<<Prev Next>> Scroll to Bottom
Stuff goes here
L1[00:01:47] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195 seconds)
L2[00:03:26] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L3[00:04:14] *** bilde2910|away is now known as bilde2910
L4[00:09:04] ⇨ Joins: alex_6611 (~alex_6611@p5DE7B10F.dip0.t-ipconnect.de)
L5[00:09:49] ⇨ Joins: SandGrainOne (~Terje@cm-84.210.171.146.getinternet.no)
L6[00:18:58] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 186 seconds)
L7[00:21:13] ⇦ Quits: airbreather (~airbreath@d149-67-99-43.nap.wideopenwest.com) (Read error: Connection reset by peer)
L8[00:21:52] ⇨ Joins: airbreather (~airbreath@d149-67-99-43.nap.wideopenwest.com)
L9[00:22:31] ⇦ Quits: H1N1theI (~h1n1thei@c-73-12-21-167.hsd1.va.comcast.net) (Ping timeout: 206 seconds)
L10[00:22:59] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L11[00:23:45] *** bilde2910|away is now known as bilde2910
L12[00:23:50] ⇦ Quits: Drullkus (~Drullkus@2601:646:8301:c41e:b8c6:1980:18c1:9a6a) (Quit: 5 minutes)
L13[00:24:21] ⇨ Joins: Drullkus (~Drullkus@2601:646:8301:c41e:6d2b:2a95:2d18:7fbf)
L14[00:27:28] ⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Quit: Nii-san is watching you.)
L15[00:33:22] ⇦ Quits: alex_6611 (~alex_6611@p5DE7B10F.dip0.t-ipconnect.de) (Ping timeout: 186 seconds)
L16[00:36:29] ⇦ Quits: sinkillerj (~sinkiller@nc-71-49-179-31.dhcp.embarqhsd.net) (Quit: Leaving)
L17[00:38:15] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186 seconds)
L18[00:41:15] ⇨ Joins: HewloThere (~HewloTher@180.200.150.151)
L19[00:41:27] ⇦ Quits: Lymia (~lymia@magical.girl.lyrical.lymia.moe) (Remote host closed the connection)
L20[00:43:43] ⇨ Joins: Lymia (~lymia@magical.girl.lyrical.lymia.moe)
L21[00:55:01] ⇨ Joins: orthoplex64 (~orthoplex@cpe-66-69-96-209.satx.res.rr.com)
L22[00:59:05] <theresajayne> I am looking for some Global data storage, I don't really want to have to go to custom files or databases, Is there a Global NBT data or is it al World NBT Data and I would just have to use the Overworld NBT data for everything?
L23[00:59:22] ⇦ Quits: Brokkoli (~Brokkoli@x55b13280.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))
L24[01:00:28] ⇦ Quits: MineBot (MineBot@minebot.services.esper.net) (*.net *.split)
L25[01:00:41] *** Ronz^afk is now known as Ronzan
L26[01:01:08] <Ronzan> theresajayne: config file, or what are you trying to do?
L27[01:09:22] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read error: Connection reset by peer)
L28[01:11:42] <theresajayne> I want a list of locations of specific entities but i don't want it limited by dimension
L29[01:12:11] <theresajayne> and i need access even if the location isnt loaded - like in an unloaded chunk or dimension
L30[01:16:04] <Ronzan> I believe you can use WorldSavedData to do that
L31[01:18:42] <tterrag> yes
L32[01:18:59] <Ronzan> see Sieben's post: http://www.minecraftforge.net/forum/index.php?topic=35016.0
L33[01:19:25] <foxy> anyone know how to help me...?
L34[01:22:25] <Ronzan> Sorry foxy, I can't, just a noob here ;)
L35[01:28:10] ⇦ Quits: Shamu (~shamu@2607:fcc8:9e4b:4100:2895:bad8:686f:fe9f) (Ping timeout: 192 seconds)
L36[01:32:08] <Zaggy1024> would it be better to keep EnumPlantType.Plains as it is now (so that it includes farmland), or make it possible to make a plant not plantable on farmland but on grass and dirt?
L37[01:32:38] <Zaggy1024> (with the change over to a Set for multiple plant types you'll be able to do Plains and Crops so that plants can behave as before
L38[01:37:47] ⇨ Joins: MineBot (MineBot@minebot.services.esper.net)
L39[01:37:47] *** ranger.esper.net sets mode: +o MineBot
L40[01:38:02] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L41[01:38:28] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L42[01:40:03] *** kroeser|away is now known as kroeser
L43[01:41:18] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 206 seconds)
L44[01:43:09] ⇨ Joins: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L45[01:46:37] ⇦ Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout: 206 seconds)
L46[01:53:43] <Zaggy1024> guess I gotta wait for the more active users >.>
L47[01:57:52] <ThePsionic> Mmmm, new GTA DLC tomorrow
L48[01:59:34] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L49[01:59:54] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Client Quit)
L50[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151214 mappings to Forge Maven.
L51[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151214-1.8.8.zip (mappings = "snapshot_20151214" in build.gradle).
L52[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/
L53[02:09:41] <McJty> Ok, so in most cases I can avoid a TESR and just associated my OBJ model using the blockstates.
L54[02:09:52] <McJty> But there are a few cases where I can't. So how exactly would one render an OBJ model from within a TESR now?
L55[02:10:06] <McJty> Any example code on that?
L56[02:11:19] ⇦ Quits: Drullkus (~Drullkus@2601:646:8301:c41e:6d2b:2a95:2d18:7fbf) (Remote host closed the connection)
L57[02:11:21] ⇨ Joins: zam (webchat@32.105-245-81.adsl-dyn.isp.belgacom.be)
L58[02:12:12] <Zaggy1024> what few cases when you can't?
L59[02:12:16] <Zaggy1024> perhaps I can help?
L60[02:12:34] <McJty> I have a chest where the chest itself is static but the lid is not. It animates
L61[02:12:37] <McJty> i.e. goes open and closed
L62[02:12:39] <Zaggy1024> ah
L63[02:12:54] <McJty> Also another case
L64[02:12:55] ⇦ Quits: auenfx4 (David@120.155.97.223) (Remote host closed the connection)
L65[02:13:04] <McJty> I have a furnace that is static but when it is on it shows a burning flame texture
L66[02:13:08] <McJty> And that has to be rendered in another layer
L67[02:13:19] <McJty> I think that also has to be done with a TESR but maybe I'm mistaken there?
L68[02:13:30] <Zaggy1024> can't you make the flame be part of the obj and change according to block state?
L69[02:13:39] <McJty> Zaggy1024, the render layer is a problem
L70[02:13:43] <McJty> The fire has to be in the CUTOUT layer
L71[02:13:50] <McJty> But the furnace itself is just normal
L72[02:13:53] <Zaggy1024> for the chest, there are ways to render block models in TESRs (I think pistons use that)
L73[02:14:01] <Zaggy1024> but that may not be preferable for you
L74[02:14:03] ⇨ Joins: auenfx4 (David@120.155.97.223)
L75[02:14:10] <Zaggy1024> I'm not sure if there's a direct way to render an obj
L76[02:14:33] <McJty> I think there was. I believe shadowfacts told me there was
L77[02:14:48] <Zaggy1024> what I did was I made a fake block with a state mapper to force loading of some blockstates jsons so I can render them in my TESR, but that's really quite complex
L78[02:16:50] ⇦ Quits: tambre (~tambre@3938-f0ff-4d9e-095a-4301-8a22-07d0-2001.dyn.estpak.ee) (Read error: Connection reset by peer)
L79[02:17:31] <McJty> I'll need to solve another problem first in any case so I'll wait
L80[02:17:34] ⇨ Joins: Emris (~Miranda@195.234.58.25)
L81[02:19:58] ⇦ Quits: HewloThere (~HewloTher@180.200.150.151) (Quit: Leaving)
L82[02:24:42] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195 seconds)
L83[02:26:41] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L84[02:27:28] *** bilde2910|away is now known as bilde2910
L85[02:31:34] ⇨ Joins: KGS (~KGS@h-212-116-74-249.na.cust.bahnhof.se)
L86[02:34:09] ⇨ Joins: VikeStep (~VikeStep@101.184.165.77)
L87[02:34:37] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L88[02:42:57] ⇨ Joins: Szernex (~Szernex@62-47-184-58.adsl.highway.telekom.at)
L89[02:44:15] <ThePsionic> http://pastebin.com/01vrLfEw
L90[02:45:03] ⇨ Joins: LexServer2 (LexManos@172.76.2.58)
L91[02:45:03] MineBot sets mode: +o on LexServer2
L92[02:45:15] ⇦ Quits: LexServer2 (LexManos@172.76.2.58) (Read error: Connection reset by peer)
L93[02:47:46] ⇦ Quits: LexServer (LexManos@172.76.2.58) (Ping timeout: 186 seconds)
L94[02:56:18] ⇦ Quits: orthoplex64 (~orthoplex@cpe-66-69-96-209.satx.res.rr.com) (Quit: Leaving)
L95[03:00:31] ⇦ Quits: blood_ (unknown@ool-182e0a55.dyn.optonline.net) ()
L96[03:03:21] ⇨ Joins: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
L97[03:04:17] <karlthepagan> trustin has just called you out - https://github.com/netty/netty/issues/2302#issuecomment-164373839
L98[03:06:37] <karlthepagan> note the *solution* https://github.com/netty/netty/issues/2302#issuecomment-59975628 - use an unreleasableBuffer
L99[03:24:39] <karlthepagan> correlates to https://github.com/MinecraftForge/MinecraftForge/issues/1848#issuecomment-99531590
L100[03:26:16] ⇦ Quits: Something12 (~Something@s010634bdfa9eca7b.vs.shawcable.net) (Ping timeout: 190 seconds)
L101[03:27:51] ⇨ Joins: OrionOnline (~OrionOnli@62.235.19.248)
L102[03:28:07] <killjoy> What would prevent thePlayer from being set?
L103[03:28:52] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 192 seconds)
L104[03:29:05] <karlthepagan> happens to me a lot
L105[03:29:20] <killjoy> I'm leaning towards blaming optifine
L106[03:29:22] <karlthepagan> when I cut out a big chunk of code to make a bot I found a race condition
L107[03:29:38] <sham1> Good morning-ish time for each and every one of you
L108[03:29:58] <sham1> Always blame optifine
L109[03:30:15] <karlthepagan> killjoy - when the server receives the connect packet it is re-queued using a lazy goto (throw static exception)
L110[03:30:25] <karlthepagan> the act of throwing makes packet order non-deterministic
L111[03:31:29] <karlthepagan> I started writing a patch to setup a barrier during client connect... but meh too complex
L112[03:32:18] <ZaggyMobile2> Can anyone think of a crop from a mod that is plantable on multiple soil types?
L113[03:32:37] <sham1> Sugarcane
L114[03:32:38] <karlthepagan> sugarcane :D
L115[03:32:40] <sham1> Wait no
L116[03:32:41] <karlthepagan> beat me!
L117[03:32:49] <ZaggyMobile2> Simplest combination probably being Plains and Desert
L118[03:32:51] <karlthepagan> sand or soil yea
L119[03:32:58] <ZaggyMobile2> Sugar cane is the water type
L120[03:33:01] ⇨ Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L121[03:33:02] <karlthepagan> doh
L122[03:33:15] <sham1> But water if the weaknesses of grass types
L123[03:33:22] ⇨ Joins: HewloThere (~HewloTher@180.200.150.151)
L124[03:33:38] <ZaggyMobile2> That's why i specified that out should be from a mod, since vanilla doesn't have such a plant
L125[03:34:01] <sham1> Why do you need something like that
L126[03:34:22] <tterrag> make your own test mod
L127[03:34:28] <ZaggyMobile2> Trying to figure something out for my pr for plantable
L128[03:34:47] <ZaggyMobile2> IPlantable, I mean
L129[03:35:05] *** kroeser is now known as kroeser|away
L130[03:35:13] <ZaggyMobile2> I'm trying to think of the applications of my changes
L131[03:35:22] <ZaggyMobile2> I don't need a test mod
L132[03:35:47] <tterrag> yes, you do, it's part of making a proper PR when it changes the API so deeply
L133[03:36:48] <ZaggyMobile2> Specifically the thing in trying to figure it out is whether there should be like a "main" plant type, or just something to differentiate plants that should keep farmland from dying
L134[03:37:13] <sham1> Fertiliser plants :D
L135[03:37:23] <ZaggyMobile2> tterrag, that would be later, if it would even be necessary
L136[03:37:38] <ZaggyMobile2> These changes aren't exactly complex
L137[03:37:59] <ZaggyMobile2> What are fertiliser plants? :P
L138[03:38:57] <sham1> Plants that capture nitrogen from the air and have it go into the soil
L139[03:39:18] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L140[03:39:30] <sham1> Thus making the soil more versitile
L141[03:39:32] <ZaggyMobile2> What I'm trying to fix by making it differentiate primarily farmland crops for is to make Forge match vanilla, where only BlockCrops and BlockStem prevent farmland from dying
L142[03:40:00] <ZaggyMobile2> In Forge, task grass stops farmland from turning to duty
L143[03:40:06] <ZaggyMobile2> *dirt
L144[03:40:32] <ZaggyMobile2> *tall grass
L145[03:41:03] <ZaggyMobile2> Touchscreens are very imprecise :P
L146[03:41:13] <karlthepagan> reference the Netty bug that's been handles poorly: FMLHandshakeServerState references a releasable buffer in an enum context.
L147[03:41:49] <ZaggyMobile2> Sham1 does that plant exist in some
L148[03:41:58] <ZaggyMobile2> mod?
L149[03:43:04] <ZaggyMobile2> Like I said, I'm looking for applications of IPlantable, to figure out what this "main" plant type could be, and if it would be useful for anything
L150[03:44:05] ⇨ Joins: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L151[03:44:56] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L152[03:47:06] <Zaggy1024> another option would be to make it check "plantTypes.contains(EnumPlantType.Crops) && !plantTypes.contains(EnumPlantType.Plains)", so that if the plant can stay if the soil turns to dirt, it will turn it to dir
L153[03:47:07] <Zaggy1024> dirt
L154[03:47:30] ⇦ Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout: 186 seconds)
L155[03:47:32] <Zaggy1024> but that's not necessarily ideal, because some plants may benefit from farmland while still surviving on dirt
L156[03:47:54] <Zaggy1024> I know many plants in the mod I'm working on do that
L157[03:49:06] <karlthepagan> eh, none of those buffers are actually constant
L158[03:49:20] <karlthepagan> i should sleep... might have time to dig into it later
L159[03:55:52] ⇨ Joins: tambre (~tambre@c96c-6b81-388c-a4b1-4301-8a22-07d0-2001.dyn.estpak.ee)
L160[03:56:00] <ZaggyMobile2> I'm going to sleep, but it would be nice to get people's feedback on what IPlantable should work like when it allows multiple plant types
L161[03:56:17] <ZaggyMobile2> I'll probably ask about it again tomorrow
L162[03:57:06] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 186 seconds)
L163[03:58:07] <LexDesktop> !gm func_74861_a
L164[04:01:20] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L165[04:02:06] *** bilde2910|away is now known as bilde2910
L166[04:07:27] <LexDesktop> Alright, wel.. im about to push a change to FF to fix a decompile bug, someone test it out in like 5 mins refreshign your deps to see if I broke forge u.u
L167[04:13:30] <killjoy> !gc ctq 1.8
L168[04:17:06] ⇨ Joins: portablejim (~portablej@ppp255-221.static.internode.on.net)
L169[04:18:28] <portablejim> How would I save a block + meta (or blockstate) into an NBT tag and get it back again?
L170[04:19:34] <portablejim> oh, I mean an itemstack, not a block.
L171[04:19:42] <killjoy> !gc cil 1.8
L172[04:20:01] <killjoy> Well that explains why thePlayer is null
L173[04:20:57] <tterrag> portablejim: stack.writeToNBT ...
L174[04:21:11] <tterrag> or...what are you asking?
L175[04:21:40] <Matthew> LexDesktop, looks like it broke forge patches. https://gist.github.com/matthewprenger/27fe115c20efc3081836
L176[04:25:01] ⇨ Joins: Jezza (~Jezza@185.44.151.104)
L177[04:25:13] <LexDesktop> Actualyl it didnt break forge
L178[04:25:15] <LexDesktop> it broken MCP FUCK
L179[04:25:39] <LexDesktop> Forgot about the mcp patches
L180[04:27:36] <killjoy> I finally fixed optifine compatability q.q
L181[04:28:03] <LexDesktop> The patch that MCP does actually is what I just fixed in FF
L182[04:28:12] <LexDesktop> Needc to find a way to tell FG to skip it.
L183[04:43:04] ⇨ Joins: mezz_ (~quassel@24.6.28.151)
L184[04:43:31] ⇨ Joins: Lothendal (~Lothendal@ip5b41e99f.dynamic.kabel-deutschland.de)
L185[04:43:31] ⇦ Quits: mezz (~quassel@2601:641:4080:6bf:d1aa:c09e:76c4:b584) (Ping timeout: 206 seconds)
L186[04:43:38] ⇦ Quits: killjoy (~killjoy@2606:a000:1118:c13e:2c63:6b44:857:b44a) (Quit: Leaving)
L187[04:43:44] ⇦ Quits: psxlover (~psxlover@athedsl-4426595.home.otenet.gr) ()
L188[04:47:00] ⇦ Quits: MikrySoft (~MikrySoft@89-76-18-43.dynamic.chello.pl) (Read error: Connection reset by peer)
L189[04:49:50] <LexDesktop> Alright pushed a change that made it an optional patch, refresh deps on your setup will fix it.
L190[04:54:37] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195 seconds)
L191[04:54:37] ⇨ Joins: CovertJaguar (~you@65.183.205.6)
L192[04:54:37] MineBot sets mode: +v on CovertJaguar
L193[04:56:47] <Matthew> looks good this time. heres my diff between old and new https://gist.github.com/matthewprenger/fe3d478e4569dab2ead8
L194[04:56:56] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L195[04:57:43] *** bilde2910|away is now known as bilde2910
L196[05:01:51] ⇨ Joins: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L197[05:03:16] <Matthew> actually Lex, why did this change to lvt_2_2_ https://gist.github.com/matthewprenger/fe3d478e4569dab2ead8#file-forgediff-patch-L30
L198[05:03:32] <LexDesktop> No fucking idea, but it doesnt break anything.
L199[05:03:46] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186 seconds)
L200[05:04:10] <Matthew> heh yeah. just started minecraft. didn't crash
L201[05:04:13] <LexDesktop> The important ones were the world and portal
L202[05:04:57] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L203[05:05:06] <LexDesktop> It probably didnt get merged because it was doing a multi-level merge. Which would get interesting.
L204[05:05:50] ⇨ Joins: mister_person (~mister_pe@c-71-237-219-55.hsd1.or.comcast.net)
L205[05:07:14] <LexDesktop> Side note, anyone have any options on easy-ish to use windows firewalls? Thinking of going Comodo, because thats the only name i recognize but cant remember if that was a good thing or bad.
L206[05:14:10] ⇨ Joins: Nitrodev (~Nitrodev@dcx0f0ycbw0-yp18snz-t-3.rev.dnainternet.fi)
L207[05:19:05] ⇨ Joins: AforAnonymous (bitch2k@dyn-042-143.vix1.mmc.at)
L208[05:21:54] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186 seconds)
L209[05:22:04] <luacs1998> lex, windows firewall is all i can think of, lol
L210[05:22:12] <portablejim> tterrag: I am wanting to save the block info (not NBT) into an nbt tag. 1.7 code: https://github.com/portablejim/BetterBuildersWands/blob/master/src/main/java/portablejim/bbw/core/items/ItemBasicWand.java#L78 but it is deprecated in 1.8.
L211[05:22:42] ⇨ Joins: psxlover (~psxlover@ppp-2-84-87-106.home.otenet.gr)
L212[05:23:12] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L213[05:24:40] ⇨ Joins: mumfrey (~Mumfrey@dedi5.eq2.co.uk)
L214[05:27:02] ⇦ Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net) (Read error: Connection reset by peer)
L215[05:27:14] ⇦ Quits: flappy (~flappy@85-76-166-101-nat.elisa-mobile.fi) (Ping timeout: 186 seconds)
L216[05:30:36] <LexDesktop> windows firewall is a pain to use, plus from what i've seen had bad log utilitites :/
L217[05:33:21] <tterrag> portablejim: that method was just a passthrough for Block.blockRegistry.getNameForObject
L218[05:33:25] <tterrag> use that instead
L219[05:34:39] ⇨ Joins: Elec332 (webchat@83.232.88.198)
L220[05:36:09] ⇦ Quits: HewloThere (~HewloTher@180.200.150.151) (Quit: Leaving)
L221[05:39:06] ⇦ Quits: KGS (~KGS@h-212-116-74-249.na.cust.bahnhof.se) (Ping timeout: 206 seconds)
L222[05:39:30] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 186 seconds)
L223[05:39:40] <LexDesktop> does enchanting in vanilla sometimes add multiple enchantments at once?
L224[05:40:34] ⇦ Quits: Elec332 (webchat@83.232.88.198) (Ping timeout: 204 seconds)
L225[05:43:30] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L226[05:44:17] *** bilde2910|away is now known as bilde2910
L227[05:44:22] <tterrag> not that I've ever seen
L228[05:44:52] ⇨ Joins: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L229[05:46:03] <LexDesktop> Acording to the wiki it does.
L230[05:46:50] ⇦ Quits: portablejim (~portablej@ppp255-221.static.internode.on.net) (Quit: Konversation terminated!)
L231[05:48:02] ⇦ Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout: 186 seconds)
L232[05:48:20] <LexDesktop> Yup just tested vanilla it'll randomly pick a few enchantments.
L233[05:50:17] ⇨ Joins: portablejim (~portablej@2001:4830:121d:0:acd3:df55:6deb:92cd)
L234[05:50:47] ⇦ Quits: Hea3veN (~Hea3veN@190.247.248.80) (Read error: Connection reset by peer)
L235[05:52:02] <tterrag> oh, I misread your question
L236[05:52:05] <tterrag> yes it absolutely does
L237[05:52:09] <tterrag> I thought you meant duplicates
L238[05:52:35] <McJty> BTW. In MC 1.8.8 events are done in a separate thread. Right?
L239[05:52:57] <McJty> If so are there common practices and hints on what one should look out for and how to get around modifying your TE anyway?
L240[05:52:59] <tterrag> no
L241[05:53:00] ⇦ Quits: Szernex (~Szernex@62-47-184-58.adsl.highway.telekom.at) (Killed (NickServ (GHOST command used by Szernex_!~Szernex@212-88-17-43.adsl.highway.telekom.at)))
L242[05:53:06] ⇨ Joins: Szernex (~Szernex@212-88-17-43.adsl.highway.telekom.at)
L243[05:53:09] <McJty> I mean messages (network)
L244[05:53:13] <tterrag> then yes
L245[05:53:18] <tterrag> completely different thing :P
L246[05:53:25] <McJty> yes I know.
L247[05:53:37] <McJty> So consider my question 'reasked' using 'messages' :-)
L248[05:53:39] <tterrag> McJty: http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/#making-packets
L249[05:53:41] <tterrag> read the warning box
L250[05:53:50] <McJty> ok thanks. Will check it out now
L251[05:54:20] <McJty> ok, that looks simple enough
L252[06:01:37] <portablejim> What sort of an approach is needed with rendering stuff with AABBs in 1.8? RenderGlobal seems broken.
L253[06:04:12] ⇨ Joins: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L254[06:07:31] ⇦ Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net) (Ping timeout: 190 seconds)
L255[06:10:16] ⇨ Joins: Hea3veN (~Hea3veN@190.247.248.80)
L256[06:10:44] <boni> McJty: https://github.com/SlimeKnights/Mantle/blob/1.8/src/main/java/slimeknights/mantle/network/AbstractPacketThreadsafe.java
L257[06:10:55] ⇨ Joins: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L258[06:11:12] <McJty> boni, thanks!
L259[06:12:50] <boni> (abstractpacket is just an IMessage and IMessagehandler combination)
L260[06:13:34] ⇦ Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net) (Read error: Connection reset by peer)
L261[06:14:20] ⇦ Quits: asie (~asie@asie.pl) (Ping timeout: 192 seconds)
L262[06:17:09] <LexDesktop> Note: You REALLY should think about making your work threadsafe.
L263[06:17:49] <boni> definitively. but that only works if you know the parts that are not inheritely threadsafe
L264[06:17:54] <boni> also, rendering and user interaction. brrr
L265[06:18:00] <boni> +gui
L266[06:19:09] <tterrag> boni: stop combining IMessage and IMessage handler
L267[06:19:12] <tterrag> it's bad practice :(
L268[06:20:18] <boni> it's nice and overseeable ;P
L269[06:20:25] <sham1> About threadsafe
L270[06:20:50] <sham1> MC really is not thread safe, unless we talk about networking which has its own thread
L271[06:21:28] <tterrag> boni: how so? you should only need to wrap the handler in a task
L272[06:21:36] <tterrag> instead of complicating your packet (which should be purely data)
L273[06:23:47] <sham1> And that data can pretty much be anything
L274[06:23:52] <boni> i have all that concerns the message in one class. i don't need to look through several classes to find what it actually does. like in MC. the packets do simple things.
L275[06:24:23] <sham1> I do what EnderCore does (thanks tterrag for inspiration)
L276[06:24:25] <tterrag> sounds great until you mix up your contexts
L277[06:24:31] <McJty> Hmm boni. My situation is a bit complicated since I use the message reply system
L278[06:24:33] <tterrag> sham1: yeah, I wish you didn't
L279[06:24:40] <sham1> :D
L280[06:24:42] <McJty> And I cannot simply return the reply message in the runnable
L281[06:24:45] *** fry|sleep is now known as fry
L282[06:24:49] <fry> boni: booooooooooo
L283[06:25:02] <sham1> Serializing stuff can get annoying
L284[06:25:04] <boni> McJty: i just showed you how to make the call threadsafe :P
L285[06:25:06] <sham1> You know that
L286[06:25:08] <fry> implelemting IMessage and IMessageHandler on 1 class is stupid
L287[06:25:10] <tterrag> boni: one time you will forget you need to do message.foo instead of just foo
L288[06:25:15] <tterrag> and you wilil spend hours debugging it :)
L289[06:25:16] <fry> and dangerous
L290[06:25:24] <boni> tterrag: ?
L291[06:25:30] <boni> what is message.foo and just foo
L292[06:25:46] <sham1> but yeah, IMessage and IMessageHandler in same class is a no-no
L293[06:25:49] <boni> fry: why would it be
L294[06:25:56] <boni> i don't see any downside
L295[06:26:47] <fry> would you implement Block and Tileentity in 1 class, if java allowed that?
L296[06:26:54] <sham1> Also tterrag, may I ask why
L297[06:27:16] <boni> fry: depends on the task it performs, i guess? ;P
L298[06:27:25] <fry> what?
L299[06:27:29] <fry> seriously?
L300[06:27:30] <tterrag> sham1: because i added that nasty reflection crap to avoid rewriting everything
L301[06:27:36] <sham1> oh
L302[06:27:38] <McJty> fry, for those two it is a bit different as there is only one block instance but there are many tile entity instances
L303[06:27:39] <tterrag> I would never have written it like that
L304[06:27:42] <McJty> fry, so bad example :-)
L305[06:27:45] <sham1> I just use the serializing stuff
L306[06:27:47] <fry> exactly, McJty
L307[06:27:53] <sham1> That's all I grabbed
L308[06:28:03] <boni> ah
L309[06:28:03] <tterrag> sham1: hm?
L310[06:28:05] <fry> situation with IMessage and IMessageHandler is exactly the same
L311[06:28:05] <tterrag> like what?
L312[06:28:14] <boni> fry: well, why didn't you say so when i asked you? :P
L313[06:28:14] <fry> there's 1 IMessageHandler instance
L314[06:28:23] <boni> and yes you're correct
L315[06:28:27] <boni> there is 1 IMessageHandler instance
L316[06:28:27] <fry> but multiple IMessage instances
L317[06:28:33] <boni> it just happens to be the same class /o\
L318[06:28:40] <fry> why?
L319[06:28:45] <fry> it's stupid
L320[06:28:48] <sham1> The way where you write the serializable stuff into the gzip stream and that into the bytestream
L321[06:28:53] <sham1> bytebuf*
L322[06:28:57] <tterrag> oh, that wasn't my idea :P
L323[06:29:01] <boni> it's less stupid than having a child-class inside the class just for the handler.
L324[06:29:04] <boni> ;P
L325[06:29:08] <tterrag> you mean this https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/config/PacketConfigSync.java
L326[06:29:09] <fry> no, it's not
L327[06:29:13] <sham1> yes
L328[06:29:18] <boni> it's less readable i mean
L329[06:29:19] <sham1> It may not be yours
L330[06:29:26] <boni> otherwise there's no semantic difference in my case
L331[06:29:27] <fry> boni: this is throwing OOP out of the window completely
L332[06:29:27] <sham1> But I heard it first from you so...
L333[06:29:31] <gabizou> /msg Dockter https://github.com/gabizou/ArcReactorMod for reference
L334[06:29:35] <tterrag> I think Ordinastie showed me that .-.
L335[06:29:40] <gabizou> -_- ignore that
L336[06:29:40] <tterrag> gg gabizou
L337[06:29:46] <fry> it's like implementing IModel and IBakedModel on the same class
L338[06:29:58] <gabizou> tterrag shhhhh don't pay attention to the forge noob
L339[06:30:04] ⇨ Joins: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net)
L340[06:30:08] <fry> boni: and all you save is 1 line of code
L341[06:30:12] <boni> fry: i really CBA to go into every detailed OOP for very simple htings
L342[06:30:22] <fry> it's not about simplicity
L343[06:30:35] <Wuppy> anyone want to play my ludum dare game?>
L344[06:30:42] <fry> it's about having a basic understanding of what a class is
L345[06:31:27] <sham1> Much rather have a packet bean than deal with serializing stuff seperately
L346[06:31:38] <McJty> fry, btw. I'm still having some trouble finding info on how to render an OBJ from within a TESR. I can avoid many cases of that in my mod but a few I can't avoid
L347[06:31:49] <fry> boni: using "this" inside the AbstractPacket is pointless and dangerous
L348[06:32:09] <boni> not in my implementation, no
L349[06:32:23] <boni> i know what you mean
L350[06:32:42] ⇨ Joins: Alexiy (~Alexiy@ip-118-203.zb.lv)
L351[06:33:10] <fry> boni: let's say I extend AbstractPacket, and store something in it - for example, buffer of all the data I receive; where should I store it?
L352[06:33:22] ⇨ Joins: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L353[06:34:26] <fry> McJty: https://github.com/RainWarrior/MinecraftForge/blob/model-animation/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L241-L284 (minus the IExtendedBlockState if)
L354[06:35:10] *** kroeser|away is now known as kroeser
L355[06:35:30] <McJty> fry, is it not possible to do this without requiring a model linked to the state?
L356[06:35:50] <fry> get the IModel instead, call bake on it, and use that
L357[06:36:08] <fry> you can get it by calling ModelLoaderRegistry.loadModel
L358[06:36:10] <boni> fry: i don't have a buffer of all the data I receive. I have packets with data that are consumed on call.
L359[06:36:21] <McJty> fry, I was told to never ever call bake on my own
L360[06:36:28] <McJty> By shadowfacts I think
L361[06:37:07] <boni> how else would you bake a model, if not with calling bake?
L362[06:37:21] <sham1> I'd rather bake a cake
L363[06:37:23] <McJty> Well the point is probably that you shouldn't manually bake it but let the 'system' do it
L364[06:37:37] <boni> the 'system' is calling 'bake' on the imodel
L365[06:37:52] <McJty> yes it is
L366[06:37:54] <boni> you just have to give it the right parameters. which you usually get from the modelloader originally
L367[06:37:59] <McJty> Well I'll stop playing relay buffer :-)
L368[06:38:00] <sham1> Also fry, why is that chest entityliving
L369[06:38:06] <McJty> Just telling you what I was told. I don't understand it
L370[06:38:46] <fry> McJty: yes, in general, that's true for block and item-tied models; but baking manually is not bad - you just won't be able to tie the resulting baked model to the block/item
L371[06:39:07] <McJty> that's ok
L372[06:39:23] <McJty> Is there a specific time where I can bake? Can I do it in my TESR on init or does it have to be in a specific phase?
L373[06:40:35] <boni> fry: technically you might need to bake manually in case of multimodels etc. since it's in the registry afterwards it can be tied to stuff
L374[06:40:57] <sham1> Can't you prebake inside tesr's constructor
L375[06:41:13] <boni> that... kinda defeats the purpose of a TESR
L376[06:41:39] <sham1> Not really if you want to do some fancy stuff with OGL while wanting to use models
L377[06:42:01] <boni> then you do the fancy stuff with OGL while the model is rendered like a block since it's static?
L378[06:42:08] <boni> otherwise you wouldn't be able to prebake it in the TESR constructor
L379[06:42:22] <sham1> Not if you for instance want to rotate that static model
L380[06:42:33] <tterrag> GL11.glRotatef(90, 0, 1, 0); model.render();
L381[06:42:37] <tterrag> oh look now TESR has a purpose
L382[06:42:38] <sham1> Yes
L383[06:42:47] <fry> boni: since you don't use the IMessageHandler part of AbstractPacket anywhere in the subclasses, why the hell is it in there at all? seriously? only for the NetworkWrapper convenience?
L384[06:43:01] <McJty> Yes, I found that I can avoid most of my TESR in 1.8.8
L385[06:43:07] <McJty> Except for a few cases like those
L386[06:43:17] <McJty> And also where I need to render in-world itemstacks (which is almost all my blocks :-)
L387[06:43:18] <sham1> Convenience wrapper around convenience wrapper o_O
L388[06:43:31] <boni> fry: pretty much, yes.
L389[06:43:37] <boni> you need one after all /o\
L390[06:43:39] <sham1> For in - world itemstack render
L391[06:43:54] <boni> tterrag: then you simply get the model out of the baked registry ;o
L392[06:44:05] <tterrag> but that's his problem
L393[06:44:10] <tterrag> it's not tied to any block/item so it's not baked
L394[06:44:18] <tterrag> the entire reason for this conversation
L395[06:44:28] <fry> boni: you are aware that your IMessageHandler can be refactored in 1 class, and used for all classes that extendAbstractpacket, so you wouldn't even need to use reflection to instantiate it?
L396[06:44:53] <boni> fry: nope. i just took the simplehandler thinige and adapted it to be threadsafe
L397[06:45:01] <boni> where can i find that stuff?
L398[06:45:06] <fry> what stuff?
L399[06:45:18] <boni> oh wait
L400[06:45:20] <boni> i get what you mean
L401[06:45:22] <boni> heh, yeah, that'd make sense
L402[06:45:26] <fry> https://github.com/SlimeKnights/Mantle/blob/1.8/src/main/java/slimeknights/mantle/network/NetworkWrapper.java#L48
L403[06:45:31] <fry> ya think?
L404[06:45:53] <fry> handler = new AbstractpacketMessageHandler();
L405[06:45:56] <tterrag> I do wish netty wasn't so reflection based
L406[06:46:05] <fry> it's fucking not
L407[06:46:14] <tterrag> sure...then why do I register my packets with class objects?
L408[06:46:17] <boni> fry: i just took what simplenetworkhandler and the old implementation gave me ;o
L409[06:46:31] <boni> thanks for pointing it out *writes on todo*
L410[06:46:34] <fry> tterrag: because constructors aren't functions until java8
L411[06:46:41] <tterrag> no, but they could use a factory
L412[06:46:46] <tterrag> like, was the standard in java for ages
L413[06:46:47] ⇨ Joins: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L414[06:47:16] <tterrag> and take an IMessageHandler instance instead of a class
L415[06:47:31] <sham1> Do you really want to use NettyPackerBeanFactoryAccumalatorBeanFactory
L416[06:47:40] <tterrag> if it means less reflection, yes
L417[06:47:49] <tterrag> and it would just be something like PacketCreator<MyPacket>
L418[06:48:03] <sham1> Reflection is not that bad of a thing
L419[06:48:04] <fry> tterrag: blame cpw for using reflection-based API in SimpleImpl
L420[06:48:22] <tterrag> sham1: requiring magic empty constructors is
L421[06:48:41] <sham1> Make an annotation for generating that
L422[06:48:54] <tterrag> use ASM to solve a problem created with reflection?
L423[06:48:54] <tterrag> hahaha
L424[06:49:05] <sham1> And it is not like nothing else requires magic empty constructors
L425[06:49:15] <sham1> See: beans
L426[06:49:16] <Unh0ly_Tigg> *cough* lombok *cough*
L427[06:49:28] <sham1> And those are officially mandated by oracle
L428[06:49:36] <Unh0ly_Tigg> @NoArgConstructor ftw
L429[06:50:07] <sham1> Not saying javabean are bad
L430[06:50:13] <sham1> Because they arent
L431[06:50:48] <Unh0ly_Tigg> For the F3 debug screen, when it's showing blockstate properties for the highlighted block, does it show unlisted properties?
L432[06:51:07] <sham1> I'd assume not
L433[06:51:17] <sham1> They are unlisted for a reason ;)
L434[06:51:37] <Unh0ly_Tigg> they're unlisted mainly for the blockstate map
L435[06:51:52] <Unh0ly_Tigg> so you can have more properties without crowding the map
L436[06:51:57] <sham1> That's because you really cannot serialize all of them into strings
L437[06:52:07] <sham1> Well yeah
L438[06:52:18] <sham1> But why not apply that logic to the debug screen
L439[06:55:46] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 186 seconds)
L440[06:57:42] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L441[07:01:00] ⇨ Joins: kimfy (~kimfy___@74.141.16.62.customer.cdi.no)
L442[07:02:03] ⇨ Joins: pahimar (~pahimar@192.227.130.190)
L443[07:02:03] MineBot sets mode: +o on pahimar
L444[07:06:27] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195 seconds)
L445[07:07:36] ⇦ Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net) (Read error: Connection reset by peer)
L446[07:07:47] ⇨ Joins: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L447[07:08:09] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L448[07:08:57] *** bilde2910|away is now known as bilde2910
L449[07:12:47] ⇨ Joins: michael_ (~michael_@89-138-202-253.bb.netvision.net.il)
L450[07:14:17] <michael_> Any simple example 1.8 mods? I just need some simple examples of items, blocks subitems and basic (SimpleNetworkWrapper) networking.
L451[07:14:43] <michael_> I can't find any tutorials that are up to date
L452[07:15:21] <sham1> https://github.com/sham1/ManaCraft
L453[07:15:24] <sham1> Handle with care
L454[07:16:00] <michael_> Wow some very descriptive commit messages...
L455[07:16:07] <michael_> Thanks
L456[07:16:17] <sham1> My commits are there to commit
L457[07:16:19] <sham1> Not to tell a tale
L458[07:17:48] <fry> git commit -m "Long ago, in a galaxy far away..."
L459[07:17:52] ⇨ Joins: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net)
L460[07:17:56] <sham1> :P
L461[07:19:14] <sham1> at least my commits are not as long as the starwars things
L462[07:19:22] ⇨ Joins: Flenix_ (~Flenix@dab-yat1-h-49-6.dab.02.net)
L463[07:20:09] <sham1> Anyway, I love how convenient curse is for making custom mod packs
L464[07:20:36] <McJty> For mods that are on curse at least :-)
L465[07:20:40] <McJty> Luckilly many are these days
L466[07:20:49] *** Flenix_ is now known as Flenix|Train
L467[07:21:34] <sham1> Well obviously
L468[07:23:01] ⇨ Joins: MikrySoft (~MikrySoft@89-76-18-43.dynamic.chello.pl)
L469[07:23:58] ⇨ Joins: asie (~asie@asie.pl)
L470[07:24:45] ⇦ Quits: MikrySoft (~MikrySoft@89-76-18-43.dynamic.chello.pl) (Read error: Connection reset by peer)
L471[07:28:01] ⇦ Quits: Flenix|Train (~Flenix@dab-yat1-h-49-6.dab.02.net) (Remote host closed the connection)
L472[07:31:35] <michael_> Hey sham1, i'm doing basically the exact same thing as you are and I cant get my item texture loaded
L473[07:32:09] <sham1> Show your stuff
L474[07:32:30] <portablejim> Is there a way to register an item to have a particular texture for any damage/metadata value in 1.8?
L475[07:32:41] <sham1> Yes
L476[07:32:44] <michael_> Well I haven't commited it yet
L477[07:32:50] <sham1> Why would there not be a way
L478[07:39:58] <Hea3veN> portablejim: register variants of the item, then each variant will load a different item model
L479[07:40:25] <portablejim> I think I found it, using ItemMeshDefinition.
L480[07:40:33] <sham1> NOOOO
L481[07:40:40] <Hea3veN> use ModelLoader.setCustomModelResourceLocation
L482[07:40:44] <sham1> ^
L483[07:40:45] * McJty was waiting for the NOOOO :-)
L484[07:40:54] <Hea3veN> and ModelLoader.addVariantName
L485[07:41:29] <portablejim> I want all metadata values to have the same texture.
L486[07:41:37] <portablejim> Does that do that?
L487[07:41:49] <sham1> If you wany
L488[07:41:53] <McJty> portablejim, you can use put a default texture in the 'default' section
L489[07:42:18] <portablejim> What are the advantages of that over ItemMeshDefinition?
L490[07:42:30] <sham1> Proper way
L491[07:42:38] <McJty> That it is the proper way and avoids using things meant mostly for internal usage
L492[07:44:47] <portablejim> Any example of the default being used?
L493[07:44:56] *** hipsterpig is now known as pig
L494[07:44:57] ⇨ Joins: MikrySoft (~MikrySoft@89-76-18-43.dynamic.chello.pl)
L495[07:45:23] <michael_> here sham1, it's this is most of it. I just started porting, just copied a few files from 1.7 and commented all references to things I havent copied yet. https://gist.github.com/michael-3-141/c38c2075abd529554edb
L496[07:45:49] ⇨ Joins: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L497[07:45:58] <michael_> The localization is working
L498[07:46:05] <michael_> Textures are not
L499[07:47:11] <sham1> Dont you have a proper repo
L500[07:47:35] <michael_> Yes, but I just started porting and I haven't commited anything yet
L501[07:48:07] <Wuppy> ugh the day after game jams is so... dead
L502[07:49:06] ⇦ Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout: 186 seconds)
L503[07:50:09] ⇦ Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote host closed the connection)
L504[07:50:27] <portablejim> sham1: Can you help me get this working the proper way https://gist.github.com/portablejim/d6561faa751a0dd23a9b ?
L505[07:50:44] ⇦ Quits: VikeStep (~VikeStep@101.184.165.77) (Quit: Leaving)
L506[07:50:52] *** Falk|Panic is now known as Falkreon
L507[07:50:55] <sham1> https://github.com/sham1/ManaCraft/blob/master/src/main/java/sham1/manacraft/client/ClientProxy.java#L15
L508[07:50:58] <sham1> Look for yerself
L509[07:52:13] <portablejim> Um, doing that does not do what I want to do.
L510[07:52:22] <sham1> How so
L511[07:52:28] <sham1> Be more specific please
L512[07:52:49] ⇨ Joins: colossali (~Ivan@86-43-161-217-dynamic.b-ras2.prp.dublin.eircom.net)
L513[07:53:12] <portablejim> The item is not damagable. The metadata of the item means something to the item, but the item should have the same texture for any arbitary metadata.
L514[07:53:29] *** amadornes[OFF] is now known as amadornes
L515[07:53:31] <sham1> Yes, and?
L516[07:54:14] <Hea3veN> he means doing something like https://github.com/hea3ven/BuildingBricks/blob/master/src/main/java/com/hea3ven/buildingbricks/core/ProxyClientBuildingBricks.java#L41-L43
L517[07:54:20] <Falkreon> so many block and item model shenanigans
L518[07:54:30] <sham1> yes, and
L519[07:54:39] ⇦ Quits: GildedGames (~GildedGam@ec2-54-81-91-89.compute-1.amazonaws.com) (Remote host closed the connection)
L520[07:54:46] ⇨ Joins: GildedGames (~GildedGam@ec2-54-196-38-180.compute-1.amazonaws.com)
L521[07:55:02] <michael_> Seriously you need to loop and register all possible damage values?!?
L522[07:55:03] <Falkreon> whoa, you're just offhandedly registering 1000 models
L523[07:55:05] <sham1> Just ModelLoader.setCustomModelResourceLocation if you do not have any better idea about implementation
L524[07:55:11] <Falkreon> way to abuse the system
L525[07:55:11] <portablejim> The setCustomModelResourceLocation does not do that, at least without a long loop (which seems dumb).
L526[07:55:44] <sham1> fry, help
L527[07:56:00] <fry> setCustomMeshDefinition
L528[07:56:06] <amadornes> o/
L529[07:56:15] <Hea3veN> well, there's no way to say that all meta will be the same model
L530[07:56:24] <fry> setCustomMeshDefinition
L531[07:56:26] <Falkreon> heaven- sure there is
L532[07:56:44] <Hea3veN> is that for items?
L533[07:56:48] <Falkreon> it's called registering it once with the one model
L534[07:57:00] <fry> yes, that's for items
L535[07:57:17] <portablejim> So, instead of ((ItemModelMesher)mesher).register I should use setCustomModelResourceLocation and instead of ItemMeshDefinition I should usesetCustomMeshDefinition?
L536[07:58:02] <diesieben07> setCustomMeshDefinition TAKES an ItemMeshDefinition
L537[07:58:16] <diesieben07> the point is to use ModelLoader, not ItemModelMesher
L538[07:58:35] <portablejim> Ah.
L539[07:58:37] <Hea3veN> well, I wrote that code before the ModelLoader had this methods
L540[07:58:52] <Falkreon> -_-
L541[07:59:21] *** Vigaro|AFK is now known as Vigaro
L542[07:59:34] <Falkreon> alright, I'm amused though. I've seen enough of this go by that I need to put together a couple 1.8.8 blocks.
L543[07:59:41] <Falkreon> what do we actually need
L544[08:00:31] <Falkreon> seems like we have botania coming up, and some thin industrial coverage
L545[08:00:37] <Falkreon> in 1.8
L546[08:01:07] <sham1> some people will be left behind to bite the dust while the rest of us progress
L547[08:01:13] <Falkreon> indeed.
L548[08:01:16] <tterrag> if only all this was written down somewhere...some place central...easy to find...
L549[08:01:26] <sham1> readthedocs?
L550[08:01:32] <tterrag> that's it!
L551[08:01:38] ⇦ Quits: michael_ (~michael_@89-138-202-253.bb.netvision.net.il) (Read error: Connection reset by peer)
L552[08:01:49] <sham1> But that takes too much effort to write there :C
L553[08:01:58] <Falkreon> tterrag, if there was a TFM to R that'd be awesome
L554[08:02:19] <tterrag> Falkreon: well it won't write itself
L555[08:02:25] <Falkreon> indeed.
L556[08:02:27] <tterrag> sham1: how so? is it more effort than normal writing?
L557[08:02:28] ⇨ Joins: michael_ (~michael_@89-138-202-253.bb.netvision.net.il)
L558[08:02:42] <Falkreon> I need to throw together some test blocks, any ideas?
L559[08:02:45] <Hea3veN> someone should write a bot that parses this channel for questions and answers
L560[08:02:51] <sham1> Having to go through the process of making a PR out of it
L561[08:02:58] <sham1> I know I can just fork and stuff
L562[08:03:08] <sham1> BTW.
L563[08:03:11] <sham1> Does it use markdown
L564[08:03:14] <diesieben07> you know you can just click "edit" on gh right? :D
L565[08:03:14] <tterrag> yes
L566[08:03:17] <tterrag> ^
L567[08:03:20] <tterrag> but also ew
L568[08:03:25] <sham1> ^
L569[08:03:26] <tterrag> I'd hate to write docs on GH O.o
L570[08:03:27] <sham1> ^^
L571[08:03:28] <Falkreon> yeah, github edits are ew
L572[08:03:36] <tterrag> I use atom :P
L573[08:03:37] <diesieben07> well, you can't have everything
L574[08:03:39] <Falkreon> I like that it's markdown
L575[08:03:44] <tterrag> then again, I have push access
L576[08:03:45] <tterrag> sooo
L577[08:03:46] <sham1> I use Atom too
L578[08:03:47] <diesieben07> either make a fork, or don't...
L579[08:03:53] <sham1> Atom's very nice
L580[08:04:02] <tterrag> sham1: live inline markdown preview
L581[08:04:04] <tterrag> that's why I use it :P
L582[08:04:05] *** willieaway is now known as williewillus
L583[08:04:07] <sham1> Yes
L584[08:04:12] <tterrag> http://puu.sh/lVciu.png
L585[08:04:23] <sham1> I use it for some coding and HTML/JS/CCSS
L586[08:04:31] <Wuppy> damn I can hardly stay awake :O
L587[08:04:34] <Wuppy> and it's 3PM :P
L588[08:04:43] <sham1> Here's an idea
L589[08:04:43] <Falkreon> wuppy- LD will do that
L590[08:04:52] <sham1> Maybe dont party every night
L591[08:04:52] <Falkreon> how are you even awake right now
L592[08:04:58] <sham1> And actually sleep
L593[08:05:07] <Falkreon> also I suck at your game.
L594[08:05:11] <Falkreon> now go sleep :P
L595[08:05:11] <Wuppy> Falkreon, I slept 8 hours :P
L596[08:05:40] <McJty> Hmm so it seems I cannot find a simple way to get my packet handling thread-safe if you're using a reply message.
L597[08:05:45] <sham1> I am so nervous
L598[08:05:47] <McJty> What's the best way to solve that?
L599[08:05:56] <sham1> you dont?
L600[08:05:57] <Wuppy> Falkreon, do you also like the gamE?
L601[08:05:59] <tterrag> McJty: you can't send a reply message in the networking thread?
L602[08:06:01] <McJty> i.e. client sends message to server to request data. Server calculates data and returns a reply message
L603[08:06:09] <Falkreon> ehh not really :/
L604[08:06:13] <Wuppy> :c
L605[08:06:15] <Wuppy> why not?
L606[08:06:16] <McJty> tterrag, no that doesn't work
L607[08:06:21] <tterrag> why not?
L608[08:06:24] <McJty> Because the calculation is not in the networking thread
L609[08:06:27] <McJty> If done right that is
L610[08:06:29] <tterrag> erm
L611[08:06:34] <Falkreon> it's kind of like how fast can you jam the small button before you get crushed
L612[08:06:39] <McJty> As the calculation touches MC data (tile entity)
L613[08:06:40] <Falkreon> and I hate being timed :/
L614[08:06:43] <tterrag> well, you'll just have to send the reply as a normal packet then
L615[08:06:47] <Wuppy> hehe
L616[08:06:48] <portablejim> Ok, so moving to ModelLoader is't working.
L617[08:06:55] <McJty> Yes, seems like that.
L618[08:07:04] <Falkreon> works great though
L619[08:07:11] <diesieben07> FMLs reply stuff is nothing else either :)
L620[08:07:17] <Hea3veN> portablejim: did you put it in preinit?
L621[08:07:31] <portablejim> In init.
L622[08:07:38] <McJty> diesieben07, yes but it was just easy to use it like that. Seems I can no longer do that safely in 1.8.8
L623[08:07:43] <sham1> put it to preInit
L624[08:07:46] <diesieben07> that is true
L625[08:07:59] <diesieben07> it should maybe be rewritten so that the return type is a Future
L626[08:08:44] <Falkreon> I dunno how I feel about Futures
L627[08:08:56] <Falkreon> it's kind of like indirect callbacks, which I like
L628[08:09:06] <McJty> Well I don't have to worry about them now. They are for the future :-)
L629[08:09:08] <portablejim> Putting it in preinit fixed it.
L630[08:09:15] <diesieben07> Futures are awesome :D
L631[08:09:27] <Falkreon> but... idk, I guess I'm suspicious of excessively functional paradigms
L632[08:09:28] <diesieben07> especially java 8 CompleteableFuture, but... java 8.
L633[08:09:32] <sham1> Promise me you dont say that diesieb
L634[08:09:39] <diesieben07> what sham?
L635[08:09:40] <Falkreon> diesieben07, retrolambda
L636[08:09:45] <sham1> They are promises
L637[08:09:51] <sham1> I tried to pun
L638[08:09:53] <diesieben07> retrolambda doesn't give you jdk 8 classes
L639[08:09:55] <diesieben07> oh duh
L640[08:10:05] <diesieben07> I am not sure I like the term promise very much :D
L641[08:10:13] <tterrag> and FutureTask from guava is the same more or less
L642[08:10:14] <tterrag> no?
L643[08:10:19] <diesieben07> ListenableFuture
L644[08:10:21] <diesieben07> and no it's not
L645[08:10:29] <diesieben07> you can attach listeners, but thats it
L646[08:10:39] <tterrag> I'm not very familiar with all that
L647[08:10:47] <diesieben07> CompleteableFuture has transforming and all kinds of useful things
L648[08:11:03] <Falkreon> I actually wrote a SharedFuture in the common lib we use for internal projects.
L649[08:11:03] <diesieben07> so you can say "when this future is done, execute *this* on *that* executor"
L650[08:11:06] <diesieben07> and it will give you a new future
L651[08:11:27] <Falkreon> which you can then feed to the CompleteableFuture things
L652[08:11:30] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 186 seconds)
L653[08:11:52] <diesieben07> so you can basically write the code in a somewhat linear, synchronous style and it will run async
L654[08:12:02] <Falkreon> it was the only way I could reasonably think to pull together a bunch of related database queries
L655[08:12:18] <ghz|afk> so, yesterday I was trying to sleep and I had an idea
L656[08:12:20] <tterrag> diesieben07: yeah, that'd be nice for a project of mine
L657[08:12:23] <ghz|afk> but I don't know if it's already done
L658[08:12:25] <tterrag> currently I just have one big runnable :(
L659[08:12:26] <ghz|afk> or if it would be feasible
L660[08:12:28] <Falkreon> I'd much prefer to do the table merge on-sql, but I forget why this couldn't.
L661[08:12:33] *** ghz|afk is now known as gigaherz
L662[08:12:37] <gigaherz> the idea would be
L663[08:12:50] ⇨ Joins: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net)
L664[08:13:09] <gigaherz> to make it so that when you throw an ender pearl, you get an overlay in the middle of the screen with the ender pearl's "point of view"
L665[08:13:13] <Falkreon> if you're thinking compressed cow blocks, that's already been done.
L666[08:14:17] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L667[08:14:27] <diesieben07> gigaherz, that sounds fun and not too hard
L668[08:14:41] <Nitrodev> gigaherz, that sounds awesome
L669[08:14:43] <gigaherz> not too hard? hmm
L670[08:14:51] <gigaherz> I assumed drawing the overlay would be hellish
L671[08:14:54] <diesieben07> nah
L672[08:15:01] <diesieben07> you render the world twice
L673[08:15:03] <diesieben07> once to a texture
L674[08:15:07] <diesieben07> then you draw that texture
L675[08:15:14] ⇨ Joins: WJ44 (~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58)
L676[08:15:20] <gigaherz> yeah, didn't think "render the world twic" was a thing
L677[08:15:25] <gigaherz> but if it is, then I guess
L678[08:15:26] <diesieben07> there's even an API out there that does that for you, LookingGlass by xcompwiz
L679[08:15:30] <gigaherz> lol
L680[08:15:33] * gigaherz checks
L681[08:16:08] <gigaherz> ah it lets you draw other dimensions too!
L682[08:16:16] <gigaherz> then the other thing I was thinking was
L683[08:16:30] <gigaherz> if you threw "too far", such as using an ender pearl launcher
L684[08:16:43] <gigaherz> the ender pearl could possibly get into unloaded chunks
L685[08:16:59] <diesieben07> yeah afaik it handles all that for you
L686[08:17:05] <gigaherz> so a second feature could be to chunkload
L687[08:17:15] <diesieben07> it has a whole "multiple worlds on the client" system
L688[08:17:19] <gigaherz> yeah
L689[08:17:41] <gigaherz> 1.7 only though
L690[08:17:55] <diesieben07> oh
L691[08:17:59] <sham1> LookingGlass is used in Mystcraft AFAIk
L692[08:18:08] <MattDahEpic> in the books
L693[08:18:14] <sham1> yes
L694[08:18:18] <gigaherz> is it?
L695[08:18:21] <sham1> yes
L696[08:18:24] <gigaherz> the books have alwyas been empty for me
L697[08:18:25] <diesieben07> yes, that's why he made it
L698[08:18:25] <gigaherz> XD
L699[08:18:35] <sham1> It looks laggy
L700[08:18:39] <sham1> But smh
L701[08:18:43] <williewillus> they take a bit to show the preview in the book
L702[08:18:49] <williewillus> of time, that is
L703[08:18:53] <gigaherz> I guess i never waited long enough
L704[08:18:53] <gigaherz> XD
L705[08:19:02] <diesieben07> they probably look "laggy" because he's throttling the framerate
L706[08:19:05] <gigaherz> I assumedit was a screenshot taken when creating the book
L707[08:19:10] <diesieben07> to not tank performance completely
L708[08:19:17] <sham1> true enough
L709[08:19:30] <sham1> Seeing as modded MC is so intensive for both client and server
L710[08:19:35] <McJty> Note that (unless that has changed recently) it doesn't render entities and such at the destination dimension
L711[08:19:38] <diesieben07> because like, if you have to render the world twice it takes twice the time :D
L712[08:19:45] <diesieben07> really?
L713[08:19:46] <diesieben07> aww
L714[08:19:58] <McJty> Well it didn't at the time that XComp announced it
L715[08:19:58] <sham1> No remote survilance for Diesieb
L716[08:19:59] * diesieben07 has to rewrite it then
L717[08:20:03] <McJty> Not sure if it has been added since then
L718[08:20:10] <diesieben07> i was gonna use it
L719[08:20:16] <MattDahEpic> i recently started up an old skyrim save and i had to wonder: why do i have 18 pounds of frostbite spider venom?
L720[08:20:22] <diesieben07> but if that's the case then... no
L721[08:20:44] <McJty> diesieben07, don't take my word for it. Perhaps it got added
L722[08:20:54] <diesieben07> yeah
L723[08:21:13] * diesieben07 still suffers from NIH
L724[08:21:33] <Falkreon> lol
L725[08:21:48] <sham1> You're not the only one
L726[08:22:02] ⇦ Quits: Szernex (~Szernex@212-88-17-43.adsl.highway.telekom.at) (Read error: Connection reset by peer)
L727[08:22:03] <Falkreon> mattdahepic, I've been playing that a lot. My question is why aren't there mutually exclusive choices
L728[08:22:06] <Falkreon> like
L729[08:22:07] <sham1> I have a severe case of NIH as well
L730[08:22:39] <Falkreon> "hi, I'm the thane of every hold, plus the dragonborn, a companion, college archmage, assassin, thief, and generally terrible person"
L731[08:23:04] <Falkreon> It makes me suspect that I could be a vampire and a werewolf at the same time, though I don't care to try :/
L732[08:23:15] <michael_> You cant have NIH. You are modding a game. That you didn't make
L733[08:23:18] <sham1> Not that NIH is a bad thing in modding
L734[08:23:30] <gigaherz> yesyou can michael_
L735[08:23:33] <sham1> You dont want too many dependencies
L736[08:23:40] <gigaherz> it's the feeling that using other modder's libs and coremods is "not right"
L737[08:23:53] <gigaherz> I have modding-NIH
L738[08:23:55] <diesieben07> yup :)
L739[08:23:58] <diesieben07> exactly that
L740[08:23:59] ⇨ Joins: portableTab (~portablej@ppp255-221.static.internode.on.net)
L741[08:24:02] <gigaherz> I even felt wrong including the RF API!
L742[08:24:12] <Falkreon> NIH?
L743[08:24:16] <sham1> Not Invented Here
L744[08:24:29] <sham1> Basically a mindset where you want everything to be made by you
L745[08:24:32] <diesieben07> otoh i am making a modding lib intendeded to be used by anyone... :D
L746[08:24:35] <Falkreon> oh
L747[08:24:41] <Falkreon> it's like they invented a word for who I am
L748[08:24:48] <Falkreon> an acronym at least
L749[08:24:55] ⇦ Quits: portablejim (~portablej@2001:4830:121d:0:acd3:df55:6deb:92cd) (Quit: Konversation terminated!)
L750[08:25:05] <diesieben07> it even has a wiki article :D
L751[08:25:09] <sham1> I feel bad having a mod dependency
L752[08:25:12] <gigaherz> Falkreon: it's a human bias
L753[08:25:14] <Falkreon> I started out in pascal + inline asm doing software 3d
L754[08:25:15] <sham1> Because it is so restrictive
L755[08:25:21] <Falkreon> so I feel bad about using openGL
L756[08:25:23] <Falkreon> :D
L757[08:25:28] <gigaherz> almost everyone has some level of NIH
L758[08:25:42] <sham1> Forge and MC obviously are the only things I tolerate and dont feel bad about
L759[08:25:43] <diesieben07> well, some level of it is good
L760[08:25:46] <gigaherz> just some have severe NIG
L761[08:25:48] <gigaherz> NIH*
L762[08:26:01] <Falkreon> actually I didn't like software 3d very much, more often I was doing 2d
L763[08:26:02] <diesieben07> back in the ML days i was even hesitant to using forge :D
L764[08:26:13] <diesieben07> but once you start... you don't go back
L765[08:26:13] <gigaherz> Falkreon: but someone with severe NIH wouldn't mod minecraft
L766[08:26:17] <gigaherz> they'd feel the need to recreate MC
L767[08:26:22] <Falkreon> gigaherz, EVERY DAY
L768[08:26:22] <gigaherz> in order to add their own changes to it
L769[08:26:26] <gigaherz> instead of the real mc
L770[08:26:26] <gigaherz> XD
L771[08:26:29] <Falkreon> so much
L772[08:26:31] <Falkreon> ;_;
L773[08:26:41] <sham1> Well they have to draw the line at something
L774[08:26:46] <Falkreon> see also minetest and redpower
L775[08:26:49] <sham1> You cannot invent the universe just to have a apple pie
L776[08:26:56] <diesieben07> I haven't written this OS!
L777[08:26:58] <Falkreon> yeah, I mean
L778[08:27:00] <sham1> I've tried
L779[08:27:04] <diesieben07> I haven't designed this CPU
L780[08:27:04] <Falkreon> I'm using win10. Why?
L781[08:27:10] <michael_> You didn't invent irc
L782[08:27:11] <gigaherz> diesieben07: /me looks at his toy OS project
L783[08:27:15] <diesieben07> :D
L784[08:27:18] * gigaherz looks at #reactos
L785[08:27:21] <sham1> You and your ReactOS
L786[08:27:32] <Falkreon> because the longer I use kubuntu the more I want to rage and rewrite the whole thing
L787[08:27:33] <gigaherz> sham1: no I actually have my own kernel
L788[08:27:33] <gigaherz> XD
L789[08:27:34] <diesieben07> i don't mind software that i am just *using*
L790[08:27:42] <sham1> Does not even have guest addons yet
L791[08:27:49] <gigaherz> I started contributing to ros
L792[08:27:53] <gigaherz> after I failed to write my own
L793[08:27:55] <gigaherz> XD
L794[08:28:07] <gigaherz> "Opensource Windows is better than nothing"
L795[08:28:24] <Falkreon> opensource what now
L796[08:28:28] <sham1> Why not contribute to linux project
L797[08:28:39] <Falkreon> "linux project"
L798[08:28:45] <Falkreon> like there's a central repo that's linux
L799[08:28:46] <gigaherz> Falkreon: the ReactOS project is recreating the windows components using opensource code
L800[08:28:47] <sham1> Except for having to deal with Torwalds
L801[08:28:49] <Falkreon> and linuxers contribute to it
L802[08:28:53] <sham1> Torvalds*
L803[08:28:55] <McJty> Falkreon, well there is for the kernel
L804[08:28:58] <gigaherz> the whole NT-compatible kernel and drivers
L805[08:29:03] <gigaherz> along with win32 subsystem
L806[08:29:04] <sham1> I'm sorry, I cannot spell Swedish names
L807[08:29:06] <gigaherz> applications and services
L808[08:29:12] <gigaherz> it makes use of WINE for the usermode DLLs
L809[08:29:17] <Falkreon> I was gonna say
L810[08:29:20] <gigaherz> http://reactos.org/
L811[08:29:22] <Falkreon> sounds an awful lot like wineOS
L812[08:29:29] <gigaherz> and we are VERY close to releasing 0.4 ;P
L813[08:29:49] <sham1> I thought of contributing
L814[08:29:50] <gigaherz> https://reactos.org/ **
L815[08:29:53] <sham1> But then I saw it uses SVN
L816[08:29:55] <gigaherz> (https is better ;P)
L817[08:29:57] <sham1> And I was like NOPE
L818[08:30:13] <gigaherz> sham1: I tried to push for switching to git
L819[08:30:19] <gigaherz> but there was one developer who said
L820[08:30:24] <gigaherz> "if you use git, you'll lose me."
L821[08:30:26] <Falkreon> "The NT® architecture has always been highly flexible and powerful and its continued dominance in the computer industry means it is one of the most supported family of operating systems in existence, with its latest iteration being Windows 8."
L822[08:30:30] <diesieben07> we have to use SVN at uni :/
L823[08:30:33] <diesieben07> it's awful
L824[08:30:35] <gigaherz> so
L825[08:30:37] <Falkreon> you might want to rewrite some of this copy
L826[08:30:40] <gigaherz> we have the next best thing
L827[08:30:50] <gigaherz> which is a git-svn mirror
L828[08:30:51] <michael_> Is there any way to see updates to the model JSON real time?
L829[08:30:53] <sham1> Well you can interface with SVN via git so that is not a problem
L830[08:30:54] <gigaherz> read-only though
L831[08:31:02] <diesieben07> you can?
L832[08:31:03] <tterrag> diesieben07: yeah, I did as well
L833[08:31:07] <Falkreon> wat
L834[08:31:11] <tterrag> eclipse svn plugin helped
L835[08:31:12] <gigaherz> michael_: F3-T
L836[08:31:13] <tterrag> but I still hated it
L837[08:31:14] <Falkreon> I'm gone if there's no git.
L838[08:31:16] <Falkreon> hehe
L839[08:31:18] <diesieben07> tortoise SVN
L840[08:31:19] <tterrag> as I was already familiar with git at that point
L841[08:31:29] <gigaherz> diesieben07: github has a SVN bridge
L842[08:31:31] <Mimiru> michael_, just make sure your IDE is reloading assets on modify
L843[08:31:32] <diesieben07> i haven't even been able to get it to work on the command line in windows
L844[08:31:37] <diesieben07> but... i gave up trying :D
L845[08:31:38] <gigaherz> translates svn commits to single-commit pushes
L846[08:31:42] <diesieben07> ah
L847[08:31:44] <Mimiru> Then F3-T will work
L848[08:31:53] <sham1> Windows Command line sucks regardless
L849[08:31:53] <gigaherz> and reads individual commits on svn checkout
L850[08:32:04] <diesieben07> Mimiru, F3-S
L851[08:32:06] <gigaherz> the opposite is a git feature
L852[08:32:08] <gigaherz> git-svn
L853[08:32:14] <Mimiru> S?
L854[08:32:17] <gigaherz> "git svn fetch" "git svn dcommit"
L855[08:32:22] <Falkreon> sham1, gitbash?
L856[08:32:24] <Falkreon> :D
L857[08:32:31] <gigaherz> so yo ucan actually use a local git repository
L858[08:32:34] <gigaherz> while working with a svn server
L859[08:32:34] <sham1> umn ni
L860[08:32:39] <gigaherz> and if you have a bridge
L861[08:32:42] <gigaherz> you can do the opposite
L862[08:32:54] <diesieben07> regardless of if it sucks.. i would rather type "svn up" instead of opening tortoise svn
L863[08:32:55] <Falkreon> actually I'm not fond of how win terminals work in general.
L864[08:32:56] <sham1> Even xterm is better than CMD
L865[08:33:13] <sham1> And that is saying a lot
L866[08:33:20] <Falkreon> makes using ansi a pain.
L867[08:33:44] <diesieben07> afaik windows doesn't even support ansi does it
L868[08:33:51] <Falkreon> yes and no
L869[08:33:56] <Falkreon> their codes are messed up
L870[08:34:08] <diesieben07> ah
L871[08:34:08] <sham1> Windows was never meant as a OS for compitent computer users
L872[08:34:22] <Falkreon> so you can throw jansi onto your program and spit out codes
L873[08:34:28] <michael_> How do I get intellij to reload assets?
L874[08:34:30] <sham1> Yet they expect programmers to make programs for it
L875[08:34:34] <diesieben07> michael_, ctrl-f9
L876[08:34:37] <Falkreon> or spit out codes manually, but then instead of bright, colors come out bold.
L877[08:34:45] <diesieben07> mhm
L878[08:34:48] <diesieben07> i see
L879[08:35:06] <gigaherz> windows can do ansi
L880[08:35:19] <gigaherz> wait you mean color codes?
L881[08:35:20] <Falkreon> so it's been a real issue finding a set of codes that works in eclipse ansiterm AND windows
L882[08:35:26] ⇦ Quits: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net) (Ping timeout: 190 seconds)
L883[08:35:28] <Falkreon> gigaherz, color codes, yes.
L884[08:35:35] <gigaherz> ah no to those, then
L885[08:35:41] ⇨ Joins: AnAngryBrit (~AngryBrit@2.216.59.136)
L886[08:35:43] <gigaherz> you need a custom terminal for that
L887[08:35:46] <michael_> diesieben07: Oh, tried that but I thought it didn't because it said classes are up to date and there's nothing to reload
L888[08:35:48] <Falkreon> technically yes to those. But the support is all messed up.
L889[08:35:57] <diesieben07> yes it does that but it still updates the resources
L890[08:35:59] <gigaherz> there's explicit functions for it
L891[08:36:02] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L892[08:36:08] <gigaherz> to set the console color and such
L893[08:36:24] <sham1> Anyway, my modding adventures are going nicely in this modpack
L894[08:36:27] <gigaherz> anything else is an undocumented feature designed for the unix services addon
L895[08:36:29] <gigaherz> ;P
L896[08:36:37] <sham1> And I've fell in love with EnderIO
L897[08:37:01] <Falkreon> http://snag.gy/bNlux.jpg
L898[08:37:12] <Falkreon> sham1, That was basically inevitable
L899[08:37:21] <Falkreon> EnderIO is silky smooth
L900[08:37:38] ⇦ Quits: An_Angry_Brit (~AngryBrit@90.194.218.188) (Ping timeout: 186 seconds)
L901[08:37:38] *** AnAngryBrit is now known as An_Angry_Brit
L902[08:37:46] <tterrag> :D
L903[08:37:50] <Falkreon> I've spent some time with EIO and Opis
L904[08:37:51] <sham1> :P
L905[08:38:08] <tterrag> fry: would you mind a quick linear alg question? I have my exam today :D
L906[08:38:08] <Falkreon> and basically it takes about 10k EIO conduits to make one hopper
L907[08:38:17] <sham1> also, gotta love that 120 smooth FPS
L908[08:38:18] <tterrag> well, hoppers are pretty bad
L909[08:38:20] <fry> lol, ok, tterrag
L910[08:38:24] <Falkreon> ikr
L911[08:38:28] <gigaherz> hopper?
L912[08:38:35] <gigaherz> isn't that iron and chest? ;P
L913[08:38:36] <sham1> Okay, now it is about 400 FPS
L914[08:38:42] <sham1> when I took the cap off
L915[08:38:43] <Falkreon> gigaherz, yes, the same
L916[08:38:45] <tterrag> I'm trying to figure out something my linear book is saying
L917[08:38:45] <tterrag> the problem is diagonalizing [[4, -3], [2, -1]]
L918[08:38:45] <tterrag> for the eigenvalue 2, you row reduce to get [[2, -3, 0], [0, 0, 0]], which solves out to 2x-3y=0, of course
L919[08:38:45] <tterrag> but the eigen vector is [3,2], why is it not [2,3] ?
L920[08:38:49] <gigaherz> oh yuo mean lag-wise?
L921[08:38:51] <Falkreon> hoppers perform rediculously badly
L922[08:38:59] <Falkreon> yes, Opis is a TE lag profiler
L923[08:39:01] <gigaherz> hoppers have the entity checks
L924[08:39:12] <gigaherz> every tick they test for entities above itself
L925[08:39:30] <gigaherz> have many of those
L926[08:39:38] <williewillus> (apparently you can cut that out entirely by placing solid blocks above it
L927[08:39:42] <gigaherz> and you get dozens of entity searches
L928[08:39:46] <gigaherz> they kill performance badly ;P
L929[08:39:46] <williewillus> it skips the check if that's true
L930[08:39:54] <Falkreon> huh.
L931[08:39:55] <gigaherz> not solid,
L932[08:39:58] <tterrag> I wonder how a hopper compares to a vacuum chest
L933[08:39:59] <gigaherz> people place inventories on top
L934[08:40:01] <fry> tterrag: solution for 2x-3y=0 is [3, 2]?
L935[08:40:06] <gigaherz> furnaces or droppers
L936[08:40:15] <fry> not [2, 3]
L937[08:40:22] <gigaherz> not just any old solid block
L938[08:40:31] <gigaherz> apparently the hopper only looks for items, if it can't suck out of an inventory
L939[08:40:33] *** TTFT|Away is now known as TTFTCUTS
L940[08:40:34] <tterrag> fry: why? I must be missing something obvious
L941[08:40:43] <fry> x = 2, y = 3 :P
L942[08:40:50] <fry> doi
L943[08:40:54] <fry> x = 3, y = 2
L944[08:41:09] <Falkreon> still, I feel like most of hoppers being awful is implementation, not design.
L945[08:41:18] <fry> http://gfycat.com/SingleExhaustedKronosaurus
L946[08:41:33] <sham1> QED
L947[08:41:48] <sham1> Quadtratic Equation Desipher
L948[08:41:59] <Falkreon> fry- ooh
L949[08:42:14] <Falkreon> now you just need some nice textures
L950[08:42:17] <williewillus> what wm is that?
L951[08:42:22] <fry> awesome
L952[08:43:01] <fry> Falkreon: I don't care about the model itself, I'm making the animation system; models are json :P
L953[08:43:25] <Falkreon> hm
L954[08:43:34] <Falkreon> why does it feel like linear interpolation
L955[08:43:37] <williewillus> docs pls ;)
L956[08:43:46] <Falkreon> instead of sine-wave
L957[08:44:15] <Falkreon> for periodic motion, it's really hard to beat sine waves
L958[08:44:38] <fry> yes, this is linear
L959[08:44:49] <fry> because it's simple and fast :P
L960[08:44:59] <Falkreon> eh?
L961[08:45:06] <sham1> at least simple
L962[08:45:11] <fry> and the cycle is just a list of samples
L963[08:45:21] <fry> I don't want to hardcode sin into the system
L964[08:45:22] <Falkreon> yeah, sine waves tablize easily
L965[08:45:22] <michael_> what order are the rotation angles in the model json file?
L966[08:45:37] <williewillus> michael_: x, y, z :p
L967[08:45:39] <gigaherz> lol williewillus, I just saw your retweet of https://twitter.com/Swaps4/status/676342505911271426
L968[08:46:08] ⇦ Quits: OrionOnline (~OrionOnli@62.235.19.248) (Read error: Connection reset by peer)
L969[08:46:25] <williewillus> lol yup the pinnacle application of recognition technology
L970[08:46:46] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 192 seconds)
L971[08:47:02] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Read error: Connection reset by peer)
L972[08:47:25] ⇨ Joins: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L973[08:47:57] <gigaherz> fry: looks nice ;P
L974[08:48:03] <gigaherz> segmented?
L975[08:48:35] <gigaherz> of vertex modification ;P
L976[08:48:53] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L977[08:49:11] <fry> hmm?
L978[08:49:37] <McJty> fry, if you have submodels that render in a different layer (like CUTOUT) you cannot do this properly in the same blockstate.json right? One solution is to use a TESR. Is there another solution that is more 'proper'?
L979[08:49:51] <McJty> In my case both the model and submodel are static
L980[08:49:54] <McJty> they are just in different layers
L981[08:50:01] <fry> you'll need a smart model
L982[08:50:14] <fry> sadly, right now layers are tied to the Block class, and not to the model
L983[08:50:19] <gigaherz> fry: when the thing raises, it shows the redstone bit in between, I was wondering how that works
L984[08:50:41] <sham1> they are animated in unison
L985[08:50:44] <sham1> That's weird'
L986[08:50:58] <McJty> fry, and how would that work then? How is the block linked to second smart block model?
L987[08:50:59] <sham1> BTW Fry
L988[08:51:02] <sham1> What DE is that
L989[08:51:08] <williewillus> awesome wm :p
L990[08:51:10] <McJty> fry, I assume the normal model is still defined as usual in the blockstate.json?
L991[08:51:15] <Ivorius> http://puu.sh/lVepM/600057c599.png
L992[08:51:16] <Ivorius> Daamn
L993[08:51:18] <fry> gigaherz: swapping the middle element at the right time, and hiding another one in the base :P
L994[08:51:22] <Ivorius> No reason to get dramatic lol
L995[08:51:30] ⇨ Joins: alex_6611 (~alex_6611@p5DE7B10F.dip0.t-ipconnect.de)
L996[08:51:35] <gigaherz> fry: lol
L997[08:51:43] <gigaherz> so segmented then ;P
L998[08:51:57] <heldplayer> inb4 segfault
L999[08:51:59] <fry> McJty: yes, you can load 2 models from blockstate, and combine them at runtime
L1000[08:52:07] <fry> gigaherz: yup, in that sense :P
L1001[08:52:27] <sham1> segfaults are actually about paging
L1002[08:52:57] <sham1> The name is a hold over from the time when segmentation was the main way to protect memory
L1003[08:52:58] <McJty> fry, do you have an example of that?
L1004[08:52:59] ⇨ Joins: Wasweb (~Wasweb@2E6B3FFE.catv.pool.telekom.hu)
L1005[08:53:26] <Falkreon> I love when egit projects have an error box next to them but then build successfully and don't tell you what the error is
L1006[08:53:38] <Falkreon> that's super helpful folks
L1007[08:54:10] <tterrag> egit doesn't have anything to do with the build
L1008[08:54:23] <tterrag> if you aren't seeing a problem, click on the project then look at the problems tab
L1009[08:54:32] <fry> McJty: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/LayerBreakingTest.java
L1010[08:54:34] <Falkreon> it's not making one.
L1011[08:54:47] <McJty> fry, thanks!
L1012[08:54:55] <Falkreon> in any case, the fix is to try a gradle build from the commandline
L1013[08:55:12] <Falkreon> resolve any problems and then head back to eclipse. But it's annoying that it can't just tell me what's wrong.
L1014[08:55:16] <tterrag> ehh what
L1015[08:55:21] <tterrag> it may just be desync, refresh the pro ject
L1016[08:55:29] <diesieben07> hehe eclipse.
L1017[08:55:39] <williewillus> just use command line :p
L1018[08:55:48] <fry> McJty: lines 204-218 are the meat; you don't need TestBakedModel though, just return one of the 2 models you can get from BlockModelShapes
L1019[08:55:49] <Falkreon> tterag, tried it but thanks, that's always a hassle too.
L1020[08:56:18] <McJty> fry, yes was already looking at that method.
L1021[08:56:37] <williewillus> i've always found ide git support to be bleh
L1022[08:57:28] <Falkreon> d'oh. you know, I need to actually have a profile installed with that forge version
L1023[08:57:29] <Falkreon> brb
L1024[08:57:44] <gigaherz> hmmm
L1025[08:57:50] <gigaherz> is there any mod that adds knockback to slimes? ;P
L1026[08:58:11] <williewillus> they don't have knockback?
L1027[08:58:25] <gigaherz> not enough ;P
L1028[08:58:58] <williewillus> its knocked back like any other mob :p
L1029[08:59:02] <williewillus> they just hop fast
L1030[08:59:06] <gigaherz> no I mean
L1031[08:59:09] <gigaherz> so that when they call
L1032[08:59:10] <gigaherz> fall
L1033[08:59:15] <gigaherz> they knock back any entity around them
L1034[08:59:21] <gigaherz> the bigger the stronger the knockback they apply
L1035[08:59:23] <williewillus> ah
L1036[08:59:51] <williewillus> still waiting for the client knockback visual bug from 1.3 to be fixed :D
L1037[09:00:09] <Falkreon> > File '~\.gradle\caches\minecraft\net\minecraftforge\forge\1.8-11.
L1038[09:00:09] <Falkreon> 14.4.1563\unpacked\conf\packaged.srg' specified for property 'inSrg' does not ex
L1039[09:00:09] <Falkreon> ist.
L1040[09:00:13] <Falkreon> argh
L1041[09:00:15] <Falkreon> why lines, why
L1042[09:00:31] <williewillus> (the little jolt-tilt that happens when you take damage used to indicate where the damage came from)
L1043[09:00:32] <Falkreon> what am I doing wrong here
L1044[09:01:31] <Falkreon> I've installed and ran a minecraft profile on that forge version
L1045[09:01:42] <Falkreon> and this error is on setupdecompworkspace
L1046[09:02:20] <Falkreon> --refresh-dependencies completes normally.
L1047[09:03:09] <Falkreon> so I should have the searge mappings where they belong... right?
L1048[09:03:12] <gigaherz> last I heard "--refresh-dependencies" was useless?
L1049[09:03:30] <Falkreon> lol... I find it quite useful, but here it's not helping.
L1050[09:03:31] <theresajayne> is there a way to find the Spawn location in overworld?
L1051[09:04:00] <gigaherz> yes
L1052[09:04:06] ⇦ Quits: Hea3veN (~Hea3veN@190.247.248.80) (Read error: Connection reset by peer)
L1053[09:04:08] <theresajayne> how?
L1054[09:04:19] <gigaherz> I don't know from memory
L1055[09:04:19] <gigaherz> XD
L1056[09:04:31] <diesieben07> world.getSpawnPoint
L1057[09:04:54] <gigaherz> ah just that? XD
L1058[09:04:56] <Falkreon> and then of course there'll be some fuzz, which is also available.
L1059[09:05:33] <diesieben07> yeah that's getSpawnFuzz in the WorldType
L1060[09:05:37] <Falkreon> mhm.
L1061[09:06:24] <Falkreon> I kind of wish Minecraft made better use of Random::nextGaussian
L1062[09:06:47] <Falkreon> they're always taking two floats and subtracting one or something
L1063[09:06:59] <Falkreon> egh.. doubles normally I think.
L1064[09:07:16] <sham1> Stupid question time
L1065[09:07:32] <sham1> Any way to get the reference to the world from WorldSaveData
L1066[09:08:31] <McJty> Probably not as WorldSavedData is not always tied to a single world
L1067[09:08:36] <McJty> The global data is tied to all of them
L1068[09:08:40] ⇦ Quits: Wasweb (~Wasweb@2E6B3FFE.catv.pool.telekom.hu) (Quit: Leaving)
L1069[09:08:42] <diesieben07> ^
L1070[09:09:02] <diesieben07> the thing is, to even *get* the WorldSavedData instance you need the world
L1071[09:09:05] <diesieben07> so you already have it
L1072[09:09:27] <Falkreon> odd.
L1073[09:09:55] <Falkreon> it DID make a ~\.gradle\caches\minecraft\net\minecraftforge\forge\1.8-11.14.4.1563\unpacked
L1074[09:10:02] ⇦ Quits: colossali (~Ivan@86-43-161-217-dynamic.b-ras2.prp.dublin.eircom.net) (Quit: Leaving.)
L1075[09:10:05] <Falkreon> but there's no conf folder
L1076[09:10:23] <gigaherz> McJty: you need to use "world.mapStorage" from *any* dimension to get to the data so... ;p
L1077[09:10:32] <MattDahEpic> for some reason i still cant figure out how to get my textures to work past the first item: https://github.com/MattDahEpic/ExtraRecords/blob/1.8.8/src/main/java/com/mattdahepic/extrarecords/ClientProxy.java
L1078[09:10:34] <gigaherz> (for the global one, that is)
L1079[09:10:37] <McJty> gigaherz, indeed
L1080[09:11:15] ⇨ Joins: colossali (~Ivan@86-43-161-217-dynamic.b-ras2.prp.dublin.eircom.net)
L1081[09:11:17] *** Vigaro is now known as Vigaro|AFK
L1082[09:14:29] <Unh0ly_Tigg> MattDahEpic, they're all using different item ids as well as different metadata, you need to consolidate most if not all of the meta items into 1 item id...
L1083[09:14:38] <Unh0ly_Tigg> for starters
L1084[09:14:55] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:84c2:e9ab:2633:4024)
L1085[09:15:22] <sham1> The only reason I even need to access a world is so I can validate different network nodes
L1086[09:15:39] ⇦ Quits: portableTab (~portablej@ppp255-221.static.internode.on.net) (Quit: Bye)
L1087[09:16:07] <sham1> for if they are present they will stay as part of the network and be saved to the disk unless they get invalidated
L1088[09:19:12] <Falkreon> aha, I need ForgeGradle 2.0.2.
L1089[09:19:28] <sham1> 2.1 if you want 1.8.8
L1090[09:19:36] ⇦ Quits: candybar (~foo@adsl-074-181-053-011.sip.sav.bellsouth.net) (Ping timeout: 190 seconds)
L1091[09:20:48] <Falkreon> oh.
L1092[09:21:17] <Falkreon> what's the equivalent forge version for that? It's probably not 1563
L1093[09:21:36] <Falkreon> 1628?
L1094[09:21:48] <Falkreon> 11.15.0.1628*
L1095[09:22:41] <Falkreon> alright, I think I'm on top of this.
L1096[09:25:24] ⇨ Joins: KanoCodex (~Giratina5@2604:180:0:368::bcd8)
L1097[09:26:47] ⇦ Quits: McJty (~McJty@bluecoat2.uzleuven.be) (Quit: Poof)
L1098[09:27:31] <Falkreon> I wish they'd be consistent
L1099[09:27:38] <Falkreon> with their version naming
L1100[09:27:40] ⇨ Joins: Hea3veN (~Hea3veN@190.247.248.80)
L1101[09:28:36] <gigaherz> Falkreon: anything 1.8.8 needs FG2.1
L1102[09:28:39] <Falkreon> it's gone from "1.8.8-11.15.0.1628-1.8.8" to "1.8.8-11.15.0.1628" and back again over the past few months
L1103[09:28:47] <Falkreon> not 1.8.8 itself
L1104[09:28:52] <gigaherz> that's the tagname
L1105[09:29:00] <Falkreon> but 1.8 doesn't have the trailing 1.8
L1106[09:29:01] <gigaherz> mcversion-forgeversion-branchname
L1107[09:29:07] <gigaherz> because1.8 is master
L1108[09:29:11] <gigaherz> and 1.8.8 is branch 1.8.8
L1109[09:29:17] <Falkreon> I see :/
L1110[09:29:22] <gigaherz> it only appends the branch for non-master branches
L1111[09:30:02] <Falkreon> wut... what is MISSING REPLACEMENT DATA FOR MAPPING_CHANNEL
L1112[09:30:35] <Falkreon> why am I getting this now? Srsly, this isn't this hard.
L1113[09:30:52] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/build.gradle
L1114[09:30:58] <gigaherz> you need fg 2.1-SNAPSHOT
L1115[09:31:03] <gigaherz> and recent enough mappings
L1116[09:31:05] <gigaherz> for 1.8.8
L1117[09:31:17] <gigaherz> anything from 1129 onwards will do as mappings
L1118[09:31:23] <Falkreon> classpath 'net.minecraftforge.gradle:ForgeGradle:2.1-SNAPSHOT'
L1119[09:31:29] <Falkreon> ^ in dependencies
L1120[09:31:53] <Falkreon> version = "1.8.8-11.15.0.1628-1.8.8"
L1121[09:31:57] <Falkreon> ^ in minecraft
L1122[09:32:20] <Falkreon> it's got the repos or we wouldn't be getting this far
L1123[09:32:51] <Falkreon> erm?
L1124[09:32:58] <Falkreon> There are some things here I don't recognize
L1125[09:33:08] <gigaherz> ignore the bit about the jar stuffs
L1126[09:33:10] <Falkreon> probably new in forgegradle
L1127[09:33:11] <williewillus> you need a mappings = <blah> line
L1128[09:33:17] <Falkreon> yeah, that's what I'm seeing
L1129[09:33:26] <Falkreon> didn't need that in 1.7, but it makes a lot of sense
L1130[09:33:30] <gigaherz> lines 20 to 36 are custom
L1131[09:33:37] <gigaherz> and lines 41-51
L1132[09:33:42] <gigaherz> 48*
L1133[09:33:56] <gigaherz> uh?
L1134[09:33:59] <gigaherz> yes you did?
L1135[09:34:00] <Falkreon> throwing a mappings line into there
L1136[09:34:06] <williewillus> gigaherz: I didn't :p
L1137[09:34:06] <Falkreon> nope.
L1138[09:34:11] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/build.gradle
L1139[09:34:13] <williewillus> at least on RB's
L1140[09:34:15] <gigaherz> 1.7.10 had the mappings line
L1141[09:34:25] ⇨ Joins: candybar (~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
L1142[09:34:27] <gigaherz> hmm
L1143[09:34:27] <gigaherz> or not
L1144[09:34:28] <gigaherz> :/
L1145[09:34:46] * gigaherz shrugs
L1146[09:34:48] <gigaherz> too many versions.
L1147[09:34:49] <Falkreon> aand we're off.
L1148[09:34:53] <Falkreon> mappings was it.
L1149[09:35:49] <MattDahEpic> !gf Minecraft.defaultResourcePacks 1.8.8
L1150[09:35:58] <gigaherz> Falkreon: if setupDEcompWorkspace runs out of memory
L1151[09:36:00] <gigaherz> don't despair
L1152[09:36:04] <Falkreon> lol
L1153[09:36:07] <gigaherz> run gradle standalone
L1154[09:36:08] <Falkreon> runs out of memory?
L1155[09:36:13] <gigaherz> and if necessary, give the jvm extra ram
L1156[09:36:14] <gigaherz> ;P
L1157[09:36:20] <Falkreon> I never use gradlew
L1158[09:36:23] <Falkreon> ever
L1159[09:36:26] <gigaherz> why not?
L1160[09:36:37] <Falkreon> because I almost always have a more recent version
L1161[09:36:52] <Falkreon> and if not, build errors should tell me to update my gradle
L1162[09:37:05] <gigaherz> well either way
L1163[09:37:10] <gigaherz> if it does run out of memory, give it extra ;P
L1164[09:37:21] <Falkreon> didn't run out
L1165[09:37:28] <gigaherz> good
L1166[09:37:29] <gigaherz> ;P
L1167[09:37:32] <Falkreon> X)
L1168[09:38:06] <williewillus> lol
L1169[09:38:23] <williewillus> why did it run out of memory that one time?
L1170[09:39:01] <gigaherz> the decompiler step somehow takes way more ram than it used to before
L1171[09:39:10] <gigaherz> (or took, or whatever)
L1172[09:41:45] <Falkreon> so ideally, the naming convention for modid's is all-lowercase?
L1173[09:41:52] <Wuppy> yes
L1174[09:41:54] <Falkreon> because I've been seeing a lot of offenders
L1175[09:41:56] <Falkreon> X)
L1176[09:42:33] <Wuppy> there's always people braking the rules
L1177[09:42:48] <Wuppy> my tutorials also break a few
L1178[09:43:01] <gigaherz> lowercase is recommended, saves you a bunch of .toLower() all over the place
L1179[09:43:09] <Falkreon> yeah
L1180[09:43:19] <gigaherz> another recommendation is to include your modid in the unlocalized string
L1181[09:43:21] <gigaherz> s
L1182[09:43:41] <gigaherz> instead of "youritem" you use "yourmod.youritem", to avoid conflicts with other mods having items with the same name
L1183[09:43:49] <Wuppy> ^ very important
L1184[09:43:52] <Falkreon> wut
L1185[09:43:56] <Falkreon> but they're namespaced
L1186[09:44:04] <gigaherz> nope
L1187[09:44:05] <gigaherz> not lang files
L1188[09:44:16] <gigaherz> lang entries are global
L1189[09:44:43] <Falkreon> so, this is why I always see people registering blocks like modid:modid.blockname
L1190[09:44:51] <gigaherz> that's people being idiots
L1191[09:45:01] <gigaherz> there's still people who insist on doing
L1192[09:45:12] <gigaherz> registerItem(item, item.getUnlocalizedName().substring)
L1193[09:45:15] <gigaherz> that's REALLY bad practice.
L1194[09:45:24] <Falkreon> heh\
L1195[09:45:35] <Falkreon> I tend to like having a root type
L1196[09:45:55] <Falkreon> so I'll say new FooBlock(rootName, IconSet, Material)
L1197[09:46:31] <Falkreon> then the rootName becomes "tile."+rootName for unlocalizedName
L1198[09:46:34] <Falkreon> etc
L1199[09:46:40] ⇨ Joins: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L1200[09:46:54] ⇨ Joins: oitsjustjose (~oitsjustj@104-8-138-117.lightspeed.nsvltn.sbcglobal.net)
L1201[09:47:12] <Falkreon> it also makes it easier to encapsulate the registration in the block
L1202[09:47:14] ⇨ Joins: Brokkoli (~Brokkoli@x55b13280.dyn.telefonica.de)
L1203[09:47:20] <Falkreon> which knows whether there are related tileEntities, etc
L1204[09:47:41] <gigaherz> "tile." is added by getUnloc
L1205[09:47:46] <gigaherz> so all you need to do is
L1206[09:47:49] <Falkreon> I know.
L1207[09:47:58] <gigaherz> setUnlocalizedName(MODID + "." + rootName)
L1208[09:48:29] <oitsjustjose> Any idea why gradle fails to setupDecompWorkspace because of a PatchException?
L1209[09:48:30] ⇦ Quits: WJ44 (~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58) (Ping timeout: 206 seconds)
L1210[09:48:53] <Falkreon> so the actual pattern I'm on right now is FOOCONSTANT = new FooBlock(rootName, IconSet, Material).setTranslucent(true).setHardness(9001).register();
L1211[09:49:24] <MattDahEpic> hmmm my sounds dont seem to work, any halp: https://github.com/MattDahEpic/ExtraRecords/blob/1.8.8/src/main/java/com/mattdahepic/extrarecords/ExtraRecords.java#L50
L1212[09:49:29] <gigaherz> I like to use lowercase for instances
L1213[09:49:30] <gigaherz> XD
L1214[09:49:31] <Falkreon> I'm being transparent here because this is a new project in a new version, and we have plenty of excuses to change
L1215[09:49:36] <gigaherz> MyMod.itemSomething
L1216[09:49:37] <Falkreon> gigaherz- static field
L1217[09:49:39] <gigaherz> MyMod.blockSomething
L1218[09:49:47] <gigaherz> to go along with like
L1219[09:49:49] <gigaherz> Blocks.dirt
L1220[09:49:50] <diesieben07> static fields aren't all uppercase
L1221[09:49:56] <diesieben07> true constants are all uppercase
L1222[09:50:02] <gigaherz> all-uppercase is meant for constants
L1223[09:50:05] <Falkreon> I want to treat these like constants.
L1224[09:50:07] <gigaherz> (static final)
L1225[09:50:08] <Falkreon> they're defined once
L1226[09:50:09] <diesieben07> if you have a (mutable!) HashMap in a static final, its still not a constant
L1227[09:50:10] ⇦ Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout: 186 seconds)
L1228[09:50:24] <gigaherz> diesieben07: EVENT_BUS? ;P
L1229[09:50:34] <Falkreon> I just can't have them be static final if they're not initialized in the static block
L1230[09:50:35] <diesieben07> is a bad name :D
L1231[09:50:39] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1232[09:50:52] <Falkreon> so they're static final in everything but name.\
L1233[09:50:53] <diesieben07> Falkreon, you can't do the register in a static block
L1234[09:50:58] <Falkreon> I know that.
L1235[09:51:14] <Falkreon> so I do all that in preInit, and then recipes in postInit
L1236[09:51:23] <diesieben07> init is fine for recipes
L1237[09:51:39] <Falkreon> diesie, in a lot of cases I want to check if other mods have registered blocks
L1238[09:51:46] <diesieben07> and?
L1239[09:51:46] <Falkreon> or Loader.isLoaded
L1240[09:51:52] <diesieben07> blocks are registered in preInit
L1241[09:51:55] <diesieben07> so doing it in init is fine
L1242[09:52:34] <Falkreon> fair. I just want to build a hedge around mod compatibility just in case.
L1243[09:52:43] <gigaherz> there's a few exceptions, where mod blocks depend on other mods' blocks
L1244[09:52:49] <Falkreon> mhm.
L1245[09:52:50] <gigaherz> but you just can't expect to handle those
L1246[09:52:51] <diesieben07> doing recipes in postInit is probably a bad idea
L1247[09:52:59] <Falkreon> oh?
L1248[09:52:59] <gigaherz> it doens't work out.
L1249[09:53:05] <gigaherz> preinit: register blocks
L1250[09:53:07] <diesieben07> giga, i don't think you even CAN register blocks beyond preInit
L1251[09:53:09] <gigaherz> init: register recipes
L1252[09:53:19] <Falkreon> you can, I've tested it diesie
L1253[09:53:20] <gigaherz> postinit: mess with other mods' recipes
L1254[09:53:32] <williewillus> just bc you can doesn't mean you *should* lol
L1255[09:53:35] <gigaherz> diesieben07: I have heard of mods adding blocks/items in post-init
L1256[09:53:36] <diesieben07> but how do you mess with the mess :D
L1257[09:53:36] <Falkreon> indeed
L1258[09:53:39] <diesieben07> oh god
L1259[09:53:43] <gigaherz> because one of their dependencies added them in init
L1260[09:53:48] <Falkreon> bleh
L1261[09:53:59] <gigaherz> as I said
L1262[09:54:00] <Falkreon> Alright, well
L1263[09:54:02] <gigaherz> you can't continue that chain.
L1264[09:54:03] <williewillus> portalgun apparently adds recipes on serverstart since the client receives the config from server :p
L1265[09:54:09] <sham1> Welp, found a way to access the world from my thing
L1266[09:54:17] <sham1> As long as I have the dimID
L1267[09:54:23] <sham1> I can access the world of that ID
L1268[09:54:27] <gigaherz> you need Inter-mod Communications
L1269[09:54:28] <MattDahEpic> i add recipes on serverstart due to configs
L1270[09:54:31] <Falkreon> I'm fine with doing it in init if it makes people panic less.
L1271[09:54:40] <diesieben07> if you have store the dim id you might as well just store the world
L1272[09:54:40] <gigaherz> cooperate with other mod authors
L1273[09:54:48] <gigaherz> then use the forge IMC system
L1274[09:54:56] <gigaherz> to notify and/or get notified
L1275[09:54:58] <sham1> How the hell do I store the world in NBT data
L1276[09:55:05] <gigaherz> when the other mods' blocks are ready
L1277[09:55:07] <Falkreon> yeah, I've actually got IMC planned for some heat registration things.
L1278[09:55:19] <diesieben07> oh in NBT
L1279[09:55:22] <sham1> Yes
L1280[09:55:23] <diesieben07> yeah dimensino ID then :D
L1281[09:55:30] <diesieben07> but at runtime you can have the World
L1282[09:55:47] <sham1> And this makes it so that my mana networks can be cross-dimentional
L1283[09:55:49] <sham1> Ye
L1284[09:55:51] <gigaherz> writeToNBT -> store id, readFromNBT -> world from id
L1285[09:55:51] <sham1> At runtime
L1286[09:56:01] <oitsjustjose> I can't run setupDecompWorkspace .... it always fails with a patch exception. Any clue why?
L1287[09:56:11] <gigaherz> oitsjustjose: MC version?
L1288[09:56:13] <gigaherz> mappings version?
L1289[09:56:14] <sham1> But I do this purely for loading all the nodes from NBT, which means I can use that time to validate their existance
L1290[09:56:17] <gigaherz> forgegradle version?
L1291[09:56:23] <williewillus> make sure the mc version matches the forge youre trying to do lol
L1292[09:56:37] <gigaherz> best choice is probably
L1293[09:56:42] <gigaherz> to start over with a new build.gradle
L1294[09:56:53] <oitsjustjose> guess so, I'll try that I suppose.
L1295[09:56:53] <gigaherz> and copy over your modid and package id
L1296[09:57:00] <gigaherz> and version
L1297[09:57:08] <oitsjustjose> well, I've got a few custom things in build.gradle actually..
L1298[09:57:13] <oitsjustjose> but I'll copy it all over
L1299[09:57:16] <Falkreon> well, in any case
L1300[09:57:38] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/build.gradle
L1301[09:57:42] <Falkreon> I use caps for blocks because I *treat* them like static final fields. They're a hint not to modify.
L1302[09:57:44] <gigaherz> this is my simply-but-nice build.gradle
L1303[09:57:45] <gigaherz> XD
L1304[09:57:52] <gigaherz> for 1.8.8
L1305[09:58:18] <oitsjustjose> Nope, just redownloaded the entire forge MDK and it still errors
L1306[09:58:36] <oitsjustjose> I've done clean and cleanCache already
L1307[09:58:39] ⇦ Quits: Soni (SoniEx2@189.55.64.196) (Ping timeout: 206 seconds)
L1308[09:58:50] <gigaherz> oitsjustjose: what version of mc?
L1309[09:58:53] <gigaherz> 1.8.8?
L1310[09:58:57] <oitsjustjose> yup
L1311[09:59:00] <gigaherz> latest forge?
L1312[09:59:04] <oitsjustjose> yup
L1313[09:59:28] <gigaherz> well I just did an update to latest forge with latest mappings, and it worked
L1314[09:59:29] <gigaherz> XD
L1315[09:59:46] ⇨ Joins: Soni (SoniEx2@189.55.64.196)
L1316[09:59:46] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186 seconds)
L1317[09:59:52] <oitsjustjose> crap :|
L1318[09:59:57] <oitsjustjose> well then I have no clue
L1319[09:59:58] <gigaherz> hmmm
L1320[10:00:04] <gigaherz> wait
L1321[10:00:14] <gigaherz> did you also use the gradle folder and gradlew files?
L1322[10:00:23] <gigaherz> maybe you are using an old gradle wrapper
L1323[10:00:32] <oitsjustjose> I'm using whatever ships with forge right now
L1324[10:00:35] <MattDahEpic> well economics class i think your thirty pairs of jeans example isnt very accurate
L1325[10:00:42] <oitsjustjose> 2.7
L1326[10:00:46] <gigaherz> hmm
L1327[10:00:52] <gigaherz> no idea then :/
L1328[10:00:57] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1329[10:00:59] <oitsjustjose> I should just go ahead and install Gradle anyways
L1330[10:00:59] <gigaherz> !!latest
L1331[10:01:00] <MCPBot_Reborn> === Latest Mappings ===
L1332[10:01:01] <MCPBot_Reborn> MC Version Forge Gradle Channel
L1333[10:01:02] <MCPBot_Reborn> 1.8.8 snapshot_20151214
L1334[10:01:02] <MCPBot_Reborn> 1.8 snapshot_20151128
L1335[10:01:03] <MCPBot_Reborn> 1.8 stable_18
L1336[10:01:04] <MCPBot_Reborn> 1.7.10 snapshot_20140925
L1337[10:01:05] <MCPBot_Reborn> 1.7.10 stable_12
L1338[10:01:10] <Falkreon> MattDahEpic, BUT I NEED THEM OR I WILL DIE OF FASHION WITHDRAWAL
L1339[10:01:11] <gigaherz> maybe if you use latest 1.8.8 mappings instead of the ones included
L1340[10:01:27] <oitsjustjose> Trying that.
L1341[10:02:41] <oitsjustjose> Nope :|
L1342[10:02:52] <oitsjustjose> Let me see if it works in my Linux VM
L1343[10:02:56] <gigaherz> no idea then
L1344[10:03:10] <gigaherz> maybe someone in #forgegradle can help (if there's anyone there ;P)
L1345[10:03:15] ⇦ Quits: oitsjustjose (~oitsjustj@104-8-138-117.lightspeed.nsvltn.sbcglobal.net) (Read error: Connection reset by peer)
L1346[10:05:27] ⇦ Quits: OnyxKnight (~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net) (Quit: I must leave, my people need me!)
L1347[10:05:37] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:84c2:e9ab:2633:4024) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L1348[10:06:49] ⇨ Joins: darkfusion58 (~darkfusio@71-85-51-90.dhcp.spbg.sc.charter.com)
L1349[10:07:09] ⇦ Quits: glasspelican (~quassel@stanley.glasspelican.ca) (Remote host closed the connection)
L1350[10:07:32] ⇨ Joins: untamemadman (~untamemad@cpc87159-aztw31-2-0-cust77.18-1.cable.virginm.net)
L1351[10:08:37] ⇨ Joins: glasspelican (~quassel@stanley.glasspelican.ca)
L1352[10:09:16] <Falkreon> https://github.com/falkreon/Engination alright, so a truly wise person learns from other peoples' mistakes, putting this thing online like yesterday ^_^
L1353[10:10:00] <Falkreon> feel free to yell at me for coding style, smurf-naming, etc
L1354[10:10:10] <Falkreon> because right now it's smurf-naming.
L1355[10:11:35] ⇦ Quits: untamemadman (~untamemad@cpc87159-aztw31-2-0-cust77.18-1.cable.virginm.net) (Read error: No route to host)
L1356[10:11:57] <Falkreon> (these are the things I knew would collide with e.g. net.minecraft.init.Blocks
L1357[10:12:34] <Falkreon> and be a huge pain if trying to work with both block objectholder-type classes
L1358[10:12:51] ⇨ Joins: Onyx (~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net)
L1359[10:14:23] ⇨ Joins: oitsjustjose (~oitsjustj@104-8-138-117.lightspeed.nsvltn.sbcglobal.net)
L1360[10:14:33] <gigaherz> I don't really like this "over-organization" of having special classes just for registering blocks/items/recipes
L1361[10:14:33] <gigaherz> XD
L1362[10:14:38] <oitsjustjose> heh, so I rebooted and installed gradle system-wide, and now it's working... weird.
L1363[10:14:55] <gigaherz> weird
L1364[10:14:58] <Falkreon> well
L1365[10:15:13] ⇨ Joins: blood|wrk (~owned@static228.iona.edu)
L1366[10:15:14] <oitsjustjose> Maybe forge now needs to ship with newer builds of gradle? I'm on 2.9
L1367[10:15:27] <gigaherz> 2.7 should work
L1368[10:15:31] <oitsjustjose> You would think.
L1369[10:15:35] <gigaherz> I mean
L1370[10:15:46] <Falkreon> it depends on how many blocks/items you're registering
L1371[10:15:46] <gigaherz> I believe the MDK uses 2.7 and it works for me
L1372[10:15:47] <gigaherz> ;p
L1373[10:16:25] <Falkreon> and it's really more so, when it comes to recipes, I can go EnginationBlocks.ASBESTOS
L1374[10:16:39] <gigaherz> Falkreon: then I'd use a method for it instead of just having them in preinit
L1375[10:16:47] <gigaherz> but I'd still have that stuff in the @Mod class
L1376[10:16:47] <gigaherz> XD
L1377[10:16:50] <Falkreon> ?
L1378[10:16:57] <Falkreon> that'd be sheer spaghetti
L1379[10:17:00] <gigaherz> instead of creating a whole file for it
L1380[10:17:16] <gigaherz> better than ravioli code ;p
L1381[10:17:19] ⇨ Joins: Xilef11 (~xilef11@bas1-ottawa09-1176116945.dsl.bell.ca)
L1382[10:17:24] <Falkreon> like, if you're rocking 20-30 block IDs
L1383[10:17:30] <gigaherz> that's nothing XD
L1384[10:17:32] <gigaherz> just what
L1385[10:17:34] <Falkreon> ik
L1386[10:17:35] <gigaherz> 60 lines in your preinit?
L1387[10:17:43] <gigaherz> ;P
L1388[10:17:48] <gigaherz> not even worth its own function
L1389[10:18:14] <gigaherz> I do admit, I'm not the most organized coder ;P
L1390[10:18:17] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ElementsOfPower.java#L108
L1391[10:18:30] <Falkreon> I understand how it could be handy to go Engination.ASBESTOS, it reads quite nicely
L1392[10:18:44] <Falkreon> I still feel like it's some kind of encapsulation problem
L1393[10:18:53] <Xilef11> I'm trying to set up forge for 1.5.2 to check an older mod, and install.cmd gives me an error: error reading [...]\forge-1.5.2\mcp\lib\scala-library.jar; error in opening
L1394[10:18:53] <Xilef11> zip file
L1395[10:19:09] <gigaherz> Falkreon: there's two opposing principles
L1396[10:19:20] <Falkreon> you're gonna go Demeter on me
L1397[10:19:22] <Falkreon> bleh
L1398[10:19:25] <gigaherz> "put things where the information is" vs the encapsulation principle
L1399[10:19:38] <gigaherz> coding is balancing the two ;P
L1400[10:19:42] <Falkreon> yeah.
L1401[10:20:21] <Falkreon> I guess I really do see your point, and I'll keep thinking about it, but for now my way feels more fit for my workflow
L1402[10:20:36] <Falkreon> absolutely don't stop giving me advice, that'd be the wrong way to do things X)
L1403[10:21:13] <Falkreon> If anything maybe the registrations themselves don't belong in the objectholder
L1404[10:21:41] <Falkreon> hm.
L1405[10:21:45] <Falkreon> OR
L1406[10:21:53] <Falkreon> I've also been working with BlockGroups
L1407[10:22:06] <Falkreon> and perhaps they're a better way to express the same idea
L1408[10:22:21] <Falkreon> e.g. if I need to steal a block ID for each direction of lazor emitter
L1409[10:22:30] <Falkreon> they're all part of the same group.
L1410[10:22:51] <Falkreon> (I dislike tile entities for their forced update ticks)
L1411[10:23:38] <williewillus> they don't update if you don't want them to...
L1412[10:23:58] <williewillus> just return false on canUpdate in 1.7 or don't implement ITickable/IUPdatePlayerListBox in 1.8+
L1413[10:24:19] <Falkreon> IUpdatePlayerListBox?
L1414[10:24:27] <Falkreon> that sounds mis-deobfuscated
L1415[10:24:43] <williewillus> yeah it got renamed to ITickable in 1.8.8
L1416[10:24:48] <williewillus> that's the 1.8.0 name
L1417[10:24:50] <Falkreon> ah. That's better.
L1418[10:25:11] <williewillus> it was used for updating the player list in the server gui before so that's probably where the name came from
L1419[10:25:17] <Falkreon> so we really did get a separation between ticking behavior and the storage
L1420[10:25:20] <Falkreon> that's really nice.
L1421[10:25:30] <williewillus> well forge has had non ticking TE's for quite a while :p
L1422[10:25:40] <Falkreon> I still would rather eat more block IDs than use a TE
L1423[10:26:17] <Falkreon> NBT storage and access has a cost.
L1424[10:27:30] ⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping timeout: 186 seconds)
L1425[10:28:37] <Falkreon> hm. Do we still have no good way to do full-block ladders except to withdraw the block edges by like 0.005f
L1426[10:29:00] <Falkreon> (which is just enough to guarantee a collision)
L1427[10:29:00] <williewillus> well whatever ic2 scaffolds do
L1428[10:29:03] <Falkreon> lol
L1429[10:29:08] <Falkreon> ic2's license is like
L1430[10:29:18] <Falkreon> "look at our code and we'll steal yours"
L1431[10:29:18] <williewillus> just decompile it lol
L1432[10:29:46] <williewillus> I ported ic2 classic 1.7.10 to 1.8, but didn't maintain it bc it's too hard to manually decompile every release, diff the changes, and manually merge them in
L1433[10:29:58] <williewillus> lol
L1434[10:30:59] ⇨ Joins: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
L1435[10:31:23] <Cypher121> make a script?
L1436[10:31:56] <gigaherz> williewillus: check how forge does it?
L1437[10:31:56] <gigaherz> XD
L1438[10:32:00] <gigaherz> they do have scripts for that ;P
L1439[10:32:20] <Falkreon> huh
L1440[10:32:26] <Falkreon> so I just looked at the source
L1441[10:32:32] <williewillus> well it's not just a simple patchset to update something to 1.8
L1442[10:32:35] <gigaherz> it's just a 3-way merge ;P
L1443[10:32:44] <Falkreon> and IC2 pulls the XZ back by 0.0625d
L1444[10:32:49] <gigaherz> you have base version, port, and new base
L1445[10:32:58] <Falkreon> and then does a worse thing than I do to make the climbing work
L1446[10:33:01] <williewillus> I don't just have a "1.8-patchset" that brings it to 1.8 automatically, I had to rewrite a large portion of the mess that was their networking
L1447[10:33:07] <Falkreon> so I'm really happy about that.
L1448[10:33:12] <gigaherz> williewillus: ah XD
L1449[10:33:13] <williewillus> so I just have a singular ic2 classic 1.1.0.19 for 1.8.0
L1450[10:33:17] <williewillus> if anywone wants it lol
L1451[10:33:44] <Falkreon> so yeah, if anyone cares\
L1452[10:33:48] <williewillus> I tried updaitng aura cascade but the way blocks and items were handled made me want to tear my hair out
L1453[10:34:08] <williewillus> otherwise it would be an easy 1.8+ port, the author just refuses :p
L1454[10:34:35] <Falkreon> https://gist.github.com/falkreon/e8ac6091ae2063293da3
L1455[10:34:40] <Falkreon> there.
L1456[10:34:54] <Falkreon> 0.35 is an arbitrary climbing speed
L1457[10:35:00] ⇦ Quits: Alexiy (~Alexiy@ip-118-203.zb.lv) (Ping timeout: 192 seconds)
L1458[10:35:37] <Falkreon> but yeah, you need to have the block be *slightly* less than a full block in the XZ directions
L1459[10:36:00] <williewillus> idk how ladders even work :p
L1460[10:36:06] <Falkreon> pretty much like the paste.
L1461[10:36:23] ⇨ Joins: Loetkolben (~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L1462[10:36:34] <Falkreon> "onEntityCollidedWithBlock" has nothing to do with the block's actual dimensions
L1463[10:36:34] <williewillus> why does the block have to be less than 1x1? Does colliding not get called if you bump into it?
L1464[10:36:48] <Falkreon> it's actually when the player is inside the full 1x1 block
L1465[10:36:53] <gigaherz> williewillus: smooth lighting fails when it goes out of bounds ,p
L1466[10:36:57] <williewillus> oh is it just "entity enters block space"
L1467[10:37:00] <Falkreon> yeah
L1468[10:37:18] <Falkreon> otherwise you never get any notification that a collision happened.
L1469[10:37:40] <gigaherz> that's hwo things like pressure plates and string work
L1470[10:37:48] <gigaherz> they detect an entity being inside the block space
L1471[10:37:55] <Falkreon> IC2 actually checks whether the forward key is down, meaning you can't back into their scaffold.
L1472[10:38:03] <Falkreon> or strafe
L1473[10:38:07] <gigaherz> well
L1474[10:38:10] <Falkreon> this one you can do that.
L1475[10:38:10] *** kroeser is now known as kroeser|away
L1476[10:38:10] <gigaherz> they detect the block space
L1477[10:38:34] <gigaherz> and THEN check if it's within the proper position, or something like that
L1478[10:38:50] <Falkreon> hm. Yeah, I think that's right.
L1479[10:39:05] *** colossali is now known as colossali|Away
L1480[10:39:51] <Falkreon> in any case, I'm back down to names
L1481[10:40:03] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L1482[10:40:36] <Falkreon> I want to make a non-abstract block that delegates most of its behavior to behavior classes
L1483[10:40:56] <Falkreon> in the 1.7 that's EnginationBlock, which... more smurf naming
L1484[10:41:32] <Falkreon> but seriously, when working against a codebase like Minecraft which has existing - yet terrible - classes, what can I do?
L1485[10:41:43] <Falkreon> except smurf name
L1486[10:41:51] <gigaherz> ... not smurf name ;P
L1487[10:41:58] <Falkreon> ikr... But how
L1488[10:42:04] <gigaherz> stuff is already in your own package
L1489[10:42:04] <gigaherz> XD
L1490[10:42:17] <Falkreon> yeah, but that'll force me to fqn somewhere down the road
L1491[10:42:47] <gigaherz> fqn?
L1492[10:42:50] <sham1> smurfnames are good
L1493[10:42:55] <Falkreon> use fully-qualified names
L1494[10:42:58] <gigaherz> oh
L1495[10:43:01] <gigaherz> well
L1496[10:43:04] <Falkreon> sham1, wat
L1497[10:43:05] <gigaherz> really
L1498[10:43:07] <gigaherz> just avoid mc names
L1499[10:43:15] <gigaherz> some smurfing isn't bad
L1500[10:43:23] <sham1> Falkreon, you saw what I wrote
L1501[10:43:25] <gigaherz> it's just over-smurfing that gets annoying
L1502[10:43:34] <Falkreon> I'm trying to minimize smurfing.
L1503[10:43:42] <gigaherz> like
L1504[10:43:44] <gigaherz> if you have a block
L1505[10:43:44] <karlthepagan> DecoratedAbstractTypeFactory!
L1506[10:43:44] <Falkreon> That's what's going on here.
L1507[10:43:48] <gigaherz> there's nothign wrong with calling it
L1508[10:43:51] <gigaherz> SomethingBlock
L1509[10:43:58] <Falkreon> karlthepagan, DecoratedAbstractTypeFactoryManager!
L1510[10:43:58] <Nitrodev> yeah
L1511[10:44:02] <gigaherz> smurfing would be
L1512[10:44:09] <gigaherz> YourModSomething
L1513[10:44:11] <sham1> I do that because otherwice I do not remember it is a block outside its class
L1514[10:44:13] <gigaherz> YourModTheOtherThing
L1515[10:44:13] <karlthepagan> Falkreon, DecoratedAbstractTypeFactoryManagerStrategy!
L1516[10:44:15] <Nitrodev> a placeholder name
L1517[10:44:15] <gigaherz> YourModWhatever
L1518[10:44:20] <Falkreon> nah
L1519[10:44:22] <sham1> As I do not pay attention to the packages
L1520[10:44:36] <Falkreon> IDecoratedAbstractTypeFactoryManagerDelegateStrategy
L1521[10:44:39] <diesieben07> really, java needs alias-importing
L1522[10:44:42] <diesieben07> that would solve all this crap
L1523[10:44:42] <karlthepagan> kek
L1524[10:44:43] <gigaherz> yeah
L1525[10:44:47] <sham1> Aliases
L1526[10:44:48] <gigaherz> C#'s using-alias is nice
L1527[10:44:50] <sham1> Hmm
L1528[10:44:53] <karlthepagan> +1 groovy has import as
L1529[10:44:58] <gigaherz> using Something=package.something;
L1530[10:44:59] <Falkreon> yeah
L1531[10:45:03] <diesieben07> just "import xyz.Foo as Bar"
L1532[10:45:05] <sham1> We also need namespaces and unsigned integers and...
L1533[10:45:12] <Falkreon> jigsaw is going to see a lot more of that
L1534[10:45:15] <Falkreon> java 9
L1535[10:45:25] <Falkreon> better encapsulation for everybody!!
L1536[10:45:28] <diesieben07> sham1, we will get the ability to make unsigned integers with value types in java 10 :D
L1537[10:45:32] <gigaherz> reified generics
L1538[10:45:35] <diesieben07> nahhhh
L1539[10:45:41] <Falkreon> reified generics will NEVER happen.
L1540[10:45:45] <diesieben07> reified has just as many problems as non reified
L1541[10:45:45] <Falkreon> ever.
L1542[10:45:45] <gigaherz> and vm-managed native calls
L1543[10:45:53] <Falkreon> diesie- no?
L1544[10:45:58] <diesieben07> yeah :D
L1545[10:46:03] <sham1> Type classes yeah
L1546[10:46:04] <gigaherz> reified just requires runtime code generation
L1547[10:46:05] <sham1> but...
L1548[10:46:10] <diesieben07> yes it does
L1549[10:46:11] <sham1> That just feels wrong
L1550[10:46:14] <gigaherz> you need to compile to metadata
L1551[10:46:21] <Falkreon> so?
L1552[10:46:26] <gigaherz> so that the vm can generate instantiations
L1553[10:46:26] <diesieben07> and there is no way to interact with a List of any type
L1554[10:46:28] <Falkreon> you're creating a class anyway
L1555[10:46:29] <diesieben07> its just a bit ugly
L1556[10:46:44] <gigaherz> there's covariance and contravariance
L1557[10:46:52] <Falkreon> wildcard types. List<?>.
L1558[10:46:57] <gigaherz> I can never remember which is which XD
L1559[10:47:05] <diesieben07> again, this will not happen in java
L1560[10:47:10] <gigaherz> but yeah
L1561[10:47:12] <diesieben07> because it's in no way backwards compatible
L1562[10:47:15] <Falkreon> ^
L1563[10:47:18] <diesieben07> and counter-inituitive to any java user
L1564[10:47:32] <Falkreon> actually I'm pretty sure type erasure is the counterintuitive one
L1565[10:47:33] <diesieben07> there are too many unchecked casts even in the JDK :D
L1566[10:47:38] <diesieben07> for me, no
L1567[10:47:46] <diesieben07> erasure is very intuitive i find
L1568[10:47:50] <Falkreon> I've dealt with it for ages, I'm fine.
L1569[10:47:57] <gigaherz> it is intuitive
L1570[10:48:00] <Falkreon> ?
L1571[10:48:00] <gigaherz> but also horribly broken
L1572[10:48:02] <gigaherz> as a concept
L1573[10:48:04] <sham1> erasure may be intuitive, but it is stupid
L1574[10:48:13] <Falkreon> how are all of you finding erasure intuitive
L1575[10:48:16] <Falkreon> O_o
L1576[10:48:19] <diesieben07> well
L1577[10:48:31] <gigaherz> Falkreon: well in java, anything (xcept primitive types) are objects
L1578[10:48:31] <gigaherz> so
L1579[10:48:36] <diesieben07> for once i find it weird how you are making so many classes if you don't erase
L1580[10:48:40] <gigaherz> it's natural to store everything as an object internally
L1581[10:48:42] <diesieben07> at runtime, yes
L1582[10:48:45] <diesieben07> but that all takes memory
L1583[10:49:04] <gigaherz> it only instantiates on use ;P
L1584[10:49:11] <diesieben07> yes
L1585[10:49:13] <diesieben07> but still
L1586[10:49:15] <gigaherz> until instantiation, it's all just metadata
L1587[10:49:20] <sham1> Erasure makes sure for instance that I cannot check if my list is instanceof List<Something>
L1588[10:49:22] <diesieben07> there are hundreds of types of lists being used
L1589[10:49:23] <sham1> It just is List
L1590[10:49:29] <michael_> anyone have an example for subitems in 1.8?
L1591[10:49:37] <gigaherz> sham1: that's not necessarily true
L1592[10:49:42] <gigaherz> you can have erasure WITH metadata
L1593[10:49:52] <sham1> Not too common
L1594[10:50:00] <gigaherz> Java just didn't make it so
L1595[10:50:09] <gigaherz> I mean not in a strict way
L1596[10:50:12] <sham1> Except for Arrats
L1597[10:50:19] <diesieben07> well, arrays are reified :D
L1598[10:50:24] <Falkreon> idk, I've done enough C# that I'm fairly certain the only reason Java will never remove erasure is compatibility.
L1599[10:50:28] <diesieben07> hence they work different than anything else
L1600[10:50:29] <Nitrodev> what IDEs would you guys prefer
L1601[10:50:31] <gigaherz> a class could easily know it's meant to be <Something>
L1602[10:50:35] <sham1> IDEA
L1603[10:50:36] <diesieben07> IntelliJ
L1604[10:50:38] <diesieben07> :D
L1605[10:50:39] <gigaherz> even if the internal storage is Object
L1606[10:50:48] <Falkreon> nitrodev: most people here favor iJ IDEA, I use Eclipse
L1607[10:50:53] <gigaherz> Nitrodev: Visual Studio, but it's unfit for proper mc modding
L1608[10:50:53] <gigaherz> XD
L1609[10:50:57] <gigaherz> so IDEA as a fallback
L1610[10:50:57] <karlthepagan> people work around reified generics using a typeclass
L1611[10:51:06] <Nitrodev> okay so IDEA it is
L1612[10:51:08] <Falkreon> I've used both, the reason to use IDEA would be it gets features really early
L1613[10:51:16] <karlthepagan> e.g. classmate's typereference
L1614[10:51:21] <diesieben07> that's not the reason for using IDEA :D
L1615[10:51:29] <Falkreon> whatever
L1616[10:52:10] <Falkreon> that's the only reason I've seen for it. It had groovy support and 1.8 support way before eclipse.
L1617[10:52:13] <michael_> can anyone please give an example for subitems in 1.8?
L1618[10:52:13] <gigaherz> it just feels better to me ;P
L1619[10:52:27] <diesieben07> i find refactoring and autocomplete just much better
L1620[10:52:34] <Falkreon> fair enough.
L1621[10:52:43] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/items/ItemMagicOrb.java
L1622[10:52:46] <Nitrodev> this time i will try NOT to get rid of all my code
L1623[10:52:51] ⇨ Joins: ShadowChild (~ShadowChi@host81-151-59-190.range81-151.btcentralplus.com)
L1624[10:52:53] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L68
L1625[10:52:58] <gigaherz> there you go michael_
L1626[10:53:04] <michael_> thanks
L1627[10:53:05] <gigaherz> first link is the Item itself
L1628[10:53:11] <gigaherz> second link is how to register the model variants
L1629[10:53:53] <Falkreon> also, is there a reason a whole bunch of the method parameters are deobfuscated as if they were GLSL params
L1630[10:53:55] <Falkreon> :D
L1631[10:53:59] <Falkreon> "materialIn"
L1632[10:54:10] <gigaherz> community choice
L1633[10:54:41] <Falkreon> idk, it's a big project, is it really a community decision or just someone entered it as a mapping and nobody changed it?
L1634[10:54:42] <gigaherz> as in, whoever contributed those names, chose that
L1635[10:54:50] <Falkreon> okay, more of the latter.
L1636[10:54:59] <gigaherz> my guess is
L1637[10:55:10] <gigaherz> either one of the MCP people actively prefers the In suffix
L1638[10:55:23] <gigaherz> of it just became a "thing"
L1639[10:55:48] <gigaherz> you'd have to ask someone else for a moreaccurate answer. XD
L1640[10:56:19] <diesieben07> you cannot name something the name of a field
L1641[10:56:27] <diesieben07> if there is a field "world" you cannot name any parameter in that class "world"
L1642[10:56:28] <Falkreon> idk guys, we're in the forge channel, unless lex chimes in, I don't think there IS a more authoritative answer.
L1643[10:56:33] <gigaherz> diesieben07: yes you can
L1644[10:56:43] <diesieben07> in MCPBot you can't.
L1645[10:56:45] <gigaherz> oh
L1646[10:57:00] <gigaherz> so it's a limitation of the pretty-name system
L1647[10:57:02] <diesieben07> it's to avoid conflicts, you need force permissions to do it
L1648[10:57:21] <diesieben07> because there may be code somewhere that has "world = p_12345_x"
L1649[10:57:22] <Falkreon> yeah but it forces some really awkward names
L1650[10:57:35] <diesieben07> and if you then rename the param to "world" you change the meaning of the code
L1651[10:57:38] ⇨ Joins: WJ44 (~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58)
L1652[10:57:48] <Falkreon> diesieben07, lies, fernflower qualifies all those accesses with this.
L1653[10:57:54] <diesieben07> true
L1654[10:57:57] <diesieben07> mods exist though
L1655[10:58:07] <Falkreon> mods exist which use what?
L1656[10:58:09] <Falkreon> eh?
L1657[10:58:14] <Falkreon> eh? the mappings.
L1658[10:58:17] <diesieben07> yes :D
L1659[10:58:22] <diesieben07> also forge patches
L1660[10:58:36] ⇨ Joins: IoP (jikuja@kapsi.fi)
L1661[10:58:38] <diesieben07> it's just a safety but i agree, the names are stupid
L1662[10:58:42] <diesieben07> but so are many mcp names
L1663[10:58:46] <Falkreon> ;_;
L1664[10:58:48] <Falkreon> yes
L1665[10:59:02] <diesieben07> especially because there are morons who think that now EVERYTHING has to be postfixed with In
L1666[10:59:04] <Falkreon> like all the isOpaqueCube variants
L1667[11:00:02] <michael_> what does addVariantName() do?
L1668[11:00:08] <IoP> Can someone look this log http://paste.feed-the-beast.com/view/f7b63484 is it stuck after line 3724? Should fastcraft be removed and get a new log?
L1669[11:00:55] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L1670[11:01:31] <diesieben07> something crashed, but there is a "debug mod" or whatever installed which then also failed and probably just swallowed the actual crash -.-
L1671[11:01:53] <Falkreon> right, I'm out for now
L1672[11:01:59] <Falkreon> thanks for all the help ^_^
L1673[11:02:04] *** Falkreon is now known as Falk|Away
L1674[11:02:18] <IoP> debug mod? Something else than troubleshooting mod?
L1675[11:02:25] <diesieben07> no thats what i meant
L1676[11:02:45] ⇦ Quits: Emris (~Miranda@195.234.58.25) (Quit: Miranda IM! Smaller, Faster, Easier. http://miranda-im.org)
L1677[11:03:21] <IoP> troubleshootingmod does not hide exceptions. If it does then I have made serious derp
L1678[11:03:33] <diesieben07> well, it looks like that
L1679[11:03:47] <diesieben07> because why would it dump all threads?
L1680[11:03:57] <diesieben07> if there wasn't an exception? but there is none printed
L1681[11:04:02] <IoP> here is same without that mod http://paste.feed-the-beast.com/view/5323ce42
L1682[11:04:28] <diesieben07> what is this thread dump thing?
L1683[11:04:34] <diesieben07> are you telling it to dump the threads?
L1684[11:04:47] <IoP> diesieben07: https://github.com/jikuja/TroubleshootingMod/blob/master/src/main/java/io/github/jikuja/TroubleshootingMod/DumperThread.java
L1685[11:05:23] <diesieben07> that... does not seem very useful
L1686[11:05:28] <diesieben07> it just vomits informatino all the time
L1687[11:05:40] <IoP> still wIP
L1688[11:05:50] <diesieben07> so what is your actual problem?
L1689[11:06:18] <IoP> His process stops at "[Client thread/INFO] [EnderCore]: Removed 0 missing texture stacktraces. Tada"
L1690[11:06:30] <diesieben07> it just freezes?
L1691[11:06:42] <IoP> I've seen multiple similar messages in last few days
L1692[11:06:44] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 192 seconds)
L1693[11:06:44] <IoP> yup.
L1694[11:07:26] <diesieben07> well, from the thread dumps it seems the client thread is currently doing texture stuff
L1695[11:07:33] <diesieben07> for how long have you let it sit?
L1696[11:07:53] <diesieben07> also yes, should definitely try without Fastcraft
L1697[11:08:07] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1698[11:08:28] <IoP> I've seen people wait ~10 minutes
L1699[11:08:44] <Nitrodev> Wuppy, wow you already made a tutorial for 1.8 modding
L1700[11:09:01] <diesieben07> yeah that's not right
L1701[11:09:10] <IoP> diesieben07: so what is recommended way to trigger thread dumps without installing JDK?
L1702[11:09:26] <diesieben07> uh idk
L1703[11:09:45] <diesieben07> Nitrodev, uhm... already? 1.8 has been out for over a year.
L1704[11:09:49] <michael_> Nitrodev: Wuppy's 1.8 tutorials aren't completely up to date
L1705[11:09:57] <sham1> And he has no time to update them
L1706[11:10:08] ⇨ Joins: TomWolf (TomWolf@213-64-135-25-no12.tbcn.telia.com)
L1707[11:10:21] <sham1> Thus meaning that if we want more knowledge for the community, we need to use readthedocs and contribute there
L1708[11:10:21] <michael_> Nobody has time to write any docs for 1.8
L1709[11:10:44] <Nitrodev> oh
L1710[11:10:47] <michael_> And i'm stuck here wondering what addVariantName() does
L1711[11:11:00] <ThePsionic> It adds variant names
L1712[11:11:04] <sham1> Time for me to fork readthedocs repo so I can contribute :P
L1713[11:11:10] ⇦ Quits: zam (webchat@32.105-245-81.adsl-dyn.isp.belgacom.be) (Ping timeout: 204 seconds)
L1714[11:11:13] <Nitrodev> anyone got 1.7 text tutorials
L1715[11:11:23] <michael_> ThePsionic, does it really?
L1716[11:11:25] <sham1> you need no 1.7 stuff anymores
L1717[11:11:26] <ThePsionic> *softly* Don't.
L1718[11:11:31] <ThePsionic> michael_: yes
L1719[11:11:46] <michael_> Well great I couldn't figure that out
L1720[11:11:53] <Nitrodev> 1.7.10 then?
L1721[11:11:58] <michael_> But seriously why do i need it?
L1722[11:11:59] <IoP> diesieben07: That mod has two other solutions: simple httpd opened in localhost and jmx agent. (kill -3 `pidof java` is best solution but it is not windows compatible)
L1723[11:11:59] <ThePsionic> iirc it's for registering textures for meta items
L1724[11:12:17] <diesieben07> i am not sure what you are after IoP
L1725[11:12:38] <michael_> But why do I need addVariantName() and setCustomModelResourceLocation()
L1726[11:12:52] <michael_> setCustomModelResourceLocation() has a meta parameter
L1727[11:13:03] <ThePsionic> /shrug
L1728[11:13:23] <IoP> diesieben07: with mod? Easy-ish way to get thread dump from dumb users
L1729[11:13:33] <williewillus> michael_: addVariantName tells it "This item will use all of these X model paths that I pass you". setCustomMRL you assign each meta to the specific model path
L1730[11:13:41] <diesieben07> then what you are doing in that debug mod is fine...
L1731[11:14:09] ⇨ Joins: Cooler (~CoolerExt@61.3.246.34)
L1732[11:14:19] <gigaherz> michael_; addVariantName helps mc distinguish subitems from items with damage
L1733[11:14:50] ⇦ Quits: Loetkolben (~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L1734[11:15:08] <TomWolf> Am I right in thinking that there is one specific thaumcraft block that causes the repating crash on our server: http://pastebin.com/0LzDG5Rk
L1735[11:15:22] <michael_> OK, but why does minecraft need to know if its subitems or damage
L1736[11:15:24] <IoP> diesieben07: If I have select if I ask user to install JDK then run jconsole/visualvm and use it to fetch thread dump VS asking he to add a mod and send a new log
L1737[11:15:38] <IoP> We can see which task is easier.
L1738[11:15:39] <diesieben07> ???!
L1739[11:15:41] <diesieben07> yes.
L1740[11:15:45] <diesieben07> i have not questioned that...
L1741[11:16:07] <diesieben07> TomWolf, looks like your world has corrupted chunks
L1742[11:16:09] <gigaherz> TomWolf: never seen that error
L1743[11:16:15] <gigaherz> but it really looks like corrupted data
L1744[11:16:27] <gigaherz> if it started after using certain thaumcraft blocks
L1745[11:16:34] <gigaherz> it means thaumcraft would have corrupted your world
L1746[11:16:46] <williewillus> michael_: for example, whenever you use a pickaxe, it changes meta value. MC needs to know if you want a new model for all 8192 meta values of it, or not, so you declare what models will be used up front
L1747[11:16:52] <gigaherz> did you have any other crash
L1748[11:16:56] <gigaherz> before this one started?
L1749[11:17:08] <gigaherz> power failure during saving could also have caused it
L1750[11:17:30] <michael_> williewillus: Ok, that clears some things up, thanks
L1751[11:17:34] <TomWolf> we had crashes because of low tps a few times every day but this crashes a few minutes after the server starts every time now
L1752[11:17:41] <gigaherz> yes
L1753[11:17:42] <IoP> diesieben07: I would like to have some kind of generate thread dump at request but currently I'm out of ideas how to do that while still being enough simple for end-user.
L1754[11:17:43] <gigaherz> because it's corrupted
L1755[11:17:52] <gigaherz> the data for one of the thaumcraft nodes is corrupted on disk
L1756[11:18:06] <williewillus> could just enter that nbt file and delete that node
L1757[11:18:21] <gigaherz> the "nbt file" is the corrupted one
L1758[11:18:24] <TomWolf> would removing stuff in that chunk with mcedit be a good fix or is backup the only sollution?
L1759[11:18:25] <diesieben07> IoP, listen for a weird key combination
L1760[11:18:34] <TomWolf> ok =)
L1761[11:19:00] <gigaherz> TomWolf: backup everything before mcediting
L1762[11:19:01] <IoP> diesieben07: and now tell that...
L1763[11:19:04] <williewillus> yeah the error tells you the full coordinates, open the region file it tells you, find the node in the tile-entity list, and delete it
L1764[11:19:17] <williewillus> this may be helpful as well https://dinnerbone.com/minecraft/tools/coordinates/
L1765[11:19:19] <gigaherz> worse case you may have to "lose" all the tile entities in the chunk
L1766[11:19:36] <gigaherz> if you can't recover the NBT data from it
L1767[11:20:14] <gigaherz> if it's not a chunk where you have buildings andstuff
L1768[11:20:24] <diesieben07> IoP, if the user cannot perform "press these keys and send over the log" they shouldn't be playing modded minecraft.
L1769[11:20:28] <gigaherz> you may even be able to get away with erasing the chunk and letting it re-generate
L1770[11:21:07] <gigaherz> but that's all worst-case scenario
L1771[11:21:14] <TomWolf> =) Thanks for all the help.
L1772[11:21:22] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186 seconds)
L1773[11:21:29] <gigaherz> first step would be to try deleting the data for that one specific thaumcraft node ;P
L1774[11:21:52] <williewillus> well, whatever you do, you can try infinitely many times as long as you backup :p
L1775[11:21:57] <IoP> diesieben07: I somehow skipped idea of using users' input as a trigger. thanks for idea.
L1776[11:21:59] <gigaherz> second step could be to load the chunk NBT from a backup
L1777[11:22:03] <TomWolf> That's the plan now =) If nothing helps we'll revert to a backup.
L1778[11:22:19] ⇦ Quits: Xilef11 (~xilef11@bas1-ottawa09-1176116945.dsl.bell.ca) (Quit: Leaving)
L1779[11:22:28] <williewillus> you could just replace that one region file with one from a backup instead of the whole world
L1780[11:22:40] <gigaherz> TomWolf: is it a "built" region file
L1781[11:22:43] <gigaherz> or just empty world?
L1782[11:22:56] <williewillus> wat
L1783[11:23:08] <gigaherz> williewillus: if it's a region file that contains the main city of the server
L1784[11:23:13] <williewillus> oh lol
L1785[11:23:21] <gigaherz> or it's some remote area that no one uses
L1786[11:23:23] <gigaherz> XD
L1787[11:23:29] <TomWolf> I belive it's a built chunk.
L1788[11:23:34] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1789[11:23:50] <gigaherz> yeah so you probably want to try to keep as much existing data as possible
L1790[11:24:32] <gigaherz> using some NBT editor (NBT Explorer was it?)
L1791[11:24:36] <williewillus> yeah
L1792[11:24:51] <gigaherz> I wonder if it can replace NBT data without loading it
L1793[11:25:21] *** Abrar|gone is now known as AbrarSyed
L1794[11:25:59] <TomWolf> We'll try with NBT Explorer
L1795[11:26:54] <TomWolf> As always, this chanel is amazing. Needs to be said.
L1796[11:27:05] <gigaherz> hmm NBT Explorer can delete a chunk's NBT directly, it seems
L1797[11:27:27] <gigaherz> dunno if it can handle broken nbt
L1798[11:27:33] <gigaherz> hopefully it worksfor you
L1799[11:27:35] <gigaherz> and thanks
L1800[11:27:35] <gigaherz> ;P
L1801[11:27:38] <gigaherz> we try ;P
L1802[11:30:05] <gigaherz> lol at lewis in the yogscast stream "[the thing] wasn't made by us, in fact, we dont' want to have anything to do with it, because everything we touch, goes to shit"
L1803[11:30:16] <Zaggy1024> lol...
L1804[11:30:37] <karlthepagan> too soon ;)
L1805[11:31:06] <williewillus> i havent watched any yogscast content in 2.5 years, wow
L1806[11:31:13] <williewillus> give or take
L1807[11:31:23] <karlthepagan> in-case you missed it: yogventures failed kickstarter
L1808[11:31:31] <williewillus> rip
L1809[11:31:32] <karlthepagan> rip
L1810[11:31:37] <williewillus> is it officially dead now?
L1811[11:31:44] <Nitrodev> yep
L1812[11:31:45] <gigaherz> for a while
L1813[11:31:50] <gigaherz> the project was mismanaged
L1814[11:31:57] <Nitrodev> HAW HAW
L1815[11:32:04] <gigaherz> money was misspent
L1816[11:32:07] <gigaherz> nothing came out of it
L1817[11:32:11] <karlthepagan> and every 1st software project ever
L1818[11:32:20] <diesieben07> well, i don't know why every fucking youtuber needs to make a game now
L1819[11:32:24] <williewillus> oh they gave it all to TUG
L1820[11:32:34] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186 seconds)
L1821[11:32:35] <williewillus> but i havent heard anything about tug in ages
L1822[11:32:42] <gigaherz> TUG got an update recently
L1823[11:32:48] <gigaherz> I still launch the game every now and then
L1824[11:33:04] <gigaherz> it's still early access material though
L1825[11:33:18] <diesieben07> yay early access
L1826[11:33:26] <williewillus> what 'is' it?
L1827[11:33:39] <gigaherz> TUG is a voxel survival game
L1828[11:33:43] <gigaherz> but not cube-based like mc
L1829[11:33:53] <gigaherz> it's "marching cubes" type voxel ;P
L1830[11:34:06] <gigaherz> http://store.steampowered.com/app/277930/
L1831[11:34:23] <gigaherz> you craft in-world
L1832[11:34:27] <gigaherz> drop stuff on the ground
L1833[11:34:28] <gigaherz> press G
L1834[11:34:30] <gigaherz> and it crafts
L1835[11:34:44] <gigaherz> all recipes are "shapeless" (in MC terms)
L1836[11:35:02] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1837[11:35:15] <gigaherz> like, crafting with axe rock + stick + string = crude axe
L1838[11:35:35] <gigaherz> for more advanced items, you needto drop the items near a crafting "station"
L1839[11:35:41] <gigaherz> (a table, or a furnace or whatever)
L1840[11:35:44] <gigaherz> and things like cooking
L1841[11:35:58] <gigaherz> happens contextually: drop food on top of a flat stone near a fire
L1842[11:36:02] <gigaherz> and it gets cooked
L1843[11:36:26] <gigaherz> but it's too.... incomplete
L1844[11:36:30] <gigaherz> to feel like a proper game
L1845[11:37:04] <fry> windows-only, DX11-only
L1846[11:45:46] <williewillus> are they making their own engine?
L1847[11:47:04] <Girafi> Wait.. am I blind or did the latest commit for 1.8.8 not make a new Forge build ? :/
L1848[11:47:26] ⇨ Joins: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L1849[11:47:50] <fry> indeed, last build failed
L1850[11:48:14] <IoP> diesieben07: same result without fastcraft http://paste.feed-the-beast.com/view/a236c548
L1851[11:48:24] <gigaherz> williewillus: probably
L1852[11:48:47] <gigaherz> there aren't really many engines like Unity or Unreal that come with voxel terrain systems integrated ;P
L1853[11:48:58] <diesieben07> IoP, maybe try disabling the loading screen, see EAQ on the forums
L1854[11:49:01] <sham1> God damn it Atom
L1855[11:49:04] <sham1> Why u no work
L1856[11:49:32] <gigaherz> CEGUI
L1857[11:49:37] <Girafi> Ahh okay, so you guys were already aware of it, or?
L1858[11:49:38] ⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Ping timeout: 186 seconds)
L1859[11:49:40] <gigaherz> wasn't that a GUI library for OGRE?
L1860[11:49:52] <Zaggy1024> so, guys, is there anything you would like IPlantable (and possibly ISeed) to do when it uses a Set<EnumPlantType>?
L1861[11:49:54] <gigaherz> ah no
L1862[11:49:56] <gigaherz> it's general-purpose
L1863[11:50:19] <gigaherz> "CEGUI provides modules for Direct3D, OpenGL, the OGRE 3D engine, and the Irrlicht Engine. Other modules can be written for custom engines."
L1864[11:50:30] ⇨ Joins: romibi (~quassel@cable-static-7-174.rsnweb.ch)
L1865[11:50:41] <gigaherz> yeah so far as I can tell from the DLLs in it, it uses a custom engine ;P
L1866[11:50:42] ⇦ Quits: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk) (Ping timeout: 186 seconds)
L1867[11:50:44] <IoP> diesieben07: aww shit. it's using Renderer: 'Intel(R) HD Graphics 4400' :/
L1868[11:50:57] <diesieben07> yeah that is probably it then
L1869[11:51:06] <gigaherz> IoP: no dedicated?
L1870[11:51:07] <diesieben07> many intel "gpus" don't like the loading screen
L1871[11:52:00] <IoP> gigaherz: there is but reason x causes MC to select intel. I'll mention that while communicating with user
L1872[11:52:29] <gigaherz> IoP: that's because java.exe isn't seen as a "game" by the drivers
L1873[11:52:31] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 190 seconds)
L1874[11:52:33] <diesieben07> yep
L1875[11:52:40] <gigaherz> I ahd to manually add java.exe as "prefer dedicated" in nvidia control panel
L1876[11:52:50] <gigaherz> which means ALL java apps use extra battery
L1877[11:52:50] <Zaggy1024> could use some input on IPlantable :P
L1878[11:52:58] <gigaherz> but since MC is the only java app I use normally ;P
L1879[11:53:11] <gigaherz> well used*
L1880[11:53:12] <IoP> gigaherz: I've done same
L1881[11:53:15] <gigaherz> I don't even play mc in the laptop anymore
L1882[11:53:36] <IoP> newer lwjgl version should force usage of discrete GPUs
L1883[11:53:51] <karlthepagan> I had the same problem with my lwjgl
L1884[11:54:08] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1885[11:54:27] <diesieben07> i don't think the application can decides that
L1886[11:54:35] <diesieben07> -s
L1887[11:55:01] * AbrarSyed doesnt think the application SHOULD decide that
L1888[11:55:34] <diesieben07> that too
L1889[11:55:48] <IoP> https://github.com/LWJGL/lwjgl/commit/e503ea631c1e14e414352b3a69eac7e50b3d11d3
L1890[11:55:58] <IoP> "Force high performance GPU for Nvidia Optimus systems"
L1891[11:56:02] <karlthepagan> and that's why there are so many video driver "profiles", because the application *can* decide that so NV and AMD don't automatically force it on you
L1892[11:56:40] <gigaherz> an application should have the right to say
L1893[11:56:43] <gigaherz> "I'm a game!"
L1894[11:56:44] <gigaherz> or
L1895[11:56:58] <gigaherz> "I may use DX/OGL, but I'm really just a fancy GUI, dont' bother"
L1896[11:57:03] <fry> having 2 gpus is just silly
L1897[11:57:15] <gigaherz> fry: not really
L1898[11:57:16] <diesieben07> no it's not.
L1899[11:57:20] <gigaherz> the one on the cpu uses less power
L1900[11:57:29] <gigaherz> and nvidia optimus can electrically disconnect the gpu chip while it's not used
L1901[11:57:36] <diesieben07> i accidentally had chrome set to run on the nvidia gpu
L1902[11:57:38] <gigaherz> meaning it uses practically 0 power
L1903[11:57:46] <diesieben07> it lasted for 1h while just browsing the web
L1904[11:57:51] <diesieben07> on battery.
L1905[11:57:52] <gigaherz> so it works out really well
L1906[11:57:56] <karlthepagan> if we could disable some % of our GPU cores having 2 GPU's would be silly
L1907[11:57:57] <diesieben07> with intel gpu it lasts 2 1/2
L1908[11:57:59] <gigaherz> "2D" mode -> use integrated
L1909[11:58:04] <karlthepagan> but the technology isn't there yet :P
L1910[11:58:05] <gigaherz> "3D" mode -> use dedicated
L1911[11:58:18] <fry> karlthepagan: exactly ;P
L1912[11:58:36] <fry> it's not silly from the practical point of view, right now
L1913[11:58:43] <karlthepagan> just like you have different power states & number of active cores for a CPU
L1914[11:58:46] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 190 seconds)
L1915[11:58:52] ⇦ Quits: WJ44 (~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58) (Ping timeout: 192 seconds)
L1916[11:58:54] <fry> it's completely silly if you think how it could've been :P
L1917[11:59:01] <karlthepagan> could be*
L1918[11:59:30] <fry> could've been in the things we have today :P
L1919[11:59:54] <IoP> What kind of weird key combination will lwjgl/MC handle?
L1920[11:59:57] <Zaggy1024> which would you guys prefer to check whether a plant should keep farmland from turning into dirt? "plantTypes.contains(Crops) && !plantTypes.contains(Plains)" or a new method, "IPlantable.isCrop()"?
L1921[12:00:28] <IoP> If I want to bind ctrl+break... Is my idea doomed to fail?
L1922[12:00:28] <Zaggy1024> the benefit of a new interface method is that then you can have a plant that grows on both plains and farmland, but still keeps farmland under it
L1923[12:01:11] <williewillus> i like the second
L1924[12:01:22] *** kroeser|away is now known as kroeser
L1925[12:01:53] <Zaggy1024> despite it adding an extra method to implement in IPlantable, which would only be used once without mods?
L1926[12:01:57] *** Vigaro|AFK is now known as Vigaro
L1927[12:02:37] <Zaggy1024> it would be mainly boilerplate for most plants (return true or return false, with no conditions based on variants)
L1928[12:02:48] <karlthepagan> yay for jdk8 default methods ;)
L1929[12:03:03] <williewillus> we're still a ways off from that lol
L1930[12:03:04] <karlthepagan> too bad forge has to support 7
L1931[12:03:11] <Zaggy1024> yeh...
L1932[12:03:12] <williewillus> isnt vanilla still on 6?
L1933[12:03:21] <fry> yup, 6
L1934[12:03:28] <fry> and so is forge
L1935[12:03:30] <Zaggy1024> would be nice to have a default, although I'm still breaking the old IPlantable :P
L1936[12:04:08] <Zaggy1024> changing EnumPlantType getPlantType to Collection<EnumPlantType> getPlantTypes
L1937[12:04:18] <Zaggy1024> (if everyone approves of it, of course)
L1938[12:04:24] <IoP> tbh most of the mods requires java 7 even most of the mods does not mention it.
L1939[12:05:20] <diesieben07> zaggy, you can't do that with default methods either
L1940[12:06:07] ⇨ Joins: WJ44 (~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58)
L1941[12:06:10] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186 seconds)
L1942[12:06:39] <Zaggy1024> I never said I was going to try and make all my changes using defaults, why would I?
L1943[12:06:51] <Zaggy1024> I can't
L1944[12:07:17] <diesieben07> oh, it sounded like it :D
L1945[12:08:03] <Zaggy1024> although I could do that with default methods, considering I changed the method name
L1946[12:08:09] <sham1> Writing these docs is sorta fun maybe actually
L1947[12:08:10] <Zaggy1024> but implementing the interface would be ugly
L1948[12:08:31] <williewillus> sham1: what are you writing about?
L1949[12:08:38] <sham1> Proxies
L1950[12:08:54] <Zaggy1024> so I guess .isCrop() is best, then?
L1951[12:09:31] <Zaggy1024> in place of that, would anyone prefer having a "main" plant type (which in the case of plants that stop farmland turning into dirt would be "Crops")
L1952[12:09:53] <sham1> The power of the proxy must become known to the new forgerer
L1953[12:09:55] <Zaggy1024> I'm not sure what the main plant type would be for something that isn't a crop, though, but I still wonder :P
L1954[12:09:56] <karlthepagan> that sounds like it would maintain compatibility
L1955[12:10:12] <karlthepagan> the plant type and holding the new logic in a delegate class
L1956[12:10:21] <Zaggy1024> hm
L1957[12:10:35] <Zaggy1024> interesting idea
L1958[12:10:37] *** colossali|Away is now known as colossali
L1959[12:10:53] <Zaggy1024> but I'm not sure how much of a benefit that would be
L1960[12:11:11] <Zaggy1024> plus it's more instanceof checks
L1961[12:11:22] <karlthepagan> yea
L1962[12:11:52] <Zaggy1024> I guess I'll go with isCrop and Lex can look at it when I'm done
L1963[12:12:00] <williewillus> "instanceof is slow" is largely an irrelevant idea nowadays
L1964[12:12:11] <Zaggy1024> that's not the point
L1965[12:12:18] <Zaggy1024> it's just more code in the places that care about IPlantable
L1966[12:12:33] <Zaggy1024> and it doesn't force people to consider whether an IPlantable is planted on multiple soil types
L1967[12:12:36] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L1968[12:12:39] <karlthepagan> features hidden inside instanceof makes a feature not discoverable
L1969[12:12:53] <karlthepagan> better to hold information inside an annotation actually Zaggy1024
L1970[12:13:03] <Zaggy1024> say what?
L1971[12:13:08] <karlthepagan> like @Mod
L1972[12:13:10] <Zaggy1024> how would this go in an annotation?
L1973[12:13:25] <karlthepagan> like this @PlantType(Crop.class)
L1974[12:13:34] <Zaggy1024> it has to be block state and ItemStack aware
L1975[12:13:37] <sham1> huzzah
L1976[12:13:44] <sham1> Just
L1977[12:13:55] <Zaggy1024> just what?
L1978[12:14:10] <sham1> Nothing
L1979[12:14:13] <Zaggy1024> lol okay
L1980[12:14:16] <sham1> I realized it was a stupid idea
L1981[12:14:36] <karlthepagan> Zaggy1024, man... i've got a meeting to get to but I don't see why that wouldn't be possible
L1982[12:14:44] <Zaggy1024> now what I wonder is if it's a good idea to have isCrop in ISeed
L1983[12:14:59] <Zaggy1024> karlthepagan, how can annotations be aware of the world?
L1984[12:15:26] <karlthepagan> Zaggy1024, if you can look up the type of a block
L1985[12:15:40] <Zaggy1024> variants bro
L1986[12:15:59] <karlthepagan> meaning - you're using instanceof, so you could also use getClass and use that to look up the annotations on the class you retrieve
L1987[12:16:01] <Zaggy1024> block instance doesn't matter, the point is that it needs to be able to change based on IBlockState, not just Block
L1988[12:16:13] <karlthepagan> don't care which object it's on
L1989[12:16:24] <Zaggy1024> plus reflection is slow
L1990[12:16:26] <karlthepagan> wherever you would use your alternative interface you can use an annotation
L1991[12:16:46] <karlthepagan> if it's slow put the classes in an identity hashmap
L1992[12:16:50] <Zaggy1024> I'm not sure what you mean
L1993[12:17:02] <karlthepagan> but you don't konw that it's slow, you're guessing based on popular superstition
L1994[12:17:30] <karlthepagan> getclass is fast, and looking up annotation on a class is faster than introspecting on the methods
L1995[12:17:45] <karlthepagan> but it's possibly slower than instanceof
L1996[12:18:04] <Zaggy1024> but really, that doesn't matter nearly as much as the code complexity added by that
L1997[12:18:21] <Zaggy1024> and I still don't see how that prevents people from only using the old method of getting the plant type
L1998[12:18:31] <Zaggy1024> therefore ignoring plants that use multiple soils
L1999[12:18:33] <karlthepagan> yes, complex patches inside the minecraft code will get rejected, but you can put nearly everything here inside the minecraftforge packages
L2000[12:18:41] <Zaggy1024> I know
L2001[12:18:43] <karlthepagan> ;)
L2002[12:19:04] <Zaggy1024> but then you have to call a static method to get the same thing you would with a simple instanceof
L2003[12:19:33] <karlthepagan> "simple instanceof and cast to a different class and call that class's methods"
L2004[12:19:34] <Zaggy1024> and that lookup would be a good bit of code on Forge's end, which is quite unnecessary
L2005[12:19:38] ⇨ Joins: Alexiy (~Alexiy@ip-118-203.zb.lv)
L2006[12:19:39] <Zaggy1024> yes
L2007[12:19:58] <karlthepagan> :) ok, just making sure it's a fair comparison
L2008[12:20:05] <Zaggy1024> that's simpler than calling a static method, checking whether hte return value is something you care about, and then getting that return value's relevant data
L2009[12:20:22] <karlthepagan> or a static method which does the lookup & feature simultaneously
L2010[12:20:36] <Zaggy1024> then you look it up multiple times if you care about multiple things
L2011[12:20:44] <karlthepagan> truth
L2012[12:21:07] <Zaggy1024> anywho, this is a bit off track
L2013[12:21:10] <karlthepagan> or you end up with an ugly "Object forgeAttachment" lurking around the minecraft classes
L2014[12:21:30] <Zaggy1024> does anyone see a use for an equivalent of IPlantable.isCrop in ISeed (for items)?
L2015[12:22:13] <karlthepagan> now I almost want to make a trait system for forge... doesn't sound complex at all /s
L2016[12:24:12] <IoP> nope. disabling splash screen did not fix the problem http://paste.feed-the-beast.com/view/20a88e58 :/
L2017[12:24:18] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186 seconds)
L2018[12:24:32] ⇦ Quits: Lothendal (~Lothendal@ip5b41e99f.dynamic.kabel-deutschland.de) (Quit: leaving)
L2019[12:24:54] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L2020[12:24:57] <IoP> (also that stack is seriously too short => into TODO list)
L2021[12:27:17] <Zaggy1024> nobody wants an ISeed.isCrop? :)
L2022[12:29:06] ⇦ Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 186 seconds)
L2023[12:29:22] <sham1> I do
L2024[12:29:32] ⇨ Joins: flappy (~flappy@a88-113-155-120.elisa-laajakaista.fi)
L2025[12:29:45] <karlthepagan> and I don't count, not enough modding experience (seriously don't listen to me)
L2026[12:29:58] <karlthepagan> all my work is closed source :P
L2027[12:30:21] ⇨ Joins: KGS (~KGS@h-212-116-74-249.na.cust.bahnhof.se)
L2028[12:30:25] ⇨ Joins: Kaiyouko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L2029[12:30:42] <sham1> why
L2030[12:31:16] ⇨ Joins: Hoshiko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L2031[12:31:33] ⇨ Joins: sciguyryan (~sciguyrya@109-205-170-13.dynamic.swissvpn.net)
L2032[12:31:45] <sham1> What things would you do in a server-sided proxy other than register dedicated sever commands
L2033[12:32:24] <Zaggy1024> sham1, what would you like it for?
L2034[12:32:32] <sham1> I just need examples
L2035[12:32:38] <sham1> Of something
L2036[12:32:50] ⇦ Quits: flappy (~flappy@a88-113-155-120.elisa-laajakaista.fi) (Ping timeout: 186 seconds)
L2037[12:32:55] <Zaggy1024> er, I'm talking about ISeed.isCrop
L2038[12:33:07] <sham1> Oh :P
L2039[12:33:13] <sham1> Context was completely lost on me
L2040[12:33:35] <sham1> Well it would be nice to have to see if that ISeed-item is a crop and not some other plant seed
L2041[12:33:37] <Zaggy1024> yeah, I don't blame ya
L2042[12:33:46] <Zaggy1024> yeah
L2043[12:33:46] ⇦ Quits: Kaiyouko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 190 seconds)
L2044[12:34:05] <diesieben07> hue hue. https://goo.gl/08zJ1N
L2045[12:34:17] <Zaggy1024> although...is there another name for that that doesn't make it sound like it's specifically for EnumPlantType.Crops?
L2046[12:34:31] <Zaggy1024> it may be useful to have it apply for growing plants that don't necessarily grow on farmland
L2047[12:34:37] *** williewillus is now known as willieaway
L2048[12:34:45] <sham1> isFoodPlantSeed
L2049[12:35:00] <sham1> canGrowOutsideFarmland
L2050[12:35:17] <Zaggy1024> lol nah
L2051[12:35:19] <MattDahEpic> diesieben07, saturation saturation
L2052[12:35:20] ⇨ Joins: flappy (~flappy@85-76-21-18-nat.elisa-mobile.fi)
L2053[12:35:26] <Zaggy1024> growing plants aren't necessarily food
L2054[12:35:42] <sham1> So anyway diesieb, do you have any examples of using server side proxies as I have none
L2055[12:35:42] * diesieben07 doesn't get it
L2056[12:35:42] <Zaggy1024> could just call it isGrowingPlant
L2057[12:35:59] <sham1> Well what else will a ISeed grow
L2058[12:36:02] <sham1> er
L2059[12:36:03] <MattDahEpic> hue and saturation
L2060[12:36:05] <sham1> Be used for
L2061[12:36:06] <diesieben07> lol
L2062[12:36:09] <sham1> Oh wow
L2063[12:36:13] <Zaggy1024> well, it could be for a plant that doesn't grow
L2064[12:36:21] <sham1> isPotatoe
L2065[12:36:32] <Zaggy1024> in fact, it should probably be on ItemBlocks for BlockBushes :P
L2066[12:36:39] <sham1> true
L2067[12:36:42] <sham1> isGrowable
L2068[12:36:49] <diesieben07> sham1, i used to have one for a system where the client (when OP) could edit a server's config files. the proxy would differentiate if you could do that, i am not qutie sure anymore (since it works only on a dedi server of course)
L2069[12:36:58] <diesieben07> because internal server and client share the same config
L2070[12:37:03] <sham1> yeah
L2071[12:37:31] <sham1> The only example for using server proxies I have here is registering commands that only exists on dedicated servers
L2072[12:37:57] <diesieben07> yeah
L2073[12:38:02] <Zaggy1024> isGrowingPlant/isGrowable doesn't really tell implementors that it affects farmland behavior though.. :\
L2074[12:38:09] <diesieben07> although there i would say it's more intuitive to just use an if
L2075[12:38:10] <Zaggy1024> but I guess it could do
L2076[12:38:20] ⇦ Quits: auenfx4 (David@120.155.97.223) (Ping timeout: 194 seconds)
L2077[12:38:29] <sham1> Wait
L2078[12:38:39] <sham1> Are there any dedicated-server only events
L2079[12:38:46] ⇨ Joins: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L2080[12:38:50] <sham1> that you know of
L2081[12:38:58] <diesieben07> not that i can think no
L2082[12:39:02] <sham1> Ah
L2083[12:39:20] ⇨ Joins: auenfx4 (David@120.155.97.223)
L2084[12:39:24] <sham1> I found so many uses for client proxy but basically nada for this
L2085[12:40:15] <diesieben07> yeah. this is my server proxy: http://i.imgur.com/hBDrU8J.png
L2086[12:40:18] <diesieben07> it just does nothing :D
L2087[12:40:23] ⇨ Joins: calclavia (uid15812@2001:67c:2f08:6::3dc4)
L2088[12:40:49] <sham1> Welp, I think my first contribution to readthedocs is about ready
L2089[12:40:52] <Zaggy1024> should make reference to the server "talking to" itself :P
L2090[12:41:32] <sham1> :P
L2091[12:41:33] <diesieben07> meh, this will never be called :D
L2092[12:41:39] ⇦ Quits: Jezza (~Jezza@185.44.151.104) (Quit: Leaving)
L2093[12:41:43] <sham1> proxy.neverCallThis
L2094[12:41:48] <diesieben07> on the server :)
L2095[12:42:05] <diesieben07> but it does check before anyways, because integrated server
L2096[12:42:08] <sham1> throws new InvalidStateException("I told you not to call me");'
L2097[12:42:24] <diesieben07> so it will really never be called, unless someone directly uses the internal methods
L2098[12:42:28] <diesieben07> in which case screw them
L2099[12:42:34] <sham1> ye
L2100[12:42:40] <diesieben07> anyways, time for food.
L2101[12:42:43] ⇦ Quits: sciguyryan (~sciguyrya@109-205-170-13.dynamic.swissvpn.net) ()
L2102[12:43:05] *** MrKick|Away is now known as MrKickkiller
L2103[12:43:16] <sham1> throw new Error ("I smite thee for calling my internal methods!");
L2104[12:44:40] ⇨ Joins: zid (webchat@d51A5F7F0.access.telenet.be)
L2105[12:45:11] <MattDahEpic> throw new Error("FUS RO null");
L2106[12:47:47] *** willieaway is now known as williewillus
L2107[12:48:26] <sham1> Now to figure out how I do this PR
L2108[12:51:14] ⇦ Quits: zid (webchat@d51A5F7F0.access.telenet.be) (Ping timeout: 204 seconds)
L2109[12:52:32] <sham1> And now I wait
L2110[12:52:44] <ThePsionic> throw new Error("the fuck bro")
L2111[12:53:17] <SkySom> throw new Error("Who the hell do you think you are, calling this")
L2112[12:53:56] ⇨ Joins: zid (~zid___@d51A5F7F0.access.telenet.be)
L2113[12:54:06] <zid> hey all, I have a question about a mod I want to make but I'm still learning the whole thing.. how would I go about sending a message to the player when he crafted a specific item?
L2114[12:54:11] *** Vigaro is now known as Vigaro|AFK
L2115[12:54:16] <zid> or isn't this the right place to ask?
L2116[12:54:28] <sham1> Yes it is
L2117[12:54:33] <sham1> Where else would you ask at
L2118[12:54:56] <sham1> Anyway, onCreated method on Item gets called when a player takes an item out of the crafting table (AFAIK)
L2119[12:55:00] <zid> no clue, that's why I came here, and if I was wrong perhaps you could point me in the right direction, but since this IS the right place, I'd hope to get an answer :)
L2120[12:55:02] <sham1> It has a reference to the player
L2121[12:55:28] <zid> okay, I'll look that up and see how I can use it, thanks!
L2122[12:55:32] <sham1> You can use the player's addChatComponentMessage
L2123[12:55:54] <zid> I found that one, but wasn't sure on how to link it to the crafting of an item
L2124[12:56:07] <sham1> Well, there you go
L2125[12:56:13] <zid> thanks!
L2126[13:04:29] ⇨ Joins: KilRoYDK (~KilRoYDK@5F9A1C39.rev.sefiber.dk)
L2127[13:04:35] <tterrag> sham1: you dun goofed the formatting
L2128[13:04:37] <tterrag> check my comment :P
L2129[13:04:39] <tterrag> also, you do proxies...weird
L2130[13:04:44] <tterrag> there isn't really a standard though, so we as a whole need to decide what the standard should be
L2131[13:04:46] <tterrag> I'm not going to say my way is the best (even though it totally is, right?)
L2132[13:05:07] <sham1> yeah
L2133[13:05:15] <sham1> I am now trying to squash my commits
L2134[13:05:34] <sham1> But for some reason it grabbed a little bit of the last
L2135[13:05:52] ⇨ Joins: Xilef11 (~xilef11@bas1-ottawa09-1176116945.dsl.bell.ca)
L2136[13:06:03] <tterrag> git reset upstream/master
L2137[13:06:13] <tterrag> git commit -am "blah" && git push -f
L2138[13:06:22] <tterrag> done :P
L2139[13:07:28] <sham1> and will that show in the PR
L2140[13:07:37] <sham1> indeed it will
L2141[13:07:54] <sham1> I think that did the trick
L2142[13:08:09] <tterrag> of course, all changes to the branch the PR is based on are reflected
L2143[13:08:17] <sham1> :P
L2144[13:08:17] <tterrag> a PR is just a fancy way of saying "pls merge this branch into that branch"
L2145[13:08:31] <sham1> I see
L2146[13:08:34] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:4550:c3ed:d80a:b77b)
L2147[13:08:52] <tterrag> pray tell, what is the purpose of the CommonProxy being an abstract class, and not an interface?
L2148[13:09:11] <sham1> I dont know
L2149[13:09:13] <diesieben07> yeah tehre should not be "common"
L2150[13:09:24] <diesieben07> just Proxy, ClientProxy, ServerProxy
L2151[13:09:38] <sham1> I just use the naming I myself am comfortable with
L2152[13:10:01] <tterrag> I don't even see the need for Proxy
L2153[13:10:06] <tterrag> I've never used more than 2 classes
L2154[13:10:10] <tterrag> client extends common
L2155[13:10:20] <diesieben07> that sounds... weird
L2156[13:10:28] <gigaherz> Proxy can be an interface
L2157[13:10:31] <sham1> Well for me it feels kinda weird that CommonProxy is the serverproxy
L2158[13:10:33] <sham1> But yeah
L2159[13:10:35] <sham1> It could
L2160[13:10:48] <fry> if you're for some reason working with server-only classes, like server gui, you need ServerpProxy
L2161[13:10:52] <gigaherz> I have an interface and both Client and ServerProxy implement it
L2162[13:11:16] <tterrag> gigaherz: I wouldn't mind that, but remember whatever we put here will likely become THE goto copypasta for every new mod to come -.-
L2163[13:11:25] <tterrag> so it needs to be something sensible
L2164[13:11:28] <sham1> Mmm
L2165[13:11:54] <sham1> But as far as it goes, having it be an abstract superclass allows you to implement stuff there and have fields there
L2166[13:11:56] <sham1> Java8 aside
L2167[13:13:40] <gigaherz> mine is just: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ISideProxy.java
L2168[13:13:57] <diesieben07> ugh I prefix
L2169[13:14:02] <gigaherz> TBH I'd very much prefer not having the proxies at all
L2170[13:14:09] <tterrag> diesieben07: like it or not, it's the precedent set by MCP naming
L2171[13:14:11] <tterrag> so we're stuck with it :P
L2172[13:14:19] <sham1> ye
L2173[13:14:20] <diesieben07> that doesn't mean you have to follow it
L2174[13:14:24] <gigaherz> and have some other means to do client-only initializations
L2175[13:14:27] <tterrag> no, but it certainly makes sense to
L2176[13:14:30] <diesieben07> or do you name your parameters "p_13444_x"
L2177[13:14:40] <diesieben07> or "worldIn"
L2178[13:14:42] <tterrag> that's not fair, those are autogenerated srg names
L2179[13:14:48] <sham1> Even though it pains me that we use C# method of interface naming
L2180[13:14:52] <tterrag> not actual manually named english
L2181[13:14:58] <diesieben07> worldIn
L2182[13:15:05] <sham1> worldRef
L2183[13:15:06] <tterrag> parameters aside
L2184[13:15:09] <gigaherz> diesieben07: I use I prefix simply because I use I prefix. I'm a C#developer at heart ;P
L2185[13:15:16] <diesieben07> tterrag, TileEntity#worldObj :D
L2186[13:15:16] <tterrag> and I wouldn't blame anyone for using xxxIn naming
L2187[13:15:27] <diesieben07> c# naming sucks :D
L2188[13:15:31] <sham1> it does
L2189[13:15:34] <sham1> But meh
L2190[13:16:01] <sham1> Is there any issues with the page itself aside from this whole commonproxy thing
L2191[13:16:17] <tterrag> well, your CommonProxy won't compile :P
L2192[13:16:22] <tterrag> didn't declare the class as abstract
L2193[13:16:26] <sham1> Hold on
L2194[13:17:11] <sham1> There we go
L2195[13:17:15] <sham1> now it should work
L2196[13:17:31] <sham1> shouldnt I actually squash those commits
L2197[13:19:40] <sham1> and as far as this becoming THE copypasta new modders use
L2198[13:20:22] <sham1> what can you do
L2199[13:20:41] <gigaherz> http://www.twitch.tv/yogscast
L2200[13:20:45] <Dark> depends, also whats up everybody
L2201[13:20:54] <gigaherz> they ran out of games to play, so they are playing CAH
L2202[13:21:08] <tterrag> sham1: nothing, but I just want to make sure it's a standard most everyone can agree on
L2203[13:21:15] <tterrag> but so far there has been little meaningful discussion :P
L2204[13:21:22] <sham1> Mmm
L2205[13:21:26] <Dark> standard on what?
L2206[13:21:27] <sham1> It is mostly preference
L2207[13:21:34] <tterrag> I'm taking an online exam atm, so talk amongst yourselves
L2208[13:21:39] <gigaherz> well I did give my preference: I prefer an interface for the proxies over Common+Client
L2209[13:21:46] ⇨ Joins: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9)
L2210[13:21:49] <Dark> ah proxies
L2211[13:21:51] <gigaherz> the contents of this interface are up to everyone
L2212[13:21:56] <Dark> I suggest an interface and common proxy
L2213[13:22:00] <tterrag> Dark: https://github.com/MinecraftForge/Documentation/pull/29
L2214[13:22:05] <Dark> there are things that need to be both sides and somethings that don't
L2215[13:22:10] <gigaherz> but a good starting point is to have preInit() and init() methods
L2216[13:22:30] <gigaherz> Dark: things that are on both sides, you can just put directly on your @Mod ;p
L2217[13:22:38] <Dark> that is true
L2218[13:22:46] <Dark> but what if your @mod is very cluttered?
L2219[13:23:02] <Dark> using a common proxy is a good way to reduce clutter
L2220[13:23:11] <gigaherz> then you create a few methods in it, that do specific things ;P
L2221[13:23:14] *** williewillus is now known as willieaway
L2222[13:23:19] <gigaherz> and cal lthem from pre/init
L2223[13:23:21] <diesieben07> not really dark.
L2224[13:23:25] <Dark> anyways Its a per coder choice
L2225[13:23:35] <diesieben07> just shoving arbitrary things in the proxy doesn't reduce clutter
L2226[13:23:45] <Dark> it helps :/
L2227[13:23:45] <diesieben07> it just makes things harder to understand. like "why is this there and not here?"
L2228[13:24:01] <Dark> from your perspective maybe
L2229[13:24:06] <gigaherz> moving the clutter into the proxy is like what I do
L2230[13:24:07] <Dark> from another dev;s it may be asier
L2231[13:24:08] <diesieben07> or do you mean to shove *everything* in the proxy?
L2232[13:24:14] <gigaherz> in the morning, I move my dirty clothes onto the bed
L2233[13:24:18] <diesieben07> becaause then you have accompilshed nothing
L2234[13:24:19] <Dark> no just some things
L2235[13:24:20] <gigaherz> in the night, I move them onto the chair
L2236[13:24:22] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:4550:c3ed:d80a:b77b) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L2237[13:24:31] <gigaherz> the pile of dirty clothes didn't go anywhere ;P
L2238[13:24:44] <calclavia> Anyone know any FBX loader for Forge?
L2239[13:24:48] <Dark> honestly as I said its a per coder thing
L2240[13:24:53] <calclavia> or just Java in general
L2241[13:24:56] <gigaherz> I'm not aware of any
L2242[13:24:59] <gigaherz> for java, yes
L2243[13:25:02] <Dark> define FBX?
L2244[13:25:02] <sham1> FBX?
L2245[13:25:03] <gigaherz> I came across one
L2246[13:25:06] <gigaherz> FBX is a model format
L2247[13:25:09] <calclavia> Dark: the FBX model format
L2248[13:25:10] <gigaherz> quite standarized these days
L2249[13:25:19] <Dark> ah, have not seen one but shouldn't be hard to make
L2250[13:25:22] <calclavia> gigaherz: Ah, what is it called?
L2251[13:25:31] <gigaherz> https://code.google.com/p/micro-gzm-opengles/source/browse/trunk/MicroGZM/src/org/micro_gzm/v5/loaders/fbx/FBXLoader.java?r=10
L2252[13:25:36] <gigaherz> it was in this random repository
L2253[13:25:37] <gigaherz> XD
L2254[13:26:17] <calclavia> gigaherz: Think it's possible to adapt this to work with Forge?
L2255[13:26:23] <gigaherz> no idea
L2256[13:26:25] <gigaherz> but
L2257[13:26:28] <gigaherz> yes
L2258[13:26:29] <calclavia> that code seems too short to be true lol
L2259[13:26:31] <gigaherz> as in
L2260[13:26:35] <Dark> anyways tterrag that documentation looks good
L2261[13:26:41] <Dark> might want to hint at other options if that is ok
L2262[13:26:44] <gigaherz> anything that can give you a list of vertices can be adapted
L2263[13:26:45] <gigaherz> XD
L2264[13:27:05] <gigaherz> calclavia: the /fbx/ package has more stuff, that's just one class
L2265[13:27:06] <gigaherz> XD
L2266[13:27:07] <Dark> ^
L2267[13:27:11] <calclavia> ah ok
L2268[13:27:22] <sham1> Yeah, I could include some alternetive models of them proxies
L2269[13:27:35] <Dark> calclavia feel free to use this as a base https://github.com/DarkGuardsman/CodingLib/tree/master/src/main/java/com/builtbroken/jlib/model
L2270[13:27:47] <gigaherz> https://code.google.com/p/micro-gzm-opengles/source/browse/trunk/MicroGZM/src/org/micro_gzm/v5/loaders/fbx/FBXGeometry.java?r=10
L2271[13:27:49] <Dark> should work with anything as I only use it to generate models in code
L2272[13:27:54] <gigaherz> yeap
L2273[13:28:02] <gigaherz> positions, UVs, face indices
L2274[13:28:04] <gigaherz> looks doable
L2275[13:28:46] <gigaherz> that said
L2276[13:28:47] <calclavia> I don't see where it includes the animations part
L2277[13:28:48] <gigaherz> no idea if it works well
L2278[13:28:51] <Dark> https://www.youtube.com/watch?v=Gu-CHuZTi7U
L2279[13:28:54] <gigaherz> maybe it doesn't
L2280[13:28:55] <gigaherz> XD
L2281[13:28:59] <fry> FBX is sadly very closed and undocumented
L2282[13:29:05] <Dark> you will have to code animations yourself
L2283[13:29:08] <Dark> especially for MC
L2284[13:29:13] <Dark> that is is very simple
L2285[13:29:16] <Dark> just delta changes
L2286[13:29:45] <calclavia> fry: I'm looking into either importing Collada or FBX models
L2287[13:29:49] <calclavia> Some sort of model that contains animation
L2288[13:29:51] <fry> soon you won't have to, Dark :P
L2289[13:29:54] ⇨ Joins: Hink (~Hink@146-115-152-96.c3-0.frm-ubr1.sbo-frm.ma.cable.rcn.com)
L2290[13:29:59] <michael_> My subitem textures are not working and i'm getting these messages in the log: Model definition for location minecraft:tank.large#inventory not found.
L2291[13:30:00] <fry> calclavia: B3D loader is in forge already
L2292[13:30:06] <Dark> fry meh, tbh I would like to code my own animation system
L2293[13:30:06] <calclavia> fry: Does it handle animations?
L2294[13:30:07] <fry> and it loads animations :P
L2295[13:30:08] <Dark> need to learn it
L2296[13:30:09] <gigaherz> doesn't b3d do animations already?
L2297[13:30:09] <fry> yup
L2298[13:30:18] <calclavia> Oh, I thought it's static :\
L2299[13:30:18] <gigaherz> fry has always advertised it as animation-aware XD
L2300[13:30:22] <Hink> mumfrey— were can I get the macro keybind mod for 1.8?
L2301[13:30:22] ⇨ Joins: Cojo (~Cojo@cpe-174-109-251-46.nc.res.rr.com)
L2302[13:30:25] <Hink> *where
L2303[13:30:31] <Dark> calclavia thought you quit modding?
L2304[13:30:33] <michael_> it should be liquislots:tank.large
L2305[13:30:37] <fry> Dark: that's why I wrote mine :P
L2306[13:30:44] <calclavia> Dark: Helping out ThoughtSTEM for one week
L2307[13:30:49] <Dark> ah k
L2308[13:31:02] <Dark> calclavia if you end up writing a collada importer can you share it with me
L2309[13:31:04] <Dark> save me some time
L2310[13:31:45] <Dark> also calclavia care if I take over your version of MFFS offically?
L2311[13:31:51] <calclavia> fry: is B3D a standard?
L2312[13:31:58] <fry> kinda sorta
L2313[13:32:09] <fry> there's a spec, and blender exporter
L2314[13:32:12] <calclavia> Dark: You mean EDX?
L2315[13:32:13] <gigaherz> i nthesame sense .obj is a standard
L2316[13:32:13] <gigaherz> XD
L2317[13:32:17] ⇦ Quits: zid (~zid___@d51A5F7F0.access.telenet.be) (Ping timeout: 206 seconds)
L2318[13:32:18] <calclavia> ok
L2319[13:32:21] <Dark> calclavia, just MFFS not sure about EDX
L2320[13:32:31] <Dark> based off of the older code
L2321[13:32:33] <gigaherz> http://www.blitzbasic.com/sdkspecs/sdkspecs/b3dfile_specs.txt
L2322[13:32:33] <calclavia> Dark: MFFS is a module of EDX
L2323[13:32:36] <calclavia> Oh ok
L2324[13:32:37] <gigaherz> someone defined a spec for it
L2325[13:32:51] <calclavia> Dark: Yeah, license it under LGPL v3
L2326[13:32:57] <Dark> cool :)
L2327[13:33:06] ⇦ Quits: tambre (~tambre@c96c-6b81-388c-a4b1-4301-8a22-07d0-2001.dyn.estpak.ee) (Read error: Connection reset by peer)
L2328[13:33:13] <Dark> going to write from scratch so not sure the LGPL v3 matters?
L2329[13:33:19] <gigaherz> old stuff for new mc \o/
L2330[13:33:53] <calclavia> Dark: Well, I'd still like to have access to the source. Who knows if I'm interested in going back in the future
L2331[13:33:57] <calclavia> to modding
L2332[13:34:14] <Dark> it will be visible source
L2333[13:34:16] <calclavia> Ok
L2334[13:34:21] <Dark> I only close source client's code
L2335[13:34:33] <Dark> but that part of freelancing contracts
L2336[13:35:30] <IoP> aurgh diesieben07 hint to listen keyboard events was nice but how I'm supposed to get those events if game is still loading / main thread hangs... (probably time to read lwjgl API)
L2337[13:37:15] <Unh0ly_Tigg> fry, how much work do you think it would be to support this for a model resource format? https://www.khronos.org/gltf/
L2338[13:37:52] <fry> no idea, probably same amount of work as any other model format
L2339[13:38:09] ⇨ Joins: Szernex (~Szernex@212-88-17-43.adsl.highway.telekom.at)
L2340[13:38:33] <fry> gltf is packet-vertex-data based though, which does not mesh well with MC, so there would be little point to it
L2341[13:39:09] <Dark> could always convert it in code
L2342[13:39:19] <Dark> or am i wrong on that idea fry?
L2343[13:39:47] <fry> yup, can convert it of course
L2344[13:40:19] <fry> but there would be little point to actually using gltf then :P
L2345[13:40:45] <Dark> true, think of those edge cases were a asset developer made something
L2346[13:40:49] <Dark> then your stuck with it
L2347[13:41:11] ⇦ Quits: Hink (~Hink@146-115-152-96.c3-0.frm-ubr1.sbo-frm.ma.cable.rcn.com) (Quit: client quit)
L2348[13:41:15] <gigaherz> if oyu have the data packed into neat vertex-structs
L2349[13:41:24] <fry> can then convert it using some non-MC tools then :P
L2350[13:41:26] <calclavia> fry: https://github.com/alrusdi/blender-b3d-exporter/blob/master/b3d_export.py i'm guessing this is the b3d blender exporter?
L2351[13:41:29] <gigaherz> you could just dump each face into a BakeQuad almost as-is
L2352[13:41:30] <gigaherz> xD
L2353[13:41:32] <fry> yes, calclavia
L2354[13:41:37] <fry> wait
L2355[13:41:47] <fry> calclavia: https://github.com/RainWarrior/B3DExport/blob/master/B3DExport.py
L2356[13:42:04] <calclavia> thanks
L2357[13:42:06] <gigaherz> https://github.com/RainWarrior/B3DExport ... ah I was late
L2358[13:42:30] <Dark> fry you wouldn't happen to an auto cad to blender exporter/importer
L2359[13:42:51] <gigaherz> is that gltf thing using json?
L2360[13:42:57] <fry> Dark: do it via FBX probably, or collada - blender can import those
L2361[13:43:11] <Dark> hmm guess that will work
L2362[13:43:21] <gigaherz> "glTF assets are JSON files plus supporting external data. " ah yep
L2363[13:43:22] <Dark> trying to find a short cut for one of my asset developers
L2364[13:43:48] <gigaherz> FBX is the de-facto standard for models
L2365[13:43:59] <gigaherz> .obj if you just need raw geometry without animations
L2366[13:44:33] <gigaherz> blender apparently reverse-engineered the fbx format and has its own import/export modules withoutusing the official FBX SDK
L2367[13:44:46] ⇨ Joins: tambre (~tambre@227-109-235-80.dyn.estpak.ee)
L2368[13:48:01] ⇦ Quits: colossali (~Ivan@86-43-161-217-dynamic.b-ras2.prp.dublin.eircom.net) (Read error: Connection reset by peer)
L2369[13:48:33] ⇨ Joins: Loetkolben (~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de)
L2370[13:50:33] ⇦ Quits: Cojo (~Cojo@cpe-174-109-251-46.nc.res.rr.com) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L2371[13:55:39] <Ronzan> Does anyone have experience with DCE VM or similar to get better hot swapping? (or is this too much off topic?) ;)
L2372[13:56:20] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2373[13:59:07] <sham1> nothing is too offtopic
L2374[13:59:19] <sham1> anyway
L2375[13:59:25] *** sham1 is now known as sham1|ZZzZ
L2376[13:59:26] <Ronzan> hehe ok
L2377[14:00:00] <IoP> \o/
L2378[14:00:01] <Dark> might help to know what DCE VE means
L2379[14:00:13] <Dark> though I assume VM is virtual machine
L2380[14:00:21] <Ronzan> Dynamic Code Evolution virtual machine
L2381[14:00:36] <Unh0ly_Tigg> http://ssw.jku.at/dcevm/
L2382[14:00:45] <Ronzan> they claim to have better hotswapping functionality than the standard java VM
L2383[14:01:17] <Dark> oh interesting
L2384[14:01:32] <Ronzan> thought it would be nice when playing around without any fixed design or plan
L2385[14:01:45] <Dark> it would
L2386[14:01:47] <tterrag> so what was the concensus on the proxies? :P
L2387[14:02:01] <Dark> though not sure how well that works with MC considering most work is done load time
L2388[14:02:16] <Dark> tterrag, not sure but your documentation looks ok
L2389[14:02:24] <Dark> I would say IProxy would work
L2390[14:02:42] <tterrag> mine?
L2391[14:02:50] <Ronzan> Dark, for some stuff it would probably work fine, I'm working on gui stuff at the moment, and for that it should work I guess
L2392[14:02:54] <Dark> the one you linked, not sure it is yours but meh
L2393[14:03:02] <tterrag> sham1 made that PR
L2394[14:03:06] <Dark> ah my bad
L2395[14:03:34] <Dark> Ronzan technically you can use normal debug hotswapping for that
L2396[14:03:41] <Dark> just have to reload the GUI every time you change it
L2397[14:03:51] <Ronzan> not when adding new methods/fields to a class ;)
L2398[14:03:51] <Dark> as MC only calls update on it every so often
L2399[14:03:56] <Dark> that is true
L2400[14:04:02] <Dark> this would be useful for that
L2401[14:04:02] ⇦ Quits: DemoXin (~DemoXin@133.sub-70-210-56.myvzw.com) (Ping timeout: 186 seconds)
L2402[14:04:13] <Dark> tempted to try it myself actually
L2403[14:04:31] <Ronzan> I could of course also be a good little developer and do a minimal of design before starting to code stuff hehe
L2404[14:04:41] <Dark> that too :)
L2405[14:04:44] <Ronzan> :)
L2406[14:04:46] <Dark> really does help to design for writing
L2407[14:04:54] <Dark> code goes very fast that way
L2408[14:04:59] <Ronzan> Aye
L2409[14:05:19] <Ronzan> I normally do that though
L2410[14:06:00] <Ronzan> But I'm a java noob so I didn't want to fiddle too much with the VM stuff, thought I would check with some of the gurus in here :P
L2411[14:06:24] <Dark> tbh it may not be worth it
L2412[14:06:28] <Dark> MC only takes a few mins to load
L2413[14:06:38] <Ronzan> yeah
L2414[14:06:41] <Dark> most of the time you do not add or remove methods
L2415[14:06:52] <SkySom> Unless you have a lot of mods :/
L2416[14:06:59] <SkySom> And a potato computer
L2417[14:07:00] <Ronzan> and with my one block mod it takes very little time
L2418[14:07:02] <Dark> even then, I have 47 mods might I note
L2419[14:07:20] <Dark> good prefabs solve adding/remove methods
L2420[14:07:40] <Dark> also templates for days
L2421[14:07:40] <Ronzan> as I said, it is probably better just to think a bit before mashing keys hehe
L2422[14:07:45] <Dark> ^
L2423[14:07:52] <Ronzan> I just got "lazy"
L2424[14:08:02] <Dark> not going to lie, I've wasted hours when I don't design first
L2425[14:08:14] <Dark> first time I made fluid pipes
L2426[14:08:15] <Ronzan> hehe yeah, tell me about it :)
L2427[14:08:21] <Dark> spent 12 hours guessing
L2428[14:08:40] <Dark> 10 mins of design and 1 hour after I made it correct
L2429[14:08:45] <Ronzan> hehe
L2430[14:08:54] ⇦ Quits: ZaggyMobile2 (~Zaggy1024@174-20-13-82.mpls.qwest.net) (Ping timeout: 194 seconds)
L2431[14:09:12] <Dark> also pro type Ronzan when designing also think about JUnit
L2432[14:09:16] <Dark> helps find bugs
L2433[14:09:44] <Dark> https://github.com/BuiltBrokenModding/MinecraftJUnit
L2434[14:10:42] <Ronzan> neat
L2435[14:11:11] ⇨ Joins: ZaggyMobile2 (~Zaggy1024@2607:fb90:1701:67ab:d1a6:1d27:6e87:4a4e)
L2436[14:11:15] <Ronzan> will do that if I ever make something larger hehe
L2437[14:11:33] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine/blob/development/src/test/scala/com/builtbroken/test/prefab/tile/TestTile.java
L2438[14:11:40] <Dark> even small mods it saves years of work
L2439[14:11:54] <Dark> as it automatically detects bugs
L2440[14:12:10] <tterrag> if you have any concerns/suggestions please voice them here https://github.com/MinecraftForge/Documentation/pull/29
L2441[14:14:37] <calclavia> fry: You know any sample code out there showing how to use Forge's B3D to say, run an animation?
L2442[14:16:09] <fry> calclavia: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java
L2443[14:16:18] <calclavia> thx
L2444[14:16:23] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L2445[14:16:52] <Dark> fry how does 1ms per 100 blocks sound for a pathfinder?
L2446[14:17:11] <fry> pathfinder - probably ok :P
L2447[14:17:19] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c13e:c68:7806:a7c1:f895)
L2448[14:18:28] <Dark> now to see how long 100K blocks takes
L2449[14:21:06] ⇦ Quits: tambre (~tambre@227-109-235-80.dyn.estpak.ee) (Ping timeout: 206 seconds)
L2450[14:22:10] <Dark> \0/ ran out of memory
L2451[14:25:10] <MattDahEpic> wow its soo cool to see the sine wave of runs for my mods that peaks on the weekends
L2452[14:27:48] <Dark> speaking of which MattDahEpic think you can help me replicate that run tracker you have
L2453[14:28:00] <Dark> looking to do the same thing for my mods
L2454[14:28:35] <MattDahEpic> i guess
L2455[14:29:37] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine/blob/development/src/main/scala/com/builtbroken/mc/core/deps/GoogleAnalytics.java
L2456[14:29:59] <Dark> almost the same as yours, though I'm tracking all mods
L2457[14:30:22] <Dark> that way I can see what mods are run with mine
L2458[14:30:52] <MattDahEpic> if you track all mods, you start to get to the point where you have so many runs the free google analytics accounts wont track all the runs
L2459[14:31:06] <Dark> thats not a problem :)
L2460[14:31:23] <MattDahEpic> and you have the property set up in ga?
L2461[14:31:52] <Dark> I think so but not sure
L2462[14:32:32] <MattDahEpic> the runs get updated each day at midnight pacific
L2463[14:32:48] <Dark> ah so not instant
L2464[14:33:15] <MattDahEpic> the next day you can see when they happened during the previous day
L2465[14:35:09] <MattDahEpic> i made a dashboard in ga to look at the mod runs, i sorted urls by whether they had -client or -server and if they had -deobf. it ends up looking like http://i.imgur.com/DnatCN9.png
L2466[14:36:06] <MattDahEpic> the center column has the total run data for deobf and not
L2467[14:36:09] <Dark> nice
L2468[14:36:18] <MattDahEpic> and the sides have client or dedicated server runs
L2469[14:38:28] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L2470[14:42:22] <Dark> So I just goofed up, thought I was pathing 100K blocks nope 27M blocks
L2471[14:42:36] <Dark> still waiting on MC to crash
L2472[14:42:54] <Dark> also ty MattDahEpic
L2473[14:42:59] <Dark> think I got it working
L2474[14:43:18] <MattDahEpic> cool
L2475[14:44:56] ⇦ Quits: ShadowChild (~ShadowChi@host81-151-59-190.range81-151.btcentralplus.com) (Quit: Leaving)
L2476[14:49:07] ⇦ Parts: Alexiy (~Alexiy@ip-118-203.zb.lv) (Leaving))
L2477[14:49:11] ⇦ Quits: Hoshiko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 190 seconds)
L2478[14:49:18] <MattDahEpic> the people who made stanley parable and beginners guide have put out another one, its a mindfuck and its free: http://store.steampowered.com/app/409160/
L2479[14:50:03] <ThePsionic> Without looking
L2480[14:50:16] <ThePsionic> Dr. Langeskov, the Tiger, and The Terribly Cursed Emerald
L2481[14:50:22] <MattDahEpic> yup
L2482[14:50:25] <tterrag> Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist
L2483[14:50:26] <tterrag> close :P
L2484[14:50:26] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 190 seconds)
L2485[14:50:32] <ThePsionic> Close enough
L2486[14:50:38] <tterrag> I'll play it probably
L2487[14:50:41] <tterrag> but first...exam time
L2488[14:50:43] <tterrag> later all o/
L2489[14:50:45] <ThePsionic> I've played it to completion already
L2490[14:50:48] *** tterrag is now known as tterrag|away
L2491[14:50:48] <MattDahEpic> its 15 minutes long of mindfuck
L2492[14:50:49] <ThePsionic> Funny little game
L2493[14:51:28] <Dark> fast download too
L2494[14:51:30] ⇦ Quits: Xilef11 (~xilef11@bas1-ottawa09-1176116945.dsl.bell.ca) (Quit: Leaving)
L2495[14:52:38] <MattDahEpic> the press releases had people names in the game
L2496[14:53:02] <MattDahEpic> i still like display quality cardboard
L2497[14:53:11] * smbarbour is sad that it isn't on Linux.
L2498[14:53:22] <MattDahEpic> its a unity game soooooo
L2499[14:53:27] <MattDahEpic> im suprised it isnt
L2500[14:54:19] <Dark> that is interesting, as linux is not hard to do in unity
L2501[14:54:29] <Dark> just have to watch not to include libraries not part of Unity
L2502[14:57:12] ⇦ Quits: michael_ (~michael_@89-138-202-253.bb.netvision.net.il) (Read error: Connection reset by peer)
L2503[14:57:19] ⇨ Joins: DemoXin (~DemoXin@133.sub-70-210-56.myvzw.com)
L2504[15:03:42] ⇨ Joins: michael_ (~michael_@89-138-202-253.bb.netvision.net.il)
L2505[15:09:02] <minecreatr> what is GradleStart called in gradle 2.0?
L2506[15:10:06] ⇨ Joins: Jofkos (~Jofkos@cable-static-7-227.rsnweb.ch)
L2507[15:10:49] <kashike> same thing
L2508[15:11:52] <michael_> Should custom armor models in 1.8 still be using ModelBiped or is there a new system for that?
L2509[15:12:15] <Jofkos> I’m trying to run my mod on the newest 1.8.8 build, but forge ignores the 'mcversion' set in the mcmod.info file. What am i doing wrong?
L2510[15:13:05] <minecreatr> im getting java.lang.ClassNotFoundException: GradleStart when I try to run....
L2511[15:13:31] <minecreatr> is GradleStart not used anymore?
L2512[15:14:07] ⇦ Quits: WJ44 (~WJ44@2a02:a448:d7d:0:25fa:a6e9:b213:7a58) (Quit: Leaving)
L2513[15:14:43] ⇦ Quits: Nitrodev (~Nitrodev@dcx0f0ycbw0-yp18snz-t-3.rev.dnainternet.fi) (Read error: Connection reset by peer)
L2514[15:15:50] <diesieben07> yes it is
L2515[15:16:19] *** kroeser is now known as kroeser|away
L2516[15:16:31] <IoP> diesieben07: I've been banging my head with lwjgl keyboard events. Next idea:?
L2517[15:16:35] <minecreatr> do I have to specify the path to GradleStart now? because I dont actually know where it is?
L2518[15:17:02] <diesieben07> throw new NoSuchElementException("out of ideas")
L2519[15:17:11] <diesieben07> minecreatr, no, it's just a normal class.
L2520[15:17:25] <minecreatr> huh, then why am I getting java.lang.ClassNotFoundException: GradleStart?
L2521[15:17:41] <diesieben07> I don't know
L2522[15:17:45] <diesieben07> re-run the setup maybe
L2523[15:17:50] <minecreatr> yeah....
L2524[15:18:18] ⇦ Quits: AforAnonymous (bitch2k@dyn-042-143.vix1.mmc.at) (Quit: Try not to think not.)
L2525[15:18:46] <IoP> Even if I could read keyboard from other thread code would be really messy
L2526[15:18:50] <michael_> Should custom armor models in 1.8 still be using ModelBiped or is there a new system for that??
L2527[15:19:46] ⇦ Quits: alex_6611 (~alex_6611@p5DE7B10F.dip0.t-ipconnect.de) (Ping timeout: 186 seconds)
L2528[15:20:12] <Jofkos> No one? :O
L2529[15:20:29] ⇨ Joins: Unh0lyTigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2530[15:20:37] ⇦ Quits: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net) (Killed (NickServ (GHOST command used by MattDahEpic-Starting2)))
L2531[15:20:41] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ (GHOST command used by Unh0lyTigg)))
L2532[15:20:41] ⇨ Joins: MattDahEpic-Starting2 (~MattDahEp@75-166-140-155.hlrn.qwest.net)
L2533[15:20:46] ⇨ Joins: gravityfox_ (~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
L2534[15:21:44] ⇦ Quits: TomWolf (TomWolf@213-64-135-25-no12.tbcn.telia.com) (Ping timeout: 192 seconds)
L2535[15:21:49] <diesieben07> Jofkos, mcmod.info tells what version your mod is designed for, if you want to chagne the version of your dev environment you have to change the version in the build.gradle and re-run the setup tasks
L2536[15:21:50] ⇦ Quits: Blarghedy (~Blarghedy@50-90-114-152.res.bhn.net) (Killed (NickServ (GHOST command used by Blarghedy2)))
L2537[15:21:52] ⇨ Joins: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net)
L2538[15:21:54] ⇨ Joins: Blarghedy (~Blarghedy@50-90-114-152.res.bhn.net)
L2539[15:22:21] ⇨ Joins: CoolerExtreme (~CoolerExt@61.3.246.34)
L2540[15:22:52] ⇦ Quits: michael_ (~michael_@89-138-202-253.bb.netvision.net.il) (Ping timeout: 192 seconds)
L2541[15:22:52] ⇦ Quits: foxy (~gravityfo@cpe-23-242-168-28.socal.res.rr.com) (Ping timeout: 192 seconds)
L2542[15:22:52] ⇦ Quits: Gigabit101 (~Gigabit10@cpc76302-cosh16-2-0-cust475.6-1.cable.virginm.net) (Ping timeout: 192 seconds)
L2543[15:23:02] <Jofkos> yeah i known. But i’d like to keep my mods dev environment like it is and run my mod on forge 1.8.8
L2544[15:23:10] <Jofkos> „The mod does not wish to run in Minecraft version Minecraft 1.8.8. You will have to remove it to play."
L2545[15:23:30] <diesieben07> ohhh.
L2546[15:23:33] ⇨ Joins: GhostfromTexas (~GFt@cpe-76-184-99-97.tx.res.rr.com)
L2547[15:23:41] ⇨ Joins: michael_ (~michael_@89-138-202-253.bb.netvision.net.il)
L2548[15:23:54] <michael_> Well I got diconnected
L2549[15:24:00] ⇦ Quits: MattDahEpic-Starting2 (~MattDahEp@75-166-140-155.hlrn.qwest.net) (Ping timeout: 192 seconds)
L2550[15:24:00] ⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Ping timeout: 192 seconds)
L2551[15:24:00] ⇦ Quits: Cooler (~CoolerExt@61.3.246.34) (Ping timeout: 192 seconds)
L2552[15:24:00] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 192 seconds)
L2553[15:24:00] ⇦ Quits: An_Angry_Brit (~AngryBrit@2.216.59.136) (Ping timeout: 192 seconds)
L2554[15:24:00] ⇦ Quits: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net) (Ping timeout: 192 seconds)
L2555[15:24:00] ⇦ Quits: darkfusion58 (~darkfusio@71-85-51-90.dhcp.spbg.sc.charter.com) (Ping timeout: 192 seconds)
L2556[15:24:00] ⇦ Quits: SandGrainOne (~Terje@cm-84.210.171.146.getinternet.no) (Ping timeout: 192 seconds)
L2557[15:24:00] ⇦ Quits: Tahg (~Tahg@pool-96-237-111-105.bstnma.fios.verizon.net) (Ping timeout: 192 seconds)
L2558[15:24:13] <diesieben07> Jofkos, Set acceptedMinecraftVersions to "[1.8,1.9)" in your @Mod
L2559[15:24:19] <michael_> If anyone answered please repeat
L2560[15:24:26] <smbarbour> Jofkos: Do you have useMetadata=true set in @Mod?
L2561[15:24:46] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L2562[15:24:50] <fry> michael_: look into layer system
L2563[15:25:04] <Jofkos> no. What is that doing?
L2564[15:25:18] ⇨ Joins: karlthepagan (~karl@c-66-235-7-92.sea.wa.customer.broadstripe.net)
L2565[15:25:27] *** Unh0lyTigg is now known as Unh0ly_Tigg
L2566[15:25:40] <Jofkos> diesieben07: i’ll try that
L2567[15:25:41] <smbarbour> Setting useMetadata=true makes it so that it actually uses mcmod.info as the authoritative source of the metadata (like versions)
L2568[15:26:02] <Jofkos> Oo okaay
L2569[15:26:07] ⇨ Joins: Tahg (~Tahg@pool-96-237-111-105.bstnma.fios.verizon.net)
L2570[15:26:07] MineBot sets mode: +v on Tahg
L2571[15:26:13] ⇨ Joins: romibi (~quassel@cable-static-7-174.rsnweb.ch)
L2572[15:26:14] <Jofkos> thank you, i’ll try that ^^
L2573[15:27:22] <michael_> fry, Do you mean the skin layers? I have an actual 3d model extending ModelBiped. I copied it from 1.7 and it works but the model is very small and not positioned correctly
L2574[15:27:46] * fry didn't look deeply into armor rendering
L2575[15:28:28] <Jofkos> useMetadata didn’t work, acceptedMinecraftVersions did
L2576[15:28:48] <killjoy> afaik, fg adds that when you build
L2577[15:29:00] ⇦ Quits: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net) (Remote host closed the connection)
L2578[15:29:15] ⇨ Joins: An_Angry_Brit (~AngryBrit@2.216.59.136)
L2579[15:29:36] <michael_> Its weird that the exact same code from 1.7 works but doesn't render the armor in the correct place and scale as it did in 1.7
L2580[15:30:11] <fry> some things about armor definitely changed
L2581[15:30:14] ⇦ Quits: Szernex (~Szernex@212-88-17-43.adsl.highway.telekom.at) (Read error: Connection reset by peer)
L2582[15:30:42] ⇦ Quits: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net) (Ping timeout: 206 seconds)
L2583[15:30:55] ⇨ Joins: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
L2584[15:32:14] ⇨ Joins: darkfusion58 (~darkfusio@71-85-51-90.dhcp.spbg.sc.charter.com)
L2585[15:34:33] ⇦ Quits: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9) (Quit: Connection closed for inactivity)
L2586[15:35:28] ⇦ Quits: Jofkos (~Jofkos@cable-static-7-227.rsnweb.ch) (Quit: Jofkos)
L2587[15:35:47] ⇨ Joins: SandGrainOne (~Terje@cm-84.210.171.146.getinternet.no)
L2588[15:36:50] <MattDahEpic> for some reason im getting Unable to play unknown soundEvent with the code https://github.com/MattDahEpic/ExtraRecords/blob/1.8.8/src/main/java/com/mattdahepic/extrarecords/config/RecordResource.java#L44
L2589[15:39:13] ⇨ Joins: Drullkus (~Drullkus@205.155.154.125)
L2590[15:40:15] <killjoy> MattDahEpic, does sounds.json not work?
L2591[15:40:30] <killjoy> Also, why are you setting to the same instance?
L2592[15:41:25] <MattDahEpic> sounds.json wont work because the sounds are provided by the user and are provided in config files
L2593[15:41:53] <killjoy> You can still add it as a custom resource repository
L2594[15:42:11] <michael_> Well after a quick search it seems custom armor should still use the old model system, but I still cant figure out why the model wont display correctly
L2595[15:42:36] <MattDahEpic> killjoy, how do dat
L2596[15:42:58] <Dark> https://youtu.be/jxSXPD3Z974?t=57
L2597[15:43:58] <killjoy> implement IResourcePack
L2598[15:44:17] <MattDahEpic> kill look at the code i just pasted
L2599[15:44:26] <MattDahEpic> public class RecordResource implements IResourcePack
L2600[15:44:35] <killjoy> aalright,s o you're already ddoing that
L2601[15:45:12] ⇦ Quits: Zacketh (Matrixiumn@apertron.net) (Ping timeout: 206 seconds)
L2602[15:45:35] ⇨ Joins: Matrixiumn (Matrixiumn@apertron.net)
L2603[15:46:16] <michael_> fry, can you help me with this model? this is what it looks like: http://imgur.com/DKbIB3S It should be bigger and on the back not on legs
L2604[15:47:02] <killjoy> MattDahEpic, just register the IResourcePack with forge
L2605[15:47:02] <michael_> Here's the model class: http://pastebin.com/Q1x6HAZT
L2606[15:48:35] <MattDahEpic> killjoy, hao
L2607[15:48:39] ⇨ Joins: H1N1theI (~h1n1thei@c-73-12-21-167.hsd1.va.comcast.net)
L2608[15:51:49] <killjoy> You can probably doing by wrapping it in a ModContainer and using FMLClientHandler.addModAsResource
L2609[15:52:29] *** Firedingo is now known as Firedingo|AFK
L2610[15:52:46] <killjoy> otherwise reflect fmlclienthandler.resourcePack[List|Map]
L2611[15:53:32] <MattDahEpic> im kind of already doing that. im relfecting it into Minecraft.defaultResourcePacks
L2612[15:55:46] <killjoy> I guess if you're getting not found errors, the issue is in your IResourcePack
L2613[15:55:54] ⇦ Quits: Drullkus (~Drullkus@205.155.154.125) (Remote host closed the connection)
L2614[15:56:21] <killjoy> Are you also generating the sounds.json?
L2615[15:56:47] <MattDahEpic> no
L2616[15:56:55] <killjoy> that's why it can't find the sounds
L2617[15:57:02] <killjoy> sounds are special
L2618[15:57:37] <MattDahEpic> whats the format so i can gson it into existance
L2619[15:57:54] <killjoy> http://minecraft.gamepedia.com/Sounds.json
L2620[15:58:42] <killjoy> example http://pastebin.com/4U2bd2Sm
L2621[15:59:11] <killjoy> heh, the first one makes zombies burp
L2622[16:01:01] <fry> Dark: nice
L2623[16:01:22] <fry> michael_: try looking at vanilla armor models, and see how those changed
L2624[16:05:31] ⇦ Quits: Loetkolben (~Loetkolbe@ipb2197f03.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L2625[16:05:38] <killjoy> MattDahEpic, see net.minecraft.client.audio.SoundListSerializer
L2626[16:06:59] <MattDahEpic> how do you add soundlists to the soundlistlist
L2627[16:08:29] ⇦ Quits: MikrySoft (~MikrySoft@89-76-18-43.dynamic.chello.pl) (Read error: Connection reset by peer)
L2628[16:08:31] <killjoy> It's deserialized as a map
L2629[16:08:44] <killjoy> Map<String,SoundList>
L2630[16:08:56] <killjoy> via SoundHandler
L2631[16:09:20] <killjoy> {"soundid":{"sound":"thing"}}
L2632[16:10:26] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 190 seconds)
L2633[16:11:30] <killjoy> This is how dinnerbone explained it. https://www.reddit.com/r/Minecraft/comments/1ont25/snapshot_13w42a_has_been_released/cctryvp
L2634[16:13:52] ⇨ Joins: theFlaxbeard (~theFlaxbe@184.97.146.140)
L2635[16:14:58] *** Vigaro|AFK is now known as Vigaro
L2636[16:15:15] <IoP> diesieben07: https://paste.ee/p/muoWu better? ;)
L2637[16:15:24] ⇨ Joins: Pennyw95 (~Dr.Benway@151.38.114.176)
L2638[16:15:33] <Pennyw95> Do you have any idea why this isn't working? http://www.minecraftforge.net/forum/index.php/board,73.0.html
L2639[16:15:50] ⇨ Joins: Unh0lyTigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2640[16:16:01] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ (GHOST command used by Unh0lyTigg)))
L2641[16:16:14] *** mezz_ is now known as mezz
L2642[16:16:55] <michael_> fry, What armors in vannila have a custom model??
L2643[16:17:31] <fry> they have some models, no?
L2644[16:18:16] <Matthew> fry, your latest forge commit didn't build it seems
L2645[16:18:21] <Matthew> hmm lex's didn't either
L2646[16:18:46] <michael_> They all just use the default normal armor model as far as i remember
L2647[16:19:00] <gigaherz> heh ark on xboxone early access preview http://www.twitch.tv/sl1pg8r
L2648[16:19:01] <fry> Matthew: yes, jenkins is broken, waiting for Lex to come back
L2649[16:19:21] <fry> michael_: did that model change? that may point you to the changes you need to do for your model
L2650[16:19:33] <Matthew> fry, oh! if it's patch failures: run it with --refresh-dependencies
L2651[16:19:46] <Matthew> he updated the mcp patches
L2652[16:20:02] <fry> can't do that on jenkins
L2653[16:20:16] <fry> it works locally, yes
L2654[16:20:29] <Matthew> 0_o why can't jenkins do that?
L2655[16:21:12] <fry> because I don't have access to it? :P
L2656[16:21:25] <Matthew> oh lol
L2657[16:22:16] <Pennyw95> whata the differences between 1.7 and 1.8's TESRs?
L2658[16:22:22] ⇨ Joins: Drullkus (~Drullkus@205.155.154.125)
L2659[16:23:00] <fry> almost none
L2660[16:23:12] <fry> 1 argument added for block breaking progress
L2661[16:23:23] <Pennyw95> oh
L2662[16:23:40] <Zaggy1024> except with 1.8.8 you can use the generic arguments of TESR to remove a cast :)
L2663[16:23:56] <Pennyw95> because I ported my renderer from 1.7 to my 1.8 mod and the model follows the player instead of sticking to the tilee..why?
L2664[16:25:03] <fry> you ported it incorrectly :P
L2665[16:25:16] <Pennyw95> well :P
L2666[16:25:18] <fry> check how you manage translation
L2667[16:25:36] <Pennyw95> wait I have a pastebin
L2668[16:25:53] <Pennyw95> actually a forum post.. http://www.minecraftforge.net/forum/index.php/board,73.0.html
L2669[16:25:59] <Pennyw95> can you see anything out of place?
L2670[16:26:43] <fry> wrong link
L2671[16:26:57] <Pennyw95> sorry
L2672[16:26:58] <Pennyw95> http://www.minecraftforge.net/forum/index.php/topic,35465.msg186777.html#msg186777
L2673[16:30:44] <fry> Pennyw95: try GlStateManager.translate(x - te.getPos().getX(), y - te.getPos().getY(), z - te.getPos().getZ())
L2674[16:30:55] <fry> instead of GlStateManager.translate(x, y, z);
L2675[16:31:38] <Pennyw95> ok
L2676[16:34:44] <Pennyw95> also, is there a difference between using GLStateManager and GL11?
L2677[16:35:02] <calclavia> fry: The file you linked seems to render a block using B3D. I'm trying to do an entity. I think it should be similar, but there's no way to get block states
L2678[16:36:02] ⇦ Quits: flappy (~flappy@85-76-21-18-nat.elisa-mobile.fi) (Ping timeout: 186 seconds)
L2679[16:37:04] ⇦ Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Read error: Connection reset by peer)
L2680[16:38:33] <fry> calclavia: https://github.com/RainWarrior/MinecraftForge/blob/model-animation/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L340-L428
L2681[16:38:49] ⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Read error: Connection reset by peer)
L2682[16:38:55] <fry> commented parts do the model rendering
L2683[16:38:58] <Zaggy1024> I just realized that IPlantable.getPlant is entirely useless
L2684[16:39:01] ⇨ Joins: romibi (~quassel@cable-static-7-174.rsnweb.ch)
L2685[16:39:05] <calclavia> fry: thanks. There it is!
L2686[16:39:06] <Zaggy1024> it literally serves no purpose that I can see, at least in vanilla
L2687[16:39:20] <fry> calclavia: usage of the lighter is optional, it's for smooth lighting
L2688[16:39:42] <Zaggy1024> and I'm not sure what use it is for mods either, as it has no defined behavior other than world.getBlockState
L2689[16:39:48] *** willieaway is now known as williewillus
L2690[16:40:39] <Zaggy1024> wait, no, I guess it gets default state
L2691[16:40:51] <Zaggy1024> which...I suppose might be useful?
L2692[16:41:01] <Zaggy1024> to get the base state for something to use
L2693[16:41:07] <Pennyw95> fry: using your line the whole model disappears :(
L2694[16:41:16] <Zaggy1024> but then if it's a plant that grows to more than one block tall, it's useless
L2695[16:41:24] <fry> Pennyw95: go to 0, 0, 0, place the block there, look around
L2696[16:42:42] <Zaggy1024> should I change IPlantable.getPlant to a placePlant method?
L2697[16:43:05] <Zaggy1024> since some plants won't necessarily only use one block, so placing that single state returned by getPlant won't necessarily work
L2698[16:43:26] <williewillus> what does getplant return right now, block?
L2699[16:43:42] <Zaggy1024> IBlockState
L2700[16:43:56] <calclavia> fry: Just curious, does b3d store textures also? or just texture map data?
L2701[16:43:56] <Zaggy1024> it returns the youngest version of the plant, AFAICT
L2702[16:44:04] <williewillus> yeah i think placeplant makes more sense
L2703[16:44:06] <Zaggy1024> which for most plants is just getDefaultState
L2704[16:45:07] *** williewillus is now known as willieaway
L2705[16:45:14] <Zaggy1024> wish tterrag was around, because he's the one person I know of who's used IPlantable :P
L2706[16:45:44] <Zaggy1024> I'm not sure if it would be useful to have the base state anyway, but then if someone needs the base state of a double plant, things will probably look very strange
L2707[16:46:01] <Pennyw95> please tell me there is a teleport command in vanilla minecraft?
L2708[16:46:13] <Zaggy1024> tp?
L2709[16:46:15] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186 seconds)
L2710[16:46:27] <gigaherz> sure, /tp playerfrom playerto
L2711[16:46:38] <gigaherz> or /tp player coords
L2712[16:46:42] ⇨ Joins: Hoshiko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L2713[16:47:04] <fry> calclavia: texture map data + texture locations; you can set textres using normal 1.8 means: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgedebugmodelanimation/blockstates/test_animation_block.json#L4-L6
L2714[16:47:17] <gigaherz> but if you want to see how to teleport a player, you can just look at the ender pearl entity ;P
L2715[16:47:54] ⇦ Quits: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: Leaving)
L2716[16:47:59] <fry> Pennyw95: I think there is now, /tp
L2717[16:48:11] <Pennyw95> oh ok I see it now
L2718[16:48:14] * fry needs to read before he writes
L2719[16:48:14] <Pennyw95> but it still follows me
L2720[16:48:18] <calclavia> fry: Hmm. I'm just doing a test model at the moment. Seems like it's asking for a JSON file. Caused by: java.lang.RuntimeException: java.io.FileNotFoundException: modid:models/entity/cube.b3d.json
L2721[16:48:39] <fry> calclavia: did you do B3DLoader.addDomain(modid)?
L2722[16:48:39] *** amadornes is now known as amadornes[OFF]
L2723[16:49:06] <calclavia> Ah ok, added that in
L2724[16:49:10] <fry> .json is appended for vanilla models, and vanilla loader is always tried after all custom loaders try to accept the model
L2725[16:49:22] <calclavia> I see
L2726[16:49:46] ⇨ Joins: flappy (~flappy@85-76-165-100-nat.elisa-mobile.fi)
L2727[16:49:54] ⇦ Quits: michael_ (~michael_@89-138-202-253.bb.netvision.net.il) (Ping timeout: 186 seconds)
L2728[16:51:27] <Pennyw95> why does stick around the player? and appear only at 0,0,0?
L2729[16:52:33] <Pennyw95> Oh well, that was to test if renderTileAt coords were the same as te.getPos, right?
L2730[16:52:34] <Zaggy1024> yay! it works! :)
L2731[16:52:35] <Zaggy1024> http://i.imgur.com/UJGpEYy.png
L2732[16:53:13] <Zaggy1024> apparently for the longest time Forge has changed the behavior of farmland to not die when non-growing plants are on it
L2733[16:53:26] <fry> Pennyw95: te.getPos is the in-world TE coords; passed in x, y, z, should be the distance from the camera to the TE, I think
L2734[16:53:48] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L2735[16:54:08] <Pennyw95> so, since the passed x, y, z change with the player movements, the model follows the player...
L2736[16:54:19] <Pennyw95> does this mean that I'm not supposed to use them then
L2737[16:54:31] <fry> try removing all offsets first
L2738[16:54:34] <fry> see what that does
L2739[16:54:51] *** MrKickkiller is now known as MrKick|Away
L2740[16:54:55] <Pennyw95> you mean removing translate right?
L2741[16:54:58] <fry> yup
L2742[16:55:06] <Pennyw95> ok
L2743[16:56:01] *** mumfrey is now known as Mumfrey
L2744[16:56:19] <calclavia> fry: If I'm rendering a model with no texture, would it show up?
L2745[16:56:31] <calclavia> (as like, a purple temporary texture)
L2746[16:56:42] <calclavia> I'm just doing an animation experiment
L2747[16:57:10] <fry> yup, purple texture
L2748[16:58:05] <Pennyw95> fry: without offsets, it's centered on the player like this: http://imgur.com/28V92Fv
L2749[16:58:08] <calclavia> Weird, it's not rendering for me. Render method gets called, but no model is drawn.
L2750[16:58:29] <calclavia> https://www.irccloud.com/pastebin/4jOGFm3q/
L2751[16:58:39] <calclavia> Pretty much a copy and paste
L2752[16:58:56] <fry> Pennyw95: so, same way as with offsets? then offsets aren't working
L2753[16:59:31] <Pennyw95> well translate() moves it but doesn't solve the problem
L2754[16:59:55] <fry> calclavia: try looking around 0, 0, 0 too, since you're doing https://www.irccloud.com/pastebin/4jOGFm3q/
L2755[17:00:16] <fry> *worldRenderer.setTranslation(-pos.getX() - 0.5, -pos.getY() - 1.5, -pos.getZ() - 0.5);
L2756[17:00:29] <fry> Pennyw95: how does it move it?
L2757[17:01:33] ⇨ Joins: orthoplex64 (~orthoplex@cpe-66-69-96-209.satx.res.rr.com)
L2758[17:02:14] <fry> calclavia: I'm extending RenderLiving, and passing the ModelBase to the constructor; it's possible that that class adds additional transformations
L2759[17:02:58] <Pennyw95> well, if I pass the renderTileAt()'s coords (the camera distance) it keeps it near the player, if I use the te's coords, it disappear (renderered very far away given the coords are in the thousands). In all cases the model follows the player
L2760[17:03:01] ⇦ Quits: killjoy (~killjoy@2606:a000:1118:c13e:c68:7806:a7c1:f895) (Ping timeout: 206 seconds)
L2761[17:03:09] <calclavia> that's true
L2762[17:03:30] <fry> Pennyw95: near the player how?
L2763[17:03:31] *** Firedingo|AFK is now known as Firedingo
L2764[17:03:43] <Pennyw95> I'll make a screenshot
L2765[17:05:13] <fry> calclavia: RenderLivingAt.renderLivingEntity translates to x, y, z, at least
L2766[17:05:26] ⇨ Joins: SoundLogic (~SoundLogi@192.77.237.94)
L2767[17:06:38] <calclavia> fry: that did it
L2768[17:06:42] <calclavia> Alright, gonna test the animation
L2769[17:06:44] <fry> \o/
L2770[17:07:00] <Pennyw95> fry: http://imgur.com/uuqb6Mm
L2771[17:07:06] <calclavia> fry: Do i need to have some export setting in Blender to bundle in the animation by default, or is it automatic/
L2772[17:07:13] <Pennyw95> sometimes the model disappears, too...weird
L2773[17:07:25] <calclavia> lol, I should write a tutorial on how to do this after I get it working... so other people won't pester you
L2774[17:08:32] <gigaherz> calclavia: if you are comfortable with markdown: https://github.com/MinecraftForge/Documentation
L2775[17:08:32] <gigaherz> ;P
L2776[17:08:42] <calclavia> gigaherz: I'm good with MD
L2777[17:08:49] <gigaherz> although I don't know if they want blender help in there
L2778[17:08:49] <gigaherz> :/
L2779[17:09:23] <smbarbour> Help is good as long as it isn't bad advice.
L2780[17:09:27] <gigaherz> "Exporting B3D for use in forge" seems like a valid documentation page
L2781[17:09:28] <fry> calclavia: automatic, but a little finicky; you need a track in the NLA editor + armature
L2782[17:10:04] <fry> also, code part of that tutorial will change in a little while, since I'm adding animation system to forge :P
L2783[17:10:44] <calclavia> fry: Nice. Is it going to be a lightweight one or full featured?
L2784[17:11:08] <fry> eh, hard to tell :P
L2785[17:11:48] <fry> it can do this: http://gfycat.com/SingleExhaustedKronosaurus
L2786[17:12:34] <calclavia> http://puu.sh/lVLgJ/8cf15e0276.png
L2787[17:13:21] <fry> you need to do something with it, so it ends up in NLA editor
L2788[17:13:32] * fry tries to remember
L2789[17:13:38] <calclavia> I'm googling...
L2790[17:13:46] <calclavia> but I'm not a modeler XD So I'm not that good with this
L2791[17:13:50] <Pennyw95> fry: also, I'm using a tabula model, if that matters
L2792[17:14:06] <fry> calclavia: also, you need a skeleton
L2793[17:14:23] <fry> object animation won't work, I think
L2794[17:14:23] <calclavia> fry: So I can't just have a cube rotate haha?
L2795[17:14:37] <fry> add 1 bone, tie it to the cube, rotate that :P
L2796[17:15:32] <fry> Pennyw95: is distance to the TE always a multiple of 1, if you translate by x, y, z? or does the distance change smoothly?
L2797[17:17:14] ⇨ Joins: Alexiy (~Alexiy@ip-118-203.zb.lv)
L2798[17:18:23] <Pennyw95> if the distance was always a multiple of 1, the movement would look laggy, jumping from blcok to block, riht?
L2799[17:18:41] <MattDahEpic> farlands!
L2800[17:18:52] <calclavia> http://puu.sh/lVLEB/3f6c16ee14.jpg
L2801[17:18:57] <Pennyw95> if that's what you mean no, it's smooth
L2802[17:18:58] <calclavia> I'm trying it out with your chest model
L2803[17:19:27] <calclavia> in this file you gave me, you didn't seem to use the model variable at all https://github.com/RainWarrior/MinecraftForge/blob/model-animation/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L340-L428
L2804[17:19:33] <calclavia> fry: ^
L2805[17:19:52] <fry> yup, you need to uncomment model parts
L2806[17:20:03] ⇦ Quits: CoolerExtreme (~CoolerExt@61.3.246.34) (Quit: Leaving)
L2807[17:20:16] <fry> I've commented them out since I was messing with animations
L2808[17:22:06] <fry> what you see on the screenshot is the debug quad, rendered by those 4 scary calls to worldRenderer
L2809[17:25:26] <calclavia> Wow. Baked quads gave an empty list of quads...
L2810[17:25:53] <fry> hmm?
L2811[17:25:58] <fry> face or general?
L2812[17:26:55] <calclavia> List<BakedQuad> quads = bakedModel.getGeneralQuads();
L2813[17:27:01] <calclavia> quards.size(0) = 0
L2814[17:27:04] <gigaherz> plain cubes don't have general quads
L2815[17:27:18] <gigaherz> but no idea what the model you are loading is
L2816[17:27:18] <fry> yup, you might be getting missing model there
L2817[17:27:18] <gigaherz> XD
L2818[17:27:34] <fry> missing model has 6 face quads, I think
L2819[17:27:42] <fry> are there any errors in the log?
L2820[17:27:44] <gigaherz> missing model is just a standard cube right?
L2821[17:27:50] <gigaherz> so it would have one quad per face
L2822[17:27:52] <fry> not quite
L2823[17:28:10] <calclavia> Missing model should throw exception
L2824[17:28:19] <calclavia> Since we've got Throwables.propagate(e);
L2825[17:29:33] ⇦ Quits: Drullkus (~Drullkus@205.155.154.125) (Remote host closed the connection)
L2826[17:29:36] <fry> ModelLoaderRegistry.getModel will return missing model in some cases
L2827[17:30:13] <Zaggy1024> vanilla lighting engine sure makes farmland look weird :P
L2828[17:31:06] <calclavia> fry: This is what the breakpoint tells me http://puu.sh/lVMql/abbb727c6f.png
L2829[17:31:37] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c13e:88ad:e115:4109:38ae)
L2830[17:31:47] <fry> so, the IModel is correct
L2831[17:32:10] <fry> ah, where did you grab the model from?
L2832[17:32:14] <fry> it might be a bit old
L2833[17:32:25] <calclavia> https://github.com/MinecraftForge/MinecraftForge/tree/master/src/test/resources/assets/forgedebugmodelloaderregistry/models/block
L2834[17:32:26] <fry> yup, it is
L2835[17:32:33] <fry> it has Cube.001
L2836[17:32:45] <fry> try tree/1.8.8 instead
L2837[17:33:10] <calclavia> fry: Also, I don't see where your chest texture file is located
L2838[17:33:41] <fry> Texture[path=#chest.png, you can see it in that screenshot
L2839[17:33:50] <Zaggy1024> http://i.imgur.com/FoXhFFU.png vs http://i.imgur.com/svQobsk.png
L2840[17:33:51] <fry> you can remap it using retexture
L2841[17:34:20] <fry> Zaggy1024: which one is vanilla, which one is forge? :P
L2842[17:34:25] <Zaggy1024> first one is vanilla
L2843[17:34:31] <fry> phew
L2844[17:34:35] <Zaggy1024> lol
L2845[17:34:39] <fry> imho forge look better :P
L2846[17:35:53] <Zaggy1024> yeah it does
L2847[17:36:28] <Zaggy1024> when it's one farmland surrounded by full blocks in vanilla: http://i.imgur.com/zXo3aDa.png
L2848[17:36:36] <Zaggy1024> almost looks hydrated when you have nothing to compare it to
L2849[17:36:41] <fry> yup yup
L2850[17:37:00] <calclavia> fry: it seems like in your code, you're trying to "hack" the entity render by faking a block
L2851[17:37:08] <calclavia> I don't really have a block registered for it, so it's giving an NPE
L2852[17:37:24] <calclavia> at net.minecraftforge.client.model.pipeline.BlockInfo.updateShift(BlockInfo.java:40) ~[BlockInfo.class:?]
L2853[17:37:40] <killjoy> Well this is nifty. http://downdetector.com/status/minecraft
L2854[17:38:03] <fry> calclavia: yes, that's for smooth lighting; you can avoid that, and pipe directly to the WorldRenderer - use WorldRendererConsumer instead of VertexLighterFlat
L2855[17:38:21] <Zaggy1024> http://i.imgur.com/urdvzM1.png
L2856[17:38:31] <Zaggy1024> so what do you think about that for the new IPlantable?
L2857[17:38:43] <Zaggy1024> (getPlant is still under consideration :P)
L2858[17:39:08] <fry> calclavia: but use the vertex format without field_181716_p, and set brightness via other means
L2859[17:39:46] <calclavia> fry: You do something like quad.pipe(worldRendererConsumer); but I don't see where you actually render the quad (put vertices in the world)?
L2860[17:40:01] <fry> tessellator.draw();
L2861[17:40:18] <fry> that's the call that actually does the rendering
L2862[17:40:25] <calclavia> but the baked quad isn't passed into the tesselator
L2863[17:40:32] <calclavia> unless something is happening behind the scenes
L2864[17:40:40] <fry> worldRenderer is from the tessellator
L2865[17:40:46] <calclavia> Ok
L2866[17:40:47] <fry> WorldRenderer worldRenderer = tessellator.getWorldRenderer()
L2867[17:41:04] <calclavia> So i guess when you pipe it to worldRendererConsumer, it will handle it there?
L2868[17:41:11] <fry> yup
L2869[17:41:18] <fry> it'll add stuff to the buffer
L2870[17:41:35] <fry> and .draw() uploads that buffer to the GPU and does the drawing
L2871[17:43:09] <calclavia> java.lang.ArrayIndexOutOfBoundsException: 0 at net.minecraftforge.client.model.pipeline.LightUtil.pack(LightUtil.java:209)
L2872[17:43:18] <calclavia> https://www.irccloud.com/pastebin/vWE344xR/
L2873[17:43:31] <calclavia> Must be something to do with the lighting now..
L2874[17:43:36] <calclavia> I'm getting the correct # of quads
L2875[17:45:23] <fry> change the vertex format
L2876[17:45:32] <Pennyw95> uhm..fry? I solved it
L2877[17:45:42] <fry> how? :P
L2878[17:46:22] <calclavia> fry: Vertex format is supposed to be Block or Item?
L2879[17:46:30] <calclavia> there's no entity
L2880[17:46:34] <fry> calclavia: try field_181709_i
L2881[17:46:42] <calclavia> lol, that seems random...
L2882[17:46:44] <fry> entity is field_181703_c
L2883[17:46:53] <Pennyw95> I have no idea why this works but first I had renderTileAt(TileEntity re, double x, double z, double y, float f, int q)
L2884[17:46:53] <fry> they're named in the latest mappings :P
L2885[17:47:21] <Pennyw95> I switched the Z and the Y so that I have renderTileAt(TileEntity te, double x, double y, double z, float f, int q) and it works..
L2886[17:47:49] <fry> lol
L2887[17:47:53] <fry> hah
L2888[17:47:53] ⇦ Quits: Maxetime (~Thunderbi@modemcable086.219-70-69.static.videotron.ca) (Quit: Maxetime)
L2889[17:48:09] <gigaherz> Pennyw95: a better question is why was it z first, before
L2890[17:48:10] <gigaherz> XD
L2891[17:48:27] <calclavia> fry: http://puu.sh/lVNsz/27e33e14bb.jpg
L2892[17:48:35] <fry> \o/
L2893[17:48:39] <Pennyw95> well that's an interesting question ahaha
L2894[17:48:49] <fry> calclavia: now you need to set lightmap texture coords manually
L2895[17:50:15] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186 seconds)
L2896[17:51:32] <Soni> what's a NEI alternative for 1.8?
L2897[17:51:44] <fry> calclavia: int l = entity.getBrightnessForRender(partialTicks); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)(l % 0x10000) / 1f, (float)(l / 0x10000) / 1f)
L2898[17:51:51] <fry> or smth like that :P
L2899[17:52:10] <fry> Soni: JEI
L2900[17:52:26] <Soni> fry, doesn't take regex
L2901[17:52:30] <mezz> https://github.com/mezz/JustEnoughItems/issues/63#issuecomment-164597295
L2902[17:52:33] <Pennyw95> are you guys modding on 1.8.8 already?
L2903[17:52:39] <mezz> soni's trolling just leave him be
L2904[17:52:45] <killjoy> There's always TMI
L2905[17:52:49] <Soni> mezz, it does make sense tho!
L2906[17:52:55] <killjoy> assuming you don't want a modpack
L2907[17:53:30] <Soni> [abc][def][...] and you search that and if both the start-of-match and end-of-match are within the boundaries of an item name then you use it
L2908[17:53:35] <fry> mezz: wildcards then maybe? :P or not worth it? :P
L2909[17:53:55] <fry> Pennyw95: yup, 1.8.8 is where it's at :P
L2910[17:54:10] <calclavia> fry: Now I got a bunch of purple chests that are trying to eat me...
L2911[17:54:15] <mezz> it already does wildcard search by default, search "rench @ildcraf" works for wrench from buildcraft
L2912[17:54:16] <calclavia> heh. It's not loading the blockstate texture file
L2913[17:54:19] <fry> \o/
L2914[17:54:30] <fry> yup, IModel way doesn't do blockstate
L2915[17:54:31] <gigaherz> Pennyw95: trying to have t he mods ready when forge 1.8.8 comes out of beta! ;P
L2916[17:54:39] <Soni> mezz, I want regex tho
L2917[17:54:40] <calclavia> fry: So I have to manually bind the texture i guess
L2918[17:54:48] <MattDahEpic> Pennyw95, yes my stuff is all on 1.8.8 already
L2919[17:54:56] <Soni> mezz, or clex if you're fancy... altho clex is more for binary files and stuff
L2920[17:54:59] <mezz> Soni: I'm sorry but I don't care that you want regex, I wrote why I will not add it
L2921[17:55:01] <Pennyw95> well I actually feel modern for being on 1.8
L2922[17:55:07] <Soni> mezz, hmm ok
L2923[17:55:16] <Soni> mezz, feature request: add a fucking search API
L2924[17:55:16] <fry> calclavia: https://github.com/RainWarrior/MinecraftForge/blob/model-animation/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L355
L2925[17:55:17] <mezz> it is much slower than the current approach
L2926[17:55:18] <MattDahEpic> Pennyw95, moderner than most
L2927[17:55:19] <Pennyw95> is it a harsh change?
L2928[17:55:41] <mezz> no search API for the same reason, I don't want addons to make the mod super slow
L2929[17:55:42] <Soni> mezz, also multithread it
L2930[17:55:43] <fry> if you want the texture to actually load - load it in TextuteStitchEvent.pre
L2931[17:55:51] <Soni> mezz, it'd be toggleable
L2932[17:55:52] <calclavia> Hmm ok
L2933[17:55:56] <mezz> multithread would add to the latency currently
L2934[17:55:58] <Soni> there'd be a button to switch between the options
L2935[17:56:05] <calclavia> I'm rusty on my rendering. Haven't looked at MC code for awhile haha
L2936[17:56:20] <Soni> mezz, build an ArrayList of ItemStack and... meh I give up :/
L2937[17:56:27] <mezz> I have a CS degree and I am very interested in performance, please leave me alone
L2938[17:56:38] <fry> :P
L2939[17:56:40] <Pennyw95> Can I still use GL11.glTranslatef in 1.8 instead of GLStateManager.translate?
L2940[17:56:55] <killjoy> Yes I think so
L2941[17:57:02] <fry> yes, but it won't work well together with everything else
L2942[17:57:14] <fry> generally, you should only be using GLStateManager
L2943[17:57:19] <killjoy> Some methods just wrap gl11
L2944[17:57:25] <Soni> mezz, 1. build ArrayList of ItemStack 2. split between multiple threads 3. use a threadpool 4. give work to the threads 5. fetch results, concatenate lists
L2945[17:57:26] <fry> yes, but not all :P
L2946[17:57:27] <diesieben07> yeah i question the point of those
L2947[17:57:42] <Soni> mezz, also can you search lore and getInformation and stuff?
L2948[17:57:42] <killjoy> but they also save the state so they don't have to do any unnecessary things
L2949[17:57:48] <Pennyw95> okay I'll try to avoid it
L2950[17:57:49] <diesieben07> Soni, i think people with a CS degreee understand divide and conquer
L2951[17:58:05] <mezz> soni I have an arraylist of itemstack and I search through it in 0 ms with no threads, no delay, cache it, using recursion to look up previous parts of the search that are cached
L2952[17:58:06] <Soni> diesieben07, I just want regex!
L2953[17:58:21] <Soni> or multiple search algorithms with a button to change between them!
L2954[17:58:28] <mezz> neither is needed
L2955[17:58:35] <mezz> use the mod and see
L2956[17:58:35] <diesieben07> Soni, just because YOU are the single person who wants something ...
L2957[17:58:43] <diesieben07> doesn't mean everybody jumps and adds it
L2958[17:58:45] <Soni> then I want a NEI clone for 1.8!
L2959[17:58:53] <diesieben07> i want i want i want!
L2960[17:58:54] <mezz> NEI exists for 1.8
L2961[17:58:59] <MattDahEpic> ^
L2962[17:59:03] <diesieben07> now you just need to stomp your feet
L2963[17:59:05] <Soni> I heard it doesn't work
L2964[17:59:10] <mezz> it's buggy because it has so many shitty features that it doesn't need :P
L2965[17:59:20] <Soni> well remove them but keep the regex!
L2966[17:59:20] <diesieben07> typical chickenbones :D
L2967[17:59:42] <mezz> I am being strict about limiting the features so that JEI does not have the same fate as JEI
L2968[17:59:48] <mezz> NEI* lol
L2969[18:00:04] <mezz> everything I add is another thing to break
L2970[18:00:13] <mezz> and it's very important to have a stable recipes mod
L2971[18:00:14] <Soni> adding regex wouldn't make it likely to break >.<
L2972[18:00:21] <mezz> it would be likely to make it slow
L2973[18:00:26] <killjoy> So what's going on with NEI?
L2974[18:00:26] <Soni> hmm wait
L2975[18:00:38] <Soni> mezz, well if it's all about the recipes then why not split it?
L2976[18:00:38] <killjoy> did chickenbones finally kick it?
L2977[18:00:40] <mezz> it's not working for 1.8+ really well
L2978[18:00:47] <Soni> itemlist + search and recipe helper?
L2979[18:00:49] <mezz> and it is not update much at all lately
L2980[18:00:59] *** Hoshiko is now known as Kaiyouka
L2981[18:01:02] <Soni> or just itemlist + recipe helper, with an API on the itemlist for searchers
L2982[18:01:17] <Soni> (and a button to cycle between them)
L2983[18:01:33] <mezz> Soni: item list and recipes are tightly coupled
L2984[18:01:35] <Soni> that way you can split JEI into 3
L2985[18:01:40] <Soni> mezz, ew
L2986[18:01:42] <mezz> JEI is already very small
L2987[18:01:46] <fry> mezz: knuth-morris-pratt? rings a bell? :P
L2988[18:01:51] * fry is curious
L2989[18:01:59] <mezz> done here, not replying any more soni
L2990[18:01:59] <Soni> mezz, split it into 3 so I can give it regex
L2991[18:02:37] <diesieben07> Soni, just a tip: talking in the "do this" form is very likely to NOT get you what you want.
L2992[18:03:02] <Soni> diesieben07, I don't care, NEI had it, if you're gonna write a NEI replacement that does itemlist + recipes + search, at least do it like NEI
L2993[18:03:19] <Soni> it'd also be nice to have the search bar on the bottom
L2994[18:03:33] <Girafi> JEI is not a replacement, it's a alternative.
L2995[18:03:36] <diesieben07> you can't tell people how they are supposed to make their mods
L2996[18:03:37] <calclavia> fry: So I have to call Stitch event in order to use model = ((IRetexturableModel) model).retexture(ImmutableMap.of("#chest", "entity/chest/normal"));?
L2997[18:03:41] <diesieben07> who the fuck do you think you are
L2998[18:03:51] <diesieben07> you can make suggestions but don't just say "you need to do this"
L2999[18:04:00] <Girafi> ^
L3000[18:04:22] <fry> calclavia: yes, because "entity/chest/normal" isn't in the main sheet by default, and model system is tailored to working with sheets
L3001[18:04:27] ⇨ Joins: RANKSHANK (~Michael@ppp121-44-198-47.lns20.syd7.internode.on.net)
L3002[18:04:37] <fry> and don't call the event, receive it :P
L3003[18:04:41] ⇨ Joins: Something12 (~Something@184.65.42.207)
L3004[18:04:43] <diesieben07> anyways, also done with this now.
L3005[18:05:00] *** tterrag|away is now known as tterrag
L3006[18:05:10] <tterrag> Zaggy1024: hm?
L3007[18:07:20] <Zaggy1024> oh
L3008[18:07:34] <Zaggy1024> i was just wondering if you actually have any use for getPlant
L3009[18:08:03] <Zaggy1024> because it literally does nothing useful in Forge
L3010[18:08:28] <diesieben07> oh right. zaggy, i was gonna say, that "isGrowable" looks very shady
L3011[18:08:45] <diesieben07> not the method itself, but the 2nd part of the docs.
L3012[18:08:49] <diesieben07> why is that not a separate method?
L3013[18:09:07] <Zaggy1024> I thought about it
L3014[18:09:10] <diesieben07> like, why do you assume "multiple stages" == "farmland doesn't turn into dirt"
L3015[18:09:17] <Zaggy1024> seems overly complex that way though
L3016[18:09:39] <calclavia> fry: Do you just do event.map.put(...)?
L3017[18:09:52] * fry tries to remember
L3018[18:09:53] <diesieben07> assume i want to make a sunflower that needs farmland and gives you seeds... with one stage of growth
L3019[18:10:11] <Zaggy1024> because if a plant is sustainable by farmland and it has multiple stages, in most cases it should keep the farmland
L3020[18:10:26] <Zaggy1024> any special cases can return true and then use their own random tick to set to dirt if necessary
L3021[18:10:36] <diesieben07> that sounds very ugly.
L3022[18:11:06] <Zaggy1024> how often will growing plants that grow on Crops soil not want to keep the farmland?
L3023[18:11:19] <diesieben07> i am concerned about the other way around.
L3024[18:11:34] <Zaggy1024> if the plant doesn't grow on Crops then it won't stay on Crops
L3025[18:11:36] <Zaggy1024> so...
L3026[18:11:39] <fry> calclavia: event.map.registerSprite(location), I think
L3027[18:11:46] <Zaggy1024> also it checks if it's supposed to grow on the farmland
L3028[18:11:54] <diesieben07> what i mean: plant with one stage of growth but wants to keep farmland
L3029[18:11:59] <diesieben07> there is no way to do that with the current setup
L3030[18:12:00] <Zaggy1024> in other words, whether it's a crop
L3031[18:12:03] <calclavia> fry: and i just pass it chest location, since it's a vanilla texture
L3032[18:12:04] <diesieben07> you violate one part of the other of the docs
L3033[18:12:09] <fry> calclavia: yup
L3034[18:12:23] <Zaggy1024> humm
L3035[18:12:24] <diesieben07> if you return true, you make the dirt disappear.
L3036[18:12:32] <diesieben07> if you return false, you lie about having more than one growth stage
L3037[18:12:42] <Zaggy1024> that's a point I suppose
L3038[18:12:52] ⇦ Quits: Alexiy (~Alexiy@ip-118-203.zb.lv) (Ping timeout: 192 seconds)
L3039[18:13:13] <diesieben07> what i'm saying is you need to refine the docs on that one
L3040[18:13:38] <diesieben07> just remove the part about growth stages and make it only about farmland turning into dirt i would say
L3041[18:13:45] <Zaggy1024> well, I was trying to make it have a use outside Crops plants
L3042[18:13:55] <Zaggy1024> wait...
L3043[18:14:04] <Zaggy1024> why the heck would a one stage plant care whether it was on farmland?
L3044[18:14:25] <diesieben07> who are you to judge? :D
L3045[18:14:30] <diesieben07> that's plant-racism!!
L3046[18:15:03] <Zaggy1024> heh
L3047[18:15:07] <Zaggy1024> I still need an answer :P
L3048[18:15:32] <diesieben07> it just does, why is a one stage plant not allowed to require farmland?
L3049[18:15:38] <Zaggy1024> I suppose it could be changed to whether it grows in any way, rather than whether it has stages
L3050[18:15:46] <tterrag> Zaggy1024: getPlant is useless without world context
L3051[18:15:49] <tterrag> I need a way for IPlantable to set TE data
L3052[18:15:51] <tterrag> and I need a way for IGrowable to have TE context
L3053[18:15:55] <tterrag> that is what broke it for my use case
L3054[18:16:03] <diesieben07> that still has NOTHING to do with farmland
L3055[18:16:20] <diesieben07> i have no idea what make you intertwine these two things...
L3056[18:16:46] <diesieben07> that's like saying "Oh this block is less than a full block, it now cannot be blue anymore"
L3057[18:17:07] <Zaggy1024> because when a plant has a plant type of Crops and grows...chances are it cares whether it's on farmland and whether that farmland is hydrated
L3058[18:17:33] <diesieben07> that's what you decided because that's how vanilla works...
L3059[18:17:40] <Zaggy1024> true
L3060[18:17:48] <Zaggy1024> but I'm only trying to fix a bug in vanilla Forge :P
L3061[18:18:01] <Zaggy1024> still, I see your point, and I thought about that myself
L3062[18:18:12] <Zaggy1024> but I feel like adding *two* methods is a bit much
L3063[18:18:12] <diesieben07> the thing is... this is more than a bug
L3064[18:18:19] <diesieben07> this whole plant system is broken
L3065[18:18:28] <Zaggy1024> and making the farmland thing a special case in IPlantable is worse, because then it has no use outside that
L3066[18:19:05] <calclavia> fry: Thanks. Everything working awesome. :)
L3067[18:19:10] <Pennyw95> uhm...debug mode no longer updates rendering changes on the fly in 1.8?
L3068[18:19:14] <fry> \o/
L3069[18:19:16] <Zaggy1024> some mods will probably care whether a plant is a crop
L3070[18:19:29] <fry> calclavia: try the custom model now :P
L3071[18:19:33] <Zaggy1024> and checking if the plant types set contains Crops won't cut it anymore, not with multiple allowed plant types
L3072[18:19:45] <calclavia> fry: Yeah... that'll need me to understand how to do blender armature...
L3073[18:19:45] <Zaggy1024> because tall grass counts as a Crops
L3074[18:20:02] <fry> calclavia: this might help a bit: http://i.imgur.com/yP69kiO.png (scene tree at the right)
L3075[18:20:30] <Zaggy1024> you can turn off the texture interpolation in Blender :P
L3076[18:20:44] <Zaggy1024> it's labeled something about mipmapping in prefs
L3077[18:21:04] <fry> I know
L3078[18:21:04] <calclavia> fry: I added 2 lines just for fun to make the chests jump... now we have man eating chests mod
L3079[18:21:19] <RANKSHANK> Damn I must be tired. Was totally trying to tumble around that chest image
L3080[18:21:22] <fry> yup, hungry chests :P
L3081[18:21:40] <Zaggy1024> diesieben07, what would you prefer it to have?
L3082[18:21:51] <fry> Zaggy1024: it only works in fully-lit view, not in simple texture view, afaik
L3083[18:22:19] <Zaggy1024> works in both for me
L3084[18:22:24] <Zaggy1024> with GLSL on at least
L3085[18:23:10] <diesieben07> Zaggy1024, Block has a set of ground types for things like "dirt", "farmland", etc. then plants have a set of ground typs they can be on. if the intersection of the sets is not empty the plant can grow
L3086[18:23:36] <diesieben07> right now its... idk, just a mess between who decides, plant or ground
L3087[18:23:57] <Zaggy1024> hm
L3088[18:25:36] *** Falk|Away is now known as Falkreon
L3089[18:25:41] ⇨ Joins: Temportalist (uid37180@id-37180.charlton.irccloud.com)
L3090[18:25:44] <Falkreon> if I had my druthers, I'd have the plant decide.
L3091[18:26:01] ⇨ Joins: Shamu (~shamu@2607:fcc8:9e4b:4100:1c05:7574:14a4:73ad)
L3092[18:26:05] <Falkreon> there's no reason, aside from moistening, that farmland needs to update at all
L3093[18:26:06] <diesieben07> yes, ultimately the plant decides. but it cannot do that wihtout knowing something about the ground
L3094[18:26:10] <Falkreon> sure
L3095[18:26:13] <Pennyw95> My model disappears on certain angle...do I need to mess with GL functions to fix this? http://imgur.com/a/gU6mP
L3096[18:26:50] <Falkreon> but I guess that's what I'd look to provide: Give sensible accessors for blocks to tell if they're some kind of farmland or enhanced-farmland.
L3097[18:26:59] <Falkreon> (I'm looking at you, XY soil)
L3098[18:27:15] <diesieben07> yes thats what i suggested
L3099[18:27:22] <diesieben07> a Set of strings for ground types
L3100[18:27:26] <diesieben07> similar to tool types
L3101[18:27:29] <Falkreon> erm?
L3102[18:27:48] <fry> Pennyw95: look at tileentity bounds
L3103[18:27:49] <Falkreon> I mean, what I really wish is that there weren't so many hardcoded Material things
L3104[18:27:50] <diesieben07> items have tool types, such as "pickaxe"
L3105[18:28:19] <diesieben07> and an item can say it is both "pickaxe" and "axe" and blocks then say if they can be harvested by a given tool type
L3106[18:28:36] <Pennyw95> fry: in this tileentity class?
L3107[18:28:40] <Falkreon> an item can say it's both a pickaxe and an axe?
L3108[18:28:42] <fry> I think so
L3109[18:28:48] <diesieben07> yes
L3110[18:28:55] <Pennyw95> fry: I just have update() and nbt
L3111[18:29:14] <diesieben07> Item.getToolClasses returns a Set<String>
L3112[18:29:19] <Falkreon> oh.
L3113[18:29:24] <diesieben07> this is a similar thing
L3114[18:29:25] <Falkreon> so I could, say, return
L3115[18:29:28] <diesieben07> the ground can define what it is
L3116[18:29:31] <fry> Pennyw95: getRenderBoundingBox
L3117[18:30:19] <Falkreon> [ "pickaxe", "shovel", "drill", "tentacles" ]
L3118[18:30:50] <Pennyw95> do I have to enlarge them? Frustum issue?
L3119[18:30:50] <diesieben07> yup
L3120[18:30:53] <Falkreon> tentacles activate zygon technology, obviously.
L3121[18:30:55] <Zaggy1024> it is actually already doing an intersection of sorts
L3122[18:31:03] <diesieben07> and if a Block says it can be harvested by "tentacles" then it will succeed
L3123[18:31:10] <Zaggy1024> checking whether the plant types set contains the block's applicable soil types
L3124[18:31:11] <fry> Pennyw95: yup
L3125[18:31:14] <Falkreon> I really like that
L3126[18:31:25] <Falkreon> as for checking the plant type set
L3127[18:31:29] <Pennyw95> :fry perfect, thanks :D
L3128[18:31:39] <Falkreon> I feel like that's a no
L3129[18:31:55] <Falkreon> the plant, when it goes to update, should check the ground types
L3130[18:32:03] <diesieben07> Zaggy1024, yep. bascially boolean canStay = !Sets.intersection(ground.getSoilTypes(), plant.getValidSoils()).isEmpty()
L3131[18:32:18] <Falkreon> and decide, on its own terms, whether to accept them.
L3132[18:32:22] <diesieben07> (missing parameters of course)
L3133[18:32:24] <Zaggy1024> no, I mean in my code it already does
L3134[18:32:34] <Falkreon> ah.
L3135[18:33:03] <Zaggy1024> because it checks if the soil block is Beach, and then whether the plant types set contains Beach
L3136[18:33:14] <Zaggy1024> and whatever else is applicable
L3137[18:33:26] <diesieben07> yes but a soil block should be able to have multiple types
L3138[18:33:27] <diesieben07> maybe
L3139[18:33:36] <Falkreon> on the other hand, if we want to be purely hands-off on MC code
L3140[18:33:46] <Falkreon> we could have a soil type registry
L3141[18:34:02] <diesieben07> meh
L3142[18:34:13] <diesieben07> not sure what we need a registry for
L3143[18:34:15] <Zaggy1024> they *do* have multiple types
L3144[18:34:22] <Zaggy1024> they just don't *return* those types
L3145[18:34:31] <Zaggy1024> it may be nice to have something return those types, though, I'm not sure.
L3146[18:34:39] <diesieben07> huh
L3147[18:34:41] <diesieben07> where do they?
L3148[18:34:48] <Zaggy1024> Beach and Plains, for example
L3149[18:34:53] <Falkreon> ?
L3150[18:34:54] <Zaggy1024> Grass is Beach if next to water, and always Plains
L3151[18:35:07] <Falkreon> odd.
L3152[18:35:18] <diesieben07> yes but there is no ... actual definition of those types
L3153[18:35:23] <diesieben07> they are just hardcoded in canSustainPlant
L3154[18:35:34] <diesieben07> which is an awful method by the way, it should be in the plant, not the ground
L3155[18:35:44] <Falkreon> yep.
L3156[18:35:44] <diesieben07> as Falkreon said, the plant should decide whether it stays or not
L3157[18:36:28] <Zaggy1024> yeah...
L3158[18:36:59] <Zaggy1024> well the plant actually does decide if it can stay
L3159[18:37:06] <Zaggy1024> problem is it doesn't have an interface method for that
L3160[18:37:24] <Falkreon> why would it
L3161[18:37:58] <Zaggy1024> why would it what?
L3162[18:38:02] <Zaggy1024> have an interface method?
L3163[18:38:08] <Zaggy1024> you're the ones asking for one :P
L3164[18:38:09] <Falkreon> it's a block, it gets occasional updates, and during these updates it decides whether it stays, whether+how much it grows
L3165[18:38:22] <Zaggy1024> yes...
L3166[18:38:27] <Falkreon> what it needs is interface methods to determine what it's on.
L3167[18:38:41] <Falkreon> right now the best it can do is some instanceof checks
L3168[18:38:46] ⇨ Joins: Gigabit101 (~Gigabit10@cpc76302-cosh16-2-0-cust475.6-1.cable.virginm.net)
L3169[18:38:46] <Zaggy1024> what it's on?
L3170[18:38:50] <Zaggy1024> you mean getPlantTypes?
L3171[18:38:55] <Falkreon> ?
L3172[18:38:59] <Zaggy1024> getPlantTypes returns what it can grow on
L3173[18:39:04] <Falkreon> no
L3174[18:39:12] <Zaggy1024> you're not being very clear
L3175[18:39:24] <Falkreon> the plant needs to make informed decisions about the ground it's on.
L3176[18:39:40] <Falkreon> right now, seems like I could say if it == Blocks.grass
L3177[18:39:51] <Falkreon> which I don't like, because it doesn't leave much room for mods
L3178[18:40:19] <Zaggy1024> that's not what I'm talking about
L3179[18:40:30] <Falkreon> what are you talking about then?
L3180[18:40:31] <Zaggy1024> getPlantTypes returns a Set<EnumPlantType>, look at EnumPlantType
L3181[18:40:43] <Falkreon> feels backwards
L3182[18:40:50] <Falkreon> getPlantTypes on what
L3183[18:40:53] <Zaggy1024> by returning that enum, you get to choose between different classifications of soil
L3184[18:40:53] <Falkreon> the plant?
L3185[18:40:55] <Zaggy1024> yes
L3186[18:41:03] <tterrag> what about mods that add their own plant types?
L3187[18:41:03] <Falkreon> yeah, that's definitely backwards.
L3188[18:41:04] <Zaggy1024> it should perhaps be called SoilTypes though
L3189[18:41:16] <Falkreon> yeah. SoilTypes would be much better.
L3190[18:41:18] <tterrag> enums aren't great for that kind of thing
L3191[18:41:22] <Zaggy1024> tterrag, you just reference your EnumPlantTypes that you made
L3192[18:41:33] <Zaggy1024> there's a helper method to add plant types
L3193[18:41:36] <tterrag> err...requiring enum hacks isn't great
L3194[18:41:40] <tterrag> if you can help it...
L3195[18:41:53] <Zaggy1024> well, I'd say it's better than using strings
L3196[18:42:02] <tterrag> didn't say anything about strings :P
L3197[18:42:08] <Zaggy1024> what else would you sue?
L3198[18:42:09] <Zaggy1024> *use
L3199[18:42:11] <Falkreon> strings, registered objects, whatever
L3200[18:42:32] <Zaggy1024> something like the Block and Item registries?
L3201[18:42:50] <tterrag> think with your OOP brain :P
L3202[18:42:51] <Falkreon> I do really like registries X)
L3203[18:43:00] <Zaggy1024> where you instantiate a subclass of a common type and then add it to a registry?
L3204[18:43:01] <tterrag> SoilType, then have some static instances for the default
L3205[18:43:06] <Zaggy1024> yeh...
L3206[18:43:33] <Zaggy1024> but that doesn't really help with anything
L3207[18:43:40] ⇦ Parts: RANKSHANK (~Michael@ppp121-44-198-47.lns20.syd7.internode.on.net) ())
L3208[18:43:41] <Zaggy1024> enum hacks are beside the point of my changes
L3209[18:43:44] <Falkreon> what do you mean
L3210[18:44:10] <Zaggy1024> well, what would changing EnumPlantType to a class and registry accomplish?
L3211[18:44:25] <Falkreon> it would allow you to *cleanly* add new soil types
L3212[18:44:30] <gigaherz> hmmm I'll need totell shade when he's on
L3213[18:44:31] <Zaggy1024> yes, I know that
L3214[18:44:37] <gigaherz> I just exported a block model using his OBJ loader
L3215[18:44:47] <gigaherz> and I had ot put it aty=-1 for itto appear in the right place XD
L3216[18:44:48] <Zaggy1024> but I'm not trying to make that part of Forge's code better, I'm trying to make the interface to modders better
L3217[18:44:55] <Falkreon> right
L3218[18:44:55] <gigaherz> eh I mean z=-1
L3219[18:45:11] <Falkreon> so modders making plants can now, in their plants' block update
L3220[18:45:20] <Falkreon> ask for the soil type and decide rather quickly what to do
L3221[18:45:23] <Zaggy1024> EnumPlantType works right now, so until I've made everything else work in a satisfactory manner, that is on the back burner
L3222[18:45:24] ⇨ Joins: RANKSHANK (~RANKSHANK@ppp121-44-198-47.lns20.syd7.internode.on.net)
L3223[18:45:54] <Zaggy1024> yeah I may make blocks return soil types and make the plants return whether they stay
L3224[18:46:50] <Zaggy1024> it does make more sense that way
L3225[18:46:56] <Zaggy1024> so...here goes lol
L3226[18:47:26] <fry> PaleOff: do you still have the original image of the forge logo? :P
L3227[18:47:40] <Zaggy1024> I think until a later time, I'll just remove getPlant
L3228[18:47:59] <Zaggy1024> at least from IPlantable (which is for blocks)
L3229[18:48:14] <tterrag> fry: get someone to redo the loading animation, seriously
L3230[18:48:15] <Zaggy1024> it *may* be useful for items, I'm not sure
L3231[18:48:17] <tterrag> I hate it :P
L3232[18:48:20] <fry> lol
L3233[18:48:23] <Zaggy1024> yeah it does look silly
L3234[18:48:26] <tterrag> ^
L3235[18:48:27] <fry> why do you hate it? :P
L3236[18:48:29] <tterrag> I am not alone in this
L3237[18:48:31] <tterrag> it makes no sense
L3238[18:48:33] <Zaggy1024> it's...twitchy
L3239[18:48:37] <tterrag> why do the "sparks" go back into the anvil
L3240[18:48:40] <tterrag> it makes no sense
L3241[18:48:40] <fry> lol
L3242[18:48:41] <Falkreon> lol
L3243[18:48:46] <tterrag> they should just fade as they fly away
L3244[18:48:51] <tterrag> yes I realize I'm repeating myself
L3245[18:49:03] <fry> those are valid concerns :P
L3246[18:49:29] <Zaggy1024> it also looks slightly as though the hammer scales while it rotates
L3247[18:49:39] <Zaggy1024> as if it's interpolating vertices rather than the actual rotation
L3248[18:49:52] <Zaggy1024> not sure if that's true though
L3249[18:51:39] <Hea3veN> mpc
L3250[18:52:09] <MattDahEpic> dang i wanna strem skyrim but my internet isnt fast enough to stream at 1080p
L3251[18:52:11] *** Vigaro is now known as Vigaro|AFK
L3252[18:53:45] <Zaggy1024> question
L3253[18:54:08] <Zaggy1024> should I make a new field in Block to store the Set<EnumPlantType>, or return a new set each time to keep the patch smaller?
L3254[18:54:58] <Zaggy1024> well
L3255[18:55:19] <MattDahEpic> does anyone have code that generates sounds.jsoneses
L3256[18:55:30] <Zaggy1024> actually, I guess a field wouldn't really work because grass changes based on whether there's water next to it
L3257[18:56:01] <Zaggy1024> I would *really* love to move this code into the separate block classes, but I'm sure the whole point of canSustainPlant being in Block was so that the patches could be centralized :(
L3258[18:58:31] <Soni> when will we be able to get mp3 in forge? 2018?
L3259[18:58:40] <killjoy> use ogg
L3260[18:58:57] <Soni> killjoy, that doesn't answer the question
L3261[18:59:14] <killjoy> whenever you decide to implement LAME or whatever does the decoding
L3262[18:59:16] <Soni> and I'm only asking about being able to
L3263[18:59:44] <tterrag> using mp3 for game sounds? right
L3264[18:59:49] <tterrag> ogg is the standard. use it
L3265[19:00:16] <MattDahEpic> boots.ugg
L3266[19:00:33] <tterrag> why would forge add an entirely separate codec just because you can't spare a few seconds to convert your sound
L3267[19:01:01] <illyohs> MattDahEpic, that sounds like the most apathetic sounding sound ever
L3268[19:01:32] ⇦ Quits: Pennyw95 (~Dr.Benway@151.38.114.176) (Quit: Leaving)
L3269[19:01:55] <RANKSHANK> MattDahEpic, music straight from the sole
L3270[19:01:56] <Soni> tterrag, 2 words: end users
L3271[19:02:05] <tterrag> the statement is the same
L3272[19:02:06] <Soni> and resource pack authors
L3273[19:02:11] <tterrag> if your end users are that lazy, make your own codec
L3274[19:02:16] <tterrag> but seriously, converting is not hard
L3275[19:02:23] <tterrag> and if they want to add game sounds, they better get used to ogg
L3276[19:02:31] <Soni> tterrag, I'm not complaining
L3277[19:02:45] <MattDahEpic> speaking of game sounds i cant figure out the code to make sounds.jasons
L3278[19:03:02] <tterrag> MattDahEpic: https://github.com/SleepyTrousers/EnderIO/blob/master/resources/assets/enderio/sounds.json
L3279[19:03:03] <tterrag> ?
L3280[19:03:03] <Soni> but like reading about MP3 patents, apparently MP3 will be patent-free in 2018?
L3281[19:03:16] <tterrag> huh, I didn't know anything about that
L3282[19:03:21] <tterrag> LAME is opensource though, right?
L3283[19:03:31] <Soni> yes but patents
L3284[19:03:39] <Soni> patents != licenses
L3285[19:03:47] <MattDahEpic> tterrag, i need to generate the sounds.json because i can have infinite sounds with user named files
L3286[19:03:53] <Soni> or rather, patents != copyrights
L3287[19:03:54] <tterrag> oh, that's even more fun
L3288[19:04:15] <tterrag> MattDahEpic: https://github.com/tterrag1098/CustomThings/blob/master/src/main/java/tterrag/customthings/common/config/ConfigHandler.java#L138-L153
L3289[19:04:50] <Ordinastie> that seems odd
L3290[19:05:07] <MattDahEpic> ?
L3291[19:10:15] ⇨ Joins: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L3292[19:10:28] ⇦ Quits: Unh0lyTigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ (GHOST command used by Unh0ly_Tigg)))
L3293[19:13:31] *** kirby|gone is now known as mrkirby153
L3294[19:13:58] ⇦ Quits: ZaggyMobile2 (~Zaggy1024@2607:fb90:1701:67ab:d1a6:1d27:6e87:4a4e) (Ping timeout: 194 seconds)
L3295[19:14:11] ⇨ Joins: ZaggyMobile2 (~Zaggy1024@174-20-13-82.mpls.qwest.net)
L3296[19:14:58] ⇦ Quits: Searge (~Searge@c83-252-50-53.bredband.comhem.se) (Ping timeout: 206 seconds)
L3297[19:15:10] *** tterrag is now known as tterrag|away
L3298[19:16:11] <Ordinastie> I mean, having to go through the JSON
L3299[19:16:25] <tterrag|away> Ordinastie: only way to do it
L3300[19:16:32] <tterrag|away> also, they have to be under the vanilla domain
L3301[19:16:35] <tterrag|away> for records
L3302[19:16:36] <tterrag|away> because dumb
L3303[19:16:38] <Ordinastie> I'd assume there would be other ways to add sounds
L3304[19:16:42] <tterrag|away> nupe
L3305[19:17:16] <Ordinastie> I guess it's mojang for you ><
L3306[19:17:34] <tterrag|away> that's like saying "isn't there another way to add textures?"
L3307[19:17:38] <tterrag|away> they kind of love their resource system
L3308[19:17:45] <MattDahEpic> is there a way to feed my jsonobject as an inputstream to my iresourcepack
L3309[19:17:58] <tterrag|away> MattDahEpic: probably
L3310[19:18:19] <MattDahEpic> probably != yes | no | how
L3311[19:19:06] <tterrag|away> you didn't ask how
L3312[19:19:23] <Soni> there is tho
L3313[19:19:26] <Soni> it's called ASM
L3314[19:19:42] <Soni> but that's for advanced users only
L3315[19:19:44] <MattDahEpic> lex will kill me if i mention asm
L3316[19:20:10] <Soni> I like ASM, it lets me rewrite Minecraft
L3317[19:20:14] <Soni> make it better and stuff
L3318[19:20:27] <Soni> for some definition of better
L3319[19:21:15] <tterrag|away> man, you are asking for it
L3320[19:21:53] <Soni> ... wait did someone just ping /that guy/...
L3321[19:22:09] <MattDahEpic> no you have to summon his full nick
L3322[19:22:30] <Soni> I'm pretty sure he has that on hilight
L3323[19:22:38] <MattDahEpic> his client ignores "lex" because people say it so much
L3324[19:22:47] <Soni> I know I have SoniEx2 on hilight
L3325[19:23:24] <Soni> well, we'll see I guess
L3326[19:24:28] <MattDahEpic> Soni, look at the motd for this room
L3327[19:25:21] <Soni> 'do not say L's full nick unless nessassary' apparently someone can't spell
L3328[19:25:55] <MattDahEpic> ness ass ary
L3329[19:26:05] <gigaherz> he specifically gives himself nicknames that are longer than just "lex" to avoid pings
L3330[19:26:21] ⇨ Joins: Searge (~Searge@c83-252-50-53.bredband.comhem.se)
L3331[19:26:51] <fry> http://gfycat.com/RequiredNauticalArmadillo
L3332[19:26:54] <Soni> nes sass ary?
L3333[19:27:02] <RANKSHANK> MattDahEpic why are you trying to feed a JSON through an IResource?
L3334[19:27:29] <Soni> fry, >.gif
L3335[19:27:43] <Soni> let me make a PR...
L3336[19:27:47] <gigaherz> fry: i that somethign oyu added, or you actually made forge play that?
L3337[19:27:53] <MattDahEpic> fry spinning dickbutt pls
L3338[19:27:55] <Soni> so anyone knows a good APNG parser in Java?
L3339[19:28:31] <Soni> ... actually how the fuck does it even draw a .gif like that?!
L3340[19:28:35] <MattDahEpic> RANKSHANK, because the sounds.json is fed through the IResourcePack in SoundHandler: for (IResource iresource : resourceManager.getAllResources(new ResourceLocation(s, "sounds.json")))
L3341[19:28:51] <gigaherz> Soni: quick googling returns a couple results
L3342[19:28:55] <illyohs> Soni, fry being a witch helps
L3343[19:28:58] ⇨ Joins: rockers3000 (rockers300@host86-138-31-112.range86-138.btcentralplus.com)
L3344[19:29:01] <gigaherz> https://github.com/aellerton/japng
L3345[19:29:09] * fry turns illyohs into a toad
L3346[19:29:12] <gigaherz> https://www.reto-hoehener.ch/japng/
L3347[19:29:13] *** rockers3000 is now known as Rockers
L3348[19:29:20] <gigaherz> same name but different thing, I believe
L3349[19:29:22] * illyohs gets better
L3350[19:29:49] <Rockers> Sorry, im on my mobile in bed atm but there is this things that was bothering me with 1.8...
L3351[19:30:18] <Soni> gigaherz, the one on github is apache license, the second one is closed source, so uhh, check your licenses first
L3352[19:30:28] <Soni> gigaherz, if I'm gonna put it in forge I can't use a closed source thing
L3353[19:30:29] <Rockers> How would I create dynamic textures? Like, custom "displays".
L3354[19:30:40] <Rockers> -for blocks
L3355[19:30:46] <Soni> illyohs, tell me D:
L3356[19:31:01] <MattDahEpic> magic render spells
L3357[19:31:21] <illyohs> Soni, ribbit
L3358[19:31:23] <Soni> fry, so how do you draw fucking .gifs?!
L3359[19:32:11] <fry> the source is on the githib
L3360[19:32:23] <gigaherz> Soni: you didn't say anything about licenses!
L3361[19:32:24] <gigaherz> ;P
L3362[19:32:28] <fry> forge has been doing it since the loading screen was added :P
L3363[19:32:44] <Soni> gigaherz, but I did mention "put it in forge" or rather "let me make a PR..."
L3364[19:33:33] <gigaherz> you did, I just didn't link the two things together as being part of the same context
L3365[19:33:33] <gigaherz> XD
L3366[19:34:39] <Soni> fry, so how do I add APNG?
L3367[19:34:40] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L3368[19:34:48] <fry> idk
L3369[19:35:05] ⇦ Quits: Rockers (rockers300@host86-138-31-112.range86-138.btcentralplus.com) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
L3370[19:36:08] <Soni> fry, anyway you do realize gifs look awful right? I mean even using animation jsons would be better than gif
L3371[19:36:13] <Soni> (altho not as good as apng)
L3372[19:36:15] <gigaherz> Soni: what license would do? ;P
L3373[19:36:39] <Soni> gigaherz, anything compatible with LGPL+minecraft exception
L3374[19:36:45] <gigaherz> ah
L3375[19:36:51] <Soni> gigaherz, idk if apache license is compatible, it might be
L3376[19:37:02] <gigaherz> this this may not do either, lib is GPL... https://code.google.com/p/javapng/source/browse/trunk/javapng2/src/apng/com/sixlegs/png/AnimatedPngImage.java?r=300
L3377[19:37:14] <Soni> I also don't remember which LGPL version Forge uses
L3378[19:37:19] <Soni> gigaherz, GPL is a no go
L3379[19:37:31] <gigaherz> yeap
L3380[19:38:42] ⇦ Quits: _CURS0R_ (~CURS0R@bl11-178-109.dsl.telepac.pt) (Quit: the POSIX many-worlds interpretation implementation: while (event()) { fork(); })
L3381[19:38:46] ⇨ Joins: Doty1154 (~Doty1154@2601:648:8002:ea78:3d06:a2ee:b726:5457)
L3382[19:39:29] <gigaherz> hmmm found a single-file reader in C#
L3383[19:39:59] <Soni> C# is not Java
L3384[19:40:07] <gigaherz> I know
L3385[19:40:11] <gigaherz> and it's useless either way
L3386[19:40:13] <gigaherz> CPOL
L3387[19:40:42] <Soni> no idea what that is
L3388[19:40:51] <gigaherz> Code Project
L3389[19:41:14] <gigaherz> it's not considered an opensource license because it explicitly forbids using the code for certain purposes
L3390[19:41:34] <gigaherz> (such as in illegal activities)
L3391[19:43:07] <AbrarSyed> forge and FG use lgpl v3
L3392[19:43:13] <AbrarSyed> or is v 2.1.. I forget
L3393[19:43:51] <gigaherz> yeah sorry soni, you'd have to write your own
L3394[19:44:01] <gigaherz> the handful of libraries that can load apng are all incompatible ;P
L3395[19:44:14] <gigaherz> unless
L3396[19:44:14] <gigaherz> https://github.com/leonbloy/pngj
L3397[19:44:19] <gigaherz> this is external
L3398[19:44:24] <gigaherz> has a maven repo
L3399[19:44:27] <gigaherz> the sources are apache
L3400[19:44:34] <gigaherz> but it wouldn't need to be included in the repository
L3401[19:44:34] <RANKSHANK> MattDahEpic so you're trying to prevent particular sounds or...?
L3402[19:44:52] <MattDahEpic> i mtrying to get my sounds working RANKSHANK
L3403[19:44:55] <Ordinastie> hum, question : should I code ?
L3404[19:45:07] <MattDahEpic> no play games Ordinastie
L3405[19:45:09] <gigaherz> why is that a question at all? ;P
L3406[19:45:18] <gigaherz> do you have some specific reason you should NOT code?
L3407[19:45:49] <Soni> idk if it's compatible with LGPL tho
L3408[19:45:51] <Ordinastie> motivation
L3409[19:46:07] <Soni> (idk if that matters in this specific case, either)
L3410[19:46:13] <Ordinastie> some weird incentive to totally waste my time on youtube
L3411[19:46:22] <gigaherz> my general rule when it comes to motivation is: don't
L3412[19:46:36] <gigaherz> if I try to do stuff while I'm unmotivated, more often than not, I end up hating what I do
L3413[19:46:53] <gigaherz> it does mean that I have a tendency to drop projects
L3414[19:47:19] ⇨ Joins: michael_ (~michael_@89-138-202-253.bb.netvision.net.il)
L3415[19:48:55] <RANKSHANK> MattDahEpic links to what you have plz
L3416[19:49:10] <Ordinastie> gigaherz, but the issue is that I'm not motivated to do anything ><
L3417[19:49:40] <Soni> gigaherz, uhh that last one seems perfect
L3418[19:49:46] <Ordinastie> I'm don't really feel like to play, I'm not really motivated to watch a serie, or a movie, or code
L3419[19:50:00] <Soni> fry, so uhh how do I go about adding this? https://github.com/leonbloy/pngj
L3420[19:50:10] <Soni> and replacing the forge gif with a forge apng
L3421[19:50:17] <Soni> without the gif artifacts
L3422[19:50:30] <MattDahEpic> RANKSHANK, git is being slow, but the link is https://github.com/MattDahEpic/ExtraRecords
L3423[19:50:42] ⇦ Quits: michael_ (~michael_@89-138-202-253.bb.netvision.net.il) (Ping timeout: 186 seconds)
L3424[19:51:53] <MattDahEpic> its pushed
L3425[19:53:45] *** Mumfrey is now known as mumfrey
L3426[19:54:24] <Ordinastie> meh, I'll make a block, that won't take long :p
L3427[19:54:35] <Ordinastie> will be called The Swapper :p
L3428[19:55:33] <gigaherz> Ordinastie: caffeine and sugar. that helps ;P
L3429[19:56:54] <Ordinastie> I got a coke can next to me
L3430[19:57:11] ⇨ Joins: Greg (~Greg@207.174.247.124)
L3431[19:57:36] <Ordinastie> the weird thing is, I have so much stuff to watch, so many games to play
L3432[19:57:52] <gigaherz> that IS a problem too
L3433[19:58:14] <gigaherz> too many things -> the interest is too diluted
L3434[19:58:27] <fry> heh
L3435[19:58:29] <Ordinastie> too much stuff to code too :/
L3436[19:59:24] <MattDahEpic> i would be putting out more mods if i didnt run into resource problems every fucking time
L3437[19:59:33] <Ordinastie> let's start that block, see how much time it takes
L3438[19:59:33] ⇨ Joins: kimfy (~kimfy___@74.141.16.62.customer.cdi.no)
L3439[20:00:18] <Soni> fry, do you have a high-quality version of that forge.gif?
L3440[20:00:54] <fry> nope, and that's the problem
L3441[20:01:06] <Zaggy1024> why not just make separate parts of the animation?
L3442[20:01:06] <fry> it can look good as a gif
L3443[20:01:21] <fry> it's just that the conversion used wasn't the best
L3444[20:01:38] <Zaggy1024> could be animated in code, with 60+FPS :P
L3445[20:01:42] <fry> Zaggy1024: because that hardcodes the gif, and it should be replaceable by modpacks
L3446[20:01:55] <Zaggy1024> you mean resource packs?
L3447[20:02:02] <fry> no
L3448[20:02:05] <Zaggy1024> mm
L3449[20:02:10] <fry> it's loaded long before resource packs
L3450[20:02:18] <fry> and all the animated texture machinery
L3451[20:02:21] <Zaggy1024> I didn't realize there was a way to replace it outside the main resource pack
L3452[20:02:43] <fry> you can specify the name in splash.properties
L3453[20:02:48] <gigaherz> the flaw with gif is it can't do semi-transparent pixels
L3454[20:02:58] <fry> and select another resource to be loaded from classpath
L3455[20:03:19] <fry> gigaherz: advanced blending isn't very needed here
L3456[20:03:25] ⇦ Quits: HassanS6000 (~Hassan@pool-173-79-220-242.washdc.fios.verizon.net) (Read error: Connection reset by peer)
L3457[20:03:41] <gigaherz> and apparently the biggest issue with this gif is that it was exported with patterned dithering XD
L3458[20:03:48] <fry> exactly :P
L3459[20:03:50] <Horfius> Can't you encode animations in .jpg?
L3460[20:03:54] <gigaherz> nope
L3461[20:04:01] <gigaherz> you can work around it
L3462[20:04:02] <Zaggy1024> ewwwww jpeg
L3463[20:04:03] <gigaherz> by like
L3464[20:04:19] <gigaherz> having frames one below the other in the same image
L3465[20:04:33] <Horfius> There is another popular image format that supports animations, can't remember it.
L3466[20:04:40] <gigaherz> but unless you make sure that the frames are multiple of 16 (or 8?), you'll get artifacts between frames
L3467[20:04:51] ⇦ Quits: Cobbleopolis (~Cobbleopo@45-16-76-67.lightspeed.tukrga.sbcglobal.net) (Remote host closed the connection)
L3468[20:04:55] <Zaggy1024> couldn't a way to animate it be hacked together using the way vanilla loads mcmeta animation files and the animation strips?
L3469[20:05:05] <gigaherz> apng and mpng are the only real alternatives to gif
L3470[20:05:13] <Zaggy1024> simple vertical UV offsets
L3471[20:05:16] <gigaherz> and mpng was sortof discarded for being too "complex"
L3472[20:05:17] <fry> Horfius: nothing that java6 can load out of the box', I think
L3473[20:05:21] <gigaherz> while apng simply has "animation frames"
L3474[20:05:30] <Horfius> :/
L3475[20:05:35] <Soni> use APNG, it's the best
L3476[20:05:43] <fry> Zaggy1024: that requires loading the metadata, and goal was to keep it simple
L3477[20:06:14] <fry> yes, you could do css styling of the progress bars, but come on :P
L3478[20:06:16] *** mrkirby153 is now known as kirby|gone
L3479[20:06:22] <Zaggy1024> I'm not suggesting CSS
L3480[20:06:31] <Zaggy1024> vanilla has a way to load mcmeta, but not CSS :P
L3481[20:06:37] <fry> I'm escalating :P
L3482[20:06:43] <fry> and again, can't use any MC code
L3483[20:06:47] *** kirby|gone is now known as mrkirby153
L3484[20:06:51] <fry> because we load long before MC
L3485[20:06:54] <Zaggy1024> ah right
L3486[20:06:54] <Soni> I'll just make the issue for now
L3487[20:07:03] <Horfius> Could export the mcmeta loader?
L3488[20:07:07] <fry> Soni: https://github.com/MinecraftForge/MinecraftForge/pull/2276
L3489[20:07:28] ⇨ Joins: Cobbleopolis (~Cobbleopo@45-16-76-67.lightspeed.tukrga.sbcglobal.net)
L3490[20:07:46] <Soni> fry, still has weird dithering
L3491[20:07:57] <fry> that's why it's not pulled
L3492[20:08:08] <fry> but there's no need to create 2 issues
L3493[20:08:16] <fry> for basically the same issue :P
L3494[20:08:34] <Soni> uhh I made an issue for APNG support
L3495[20:08:39] <Soni> which's just a bit different
L3496[20:08:53] <gigaherz> actually
L3497[20:09:05] <gigaherz> using a multi-frame png would work there too
L3498[20:09:19] <gigaherz> Windows 7 used a .bmp file for the boot animation
L3499[20:09:25] <gigaherz> XD
L3500[20:09:39] <Horfius> But bmp has gross color compression :(
L3501[20:09:44] <Soni> APNG is cooler
L3502[20:09:45] <Horfius> At least in my experience
L3503[20:10:15] <gigaherz> bmp doesn't have color compression
L3504[20:10:16] <gigaherz> XD
L3505[20:10:18] <fry> bmp? compression?
L3506[20:10:33] <gigaherz> it just has different pixel formats
L3507[20:10:40] <gigaherz> but is raw otherwise
L3508[20:10:46] <gigaherz> but what I meant is
L3509[20:10:53] <gigaherz> if you have a normal png file
L3510[20:10:56] <gigaherz> and you raw like
L3511[20:11:07] <gigaherz> (0,0,256,256) for frame 0
L3512[20:11:12] <gigaherz> (0,256,256,256) for frame 1
L3513[20:11:15] <gigaherz> (0,512,256,256) for frame 2
L3514[20:11:16] <gigaherz> etc
L3515[20:11:19] <gigaherz> draw*
L3516[20:11:26] <Horfius> 512?
L3517[20:11:29] <fry> yes, that's possible
L3518[20:11:35] <gigaherz> you can have the best from both worlds
L3519[20:11:39] <Zaggy1024> I'm wondering, which do you think would be faster/more memory efficient to create a quick set to return from a method, a HashSet or an ImmutableSet with a builder?
L3520[20:11:46] <Soni> but I wanna push for APNG!
L3521[20:11:48] <fry> but how do you specify the playback speed?
L3522[20:11:57] <gigaherz> fry: hardcode? ;P
L3523[20:12:00] <Soni> fry, steganography :P
L3524[20:12:05] <fry> Zaggy1024: doesn't matter :P
L3525[20:12:14] <gigaherz> although I have seen people use the top-left pixel color
L3526[20:12:23] <Zaggy1024> heh, all righty
L3527[20:12:31] <gigaherz> not sure if encoders play well with that, but
L3528[20:12:34] <Soni> for every frame you clear the last bit of every color channel, then set them to indicate the speed you want
L3529[20:12:35] <gigaherz> with transparency=0
L3530[20:12:44] <gigaherz> you could have the pixel color indicate the "delay" between frames
L3531[20:12:45] <gigaherz> XD
L3532[20:12:48] <fry> yes, it can be hacked in
L3533[20:12:56] <Soni> APNG is nicer tho
L3534[20:12:57] <fry> but, again, goal is simplicity :P
L3535[20:12:58] <gigaherz> but it would be annoying to create
L3536[20:13:03] <gigaherz> Soni: but extra dependencies ;p
L3537[20:13:05] <gigaherz> XD
L3538[20:13:08] <gigaherz> so yeah
L3539[20:13:28] <Soni> gigaherz, ASM, Guava, LWJGL... more like insignificant dependencies
L3540[20:13:36] <Soni> yes, it'll be 1% bigger, so what?
L3541[20:14:08] <Soni> (actually you might be able to save on the animation)
L3542[20:14:42] <gigaherz> XD
L3543[20:15:00] <Soni> APNG compression is better than GIF compression
L3544[20:15:11] <gigaherz> in most cases, yes.
L3545[20:15:52] <Soni> I do not think the forge animation is a worst case scenario for APNG compression :P
L3546[20:16:14] <gigaherz> no, probably not
L3547[20:16:22] <gigaherz> well, if you find a proper source for it ;P
L3548[20:16:53] <Soni> https://github.com/MinecraftForge/FML/blob/master/src/main/resources/assets/fml/textures/gui/forge.gif
L3549[20:17:14] <Soni> so uhh, fry ?
L3550[20:17:17] <gigaherz> they took the original
L3551[20:17:20] <gigaherz> and blurred the dithering
L3552[20:17:34] <gigaherz> it still shows in some parts XD
L3553[20:18:01] <Soni> fry put the animation there
L3554[20:19:36] ⇦ Quits: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 190 seconds)
L3555[20:20:49] <fry> hmm?
L3556[20:21:36] <Soni> fry, you uploaded the animation
L3557[20:21:44] <fry> what do you mean?
L3558[20:21:57] <fry> I commited it?
L3559[20:22:16] <fry> yes, I did it, I got it from PaleoCrafter, iirc
L3560[20:22:58] <Soni> well see if you can get the original frames
L3561[20:23:25] <Soni> (who's that btw?)
L3562[20:24:21] <fry> PaleOff, he's here now :P
L3563[20:27:33] <Soni> >off >here now
L3564[20:28:32] <fry> I mean he's connected :P
L3565[20:28:37] <RANKSHANK> MattDahEpic made a PR to your git
L3566[20:31:42] ⇨ Joins: Elexorien (webchat@72.2.227.133)
L3567[20:32:09] <Ordinastie> damn, I really need a texturer :(
L3568[20:32:15] <MattDahEpic> me too
L3569[20:32:35] <MattDahEpic> RANKSHANK, its not showing up
L3570[20:32:46] <gigaherz> Ordinastie: what kind of texture?
L3571[20:32:56] <gigaherz> I'm not really an artist, but I'm bored enough ;p
L3572[20:33:00] <Ordinastie> simple block texture
L3573[20:33:13] <gigaherz> for?
L3574[20:33:39] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Quit: Leaving)
L3575[20:34:13] <Ordinastie> see the double arrow refresh icon ?
L3576[20:34:36] <gigaherz> in idea?
L3577[20:35:31] <Ordinastie> google image refresh
L3578[20:35:46] <gigaherz> yeah I knwo the icon you mean
L3579[20:36:05] <RANKSHANK> MattDahEpic whoops network timeout, check again
L3580[20:37:51] <gigaherz> wait you said earlier you were making a block called "The Swapper"
L3581[20:37:56] <gigaherz> I suppose you want an icon for it?
L3582[20:38:09] <Ordinastie> yeah
L3583[20:38:09] <gigaherz> texture*
L3584[20:38:29] <MattDahEpic> i need a voidy/thaumy looking orb and a pile of mob guts texture if you ahve time gigaherz
L3585[20:38:48] <gigaherz> MattDahEpic: that may be outside my abilities ,p
L3586[20:38:49] <gigaherz> ;P*
L3587[20:39:02] ⇨ Joins: Zyferus (~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L3588[20:39:59] <Ordinastie> I'll need to tweak the color but : http://puu.sh/lVXbq.jpg
L3589[20:40:36] ⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Remote host closed the connection)
L3590[20:40:51] ⇨ Joins: romibi (~quassel@cable-static-7-174.rsnweb.ch)
L3591[20:41:54] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Ping timeout: 186 seconds)
L3592[20:42:59] <Ordinastie> now, lets see if code works
L3593[20:43:31] <unascribed> wait, swapper?
L3594[20:43:49] <Ordinastie> first try is a fail ><
L3595[20:44:15] <unascribed> what does it do :o
L3596[20:44:19] <unascribed> well
L3597[20:44:22] <unascribed> what is it supposed to do
L3598[20:44:23] ⇦ Quits: KGS (~KGS@h-212-116-74-249.na.cust.bahnhof.se) (Ping timeout: 206 seconds)
L3599[20:45:19] <Ordinastie> wild guess : it swaps blocks ? :]
L3600[20:45:36] <Ordinastie> 2nd try works, despite the crash report crashing itself, kinda
L3601[20:45:42] <Ordinastie> [03:44:24] [Server thread/FATAL] [FML]: Exception caught executing FutureTask: java.util.concurrent.ExecutionException: java.lang.NoClassDefFoundError: net/minecraft/crash/CrashReportCategory$4
L3602[20:45:42] <Ordinastie> java.util.concurrent.ExecutionException: java.lang.NoClassDefFoundError: net/minecraft/crash/CrashReportCategory$4
L3603[20:48:36] ⇦ Quits: Derimagia (~Derimagia@192.227.135.6) (Quit: Bye)
L3604[20:50:09] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L3605[20:50:32] ⇨ Joins: Derimagia (~Derimagia@192.227.135.6)
L3606[20:52:03] <Ordinastie> lol, so apparently I'm doing somehting wrong, because the JVM reaaaaally struggle to access that part of code :x
L3607[20:53:45] <MattDahEpic> so im doing the coding keyboard, any ideas for keys besides access modifiers and void?
L3608[20:54:18] <Ordinastie> ah, I found it why, it does infinite recursivity ><
L3609[20:56:24] <Ordinastie> hum, ok, I want my block to react to redstone current, so I do my stuff in onNeighborBlockChange
L3610[20:56:25] <gigaherz> Ordinastie: nah my texturing ability isn't present tonight ;P
L3611[20:56:31] ⇦ Quits: Greg (~Greg@207.174.247.124) (Quit: Leaving)
L3612[20:56:57] <Ordinastie> the the stuff I do is changing a block next to it, so it triggers it again
L3613[20:57:16] <gigaherz> yeah you don't want to do that ;P
L3614[20:57:38] <Ordinastie> but to prevent it is kinda annoying
L3615[20:57:41] ⇨ Joins: Kaiyouko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L3616[20:57:51] ⇨ Joins: Drullkus (~Drullkus@2601:646:8301:c41e:2458:b77a:e7f9:1b64)
L3617[20:57:54] ⇦ Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 186 seconds)
L3618[20:57:58] <gigaherz> schedule an update for next tick?
L3619[20:58:10] <Ordinastie> doesn't solve anything
L3620[20:58:22] <gigaherz> why not?
L3621[20:58:28] <gigaherz> andof course
L3622[20:58:35] *** Kaiyouko is now known as Kaiyouka
L3623[20:58:37] <gigaherz> you should ONLY be doing any notification if the state changed
L3624[20:58:59] <gigaherz> such as going from unpowered to powered
L3625[20:59:29] <Ordinastie> yeah, guess what, that's what I forgot -_-
L3626[20:59:29] <gigaherz> OR alternatively, explicitly disallow reentrancy
L3627[20:59:38] <Ordinastie> I don't set the property
L3628[20:59:47] <gigaherz> boolean isSwapping;
L3629[20:59:58] <gigaherz> isSwapping=true; swap isSwapping=false;
L3630[21:02:23] ⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Quit: Nii-san is watching you.)
L3631[21:04:09] ⇨ Joins: blood_ (unknown@ool-182e0a55.dyn.optonline.net)
L3632[21:07:03] *** AbrarSyed is now known as Abrar|gone
L3633[21:07:59] <Ordinastie> rah fuck
L3634[21:08:07] <Ordinastie> the shouldRefresh always screw me up :x
L3635[21:08:23] <Zaggy1024> I know
L3636[21:08:36] <Zaggy1024> the default for mod TEs is so strange
L3637[21:09:21] <gigaherz> yeah
L3638[21:09:35] <gigaherz> I have been wondering
L3639[21:09:57] <gigaherz> why does forge assume that changing the blockstate for a mod block means it's a whole different block?
L3640[21:10:11] <fry> multiblocks, probably
L3641[21:10:28] ⇦ Quits: RANKSHANK (~RANKSHANK@ppp121-44-198-47.lns20.syd7.internode.on.net) (Quit: Bye)
L3642[21:10:30] <fry> back in the olden days of conserving block ids
L3643[21:10:34] <Ordinastie> that's stupid :)
L3644[21:10:35] <unascribed> it's the safest assumption
L3645[21:10:39] ⇨ Joins: RANKSHANK (~RANKSHANK@ppp121-44-198-47.lns20.syd7.internode.on.net)
L3646[21:10:43] <gigaherz> unascribed: not really
L3647[21:10:47] <unascribed> if you want smarter behavior, you need to do it yourself :P
L3648[21:10:52] <gigaherz> almost every mod needs to override and remove the checkl
L3649[21:10:55] <gigaherz> -l
L3650[21:11:11] <gigaherz> woudl be safer to assume you want to keep the TE, and explicitly discard it ;P
L3651[21:11:30] <gigaherz> but yeah
L3652[21:11:32] ⇦ Quits: RANKSHANK (~RANKSHANK@ppp121-44-198-47.lns20.syd7.internode.on.net) (Client Quit)
L3653[21:11:41] ⇨ Joins: Greg (~Greg@207.174.247.124)
L3654[21:11:52] <gigaherz> I suppose back in the days when multiblocks were more common due to much more limited number of IDs
L3655[21:11:56] ⇨ Joins: RANKSHANK (~RANKSHANK@ppp121-44-198-47.lns20.syd7.internode.on.net)
L3656[21:12:22] <Ordinastie> yeah, swapper : http://puu.sh/lVYZQ.mp4
L3657[21:12:51] <unascribed> :o
L3658[21:13:01] <Ordinastie> yeah, not sure if it's really worth it ><
L3659[21:13:17] <gigaherz> I have no idea what it does
L3660[21:13:17] <gigaherz> XD
L3661[21:13:20] <unascribed> seems like a much more compact and easier to use/build version of a piston switcher
L3662[21:13:42] <unascribed> incl. for larger areas
L3663[21:13:57] <Ordinastie> I don't know what piston switcher is
L3664[21:14:19] <unascribed> a somewhat complicated thing that lets you swap a single block out a floor
L3665[21:14:23] <unascribed> or a wall/ceiling
L3666[21:14:29] <Ordinastie> but the is to have a 3x3x3 block in top/front of the swapper to switch between two blocks
L3667[21:14:29] <unascribed> needs 3 pistons, all sticky
L3668[21:14:44] <unascribed> it's useful for stuff like lighting that only comes out at night
L3669[21:15:00] <gigaherz> Ordinastie: nevr seen things like "hidden crafting tables" or "hidden lights"?
L3670[21:15:03] <unascribed> or it was, until they added lamps...
L3671[21:15:14] <Ordinastie> gigaherz, nope
L3672[21:15:22] <gigaherz> it's a small redstone circuit (vanilla)
L3673[21:15:40] <gigaherz> that pulls A, pushes B in the place A was, and pushes B back out
L3674[21:16:01] <gigaherz> (or if B was out, pulls B, pushes A in the place B was, and pushes A back out)
L3675[21:19:34] <Ordinastie> I'm not even really motivated to finish that ><
L3676[21:22:33] <fry> found it! https://github.com/MinecraftForge/MinecraftForge/commit/599591e88379a6c651f206346121e1ef8604244c :P
L3677[21:23:28] <Ordinastie> defaut to true...
L3678[21:23:48] <fry> true was the original behaviour
L3679[21:24:18] <Zaggy1024> brain asplodey
L3680[21:24:19] <fry> before the hook was added :P
L3681[21:24:49] <Zaggy1024> I think I've been programming for too long, I've gotten lost
L3682[21:24:59] <fry> lol
L3683[21:25:00] <Ordinastie> fry, only if blocks were diff I think
L3684[21:25:28] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 206 seconds)
L3685[21:25:36] <Zaggy1024> ugh
L3686[21:25:50] <Zaggy1024> I think I need to add IBlockState parameters to all the IPlantable methods
L3687[21:26:15] <Zaggy1024> if I'm going to make the plant control whether it stays and have an IPlantable.canPlantStay function
L3688[21:26:23] <Zaggy1024> otherwise generation doesn't work
L3689[21:27:00] <Zaggy1024> or...it would in vanilla plants' cases, but not if there are variants that have different plant types than others
L3690[21:27:59] <Ordinastie> I'll start watching Sleepy Hollow, see if it's good
L3691[21:29:46] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3692[21:34:06] <Soni> good night o/
L3693[21:34:40] <gigaherz> I enjoyed the first season of sleepy hollow, but I just lost interest in S2
L3694[21:35:56] *** Morphan1 is now known as MorphFK
L3695[21:37:26] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 192 seconds)
L3696[21:38:23] <MattDahEpic> hmmm it seems that nothing is even calling my IResorucePack.getInputStream
L3697[21:42:45] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3698[21:45:54] <Zaggy1024> wow, patching this world gen stuff is really a pain
L3699[21:46:17] <Zaggy1024> all the deobf names are inconsistent, for one thing
L3700[21:48:23] <Falkreon> psst
L3701[21:48:35] <Falkreon> Ordinastie, we need triple-doors
L3702[21:48:37] <Falkreon> :D
L3703[21:49:13] <Falkreon> that is all
L3704[21:49:18] *** Falkreon is now known as Falk|Away
L3705[21:52:26] <Ordinastie> what would that even be ?
L3706[21:52:29] <Zaggy1024> what would that even be like 0.o
L3707[21:53:21] ⇦ Quits: Temportalist (uid37180@id-37180.charlton.irccloud.com) (Quit: Connection closed for inactivity)
L3708[21:53:22] <Zaggy1024> ouch, not a good sign when all the plants pop out of the ground when I load the world D:
L3709[21:54:01] <unascribed> well, you have double fencegates
L3710[21:54:04] <unascribed> so I guess like that?
L3711[21:54:16] <unascribed> I added a triple-door mod to the modpack already, so I don't know why he's bugging you...
L3712[21:54:28] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 206 seconds)
L3713[21:55:27] ⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.146.140) (Read error: Connection reset by peer)
L3714[21:55:46] <Zaggy1024> there we go
L3715[21:55:49] <Zaggy1024> now the plants stay properly
L3716[21:56:19] <Zaggy1024> now to test it with the world gen changes I made
L3717[21:56:20] <Zaggy1024> D:
L3718[21:56:41] <killjoy> Is there a vanilla command to change worlds?
L3719[21:56:53] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3720[21:57:07] <Ordinastie> unascribed, I still don't understand what it would be
L3721[21:57:14] <Zaggy1024> huh, I was kind of expecting it to explode
L3722[21:57:18] <Zaggy1024> everything appears to work
L3723[21:57:18] <Ordinastie> like 3 wide doors ?
L3724[21:59:02] <unascribed> http://www.curse.com/mc-mods/minecraft/232398-big-doors#t1:description
L3725[21:59:27] <unascribed> like that probably
L3726[21:59:40] <unascribed> and it's an addon for Malisis anyway
L3727[22:01:33] <Zaggy1024> would be nice to rename IPlantable to IPlant, but it seems unnecessary, and only inconvenient for people using the interface
L3728[22:01:53] ⇦ Parts: Elexorien (webchat@72.2.227.133) ())
L3729[22:01:57] ⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L3730[22:02:09] <unascribed> I still want to make an alternate mappings project that gives better names to all the "legacy" mappings
L3731[22:02:19] <unascribed> i.e. they only keep that name because they were already named that
L3732[22:02:41] <unascribed> but there's a lot of things I "still want to make" :P
L3733[22:04:08] ⇨ Joins: alamurla (~Elexorien@static.165.114.9.176.clients.your-server.de)
L3734[22:04:47] *** alamurla is now known as Elexorien
L3735[22:05:54] <Elexorien> Sorry to bother you all, but I'm looking for help with searching on the minecraftforge forums. I've tried "dependencies not working", "required-after not working" and tried replacing "not working" with "ignored" and am not finding what I need. Could someone suggest alternate search keywords for a failure of mod dependency loading?
L3736[22:05:56] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) ()
L3737[22:06:10] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 186 seconds)
L3738[22:07:27] <gigaherz> Elexorien: instead of that, what exactly is your issue?
L3739[22:08:00] <gigaherz> we are not bothered by people asking questions or trying to solve issues ;P
L3740[22:08:58] ⇦ Quits: Lathanael|Away (~Lathanael@p54961F17.dip0.t-ipconnect.de) (Ping timeout: 206 seconds)
L3741[22:08:59] <Zaggy1024> huh, the placement sounds aren't playing in my client
L3742[22:09:03] <Elexorien> I require my mod to be loaded after BuildCraft, but when I run the client my mod is loaded before and crashes. Works fine in a real minecraft instance, but not in Idea
L3743[22:09:43] <unascribed> iirc the mod is on the classpath when running from Gradle/IDEA/Eclipse
L3744[22:09:53] <unascribed> so I'm not sure if you could affect the load order at all due to that
L3745[22:09:59] <gigaherz> hmmm
L3746[22:10:07] <gigaherz> the lifecycle events should still run in order
L3747[22:10:13] <gigaherz> you just can'trely on constructors
L3748[22:10:21] <unascribed> what's your dependencies string?
L3749[22:11:02] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3750[22:11:43] <gigaherz> Elexorien: can you paste/pastebin the @Mod annotation (or link us to your source if it's online)
L3751[22:11:49] <Elexorien> dependencies = "required-after:BuildCraft|Core;required-after:BuildCraft|Energy;required-after:thaumcraft;required-after:terrafirmacraft"
L3752[22:11:57] <Zaggy1024> yay, made it so I can remove one line of forge patches
L3753[22:12:01] <Zaggy1024> such accomplish
L3754[22:12:11] <gigaherz> BuildCraft|Core is the modid?
L3755[22:12:35] <Elexorien> yes "BuildCraft Core" is the name, ID has "|"
L3756[22:12:40] ⇦ Quits: Drullkus (~Drullkus@2601:646:8301:c41e:2458:b77a:e7f9:1b64) (Remote host closed the connection)
L3757[22:13:29] <MattDahEpic> my older mod broke cause of that pipe
L3758[22:13:56] <Zaggy1024> yay, I love it when people use odd characters unnecessarily
L3759[22:13:59] <Zaggy1024> <3
L3760[22:14:04] <gigaherz> one of my mods has
L3761[22:14:06] <gigaherz> @Mod(modid = EnderRiftMod.MODID, version = EnderRiftMod.VERSION, dependencies = "after:Waila;after:NotEnoughItems")
L3762[22:14:12] <gigaherz> and I have never had any issue, even in IDEA
L3763[22:14:23] <Elexorien> I have tried it all ways including all lower case. currently the ID's are copy and pasted straight from the source of the mods
L3764[22:15:30] ⇨ Joins: Lathanael|Away (~Lathanael@p54960F71.dip0.t-ipconnect.de)
L3765[22:15:42] <Elexorien> I thought that the dependencies string would work (it originally only had thaumcraft), but it turns out thaumcraft is just "naturally" loaded before my mod and the dep string seems to have no effect.
L3766[22:16:21] <Elexorien> now that I have added BC, it want's to load after my mod and I can't figure out how to change that.
L3767[22:17:04] <Zaggy1024> are you sure that it's not "working" in obf environment because of the name of your mod package?
L3768[22:17:10] <Elexorien> though I found that re-running setupDecompWorkspace and idea changed the order a bit, but not enough to get it to work.
L3769[22:17:31] <Elexorien> I could try changing it to zzzz and see if that works...
L3770[22:20:04] *** Abrar|gone is now known as AbrarSyed
L3771[22:20:09] <Zaggy1024> time to genPatches, check for mistakes in the patches, commit and have everyone tear apart my hard work :)
L3772[22:20:36] <AbrarSyed> https://gradle.org/extending-gradle/
L3773[22:23:55] <Zaggy1024> er okay
L3774[22:24:01] <Zaggy1024> I guess that's cool
L3775[22:24:03] <Zaggy1024> :P
L3776[22:24:33] <Elexorien> well renaming to zzzz got me a nice message saying it could not find "thaumcraft", which when removed from my dep string got me past preinit for the fist time, errors on transition from post to available but that's due to configurations...
L3777[22:25:22] *** fry is now known as fry|sleep
L3778[22:25:33] <Elexorien> load order still appears to place my mod before BC though which is odd unless the mod dump doesn't show the actual load order like I thought it did.
L3779[22:30:26] ⇨ Joins: Drullkus (~Drullkus@2601:646:8301:c41e:1d45:e726:1ca7:8ba)
L3780[22:30:42] <gigaherz> hmm I stepped through the 1.7.10 FML's dependency, and adding an entry for Test|Test got parsed correctly and added to the dependencies AND requirements
L3781[22:31:46] ⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping timeout: 186 seconds)
L3782[22:35:25] ⇦ Quits: Greg (~Greg@207.174.247.124) (Quit: Leaving)
L3783[22:35:43] <Zaggy1024> aw jeez, look at all these patches :|
L3784[22:35:43] <Zaggy1024> http://i.imgur.com/ThWIGLe.png
L3785[22:38:29] <Elexorien> well renamig to zzzz allows me to load properly, no crash... and the error finding thaumcraft looks promising as it is now "apparently" parsing the dep string, while it wasn't before. Achievement Get: Color me confused and tar me stupid.
L3786[22:39:37] ⇦ Quits: Drullkus (~Drullkus@2601:646:8301:c41e:1d45:e726:1ca7:8ba) (Quit: Gotta go!)
L3787[22:39:54] <gigaherz> does it still working after changing it back?
L3788[22:39:54] <gigaherz> XD
L3789[22:40:02] <gigaherz> because I have no ideas either
L3790[22:40:10] ⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Remote host closed the connection)
L3791[22:40:22] ⇨ Joins: romibi (~quassel@cable-static-7-174.rsnweb.ch)
L3792[22:40:35] <unascribed> thaumcraft's modid appears to be "Thaumcraft"
L3793[22:41:16] <Elexorien> haven't tried yet. @unascribed I was about to look that up. odd that it has never caught the mistake before.
L3794[22:41:20] <gigaherz> yep
L3795[22:41:22] <gigaherz> "modid": "Thaumcraft",
L3796[22:41:27] <unascribed> https://unascribed.com/i/65366b66.png
L3797[22:43:38] *** TTFTCUTS is now known as TTFT|Away
L3798[22:44:17] <Elexorien> thanks :)
L3799[22:44:25] <Elexorien> ok, loading now, let's see if this works
L3800[22:44:38] <gigaherz> I wonder what changed, though
L3801[22:44:45] <gigaherz> are you using just the @Mod
L3802[22:44:57] <gigaherz> or did you useMetadata=true so it loads the info from the mcmod.info?
L3803[22:45:28] <Elexorien> nope still does not work
L3804[22:45:47] <gigaherz> but it detects missing mods if you purposefully add a typo?
L3805[22:45:56] <Elexorien> I am using @mod, but I have also tried using mcmod.info
L3806[22:46:11] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 206 seconds)
L3807[22:46:13] <Elexorien> testing again with lower case thuamcraft right now
L3808[22:46:37] <gigaherz> do you have the idea "fix" in your build.gradle?
L3809[22:46:55] <gigaherz> this is unrelated but...
L3810[22:47:16] <Elexorien> idea { module {inheritOutputDirs = ture }}?
L3811[22:47:20] <gigaherz> yeah
L3812[22:47:20] <Elexorien> true*
L3813[22:48:44] <Elexorien> just to be sure I'm not wasting your time....the mod order after States: 'U' etc.. is the load order correct?
L3814[22:49:49] <gigaherz> no idea
L3815[22:49:58] <gigaherz> I'd have to make it crash on purpose
L3816[22:49:59] <gigaherz> sec
L3817[22:50:21] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3818[22:52:10] <gigaherz> yes
L3819[22:52:17] <gigaherz> I added "after:EnderIO" to my mod
L3820[22:52:26] <gigaherz> and now it shows up below EnderIO in the list
L3821[22:52:31] <gigaherz> while it was above it before
L3822[22:53:17] <Elexorien> sounds like I have to start fresh with a completely new workspace :( which is odd because it pretty much is already...
L3823[22:54:17] <gigaherz> maybe if you clearCache, setupDecompWorkspace, build, and then refresh gradle (the blue refresh icon in IDEA's gradle panel)
L3824[22:54:39] <gigaherz> setting up a new workspace won't really clear the gradle caches
L3825[22:55:12] <unascribed> keep in mind
L3826[22:55:25] <Elexorien> sounds like it's worth a shot. I'll have to wait an hour or two to do that though.
L3827[22:55:31] <unascribed> clearCaches will delete the **ENTIRE** cache
L3828[22:55:37] <unascribed> so every version of forge you've ever decompiled
L3829[22:55:42] <unascribed> will need to be redownloaded and redecompiled
L3830[22:55:46] <gigaherz> ah yeah
L3831[22:56:11] <killjoy> is random.nextInt() == 0 too rare?
L3832[22:56:14] <gigaherz> yes
L3833[22:56:24] <gigaherz> 1 in 2 billion
L3834[22:56:46] <unascribed> 1 in (2^32)-1 to be precise
L3835[22:56:49] <unascribed> er
L3836[22:56:51] <unascribed> ^31
L3837[22:57:00] <killjoy> how about random.nextInt(100) == 0?
L3838[22:57:07] <unascribed> 1 in 100
L3839[22:57:09] <Elexorien> thats 1%
L3840[22:57:16] <killjoy> Too common
L3841[22:57:17] <gigaherz> 1% if the hits will pass
L3842[22:57:21] <gigaherz> which means
L3843[22:57:25] <unascribed> yeah.. depends on what you're doing :P
L3844[22:57:27] <gigaherz> given enough samples
L3845[22:57:29] <killjoy> Yes, I understand probability
L3846[22:57:31] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 190 seconds)
L3847[22:57:45] <killjoy> I'll do .1%
L3848[22:58:16] <killjoy> I'm giving zombies random attributes using random with their uuid hashcode as the seed
L3849[22:59:03] <gigaherz> why use their uuid?
L3850[22:59:10] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3851[22:59:10] <killjoy> Ensures each one is unique
L3852[22:59:25] <killjoy> and the same for each player (client-side)
L3853[22:59:48] <unascribed> one less packet, sounds fair
L3854[22:59:53] <gigaherz> I guess the latter is a valid reason, cos the former isn't really true ;p
L3855[23:00:12] ⇦ Quits: Falk|Away (~Frost@97-121-65-26.omah.qwest.net) (Ping timeout: 206 seconds)
L3856[23:00:18] <unascribed> each one is vaugely unique :P
L3857[23:00:24] ⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Remote host closed the connection)
L3858[23:00:32] <killjoy> The mappings wouldn't lie to me, would they?
L3859[23:00:36] ⇨ Joins: romibi (~quassel@cable-static-7-174.rsnweb.ch)
L3860[23:00:50] <gigaherz> you'd get same or better randomness by using a fixed seed and then just simply getting more numbers out of the same random sequence
L3861[23:01:01] <gigaherz> (I'm fairly sure it's better, not same)
L3862[23:01:02] <unascribed> the UUID is unique, but you're losing 96 bits of uniqueness by using hashCode
L3863[23:01:07] <killjoy> I'm doing this in the renderer
L3864[23:01:17] <unascribed> it'd be down to 80 bits lost if you used a custom 48-bit hashcode
L3865[23:01:24] <killjoy> should I just convert to a long?
L3866[23:01:26] <unascribed> ultimately, this doesn't matter
L3867[23:01:26] <gigaherz> killjoy: I wasn't referring to the uniqueness of the uuid, I meant the uniqueness of the resulting numbes ;p
L3868[23:01:30] <gigaherz> numbers*
L3869[23:01:44] <unascribed> hashCode of a UUID is plenty unique as a random seed for whatever it is you're deciding
L3870[23:03:04] <gigaherz> the seed gets processed by an algorithm, and the resulting value is used in the internal prng state to, in essence,
L3871[23:03:14] ⇦ Quits: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Ping timeout: 186 seconds)
L3872[23:03:18] <gigaherz> change the "starting point" of the fixed sequence of numbers generated by that PRNG
L3873[23:03:39] <gigaherz> (which is often a congruential generator in the standard libraries of programming languages)
L3874[23:03:47] *** AbrarSyed is now known as Abrar|gone
L3875[23:05:55] <gigaherz> so re-seeding the prng every time can do anything from improving the randomness of a weak prng, to choosing the same starting point over and over
L3876[23:06:11] <gigaherz> depending on how good/bad the randomness of the seeds was
L3877[23:10:37] ⇨ Joins: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L3878[23:13:20] ⇨ Joins: McJty (~jorrit@d8D872E30.access.telenet.be)
L3879[23:13:57] *** sham1|ZZzZ is now known as sham1
L3880[23:16:38] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 206 seconds)
L3881[23:18:43] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L3882[23:19:40] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L3883[23:21:15] <Elexorien> wow I am such a derp, thank you gigaherz! mcmod.info was overriding everything this whole time. I overlooked useDepInfo: true <facepalm>
L3884[23:21:25] ⇦ Quits: KanoCodex (~Giratina5@2604:180:0:368::bcd8) (Remote host closed the connection)
L3885[23:25:26] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 190 seconds)
L3886[23:25:55] <gigaherz> XD
L3887[23:26:57] *** gravityfox_ is now known as foxy
L3888[23:27:12] <sham1> >derpinfo
L3889[23:27:26] <gigaherz> lol I'm watching a FTB Unstable 1.8 vid
L3890[23:27:30] <Elexorien> now I'm finally getting a useful crash :)
L3891[23:27:41] <gigaherz> enchanting plus + projecte = infinite EMC + experience
L3892[23:27:47] <unascribed> >FTB
L3893[23:27:48] <unascribed> >2015
L3894[23:27:57] <gigaherz> unascribed: they ARE making a modpack for 1.8 ;P
L3895[23:28:00] <sham1> What should you use then
L3896[23:28:12] <unascribed> not FTB? :P
L3897[23:28:17] <gigaherz> what else?
L3898[23:28:17] <unascribed> I've moved to using custom modpacks
L3899[23:28:23] <gigaherz> I mean
L3900[23:28:23] <unascribed> because they take so little effort to put together now
L3901[23:28:25] <gigaherz> FTB is now Curse
L3902[23:28:28] <unascribed> no more IDs
L3903[23:28:31] ⇨ Joins: tambre (~tambre@44d4-1a88-1d0f-ac73-4301-8a22-07d0-2001.dyn.estpak.ee)
L3904[23:28:35] <gigaherz> they are slowly being absorved into CurseVoice ;P
L3905[23:28:37] <unascribed> just biomes and potions need resolving
L3906[23:28:51] <sham1> We need cursevoice to linux and osx
L3907[23:28:55] <unascribed> ugh, Curse
L3908[23:29:09] <unascribed> why does everyone suddenly like Curse
L3909[23:29:20] <sham1> Because it is good?
L3910[23:29:21] <unascribed> weren't they literally the most evil thing to ever hit Minecraft just last year?
L3911[23:29:36] <sham1> Same can be said about every new thing
L3912[23:29:47] <Elexorien> give me a modpack loader that doesn't have to download the ENTIRE pack just to update 2 mods....
L3913[23:30:05] <unascribed> I still think that Maven is the real solution to the modpack problem :P
L3914[23:30:08] <gigaherz> unascribed: back then, people hadn't realized the developer program lets you echange the points for money
L3915[23:30:08] <gigaherz> ;P
L3916[23:30:10] <McJty> Hi all. I need some help. I'm trying to adapt https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/LayerBreakingTest.java for my own use
L3917[23:30:19] <gigaherz> they thought "free downloads = I dont' get paid"
L3918[23:30:25] <McJty> Basically I need a smart model because my block has something to render in the solid and cutout layers
L3919[23:30:38] <asie> unascribed: MultiMC QuickMods! \o/
L3920[23:30:48] <McJty> How can I get access to a normal baked model without using TestBakedModel in that example?
L3921[23:30:49] <asie> An open format for providing mod downloads. it's a shame almost nobody ever adopted it
L3922[23:30:59] <asie> (and that MultiMC didn't give it enough love at all)
L3923[23:31:25] <Elexorien> I love MultiMC, but my pack of choice so far only exists on FTB.
L3924[23:31:31] <unascribed> I also don't like MultiMC, but I'm starting to feel like I don't like *anything*
L3925[23:31:34] <unascribed> hm.
L3926[23:31:41] <asie> My pack of choice doesn't even exist yet - it's 1.8.8 and mostly WIP - waiting on Factorization
L3927[23:32:15] <unascribed> idk, I'm probably going to wind up making my own launcher, because I like reinventing the wheel
L3928[23:32:22] <unascribed> or maybe I'll fork asielauncher. It's basically exactly what I want. :P
L3929[23:33:00] <unascribed> I guess I don't hate literally everything then
L3930[23:33:22] <asie> asielauncher is terrible
L3931[23:33:51] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186 seconds)
L3932[23:34:26] <unascribed> well, I like the *idea*
L3933[23:34:29] <unascribed> how about that
L3934[23:34:48] <unascribed> anything's better than just sending people zips
L3935[23:34:59] ⇦ Quits: McJty (~jorrit@d8D872E30.access.telenet.be) (Quit: Leaving)
L3936[23:36:02] <gigaherz> McJty: there's Minecraft#modelManager, but it's private.
L3937[23:36:18] <unascribed> he left :/
L3938[23:36:22] <gigaherz> shit
L3939[23:36:40] <gigaherz> that's what I get for leaving a line half-written to look up a line in my mod
L3940[23:36:41] <gigaherz> XD
L3941[23:36:49] <asie> unascribed: well now you know why i wrote the launcher
L3942[23:36:53] <asie> there's MCUpdater but it's complicated
L3943[23:36:57] <asie> (but good)
L3944[23:37:14] <gigaherz> oh well I did the work of checking it
L3945[23:37:18] <gigaherz> so I may as well finish writing
L3946[23:38:03] <gigaherz> ... this instance can be accessed from ItemModelMesher#getModelManager or BlockModelShapes#getModelManager
L3947[23:38:16] <unascribed> "A lot of FP’s usage is either mind-numbingly obvious or arcane beyond the scope of this basic document"
L3948[23:38:25] <unascribed> already do not like the sound of this
L3949[23:38:29] <unascribed> plus I heard mention of XML
L3950[23:39:25] <gigaherz> ... which in turn can be accessed from Minecraft.getBlockRenderDispatcher().getBlockModelShapes() or Minecraft.getRenderItem.getItemModelMesher()
L3951[23:39:30] <unascribed> ._.
L3952[23:39:36] <gigaherz> really
L3953[23:39:39] <gigaherz> wtf mojang? XD
L3954[23:39:46] <gigaherz> why not just have a Minecraft.getModelManager()
L3955[23:39:46] <gigaherz> XD
L3956[23:40:11] <gigaherz> option 1: Minecraft.getBlockRenderDispatcher().getBlockModelShapes().getModelManager()
L3957[23:40:18] <Elexorien> I like the "new" JSON Modlist format idea from a year ago
L3958[23:40:21] <gigaherz> option 2: Minecraft.getRenderItem.getItemModelMesher().getModelManager()
L3959[23:40:29] <gigaherz> +()
L3960[23:40:44] <gigaherz> option 2 takes less letters to write ;P
L3961[23:45:58] <Zaggy1024> I wonder how good Lex is at reading diffs for patches by now :D
L3962[23:45:59] <Elexorien> well, thank you again gigaherz. Now to figure out why buckets are being a pain!
L3963[23:47:13] <gigaherz> Zaggy1024: good enough to do the job, but not so good that he "liked" unnecessary diffs ;P
L3964[23:47:17] <gigaherz> likes*
L3965[23:47:30] <Zaggy1024> heh
L3966[23:47:41] <gigaherz> Elexorien: np, yw.
L3967[23:47:48] <Zaggy1024> I hope he's okay with a couple things I did to make this new code a little cleaner
L3968[23:47:55] ⇦ Quits: darkfusion58 (~darkfusio@71-85-51-90.dhcp.spbg.sc.charter.com) (Quit: Leaving.)
L3969[23:48:37] <Zaggy1024> specifically adding a BlockPos variable to one part to avoid doing pos.add(j, 0, k) and pos.add(j, -1, k) repeatedly
L3970[23:49:34] <tterrag|away> likely not
L3971[23:52:31] ⇦ Quits: Brokkoli (~Brokkoli@x55b13280.dyn.telefonica.de) (Ping timeout: 190 seconds)
L3972[23:53:41] <mister_person> I want to add doubleclicking to my gui. Is there a way to get the systems doubleclicking speed?
L3973[23:54:24] *** mrkirby153 is now known as kirby|gone
L3974[23:54:47] <tterrag|away> Integer timerinterval = (Integer) Toolkit.getDefaultToolkit().getDesktopProperty("awt.multiClickInterval");
L3975[23:54:50] <tterrag|away> google is your friend
L3976[23:55:28] <Zaggy1024> even if the add(j, 0, k) is done like 5 times?
L3977[23:56:27] <sham1> doubleclick on a gui
L3978[23:56:29] <sham1> :P
L3979[23:59:08] ⇨ Joins: Brokkoli (~Brokkoli@x55b03ac6.dyn.telefonica.de)
L3980[23:59:20] <Ordinastie> sham1, what about it ?
L3981[23:59:31] <sham1> Nothing
L3982[23:59:34] <gigaherz> Zaggy1024: each line you replaced is one extra patch to verify next time they update forge
L3983[23:59:35] <gigaherz> ;P
L3984[23:59:45] <Ordinastie> then shush :p
L3985[23:59:57] <sham1> Why
L3986[23:59:57] <gigaherz> and with that, I jump into bed
L3987[23:59:59] <gigaherz> night
<<Prev Next>> Scroll to Top