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L1[00:00:15] <McJty> Ah indeed. That fixes it. Thanks :-)
L2[00:00:23] <shadekiller666> mhmm
L3[00:00:41] <shadekiller666> ya, the game wants that done in preInit now
L4[00:00:43] <McJty> Although I will need a transform. The rock is too small to see well in the inventory
L5[00:01:03] <shadekiller666> (you can get away with doing it in init in some cases, but thats a little complicated)
L6[00:01:36] ⇨ Joins: Brokkoli (~Brokkoli@x55b13119.dyn.telefonica.de)
L7[00:01:47] <shadekiller666> ok, so make it "transform": {"gui": {"scale": 1}}
L8[00:01:51] <shadekiller666> and see what you get
L9[00:02:02] ⇨ Joins: Matthew (~matthew@matthewprenger.com)
L10[00:02:05] ⇦ Quits: KanoCodex (~Giratina5@2604:180:0:368::bcd8) (Remote host closed the connection)
L11[00:02:29] <shadekiller666> having a single number for "scale" applies that number to x/y/z, or you can define "x": 1, or two of the direcitions, or all three
L12[00:02:46] <McJty> Much better (I used 2 though)
L13[00:02:57] ⇨ Joins: Kithio (~Kithio@c-f0f970d5.06-330-67626721.cust.bredbandsbolaget.se)
L14[00:03:22] <McJty> Ah another thing
L15[00:03:34] <McJty> I have the feeling that mc now takes the origin of the model elsewhere
L16[00:03:40] <McJty> Because my rock is actually in the wrong spot
L17[00:03:45] <McJty> One block away from where it really is
L18[00:03:57] <shadekiller666> uhh
L19[00:03:59] <shadekiller666> kinda
L20[00:04:11] <shadekiller666> theres a class called TRSRTransformation
L21[00:04:30] <shadekiller666> thats where the "transform" data is shoved into and stored
L22[00:04:52] <shadekiller666> it has two modes, one with the "origin" of the block at the corner, and one with it at the center
L23[00:05:06] <shadekiller666> idk how to change that, you'll have to talk to fy
L24[00:05:07] <shadekiller666> fry
L25[00:05:13] <McJty> What is the default?
L26[00:05:32] <shadekiller666> however, you might want to change the values in the method that randomizes your XZ axis
L27[00:05:34] <shadekiller666> uhh
L28[00:05:38] <shadekiller666> corner is default
L29[00:05:46] <McJty> ok thought so
L30[00:05:51] <McJty> I can also fix the model for this easily
L31[00:05:58] <McJty> Might be easier in this case
L32[00:05:59] <shadekiller666> oh
L33[00:06:00] <shadekiller666> also
L34[00:06:26] <shadekiller666> if your .obj is centered on 0, 0, 0 in your modeling software, that would center it on the corner in-game
L35[00:06:40] <McJty> ok
L36[00:06:52] <shadekiller666> so always center your .obj models on 0.5, 0.5, 0.5 in your modeling software
L37[00:07:00] <shadekiller666> so that they are centered in-game!
L38[00:07:29] <shadekiller666> (that is not a value that can be changed in-game, which is why you have to do it in your modeling program :P)
L39[00:07:57] <McJty> I will change it in blender but can't you set a different translation in the json?
L40[00:08:12] <shadekiller666> nope,
L41[00:08:20] <shadekiller666> well
L42[00:08:21] <shadekiller666> maybe
L43[00:09:00] ⇨ Joins: techkid6 (techkid6@borealis.voxelstorm.com)
L44[00:09:10] <shadekiller666> try sticking a "transform": {"translate": {<axis>}} in the "defaults" block
L45[00:09:20] <shadekiller666> i don't think you can actually change it though no
L46[00:09:50] <McJty> What is that translate for then?
L47[00:10:07] <McJty> Hmm
L48[00:10:16] <gigaherz> you can translate after rotation, you'll just have to translate in "rotated coordinates" ;P
L49[00:10:17] <McJty> No matter what I do with my model in blender it keeps having the wrong position in MC
L50[00:10:36] <gigaherz> blender likes to "recenter" the model on export, there's no "export with origin" iirc
L51[00:10:47] <McJty> ugh
L52[00:10:51] <shadekiller666> ...
L53[00:10:52] <McJty> So I cannot fix this?
L54[00:10:57] <shadekiller666> are you serious
L55[00:11:05] <gigaherz> I could be wrong, but I believe so
L56[00:11:13] <McJty> Well it certainly seems to be like that
L57[00:11:25] <McJty> But nothing changes no matter how I translate the object in blender
L58[00:11:42] <McJty> That's a big problem though
L59[00:12:35] <gigaherz> hmmm
L60[00:12:42] <gigaherz> try makingit a child of a parent object
L61[00:12:50] <gigaherz> and make the parent object be at 0
L62[00:12:50] <shadekiller666> theres got to be a way
L63[00:12:57] <gigaherz> then export the object that way
L64[00:12:58] <shadekiller666> other people have been able to
L65[00:13:34] <McJty> gigaherz, that's complicated if I have to do that with all my blend files...
L66[00:13:56] <gigaherz> hmmm
L67[00:13:59] <gigaherz> I'm trying to google
L68[00:14:06] <gigaherz> and everything at googlesays it DOES keep the center
L69[00:14:12] <gigaherz> in fact
L70[00:14:21] <gigaherz> the one page suggesting giving the object a parent
L71[00:14:25] <gigaherz> was doing the OPPOSITE
L72[00:14:41] <gigaherz> it was trying to export with the pivot set to the center of the object, for easier handling in game engines
L73[00:15:18] <gigaherz> but I recall having such an issue in the past :/
L74[00:15:25] <McJty> Here is how I have the model now in blender: http://i.imgur.com/0S2jKcs.png
L75[00:15:55] <McJty> But in game it seems to render at x-1,y,z
L76[00:16:06] <shadekiller666> ...
L77[00:16:20] <shadekiller666> move that to the other side of the green line and re export
L78[00:16:32] <shadekiller666> i have a sneaking suspicion i know what the problem is
L79[00:16:34] <gigaherz> McJty: hmm keep in mind mc assumes the contents of the model are between (0,0,0) and (1,1,1)
L80[00:16:40] <McJty> Move in edit or object mode?
L81[00:16:46] <shadekiller666> uhh
L82[00:16:50] <shadekiller666> edit?
L83[00:16:53] <McJty> gigaherz, yes it is
L84[00:17:06] <shadekiller666> center it in the square to the left, however it is you do that
L85[00:17:07] <McJty> Well move the object or move the vertices (while keeping the object)
L86[00:17:12] * shadekiller666 uses maya not blender
L87[00:17:17] <shadekiller666> the object
L88[00:17:20] <McJty> ok
L89[00:17:20] * gigaherz uses rhinoceros
L90[00:17:48] <gigaherz> I only tried blender once, when checking out b3d
L91[00:18:04] <gigaherz> but back then I didn't manage to make my item use the b3d so I gave up and continued using my own obj loader
L92[00:18:05] <gigaherz> XD
L93[00:18:14] <shadekiller666> lol
L94[00:18:26] <McJty> Ah that had an effect
L95[00:18:30] <McJty> Not the right one but it did something
L96[00:18:36] <McJty> Let me try to move it to another spot
L97[00:18:45] <shadekiller666> so i was right
L98[00:19:08] ⇦ Quits: Kithio (~Kithio@c-f0f970d5.06-330-67626721.cust.bredbandsbolaget.se) (Ping timeout: 192 seconds)
L99[00:19:25] <shadekiller666> a few months ago i noticed that blender's x or z axis is opposite of minecraft, or vice versa
L100[00:19:42] <McJty> Ok it is perfect now. I had to move the object to the bottom-right
L101[00:19:44] <gigaherz> o_O
L102[00:19:49] <McJty> That means positive x and negative y in blender
L103[00:19:56] <shadekiller666> or some wonky discrepency
L104[00:19:57] <gigaherz> what o_O
L105[00:20:04] <shadekiller666> wait
L106[00:20:07] <gigaherz> -y?
L107[00:20:10] <shadekiller666> you're in 2D mode in blender
L108[00:20:17] <McJty> That's top view
L109[00:20:21] <shadekiller666> oh
L110[00:20:23] ⇦ Quits: Brokkoli (~Brokkoli@x55b13119.dyn.telefonica.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L111[00:20:27] <McJty> Ortho top view
L112[00:20:29] <shadekiller666> top view
L113[00:20:30] <shadekiller666> ?
L114[00:20:36] <shadekiller666> z is up?
L115[00:20:38] <McJty> yes
L116[00:20:41] <shadekiller666> ...
L117[00:20:44] <shadekiller666> of course it is
L118[00:20:49] <gigaherz> CAD programs use z-up often
L119[00:20:57] <gigaherz> it's a semantic difference
L120[00:20:59] <gigaherz> how do you do CAD?
L121[00:21:00] <shadekiller666> minecraft (and maya) have y up
L122[00:21:02] <gigaherz> you draw on top of a table
L123[00:21:07] <gigaherz> so the "flat" is the ground
L124[00:21:10] <gigaherz> so ground is XY
L125[00:21:13] <gigaherz> and elevatio nis Z
L126[00:21:19] <gigaherz> how do you work with cinema/games?
L127[00:21:22] <gigaherz> you have a camera
L128[00:21:27] <gigaherz> the plane of the camera is XY
L129[00:21:31] <gigaherz> so Z is distance
L130[00:21:43] <gigaherz> CAD programs use Z-up, games use Y-up
L131[00:21:50] <shadekiller666> you can change that in blender
L132[00:21:55] <gigaherz> and in games
L133[00:21:59] <gigaherz> but that's the "convention"
L134[00:22:02] <gigaherz> ;P
L135[00:22:05] <shadekiller666> mhmm
L136[00:22:28] <gigaherz> IIRC either 3dstudio or maya used Y-up also
L137[00:22:39] <shadekiller666> they both do
L138[00:22:39] <gigaherz> (maybe both?)
L139[00:22:51] <shadekiller666> they're both animation software first
L140[00:22:56] <gigaherz> rhinoceros is Z-up
L141[00:23:04] <shadekiller666> AutoCAD is autodesk's CAD suite
L142[00:23:11] <gigaherz> all the importers and exporters have their own ZY swapping option
L143[00:23:18] <shadekiller666> though both 3ds and maya can have any axis up
L144[00:23:25] <gigaherz> maya wasn't originally autodesk though
L145[00:23:32] <gigaherz> they bought it after they already had 3d studio ;P
L146[00:23:38] <shadekiller666> correct, it was Alias/Wavefront
L147[00:23:46] <shadekiller666> the inventors of OBJs :P
L148[00:23:49] <gigaherz> heh
L149[00:24:05] <gigaherz> was 3d studio created by autodesk though? I can't remember that
L150[00:24:09] <shadekiller666> yep
L151[00:24:37] <gigaherz> The original 3D Studio product was created for the DOS platform, by Gary Yost and the Yost Group, and published by Autodesk.
L152[00:24:43] <shadekiller666> and i can see them dropping 3ds in the future, they've already merged other modeling things into maya
L153[00:24:50] <gigaherz> After 3D Studio DOS Release 4, the product was rewritten for the Windows NT platform, and renamed "3D Studio MAX".
L154[00:25:05] <gigaherz> I doubt they'll drop it
L155[00:25:12] <gigaherz> simply because the workflows are drastically different
L156[00:25:20] <gigaherz> I can manage myself around 3ds
L157[00:25:20] <shadekiller666> well
L158[00:25:25] <gigaherz> but I have never been able to handle maya
L159[00:25:26] <gigaherz> XD
L160[00:25:38] <shadekiller666> you can make maya act like 3ds, and vice versa
L161[00:25:47] <shadekiller666> you just have to know what you're doing :P
L162[00:25:55] <gigaherz> heh
L163[00:26:02] <gigaherz> also the 3ds ui
L164[00:26:05] <shadekiller666> i haven't played with 3ds much, as my school stuff has used maya
L165[00:26:07] <McJty> I'm a big blender fan
L166[00:26:11] <gigaherz> has been practically the same since the original
L167[00:26:11] <gigaherz> XD
L168[00:26:18] <shadekiller666> lol
L169[00:26:24] <shadekiller666> maya's doesn't change much
L170[00:26:27] <gigaherz> http://www.theisozone.com/images/screens/dreamcast-55194-11394994851.jpg
L171[00:26:47] <shadekiller666> the one thing i wish maya had was more window docking flexibility
L172[00:26:48] <gigaherz> https://i.ytimg.com/vi/ZqH5ulqIh6s/maxresdefault.jpg
L173[00:27:09] <McJty> Ok. After all this work at least my rock works again :-)
L174[00:27:23] <gigaherz> http://www.yfdmt.com/animatemade/3d/3dmax1a.files/1.jpg
L175[00:27:25] <shadekiller666> is blender's ui based off of 3ds max?
L176[00:27:27] <gigaherz> 1.0 was already using this UI
L177[00:27:48] <gigaherz> "inspired by" I suppose
L178[00:27:55] <shadekiller666> ahh
L179[00:27:57] <gigaherz> but it's Maya-ish in other ways
L180[00:28:00] <shadekiller666> maybe thats why i hate it
L181[00:28:17] <gigaherz> blender reminds me of the annoying parts of trying to use maya
L182[00:28:17] <shadekiller666> that and the fact that everything is named a different thing
L183[00:28:18] <gigaherz> XD
L184[00:28:31] <gigaherz> maybe they got inspiration from both
L185[00:28:38] <shadekiller666> i'm sure they did
L186[00:28:41] <gigaherz> and now we both see in it the parts we don't like of the opposite
L187[00:28:42] <gigaherz> Xd
L188[00:28:47] <shadekiller666> but they've done none of it well :P
L189[00:29:04] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read error: Connection reset by peer)
L190[00:29:08] <gigaherz> meanwhile:
L191[00:29:08] <gigaherz> http://www.3dprinter.net/wp-content/uploads/2014/01/rhino-3d.jpg
L192[00:29:11] <gigaherz> I do admit
L193[00:29:20] <gigaherz> rhino is NOT a good program for polygonal modelling
L194[00:29:36] <shadekiller666> is it more of a curve-based system?
L195[00:29:47] <gigaherz> it's designed around curved surfaces (NURBS)
L196[00:29:52] <shadekiller666> ahh
L197[00:29:55] <shadekiller666> interesting
L198[00:29:58] <gigaherz> but as a programmer
L199[00:30:08] <gigaherz> I prefer it because I can easily generate polygons manually
L200[00:30:13] <shadekiller666> i would assume its original purpose was for like armor right/
L201[00:30:28] <gigaherz> Rhinoceros was used by Blizzard for a long time
L202[00:30:34] <gigaherz> for their video trailers and such
L203[00:30:44] <gigaherz> back in the Warcraft days
L204[00:31:04] <shadekiller666> also, why are you still on windows 7, you heretic!
L205[00:31:10] <gigaherz> ?
L206[00:31:13] <gigaherz> I'm on win10
L207[00:31:14] <shadekiller666> nvm
L208[00:31:19] <gigaherz> that's screenshots off google
L209[00:31:25] <shadekiller666> oh lol
L210[00:31:37] <shadekiller666> why is that person still on windows 7?!?!
L211[00:31:49] <shadekiller666> (no need to explain)
L212[00:31:51] ⇦ Quits: Falk|Away (~Frost@97-121-65-26.omah.qwest.net) (Ping timeout: 206 seconds)
L213[00:31:55] <gigaherz> because the screenshot was taken in 2014? ;P
L214[00:32:27] <gigaherz> btw anyone here used POV-Ray?
L215[00:32:34] <gigaherz> I used to program 3d scenes in it
L216[00:32:35] <McJty> shadekiller666, when do you think the support for 'tiling textures' will be done?
L217[00:32:43] <shadekiller666> no idea
L218[00:32:50] <shadekiller666> probably within a month
L219[00:32:53] <McJty> gigaherz, I have used it a long time ago
L220[00:32:56] <McJty> shadekiller666, hmm ok
L221[00:32:59] <shadekiller666> assuming i figure out a nice way to do it
L222[00:33:17] <McJty> It was so easy in 1.7.10 :-)
L223[00:33:22] <gigaherz> shadekiller666: no way to just allow raw UVs for models loaded for TESR use instead of items/blocks?
L224[00:33:25] <shadekiller666> as gigaherz was mentioning earlier, TextureAtlasSprite was not made for that kind of texture application
L225[00:33:25] <McJty> Just bindTexture and then render model
L226[00:33:51] <shadekiller666> well
L227[00:34:25] <gigaherz> in mine I have
L228[00:34:27] <McJty> btw, can you do uv animation easily in 1.8.8?
L229[00:34:28] <shadekiller666> i suppose i could have a "none" in the "custom" block
L230[00:34:37] <shadekiller666> uv animation in 1.8.8?
L231[00:34:38] <shadekiller666> uhh
L232[00:34:41] <shadekiller666> no idea
L233[00:34:46] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/models/ObjModel.java#L116
L234[00:34:48] <gigaherz> this
L235[00:34:48] <McJty> I need that too for some of my models
L236[00:35:25] <gigaherz> it wouldn't work currently
L237[00:35:28] <McJty> Although never for an OBJ file. I do uv animation manually with opengl
L238[00:35:32] <shadekiller666> basically, the way that the rendering stuff works now is that IModels bake into IBakedModels, those IBakedModels have all of the vertex information and the texture and such needed to render
L239[00:35:34] <gigaherz> because I don't handle the case where a model has no texture assigned
L240[00:35:41] <gigaherz> but it should be possible though
L241[00:36:10] <shadekiller666> the game then calls a single method, and that method takes all of the model's information and organizes it into a massive ByteBuffer array thing
L242[00:36:14] <gigaherz> maybe something like a special code in map_Kd?
L243[00:36:20] <shadekiller666> and spits that out to minecraft
L244[00:36:29] <shadekiller666> which shoves it into opengl
L245[00:36:29] <gigaherz> which tells the obj loader "don't use a texture, it will be bound later"
L246[00:36:53] <gigaherz> yes but there's no texture info there
L247[00:36:57] <shadekiller666> when no map_Kx is defined
L248[00:37:00] <gigaherz> you can still bindTexture beforehand
L249[00:37:00] <McJty> I do wish there was still a way to just basically load and render an OBJ and use that directly from code in a TESR
L250[00:37:07] <shadekiller666> or, when no mtllib exists
L251[00:37:16] <shadekiller666> a white texture is automatically applied
L252[00:37:49] <gigaherz> McJty: you oculd always use my obj loader
L253[00:37:49] <gigaherz> XD
L254[00:37:52] <gigaherz> although
L255[00:37:56] <gigaherz> mine won't work well for blocks
L256[00:38:01] <shadekiller666> there is a special name for this "default" texture, OBJModel.Default.Texture.Name or something like that
L257[00:38:02] <gigaherz> it doesn't support "transform" and such
L258[00:38:03] <gigaherz> ;P
L259[00:38:23] <gigaherz> if mine can't find a texture
L260[00:38:27] <gigaherz> it doesn't try to use any at all
L261[00:38:32] <McJty> I like the new abstraction layer for models in 1.8.8 but sometimes things are just easier to just code in java with OpenGL :-)
L262[00:38:37] <gigaherz> just uses raw texcoords, which will show the whole atlas :D
L263[00:39:15] <shadekiller666> giga, thats the thing, there has to be SOME TextureAtlasSprite when organizing the data
L264[00:39:21] <gigaherz> (due to a bug, because I forgot to query the "purple pattern" texture)
L265[00:39:27] <gigaherz> shadekiller666: not really
L266[00:39:35] <gigaherz> the TAS is a tool
L267[00:39:42] <gigaherz> that helps you "fix" the UV coords
L268[00:39:46] <gigaherz> for use in the atlas
L269[00:39:47] <shadekiller666> true
L270[00:39:49] <gigaherz> if you don't have an atlas
L271[00:39:55] <gigaherz> you can leave the RAW UV values
L272[00:39:55] <shadekiller666> its an interpolator
L273[00:40:08] <gigaherz> which can support wrapping and anything else
L274[00:40:15] <gigaherz> since they aren't bound by the limits of the atlas
L275[00:40:18] <gigaherz> all it takes
L276[00:40:24] <gigaherz> is allowing the tas to be null
L277[00:40:30] <gigaherz> and leavingthe raw UV values in that case
L278[00:40:41] <shadekiller666> i wonder if the entries inside of a TAS can be moved around like indices in an array or table...
L279[00:40:55] *** mrkirby153 is now known as kirby|gone
L280[00:41:00] <gigaherz> entries?
L281[00:41:10] <McJty> I'm probably going to port over the old OBJ loader from 1.7.10 to solve these cases that I can't currently solve otherwise.
L282[00:41:11] <shadekiller666> the individual textures
L283[00:41:14] <McJty> Just temporarily though.
L284[00:41:17] <gigaherz> the atlas is built once
L285[00:41:19] <McJty> Until a proper solution can be implemented
L286[00:41:20] <shadekiller666> no no no
L287[00:41:23] <shadekiller666> NO
L288[00:41:31] <gigaherz> McJty: ugh
L289[00:41:32] <shadekiller666> 1.7.10 loader is NOT your friend
L290[00:41:34] <gigaherz> at least use mine instead
L291[00:41:35] <gigaherz> XD
L292[00:41:42] <shadekiller666> and you have no idea how much more work that would be
L293[00:41:43] <McJty> Just temporarily
L294[00:41:44] <shadekiller666> NO
L295[00:41:46] <gigaherz> mine will work fine for a TESR
L296[00:41:48] <gigaherz> XD
L297[00:42:12] <gigaherz> mine's already written for 1.8(.8)
L298[00:42:18] <shadekiller666> if you're going to use a different obj for the time being, use giga's
L299[00:42:22] <McJty> ok
L300[00:42:26] <McJty> Where can I find that?
L301[00:42:28] <shadekiller666> its what mine was originally based on
L302[00:42:36] <gigaherz> https://github.com/gigaherz/ElementsOfPower/tree/master/src/main/java/gigaherz/elementsofpower/models
L303[00:42:37] <gigaherz> this package
L304[00:42:42] <shadekiller666> though, now they are almost completely different
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L306[00:43:02] <gigaherz> feel free to rename and butcher ;P
L307[00:43:03] <McJty> gigaherz, and I can just load a model with that and render it from within a TESR?
L308[00:43:10] <shadekiller666> ...
L309[00:43:16] <gigaherz> I don't see any reason why you wouldn't be able to XD
L310[00:43:25] <gigaherz> ituses the ICustomModelLoader interface
L311[00:43:26] <shadekiller666> i could have swarn theres a way to do that with mine
L312[00:43:40] <McJty> shadekiller666, well if that's possible then that's perfect too
L313[00:43:45] <McJty> But I wasn't able to find that
L314[00:43:52] <gigaherz> hmm actually
L315[00:43:52] <shadekiller666> you know
L316[00:43:55] <McJty> And it needs to be able to just use the texture bound with GL
L317[00:43:56] <gigaherz> how do you DRAW an IBakedModel?
L318[00:44:00] <McJty> And not try to set it on its own
L319[00:44:21] <shadekiller666> giga, you have to know how the data is packed into the ByteBuffer
L320[00:44:30] <shadekiller666> which is what the VertexFormat is for
L321[00:44:37] <gigaherz> yeah
L322[00:44:40] <gigaherz> that's available ;P
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L324[00:44:51] <shadekiller666> its organized in a per-vertex fashion
L325[00:44:54] <gigaherz> I meant if there's some "drawBakedModel(mode here)"
L326[00:44:57] <gigaherz> I assume so
L327[00:45:04] <gigaherz> model*
L328[00:45:18] <shadekiller666> so "vertex coord, color, normal, uvs, vertex coord, color, normal, uvs, ..."
L329[00:45:21] <shadekiller666> or something like that
L330[00:46:08] <shadekiller666> you know, you can obtain an OBJModel by just shoving the resourcelocation that points to the .obj into OBJLoader.loadModel()
L331[00:46:17] <shadekiller666> though you would then have to bake the stupid thing...
L332[00:46:57] <shadekiller666> giga,
L333[00:47:25] <shadekiller666> BlockModelRenderer.renderModelStandard, renderModelAmbientOcclusion, renderModelBrightnessColor
L334[00:47:36] <shadekiller666> there are multiple methods to render a baked model
L335[00:47:42] <gigaherz> aha
L336[00:48:05] <shadekiller666> theres also RenderItem.renderModel(IBakedModel, int, ItemStack)
L337[00:48:07] <McJty> Is there an easy way to have a different model based on some value in a TE or do I need an actual TESR for that?
L338[00:48:29] <McJty> So not based on blockstate but based on TE value
L339[00:48:48] <shadekiller666> theres also ForgeBlockModelRenderer.render()
L340[00:48:49] <gigaherz> McJty: I'm doing a simple demo
L341[00:48:52] <gigaherz> of how to use mine
L342[00:49:01] <shadekiller666> uhh
L343[00:49:04] <gigaherz> McJty: yes you can use getActualState for that
L344[00:49:07] <shadekiller666> there is
L345[00:49:18] <gigaherz> to change IBlockState based on TE
L346[00:49:29] <McJty> No no
L347[00:49:33] <shadekiller666> you would override getActualState() in your block class, then call out to the tile entity for the information
L348[00:49:34] <McJty> The blockstate does not depend on TE
L349[00:49:39] <McJty> The blockstate of the block is already used for other things
L350[00:49:41] <shadekiller666> then select the model accordingly
L351[00:49:47] <McJty> The four bits are used up
L352[00:49:51] <gigaherz> McJty: getActualState doens't require meta
L353[00:49:55] <gigaherz> you can have extra states
L354[00:49:55] <McJty> ah
L355[00:49:58] <gigaherz> that are only used for rendering
L356[00:49:59] <McJty> That I didn't know
L357[00:50:03] <gigaherz> getActualState is onlycalled on the client
L358[00:50:10] <gigaherz> you can use it for things like deciding the fence "connection"
L359[00:50:11] <shadekiller666> getActualState doesn't actually store anything
L360[00:50:13] <gigaherz> client-side-only
L361[00:50:15] <McJty> Ok that seems perfect for this then
L362[00:50:35] <gigaherz> or as you want, using TileEntity
L363[00:50:49] <gigaherz> basically, getActualState is called on rendering, AFTER the chunk is already in place and the TE has been loaded
L364[00:50:59] <gigaherz> it's called any time the chunk needs to re-render
L365[00:51:01] <McJty> Ok perfect!
L366[00:51:03] <shadekiller666> and its not stored
L367[00:51:17] <gigaherz> yeah
L368[00:51:23] <shadekiller666> so its just a render tick call for a last chance update of the model
L369[00:51:25] <gigaherz> only for the current rendering pass
L370[00:51:38] <gigaherz> it's basically
L371[00:51:42] <gigaherz> the replacement for ISBRH
L372[00:51:42] <shadekiller666> works for all models in the game
L373[00:51:49] <gigaherz> anything "special" you did in a ISBRH
L374[00:52:04] <gigaherz> you can do in getActualState if it can be done with just changing blockstaets
L375[00:52:17] <gigaherz> or using getExtendedState + IUnlistedProperty + custom state mapper
L376[00:52:20] <gigaherz> if you need anything fancy
L377[00:52:25] <shadekiller666> lol
L378[00:52:31] <shadekiller666> thats one step more complicated though
L379[00:52:34] <gigaherz> yeah
L380[00:52:41] <shadekiller666> especially with IUnlistedProperties
L381[00:52:56] <gigaherz> if all you need is decide blockstate "details" based on TE --> getActualState
L382[00:52:57] <shadekiller666> if not handled properly, they break block placement
L383[00:53:03] <gigaherz> if you need to modify or composite models
L384[00:53:04] <gigaherz> based on the TE
L385[00:53:08] <McJty> It is for a bunch of sticks on the ground. The TE has a number (from 0 to 64) for the number of sticks. And there are four models based on this number. Also the sticks can be burning.
L386[00:53:09] <gigaherz> then you need extended
L387[00:53:18] <McJty> I'm probably going to need a TESR for the fire rendering though. Not sure
L388[00:53:26] <gigaherz> and if you need to dynamically modify rendering properties, then and only then, you want an unlisted
L389[00:53:49] <gigaherz> fire?
L390[00:53:55] <gigaherz> is it just an animatedtexture?
L391[00:53:55] <shadekiller666> there are things you can change in obj models that doesn't require IUnlistedProperties
L392[00:53:57] <gigaherz> like the torch?
L393[00:54:03] <McJty> No it is rendered like the vanilla fire block
L394[00:54:14] <gigaherz> fire block is just animated texture
L395[00:54:22] <McJty> Well more the one
L396[00:54:23] <gigaherz> same exact TAS as the overlay you get when burning
L397[00:54:29] <McJty> It is a number of animated textures
L398[00:54:35] <McJty> So it looks ok from all directions
L399[00:54:40] <McJty> At least it was in 1.7.10
L400[00:54:45] <gigaherz> tyhy use thesame source though, just different planes?
L401[00:54:52] <McJty> yes
L402[00:54:57] <shadekiller666> fire has 8 overlapping planes
L403[00:55:09] <gigaherz> so yeah
L404[00:55:13] <shadekiller666> all rendering the same texture
L405[00:55:17] <shadekiller666> at the same time
L406[00:55:17] <gigaherz> you can even use the same TAS as the fire
L407[00:55:17] <gigaherz> ;P
L408[00:55:23] <gigaherz> you don't need to worry about animating
L409[00:55:27] <gigaherz> just have a few planes
L410[00:55:30] <McJty> TAS?
L411[00:55:30] <gigaherz> using the fire texture(s)
L412[00:55:34] <gigaherz> TextureAtlasSprite
L413[00:55:38] <shadekiller666> TextureAtlasSprite
L414[00:55:40] <McJty> ok
L415[00:55:49] <shadekiller666> its the "replacement" for IIcons
L416[00:55:58] <gigaherz> just... refer to the minecraft:fire in those polygons
L417[00:55:58] <gigaherz> ;P
L418[00:56:02] <shadekiller666> though IIcons are actually still a thing in 1.8, but they're hidden
L419[00:56:13] <gigaherz> TextureAtlasSprite implements IIcon
L420[00:56:14] <gigaherz> XD
L421[00:56:26] <shadekiller666> lol
L422[00:56:27] <gigaherz> or at least it did in 1.7
L423[00:56:28] <shadekiller666> shush
L424[00:57:51] <shadekiller666> giga, you said the atlas is stitched once
L425[00:58:03] <shadekiller666> any reason it couldn't be stitched twice :P
L426[00:58:03] <gigaherz> shadekiller666:
L427[00:58:03] <gigaherz> https://gist.github.com/gigaherz/1959423ce219c0236bc6
L428[00:58:15] <gigaherz> this is all you need to "load" one of my models if you don't need textures
L429[00:58:15] <gigaherz> XD
L430[00:58:40] <shadekiller666> lol
L431[00:58:59] <shadekiller666> you're never going to just use mine are you?
L432[00:59:03] <gigaherz> eventually
L433[00:59:15] <gigaherz> but the way you use item models with mine
L434[00:59:18] <gigaherz> is just so much less messy
L435[00:59:19] <gigaherz> ;P
L436[00:59:31] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L51
L437[00:59:33] <shadekiller666> i can't do anything about item models
L438[00:59:43] <gigaherz> no need to use random files, you just call that function
L439[00:59:56] <shadekiller666> ya well
L440[00:59:57] <gigaherz> which forces my loader to append ".obj" to any resourcelocation which is contained in that list
L441[01:00:06] <gigaherz> ;P
L442[01:00:07] <shadekiller666> mine was built to fit into forge and vanilla's system
L443[01:00:19] <gigaherz> so is mine, it's hackier than yours in some ways
L444[01:00:36] <gigaherz> and it's ONLY designed for items
L445[01:00:45] <gigaherz> but what it does, it does more seamlessly
L446[01:00:58] <gigaherz> I even support loading the json alongside the model
L447[01:01:03] <gigaherz> so I can load transforms and textures from it
L448[01:01:06] <gigaherz> instead ofusing a blockstates file ;P
L449[01:01:23] <shadekiller666> ya well
L450[01:01:34] <shadekiller666> like i said, mine is built to fit into the system
L451[01:01:36] <gigaherz> I'm not saying it's better, though
L452[01:01:41] <shadekiller666> and work like other systems :P
L453[01:01:53] <gigaherz> yeah you fit it into the mold that was theb3d one ;P
L454[01:02:04] <gigaherz> I made the system fit mine ,P
L455[01:02:35] <shadekiller666> i've tried my best to make interaction with the OBJ loader as easy as i can given the nuances
L456[01:02:45] <gigaherz> yeah and oyu managed a lot
L457[01:02:50] <gigaherz> in fact
L458[01:02:55] <gigaherz> if I was creating a whole new project
L459[01:03:00] <gigaherz> and I had to choose
L460[01:03:10] <gigaherz> I'd probably choose yours
L461[01:03:26] <shadekiller666> hell, if you want to be super sneeky, you could extend mine with yours, and have all this nice front-end stuff yourself, whilst using mine :P
L462[01:03:35] <gigaherz> yep
L463[01:03:44] <gigaherz> in fact that's an itneresting idea
L464[01:03:44] <gigaherz> XD
L465[01:03:54] <gigaherz> I could just override accept() and loadModel
L466[01:04:00] <gigaherz> to do the sneaky append-".obj"
L467[01:04:06] <shadekiller666> well
L468[01:04:13] <gigaherz> when a resourcelocation is added into the override list
L469[01:04:19] <shadekiller666> i do a sneeaky append with .mtl kinda
L470[01:04:35] <shadekiller666> thats how i find the mtl from inside the obj if the path isn't complete
L471[01:04:56] <gigaherz> same
L472[01:05:01] <gigaherz> I get the resource path
L473[01:05:06] <gigaherz> cut it off at the last /
L474[01:05:13] <gigaherz> and then add the mtl string after that
L475[01:05:16] <shadekiller666> i've been having trouble with the interfacing part of this recently
L476[01:05:17] <gigaherz> and rebuild the resourcelocation
L477[01:05:33] <gigaherz> anyhow it's 8am
L478[01:05:36] <gigaherz> I REALLY need to sleep
L479[01:05:37] <gigaherz> xD
L480[01:05:49] <shadekiller666> you know, one neat, coherent way of modifying the different things in an OBJModel from within a block or TE class
L481[01:06:21] <shadekiller666> maybe we can talk about that more later
L482[01:06:21] <gigaherz> you shouldn't be touching rendering stuffs from the Block/TE
L483[01:06:26] <gigaherz> since a model can be shared
L484[01:06:43] <shadekiller666> how else would you change group visibilities
L485[01:06:43] <gigaherz> that's the whole point of the model state that can be passed to the renderer from the state mapped
L486[01:06:48] <shadekiller666> or the colors of materials
L487[01:06:51] <gigaherz> state mapper*
L488[01:07:12] <gigaherz> getExtendedState with the state data in it ;P
L489[01:07:14] <shadekiller666> well
L490[01:07:25] <gigaherz> although I suppose you could wrap it
L491[01:07:25] <shadekiller666> the group visibilities are an IUnlistedProperty
L492[01:07:37] <gigaherz> make a default getExtendedState
L493[01:07:51] <gigaherz> that calls getModelState
L494[01:07:56] <gigaherz> or something similar
L495[01:08:05] <gigaherz> and then sends this data over to the model system
L496[01:08:08] <gigaherz> anyhow
L497[01:08:09] <gigaherz> gotta go
L498[01:08:10] <gigaherz> night
L499[01:08:18] <shadekiller666> the problem with that though, is that the data for things like material colors aren't easilly accessed from inside of an OBJState relative to their storage location in the model
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L501[01:09:04] <McJty> Hmm one thing
L502[01:09:18] <shadekiller666> thanks for the compliments for my loader gigaherz :P
L503[01:09:39] <McJty> My 'sticks' will have four states from meta (horizontal orientation). Four states from tileentity (model depending on number of sticks) and two states for burning or not
L504[01:09:53] <McJty> That is 32 different combinations. Do I have to enumerate all these in my blockstate.json?
L505[01:09:59] <shadekiller666> ...
L506[01:10:05] <shadekiller666> well for one thing you can't
L507[01:10:20] <shadekiller666> that 4 bit limit on metadata from 1.7.10 still exists
L508[01:10:26] <McJty> no no
L509[01:10:31] <shadekiller666> blockstates are saved via metadata
L510[01:10:33] <McJty> I mean the states from the TE are in actual state
L511[01:10:38] <shadekiller666> oh
L512[01:10:38] <McJty> getActualState
L513[01:10:39] <shadekiller666> no
L514[01:10:46] <shadekiller666> you shouldn't
L515[01:10:52] <McJty> I thought you said that was what it is was for?
L516[01:11:09] <shadekiller666> uhh
L517[01:11:34] <shadekiller666> thats a complicated quesiont
L518[01:11:37] <shadekiller666> question
L519[01:11:43] <shadekiller666> i grammar good
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L521[01:12:34] <shadekiller666> and i don't know
L522[01:12:57] <McJty> Well the earlier discussion on this seemed to imply that this was the solution
L523[01:13:05] <shadekiller666> it is
L524[01:13:24] <shadekiller666> i'm not sure if you have to define all of the variants in the json though
L525[01:13:30] <shadekiller666> i'll take a look tomorrow
L526[01:13:34] <McJty> ok thanks
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L528[01:16:22] <McJty> Actually the states for fire are for a seperate model
L529[01:16:28] <McJty> As that is rendered on top of the sticks
L530[01:16:36] <McJty> So I need to solve that too :-)
L531[01:18:24] <shadekiller666> that i think might need a TESR, not sure
L532[01:18:34] <shadekiller666> look at the stuff in BlockModelRenderer
L533[01:18:52] <Wuppy> mornin
L534[01:21:42] <McJty> shadekiller666, it would be really nice if you could do multiple models like that too via the json
L535[01:21:52] <McJty> shadekiller666, that would make it a really powerful system
L536[01:22:49] <McJty> A full generalized way to convert states (actual or from meta) to any number of independently transformed models
L537[01:23:16] <shadekiller666> well
L538[01:23:22] <shadekiller666> there are "submodels"
L539[01:24:13] <asie> McJty: check out the forge json format
L540[01:24:26] <shadekiller666> so you could actually have a PropertyBool and in the json point it to minecraft:fire
L541[01:24:53] <McJty> aha
L542[01:25:03] <McJty> asie, where is that documented?
L543[01:25:13] <asie> http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L544[01:25:25] <shadekiller666> mcjty, you're using forge blockstates already
L545[01:25:33] <asie> examples are in charsetpipes, too
L546[01:25:43] <asie> (charsetwires uses a complex ISBM)
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L548[01:26:18] <McJty> Ok, I'll see if I can get my sticks to burn using that
L549[01:27:03] <shadekiller666> anyway, i'm gonna go to bed
L550[01:27:15] <shadekiller666> hopefully fight off this head-cold soon
L551[01:27:19] <shadekiller666> goodnight
L552[01:27:46] <McJty> Sleep well and thanks
L553[01:27:52] <shadekiller666> np
L554[01:28:05] <McJty> I'm learning a lot here :-)
L555[01:28:35] <shadekiller666> thats the idea
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L561[01:46:30] <Wuppy> can someone verify that this works: http://puu.sh/lTHmU/7263fd6ce5.zip
L562[01:50:24] <McJty> Not me. I'm on linux
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L564[01:55:44] <Wuppy> others already tested it, works perfectly \o/
L565[01:57:01] <Wuppy> all systems work so it's time for gameplay :P
L566[01:59:33] <McJty> Does state.withProperty actually modify the state or does it return a new one?
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L568[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151213 mappings to Forge Maven.
L569[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151213-1.8.8.zip (mappings = "snapshot_20151213" in build.gradle).
L570[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L577[02:28:50] <karlthepagan> I should make FML integration tests :P
L578[02:29:24] <karlthepagan> some things created for modder convenience make unit testing less convenient
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L587[02:51:42] <Unh0ly_Tigg> Welp, I just lost all my faith in humanity... there's a duck dynasty game for X360...
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L591[02:59:59] <karlthepagan> Unh0ly_Tigg, that fine line between the games industry and the gaming industry
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L593[03:03:35] <McJty> In a blockstate json, how can you specify a model for a combination of two different properties?
L594[03:04:16] <asie> Ask fry when he wakes up - I am pretty sure there is a way but I don't remember it now
L595[03:06:05] <McJty> I wonder if you can just nest variant statements
L596[03:08:08] <masa> http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
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L598[03:09:04] <McJty> Yes I was looking at that but can't find any information there
L599[03:09:09] <McJty> About this I mean
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L602[03:09:47] <masa> isn't the sub-model section it? the mossy and the pillarcount are different properties
L603[03:10:26] <masa> and vanilla has them too, but there they are defined in a really stupid manner in 1.8
L604[03:10:50] <masa> multiple properties defining the variant that is
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L607[03:13:18] <LexDesktop> no you cant
L608[03:13:31] <LexDesktop> but you can always fully qualify the variants
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L640[04:26:24] <sham1> \o/
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L659[04:29:05] <Nitrodev> \o/
L660[04:29:23] <heldplayer> \o/
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L662[04:31:04] <sham1> 3TB HDD
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L664[04:31:22] <sham1> Finally my games can have a place they can call home
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L667[04:31:30] <Nitrodev> nice
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L670[04:32:02] <Nitrodev> i have 1TB total
L671[04:32:10] <sham1> T'was only 99,90€
L672[04:32:13] <Nitrodev> and i haven't even used 1/4th of it
L673[04:32:14] <sham1> So I am happy
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L675[04:33:02] <sham1> Only thing about it was that my familly and I had to drive into Helsinki at evening and get back home at 3 in the morning
L676[04:33:07] <Wuppy> hai sham1
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L679[04:33:39] <Nitrodev> helsinki?
L680[04:33:48] <Nitrodev> why would you need to drive there
L681[04:34:00] <sham1> Verkkokauppa :D
L682[04:34:07] <Nitrodev> ah
L683[04:34:08] <sham1> Was only thing open
L684[04:34:40] <Nitrodev> glad i don't need to get all the way over there
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L688[04:35:00] <Nitrodev> there is a verkkokauppa like 3 km from where we live
L689[04:35:07] <sham1> Tampere?
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L691[04:35:38] <Nitrodev> Oulu
L692[04:35:46] <sham1> Ah
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L712[04:52:28] <Wuppy> my ears are starting hurt from hearing my headset :o
L713[04:52:43] <Wuppy> not that strange though, 20 hours of dev yesterday :P
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L723[05:09:53] <fry> McJty: porting the 1.7 loader is literally the worst idea you could have; you can render new models in TESR; and describe "animated UVs"
L724[05:23:15] <Rockers> I haven't done as much as wuppy but I'm nearly finished.
L725[05:23:43] <Wuppy> going from scratch is so much more work :<
L726[05:23:59] <Rockers> True
L727[05:24:17] <Rockers> I'm also *probably* alot younger, got school, etc.
L728[05:24:59] <Wuppy> how old are you then?
L729[05:25:15] <Rockers> heh heh
L730[05:25:24] <Wuppy> I'm only 19 :P
L731[05:25:26] <Rockers> 14.....
L732[05:25:38] <Rockers> Oh
L733[05:25:45] <Wuppy> so also school and stuff
L734[05:25:53] <Rockers> Alright then.
L735[05:25:58] <Wuppy> but I'm in a game dev education so this counts as school work :P
L736[05:26:10] <Rockers> Really?
L737[05:26:14] <Wuppy> yip
L738[05:26:21] <Rockers> :|
L739[05:26:25] <Rockers> Ok then
L740[05:27:00] <Rockers> So, what advancements have you made on your game so far?
L741[05:27:14] <Wuppy> FFS
L742[05:27:15] <Wuppy> dammit
L743[05:27:17] <Wuppy> I hate myself
L744[05:27:31] <Rockers> how?
L745[05:27:42] <Wuppy> was wondering why I could only jump once even though all variables were set correctly
L746[05:28:21] <Wuppy> except for the fact that it can only jump if it has a "jump coin" and you only have 1 at the start :|
L747[05:28:55] <Rockers> I've messed up like that before.
L748[05:29:21] <Rockers> Having a "game mechanic" and forgetting about it and then wondering wtf is going on.
L749[05:29:55] <Wuppy> haha
L750[05:30:14] <Wuppy> ugh I've already listened to an entire christmas hits list and the hardstyle top 40
L751[05:30:24] <Wuppy> onto the wrong music (think happy hardcore, venga boys etc.)
L752[05:30:30] <Rockers> D:
L753[05:30:48] <Rockers> I listen to Grime or Alternative.
L754[05:32:03] <Wuppy> I listen to almost everything
L755[05:32:05] <Wuppy> but moslty hardstyle :D
L756[05:32:13] <Rockers> I don't think about sticking on Christmas until at least the 20th.
L757[05:32:27] <Rockers> Isn't hardstyle very... "bouncy"?
L758[05:32:49] <Wuppy> that's one way to describe it
L759[05:33:00] <Wuppy> think harcore but slower and with more vocals & melody
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L761[05:35:02] <Rockers> I just stuck on hardstyle and I think this would drive me nuts if it was on for more that 2 hours... But then again, I guess people have different genres.
L762[05:35:10] <Rockers> I hate dubstep though.
L763[05:35:33] <Wuppy> so do I
L764[05:35:37] <Wuppy> whatcha think of this song? https://www.youtube.com/watch?v=WA0t6ErCtus
L765[05:36:06] <Rockers> That's not that bad.
L766[05:36:26] <Wuppy> and this one? https://www.youtube.com/watch?v=O7qMIqoIfUE
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L768[05:39:16] <Rockers> I would probably actually listen to those ones, because they aren't annoying. Even then, the second one doesn't suit my tastes as much as the first one does. Which is weird considering I like hard-rock and rap. :| I don't really know.
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L770[05:41:12] <Wuppy> the second one is so good <3
L771[05:44:42] <Rockers> I just checked, my PC has been on for 20 hours because I don't switch it off when I go to sleep. At least when I'm game jamming.
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L777[06:00:24] <McJty> fry, it was not for that reason. Apparently the new obj model loader in 1.8.8 doesn't support tiled textures yet
L778[06:00:34] <McJty> fry, i.e. uv coordinates that go beyond 0,1
L779[06:00:51] <McJty> fry, so it was a temporary solution to have my models who need that work
L780[06:01:37] <fry> tiled textures + texture sheet won't work together for obvious reasons
L781[06:01:51] <McJty> yes I know
L782[06:01:58] <McJty> That's why these models should not use the texture sheet
L783[06:01:58] <fry> there are number of ways to fix that though
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L785[06:02:06] <fry> show the model screenshow
L786[06:02:09] <fry> *shot
L787[06:04:03] <McJty> Hmm I can't show in game as they don't render :-)
L788[06:04:10] <fry> 1.7
L789[06:04:17] <fry> or is this a new model?
L790[06:04:53] <McJty> I don't have a 1.7 version anymore
L791[06:04:59] <McJty> I can show it in blender though
L792[06:05:05] <fry> that works
L793[06:05:17] <fry> show the texture view though
L794[06:05:28] <McJty> http://i.imgur.com/v0j9gVu.png
L795[06:05:39] <McJty> On the right you can see the texture mapping
L796[06:06:10] <fry> so, you need at most 2x tiling
L797[06:06:21] <McJty> This is just an example though
L798[06:06:28] <fry> you can easily make it work by splitting up the faces
L799[06:06:36] <fry> so that wrapping occurs on the boundary
L800[06:06:43] <McJty> That's annoying. I very much prefer a solution where I don't have to use an atlas
L801[06:06:56] <fry> you'll have to use the TESR though
L802[06:06:58] <fry> which is slow
L803[06:07:07] <McJty> TESR is fine
L804[06:07:16] <fry> and this looks like a static model
L805[06:07:33] <McJty> Well I need a TESR in any case for other parts connected to it but this part is static yes
L806[06:08:03] <McJty> Also I cannot easily use a 2x2 texture in this case as I'm actually using the vanilla oak texture here
L807[06:08:21] <McJty> And I want to use that so that the texture is automatically changed if the resource pack maker improves that
L808[06:08:31] <McJty> So this block always looks exactly like the oak planks
L809[06:08:35] <fry> using 2x2 texture is only 1 possible solution
L810[06:08:48] <fry> another is, as I said, splitting up the model
L811[06:09:20] <McJty> yes sure that would work in this case
L812[06:09:31] <fry> in what case won't it work?
L813[06:09:58] <McJty> Well I am planning to also use this tiling texture where the tiling will be a lot more. Splitting the model in that case would make it have a big amount of quads/triangles
L814[06:10:01] <fry> at some point obj loader might have an option to do that automatically for you
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L816[06:10:20] <fry> how big?
L817[06:10:33] <McJty> Not decided yet. I haven't started working on that yet :-)
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L819[06:10:43] <fry> estimate
L820[06:10:43] <McJty> And to be honest, splitting might be a solution there
L821[06:11:11] <fry> also, be aware that smooth lighting won't work for anything >~3 blocks in size
L822[06:11:14] <McJty> Splitting in blender is annoying though as I'm still working a lot on these models
L823[06:11:32] <McJty> They are not finished and I might want to retexture and such
L824[06:11:35] <fry> http://blender.stackexchange.com/questions/1401/split-a-mesh-with-a-plane
L825[06:11:37] <McJty> If the model is split then that's a lot harder
L826[06:11:44] <McJty> As I need to rejoin and stuff like that
L827[06:11:52] <fry> save 2 copies
L828[06:11:57] <fry> one split, one not
L829[06:12:04] <McJty> Yes yes. They are always solutions :-)
L830[06:12:29] <fry> all these solutions are easier, and will produce better code/performance than porting 1.7 loader
L831[06:12:37] <fry> that's just silly
L832[06:12:40] <McJty> Well that's not the final solution I hope
L833[06:12:53] <McJty> The final solution would be to have support for non-atlased textures for this case
L834[06:13:04] <McJty> Only for TESR mind you
L835[06:13:16] <fry> I might one day go crazy and write a shader that would do correct atlas sampling with wrapping
L836[06:13:32] <McJty> Anyway I have another blockstate related question for you
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L838[06:13:39] <McJty> How can I define models based on a combination of states?
L839[06:13:45] <McJty> A combination of properties I mean
L840[06:13:50] <fry> use the full property strings
L841[06:14:02] <fry> "color=red,facing=up"
L842[06:14:14] <McJty> Well I now have: "facing": {
L843[06:14:14] <McJty> "north": {"model": "gaia:sticks.obj"},
L844[06:14:15] <McJty> ... }
L845[06:14:31] <McJty> Would then then become: "facing=north,amount=all": {...}?
L846[06:14:48] <fry> if you have "amount" property, then yes
L847[06:15:06] <fry> what properties do you have?
L848[06:15:13] <Rockers> Anyone here ever used Adobe Audition?
L849[06:15:26] <McJty> Well there are three: facing (N, S, W, E), amount (single, double, tripple, all), and burning (yes/no)
L850[06:15:33] <McJty> For burning I will use a submodel that adds fire model
L851[06:15:42] <McJty> But the two other properties result in a single model
L852[06:17:13] <fry> and facing definitely can't be done with a transformation? you need 4 separate models?
L853[06:17:24] <fry> (or the same amount)
L854[06:17:26] <fry> *for
L855[06:17:36] <McJty> well I have only one model
L856[06:17:41] <McJty> But here is what I had now:
L857[06:17:44] <McJty> "facing": {
L858[06:17:44] <McJty> "north": {"model": "gaia:sticks.obj"},
L859[06:17:44] <McJty> "south": {"model": "gaia:sticks.obj", "y": 180},
L860[06:17:44] <McJty> "west": {"model": "gaia:sticks.obj", "y": 270},
L861[06:17:44] <McJty> "east": {"model": "gaia:sticks.obj", "y": 90}
L862[06:17:45] <McJty> }
L863[06:17:52] <fry> pastebin! :P
L864[06:17:52] <McJty> Can I do that differently?
L865[06:17:55] <McJty> oops sorry
L866[06:18:14] <fry> you can have rotations in 1 property, and model in another, and they should combine correctly
L867[06:18:28] <McJty> aha
L868[06:18:30] <McJty> Let me try that
L869[06:18:41] <fry> so, you'd only have the "south": { "y": 180}, ... in the "facing"
L870[06:18:56] <McJty> yes I get it. That would be a nice solution
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L874[06:31:13] <McJty> fry, it mostly works but when exactly is getActualState() called?
L875[06:31:24] <McJty> Because the 'amount' and 'burning' properties are calculated there
L876[06:31:31] <McJty> They are not part of the metadata but contained in the TE
L877[06:31:44] <fry> you can get the TE in getActualState
L878[06:31:49] <McJty> yes I do th
L879[06:31:50] <McJty> that
L880[06:31:58] <fry> make sure you fire a block update when you update the data :P
L881[06:32:02] <McJty> But the problem is that the block only updates render side if I place a block adjacent to it
L882[06:32:14] <McJty> Yes I do that too. I think
L883[06:32:27] <McJty> markDirty();
L884[06:32:27] <McJty> worldObj.markBlockForUpdate(getPos());
L885[06:34:00] <fry> world.markBlockRangeForRenderUpdate(pos, pos), on the client
L886[06:34:03] <fry> that's what I do
L887[06:34:13] <McJty> On the client? But how does the client know that it has to do that?
L888[06:34:27] <McJty> The number is changed on the server
L889[06:34:35] <fry> not sure if calling that on the server world will send the data, let's see
L890[06:36:01] <McJty> Doesn't seem to do that
L891[06:39:54] <fry> hmm, you do have the TE on the client though?
L892[06:40:24] <fry> and you do need to sync the data to it
L893[06:40:30] <fry> so, you should know when it changes
L894[06:40:49] <fry> and be able to call markBlockRangeForRenderUpdate on the client world there :P
L895[06:43:55] <McJty> hmm ok that might work yes
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L897[06:44:39] <tterrag> fry: why not just world.markBlocKForUpdate
L898[06:44:45] <tterrag> the range does nothing extra?
L899[06:45:13] <fry> tterrag: notice the Render part
L900[06:45:20] <fry> those methods do different things
L901[06:45:21] <tterrag> markBlockForUpdate is a render update
L902[06:46:01] <tterrag> fry: see RenderGlobal line 1981
L903[06:46:08] <tterrag> markBlockForUpdate is just a proxy through to what you do
L904[06:46:54] <fry> fair enough, this is true for RenderGlobal
L905[06:47:15] <fry> but nothing in the World mandates that :P
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L907[06:47:44] <fry> better to rely on less intrinsic knowledge :P
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L909[06:48:10] <tterrag> no, fact is it's just a poorly named method
L910[06:48:17] <tterrag> every implementation treats it as markBlockForRenderUpdate
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L912[06:48:40] <fry> no, WorldManager.markBlockForUpdate sends data
L913[06:48:48] <fry> WorldManager.markBlockRangeForRenderUpdate doesn't
L914[06:51:56] <tterrag> well, that makes sense I guess, but in the end markBlockForUpdate just calls a render update on the client
L915[06:52:27] <fry> only if the underlying data changed, and the packet was sent :P
L916[06:52:34] <fry> which is the problem McJty has :P
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L919[06:57:32] <McJty> Well it is solved. I now force a rerender on client (when needed)
L920[06:58:08] <fry> \o/
L921[06:59:08] <asie> McJty: What are you porting today? =)
L922[06:59:41] <asie> Wait
L923[06:59:43] <asie> "gaia"
L924[06:59:45] <asie> Sounds like a new mod.
L925[07:00:17] <McJty> yep
L926[07:00:22] <McJty> You'll soon hear more about it :-)
L927[07:00:56] <asie> well it's full of sticks
L928[07:01:25] <McJty> And rocks!
L929[07:02:13] <McJty> It is a relatively new mod but already presenting several porting challenges
L930[07:02:19] <McJty> If I can get this ported the rest will be easy :-)
L931[07:05:34] <boni> McJty: just remember that doing that rerenders the whole chunk
L932[07:05:55] <McJty> yes but in the 1.7.10 version it was a TESR
L933[07:06:02] <McJty> And this is a randomly generated thing in the world
L934[07:06:11] <McJty> So this way is better
L935[07:06:22] <McJty> And typically the player will simply pick them all up at once
L936[07:06:43] <McJty> So the one time cost is better then the all-the-time cost of a TESR
L937[07:06:55] <Unh0ly_Tigg> does anyone have the link to the readthedocs page?
L938[07:07:03] <tterrag> mcforge.rtfd.org
L939[07:07:06] <McJty> http://mcforge.readthedocs.org/
L940[07:07:12] <Unh0ly_Tigg> thanks
L941[07:07:40] <boni> people should expand the forge doc :P
L942[07:07:49] <boni> we still need a 'common pitfalls' page for 1.8/.8
L943[07:07:52] <McJty> Now if I can manage to get the fire (when the sticks are burning) to render as a submodel I totally not need a TESR anymore
L944[07:08:32] <McJty> And that would make this code a LOT easier then the 1.7.10 version
L945[07:08:40] <McJty> Just doing everything in the json blockstate
L946[07:08:42] <McJty> Almost
L947[07:12:31] <Unh0ly_Tigg> with the variants section of the forge blockstate, is there a way to use 1 property that acts as a sort of 6-bit flag (which is actually stored in a tile entity) for the 6 cardinal directions, and which that flag bit is set, a submodel is used for that direction, but without having to declare *every* combo of flags?
L948[07:13:38] <tterrag> isn't that what the submodels are for?
L949[07:14:46] <boni> Unh0ly_Tigg: so.. any combinations of 2 directions are invalid?
L950[07:17:24] <Unh0ly_Tigg> basically, I want to have a default model of the center of a pipe, and a submodel of one side connection, but use 1 blockstate property as a connection map, but what I want to do is "for this property, when this bit is set, use this submodel property", without having to declare all 64 possible values for that property.
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L952[07:18:02] <Unh0ly_Tigg> just 6 declarations, which are true when a particular bit is set.
L953[07:18:28] <boni> uh, yeah.. use submodels?
L954[07:18:36] <Unh0ly_Tigg> I understand that...
L955[07:18:43] <boni> i don't understand your question
L956[07:18:52] <fry> Unh0ly_Tigg: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgeblockstatesloader/blockstates/cobblestone_wall.json
L957[07:19:07] <boni> the forge blockstates example in the docs does exactly that even
L958[07:19:10] <tterrag> basically ^^
L959[07:19:23] <tterrag> yeah, what you want is pretty much explained exactly on the docs page
L960[07:20:04] <fry> yup, that too :P
L961[07:20:38] <Unh0ly_Tigg> you don't get what I'm talking about...
L962[07:20:53] <boni> yes
L963[07:20:53] <boni> 14:18:43 < boni> i don't understand your question
L964[07:20:55] <boni> i just said that
L965[07:20:56] <boni> :P
L966[07:20:56] <Unh0ly_Tigg> I want to use 1 property for the connections, not 1 for each connection.
L967[07:21:04] <tterrag> ok
L968[07:21:05] <boni> ah
L969[07:21:06] <boni> no you can't.
L970[07:21:08] <Unh0ly_Tigg> yeah...
L971[07:21:10] <Unh0ly_Tigg> darn
L972[07:21:14] <boni> unless you want to make it an int
L973[07:21:17] <boni> that goes from 0 to 63 :P
L974[07:21:31] <tterrag> ah I think I see the issue
L975[07:21:33] <fry> how would that property work?
L976[07:21:36] <tterrag> no the cleanest way is to do what the wall does
L977[07:21:57] <fry> can you have 2 connections at the same time?
L978[07:21:57] <tterrag> fry: well it could be a list property, but that wouldn't really solve the json issue
L979[07:22:01] <fry> or only 1?
L980[07:22:12] <Unh0ly_Tigg> you could have all 6...
L981[07:22:35] <Unh0ly_Tigg> think of this like buildcraft pipes, or redpower tubes...
L982[07:22:56] <Unh0ly_Tigg> what would be the smallest way to represent it in a forge blockstate json...
L983[07:23:02] <Dark> is there not a way to store 0-32
L984[07:23:11] <Dark> as you would just need one number per combination
L985[07:23:19] <tterrag> Unh0ly_Tigg: like the wall does is the easiest way. a separate propperty for each direction
L986[07:23:26] <Dark> ^
L987[07:23:31] <Dark> just take the easy button
L988[07:23:34] <Unh0ly_Tigg> ok, I guess I'll go with that.
L989[07:24:03] <fry> yes, you pretty much can't have anything simpler than the wall example
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L992[07:26:01] <Unh0ly_Tigg> I was thinking there might be a way for a property in the variants, to do a bitwise selection, instead of a decimal based sum-of-bits value selection.
L993[07:26:08] <McJty> Oh, seems there is no model models/block.fire.json
L994[07:26:17] <McJty> But there are many different models...
L995[07:26:41] <Unh0ly_Tigg> there's different models based on what part of the fire is visible.
L996[07:26:50] <fry> McJty: yes, there's a common blockstate one, but you can't nest variants
L997[07:26:56] <McJty> I want the fire block as a submodel basically
L998[07:27:01] <McJty> But seems that is not *that* easy
L999[07:27:18] <Dark> really starting to see MC's block state system as the wrong way to do things
L1000[07:27:38] <fry> Unh0ly_Tigg: move that bitwise selection into the code, it really doesn't simplify the model definition :P
L1001[07:27:58] <fry> Dark: to do what?
L1002[07:28:09] <Dark> fry, in theory if I used block state on an .obj model would that mean it would reload my model into memory for each state?
L1003[07:28:28] <Unh0ly_Tigg> fry, if I had 6 properties for each side connection, and a property for a type, where the type only changes the texture, with that mesh with the connection submodels properly?
L1004[07:28:38] <fry> McJty: I'm sure your blocks don't need all the variants of fire, just one specific one :P
L1005[07:28:59] <McJty> fry, yes probably. Just have to figure out what I need :-)
L1006[07:29:13] <fry> Dark: yes and no; obj model is shared for all states, but different baked rotations are cached
L1007[07:29:17] <McJty> Dark, I would hope only if the model actually changed
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L1009[07:29:32] <Dark> Say for example I had a flat pipe that was a 3D model
L1010[07:29:35] <Dark> and had 1028 states
L1011[07:29:36] <Unh0ly_Tigg> will that mesh*
L1012[07:29:41] <fry> Unh0ly_Tigg: yes, that should work
L1013[07:30:05] <Unh0ly_Tigg> sweet, that will really cut down the amount of work I need to do...
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L1015[07:30:42] <fry> Dark: default system will precache 1028 arrays with baked data for each state, but you can avoid that by using unlisted properties
L1016[07:30:58] <Dark> unlisted properties?
L1017[07:31:02] <Dark> still learning the 1.8 system
L1018[07:31:05] <Unh0ly_Tigg> IUnlistedProperty
L1019[07:31:09] <Dark> ah
L1020[07:31:10] <Unh0ly_Tigg> it's a forge thing
L1021[07:31:30] <Unh0ly_Tigg> "It's a Forge thing"(tm) /s
L1022[07:32:14] <Unh0ly_Tigg> I feel like I'm now going to end up using that phrase a lot now...
L1023[07:32:21] <Dark> lol
L1024[07:32:30] <Dark> if you have a good IRC client
L1025[07:32:33] <Dark> you can tell it to auto type it
L1026[07:32:42] <Unh0ly_Tigg> oh, I have hexchat
L1027[07:32:48] <Dark> i do it for user names like Calclavia by typting calc.
L1028[07:32:48] <Unh0ly_Tigg> I can just make a user command
L1029[07:33:04] <McJty> Ok, it works but looks like crap :-)
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L1031[07:33:25] <McJty> http://i.imgur.com/YimmHf5.png
L1032[07:33:31] <McJty> How can I fix the transparency?
L1033[07:33:32] <Dark> fry another question does this new model system make MC run any better?
L1034[07:33:39] <Dark> vs 1.7
L1035[07:33:48] <fry> define 'better"
L1036[07:33:51] <Dark> fps
L1037[07:33:53] <Unh0ly_Tigg> so, now, I have /iaft which will do that
L1038[07:33:55] <Unh0ly_Tigg> "It's a Forge thing"(tm)
L1039[07:34:10] <fry> McJty: change the block layer, it's a method in Block
L1040[07:34:18] <fry> Dark: depends
L1041[07:34:23] <McJty> fry, can I do it only for that submodel?
L1042[07:34:32] <Dark> assuming the same content was render in 1.7 vs 1.8
L1043[07:34:42] <Dark> for example a techne model
L1044[07:34:45] <fry> a lot of things that were TESRs before are static renderers now, and static rendering in general is faster, since it's threaded
L1045[07:34:59] <Dark> oh its threaded now?
L1046[07:35:00] <McJty> Yes I find that it is a lot easier to convert TESR's to static now in 1.8.8
L1047[07:35:24] <Dark> tbh that does sound better
L1048[07:35:28] <fry> all custom models can be static renderers by default now
L1049[07:35:36] <Unh0ly_Tigg> with the ForgeBlockStatesLoaderDebug 'test' in the preInitClient method, the event parameter is never used...
L1050[07:35:39] <Dark> been converting stuff in 1.7 to ISBR and technically json models would be ISBRs
L1051[07:35:40] <fry> + you get correct smooth lighting out of the box
L1052[07:35:48] <McJty> fry, I guess I cannot use a submodel because the model itself can't probably be in the other block layer
L1053[07:36:07] <Dark> fry you have have given me the motivation to update to 1.8
L1054[07:36:17] <Dark> been trying to fix performance issues with my complex models
L1055[07:36:24] <fry> McJty: you can have multilayered models, but you'll need more than just json
L1056[07:36:40] <Dark> I assume I can use ISmartModel
L1057[07:36:41] <McJty> Dark, it takes a lot of work to update but I find it fun to work with the new system once you get over the initial hurdles
L1058[07:36:44] <Unh0ly_Tigg> would it be possible to use a property as the value of a model rotation with the forge blockstate json?
L1059[07:36:53] <Dark> McJty prefabs :)
L1060[07:36:57] <Dark> I know how to make updating easy
L1061[07:37:07] <fry> Dark: what kinds of models do you have? :P
L1062[07:37:08] <McJty> fry, hmm ok. I guess I could also use a TESR for the fire part
L1063[07:37:18] <fry> Unh0ly_Tigg: elaborate
L1064[07:37:23] <Dark> fry been working on a very nice looking wire/pipe tray model
L1065[07:37:31] <Dark> it has a lot of different rotations and connections
L1066[07:37:37] <Dark> because its a TESR
L1067[07:37:41] <Dark> it sucks for FPS
L1068[07:37:42] <fry> McJty: since you're writing code anyway, doing that with a smart model is easier
L1069[07:37:48] <sham1> Unh0ly_Tigg, ye
L1070[07:38:20] <Unh0ly_Tigg> fry, a chest like block, that uses a property for the hinge rotation, and be able to reference that for rotating the lid model (which would include the latch) appropriately.
L1071[07:38:30] <fry> Dark: everything you did in ISBRH in 1.7 is doable now, apart from GL access and stopping the tessellator
L1072[07:38:48] <Dark> what do you mean by doable?
L1073[07:39:03] <sham1> you can custom render stuff
L1074[07:39:05] <fry> Unh0ly_Tigg: is the hinge actually animated? how often does it rotate?
L1075[07:39:07] <McJty> fry, actually in this case the sticks model can render fine in the CUTOUT layer as well
L1076[07:39:16] <McJty> fry, so perhaps I can just put it completely in that layer
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L1078[07:39:29] <sham1> And if you really have to manipulate OpenGL, you propably want to do that every frame anyway
L1079[07:39:32] <fry> McJty: yes, that'll work
L1080[07:39:44] <Unh0ly_Tigg> fry, "a chest like block" aka, functions exactly like the vanilla chests do...
L1081[07:40:10] <fry> Dark: full in-code models are still possible, but discouraged, since resource packs are a viable thing to have
L1082[07:40:14] <Dark> btw do TESR still work the same in 1.8?
L1083[07:40:21] <fry> yes, exactly the same
L1084[07:40:30] <Dark> \0/ that should make life easier
L1085[07:40:35] <sham1> Speaking off TESRs
L1086[07:40:35] <Unh0ly_Tigg> lid rotates open every time the number of players accessing it goes from 0 to 1+, and rotates closed when that number goes from 1+ to 0.
L1087[07:40:36] <Dark> if all fails that is
L1088[07:40:40] <sham1> What does the partial ticks mean
L1089[07:40:52] <Dark> fry is there a way I can combine json models with custom models
L1090[07:41:00] <Dark> as most of my render is pre-made models
L1091[07:41:05] <sham1> And why are they useful
L1092[07:41:10] <Dark> only reason I need logic is connections and pipe placement
L1093[07:41:17] <Dark> as there are 5 pipe objects per connection
L1094[07:41:23] <Dark> that can change places
L1095[07:42:06] <fry> Unh0ly_Tigg: http://gfycat.com/LateIllfatedFish ; one on the left is vanilla chest, one on the right is B3D chest, with smooth lighting; bottom is static renderer, top is TESR, all using no model-specific code and loading from the model
L1096[07:42:38] <fry> Dark: yes, loading parts from JSON and recombining them in-code is the way to do it
L1097[07:42:47] <Dark> :)
L1098[07:42:49] <Dark> also nice chests
L1099[07:42:54] <Dark> how hard was the code for that
L1100[07:43:12] <fry> hard code is only written once, and will be in forge :P
L1101[07:43:29] <Dark> nice
L1102[07:43:38] <fry> users only need to provide the model and a tiny bit of json :P
L1103[07:43:52] <Dark> http://minecraft.curseforge.com/projects/sbm-colored-chests/images
L1104[07:44:11] <sham1> Or no JSON if they really do not want to deal with it as I assume you can also use a custom resource mapper
L1105[07:44:22] <Dark> fry would I be able to RGB values with that code?
L1106[07:44:29] <fry> here's the prototype syntax: https://gist.githubusercontent.com/RainWarrior/5cd13821c7b53ae771af/raw/7af52d1914e9911bbc863076c17aaffdeb821208/afsm%255Cchest.json
L1107[07:44:34] <Dark> as I author a colored chest mod
L1108[07:44:51] <fry> custom color is really quite simple
L1109[07:44:55] <Dark> :)
L1110[07:45:05] <Dark> love hearing the word simple
L1111[07:45:12] <Dark> means 10 mins of work
L1112[07:45:13] <ThePsionic> Why are XBox controllers still so expensive
L1113[07:45:19] <sham1> M$
L1114[07:45:20] <ThePsionic> XB360*
L1115[07:45:23] <Dark> because xbox are still used
L1116[07:45:33] <fry> well, there's no "color" attribute built-in into the json right now :P
L1117[07:45:41] <Dark> well I mean outside of json
L1118[07:45:45] <ThePsionic> Would think it'd go down with XBone and especially the elite controller
L1119[07:45:46] <Dark> as the data would be in the TE
L1120[07:45:56] <fry> TEs can work with json models
L1121[07:46:02] <Dark> cool
L1122[07:46:05] <McJty> Dark, after putting my mod in 1.8.8 I spent about 5-6 hours just fixing compile errors. And many of those fixes involved commenting out code to fix later :-)
L1123[07:46:05] <sham1> Ye
L1124[07:46:16] <fry> but vanilla models don't have "color" attributes :P
L1125[07:46:17] <sham1> TEs can work with models
L1126[07:46:33] <Dark> McJty that shouldn't be a problem, I updated a large mod from 1.2.5 to 1.7 in a day
L1127[07:46:35] <sham1> Both by providing data for the blockstate and in some cases render models
L1128[07:46:40] <fry> shouldn't be hard to write the code that'll recolor the model in-code though :P
L1129[07:47:16] <Dark> fry could I use that lerp code in the chest for gears?
L1130[07:47:21] <ThePsionic> Does anyone know if all wired XB360 controllers also work on Windows?
L1131[07:47:26] <Dark> just pop states every X ticks
L1132[07:47:30] <sham1> they should Psionic
L1133[07:47:32] <ThePsionic> Or whether there's a special thing I need to do
L1134[07:47:33] <ThePsionic> Hmm
L1135[07:47:46] <sham1> As I assume they all have drivers
L1136[07:47:53] <sham1> Because, again M$
L1137[07:48:02] <ThePsionic> :P
L1138[07:48:17] <McJty> "alt=false,east=false,flip=false,north=false,south=false,upper=0,west=false": { "model": "fire_floor_main" },
L1139[07:48:31] <McJty> What do all these properties mean? alt?
L1140[07:48:37] ⇦ Quits: GildedGames (~GildedGam@ec2-23-20-169-112.compute-1.amazonaws.com) (Remote host closed the connection)
L1141[07:48:39] <McJty> Fire is a really complicated block it seems :-)
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L1143[07:48:49] <sham1> alt might be alternetive
L1144[07:48:51] <McJty> Trying to see what I need to get a good looking fire for my custom block
L1145[07:48:57] <ThePsionic> Thanks sham1
L1146[07:49:19] <Dark> ty for answering my questions fry :), I'm off to be afk have to update a java 3 application to java 8 for HW
L1147[07:49:28] <fry> heh
L1148[07:49:29] *** Dark is now known as Dark|HW
L1149[07:49:37] <Unh0ly_Tigg> fry, what does '"time": "lerp"' mean in that prototype syntax json?
L1150[07:49:55] <sham1> it uses lerp timing
L1151[07:49:57] <fry> "type": "lerp"
L1152[07:50:07] <fry> there's no "time": "lerp" :P
L1153[07:50:12] <Unh0ly_Tigg> woops, typo, my bad
L1154[07:50:22] <ThePsionic> lerp
L1155[07:50:26] <sham1> It interpolates linearly between the keyframes
L1156[07:50:31] <fry> and "type": "lerp" means the state should linearly blend, yes
L1157[07:50:47] <Dark|HW> speaking of lerp someone should add that to the boats client side
L1158[07:50:55] <Dark|HW> so lag spikes don;t look bad
L1159[07:51:00] <sham1> >fixed boats
L1160[07:51:03] <fry> (it actually does slerp in the gif btw :P)
L1161[07:51:09] <ThePsionic> slerp
L1162[07:51:27] <fry> I'm not touching entities for some time :P
L1163[07:51:36] <fry> but this system is designed to work for them too
L1164[07:51:37] <boni> fry: we need to find a differintial one so we can call it derp
L1165[07:51:40] <Unh0ly_Tigg> oh, Linear intERPolation...
L1166[07:51:56] <Unh0ly_Tigg> LERP
L1167[07:52:01] <fry> and Spherical Linear intERpolation :P
L1168[07:52:02] <Dark|HW> fry I'l; have to pick your brain on entities later, Have a lot of them that could use this system
L1169[07:52:25] <fry> I have an animated chest entity working :P
L1170[07:52:25] <Unh0ly_Tigg> heh, so... Dynamic intERPolation would be? /s
L1171[07:52:42] <sham1> derp
L1172[07:52:54] <sham1> and it is just called linear interpolation
L1173[07:53:03] <sham1> No random capitalization
L1174[07:53:07] ⇦ Quits: VikeStep (~VikeStep@101.184.165.77) (Read error: Connection reset by peer)
L1175[07:53:20] <fry> capitalization shows where the acronym came from :P
L1176[07:53:26] <sham1> yes
L1177[07:55:04] <sham1> To my question I presented earlier today, I can use the addScheduledTask for my Runnables, correct?
L1178[07:55:11] <sham1> Callables*
L1179[07:55:30] <fry> you should be, that depends on what you want them to do :P
L1180[07:55:41] <sham1> path calculation
L1181[07:56:16] <sham1> Because having it be parallell is propably better than have the server hang in one tick just because I need some stuff for my TE to work
L1182[07:56:22] <Falkreon> he's doing smart routing from mana requestors if it's still the same thing
L1183[07:56:36] <Falkreon> also hi
L1184[07:56:53] <sham1> yes
L1185[07:57:12] <sham1> Because it is an interconnected web of nodes, sources and receivers
L1186[07:57:17] <Falkreon> mhm.
L1187[07:57:45] <Falkreon> I kind of wish we just solved that problem
L1188[07:57:56] <sham1> Mmmm
L1189[07:58:08] <Falkreon> just have a TE that can do routing information along a particular "channel"
L1190[07:58:26] <Falkreon> not even a TE, because there are too many classes tightly coupled with TE right now
L1191[07:58:36] <sham1> It's like it only ever needs to run once and the path will be cached
L1192[07:58:48] <Falkreon> well, once unless the blocks change
L1193[07:58:53] <sham1> Ye
L1194[07:59:05] <sham1> in which case it needs to recalculate it
L1195[07:59:10] <Falkreon> in which case you might need to forward-path-trace and notify consumers
L1196[07:59:40] <Falkreon> but yeah, it'd be nice to have an interface on blocks/TEs that can be part of a path
L1197[07:59:51] <Falkreon> to indicate which channels it's a path of
L1198[08:00:00] <Falkreon> in your case, mana
L1199[08:00:11] <sham1> Mmmhmm
L1200[08:00:48] <Falkreon> so you'd ask it to trace out the mana network and give it a callback for when it's done. If it's already set up, then the callback executes immediately. Something like that.
L1201[08:01:11] <Unh0ly_Tigg> when declaring a model for use in the default model of a forge blockstate, is it domain aware, or do you have to declare the domain like with the textures?
L1202[08:01:39] <Falkreon> Not sure we could ever agree on a specific pattern for network tracing, but
L1203[08:01:47] <Falkreon> if we did it'd have to be open-source
L1204[08:01:54] <Unh0ly_Tigg> if so, would it be "domain:models/model_name" or "domain:model_name"
L1205[08:02:09] <Falkreon> I'd never trust it if I couldn't just look at
L1206[08:02:24] <sham1> Well my mod will be open source so
L1207[08:02:26] ⇨ Joins: Kobata_ (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L1208[08:02:41] <sham1> The algo can be inspected by others so they can adapt my discoveries
L1209[08:02:47] <Falkreon> heh good
L1210[08:03:11] <Falkreon> hm, what I should do
L1211[08:03:25] ⇦ Quits: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Read error: Connection reset by peer)
L1212[08:03:28] <Falkreon> is look at sleepytrousers/EnderIO
L1213[08:03:39] <Unh0ly_Tigg> I'm just going to say this now. If I ever make a moddable game, I'm going to require that all publicly available mods be open source.
L1214[08:03:56] <Falkreon> tigg- yeah, not modding your game
L1215[08:04:02] <Falkreon> moving right along
L1216[08:04:22] <Falkreon> idk what EIO does, but it does it *fast*
L1217[08:04:26] ⇨ Joins: AndersBillLind (~anders@217-211-66-29-no23.tbcn.telia.com)
L1218[08:04:29] <AndersBillLind> Where do I find textures referenced by private static final ResourceLocation endermanTextures = new ResourceLocation("textures/entity/enderman/enderman.png");
L1219[08:04:51] <AndersBillLind> (from RenderEnderman.java)
L1220[08:04:56] <sham1> from textures/entity/enderman/enderman.png
L1221[08:05:06] <Unh0ly_Tigg> assets/minecraft/textures/entity/entity/enderman/enderman.png
L1222[08:05:12] <sham1> basically that
L1223[08:05:24] <fry> Unh0ly_Tigg: domain:model_name, and it'll be assets/domain/models/block/model_name
L1224[08:05:36] <AndersBillLind> Oh, wait eclipse did not search that archive
L1225[08:05:42] <AndersBillLind> Thanks
L1226[08:06:07] <Unh0ly_Tigg> AndersBillLind, because it's a resource folder, eclipse only really cares about code source folders
L1227[08:06:34] <AndersBillLind> Strange behavior...
L1228[08:06:46] <Unh0ly_Tigg> what happens with "uvlock": false?
L1229[08:07:01] <fry> nothing
L1230[08:07:03] <sham1> it does not UV lock :P
L1231[08:07:15] <fry> with "uvlock": true on the other hand, uvs don't rotate
L1232[08:08:26] <Unh0ly_Tigg> so, if the default model for the block doesn't rotate as a whole (like, say, a furnace model), I should keep uvlock as true?
L1233[08:09:39] <Rockers> Can I use copyright free music in ludums or do I have to make it myself?
L1234[08:09:41] ⇨ Joins: PitchBright (~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com)
L1235[08:09:44] <AndersBillLind> Wow, eclipse cannot even open that resource files
L1236[08:09:50] <AndersBillLind> Or call an external viewer
L1237[08:09:53] <Falkreon> huh.
L1238[08:10:01] <AndersBillLind> Or provide me with ctrl+c, ctrl+v
L1239[08:10:16] <Falkreon> so apparently what EIO does is add conduits individually as you place them
L1240[08:10:48] <Falkreon> I'll need to figure out in a second here whether and how all of that gets saved, but there's no scheduling here
L1241[08:10:57] <Unh0ly_Tigg> AndersBillLind, it's just the vanilla assets, you can access the minecraft jar with something like winrar or 7zip.
L1242[08:11:14] <AndersBillLind> Of course I can
L1243[08:11:21] <AndersBillLind> But I did not complain about those tools
L1244[08:11:31] <Unh0ly_Tigg> you just can't it inside eclipse
L1245[08:11:43] <Unh0ly_Tigg> eclipse wasn't built for that kind of archive browsing
L1246[08:12:17] *** Tombenpotter is now known as Tombenout
L1247[08:12:23] <AndersBillLind> Or open files any files that it shows in the package explorer
L1248[08:12:52] <sham1> I'm sure there is a plugin for eclipse to enable that
L1249[08:12:56] <Unh0ly_Tigg> it should let you open classes from the package explorer.
L1250[08:13:00] ⇨ Joins: kimfy (~kimfy___@74.141.16.62.customer.cdi.no)
L1251[08:13:29] <Unh0ly_Tigg> I tend to use the navigator view instead of the package explorer.
L1252[08:14:10] <Ronzan> Rockers, yes as long as it is public domain or copyright free (http://ludumdare.com/compo/rules)
L1253[08:14:17] <Rockers> Ok
L1254[08:14:51] <sham1> CIV 5 is so god damn fast with this new rig
L1255[08:14:53] <Ronzan> How is it going btw?
L1256[08:15:01] <sham1> No longer do I need to wait a minute to have the AI do their thing
L1257[08:15:26] <Ronzan> and Wuppy, how are your game coming along? :)
L1258[08:15:48] <Ronzan> is*
L1259[08:16:08] <Wuppy> http://puu.sh/lTXDX/fe3bc9e19b.jpg :D
L1260[08:16:33] <Ronzan> looking good :)
L1261[08:16:38] <fry> sooo web2.0 :P
L1262[08:16:41] ⇨ Joins: KanoCodex (~Giratina5@2604:180:0:368::bcd8)
L1263[08:16:43] <Wuppy> web2.0?
L1264[08:16:48] <OrionOnline> Anyone in the chat that has experience with the Forge OBJ Loader for 1.8?
L1265[08:16:49] <fry> dat round corners
L1266[08:16:50] <Falkreon> wait what
L1267[08:16:56] <Falkreon> don't tell me ld is going on
L1268[08:17:03] <Falkreon> I don't want to miss another LD
L1269[08:17:05] <Falkreon> ;_;
L1270[08:17:11] <Wuppy> Falkreon, then I wont say a thing :(
L1271[08:17:16] <Ronzan> hehe
L1272[08:17:22] <Wuppy> fry, you dont like round corners?
L1273[08:17:35] <Wuppy> although I certainly have to redo the texture at the top...
L1274[08:17:43] <Wuppy> really doesnt fit the style
L1275[08:17:54] <Ronzan> Falkreon, you still have 1d11h :)
L1276[08:18:03] <Wuppy> I only have 11 :(
L1277[08:18:12] <Unh0ly_Tigg> is there a way to define an overlay color for a variant texture?
L1278[08:18:16] <Ronzan> ah right, that was for the jam
L1279[08:18:30] <AndersBillLind> Can I have minecraft not authenticating with yggdrasil every time I test run my mod, because yggdrasil will get tired of my flooding, it seems
L1280[08:18:55] <Ronzan> Unh0ly_Tigg, you can override colorMultiplier() in the block
L1281[08:19:04] <Falkreon> shoot, can I go from zero to LD in like 2h?
L1282[08:19:11] <OrionOnline> fry, you there?
L1283[08:19:12] <Falkreon> hmmmm
L1284[08:19:16] <fry> OrionOnline: yes :P
L1285[08:19:26] <OrionOnline> You wrote the B3D loader correct?
L1286[08:19:34] <Unh0ly_Tigg> Ronzan, but I want to do it for a specific texture, not the whole block.
L1287[08:19:35] <Falkreon> I like these themes
L1288[08:19:40] <Falkreon> I need to do this
L1289[08:19:53] <OrionOnline> And it works fairly similarly then the OBJ Loader?
L1290[08:19:55] <fry> Unh0ly_Tigg: not as of right now, since vanilla models don't support that; but custom models can
L1291[08:20:02] <fry> OrionOnline: yes, and yes :P
L1292[08:20:25] <Ronzan> Unh0ly_Tigg, hmm, you could draw a semi-transparent quad on the face you need to color, and set the correct blending modes
L1293[08:20:36] <OrionOnline> I have a OBJ model for my Item, not a block, so i talked to shadekiller yesterday and he said i needed a blockstate file for that item
L1294[08:21:16] <OrionOnline> linked the OBJ model inside and everything
L1295[08:21:31] <OrionOnline> But it still says: Model definition for location armory:Armory.Items.SmithingsGuide#inventory not found
L1296[08:21:35] <Falkreon> alright, I need to breakfast and then panic
L1297[08:21:41] *** Falkreon is now known as Falk|Panic
L1298[08:22:14] <Unh0ly_Tigg> basically, I have a pipe, and it has an overlay texture for where the color goes when the pipe gets colored, I know how to allow that texture in the forge blockstate json, but I don't want to have to create a new texture for each valid color.
L1299[08:22:34] <Nitrodev> i should try to program again
L1300[08:22:53] <Ronzan> ah, like enderIO conduits :)
L1301[08:22:59] <fry> OrionOnline: your json should be: blockstates/Armory.Items.SmithingsGuide.json, correct?
L1302[08:23:12] <Unh0ly_Tigg> Ronzan, ?
L1303[08:23:19] <OrionOnline> no it is called guide.json
L1304[08:23:33] <OrionOnline> i used this line to register it: ModelLoader.setCustomModelResourceLocation(GeneralRegistry.Items.guide, 0, new ModelResourceLocation(References.General.MOD_ID.toLowerCase() + ":" + "guide", "inventory"));
L1305[08:23:35] <Ronzan> the arrow color on the conduits
L1306[08:23:52] <Unh0ly_Tigg> Ronzan, I'm thinking more like redpower tubes.
L1307[08:24:03] <Ronzan> ok
L1308[08:24:39] <fry> OrionOnline: by default, game looks up the variant location that's the same as the registry name for the item; you can override that by calling ModelBakery.addVariantName(item, "modid:guide") in preInit
L1309[08:24:42] <Ronzan> as fry said, you probably need a custom model
L1310[08:25:15] <OrionOnline> Ah okey
L1311[08:25:18] <OrionOnline> That is good to know
L1312[08:25:21] <OrionOnline> Will add that as well
L1313[08:25:23] <fry> Unh0ly_Tigg: right now you'll need either separate colored textures, or custom model/loader, since vanilla models don't support that
L1314[08:25:37] <Unh0ly_Tigg> ok.
L1315[08:25:52] <Unh0ly_Tigg> for now, separate textures it is.
L1316[08:26:05] <Ronzan> I would still say you could hack it with a quad and color blending
L1317[08:26:21] <Unh0ly_Tigg> I want to do as little hacking as possible
L1318[08:26:30] <Unh0ly_Tigg> in terms of rendering
L1319[08:26:30] <Ronzan> understandable
L1320[08:26:35] <fry> Unh0ly_Tigg: however, if you use obj models, you can have separate materials for that, probably, since OBJ support color attribute
L1321[08:27:51] <Unh0ly_Tigg> meh, these are simple boxes, it shouldn't take a full on obj just for something that can be done with some simple textures.
L1322[08:30:11] <fry> true :P
L1323[08:30:59] <OrionOnline> I got it to render
L1324[08:31:01] ⇨ Joins: AforAnonymous (bitch2k@dyn-042-143.vix1.mmc.at)
L1325[08:31:05] <OrionOnline> Alltough it is completly messed up
L1326[08:32:44] <OrionOnline> This is how it should look: http://snag.gy/uo58i.jpg
L1327[08:32:55] <OrionOnline> But this is how MC renders it: http://snag.gy/UrKFN.jpg
L1328[08:35:53] <McJty> OrionOnline, from top orientation in blender the origin of the model should be at x=0, y=-1
L1329[08:36:16] <McJty> OrionOnline, and the actual contents (vertices) in the block defined by x=0 to 1 and y=-1 to 0
L1330[08:36:18] <OrionOnline> I will try that:P
L1331[08:36:23] <McJty> That's how I got it fixed in my case
L1332[08:36:27] <McJty> Was just struggling with that myself
L1333[08:36:43] <OrionOnline> Okey let me try
L1334[08:36:53] <OrionOnline> The whole origin, off all objects in the Model?
L1335[08:36:56] <fry> also, you'll need a flip-v option
L1336[08:37:06] <fry> lemme find the example
L1337[08:37:15] <McJty> OrionOnline, hold on
L1338[08:37:54] <fry> OrionOnline: "custom": { "flip-v}
L1339[08:38:01] <fry> OrionOnline: "custom": { "flip-v": true }
L1340[08:38:09] <fry> (hit enter too soon :P)
L1341[08:38:19] <McJty> OrionOnline, http://i.imgur.com/Rylshvb.png
L1342[08:38:32] <McJty> OrionOnline, that's top view
L1343[08:39:10] <OrionOnline> How do i set the god damn origin?
L1344[08:39:37] <OrionOnline> And is that not going to be a problem if i want a specific part of the model to be rotated around a specifec point in the model?
L1345[08:39:40] <Ronzan> reset xform
L1346[08:39:44] <Ronzan> oh wait that 3ds max
L1347[08:40:28] <OrionOnline> Like this is book
L1348[08:40:43] <OrionOnline> and in 1.7, i openened said book when the user rightclicked it
L1349[08:41:12] <McJty> OrionOnline, setting origin, in edit mode move all your faces
L1350[08:41:20] <McJty> OrionOnline, to move the origin, move the model in object mode
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L1353[08:41:57] <fry> you can also move the whole model in the edit mode, I think
L1354[08:42:38] <Dark|HW> anyone know if you can compile your Main.class in java 1 and the rest of a project in java 6+
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L1356[08:43:52] <Dark|HW> have this cool idea to catch java version errors and point users to the java download site
L1357[08:44:32] <fry> use javac
L1358[08:44:44] <fry> directly I mean :P
L1359[08:44:50] <Dark|HW> hmm so no easy button
L1360[08:45:13] <fry> you can probably do weird stuff with projects on the ide
L1361[08:45:15] <Dark|HW> guess that means I'll need to compile everything else first in 6+ then the main after
L1362[08:45:37] <fry> but it's really a tiny command-line line :P
L1363[08:45:40] <Dark|HW> true though IDEA doesn't like multiple java versions
L1364[08:45:44] <Dark|HW> that is true
L1365[08:45:51] <fry> javac Main.java :P
L1366[08:45:51] * Dark|HW writes batch script
L1367[08:46:08] <fry> /path/to/jdk-1/javac Main.java :P
L1368[08:46:12] <Dark|HW> trying to prove a point to my professor that this is possible
L1369[08:48:05] <fry> he
L1370[08:48:09] <fry> *heh :P
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L1373[08:58:47] <Dark|HW> anyone know how to tell IDEA JUnit to ignore try-catch statements
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L1375[09:01:45] <ThePsionic> punch it
L1376[09:02:04] <OrionOnline> McJty, where do i need to add "custom": { "flip-v": true } in the blockstate file?
L1377[09:02:35] <fry> right after you specify the "model"
L1378[09:03:33] <Unh0ly_Tigg> when going from south to east in game, is the rotation on y 90 or 270?
L1379[09:03:52] <asie> i'd guess 270 but it depends on your x IIRC
L1380[09:04:02] <Unh0ly_Tigg> x rotation would be 0
L1381[09:04:17] <fry> 90, I think
L1382[09:04:37] <fry> try it, change if it doesn't work :P
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L1384[09:04:56] <Dark|HW> I suggest test cases
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L1386[09:05:02] <fry> you can reload the models without reloading the game by hitting f3+t
L1387[09:05:08] <Dark|HW> ^
L1388[09:05:35] <Unh0ly_Tigg> I haven't even started the mod code to add the block yet...
L1389[09:05:49] <fry> heh
L1390[09:05:50] *** Keridos|away is now known as Keridos
L1391[09:05:56] <fry> do that then :P
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L1393[09:08:05] <Unh0ly_Tigg> if only we had a visualizer program, you define your properties, and you can test different block appearances separate from mc by manipulating those properties. all without having to load up minecraft...
L1394[09:08:14] <Unh0ly_Tigg> and it supported forge blockstates.
L1395[09:08:40] <Dark|HW> make an ISmartModel
L1396[09:08:46] <Dark|HW> that inputs and outputs a .json file
L1397[09:08:51] <fry> you can see the property by hitting F3
L1398[09:08:53] <Dark|HW> using a TE's fields
L1399[09:09:05] <fry> and you can see all blockstates by loading the debug world :P
L1400[09:09:12] * Dark|HW notes this is theory he is saying, as he has not tried it yet
L1401[09:09:38] <Unh0ly_Tigg> I mean, so that I wouldn't even have to load minecraft to do it, but still have it support everything forge can do.
L1402[09:09:42] * Dark|HW also notes you should listen to the master fry
L1403[09:09:49] <fry> heh
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L1405[09:10:26] <fry> Unh0ly_Tigg: you want minecraft, but you don't want minecraft? :P
L1406[09:10:47] <OrionOnline> Hey the book loaded
L1407[09:10:55] <OrionOnline> Just in the wrong direction and way to small
L1408[09:10:55] <fry> I guess you're talking about loading the models without corresponding code
L1409[09:11:02] <fry> \o/
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L1411[09:11:29] <OrionOnline> At least the inventory model is way to small
L1412[09:11:36] <OrionOnline> The model the player has in the hand is fine
L1413[09:11:53] <fry> that's probably because it renders as 3d model, like block do
L1414[09:11:55] <Dark|HW> tbh if you have a lot of time you can clone MC's renderer into an external modeling tool
L1415[09:12:01] <OrionOnline> And the model as an Entity i also a bit small
L1416[09:12:05] <Dark|HW> or make a program that imports MC's code
L1417[09:12:13] <Dark|HW> and uses it to render models
L1418[09:12:27] <fry> Dark|HW: there are mods that do it other way around - let you do modelling in game :P
L1419[09:12:28] <Dark|HW> second option being more legal
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L1421[09:12:37] <Dark|HW> fry yep
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L1423[09:12:45] <Unh0lyTigg> freaking computer...
L1424[09:12:46] <Dark|HW> thinking of external as they run faster
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L1426[09:12:58] <OrionOnline> fry, is there a way to only make the Model in the Inventory bigger, and rotated differently then when in hand or as Entity?
L1427[09:13:00] <Dark|HW> MC is a bit slow not matter of good of a computer you have
L1428[09:13:02] <fry> I opt for using sane model formats though, that you can edit in the editor of your choice
L1429[09:13:11] <Dark|HW> same
L1430[09:13:16] <Dark|HW> .obj ftw
L1431[09:13:19] <Dark|HW> or write a converted
L1432[09:13:21] <colossali> Hey guys, I've a problem I can't solve. I spawn an entity extending EntityThrowable which should execute some stuff on impact to the owner, but the owner of the entity turns out to be null. Here's the code if anyone can help me figure this out http://pastebin.com/56Y4UvZu
L1433[09:13:25] <Unh0ly_Tigg> ok, so I missed everything after fry going "\o/" and Dark|HW going "fry yep"...
L1434[09:13:26] <Dark|HW> like I'm doing for .blender
L1435[09:13:33] <fry> OrionOnline: yes, you'll need different transformations for different perspectives
L1436[09:13:44] *** Dark|HW is now known as Dark
L1437[09:13:50] <fry> Unh0ly_Tigg: there wasn't anything inbetween :P
L1438[09:13:51] <OrionOnline> Does that work just as with an Item, cause i know how to do that?
L1439[09:13:55] <Unh0ly_Tigg> ok
L1440[09:13:59] <Unh0ly_Tigg> good to know
L1441[09:14:06] <fry> OrionOnline: not exactly the same
L1442[09:14:22] <OrionOnline> Is there a exmaple for that in the forge github?
L1443[09:14:25] <Dark> fry is there a way I can take the render output of an ISBR and convert it into an .json file
L1444[09:14:38] <Dark> thinking of an easy button converter
L1445[09:14:53] <fry> OrionOnline: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgedebugitemlayermodel/blockstates/TestItem.json
L1446[09:15:03] <fry> the commented-out part
L1447[09:15:22] <OrionOnline> and then use inventory as the key word i suppose?
L1448[09:15:25] <Unh0ly_Tigg> great... apparently, there's something fishy going on between me and esper's servers, since I disconnected with "Connection reset by peer"... http://stackoverflow.com/questions/1434451/what-does-connection-reset-by-peer-mean
L1449[09:15:50] <OrionOnline> i mean as the key word inside the transform array correct?
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L1451[09:16:03] <fry> Dark: not really - you can do arbtrary things inside ISBRH, and json models are quite limited; you might be able to hack up an obj dumper for your ISBRH though :P
L1452[09:17:10] <Dark> hmm obj dumper could work
L1453[09:17:30] * Dark writes down sudo code before returning to JUnit testing
L1454[09:17:56] <fry> OrionOnline: correct keys are: "thirdperson", "firstperson", "head", "gui", "ground", "fixed" (in 1.8.8)
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L1456[09:18:10] <fry> inventory one would be "gui"
L1457[09:18:12] <OrionOnline> so gui it is and ground it is
L1458[09:18:19] <Unh0ly_Tigg> is there a way to make the inventory variant work as if it was a block with certain properties set?
L1459[09:18:30] <fry> also, I think GROUND doesn't apply
L1460[09:18:41] <Unh0ly_Tigg> rather than define a brand new model just for the inventory?
L1461[09:18:42] <fry> so you'll need a global transformation to affect that
L1462[09:19:16] <fry> Unh0ly_Tigg: use a custom mesh definition, map to the block property string there
L1463[09:19:26] <fry> (in code)
L1464[09:20:05] <Unh0ly_Tigg> custom mesh definition?
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L1466[09:21:10] <OrionOnline> So i am currently using this as a JSON, but it does nothing when i reload the model: https://gist.github.com/OrionDevelopment/0913939fde45e8250092
L1467[09:21:32] <fry> Unh0ly_Tigg: ModelLoader.setCustomMeshDefinition(), in preinit
L1468[09:21:41] <Unh0ly_Tigg> ok
L1469[09:22:13] <Hea3veN> does the OBJ loader reads the texture coords with the 0,0 on the top left?
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L1471[09:22:23] <OrionOnline> Ah now it works
L1472[09:22:23] <fry> OrionOnline: make sure you refresh the resources in your IDE
L1473[09:22:30] <OrionOnline> Yeah had to recompile
L1474[09:22:39] <OrionOnline> Is there a way to refresh the resources in IDEA
L1475[09:22:50] <OrionOnline> without closing minecraft so i can use F3 + T
L1476[09:22:52] <OrionOnline> ?
L1477[09:23:00] <fry> Hea3veN: yes, that's what flip-v is for, to switch from DX-style to OpenGL-stype
L1478[09:23:03] <fry> *style
L1479[09:23:28] <OrionOnline> A reload changed classes also reloads the resources
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L1481[09:24:22] <fry> OrionOnline: try ctrl-F5; I don't know for sure though, have little idea experience :P
L1482[09:24:36] <OrionOnline> Nah just reloading the classes is enough
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L1484[09:24:43] <OrionOnline> It says that there is nothing to reload
L1485[09:24:52] <OrionOnline> But it will still refresh the resources anyway
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L1493[09:38:16] <OrionOnline> fry, is there a Method on the Item that allows it to modify it models?
L1494[09:38:31] <OrionOnline> Cause i donnot have acces to handleItemState of the OBJ
L1495[09:38:34] <fry> in what way do you want to modify them?
L1496[09:38:51] <OrionOnline> I need to rotate one mesh of the model
L1497[09:38:55] <fry> and handleItemState will be called for you
L1498[09:39:00] <OrionOnline> and translate all the components to the left
L1499[09:39:11] <OrionOnline> or no to the right
L1500[09:39:17] <fry> in that case, make 2 variants in the json
L1501[09:39:29] <fry> one for initial model, one for rotated-parts one
L1502[09:39:38] <OrionOnline> Yeah
L1503[09:39:43] <OrionOnline> But i need to animate it
L1504[09:39:47] <fry> and use a custom item model mesher to map the itemstack to the model
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L1507[09:40:03] <OrionOnline> The book opens and closes
L1508[09:40:06] <fry> animate as in smootly transition between them?
L1509[09:40:10] <OrionOnline> Exactly
L1510[09:40:11] <fry> that'll be trickier
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L1512[09:40:28] <fry> you'll need to make a custom smart item model
L1513[09:40:49] <fry> put the animation progress in the itemstack, and rotate the parts based on that there
L1514[09:40:58] <fry> or wait for the forge animation system :P
L1515[09:41:04] <OrionOnline> I will wait then
L1516[09:41:20] <OrionOnline> That part was anyway still onder contruction in the 1.7 variant
L1517[09:41:27] <OrionOnline> So i will just wait for the release
L1518[09:41:42] <fry> heh
L1519[09:42:07] <OrionOnline> Like i am porting a part that was only partially released in the 1.7.10 variant
L1520[09:42:32] <OrionOnline> It only had the book, even though i animated it, it does not really matter as there is no use for the book yet
L1521[09:43:36] <michael_> Hi! Anyone have any tutorials on 1.8? I'm trying to update my mod to 1.8, and can't really find any tutorials except for wuppy's. I don't know if his tutorials are the best approach and he doesn't really have anything on subitems
L1522[09:43:52] <Dark> ask the master fry
L1523[09:44:24] <michael_> Oh mighty master fry, can you help me?
L1524[09:44:27] <fry> tutorials are lacking, that's true
L1525[09:44:39] <fry> http://mcforge.readthedocs.org is the official thingy
L1526[09:44:49] <Dark> fry you really should write tuts
L1527[09:44:56] <tterrag> there's no getting started for 1.8 page yet
L1528[09:44:56] <Dark> you seem to know more than most for 1.8
L1529[09:44:57] <Wuppy> I have been summoned :o
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L1531[09:45:02] <Wuppy> hello michael_
L1532[09:45:16] <tterrag> Wuppy: you should put your tutorials on the official site (after they are read over by fry)
L1533[09:45:16] <fry> I suck at that, Dark :P
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L1535[09:45:22] <Dark> get helpers fry
L1536[09:45:28] <Wuppy> tterrag, no time for tutrials anymore :C
L1537[09:45:29] <tterrag> he has me
L1538[09:45:35] <tterrag> problem is, I don't understand 1.8 enough to write one :P
L1539[09:45:37] <Dark> its why i have interns.. I mean volunteers
L1540[09:45:47] <fry> tterrag: we should try to do it together :P
L1541[09:45:48] <tterrag> Wuppy: you'd use your existing ones...
L1542[09:46:06] <Dark> wouldn't be a bad idea for 5 or 6 of you to group up on tuts
L1543[09:46:12] <tterrag> fry: after finals...lol
L1544[09:46:13] <Dark> really help with comparing notes
L1545[09:46:29] <Dark> I'd even help if I have time
L1546[09:46:37] * fry predicts explosion of modding activity after finals :P
L1547[09:46:41] <Dark> at least on generic concepts not MC version specific
L1548[09:46:48] <tterrag> some finals are already over
L1549[09:46:51] <tterrag> I have mine this week
L1550[09:46:52] <Dark> ^
L1551[09:46:54] <Dark> same
L1552[09:47:04] <michael_> fry, the docs you sent don't seem to have anything on items
L1553[09:47:05] <fry> yup, I've noticed the inflow of people here :P
L1554[09:47:11] <Dark> one of my is perdicted to take 7 hours minimal to take
L1555[09:47:21] <tterrag> michael_: wuppy's are fine
L1556[09:47:23] <tterrag> for the most part
L1557[09:47:31] <Dark> ya his tuts are ok
L1558[09:47:35] <Wuppy> yep, they are showing its age by now :P
L1559[09:47:37] <michael_> what about subitems?
L1560[09:47:43] <fry> michael_: there are also some examples here: https://github.com/MinecraftForge/MinecraftForge/tree/master/src/test
L1561[09:47:52] * Wuppy shoves modding book in michael_'s face
L1562[09:48:13] <Dark> wuppy you have a link to your tuts, want to review them again
L1563[09:48:22] * Dark review tuts for fun
L1564[09:48:24] <fry> Wuppy: btw, do you still say to use getItemModelMesher in your tutorials? :P
L1565[09:48:34] <Wuppy> wuppy29.com/minecraft/
L1566[09:48:38] <Dark> ty
L1567[09:48:42] <Wuppy> fry, I honestly dont know anymore
L1568[09:48:52] <tterrag> yes, he does
L1569[09:48:59] <tterrag> I know because I followed them, then you yelled at me
L1570[09:49:00] <Wuppy> can either be caused by how long ago I wrote them or by how long I've been jamming :P
L1571[09:49:05] <Dark> :/ videos
L1572[09:49:13] <sham1> Again, someone else should take over writing tutorials from Wuppy
L1573[09:49:18] <tterrag> Dark: there are text tutorials on there
L1574[09:49:22] <Dark> forgot you used videos
L1575[09:49:25] <fry> Wuppy: yup, you do; mind changing that quickly? :D
L1576[09:49:29] <Wuppy> exactly sham1
L1577[09:49:33] <Wuppy> fry, I'm in ludum
L1578[09:49:36] <michael_> So what am I supposed to do instead of getItemModelMesher
L1579[09:50:07] <Wuppy> I don't even have time to take a shit, let alone chaging tutorials :P
L1580[09:50:12] <Dark> wuppy thought it was a bad idea to register recipes in preInit?
L1581[09:50:15] <fry> michael_: ModelLoader.setCustomModelResourceLocation(), in preInit
L1582[09:50:17] <sham1> ModelLoader.setCustomModelResourceLocation
L1583[09:50:20] <sham1> Ninja
L1584[09:50:47] <tterrag> I'm still not sure why we need to use that at all
L1585[09:50:50] <tterrag> why isn't it default?
L1586[09:51:06] <sham1> reasons
L1587[09:51:28] <fry> tterrag: because >1 mapping is possible, and nobody came up with a good way to do default mappings :P
L1588[09:51:50] <diesieben07> uhh, the default from before 1.8 worked fine :D
L1589[09:51:50] <fry> I'm not opposed to the general idea
L1590[09:51:57] <tterrag> I understand if you need to use it for custom stuff
L1591[09:52:03] <fry> there were no models/blockstates, diesieben07
L1592[09:52:07] <tterrag> but if you have to call something called "setCustomModelResourceLocation" for a DEFAULT item
L1593[09:52:09] <tterrag> that seems wrong
L1594[09:52:16] <diesieben07> and? there were equivalents
L1595[09:52:39] <diesieben07> although there was setTextureName...
L1596[09:52:40] <diesieben07> hrm
L1597[09:52:47] * diesieben07 is too used to his utility code
L1598[09:53:04] <fry> I'm unaware of any ways of querying the list of items associated with a block
L1599[09:53:08] <tterrag> sure, but now there's no textures, and the model comes from the block name
L1600[09:53:23] <fry> it comes from the item name
L1601[09:53:30] <tterrag> which are the same
L1602[09:53:31] <tterrag> so whatever
L1603[09:53:34] <tterrag> (by default)
L1604[09:53:41] <diesieben07> list of items? since when does a Block have more than one Item?
L1605[09:53:48] <fry> ItemStacks
L1606[09:54:13] <fry> as in, all valid itemstacks that have the model for that block
L1607[09:54:23] <sham1> also you could use different items for the same block
L1608[09:54:42] * diesieben07 mumbles something about overcomplication and goes back to youtube
L1609[09:54:52] <fry> again, sensible default is probably possible, but it's hard :P
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L1611[09:56:35] <michael_> is setHasSubtypes() still needed
L1612[09:56:36] <michael_> ?
L1613[09:57:26] <fry> probably, the field is still there
L1614[09:57:43] * fry has little experience with that though
L1615[09:57:57] <sham1> "setHasSubTypes"
L1616[09:58:00] <sham1> Nice name
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L1621[10:04:18] <michael_> Seriously is there any documentation for 1.8 items anywhere?!
L1622[10:04:48] <fry> they're basically the same as 1.7 items, except for the rendering changes
L1623[10:05:04] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L1624[10:05:10] <gigaherz> we have a work-in-progress documentation repository
L1625[10:05:18] <gigaherz> but so far as no one writes docs after learning how stuff works
L1626[10:05:23] <gigaherz> it will remain mostly empty
L1627[10:05:55] <gigaherz> https://github.com/MinecraftForge/Documentation
L1628[10:06:03] <tterrag> if it bothers you so much maybe you should be the one to write them :P
L1629[10:06:45] <gigaherz> it bothers me because I know I'm part of the problem ;P
L1630[10:06:52] <tterrag> right
L1631[10:06:56] <tterrag> and complaining about it does...what exactly?
L1632[10:07:01] <fry> we all are! :P
L1633[10:07:02] <gigaherz> I didn't complain
L1634[10:07:10] <gigaherz> I'm trying to help make people aware
L1635[10:07:22] <gigaherz> like those people that go on the streets handing out stickers for stuff
L1636[10:07:27] <tterrag> fry: sorry, what? https://github.com/MinecraftForge/Documentation/graphs/contributors
L1637[10:07:28] <tterrag> :D
L1638[10:07:43] <fry> we all are the part of the problem :P
L1639[10:08:51] ⇨ Joins: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L1640[10:10:58] ⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping timeout: 186 seconds)
L1641[10:12:13] <tterrag> has ichun found another alias to go by or is he actually offline?
L1642[10:12:21] <hipsterpig> what
L1643[10:12:25] <sham1> I would contribute but I do not know what to contribute
L1644[10:12:32] <tterrag> there he is
L1645[10:12:33] <tterrag> :D
L1646[10:12:41] * hipsterpig whacks tterrag around a bit
L1647[10:12:41] <tterrag> sham1: literally anything
L1648[10:12:46] <tterrag> hipsterpig: no I have a real question...
L1649[10:12:55] * hipsterpig throws Trimps at tterrag
L1650[10:13:03] <tterrag> yes! it's about that stupid game (pls help)
L1651[10:13:05] <tterrag> what's the portal for?
L1652[10:13:17] <hipsterpig> lmao
L1653[10:13:21] <hipsterpig> is this your first playthrough?
L1654[10:13:25] <tterrag> yes
L1655[10:13:35] ⇨ Joins: Kilobyte (kilobyte@cucumber.kilobyte22.de)
L1656[10:13:40] <hipsterpig> ascension
L1657[10:13:43] <hipsterpig> you know
L1658[10:13:44] <hipsterpig> idle games
L1659[10:13:56] <tterrag> ehhh?
L1660[10:13:57] <hipsterpig> restarting from scratch but with some points to boost
L1661[10:14:12] <hipsterpig> have you played clicker heroes or tap tap infinity before?
L1662[10:14:30] <tterrag> no
L1663[10:14:31] <fry> or EE2? :P
L1664[10:14:34] <tterrag> I stayed away
L1665[10:14:36] <hipsterpig> lol
L1666[10:14:37] <tterrag> BUT YOU GOT ME
L1667[10:14:39] <hipsterpig> basically
L1668[10:14:42] <hipsterpig> BASICALLY
L1669[10:14:44] <tterrag> I see it now
L1670[10:14:56] *** willieaway is now known as williewillus
L1671[10:14:56] <tterrag> I wasn't sure it meant that you'd start ALL over, but I guess that is what it's for
L1672[10:15:15] <hipsterpig> you cash out and restart from "scratch", but you bring some points with you from your current playthrough that you can put into some bonuses, eg more resource production/more attack
L1673[10:15:26] <hipsterpig> those points persist everytime you restart
L1674[10:15:39] <tterrag> this is me now http://puu.sh/lU3Rj.png
L1675[10:15:40] <hipsterpig> so you go from zone 20 back to zone 1
L1676[10:15:57] <hipsterpig> your first playthrough of trimps I don't think the game lets you get past zone 20
L1677[10:16:35] <hipsterpig> woah, 3 days :P
L1678[10:17:13] ⇦ Quits: maxlowry123 (~IceChat9@pool-71-244-115-181.albyny.fios.verizon.net) (Quit: If you think nobody cares, try missing a few payments)
L1679[10:17:13] <hipsterpig> i'm still on 2.72
L1680[10:17:18] <hipsterpig> that shows how long i've had this tab open
L1681[10:17:52] <tterrag> been 3 days since you ruined my life, yes
L1682[10:18:15] <simon816> I think the first thing to be done to get proper forge docs it to move information from the wiki to the docs http://www.minecraftforge.net/wiki/Main_Page
L1683[10:18:22] * gigaherz doesn't get hooked to idle games
L1684[10:18:57] <tterrag> simon816: the problem is sifting through what's up to date and what's not
L1685[10:19:09] <tterrag> at a rough guess I'd say 80% of the wiki articles are out of date
L1686[10:19:27] <gigaherz> I think it's because I forget easily, a background tab would progressively lose my interest until I just close it witha "meh"
L1687[10:21:43] ⇨ Joins: colossali (~Ivan@86-40-31-16-dynamic.b-ras2.prp.dublin.eircom.net)
L1688[10:22:22] ⇨ Joins: PaleoCrafter (~paleo@weneg.de)
L1689[10:22:22] MineBot sets mode: +v on PaleoCrafter
L1690[10:22:39] <tterrag> hipsterpig: oh, and why does the amount of trainers cap out at 97?
L1691[10:22:41] <tterrag> unlike the other jobs
L1692[10:28:28] <OrionOnline> fry,. what is the forge animation system?
L1693[10:28:36] <OrionOnline> And how far is it coming allong?
L1694[10:28:42] <hipsterpig> tterrag: more food requirement or you run out of workspaces
L1695[10:29:11] <tterrag> neither
L1696[10:29:18] <tterrag> OH right
L1697[10:29:23] <tterrag> I didn't realize they cost so much food
L1698[10:29:31] <tterrag> the others don't increase
L1699[10:29:49] <fry> OrionOnline: http://gfycat.com/FrenchWhisperedGaur
L1700[10:30:19] <sham1> Are those pistons I see
L1701[10:30:24] <sham1> wait no
L1702[10:30:31] <OrionOnline> fry, that is awesome :D
L1703[10:30:31] <sham1> Those look like Buildcraft engines
L1704[10:30:33] <tterrag> fry: you sure knwo how to make ugly looking test models
L1705[10:30:42] <tterrag> are those TESR?
L1706[10:30:48] <fry> moving parts are
L1707[10:30:53] <tterrag> right
L1708[10:30:59] <tterrag> looks neat
L1709[10:31:09] <sham1> Buildcraft engines
L1710[10:31:11] <sham1> Seriouslu
L1711[10:31:25] <fry> those are indeed bc engine models
L1712[10:31:35] <fry> since that's a simple use case :P
L1713[10:31:41] ⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L1714[10:31:53] <tterrag> fry: you should see if the railcraft style engine is possible
L1715[10:32:09] <tterrag> where there is a "shaft" underneath the piston head, that extends with it
L1716[10:32:31] <tterrag> that would be a bit more complicated (because you can't have it clipping out the bottom of the model when the piston head is down)
L1717[10:32:33] <williewillus> I'm going to preserve my sanity and not finish porting this >.<
L1718[10:33:22] <OrionOnline> yeah the RC engines would indeed be a bit better as a test case
L1719[10:33:31] <OrionOnline> But also a lot harder to implement
L1720[10:33:38] <fry> tterrag: yes, that's trickier, depending on the texture mapping; it's possible with the general system, might not be possible with vanilla json models
L1721[10:33:56] <fry> (what you see in the gif is vanilla json models + additional metadata :P)
L1722[10:34:17] <gigaherz> you'd need either segmented data, and progressively "hide" bits
L1723[10:34:28] <gigaherz> or actively change the position+uv of the bottom
L1724[10:34:57] <fry> yup yup
L1725[10:34:59] <gigaherz> unless you want it to stretch, then you don't touch the UV ;P
L1726[10:35:22] <fry> can probably fake it with 2-3 segments
L1727[10:35:42] <hipsterpig> oh hey I might actually finish the dimension of anger in <4h
L1728[10:35:57] <gigaherz> "dimension of anger" sounds like a place I do NOT want to visit
L1729[10:35:59] <gigaherz> XD
L1730[10:36:44] <sham1> Is there a dimention of happiness
L1731[10:36:44] <tterrag> I'm on the last square
L1732[10:37:01] <tterrag> 673M health, 121M damage
L1733[10:37:02] <tterrag> dang
L1734[10:37:03] <gigaherz> sham1: maybe there's a dimension of tainted happiness
L1735[10:37:11] <gigaherz> where everything is nice
L1736[10:37:14] <gigaherz> "but"
L1737[10:37:21] <gigaherz> as in like,
L1738[10:37:34] <gigaherz> there's nice flowers, but they are all poisonous and emit toxic fumes if you get close
L1739[10:37:48] * Dark needs to stop watching ancient aliens, getting a lot of dumb but cool ideas
L1740[10:37:54] <gigaherz> there's pretty mobs, that try to crawl under your skin
L1741[10:38:00] <gigaherz> or attach to you
L1742[10:38:06] <gigaherz> there's things in the shadows
L1743[10:38:06] <sham1> CRAWLING IN MY SKIN
L1744[10:38:11] <gigaherz> that make you think you are still happy
L1745[10:38:20] <gigaherz> while sucking out all your juices
L1746[10:38:30] ⇦ Quits: michael_ (~michael@89-138-202-253.bb.netvision.net.il) (Read error: Connection reset by peer)
L1747[10:38:36] <Dark> sounds like that flesh eating beetle from Egypt
L1748[10:38:58] <Dark> http://mummy.wikia.com/wiki/Scarab
L1749[10:39:04] <gigaherz> I was thinking of that X-Files episode with the man-eating mushroom
L1750[10:39:34] <Dark> https://www.youtube.com/watch?v=lI2raWlzZxU
L1751[10:39:42] <Dark> didn't get to finish taht episode
L1752[10:39:48] <Dark> remember the one with the spiders though?
L1753[10:39:53] <Dark> micro man eating spiders
L1754[10:40:15] <gigaherz> can't say I do
L1755[10:40:32] <gigaherz> I didn't watch all of it back in the day
L1756[10:40:34] <Dark> it wasn't that good, but involved a dark forest
L1757[10:40:39] <Dark> and millions of spiders
L1758[10:40:44] <gigaherz> and I haven't gone that far in re-watching it
L1759[10:40:46] <Dark> that swarmed and drained people of there fluids
L1760[10:40:50] <gigaherz> oh wait
L1761[10:41:02] <Dark> think one of the main chars almost died in it
L1762[10:41:05] <gigaherz> I think I may have watched that one recently in the re-watching
L1763[10:41:14] <gigaherz> one of them "almost died" so many times... ;p
L1764[10:41:39] <Dark> that is true
L1765[10:41:45] <tterrag> hipsterpig: where does helium come from? or do I only get the 30 I found
L1766[10:41:54] <Dark> one episode one almost got turned into an alien as well
L1767[10:42:08] <gigaherz> helium is the first iteration of fusion that happens in the sun
L1768[10:42:14] <Dark> ^
L1769[10:42:18] <gigaherz> converting hydrogen into helium and thne later into heavier elements
L1770[10:42:18] <gigaherz> XD
L1771[10:42:22] <Dark> you also can inhale it for fun
L1772[10:42:48] <hipsterpig> only zone 20+
L1773[10:42:59] * Dark does not endorse or say to inhale helium
L1774[10:44:20] <gigaherz> Dark: in a very high-pitched voice?
L1775[10:44:34] <tterrag> hipsterpig: I'm in zone 21 right now...so your theory was wrong :P
L1776[10:44:35] <Dark> :)
L1777[10:44:47] <gigaherz> what was th e one that's used to make the voice lower?
L1778[10:44:53] <gigaherz> somethingsomething hexafluoride?
L1779[10:44:53] <hipsterpig> tterrag: well, it's what I thought, so... gl getting through 21
L1780[10:44:54] <Dark> while saying shake spear
L1781[10:45:08] <tterrag> currently they are doing 0 damage to me
L1782[10:45:13] <gigaherz> sulfur, apparently
L1783[10:45:19] <gigaherz> sulfur hexafluoride
L1784[10:45:31] <tterrag> yes, sulfur hexaflouride
L1785[10:45:39] <tterrag> it's dangerous because it will pool inside your lungs
L1786[10:45:50] <Dark> very bad idea
L1787[10:45:55] <tterrag> gotta hang upside down :P
L1788[10:46:01] <gigaherz> XD
L1789[10:46:02] * Dark notes he has inhaled a lot of stupid things in chem class
L1790[10:46:11] <tterrag> mythbusters did a bit on it
L1791[10:46:12] <Dark> hydrogen burned just as a note
L1792[10:46:15] <Dark> when inhaled
L1793[10:46:27] *** williewillus is now known as willieaway
L1794[10:46:29] <sham1> Hydrogen is really reactive
L1795[10:46:35] <Dark> yep
L1796[10:46:36] <tterrag> inhaling random chemicals is pretty much the first thign they tell you NOT to do
L1797[10:46:39] <sham1> Mostly because it would want that second electron
L1798[10:46:50] <tterrag> hydrogen is reactive, but I doubt he means elemental hydrogen...
L1799[10:46:51] * Dark notes his face mask never fitted
L1800[10:47:15] <Dark> had the same problem first job I worked in a factory
L1801[10:47:19] <Dark> face mask sucked
L1802[10:47:28] <Dark> inhaled toxic chemicals :(
L1803[10:47:34] <Dark> lungs have never been the same
L1804[10:48:47] <gigaherz> I worked in a kibble factory once (they made stuff for cows, pigs and such, no meat)
L1805[10:49:02] <gigaherz> and to help the cows digest better, they put some acidic stuff in the mix
L1806[10:49:13] <gigaherz> had to open a bunch of the bags of that stuff
L1807[10:49:22] <Dark> sounds bad
L1808[10:51:19] <gigaherz> yeah those crappy paper masks did nothing for that
L1809[10:51:20] <gigaherz> XD
L1810[10:51:57] <gigaherz> and they only had one proper mask and the dude who has the one certified to do the mixing needed it more than me
L1811[10:52:48] <Dark> my work never gave me any, so I bought one for the job
L1812[10:53:17] <Dark> after finding out the chemicals I used to dissolve stuff on circuit boards was bad for health
L1813[10:54:11] <sham1> Getting back to the on-topic
L1814[10:54:25] <Dark> ah yes
L1815[10:54:32] <Dark> sorry about that
L1816[10:54:36] <sham1> where can I see what the type is supposed to be in NBTTagCompound#getTagList
L1817[10:54:48] <sham1> As I store compoundtags there
L1818[10:54:49] <Dark> look at the code
L1819[10:54:58] <gigaherz> there's constants somewhere
L1820[10:54:58] <gigaherz> sec
L1821[10:55:05] <sham1> Nice advice Dark
L1822[10:55:12] <sham1> Was wishing there would be a cconstant
L1823[10:55:17] <tterrag> Constants.NBT.COMPOUND_TAG
L1824[10:55:17] <Unh0ly_Tigg> "2 Trimps just melted" But they're fighting a chimp... wut
L1825[10:55:17] <Dark> it works but is tedious
L1826[10:55:18] <sham1> and there propably is
L1827[10:55:19] <sham1> Ah
L1828[10:55:27] <tterrag> or TAG_COMPOUND
L1829[10:55:27] <gigaherz> ah there tterrag got it first
L1830[10:55:28] <tterrag> not sure
L1831[10:55:32] ⇨ Joins: Nitrodev (~Nitrodev@dcx0f0yytkr32z64vrlpt-3.rev.dnainternet.fi)
L1832[10:55:33] <Dark> i think 10 is NBTTagList
L1833[10:55:46] <gigaherz> use "go to definition" to see which constant has which value ;P
L1834[10:55:50] <Dark> ^
L1835[10:56:04] <Dark> thats what I mean by look at the code
L1836[10:56:07] <Dark> you can back trace the calls
L1837[10:56:09] <Dark> to find what MC uses
L1838[10:56:15] <Dark> its a good habit to develope
L1839[10:56:30] <Dark> can reverse engineer any code that way
L1840[10:56:55] <gigaherz> mc code has the constants inlined though
L1841[10:59:20] <sham1> God damn it IDEA
L1842[10:59:21] ⇨ Joins: shadekiller666 (~shadekill@108.80.77.148)
L1843[10:59:27] <sham1> I know what I'm doing with this cast
L1844[11:00:44] <Wuppy> pizza :D
L1845[11:01:20] ⇨ Joins: Cojo (~Cojosan@2606:a000:1126:8048:54b4:2dd5:c4a7:5150)
L1846[11:01:29] <sham1> Sigh
L1847[11:01:37] <Dark> yes cast it to pizza, then divide it by 2*pie/4 raidians, then eat the result
L1848[11:01:48] ⇨ Joins: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net)
L1849[11:01:58] <sham1> I know for a fact that the type I cast to is correct
L1850[11:01:59] <sham1> IDEA pls
L1851[11:02:09] <Dark> check your imports
L1852[11:02:19] <sham1> what?
L1853[11:02:20] <sham1> Why
L1854[11:02:27] <Dark> could have imported the wrong type
L1855[11:02:33] <Dark> do that for Logger all the time
L1856[11:02:35] <sham1> umn, no
L1857[11:02:36] ⇨ Joins: Loetkolben (~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L1858[11:02:41] <diesieben07> may not be IDEA, java has weird rules :D
L1859[11:02:49] <Dark> ^
L1860[11:02:50] <diesieben07> cast to Object then to your target type
L1861[11:02:53] <sham1> I'm pretty sure I imported java.util.List
L1862[11:03:03] <Dark> code?
L1863[11:03:37] <Dark> also you may not be able to cast List<Object> to List<Type>
L1864[11:03:47] <sham1> Not that you would need my code...
L1865[11:03:57] <Dark> it helps though
L1866[11:04:22] <sham1> http://pastebin.com/d5p06Vc7
L1867[11:04:25] <MattDahEpic> im calling it now: steve/alex in smashbros to advertise mcwiiu
L1868[11:04:37] <sham1> please no
L1869[11:04:45] <sham1> 7th line
L1870[11:05:05] <tterrag> sham1: why are you reading a tag list like that?
L1871[11:05:12] <tterrag> just iterate over the tabs
L1872[11:05:15] <tterrag> why make it a list?
L1873[11:05:19] <tterrag> tags*
L1874[11:05:22] <Dark> as I said you may not be able to cast list types to another list type
L1875[11:05:24] <Dark> just for a foreach
L1876[11:05:28] <Dark> and write it into your list
L1877[11:05:52] <sham1> tterrag, I make it into list so I can forEach over it
L1878[11:05:54] <Dark> its O(x) operation so should be fine
L1879[11:06:03] <tterrag> who cares about foreach
L1880[11:06:08] <tterrag> you know regular for loops work fine
L1881[11:06:38] <sham1> They do
L1882[11:06:54] * Dark notes you can go old school and use recursive methods instead of loops
L1883[11:07:26] <sham1> Which is more old-school though
L1884[11:07:55] <sham1> But lets do the for way
L1885[11:08:09] <sham1> For I do not want anything to do with this
L1886[11:08:42] <Cypher121> most old-school is goto/jmp
L1887[11:08:57] <Dark> you could also write a ListIterator that takes a NBTTagCompound
L1888[11:09:01] <Dark> and lets you foreach it
L1889[11:09:29] <Dark> sadly I miss goto/jump wish java had them for lolz
L1890[11:09:42] <tterrag> java has the keyword goto
L1891[11:09:45] <tterrag> it does nothing though :P
L1892[11:09:50] <Dark> yep, does nothing
L1893[11:10:01] <Dark> just there to troll the trolls
L1894[11:10:06] <diesieben07> except make an error :P
L1895[11:10:07] <Cypher121> then loop, then recursion, because recursion is much more complicated with all the stack operations
L1896[11:10:25] <Dark> sadly
L1897[11:10:36] * Dark stack overflows his code a lot
L1898[11:10:49] <sham1> I'd use recursion but I cannot because there is a high change it will just StackOverFlow
L1899[11:10:56] * Dark likes his recursive pathfinders too much
L1900[11:11:08] <gigaherz> I'm not sure that "recursion" is something less old-school than loops
L1901[11:11:08] <gigaherz> XD
L1902[11:11:13] <Cypher121> does java work well with tail recursion?
L1903[11:11:13] ⇨ Joins: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9)
L1904[11:11:17] <sham1> yes
L1905[11:11:20] <Cypher121> noice
L1906[11:11:24] <sham1> If you only recurse a little bit that is
L1907[11:11:30] <sham1> It does not get optimized
L1908[11:11:34] <gigaherz> XD
L1909[11:11:37] <Cypher121> now that's sad
L1910[11:11:39] <gigaherz> so it doesn't actually do tail recursion
L1911[11:11:39] <gigaherz> ;P
L1912[11:11:47] <Cypher121> yeah, you lied :D
L1913[11:11:47] <raoulvdberge> hmmm, is it true that Item.onCreated isn't called in creative mode? My NBT tags aren't set :P
L1914[11:11:49] <Dark> i'm actually not sure what tail recursion is
L1915[11:11:56] <sham1> Well it still is tail recustion if you call it as your last operation
L1916[11:11:59] <gigaherz> Dark:
L1917[11:12:00] <gigaherz> if you do
L1918[11:12:04] <gigaherz> func() {
L1919[11:12:06] <gigaherz> work here
L1920[11:12:06] <sham1> Does not matter if it gets optimized or not
L1921[11:12:12] <gigaherz> func(optherwork)
L1922[11:12:13] <gigaherz> }
L1923[11:12:17] <gigaherz> you can optimize it as
L1924[11:12:22] <gigaherz> func(work) {
L1925[11:12:26] <gigaherz> while(work) {
L1926[11:12:27] <gigaherz> do work
L1927[11:12:29] <gigaherz> setup next work
L1928[11:12:30] <gigaherz> }
L1929[11:12:31] <gigaherz> }
L1930[11:12:33] <Cypher121> if you call method in it's end and do nothing after it, it means you can throw away part of stack needed for it, before calling it again
L1931[11:12:34] <Dark> oh, so its just java doing its optimization thing cool
L1932[11:12:45] <gigaherz> a tail-call optimization
L1933[11:12:46] <tterrag> raoulvdberge: use getSubItems to control the NBT on your item in the creative menu
L1934[11:12:48] <sham1> it just means that it is not tail-optimiozed
L1935[11:12:51] <gigaherz> means turning the tail-recursion into a loop
L1936[11:12:57] <Dark> never heard it called that before
L1937[11:13:10] <raoulvdberge> tterrag: thanks
L1938[11:13:12] <sham1> the tail-part comes from LISP
L1939[11:13:36] <gigaherz> but really
L1940[11:13:38] <gigaherz> the compiler can do that
L1941[11:13:42] <Dark> LISP? i really need to read more
L1942[11:13:44] <gigaherz> no need for the JVM to do the work afterward
L1943[11:13:44] <gigaherz> XD
L1944[11:13:44] <Cypher121> lisp = good things + parentheses
L1945[11:13:55] <gigaherz> lisp = parens, WAY TOO MANY parens
L1946[11:13:56] <gigaherz> XD
L1947[11:14:01] <Cypher121> yeah
L1948[11:14:05] <gigaherz> I dislike lisp because of the lack of variety
L1949[11:14:10] <sham1> much rather Haskell or ECMAScipt
L1950[11:14:15] <gigaherz> "wait did I close the paren that started X or was this one Y?"
L1951[11:14:19] * Dark is lost and confused now
L1952[11:14:28] <Cypher121> )
L1953[11:14:32] <Cypher121> ))
L1954[11:14:34] <Cypher121> ))))))))))))))))))))))))
L1955[11:14:34] <sham1> )))
L1956[11:14:35] <gigaherz> Dark: LISP looks like (a b c d ...)
L1957[11:14:39] <gigaherz> where an element
L1958[11:14:42] <gigaherz> can be a list on itself
L1959[11:14:42] <sham1> (+ 2 3 5)
L1960[11:14:43] <gigaherz> so
L1961[11:14:45] <hipsterpig> tterrag: how's your zone 21?
L1962[11:14:48] <gigaherz> ((a b) c d)
L1963[11:14:51] <asie> clojure modding is fun
L1964[11:14:55] <asie> someone actually made a forge wrapper for clojure
L1965[11:15:01] <gigaherz> lisp operators are prexix operators
L1966[11:15:04] <gigaherz> so you have
L1967[11:15:05] <sham1> Except that it is parenthesis
L1968[11:15:09] <gigaherz> (function/operator args here)
L1969[11:15:13] <gigaherz> (+ 1 2)
L1970[11:15:19] <tterrag> hipsterpig: on the 3rd to last row :P
L1971[11:15:19] <gigaherz> would be a function call that sums 1+2
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L1973[11:15:37] <gigaherz> and now youcan use your brain to imagine just how annoying the language is
L1974[11:15:38] <gigaherz> XD
L1975[11:15:45] <gigaherz> since EVERYTHING starts and ends with ()
L1976[11:15:45] <sham1> (deffun func(*something*))
L1977[11:15:50] <Dark> I see...
L1978[11:15:57] <Dark> that would be annoying
L1979[11:16:00] <gigaherz> some people love lisp for its simplicity
L1980[11:16:07] <gigaherz> I hate it for the lack of variety ;P
L1981[11:16:09] * Dark loves that he is just a java and C# coder
L1982[11:16:19] <sham1> Data and code has no difference in LISP
L1983[11:16:25] <hipsterpig> i'm on 22 :P
L1984[11:16:29] <sham1> Then again, neither does data and code have any differencce anywere else
L1985[11:16:29] <gigaherz> in that
L1986[11:16:33] <gigaherz> lisp is closer to lambda calculus ;P
L1987[11:16:38] <hipsterpig> well actually I'm on DoA but I finished 21 before going for it
L1988[11:17:07] <sham1> LISP and its comperator IO monad
L1989[11:17:21] <Cypher121> btw, how does forge work with languages that don't have `static`?
L1990[11:17:27] <sham1> scala
L1991[11:17:32] <sham1> So basically well
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L1993[11:18:07] <Dark> forge sorta works with scala
L1994[11:18:12] <Dark> it like to freak out every so often
L1995[11:18:12] <Cypher121> I'm just wondering if I can try modding with Kotlin or not
L1996[11:18:19] <PaleoCrafter> Scala has "static" :P
L1997[11:18:24] <Dark> you would have to write an adapter
L1998[11:18:25] <sham1> Meh
L1999[11:18:28] <PaleoCrafter> so does Kotlin, afaik
L2000[11:18:33] <Cypher121> no
L2001[11:18:42] <Cypher121> it only uses singletons
L2002[11:18:42] <sham1> I'd want to try Frege for modding
L2003[11:18:43] <Dark> scala technically has statics, but they are not true statics
L2004[11:18:49] <Cypher121> which is same, but not same
L2005[11:18:55] <Dark> ^
L2006[11:18:58] <Dark> and very annoying
L2007[11:19:08] <Dark> I suggest avoiding scala for static stuff
L2008[11:19:12] <PaleoCrafter> as long as it gets compiled to statics in bytecode :P
L2009[11:19:14] <Dark> just use java
L2010[11:19:20] <Dark> only use scala for its mixens
L2011[11:19:32] <sham1> But using Frege would be extremely annoying as you do not know where you get your IO monad and therefor your state from
L2012[11:19:56] <Dark> does it actually convert to statics in bytecode?
L2013[11:20:05] <sham1> Yes
L2014[11:20:07] <Dark> as scala -> java is messy
L2015[11:20:16] <Dark> hmm going to need to decompile some later
L2016[11:20:19] <sham1> Using Scala from Java is messy
L2017[11:20:24] <Dark> that too
L2018[11:20:26] <sham1> *looks at objects*
L2019[11:20:31] <Dark> was speaking about bytecode
L2020[11:20:36] <Dark> as scla -> java -> bytecode
L2021[11:20:41] <Dark> is how it compiles
L2022[11:20:54] <PaleoCrafter> Scala gets converted directly to bytecode
L2023[11:21:09] <sham1> Seriously, ObjectName$.$MODULE$ is not fun for anyone
L2024[11:21:12] <Dark> yes, but meh
L2025[11:21:18] <Dark> its easier to think of it being java mid way
L2026[11:21:41] <sham1> Or was it MODULE$
L2027[11:21:44] <Falk|Panic> meh
L2028[11:21:45] <sham1> Either way, annoying
L2029[11:21:47] *** Falk|Panic is now known as Falkreon
L2030[11:21:53] <Dark> helps my brain when I'm this out of energy and monster is not helping
L2031[11:22:11] <Falkreon> tail-end recursion optimization is throwing away part of the stack to skip repeated "RET" commands
L2032[11:22:28] <Wuppy> woop woop, ludum is cool :D
L2033[11:22:43] <Falkreon> so if you've gone three methods deep, but you know that you're at the end of all of them
L2034[11:22:44] <Wuppy> 8 more hours to go :D
L2035[11:22:49] <Wuppy> till 3AM :D
L2036[11:22:53] <Falkreon> you just ret to the original address, instead of RET, RET, RET
L2037[11:23:03] <tterrag> Dark: can confirm https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/Handlers.java#L358
L2038[11:23:17] <tterrag> sham1: and it's just MODULE$ ^^
L2039[11:23:19] <Falkreon> I'm thinking of making a LD entry where you copypaste together a monster or a ship
L2040[11:23:22] <sham1> Ye
L2041[11:23:28] <Falkreon> two buttons: CTRL+X
L2042[11:23:30] <sham1> Wasn't it I who told you about that
L2043[11:23:34] <sham1> Still
L2044[11:23:38] <sham1> Annoying as hell
L2045[11:23:45] <tterrag> yeah, I think
L2046[11:23:48] <Falkreon> but you use two buttons at a time
L2047[11:23:56] <Falkreon> instead of two buttons total
L2048[11:24:20] <Falkreon> prolly just HTML5 it
L2049[11:24:30] <Falkreon> maybe not a terrible idea?
L2050[11:25:32] <Dark> tterrag what is that code for?
L2051[11:25:41] <tterrag> my @Handler annotation
L2052[11:25:47] <tterrag> automatically registers a class as an event receiver
L2053[11:25:51] <Dark> ah
L2054[11:25:57] <tterrag> was more useful before cpw nuked the FML bus :P
L2055[11:25:58] <tterrag> but still useful
L2056[11:26:03] <tterrag> (not that it exists on 1.8 yet)
L2057[11:26:14] <ThePsionic> >modding for 1.8 and not 1.8.8
L2058[11:26:16] <ThePsionic> psh
L2059[11:26:17] <Dark> surprised I never noticed it
L2060[11:26:17] <tterrag> Dark: someone tried to use it on a scala object, and lo and behold it wouldn't work
L2061[11:26:23] <tterrag> ThePsionic: >modding for neither
L2062[11:26:24] <Dark> was reading threw that code last week
L2063[11:26:29] <sham1> Well it is still useful for 1.8.x and it is easier
L2064[11:26:39] <sham1> As you ever have to worry about one bus
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L2067[11:26:52] <ThePsionic> tterrag: >modding
L2068[11:26:54] <tterrag> sham1: right, but the best part about using it was that it would infer what bus to use from the param classes
L2069[11:26:58] <Dark> tbh its extra overhead that is not really needed
L2070[11:27:06] <tterrag> sham1: https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/Handlers.java#L302-L319
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L2072[11:27:47] <Dark> also a better option is to hack into the bus
L2073[11:27:50] <Dark> and add your own listener object
L2074[11:27:55] <Dark> saves time, a lot of time
L2075[11:27:57] <ThePsionic> hack the nsa
L2076[11:28:03] <tterrag> https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/Handlers.java#L48-L66
L2077[11:28:03] <Dark> not allowed to do that
L2078[11:28:07] <tterrag> there were 4 busses in 1.7.10
L2079[11:28:09] <tterrag> now there's only 3
L2080[11:28:20] <Dark> 4?
L2081[11:28:24] <Dark> only knew of the 2
L2082[11:28:42] <tterrag> ORE_GEN_BUS and TERRAIN_GEN_BUS
L2083[11:28:47] <tterrag> the volume of events on those busses is massive
L2084[11:28:51] <tterrag> so it would bog down the main bus
L2085[11:28:55] <fry> iirc each mod lifefycle is its own bus, no? :P
L2086[11:28:58] <Dark> hmm, never used them before
L2087[11:29:02] * Dark does some reading
L2088[11:29:07] <tterrag> fry: yeah, but you don't use @SubscribeEvent for those
L2089[11:29:13] <fry> true :P
L2090[11:29:14] <tterrag> and they only work in the @Mod class
L2091[11:29:19] <tterrag> so @handler would be kiiiinda pointless
L2092[11:29:24] <tterrag> anyways, bbl
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L2096[11:31:30] <tterrag|away> fry: maybe you could fix this longstanding annoyance, the @EventHandler events don't respond when you use a superclass
L2097[11:31:40] <tterrag|away> once upon a time I wanted to receive *all* FMLEvent events
L2098[11:31:41] <Dark> ^
L2099[11:31:43] <tterrag|away> but it doesn't work
L2100[11:31:48] <Dark> that would be very very useful
L2101[11:31:56] <tterrag|away> @SubscribeEvent works like that
L2102[11:31:58] <fry> make an issue! :P
L2103[11:31:58] <tterrag|away> idk why it's different
L2104[11:32:03] <tterrag|away> maybe
L2105[11:32:03] <fry> seriously! :P
L2106[11:32:03] <tterrag|away> later
L2107[11:32:04] <tterrag|away> gtg
L2108[11:32:19] <fry> cpw will probably know better how to fix that :P
L2109[11:32:23] * Dark will let tterrag make the issue
L2110[11:32:32] <tterrag|away> Dark: by all means go ahead
L2111[11:32:33] <Dark> should be a simple fix
L2112[11:32:38] <Dark> I don't make issues on forge
L2113[11:32:42] <Dark> got shot down too often
L2114[11:32:51] <sham1> Well why not try again
L2115[11:32:51] <Dark> that being said I have one PR in forge
L2116[11:33:00] <Dark> all though ti doesn't show up in the contributions
L2117[11:33:22] <Dark> hmm good point sham1
L2118[11:33:55] <Dark> if tterrag doesn't do it today I'll do it tomorrow
L2119[11:35:29] <Dark> bbl
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L2122[11:37:44] <asie> I think I know why it is different, tterrag|away
L2123[11:37:57] <asie> FMLEvents are registered in the ModContainer using its own internal system
L2124[11:38:06] <asie> and I think it doesn't catch superclasses, is all
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L2128[11:42:12] <hipsterpig> tterrag|away: learn to hate snimps
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L2130[11:47:19] <tterrag|away> hipsterpig: while I was away I got to zone 23 :P
L2131[11:47:23] <tterrag|away> first playthrough ;D
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L2133[11:47:27] <hipsterpig> what.
L2134[11:47:28] <hipsterpig> how
L2135[11:47:29] <hipsterpig> what.
L2136[11:47:36] <hipsterpig> you just got to 21 earlier
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L2138[11:47:52] <hipsterpig> oh wait you have a lot of health buffer
L2139[11:47:52] <hipsterpig> I don't
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L2141[11:49:03] <hipsterpig> i should probably try a run with high HP instead of high block
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L2146[11:50:09] <tterrag|away> hipsterpig: I've been pretty even really
L2147[11:50:18] <tterrag|away> haven't really pushed for one or the other
L2148[11:52:22] <MattDahEpic> im pretty sure is shouldnt be getting Model definition for location extrarecords:record#inventory not found with https://github.com/MattDahEpic/ExtraRecords/blob/1.8.8/src/main/resources/assets/extrarecords/model/item/record.json
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L2162[12:10:43] <Tarig> hey guys, does anyone know where I can find an example of creating a b3d model with animation? The only thing I can find is how to utilize the model after animation is setup
L2163[12:11:05] <gigaherz> that's because animation is independent of the b3d format
L2164[12:11:12] <gigaherz> you learn how to animate in blender or similar
L2165[12:11:18] <gigaherz> and then this animated model, you can export it as b3d
L2166[12:12:56] <fry> ^
L2167[12:13:28] <gigaherz> note that b3d uses baked animations
L2168[12:13:39] <fry> not quite :P
L2169[12:13:40] <gigaherz> as opposite to skeleton-based rigging
L2170[12:13:48] <gigaherz> no?
L2171[12:13:55] <gigaherz> I thought your loader required baked
L2172[12:13:55] <fry> it has exactly skeleton-based rigging :P
L2173[12:13:59] <gigaherz> oh
L2174[12:14:02] <gigaherz> nevermind then
L2175[12:14:09] <fry> nope, baking happens after the fact :P
L2176[12:14:28] <fry> and I actually have working skeletal animation \o/
L2177[12:14:33] <gigaherz> heh
L2178[12:14:34] <gigaherz> nice
L2179[12:15:01] <Tarig> hmm so I need to skeloten my model to do a simple rotation?
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L2181[12:15:21] <fry> it's not that hard
L2182[12:15:22] <gigaherz> just one bone ;P
L2183[12:15:25] <fry> yup :P
L2184[12:15:37] <gigaherz> unless blender sucks a lot
L2185[12:15:40] <Tarig> doesn't sound hard
L2186[12:15:46] <fry> my chest model has a whooping 2 bones
L2187[12:15:47] <gigaherz> the automatic rigging should be able to match all vertices to the one bone
L2188[12:15:57] <gigaherz> with 1.0 weight
L2189[12:16:07] <Tarig> can you add to the example the original blend?
L2190[12:16:17] <fry> hmm
L2191[12:16:28] <fry> I didn't find a way to make it very portable
L2192[12:16:45] <Tarig> the blend file is not portable?
L2193[12:16:52] <fry> the blend has a lot of absolute paths
L2194[12:16:57] <Tarig> ah
L2195[12:17:05] <gigaherz> ewh ;p
L2196[12:17:17] <fry> it's possible to get rid of them, but I'm not quite sure how :P
L2197[12:17:25] <Tarig> my blends have no paths since, I'm texturing it in my mod code
L2198[12:18:06] <fry> texture paths are only half of the problem, there's a lot left if you look at the file itself :P
L2199[12:18:30] <gigaherz> hmmm
L2200[12:18:40] <gigaherz> I was watching a video from xBCrafted, who's playing FTB Unstable 1.8
L2201[12:18:47] <gigaherz> and he was just speaking about forge multipart
L2202[12:18:52] <gigaherz> and how it's not there for 1.8 yet
L2203[12:19:04] <gigaherz> so I Was wondering if there's any effort ongoing to make that happen XD
L2204[12:19:17] <fry> yes, no, maybe? :P
L2205[12:19:45] <gigaherz> XD
L2206[12:19:48] <Tarig> well the camolib I'm working on might be a good proof of concept for it
L2207[12:19:57] <gigaherz> heh
L2208[12:20:17] <gigaherz> well I know HOW it would be done, code-wise (at least the model compositing part)
L2209[12:20:28] <gigaherz> I wasjust wondering if anyone was already working on it
L2210[12:20:29] <gigaherz> XD
L2211[12:20:47] <fry> I think people are :P
L2212[12:21:05] <gigaherz> there's that "chisel bits" mod
L2213[12:21:12] <gigaherz> but it splits a block into pixel pieces
L2214[12:21:16] <gigaherz> so it's rather... annoying to work with
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L2216[12:22:36] <gigaherz> well not annoying
L2217[12:22:38] <gigaherz> laborious
L2218[12:23:05] <gigaherz> hmm although
L2219[12:23:06] <gigaherz> https://www.youtube.com/watch?v=BbdniZ5eYJA
L2220[12:23:12] <gigaherz> it seems it's more powerful than it seems
L2221[12:23:44] <gigaherz> my experience was
L2222[12:23:56] <gigaherz> *break bits*, *place bits*, *give up*
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L2224[12:24:04] <gigaherz> I never realized it has other modes xD
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L2226[12:29:10] <MattDahEpic> i think my stuff should be in the ftb 1.8 packs
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L2229[12:29:17] <MattDahEpic> because my stuff is cool and is for 1.8
L2230[12:29:42] <gigaherz> MattDahEpic: suggest it to the FTB people? ;P
L2231[12:30:05] <Wuppy> Ronzan, how's the game?
L2232[12:31:11] <MattDahEpic> gigaherz, whats the best way to do that
L2233[12:32:42] <karlthepagan> MattDahEpic, networking with people who play and promote FTB probably, show them your mod, build consensus, find someone who likes it and listen to their feedback
L2234[12:33:05] <karlthepagan> tl;dr politics basically, good luck
L2235[12:33:29] <gigaherz> MattDahEpic: I have no idea XD
L2236[12:34:21] <gigaherz> maybe go to whatever irc channel or forum they may have, and present yourself and your mods? ;P
L2237[12:35:21] <MattDahEpic> god 4k skyrims textures take FOREVER to download
L2238[12:36:15] <gigaherz> well they are 4x the pixels than 1080p ;P
L2239[12:36:24] <MattDahEpic> wwoah\
L2240[12:36:55] <gigaherz> (or well, 4096x4096 is 4x 2048x2048)
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L2242[12:41:19] <Ronzan> Wuppy, I'm not doing the ludum dare ;)
L2243[12:41:31] <Wuppy> sorry, confused the names then
L2244[12:41:40] <Ronzan> how is your game coming along?
L2245[12:41:48] <Wuppy> it's been 12 hours of programming already today :p
L2246[12:41:51] <Wuppy> great :D
L2247[12:41:56] <Ronzan> hehe nice
L2248[12:41:57] <Wuppy> almost done
L2249[12:42:03] <Ronzan> awesome
L2250[12:42:26] <gigaherz> when is the deadline?
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L2252[12:42:34] <Wuppy> 3AM
L2253[12:42:43] <Ronzan> I'm contemplating getting started with making the gui for my screen block, but it is just so tedious
L2254[12:42:46] <Wuppy> 7 hours and 17 minutes from now
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L2256[12:54:03] <raoulvdberge> !gm Item.addInformation 1.7.10
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L2268[13:28:59] <Ronzan> Do I need to do anything special to use Gui.drawRect() and other drawing methods in the Gui class?
L2269[13:29:51] <sham1> nah
L2270[13:30:08] <Dark|Away> might have to make sure your drawing using the GUI corner pos though
L2271[13:30:14] <Dark|Away> so it doesn't move when screen res changes
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L2273[13:30:56] <Ronzan> ok, yes, I think I read about that somewhere
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L2275[13:31:32] <Ronzan> hmm, I call Gui.drawRect(0,0,100,100, 0xff0000) from drawGuiContainerBackgroundLayer() but I get nothing
L2276[13:33:10] <Dark> did you call it before or after you drew the background texture?
L2277[13:33:14] <Ronzan> but this.drawTexturedModalRect(guiLeft, guiTop, 0, 0, w, h) works fine
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L2279[13:33:25] <Ronzan> I commented out the background texture for now
L2280[13:33:31] <Ronzan> but after
L2281[13:33:36] <Dark> hmm k
L2282[13:33:58] <Dark> try using the guiLeft and guiTop
L2283[13:34:03] <Ronzan> do you need to initialize the Gui class or something
L2284[13:34:05] <Dark> you may be drawing it off screen, not sure tbh
L2285[13:34:08] <Ronzan> just tried that Dark ;)
L2286[13:34:16] <gigaherz> :3
L2287[13:34:17] <gigaherz> https://twitter.com/therealgigaherz/status/676122854304321536
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L2291[13:35:54] <Ronzan> it is probably just some noob error...again ;)
L2292[13:37:03] <Dark> try changing the color
L2293[13:37:16] <Ronzan> was just thinking about the color
L2294[13:37:18] <Dark> also debug mode helps
L2295[13:37:32] <Dark> as you can change code, refresh GUI, and test without restarting MC
L2296[13:37:35] <Ronzan> I use hex in other places
L2297[13:37:39] <Ronzan> I do that Dark :)
L2298[13:37:46] <Dark> :)
L2299[13:37:49] <Ronzan> otherwise, man, a pain it would be hehe
L2300[13:38:02] <Dark> lost debug mode for a year
L2301[13:38:05] <Dark> due to avast
L2302[13:38:10] <Ronzan> dang
L2303[13:38:27] <Dark> not that bad though, learn inventive ways to test code
L2304[13:38:37] <Dark> like GUI buttons for moving GUI buttons
L2305[13:38:37] <Ronzan> well as they say, it takes less time to write it correct the first time hehe
L2306[13:38:42] <Ronzan> hehe
L2307[13:38:49] <Dark> that as well
L2308[13:41:18] <Ronzan> the color is RGB in the gui right? or RGBA?
L2309[13:41:34] <Ronzan> aha!
L2310[13:41:51] <Ronzan> grr, so silly, thanks Dark :)
L2311[13:41:59] <heldplayer> Usually it's ARGB
L2312[13:42:08] <Ronzan> yeah, just found out hehe
L2313[13:42:15] <Dark> just as a tip
L2314[13:42:22] <Dark> new Color(rgb).toInt()
L2315[13:42:39] <Ronzan> ok, how come?
L2316[13:42:40] <heldplayer> That's not a great tip
L2317[13:42:47] <Dark> it works though
L2318[13:42:58] <heldplayer> Yeah, but you'll be spamming new objects every frame
L2319[13:43:07] <Dark> saves tip guessing, and IDEA allows editing
L2320[13:43:13] <Dark> assuming you cache it
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L2322[13:43:21] <Ronzan> at the moment I just write it in hex, I assume java can typecast that pretty quick
L2323[13:43:25] <heldplayer> Usually, just knowing how to do the colours raw is enough
L2324[13:43:30] <leagris> Hello Forge team
L2325[13:43:52] <Dark> i think the compilier just turns it into an it
L2326[13:43:54] <leagris> Please look at this and reconsider using AddFocus for your download redirections: https://www.mywot.com/en/scorecard/adfoc.us
L2327[13:45:00] <Ronzan> but tips are always welcome :)
L2328[13:45:40] <heldplayer> Also, technically a hex value is still an int, same as decimal, octal, and binary
L2329[13:45:52] <heldplayer> Appending an L turns it into a long
L2330[13:46:13] <heldplayer> Not sure you can append a D or F on anything other than a decimal to turn it into a double or float respectively
L2331[13:46:25] <Ronzan> aye, dunno why I was thinking typecasting hehe
L2332[13:47:03] <Wuppy> could someone without Visual Studio 2015 or Microsoft Visual C++ 2015 Redist try running this: http://puu.sh/lUhwH/a104f7d113.zip
L2333[13:47:17] <gigaherz> I guess I'm excluded ;P
L2334[13:47:35] <Ronzan> heh, I haven't installed 2015 yet, so sure
L2335[13:47:37] <gigaherz> Wuppy: did you compile with static runtime option?
L2336[13:47:37] <heldplayer> But yeah, I think you've got the hang of how to use the colours, as an int can be contained in 8 hexadecimal digits, so 0xXXXXXXXX, which very cleanly splits up into 0xAARRGGBB
L2337[13:47:45] <Wuppy> gigaherz, nop
L2338[13:48:16] <heldplayer> Needlessly using new Color(rgb).toInto() is... wat
L2339[13:48:25] <heldplayer> *toInt
L2340[13:48:30] <gigaherz> project properties -> C/C++ -> code generation -> Runtime library
L2341[13:48:40] <gigaherz> ensure that it's "Multi-threaded" and not "multithreaded dll"
L2342[13:48:46] <heldplayer> Especially seeing as what I can gather from that constructor, rgb is an int itself
L2343[13:49:42] <Ronzan> Wuppy, http://puu.sh/lUhVn/499da5968a.png
L2344[13:49:49] <Wuppy> dammit
L2345[13:50:40] <Wuppy> gigaherz, what would that change?
L2346[13:51:03] <gigaherz> Wuppy: the DLL version requires msvcrt140.dll
L2347[13:51:09] <gigaherz> the other one does not
L2348[13:51:11] <Ronzan> heldplayer, yeah, I'm fine with the hex format, just need to learn how minecraft expects it hehe
L2349[13:52:14] <heldplayer> Was more commenting on Dark there, Ronzan ;)
L2350[13:52:19] <Wuppy> Ronzan, want to help debug me a bit here?
L2351[13:52:27] <raoulvdberge> making things super abstract so you have absolute flexibility is so nice
L2352[13:52:37] <Ronzan> Sure Wuppy
L2353[13:53:09] <Ronzan> "[20:47] <heldplayer> But yeah, I think you've got the hang of how to use the colours" I thought you mean me hehe ;)
L2354[13:53:27] <Wuppy> gigaherz, do you happen to know how to make sure players can run the game without having the runtime installed?
L2355[13:53:35] <Wuppy> so with a few dlls in the folder
L2356[13:53:39] <Wuppy> Ronzan, try this http://puu.sh/lUifu/633bfc3a5c.zip
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L2358[13:54:29] <Ronzan> Wuppy, same error
L2359[13:54:33] <Wuppy> dammit
L2360[13:55:01] <Ronzan> and FYI, I think MS doesn't allow you to redist parts of the redist ;)
L2361[13:55:34] <Wuppy> I don't know about htat tbh
L2362[13:55:43] <Ronzan> it used to be like iirc
L2363[13:56:01] <heldplayer> Ronzan: oh, that commant was meant for you ;)
L2364[13:56:17] <Ronzan> hehe thought so, was just a bit slow replying :)
L2365[13:56:39] <Ronzan> my irc-fu is not what it was 20 years ago hehe
L2366[13:57:21] <Ronzan> Wuppy, but just keep em coming ;)
L2367[13:58:15] <fry> http://gfycat.com/CourteousChiefLadybird
L2368[13:59:09] <heldplayer> Aaaah vertical lines flashing
L2369[13:59:54] <heldplayer> fry: are you right clicking that block?
L2370[14:00:09] <gigaherz> Wuppy: that's exactly what I was telling you!
L2371[14:00:09] <gigaherz> XD
L2372[14:00:11] <fry> yup
L2373[14:00:18] <gigaherz> if you compile with the non-DLL runtime
L2374[14:00:19] <Dark> sorry was afk, heldplayer by rgb i actually meant r,g,b
L2375[14:00:22] <gigaherz> you don't need the runtime installed!
L2376[14:00:33] <Dark> so its not needless, as it saves headache of manually converting
L2377[14:00:41] <Wuppy> gigaherz, I changed it to the thing you said and you still couldnt
L2378[14:00:48] <Wuppy> Ronzan, https://dl.dropboxusercontent.com/u/59067404/Temp/Durples%20Christmas%20Adventure.zip
L2379[14:00:58] <Ronzan> Dark, yeah, but you still have the overhead of creating the object ;)
L2380[14:01:07] <Dark> you do but that is very very small
L2381[14:01:10] <Ronzan> But as I said, tips are more than welcome :)
L2382[14:01:10] <Dark> plus if you cache
L2383[14:01:11] <Dark> your good
L2384[14:01:15] <Ronzan> agreed
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L2386[14:01:28] <Dark> tbh if your worried
L2387[14:01:31] <Dark> make a CMD app
L2388[14:01:38] <Dark> that turns color into int
L2389[14:02:55] <Ronzan> Wuppy, still no go, but there are not redist dlls only the redist exe ;)
L2390[14:02:57] <Dark> wuppy you should add a publisher as Windows thinks "Its a trap"
L2391[14:03:11] <Ronzan> hehe
L2392[14:03:14] <Wuppy> Ronzan, exactly :P
L2393[14:03:22] <Dark> also missing VRRUNTIME140.dll
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L2395[14:03:30] <Ronzan> want me to install the redist?
L2396[14:03:34] <Wuppy> don't have time to mess with builds anymore :c
L2397[14:03:40] <Wuppy> Ronzan, exactly :)
L2398[14:03:52] <Ronzan> or did you try compiling like gigaherz suggesged?
L2399[14:03:58] <Ronzan> ok
L2400[14:04:16] <Wuppy> I did, that was the second one I send
L2401[14:04:28] <Dark> you should make a quick installer
L2402[14:04:32] <Dark> saves a lot of time for users
L2403[14:04:44] <Dark> or at least make your program give an error saying to install
L2404[14:05:49] <Wuppy> Dark, normally I'd say good advice, will do, but I've got less then 6 hours and still a lot to do
L2405[14:05:56] <Ronzan> Wuppy, yay I won the game :)
L2406[14:06:03] <Wuppy> awesome :D
L2407[14:06:04] <Dark> lol nice game
L2408[14:06:06] <Wuppy> how long did it take you?
L2409[14:06:11] <Dark> suggest putting it on the app store
L2410[14:06:23] <Ronzan> hmm, 2 mins or so
L2411[14:06:33] <Dark> ^
L2412[14:06:45] <Ronzan> died a few times to the holes hehe
L2413[14:06:50] <Dark> Might I note its a bit hard to tell how low the pillars are
L2414[14:07:04] <Ronzan> but nice gameplay design, simple but fun
L2415[14:07:06] <Wuppy> Dark, it's already good enough for the app store? :O
L2416[14:07:06] <Dark> as it looks like you will clear and you pixel touch it
L2417[14:07:17] <Dark> Wuppy I test games on the app store a lot
L2418[14:07:18] <Wuppy> how should I improve that?
L2419[14:07:22] <Dark> you above average
L2420[14:07:23] <Ronzan> well 2 mins at the first level that is
L2421[14:07:38] <Wuppy> nice :D
L2422[14:07:50] <Dark> Wuppy a good idea is to always make the gap a different size then it is possible for the ball to get
L2423[14:07:58] <Dark> this way eye level measurement is easy
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L2425[14:09:42] <Wuppy> I'll try to fix that :)
L2426[14:10:04] *** tterrag|away is now known as tterrag
L2427[14:10:55] <Wuppy> lol Spotify knows what's up, it starts playing the final countdown so close to finishing
L2428[14:11:04] <Dark> \0/
L2429[14:11:28] <Wuppy> now to implement your change, level switching and then design level 2 :D
L2430[14:11:31] <Wuppy> and probably 3
L2431[14:12:00] <Dark> even though I couldn't join the context I still ended up making a game https://www.dropbox.com/s/abebxb4lndjwsv6/Screenshot%202015-12-12%2002.05.39.png?dl=0
L2432[14:12:14] <Wuppy> Kata?
L2433[14:12:17] <Dark> yep
L2434[14:12:20] <Wuppy> whats that?
L2435[14:12:27] <Dark> some org that does tests
L2436[14:12:35] <Dark> not sure but it was required for a job interview
L2437[14:13:44] <Dark> http://codingdojo.org/cgi-bin/index.pl?KataPacMan
L2438[14:14:15] <Ronzan> Wuppy, you still have 5 hours left, go procedural level gen :)
L2439[14:14:22] <Wuppy> lol nope
L2440[14:14:28] <Ronzan> haha
L2441[14:14:30] <Wuppy> well maaaaaybe
L2442[14:14:43] <Wuppy> but keep in mind how long I've already worked, productivity is not 100%
L2443[14:14:44] <Dark> wave form gen
L2444[14:14:49] <Ronzan> could do it simple with just basic random numbers
L2445[14:14:57] <Ronzan> true that
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L2447[14:15:30] <Dark> lol flappy bird, just realized your game reminded me of that
L2448[14:15:44] <raoulvdberge> 267 additions and 257 deletions pfew
L2449[14:16:02] <Wuppy> my game is like flappy bird? that's not good :c
L2450[14:16:09] <Wuppy> that game is soooo simple
L2451[14:16:09] <Dark> actually that is good
L2452[14:16:17] <Dark> simple games sell well
L2453[14:16:20] <Wuppy> that's true
L2454[14:16:35] <Wuppy> hmm controls would also work very well on phone
L2455[14:16:40] <Dark> yep
L2456[14:16:53] <Wuppy> and if I'd rewrite it in Unity I can actually make a mobile game in a few hours :P
L2457[14:16:55] <Dark> especially if you do tilt movement
L2458[14:17:02] <Wuppy> tilt movement for the rolling?
L2459[14:17:15] <Dark> tilt the phone left or right
L2460[14:17:17] <Dark> up and down
L2461[14:17:26] <Wuppy> for the rolling or the growing?
L2462[14:17:35] <Dark> up or down for growing
L2463[14:17:42] <Dark> left or right for movement
L2464[14:17:52] <Wuppy> wouldn't that get a bit confusing?
L2465[14:17:57] <Dark> not really
L2466[14:18:01] <Wuppy> why not left thumb for smaller, right for bigger
L2467[14:18:08] <Dark> that would work as well
L2468[14:18:16] <Wuppy> I wonder what's better :P
L2469[14:18:20] <Dark> just suggesting, since I don't see a lot of games use tilt sensors
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L2471[14:18:40] <Dark> could make two versions of the game
L2472[14:18:44] <Dark> sell both
L2473[14:18:53] <Wuppy> you think it's good enough to actually ask money for?
L2474[14:18:59] <Dark> its the app store
L2475[14:19:07] <Dark> you can throw shit on it and get money
L2476[14:19:10] <Wuppy> can't market it though
L2477[14:19:14] <Dark> don't need too
L2478[14:19:20] <Wuppy> it's that simple/
L2479[14:19:20] <Dark> just need to add to app store
L2480[14:19:22] <Wuppy> ?
L2481[14:19:48] <Dark> honestly games do well on it without zero effort
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L2483[14:19:58] <Dark> your not going to make bank but maybe coffee money
L2484[14:20:19] <Wuppy> certainly not bad for 2 hours of work :P
L2485[14:20:21] <Dark> also you can add a free and payed for version
L2486[14:20:34] <Dark> free having ads that generate constant rev per day
L2487[14:20:36] <Wuppy> free= 2 levels or something
L2488[14:20:41] <Dark> or that
L2489[14:21:36] <raoulvdberge> Is Storagium Ore too much of a cheesy name for a storage mod? :P
L2490[14:21:49] <Ronzan> hehe
L2491[14:21:58] <Dark> a little because the word is hard to say
L2492[14:22:09] <raoulvdberge> maybe Storigium
L2493[14:22:13] <raoulvdberge> that is easier to say
L2494[14:22:35] <Dark> try Storing that ore
L2495[14:22:44] <raoulvdberge> huh?
L2496[14:22:55] <Dark> for a mod name
L2497[14:22:57] <Ronzan> Does anyone know of a good gui lib or is everyone making their own?
L2498[14:23:13] <Dark> everyone normal makes there own
L2499[14:23:28] * tterrag likes his own
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L2501[14:23:36] * tterrag 's is public domain
L2502[14:23:43] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine
L2503[14:23:51] <Dark> I have some prefabs in my lib/mod
L2504[14:24:30] <tterrag> https://github.com/SleepyTrousers/EnderCore/tree/master/src/main/java/com/enderio/core/client/gui
L2505[14:24:33] <tterrag> might as well throw it in there :P
L2506[14:24:35] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine/tree/development/src/main/scala/com/builtbroken/mc/prefab/gui
L2507[14:25:02] <Dark> tbh I normal avoid GUIs when I can
L2508[14:25:11] <Ronzan> Thanks guys, I'm not really in the mood for rolling my own (again) hehe
L2509[14:25:12] <Dark> can do a lot with right and left clicking
L2510[14:25:24] <Dark> Ronzan always feel free to use VE
L2511[14:25:28] <Dark> its designed for making modding easy
L2512[14:25:38] <Dark> sadly its 1.7 though
L2513[14:25:56] <tterrag> as is mine
L2514[14:25:59] <tterrag> not that GUIs have changed much
L2515[14:26:11] <Ronzan> I am using 1.7 so, not a problem :)
L2516[14:26:20] <Dark> :)
L2517[14:26:33] <Dark> suggest using VE then, need more developers to help market it
L2518[14:26:37] <MattDahEpic> is the int returned in Item.getColorFromItemStack one that could come from awt.Color.getRGB() ?
L2519[14:26:47] <Dark> I think so
L2520[14:27:04] <raoulvdberge> Dark: I was talking about the ore itself :P it's a storage mod, that should have an ore
L2521[14:27:05] <Ronzan> I looked a bit at McJty's or whats his name, RFTools dev, that looks pretty neat
L2522[14:27:22] <raoulvdberge> was a bit vague indeed :P
L2523[14:27:26] <Dark> ah
L2524[14:27:30] <Dark> ya avoid ores for a simple mod
L2525[14:27:43] <raoulvdberge> No no, it's not a simple mod :P
L2526[14:27:53] <raoulvdberge> Applied Energistics clone basically
L2527[14:27:54] <Dark> ok, avoid ores
L2528[14:28:04] <tterrag> MattDahEpic: MC typically uses (A)RGB for int colors, yes
L2529[14:28:13] <raoulvdberge> why you hatin' on ores?
L2530[14:28:17] <Dark> tbh requiring extra ores paste normal ones is hard on the player
L2531[14:28:30] <Dark> I mean you can use copper, tin, etc
L2532[14:28:37] <tterrag> raoulvdberge: why are you cloning an in-development opensource mod?
L2533[14:28:38] <Dark> but don't add ore for the sake of ore
L2534[14:28:53] <Dark> its something extra for the player to mine
L2535[14:28:59] <Dark> when they really should be building
L2536[14:29:07] <raoulvdberge> tterrag: I'm not cloning any code, I'm just cloning the ideas
L2537[14:29:13] <tterrag> that's what I mean
L2538[14:29:15] <tterrag> why?
L2539[14:29:21] <raoulvdberge> learning purposes?
L2540[14:29:24] <Dark> tbh tterrag I can call EnderIO a clone of AE
L2541[14:29:29] <tterrag> ahaha...what
L2542[14:29:29] <Dark> your wires are slowly becoming that
L2543[14:29:37] * Dark points at storage monitor
L2544[14:29:41] <raoulvdberge> tterrag: ???
L2545[14:29:58] <tterrag> raoulvdberge: that wasn't directed at you. still, I find it more rewarding to work on my own ideas
L2546[14:30:22] <raoulvdberge> I wanted to make an AE style mod already long, and now that I'm able to do it, it's pretty rewarding.
L2547[14:31:00] <Dark> if it helps tterrag I like your mod over AE
L2548[14:31:09] <Dark> though you should look at multi-threading
L2549[14:31:09] <Ronzan> well, I am "cloning" the nuclear control information panel at the moment hehe
L2550[14:31:20] <Dark> 15% of the server I use is just enderIO wires
L2551[14:31:53] <raoulvdberge> hmm, Dark you have a point. what if there is no tin / copper though? Then I would still add a ores.
L2552[14:32:08] <Dark> in that case you can add your own tin and copper
L2553[14:32:13] <Dark> just avoid adding random ores
L2554[14:32:18] <Dark> unless they are well define
L2555[14:32:24] <Dark> and have a purpose in the lore
L2556[14:32:30] <raoulvdberge> I agree with you.
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L2558[14:32:40] <Dark> seen too many devs add ore "Just because"
L2559[14:32:41] <tterrag> which kind of wire?
L2560[14:32:43] <tterrag> redstone is particularly bad
L2561[14:32:46] <Dark> items
L2562[14:32:58] <Dark> ya your redstone wires act up a lot
L2563[14:32:59] <tterrag> I would honestly advise you get rid of all redstone conduits
L2564[14:33:01] <tterrag> use something else
L2565[14:33:02] <Dark> mainly with OC
L2566[14:33:05] <tterrag> they are HORRIBLE at orphaning chunks
L2567[14:33:08] <tterrag> I've improved it some, but it's bad
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L2569[14:33:36] <Dark> look at mekanism think they have a solution to orphaning chunks
L2570[14:33:41] <Dark> using the chunk unload and load even
L2571[14:33:43] <Dark> *event
L2572[14:34:00] <Dark> also tterrag think you can add an Item name filter for items
L2573[14:34:06] <Dark> been trying to sort tinkers items for days
L2574[14:34:12] <tterrag> Dark: https://github.com/SleepyTrousers/EnderIO/issues/2673
L2575[14:34:15] <Dark> but he has an item for each type
L2576[14:34:22] <tterrag> no, redstone conduits need a rewrite
L2577[14:34:26] <tterrag> I just don't have the motivation
L2578[14:34:35] <Dark> ah, maybe if I get really bored
L2579[14:34:41] <Dark> I'll try to help
L2580[14:34:54] <tterrag> everything I've done on them has been bandaids
L2581[14:35:00] <tterrag> patching over a fundamentally broken system
L2582[14:35:09] <tterrag> they were not coded with chunkloading in mind, at all
L2583[14:35:17] <Dark> nothing really is
L2584[14:35:29] <tterrag> it should have been
L2585[14:35:29] <Dark> might have to recode your wire networks to solve
L2586[14:35:40] <tterrag> no, the networks are fine, other conduits unload just fine
L2587[14:35:41] <Dark> could in theory write a network that keeps track of chunks
L2588[14:35:55] <Dark> hmm
L2589[14:36:04] *** willieaway is now known as williewillus
L2590[14:36:09] <Dark> what does the redstone do different?
L2591[14:37:03] <tterrag> also see https://github.com/SleepyTrousers/EnderIO/issues/1959
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L2593[14:37:18] <tterrag> just the way signals are handled, they essentially throw out the entire network and rebuild every time anything changes
L2594[14:37:40] <tterrag> which of course causes polling along the entire network, causing chunks to orphan
L2595[14:37:53] <Dark> hmm
L2596[14:37:57] <Dark> that is bad
L2597[14:38:06] <Dark> try changing it to keep track of inputs and outputs
L2598[14:38:12] <Dark> then doing a get that returns if high or low
L2599[14:38:18] <tterrag> yes, that's what the others do
L2600[14:38:21] <Dark> simply it in other words
L2601[14:38:44] <tterrag> crazypants does not like redstone, and I'm inclined to agree with him
L2602[14:38:48] <tterrag> it's a mess
L2603[14:38:52] <Ronzan> hehe
L2604[14:39:27] <asie> 37ttwho does?
L2605[14:39:39] <asie> i'm writing my own wires right now
L2606[14:39:40] <asie> it's "fun"
L2607[14:40:05] <asie> i'm going to be on my fourth rewrite in 9 days tomorrow, "fun"
L2608[14:40:13] <Dark> lol
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L2610[14:40:21] <Dark> rewrites are good
L2611[14:40:27] <Dark> code improves
L2612[14:40:30] <Dark> mod becomes better
L2613[14:40:35] * fry will someday write a fast connectivity library, that'll give you log(n) for insertion/deletion, and for checking if any 2 blocks are connected
L2614[14:40:38] <Dark> users complain less
L2615[14:40:52] <Dark> fry that would be nice
L2616[14:41:03] <tterrag> fry: logn for insertion? good luck, you'll get users complaining about not inserting into existing stacks
L2617[14:41:16] <fry> what?
L2618[14:41:23] <Dark> also LinkedList
L2619[14:41:25] <fry> what stacks? :P
L2620[14:41:26] <tterrag> what kind of insertion you talking about?
L2621[14:41:26] <tterrag> :P
L2622[14:41:29] <Dark> log(1)
L2623[14:41:37] <fry> insertion of blocks into the network :P
L2624[14:41:44] <tterrag> yeah, nevermind then
L2625[14:41:58] <tterrag> inventory insertion can be a bane to item transfer
L2626[14:42:05] <MattDahEpic> for some reason my textures work for 1 item, but not more than one. any halp? https://github.com/MattDahEpic/ExtraRecords/blob/1.8.8/src/main/java/com/mattdahepic/extrarecords/ClientProxy.java
L2627[14:42:08] <tterrag> because it typically needs two iterations over the target inventory
L2628[14:42:16] <Dark> have a theory how to improve inventory wire networks
L2629[14:42:19] <tterrag> which can be stupidly huge if using certain mods (*cough* draconic evolution)
L2630[14:42:19] <fry> N being the total number of blocks, so you should be able to have millions of blocks in the network :P
L2631[14:42:21] <Dark> using event type systems
L2632[14:42:36] <Dark> and ASM
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L2634[14:44:42] <Dark> that being said most networks really do not need to know what blocks are contained
L2635[14:44:44] <Dark> just end points
L2636[14:45:04] <Dark> so once you build the paths you can discard blocks contained
L2637[14:45:09] <Dark> and focus just on the end points
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L2639[14:45:17] <fry> but maintaining connectivity between endpoints implies keeping track of all the block inbetween :P
L2640[14:45:27] <Dark> yes but pathfinders are very fast
L2641[14:45:33] <Dark> especially when multi-threaded
L2642[14:45:35] <fry> not fast enough :P
L2643[14:45:46] <fry> still O(n)
L2644[14:45:50] <Dark> yes
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L2646[14:45:58] <Dark> but you only run once and update
L2647[14:46:02] <Dark> most wire networks do not update
L2648[14:46:09] <Dark> especially power grids and item grids
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L2650[14:46:30] <fry> eh, people build stuff all the time :P
L2651[14:46:47] <Dark> yep, but while a user is building you do not have to update the system right away
L2652[14:46:52] <fry> and would be nice to not care about performance at all during gameplay
L2653[14:46:53] <Dark> can wait X ticks
L2654[14:47:28] <fry> yes, but million-block pathfinding will still take a lot of time
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L2656[14:47:41] <Dark> normally you do not have a million-block pathfinder
L2657[14:47:50] <Dark> largest wire grid I've seen is 100K wires
L2658[14:47:50] <fry> would be nice to have fast insanely big networks :P
L2659[14:48:10] <Dark> also most of the speed is lost from world.getBlock
L2660[14:48:18] <fry> 100K is big enough for the update lag to be noticable
L2661[14:48:40] <Dark> something tells me I'm going to need to write one
L2662[14:48:43] <Dark> and show performance tests
L2663[14:48:48] <fry> heh :P
L2664[14:48:51] * fry too :P
L2665[14:49:00] <Dark> actually in theory I could use ICBM
L2666[14:49:03] <Dark> it pathfinds a lot
L2667[14:49:14] <Dark> think it does 2000 blocks in 12ms
L2668[14:49:32] <Dark> hmm give me a sec fry
L2669[14:50:14] <fry> still not fast enough :P
L2670[14:50:27] <Dark> can only make something so fast
L2671[14:50:32] <Dark> after all methods have a call time
L2672[14:50:52] <fry> I'm telling you that it's possible to make it radically faster :P
L2673[14:50:53] <Dark> which in theory I could drop it to 6ms if i went from recursive to iterative pathfind
L2674[14:50:56] <fry> it's just hard :P
L2675[14:51:13] <Dark> though I lose too much abstraction
L2676[14:55:26] <MattDahEpic> for some reason my textures work for 1 item, but not more than one. any halp? https://github.com/MattDahEpic/ExtraRecords/blob/1.8.8/src/main/java/com/mattdahepic/extrarecords/ClientProxy.java
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L2679[14:58:21] <williewillus> are all the records using one texture?
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L2681[15:01:02] <MattDahEpic> williewillus, they're using the same base texture, with the center color changed by Item.getColorFromItemStack
L2682[15:01:02] <tterrag> has anyone done a json item/block/whatever mod for 1.8.x yet?
L2683[15:01:07] <tterrag> seems like it would be a bit trickier
L2684[15:01:16] <MattDahEpic> tterrag, im doing that right now
L2685[15:01:20] <gigaherz> ?
L2686[15:01:23] <tterrag> for records :P
L2687[15:01:26] <gigaherz> what do you mean a json mod?
L2688[15:01:26] <tterrag> I mean for general stuff
L2689[15:01:35] <gigaherz> https://github.com/gigaherz/PackingTape
L2690[15:01:44] <gigaherz> this one has a json-only block, and a json-only item ;P
L2691[15:01:44] <tterrag> http://minecraft.curseforge.com/projects/customthings
L2692[15:01:50] <MattDahEpic> poke dmillerw to update Quandrum
L2693[15:01:50] <tterrag> like that ^^
L2694[15:01:55] <gigaherz> Oh
L2695[15:02:00] <gigaherz> you mean dynamically adding stuff
L2696[15:02:19] <tterrag> yeees
L2697[15:02:30] <gigaherz> hmmm
L2698[15:02:37] <gigaherz> should be possible
L2699[15:02:43] <williewillus> why is simpleimpl calling the completely wrong packet handler wtf
L2700[15:02:43] <gigaherz> you'd need to read the config in pre-init
L2701[15:02:57] <gigaherz> then build a list of items with their respective model names
L2702[15:03:06] <MattDahEpic> i do that
L2703[15:03:06] <gigaherz> register them
L2704[15:03:10] <gigaherz> then on client proxy,
L2705[15:03:22] <gigaherz> call setcustomModelresourcelocation for each item in the list
L2706[15:03:53] <MattDahEpic> i do that too
L2707[15:03:54] <gigaherz> so long as the models are present in some resource pack
L2708[15:03:58] <tterrag> yeah, I know how I'd do it
L2709[15:03:59] <gigaherz> it should work
L2710[15:04:01] <tterrag> just wondering if it had been done
L2711[15:04:10] <MattDahEpic> but it only works for the first item registered
L2712[15:04:23] <tterrag> williewillus: typically because the packet isn't registered, I find
L2713[15:04:27] <tterrag> it will use descriminator 0
L2714[15:04:31] <gigaherz> MattDahEpic: are you using metadata values on a dingle item "id"?
L2715[15:04:34] <tterrag> can be very confusing :P
L2716[15:04:39] <gigaherz> or separate item names?
L2717[15:04:49] <williewillus> but it's only in lan
L2718[15:04:59] <williewillus> and only on 1.8.8 not 1.8.0
L2719[15:05:05] <williewillus> actually nvm have had reports on 1.8.0
L2720[15:05:09] <MattDahEpic> gigaherz, im using new items, like extrarecords:record0 and extrarecrods:record1
L2721[15:05:37] <tterrag> williewillus: what packet handler is it calling?
L2722[15:05:43] <williewillus> discriminator 0
L2723[15:05:44] <tterrag> does it happen to be the one that's id 0 ? :P
L2724[15:05:52] <tterrag> then yeah, it's not registered on the receving end
L2725[15:05:59] <williewillus> yeah but I can reproduce it in lan with two instances of the same code lol
L2726[15:06:12] <tterrag> I understand that
L2727[15:06:12] <gigaherz> MattDahEpic: hmm duno why it woudl fail then
L2728[15:06:16] <tterrag> but check the registration side
L2729[15:06:23] <tterrag> you register it to the side it's being received on
L2730[15:07:53] <gigaherz> williewillus: just because it works elsewhere, doesn't mean you didn't do it slightly wrong
L2731[15:07:53] <gigaherz> ;P
L2732[15:08:16] <gigaherz> there is such a thing as making use of unintended features
L2733[15:08:29] <williewillus> yeah but this code has worked for dedicated MP forever, so everything is registered right. Just rechecked in case. How can it work in one client scenario and not another??
L2734[15:08:41] <gigaherz> it gave Microsoft lots of troubles when they switched from NT5 to NT6
L2735[15:08:42] <gigaherz> ;P
L2736[15:08:49] <Unh0ly_Tigg> https://gist.github.com/Unh0lyTigg/6aa20685e4ce3021e9c0 how does this look, does it look like I'm missing anything?
L2737[15:09:08] <gigaherz> Unh0ly_Tigg: looking
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L2739[15:09:27] <gigaherz> if firefox undfreezes
L2740[15:09:40] <Unh0ly_Tigg> oh, and I fixed my missing comma near line 70.
L2741[15:11:19] <Unh0ly_Tigg> oh, and I need to add the straight pipe variants (where 2 opposite sides have connections, but not the others.
L2742[15:11:49] <tterrag> Unh0ly_Tigg: rogue space line 82
L2743[15:11:52] <tterrag> bothering me :P
L2744[15:12:06] <Unh0ly_Tigg> huh?
L2745[15:12:17] <Unh0ly_Tigg> OH
L2746[15:12:20] <Unh0ly_Tigg> geez, thanks
L2747[15:12:47] <Unh0ly_Tigg> fixed on the gist
L2748[15:12:48] <tterrag> seems reasonable
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L2751[15:13:22] <Unh0ly_Tigg> Is there a way to (without writing code to handle it) a way to in the forge blockstate variants to select multiple, but not all properties for a variant?
L2752[15:14:08] <ThePsionic> Unh0ly_Tigg: The most amazing thing about that sentence is that you wrote "to" three times while only needing it once
L2753[15:14:28] <Unh0ly_Tigg> like if I have "north=true,south=true,east=false,west=false,up=false,down=false" it won't yell at me for not including the type, and color properties.
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L2755[15:14:55] <gigaherz> Unh0ly_Tigg: nope you have to include all values of all variants
L2756[15:15:05] <gigaherz> you can leave them empty
L2757[15:15:17] <gigaherz> as in
L2758[15:15:27] <gigaherz> using the "property":{ "value": {} }
L2759[15:15:42] <gigaherz> but all propreties need to be present, with all the values
L2760[15:16:34] <Unh0ly_Tigg> so like "north=true,south=true,east=false,west=false,up=false,down=false,type=*,color=*" (or something like that for a wildcard) won't work in the variants section for qualifying multiple properties against each other?
L2761[15:17:08] <tterrag> no, but that would be nice
L2762[15:17:16] <tterrag> unfortunately it just doesn't work like that
L2763[15:17:22] <tterrag> it looks up the model by the serialized state
L2764[15:17:40] <Unh0ly_Tigg> yeah, because the property value could be anything, if you use a custom enum.
L2765[15:18:00] <tterrag> it's not actually parsing the individual properties from the state
L2766[15:18:02] <gigaherz> yo ustill need to include all possible values sadly
L2767[15:18:04] <tterrag> it's just looking up by the string
L2768[15:18:10] <gigaherz> really all it does is
L2769[15:18:12] <williewillus> okay this is weird I tried to make a test mod to test this and even in SSP attempting to send a packet with a single long with it to the client makes it throw up a stacktrace
L2770[15:18:15] <williewillus> but not crash
L2771[15:18:17] <gigaherz> enumerate ALL blockstate items
L2772[15:18:26] <gigaherz> which are generated by enumerating all combinations of property values
L2773[15:18:36] <gigaherz> and it obtains the string for each one
L2774[15:18:38] <gigaherz> and looks up the model
L2775[15:19:00] <masa> how does it construct the string, ie. in what order will the properties be in it?
L2776[15:19:10] <gigaherz> alphabetical, last I checked
L2777[15:19:15] <masa> ok
L2778[15:19:24] <tterrag> yeah, it's not smart about it at all
L2779[15:19:37] <gigaherz> side-effect of storing the properties in a map, I suppose
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L2781[15:19:50] <Dark> bummer fry, forgot my explosive pathfinder stack overflows
L2782[15:19:59] <Unh0ly_Tigg> because adding 204 fully qualified variants just to handle a different model for straight pipes is insane...
L2783[15:20:22] <Dark> fry you wouldn't happen to have an iterative pathfinder?
L2784[15:20:31] <Dark> rather not open a book
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L2786[15:20:49] <fry> Dark: you can have both recursive api and no stack overflow if you use free monads \o/
L2787[15:20:52] <masa> Unh0ly_Tigg: ISmartBlockModel ftw?
L2788[15:20:54] * fry runs away
L2789[15:20:58] <OrionOnline> Dark i have a AStar if it helps you?
L2790[15:21:02] <Unh0ly_Tigg> 3 straight pipes * 17 color variants (no color included as an option) * 4 types...
L2791[15:21:14] <fry> and no, sadly, I don't have a handy pathfinding implementation on hand :P
L2792[15:21:15] <Dark> i think AStar is also recursive
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L2794[15:21:23] <Dark> also no clue what monads is
L2795[15:21:29] <ThePsionic> Unh0ly_Tigg: 204 :D
L2796[15:21:31] <OrionOnline> Might be
L2797[15:21:36] <Unh0ly_Tigg> masa, "Is there a way to (without writing code to handle it)"
L2798[15:21:48] <masa> oh... but why?
L2799[15:22:06] <Unh0ly_Tigg> trying to make it as friendly as possible to resource pack makers
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L2801[15:22:09] <fry> Dark: https://en.wikipedia.org/wiki/Monad_%28functional_programming%29 :P
L2802[15:22:20] <masa> but doesn't forgeblockstate sub-model or whatever handle stuff like that?
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L2804[15:22:44] <Dark> ouch 2 lines in and I think I know what your implying fry
L2805[15:22:54] <masa> so you add parts of the model based on the properties
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L2808[15:24:08] <Unh0ly_Tigg> masa, do you know how redpower tubes looked, trying to replicate that sort of look (in terms of how various properties affect the look of the block).
L2809[15:24:35] <masa> ok
L2810[15:24:37] <Unh0ly_Tigg> when you have straight tubes, it used a different texture for the 'center'
L2811[15:24:55] <masa> hmm
L2812[15:25:25] <fry> Unh0ly_Tigg: if everything else fails, you can load various parts via json system, and combine them in code - will give you both flexibility of resource pack customization and sanity of not having to define complex combinations in the json :P
L2813[15:26:09] <Unh0ly_Tigg> I may just have another unlisted property, that it's variants override the model completely...
L2814[15:26:45] <raoulvdberge> does forge or MC have a way to compare 2 NBTTagCompounds if they are equal?
L2815[15:27:13] <masa> yes
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L2817[15:27:20] <tterrag> ItemStack.areStackTagsEqual
L2818[15:27:24] <tterrag> which probably calls something else
L2819[15:27:30] <raoulvdberge> thanks
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L2821[15:27:47] <tterrag> ehh no, they just call tag1.equals(tag2)
L2822[15:27:54] <raoulvdberge> ah great
L2823[15:27:54] <tterrag> with a bit of defensive null checking
L2824[15:29:11] <fry> Objects.equald(tag1, tag2) :P
L2825[15:29:16] <fry> *equal :P
L2826[15:29:39] <tterrag> hipsterpig: zone 24 >:D
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L2828[15:30:57] <Unh0ly_Tigg> when you use a variant to override the base model, what happens to the submodels used by other variants that may be active?
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L2830[15:31:48] <Unh0ly_Tigg> wait, nevermind...
L2831[15:32:36] <Unh0ly_Tigg> wait, nevermind again, what I thought might fix it, won't do...
L2832[15:33:09] <MattDahEpic> what happens if you set 2 items to have the same variant?
L2833[15:34:16] <fry> they both get the model
L2834[15:34:30] <fry> it's a map internally at some point :P
L2835[15:34:41] <MattDahEpic> well that doesnt work for my stuff
L2836[15:35:07] <fry> are you using ModelBakery.addVariantName?
L2837[15:35:12] <MattDahEpic> yup
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L2839[15:38:35] <Unh0ly_Tigg> what happens if 2 active variants for a forge blockstate override the same texture?
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L2843[15:40:15] <fry> later one wins, I think
L2844[15:40:48] <Unh0ly_Tigg> as in if it's declared in the variants list later, or if the property name is considered later?
L2845[15:41:20] <fry> first one, I think
L2846[15:42:00] <Unh0ly_Tigg> hmm, then it's a good thing that I'm putting the straight pipes at the end of the list...
L2847[15:42:08] <OrionOnline> Oke
L2848[15:42:16] <OrionOnline> Dang wrong chat
L2849[15:43:33] <Unh0ly_Tigg> tterrag, I've been playing for ~5.5 hours, and I'm on zone 13, first run.
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L2853[15:55:51] <Unh0ly_Tigg> and I just realized how I can solve my issue, I set the type property to to normal, and change the straight property to have x, y, and z for the other types...
L2854[15:56:13] <Unh0ly_Tigg> and set the direction properties to false
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L2858[15:59:25] <Pennyw95> is it possible to have a block, when right clicked by a player, pass that click to another block?
L2859[16:00:09] <Unh0ly_Tigg> yeah, you just need to call the same method for the other block, and adjust the various values properly to adjust for location and such.
L2860[16:00:45] <Pennyw95> well, the method is onBlockActivated, right? 1.8
L2861[16:01:22] <Unh0ly_Tigg> I would also suggest, that if it's a tile entity you're right clicking, and a tile entity that you need to pass the click to, and you have control over both, you have a onClicked method or something for the target tile entity, and use that.
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L2863[16:02:16] <Pennyw95> I want to make a te holding a tank and using a tesr to tessellate the fluids...the surrounding blocks, without TEs, make the cup
L2864[16:02:18] <Unh0ly_Tigg> fry, how does this look for the straight pipes (at the end of the json): https://gist.github.com/Unh0lyTigg/6aa20685e4ce3021e9c0
L2865[16:02:44] <Pennyw95> so, I want the cup blocks to redirect the right click to the block with the te
L2866[16:03:18] <Pennyw95> so, no te for the first block but I'll know all the positions
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L2868[16:04:24] <fry> Unh0ly_Tigg: split straightness in 2 properties :P
L2869[16:04:28] <Pennyw95> wait, in 1.8 onBlockActivated => onBlockClicked?
L2870[16:04:35] <Unh0ly_Tigg> fry, why?
L2871[16:04:52] <Unh0ly_Tigg> also, how?
L2872[16:04:52] <fry> you duplicate all the model and texture data
L2873[16:05:03] <fry> just like you do with all other properties
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L2876[16:05:36] <Unh0ly_Tigg> I'm not really catching on to what you mean exactly...
L2877[16:05:37] <fry> model + texture in 1 property, rotation into another
L2878[16:06:17] <Unh0ly_Tigg> also, I've been awake for 17 hours, I need sleep...
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L2882[16:12:39] <Zaggy1024> time to mess with IPlantable finally
L2883[16:13:04] <Zaggy1024> ...once it finishes building :P
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L2885[16:15:56] <OrionOnline> How much regarding TE did change in 1.8?
L2886[16:16:07] <MattDahEpic> OrionOnline, ITickable
L2887[16:16:16] <fry> almost nothing, but that, yes
L2888[16:16:28] <OrionOnline> MattDahEpic, Which does what exactly? Makes the TE actually Tick?
L2889[16:16:41] <fry> yup
L2890[16:16:46] <OrionOnline> Okey
L2891[16:16:53] <MattDahEpic> its a rename for the provider of void update()
L2892[16:16:57] <fry> replacement for shouldUpdate in 1.7, or what was it called :P
L2893[16:17:13] <OrionOnline> I have a other question, cause i ran into it when i made the block in 1.7
L2894[16:17:29] <OrionOnline> My TE has a model that has parts that are madeup of glass
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L2897[16:18:00] <OrionOnline> Because of that in 1.7 i had to make it a MultiBlock structure
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L2899[16:18:31] <fry> normal glass or colored glass?
L2900[16:18:34] <OrionOnline> And render it from a single Block out in one go to prevent it from being partially seethrough thanks to the render info
L2901[16:18:37] <OrionOnline> colored glass
L2902[16:18:48] <OrionOnline> not render info
L2903[16:18:50] <OrionOnline> render order i mean
L2904[16:19:21] <fry> yup, no easy fix for that - you'll need to sort the faces
L2905[16:19:30] <OrionOnline> Sorting faces does not really help
L2906[16:19:31] <fry> translucency is hard :P
L2907[16:19:43] <fry> sorting according to camera position
L2908[16:19:48] <OrionOnline> Yeah
L2909[16:20:07] <OrionOnline> I still have a TileEntitySpecialRenderer correct?
L2910[16:20:11] <OrionOnline> So i could go the same rout
L2911[16:20:12] <OrionOnline> e
L2912[16:20:19] <fry> yup
L2913[16:20:25] <OrionOnline> Have one TE (The master entity) render all of them in one go
L2914[16:20:28] <fry> is the model static?
L2915[16:20:46] <OrionOnline> like static in the way that it has no animation
L2916[16:21:04] <fry> yup, is it?
L2917[16:21:07] <OrionOnline> but it is environmentally aware and hides parts if its neighbor is of the same block
L2918[16:21:26] <Zaggy1024> that can be done with getActualState and a block model :)
L2919[16:21:39] <OrionOnline> Zaggy1024, would not fix the render order problem
L2920[16:22:05] <OrionOnline> so yeah fry it is a static model
L2921[16:22:07] <Zaggy1024> block models are sorted pretty effectively AFAIK
L2922[16:22:19] <fry> if you render in TRANSLICENT layer, faces will be sorted for you
L2923[16:22:34] <OrionOnline> Is there a way to render in the Translucent layer
L2924[16:22:38] <fry> it'll work semi-well, assuming you don't have crazy overlaps
L2925[16:22:48] <OrionOnline> There is no overlap
L2926[16:22:52] <fry> these layers are for normal block models
L2927[16:22:52] <RazerSwift> !gm isAltKeyDown
L2928[16:23:01] <fry> override Block.getRenderLayer
L2929[16:23:08] <OrionOnline> The model of each block is a 1, 1, 1
L2930[16:23:08] <fry> (or what was is called :P)
L2931[16:23:08] <RazerSwift> !gm isAltKeyDown 1.8
L2932[16:23:29] <OrionOnline> The only problem was that thanks too the glass you could see the Fire burning inside (if it was on)
L2933[16:23:39] <RazerSwift> If the mapping for a method exists in MCPBot, why isn't it remapped in MDK?
L2934[16:24:16] <OrionOnline> But depending on the way you were looking it was not rendered because you saw the fire of the block behind the one your were looking trhough
L2935[16:24:18] <MattDahEpic> RazerSwift, update your mappings
L2936[16:24:49] <fry> fire should work fine with it, I think
L2937[16:24:49] <OrionOnline> So i will see if i can use the translucent layer, else i will just use a TESR and render them using the structure, as the blocks act together
L2938[16:24:51] <RazerSwift> Got a link on how that's typically done? Gradle command? Sorry really new to all of this.
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L2940[16:25:00] <OrionOnline> It is a single textured plane
L2941[16:25:08] <OrionOnline> That has a fire texture
L2942[16:26:33] <OrionOnline> So i will try that first then
L2943[16:26:58] <Pennyw95> uhm...any idea why my tesr is rendering based on the player?? http://imgur.com/28V92Fv
L2944[16:27:17] <Zaggy1024> OrionOnline, you should use block models for static stuff anyway
L2945[16:27:28] <Zaggy1024> a TESR sounds like a bad option, even for 1.7
L2946[16:27:37] <RazerSwift> add this to my build.gradle? mappings = 'stable_18'?
L2947[16:27:38] <OrionOnline> Zaggy1024, it was the only option
L2948[16:27:53] <Zaggy1024> you could use a block renderer?
L2949[16:28:04] <OrionOnline> As in 1.7 there is no other way of rendering an OBJ
L2950[16:28:29] <fry> there was! :P
L2951[16:28:33] <Zaggy1024> oh, well, if you're using an obj, then the block model system is even better for you :P
L2952[16:28:45] <OrionOnline> fry, there was?
L2953[16:29:05] * fry digs through old scrolls
L2954[16:29:45] * OrionOnline waits patiently as me reminds himself that fry was the one telling me how to implement this me thinks
L2955[16:30:27] <fry> http://cdn.makeagif.com/media/4-04-2014/IUoqyM.gif
L2956[16:31:00] <OrionOnline> fry lol :D
L2957[16:32:02] <Zaggy1024> but I believe now there's a way to reference an obj in a blockstates json and disable parts of the model according to the state
L2958[16:32:07] <Zaggy1024> just added by fry, I think
L2959[16:32:08] <OrionOnline> yeah
L2960[16:32:25] <RazerSwift> Should I be concerned about this? [ant:javac] warning: [options] bootstrap class path not set in conjunction with -source 1.6
L2961[16:32:35] <Zaggy1024> so that combined with an already existing implementation of sorting would be your best option, I believe
L2962[16:32:54] <MattDahEpic> RazerSwift, no
L2963[16:33:02] <RazerSwift> Okay, how about this one: [ant:javac] Note: Some input files use or override a deprecated API.
L2964[16:33:02] <fry> here we go: https://gist.github.com/RainWarrior/9573985
L2965[16:33:10] <Pennyw95> I guess tabula models are TESR only though?
L2966[16:33:11] <RazerSwift> All I did was change mappings = 'stable_18'
L2967[16:33:44] <MattDahEpic> that happens if your project is set to higher than java 6 since mc compiles to java 6
L2968[16:33:53] <RazerSwift> Oh ok
L2969[16:34:04] <OrionOnline> Fry, that is great
L2970[16:34:14] <fry> also, yes, OBJ loader supports disabling parts of the model
L2971[16:34:15] <OrionOnline> I did not even know that it was possible
L2972[16:34:33] <MattDahEpic> fry, all i can think is 70s batman transition SOMEWHERE IN CLIENT RPOXY...
L2973[16:34:44] <fry> lol
L2974[16:35:50] <OrionOnline> Hmm
L2975[16:36:05] <RazerSwift> GuiScreen.isAltKeyDown() still doesn't exist in my source after changing my mappings :\ I'm trying to figure out how Biomes o' Plenty works.
L2976[16:36:15] <RazerSwift> For 1.8
L2977[16:36:16] <OrionOnline> Then tomorrow i will start working on the Blocks
L2978[16:36:29] <OrionOnline> Which means that i ported Armories items to 1.8 in a week
L2979[16:38:23] <RazerSwift> I downloaded MDK 1.8 and BOP 1.8 Source. Unzipped the source into src/main/java. Changed buildfile to have mappings = 'stable_18' as per MCP_Reborn page. Ran setupDecompWorkspace and eclipse. Anything else I should be doing?
L2980[16:38:59] <RazerSwift> Is there a way to tell which version of MDK a mod was created with?
L2981[16:39:13] <RazerSwift> And if so should I be using that one?
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L2984[16:43:58] <RazerSwift> How am I supposed to learn if I can't even download an open source mod and compile it. -.-
L2985[16:44:49] <Zaggy1024> mapping may have changed
L2986[16:45:11] <RazerSwift> Do I need to clearCache after changing mappings?
L2987[16:45:17] <RazerSwift> Trying that now :P
L2988[16:45:34] <Zaggy1024> are you using the same mappings as the mod you're trying to compile?
L2989[16:45:49] <RazerSwift> The mod didn't come with mappings. Just with sourcecode.
L2990[16:45:53] <masa> RazerSwift: "version of MDK" is irrelevant, just look at their build.gradle t osee which forge and mappings versions they use
L2991[16:46:30] <masa> the difference between MDK versions is basically just the version in the shipped build.gradle afaik
L2992[16:46:30] <gigaherz> !!latest
L2993[16:46:31] <MCPBot_Reborn> === Latest Mappings ===
L2994[16:46:32] <MCPBot_Reborn> MC Version Forge Gradle Channel
L2995[16:46:33] <MCPBot_Reborn> 1.8.8 snapshot_20151213
L2996[16:46:33] <MCPBot_Reborn> 1.8 snapshot_20151128
L2997[16:46:34] <MCPBot_Reborn> 1.8 stable_18
L2998[16:46:35] <MCPBot_Reborn> 1.7.10 snapshot_20140925
L2999[16:46:35] <MCPBot_Reborn> 1.7.10 stable_12
L3000[16:46:46] <gigaherz> where it says mappings="something"
L3001[16:46:50] <gigaherz> you want the latest for your version of mc
L3002[16:46:56] <gigaherz> if 1.8, then stable_18 is the latest
L3003[16:47:07] <gigaherz> (snapshot is == the latest for 1.8)
L3004[16:47:16] <gigaherz> snapshot==stable I meant
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L3006[16:47:53] <RazerSwift> Okay. I'm already in the process of trying that one because stable_18 apparently didn't work. Do I need to clearCache or reopen Eclipse to see the updated mappings?
L3007[16:48:14] <gigaherz> stable_18 and snapshot_20151128 have the same contents
L3008[16:48:21] <gigaherz> so if stable_18 didn't work, neither will the snapshot
L3009[16:48:32] <gigaherz> you may need to refresh eclipse, yes
L3010[16:48:32] <Zaggy1024> you don't want the latest mappings if you're trying to set up an existing mod in your workspace
L3011[16:48:38] <Zaggy1024> youw ant the mappings that mod uses
L3012[16:48:59] <RazerSwift> Essentially BOP calls GuiScreen.isAltKeyDown which doesn't exist in my Eclipse workspace. And I don't know how to fix that.
L3013[16:49:17] <gigaherz> !gf GuiScreen.isAltKeyDown 1.8
L3014[16:49:22] <gigaherz> !gf GuiScreen.isAltKeyDown 1.7
L3015[16:49:24] <RazerSwift> I get how to find the method.
L3016[16:49:26] <gigaherz> !gf GuiScreen.isAltKeyDown 1.8.8
L3017[16:49:29] <gigaherz> hmmm
L3018[16:49:32] <RazerSwift> So what, I just replace it?
L3019[16:49:40] <gigaherz> you'd need to know which mappings they used
L3020[16:49:51] <Zaggy1024> you're doing get field gigaherz
L3021[16:49:56] <Zaggy1024> it's a method
L3022[16:49:57] <RazerSwift> !gm
L3023[16:50:05] <gigaherz> Oh
L3024[16:50:07] <gigaherz> then
L3025[16:50:18] <gigaherz> !mh GuiScreen.isAltKeyDown
L3026[16:50:30] <gigaherz> [23:50] -MCPBot_Reborn- [1.8 GuiScreen.func_175283_s, Committed 2014-12-07 16:15:53.362730-05:00] victorious: func_175283_s => isAltKeyDown
L3027[16:50:38] <RazerSwift> I get how to find the mapping. I just don't understand how *they* had a mapping that MCP_Reborn has that's somehow not in my Eclipse workspace.
L3028[16:50:45] <gigaherz> so yeah any mappings >= 2014-12-07
L3029[16:50:47] <gigaherz> should contain the field
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L3031[16:51:01] <gigaherz> RazerSwift: you need to *refresh* eclipse, not just reload it
L3032[16:51:08] <gigaherz> you need to get eclipse to rescan for changed files
L3033[16:51:13] <gigaherz> I don't know how you do that in eclipse though
L3034[16:51:25] <Zaggy1024> right click on a folder and click Refresh
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L3036[16:51:28] <RazerSwift> I ran .\gradlew elcipse, right click refresh, and reopend workspace
L3037[16:51:37] <gigaherz> hmmm
L3038[16:51:43] <gigaherz> and you have the latest 1.8 mappings in your build.gradle?
L3039[16:51:45] <RazerSwift> One sec, clearCache and decomp just finished. Trying again.
L3040[16:51:46] <Zaggy1024> is stable 18 after that change?
L3041[16:51:49] <gigaherz> and you reran setupDecompWorkspace?
L3042[16:52:01] <Zaggy1024> he said he's using stable_18, those are usually pretty far behind
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L3044[16:52:09] <RazerSwift> I'm trying with snapshot now.
L3045[16:52:21] <gigaherz> snapshot is identical to stable
L3046[16:52:25] <Zaggy1024> but like I and masa said, just look at BOP's build.gradle to find out what they use
L3047[16:52:43] <RazerSwift> They don't offer their build.gradle
L3048[16:52:51] <gigaherz> they suck, then XD
L3049[16:52:52] <Zaggy1024> 0.o
L3050[16:53:22] <RazerSwift> They just have a src zip with MANIFEST or whatever.
L3051[16:53:25] <RazerSwift> And the source files
L3052[16:53:32] <Zaggy1024> https://github.com/Glitchfiend/BiomesOPlenty
L3053[16:53:38] <Zaggy1024> dude use github
L3054[16:53:50] <RazerSwift> I looked for a github link all over. Thank you
L3055[16:53:58] <RazerSwift> I guess google = friend
L3056[16:54:18] <Zaggy1024> I used DuckDuckGo :P
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L3058[16:54:37] <RazerSwift> I do too! :) I love DGG. !commands are awesome.
L3059[16:54:38] <Zaggy1024> I don't see a mappings entry in there though >.>
L3060[16:54:41] <gigaherz> there's no mappings line in there
L3061[16:54:43] <gigaherz> O_O
L3062[16:54:56] <RazerSwift> Does that not imply use latest?
L3063[16:55:13] <Zaggy1024> who knows, I've never seen anyone not specify it before
L3064[16:55:17] <Zaggy1024> that's a really stupid thing to do
L3065[16:55:23] <gigaherz> never heard of that possibility
L3066[16:55:29] <RazerSwift> Hey look, alt key works in my workspace. Clear cache I guess was the magic trick.
L3067[16:55:34] <Zaggy1024> mod could stop compiling randomly if you update your workspace
L3068[16:55:39] <RazerSwift> Or snapshot
L3069[16:55:48] <Zaggy1024> hm
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L3071[16:55:58] <Zaggy1024> probably snapshot :P
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L3073[16:56:07] <RazerSwift> !gf func_175320_a 1.8
L3074[16:56:12] <Zaggy1024> I think FG is smart enough to check if the mappings changed
L3075[16:56:32] <RazerSwift> !gm func_175320_a 1.8
L3076[16:56:45] <gigaherz> woudl be interesting if there was a way to have the srg-named sources in the repository
L3077[16:56:57] <gigaherz> and get the mappings applied and un-applied automatically somehow
L3078[16:56:57] <gigaherz> XD
L3079[16:57:28] <RazerSwift> !gm func_175319_a 1.8
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L3082[17:00:42] <Zaggy1024> that would probably be really nice for the Forge repo, yeah
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L3084[17:01:56] <RazerSwift> Their source called selectedindex directly, which is a private field in GuiCreateWorld. Will this fix itself on compile or do I have the wrong version of 1.8 or.. ?
L3085[17:02:17] <Pennyw95> Can you see some wrong in this TESR? http://pastebin.com/Jra7FTCX Because this is what's happening.. http://imgur.com/28V92Fv
L3086[17:02:26] <Zaggy1024> RazerSwift, do they have an AT?
L3087[17:02:35] <Wuppy> halp, is this collision code correct? http://pastebin.com/nVZZjAz3
L3088[17:02:37] <RazerSwift> I don't know what an AT is I'm sorry.
L3089[17:02:43] <Wuppy> position is top left and size is radius
L3090[17:02:44] <Zaggy1024> access transformer, sorry
L3091[17:02:57] <RazerSwift> @SideOnly(Side.CLIENT)
L3092[17:02:58] <RazerSwift> @SubscribeEvent These?
L3093[17:03:21] <gigaherz> Access transformer lets you mark a member to become higher visibility than it was
L3094[17:03:22] <Zaggy1024> no, it's something to change the access on (mainly) vanilla fields
L3095[17:03:26] <gigaherz> so like
L3096[17:03:28] <Zaggy1024> yeah that :P
L3097[17:03:31] <gigaherz> a private/protected can become public
L3098[17:03:35] <gigaherz> a private can become protected
L3099[17:03:49] <Zaggy1024> and final can become non-final
L3100[17:04:02] <gigaherz> FML basically changes the methods during class loading
L3101[17:04:06] <gigaherz> members*
L3102[17:04:25] <gigaherz> it lets you avoid reflection, at the expense of requiring more load-time hacks
L3103[17:04:33] <Zaggy1024> it doesn't *appear* to have one
L3104[17:04:42] <Zaggy1024> where is this selectedIndex?
L3105[17:04:53] <Zaggy1024> and where does BOP reference it?
L3106[17:05:55] <RazerSwift> Okay, I understand now. One second. GuiEventHandler accesses GuiCreateWorld.selectedIndex
L3107[17:06:17] <RazerSwift> I'm looking for a transformer now
L3108[17:06:37] <RazerSwift> Because that's more or less the rest of the errors
L3109[17:07:25] <Zaggy1024> it should be in meta-inf
L3110[17:07:35] <Zaggy1024> in the built mod
L3111[17:09:08] <RazerSwift> biomesoplenty_at.cfg looks like it
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L3113[17:09:28] <Zaggy1024> sound like it, yeah
L3114[17:09:37] <RazerSwift> So what does that mean for my workspace, ignore such errors?
L3115[17:09:38] <Zaggy1024> yet again, something is missing from the repo, it seems
L3116[17:09:51] <Zaggy1024> no, it'll crash if you ignore them, I believe
L3117[17:09:59] <Zaggy1024> you have to give Forge that AT
L3118[17:10:06] <RazerSwift> Ahh okay.
L3119[17:10:09] <RazerSwift> I'll try and find it.
L3120[17:10:16] <Zaggy1024> http://www.minecraftforge.net/wiki/Using_Access_Transformers
L3121[17:10:33] <RazerSwift> Thank you for your and others help.
L3122[17:10:46] <RazerSwift> There's such a steep learning curve!
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L3124[17:11:06] <gigaherz> RazerSwift: yeah you'll have to make use of the same transforms, and tell gradle/forge to apply them
L3125[17:11:14] <gigaherz> then refresh your environment
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L3127[17:13:07] <Soni> can we get HTTPS on files.minecraftforge.net ?
L3128[17:13:50] <Soni> minecraft.net has HTTPS, if forge had HTTPS it would be more legitimate
L3129[17:14:07] <Soni> or something like that, not sure what's the correct word to use there
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L3131[17:16:14] <Zaggy1024> I don't think there's any reason to use https for that
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L3133[17:16:41] <Zaggy1024> you don't have to log into the site to download Forge, so there isn't any private information to protect
L3134[17:17:00] <RazerSwift> gm func_175792_a
L3135[17:17:02] <RazerSwift> !gm func_175792_a
L3136[17:17:16] <gigaherz> well, https would help ensure thast the file you get
L3137[17:17:17] <gigaherz> is the right one
L3138[17:17:25] <gigaherz> and hasn't been tampered with
L3139[17:17:33] <gigaherz> but it also costs money
L3140[17:17:54] <gigaherz> unless you use https://letsencrypt.org/
L3141[17:18:04] <gigaherz> which gives you the ability to get https certificates for any website, for free
L3142[17:18:17] <Soni> gigaherz, precisely
L3143[17:18:19] <gigaherz> the one single verification system they use
L3144[17:18:28] <gigaherz> is that you must request the certificate FROM the domain you want to request
L3145[17:18:33] <gigaherz> which is proof that you control said domain
L3146[17:18:57] <H1N1theI> You could just pass everything through cloudflare.
L3147[17:20:00] <Soni> H1N1theI, yes, ofc... .-.
L3148[17:20:07] <RazerSwift> In MIRC , how do I get output from MCPBot to display in my PM window with MCPBot?
L3149[17:21:55] <gigaherz> you don't mirc is stupid xD
L3150[17:22:05] <gigaherz> although hmm
L3151[17:22:10] <gigaherz> did mcpbot has a !dcc command?
L3152[17:22:22] <gigaherz> have*
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L3154[17:23:09] <RazerSwift> Ahh, I think that did it. thank you
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L3156[17:24:19] <RazerSwift> So I downloaded the github version and ran decomp and eclipse, but there's no eclipse folder. There is however a .project in the root folder. Should I point eclipse to the root folder?
L3157[17:24:32] <Soni> no
L3158[17:24:47] <RazerSwift> Then what?
L3159[17:24:53] <Soni> make an eclipse workspace, then import the project
L3160[17:25:00] <Soni> when importing the project you use the root folder
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L3162[17:25:41] <RazerSwift> Okay, that actually makes sense. Thank you.
L3163[17:26:12] <RazerSwift> How do you configure forge to make a project only instead of a workspace?
L3164[17:27:23] <RazerSwift> I import as a gradle project?
L3165[17:27:34] <RazerSwift> Doing the build model thing and whatever?
L3166[17:27:37] <Soni> oh wait you're talking about the...
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L3168[17:27:53] <Soni> uhh there's a manual for it if you read the README.md file included
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L3170[17:29:23] <Lapiman> What's the best way to do a generated structure where the shape never changes (all the blocks are in the same place relative to each other)
L3171[17:29:30] <Lapiman> But the structure can generate facing all four cardinal directions?
L3172[17:29:46] <Soni> RazerSwift, apparently you're supposed to use gradlew setupForge
L3173[17:30:26] <RazerSwift> instead of eclipse or before or when?
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L3175[17:31:08] <Rockers> 2 hours before ludum dare comp finished.
L3176[17:31:21] <Rockers> *finishes.... Hard drive folder system bugged.
L3177[17:31:27] <Rockers> kill me
L3178[17:31:29] <Soni> RazerSwift, re-download the github version (which's the version for contributors - do not use the github version if you're not a contributor, use the latest release instead.) and run "gradlew setupForge" instead of whatever you did before
L3179[17:32:00] <RazerSwift> I need the 1.8 version.
L3180[17:32:00] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c13e:2c63:6b44:857:b44a)
L3181[17:32:19] <Soni> RazerSwift, files.minecraftforge.net
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L3183[17:32:36] <RazerSwift> No I know, but I'm saying I need their 1.8 version on Github
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L3185[17:32:52] <Soni> RazerSwift, what do you mean? what for?
L3186[17:32:57] <Rockers> brb
L3187[17:32:58] <Soni> what are you trying to do?
L3188[17:33:00] <RazerSwift> I'm trying to learn world generation
L3189[17:33:04] <RazerSwift> in 1.8
L3190[17:33:25] <Soni> RazerSwift, then you don't, grab the MDK from files.minecraftforge.net
L3191[17:33:27] <killjoy> It hasn't changed much from 1.7
L3192[17:33:31] <killjoy> i've been told
L3193[17:33:55] <killjoy> Session servers are down :(
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L3195[17:34:19] <Soni> killjoy, you don't need them for modding tho
L3196[17:34:29] <killjoy> But I want to play on servers :(
L3197[17:35:38] <Soni> killjoy, get their private key, DNS injection, ??? and stuff
L3198[17:35:50] <killjoy> Don't think that would help
L3199[17:36:00] <Soni> killjoy, it'd let you run your own session servers
L3200[17:36:13] <killjoy> I don't own the server I want to play
L3201[17:36:27] <Soni> the DNS injection step takes care of that
L3202[17:36:47] <killjoy> I'll just go bug @MojangSupport
L3203[17:36:47] <Soni> you just need the server you want to play to see you as the session servers
L3204[17:37:02] <Soni> then you send the reply that you're logged in and stuff
L3205[17:37:14] <killjoy> so you're telling me to hack the server?
L3206[17:37:29] <Soni> well more like MITM
L3207[17:37:56] <Wuppy> \o/ http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=60596
L3208[17:39:02] <Soni> Wuppy, you should look into cygwin and mingw
L3209[17:39:09] <Soni> and virtualbox
L3210[17:39:22] <Wuppy> what are those?
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L3212[17:40:10] <killjoy> Why isn't xpaw.ru/mcstatus as accurate as help.mojang.com?
L3213[17:40:43] <Soni> Wuppy, linux tools for windows http://cygwin.com/ http://mingw.org/ and VM software https://www.virtualbox.org/
L3214[17:40:46] <Wuppy> oh that's porting stuff
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L3216[17:41:29] <Wuppy> okay so cygwin is to release on linux, what does mingw do?
L3217[17:41:34] <Soni> killjoy, xpaw.ru is more accurate during DDoS
L3218[17:42:03] <Soni> Wuppy, GCC for Windows basically
L3219[17:42:16] <Wuppy> what's gcc :P
L3220[17:42:30] <Soni> Wuppy, also cygwin still compiles for windows but it lets you check your code
L3221[17:42:44] <Wuppy> what does cygwin do then?
L3222[17:42:47] <Soni> Wuppy, GNU Compiler Collection or GNU C Compiler
L3223[17:42:54] <Soni> (depends on context)
L3224[17:43:07] <Wuppy> what can I use cygwin and mingw for then?
L3225[17:43:14] <RazerSwift> setupForge doesn't exist Soni
L3226[17:43:17] <Soni> Wuppy, cygwin is a port of all linux APIs for Windows
L3227[17:43:21] <killjoy> i use git-scm
L3228[17:43:28] <Zaggy1024> is there any use to an IBlockState ISeed.getPlant()?
L3229[17:43:36] <Soni> RazerSwift, for stuff from files.minecraftforge.net you use setupDecompWorkspace
L3230[17:43:53] <Soni> Wuppy, cygwin includes mingw I think
L3231[17:44:00] <Wuppy> so what can I do with all linux APIs?
L3232[17:44:06] <Soni> (well it includes its own copy of GCC at least)
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L3234[17:44:20] <Soni> Wuppy, you can test your programs to see if they can be compiled on linux
L3235[17:44:26] <RazerSwift> Okay.. and so what do I do after that to load it in Eclipse? It doesn't make an eclipse workspace
L3236[17:44:29] <Wuppy> and then how does one compile on linux?
L3237[17:44:51] <Soni> Wuppy, well if you have all the APIs it should be simple to do cross-compilation, let me look it up
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L3239[17:45:02] <Wuppy> thanks :)
L3240[17:45:04] <Soni> RazerSwift, the MDK includes an eclipse dir, use that
L3241[17:45:27] <RazerSwift> Copy and paste it?
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L3245[17:48:05] <Kolatra> What can I use to register a model to an item in 1.8?
L3246[17:48:24] <killjoy> heh https://twitter.com/JourneyMapMod/status/676123223797334016
L3247[17:48:26] <Soni> Wuppy, hmm I'm having a hard time finding an up to date tutorial actually
L3248[17:49:47] <Wuppy> thanks for trying Soni
L3249[17:49:51] <Wuppy> I'll look into it tomorrow
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L3251[17:50:03] <RazerSwift> I want to fucking cry. -.- every thing I'm trying to do I just can't. I feel fucking useless. This can't be this fucking hard. 12 year old make mods.
L3252[17:50:24] <Wuppy> RazerSwift, everybody has a hard time at the start
L3253[17:51:57] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:e4bc:dd06:7bad:aecd)
L3254[17:52:01] <colossali|Away> RazerSwift, I've just spent the last two days figuring out how to fix one entity. I've been making mods on and off for 3 years and I still suck sometimes, everyone has a hard time every now and again
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L3256[17:52:15] <RazerSwift> Thanks. I'm sorry.
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L3258[17:52:57] <RazerSwift> Should I rerun gradlew eclipse anytime I run gradlew decompBlabla
L3259[17:53:28] <colossali> You've nothing to apologise for RazerSwift
L3260[17:55:17] <colossali> AFAIK, yeah run eclipse after setupDecompWorkspace
L3261[17:55:37] <colossali> you can do it in one command too, just run gradlew setupDecompWorkspace eclipse
L3262[17:58:00] <Soni> Wuppy, easiest way, install VirtualBox, then put Arch Linux (farily lightweight poweruser-oriented distro) on it
L3263[17:58:05] <RazerSwift> Oh, interesting
L3264[17:58:13] <Wuppy> oh god....
L3265[17:58:14] <RazerSwift> Good to know you can do it in one line
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L3267[17:58:29] <Wuppy> Soni, what about Mac? can't do that unless I've got an iMac I assume?
L3268[17:58:40] <Soni> Wuppy, I don't know
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L3270[17:58:59] <RazerSwift> What do I do if there's a line like Entityliving.onSpawnFirstTime (except lower case e because it's instantialized) that MCPBot_Reborn doesn't know about?
L3271[17:59:08] <williewillus> Kolatra: is ModelLoader.setCustomModelResourceLocation not working?
L3272[17:59:09] <Soni> Wuppy, "compile from source" is always an option
L3273[17:59:09] <RazerSwift> !gm Entityliving.onSpawnFirstTime
L3274[17:59:18] <RazerSwift> reutrns nothing
L3275[17:59:19] <Kolatra> williewillus, nope.
L3276[17:59:29] <Wuppy> Soni, for people who want to play it you mean?
L3277[17:59:35] <Soni> Wuppy, yeah
L3278[17:59:41] <williewillus> what does your ModelResourceLocation constructor look like
L3279[18:00:20] <Kolatra> new ModelResourceLocation(Reference.MODID + "item")
L3280[18:00:29] <Soni> Wuppy, you could setup a hackintosh, I guess, but not without violating a few EULAs
L3281[18:00:59] <williewillus> you need a second parameter "inventory". e.g. new MRL("foo:bar", "inventory") will resolve to assets/foo/models/item/bar
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L3283[18:02:15] <Wuppy> dang... I'm getting unclear in my head at this point
L3284[18:03:01] <Kolatra> williewillus, still shows as a pink and black square. I'm gonna take a look at my jsons.
L3285[18:03:56] <williewillus> ive had problems with case sensitive files (because windows was dumb) in the past so check that too
L3286[18:04:29] <Kolatra> Both the json and texture png are lowercase at the moment.
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L3288[18:04:58] <williewillus> did you addVariantName?
L3289[18:05:10] <RazerSwift> For future reference, onSpawnFirstTime is now onInitialSpawn
L3290[18:05:21] <RazerSwift> No errors in project, here goes nothign
L3291[18:05:26] <Wuppy> also... I'm hungry at 1AM
L3292[18:05:40] <williewillus> RazerSwift: porting? :p inb4 crash
L3293[18:05:42] <Kolatra> Nope I did not.
L3294[18:06:19] <williewillus> yeah you need to do ModelLoader.addVariantName(item, String...) for every model name that item will use
L3295[18:06:32] <williewillus> the item mechanisms for models are a lot more clunky than the blockstate ones right now
L3296[18:07:06] <RazerSwift> No, just trying to get BOP to build for 1.8. In theory it already works, but their github version does not setup a workspace nor build out of the box
L3297[18:07:11] <RazerSwift> Crash -.-
L3298[18:08:00] <Kolatra> williewillus, is that also in init?
L3299[18:08:14] <williewillus> at the same time you do the setCustomMRL
L3300[18:08:51] <RazerSwift> Does anybody have a simple example of 1.8 world gen? -.- I just want to make a skygrid mod for 1.8
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L3302[18:09:03] <williewillus> it shouldn't have changed much vs 1.7
L3303[18:09:11] <williewillus> things got renamed and transferred to blockstates but that's it
L3304[18:09:38] <RazerSwift> Okay, how about your best example for 1.7.10 then
L3305[18:10:09] <williewillus> uhhhh idk the ticon floating islands
L3306[18:10:21] <Kolatra> williewillus, where did you call those methods in ProjectE? I could look at that as well.
L3307[18:10:49] <williewillus> ClientProxy.registerModels or somewhere in that class
L3308[18:11:33] <RazerSwift> Doesn't TiCon just alter existing world gen
L3309[18:11:43] <RazerSwift> I need to make a new world gen type
L3310[18:11:49] <williewillus> oh a whole new world type
L3311[18:12:09] <killjoy> RazerSwift, looked at BiomesOPlenty?
L3312[18:12:11] <williewillus> that shouldn't have been much different, how did bop do it?
L3313[18:12:35] <RazerSwift> That's what I've been trying to get a workspace up and running for for the last four hours
L3314[18:12:52] <RazerSwift> They have a github version, which doesn't create a workspace.
L3315[18:13:02] <williewillus> well you could just look at the code right haha
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L3317[18:13:23] <killjoy> RazerSwift, gradlew eclilpse
L3318[18:13:29] <killjoy> import the project file it creates
L3319[18:13:55] <killjoy> the eclipse folder that comes with the mdk is just for the lazy
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L3327[18:34:20] <Zaggy1024> tterrag, I don't feel like a hydrate function would really work as an alternative to random ticking, since each block would have to store whether there's water around it as well as what moisture stage it's at
L3328[18:34:38] <Zaggy1024> unless you can think of some other way
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L3330[18:38:40] <foxy> hey, how in the world does minecraft get multiple layers of transparency?
L3331[18:38:54] <Zaggy1024> what do you mean multiple layers of transparency?
L3332[18:39:10] <foxy> like when you have different colors of glass side by side
L3333[18:39:20] <foxy> they blend properlu
L3334[18:39:24] <Zaggy1024> that's not transparency
L3335[18:39:28] <Zaggy1024> and they don't blend in vanilla
L3336[18:39:36] <foxy> ???
L3337[18:39:38] <Zaggy1024> the color just changes gradually from block to block
L3338[18:39:44] <Zaggy1024> rather than within the block
L3339[18:39:50] <foxy> yeah
L3340[18:39:52] <foxy> i know
L3341[18:40:00] <foxy> but if you put red next to blue
L3342[18:40:03] <Zaggy1024> it's the color multiplier function and a tint face in the model
L3343[18:40:24] <foxy> right but it works from both sides
L3344[18:40:30] <foxy> so how...?
L3345[18:41:01] <RazerSwift> Cool, I got BOP to run from Eclipse.. Does BOP invade Vanilla world gen by default? (I.e. affect non-explicitly-defined-BOP-worlds by default)
L3346[18:41:13] <foxy> the issue i'm having is when i draw two faces that are semi transparent
L3347[18:41:28] <foxy> one is in front of the other
L3348[18:41:36] <foxy> if i draw the back one first it's fine
L3349[18:41:42] <Zaggy1024> screenshot please :P
L3350[18:42:05] <Zaggy1024> also how are you rendering these colored blocks?
L3351[18:42:55] <foxy> http://prntscr.com/9dv8vb vs http://prntscr.com/9dv910
L3352[18:43:03] <foxy> RenderWorldLast
L3353[18:43:34] <RazerSwift> Where do mods store their default config files? Or are they generally generated in the code somewhere?
L3354[18:43:59] <foxy> the red is drawn first, magenta last
L3355[18:44:08] <Zaggy1024> erm
L3356[18:44:19] <Zaggy1024> are those supposed to be blocks? or what are they for?
L3357[18:44:25] <foxy> highlight markers
L3358[18:44:37] <Zaggy1024> you need to sort them according to distance
L3359[18:44:39] <foxy> they aren't blaocks
L3360[18:44:41] <Zaggy1024> to the camera
L3361[18:44:47] <foxy> that's what i was afraid of
L3362[18:44:55] <foxy> minecraft does that doesn't it?
L3363[18:45:05] <Zaggy1024> not if you're rendering it with GL calls
L3364[18:45:11] <Zaggy1024> Minecraft sorts stuff it knows about
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L3366[18:45:18] <foxy> i mean
L3367[18:45:19] <Zaggy1024> TEs and block models that stay within their bounds
L3368[18:45:24] <foxy> mc does that with it's own blocks
L3369[18:45:32] <Zaggy1024> what you're doing isn't a block or TESR
L3370[18:45:43] <Zaggy1024> so that sorting does not apply
L3371[18:45:44] <foxy> so i have to sort it manually
L3372[18:45:47] <Zaggy1024> yes
L3373[18:45:54] <foxy> okay, that's what i needed to know
L3374[18:46:04] <foxy> thanks
L3375[18:46:08] <Zaggy1024> np
L3376[18:46:25] <foxy> i didn't know if mc used some screwy gl call i didn't know about
L3377[18:46:39] <Zaggy1024> GL doesn't sort faces
L3378[18:46:49] <foxy> damn okay
L3379[18:47:03] <gigaherz> gpus don't sort.
L3380[18:47:03] <gigaherz> XD
L3381[18:47:09] <gigaherz> they are rather bad at it, in fact
L3382[18:47:21] <gigaherz> when you draw on gpu
L3383[18:47:46] <gigaherz> you rely on the z-buffer telling you if the "pixel" it's calculating would be behind the existing data
L3384[18:47:57] <gigaherz> and for transparency, it simply takes the existing data, and blends
L3385[18:48:03] <foxy> yep
L3386[18:48:17] <gigaherz> so you get all the issues ;P
L3387[18:48:18] <RazerSwift> Anybody? :'( I need to change BOPs default from "Yes, invade vanilla worlds", to no.
L3388[18:48:24] <foxy> i've done a fair bit of learning about opengl
L3389[18:48:25] <Zaggy1024> yeah, anything below the alpha clip threshold doesn't get put into the depth buffer
L3390[18:48:32] <foxy> i just wanted to know if there was another way
L3391[18:48:35] <Kobata> nV 900 series and intel integrated for at least the past two or three versions *does* have an ability to re-order pixels... it's a little slow though
L3392[18:48:38] <gigaherz> Zaggy1024: alpha testing is a separate feature
L3393[18:48:39] <gigaherz> XD
L3394[18:48:42] <Zaggy1024> RazerSwift, you could always modify their code
L3395[18:48:50] <foxy> wait wait wait
L3396[18:48:52] <foxy> hold on
L3397[18:48:56] <Zaggy1024> gigaherz, but it affects transparency... >.>
L3398[18:48:59] <gigaherz> yes
L3399[18:49:00] <Kobata> (Or you can play with buffers and do a gpu-linked list, but that's even slower)
L3400[18:49:05] <gigaherz> but it's unrelated to depth testing XD
L3401[18:49:12] <RazerSwift> Right, but I want to know where configs are stored in a forge gradle project
L3402[18:49:27] <gigaherz> depth testing discards data based on the contents that are already in the depth buffer
L3403[18:49:32] <foxy> when i put colored glass in front of and when i put it behind my rendering
L3404[18:49:36] <Zaggy1024> RazerSwift, eclipse folder maybe?
L3405[18:49:37] <gigaherz> alpha testing discards data based solely on the fragment alpha output
L3406[18:49:39] <foxy> they play nice as you would expect
L3407[18:49:41] <foxy> how?
L3408[18:49:54] <Zaggy1024> RazerSwift, or projects folder
L3409[18:50:46] <Zaggy1024> gigaherz, I'm saying alpha clip affects what of a transparent texture is added to the depth buffer
L3410[18:50:55] <foxy> http://prntscr.com/9dvbi6
L3411[18:51:15] <foxy> all of the colors are being drawn after the world has been drawn
L3412[18:51:30] <Kobata> It looks like those are being drawn infront of everything?
L3413[18:51:34] <Zaggy1024> yes of course they are
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L3415[18:51:49] <foxy> are they?
L3416[18:51:52] <Zaggy1024> there's no way to make your cubes render in between blocks in the world
L3417[18:51:58] <Kobata> That red stained glass in front of it would be more red if it was ordered right
L3418[18:52:08] <Zaggy1024> each chunk is rendered in one big bulk call
L3419[18:52:11] <foxy> oh yeah i guess huh
L3420[18:52:27] <foxy> wait then why isn't it failing the depth test?
L3421[18:52:38] <Zaggy1024> what depth test?
L3422[18:52:54] <Kobata> The transparent pass probably disables depth-write
L3423[18:52:56] <Zaggy1024> neither the glass nor your cubes are affected by depth
L3424[18:53:09] <Zaggy1024> Kobata, really? no alpha clip?
L3425[18:53:15] <foxy> must be
L3426[18:53:50] <Kobata> If you're sorting nothing you're rendering will effect the depth-test results
L3427[18:54:04] <Kobata> (Unless someone tries to do more later, but...)
L3428[18:54:24] <Kobata> So you can just keep depth-test on but depth-write off
L3429[18:54:25] <foxy> weird...
L3430[18:54:30] <Zaggy1024> anything below...something like 0.9 alpha is not put into the depth
L3431[18:54:52] <Zaggy1024> I *think*
L3432[18:55:19] <foxy> no
L3433[18:55:35] <foxy> cause look in the screenshot where the inbetween panels weren't there
L3434[18:55:52] <foxy> they weren't drawn on top
L3435[18:56:00] <Wuppy> it's finished :D
L3436[18:56:03] <Zaggy1024> inbetween panels? >.>
L3437[18:56:15] <Kobata> In the normal pass there's an alpha-test (like normal glass, to skip over the 'transparent' part of it entirely)
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L3439[18:56:27] <Kobata> In the transparent pass it makes less sense to do that though
L3440[18:57:20] <Zaggy1024> foxy, I don't know what you mean
L3441[18:57:26] <foxy> http://prntscr.com/9dv8vb vs http://prntscr.com/9dv910
L3442[18:57:28] <Zaggy1024> that image shows exactly what I expected
L3443[18:57:34] <Zaggy1024> ...the old one :P
L3444[18:57:35] <foxy> right
L3445[18:57:42] <Zaggy1024> as do those
L3446[18:57:42] <foxy> those are the same
L3447[18:57:49] <foxy> as earlier
L3448[18:57:59] <rockers3000> Just submitted my game to the ludums
L3449[18:58:07] <rockers3000> http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=65618
L3450[18:58:11] <foxy> in one of them you can see the surfaces in between cubes
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L3452[18:58:14] <Zaggy1024> all those images are what I would expect when you're rendering your cubes after the world render, foxy
L3453[18:58:22] <foxy> right...
L3454[18:58:32] <Zaggy1024> so what are you asking?
L3455[18:58:43] <foxy> so how do i disable writing to the z buffer?
L3456[18:58:51] <Zaggy1024> it isn't writing to the z buffer
L3457[18:58:59] <Zaggy1024> except maybe for the edge lines
L3458[18:59:10] <foxy> but it IS
L3459[18:59:10] <Zaggy1024> why do you want it not to?
L3460[18:59:19] <Zaggy1024> er
L3461[18:59:27] <foxy> i would rather it show surfaces in the wrong order than not show them at all
L3462[18:59:32] <Rockers> Wuppy
L3463[18:59:38] <Wuppy> yo
L3464[18:59:42] <Rockers> how you gettin on?
L3465[18:59:45] <Zaggy1024> GL11.depthMask(false) maybe?
L3466[18:59:50] <Wuppy> finished 5 minutes ago
L3467[18:59:52] <Rockers> I've already submitted.
L3468[18:59:53] <Wuppy> http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=60596
L3469[18:59:54] <Rockers> Ok
L3470[18:59:55] <Zaggy1024> er GlStateManager sorry
L3471[19:00:00] <Wuppy> or, I've stopped working because too damn tire
L3472[19:00:08] <Rockers> This is mine:
L3473[19:00:09] <Rockers> http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=65618
L3474[19:00:23] <Wuppy> I've got ideas for at least 3 more levels, but I'm just done
L3475[19:00:37] <Rockers> I'll play it.
L3476[19:00:44] <Rockers> Mine's is utter crap.
L3477[19:00:46] <Wuppy> Rockers, will play it tomorrow, too tired right now
L3478[19:00:48] <foxy> glDisable(GL_DEPTH_WRITEMASK); ?
L3479[19:00:50] <Rockers> Ok
L3480[19:01:12] <Rockers> I'm waiting on MediaFire finishing.
L3481[19:01:21] <Zaggy1024> GlStateManager.depthMask(false) is what I meant
L3482[19:01:31] <Zaggy1024> I'm not sure whether that stops it writing to the depth though
L3483[19:01:37] <Zaggy1024> I haven't ever tried that
L3484[19:01:56] <Kobata> "glDepthMask — enable or disable writing into the depth buffer
L3485[19:01:56] <Kobata> "
L3486[19:01:56] <Zaggy1024> foxy, what's the alpha on those cube faces?
L3487[19:02:00] <Rockers> Chrome says that your game is dangerous Wuppy.
L3488[19:02:05] <Wuppy> idk why
L3489[19:02:06] <Rockers> I know it's not.
L3490[19:02:08] <Wuppy> but it isn't
L3491[19:02:09] <Rockers> .exe
L3492[19:02:10] <Zaggy1024> Kobata, heh, thanks
L3493[19:02:11] <Rockers> and
L3494[19:02:12] <Rockers> .dll
L3495[19:02:20] <Wuppy> yep doesnt get much worse :P
L3496[19:02:30] <foxy> anywhere from 0-64
L3497[19:02:36] <foxy> 63*
L3498[19:02:38] <Kobata> I just pulled up the main render code, and yeah they toggle it to false before the translucent pass
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L3500[19:03:03] <Rockers> I don't want to touch a keyboard again.
L3501[19:03:14] <Kobata> Apparently the alpha test is still on to discard anything less than 0.1 alpha too?
L3502[19:03:15] <Rockers> Or at least unity.
L3503[19:03:27] <Rockers> At least with SDL, it either works or it doesn't work.
L3504[19:03:30] <Zaggy1024> foxy, in decimal :P
L3505[19:03:34] <Zaggy1024> 0-1
L3506[19:03:39] <Rockers> No locking up your harddrive for you.
L3507[19:03:53] <foxy> 0-0.25
L3508[19:03:55] <Rockers> (My hard-drive folder system locked.)
L3509[19:04:00] <Zaggy1024> how is it 0-0.25?
L3510[19:04:22] <Zaggy1024> don't you have each face with the same alpha?
L3511[19:04:35] <foxy> nope
L3512[19:04:39] <foxy> it's actually pulsing
L3513[19:04:50] <foxy> final float alpha = 1f - ((System.currentTimeMillis()) % 1000) / 1000f;
L3514[19:04:59] <foxy> i'm horrible i know
L3515[19:05:10] <foxy> i just divide that by 4 for the faces
L3516[19:05:28] <Zaggy1024> ah
L3517[19:05:55] <Rockers> Wuppy, you can't beat the first level.
L3518[19:06:00] <Zaggy1024> well try disabling depth mask like I said
L3519[19:06:01] <Wuppy> yes you can
L3520[19:06:09] <foxy> it worked
L3521[19:06:10] <Wuppy> me and a friend of mine did it
L3522[19:06:14] <Wuppy> where're you stuck?
L3523[19:06:15] <Rockers> I have no jumps though.
L3524[19:06:18] <foxy> yay
L3525[19:06:25] <foxy> it looks a LITTLE derpy
L3526[19:06:28] <Wuppy> where are you stuck?
L3527[19:06:32] <Rockers> Oh you make yourself bigger
L3528[19:06:34] <foxy> but the alpha is so low it's barely noticeable
L3529[19:06:36] <Wuppy> yes :P
L3530[19:06:47] <Wuppy> you cant fall down a hole if you're too big for it :P
L3531[19:07:27] <Rockers> I just got that.
L3532[19:07:32] <Rockers> Wow I'm thick
L3533[19:09:27] <Wuppy> Rockers, managed to get through all the levels
L3534[19:09:28] <Wuppy> ?
L3535[19:09:32] <Zaggy1024> foxy, you mean it stops rendering below a threshold?
L3536[19:09:51] <foxy> no
L3537[19:09:59] <foxy> i disabled the alpha test
L3538[19:09:59] <Rockers> no
L3539[19:10:05] <Zaggy1024> then what's derpy? :P
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L3541[19:10:25] <foxy> i mean that the alpha is low enough that it's hard to notice that the yellow renders over the red
L3542[19:10:35] <foxy> even though it looks a little funny
L3543[19:10:37] <Wuppy> still trying or did you give up Rockers?
L3544[19:10:46] <Rockers> I'm not giving up yep
L3545[19:10:49] <Rockers> actually
L3546[19:10:52] <Rockers> I'm going to bed
L3547[19:11:04] <Rockers> goodnight :p
L3548[19:11:08] <foxy> lol
L3549[19:11:16] <foxy> http://prntscr.com/9dvhfe
L3550[19:11:33] <foxy> you can tell it's rendering out of order, but it's barely noticeable
L3551[19:11:51] <Wuppy> same here, good night everyone
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L3553[19:13:11] <Zaggy1024> foxy, you can tell with the borders :P
L3554[19:13:20] <Zaggy1024> especially the farther ones
L3555[19:14:02] <Kobata> If you wanted to go for a more glowy look you can make the order not matter by switching the blend mode around a bit
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L3557[19:16:13] <foxy> yeah probably
L3558[19:16:28] <foxy> it's actually supposed to be more functional than anything
L3559[19:16:53] <foxy> it's a client mod for interfacing with a server plugin
L3560[19:16:58] <foxy> sponge
L3561[19:17:33] <foxy> those blocks are for highlighted positions
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L3565[19:21:19] <foxy> i just happen to be anal about transparency and prettyness
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L3567[19:22:20] <Zaggy1024> hey fry, any idea why a clone of the latest Forge 1.8.8 with a contrib workspace has non-working block model offsets?
L3568[19:22:34] <fry> what offsets?
L3569[19:22:37] <Zaggy1024> sunflowers seem to all be in the northwest corner
L3570[19:22:43] <fry> strange
L3571[19:22:44] <Zaggy1024> randomized offsets based on location seed
L3572[19:23:01] <Zaggy1024> as do yellow flowers after a cursory check
L3573[19:23:04] <fry> nothing should've touched that
L3574[19:23:14] <fry> does tall grass work?
L3575[19:24:08] <Zaggy1024> maybe it's this: http://i.imgur.com/JenoD5c.png
L3576[19:24:09] <Zaggy1024> :P
L3577[19:24:31] <Zaggy1024> yeah tall grass works
L3578[19:24:41] <Zaggy1024> looks like you set the random variable in the wrong place :P
L3579[19:24:56] <fry> disable forge pipeline and check if that works
L3580[19:25:15] <Zaggy1024> but...I just showed you what's wrong >.>
L3581[19:25:47] <Zaggy1024> yeah it works without forge lighting
L3582[19:26:28] <fry> ah, I see, XZ is broken
L3583[19:26:34] <fry> see the FIXME? :P
L3584[19:26:48] <fry> thanks for the report :P
L3585[19:27:04] <Zaggy1024> I figured that *might* be related to this, but then you didn't remember the problem
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L3587[19:27:34] <fry> the problem I had was different
L3588[19:27:53] <fry> positions from vanilla didn't match up with the forge ones for some reason
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L3590[19:28:38] <Zaggy1024> oh
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L3594[19:47:05] <RazerSwift> In theory, shouldn't this make a skygrid like world (with only stone): https://github.com/dsalsman-rdi/BiomesOPlenty/pull/1/files
L3595[19:47:49] <RazerSwift> Instead I get an empty world. I've completely destroyed anything the BOP ChunkProvider does, and tried to make it provide one stone block every 4x4x4 piece of a chunk.
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L3598[19:58:57] <oitsjustjose> Quick Question: My two tools I'm adding have custom ToolMaterials... but now when I enchant anything at all (my tool, or vanilla ones), I get several of the SAME enchantment over and over. Is there something I'm doing wrong? I used to do it exactly how I'm doing it now...
L3599[19:59:24] <MattDahEpic> is there a way to reduce/remoe the spinup of the neasua effect?
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L3601[20:03:48] <Zaggy1024> hm, why doesn't forge lighting switch on and off when you change it in mod options in-game?
L3602[20:04:34] <fry> you mean pause menu?
L3603[20:05:59] <Zaggy1024> yeah
L3604[20:06:18] <Zaggy1024> seems as though the field isn't being updated when I change the setting
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L3606[20:07:04] <Zaggy1024> ah "!event.isWorldRunning"
L3607[20:07:09] <Zaggy1024> that's annoyingish
L3608[20:07:37] <Zaggy1024> would be nice if settings that can be changed in-game would update
L3609[20:09:47] <RazerSwift> Does anybody know how BOP is inserting it's ChunkProvider/WorldGenerator into minecraft? I can't find "the entry point" so to speak.
L3610[20:10:53] <oitsjustjose> I can't figure out why this keeps happening: http://puu.sh/lUHJG/9f2381fb0a.png ... what???? weird :|
L3611[20:11:26] <Zaggy1024> actually, it looks like individual entries in the config are disabled according to whether they require a world reload...so why doesn't forge allow the config to update in-game?
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L3617[20:25:26] <Zaggy1024> fry, just so you know, the reason the random location doesn't match up with vanilla's: http://i.imgur.com/rzBWEPV.png
L3618[20:25:44] <Zaggy1024> apparently non-AO models don't use the getPositionRandom function
L3619[20:26:07] <Zaggy1024> at least that's my guess as to what the problem is, I haven't actually tested it
L3620[20:26:28] <fry> eh, it's not that important to match them up :P
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L3622[20:27:45] <Zaggy1024> yeah
L3623[20:27:59] <Zaggy1024> I was just curious enough to find out why it is :P
L3624[20:28:07] <Zaggy1024> maybe it's worth telling grum though
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L3626[20:28:37] <Zaggy1024> still, now you know that it's not your fault and so you can remove that FIXME :P
L3627[20:29:24] <fry> still need to fix the bug you found :P
L3628[20:29:42] <Tarig> hey guys, I think I figured out how to do animations using the b3d, but I think the implementation won't work for what I need
L3629[20:30:04] <fry> what do you need? :P
L3630[20:30:09] <Tarig> I'm trying to make a 45 degree slope that I can rotate
L3631[20:30:21] <Tarig> into 12 descret states
L3632[20:30:31] <fry> even obj should work for that
L3633[20:30:48] <fry> rotations work for any model
L3634[20:31:06] <Tarig> where should I put the rotations
L3635[20:31:22] <fry> in the blockstate json
L3636[20:31:24] <Tarig> when I setup the b3d animation it created a single frame animation with just my first frame
L3637[20:31:30] <Zaggy1024> fry, isn't it as simple as EnumOffsetType != NONE ? getPositionRandom()?
L3638[20:32:03] <Zaggy1024> looks as though StandardQuads is trying not to use the y value in the random...
L3639[20:32:27] <Zaggy1024> so I guess that means that XY blocks with AO won't match up vertically like they're supposed to ^.~
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L3641[20:34:44] <Zaggy1024> yup, forcing AO for all models causes vanilla XY offset to not match up on sunflowers
L3642[20:34:49] <Zaggy1024> danget mojang
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L3644[20:37:41] <Zaggy1024> how about "MathHelper.getCoordinateRandom(blockPosIn.getX(), block$enumoffsettype == Block.EnumOffsetType.XYZ ? blockPosIn.getY() : 0, blockPosIn.getZ())"?
L3645[20:37:48] <Zaggy1024> except in a more compact form hopefully :P
L3646[20:39:05] <Zaggy1024> should result in the same thing as the standard quads' random function in cases where it should
L3647[20:39:41] <Zaggy1024> What d'you think, fry?
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L3649[20:43:31] <foxy> yay my colors apply the right way now
L3650[20:43:54] <foxy> only costing a crapton of cpu power...
L3651[20:44:08] <Zaggy1024> what colors?
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L3653[20:48:44] <Zaggy1024> might actually be nice to have a getCoordinateRandom callback for blocks so that sunflowers and the like don't use the same variant and offset in a vertical column
L3654[20:49:06] <Zaggy1024> with just pos and state parameters
L3655[20:50:08] <Zaggy1024> anyway, enough being distracted from what I'm actually doing
L3656[20:50:41] <Tarig> anyway to do discreate rotations on b3d? got the rotation to work on the obj model but my texture system doesn't like it
L3657[20:51:33] <Zaggy1024> block model?
L3658[20:51:40] <Tarig> yep
L3659[20:51:50] <Zaggy1024> if I understand your meaning, you can use the forge blockstates format to rotate your model
L3660[20:51:59] <Tarig> b3d throws them away
L3661[20:52:18] <Zaggy1024> oh
L3662[20:52:19] <Tarig> or at least the b3d loader does
L3663[20:52:26] <Zaggy1024> gosh, I feel like there was a discussion about that a while back
L3664[20:52:31] <Zaggy1024> I don't remember whether it was fixed though
L3665[20:52:45] <Tarig> got an issue on github for f ry
L3666[20:53:00] <Tarig> just recently went up
L3667[20:54:07] <foxy> the block highlights
L3668[20:54:17] <foxy> it renders it in the correct order now ^^
L3669[20:54:46] <Zaggy1024> oh
L3670[20:54:53] <Zaggy1024> why is it using a crapton of power?
L3671[20:55:37] <Zaggy1024> you should be able to make a sorted map of distance -> location in an efficient manner, I would htink
L3672[20:56:04] <Zaggy1024> although there are probably even faster ways than using a map :P
L3673[20:56:13] <Zaggy1024> I'm no expert on the subject
L3674[20:57:42] <foxy> it wasn't that
L3675[20:57:51] <foxy> i hadn't rearranged my code yet
L3676[20:57:59] <Zaggy1024> hm, I just discovered a bug with IPlantable changing vanilla behavior, methinks
L3677[20:58:00] <foxy> so i was making a new list every frame
L3678[20:58:09] <foxy> go me xD
L3679[20:58:29] <Zaggy1024> ah
L3680[20:59:05] <Zaggy1024> not actually sure how to fix the bug
L3681[20:59:26] <Zaggy1024> the bug is that any plant that can stay on crops prevents the farmland below from turning to dirt
L3682[20:59:32] <Zaggy1024> even plain tall grass
L3683[20:59:52] <Zaggy1024> whereas vanilla only did that for proper crops (BlockCrops and BlockStem)
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L3685[21:00:31] <Zaggy1024> I think a solution may be to make it so that if the plant types contains Crop and not Plains it should keep the farmland
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L3688[21:04:00] <Tarig> think it would be better to do getPlantType != crop
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L3690[21:05:01] <ZaggyMobile> I'm making it use a Set
L3691[21:05:43] <ZaggyMobile> And Plains wrong include farmland unless someone objects
L3692[21:06:08] <ZaggyMobile> That way default can be Crops and Plains together
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L3701[21:25:09] <Tarig> hmm correct me if I'm wrong but the forgestate doesn't support tiered states right?
L3702[21:25:14] <Tarig> for example
L3703[21:25:42] <Tarig> shape = slope, facing = north,south
L3704[21:26:09] <Tarig> where the full state would be
L3705[21:26:22] <Tarig> shape=slope,facing=north,camo=false
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L3707[21:30:22] <ZaggyMobile> You either have to specify each property and its possible values, a full block state string, or both
L3708[21:30:58] <ZaggyMobile> Block state strings take precedence over the permutated states
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L3722[22:08:43] <Zaggy1024> soooo...I realized that checking if the plant types contains crop and nothing else isn't the best way to check it
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L3725[22:11:34] <Zaggy1024> because of course some mods will want to make plants keep crops around
L3726[22:11:50] <Zaggy1024> but I'm wondering if that's something that should be more generalized, or if a isCrop method would be in order
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L3735[22:32:29] <Zaggy1024> I'm trying to think of cases in which a "primary" plant type for an IPlantable/ISeed would be useful other than checking if a plant should stop farmland turning into dirt if there's no water
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L3748[23:05:54] <McJty> What is the proper way to render an itemstack (any itemstack) in the world?
L3749[23:05:57] <McJty> I'm currently using https://bpaste.net/show/7e570299701b
L3750[23:06:07] <McJty> Which is almost a direct translation from 1.7.10 code but it isn't working
L3751[23:07:54] <gigaherz> hmmm
L3752[23:08:29] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderEntityProvidedStack.java#L50
L3753[23:08:30] <gigaherz> here
L3754[23:08:39] <gigaherz> this is what I use to render the throwables
L3755[23:08:41] <McJty> BTW, before entering this function the transform is set as: GlStateManager.translate(x, y, z) (with x,y,z given to the TESR)
L3756[23:08:50] <McJty> ok let me see
L3757[23:09:23] <gigaherz> they face the player, like the other throwables, hence the transforms
L3758[23:09:36] <gigaherz> I don't know if the TESR has easy access to the renderitem thing
L3759[23:09:40] <McJty> What is that Render class you are inheriting from?
L3760[23:09:47] <gigaherz> entity renderer
L3761[23:10:53] <McJty> I can get a RenderItem from Minecraft.getMinecraft()
L3762[23:10:55] <McJty> Let me try with that
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L3764[23:13:03] <McJty> It isn't working but then that might be because I'm transforming wrong
L3765[23:13:07] <McJty> Will experiment a bit
L3766[23:13:47] <gigaherz> remember to also do the
L3767[23:13:48] <gigaherz> this.bindTexture(TextureMap.locationBlocksTexture);
L3768[23:13:49] <gigaherz> bit
L3769[23:13:55] <McJty> aha
L3770[23:13:59] <McJty> Forgot that indeed
L3771[23:14:16] <Zaggy1024> McJ, what are you rendering in?
L3772[23:15:00] <McJty> Zaggy1024, the world
L3773[23:15:07] <McJty> It is part of a TESR
L3774[23:15:55] <McJty> Ah it works!
L3775[23:16:03] <McJty> Offset is wrong but that's easy to fix
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L3777[23:18:10] <gigaherz> :)
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L3779[23:21:40] <Zaggy1024> McJty, I call Minecraft.getMinecraft().getRenderItem().func_181564_a(itemStack, TransformType.FIXED);
L3780[23:21:43] <Zaggy1024> no entity parameter
L3781[23:21:59] <Zaggy1024> just fyi
L3782[23:22:28] <McJty> I'm using NONE and that seems to work. What does FIXED do exactly?
L3783[23:23:26] <gigaherz> no idea, I copied from the snowball, and it used NONE
L3784[23:23:29] <Zaggy1024> I don't recall
L3785[23:23:41] <Zaggy1024> I believe it's for item frames
L3786[23:24:03] <gigaherz> anyhow, gotta sleep, night
L3787[23:24:03] <Zaggy1024> I was using it for somethign similar so I sued it
L3788[23:24:05] <Zaggy1024> used
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L3796[23:48:13] <LexDesktop> !gm net.minecraft.world.WorldProvider.calculateCelestialAngle(long, float)
L3797[23:48:18] <LexDesktop> !gm net.minecraft.world.WorldProvider.calculateCelestialAngle
L3798[23:48:25] <LexDesktop> -.-
L3799[23:48:36] <LexDesktop> !gm WorldProvider.calculateCelestialAngle
L3800[23:49:19] <foxy> hey
L3801[23:49:26] <foxy> if i register a message channel
L3802[23:49:44] <foxy> how i can get access to that same channel from another mod/sponge plugin?
L3803[23:50:21] <foxy> right now on client mc, both the mod and sponge plugin are being loaded
L3804[23:50:42] <foxy> but then forge screams at me for trying to register an already existing channel
L3805[23:50:45] <foxy> so what do i do?
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