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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?
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
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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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 :(
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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
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
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
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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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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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
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 ?
L217[02:01:41]
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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
L221[02:04:47] <xaero> kk, didn't realize
there was more
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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
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
L265[02:45:30] <Matthew> 10/10
L266[02:45:43]
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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
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L272[02:46:44] <tterrag> mostly because
90% of it already exists in libraries
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?
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
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
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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] ⇦
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L311[02:55:24] ***
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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
L321[03:02:32]
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L322[03:02:42]
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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?
L327[03:04:18] <MoxieGrrl> Bah.
L328[03:05:09] <LexDesktop> Thats why my
way is the best way
L329[03:07:40]
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L330[03:08:36] ⇦
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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
L336[03:18:35]
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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
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
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
L361[03:31:45]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
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
L376[03:36:54]
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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
L411[03:45:17] ***
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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
L423[03:48:19] ⇦
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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
L436[03:55:06]
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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
L441[03:56:55] ⇦
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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] ***
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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
L473[04:28:41] ⇦
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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...
L484[04:36:34] ⇦
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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.
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
L514[04:48:37] ⇦
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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
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)
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
L546[04:52:39]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
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
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
L562[04:54:14]
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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...
L600[04:58:57] ⇦
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L601[04:58:57] ⇦
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L602[04:59:06] ⇦
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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.
L613[05:01:09]
⇨ Joins: gigaherz
(gigaherz@72.Red-83-46-187.dynamicIP.rima-tde.net)
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.
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.
L627[05:05:08] ⇦
Quits: hanzou (webchat@208.87.59.17) (Ping timeout: 204
seconds)
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.
L634[05:07:57] ⇦
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Leaving)
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]
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(~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?
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
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"
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
L722[05:43:53] ⇦
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Leaving)
L723[05:44:09] ⇦
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error: Connection reset by peer)
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.
L732[05:57:50] ⇦
Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
(Quit: bed)
L733[06:00:35] <McJty> Nobody knows?
L734[06:01:22]
⇨ Joins: Szernex
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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
L748[06:07:22]
⇨ Joins: Loetkolben
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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)?
L766[06:15:37]
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(~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L767[06:15:48] ⇦
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(~mister_pe@c-71-237-219-55.hsd1.or.comcast.net) ())
L768[06:18:40] ***
kroeser|away is now known as kroeser
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.
L781[06:33:58]
⇨ Joins: alex_6611
(~alex_6611@p5DE784C6.dip0.t-ipconnect.de)
L782[06:41:00] <sham1> \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
L792[06:54:24]
⇨ Joins: GildedGames
(~GildedGam@ec2-54-166-148-207.compute-1.amazonaws.com)
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
L796[06:59:37] ⇦
Quits: AforAnonymous (bitch2k@dyn-042-143.vix1.mmc.at) (Read error:
Connection reset by peer)
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/
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]
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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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MineBot sets mode: +v on RichardG
L881[07:29:48] <ollieread> LOL
L882[07:29:55] <ollieread> Wqrong
channekl
L883[07:38:45] ⇦
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L892[08:08:30] ***
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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
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
L908[08:20:28]
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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
L916[08:26:10] ***
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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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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] ⇦
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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
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] ⇦
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L961[09:06:59] <Dark> and make a mod just
for that
L962[09:07:09]
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L966[09:07:34] <ThePsionic> That's...
hm.
L967[09:07:35] ***
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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
L984[09:09:20]
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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
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
L1011[09:13:28]
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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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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
L1068[09:32:53]
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L1069[09:32:57] <Falkreon> (see also
hairpin)
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.
L1089[09:36:04]
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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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L1102[10:04:16]
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(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1103[10:04:26]
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(~MattDahEp@75-166-140-155.hlrn.qwest.net)
L1104[10:08:46]
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(Katrix@cm-84.210.104.159.getinternet.no)
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
L1111[10:14:49]
⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:ccc:da3b:deb1:a73a)
(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.)
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
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
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
L1165[10:33:41]
⇨ Joins: Loetkolben
(~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
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
L1173[10:34:35]
⇦ Quits: Kobata
(~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Read error:
Connection reset by peer)
L1174[10:34:37]
⇨ Joins: Kobata_
(~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
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.
L1187[10:42:29]
⇨ Joins: Brokkoli
(~Brokkoli@f054097135.adsl.alicedsl.de)
L1188[10:42:56] <rockers3000> Is
WorldTickEvent only called on the client?
L1189[10:43:13] ***
rockers3000 is now known as Rockers
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.
L1194[10:46:10]
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L1195[10:47:34]
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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
L1201[10:56:21]
⇦ Quits: Drullkus (~Drullkus@205.155.154.125) (Remote host
closed the connection)
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
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)
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.....
L1229[11:14:48]
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(~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net) (Ping
timeout: 194 seconds)
L1230[11:15:30]
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L1231[11:16:43] ***
cpw|out is now known as cpw
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⇨ Joins: karlthepagan
(~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
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 :)
L1264[11:25:25]
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(~mikeprimm@2001:4870:600a:317:447c:6dd7:2f6d:4fc5) (Remote host
closed the connection)
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
L1268[11:25:58]
⇨ Joins: mikeprimm
(~mikeprimm@2001:4870:600a:317:447c:6dd7:2f6d:4fc5)
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?
L1278[11:28:38]
⇦ Quits: mikeprimm
(~mikeprimm@2001:4870:600a:317:447c:6dd7:2f6d:4fc5) (Remote host
closed the connection)
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?
L1303[11:33:50]
⇨ Joins: mikeprimm
(~mikeprimm@2001:4870:600a:317:8dcb:b1f2:bc0f:b885)
L1304[11:34:09] <Dark> could always look
at the code
L1305[11:34:22]
⇨ Joins: hanzou (webchat@208.87.59.17)
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.
L1313[11:37:11]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8D872D48.access.telenet.be)
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);?
L1325[11:39:30]
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seconds)
L1326[11:41:18]
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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.
L1334[11:48:47]
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(~mikeprimm@2001:4870:600a:317:8dcb:b1f2:bc0f:b885) (Remote host
closed the connection)
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?
L1337[11:52:06]
⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read
error: Connection reset by peer)
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?
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)
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)
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
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.
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 :(
L1665[13:01:08] <gigaherz> Wuppy: I
haven't worked with any
L1666[13:01:09] <gigaherz> XD
L1667[13:01:19] <Rockers> Ok
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? :)
L1672[13:02:50]
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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?
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
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
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
L1720[13:12:50]
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L1721[13:12:50]
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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]
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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..
L1745[13:38:00]
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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?
L1752[13:43:23]
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L1754[13:44:35] <MattDahEpic> does anyone
have a good example of json configs?
L1755[13:44:55]
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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!
L1764[13:47:17] ***
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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
L1767[13:51:30]
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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
L1773[13:53:25]
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L1774[13:54:15] ***
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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
L1801[14:07:05] ***
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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
L1824[14:20:26]
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L1825[14:20:48] <OrionOnline> Which is
stored in three bytes
L1826[14:27:21]
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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?
L1833[14:37:51]
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L1836[14:39:08] <Rockers> My satanic
altar now has lightning and plays a custom sound.
L1837[14:39:13]
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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
L1841[14:40:03]
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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
L1847[14:41:51]
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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?
L1877[14:48:33]
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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 :)
L1897[14:52:39]
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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
L1899[14:53:32] ***
helinus is now known as helinus|off
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
L1916[14:57:10]
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client closed)
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
L1918[14:57:22]
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⇨ Joins: irctc934 (webchat@24.237.228.40)
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
L1931[14:59:46]
⇦ Quits: OrionOnline
(~OrionOnli@ip-62-235-46-254.dial.scarlet.be) (Quit:
Leaving)
L1932[15:00:21] <ASB2> How do you go
about doing world gen in 1.8
L1933[15:00:37]
⇦ Quits: irctc934 (webchat@24.237.228.40) (Client
Quit)
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)
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
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> ^
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
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> :|
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
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?
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
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
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#
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]
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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]
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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
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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
L2239[15:58:30]
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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?
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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?
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.
L2362[16:58:39]
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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?
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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
L2428[17:18:49]
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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> ...
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
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
L2460[17:31:31]
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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
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
L2471[17:33:35]
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L2472[17:33:36] <diesieben07> that doesnt
say anything...
L2473[17:33:36]
MineBot sets mode: +v on CovertJaguar
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
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.
L2480[17:35:42]
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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.
L2522[17:45:03]
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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
L2533[17:47:15]
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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
L2540[17:48:07]
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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
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
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
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
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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
L2644[18:29:30]
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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
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
L2656[18:33:22]
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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
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
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
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
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
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
L2699[18:42:26]
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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
L2706[18:44:03]
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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
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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
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
L2780[19:02:57]
⇦ Quits: corey2thousand
(webchat@cpe-45-46-0-20.maine.res.rr.com) (Quit: Web client
closed)
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
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
L2803[19:06:06] ***
fry is now known as fry|sleep
L2804[19:06:09] <Dark> in that case just
make a data object like it
L2805[19:06:16] <williewillus>
(ChunkCoordinates)
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.
L2822[19:11:31] <gigaherz> this is a
tileentity, but you can get the idea
L2823[19:14:38]
⇨ Joins: fuj1n (~fuj1n@101.190.222.175)
L2824[19:18:13] ***
williewillus is now known as willieaway
L2825[19:18:16] <luacs1998> !gm 147134
1.7.10
L2826[19:18:34] <luacs1998> !gm 151315
1.7.10
L2827[19:19:56]
⇨ Joins: calclavia
(uid15812@2001:67c:2f08:6::3dc4)
L2828[19:24:12] ***
mrkirby153 is now known as kirby|gone
L2829[19:27:56] ***
kirby|gone is now known as mrkirby153
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
L2860[19:34:33]
⇦ Quits: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9)
(Quit: Connection closed for inactivity)
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
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
L2896[19:41:02] ***
Falkreon is now known as Falk|Away
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
L2933[19:47:45] <calclavia> Dark: The
graphs from Discrete is extremely helpful for energy systems
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
L2940[19:49:27]
⇨ Joins: foxy
(~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
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
L2956[19:52:35]
⇦ Quits: mister_person
(~mister_pe@c-71-237-219-55.hsd1.or.comcast.net) (Quit:
mister_person)
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'
L2961[19:52:50]
⇨ Joins: mister_person
(~mister_pe@c-71-237-219-55.hsd1.or.comcast.net)
L2962[19:52:57]
⇦ Quits: mister_person
(~mister_pe@c-71-237-219-55.hsd1.or.comcast.net) (Client
Quit)
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
L2989[19:56:20]
⇨ Joins: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
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
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.
L3056[20:05:48]
⇦ Quits: Rockers
(rockers300@host217-35-241-9.range217-35.btcentralplus.com) (Quit:
http://www.kiwiirc.com/ - A hand crafted IRC
client)
L3057[20:07:52]
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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
L3070[20:19:49] ***
Vigaro|AFK is now known as Vigaro
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
L3082[20:24:44]
⇦ Quits: Myiume (webchat@86.125.36.85) (Ping timeout: 204
seconds)
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
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
L3105[20:30:25]
⇨ Joins: Something12
(~Something@s010634bdfa9eca7b.vs.shawcable.net)
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L3107[20:31:40] ***
Mumfrey is now known as mumfrey
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
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
L3237[20:49:32] ***
Vigaro is now known as Vigaro|AFK
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
L3243[20:51:04] ***
Vigaro|AFK is now known as Vigaro
L3244[20:51:12] <Dark> what does modeling
have to do with GUIs
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
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
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
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
L3308[20:58:52]
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error: Connection reset by peer)
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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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⇨ Joins: primetoxinz
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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
L3317[21:03:17] ***
tterrag is now known as tterrag|ZZZzzz
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)
L3320[21:03:44]
⇦ Quits: Lomeli12
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seconds)
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/
L3324[21:06:33] ***
Darkhax_AFK is now known as Darkhax
L3325[21:07:25] ***
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L3326[21:07:44]
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(~sinkiller@nc-71-49-179-31.dhcp.embarqhsd.net)
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(~shadekill@adsl-108-80-77-148.dsl.lsan03.sbcglobal.net)
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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
L3338[21:41:03]
⇨ Joins: Soni (SoniEx2@189.55.64.196)
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
L3347[21:49:10]
⇦ Quits: vsg1990
(~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com) (Quit:
Leaving)
L3348[21:49:52]
⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
(Quit: Nii-san is watching you.)
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
L3354[21:52:00] ***
Darkhax_AFK is now known as Darkhax
L3355[21:52:27]
⇨ Joins: DemoXin
(~DemoXin@133.sub-70-210-56.myvzw.com)
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
L3367[22:02:35]
⇨ Joins: Lomeli12
(~AntLomeli@cpe-76-174-212-202.socal.res.rr.com)
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
L3371[22:03:15]
⇦ Parts: Darkhax (~Darkhax@ts.darkhax.net) ())
L3372[22:04:16] <Wuppy> lol
L3373[22:04:23]
⇨ Joins: kimfy
(~kimfy___@74.141.16.62.customer.cdi.no)
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
L3383[22:09:11]
⇦ Quits: H1N1theI
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seconds)
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]
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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:
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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
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?
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..
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?
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
L3591[23:34:29]
⇦ Quits: Vigaro (~Vigaro@vigaro.tk) (Ping timeout: 206
seconds)
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)
L3596[23:40:44] ***
Vigaro|AFK is now known as Vigaro
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]
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(~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]
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⇦ Quits: KanoCodex (~Giratina5@2604:180:0:368::bcd8) (Remote
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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]
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(~tambre@d839-2327-4b80-e0ef-4301-8a22-07d0-2001.dyn.estpak.ee)