imo
L2015[15:14:26] <ASB2> Just updating my mod
L2016[15:14:40] <Rockers> Maybe
L2017[15:14:52] <Rockers> I don't like using Unity.
L2018[15:14:57] <Wuppy> Deamon, makes sense, but I want to get back into C++
L2019[15:14:59] <Wuppy> Unity is nice
L2020[15:15:02] <Wuppy> Unreal is very nice
L2021[15:15:08] <test> Somebody should update instructions on both pages :\ for some reason I thought that was the hash (was confusing for MD5, I guess brain assumed it was the new alternative or something)
L2022[15:15:13] ⇦ Quits: Davnit (~Davnit@71-47-89-196.res.bhn.net) (Read error: Connection reset by peer)
L2023[15:15:27] <Rockers> Then there's BlenderGame
L2024[15:15:42] <Rockers> *dies inside*
L2025[15:15:44] *** test is now known as RazerSwift
L2026[15:15:46] <Wuppy> has anyone tried the autodesk engine yet?
L2027[15:15:54] <Rockers> It looks really nice.
L2028[15:16:10] <Ronzan> They made an engine now?
L2029[15:16:14] <Rockers> "Stingray"
L2030[15:16:19] <Wuppy> ^
L2031[15:16:19] <Rockers> http://www.autodesk.com/products/stingray/overview
L2032[15:16:27] <Ronzan> geez, I must read the interwebz sometimes
L2033[15:16:45] <Rockers> It popped up on my Facebook.
L2034[15:16:56] <Wuppy> can't keep up to all of the engine stuffs
L2035[15:17:02] <Ronzan> hehe nope
L2036[15:17:03] <ThePsionic> Hurrah, time to write custom portal logic
L2037[15:17:18] <Ronzan> I also don't have time for that at the moment, writing my thesis and all
L2038[15:17:28] <Ronzan> and here I am fiddling with minecraft mods
L2039[15:18:09] <Rockers> Just realised that Unity does everything Stingray does + extra I bet.
L2040[15:18:30] <ThePsionic> (Unless someone has a portal that works and is open source, in which case you have my attention)
L2041[15:18:32] <Rockers> You can't model in Stingray, but it comes with Maya.
L2042[15:19:40] <Ronzan> It looks like they have physically based rendering in Stingray, not sure how far Unity is on that front
L2043[15:20:18] <gigaherz> ack
L2044[15:20:20] <gigaherz> was I mentioned?
L2045[15:20:22] <gigaherz> back*
L2046[15:20:27] <sham1> My mobile irc is going all techicolor here
L2047[15:20:29] <Wuppy> oh well, I have food ready for both days, got all things downloaded and enough cola + red bull for the jam
L2048[15:20:32] <Ronzan> Yes! giga hehe
L2049[15:20:48] <Wuppy> may miss the first few hours, but I won't sleep much on saturday evening and sunday evening :D
L2050[15:20:51] ⇨ Joins: wiiv (~WIIV@2001:8a0:fb4f:1901:803b:2a3c:a2f6:da2e)
L2051[15:20:59] <wiiv> hi
L2052[15:21:05] <sham1> Hello
L2053[15:21:15] <Ronzan> Well I think I found the problem for my missing texture, apparently the block must be registered to actually load the texture :/
L2054[15:21:35] <wiiv> I'm here to help with that bucket texture cpw tweeted
L2055[15:22:02] <sham1> Care to link for people who may have not seen it
L2056[15:22:26] <MattDahEpic> what is the best way to express a hexadecimal colors
L2057[15:22:41] <cpw> Hey wiiv Mr_hazard has already been looking. Thanks though!
L2058[15:22:44] <sham1> Hexadecimal propably
L2059[15:22:45] <Ronzan> hmm so much for a hidden dummy block, I see how you did it gigaherz, sneaky you hehe
L2060[15:22:51] ⇨ Joins: Davnit (~Davnit@71-47-89-196.res.bhn.net)
L2061[15:23:02] <gigaherz> Ronzan: ^_^
L2062[15:23:05] ⇨ Joins: Darkhax (~Darkhax@ts.darkhax.net)
L2063[15:23:11] <gigaherz> as I said
L2064[15:23:14] <sham1> 24 bit RGB color propably
L2065[15:23:33] <gigaherz> I couldn't figure out the way to get the renderStandardBlock to do the right thing, so I resorted to the one single idea I got.
L2066[15:23:40] <wiiv> oh, alright
L2067[15:23:46] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 190 seconds)
L2068[15:23:52] <Ronzan> Well renderStandardBlock works fine for me hehe
L2069[15:24:05] <sham1> (Aka 6 hexadecimal digits)
L2070[15:24:07] <Ronzan> it is renderBlockAsItem that is bugging me
L2071[15:24:17] <sham1> 0xRRGGBB
L2072[15:24:23] <raoulvdberge> What is a good way to decode/encode an Item in the ByteBuf?
L2073[15:24:36] ⇦ Quits: RichardG (richardg86@179.158.214.139) (Ping timeout: 190 seconds)
L2074[15:24:41] <gigaherz> OH SHIT
L2075[15:24:42] <gigaherz> http://www.twitch.tv/yogscast
L2076[15:24:48] <sham1> Wat
L2077[15:25:02] <gigaherz> sjin is about to sing
L2078[15:25:05] <gigaherz> in full costume
L2079[15:25:07] <gigaherz> as rapunzel
L2080[15:25:26] <sham1> Oh the princess from tangeled
L2081[15:25:45] <Rockers> I won't be jamming hard. I've got school XD
L2082[15:25:59] <ThePsionic> Someone punch me with custom portal code pls
L2083[15:26:05] <ThePsionic> I'm 2lazy to do this
L2084[15:26:11] <Rockers> OH
L2085[15:26:19] <Rockers> I made a custom portal thing ages ago
L2086[15:26:25] <ThePsionic> gibe
L2087[15:26:26] <sham1> Not knowing how to do is an excuse
L2088[15:26:28] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:c162:26a4:848a:f57) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L2089[15:26:32] <Rockers> The project is phucked but you can have it
L2090[15:26:33] <sham1> Laziness however is not
L2091[15:26:43] <gigaherz> sham1: lazyness is the best excuse.
L2092[15:26:53] <gigaherz> more often than not, it's the most honest ;P
L2093[15:27:18] <ThePsionic> sham1: a bit of both but not a lot of either
L2094[15:27:21] <sham1> I say that as I have expressed my own laziness and embeased a lazy language
L2095[15:27:49] <RazerSwift> ERROR: JAVA_HOME is set to an invalid directory: 'C:\Program Files\Java\jdk1.8.0
L2096[15:27:49] <RazerSwift> _65'
L2097[15:27:56] <RazerSwift> :|
L2098[15:28:05] <Rockers> http://pastebin.com/0QwGgQGS
L2099[15:28:12] <Rockers> It's old but works
L2100[15:28:34] <cpw> Sorry wiiv :-(
L2101[15:28:36] <Ronzan> RazerSwift set JAVA_HOME=path_to_corret_folder, if you are on windows
L2102[15:28:36] <sham1> Your path has spaces on it
L2103[15:28:55] <Ronzan> it can have spaces np
L2104[15:28:56] <Rockers> ThePsionic ^^^^^^
L2105[15:28:59] <RazerSwift> That's why it's wrapped in ' '
L2106[15:29:16] <Ronzan> try removing those hehe
L2107[15:29:17] <RazerSwift> Will try with backslashes..
L2108[15:29:17] <wiiv> no problem ;) will it be like a bucket model?
L2109[15:29:27] <diesieben07> raoulvdberge, send the ID
L2110[15:29:29] <RazerSwift> No ' ' then C:\Program. Will try \
L2111[15:29:34] <ThePsionic> Rockers: Oh, this one is a right-click to teleport
L2112[15:29:36] <ThePsionic> hmm
L2113[15:29:42] <raoulvdberge> yeah, saw how ItemStack writes it to NBT. thanks
L2114[15:29:49] <Ronzan> I have spaces in my path, no ' or " and it works
L2115[15:29:58] <Rockers> You can recycle some of the crap code I did when I didn't know how to mod :p
L2116[15:30:19] <Rockers> "Beggars can't be choosers." -some dude
L2117[15:30:29] ⇨ Joins: MoxieGrrl (~MoxieGrrl@173-23-172-139.client.mchsi.com)
L2118[15:31:20] <Rockers> Updating that to 1.8 would be horrid XD
L2119[15:31:31] <RazerSwift> ERROR: JAVA_HOME is set to an invalid directory: C:\Program\ Files\Java\jdk1.8.0
L2120[15:31:31] <RazerSwift> _65 :|
L2121[15:31:43] <Kobata_> Why do you have a newline there?
L2122[15:31:45] *** Kobata_ is now known as Kobata
L2123[15:32:07] <ThePsionic> Rockers: That's exactly the problem I'm seeing here yeah
L2124[15:32:10] <Kobata> Both times you've said that error the _65 ends up on a different line
L2125[15:32:35] <ThePsionic> Also I meant more of "portal block stand in for a little to teleport"
L2126[15:32:46] <ThePsionic> not "portal item blaze it to make portal"
L2127[15:32:47] <RazerSwift> That's because Copy/Paste in CMD sucks.
L2128[15:33:01] <Ronzan> RazerSwift, have you tried without any special characters?
L2129[15:33:01] <Kobata> Anyway, env vars don't need escapes or quotes
L2130[15:33:04] <diesieben07> RazerSwift, i can highly recommend: http://sourceforge.net/projects/env-man/
L2131[15:33:21] <Rockers> Can't you get positions of all of the players and check if they player is within the block bounds.
L2132[15:33:33] <Rockers> "OnCollidingWithBlock" or something
L2133[15:33:34] <RazerSwift> Okay well I don't know how it got C:\Programs the first time, but I tried it again and it worked -.- Thanks. I'm sorry. I'm so ashamed.
L2134[15:34:06] <Rockers> Don't be RazerSwift
L2135[15:35:25] ⇨ Joins: mister_person (~mister_pe@c-71-237-219-55.hsd1.or.comcast.net)
L2136[15:37:21] <RazerSwift> I guess better to be inept but trying than not trying at all. So.. what I'm attempting to do is decompile Minecraft Replay Mod from replaymod.com and get a grasp of what it would take to back port it to 1.7.10. Aside from windows environment variable and "Source" download hurdles, I'm a generally capable programmer. Finished an undergrad at least. Anybody with experience with such things
L2137[15:37:21] <RazerSwift> have any suggestions?
L2138[15:37:26] <ThePsionic> Rockers: http://i.imgur.com/WLHIPp4.png like that?
L2139[15:37:39] <Rockers> Yessir
L2140[15:37:48] <ThePsionic> ok
L2141[15:37:52] <Rockers> That returns every tick
L2142[15:37:54] <Rockers> It should work
L2143[15:38:00] <ThePsionic> i'm gonna continue de-erroring the mod and get it to a running state at least
L2144[15:38:07] <ThePsionic> then i'll get back to doing that
L2145[15:40:43] <ASB2> How do you go about breaking a block in 1.8. Do you just setBlockState(null)?
L2146[15:41:06] <sham1> What about setBlockToAir
L2147[15:41:53] <tterrag> ^
L2148[15:42:26] <tterrag> Is that test guy still here?
L2149[15:42:40] <tterrag> I don't have nick changes in my scrollback
L2150[15:42:55] <sham1> You obviously want to possibly call some other block destruction code beforehand to gets drops and whatnot
L2151[15:43:26] <sham1> "You obviously want to possibly"...
L2152[15:43:33] <sham1> Good grammar sham....
L2153[15:43:37] <Ronzan> hehe
L2154[15:43:40] ⇦ Quits: Katrix (Katrix@cm-84.210.104.159.getinternet.no) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
L2155[15:45:31] <Rockers> How would you dynamically set things like block textures.
L2156[15:45:34] <sham1> There is a reason I usually try to be strict in my grammar.
L2157[15:45:35] <Rockers> ?
L2158[15:45:39] <ThePsionic> For some reason, this guy made his own dirt, which acts exactly like normal dirt
L2159[15:45:45] <ThePsionic> I am stumped as to why this happens
L2160[15:45:49] <sham1> What MC version?
L2161[15:46:04] <gigaherz> woah I just had a realization
L2162[15:46:15] <Rockers> Oh no.
L2163[15:46:21] <sham1> Crap
L2164[15:46:21] <gigaherz> with games and specially mc modpacks, I tend toget bored as soon as I reach some sort of endgameish state
L2165[15:46:32] <gigaherz> basically I become a "god", then get bored
L2166[15:46:35] <Rockers> yesh? Go on..
L2167[15:46:39] <gigaherz> imagine if I became an actual god
L2168[15:46:44] <gigaherz> chances are I'd be just as bored
L2169[15:46:50] <sham1> You'd become bored
L2170[15:46:57] <gigaherz> then the universe would make no sense anymore
L2171[15:47:03] <Rockers> Like how Notch is bored.
L2172[15:47:05] <gigaherz> so I'd probably consider starting a whole new one
L2173[15:47:18] <gigaherz> probably at the expense of the existing one
L2174[15:47:24] <sham1> I'd propably just go mad with that amount of power
L2175[15:47:28] <Rockers> Oh shit.
L2176[15:47:45] <Rockers> What if you had a prestige mode thing in MC
L2177[15:47:48] <Rockers> Like
L2178[15:47:51] <sham1> So more of a Greek god than anything
L2179[15:48:39] <ThePsionic> Ugh
L2180[15:48:52] <ThePsionic> setHarvestLevel does not return a Block so you can't chain it
L2181[15:48:54] <Rockers> Wouldn't you get bored creating new universes.
L2182[15:49:08] <Rockers> Chain it?
L2183[15:49:16] <sham1> Like a monad
L2184[15:49:43] <gigaherz> Rockers: sooner or later, I suppose
L2185[15:49:48] <gigaherz> and the last one I'd create
L2186[15:49:53] <gigaherz> would probably be somewhat buggy
L2187[15:50:01] <gigaherz> since I wouldn't have the interest to polish it
L2188[15:50:02] <ThePsionic> new Block(Material.ground).setUnlocalizedName("bla").setHardness(1.0F).setHarvestLevel("shovel", 0)
L2189[15:50:06] <ThePsionic> Rockers: ^
L2190[15:50:10] <gigaherz> which actually sounds a lot like the one we exist in
L2191[15:50:10] ⇦ Quits: alex_6611 (~alex_6611@p5DE784C6.dip0.t-ipconnect.de) (Ping timeout: 186 seconds)
L2192[15:50:14] <gigaherz> maybe we were created by a god
L2193[15:50:18] <sham1> new MyBlock ().firstSetter ().secondSetter().nthSetter ();
L2194[15:50:21] <gigaherz> and this god just got bored and left it as-is
L2195[15:50:22] <ThePsionic> Everything in that chain works, except the harvestLevel
L2196[15:50:25] <RazerSwift> Where would the output to gradlew build/jar on this be? https://github.com/Parker8283/BON2
L2197[15:50:58] <gigaherz> ThePsionic: I don't generally chain those calls
L2198[15:50:58] <sham1> Maybe god was just a programmer and we are a simulation
L2199[15:50:59] <Rockers> That sucks.
L2200[15:51:03] <RazerSwift> Is it jars in libs?
L2201[15:51:06] <ThePsionic> I do
L2202[15:51:07] <gigaherz> I do them insided the MyBlock constructor
L2203[15:51:08] <gigaherz> XD
L2204[15:51:22] <ThePsionic> gigaherz: There's plenty of blocks I don't need a separate class for
L2205[15:51:24] <gigaherz> pass any extra data as constructor args
L2206[15:51:24] <sham1> Me too
L2207[15:51:27] <ThePsionic> In which case I chain them
L2208[15:51:27] <gigaherz> ;P
L2209[15:51:58] <gigaherz> yeah the chained callsthing is something I "learned" while doing Java-related coding
L2210[15:52:16] <gigaherz> I have never been taught that concept or come across it in C/C++/C#
L2211[15:52:39] <ThePsionic> gigaherz: https://github.com/MinecraftForge/MinecraftForge/issues/2261 :P
L2212[15:52:47] <sham1> monad >>= func >>= func1 >>= func2
L2213[15:53:13] <sham1> Compose ALL the things
L2214[15:53:16] <gigaherz> I understand the concept
L2215[15:53:27] ⇦ Quits: mikeprimm (~mikeprimm@2001:4870:600a:317:a878:7c40:14b3:b9c7) (Remote host closed the connection)
L2216[15:53:33] <gigaherz> it's just not a tool I use often
L2217[15:53:34] <sham1> Never doubted that
L2218[15:53:54] <sham1> I've only really seen it with guava
L2219[15:54:06] <sham1> For building ImmutableLists
L2220[15:54:23] <gigaherz> the Google play games for unity plugin makes use of that for building the settings
L2221[15:54:56] <gigaherz> var settings = Something.WithSetting(whatever).WithWhatever().Build()
L2222[15:55:10] <sham1> Speaking of immutable lists
L2223[15:55:20] <sham1> I tried to implement one myself
L2224[15:55:58] <sham1> Wasn't the best experience when my cons became reversed
L2225[15:57:06] <gigaherz> immutable lists?
L2226[15:57:09] <Rockers> I'm going off for now, see ya tomorrow. I might be modding or game-jamming.
L2227[15:57:18] <sham1> Yes
L2228[15:57:20] <Rockers> Who know's? :p
L2229[15:57:32] ⇦ Quits: Rockers (rockers300@host217-35-241-9.range217-35.btcentralplus.com) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
L2230[15:57:32] <Ronzan> Later Rockers, thanks for the help :=
L2231[15:57:36] <gigaherz> wait is that just like, a readonly view of a list?
L2232[15:57:44] <sham1> Nah
L2233[15:58:00] <gigaherz> because a proper immutable lists seems like it would be horribly wasteful
L2234[15:58:03] *** Ashome is now known as Ashlee
L2235[15:58:06] <gigaherz> -s
L2236[15:58:12] <sham1> A completely custom implemented one way treversable node list
L2237[15:58:21] <gigaherz> so linked list, not arraylist
L2238[15:58:24] <sham1> Yes
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L2240[15:58:30] ⇦ Quits: Torhal (~callahan@2600:3c00::f03c:91ff:fedb:9160) (Remote host closed the connection)
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L2242[15:58:41] <sham1> With two elements per node, head and tail
L2243[15:58:52] <gigaherz> hmm but duplicating each element when adding/removing would be wasteful
L2244[15:58:56] <gigaherz> do you implement copy-on-write?
L2245[15:59:12] *** williewillus is now known as willieaway
L2246[15:59:18] <diesieben07> if you have a immutable linked list you can re-use the lists
L2247[15:59:27] <diesieben07> appending just means "construct a new node which points to the old list"
L2248[15:59:37] <diesieben07> and that new node is the new list ;)
L2249[15:59:43] <gigaherz> yeah, when adding elements at the beginning or end
L2250[15:59:50] <diesieben07> standard practice in functional languages
L2251[15:59:58] <gigaherz> but insertions in the middle, and ANY deletion
L2252[16:00:08] <gigaherz> :/
L2253[16:00:17] <tterrag> diesie did you get my ping
L2254[16:00:33] <diesieben07> no i did not
L2255[16:00:49] <diesieben07> gigaherz, you have to cpy when inserting in the middle no matter what you do.
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L2257[16:01:01] <sham1> I did basically what diesieb described
L2258[16:01:21] <Ronzan> not with a double linked list ;)
L2259[16:01:35] <sham1> Double linking
L2260[16:01:37] <sham1> Why
L2261[16:02:15] <sham1> I didn't make my list to be effective, I just had it be a proof of concept
L2262[16:02:23] <Ronzan> was tp dies' thing about copying ;) just ramling, dont mind me :)
L2263[16:02:33] <Ronzan> to*
L2264[16:03:20] <sham1> I also implemented my own maybe implementation which was a lot easier
L2265[16:03:38] <gigaherz> hmmm I guess you could have a linked list of array "views" (each view has an offset and a count)
L2266[16:03:59] <gigaherz> but then it woudl be hellish to figure out when you can collapse those views into an array
L2267[16:04:58] <MattDahEpic> how would one express a sound ResourceLocation in json
L2268[16:05:09] <sham1> Le wat
L2269[16:05:33] <MattDahEpic> im making a mod that lets people add records and i need to define the sound that the record plays
L2270[16:05:40] <MattDahEpic> and the configs are via json
L2271[16:06:06] <raoulvdberge> !gm 1.7.10 GuiContainer.mouseClicked
L2272[16:06:17] <raoulvdberge> !gm GuiContainer.mouseClicked 1.7.10
L2273[16:06:24] <diesieben07> MattDahEpic, just a string :D
L2274[16:06:34] <raoulvdberge> I keep messing up those arguments :p
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L2277[16:07:14] <MattDahEpic> diesieben07, just a file path? relative to .minecraft?
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L2279[16:07:33] <diesieben07> no just... whatever you would put into the ResourceLocation constructor...
L2280[16:07:44] <diesieben07> or what are you trying to do?
L2281[16:07:55] <Horfius> assets/modid/sounds.json, no?
L2282[16:07:56] <tterrag> diesieben07 https://gist.github.com/tterrag1098/08547573cef3fd94ffd7
L2283[16:08:49] <MattDahEpic> diesieben07, im doing a mod that adds records via jsons in the config folder
L2284[16:09:17] <diesieben07> tterrag, if you just copy the build.gralde and the wrapper there will not be an eclipse workspace made for you so you have to import the projects.
L2285[16:09:32] <diesieben07> MattDahEpic, and your issue is exactly...?
L2286[16:10:54] <MattDahEpic> you have to give a modid in the ResourceLocation but the files are in .minecraft/records and im not sure how to point it so itll work
L2287[16:11:29] <diesieben07> ohh so you are trying to get something outside the normal resource pack stuff into the resource system?
L2288[16:11:39] <MattDahEpic> yup
L2289[16:12:13] <diesieben07> implement IResourcePack however you like (you can choose whatever domain you want and then encode the file path in the resource identifier). then put it into Minecraft#defaultResourcePacks via reflection.
L2290[16:12:36] <sham1> Advertisement for MethodHandles
L2291[16:12:44] <diesieben07> meh
L2292[16:12:55] <diesieben07> there is no point in using them for one-time things like this
L2293[16:13:04] <diesieben07> it would even be counter-productive
L2294[16:13:05] <sham1> Why would you not use them
L2295[16:13:13] <sham1> Ah
L2296[16:13:19] <MattDahEpic> i dont know how first off
L2297[16:13:26] <sham1> Ignoreth me.
L2298[16:13:29] <diesieben07> because afaik right now they produce quite a few temporary classes
L2299[16:13:35] <diesieben07> how what? :D
L2300[16:14:17] <MattDahEpic> how to use methodhandles
L2301[16:14:30] <tterrag> diesieben07: good point, I meant to change that
L2302[16:14:33] <diesieben07> you don't need to know :P
L2303[16:14:36] <sham1> Well for anything else I'd say go for it
L2304[16:14:57] <sham1> But this really is not too big of a deal in reflection
L2305[16:15:12] <sham1> When you do it at initialization
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L2308[16:19:51] <raoulvdberge> What does InventoryPlayer.setItemStack do?
L2309[16:22:11] <Lumien> "Stack helds by mouse, used in GUI and Containers"
L2310[16:23:17] <raoulvdberge> great, thanks. I was already doing reflection on draggedStack in GuiContainer
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L2315[16:30:23] <Pennyw95> Hi, is it possible to have a block render a model larger than 1 block's space with the json?
L2316[16:31:04] <diesieben07> No
L2317[16:31:21] <Pennyw95> oh
L2318[16:31:34] <Pennyw95> well the block actually renders, but I can't get it recognize the uvs
L2319[16:31:41] <Pennyw95> (using a texturemap)
L2320[16:31:52] <Pennyw95> so the texture is all screwed
L2321[16:32:47] <Pennyw95> so there's no way to get it working?
L2322[16:33:29] <diesieben07> no a block is 1x1x1, if you need bigger you need more than one block
L2323[16:34:36] <Pennyw95> ok, thanks
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L2328[16:38:31] <Ordinastie> diesieben07, does MC actually limits the rendering in a 1x1x1 box now ?
L2329[16:39:08] <diesieben07> i don't know, but i dont think it works properly
L2330[16:39:09] <diesieben07> it never did
L2331[16:39:47] <Ordinastie> rendering was never limited before, I don't think it is now, collision boxes are, of course, but rendering, I don't think so
L2332[16:40:03] <diesieben07> hmmm
L2333[16:40:10] <diesieben07> merp
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L2336[16:45:36] <Lumien> I have a block that's like 1.3 blocks high
L2337[16:45:40] <Lumien> And it seems to work fine
L2338[16:46:09] <fry> fences, seriously
L2339[16:46:32] <Ronzan> What would be a good way of changing the color of one side of a block dynamically?
L2340[16:46:41] <fry> ah, fence models aren't high
L2341[16:46:44] <fry> grass then :P
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L2344[16:47:33] <Nucleria> Hi.
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L2346[16:52:21] <raoulvdberge> If I call InventoryPlayer.setItemStack(null) serverside, it doesn't update it clientside. How can I make the client update? I know I can just send off a packet, but can MC do it itself too?
L2347[16:52:31] <raoulvdberge> I tried to call markDirty() on the inventory, that didn't do anything.
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L2351[16:56:52] <Nucleria> Hello.
L2352[16:56:56] <Rockers> Hello
L2353[16:56:59] <Ronzan> Hi
L2354[16:57:06] <Nucleria> How are you?
L2355[16:57:16] <Rockers> I'm fine.
L2356[16:57:18] <Rockers> :)
L2357[16:57:22] <Nucleria> Good.
L2358[16:57:23] <Rockers> Json-ing
L2359[16:57:54] <Nucleria> I dislike JSON........ don't burn me for my heretical ways.
L2360[16:58:13] <Rockers> I don't like it at all.
L2361[16:58:18] <Rockers> Nothing is dynamic.
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L2363[16:58:44] <Ordinastie> raoulvdberge, setItemStack doesn't what you think it does
L2364[16:58:49] <Nucleria> I haven't done enough with it to be well-informed. I just find the syntax disgusting.
L2365[16:58:54] <williewillus> Rockers: it can be, it's just done differently
L2366[16:59:20] <williewillus> most of what you think can't be done can be, it's just 1. different 2. not yet documented
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L2368[16:59:54] <Rockers> I'm trying to find a way of changing the size of a block in my json.
L2369[17:00:01] <Rockers> Like, a json part.
L2370[17:00:35] <raoulvdberge> Ordinastie: Yes, it is the itemstack that is used for dragging stuff in GUI's
L2371[17:00:49] <raoulvdberge> Thing is, I am changing it server side, but it's not updating in clientside GUI
L2372[17:01:09] <Ordinastie> hum, it should
L2373[17:01:32] <williewillus> Rockers: yeah?
L2374[17:01:49] <diesieben07> ehh no it should not
L2375[17:01:53] <Rockers> Is that possible? I'm not too sure of the .json format.
L2376[17:01:54] <Ordinastie> raoulvdberge, 1.7 ?
L2377[17:01:57] <raoulvdberge> Ordinastie: It does work though, after reopening the GUI..
L2378[17:01:59] <diesieben07> raoulvdberge, call player.updateHeldItem
L2379[17:02:16] <williewillus> Rockers: you mean you simply want to make a json element a different size? :p just change it in the file?
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L2381[17:02:39] <Rockers> Won't that involve creating alot of files for the different sizes?
L2382[17:02:59] <raoulvdberge> Ordinastie: Yes. diesieben07: <3, now trying it out
L2383[17:03:50] <Ordinastie> diesieben07, what a bad mapping :x
L2384[17:04:00] <williewillus> Rockers: sure, but everything is prebaked which allows 1. respack authors to change it 2. fast performance
L2385[17:04:02] <raoulvdberge> yup, working. Was already writing a packet for it :p
L2386[17:04:58] <Ordinastie> but I thought that itemStack was auto synced too
L2387[17:05:25] <diesieben07> it apparently is not
L2388[17:05:26] <Rockers> Well... There must be a more efficient way? I don't want to create 15 different files to change one co-ordinate value.
L2389[17:05:34] <diesieben07> only actual slots are synced
L2390[17:05:41] <williewillus> Rockers: what is "efficient"?
L2391[17:05:47] <raoulvdberge> tbh itemStack is also a pretty weird name :P
L2392[17:05:52] <williewillus> just autogenerate them if you don't want to make them all by hand
L2393[17:05:55] <raoulvdberge> something like draggedStack could be better
L2394[17:05:57] <williewillus> write a script to do it for you
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L2396[17:06:32] <Rockers> I don't mind doing it, it's just that it seemed so much more controllable before.
L2397[17:06:46] <Rockers> But, alot more render code needed to be done.
L2398[17:06:56] <williewillus> i also think there's a different way to do it with imodelstates and the forge blockstate json format, but not sure the details
L2399[17:06:59] <Ordinastie> raoulvdberge, I called it pickedItemStack in my rewrite IIRC
L2400[17:07:09] <williewillus> the main issue rn is documentation
L2401[17:07:16] <Rockers> I'll be using blockstates.
L2402[17:07:23] <raoulvdberge> Ordinastie: rewrite?
L2403[17:07:49] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/inventory/MalisisInventoryContainer.java
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L2405[17:08:46] <raoulvdberge> heh, you rewrote the default inventory container?
L2406[17:09:03] <Ordinastie> the whole inventory system yes
L2407[17:09:08] <raoulvdberge> muuch cleaner, props
L2408[17:09:26] <Ordinastie> I get bashed for it, but everytime I use an inventory, I'm glad I did :p
L2409[17:10:46] <Rockers> How many variants can you have of a block?
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L2411[17:11:08] <fry> as many as you want
L2412[17:11:26] <Rockers> Ok, thanks fry
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L2414[17:14:32] <Ronzan> How do you force a block update? I've found world.markBlockForUpdate(), but that doesn't update the rendering :)
L2415[17:15:42] <diesieben07> it should
L2416[17:16:26] <Rockers> What would be the best way to set a custom block state?
L2417[17:16:36] <diesieben07> define "custom"
L2418[17:17:02] <Ronzan> it doesn't ;) I change the block bounds in onBlockActivated, to "resize" the block, the bounds gets resized but the rendering doesn't update until I do a block update (placing a block next to it)
L2419[17:17:18] <Rockers> "bananaratings=threedoritos" : {"model".......
L2420[17:17:25] <diesieben07> Ronzan, show your code.
L2421[17:17:30] <diesieben07> also...
L2422[17:17:41] <diesieben07> you cannot just change the block bounds, it will change ALL blocks of that type..
L2423[17:17:54] <diesieben07> Rockers, world.setBlockState
L2424[17:18:06] <Rockers> Ok
L2425[17:18:08] <Ronzan> it is a tileEntity
L2426[17:18:24] <Ronzan> let me copy/paste it somewhere
L2427[17:18:32] <Ronzan> I really need to fix this github thing hehe
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L2429[17:19:38] <Ronzan> http://pastebin.com/2jsduPNj
L2430[17:20:06] <Ronzan> sorry, here is the code for onBlockActivated: http://pastebin.com/2jsduPNj
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L2434[17:23:01] <Rockers> When you register a block, does it register from blockstates or does it register straight from the models/block folder?
L2435[17:23:29] <gigaherz> ...
L2436[17:23:29] <Ronzan> and here is a screenshot: http://picpaste.com/2015-12-12_00.21.14-j0B0Lfe2.png
L2437[17:23:36] <Ronzan> Rockers, who me?
L2438[17:23:41] <gigaherz> the block registers by itself
L2439[17:23:46] <Ronzan> ah nvm hehe
L2440[17:23:52] <gigaherz> but the client looks at the blockstates
L2441[17:23:55] <gigaherz> to find rendering models
L2442[17:24:01] <Rockers> Ok
L2443[17:24:06] <Rockers> Thanks giga
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L2445[17:27:20] <Ronzan> any ideas diesieben07?
L2446[17:28:57] <diesieben07> can you show the full class please
L2447[17:29:16] <Ronzan> just the block class?
L2448[17:29:31] <diesieben07> yea
L2449[17:29:59] <Rockers> Is this acceptable? "fillstate=1": {"model": "satanicofferings:tanks/tank1" },
L2450[17:30:18] <gigaherz> yes, assumingyou have an entry for EVERY possible value
L2451[17:30:38] <Ronzan> here you go diesieben07: http://pastebin.com/ya3xb2Tx
L2452[17:30:39] <Rockers> What do you mean?
L2453[17:30:53] <Rockers> Oh
L2454[17:30:55] <Rockers> Yeah
L2455[17:30:57] <Rockers> I do
L2456[17:31:00] <gigaherz> the blockstates json must have ALL the values enumerated in it
L2457[17:31:11] <gigaherz> even the forge blockstates version
L2458[17:31:19] <Rockers> Oh
L2459[17:31:27] <Rockers> So it would have to be fillstate=one
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L2461[17:31:41] <gigaherz> depends
L2462[17:31:42] <gigaherz> is it an enum
L2463[17:31:49] <gigaherz> or a property int?
L2464[17:31:59] <gigaherz> like in my mod I have this
L2465[17:32:00] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/dust.json
L2466[17:32:25] <gigaherz> onefile, no model jsons involved at all :D
L2467[17:32:29] <diesieben07> Ronzan, and you sync the value in the TE to the client? you should not need to call setBlockBoundsBasedOnState yourself. also are you on 1.8?
L2468[17:32:54] <Ronzan> 1.7.10
L2469[17:33:01] <diesieben07> ok same deal
L2470[17:33:28] <Ronzan> the only syncing I have is the getDescriptionPacket() and onDataPacket() methods
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L2472[17:33:36] <diesieben07> that doesnt say anything...
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L2474[17:33:44] <diesieben07> that is a METHOD of syncing. doesn't tell me WHAT you are syinv.
L2475[17:33:54] <Ronzan> hehe, right
L2476[17:34:08] <Ronzan> sorry noob here
L2477[17:34:42] <Ronzan> tile entity code here: http://pastebin.com/P8JrM4iG
L2478[17:35:15] <Ronzan> I don't do anything specific to sync the depth value though
L2479[17:35:36] <diesieben07> yes you do.
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L2481[17:35:50] <diesieben07> i honestly don't see why that wouldn't work
L2482[17:36:02] <diesieben07> although you do have a custom renderer there...
L2483[17:36:11] <Ronzan> yeah
L2484[17:36:33] <Ronzan> TESR and a ISBRH
L2485[17:36:44] <diesieben07> wat
L2486[17:36:45] <diesieben07> both??
L2487[17:36:49] <Ronzan> yeah
L2488[17:37:09] <diesieben07> why=
L2489[17:37:10] <diesieben07> ?
L2490[17:37:11] <Ronzan> I needed the ISBRH for rendering in the inventory
L2491[17:37:41] <diesieben07> no
L2492[17:37:53] <diesieben07> if you just need it for that, IItemRenderer
L2493[17:38:20] <Ronzan> without that, the item in my inventory would change depending on what TE instance I looked at in the world
L2494[17:38:29] <diesieben07> whaaaa
L2495[17:38:34] <Ronzan> yeah, for real
L2496[17:38:35] <diesieben07> then you did something very wrong.
L2497[17:38:40] <Ronzan> hmm
L2498[17:39:17] <Ronzan> that was without IItemRenderer and witout the ISBRH
L2499[17:39:38] <diesieben07> then you should get nothing in the inventory...
L2500[17:40:02] <Ronzan> I got the item just fine
L2501[17:40:09] <diesieben07> AND a TESR?
L2502[17:40:13] <Ronzan> yeah
L2503[17:40:26] <Ronzan> I've read somewhere that it shouldn't be possible though!
L2504[17:40:38] <Ronzan> that you have to implement an itemrenderer
L2505[17:40:57] <diesieben07> yeah if you make a TESR and disable the normal block rendering to do that, you will have it invisible in the inventory
L2506[17:41:31] <Ronzan> and by disable you mean? renderAsNormalBlock=false?
L2507[17:41:38] <diesieben07> getRenderType() = -1
L2508[17:41:43] <Ronzan> ah
L2509[17:42:30] <Ronzan> well right now getRenderType() is != -1 hehe
L2510[17:42:40] <diesieben07> then it's bound to the ISBRH
L2511[17:42:44] <Ronzan> yeah
L2512[17:43:24] <Ronzan> I have been trying all sorts of things, so everything is probably all messed up by now ;)
L2513[17:43:32] <diesieben07> what ARE you trying to achieve? :D
L2514[17:43:36] <Ronzan> hehe
L2515[17:43:53] <Ronzan> I am making a "screen" block, like nuclear control's information panel
L2516[17:44:04] <Ronzan> so I wanted to draw text on the block
L2517[17:44:16] <diesieben07> yeah you need a tesr for that
L2518[17:44:16] <Ronzan> and found that I needed a TESR
L2519[17:44:24] <Ronzan> everything was fine
L2520[17:44:42] <Ronzan> then I started to change the block bounds in the block class
L2521[17:44:49] <Ronzan> to make the screen thinner etc.
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L2523[17:45:08] <Ronzan> and when I did that my inventory item/block also changed
L2524[17:45:25] <diesieben07> yes
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L2526[17:45:28] <Ronzan> I didn't have getRenderType = -1
L2527[17:45:34] <diesieben07> the block bounds dont magically change your TESR
L2528[17:45:38] <diesieben07> you have to actualy read them there
L2529[17:46:13] <Ronzan> but I think the problem is as you said, it shouldn't render anything in my inventory
L2530[17:46:22] <diesieben07> well
L2531[17:46:34] <diesieben07> if you set getRenderType to -1 now is it invisible in the inv?
L2532[17:46:48] <Ronzan> checking
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L2534[17:47:15] <Ronzan> no, it turned 2D/flat looking
L2535[17:47:24] <Ronzan> but I still have the ISBRH though
L2536[17:47:37] <diesieben07> well, the ISBRH is bound to your block only through getRenderType
L2537[17:47:44] <diesieben07> if you have -1 there there is no ISBRH active
L2538[17:47:59] <diesieben07> now make an IItemRenderer to render the thing in the inventory
L2539[17:48:05] <Ronzan> ok, the block also went invisible in the world
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L2541[17:48:13] <Ronzan> with rendertype=-1
L2542[17:48:23] <diesieben07> then your TESR is broken
L2543[17:48:29] <Ronzan> I can see the text from the TESR though
L2544[17:48:37] <diesieben07> uhh
L2545[17:48:39] <Ronzan> my TESR only renders the text
L2546[17:48:41] <diesieben07> oh
L2547[17:48:42] <diesieben07> well then
L2548[17:48:49] <diesieben07> the rest is just a normal block?
L2549[17:48:49] <Ronzan> I have hacked the matrix?
L2550[17:49:00] <Ronzan> yeah, for now anyways
L2551[17:49:06] <diesieben07> no but i have to ask for every. single. information.
L2552[17:49:10] <diesieben07> instead of you just TELLING me ...
L2553[17:49:24] <Ronzan> sorry man, I don't know what you need to now hehe :)
L2554[17:49:34] <diesieben07> everything you are doing with rendering...
L2555[17:49:37] <diesieben07> so
L2556[17:49:43] <diesieben07> normal block, meaning no tesr
L2557[17:49:49] <diesieben07> and no isbrh
L2558[17:49:53] <Rockers> *cough* pastebin.com
L2559[17:49:57] <Ronzan> I started with a normal block yes
L2560[17:50:13] <diesieben07> then tesr for the text
L2561[17:50:19] <diesieben07> that should be all you need for a start
L2562[17:50:45] <diesieben07> Rockers, whats with pastebin?
L2563[17:50:46] <Ronzan> the "normal" block extends BlockContainer
L2564[17:51:06] <Ronzan> then I added a TileEnity to the block
L2565[17:51:13] <Rockers> Wouldn't it be easier id Ronzan showed you the code? Maybe not.
L2566[17:51:26] <diesieben07> first off stop using BlockContainer
L2567[17:51:36] <karlthepagan> happy friday
L2568[17:51:38] <Ronzan> ok, why?
L2569[17:51:49] <diesieben07> it kinda sucks especially in 1.8 :D
L2570[17:52:01] <diesieben07> if you are just using it and update to 1.8 your block just disappears
L2571[17:52:03] <Ronzan> not running 1.8 yet hehe
L2572[17:52:16] <Ronzan> but I can remove that np
L2573[17:52:18] <diesieben07> just override hasTileEntity if you want a TileEntity
L2574[17:54:19] *** mumfrey is now known as Mumfrey
L2575[17:56:34] <Ronzan> hmm, says hasTileEntity is deprecated
L2576[17:56:53] <diesieben07> you have the wrong one
L2577[17:56:56] <Ronzan> if I just inherit from Block
L2578[17:57:03] <diesieben07> there are 2
L2579[17:57:10] <Ronzan> ok
L2580[17:58:56] <shadowfacts> o_O https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/FMLCommonHandler.java#L695-L702
L2581[17:59:00] <Ronzan> and apparently I can't spell either, ok
L2582[17:59:27] <diesieben07> whats wrong shadow? :D
L2583[17:59:40] <diesieben07> Ronzan, you know, there is this great thign called "IDE". you should use it ;)
L2584[17:59:49] <Ronzan> NO
L2585[17:59:54] <diesieben07> lol
L2586[17:59:54] <Ronzan> I use notepad only!
L2587[17:59:55] <shadowfacts> *facepalm*
L2588[17:59:58] <shadowfacts> I'm tired okay
L2589[18:00:11] <shadowfacts> I initially read that is using halt for both
L2590[18:00:17] <diesieben07> oh
L2591[18:00:18] <diesieben07> haha
L2592[18:00:21] <shadowfacts> I should go to bed
L2593[18:00:30] <diesieben07> naah
L2594[18:00:44] <Ronzan> but how do I connect my block with my TE class then?
L2595[18:01:04] <diesieben07> hasTileEntity & createTileEntity
L2596[18:01:40] <Ronzan> ok, I just used createNewTileEntity before when extending BlockContainer
L2597[18:04:53] <Ronzan> ok, done and done, tile entity is still working in-game
L2598[18:05:22] <Ronzan> I guess I should remove the ISBRH thing too
L2599[18:08:22] <Ronzan> so now the only rendering I have going is the TESR, block is invisible in the world and the item is a missing texture
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L2601[18:08:40] <diesieben07> ok
L2602[18:08:49] <diesieben07> delete your override of getRenderType
L2603[18:08:56] <diesieben07> and you should just get a normal block
L2604[18:09:51] <Ronzan> well, I get a black block
L2605[18:10:10] <diesieben07> thats what your texture is :P
L2606[18:10:28] <Ronzan> no hehe
L2607[18:10:37] <Ronzan> it is white with a black border :)
L2608[18:10:51] <diesieben07> uhhh
L2609[18:11:25] <Ronzan> yeah, let me check the ctor again quick
L2610[18:12:10] <Ronzan> hehe, and now my inventory item is changing when I change the in-world block bounds ;)
L2611[18:12:28] <diesieben07> yes
L2612[18:12:35] <diesieben07> as i said, there is only ONE of your blocks.
L2613[18:12:45] <diesieben07> if you change it's bounds, it changes for ALL occurances of that block
L2614[18:13:10] <Ronzan> well it changes when I look at another block "instance"
L2615[18:13:12] <diesieben07> if you change them for rendering in world, you need to change them to what yyou want them to be in inventory afterwards
L2616[18:14:14] <diesieben07> anyways, I'm gonna have to go
L2617[18:14:36] <Ronzan> alright, thanks man, appreciated :)
L2618[18:15:43] *** Ronzan is now known as Ronz^afk
L2619[18:17:48] *** kirby|gone is now known as mrkirby153
L2620[18:21:48] <RazerSwift> Does anybody here have experience with Mixin?
L2621[18:22:05] *** Darkhax is now known as Darkhax_AFK
L2622[18:22:08] <RazerSwift> https://github.com/SpongePowered/Mixin Trying to locate mcp-srg.srg to follow directions
L2623[18:22:46] <Mumfrey> I wrote it
L2624[18:22:49] <Mumfrey> does that count?
L2625[18:23:00] <RazerSwift> Lol probably ^_^
L2626[18:23:11] <gigaherz> XD
L2627[18:23:27] <Mumfrey> if you want to try bleeding, I just wrote a gradle plugin to automate all that shit
L2628[18:23:37] <Mumfrey> https://github.com/SpongePowered/MixinGradle
L2629[18:23:53] <Mumfrey> like, literally just wrote, I am actually setting up jenkins to actually build the thing at the moment
L2630[18:24:54] <Mumfrey> it will only work with the absolute latest build of mixin however, which is slightly untested
L2631[18:26:52] <RazerSwift> I'm just trying to setup the annotations
L2632[18:27:08] <RazerSwift> oh
L2633[18:27:09] <Mumfrey> in your IDE or in your build script?
L2634[18:27:15] <Dark|Sleep> i always just use scala if I need mixens
L2635[18:27:26] *** Dark|Sleep is now known as Dark
L2636[18:27:42] <Mumfrey> my mixins are actually kind of reverse-mixins
L2637[18:27:54] <Dark> oh do tell?
L2638[18:28:10] <Mumfrey> you specify the mixin and apply it to a target class, rather than a trait-like mixin where the mixin is actually a class composed of parts
L2639[18:28:30] <Mumfrey> basically it's a way of doing asm modifications to a target class without writing any asm
L2640[18:28:34] ⇨ Joins: corey2thousand (webchat@cpe-45-46-0-20.maine.res.rr.com)
L2641[18:28:43] <Mumfrey> read the wiki articles on the github repo if you want a synopsis
L2642[18:28:51] <Mumfrey> I documented it extensively
L2643[18:29:26] <Dark> have any examples
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L2646[18:29:39] <Mumfrey> sponge is basically built exclusively out of them
L2647[18:29:54] <Dark> never used sponge
L2648[18:30:00] <Mumfrey> https://github.com/SpongePowered/SpongeCommon/tree/master/src/main/java/org/spongepowered/common/mixin/core
L2649[18:30:05] * illyohs still things mumfrey is a witch
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L2651[18:30:23] <RazerSwift> MDK is using ForgeGradle already, right?
L2652[18:30:50] <Dark> should be
L2653[18:31:56] <Dark> interesting work Mumfrey
L2654[18:32:33] <Dark> might have to take time later to see how you create the ASM as I've been looking for an easy button for ASM for a while
L2655[18:32:34] <Mumfrey> the documentation isn't quite complete, I'm pretty anal retentive about getting documentation right so it's taking a while
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L2657[18:33:45] <Mumfrey> my ethos with mixin is that it should completely disconnect you from asm, provide only "safe" transformations to the target class, and provide a limited but powerful suite of tools, it's not some magic bullet but it does try to protect users from themselves as far as is possible
L2658[18:34:06] <Dark> which is nice
L2659[18:34:08] <Mumfrey> the idea being, we have a lot of people writing sponge, and it shouldn't require learning asm to contribute
L2660[18:34:22] <Dark> tbh forge development should be like that
L2661[18:34:37] <Dark> lot of spots I need ASM in normal forge mods
L2662[18:34:39] <Mumfrey> it can't be really, there are things forge needs to do which would be tricky with mixin
L2663[18:34:41] <Dark> for example AI code
L2664[18:34:56] <Dark> meant from mod dev side not lex's side
L2665[18:35:01] <Mumfrey> injectors are one of the most powerful mixin features but I haven't finished documenting them
L2666[18:35:11] <Rockers> Did you know that in South Korea, you can give people "bubbles" of money as you watch them livestream themselves eat food on camera. http://play.afreeca.com/eodyd188/161480714
L2667[18:35:20] <Dark> as well I use a lot of encapsulation in VoltzEngine that would be nice to replace with Mixens
L2668[18:36:23] <Mumfrey> there's some info about the precursor to mixin injectors here (https://www.youtube.com/watch?v=rjy-Akyg3oM), except that mixin injectors are specified with annotations not with code like the ones in the video, but they're basically the same
L2669[18:36:48] <Mumfrey> these are what mixin injectors look like https://github.com/SpongePowered/SpongeCommon/blob/master/src/main/java/org/spongepowered/common/mixin/core/entity/MixinEntityItem.java#L63-L77
L2670[18:37:10] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine/blob/development/src/main/scala/com/builtbroken/mc/prefab/tile/Tile.java
L2671[18:37:50] <Mumfrey> yeah, that looks (at a glance) like a good candidate
L2672[18:37:58] <Dark> yep
L2673[18:38:07] <Dark> I use it to replace the need for using the Block.class
L2674[18:38:15] <Dark> down side is all the work it takes to maintain
L2675[18:38:27] <Dark> though its 60% JUnit tested
L2676[18:38:32] <Mumfrey> if you need to make one class have functionality of another, then mixin is very good for that, it's how the entirity of sponge basically works, we use mixins to patch our interfaces onto the mc classes and then implement them
L2677[18:38:39] *** MrKickkiller is now known as MrKick|Away
L2678[18:38:50] <Dark> which is my goal for VoltzEngine
L2679[18:38:59] <Dark> trying to abstract MC and forge into an API
L2680[18:39:06] <Dark> so my mods do not need updated for each MC version
L2681[18:39:14] <Mumfrey> read the documentation, the first couple of articles are basically "so you're new to mixins" and explain everything quite logically
L2682[18:39:23] <Dark> k
L2683[18:39:23] <Mumfrey> with pretty pictures because I'm obsessed with visio
L2684[18:39:35] <Dark> will read later, first recreating pacman for a job interview test
L2685[18:39:43] <Mumfrey> https://github.com/SpongePowered/Mixin/wiki <-that
L2686[18:39:49] <Dark> love visio, sadly don't have a license anymore
L2687[18:39:58] <Mumfrey> visio is love
L2688[18:40:01] <Mumfrey> visio is life
L2689[18:40:11] <Deamon> I'm quite convinced that Mumfrey has a bomb strapped to his ankle that explodes if he doesn't use visio once an hour
L2690[18:40:15] <Dark> Still always feels cramped though
L2691[18:40:50] <Mumfrey> Deamon good theory but no, I just love visio that much
L2692[18:41:05] <gabizou> tbh, I'm quite content with mixins
L2693[18:41:09] <Dark> and luckily I have crayons and paper
L2694[18:41:10] <Mumfrey> https://twitter.com/therealeq2/status/590178581000630272
L2695[18:41:59] <Dark> CS major, always make flowchart
L2696[18:42:06] <Dark> when flowchart doesn't work make data chart
L2697[18:42:12] <Dark> when that doesn't work make class chart
L2698[18:42:20] <Dark> when that fails draw with crayons
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L2700[18:42:44] <gabizou> Dark you should've seen when Mumfrey got that reply from MS, he was so freaking happy
L2701[18:42:46] * Dark has taken a final with crayons before
L2702[18:42:47] <gabizou> it was kinda hilarious
L2703[18:43:32] <Mumfrey> it made my entire week, getting a reply from ms visio twitter account :)
L2704[18:43:43] <MattDahEpic> how do you generate item textures and then register those textures to those items
L2705[18:44:01] <Dark> 1.7 or 1.8
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L2707[18:44:12] <MattDahEpic> 1.8
L2708[18:44:13] <MattDahEpic> .8
L2709[18:44:28] <Dark> hmm
L2710[18:45:09] <Dark> My brain has forgot that info
L2711[18:45:19] <Dark> not enough coffee to fuel backup servers
L2712[18:45:26] ⇨ Joins: cppchriscpp (~cppchrisc@c-76-24-45-127.hsd1.nh.comcast.net)
L2713[18:45:44] * MattDahEpic gives star bucks
L2714[18:45:52] <MattDahEpic> dollars with stars on them
L2715[18:49:28] <MattDahEpic> anyone else know how to generate item textures and then register those textures to those items in 1.8?
L2716[18:50:31] <H1N1theI> MattDahEpic: What do you mean by generate?
L2717[18:50:56] <gigaherz> MattDahEpic: depending on what you mean "generate"
L2718[18:50:57] <MattDahEpic> assign a color to a texture in code
L2719[18:51:06] <gigaherz> you can use tints
L2720[18:51:10] <gigaherz> like mc doesfor the spawn eggs
L2721[18:51:11] <MattDahEpic> like the inside color of a record
L2722[18:51:23] <H1N1theI> That's an overlay + tint, right?
L2723[18:51:37] <gigaherz> yeah layered + tints
L2724[18:51:45] <gigaherz> dunno if the records use that or not
L2725[18:51:49] <gigaherz> but the spawn eggs do
L2726[18:51:57] <MattDahEpic> records have seperate textures
L2727[18:52:09] <H1N1theI> Yeah, that's overlay + tint.
L2728[18:52:27] <H1N1theI> You overlay a conditional texture over the regular one and then tint it.
L2729[18:52:38] <H1N1theI> Or, in this case, actually, probably just a conditional texture.
L2730[18:52:39] <gigaherz> spawn eggs have two layers, the egg shape, and the dots
L2731[18:52:45] <gigaherz> each one has a separate tint channel
L2732[18:52:51] ⇨ Joins: DeltaBravo (DeltaBravo@nc-67-237-86-173.dyn.embarqhsd.net)
L2733[18:52:51] <gigaherz> which is assigned based on subitem
L2734[18:52:57] <MattDahEpic> i is not artist
L2735[18:53:06] <gigaherz> so what do you want to achieve?
L2736[18:53:28] <MattDahEpic> i want to change the color of the inside of a record, and i have a java.awt.Color
L2737[18:53:51] <MattDahEpic> and an image of the disk park and an image of the inside part
L2738[18:54:03] <MattDahEpic> of the vanillarecord
L2739[18:54:17] <gigaherz> ah records are separate textures
L2740[18:54:30] <gigaherz> okay then
L2741[18:54:44] <MattDahEpic> [17:51:52] <MattDahEpic> records have seperate textures
L2742[18:54:52] <gigaherz> record_strag.png
L2743[18:54:55] <gigaherz> has the center bit white
L2744[18:55:04] <gigaherz> ifyou open the png in like, gimp, or paint.net
L2745[18:55:10] <gigaherz> you can remove all BUT the center pixels
L2746[18:55:20] <gigaherz> and save the white pixels to a separate texture
L2747[18:55:25] <MattDahEpic> i have those already
L2748[18:55:43] <MattDahEpic> im enough artist to copypaste stuff
L2749[18:56:02] <gigaherz> yeah
L2750[18:56:07] <gigaherz> so an item looks a bit like
L2751[18:56:07] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/item/orb_death.json#L4
L2752[18:56:10] <gigaherz> with layer0
L2753[18:56:43] <H1N1theI> Hey gigaherz, is there somewhere specifically I have to hook the unloading of my WorldStorage thing? I've scoured your code, but I can't find it.
L2754[18:56:56] ⇨ Joins: Upthorn (~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net)
L2755[18:57:02] <gigaherz> if you open minecraft's spawn_egg.json
L2756[18:57:08] <gigaherz> you'll see it has layer0 then layer1
L2757[18:57:51] <gigaherz> H1N1theI: nope, it remains loaded for as long as the save/dimension is loaded
L2758[18:58:20] <gigaherz> MattDahEpic: so once you have the item with two layers, you'll need to assign the tints -- and that's what I don't know from memory
L2759[18:58:21] <gigaherz> XD
L2760[18:58:31] <williewillus> theres a callback in the item class iirc
L2761[18:58:38] <williewillus> that takes the renderpass and returns a color
L2762[18:58:42] <H1N1theI> gigaherz: Does it automatically writeToNBT when it's unloaded?
L2763[18:58:57] <williewillus> look in the spawn egg item class and something like it shoujd be there
L2764[18:59:05] <gigaherz> H1N1theI: as long as you call markDirty() to notify mc that it has changes to save
L2765[18:59:37] <gigaherz> MattDahEpic: if it wasn't obvious, you want the texture with the white center pixels as layer1 ;P
L2766[18:59:55] <H1N1theI> gigaherz: Well, time to refactor.
L2767[19:01:31] ⇦ Parts: DeltaBravo (DeltaBravo@nc-67-237-86-173.dyn.embarqhsd.net) ())
L2768[19:01:39] <primetoxinz> is there a way to get the server world on the client side?
L2769[19:01:50] <Dark> nope
L2770[19:02:04] <primetoxinz> didn't think so....
L2771[19:02:12] <gigaherz> to be accurate
L2772[19:02:21] <gigaherz> when the mod is in the client
L2773[19:02:29] <gigaherz> you CAN use MinecraftServer.*
L2774[19:02:31] <Dark> in theory youc an do packet handling to get it client side
L2775[19:02:34] <Dark> but its not worth it
L2776[19:02:38] <Dark> just run your logic server side
L2777[19:02:39] <gigaherz> but it's unsafe to do so from the client thread
L2778[19:02:42] <Dark> then sync results to the client
L2779[19:02:52] <gigaherz> race conditions will cause random issues ;P
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L2781[19:03:00] <Dark> gigaherz that only works in single player
L2782[19:03:02] <primetoxinz> yeah, I want to send the Immersive Engineering Ore veins to the client so I can render where they are
L2783[19:03:09] <gigaherz> and of course, you just can't access the dedicated server's world
L2784[19:03:13] <gigaherz> that should be obvious
L2785[19:03:13] <gigaherz> XD
L2786[19:03:20] <Dark> primetoxinz then just use packet handling
L2787[19:03:32] <gigaherz> primetoxinz: packet time. ;P
L2788[19:03:32] <Dark> you can map the veins server side
L2789[19:03:33] <primetoxinz> alright, thought that might be what I had to do
L2790[19:03:36] <Dark> then pop a list to the client
L2791[19:03:48] <Dark> I do the same thing for laser renderering
L2792[19:03:56] <Dark> and world edit rendering
L2793[19:04:03] <primetoxinz> ok, cool
L2794[19:04:13] <gigaherz> just send a "list of BlockPos" serialized into the bytebuf ;P
L2795[19:04:23] <Dark> ^
L2796[19:04:39] <Dark> I also suggest writing a wrapper class to make it easy to store and convert
L2797[19:05:12] <primetoxinz> I know what these things mean, but I have no idea how to do them xD
L2798[19:05:32] <williewillus> blockpos can be converted to longs btw with toLong/fromLong
L2799[19:05:33] <Dark> experiment
L2800[19:05:36] <Dark> you'll figure it out
L2801[19:05:38] <Dark> also github
L2802[19:05:52] <primetoxinz> also, this is 1.7 there is no BlockPos
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L2804[19:06:09] <Dark> in that case just make a data object like it
L2805[19:06:16] <williewillus> (ChunkCoordinates)
L2806[19:06:49] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine/blob/development/src/main/scala/com/builtbroken/mc/lib/transform/vector/Pos.java
L2807[19:07:51] <H1N1theI> gigaherz: Is there another class other than WorldSavedData I can use as a base class for my indivisual values?
L2808[19:07:59] <luacs1998> !gm 180343 1.8
L2809[19:08:14] <gigaherz> H1N1theI: WorldSavedData is the class that implements the saving and loading
L2810[19:08:15] <gigaherz> inside that
L2811[19:08:19] <gigaherz> you choose what you have
L2812[19:08:23] <H1N1theI> Ok, I see.
L2813[19:08:29] <gigaherz> my implementation used RiftInventory instances
L2814[19:08:36] <gigaherz> to keep track of each shared inventory
L2815[19:09:23] <H1N1theI> gigaherz: And how exactly does NBT recurse? Can it recurse?
L2816[19:09:48] <gigaherz> NBT is hierarchical
L2817[19:10:02] <gigaherz> you can use tag.setTag(key, nested tag)
L2818[19:10:15] <gigaherz> you can have lists of things too
L2819[19:11:16] <H1N1theI> I think I understand now.
L2820[19:11:18] <H1N1theI> Thanks.
L2821[19:11:26] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/essentializer/TileEssentializer.java#L29
L2822[19:11:31] <gigaherz> this is a tileentity, but you can get the idea
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L2825[19:18:16] <luacs1998> !gm 147134 1.7.10
L2826[19:18:34] <luacs1998> !gm 151315 1.7.10
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L2830[19:28:28] <Dark> hey calclavia
L2831[19:29:42] <calclavia> Dark: hey
L2832[19:29:59] <Dark> so how is life outside of modding
L2833[19:30:01] <calclavia> Just finished finals. Whew
L2834[19:30:09] <Dark> still have 2 to go myself
L2835[19:30:25] <Dark> Discrete Math and OOP and Data structures
L2836[19:30:39] <calclavia> Dark: lol, 1st years have to take a lot of basic stuff. I just finished a data struct exam
L2837[19:31:06] <Dark> :) first year stuff, miss not having to work for A's
L2838[19:31:06] <calclavia> It's interesting to see the academic perspectives on the stuff I've been using for modding for awhile
L2839[19:31:09] <gigaherz> ahh I remember those classes (well the equivalent ones on my oni ofc ;P)
L2840[19:31:36] <calclavia> Dark: I did have to memorize tons of unix commands for today's exam =_= Though that went pretty well
L2841[19:31:37] <Dark> funny thing is i get to use modding at the academic level
L2842[19:31:43] <Dark> writing a report of MC modding APIs
L2843[19:31:47] <calclavia> lol?
L2844[19:31:55] <calclavia> What's your review of Forge?
L2845[19:32:12] <Dark> yes, effective API creation and how much it would cost to rewrite
L2846[19:32:19] <Dark> 50 page report
L2847[19:32:26] <calclavia> I did a good amount of C too
L2848[19:32:37] <calclavia> think I'm ready for Minecraft for Windows, if mods can be made for that :P
L2849[19:32:38] <Dark> my coding 101 class was C
L2850[19:32:55] <gigaherz> calclavia: you mean MCPE? ;P
L2851[19:32:56] <Dark> though most of my advanced classes are python and java
L2852[19:33:17] <calclavia> I'm required to take Assembly class next quarter :\
L2853[19:33:20] <calclavia> Dark: I know you did it before
L2854[19:33:27] <gigaherz> if it's MIPS32, it's nice
L2855[19:33:43] <Dark> ya Assembly... not fun
L2856[19:33:54] <gigaherz> x86 asm is ok, but not the most amazing
L2857[19:34:02] <gigaherz> I have been told ARM assembly is nice enough
L2858[19:34:07] <Dark> i'm an OOP programmer
L2859[19:34:33] <calclavia> ^ I think most people prefer to be OOP than messing with low level stuff
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L2861[19:34:50] <Dark> its cool for performance but a nightmare to do good data flows
L2862[19:35:13] <Dark> wrote a pathfinder in it that could map a room and find the door
L2863[19:35:23] <Dark> bad enough I was using sonic data for the map
L2864[19:35:31] <gigaherz> having been involved in multiple emulator projects,, I know while a few people who prefer low-level
L2865[19:35:32] <gigaherz> XD
L2866[19:35:36] <gigaherz> -,
L2867[19:35:45] <Dark> to each their own
L2868[19:36:04] <Dark> anyways, anyone good at drawing 2D objects in java without libs
L2869[19:36:04] <gigaherz> I sortof like both
L2870[19:36:11] <gigaherz> but I wouldn't write anything complex in assembler
L2871[19:36:14] <Dark> making pacman without using google
L2872[19:36:23] <Dark> well google for direct answers
L2873[19:36:28] *** Falk|Away is now known as Falkreon
L2874[19:36:48] <Falkreon> actually asm can still pull off some surprisingly good modularization
L2875[19:37:37] <Falkreon> all I'd really miss are macros, structs, and c-style control structures
L2876[19:37:57] <calclavia> Eh, I miss classes
L2877[19:38:04] <gigaherz> many assemblers can do macros these days ;P
L2878[19:38:10] <Falkreon> :D
L2879[19:38:11] <gigaherz> some can do structs
L2880[19:38:55] <gigaherz> although structs in asm are just obtaining the field offset ;P
L2881[19:38:56] <Dark> btw calclavia when you take discrete math I may be able to help you with some software
L2882[19:38:59] <Falkreon> well none of them do control structures, that's clearly in the realm of a compiler or preprocessor
L2883[19:39:04] <Dark> wrote a few tools for getting threw the class easy
L2884[19:39:23] <calclavia> Dark: I finished my intro discrete math
L2885[19:39:27] <calclavia> doing a more advanced one next quarter
L2886[19:39:29] <Dark> https://dl.dropboxusercontent.com/u/70622753/pics/work/DiscreteMathHelper-v0.0.3-11.09.2015.png
L2887[19:39:37] <Falkreon> I'd probably wind up implementing some kind of VMT anyhow
L2888[19:39:44] <Falkreon> so it's better that I'm working in oop X)
L2889[19:39:56] <calclavia> Dark: Ahaha, just had an exam on that day before yesterday. Demorgan's law...
L2890[19:40:15] <calclavia> Been using that law for so long, didn't know it was called that until the course
L2891[19:40:19] <Dark> taking my final for it monday or tuesday
L2892[19:40:32] <Dark> told it will take 8 hours
L2893[19:40:46] <calclavia> Dark: Do you cover up to Primes/Factoring big numbers and stuff?
L2894[19:40:51] <calclavia> Graphs
L2895[19:40:55] <Dark> yes
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L2897[19:41:10] <Dark> covered the entire book, a first for a class
L2898[19:41:17] <calclavia> Cool. Some of the algorithms in Discrete are kinda cool, the O(log*(n)) ones
L2899[19:41:23] <Dark> yep
L2900[19:41:51] <Dark> still working on how to describe the effectiveness of an algorithm
L2901[19:41:56] <calclavia> Dark: In general the algorithms are quite helpful, especially for all the problems we ran into in the past with our energy network
L2902[19:42:07] <Dark> very true
L2903[19:42:15] <calclavia> After finishing this course, I look back at all my algorithms and I can say "this sucks here" :P
L2904[19:42:17] <Dark> Big-Oh would have been useful for those
L2905[19:42:31] <Dark> that being said I got close to O(1)
L2906[19:42:45] <Dark> at least after the init pathfinding
L2907[19:43:01] <Dark> pathfinder only took O(x)
L2908[19:43:20] <Dark> unless you split in which it was O(x2) worst case
L2909[19:43:40] <calclavia> How can you have O(1) pathfinding for energy system?
L2910[19:44:01] <Dark> after the init pathfinder you do not need to path find again
L2911[19:44:08] <Dark> meaning you just dump energy
L2912[19:44:17] <Dark> which is O(1) since the data doesn't change
L2913[19:44:24] <Dark> always runs at the same time
L2914[19:44:31] <calclavia> oh, it's not the pathfinding that's O(1), it's the overal system
L2915[19:44:37] <Dark> yep
L2916[19:44:47] <Dark> which is the important part
L2917[19:44:53] <Dark> its why UE4 was faster than RF
L2918[19:45:25] <Dark> then new one I'm working on is 5 times faster than RF wires
L2919[19:45:34] <Dark> plus is multi-threaded again
L2920[19:45:50] <gigaherz> network-based instead of block-based?
L2921[19:45:53] <Dark> speaking of which you should see what I did with ICBM's explosive pathfinder
L2922[19:46:01] <calclavia> Dark: Link to Github?
L2923[19:46:04] <calclavia> that class*
L2924[19:46:09] <Dark> gigaherz network with no TEs
L2925[19:46:17] <gigaherz> sounds nice
L2926[19:46:18] <Dark> which one calc?
L2927[19:46:26] <calclavia> Dark: The pathfinder you improved
L2928[19:46:30] <calclavia> just for curiousity
L2929[19:46:59] <Dark> its not so much a performance improvement but functionality
L2930[19:47:03] <gigaherz> I was wondering about connectivity stuffs a while ago, and the best I could come up with was to assign a network ID to the TEs and use network merge/split when placing/breaking
L2931[19:47:04] <Dark> there are also two versions
L2932[19:47:43] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine/blob/development/src/main/scala/com/builtbroken/mc/prefab/explosive/blast/BlastSimplePath.java
L2933[19:47:45] <calclavia> Dark: The graphs from Discrete is extremely helpful for energy systems
L2934[19:47:55] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine/blob/development/src/main/scala/com/builtbroken/mc/prefab/explosive/blast/BlastBasic.java
L2935[19:48:11] <Dark> that would be due to graphs being used to map wires in real life
L2936[19:48:19] <Dark> used them for 3 years before becoming a programmer
L2937[19:48:31] <Dark> its why I understood wire grids better than you when working on UE
L2938[19:48:46] <Dark> anyways blast basic is an energy pathfinder
L2939[19:49:07] <Dark> it releases energy in 6 directions slowly consuming the energy
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L2941[19:49:28] <Dark> this way the blast does not go threw unbreakable walls but still paths around the wall if there is a hole
L2942[19:49:36] <Dark> the simple path is the old school pathinder
L2943[19:49:39] <Dark> which just loops blocks
L2944[19:49:48] <foxy> hi i have a question
L2945[19:50:06] <foxy> how do i make a mod not required on the client?
L2946[19:50:12] <foxy> i completely forgot
L2947[19:50:38] <Dark> acceptableRemoteVersions = "*"
L2948[19:50:40] <Dark> in @Mod
L2949[19:50:46] <Dark> make sure you mod has no content though
L2950[19:50:48] <Dark> or it will fail
L2951[19:51:11] <foxy> right okay
L2952[19:51:30] <foxy> it's a server mod with an optional client interface
L2953[19:52:08] <Dark> ah, love those kind of mods
L2954[19:52:24] <foxy> sarcasm?
L2955[19:52:29] <Dark> nope
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L2957[19:52:36] <Dark> really like server side mods with client side GUIs
L2958[19:52:38] <Dark> very useful
L2959[19:52:41] <foxy> yeh
L2960[19:52:42] <foxy> i'
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L2963[19:52:58] <foxy> i'm actually using a sponge plugin, but i need to be able to render things in the world
L2964[19:53:08] <Dark> ah cool
L2965[19:53:19] <foxy> so yerp
L2966[19:53:26] <Dark> would this be world edit style boxes?
L2967[19:53:56] <foxy> i am literally writing a replacement for worldguard right now
L2968[19:54:10] <Dark> cool, might be able to help you with some example code :)
L2969[19:54:21] <foxy> well i have the sponge plugin
L2970[19:54:24] <foxy> like
L2971[19:54:27] <foxy> it works
L2972[19:54:30] <Wuppy> I am alive :o
L2973[19:54:39] <gigaherz> some time ago I was thinking about a claim system for mc
L2974[19:54:43] <gigaherz> something like Landmark
L2975[19:54:47] <Dark> meant with the client side part
L2976[19:54:51] <foxy> ahh
L2977[19:54:52] <Dark> have code for rendering boxes in world
L2978[19:54:53] <gigaherz> where non-claimed areas that get unloaded
L2979[19:54:54] <Wuppy> 5 minutes for Ludum Dare
L2980[19:54:56] <Wuppy> HYPE
L2981[19:54:56] <gigaherz> don't actually get saved to disk
L2982[19:55:12] <gigaherz> so that resources regenerate
L2983[19:55:13] <Dark> would be a nice mod
L2984[19:55:15] <foxy> well i have code
L2985[19:55:23] <foxy> just lookup foxguard in github
L2986[19:55:49] <gigaherz> problem with that approach would be the server load of regenerating chunks over and over XD
L2987[19:56:16] <gigaherz> so a better approach would be to have an "age" timer on the chunks
L2988[19:56:19] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine/blob/development/src/main/scala/com/builtbroken/mc/core/handler/RenderSelection.java
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L2990[19:56:21] <Dark> just in case
L2991[19:56:55] <Dark> gigaherz just generate, save, and don't save edits
L2992[19:56:59] <Unh0ly_Tigg> o/
L2993[19:57:01] <Dark> or keep track of edits
L2994[19:57:02] <Ordinastie> so you have your java code inside scala folder?
L2995[19:57:04] <Dark> and reverse after a timer
L2996[19:57:11] <Unh0ly_Tigg> I have new glasses now!
L2997[19:57:19] <Dark> Ordinastie due to scala code
L2998[19:57:36] <Dark> can't compile scala and java separately due to grade issues
L2999[19:57:43] <Wuppy> 2 minutes :d
L3000[19:57:44] <Rockers> Ludum Dae comes out on 3 minutes.
L3001[19:57:44] <Wuppy> :D
L3002[19:57:53] <Rockers> :p
L3003[19:58:00] <Wuppy> Rockers, I randomly woke up at 10 minutes before the jam somehow
L3004[19:58:21] <Rockers> I'm still up but I'm going to bed once I find out what it is.
L3005[19:58:23] <Wuppy> so now to turn on some loud music and get to to work :P
L3006[19:58:36] <gigaherz> Dark: true.
L3007[19:58:39] <Rockers> Or turn off everything and get sleeping and wake up early?
L3008[19:58:41] <gigaherz> although structure spawns?
L3009[19:58:43] <gigaherz> hmmm
L3010[19:58:48] <Wuppy> but then you'll miss at least the first 8 hours of the jam
L3011[19:58:59] <Rockers> But my bed.
L3012[19:59:02] <Rockers> So soft.
L3013[19:59:08] <Wuppy> ikr
L3014[19:59:16] <Wuppy> I had a hard time getting out just now
L3015[19:59:16] <Rockers> 50 secs
L3016[19:59:23] <gigaherz> anyhow I'm too lazy to write such a mod... claim management and all that crap XD
L3017[19:59:39] <Dark> did a plugin for a bukkit server gigaherz that did passive world regen
L3018[19:59:48] <Wuppy> 15 :o
L3019[20:00:00] <Dark> essentially reset what the player did every 20 mins outside of towns
L3020[20:00:10] <Wuppy> w00t
L3021[20:00:12] <Dark> and 2 days for chest loot
L3022[20:00:30] <Rockers> are you kiddding me
L3023[20:00:34] <Rockers> "results soon"
L3024[20:00:42] <Wuppy> two teams
L3025[20:00:42] <Wuppy> wtf
L3026[20:01:01] <Wuppy> theme is: Two Button Controls AND Growing
L3027[20:01:01] <Rockers> It crashed for me
L3028[20:01:13] <Rockers> What does that mean?
L3029[20:01:16] <foxy> it still feels weird to not have clientside/serverside required anymore
L3030[20:01:17] <Rockers> Growing
L3031[20:01:43] <Wuppy> does this mean we need to include both themes or just 1
L3032[20:01:56] <Wuppy> oh, either or both
L3033[20:02:04] <Rockers> I have an idea :p
L3034[20:02:13] <Wuppy> I don't just yet
L3035[20:02:36] <gigaherz> lol
L3036[20:02:36] <gigaherz> https://twitter.com/ludumdare/status/675495354406592512
L3037[20:02:45] <gigaherz> two themes because there was a tie
L3038[20:02:53] <gigaherz> Wuppy: either or
L3039[20:02:58] <Wuppy> yep
L3040[20:03:17] <Dark> whats this about a dare?
L3041[20:03:33] <gigaherz> Dark: Ludum dare is a challenge/competition
L3042[20:03:35] <Wuppy> ludum dare game jam
L3043[20:03:40] <gigaherz> participants create a game in a weekend
L3044[20:03:55] <Wuppy> oh god... I just noticed a pretty bad bug in the code I was going to use for suggestions :(
L3045[20:04:01] <gigaherz> submit the game before the deadline, and then they get voted to pick winners
L3046[20:04:02] <Rockers> Oh gawd. Someones going to make erotica, I can assure you.
L3047[20:04:11] <gigaherz> Rockers: theme is fixed
L3048[20:04:17] <Dark> tempted to join but still writing pacman for a job interview
L3049[20:04:25] <gigaherz> also rules ;P
L3050[20:04:35] <Dark> rules are fun \0/
L3051[20:04:44] <Rockers> I have an idea
L3052[20:04:47] <Wuppy> welp.. I'm going in completely without any source code to help
L3053[20:04:52] <Rockers> Shh
L3054[20:04:57] <Rockers> www.unity3d.com
L3055[20:05:34] <Rockers> Anyway, going to get some sleep. See you all tomorrow.
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L3059[20:10:17] <Dark> https://www.dropbox.com/s/e7il0mgzwu9rz07/Screenshot%202015-12-11%2021.09.54.png?dl=0
L3060[20:10:25] <Dark> think someone could help me with this
L3061[20:10:37] <Dark> trying to draw cubes in java without any additonal libs
L3062[20:11:02] <Dark> having some odd overlap issue when rendering cubes next to each other
L3063[20:12:34] <H1N1theI> gigaherz: Welp, got the network storage and backend done, time to write propagation code and what not.
L3064[20:13:33] <gigaherz> :)
L3065[20:17:21] <Wuppy> so far I havent even gotten visual studio to work with sdl :(
L3066[20:17:27] <Wuppy> progress is not fast
L3067[20:18:11] *** Vigaro is now known as Vigaro|AFK
L3068[20:18:48] <H1N1theI> Wuppy: SDL? That's some serious nonsense you're getting yourself into. :P
L3069[20:19:41] <Unh0ly_Tigg> I wiped my gradle cache earlier, and started over... so many downloads: http://i.imgur.com/WRDaQ01.png
L3070[20:19:49] *** Vigaro|AFK is now known as Vigaro
L3071[20:19:51] <Dark> https://www.dropbox.com/s/gs60nwe6uk6y5ym/Screenshot%202015-12-11%2021.18.15.png?dl=0
L3072[20:19:56] <Dark> this makes me really happy
L3073[20:20:03] <Dark> so many things I can do with that grid
L3074[20:20:07] <Dark> so many games to make
L3075[20:22:33] <ASB2> Is it impossible to hardcode block models in 1.8?
L3076[20:22:50] <Dark> not impossible, but may be very hard
L3077[20:23:44] <killjoy> How is jsons not hard-coded?
L3078[20:24:03] <ASB2> My problem is that Id have to create 3 json files for every block in my mod
L3079[20:24:18] <killjoy> Create them dynamically?
L3080[20:24:27] <killjoy> idk, I don't do blocks
L3081[20:24:38] <Dark> dynamic generation should work
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L3083[20:24:48] <tterrag> you can absolutely code your models if you want
L3084[20:24:49] <Dark> after all it just converts the JSON into an internal model format
L3085[20:24:58] <tterrag> go look at the many forge examples
L3086[20:25:03] <Dark> ^
L3087[20:25:06] <tterrag> essentially just implement IBlockModel (I thinK)
L3088[20:26:01] <gigaherz> IBakedModel
L3089[20:26:19] <gigaherz> has getGeneralQuads, which returns a list of BakeQuads thast are alwyas rendered
L3090[20:26:33] <gigaherz> while getFaceQuads returns the ones only visible if a certain face is on sight
L3091[20:27:05] <gigaherz> you probably want ISmartBlockModel/ISmartItemModel, possibly mixed with IPerspectiveAwareModel
L3092[20:28:07] <gigaherz> this has one giant drawback though: resourcepack authors can't customize your models to make them fit into a theme
L3093[20:28:26] <gigaherz> which is the whole point of the json system
L3094[20:28:29] <Wuppy> oh god what am I getting myself into
L3095[20:28:55] <Wuppy> SDL doesn't work out of the box with VS 2015
L3096[20:29:03] <ASB2> gigaherz: Any examples of mods that allow that
L3097[20:29:22] <gigaherz> Wuppy: get a mingw install, compile from cmdline using a basic make script
L3098[20:29:26] <gigaherz> or even a .sh
L3099[20:29:29] <ASB2> I mean mods that implement models in that way
L3100[20:29:36] <gigaherz> ASB2: hardcoded?
L3101[20:29:39] <ASB2> Yah
L3102[20:29:42] <gigaherz> I don't have anything specific
L3103[20:29:45] <gigaherz> hmmm
L3104[20:29:55] <gigaherz> I guess the old version of my OBJ model loader would serve as an example
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L3108[20:31:53] <Lomeli12> An example of pipes being made with ISmartBlockModel: https://github.com/TeamBR-Modding/NeoTech/blob/eb77bfb9d236a431ad2d1d2ce09f0b8aaf81b257/src/main/java/com/dyonovan/neotech/client/modelfactory/models/ModelPipe.java
L3109[20:31:55] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/d5ce43a81827becc393d7f54a6fec4b931da34db/src/main/java/gigaherz/elementsofpower/models/ModelRegistrationHelper.java
L3110[20:32:00] <gigaherz> it's sortof a mess but here it is
L3111[20:32:08] <gigaherz> probably any other exmaple is a better example
L3112[20:33:31] <gigaherz> basically what you care about is ModelBakeEvent and TextureStitchEvent
L3113[20:33:33] <gigaherz> or wait
L3114[20:33:41] <gigaherz> you could just use the ModelLoaderRegistry to register a custom model loader
L3115[20:33:52] <gigaherz> and handle your ResourceLocations explicitly
L3116[20:34:35] <gigaherz> using the ModelLoaderRegistry means
L3117[20:34:51] <gigaherz> a class that implements ICustomModelLoader
L3118[20:34:53] <gigaherz> in accept()
L3119[20:35:03] <gigaherz> you return true for ResourceLocations that you want to override with custom models
L3120[20:35:11] <gigaherz> in loadModel, you return an instance of an IModel class
L3121[20:35:18] <gigaherz> that knows how to construct the model
L3122[20:35:37] <MattDahEpic> dang still cant figure out how to do the texture tinting
L3123[20:35:51] <gigaherz> the IModel class has a series of methods
L3124[20:36:02] <gigaherz> including getTextures() which returns the list of textures you need
L3125[20:36:10] <gigaherz> and bake() which returns the actual IBakedModel
L3126[20:36:32] <gigaherz> it is in bake() where you will have the chance to build the list of BakeQuads you need in your IBakedModel
L3127[20:37:05] <gigaherz> something like new MyCustomBakedModel(textures)
L3128[20:37:17] <Wuppy> any ideas for a game about "2 button controls" and "growing"?
L3129[20:37:24] <gigaherz> I had some
L3130[20:37:28] <gigaherz> gave them on a different channel
L3131[20:37:32] <gigaherz> XD
L3132[20:37:36] <gigaherz> but I can repeat some of them
L3133[20:37:50] <MattDahEpic> Wuppy, you can only defeat enimies of a smaller size and the buttons increase/decrease size
L3134[20:37:54] <gigaherz> the "two button controls" we all assume it means the game should be controller with just 2 buttons
L3135[20:38:05] <gigaherz> doesn't speak about axes, but let's pretend those are out too
L3136[20:38:25] <gigaherz> so
L3137[20:38:28] <gigaherz> the simplest concept
L3138[20:38:33] <gigaherz> agar.io
L3139[20:38:35] <gigaherz> you have a blob
L3140[20:38:40] <gigaherz> one button turns leftward
L3141[20:38:47] <gigaherz> the other button turns rightward
L3142[20:38:55] <gigaherz> the blob always moves forward
L3143[20:39:08] <gigaherz> optional: special action on pressing both at once
L3144[20:39:22] <gigaherz> growth concept: integrated in the design
L3145[20:39:32] <gigaherz> another concept:
L3146[20:39:35] <gigaherz> a runner-style game
L3147[20:39:46] <gigaherz> one button moves to the lane to the left
L3148[20:39:50] <gigaherz> another button moves to the lane on the right
L3149[20:39:53] <Dark> something tells me two button controls -> two buttons at once for each action
L3150[20:39:56] <Dark> ctrl + A
L3151[20:40:00] <gigaherz> pressing both at once avoids the incoming obstacles
L3152[20:40:18] <gigaherz> Dark: that's... a different interpretation
L3153[20:40:22] <Dark> yep
L3154[20:40:27] <gigaherz> but I'd assume that to mean button-combos
L3155[20:40:29] <Dark> just though I throw it out there, either way nice concept
L3156[20:40:33] <gigaherz> to be called*
L3157[20:40:45] <ASB2> Should events be registered to FMLCommonHandler.instance().bus() because im getting a depreciated error on the .bus() method
L3158[20:40:53] <ASB2> warning*
L3159[20:40:57] <gigaherz> ASB2: as of 1.8.8, the FML bus is no more
L3160[20:41:09] <ASB2> How do events work then?
L3161[20:41:10] <gigaherz> the method returns the same instance as MinecraftForge.EVENT_BUS
L3162[20:41:10] <Dark> :) did they finally merge the FML bus with the forge bus
L3163[20:41:14] <Wuppy> that's actuallly a very interesting interpretation of that theme Dark :o
L3164[20:41:19] <gigaherz> yep Dark
L3165[20:41:24] <gigaherz> now that FML isn't a separate entity
L3166[20:41:28] <Dark> \0/ no more tracking different buses
L3167[20:41:29] <gigaherz> the next logical step was to unify the bus
L3168[20:41:32] <Dark> can remove my hacks
L3169[20:42:00] <Dark> also seeing as the themes are generic
L3170[20:42:21] <Dark> you can see them in different ways
L3171[20:42:25] <Wuppy> MattDahEpic, that's a pretty interesting idea right there
L3172[20:42:29] <Dark> might be the idea of the challange
L3173[20:42:32] <gigaherz> that's part of the concept XD
L3174[20:42:37] <gigaherz> they giveyou a theme
L3175[20:42:40] <gigaherz> you choose how to interpret it
L3176[20:42:44] <Dark> ^
L3177[20:42:55] <Dark> loving the idea of this dare thing
L3178[20:42:57] <gigaherz> "growth" can mean anything from plant growth, to personal growth
L3179[20:43:03] <Dark> might start doing it in MC for devs
L3180[20:43:08] <gigaherz> hmm
L3181[20:43:10] <gigaherz> oh!
L3182[20:43:16] <Wuppy> gigaherz, I think personal growth is a bit out of my league for this LD :P
L3183[20:43:20] <Dark> to character growth
L3184[20:43:28] <gigaherz> you could have a game where the point is to change the moods of a virtual character
L3185[20:43:31] <Dark> story growth
L3186[20:43:33] <Dark> world growth
L3187[20:43:39] <Dark> level growth
L3188[20:43:46] <gigaherz> you have options that drivethe person to insanity
L3189[20:43:54] <gigaherz> options that make the character a nicer person
L3190[20:44:00] <ASB2> Beautiful thanks
L3191[20:44:04] <Dark> >:)
L3192[20:44:18] <gigaherz> hmmm
L3193[20:44:20] <gigaherz> two buttons:
L3194[20:44:21] <Dark> the evil designer in me wants to mess with the player
L3195[20:44:36] <MattDahEpic> gigaherz, still cant figure out how to do the image tinting
L3196[20:44:37] <Dark> need to make another slenderman mod
L3197[20:44:42] <gigaherz> "Help" or "Disrupt"
L3198[20:44:52] <gigaherz> if you help the character to do evil actions
L3199[20:44:56] <gigaherz> they become evil
L3200[20:45:02] <Soni> so anyone wanna help me put a whole OS in MC?
L3201[20:45:12] <Dark> nope
L3202[20:45:15] <Dark> also OC
L3203[20:45:19] <gigaherz> not really Soni XD
L3204[20:45:24] <Dark> really suggest OC
L3205[20:45:28] <Soni> I don't mean in-game I mean in-MC
L3206[20:45:37] <Soni> as in on top of MC
L3207[20:45:44] <Dark> so turn MC into an OS
L3208[20:45:49] <Dark> not a bad concept
L3209[20:45:51] <Soni> pretty much
L3210[20:45:53] <gigaherz> MattDahEpic: did you look at the spawn eggs?
L3211[20:46:00] <Dark> worlds as file icons :o
L3212[20:46:03] <Soni> use servers for networking, you connect to other players
L3213[20:46:23] <Dark> its like that mod I was working on to have the menu replaced with a game world
L3214[20:46:24] <Soni> (either with a DCC-like system or relayed by the server)
L3215[20:46:30] <Dark> where the player walked threw portal to get to worlds
L3216[20:46:42] <gigaherz> someone did a VM manager (for docker) in MC
L3217[20:46:47] <MattDahEpic> gigaherz, i couldnt find the exact code where the spawn eggs happen. checked net.mc.client and net.mcfrg.client
L3218[20:46:47] <Soni> Dark, not really
L3219[20:46:52] <gigaherz> using levers to start/stop VMs
L3220[20:46:53] <gigaherz> and such
L3221[20:46:59] <Dark> well similiar concepts not exactly the same :p
L3222[20:47:20] <Soni> Dark, I'm not replacing anything, I'm just using what's already in MC
L3223[20:47:29] <Soni> building upon it
L3224[20:47:49] <Dark> at some level you would be replacing it
L3225[20:48:01] <Dark> as you can't keep the classic menu and your OS at the same time
L3226[20:48:12] <Dark> would conflict in design
L3227[20:48:36] <Soni> uhh
L3228[20:48:38] <gigaherz> MattaBase: ItemMonsterPlacer#getColorFromItemStack
L3229[20:48:42] <shadowfacts> WTF
L3230[20:48:44] <Soni> I can draw GUIs on top of GUIs
L3231[20:48:49] <gigaherz> oops
L3232[20:48:52] <gigaherz> MattDahEpic*
L3233[20:48:57] <Soni> it works perfectly fine
L3234[20:48:58] <Dark> yes but functionality of user experience is what I'm talking about
L3235[20:49:00] <MattDahEpic> i am MattaBase
L3236[20:49:16] <MattDahEpic> MattaBase is me
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L3238[20:49:34] <Dark> anyways if you have a good concept ignore me
L3239[20:49:37] <Dark> just go with it
L3240[20:50:16] <Soni> Dark, tabula is a thing
L3241[20:50:37] <Dark> tabula?
L3242[20:50:49] <Soni> ichun made a model editor in MC
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L3244[20:51:12] <Dark> what does modeling have to do with GUIs
L3245[20:51:30] <Soni> look at it http://ichun.us/mods/tabula-minecraft-modeler/
L3246[20:52:27] <Dark> I've seen it, but as you can see the button he adds works well with the main menu
L3247[20:52:33] <Dark> I though you wanted a full OS
L3248[20:52:43] <Dark> unless your doing the same thing
L3249[20:52:51] <gigaherz> Soni: Dark is imagining a Desktop Environment
L3250[20:52:55] <Soni> http://imgur.com/0UUnTso
L3251[20:53:02] <Soni> gigaherz, so am I
L3252[20:53:03] <gigaherz> where Singleplayer is a shortcut
L3253[20:53:08] <gigaherz> Multiplayer is a folder
L3254[20:53:11] <Dark> ^
L3255[20:53:11] <Soni> gigaherz, uhh not like that tho
L3256[20:53:21] <gigaherz> Options is a control panel applet
L3257[20:53:25] <Dark> was imaging an OS not a jump button to a different program
L3258[20:53:27] <Soni> gigaherz, the way I see it is that you'd have a start menu
L3259[20:53:35] <Dark> what IChu did what piggy pack MC
L3260[20:53:38] <Dark> to make a modeling program
L3261[20:53:53] <Soni> that start menu would change the GUI to a list of programs
L3262[20:53:57] <gigaherz> UGH stupid new IDEa icon
L3263[20:54:02] <gigaherz> I can't recognize it in the taskbar anymore
L3264[20:54:04] <gigaherz> looks like a glitch
L3265[20:54:11] <Soni> you pick a program, it'll open on top of the MC GUI
L3266[20:54:26] <Dark> cool
L3267[20:54:34] <Dark> anyways go with the concept
L3268[20:54:47] <Soni> you'll be able to hide the OS UI with a button press
L3269[20:54:48] <Dark> when done you can show it off and then we can talk about how effective the design is :)
L3270[20:55:03] <gigaherz> escape? ;p
L3271[20:55:14] <Dark> ^
L3272[20:55:19] <Dark> or Ctrl + C
L3273[20:55:20] <Soni> and the networking support means you can connect to other players without having a proper DNS
L3274[20:55:27] <Soni> you'd have like a distributed "DNS"
L3275[20:55:49] <gigaherz> you plan on implemented a distributed mesh?
L3276[20:55:53] <gigaherz> implementing*
L3277[20:56:06] <gigaherz> or you'll have HUB servers that allot people to speak to eachother?
L3278[20:56:08] <Soni> gigaherz, not really, just something similar to DCC
L3279[20:56:14] <gigaherz> allow*
L3280[20:56:20] <gigaherz> so hub-based network then, not p2p
L3281[20:56:20] <Soni> gigaherz, you know how DCC works, on IRC?
L3282[20:56:24] <gigaherz> yes
L3283[20:56:31] <gigaherz> I wrote an IRC client back in the day
L3284[20:56:32] <Soni> so basically you'd connect to a minecraft server
L3285[20:56:37] <gigaherz> XD
L3286[20:56:46] <Soni> then you'd send a DCC request to a player in that server
L3287[20:56:48] <Dark> still on my list to make an IRC client
L3288[20:56:49] <gigaherz> CTCP commands and p2p sockets
L3289[20:57:03] <Soni> and that player would send you their IP
L3290[20:57:07] <gigaherz> Dark: making a "bot" is easy-ish
L3291[20:57:13] <Soni> or something like that
L3292[20:57:16] <Dark> bots are easy
L3293[20:57:20] <Dark> need a client for MC
L3294[20:57:26] <gigaherz> I wrote an "Text-based battle arena" using IRC DCC
L3295[20:57:29] <Dark> plan on adding support options to my mods
L3296[20:57:30] <gigaherz> a*
L3297[20:57:32] <Dark> so a user can log into IRC
L3298[20:57:35] <Dark> and ask for help
L3299[20:57:37] <Dark> from inside of MC
L3300[20:57:46] <gigaherz> it was fun
L3301[20:57:52] <gigaherz> you could choose random battle
L3302[20:57:55] <gigaherz> or challenge another player
L3303[20:58:04] <gigaherz> I had a leveling system and all
L3304[20:58:11] <Soni> I plan on writing a gunzip over DCC
L3305[20:58:13] <gigaherz> then someone found a flaw in the system
L3306[20:58:23] <gigaherz> and suddenly started overflowing the numbers after reaching lvl > 600
L3307[20:58:41] <Soni> but that's unrelated
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L3311[21:01:25] <Soni> so the networking part is... I'm not sure how I'm gonna do it
L3312[21:01:41] <Soni> but I'll find a way
L3313[21:01:53] <Soni> it needs to be compatible with vanilla servers tho
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L3315[21:02:37] <Soni> part of the GUI part is already done
L3316[21:02:44] <Soni> I know how to draw a GUI on top of a GUI
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L3318[21:03:18] <Soni> I'll need to make my own graphics API as well
L3319[21:03:33] <Soni> at least if I want accelerated graphics (games)
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L3321[21:03:52] <Soni> and well I'll obviously need to make a GUI API
L3322[21:04:21] <Soni> anyway it's 1 AM I need sleep
L3323[21:04:35] <Soni> good night o/
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L3332[21:36:10] <Wuppy> \o/ took a short brake and right back to work :D
L3333[21:36:36] <MattDahEpic> Wuppy, i wanna see the final result when its done
L3334[21:36:49] <Wuppy> message you in 48 hours then :P
L3335[21:39:20] <kashike> what are you making?
L3336[21:40:12] <MattDahEpic> kashike, ludum dare
L3337[21:40:21] <kashike> ah
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L3339[21:46:59] <MattDahEpic> is there a way to feed item model jsons to the json parser without them being in the jar
L3340[21:47:22] <MattDahEpic> or make baked item models and feed those
L3341[21:47:58] <shadekiller666> you can make baked models
L3342[21:48:09] <shadekiller666> thats essentially what the custom model loaders do
L3343[21:48:26] <shadekiller666> a loader doesn't HAVE to LOAD a file
L3344[21:48:38] <shadekiller666> it just needs to shove data into minecraft
L3345[21:49:00] <MattDahEpic> ok then ill start work on the RisenYeastRecordModel
L3346[21:49:09] <shadekiller666> lol
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L3349[21:50:49] <MattDahEpic> shadekiller666, do you have any example code or do i just flail
L3350[21:51:11] <Wuppy> progress, I have now got input and png images :D
L3351[21:51:17] <shadekiller666> uhh
L3352[21:51:19] <shadekiller666> well
L3353[21:51:28] <shadekiller666> there is the obj loader
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L3356[21:52:44] <shadekiller666> actually, you don't need a "loader" perse, just a custom IModel
L3357[21:52:52] <Wuppy> MattDahEpic, I think I'm going to 100% follow your idea for the jam :D
L3358[21:53:06] <MattDahEpic> Wuppy, yaya
L3359[21:53:48] <masa> random fun fact, "perse" in finnish means ass
L3360[21:54:24] <Wuppy> omg, VS 2015 has variable renaming
L3361[21:54:42] * Wuppy is happy
L3362[21:55:56] <Wuppy> oh that's also a great idea for input, considering you only have 2 buttons, use 0 and 1 and do something something pc related :P
L3363[22:00:18] <Dark> walking down a road pick 0 or 1
L3364[22:01:25] <Wuppy> why not opcodes
L3365[22:02:26] <Dark> someone should make a flash card game were you are one a quest
L3366[22:02:32] <Dark> and only presented with two choices
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L3368[22:02:36] <Dark> those choices are only pictures
L3369[22:02:45] <Dark> that are very random and don't matter
L3370[22:03:04] <Dark> like "You have stepped on a bug" pick tree or cat picture
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L3372[22:04:16] <Wuppy> lol
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L3374[22:04:44] <killjoy> does &~0xff000000 the same as & 0xffffff?
L3375[22:05:03] <killjoy> bad grammar is bad
L3376[22:05:22] <killjoy> That's what I get for changing what I wanted to say half way through typing
L3377[22:06:49] <LexDesktop> depends on the word size
L3378[22:07:08] <LexDesktop> it could mean 0x00FFFFFF or it could mean 0xFFFFFFFF00FFFFFF
L3379[22:07:32] <killjoy> int
L3380[22:08:15] <killjoy> I want to cut the alpha off of a color int
L3381[22:08:42] <killjoy> doing color & ~0xff000000 right now
L3382[22:08:56] <gigaherz> yeah 0xffffff will do it
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L3384[22:09:23] <killjoy> Probably gets to that in the bytecode
L3385[22:09:30] <shadekiller666> or you could >>256
L3386[22:09:50] <gigaherz> uh no?
L3387[22:09:52] ⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping timeout: 195 seconds)
L3388[22:09:52] <shadekiller666> 256 * 16*
L3389[22:10:09] <LexDesktop> ys its better to jsut do the mask without the not
L3390[22:10:14] <gigaherz> >> 256 would result on 0 for any number yo ucan write in java
L3391[22:10:15] <gigaherz> XD
L3392[22:10:22] <killjoy> wouldn't that cut off the blue values?
L3393[22:10:31] <gigaherz> >> 256 would cut off 256 bits
L3394[22:10:33] <gigaherz> XD
L3395[22:10:38] <gigaherz> and yeah,. from the right
L3396[22:10:39] <gigaherz> not the left
L3397[22:10:44] <shadekiller666> vanilla does int->argb conversion using bitshifts
L3398[22:10:58] <gigaherz> shadekiller666: yes but I'm fairly certain it doesn't do 256 ;P
L3399[22:11:11] <gigaherz> rgb = (r<<16)|(g<<8)|(b)
L3400[22:11:12] <shadekiller666> oh right
L3401[22:11:15] <gigaherz> XD
L3402[22:11:19] <LexDesktop> Java can do 256 bit ints
L3403[22:11:23] <shadekiller666> >> 16 * 256*
L3404[22:11:24] <LexDesktop> Look into BigInteger
L3405[22:11:51] <gigaherz> 256bit_int>>256 is still 0
L3406[22:11:51] <gigaherz> ;P
L3407[22:11:53] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:2586:e376:670c:297e)
L3408[22:12:14] <shadekiller666> ...
L3409[22:12:22] <shadekiller666> fine
L3410[22:12:24] <shadekiller666> >> 16
L3411[22:12:34] <gigaherz> although is BigInteger specifically 256bit, or arbitrary-size?
L3412[22:12:51] <LexDesktop> arbitrary
L3413[22:13:04] <gigaherz> ah yeah then you could have a > 256bit number where >>256 is still > 0
L3414[22:13:17] ⇦ Quits: Lathanael|Away (~Lathanael@p5496172D.dip0.t-ipconnect.de) (Ping timeout: 206 seconds)
L3415[22:13:18] <shadekiller666> biginteger is basically float with exra stuff to represent int
L3416[22:13:18] <gigaherz> and it works with shifting operators and all?
L3417[22:13:26] <LexDesktop> no
L3418[22:13:27] <gigaherz> no it isn't
L3419[22:13:29] <killjoy> whatever, & 0xffffff works
L3420[22:13:39] <gigaherz> it's internally a byte[]
L3421[22:13:50] <LexDesktop> but it has its internal shift functions and shit
L3422[22:13:52] <shadekiller666> ok
L3423[22:14:11] <gigaherz> it most probably uses carry operations for adding, and algorithms for chaining multiplications and divisions
L3424[22:14:14] <killjoy> might work in groovy/scala
L3425[22:14:16] ⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L3426[22:14:23] <shadekiller666> no
L3427[22:14:34] <shadekiller666> one does not ever work on scala
L3428[22:14:38] <LexDesktop> one thing i REALLY wish java would pull in from .net
L3429[22:14:44] <LexDesktop> is the operator overloading
L3430[22:14:46] <LexDesktop> that'd be so sexy
L3431[22:14:47] ⇦ Parts: Aaron1011 (~Aaron1011@irc.spongepowered.org) (Leaving))
L3432[22:14:53] <shadekiller666> yep
L3433[22:14:56] <gigaherz> yep
L3434[22:14:56] ⇨ Joins: Aaron1011 (~Aaron1011@irc.spongepowered.org)
L3435[22:14:58] <killjoy> I know in groovy you can implement all the operators
L3436[22:15:09] <gigaherz> although I agree with someone
L3437[22:15:10] <LexDesktop> groovy doesnt matter shush
L3438[22:15:13] <shadekiller666> though that would be problematic with how java handles variables wouldn't it?
L3439[22:15:21] <killjoy> such as Object bitShiftRight(Object o)
L3440[22:15:28] <LexDesktop> Not really, its jkust syntax sugar.
L3441[22:15:36] <gigaherz> they could just make it so that
L3442[22:15:44] ⇨ Joins: Wastl2 (~Wastl2@f053006002.adsl.alicedsl.de)
L3443[22:15:51] <gigaherz> A + B compiles into either A.add(b) or Type.Add(A,B)
L3444[22:15:56] <LexDesktop> at compiletime it checks if the object has the function version of the operator and if it does it calls that instead of the normal setup
L3445[22:16:03] <gigaherz> and they wouldn't need any special syntax
L3446[22:16:15] <gigaherz> just expression sugar
L3447[22:17:27] <Unh0ly_Tigg> it's basically aliasing the infix operator with corresponding methods.
L3448[22:17:36] <gigaherz> yeap
L3449[22:17:44] <gigaherz> or if they are too scared to allow it for "anything"
L3450[22:18:12] <gigaherz> some interfaces... Arithmetic, Logic, Shiftable
L3451[22:18:32] <gigaherz> although that'd remove flexibility
L3452[22:18:44] <killjoy> Why not Bitwise
L3453[22:18:53] <gigaherz> that too
L3454[22:19:05] <shadekiller666> and would add confusino
L3455[22:19:08] <shadekiller666> fonfusion
L3456[22:19:28] <shadekiller666> confusion
L3457[22:19:38] <shadekiller666> i know how to gramar i promise
L3458[22:19:46] <gigaherz> yeah best would probably be comething like
L3459[22:20:02] ⇨ Joins: Lathanael|Away (~Lathanael@p549617F2.dip0.t-ipconnect.de)
L3460[22:20:02] <gigaherz> "C A#add(B)"
L3461[22:20:22] <MattDahEpic> so i have my RisenYeastRecordModel, how do i register it
L3462[22:20:26] <gigaherz> and it would be immediately abused to add stuff to lists ;P
L3463[22:20:35] <gigaherz> list = list + item;
L3464[22:20:46] <LexDesktop> whyt would tha tbe abuse?
L3465[22:20:54] <killjoy> list+=item
L3466[22:21:05] <shadekiller666> c# allows that
L3467[22:21:13] <shadekiller666> and its awesome
L3468[22:21:19] ⇦ Quits: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Read error: Connection reset by peer)
L3469[22:21:22] <gigaherz> ?
L3470[22:21:34] <gigaherz> I don't think C# lists implement operator+
L3471[22:21:36] <gigaherz> ;P
L3472[22:22:32] <gigaherz> they do use += and -= as a way to add and remove targets from a delegate
L3473[22:22:50] <LexDesktop> ya + and += are two different operators
L3474[22:23:17] <killjoy> + would return a separate list
L3475[22:23:25] <killjoy> at least I would think so
L3476[22:23:41] <gigaherz> not if the compiler just transforms a+b+c into a.add(b).add(c)
L3477[22:23:55] <killjoy> that wouldn't work
L3478[22:24:02] <killjoy> it would do a.add(b.add(c))
L3479[22:24:09] <gigaherz> no?
L3480[22:24:15] <gigaherz> sums are left-associative
L3481[22:24:31] <gigaherz> (a+b)+c -> (a.add(b)).add(c)
L3482[22:24:32] <killjoy> see how confusing it is?
L3483[22:24:47] <LexDesktop> its not confusing you're jsut dumb
L3484[22:25:11] <LexDesktop> Please Excuse My Dear Aunt Sally ;)
L3485[22:25:50] <shadekiller666> PEMDAS!
L3486[22:25:55] <killjoy> There are no exponents outside Math
L3487[22:26:12] <killjoy> it's just repeated addition anyway
L3488[22:26:19] <killjoy> *multiplication
L3489[22:26:35] <LexDesktop> Fine for programming we can use:
L3490[22:26:59] <RazerSwift> Does anybody know of an open source World Generation / ChunkProvider mod for 1.8.X
L3491[22:26:59] <gigaherz> http://www.cs.bilkent.edu.tr/~guvenir/courses/CS101/op_precedence.html
L3492[22:27:00] <LexDesktop> Pretty Bitchy Mary Drank Alcohol Merily
L3493[22:27:00] <gigaherz> XD
L3494[22:27:02] <shadekiller666> killjoy, it is repeated addition, cuz thats all multiplication is
L3495[22:27:12] <killjoy> good catch
L3496[22:27:26] <gigaherz> and addition is repeated incrementation
L3497[22:27:32] ⇨ Joins: blood|away (unknown@ool-182e0a55.dyn.optonline.net)
L3498[22:27:34] <gigaherz> and that's how lambda calculus implements them
L3499[22:27:36] *** blood|away is now known as blood_
L3500[22:27:42] <killjoy> Wait, what's the B?
L3501[22:27:59] <gigaherz> B?
L3502[22:28:16] <gigaherz> oh lex's mnemonic
L3503[22:28:23] <LexDesktop> Bitwise
L3504[22:28:29] <killjoy> ah
L3505[22:28:37] <killjoy> That's what I was thinking, but I wasn't sure
L3506[22:28:39] <shadekiller666> whats the second M?
L3507[22:29:11] <LexDesktop> Its that I forgot what I was doing 1/2 say through
L3508[22:29:16] <LexDesktop> way*
L3509[22:29:27] <shadekiller666> lol
L3510[22:29:37] <LexDesktop> Slowley*
L3511[22:29:39] <LexDesktop> there we go
L3512[22:29:49] <shadekiller666> Seriously*
L3513[22:30:19] <gigaherz> Sparingly?
L3514[22:30:20] <Wuppy> does anyone know how to get the vsync speed?
L3515[22:30:22] <MattDahEpic> i guess i can wait tomorrow to register my RisenYeastRecordModel
L3516[22:30:26] <gigaherz> just cos she's bitchy doesn't mean she has a drinking problem
L3517[22:30:27] <gigaherz> XD
L3518[22:30:51] <gigaherz> RazerSwift: someone was doing some 1.8 worldgen
L3519[22:30:53] <gigaherz> I just can't remember who
L3520[22:31:00] <shadekiller666> you sexist!!!
L3521[22:31:05] <shadekiller666> :P
L3522[22:31:08] <MattDahEpic> gigaherz, ive doen 1.8 worldgen
L3523[22:31:22] <LexDesktop> 1.8 worlgen is pretty mucht eh same as 1.7.10
L3524[22:31:22] <gigaherz> RazerSwift: poke MattDahEpic
L3525[22:31:23] <gigaherz> ;P
L3526[22:31:35] <MattDahEpic> gigaherz, you mean MattaBase
L3527[22:31:41] <MattDahEpic> ;P
L3528[22:31:45] <gigaherz> XDD
L3529[22:32:05] <gigaherz> your nicknames are forcing me to push my muscle memory to typing > 4 letters before tab
L3530[22:32:07] <killjoy> MattDahEpic, you mean Matthew
L3531[22:32:24] <gigaherz> no killjoy, mirc sorts alphabetically whentabbing
L3532[22:32:25] <gigaherz> XD
L3533[22:32:32] <gigaherz> so Matta < MattD
L3534[22:32:33] <killjoy> pff
L3535[22:32:34] <Matthew> ?
L3536[22:32:51] <gigaherz> when I type Matt<tab> with the intention of speaking to MattDahEpic
L3537[22:33:19] <gigaherz> half the times I end up pinging MattaBase instead of MattDahEpic
L3538[22:33:39] <MattDahEpic> and then i go i am MattaBase MattaBase is me
L3539[22:33:48] <shadekiller666> wonder if anyone has been stupid enough to name themself Ping
L3540[22:34:03] <gigaherz> probably banned by the server
L3541[22:34:17] <gigaherz> (the nickname, not whoever was that stupid)
L3542[22:34:39] <Matthew> ping is a registered nick
L3543[22:35:26] ⇦ Quits: Vigaro (~Vigaro@vigaro.tk) (Ping timeout: 190 seconds)
L3544[22:37:39] ⇨ Joins: Drullkus (~Drullkus@2601:646:8301:c41e:6514:93db:f911:39d6)
L3545[22:37:54] <Mimiru> Yes, he also has Pong registered
L3546[22:38:03] <Mimiru> Nromally goes by v^ though
L3547[22:38:11] <killjoy> what about keepalive?
L3548[22:38:57] <Mimiru> -NickServ- keepalive is not registered.
L3549[22:39:21] <Wuppy> I _think_ I can start programming the actual game now :D
L3550[22:39:29] <Wuppy> but first, breakfast at 5:30AM :P
L3551[22:40:49] <masa> RazerSwift: what are you after exactly?
L3552[22:47:36] <RazerSwift> https://github.com/dsalsman-rdi/SimpleSkyGrid/pull/1 Trying to update Simple SkyGrid http://www.curse.com/mc-mods/minecraft/226574-simple-sky-grid
L3553[22:48:45] <RazerSwift> I got most of it down.. I think.. maybe.. I just need to update code where he uses 1.7.10 mappings directly..
L3554[22:53:25] <RazerSwift> He has a mapping classes and mentions Srg names.. but then here he uses "field_146331_K" : https://github.com/dsalsman-rdi/SimpleSkyGrid/blob/master/src/main/java/vorquel/mod/simpleskygrid/event/WorldTypeSelector.java#L19
L3555[22:57:05] ⇦ Quits: Brokkoli (~Brokkoli@f054097135.adsl.alicedsl.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L3556[23:00:16] ⇦ Quits: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net) (Quit: sleep, school, or food)
L3557[23:04:12] <Wuppy> this... gets rather tiring
L3558[23:04:14] <Wuppy> but fun :D
L3559[23:05:22] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 186 seconds)
L3560[23:07:40] <RazerSwift> So... does anybody have a 1.8+ world gen mod I can look at?
L3561[23:11:23] <Dark> https://www.dropbox.com/s/vwvg3pzv16jseo0/Screenshot%202015-12-12%2000.11.09.png?dl=0
L3562[23:11:32] <Dark> pacman with java 2D \0/
L3563[23:12:03] <killjoy> needs more filters
L3564[23:12:06] <Dark> almost more work to do but fun to make something other than MC mods for once
L3565[23:12:27] <Wuppy> now to think of what my characters hould be...
L3566[23:13:05] <Wuppy> I need to think of a character which has a reason to move and be attacked
L3567[23:13:14] <Wuppy> and a simple art style to fit the character, enemies and backgorund
L3568[23:13:18] <Wuppy> how does one even
L3569[23:13:33] <Dark> pacman
L3570[23:13:39] <Wuppy> has to be unique
L3571[23:13:40] <Dark> has a reason to move and attack
L3572[23:13:42] <Dark> lol
L3573[23:13:54] <Dark> could do a quest with creeper girl
L3574[23:13:59] <Dark> who wants to save all the creepers
L3575[23:14:08] <killjoy> !gf 146331
L3576[23:14:20] <killjoy> RazerSwift, that mapping is still good
L3577[23:24:48] ⇨ Joins: Vigaro|AFK (~Vigaro@vigaro.tk)
L3578[23:25:12] *** Vigaro|AFK is now known as Vigaro
L3579[23:26:45] <RazerSwift> net.minecraftforge.fml.relauncher.ReflectionHelper$UnableToAccessFieldException: net.minecraftforge.fml.relauncher.ReflectionHelper$UnableToFindFieldException: java.lang.NoSuchFieldException: field_146331_K
L3580[23:27:25] <killjoy> RazerSwift, use mcpbot
L3581[23:27:38] <killjoy> say !gf field_146331_K
L3582[23:28:28] <killjoy> add what it tells you as an additional parameter to that method
L3583[23:29:57] <RazerSwift> !gf field_146331_K
L3584[23:30:03] <masa> hmm, don't you need the deobfuscated name as well if running in the dev environment?
L3585[23:30:15] <killjoy> that's what I'm telling him to do
L3586[23:31:08] <masa> oh right
L3587[23:31:13] <masa> missed that
L3588[23:33:17] <Wuppy> uhm I think I accidentally created the derpiest character ever
L3589[23:33:32] <Wuppy> not even kidding, this must be
L3590[23:33:38] <Wuppy> I mean: http://puu.sh/lSqVg/eeef0a0530.png
L3591[23:34:29] ⇦ Quits: Vigaro (~Vigaro@vigaro.tk) (Ping timeout: 206 seconds)
L3592[23:37:02] <Wuppy> nope, I managed to make it worse: http://puu.sh/lSr3N/81883f3d66.png
L3593[23:37:07] <RazerSwift> Okay cool.. I got that done.. now I just have to get it to use the right World/Chunk provider..
L3594[23:38:03] <killjoy> How do I unbind a texture?
L3595[23:40:19] ⇨ Joins: Vigaro|AFK (~Vigaro@vigaro.tk)
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L3597[23:42:23] *** TTFTCUTS is now known as TTFT|Away
L3598[23:42:46] <RazerSwift> !gf field_76574_g
L3599[23:44:24] <RazerSwift> !gf func_76555_c
L3600[23:44:34] <RazerSwift> !gf createChunkGenerator
L3601[23:44:44] <RazerSwift> What do I do if no results found
L3602[23:45:09] <gigaherz> use the mc version also
L3603[23:45:17] <gigaherz> !gf field_76574_g 1.8
L3604[23:45:38] <gigaherz> if you don't , it will use latest which means 1.8.8
L3605[23:45:53] <gigaherz> if it doesn't show up with your chosen version, it means it doesn 't exist in that version
L3606[23:46:33] <RazerSwift> Okay so then what?
L3607[23:46:43] <gigaherz> [06:45] -MCPBot_Reborn- === MC 1.8: net/minecraft/world/WorldProvider.dimensionId
L3608[23:46:53] ⇦ Quits: Doty1154 (~Doty1154@2601:648:8002:ea78:cda3:4e2f:4ce3:579a) (Quit: Leaving)
L3609[23:47:14] <gigaherz> 1.8.8 has a method
L3610[23:47:14] <gigaherz> w.provider.getDimensionId()
L3611[23:47:47] <gigaherz> !gf WorldProvider.dimensionId
L3612[23:48:00] <RazerSwift> !gf WorldProvider.dimensionId
L3613[23:48:43] <gigaherz> ah wait
L3614[23:48:45] <gigaherz> I see your problem
L3615[23:48:45] <gigaherz> [06:44] (RazerSwift): !gf createChunkGenerator
L3616[23:48:49] <gigaherz> this is a method is it not?
L3617[23:48:54] <RazerSwift> Yeah
L3618[23:49:00] <gigaherz> using !gf is for fields, you want !gm instead
L3619[23:49:05] <gigaherz> there's also !gc for classes
L3620[23:49:37] <gigaherz> also you can type in a PM to MCPBot_Reborn to avoid spamming the channel, if you have many things to lookup at once
L3621[23:49:43] <RazerSwift> !gm createChunkGenerator
L3622[23:50:12] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 195 seconds)
L3623[23:51:50] <Dark> https://www.dropbox.com/s/yklp4tm4uylfhs7/Screenshot%202015-12-12%2000.51.35.png?dl=0
L3624[23:55:59] ⇦ Quits: KanoCodex (~Giratina5@2604:180:0:368::bcd8) (Remote host closed the connection)
L3625[23:56:46] ⇨ Joins: McJty (~jorrit@d8d872e30.access.telenet.be)
L3626[23:57:14] <McJty> Hi, do properties (for block state) have to be defined in the block class itself?
L3627[23:57:18] <McJty> I have this problem:
L3628[23:57:22] <McJty> java.lang.IllegalArgumentException: Cannot set property PropertyDirection{name=facing, clazz=class net.minecraft.util.EnumFacing, values=[north, south, west, east]} as it does not exist in BlockState{block=null, properties=[]}
L3629[23:57:57] <McJty> The property is defined in a GenericBlock superclass from which all my blocks inherit
L3630[23:59:36] ⇨ Joins: tambre (~tambre@d839-2327-4b80-e0ef-4301-8a22-07d0-2001.dyn.estpak.ee)
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