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L8[00:34:00] <shadekiller666> great...
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L10[00:34:40] <shadekiller666> bastards in
us congress have now put the cyber security bill inside the fucking
federal budget bill...
L11[00:35:02] <shadekiller666> can we rid
the us government of all the damn communists please...
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L32[01:37:58] <Cypher121> is texture
rebinding time actually noticeable if a GUI uses let's say 3
texture files?
L33[01:38:20] <Zaggy1024> three textures
probably isn't a problem
L34[01:38:29] <Zaggy1024> could always
profile it
L35[01:39:43] <Cypher121> lots of internal
calls there
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L37[01:41:02] <Cypher121> actually it's an
issue of good design practices vs. performance
L38[01:41:22] <Cypher121> either put same
button in 4 different files or swap textures around
L39[01:45:03] ⇨
Joins: Lunatrius (~Lunatrius@77.38.103.182)
L40[01:51:42] <Zaggy1024> if a button is
shared between GUIs then I'd say you should keep it in one
file
L41[01:51:52] <Zaggy1024> probably doesn't
make enough difference in performance to matter
L42[01:52:00] ⇨
Joins: modmuss50
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L43[01:53:28] <Zaggy1024> oh jeez
L44[01:53:59] <Zaggy1024> when a block
model leaves 1x1x1 bounds, the mapping for the breaking texture
exceeds its bounds as well
L45[01:54:09] <Zaggy1024> so it shows
random textures from the atlas :|
L46[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151218 mappings to Forge Maven.
L47[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151218-1.8.8.zip
(mappings = "snapshot_20151218" in build.gradle).
L48[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L50[02:01:24] ⇨
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(~Matakor@107-188-165-213.slc.googlefiber.net)
L51[02:02:14] <Matakor> Hey, need a bit of
help. Have a bugged item in a server in my inventory. Trying to
remove with nbt explorer. I know it was in the boots stol, but I'm
not certain if I have it removed correctly. The item id was, but
the replacement doesn't seem to be working
L52[02:02:22] <Matakor> slot*
L53[02:02:55] ***
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L54[02:04:00] <Matakor> I crash on login to
the server
L55[02:04:12] <Zaggy1024> might be able to
remove the item ID mapping
L56[02:04:25] <Zaggy1024> although I don't
know where those are stored, sorry
L57[02:04:29] <Matakor> as an fyi, I have
access to the playerdat, but not the server
L58[02:04:48] <Cypher121> how does that
even work
L59[02:04:48] <shadekiller666> set contents
of slot to null
L60[02:04:59] <Matakor> shadekiller666,
how?
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L62[02:05:30] <shadekiller666> no idea,
never had to edit a player.dat
L63[02:06:08] <Zaggy1024> I'll look at the
ItemStack loader
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L65[02:06:57] <shadekiller666> but instead
of trying to set it to an id that isn't corrupt, set it to
nothing
L66[02:07:02] <Zaggy1024> yeah
L67[02:07:03] <shadekiller666> however that
is done
L68[02:07:03] <Zaggy1024> remove the
tag
L69[02:07:07] <Zaggy1024> *should*
work
L70[02:07:29] <Zaggy1024> if the item
itself fails to be found, then the whole stack is null
L71[02:07:43] <Zaggy1024> -1 should work
too if removing the tag doesn't work
L72[02:08:00] <Zaggy1024> wait
L73[02:08:14] <Zaggy1024> -1 or just a
random string if you're on 1.7+ :P
L74[02:08:35] <Matakor> I tried deleting it
(1.7.10 server)
L75[02:09:27] <shadekiller666> and?
L76[02:10:44] <Matakor> still unable to
connect to server. server was restarted as was my client.. no
change.
L77[02:11:42] <Matakor> if familiar, this
was on infinity expert mode. I'm aware of the bug to tinker's
traveller's gear for the version I'm on (now, anyway, not at the
time of use), but until I can log back in I can't do much without
tinkering with the player.dat
L78[02:12:20] <shadekiller666> and you're
sure that the player.dat is actually updating server-side?
L79[02:12:41] <shadekiller666> you could
try putting something that isn't boots in the boot slot
L80[02:12:46] <Matakor> I'm trying to find
that out. server admin is... distracted
L81[02:13:02] <Matakor> hmm... I could also
try just stuffing leather boots on it
L82[02:13:20] <shadekiller666> put a botton
on it or something
L83[02:13:20] <Matakor> do slot ids change
between vanilla and forge?
L84[02:13:27] <shadekiller666> nope
L85[02:13:47] <Matakor> any idea what the
slot id is for boots? the id I have for the item is at slot
100
L86[02:14:12] <Matakor> I'm uncertain
that's correct, but I can't find any concrete info
L87[02:14:15] <Matakor> that makes
sense
L88[02:14:32] ⇨
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L89[02:15:02] <Zaggy1024> slot id or item
id?
L90[02:15:05] <Matakor> slot id
L91[02:15:11] <Zaggy1024> 100? :O
L92[02:15:13] <Matakor> item id is 6607 for
the pack
L93[02:15:25] <Zaggy1024> what MC version
is it btw?
L94[02:15:27] <Matakor> well, we have
tinker's construct and baubles from thaumcraft
L95[02:15:31] <Zaggy1024> oh nvm, you
said
L96[02:15:34] <Matakor> 1.7.10, on ftb
infinity
L97[02:15:38] <Matakor> big pack
L98[02:15:42] <Matakor> adds a lot of
slots
L99[02:15:47] <Zaggy1024> a player
slot?
L100[02:15:50] <Matakor> but I can't find
legit pack number
L101[02:15:54] <Matakor> I just need the
boots slot
L102[02:16:14] <Matakor> unfortunately,
nbt explorer doesn't name the slot, just lists the number for
it
L103[02:16:23] <Matakor> at least, that I
can find
L104[02:16:27] <Zaggy1024> I don't think
mods should be able to add slots to the main or armor
inventory
L105[02:16:31] <Zaggy1024> they have to
add their own
L106[02:16:51] <Matakor> right, but then
what's the default boots slot?
L107[02:17:08] <Zaggy1024> vanilla boots
slot? I thought you said you were looking for slot ID 100
L108[02:17:16] <shadekiller666> baubles
are a separate container
L109[02:17:28] <Matakor> no no, I'm trying
to confirm slot id to what I'm seeing
L111[02:18:00] <Matakor> going to try
setting to iron boots
L112[02:18:08] <Matakor> er
L113[02:18:09] <Matakor> leather
boots
L114[02:18:56] <MoxieGrrl> I fixed
it
L115[02:18:56] <MoxieGrrl> Its not slot
103, its 39
L116[02:19:03] <Matakor> ?
L117[02:19:04] <MoxieGrrl> Last
post.
L118[02:19:07] <Matakor> oh
L119[02:19:22] <Matakor> ....fff
L120[02:19:26] <Zaggy1024> in 1.8 it goes
from 100-103
L121[02:19:36] <Matakor> I'm on 1.7
L122[02:19:37] <Matakor> so
L123[02:19:38] <shadekiller666> ...
L125[02:19:39] <Matakor> ok thanks
L126[02:19:54] <Zaggy1024> I doubt they
changed it from 1.7 to 1.8
L127[02:19:56] <Zaggy1024> so...
L128[02:19:56] <shadekiller666> the player
inventory didn't change from 1.7.10 to 1.8
L129[02:20:25] <shadekiller666> 100:
boots, 103: helmet, at least thats what its supposed to be
L130[02:20:36] <MoxieGrrl> Still worth a
shot.
L131[02:20:40] <Matakor> yeah, I'm not
seeing a slot id on 39 at all
L132[02:21:05] <Matakor> I have 28, 35,
100
L133[02:21:16] <Matakor> it at least lists
in slot order. :P
L134[02:21:18] <MoxieGrrl> Hm.
L135[02:21:32] <Matakor> oh hang on
L136[02:21:36] <Matakor> you have
103
L137[02:21:39] <Matakor> I'm looking at
100
L138[02:21:47] <Matakor> maybe it's
35?:
L139[02:21:52] <shadekiller666> just nuke
100-103...
L140[02:21:53] <MoxieGrrl> 36
L141[02:22:02] <Matakor> hmm
L142[02:22:02] <Zaggy1024> it doesn't
write slots that have nothing in them
L143[02:22:11] <Zaggy1024> so any slot
missing from the list is empty or unused
L144[02:22:12] <Matakor> Zaggy1024, got
that, thanks. :P
L145[02:22:24] <Matakor> so I know there's
nothing in slot 39
L146[02:22:26] <shadekiller666> fixed
it?
L147[02:22:30] <Matakor> shadekiller666,
no
L149[02:22:41]
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L150[02:23:28] <MoxieGrrl> Well, I'm
supposed to be going to sleep, sooo...
L151[02:24:08] <shadekiller666> cazzar,
that link does not want to load
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L153[02:25:19] <Matakor> hang on, I think
I figured out the problem. admin didn't stop server before loading
the new dat
L154[02:25:21] <Matakor> :P
L155[02:25:38] <Matakor> trying to bug
her, but she's being...distraced
L156[02:25:42] <Matakor> distracted*
L157[02:25:45] <Matakor> damn
dyslexia
L158[02:26:26] <shadekiller666> got a way
to crash the server? :P that would get attention :P
L160[02:26:51] <shadekiller666> ahh
yes
L161[02:27:33] <Cypher121> 80 slot
inventory in mc 2.0?
L162[02:28:02] <shadekiller666> are the
armor and crafting slot ids set so high so that they don't change
with the addition of other slots when opening chests and
such?
L163[02:28:40] <Matakor> shadekiller666,
lol, I wish. working on it. she's on IRC constantly, but apparently
is on a scripting frenzy for something unrelated
L164[02:28:54] <shadekiller666> lol
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L167[02:30:22] <Cazzar> Matakor: player
NBT seems to save relatively frequently
L168[02:30:53] <Matakor> Cazzar, ?
elaborate on what you're getting on, cause I'm not catching
L169[02:31:12] <Cazzar>
"<Matakor> hang on, I think I figured out the problem.
admin didn't stop server before loading the new dat"
L170[02:31:27] <Cazzar> that data saves to
disc fairly frequently.
L171[02:31:32] <Matakor> ok, does it save
over, or read what's there
L172[02:31:33] <Cazzar> s/disc/disk
L173[02:31:46] <Matakor> cause that'd mean
just shoving the data there would do nothing
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L175[02:32:04] <Cazzar> it'd save over, so
the person would need to be disconnected for any changes to
persist
L176[02:32:20] <Cazzar> namely, because
reading from disk constantly, can cause some IO issues.
L177[02:32:31] <Cazzar> And therefore
unneeded lag.
L178[02:33:18] <Matakor> ok?
L179[02:33:57] <shadekiller666> holy
shit... how did i not realize that mark hamill is the voice of the
joker in the Arkham games...
L180[02:34:31] <shadekiller666> (mark
hamill being Luke Skywalker)
L181[02:38:25] <Zaggy1024> :O
L182[02:38:29] <Zaggy1024> shame on
you
L183[02:39:38] <shadekiller666> i know
:(
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L185[02:40:36] <luacs1998> do fakeplayers
throw PlayerLoggedInEvent?
L186[02:44:51] <mezz> I don't think so
luacs1998
L187[02:45:21] <mezz> PlayerLoggedInEvent
comes from a successful server handshake
L188[02:46:05] <luacs1998> crap
L189[02:46:22] <luacs1998> now i need to
add instanceof FakePlayer checks...
L190[02:46:52] <mezz> what are you working
on?
L192[02:51:42] <mezz> oh I see. I would
check for FakePlayer anywhere you check for EntityPlayerMP
L193[02:51:53] <luacs1998> refresh it
:)
L194[02:52:38] <mezz> if you want to
really test Fake Players, Forestry farms create a new fake player
when its owner is offline, which has the same game profile as the
real owner
L195[02:53:15]
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L196[02:53:25] <mezz> I think most mods
only create one fake player, but then you can't really deal with
auth that way
L197[02:53:47] <mezz> my hope is that auth
mods can handle a fake player with a valid gameprofile the same way
they would handle a real player
L198[02:54:13] <sham1> Dunno about
that
L199[02:54:36] <sham1> Today is the last
day before Yule vacation so yay
L200[02:55:49] <mezz> luacs1998, why block
an authorized fake player?
L201[02:57:49] <luacs1998> that is really
old code
L202[02:57:59] <luacs1998> like, mc
1.5.x-era code
L203[02:58:14] <luacs1998> ideally i'd
have fakeplayers automatically authorize themselves
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L212[03:14:11] <Zaggy1024> google fiber
:'(
L213[03:14:21] <Zaggy1024> wish I had some
fiber
L214[03:15:34] <Zaggy1024> daaang
L215[03:16:03] <Zaggy1024> just got mining
fatigue when I'm still a good few chunks away from a sea fortress
(whatever they're called) on land
L216[03:16:20] <Zaggy1024> in a cave
too
L217[03:16:43] <shadekiller666> ya, the
range on those things is nuts
L219[03:18:26] <Zaggy1024>
ooooops...
L220[03:18:42] <Zaggy1024> i guess I
accidentally modified the vertex data on a quad that's not mine
:P
L221[03:18:58] <shadekiller666> ...
L222[03:20:11] <Zaggy1024> I blame
getVertexData not duplicating its contained data :P
L223[03:20:36] <tmtu> just looks like
wrong texture?
L224[03:20:36] <Zaggy1024> of course for
performance it shouldn't
L225[03:20:47] <Zaggy1024> yeah that's
because I remapped the model to the breaking texture
L226[03:21:01] <Zaggy1024> while using hte
same vertex data array that was in the original quad
L227[03:22:59] <Cazzar> That time you
write a mini-essay to an emailing list of self-entitled bunch of
server operators nearly killing their arguments about the game they
are hosting the servers for.
L228[03:23:12] <Cazzar> and I am probably
not going to send it too...
L229[03:24:30]
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L230[03:36:20] *
Cypher121 spends 20 minutes reading about how good branching is and
commits to master afterwards
L231[03:38:02] <tmtu> Cypher121: don't
forget to name the commit "Update."
L232[03:38:12] <Cypher121> done
L233[03:39:46] <Cypher121> well, hard to
do it properly after not committing anything for almost a month.
Just did a tiny bit of changing here and there and I don't remember
where the fuck else. Can't reproduce changes to put them in commit
message
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L248[04:16:09] *
Zaggy1024 is viciously demolishing a ocean monument by increasing
the creative mode reach and removing the hitting delay
>:)
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L250[04:25:48] <sham1> HOLIDAY
L251[04:26:20] <sham1> Branches are
awesome btw
L252[04:28:24]
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L253[04:28:50] <Rockers|AFK>
Branches?
L254[04:28:55] ***
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L255[04:29:18] <Rockers> Like, Git
branches?
L256[04:29:18] <Zaggy1024> wow I'm a
massive cheater
L257[04:29:32] <Rockers> How?
L258[04:29:35] <Zaggy1024> jas
L260[04:29:48] <Zaggy1024> also "*
Zaggy1024 is viciously demolishing a ocean monument by increasing
the creative mode reach and removing the hitting delay
>:)"
L261[04:29:55] <Rockers> xD
L262[04:30:14] <Zaggy1024> but I also used
the bucket use action to remove all water in a gigantic area
:P
L263[04:30:21] <Rockers> I think I know
why my packet system didn't work before...
L264[04:30:57] <Rockers> I had cast (ed?)
Minecraft.getMinecraft() to (WorldServer) -_-
L265[04:31:08] <Zaggy1024> wut...
L266[04:31:19] <tmtu> imo branches aren't
that useful if you're working alone
L267[04:31:38] <Rockers> I feel like a
dumbass rn XD
L268[04:31:46] <tmtu> unless what you're
working on is of sufficent size
L269[04:31:56] <Zaggy1024> wow, water
fills in weirdly when you remove a massive chunk of it at a
time
L270[04:32:32] <Rockers> Minecraft is
horribly inefficient when it comes to fluids and water.
L271[04:32:39] <Rockers> *with
chunks
L272[04:33:15] ⇦
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L273[04:33:27] <Zaggy1024> I know :P
L274[04:33:36] <Zaggy1024> I'm just
talking about the behavior, not the lag
L275[04:33:41] <Rockers> yeah
L276[04:33:42] <Rockers> I know
L278[04:33:51] <Zaggy1024> get rekt!
L279[04:33:58] <sham1> Tmtu, for modding
they can be useful if you want to make another version for whatever
MC version
L280[04:34:20] <Rockers> Your upload speed
must be phenomenal.
L281[04:34:34] <Rockers> I have like 6
Down and 0.5 Up
L282[04:34:47] <sham1> Without actually
touching your main version
L283[04:35:39] <Rockers> We still have
ADSL connections where I live but we are supposed to be getting
fibre later on next year \o/
L284[04:36:30] <Zaggy1024> my upload
speed?
L285[04:36:36] <Zaggy1024> mine is
absolutely pathetic
L286[04:36:41]
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L287[04:36:50] <Zaggy1024> maybe better
than 0.5 mbps (I assume that's the units you're using)
L288[04:36:59] <Rockers> Yep
L289[04:36:59] <tmtu> sham1: true
L290[04:37:03] <Zaggy1024> but for a
family of 7, it is very inadequate :P
L291[04:37:09] <Rockers> lol
L292[04:37:16] <Rockers> omg
L293[04:37:18] <tmtu> i have 100/10
L294[04:37:20] <Rockers> look at these
graphics
L296[04:37:25] <tmtu> for ~$30
L297[04:37:25] <sham1> But I agree that
branches are less useful when alone
L298[04:37:36] <Rockers> I don't have
access to fibre yet.
L299[04:37:43] <Rockers> We're getting it
soon.
L300[04:38:06] <Rockers> (I live in
"rural" Scotland)
L301[04:38:13] <Zaggy1024> that
flamethrower looked like utter crap
L302[04:38:20] <Zaggy1024> way too
soft
L303[04:38:24] <Zaggy1024> the flames I
mean
L304[04:39:13] <Rockers> I just
noticed.
L305[04:39:22] <Zaggy1024> the beginning
looked live action, 30 secs+ might be pre-rendered crap
L306[04:39:59] <Zaggy1024> ...except now
it looks live action again :P
L307[04:40:07] <Rockers> It's quite
difficult to tell sometimes... It looks like they did the same
thing that they did with NFS2015 and Guitar Hero Live..
L308[04:40:23] <Zaggy1024> that flare
lighting at the end was even crappier 0.o
L309[04:40:54] <Rockers> I just glanced at
the beginning of the clip and copied it into this chat lol
L310[04:41:09] <Rockers> They aren't bad
though.
L311[04:41:20] <Rockers> At least not in
my PoV
L312[04:41:28] <Zaggy1024> what aren't
bad?
L313[04:41:39] <Rockers> The
graphics.
L314[04:41:41] <Rockers> Sorry
L315[04:41:55] <Zaggy1024> in the
game?
L316[04:41:59] <Zaggy1024> or the
trailer?
L317[04:42:02] <Cypher121> they hired
Michael Bay, didn't they?
L318[04:42:02] <Rockers> The game.
L319[04:42:11] <Zaggy1024> oh, I don't
doubt the game looks good
L320[04:42:30] <Cypher121> less than half
a second of fire from flamethrower from about 5 meters = car
explodes
L321[04:42:34] <Cypher121> wat
L322[04:42:42] <Rockers> It looks half
decent. I just hope they don't pull a Watch_Dogs
L323[04:42:43] <Zaggy1024> vidja
games
L324[04:43:13] <Rockers> I saw the Engine
they created for the game and it looked quite functional.
L325[04:43:27] <sham1> Horse
police!?
L326[04:43:39] <sham1> What, why in a city
centre
L327[04:44:23] <Rockers> You get
Horse-Police in London.
L328[04:44:28] <Rockers> Alot
L329[04:44:55] <Rockers> Sometimes you see
horse crap XD
L330[04:45:12] ⇦
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L331[04:45:35] <sham1> So weird seeing
them here even though there are some
L332[04:45:51] ⇦
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L346[05:22:11] <raoulvdberge> !gm
Container.slotClick 1.7.10
L347[05:25:45]
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L348[05:30:26] <Mowmaster> So on a scale
of novice to advanced, how difficult would it be to make multistage
tree growth from saplings using the code for plant growth and an
event at the last stage that generates the tree?
L349[05:34:16] <Rockers> Would it possibly
be easier to create the tree growth yourself? I'm not too sure for
I haven't dabbled in custom plants and trees.
L350[05:34:39] <Rockers> For
"stages", it may be easier to write the code
yourself.
L351[05:34:51] <Rockers> Have you tried
looking at the sapling code?
L352[05:38:53] <Mowmaster> I haven't yet.
I was just brainstorming some things to tinker with this weekend
that were harder then adding custom block/items/recipes
L353[05:39:14] <Rockers> Alright
L354[05:39:48] <Mowmaster> But yeah I will
probs look through the code a bit when I get off work
L355[05:39:59] <ZaggyMobile2> Seems to me
that would be quite complicated
L356[05:40:36] <ZaggyMobile2> For example,
what block would store the current growth stage and advance said
stage?
L357[05:41:21] <ZaggyMobile2> And how
would you plan to keep track of the blocks that must be removed and
added to change stages?
L358[05:41:27] ***
kroeser|away is now known as kroeser
L359[05:42:47] <ZaggyMobile2> It would
have to handle if players replaced leaves or logs in the tree as
well
L360[05:43:03] <Mowmaster> I was thinking
of using an event to see when it hit x stage and just generate the
tree over top replacing the staged crop in the process.
L361[05:43:44] <ZaggyMobile2> Wait, you
want to use a normal vanilla crop to plant a tree?
L362[05:44:03] <ZaggyMobile2> Like
wheat?
L363[05:44:08] <Mowmaster> Essentialy at
first, yes
L364[05:44:44] <ZaggyMobile2> How would
that be different from saplings?
L365[05:44:57] <ZaggyMobile2> Saplings
have growth stages as well
L366[05:45:14] <Mowmaster> Even though the
sapling doesnt change?
L367[05:45:17] <ZaggyMobile2> That's how
Minecraft makes them take so long to grow
L368[05:45:19] <ZaggyMobile2> Yes
L369[05:45:29] <ZaggyMobile2> Just like
with reeds and cactuses
L370[05:45:35]
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L371[05:45:54] <ZaggyMobile2> In 1.8 the
debug display should show you those properties
L372[05:46:02] <ZaggyMobile2> On the right
middle
L373[05:46:03] <Mowmaster> Ah well that
makes life easier. I just wanted to have visible growth stages
then
L374[05:47:03] <ZaggyMobile2> I don't
think that vanilla saplings transmit their metadata to the client
when they change stages though
L375[05:47:12] <Mowmaster> Oh..
L376[05:47:40] <Mowmaster> But other crops
do then?
L377[05:48:20] <ZaggyMobile2> Yes, they
have to
L378[05:48:36] <ZaggyMobile2> Otherwise
you wouldn't see the current stage properly
L379[05:49:19] <Mowmaster> Kk. So ill
basically make a custom crop and have to incorporate the sapling
code in there somewhere so I get a tree at the end
L380[05:49:33] <ZaggyMobile2>
World.setBlockState has flags that determine whether it sends an
update for the block to the clients
L381[05:49:41] <ZaggyMobile2> Among other
things
L382[05:49:45] <Mowmaster> Okay
L383[05:50:10] <ZaggyMobile2> Don't need
to call it a crop or extend crop class
L384[05:50:32] <ZaggyMobile2> You just
have to extend sapling and make it send metadata when it
grows
L385[05:50:45] <Mowmaster> So this in
theory shouldn't be super hard to do then I take it?
L386[05:50:51] <ZaggyMobile2> Well
L387[05:51:05] <Mowmaster> ...
L388[05:51:33] <ZaggyMobile2> The most
complicated thing (if you're on 1.8) may be too make a state maker
that doesn't ignore the stage
L389[05:51:54] <Mowmaster> Ill be in
1.7
L390[05:51:57] <Mowmaster> .10
L391[05:52:13] <ZaggyMobile2> Assuming you
plan to substitute your sapling in place of the vanilla one
L392[05:52:15] <ZaggyMobile2> Ah
L393[05:52:50] <ZaggyMobile2> In that case
you just have to return the correct icon like (I assume) crops
o
L394[05:52:53] <ZaggyMobile2> *do
L395[05:53:21] <Mowmaster> Basically how I
came to modding is I do a lot of minetweeker work but I wanted to
see if I could just make a mod instead of scripts all the
time
L396[05:55:03] <ZaggyMobile2> Changing
vanilla behavior is difficult
L397[05:55:17] <Mowmaster> Ah okay
L398[05:55:36] <Mowmaster> Better to make
your own then?
L399[05:55:43] <ZaggyMobile2> If you're
just getting started in modding you should come up with something
new to add
L400[05:56:16] <ZaggyMobile2> Hopefully
simple, but if you're adequate at Java then that should be
easier
L401[05:57:15] <Mowmaster> Kk
L402[05:57:52] <ZaggyMobile2> If you're
not, don't expect your mod to be easily maintained once you have
learned more Java :P
L403[05:58:21] <ZaggyMobile2> In other
words, you'll probably want to rewrite your first mod at some
point
L404[05:58:27] <Mowmaster> Yeah I figured
as much :p ill probs rewrite things a few times later on
L405[05:59:06] <Mowmaster> But thats the
joy of learning
L406[06:00:22] <ZaggyMobile2> Yep
L407[06:00:35] <Mowmaster> Well cool,
looks like I have something to do this weekend now :)
L408[06:01:08] <Mowmaster> Thanks for the
help :)
L409[06:01:57] <Rockers> Wow
L410[06:02:10] <Mowmaster> ?
L411[06:02:17] <Rockers> I just created a
system to "raycast" to find a block on the server
side
L412[06:02:37] <Zaggy1024> er
L413[06:02:37] <Rockers> but there is
already a parameter part of the event called "pos"
xd
L414[06:02:47] <Mowmaster> * goes to
google "raycast"
L415[06:02:47] <Zaggy1024> entities can
raycast
L416[06:02:55] <Rockers> Not on the server
side
L417[06:03:01] <Zaggy1024> really?
L418[06:03:15] <Zaggy1024> what do you
mean by a system?
L419[06:03:15] <Rockers> You can do
.getLookVec()
L420[06:03:20] <Rockers> Well
L421[06:03:25] <Rockers> not really a
"system"
L422[06:03:37] ⇦
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L423[06:03:39] <Rockers> just a way of
iterating through blocks on a vector
L424[06:03:41] <Rockers> really easy
stuff
L425[06:03:56] <Rockers> bPos = new
BlockPos(e.entityPlayer.posX + playerLook.xCoord * i,
e.entityPlayer.posY + playerLook.yCoord * i, e.entityPlayer.posZ +
playerLook.zCoord * i);
L426[06:04:10] <Zaggy1024> that's not
reliable
L427[06:04:13] <Rockers> playerLook being
the vector
L428[06:04:14] <Rockers> I know
L429[06:04:16] <Rockers> but
L430[06:04:34] <Rockers> I didn't know
that you got e.pos in PlayerInteractEvent
L431[06:05:05] <Mowmaster> So could you
record how long a player looks at said block type with this
raycasting?
L432[06:05:07] <Zaggy1024> it's called
from multiple locations that have already raytraced :)
L433[06:05:22] ***
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L434[06:05:27] <Zaggy1024> Mowmaster, in a
rather inefficient manner
L435[06:05:44] <Zaggy1024> you would have
to have the block check each tick if anyone within a certain area
is looking at it
L436[06:05:52] <Mowmaster> Ewe
L437[06:06:05] <Zaggy1024> well, that's
not necessarily the only way
L438[06:06:13] <Zaggy1024> but it's the
only one that makes sense to me :P
L439[06:06:18] <Rockers> You could make it
more efficient by decreasing the value of i and calling it more
often, but there are many better ways of doing it.
L440[06:06:55] <Rockers> It's usually
given to you. (*cough* PlayerInteractEvent.pos
L441[06:06:56] <Rockers> )
L442[06:06:59] <Mowmaster> Ah, I was
thinking if maybe there was a way to do that only if a player was
looking at the block
L443[06:07:08] <Zaggy1024> you don't need
to iterate block positions along a vector, man
L444[06:07:12] <Zaggy1024> world has a
raytrace function
L445[06:07:26] <Zaggy1024> did you not
look at Entity.rayTrace and see what it calls? :P
L446[06:07:30]
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L447[06:07:37] <Rockers> I did
L448[06:08:12] <Zaggy1024> that part isn't
client side only
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L450[06:08:17] <Zaggy1024> so you can use
it anywhere
L451[06:08:26] ***
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L452[06:08:37] <Rockers> It says it's only
available on the client.
L453[06:08:54] <Rockers>
@SideOnly(Side.CLIENT)
L454[06:08:54] <Rockers> public
MovingObjectPosition rayTrace(double blockReachDistance, float
partialTicks)
L455[06:09:07] <Zaggy1024> I said the
method that that calls
L456[06:09:11] <Zaggy1024>
World.rayTraceBlocks
L457[06:09:17] <Rockers> Yeah, that's
not.
L458[06:09:22] <Zaggy1024> I know
L459[06:09:37] <Rockers> I didn't realise
that the event had a pos parameter though.
L460[06:09:57] <Zaggy1024> if it didn't
then the world methods should be your next choice :P
L461[06:10:05] <Rockers> Yep
L462[06:10:14] <Zaggy1024> well...not
necessarily
L463[06:10:23] <Zaggy1024> not if you're
going by a player's look vector
L464[06:10:37] <Zaggy1024> because that
gets desynchronized between the client and the server quite
easily
L465[06:10:42] <Rockers> Well
L466[06:10:51] <Rockers> I don't need to
worry about that just now :p
L467[06:10:56] <Zaggy1024> if the player
right clicks while turning then the server will hit the wrong
position
L468[06:11:01] <Zaggy1024> just FYI
:P
L469[06:11:07] <Zaggy1024> I've run into
issues with that many times
L470[06:11:18] <Rockers> with e.pos?
L471[06:11:19] <Zaggy1024> especially with
a block that has multiple bounds
L472[06:11:22] <Zaggy1024> nah
L473[06:11:24] <Rockers> Ah
L474[06:11:27] <Rockers> it's cool
then
L475[06:11:31] <Zaggy1024> that's sent
from the client to the server
L476[06:11:33] <Zaggy1024> so it's always
correct
L477[06:12:00] <Rockers> I originally used
onBlockActivate but I'm getting errors so I'm trying to do it based
off of an event.
L478[06:12:08] <Rockers> *sending
packets
L479[06:13:06] <Zaggy1024> wait, what does
"sending packets" replace in that sentence?
L480[06:13:21] <Rockers> I mean't to add
on "to send packets"
L481[06:13:25] <Rockers> *meant
L482[06:13:28] <Rockers> lol
L483[06:13:37] <Zaggy1024> what went wrong
with onBlockActivated?
L484[06:14:01] <Rockers> Something to do
with discriminators glitching. I don't know.
L485[06:14:17] <Rockers> I showed it to
diesie and he didn't know what was going on either
L486[06:14:22] <Zaggy1024> the event
should be unnecessary unless you're trying to catch the activation
of a block you don't have control of
L487[06:14:41] <Zaggy1024> the same code
works in your event handler?
L488[06:14:57] <Rockers> It
shouldn't
L489[06:14:58] <Rockers> but
L490[06:15:13] <Rockers> I'm testing to
see if it's something to do with the class for my block
L491[06:15:15] <Rockers> I'm
paranoid
L492[06:15:20] <Zaggy1024> I mean the same
code adapted to fit the event
L493[06:15:27] <Rockers> I've been stuck
on this for days now.
L494[06:15:32] <Zaggy1024> with
world.getBlockState().getBlock() == this and crap like that
L495[06:15:46] <Rockers> I have done
that
L496[06:15:48] <Rockers> yep
L497[06:17:07] <Zaggy1024> would be kind
of nice if there was an immutable ItemStack
L498[06:17:14] <Zaggy1024> of some
sort
L499[06:17:34] <Rockers> What about
finals?
L500[06:17:49] <Rockers> nvm that was
stupid
L501[06:19:10]
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L502[06:19:22] <Rockers> Damnit
L503[06:19:28] <Rockers> I'm still getting
the same error
L504[06:20:13] <Zaggy1024> of course I
could make my own immutable stack
L505[06:20:18] <Rockers> sure
L506[06:20:19] <Zaggy1024> what's the
error though?
L507[06:20:55] <Rockers> Something about a
message with a discriminator -1
L508[06:21:14] <Rockers> I have the
stacktrace from yesterday here somewhere
L509[06:21:16] <Rockers> 2 secs
L510[06:21:22] <Zaggy1024> what mc
version?
L511[06:21:34] <Rockers> 1.8.8
L513[06:22:04] <Rockers> I think it might
be because I am setting something to a final in a run event
L514[06:22:21] <Zaggy1024> you said you're
sending a message right?
L515[06:22:28] <Zaggy1024> how do you
register that message?
L516[06:22:46] <Rockers>
INSTANCE.registerMessage(MessageAltarLightning.class,
MessageAltarLightning.class, 0, Side.CLIENT);
L517[06:22:54] <Rockers> The
handler..
L518[06:23:01] <Rockers> is built into
MessageAltarLightning.class
L519[06:23:16] <Rockers> I'm using an
abstract base class from a tutorial.
L520[06:24:46] <Zaggy1024> maybe try
making your handler be MessageAltarLightning.Handler instead
L521[06:24:59] <Zaggy1024> probably better
that way anyway
L522[06:25:10] <Zaggy1024> and actually
instantiate it yourself :P
L523[06:25:21] <Rockers> Well, I had used
a handler version yesterday and I'm getting the same errors.
L524[06:25:59] <Rockers> The problem is
because the message getting passed into the clientSideHandler has
to be final?
L525[06:26:07] <Rockers> Which gives
errors
L526[06:26:24] <Rockers> ?
L527[06:26:31] <Rockers> I'm not sure if
that's the case though.
L528[06:26:34] <Rockers>
~[MessageToMessageCodec.class:4.0.23.Final]
L529[06:26:42] <Rockers> from the
Stacktrace
L530[06:27:20] <Rockers> This is my code
from yesterday. It's practically the same now, just in a different
style.
L532[06:27:23] <Zaggy1024> are you talking
about the "Final" in that message?
L533[06:27:29] <Rockers> Yep
L534[06:27:37] <Zaggy1024> that's just a
version
L535[06:27:41] <Rockers> Oh
L536[06:28:02] <Zaggy1024> you can make a
parameter final you know :P
L537[06:28:26] <Rockers> I didn't know
that :p
L538[06:28:58]
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L539[06:29:02] <Rockers> I thought it was
bad practice to change parameters.
L540[06:29:05] <Rockers> nvm
L541[06:29:08] <Zaggy1024> no...
L542[06:29:16] <Zaggy1024> that's only
changing its declaration internally
L543[06:29:17] <Zaggy1024> AFAIK
L544[06:29:19]
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L545[06:29:34] <Rockers> I suppose
so.
L546[06:29:39] <Zaggy1024> function
signatures only care about the parameter types
L547[06:30:00] <Rockers> I'll try updating
forge and to see if it makes a difference
L548[06:30:02] <Rockers> !!latestr
L549[06:30:04] <Rockers> !!latest
L550[06:30:04] <MCPBot_Reborn> === Latest
Mappings ===
L551[06:30:05] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L552[06:30:06] <MCPBot_Reborn> 1.8.8
snapshot_20151218
L553[06:30:06] <MCPBot_Reborn> 1.8
snapshot_20151128
L554[06:30:07] <MCPBot_Reborn> 1.8
stable_18
L555[06:30:08] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L556[06:30:08] <MCPBot_Reborn> 1.7.10
stable_12
L557[06:30:57] <Zaggy1024> what's the code
you send your message with?
L558[06:31:50] <Rockers>
ModNetworkHandler.sendToDimension(new
MessageAltarLightning(e.pos.getX(), e.pos.getY(), e.pos.getZ()),
e.entityPlayer.dimension);
L559[06:33:44] <Rockers>
ModNetworkHandler.sendToDimension is just
INSTANCE.sendToDimension
L560[06:34:01] <Zaggy1024> hm
L561[06:34:10]
⇨ Joins: tambre
(~tambre@44ec-0ba5-150c-8d4c-4301-8a22-07d0-2001.dyn.estpak.ee)
L562[06:34:15] <Zaggy1024> did you try
changing how you register the message yet?
L563[06:35:05] <Rockers> How do you
mean?
L564[06:35:42] <Zaggy1024> meh, never
mind
L565[06:35:46] <Zaggy1024> it probably
won't help
L566[06:36:06] <Rockers> I tried updating
and it just spat out this:
L567[06:36:22] <Rockers>
ModNetworkHandler.sendToDimension(new
MessageAltarLightning(e.pos.getX(), e.pos.getY(), e.pos.getZ()),
e.entityPlayer.dimension);
L568[06:36:24] <Rockers> Nope
L569[06:36:29] <Rockers> It didn't spit
that out
L570[06:36:36] <Zaggy1024> wait
L571[06:36:52] <Zaggy1024> what side are
you sending your message *to*
L572[06:37:00] <Rockers> The Client
L573[06:37:03] <Rockers> From the
server
L574[06:37:15] <Rockers> I'm doing a
!e.world.isRemote check
L575[06:37:24] <Rockers> It's working on
the client that has the server running
L576[06:37:34] <Rockers> Just not on
anyother client that tries to join.
L577[06:37:47]
⇨ Joins: Cast0077
(~Work@24-181-178-44.dhcp.nwtn.ct.charter.com)
L578[06:37:55] <Zaggy1024> oh
L579[06:38:05] <Zaggy1024> hm
L580[06:38:09] <Rockers> My forge spat
this out aswell:
L581[06:38:10] <Rockers> FAILURE: Build
failed with an exception.
L582[06:38:10] <Rockers> * What went
wrong:
L583[06:38:10] <Rockers> Execution failed
for task ':fixMcSources'.
L584[06:38:10] <Rockers> >
com.cloudbees.diff.PatchException: Cannot find hunk target
L585[06:38:18] <Rockers> Sorry for the
line spam
L586[06:38:31] <Zaggy1024> use the gradle
param --refresh-dependencies
L587[06:38:38] <Zaggy1024> I think that's
probably due to a FG change lately
L588[06:38:56] <Zaggy1024> are you not
using an IDE to run and debug your mod?
L589[06:39:14] <Rockers> I run that param
alongside setupDecompWorkspace?
L590[06:39:26] <Rockers> I am using an
IDE
L591[06:39:34] <Rockers> Eclipse
L592[06:40:42] <Rockers> I could
debug..
L593[06:41:10]
⇨ Joins: HassanS6000
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L594[06:41:38] <Rockers> Maybe I should
call the message on both sides?
L595[06:41:43] <Zaggy1024> no
L596[06:41:49] <Rockers> ok
L597[06:41:59] <Zaggy1024> it'll just be
mad at you if you send from the wrong side
L598[06:42:08]
⇨ Joins: Elec332
(webchat@ip5456d4a5.speed.planet.nl)
L599[06:42:20] <Rockers> I have tried
everything I can think of anyway.
L600[06:42:28] <Rockers> It's something to
do with 1.8.8 I bet.
L601[06:42:58] <Rockers> I did the 1.8
change like diesie's tutorial said to do with the mainThread.
L602[06:43:24] ⇦
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timeout: 192 seconds)
L603[06:43:37] <Rockers> Wait a
minute
L604[06:43:55] <Rockers> I'm not casting
Minecraft.getMinecraft() to (WorldServer). I could try that.
L605[06:44:43] <Rockers> Nope
L606[06:44:45] <Rockers> that doesn't
work
L607[06:45:13] <Zaggy1024> wurt
L608[06:45:21] <Zaggy1024> Minecraft is
client
L609[06:45:21]
⇨ Joins: raoulvdberge
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L610[06:45:25] <Mowmaster_Work> So I just
learned to to use "type=fullWindow" when opening excell
docs from a local html doc...
L611[06:45:34] <Mowmaster_Work> Not
to*
L612[06:45:43] <Rockers> I know
L613[06:45:51] <Rockers> It doesn't
work
L614[06:46:01] <Zaggy1024> both my server
-> client messages work in 1.8.8
L615[06:46:07] <Rockers> Hmm
L616[06:46:30] <Zaggy1024> here's an
idea
L617[06:46:52] <Zaggy1024> step into the
sending function and find out what discriminator it sends
L618[06:47:47] ⇦
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(Quit: Leaving.)
L619[06:47:52] <Zaggy1024> need to step
into FMLIndexedMessageToMessageCodec.encode
L620[06:47:53] ***
Keridos|away is now known as Keridos
L621[06:48:11] <Rockers> Step?
L622[06:49:24] <Zaggy1024> debug buttons
on the toolbar
L623[06:49:32] <Zaggy1024> step into, step
over and step out
L624[06:49:47] <Zaggy1024> once you've hit
a breakpoint you use those to move throught he code
L625[06:49:59] <Rockers> Ok
L626[06:51:33] <Rockers> Oh
L627[06:51:46] <Rockers> I'm guessing I
need to do it in debug mode :p
L628[06:52:30] <Zaggy1024> yeah :P
L629[06:53:13] <Zaggy1024> one simple way
to do it would be to set a breakpoint right before it sends the
message, then set another breakpoint in
FMLIndexedMessageToMessageCodec and step over the sending of the
message
L630[06:53:24] <Zaggy1024> it should hit
the breakpoint in FMLIndexedMessageToMessageCodec and you can see
what discriminator it uses from there
L631[06:54:21] ⇦
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L632[06:57:54] <Rockers> That's
breakpointed' every time FMLIndexedMessageToMessageCodec, which is
all the time.
L633[06:58:12]
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L634[06:59:23] ⇦
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quit)
L635[06:59:51] <Zaggy1024> that's why you
activate the breakpoint in there only once you've stopped before
you send your message
L636[07:01:08] <Zaggy1024> or does it get
called in a different thread while you've stopped in the thread you
send from?
L637[07:01:31] <Zaggy1024> if that's the
case you'll have to manually step your way into the encode
function
L638[07:05:18] <Rockers> Discriminator
0
L639[07:05:39] <Rockers> I'll try running
a two clients connected through lan now
L640[07:06:18] ⇦
Quits: PrinceCat (~PrinceCat@124.148.29.106) (Quit: Textual IRC
Client: www.textualapp.com)
L641[07:11:43] <Rockers> I'm still getting
the error
L642[07:12:07] ***
zz_SnowShock35 is now known as SnowShock35
L643[07:12:17] <Rockers> It sends
discriminator 0 most of the time until it sends -1
L644[07:12:54] <Zaggy1024> where's the -1
from?
L645[07:13:02] <Rockers> Not a clue
L646[07:13:18] <Rockers> I'm guessing it's
sending -1 because something isn't working properly.
L647[07:13:29] <Zaggy1024> did you look at
encode?
L648[07:14:00] <Rockers> Wait
L649[07:14:11] <Rockers> how many bytes
can you put in a buffer
L650[07:14:19] <Rockers> I have 3 integer
values.
L651[07:14:27] <Zaggy1024> that's
fine
L652[07:16:05] <Zaggy1024> if you look at
the encode function, you should be able to see the map it's getting
the discriminator from
L653[07:16:18] <Rockers> I'm looking at
encode.
L654[07:16:59]
⇨ Joins: Inari
(~Uni@p5DEC6C36.dip0.t-ipconnect.de)
L655[07:17:25] <Rockers> public byte get(
Object key ) {
L656[07:17:25] <Rockers> int index =
index( key );
L657[07:17:25] <Rockers> return index <
0 ? no_entry_value : _values[index];
L658[07:17:25] <Rockers> }
L659[07:17:26] <Rockers> ?
L660[07:17:52] <Rockers> That's what the
discriminator is getting set to.
L661[07:18:07] <Rockers> It's inputting a
class as the key
L662[07:20:00] <Zaggy1024> yeah
L663[07:20:05] <Zaggy1024> is the class
correct?
L664[07:20:18] <Zaggy1024> and does the
map contain that class -> id mapping?
L665[07:20:23] <Inari> whats the parameter
float you hand to EntityLivingBase.getPosition? (1.7.10)
L666[07:21:16] <Rockers> Why don't you
just do .posX, .posY, .posZ?
L667[07:21:27] <Ordinastie> does someone
have an example of IMC ?
L668[07:22:06] <Inari> cause im stupid
:D
L669[07:22:16] <Rockers> It should do
Zaggy1024
L670[07:22:22] <Rockers> I extended
IMessage
L671[07:22:31] <Rockers> It *should* be
handled by itself.
L672[07:22:53] <Rockers> You don't need to
do .getPosition()
L673[07:22:58] <Rockers> Inari
L674[07:23:44] <Zaggy1024> I would assume
the float parameter is partialTicks, in other words, how much to
linearly interpolate between the previous position and the current
one
L675[07:24:06] <Zaggy1024> Rockers, I mean
is the class in the discriminator lookup map correct
L676[07:25:03] <Rockers> Yep
L677[07:25:15] <Rockers> Class<?
extends A> clazz = (Class<? extends A>)
msg.getClass();
L678[07:25:24] <Ordinastie> question, are
IMC only available while mod loading ?
L679[07:25:30] <Rockers> msg being the
message passed in.
L680[07:25:31] ⇦
Quits: michael_ (~michael_@109-186-17-169.bb.netvision.net.il)
(Read error: Connection reset by peer)
L681[07:25:31] <Inari> yeah, might be that
im way overcomplicating inventory stuff too haha
L682[07:25:49] <Rockers> IMC?
L683[07:26:08] <Ordinastie> Inter Mod
Communications
L684[07:26:22] <Rockers> Oh, sorry. I'm
not sure.
L685[07:26:42] <Rockers> I haven't really
worked with InterMod stuff before; I should look into it.
L686[07:27:36] <Zaggy1024> Rockers, you
need to look at the object in debug
L687[07:27:39] <Zaggy1024> the class
object
L688[07:27:48] <Zaggy1024> and look at the
discriminator map
L689[07:27:52] <Zaggy1024> hover over
them
L690[07:32:09] <Rockers> class
lyesoussaiden.satanicofferings.network.packets.customPackets.MessageAltarLightning
L691[07:32:16] <Rockers> This is the class
that gets passed in
L692[07:33:35] <Zaggy1024> and what does
the map have in it?
L693[07:33:36] <Ordinastie> Rockers,
what's your issue ? (don't really want to read all the
backlog)
L694[07:33:46] <Zaggy1024> discriminator
is -1
L695[07:33:53] <Zaggy1024> for a message
to the client
L696[07:34:05] <Ordinastie> using
SimplImpl ?
L697[07:35:10] <Zaggy1024> I believe he's
using that,yeah
L698[07:35:22] <Rockers> yep
L699[07:35:39] <Zaggy1024> apparently the
discriminator is only sometimes -1?
L700[07:35:44] <Rockers> sorry, I went to
get lunch
L701[07:35:56] <Ordinastie> I'm all for
deep debugging, but debugging packets is most of the time a pain,
and the error should be quite easily noticeable from code :)
L702[07:36:06] <Ordinastie> post
code
L703[07:36:10] <Rockers> I've updated my
GH
L704[07:36:11] <Zaggy1024> I haven't
noticed anything in his code
L705[07:36:18] <Ordinastie> link?
L706[07:36:28] <Rockers> Just pushing
rn
L707[07:36:35] <Rockers> I'll post the
link in a minute.
L709[07:37:04] <Rockers> Are you Japanese
Cazzar?
L710[07:37:13] <Ordinastie> he wishes
:p
L711[07:37:20] <Rockers> lol
L712[07:37:38] <Cazzar> No, just needed to
install the japanese proofing tools
L713[07:37:43] <Rockers> I see
L714[07:37:56] <Rockers> Am I the only one
still running Office 2010?
L715[07:38:16] <Rockers> I have it because
it's lying around and my school uses it.
L716[07:40:41] <Rockers> tbh I use the
Google Office suite.
L717[07:40:58] <Rockers> It's free and I
can don't need to download anything.
L718[07:41:08] <Rockers> It's much easier
giving a teacher a link than a file.
L719[07:41:45] <Cazzar> Annoy your
technically illiterate lecturer with a mac
L720[07:41:48] <Cazzar> give them a
PDF
L721[07:42:15] <Rockers> Lol
L722[07:42:30] <Rockers> Macs can't read
PDFs.
L723[07:42:47] <Ordinastie> can't they
?
L724[07:42:57] <Rockers> Some can't I
don't think.
L725[07:43:39] <Rockers> Someone sued my
mum's business once because their Mac couldn't read the directions
to a holiday home.
L726[07:43:57] <Cazzar> Goddamnit
microsoft
L727[07:44:05] <Rockers> If it wasn't
obvious, they lost their case.
L728[07:44:17] <Cazzar> why are you
telling me the topic particle is a typing error...
L729[07:44:39] ***
Rockers is now known as Rockers|EatingSoup
L730[07:45:10] *
Cazzar clicks ignore once
L731[07:45:59] <tmtu> "Macs can't
read PDFs."
L732[07:46:01] <tmtu> wat x_x
L733[07:46:38] ⇦
Quits: Rockers|EatingSoup
(rockers300@host5-81-144-110.range5-81.btcentralplus.com) (Quit:
http://www.kiwiirc.com/ - A hand crafted IRC
client)
L734[07:46:46] ⇦
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204 seconds)
L735[07:46:53]
⇨ Joins: rockers3000
(rockers300@host5-81-144-110.range5-81.btcentralplus.com)
L736[07:46:58] ***
rockers3000 is now known as Rockers
L737[07:47:08] <Cazzar> tmtu: it was
mostly the technically illeterate part :P
L738[07:47:13] <Rockers> *Some macs can't
read PDFs without software.
L739[07:47:28] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Quit:
Leaving)
L740[07:47:30] <Rockers> extra
software
L741[07:47:36] <tmtu> Cazzar: i feel
offended >:o
L742[07:47:48] <Cazzar> Though, I
literally had an assignment mark delayed because of my habit of
submitting final work on assignments as a PDF
L743[07:47:53] <tmtu> Rockers: no, every
install of osx can read pdfs out of the box
L744[07:47:53] <Cazzar> tmtu: experience
:P
L745[07:48:12] <Rockers> I thought that
Macs had problems reading them.
L747[07:49:41] <tmtu> all related to adobe
reader
L748[07:49:50] <Rockers> :3
L749[07:50:10]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de)
L750[07:50:16] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de) (Remote host
closed the connection)
L751[07:50:46] <Cazzar> Well, I'm only
going by what happened to me once..
L752[07:55:13]
⇨ Joins: RedBullWasTaken
(~red@2-107-192-82-static.dk.customer.tdc.net)
L753[07:55:38] <Rockers> Here's my GH? I
don't know what you'll make of it, but maybe you could find out the
problem? Diesie tried but I think he thought the project was too
muddy.
L754[07:55:41] <Rockers> Anyways
L756[07:56:35] <Rockers> All thinks under
Network Update. should have the network code.
L757[07:56:55] <Rockers> *All things
are
L758[07:56:58] ⇦
Parts: dangranos (dangranos@eos.pc-logix.com) (WeeChat
1.3))
L759[07:57:47] <Rockers> *Zaggy1024
L760[08:00:09] ⇦
Quits: RedBullWasTaken
(~red@2-107-192-82-static.dk.customer.tdc.net) (Remote host closed
the connection)
L761[08:01:19] <Cazzar> I really should go
through the JLPT resources properly...
L762[08:03:03] <Ordinastie> Rockers,
first, why not instanciate directly your wripper ?
L763[08:03:31] <Rockers> I did that before
and I got the same error. It doesn't seem to be the problem
L764[08:03:40] <Rockers> It makes the code
cleaner in my opinion.
L765[08:04:00] <Ordinastie> I disagree,
but ok
L766[08:04:34] <Rockers> I mean,
everything works except it's sending some unknown packet. (Unknown
to me at least.)
L767[08:04:41] <Rockers> I have the
stacktrace if that helps
L769[08:04:54] <tmtu> nice emojis in
commits :p
L770[08:05:26] ⇦
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(~Neon@dslb-088-068-086-032.088.068.pools.vodafone-ip.de) (Ping
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L771[08:05:45] ***
Vigaro|AFK is now known as Vigaro
L772[08:06:42] <Rockers> Wow
L773[08:06:48] <Rockers> That's really
clean.
L774[08:07:11] <Ordinastie> Java 8 helps
too
L775[08:08:37] <Cazzar> With a bit of
trickery, Java 8 constructs can be used in java 6 :3
L776[08:08:41] <Rockers> Here's the
stacktrace.
L778[08:09:05]
⇨ Joins: mikebald
(~mikebald@99-3-169-16.lightspeed.rlghnc.sbcglobal.net)
L779[08:10:46] <Ordinastie> Rockers,
Undefined message for discriminator -1 in channel
satanicofferings_ser
L780[08:10:52] <Ordinastie> that's not
your modid
L781[08:11:01] <Rockers> It's an old
stacktrace, sorry.
L782[08:11:10] <Rockers> Everything is the
same with different names
L783[08:11:16] <Rockers> I will update the
stacktrace.
L784[08:11:31] <Ordinastie> does it happen
when YOU send the message ?
L785[08:11:34] <Ordinastie> your
message
L786[08:12:18]
⇨ Joins: kimfy
(~kimfy___@74.141.16.62.customer.cdi.no)
L787[08:12:31] <Rockers> What I do is I
run two clients connected via LAN. Let's say one client is the
host.
L788[08:13:52] <Rockers> Let's say the
other client is connected to the host. When the other client
connected to the host sends that message then it can sometimes
produce that error, crashing the client.
L789[08:14:06] <Ordinastie> sometimes
?
L790[08:14:07] <Rockers> Or at least
sending them back to the title screen.
L791[08:14:29] <Cazzar> so, crash or force
disconnect
L792[08:14:32] <Rockers> I think it's when
theres some packet overload. But there shouldn't be considering
they're connected on the same machine.
L793[08:14:37] <Rockers> Force
disconnect.
L794[08:15:09] <Rockers> I only have 3
integer values in my toByte and fromByte.
L795[08:15:28] <Cazzar> Though, what's
happening is the first byte of the packet is FF when it should be
something else... which is the seralisation of the packet maybe not
registered on the host?
L796[08:15:33] <Ordinastie> where the
message is sent from ?
L797[08:16:05] <Rockers> It is sent from
PlayerInteractEvent with a (!e.world.isRemote) check to the
client.
L798[08:18:12] ⇦
Quits: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9) (Quit:
Connection closed for inactivity)
L799[08:18:27] <Rockers> Stacktrace:
L801[08:19:24] <Ordinastie> but sometimes
it works, right ?
L802[08:19:33] <Rockers> Sometimes.
L803[08:19:46] <Rockers> I think it might
be sending too many packets at once...
L804[08:19:48] <Cazzar> Rockers: show the
code for the network handler (aka not the packets)
L806[08:20:53] <Rockers> Get's called from
here:
L808[08:25:02]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L809[08:26:13] ⇦
Quits: KGS (~KGS@h-212-116-74-249.na.cust.bahnhof.se) (Ping
timeout: 206 seconds)
L810[08:34:06] ***
Vigaro is now known as Vigaro|AFK
L811[08:43:13] <Rockers> I added a
countdown timer to the event. It works under the conditions that I
mentioned previously but now whenever the host client sends that
message it force disconnects the client connected.
L813[08:44:24] <Rockers> that's causing
the problem.
L814[08:47:22] <bspkrs> .
L815[08:47:34] ⇦
Parts: bspkrs (~bspkrs@2604:a880:0:1010::3d:3001) ())
L816[08:47:34]
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L817[08:47:34]
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L818[08:47:52] ⇦
Parts: bspkrs (~bspkrs@2604:a880:0:1010::3d:3001) (Negative. I am a
meat popcicle.))
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L820[08:48:01]
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⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L822[08:49:55] <ZaggyMobile2> Wait, why
don't you directly implement IMessageHandler?
L823[08:51:07] <ZaggyMobile2> Using a
single instance of the message as it's own handler is just plain
artist l weird
L824[08:51:24] <Rockers> I followed
someone's tutorial. I could fix it, but that's not what's causing
the error, I don't think. I will go ahead and change it for the
sake of being easy to read.
L825[08:51:25] <ZaggyMobile2> *plain
weird
L826[08:51:54] <ZaggyMobile2> Well, not
just for the sake of legibility, but logic as well
L827[08:52:14] <Rockers> ok
L828[08:52:20] <ZaggyMobile2> The message
instances you send will have handler functions that never get
called
L829[08:52:42] <Rockers> They do get
called though.
L830[08:52:43] <ZaggyMobile2> And the
handler will contain information it never makes use of
L831[08:52:54] <ZaggyMobile2> Hm?
L832[08:53:09] <Rockers> It's based off of
an abstract class.
L833[08:53:18] <ZaggyMobile2> You mean you
have a generic handler that calls the message's handler?
L834[08:53:55] ⇦
Quits: VikeStep (~VikeStep@101.184.165.77) (Read error: Connection
reset by peer)
L835[08:54:01] <Rockers> No?
L836[08:54:09] <Rockers> I don't
think.
L837[08:54:12] <Rockers> I'll change it
anyway.
L838[08:54:24] <ZaggyMobile2> Looks like
you don't
L839[08:56:17] <ZaggyMobile2> Your message
base class looks like a good base for your handlers though
L840[08:56:31] <ZaggyMobile2> With getting
the thread
L841[08:57:07] <Rockers> Ordnastie's is
alot better.
L842[08:57:08] <ZaggyMobile2> Although you
could just add the task in the base class
L843[08:57:37] <ZaggyMobile2> He just used
lambdas, yours could do the same as an abstract class
L844[08:57:51] <ZaggyMobile2> *lambdas and
interface defaults
L845[08:58:49] <ZaggyMobile2> The lambda
is the same as a runnable or whatever you pass as a task
L846[08:59:07] <Rockers> Okay
L847[08:59:51] <Rockers> How would I pass
a variable into a normal Runnable without making it final?
L848[09:00:00] <ZaggyMobile2> Btw, I think
the discriminator being -1 means the problem can't be in your
handler
L849[09:00:18] <Rockers> No, I don't think
it's my handler.
L850[09:00:28] <ZaggyMobile2> Because the
discriminator is just used to find the class to instantiate for the
badge
L851[09:00:32] <ZaggyMobile2>
*message
L852[09:00:57] <ZaggyMobile2> Which
happens before handlers are called
L853[09:01:02] <Rockers> So there must be
something wrong with my message
L854[09:01:11] <ZaggyMobile2> Or the
registration
L855[09:01:13] <Rockers> Is my buffer size
too small perhaps?
L856[09:01:34] <ZaggyMobile2> If that was
the case i think you would get an index error
L857[09:02:11] <Rockers> That's what I am
getting though.
L858[09:02:22] <Rockers>
more-or-less
L859[09:02:40] <ZaggyMobile2>
IndexOutOfBoundsException
L860[09:02:50] <Rockers> Hmm
L861[09:02:51] <ZaggyMobile2>
Specifically
L862[09:02:54] <Rockers> oh
L863[09:02:56] <Rockers> right
L864[09:02:56]
⇨ Joins: vsg1990
(~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com)
L865[09:03:24] <Rockers> I'll check the
forge changelog. I'm running an old 1.8.8 build...
L866[09:04:21] <ZaggyMobile2>
Discriminator is gotten just before the message is sent and before
it's handled on the other side, it's not your buffer
L867[09:04:42]
⇨ Joins: raoulvdberge
(uid95673@2001:67c:2f08:6::1:75b9)
L868[09:04:44] <ZaggyMobile2> Didn't you
try updating already?
L869[09:04:49] <Rockers> I'm setting it to
0 though..
L870[09:04:55] <Rockers> I just updated
mappings.
L871[09:05:17] ⇦
Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Ping timeout:
195 seconds)
L872[09:05:21] ⇦
Quits: Gaz (~Gaz492@why.dont.you.ticklemy.ninja) (Quit: ZNC
1.6.1+deb1 - http://znc.in)
L873[09:05:54] <ZaggyMobile2> Oh, mappings
don't have any effect on this
L874[09:06:04]
⇨ Joins: Gaz
(~Gaz492@why.dont.you.ticklemy.ninja)
L875[09:06:09] <ZaggyMobile2> Unless
there's a compile error :P
L876[09:07:49] <ZaggyMobile2> I gotta
sleep... good luck man
L877[09:07:57] <Rockers> Thanks...
L878[09:07:59] <Rockers> See ya!
L879[09:18:35] ⇦
Quits: GildedGames
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L881[09:20:31] ⇦
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(Remote host closed the connection)
L882[09:27:34] ⇦
Quits: Cast0077 (~Work@24-181-178-44.dhcp.nwtn.ct.charter.com)
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L883[09:28:17]
⇨ Joins: MattDahEpic
(~MattDahEp@75-166-140-155.hlrn.qwest.net)
L884[09:30:06] <theresajayne> is there a
way to set the spawn world different to overworld?
L885[09:30:39] <theresajayne> I want to
have initial spawn a tutorial world and then when you leave that
world it resets your spawn point to overworld
L886[09:30:58] <theresajayne> this is not
a server but a standalone pack
L887[09:32:28] <blood_> client runs a
server as well
L888[09:32:51] <blood_> just listen to the
join event and change it
L889[09:32:59] <blood_> or Login, i forget
which
L890[09:33:06] <blood_> whichever lets you
modify the toTransform
L891[09:33:29] <blood_> oh i thought this
was sponge channel hahahah, um with forge moment
L892[09:34:50] ***
kroeser is now known as kroeser|away
L893[09:36:31] <blood_>
ServerConnectionFromClientEvent , perhaps this?
L894[09:36:44] <theresajayne> blood :) I
know sponge is good but i don't think the person who wants this is
going to use it
L895[09:36:47] ⇦
Quits: Soni (SoniEx2@189.55.64.196) (Ping timeout: 195
seconds)
L897[09:37:18] <blood_> this happens
before the login event
L898[09:37:48] <theresajayne> ok so the
next question is how can you find if the person is logging in for
the first time ?
L899[09:37:56]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de)
L900[09:38:38] <Lumien> theresajayne if
you just want a mod that does this there is Perfect Spawn
L901[09:39:09] <Lumien> oh nevermind, the
resetting of the spawn to the overworld probably won't work
L902[09:39:26] <blood_> just install
sponge on client side theresajayne then you can do everything you
want
L903[09:39:34] <blood_> sponge works
perfectly on client
L904[09:40:00] <blood_> logging in first
time is simple
L905[09:40:15] <blood_> well this is
client pack i thought?
L906[09:40:27] <blood_> you would just
check .dat file
L907[09:40:42] <blood_> if they have a
player.dat file then they logged in before
L908[09:42:36]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L909[09:43:09] <Wuppy> o/
L910[09:43:17] <ThePsionic> \o
L911[09:43:25] <Wuppy> what's up?
L912[09:43:31] <Rockers> o/
L913[09:43:39] ***
kroeser|away is now known as kroeser
L914[09:43:39] <Rockers> The sky.
L915[09:43:58] <ThePsionic> ^^^^
L916[09:44:18]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L917[09:44:54] *
Wuppy stabs Rockers & ThePsionic
L918[09:45:15] *
Rockers dies a slow and horrible death.
L919[09:45:22] <Wuppy> I'm way too tired
for those kind of jokes :P
L920[09:45:27] <Rockers> :p
L921[09:45:29] <Wuppy> only slept for 3
hours last night :(
L922[09:45:36]
⇨ Joins: Soni (SoniEx2@189.55.64.196)
L923[09:45:49] <Rockers> Why only three
hours?
L924[09:46:21] <Wuppy> the amazingest
party
L925[09:46:38] <Rockers> I've been really
sick. -_-
L926[09:46:44] <Wuppy> :c
L927[09:46:56] <Wuppy> I just finished my
antibiotics so I'm finally normal again :P
L928[09:46:59] <Rockers> I'm feeling a bit
better.
L929[09:47:01] <Rockers> That's
good.
L930[09:47:11] <Wuppy> couldn't drink for
a week
L931[09:47:21] <Wuppy> and it was finally
over yesterday so I had to do some catching up xD
L932[09:47:35] <Wuppy> ThePsionic, do you
know the drinking game bussen?>
L933[09:47:54] <Rockers> A whole week?
:3
L934[09:48:08] <Ordinastie> so I've coded
something the past 2 hours, and I'm going to press
"Debug", wish me luck \o/
L935[09:48:22] <Wuppy> yeah, it was hell
on earth :P
L936[09:49:21] <Rockers> I'm going to give
up with this networking thing, I swear to god.,
L937[09:49:36] <Ordinastie> Rockers, or
restart from scratch*
L938[09:49:44] <Rockers> I did -_-
L939[09:49:47] <Rockers>
-__________________-
L940[09:49:53] <Ordinastie> although, at
this point I would first check if it happens on 1.8
L941[09:50:04]
⇨ Joins: Brokkoli
(~Brokkoli@f054022088.adsl.alicedsl.de)
L942[09:50:20] <Rockers> Yeah, maybe
there's 1.8.8 changes.
L943[09:50:34] <ThePsionic> No Wuppy
L944[09:50:35] <Rockers> After all, they
did hit hard with their security updates.
L945[09:50:47] <Ordinastie> (and my code
doesn't work apparently :'()
L946[09:50:51] <ThePsionic> RIP
Ordinastie
L947[09:51:32] <Rockers> -_('u')_- Isn't
that a shame
L948[09:51:34] <Rockers> jkjk
L949[09:51:43]
⇨ Joins: Mowmaster
(~Mowmaster@97-121-65-50.omah.qwest.net)
L950[09:51:51] <Ordinastie> well...
L951[09:51:52] <Ordinastie> [16:50:01]
[Server thread/WARN] [malisiscore]: Could not process message :
Invalid parameter, expected : AxisAlignedBB, given :
AxisAlignedBB
L952[09:51:53] <Rockers> Mowmaster has
been resurrected.
L953[09:52:06] <Rockers> Well then.
L954[09:52:08] <Ordinastie> "good
job"
L955[09:52:10] <Rockers> :|
L956[09:52:36] <ThePsionic> You broke
everything
L957[09:52:49] <Ordinastie> wait, it's
EVEN DUMBER
L958[09:53:00] <Rockers> wat
L960[09:53:48] <Rockers> Did you code that
in?
L961[09:53:50] <Ordinastie> holy shit,
that's actually the only error :x
L962[09:53:55] <Ordinastie> yes
L963[09:54:12] <Rockers> Why would you
return an invalid parameter.
L964[09:54:34] ⇦
Quits: Mowmaster_Work
(~Mowmaster@2600:1014:b12a:79ca:7405:a1f:f4cf:43cd) (Ping timeout:
186 seconds)
L965[09:54:53] <Rockers> Oh
L966[09:54:55] <Ordinastie> remember when
I asked about IMC ?
L967[09:55:00] <Rockers> Yeah
L968[09:55:01] <Ordinastie> I did my
own
L969[09:55:09] <Rockers> :||||||||||
L970[09:55:17] <Rockers> gj
L971[09:55:50] <tterrag|ZZZzzz> why on
earth...
L973[09:55:52] ***
tterrag|ZZZzzz is now known as tterrag
L974[09:56:08] <Rockers> You know that you
get FMLInterModComms
L975[09:56:28] <Ordinastie> because I
wanted to do that : ModMessageManager.sendMessage("mdt",
"aabb", getAABB(), 0xCCFF66, 0);
L976[09:56:56] <Rockers> Ok
L977[09:57:19] <Ordinastie> tterrag,
because I read that "These messages can contain three types of
information, a string, an ItemStack or some NBT data."
L978[09:57:20] <ThePsionic> Nice Void
class Ordinastie
L979[09:57:24] <Ordinastie> and I said
"NOPE"
L980[09:57:27] <Rockers> I'm only saying
that it's ok because I have no idea what that means XD
L981[09:57:37]
⇨ Joins: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L982[09:57:45] <tterrag> ThePsionic:
Void.class is part of stdlib
L983[09:58:02] <Ordinastie> ThePsionic,
java.lang.Void :)
L984[09:58:13] <ThePsionic> TIL
L985[09:58:30] <tterrag> Ordinastie: and
how exactly do you preserve generic data on the other end?
L986[09:58:39] <Ordinastie> I don't, I
don't care
L987[09:58:44] <tterrag> -_-
L988[09:59:24] <tterrag> your IMC is
useless
L989[09:59:30] <tterrag> because I need to
depend on your mod to use it
L990[09:59:35] <tterrag> which defeats the
ENTIRE purpose
L991[09:59:38] <Ordinastie> no, that's the
point
L992[10:00:32] <Rockers> So it's
exclusive?
L993[10:00:40] <Rockers> I suppose it is a
core mod.
L994[10:00:42] <Rockers> Oh shit
L995[10:00:44] <Ordinastie> if the message
returns a mod specific object, that would be stupid
L996[10:01:13] <Ordinastie> you could do
that, but on the caller side, you wouldn't be able to do much with
it
L997[10:01:21] <Wuppy> damn this is some
spicy chicken
L998[10:01:33] <ThePsionic> mama mia this
is a spicy-a meat-a ball
L999[10:01:42] <Rockers> get out]
L1000[10:01:46] <Rockers> kek
L1001[10:02:44] <Rockers> I'm still stuck
on networking. Has anybody written a mod in 1.8.8 with
networking?
L1002[10:03:06] <Rockers> I'm being a
pain in the ass but I can't get to the bottom of this.
L1003[10:03:07]
⇨ Joins: Jezza (~Jezza@185.44.151.107)
L1004[10:03:23] <Rockers> This is my
fourth day on it.
L1005[10:03:32] <Ordinastie> (I need to
watch that movie again)
L1006[10:04:25] <Rockers> Movie?
L1007[10:04:38] <Ordinastie> The
Mask
L1008[10:05:10] <Ordinastie> the spicy
meat ball ref
L1009[10:06:20] <Rockers> I'll tell you
what. I'm going to make a new completely separate mod not connected
to Satanic Offerings in anyway with one block to send a message to
the server. There's not going to be anything fancy.
L1010[10:07:43]
⇦ Quits: BigSAR (sid18070@highgate.irccloud.com) (Ping
timeout: 206 seconds)
L1011[10:08:04] <Rockers> Oh hold
on
L1012[10:08:28] <Rockers> There are
things on the forums telling users not to use
.sendToDimension
L1013[10:09:15] <Rockers> Let me try
.send
L1014[10:09:23] <Rockers> That may/may
not work
L1015[10:09:53] <Rockers> Knowing my
luck, it most definitely won't work.
L1016[10:09:58] *
Rockers crys.
L1017[10:10:53]
⇦ Quits: modmuss50 (uid42264@id-42264.highgate.irccloud.com)
(Quit: Connection closed for inactivity)
L1018[10:13:16]
⇨ Joins: KanoCodex
(~Giratina5@2604:180:0:368::bcd8)
L1019[10:16:27] <raoulvdberge> Rockers:
did it work :-D?
L1020[10:16:38] <Rockers> Just testing it
out just now.
L1021[10:16:54]
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the connection)
L1022[10:17:53]
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L1024[10:19:03] <Rockers> FUCK
YESSS!¬!!!!!!
L1025[10:19:13] <tmtu> \o/
L1026[10:19:23] <Rockers> Fucking bug
report that shit now
L1027[10:19:32] <Ordinastie> what's the
method to make the client renderUpdate again ?
L1028[10:19:46] <tmtu> i also smashed a
few bugs today, funstuff
L1029[10:19:59] <Rockers> I've been stuck
on this for a week man
L1030[10:20:01] <Ordinastie>
worldObj.markBlockForUpdate(getPos()); doesn't work
L1031[10:20:12] <Rockers> Can't you set
the update tick?
L1032[10:20:49] <tmtu> weeks? :(
L1033[10:20:56] <Rockers> 1 week
L1034[10:21:06] <tmtu> if i still have
the same bug after 3 days i give up :)
L1035[10:21:06]
⇨ Joins: kimfy
(~kimfy___@74.141.16.62.customer.cdi.no)
L1036[10:21:17] <Rockers> Should I wake l
e x?
L1037[10:22:01] <Rockers> I'm guessing
not. He might get mad. I'll bug report it all the same.
L1038[10:22:46] <raoulvdberge> he might
go to your house and kill you
L1040[10:24:37] <Rockers> Yeah, you don't
want to be kicking up bedrock. ;)
L1041[10:25:56] <Ordinastie> damn, I
forgot, I'll have to handle TEs too :x
L1042[10:28:33] <Ordinastie> this block
takes forever to make because I get bored :s
L1043[10:29:19] <Rockers> I'm dreading
having to do TEs
L1044[10:29:36] <Rockers> I stopped
modding once because I couldn't make a custom furnace.
L1045[10:29:37] <Rockers> lol
L1046[10:31:20]
⇨ Joins: shadekiller666
(~shadekill@adsl-108-80-79-230.dsl.lsan03.sbcglobal.net)
L1047[10:33:24] <Ordinastie> what the
block does is store whatever blocks is in front of it, and replace
them with the ones already stored, but if the block has a TE, I
need to store the data too :s
L1048[10:34:45] <Rockers> Oh yeah
L1049[10:35:19] <Rockers> You could make
it not work with TEs Ordinastie
L1050[10:35:29] <Rockers> Think about how
hectic servers would get.
L1051[10:35:46] <Rockers> *Not work with
blocks with TEs
L1052[10:36:10] <shadekiller666> hence
why pistons can't push chests
L1053[10:37:48] <Ordinastie> it's not
really difficult to do
L1054[10:37:53] <Ordinastie> just a bit
annoying
L1055[10:39:57]
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L1056[10:41:11]
⇨ Joins: OrionOnline
(~OrionOnli@ip-80-236-239-205.dsl.scarlet.be)
L1057[10:41:26] <OrionOnline> Hello
Guys
L1058[10:41:30] <OrionOnline> How is
everybody
L1059[10:41:32] <OrionOnline> ?
L1060[10:47:41]
⇨ Joins: pugi
(~pugi@host-091-097-074-147.ewe-ip-backbone.de)
L1061[10:52:03] <sham1> Why cant I smelt
tools in TiC
L1062[10:52:31] <sham1> Without
iquana
L1063[10:52:44]
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timeout: 192 seconds)
L1064[10:53:08]
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L1065[10:54:49]
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Textual IRC Client: www.textualapp.com)
L1066[10:54:52] <sham1> Makes no sense to
me
L1067[10:56:11]
⇨ Joins: tmtu
(~tundmatu@h-72-32.a192.priv.bahnhof.se)
L1068[10:56:46] <thor12022> I thought you
could, but they had to be fully repaired
L1069[10:56:54] ***
Ash|Work is now known as Ashlee
L1070[10:57:00] <sham1> No
L1071[10:57:02] <sham1> You cannot
L1072[10:57:04] <sham1> Sadly
L1073[10:58:29] <sham1> Without iquana
tweaks
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L1082[11:36:00] <Ordinastie> I can't
quite get the name
L1083[11:36:38] <Ordinastie> ah,
nevermind, found it
L1084[11:40:21] <Rockers> Log
Horizon
L1085[11:41:16] <Ordinastie> yeah,
finally understood :p
L1086[11:41:46] <Ordinastie> my first
guess was Lockerizer, but google said no :p
L1087[11:42:03] <Rockers> I got my
networking stuff to work
L1088[11:49:00]
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L1089[11:49:57] <OrionOnline> Is there a
way to call the method in the parent class of a variable, if the
childclass overrides it?
L1090[11:50:17]
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L1093[11:52:33] <Ordinastie>
super.theMethod()
L1094[11:52:36] <ThePsionic> ^
L1095[11:52:42] <ThePsionic> you ninja'd
me Ordinastie
L1096[11:52:53] <Ordinastie> except I
just realised that's not what he asked
L1097[11:52:59] <Ordinastie> the answer
is no you can't :)
L1098[11:53:08] <ThePsionic> Oh
wait
L1099[11:53:10] <ThePsionic> No
L1100[11:53:13] <Ordinastie> (keyword is
"of a variable")
L1101[11:53:14] <OrionOnline> Ordinastie,
i was about to say that is not what i asked :P
L1102[11:53:31] <ThePsionic> Ordinastie:
That's three words thus not a keyword
L1103[11:53:37] <ThePsionic> the keyword
would be "variable"
L1104[11:53:47] <OrionOnline> What would
happen though if i casted the variable to its parent class?
L1105[11:53:49] <Ordinastie> the keyword
is shutup :p
L1106[11:53:49] <tmtu> why would you want
that behavior
L1107[11:53:56]
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L1108[11:54:08] <Ordinastie> OrionOnline,
still won't work
L1109[11:54:09] <OrionOnline> I need it
for a TE syncing system
L1110[11:54:17] <tmtu> *need*?
L1111[11:54:32] ***
Abrar|gone is now known as AbrarSyed
L1112[11:54:33] <OrionOnline> tmtu, i
want the vanilla TE writeToNBT functino to write the TE's location
and stuff
L1113[11:54:40] <OrionOnline> Nah not
need but it would be nice :P
L1114[11:54:50] <Ordinastie> because you
can't even be sure that was you have it that class anyway, it could
even be a child of your declared type
L1115[11:55:05] <OrionOnline> Ordinastie,
what?
L1116[11:55:15]
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L1117[11:55:26] <OrionOnline> I have a
TileEntity, so i am pretty sure it extends TileEntity
L1118[11:55:34] <OrionOnline> Else it
would not be a TE
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L1120[11:56:29] <Ordinastie> what I meant
is, if you have SomeTileEntity, you can't be sure it's not
SomeOtherTE extends SomeTileEntity
L1121[11:56:36] <Ordinastie> it's the
point of polymorphism
L1122[11:56:49] <OrionOnline> See that is
much more understandable
L1123[11:56:50] <OrionOnline> :D
L1124[11:57:15] <Ordinastie> anyway, in
your case, if it's writeNBT you need, the child class SHOULD call
super itself
L1125[11:57:25] <Ordinastie> else the TE
won't work at all anyway
L1126[11:57:55] <OrionOnline> The problem
is that someone might not want to sync all data from the server to
the client
L1127[11:58:25] <OrionOnline> So i have
two seperate methods that handle the construction of the
Networkable NBTCompound and the Disk Compound (The standard
writeToNBT, but overriden)
L1128[11:58:51] <Ordinastie> writeNBT
shouldn't be used to client sync at all
L1129[11:59:00] <OrionOnline> No it is
not
L1130[11:59:03] <Ordinastie> it's just a
bad and convenient habit everyone has
L1131[11:59:09] <OrionOnline> It is used
to write to disk
L1132[11:59:13] <Ordinastie> yes
L1133[11:59:29] <Ordinastie> what's your
actual goal?
L1134[11:59:38] <OrionOnline> I have a
similar but not nescisary (is this the way you write it?) to sync
the Data
L1135[11:59:54] <Ordinastie>
necessary
L1136[12:00:29] <OrionOnline> Goal: Add a
Event Based synchronisation system so that TE's from our mods can
be easily synchonised with out having to worry about threading,
world position
L1137[12:00:37] <OrionOnline> and other
weird stuff
L1139[12:01:39]
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L1140[12:01:45] <Ordinastie> I did some
system for that if you're interested
L1141[12:01:49] <Ordinastie> annotation
based
L1142[12:02:00] <OrionOnline> I was
hoping for a easy way out regarding the base stuff like position,
but oh well, on to write a custom method then
L1143[12:02:12] <OrionOnline> Nah i got
it mostly all in playe
L1144[12:02:15] <OrionOnline>
place*
L1145[12:02:32] <OrionOnline> I am at the
last step, making the core data
L1146[12:02:42] <OrionOnline> So that the
system knows which data belongs to which TE
L1147[12:03:24] <OrionOnline> Job
done...
L1148[12:04:11] <pig> is the minumum
required version of java in forge still java 6? or is that 7
now?
L1149[12:04:31] <Ordinastie> still
6
L1150[12:04:33] <ThePsionic> I think it's
still 6
L1152[12:05:13] <OrionOnline> How did i
get the Dimension ID again from a WorldObj?
L1153[12:05:35] <Ordinastie> next step
will be auto sync, if I'm motivated enough
L1154[12:06:04] <ghz|afk> OrionOnline:
w.provider.getDimensionId()
L1155[12:06:20] <OrionOnline> Ordinastie,
is basically what i did too, except i use Events (and my own
Eventbusses), instead of Annotations
L1156[12:06:37] <OrionOnline> ooh
provider was the thing that i need, thanks ghz|afk
L1157[12:06:43] ***
ghz|afk is now known as gigaherz
L1158[12:07:09] <gigaherz> back from the
cinema, from watching the awakening of a certain force in the
battles in the skies
L1159[12:07:24] <tmtu> gigaherz:
10/10
L1160[12:07:26] <tmtu> would watch
again
L1161[12:07:36] <gigaherz> almost
L1162[12:07:36] <OrionOnline> NO
SPOILERS. i still need to watch it
L1163[12:07:41] <gigaherz> yeah don't
worry
L1164[12:07:47] <OrionOnline> >:P
okey
L1165[12:08:06] <tmtu> anakin kills luke,
who turns out to be anakin's father
L1166[12:09:01] <gigaherz> it was all a
dream, anakin is still a young kid who had a racing accident
L1167[12:09:32] <Ordinastie> I though
Chewbacca was dreaming it all
L1168[12:10:06] <shadekiller666> i
thought everyone was jarjar...
L1169[12:10:11] <gigaherz> nah chewbacca
was a mop on the wall
L1170[12:10:16] <gigaherz> anakin saw it
while in the coma
L1171[12:11:23] <gigaherz> jarjar was
going to be a jedi master in the prequels, but they changed the
script because not even george lucas could handle that twist
L1172[12:13:36] <IoP> where was jarjar in
iv-vi? ;)
L1173[12:13:59] <tmtu> IoP: duh, didn't
you notice the sith lord?
L1174[12:14:45] <IoP> oh the problem is
how to change he from sith to jedi master?
L1175[12:15:18] <gigaherz> the ridicule
from the viewers made him fall to the dark side, instead of rising
to this place as master
L1176[12:19:19] <shadekiller666> giga,
judging by the lack of hate against JJ Abrams i'm going to assume
that he didn't fuck it up right?
L1177[12:19:38] <shadekiller666> i'm sure
if he had we'd all know about it by now
L1178[12:19:42] <tmtu> shadekiller666: he
has my thumb pointed upwards
L1179[12:19:54] <shadekiller666> ok
L1180[12:20:52] <gigaherz>
shadekiller666: yep, he did not disappoint.
L1181[12:21:01] <gigaherz> some people
even consider it better than the original trilogy
L1182[12:21:11] <shadekiller666> there
was no role reversal right?
L1183[12:21:27] <gigaherz> I won't
mention anything related to the contents of the movie ;P
L1184[12:21:41] <shadekiller666>
lol
L1185[12:22:18] <tmtu> i would say it's
much better than the trilogy
L1186[12:22:25] <gigaherz> my flatmate
has a joke
L1187[12:22:31] <shadekiller666> wasn't
digging for spoilers, was trying to criticise jja :P
L1188[12:22:40] <gigaherz> every time
someone asks about a movie he says "the protagonist dies at
the end"
L1189[12:22:47] <gigaherz> but he doesn't
mean the end of the movie
L1190[12:22:51] <gigaherz> he simply
means that everyone dies
L1191[12:22:57] <gigaherz> sooner or
later
L1192[12:23:46]
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(Leaving...))
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L1194[12:28:24] <masa> except dr.
manhattan
L1195[12:30:48]
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L1199[12:37:01] <sham1> o/
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L1201[12:44:23] ***
willieaway is now known as williewillus
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L1204[12:48:01] <williewillus> how are we
supposed to render OBJ entity models :p
L1205[12:48:25] <sham1> Umn
L1206[12:48:26] <shadekiller666> in a
similar way as you would render a TESR
L1207[12:48:32] <sham1> ^
L1208[12:48:35] <williewillus> porting
AnimationAPI (before Ars Magica 2) and it uses the old IModelCustom
to render entities. How do with the new OBJ models? :p
L1209[12:48:37] <shadekiller666> render
one with a TESR*
L1210[12:48:56] <sham1> You get the
model
L1211[12:49:03] <sham1> Then you give it
to the render engine :P
L1212[12:49:10] <Rockers> .
L1213[12:49:12] <Rockers> .
L1214[12:49:13] <Rockers> .
L1215[12:49:14] <williewillus> how do I
register an arbitrary bakedmodel not tied to a block?
L1216[12:49:14] <Rockers> .
L1217[12:49:16] <williewillus> and get
it?
L1218[12:49:19] <Rockers> Sprry
L1219[12:49:21] <Rockers> *Sorryt
L1220[12:49:22] <williewillus> also how
do I even use the OBJ loader
L1221[12:49:23] <Rockers> ffs
L1222[12:49:25] <Rockers> *Sorry
L1223[12:49:40] <williewillus> (without a
block)
L1224[12:50:04] <sham1> Umn shadekiller,
cant you get an IBakedModel from ModelResourceLocation
L1225[12:50:05] <shadekiller666>
uhh
L1226[12:50:21] <sham1> Or any
ResourceLocation at all
L1227[12:51:02] <sham1> Also I think I
solved how to balance my mod
L1228[12:51:05] <williewillus> no but how
do i make the model loader aware of it
L1229[12:51:21] <williewillus> (like how
you have to manual submit textures to stitch if its not an item or
block)
L1230[12:51:38] <shadekiller666>
lol
L1231[12:51:44]
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L1232[12:52:02] <sham1> where is fry when
you need him...
L1233[12:52:08] <shadekiller666> to load
an obj model without a block
L1234[12:52:39] <williewillus> it was
possible in 1.7 *shrugs*
L1235[12:53:39] <shadekiller666> just
shove a ResourceLocation of the form
"<modid>:models/block/<model>.obj", or
"<modid>:models/item/<model>.obj" into
OBJLoader.loadModel()
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L1237[12:53:53] <shadekiller666>
hmmm
L1238[12:54:21] <sham1> It gives you
either IModel or IBakedModel I presume
L1239[12:54:28] <shadekiller666> maybe i
should make the loader look for "models/entity/" as
well
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L1241[12:54:36] <shadekiller666> that
would give you an IModel
L1242[12:54:52] <shadekiller666> which
you can them bake by calling IModel.bake()
L1243[12:55:06] <sham1> Cant it just look
from the resourcelocation where to look for the model
L1244[12:55:12] <sham1> Like everything
else ever
L1245[12:55:24] <shadekiller666>
well
L1246[12:55:30] <shadekiller666> it
should be fine actually
L1247[12:55:38] <williewillus> though I
guess the model registry doesn't need to know about the obj model
at all it just needs to be passed to an entity renderer
L1248[12:55:46] <williewillus> so I could
just load and bake it myself
L1249[12:55:55] <sham1> Yes
L1250[12:56:02] <sham1> And load a
texture
L1251[12:56:05] <shadekiller666> if it
can't find it at the given resourcelocation, it will then look in
either models/block/ or models/item/ depending on what the input
was
L1252[12:56:14] <sham1> ok
L1253[12:56:15]
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L1254[12:56:20] <sham1> Makes sense
L1255[12:57:05] <shadekiller666> not 100%
sure how you would handle binding multiple textures... but you can
manually bind a texture before passing the baked model to the
renderer
L1256[12:57:18] <sham1> yes
L1257[12:57:44] <williewillus> is there
no call to render an arbitrary baked model?
L1258[12:57:49] <tmtu> can't you use
shaders manually :)?
L1259[12:58:15] <shadekiller666> tmtu,
thats not how the obj loader works :P
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L1261[12:58:32] <shadekiller666>
williewillus, the game would have to know about the model for
that
L1262[12:58:48] <shadekiller666> and
there are a few in RenderManager
L1263[12:59:54] <williewillus> so if I
make it known to the game using ModelBakeEvent then I could do
it?
L1264[13:00:39] <tmtu> shadekiller666:
add it as a feature \o/ \o/
L1265[13:00:54] <shadekiller666> willie,
i have no idea
L1266[13:00:59] <shadekiller666> i have
not tried
L1267[13:01:08] <shadekiller666> tmtu,
you have no idea how the loaders work :P
L1268[13:02:10] <shadekiller666> the
custom model loaders, the obj and the b3d, just spit out a list of
BakedQuads, which have texture location data on the sprite sheet
and some other stuff
L1269[13:05:47] <shadekiller666> and the
way that the textures get loaded, is that IModel has a method to
return a list of textures for stitching into the sprite sheet, and
the sprite sheet, along with the uv texture data are then used to
locate the proper sprite on the sheet
L1270[13:07:23] <sham1> Then you bind
*the* texture map
L1271[13:07:34] <sham1> And you have a
textured model
L1272[13:07:37] <shadekiller666>
well
L1273[13:07:53] <sham1> well well
well
L1274[13:07:55] <shadekiller666> assuming
those textures got stitched into the sprite sheet
L1275[13:08:14] <sham1> Well where else
would they go to
L1276[13:08:47]
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L1277[13:09:25] <shadekiller666> if the
game doesn't know about the model at launch (ie. if the model isn't
loaded by some system such as the blockstate loader), then the
textures for the model won't get stitched, because the model isn't
loaded when the stitch event happens
L1278[13:10:15] <shadekiller666> i
suppose you could have an event handler for TextureStitchEvent.Pre,
and manually load the model there, and shove the textures into the
sprite on your own (theres some methods in TextureMap)
L1279[13:10:20] <shadekiller666> that
would work
L1280[13:12:56]
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L1281[13:13:11] <shadekiller666> does
anyone know if ichun is still actively working on Tabula?
L1282[13:13:27] <tmtu> pig: ?
L1283[13:13:44] <shadekiller666> it would
be cool if that mod could be more than just a Techne clone, but
could support obj/b3d and all of the new custom model loader
stuff
L1284[13:15:05] <sham1> I'd really love
to have iChun to fix his WAILA version for 1.8
L1285[13:15:18] <sham1> Wait no
L1286[13:15:24] <sham1> That's
mobiusstrip
L1287[13:15:29] <sham1> I am
confused
L1288[13:15:37] <sham1> Ignore that
one
L1289[13:15:55] <pig> good job
L1290[13:16:01] <pig> shadekiller666: i
am not, no
L1291[13:16:05] <sham1> I am derp
L1292[13:16:21] <shadekiller666> pig, any
particular reasons? any plans to?
L1293[13:16:26] <pig> i am not actively
deving right now since I literally only just finished exams
today
L1294[13:16:35] <shadekiller666> ahh i
see
L1295[13:16:48] <sham1> basically he has
no time
L1296[13:16:58] <pig> and i also might be
dropping tabula to support something else
L1297[13:17:04] <shadekiller666> i
haven't been able to focus on the obj loader as much as i've wanted
to because of exams
L1298[13:17:08] <shadekiller666>
something else?
L1299[13:17:11] <pig> yeah
L1300[13:17:15] <pig> talked to prof
about it
L1301[13:17:18] <pig> so...
L1302[13:17:22] <pig> we shall see
L1303[13:17:40] <sham1> Tabula?
L1304[13:17:42] <sham1> Wait
L1305[13:17:47] <sham1> A model
creator?
L1306[13:18:02] <shadekiller666> ok,
well, if you need help with supporting all the new model and
blockstate stuff, let me know, fry and i are the main devs behind
them
L1307[13:18:20] <pig> ah well alright,
fry knows what prof has in mind
L1308[13:18:25] <sham1> Well you are the
only two who know about it
L1309[13:18:28] <sham1> At all
L1310[13:18:35] <pig> problem is prof and
I both lack time
L1311[13:18:57] <shadekiller666> mind
letting me in on the idea?
L1312[13:19:05] <pig> NOH
L1313[13:19:07] <pig> >:(
L1314[13:19:12] *
pig runs away holding alcohol
L1315[13:19:12] <tmtu> pig: you know you
can trust me, yeah?
L1316[13:19:16] <tmtu> :)
L1317[13:19:21] <shadekiller666> :O
:(
L1318[13:19:26] <pig> tmtu: less of all
you. you suck at code
L1319[13:19:31] <tmtu> aww :(
L1320[13:19:46] *
shadekiller666 is the dev of the obj loader, which is why he asked
:P
L1321[13:19:57] <williewillus> wtf is a
classinheritancemultimap
L1322[13:20:01] <tmtu> i finally got
lazerz working
L1323[13:20:08] <williewillus>
net.minecraft.util.ClassInheritanceMultimap
L1324[13:20:33] <williewillus> (that
implements Set<T> >.>)
L1325[13:20:36] <sham1> It is a
ClassInheritanceMultiMap
L1326[13:20:53] <tmtu> i'm a strong
believer that programming skill isn't necessary to become a good
programmer
L1327[13:20:57] <tmtu> all you need is
vim :O
L1328[13:21:06] <sham1> That's not how
you spell Emacs
L1329[13:21:21] <shadekiller666>
...
L1330[13:21:27] <tmtu> s/macs/vil
mode/
L1331[13:21:30] <shadekiller666> ide has
nothing to do with good programming
L1332[13:21:38] <shadekiller666> nor does
language
L1333[13:22:02] <sham1> Neither VIM or
Emacs is an IDE
L1334[13:22:06]
⇨ Joins: calclavia
(uid15812@id-15812.richmond.irccloud.com)
L1335[13:22:13] <sham1> nor*
L1336[13:22:27] <tmtu> vim is a text
editor and emacs is an OS
L1337[13:22:28] <williewillus> !gm
field_71095_bQ
L1338[13:22:42] <sham1> An OS that runs
ontop of OSes
L1339[13:22:50] <sham1> OS-ception
L1340[13:22:55] <williewillus> wat
L1341[13:23:03] <williewillus> no entries
for that name for the last three major versions
L1342[13:23:06] <williewillus> what is it
0.o
L1343[13:24:00] <sham1> But yeah
L1344[13:24:01] <williewillus> oh, fh
command exists I knew that
L1345[13:24:18] <sham1> Lets not get into
a civil war about Emacs vs VIM
L1346[13:25:28] <williewillus> okay let's
just peacefully agree vim is superior ;)
L1347[13:25:42] <sham1> I shall agree to
disagree
L1348[13:26:19] <sham1> But both are
terrible for javascript
L1349[13:26:25] <sham1> Atom FTW
L1350[13:26:41] <calclavia> New Forge
Gradle seeems to be creating a sources jar. How do I disable
that?
L1351[13:27:07] <sham1> By setting a
boolean value
L1352[13:27:19] <calclavia> sham1: Which
boolean value is it?
L1353[13:27:47] <sham1> I am not at my
IDE at this time
L1354[13:28:10] <gigaherz> calclavia: if
you get a clean build.gradle from a recent version, it's there in a
comment
L1355[13:28:19] <gigaherz> iremoved those
comments from mine ;P
L1356[13:28:26] <Orion> Is there a way to
prevent somebody from picking an ItemStack up out of my
Iventory?
L1357[13:28:40] <gigaherz> Orion: in your
GUI, create a custom Slot class that doesn't allow picking up
L1358[13:28:58] <gigaherz> and in your
Container, don't handle shift-clicking on it
L1359[13:29:01] <calclavia> Got it
L1360[13:29:42] <Orion> gigaherz,
overwriting canTakeStack in the Slot should be enough (granted that
i donnot shift click)?
L1361[13:30:57] <sham1> I have a very
vile and evil idea
L1362[13:31:05] ***
AbrarSyed is now known as Abrar|gone
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⇨ Joins: Zyferus
(Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L1364[13:32:19] <sham1> For my mod's
balance I will have it so that you can only execute an operation
when you have exactly the needed amount of mana in your
network
L1365[13:32:28] <sham1> And you cannot
buffer it into a machine
L1366[13:32:54] <MoxieGrrl> That
sounds...annoying.
L1367[13:33:00] <sham1> Prevents the
problems from generator spam
L1368[13:33:25] <MoxieGrrl> Are you
talking equal or higher amount or really equal. :P
L1369[13:33:37] <sham1> Equal or higher
yes
L1370[13:33:47] <sham1> You have to have
at least the equal amount
L1371[13:33:52] <sham1> but no less
L1372[13:34:34]
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L1373[13:34:34] <sham1> Encourages the
player to actually progress to get more mana capacity
L1374[13:34:51]
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L1375[13:35:17] <Rockers> Guys, I get
bored too easily
L1376[13:35:19] <Rockers> Sources:
L1378[13:36:32] <shadekiller666> ?
L1379[13:37:10] <Rockers> Yeah, no, I
don't know.
L1380[13:37:25] <Rockers> I nearly said L
e x's name once.
L1381[13:37:34] <Rockers> An hour
ago
L1382[13:37:42]
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L1383[13:37:46] <Rockers> That's when I
made it. I got boredl
L1384[13:37:51] <Rockers> I never said it
was funny
L1385[13:38:36] <Rockers> Somebody made a
joke where they said that L e x would come to my house and kill me
and my family if I said his name in chat.
L1386[13:38:37] <tterrag> joke doesn't
land because everyone knows Lex doesn't ping him
L1387[13:38:44] <Rockers> I know
L1388[13:38:54] <Rockers> I didn't know
-_-
L1389[13:39:09] <Rockers> I haven't
risked it
L1390[13:39:11] <Rockers> lol
L1391[13:39:21] <Rockers> Lex
L1392[13:39:23] <Rockers> Ok
L1393[13:39:37] <Rockers> Shit
L1394[13:39:47] <Rockers> delete it,
delete it
L1395[13:39:57] <Rockers> there we
go
L1396[13:40:04] <Rockers> dandy and poor
joke free
L1397[13:40:26] <shadekiller666> lo
L1398[13:40:28] <shadekiller666>
lol
L1400[13:40:35] <williewillus> I hate
having to guess metas
L1401[13:40:40]
⇨ Joins: GiantNuker (~GiantNuke@172.243.152.180)
L1402[13:40:54] <McJty> Blockstates are
indeed very very nice
L1404[13:41:05] <GiantNuker> Huh,?
L1405[13:41:14] <tterrag> First time I've
seen <2
L1406[13:41:17] <tterrag> ever
L1407[13:41:35] <MoxieGrrl> I've seen
it.
L1408[13:41:37] <Rockers> I thought it
was a cynical joke.
L1409[13:41:40] <MoxieGrrl> But I'm
old.
L1410[13:42:10] <williewillus> it was
below 2 a while back during the summer
L1411[13:42:31] <tterrag> yeah I'm not
old :p
L1412[13:42:39] <tterrag> only been
driving for four years give or take
L1413[13:42:44] <sham1> Sure you
arent
L1414[13:42:48] <tterrag> maybe it dipped
below to, but I might not have filled up my tank then
L1415[13:43:08]
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L1421[13:50:10] ***
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L1426[14:04:27] <sham1> hah
L1428[14:05:11] <Rockers> I shouldn't
have laughed
L1429[14:05:16] <sham1> Squekl
L1430[14:05:27] <sham1> squel*
L1431[14:06:00] <Rockers> Esse Queue
Elle
L1432[14:07:27]
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L1434[14:08:55] <masa> bleh, my generics
knowledge is severely lacking...
L1435[14:09:12]
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L1437[14:09:42] <tterrag> use
<?>
L1438[14:09:49] <tterrag> not
rawtype
L1439[14:09:59] <tterrag> that's probably
an FF bug really
L1440[14:10:05] <sham1> Yay for
encouraging wildcards
L1441[14:10:23] <tterrag> lex: shouldn't
getProperties() return IProperty<?> not rawtype?
L1442[14:10:35] <tterrag> those probably
aren't any different in bytecode
L1443[14:10:42] <tterrag> (I don't
actually know)
L1444[14:10:49] <masa> hmm so...
L1445[14:11:11] <tterrag> sham1:
getProperties is a heterogeneous map, sadly
L1446[14:11:13] <tterrag> not much you
can do there
L1447[14:13:37] <masa> bleh I still donät
know how it should be :D
UnmodifiableIterator<Entry<IProperty<?>,
Comparable<?>>> iter = ... ?
L1448[14:13:48] <tterrag> that should
work?
L1449[14:13:49] <tterrag> not sure
L1450[14:13:57]
⇦ Quits: GiantNuker (~GiantNuke@172.243.152.180) (Quit:
Leaving)
L1451[14:13:59] <tterrag> there might not
be a way around the warnings, since the method returns
rawtypes
L1452[14:14:07] <masa> but that gives me
an error about type mismatch when assingning the value
L1453[14:14:14] <masa> oh, okay
L1454[14:14:43] <tterrag> yeah, you
probably can't cast to wildcard
L1455[14:14:48] <tterrag> generics are
weird
L1456[14:14:56] <tterrag> I have a
feeling this is an FF bug, I don't think mojang would have used
rawtypes
L1457[14:14:58] <tterrag> though maybe
they did
L1458[14:17:50] <masa> what exactly does
"rawtype" even mean?
L1459[14:18:22] <tterrag> a rawtype is
when you have something that requires generic info but you don't
give it any
L1460[14:18:25] <tterrag> so it's
'raw'
L1461[14:18:31] <smbarbour> Like using
List instead of List<String>
L1462[14:18:32] <masa> and what
difference would for example IProperty<?> make to just
IProperty?
L1463[14:18:40] <tterrag> it's a
dangerous idea because you have no idea what the type actually
is
L1464[14:18:50] <tterrag> nothing really,
it would just save warnings
L1465[14:18:55] <masa> hmm, ok
L1466[14:19:01] <tterrag> they are
effectively the same, although you can't cast IProperty<?> to
IProperty<Foo>
L1467[14:19:07] <tterrag> you *can* cast
IProperty to IProperty<Foo>
L1468[14:19:12] <tterrag> so there is
some cast safety in using <?>
L1469[14:19:26] <tterrag> you're
basically saying "I have no idea what this type is, and
there's no way to find out"
L1470[14:20:44] <shadekiller666> and
"operate on it as if i knew what type it was"
L1471[14:21:17] <karlthepagan> also
Comparable<Foo>
L1472[14:21:31] <tterrag> IProperty
wasn't a specific example
L1473[14:21:38] <tterrag> I suppose I
should have used Foo<Bar> :P
L1474[14:22:04] <karlthepagan> yeah, not
sure if it's clear that Comparable also is a parameterized
type
L1475[14:22:28] <karlthepagan> java
really needs "auto"
L1476[14:22:57] <karlthepagan> i'd much
rather specify my type information in the method call (where it's
often required) than in my variable declaration
L1477[14:23:56] <karlthepagan> if I want
to downcast I can specify it, but just def/auto would be nice
kthx
L1478[14:24:04] <tterrag> uhh
L1479[14:24:06] <tterrag> auto
what?
L1480[14:24:15] <tmtu> c#'s var
L1481[14:24:18] <tterrag> type
inference?
L1482[14:24:22] <karlthepagan> C++ has an
"auto" type where it reifies the template type
information
L1483[14:24:22] <tterrag> ah
L1484[14:24:25] <tterrag> well, lombok
has that :P
L1485[14:24:29] *
tterrag hides
L1486[14:24:40] <karlthepagan>
>:s
L1487[14:24:42] <williewillus> what
happened to entity.yOffset in 1.8? I know the client/server
disparity in heights got resolved but do I just remove it?
L1488[14:24:47] <karlthepagan> jk, lombok
is fine
L1489[14:30:35] <sham1> Lombok
L1490[14:30:37] <sham1> Or how I call
it
L1491[14:30:47] <sham1> Annotations
galore
L1492[14:30:56] ***
AEnterprise is now known as AEnterpriseAFK
L1493[14:30:56] <diesieben07> lombok is
meh
L1494[14:31:04] <diesieben07> might as
well use a different language and do it properly :D
L1495[14:31:06] <tterrag> it
has...one...or two...methods
L1496[14:31:12] <karlthepagan> banned at
work... too aggressive on the code generation
L1497[14:31:25] <karlthepagan>
diesieben07, +1 use groovy
L1498[14:31:35] <diesieben07> i was
thinking more like kotlin or scala
L1499[14:31:39] <diesieben07> but groovy
is cool, too
L1500[14:31:45] <diesieben07> i haven't
used it though
L1501[14:32:18] <karlthepagan> if you
write tasks gradle counts ;0
L1502[14:32:33] <diesieben07> meh
L1503[14:32:38] <diesieben07> that's
barely "using the language" :D
L1504[14:33:05] <diesieben07> but yes i
have written a gradle task
L1505[14:33:17] <masa> williewillus:
Entity.getYOffset() ?
L1506[14:33:46] <karlthepagan> there you
go, put it on your resume diesieben07 ;P
L1507[14:33:47] <williewillus> oh, not a
field anymore
L1508[14:33:54] <diesieben07> :D
L1509[14:34:10] <tterrag> you banned
lombok because it does too much code generation?
L1510[14:34:13] <tterrag> that seems
redundant :P
L1511[14:34:52] <williewillus> masa: that
means you can no longer set yOffset on entities thta aren't yours
:(
L1512[14:35:11] <karlthepagan> tterrag,
it reduces the expressiveness of the code repository and requires
proper ide configuration to resolve that
L1513[14:35:18] <tterrag> right, I get
that
L1514[14:35:27] <tterrag> but saying it
does /too much/ code generation...when that's ALL it does...
L1515[14:35:29] <diesieben07> also lombok
itself is a giant hack
L1516[14:35:30] <karlthepagan> tterrag,
not that I 100% agree with the judgement... and spring is guilty of
the same crime
L1517[14:35:35] <diesieben07> it uses
proprietary javac apis
L1518[14:35:43]
⇨ Joins: PieGuy128 (~PieGuy128@69.157.255.27)
L1519[14:35:44] <karlthepagan>
diesieben07, so does Jackson :P
L1520[14:35:47] <masa> williewillus: yep
:/ what are you using it for in this case?
L1521[14:35:50] <diesieben07> i have no
idea what that is
L1522[14:36:07] <williewillus> nothing in
particular, porting something and it has a util method that
modifies the yoffset of other entities
L1523[14:36:20] <karlthepagan> gson is
the alternative to jackson
L1524[14:36:23] <diesieben07> just remove
it :D
L1525[14:36:25] <diesieben07> ohh
L1526[14:36:35] <diesieben07> why would
that need to interact with javac?
L1527[14:36:43] <masa> what is that even
used for... I've only used the getDefaultEyeHeight() or
whatever...
L1528[14:39:56]
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(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.)
L1529[14:40:10] <williewillus> how do I
get a TextureAtlasSprite for a vanilla item? is it just
TextureMap.getSprite("minecraft:diamond")?
L1530[14:40:32] <diesieben07> yeah should
be
L1531[14:41:09]
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(Ronzan@x1-6-00-0f-3d-34-6c-4c.cpe.webspeed.dk) ()
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L1534[14:48:56] <sham1> Time to actually
get into things in this network like adding nodes and merging
networks
L1535[14:50:58] <Rockers> How much
changes in 1.8 in the way of GUIs?
L1536[14:51:02] <williewillus>
nothing
L1537[14:51:03] <Rockers> Oh
L1538[14:51:05] <Rockers> Ok
L1539[14:51:07] ***
amadornes[OFF] is now known as amadornes
L1540[14:51:20] <Rockers> diesie, I fixed
the network problem.
L1541[14:51:21] <williewillus> lol AM2
has ASM to add thaumcraft interfaces to items...guess that was
before @Optional.Interface
L1542[14:51:50] <diesieben07> what was it
Rockers ?
L1543[14:52:04] <Rockers>
INSTANCE.sendToDimension doesn't work.
L1544[14:52:16] <diesieben07>
really
L1545[14:52:19] <Rockers> Yep
L1546[14:52:27] <Rockers> Nothing was
wrong with my code at all.
L1547[14:53:41] <diesieben07> weird
L1548[14:54:14] <shadekiller666> if i
wanted to create an array of Pair<Vector2f, Vector2f>, what
would be the syntax for that?
L1549[14:54:14] <Rockers> I went on the
forums and people were complaining that it didn't work.
L1550[14:54:19] <Rockers> It's an easy
fix though.
L1551[14:54:27] <shadekiller666>
Pair<Vector2f, Vector2f>[] distances = new Pair<Vector2f,
Vector2f>[verts.length]; doesn't work
L1552[14:54:34] <diesieben07>
shadekiller666, you cannot, without an unchecked cast. use a List
instead.
L1553[14:54:47] <shadekiller666> :/
L1554[14:54:52] <shadekiller666> stupid
arrays...
L1555[14:55:01] <diesieben07> hence we
have lists :D
L1556[14:55:26] <sham1> with no
tails
L1557[14:55:47] <williewillus> how do you
use @Optional.InterfaceList lol (how do you make an array of
annotations :p)
L1558[14:56:03] <Ashlee>
@Optional.InterfaceList([ .. ])
L1559[14:56:13] <williewillus> oh nvm got
it
L1560[14:56:14] <williewillus>
thanks
L1561[14:56:18] <diesieben07>
@Optional.InterfaceList({ @Optional.Interface(...), ... })
L1562[14:56:31] <Ashlee> ops yes, that
one
L1563[14:56:34] *
Ashlee runs away
L1564[14:56:47] <Rockers> Should I submit
the bug?
L1565[14:57:07] <diesieben07> make a
minimal testcase, and try to figure out the problem, then go
ahead.
L1566[14:57:23] <Rockers> Minimal
testcase?
L1567[14:57:34] <sham1> Minimal
testcase
L1568[14:57:36] <diesieben07> something
that reproduces the bug with the minimal amount of code
L1569[14:57:45] <Rockers> Alright.
L1570[14:57:54]
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L1571[14:58:45] <williewillus> what is
world.checkChunksExist in 1.8 again?
L1572[14:58:50] <williewillus> someone
told me a couple weeks ago and I forgot xP
L1573[14:59:00]
⇨ Joins: Hea3veN (~Hea3veN@190.247.248.80)
L1574[14:59:10] <williewillus> ah
isAreaLoaded
L1575[15:01:08] <Unh0ly_Tigg> I can't
wait for java 8 code compatibility within forge itself... the
@Repeatable annotation would work well for
Optional.Interface...
L1576[15:01:39] <karlthepagan> can you
use repeatable annotations with a 1.7 target?
L1577[15:01:56] <diesieben07> repeatable
annoatations are just syntax sugar
L1578[15:01:59] <diesieben07> for what
FML does now
L1579[15:02:24] <Unh0ly_Tigg>
@Repeatable's javadoc has a "@since 1.8"
L1580[15:02:26] <karlthepagan> convenient
for devs... my question is: will adding that feature break
java7?
L1581[15:02:39] <diesieben07> i don't
know
L1582[15:02:51] <diesieben07> proabably,
since you probably can't make javac target java 7 with that
L1583[15:03:20] <karlthepagan> I bet its
documented in spring
L1584[15:04:40] <karlthepagan> yup it
is... Unh0ly_Tigg looks like Forge classes should provide both
options but you'll have to use holder classes unless you want to
require jav a8
L1586[15:05:36] <karlthepagan> the class
methods to retrieve the annotation doesn't exist in java 7 and
there's no proxy :(
L1587[15:05:47]
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L1588[15:06:22] <diesieben07>
karlthepagan, you can just use getAnnotation on the Container
annotation
L1589[15:07:06]
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L1590[15:07:06] <williewillus> oh god
looking at 1.6.4 network code that's been forcefully nettyfied
gives me nightmares
L1591[15:07:10]
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L1592[15:07:29] <diesieben07> haha
L1593[15:07:43] <diesieben07> everyting
through one IMessage with a "packet ID"
L1594[15:07:44] <diesieben07> ?
L1595[15:07:48] <karlthepagan> that's how
it works in java7 yes... getAnnotationsByType vs
getAnnotation
L1596[15:08:47] <williewillus> no,
manually writing into byte arrays with a big complicated
writer/reader framework then using FMLProxyPacket to wrap it
L1597[15:09:06] <diesieben07> even
worse
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L1602[15:24:38] <williewillus> how would
I animate an itemstack like Botania's lexicon in 1.8? :p
L1603[15:24:44] <williewillus> very
complicated little thing he has
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L1605[15:25:05] <williewillus> text is
dynamically rendered on it and it flips when you open/close
it
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L1608[15:28:19] <sham1> you could but the
code would propably be kinda complex to say the least
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L1611[15:39:14] <williewillus> tha
generics might be causing some problems ...
L1612[15:39:31] <williewillus>
world.getEntitiesinAABB forces you to pass a class that extends
entity but lots of mods use interfaces
L1613[15:39:48] <Zaggy1024> huh
L1614[15:39:52] <Zaggy1024>
interestig
L1615[15:40:07] <Zaggy1024> that's a word
:)
L1616[15:40:23] <williewillus> oh
actually there's a overload that takes a predicate whew
L1617[15:40:29] <diesieben07> yeah
L1618[15:40:38] <diesieben07>
Predicates.instanceOf is your friend
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L1623[16:08:30] <williewillus> anyone
have any good code (or resources) for homing projectiles?
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L1625[16:11:12] <MattDahEpic>
williewillus, 1.9 shulker bullets?
L1626[16:11:36] <williewillus> those only
travel on axes
L1627[16:11:41] <williewillus> I mean
true homing projectiles
L1628[16:12:19] <MattDahEpic>
williewillus, if you put nondefault nbt they travel stright toward
the player at all times
L1629[16:12:32] <MattDahEpic> so the code
accomplishes what youre looking for
L1630[16:12:55] <williewillus> oh really,
cool
L1631[16:13:06] <williewillus> except not
keen on decompiling snapshots and hunting for the class
L1632[16:13:07] <williewillus> lol
L1633[16:13:23] <diesieben07> it's really
just vector maths if you want a straight line
L1634[16:13:34] <diesieben07> motion =
target - myPosition
L1635[16:14:10] <williewillus> what if I
want something more nuanced like a gradual arcing :p
L1636[16:14:34] <williewillus>
surprisingly, ProjectE still isn't complete with EE2 and the last
piece left of it are the homing arrows :p
L1637[16:14:54] <diesieben07> might want
to skip motion the and just have a "progress" which moves
you along some function
L1638[16:15:02] <diesieben07> as in a
mathematical function
L1639[16:15:21] <diesieben07> but i
haven't done anything like that yet, so... that's as far as I can
imagine things :D
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L1649[16:40:20] <Rockers> Vector
maths?
L1651[16:40:58] <Rockers> Like StartPos.x
+ Vector.x * Dist
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L1654[16:44:10] <williewillus> well if I
wanted to just constantly point at the target and just go there
it's trivial, but something more realistic (arcs past and comes
back, etc.)
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L1656[16:46:19] <diesieben07> you'll want
a bezier curve of some sort
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L1659[16:47:58] <gigaherz> williewillus:
homing arrows can be implemented in many ways
L1660[16:48:02] <Lumien> If you just use
the difference in position as acceleration you should get something
like that probably
L1661[16:48:11] <gigaherz> from simple to
god-like accurate
L1662[16:48:30] <williewillus> just
something that's not as lame as "point towards target and
go"
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L1664[16:48:37] <williewillus> which is
what is there rn lol
L1665[16:48:44] <gigaherz> nah that's too
crappy
L1666[16:49:10] <tterrag> williewillus:
it seems to me like it's pretty simple, just get the motion vec,
add a vec that points towards the player (the larger the magnitude
the more exaggerated the turn), then make that new vec the movement
vec
L1667[16:49:15] <gigaherz> at the very
least you want to give the arrow a maximum angular velocity
L1668[16:49:47] <gigaherz> so that
another player has a chance to avoid the arrows if they change
directions quickly enough
L1669[16:50:45] <gigaherz> so I'd
calculate the plane formed by the vector given by the arrow's
motion, and the vector between the player and the arrow
L1670[16:50:59] <gigaherz> then I'd
calculate the angle between those two vectors
L1671[16:51:06] <gigaherz> to decide
which direction to spin on
L1672[16:51:16] <gigaherz> the normal of
the plane would give you the rotation axis
L1673[16:51:39] <gigaherz> and you'd cap
the change in direction by the angular velocity limit
L1674[16:52:02] <gigaherz> then apply
this rotation to the motion vector.
L1675[16:52:21] <gigaherz> ...
L1676[16:52:25] <Lumien> Just
accelerating the arrow towards the player should be enough
L1677[16:52:30] <tterrag> ^
L1678[16:52:35] <gigaherz> alternatively
you could consider the inertia of the arrow, using a fake
mass
L1679[16:52:39] <gigaherz> as a
force
L1680[16:52:42] <tterrag> then normalize
the new motion vec, and apply it to the travel speed
L1681[16:52:53] <gigaherz> and calculate
a homing force
L1682[16:53:07] <gigaherz> and then apply
the resulting acceleration
L1683[16:53:39] <gigaherz> but that has a
funny side-effect:
L1684[16:53:41] <tterrag> "homing
force" = adding vec towards player to motion vec :P
L1685[16:53:45] <tterrag> like I said
:P
L1686[16:53:52] <gigaherz> if the player
is behind the arrow
L1687[16:54:02] <gigaherz> the arrow WILL
stop dead, turn around, then continue toward the player
L1688[16:54:08] <gigaherz> it won't
describe an arc at constant speed
L1689[16:54:15] <tterrag> yes, but you
also need to be applying a gravity vec in that case
L1690[16:54:25] <tterrag> so as the arrow
"stopped dead" it would also fall
L1691[16:54:29] <tterrag> and that would
be that
L1692[16:54:33] <tterrag> seems pretty
natural to me
L1693[16:54:33] <gigaherz> and I think
williewillus was imagining this wide arc ;P
L1694[16:54:42] <gigaherz> not a stop and
drop situation ;P
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L1697[16:55:06] <tterrag> alternatively,
it could check for being near the same horizontal plane as the
player, and add an upwards motion
L1698[16:55:09] <tterrag> so that it arcs
up and over
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L1700[16:58:31] <williewillus> yup,
thanks for the ideas.. i should probably track the target entity ID
in the data watcher, is the table on the forge wiki still accurate?
:p
L1701[16:59:06] <tterrag> probably
not
L1702[16:59:12] <tterrag> just use some
random number >10 and you should be fine :P
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L1713[17:11:42] <shadekiller666> why does
java not have a conditional XOR operator...
L1714[17:12:14] <diesieben07> it does...
^
L1715[17:12:20] <tterrag> that's not
conditional
L1716[17:12:23] <tterrag> that's
binary
L1717[17:12:27] <diesieben07>
really?
L1718[17:12:33] <shadekiller666>
mhmm
L1719[17:12:48] <tterrag> really
L1720[17:13:05] <tterrag> actually
uh
L1721[17:13:05] <tterrag> wait
L1722[17:13:07] <tterrag> it works?
L1723[17:13:14] <shadekiller666> ?
L1724[17:13:14] <tterrag> boolean test =
true ^ false;
L1725[17:13:16] <tterrag> that compiles
fine
L1726[17:13:31] <diesieben07> yep
L1727[17:13:44] <diesieben07> you could
always just use != anyways :D
L1728[17:13:46] <tterrag> Ive just never
needed boolean XOR
L1729[17:13:49] <shadekiller666>
O.o
L1730[17:14:16] <Inari> uh
L1731[17:14:23] <Inari> what woudl a
conditional xor do xD
L1732[17:14:34] <diesieben07> true xor
false == true
L1733[17:14:38] <diesieben07> false xor
true == true
L1734[17:14:41] <diesieben07> the rest is
false
L1735[17:14:48] <diesieben07> bascially a
!= b
L1736[17:14:56] <tterrag> yeah
L1737[17:17:37]
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L1739[17:18:22] <xaero> huh, never
thought of that shortcut; I've done (a || b) && !(a
&& b)
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L1741[17:19:30] <HassanS6000> fry|afk,
how to rotate JSON model? Minecraft 1.8
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L1744[17:21:14] <shadekiller666> huh...
thats strange...
L1745[17:21:24] <shadekiller666> i wonder
why that works for both situations...
L1746[17:21:42] <tterrag> why wouldn't
it?
L1747[17:21:47] <tterrag> it's logically
equivalent
L1748[17:21:58] <tterrag> XOR literally
means a does not equal b
L1749[17:22:09] <gigaherz> xaero: never
done "bool1 != bool2!?
L1750[17:22:20] <gigaherz> xaero: never
done "bool1 != bool2"? *
L1751[17:22:26] <Zorn_Taov> it's alright,
I thought xand was a thing
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L1753[17:22:46] <gigaherz>
"xand"?
L1754[17:22:56] <shadekiller666> well,
theres XNOR, which is basically ==
L1755[17:22:59] <Zorn_Taov> eclisive
and
L1756[17:23:00] <Zorn_Taov> XD
L1757[17:23:11] <Zorn_Taov>
exclusive*
L1758[17:23:18] <gigaherz> exclusive and
doesn't make sense
L1759[17:23:23] <gigaherz> it's exclusive
enough as it is
L1760[17:23:25] <gigaherz> if
anything
L1761[17:23:29] <gigaherz> it would have
to be "inclusive and"
L1762[17:23:33] <Zorn_Taov> 1 &&
1 = 1, 0 && 0 = 1
L1763[17:23:45] <shadekiller666> zorn,
thats XNOR :P
L1764[17:23:47] <gigaherz> yeah but
that's an XNOR ;P
L1765[17:24:00] <Zorn_Taov> EXACTLY
L1766[17:24:06] <gigaherz> hmm but
yeah
L1767[17:24:41] <Zorn_Taov> all because
that's how the lights in my kitchen worked
L1768[17:24:44] <gigaherz> "fair
and"
L1769[17:24:49] <Zorn_Taov> and then my
brother swapped it around
L1770[17:24:52] <gigaherz> "either
everyone, or no one"
L1771[17:25:25] <Rockers> I submitted my
bug and updated GitHub.
L1772[17:25:34] <Zorn_Taov> my hall
lights are on an OR
L1773[17:25:42] <Zorn_Taov> woo
L1774[17:25:56] <shadekiller666> who
wired your hall lights
L1775[17:26:38] <shadekiller666> well,
thats not too far off of a reasonable way of wiring light
switches
L1776[17:27:47]
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L1777[17:28:04] <williewillus> if a CME
happens in SoundManager.updateAllSounds, what's going wrong?
L1778[17:28:05] <Rockers> I'm no
electrician, but can't that blow the bulb? Unless he put some
resistor(s) in?
L1779[17:28:20] <williewillus> one of my
friends is running into that issue in their mod
L1780[17:28:24] <williewillus> when
playing a sound
L1781[17:28:26] <Zorn_Taov> um
L1782[17:28:47] <Zorn_Taov> it's two
switches and if either are in the on position they're on :B
L1783[17:28:51] <Zorn_Taov> otherwise
off
L1784[17:28:53] <Zorn_Taov>
ACTUALLY
L1785[17:29:10] <Rockers> What if they're
both on? I know about OR gates.
L1786[17:29:20] <Zorn_Taov> the switch
next to my room nad be put in a middle position, forcing the lights
to stay off
L1787[17:29:26] <xaero> gigaherz: well
I've done it of course, just not in the context of xor :P
L1788[17:29:29] <smbarbour> They are
three way switches.
L1789[17:29:29] <Zorn_Taov> if they're
both on, then they're on
L1790[17:29:38] <gigaherz> there's the
conmuter(?) switch setup
L1791[17:29:47] <masa> Rockers: eh, the
point of a light bulb is that you connect it between two different
voltages so that a current will flow through it :D
L1792[17:29:48] <Zorn_Taov> not sure if
that switch is supposed to be a three way
L1793[17:29:51] <Zorn_Taov> er
L1794[17:29:53] <Zorn_Taov> three
position
L1795[17:30:02] <gigaherz> where you have
2+ switches setup in such a way that any one of them toggles the
light
L1796[17:30:15] <Rockers> Yeah, I'm
starting to think about it now.
L1797[17:30:16] <diesieben07> yeah thats
easy
L1798[17:30:20] <Rockers> :)
L1799[17:30:31] <diesieben07> it gets
interesting when you want 3+ switches ;)
L1800[17:30:35] <gigaherz> nah
L1801[17:30:40] <gigaherz> it's just a
crossover switch
L1802[17:30:42] <diesieben07> yeah
L1803[17:30:44] <diesieben07>
"just"
L1804[17:30:47] <gigaherz> which toggles
between parallel and cross
L1805[17:30:48] <diesieben07> try getting
those nowadays
L1806[17:30:48] <smbarbour> If you have
more than two switches that control a light, then any switches in
between are four way switches
L1807[17:31:00] <diesieben07> people tell
you "just get a tap thingy"
L1808[17:31:05] <diesieben07> but tap
switches are awful
L1809[17:31:09] <gigaherz> hmm they are
common around here
L1810[17:31:17] <diesieben07> we have
them in our house too
L1811[17:31:20] <gigaherz> as in
L1812[17:31:26] <diesieben07> i wired
them :D
L1813[17:31:31] <gigaherz> most are
4-way, and you just ignore one of the pins
L1814[17:32:18] <diesieben07> and i tell
you, if you have a long hallway and want 3 switches in it for the
lights...
L1815[17:32:21] <masa> if you need more
than two switches per light, there is something wrong with your
house :p
L1816[17:32:22] <diesieben07> you need a
LOT of wires
L1817[17:32:27] <diesieben07> no
L1818[17:32:27] <gigaherz> ah yeah
L1819[17:32:39] <gigaherz> you have a
long line of 2 wires going everywhere and back
L1820[17:32:43] <diesieben07> yep
L1821[17:32:57] <diesieben07> and then
this hallway is also where the fuse box sits
L1822[17:33:07] <diesieben07> so ALL the
wires from EVERYWHERE meet there
L1823[17:33:12] <diesieben07> its wires
everywhere
L1824[17:33:14] <gigaherz> power ->
first end -> first crossing -> second crossing -> ...
-> final end -> light
L1825[17:33:22] <diesieben07> yup
L1826[17:33:32] <gigaherz> I can imagine
the mess
L1827[17:33:38] <gigaherz> unless the
wiring was set up for that situation
L1828[17:33:45] <gigaherz> and has tubes
going around in a circle
L1829[17:33:45] <gigaherz> ;P
L1830[17:33:51] <diesieben07> we made it
all from scratch
L1831[17:34:20] <Orion> How do i get the
IThreadListener on Server Side
L1832[17:34:27] <diesieben07> the
WorldServer
L1833[17:34:35] <diesieben07> like the
wooden support beams fro the floor above were all visible and all
the wires are ran on those
L1834[17:34:37] <Orion> diesieben07, how
do i get acces to it?
L1836[17:35:03] <diesieben07> Orion,
context.getServerHandler().playerEntity.worldObj
L1837[17:35:13] <Orion> Okey
L1838[17:35:47] <Orion> How do i solve it
when i donnot know if i am on the client or on the server
side?
L1839[17:35:58] <diesieben07> you done
fucked up then
L1840[17:36:04] <gigaherz> your design
sucks ;P
L1841[17:36:22] <williewillus> lol
L1842[17:36:25] <gigaherz> in
singleplayer, due to the integrated server,
L1843[17:36:34] <gigaherz> the only way
to tell if you run in the server thread or client thread
L1844[17:36:44] <gigaherz> is by knowing
world.isRemote
L1845[17:36:52] <diesieben07> If you
really need to sent the same data both ways... use the same
IMessage class with two different handlers
L1846[17:37:00] <Orion> gigaherz, that
woll not work if i am working with network stuff as that runs on
its own thread
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L1848[17:37:20] <gigaherz> yeah use two
handler classes then
L1849[17:37:26] <diesieben07>
context.side
L1850[17:37:33] <diesieben07> but yeah
two handlers are better
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L1852[17:37:41] <Orion> Hmm okey will
think about iit
L1853[17:37:43] <gigaherz>
YourMessage.HandleServer vs YourMessage.HandleClient
L1854[17:38:08] <diesieben07> because
fundamentally the two sides will have to do very different
things
L1855[17:38:14] <diesieben07> if they
don't you are doing something very wrong
L1856[17:39:08] <Orion>
pContext.getServerHandler().playerEntity.worldObj is not a
IThreadListener......
L1857[17:40:18] <Orion> soooo
L1858[17:40:32] <Orion> How do i get the
server sided IThreadListener again?
L1859[17:40:33] <diesieben07> cast to
WorldServer
L1860[17:41:31] <Orion> Oke
L1861[17:41:49] <Orion> Is there a Fluid
Tutorial for 1.8 somewhere?
L1862[17:42:51]
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L1868[17:48:02] <blood_> is there a
method that handles what the target side of a block is during a
collision with entity without comparing both positions?
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L1870[17:49:15] <diesieben07> that's not
how vanilla collision stuff works it's just searching for AABB
intersections
L1871[17:50:00] <blood_> right that part
i know
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L1873[17:50:20] <blood_> however i want
to pass the target side being collided with
L1874[17:50:33] <diesieben07> as i said,
that's not how it works. addCollisionBoxesToList is all you
get
L1875[17:50:51] <blood_> ill check the
position i suppose
L1876[17:51:00] <blood_> should be able
to guess at it
L1877[17:51:34] <diesieben07> not sure
why you would need the side, but ok :D
L1878[17:52:06] <blood_> not sure but it
may be useful. if anything we could always remove the side in
event
L1879[17:52:41] <diesieben07> since when
is "remove something from the API" easier than "add
something to the API"?
L1880[17:52:46] <ZaggyMobile2> If you
have no use for it why do it?
L1881[17:52:48] <diesieben07> but oh
well, you are the api guy i suppose
L1882[17:53:08] <blood_> ZaggyMobile2:
how do I know no plugin dev will have a use for it?
L1883[17:53:20] <blood_> might as well
attempt to provide it then worry about how useful it is later
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L1885[17:55:03] <ZaggyMobile2> Let them
calculate it if you're not going to implement something foolproof
:P
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L1890[18:10:09] <williewillus> if I have
to change the velocity vecs of the arrow (for my homing thing from
earlier) how does that work on vanilla projectiles/Arrows? it's a
convoluted mess in there
L1891[18:10:27] <williewillus> and I
still want to retain the superclass behavior for pickup, sticking
into blocks, etc.
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L1893[18:11:41] <diesieben07> afaik it
does pos += motion; and motion *= <drag factor>; every
tick
L1894[18:11:43] <diesieben07> that's
about t
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L1896[18:13:29] <williewillus> so I can't
call super because it's going to interfere with my manual changing
of velocity? Currently I point it to the target with
setThrowableHeading and then just call super
L1897[18:13:47] <diesieben07> i am not
quite sure either
L1898[18:14:23] <williewillus> might have
to copy the superclass onupdate to change stuff then, ick :p
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L1906[18:32:42] <rockers3000>
!!latest
L1907[18:32:43] <MCPBot_Reborn> ===
Latest Mappings ===
L1908[18:32:44] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L1909[18:32:44] <MCPBot_Reborn> 1.8.8
snapshot_20151218
L1910[18:32:45] <MCPBot_Reborn> 1.8
snapshot_20151128
L1911[18:32:46] <MCPBot_Reborn> 1.8
stable_18
L1912[18:32:46] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L1913[18:32:47] <MCPBot_Reborn> 1.7.10
stable_12
L1914[18:32:56]
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L1917[18:35:27] <blood_> ZaggyMobile2:
finished it:P works perfect too =)
L1918[18:36:00] <blood_> our flow math
lib is quite good =), saves a bit of grunt work
L1919[18:39:57]
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L1923[18:50:51] <diesieben07> k
L1924[18:50:55] <diesieben07>
whoops
L1925[18:52:11] <shadekiller666> how does
one change the default up axis in blender?
L1926[19:03:10] <williewillus> is there a
library shipped with mc that gives you immutable vector
classes?
L1927[19:03:16] <williewillus> mc's and
vecmath's are both mutable
L1928[19:03:41] <blood_> is there a
method that shows what direction the top side of a block is
facing?
L1929[19:03:59] <gigaherz> isn't the top
side "up"? ;P
L1930[19:04:11] <blood_> what if a block
is placed on its side?
L1931[19:04:14] <blood_> like a
button
L1932[19:04:16] <gigaherz> ah
L1933[19:04:25] <williewillus> depends on
the blockstate
L1934[19:04:31] <gigaherz> hmmm many
thing in mc don't have that distinction
L1935[19:04:40] <williewillus> usually
theres a property called "facing", but that's not a
definite thing
L1936[19:04:48] <gigaherz> like you cna't
choose ifthe button is sideways when placed top/bottom
L1937[19:04:57] <gigaherz> or the
standard lever
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L1939[19:06:12] <williewillus> anyways,
no immutable vec classes? :p
L1940[19:06:19] <gigaherz> no idea
L1941[19:07:06] <williewillus> i'll just
the vecmath ones :p
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L1947[19:08:39] <blood_> we use this lib
for Sponge
L1948[19:09:05] <blood_> err wrong one i
think, moment
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L1950[19:11:50] <tterrag> yeah that
source is...odd
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L1954[19:13:27] <blood_> there you
go
L1955[19:13:27] <Nucleria> Hi.
L1956[19:13:32] <blood_> they use
templates
L1957[19:13:44] <blood_> williewillus
^
L1958[19:15:22] <diesieben07> lol that
hashCode cache that probably makes things worse
L1959[19:16:04] <diesieben07> and which
is actually also not correct even though they threw volatile on
it
L1960[19:17:00] <Nucleria> Well, my first
real pull request was successful!
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L1964[19:20:18] <williewillus> so I want
my homing arrow to gradually turn and change course towards its
target while flying. Right now I get the position vec of the target
and the arrow, The "homing vec" the arrow should tend
toward is the difference of those two. What's the easiest way to
rotate the arrow towards that homing vec?
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L1968[19:25:54] <Nucleria> Hello.
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L1970[19:32:05] <williewillus> okay got
it, have to cross product and axis-angel rotate....how do you do
that in vecmath? lol Don't see a rotation method anywhere
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L1974[19:41:16] <Zaggy1024> gosh, fry's
been "afk" for a couple days now 0.o
L1975[19:41:37] <williewillus> you mean
since yesterday? :p
L1976[19:41:43] <Zaggy1024> hm
L1977[19:41:47] <williewillus> someone pm
me and halp with vectors because I don't know crap :p
L1978[19:41:52] <Zaggy1024> I felt like
it was longer, but my sense of time is bad :P
L1979[19:42:04] <Zaggy1024> I can help
with making a thing follow a thing nicely :)
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L1981[19:42:36] <williewillus> well I
want an arrow to home into another entity in a smooth arc. This is
what I have so far: (pastebin incoming)
L1983[19:43:28] <Zaggy1024> way I would
do it is store the current angle (pitch and yaw), like normal
entities, and it would gradually change its pitch and yaw to target
the...target
L1984[19:43:31] <williewillus> not sure
if I'm on the right track and how to apply it back to the minecraft
object
L1985[19:43:44] <Zaggy1024> then the
motion would gradually change to match the current angle
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L1987[19:44:15] <Zaggy1024> can use
getlookvec or whatever the crap it is to get the vector to
accelerate along
L1988[19:45:10] <Zaggy1024> I..think you
may have to look up a formula to get the angle from one vector to
another in 3D
L1989[19:45:22] <Zaggy1024> I've only
done that in 2D, at least lately
L1990[19:46:02] <williewillus> there's a
method call to get the angle, but once I have this info how do I
put it back into the entity object
L1991[19:46:07] <williewillus> so mc does
the right thing
L1992[19:46:12] <Zaggy1024> get what
angle?
L1993[19:46:34] <Zaggy1024> btw do you
want the arrow to stop in place if the target is suddenly behind
it?
L1994[19:46:39] <Zaggy1024> or do a slow
turn?
L1995[19:46:49] <williewillus> slow
turn
L1996[19:46:50] <Zaggy1024> slow turn is
what I'm putting you on track to make
L1997[19:46:52] <williewillus> well not
so slow, but a turn
L1998[19:47:05] <williewillus> the angle
between the arrow pos vec and the "homingVec"
L1999[19:47:07] <Zaggy1024> well, slow
compared to just following exactly every tick :P
L2000[19:47:22] <williewillus>
(homingVec=the vec that would provide a direct path to te
target)
L2001[19:47:58] <Horfius> Well, you could
calculate a bezier curve or something similar to path it
L2002[19:48:08] <Zaggy1024> why a bezier
curve? 0.o
L2003[19:48:11] <Horfius> Or just adjust
angle per tick with some limit
L2004[19:48:14] <Zaggy1024> just gotta
change the yaw
L2005[19:48:21] <Zaggy1024> exactly
L2006[19:48:21] <williewillus> well the
pitch too right?
L2007[19:48:25] <Zaggy1024> yeah
L2008[19:48:33] <Zaggy1024> the pitch is
more complicated to calculate
L2009[19:48:39] <Zaggy1024> watching a
new hope now :(
L2010[19:48:52] <Horfius> Episode
IV?
L2011[19:49:11] <ZaggyMobile2> That's
what that is :P
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L2013[19:50:33] <williewillus> so all I
need to know is what to bump the pitch and yaw by based on
homingVec, that's easy to do in vecmath but how do I get it in
terms of mc
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L2017[19:52:35] <ZaggyMobile2> Hand
painted lasers from the 70s
L2018[19:52:48] <ZaggyMobile2> Pretty
amazing :)
L2019[19:52:48] <Horfius> Transform it to
MC's pitch and yaw?
L2020[19:53:12] <williewillus> yeah, am I
even doing this right? :p
L2021[19:53:38] <ZaggyMobile2> Most
complicated part is the pitch
L2022[19:53:45] <ZaggyMobile2> I'm not
sure how to do it
L2023[19:54:06] <Rockers> williewillus
Would this be of any use?
L2025[19:54:52] <williewillus> so step 1
I get the position vec of the arrow and the target, right? then
step 2 the direct path from the arrow to target is the difference
of the two vecs
L2026[19:57:19] <williewillus> actually
wouldn't that be velocity vecs, since position vec has no idea
about where the arrow's facing?
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L2028[20:03:44] <tmtu> Rockers: directx
is the devil!
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L2030[20:04:31] <Rockers> It has the
equation for a plane though. i.e. the front plane of willie's
arrow,
L2031[20:04:39] <williewillus> still
don't get how it would work for mc
L2032[20:05:10] <Rockers> You swap out
P1, P2, P3, and P4 for points... xyz points.
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L2034[20:05:21] <williewillus> lots of
stuff on the internet on how to rotate vectors toward other
vectors, but making it in terms of "changes to rotationYaw and
rotationPitch" is bleh
L2035[20:06:13] <Rockers> q(t) = 0.5 *((2
* P1) + (-P0 + P2) * t + (2*P0 - 5*P1 + 4*P2 - P3) * t2 + (-P0 +
3*P1- 3*P2 + P3) * t3)
L2036[20:07:47] <Rockers> t = Time
L2037[20:08:03] <Rockers> q = The output
"point. I think. DX is strange"
L2038[20:08:27] <Rockers> It's called
Cutmull-Rom Splines
L2039[20:08:32] <Rockers> It's not just
DX
L2040[20:09:38] <Rockers> This explains
it better than I ever will
L2042[20:10:39] <williewillus> i
understand like half those words lol
L2043[20:11:03] <Rockers> Just a
thought
L2044[20:11:21] <Rockers> .
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L2048[20:38:27] <shadekiller666> whats
the problem willie
L2049[20:38:34] <shadekiller666>
something about vector math?
L2051[20:40:16] <shadekiller666> i
see
L2052[20:40:57] <shadekiller666> so you
have the arrow's vector and the target's vector, and a direction
vector from arrow->target
L2053[20:41:01] <shadekiller666>
right?
L2054[20:41:13] <williewillus> yes
L2055[20:41:28] <shadekiller666> arrows
have a rotationPitch and a rotationYaw just like any other
entity
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L2057[20:41:52] <williewillus> okay
L2058[20:42:33] <shadekiller666> pitch
being +-90 up/down, yaw is +-180 left/right with 0 facing south i
think, at least thats what it is for players
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L2060[20:43:00] <williewillus> kk
L2061[20:44:03] <shadekiller666> an
AxisAngle rotation takes 4 numbers, x, y, z, and angle
L2062[20:44:21] <shadekiller666> well,
angle, x, y, z if you order it as it is in java
L2063[20:44:24] <shadekiller666>
anyway
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L2065[20:45:01] <williewillus> okay, I
can get the axis from a cross product, and my angle is whatever I
want?
L2066[20:45:23] <shadekiller666> the
common way of using AxisAngle is having some rotation value in
radians set to angle, then a 1 for whatever axis you wish to rotate
on
L2067[20:46:08] <williewillus> how do I
turn this axisAngle back into a "change to rotationPitch,
change to rotationYaw, and change to motionX/Y/Z"?
L2068[20:46:31] <shadekiller666> hold on,
let me take a look at one of the obj model test blocks
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L2071[20:48:52] <shadekiller666> willie
^
L2072[20:49:11] <shadekiller666> that
block of code makes the model for the block always point at the
player
L2073[20:49:23]
⇨ Joins: auenfx4 (David@120.155.97.223)
L2074[20:49:54] <shadekiller666> first
thing to do is get the two end point vectors, in this case the tile
entity and the player
L2075[20:50:28] <williewillus> yup
L2076[20:50:43] <shadekiller666> that
code does some extra stuff to look at the player's head instead of
the feet
L2077[20:50:58] <shadekiller666> and to
make sure things get copied rather than modified directly,
anyway
L2078[20:51:36] <shadekiller666> it then
gets the "lookVec" by subtracting the tile entity vector
from the player vector
L2079[20:51:46] <williewillus> so are
"angleYaw" and "anglePitch" the difference in
yaw/pitch that need t be applied?
L2080[20:52:28]
⇨ Joins: Girafi
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L2081[20:52:48] <shadekiller666>
uhh
L2082[20:53:09] <shadekiller666> thats
the "lookVec" converted to pitch/yaw
L2083[20:53:21] <williewillus> ah I
see
L2084[20:53:44] <williewillus> so that
subtracted by my arrow's pitch/yaw is how much to bump by
L2085[20:53:57] <shadekiller666> now, for
the motionX/Y/Z theres a bit more work
L2086[20:54:25]
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L2087[20:54:28] ***
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L2088[20:54:29] <shadekiller666> uhh, ya,
if you were to set the arrow's pitch/yaw to those directly it would
point directly at the target i think
L2089[20:54:39] <williewillus> isn't
there a "move entity towards where its facing" method
somewhere?
L2090[20:54:47] <shadekiller666>
probably
L2091[20:54:59] ***
Vigaro|AFK is now known as Vigaro
L2092[20:55:13] <shadekiller666> but i'll
explain how AxisAngle, Quaternions, and Matrices come into play for
that
L2093[20:55:34] <williewillus> okay
L2094[20:55:58] <shadekiller666> after
having found the pitch and yaw, we make an AxisAngle4d for each of
them as shown
L2095[20:57:47] <williewillus> yup
L2096[20:58:16] <williewillus> we're just
making it into a linear transformation right
L2097[20:59:22] <shadekiller666>
basically, we convert the anglePitch/angleYaw into Quaternions so
that we can use a Matrix to modify the vectors properlly to get a
motion vector
L2098[21:00:27] <williewillus> is
"matrix" the final transformation? what is it applied
to?
L2099[21:00:47] <shadekiller666> you
would set translation of the matrix to the position vector of the
arrow, then set the rotation to the quaternion, which modifies the
vector, and if i know my matrices properlly, that vector is the
"facing" vector
L2100[21:02:00] <shadekiller666> the
matrix is a nice way of using the Quaternion to point the vector in
the right direction
L2101[21:02:25] <shadekiller666> now,
mind you all of this will point/move the arrow directly towards the
player at all times
L2102[21:03:32] <shadekiller666> you
probably want to add in some additional movement modifiers, like
gravity and such, and the ability to miss the target due to
speed
L2103[21:03:40] <williewillus> if I
wanted an arc would I just reduce the angle ?
L2104[21:04:24] <shadekiller666> arc
how?
L2105[21:04:30] <shadekiller666> like a
gravity arc?
L2106[21:04:57] <williewillus> like if I
fired forward and it homed to something behind me it would go
forward and slowly turn around and arc around instead of just going
back
L2107[21:05:04] <shadekiller666> oh
L2108[21:05:11] <williewillus> that's
what I'm going for
L2109[21:05:39] <shadekiller666> to do
that i would start with the target vector being straight ahead,
then move it towards the target as the arrow "locks
on"
L2110[21:06:21]
⇨ Joins: GeoDoX (~GeoDoX@65.93.58.174)
L2111[21:06:28] <shadekiller666> and it
wouldn't be a sudden jump to the target, but an interpolation
towards
L2112[21:07:13] <GeoDoX> !gm
startRendering
L2113[21:07:23] <GeoDoX> !gm
startDrawing
L2114[21:08:21] <GeoDoX> gigaherz, you
around?
L2115[21:08:36] <GeoDoX> tterrag, are you
around?
L2116[21:10:46] <GeoDoX> Trying to update
a mod to 1.8.8 that deals with the WorldRenderer
L2117[21:12:16] <shadekiller666> geo,
can't find WorldRenderer.startDrawing()?
L2118[21:13:39] <GeoDoX> No
L2119[21:13:44] <shadekiller666> i think
its WorldRenderer.func_181668_a(int drawMode, VertexFormat
format)
L2120[21:14:00] <williewillus> wait so
what do I do with "matrix" after I get it?
L2121[21:14:16] <williewillus> apply to
the arrow pos vec?
L2122[21:14:34] <GeoDoX> trying it out
shade
L2123[21:15:13] <GeoDoX> Do you have a
list of that stuff shade?
L2124[21:15:16]
⇨ Joins: killjoy1
(~killjoy@2606:a000:1118:c16b:78b6:b4c7:e770:78b4)
L2125[21:15:23] <GeoDoX> looking for
setColorRGBA_I
L2126[21:15:35] <GeoDoX> and
addVertex
L2127[21:15:43] <GeoDoX> both in
WorldRenderer
L2128[21:15:50] <williewillus> addvertex
is now pos()
L2129[21:15:56] <williewillus> and you
have to set the color every vertex
L2130[21:16:06] <williewillus>
wr.pos().color().uv().endVertex() for every vertex
L2131[21:16:08] <shadekiller666> willie,
i think you can just call Matrix4f.get(Vector3f translation) and it
will put the translation data into the vector passed in
L2132[21:16:32] <GeoDoX> are you sure
it's not putPosition?
L2133[21:16:47] <GeoDoX> pos isn't valid
for me
L2134[21:17:18] <williewillus> did
someone change the mapping lol
L2135[21:17:22] <williewillus> it was pos
last time I checked but sure
L2136[21:17:31] <GeoDoX> what mapping are
you using?
L2137[21:17:34] <GeoDoX> !mappings
L2138[21:17:45] <GeoDoX> !latest
L2139[21:17:45] <gigaherz> !!latest
L2140[21:17:46]
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(~killjoy@2606:a000:1118:c16b:544f:4127:97ce:8177) (Ping timeout:
192 seconds)
L2141[21:17:52] <MCPBot_Reborn> ===
Latest Mappings ===
L2142[21:17:53] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L2143[21:17:53] <MCPBot_Reborn> 1.8.8
snapshot_20151218
L2144[21:17:54] <MCPBot_Reborn> 1.8
snapshot_20151128
L2145[21:17:55] <MCPBot_Reborn> 1.8
stable_18
L2146[21:17:55] <MCPBot_Reborn> 1.7.10
snapshot_20140925
L2147[21:17:56] <MCPBot_Reborn> 1.7.10
stable_12
L2148[21:19:12] ***
illyohs is now known as illy
L2149[21:19:15] <GeoDoX> Okay, I was
still using 20151122
L2150[21:19:21] <gigaherz> that's
ancient
L2152[21:19:35] <gigaherz> in fact,
current 1.8.8 wont' even accept those
L2153[21:19:38] <GeoDoX> it is, not sure
why i'm back that far
L2154[21:19:42] <gigaherz> so you may as
well update forge while you are at it
L2155[21:19:47] <williewillus> line 85
begins homing stuff
L2156[21:20:06] <GeoDoX> i'm using 1630
gigaherz
L2157[21:20:17] <williewillus> that's not
ancient :p
L2158[21:20:20] <GeoDoX> nope
L2159[21:20:23] <williewillus> I'm using
Nov 28 myself
L2160[21:23:35] <GeoDoX> is it best to
clean when you update?
L2161[21:23:42] <shadekiller666> willie,
when you instantiate your lookVec, try passing in the target vector
then subtracting the arrow vector
L2162[21:25:00] <GeoDoX> shadekiller666,
did the most recent mappings change the func name to begin?
L2163[21:25:16] <shadekiller666> idk,
probably?
L2164[21:25:33] <shadekiller666> !gm
WorldRenderer.startDrawing 1.8.8
L2165[21:25:40] <williewillus>
shadekiller666: still disappears
L2166[21:26:06] ***
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L2167[21:27:00] <gigaherz> GeoDoX: weird
then, how did you "convince" 1630 to work with 1.8
mappings instead of 1.8.8 ones? ;P
L2168[21:27:00] <shadekiller666> willie,
you aren't setting the matrix's translation
L2169[21:27:24] <gigaherz> the first ones
with 1.8.8 version number were on 1129
L2170[21:27:26] <gigaherz> ;P
L2171[21:27:29] <GeoDoX> gigaherz, i have
no clue
L2172[21:27:36] <shadekiller666> which
should be set to the motion vector? i think? or the arrow position
vector
L2173[21:27:57] <gigaherz> after which
the deobf process started requiring the 1.8.8 mappings I
believe
L2174[21:28:20] <GeoDoX> shadekiller666,
the func name that you provided me earlier was switched to
begin
L2175[21:28:30] <shadekiller666> geodox,
ok
L2176[21:28:49] <shadekiller666> i'm in
the forge dev env so i likely don't have the latest mappings
L2177[21:29:15] <GeoDoX> shadekiller666,
can't find the mapping for setColorRGBA_I
L2178[21:29:55]
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L2179[21:30:13] <williewillus>
shadekiller666: setting to the arrow pos vec makes it just hang in
the air (which is a start), setting to target pos vec or the
lookVec makes it disappear. for the record I'm doing
matrix.setTranslation immediately after setting rotation
L2180[21:30:49] <GeoDoX> is it color(r,
g, b, a)?
L2181[21:30:52] <williewillus> yes
L2182[21:31:11] <shadekiller666> willie,
set the translation before hand, just in case the order
matters
L2183[21:31:22] <GeoDoX> how do you get
the separate values from param rgb?
L2184[21:31:44] <GeoDoX> there isn't a
color(rgb, a)
L2185[21:31:44] <shadekiller666> and if
you're constantly setting the arrow position vector to the same
thing then it would explain why it hangs in the air
L2186[21:32:19] <shadekiller666> i'm not
100% sure how minecraft handles entity motion, but you could try
using the arrow's motion vector
L2187[21:32:32] <shadekiller666> let me
find where vanilla handles arrows
L2188[21:34:01] <GeoDoX> williewillus, do
you know how to get each color value from the single rgb
param?
L2189[21:34:03] <Horfius> It's overly
complex
L2190[21:34:16] <Horfius> And it updates
the position per tick based upon motion
L2191[21:34:26] <williewillus> but I
don't touch the motion vec
L2192[21:34:34] <williewillus> GeoDoX: is
it hex?
L2193[21:35:03] <GeoDoX> no idea, its a
final int parram
L2194[21:35:12]
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L2195[21:35:53]
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L2196[21:36:06] ***
Abrar|gone is now known as AbrarSyed
L2198[21:36:18] <GeoDoX> williewillus,
does this help? drawCuboid(begin, end, sides, color, color
>>> 24);
L2199[21:36:20] <williewillus> not sure
if the alpha bit is at the top or bottom though
L2200[21:36:28] <GeoDoX> thats
bitshifting isn't it?
L2201[21:36:36] <GeoDoX> so would that
mean its hex?
L2202[21:36:45] <shadekiller666> willie,
its hanging in the air because you aren't applying the new position
vector to the arrow's original location
L2203[21:37:31] <shadekiller666> willie,
if you look in the constructors for EntityArrow, you might get an
idea of how their motion works
L2204[21:39:12] <williewillus> but it
changes the velocity vec based on rotations and I haven't even
gotten those to work right yet
L2205[21:45:10]
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L2206[21:45:50] <ZaggyMobile2> Death star
go asplodey
L2207[21:46:34] <GeoDoX> got it
L2208[21:46:58]
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(~IceChat9@pool-71-244-115-181.albyny.fios.verizon.net)
L2209[21:47:30] <GeoDoX> What's
getPickBlock?
L2210[21:47:44] <Zorn_Taov> middle
click
L2211[21:47:49] <Zorn_Taov> iirc
L2212[21:47:59] <ZaggyMobile2> Yup
L2213[21:48:04] <tterrag> yes
L2214[21:48:24] <williewillus> lol my
arrow looks like a bat flying around right now
L2215[21:48:38] <GeoDoX> I mean,
Block.getPickBlock(MovingObjectPosition, World, BlockPos
L2216[21:48:46] <williewillus> yeah it's
middle click
L2217[21:49:05] <GeoDoX> so you just type
block.middleClick?
L2218[21:49:15] <williewillus> uh
what
L2219[21:49:31] <GeoDoX> nvm
L2220[21:49:38] <GeoDoX> I'm not asking
for the keybinding
L2221[21:49:40] <shadekiller666> he wants
the method in Block that is called when PickBlock is
activated
L2222[21:49:43] <GeoDoX> im asking what
its called
L2223[21:49:52] <GeoDoX> it was changed
to add a player
L2224[21:50:08] <williewillus> it's the
same thing as it was before player was added :p
L2225[21:50:22] <GeoDoX> possible to get
the player from a blockstate?
L2226[21:50:28] <williewillus> no
L2227[21:50:32] <williewillus> of course
not :p
L2228[21:51:08] <GeoDoX> hmmm, how is
this gunna work them
L2229[21:51:13] <Zaggy1024> what do you
need the player for?
L2230[21:51:19] <shadekiller666> wtf are
you trying to do
L2231[21:52:10]
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L2232[21:52:12] <Zaggy1024> I have four
IDE windows up :O
L2233[21:52:16] <GeoDoX> lol
L2234[21:52:43] <GeoDoX> how do you get a
player from a world when the getPickBlock is called?
L2235[21:52:57] <Zaggy1024> um...
L2236[21:53:04] <Zaggy1024> like I said,
what do you need the player for?
L2237[21:53:40] <Zaggy1024> also what's
wrong with the overload that has a player instance?
L2238[21:54:46] <GeoDoX> I need the
player for the getPickBlock method in Block
L2239[21:54:48] <williewillus> yeah
you're passed it as a parameter....
L2240[21:54:55] <Zaggy1024> that doesn't
answer my question!
L2241[21:55:24] <GeoDoX> im getting an
itemstack from the getPickBlock method.
L2242[21:55:29] <GeoDoX> I need to pass a
player.
L2243[21:55:34] <Zaggy1024> wow
L2244[21:55:38] <Zaggy1024> from
where?
L2245[21:55:40] <GeoDoX> I have access to
a world.
L2246[21:55:52] <Zaggy1024> that is not
relevant.
L2247[21:55:52] <williewillus> wait so
are you *calling* getPickBlock?
L2248[21:55:54] <GeoDoX> I have access to
a blockstate
L2249[21:55:57] <GeoDoX> yes
L2250[21:56:03] <williewillus> where are
you calling it from?
L2251[21:56:03] <Zaggy1024> where are you
using pickblock??
L2252[21:56:12] <GeoDoX> final ItemStack
itemStack = block.getPickBlock(movingObjectPosition, world, pos,
player);
L2253[21:56:27] <williewillus> yeah but
where are you making this stack
L2254[21:56:31] <williewillus> and for
what purpose
L2255[21:56:38] <GeoDoX> Apparently I
need to get an itemstack from a blockstate
L2256[21:56:44] <GeoDoX> and thats what
this method does
L2257[21:56:54] <GeoDoX> Not my mod, just
updating it
L2258[21:57:02] <Zaggy1024> good lord
man
L2259[21:57:04] <williewillus> ew..
L2260[21:57:04] <GeoDoX> so I have no
idea why it's needed
L2261[21:57:05] <Zaggy1024> answer the
question
L2262[21:57:09] <Zaggy1024> where is this
code
L2263[21:57:30] <Zaggy1024> telling us
you need to call getPickBlock is completely useless
L2264[21:57:38] <Zaggy1024> we need to
know where you're using that method or we can't help you
L2265[21:57:49] <GeoDoX> I'll just send
you the method
L2266[21:57:58] <Zaggy1024> just say the
name!
L2267[21:57:58] <shadekiller666> send the
whole class
L2269[21:58:24] <GeoDoX> Thats basically
the entire class
L2270[21:58:26] <williewillus> well the
normal way to go blockstate to item is just to use damageDropped or
getMetaFromState, or
L2271[21:58:31] <GeoDoX> It's a single
method in the class
L2272[21:58:42]
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L2273[21:58:48] <Zaggy1024> make that
function take a player parameter
L2274[21:58:57] <Zaggy1024> unless you
want to use a fake player
L2275[21:59:14] <williewillus> useless
exception wrapping too, dont you love porting mods haha
L2276[21:59:35] <GeoDoX> Zaggy, I don't
know what it's used for so I can't just make it take a player (what
if the method calling it doesn't take a player)
L2277[21:59:36]
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L2278[22:00:03] <williewillus> taking a
break from the arrow stuff for tonight, got a big ton of nothing
done ...
L2279[22:00:05] <Zaggy1024> Use your IDE
then
L2280[22:00:19] <Zaggy1024> you can
easily find references to methods in probably any IDE you could be
using
L2281[22:00:25] <GeoDoX> Nvm then
L2282[22:00:30] <GeoDoX> I found it
L2283[22:00:48] <shadekiller666> sorry
willie :(
L2284[22:02:33] <shadekiller666> why are
all of those variables final?
L2285[22:02:35] <shadekiller666>
wtf
L2286[22:02:48] <GeoDoX> i have no
idea
L2287[22:02:53] <GeoDoX> i didnt write
the mod :P
L2288[22:03:09] <williewillus> looks
decompiled
L2289[22:03:14] <Zaggy1024> that's a
style choice for some people
L2290[22:03:24] <williewillus> at least
Procyon adds finals everywhere :p
L2291[22:03:24] <GeoDoX> It's cloned from
github, so
L2292[22:04:07] <Zaggy1024> someone I
know seems to think it makes the usage of variables clearer
L2293[22:04:15] <Zaggy1024> which may be,
in some cases, but I feel like it's just a waste
L2294[22:04:23]
⇨ Joins: kimfy
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L2295[22:04:25] <Zaggy1024> may even
interfere with optimizations for all I know
L2296[22:05:22] <shadekiller666> so some
people favor "clearity of use" over "number of
fucking variable instances because you have to instantiate a new
one every time"?
L2297[22:05:28] <Zaggy1024> soo...what is
that static function used for?
L2298[22:05:35] <Zaggy1024> why can't you
just add a player parameter?
L2299[22:05:38]
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L2300[22:05:54] <shadekiller666> also,
wtf is a SchematicWorld?
L2301[22:06:01] <Zaggy1024> shade, nah,
the guy I know that's like that just makes them final when they
don't change in the scope
L2302[22:06:25] <shadekiller666> oh
L2303[22:06:31] <shadekiller666> so he's
not a complete idiot
L2304[22:07:11] <Zaggy1024> nah, he's not
an idiot at all
L2305[22:07:18] <Zaggy1024> he probably
knows more about Java than me
L2306[22:07:21] <Zaggy1024> it's just
something he prefers to do
L2307[22:07:56] ***
Keridos is now known as Keridos|away
L2308[22:09:30] <williewillus> some
companies enforce it too
L2309[22:09:35] <shadekiller666> i'm half
tempted to just say fuck it and forego uv processing all
together...
L2310[22:09:55] <williewillus> one of the
upper classmen in my school interned at apple and they would reject
PR's for not having everything that was unchanging be final
L2311[22:11:05] <Zaggy1024> UV processing
doesn't seem important to me
L2312[22:11:20] <Zaggy1024> at least not
when it's specific to one loader
L2313[22:11:25] <GeoDoX> where do
dependancies go in FG?
L2314[22:11:36] <shadekiller666>
build.gradle
L2315[22:12:23] <shadekiller666> does the
b3d loader only support one texture or something? i remember that
being a limitation
L2316[22:12:47] <GeoDoX> I can't download
the version, I updated the dependency myself
L2317[22:13:13] ***
williewillus is now known as willieaway
L2318[22:13:44] <GeoDoX> I need to stick
it somewhere where FG thinks it's already downloaded
L2319[22:13:53] <GeoDoX> I just don't
know where
L2320[22:14:01] <GeoDoX> AbrarSyed, do
you know?
L2321[22:14:21] <AbrarSyed> hm?
L2322[22:14:55] <GeoDoX> Need to trick FG
into thinking a dependency is already downloaded
L2323[22:15:02] <AbrarSyed> cant
L2324[22:15:22] <AbrarSyed> tried
googling? its a general gradle question
L2325[22:15:26]
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L2326[22:17:27] <GeoDoX> I mean, I have a
version of the dependency that I ported to 1.8.8, I need to put
that mod somewhere so it doesn't try downloading it
L2327[22:17:47] *
AbrarSyed is confused
L2328[22:18:52] <GeoDoX> Hmm, trying to
think of a way to better explain this
L2329[22:19:21] <GeoDoX> Okay, so I have
an authors core mod that all of their other mods depend on
L2330[22:19:28] <Zaggy1024> if your
dependency is a mod, can't you put it in the run/mods folder?
L2331[22:19:37] <Zaggy1024> or does it
directly reference it?
L2332[22:19:48] <GeoDoX> It directly
references it
L2333[22:19:52] <Zaggy1024> can you get
the source?
L2334[22:20:17] <GeoDoX> I have the
source to both the core mod and the mod that I'm actually
porting
L2335[22:20:26] <shadekiller666> can't
you just shove it into your project...
L2336[22:20:43] <shadekiller666> and tell
forge to load it before loading the mods that rely on it
L2337[22:20:52] <shadekiller666> with the
fancy annotation thingy
L2338[22:20:53] <GeoDoX> I've ported them
both but I can't compile the one that required the core mod because
I don't know where to put it
L2339[22:22:07] <GeoDoX> How do I
"shove it into my project"
L2340[22:22:45] <Zaggy1024> same way you
shove in the mod you're porting
L2341[22:23:00] <Zaggy1024> only extra
bit is adding the META-INF so it knows about the coremod
L2342[22:23:34] <shadekiller666> in your
ide, figure out how to import a reference library... or even just
import the build.gradle of the base mod
L2343[22:24:10] <AbrarSyed> ?g gradle
dependencies
L2344[22:24:17] <GeoDoX> yes
L2345[22:25:02]
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L2346[22:26:39] <GeoDoX> AbrarSyed, I put
in the dependency line into the build.gradle and I specified the
version I changed the core mod to, but it tries to download that
but fails
L2347[22:26:59] <GeoDoX> because the
version doesnt exist
L2348[22:27:29] <GeoDoX> which makes
sense, which is why i need to put the core mod somewhere in order
to think its already downloaded
L2349[22:28:30] <shadekiller666> are you
fucking kidding me... the "Cybersecurity Information Sharing
Act" was fucking passed today... god damn it
L2350[22:28:52] <shadekiller666> can we
rid the government of douchebags that want to ruin everything for
everyone please
L2351[22:29:13] <GeoDoX> what does it do
shadekiller666
L2352[22:29:26] <AbrarSyed> never heard
of CISA?
L2353[22:29:32] <GeoDoX> nope
L2355[22:30:01] <gigaherz>
shadekiller666: not unless you fix the "small" thing that
is that political campaigns are funded by large corporations
;P
L2356[22:30:04] <shadekiller666> scroll
down a bit
L2357[22:30:15] <shadekiller666> no
L2358[22:30:31] <shadekiller666> most
large corporations disagree with this bullshit
L2359[22:30:45] <gigaherz> yes
L2361[22:30:47] <gigaherz> but not all of
them
L2362[22:30:57] <gigaherz> and those that
do not, profit from this bullshit
L2363[22:31:17] <shadekiller666> most of
the funding comes from loan companies that were started by one or
two politicians
L2364[22:31:42] <gigaherz> I have always
had this simple idea:
L2365[22:32:05] <gigaherz> ban all
politicians from ever being actively involved in any non-government
entity ever again
L2366[22:32:15] <AbrarSyed>
unenforcable
L2367[22:32:15] <GeoDoX> AbrarSyed, what
do I do with that?
L2368[22:32:25] <AbrarSyed> GeoDoX, idk..
what are you trying to do?
L2369[22:32:27] <gigaherz> yeah, sadly
;P
L2370[22:32:32]
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L2371[22:34:24] <GeoDoX> I have an
authors core mod that I updated to 1.8.8 myself, I have a mod from
that author that requires the core mod, which I also updated to
1.8.8. I need to put the updated core mod somewhere so the mod I
updated that requires it, has the updated one instead of trying to
download it.
L2372[22:35:06] <shadekiller666> giga,
whats your opinion on the whole climate change
"crisis"
L2373[22:37:13] <AbrarSyed> GeoDoX, how
are defining the depepdencies
L2374[22:38:41] <gigaherz>
shadekiller666: every single decent scientist agrees that climate
change is a thing, that it has been made worse by "us"
dumping shit everywhere, and that although we are still on time to
prevent a catastrophic change, there isn't much longer
L2375[22:39:00] <shadekiller666>
...
L2377[22:39:34] <shadekiller666> not
"every", in fact, most don't agree
L2378[22:39:36]
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L2380[22:39:58] <AbrarSyed> GeoDoX, and
said mod is adding their coremod as a transitive dependency
right?
L2381[22:40:10] <shadekiller666> but none
of them say so due to fear of having their career destroyed by the
politicians that are pushing that shit
L2383[22:40:19] <gigaherz> lol
L2384[22:40:23] <gigaherz> wait
L2385[22:40:29] <gigaherz> you think
*politicians* would do that?
L2386[22:40:45] <shadekiller666> that
"97% of scientists agree" was based on a
"study" that has been disprooven multiple times
L2387[22:40:47] <gigaherz> reducing
emissions costs shittons of money to companies
L2388[22:41:06] <DrDisconsented> 98% of
all stastics are made up
L2389[22:41:09] <gigaherz> lobbyists are
offering quite a lot of money to avoid that
L2390[22:41:16] <shadekiller666>
...
L2391[22:41:24] <gigaherz> they'd very
much prefer to have "free dumping" as a law
L2393[22:41:36] <gigaherz> the only
reason even politicians are pushing for it
L2394[22:41:39] <gigaherz> is because
it's imminent
L2395[22:41:54] <shadekiller666> no it
fucking isn't
L2396[22:42:05] <gigaherz> in terms of
humanity? it is
L2397[22:42:06] <GeoDoX> There's the
build.gradle, haven't messed around with them too much so not
entirely sure whats being done
L2398[22:42:25] <shadekiller666> ok, how
"immenent" is it?
L2399[22:42:31] <gigaherz> I don't have
numbers
L2400[22:42:45] <gigaherz> I'm not a
climate scientist
L2401[22:42:49] <shadekiller666> so how
do you know its so "iminent"
L2402[22:42:50] <AbrarSyed> GeoDoX, you
read the link?
L2403[22:43:10] <gigaherz> yo uasked my
opinion
L2404[22:43:13] <gigaherz> I gave
it.
L2405[22:43:19] <GeoDoX> AbrarSyed, I did
but I don't see how it applies
L2406[22:43:25] <shadekiller666> and now
you're avoiding the question
L2407[22:43:34] <gigaherz> I'm not
L2408[22:43:38] <gigaherz> I don't know
how imminent it is
L2409[22:43:40] <gigaherz> I won't
pretend to know
L2410[22:43:46] <shadekiller666> ok
then
L2411[22:43:52] <gigaherz> 50 years? 1''?
200?
L2412[22:43:57] <gigaherz> I don't
know.
L2413[22:44:27] <AbrarSyed> GeoDoX, im
not sure what your setup is.. but you mentioned you need to remove
a dependency right? Do you know how such dependency is bieng
added?
L2414[22:44:37] <shadekiller666> then
what is it that justifies your taking of this "imminent
threat" as fact?
L2415[22:44:41] <AbrarSyed> gradle
depednencies << gives you a nice view of whats coming from
where
L2416[22:44:49] <gigaherz> the fact that
every single sientist I know of, agrees with it
L2417[22:45:07] <gigaherz> xcept the ones
used by climate change deniers to "disprove" it
L2418[22:45:13] <shadekiller666>
...
L2419[22:45:21] <AbrarSyed> ^ and that
most of the nations in the world (*cough* paris conference) are
trying to do something about it. I doubt so many high level
diplomats and their staffs could be duped.
L2420[22:45:28] <GeoDoX> I don't need to
remove any dependencies, I need to add my core mod into the project
so the mod that depends on it knows about it
L2421[22:45:44] <AbrarSyed> ok so add a
dependency
L2422[22:45:50] <GeoDoX> I did
L2423[22:46:04] <AbrarSyed>
lunatriusCore?
L2424[22:46:16] <AbrarSyed> that lines
gets it from the maven repository
L2425[22:46:18] <shadekiller666> how do
you explain the lack of an increase in average global temparatures
in the last 20 years?
L2426[22:46:26] <gigaherz> what?
L2427[22:46:26] <GeoDoX> But it tries
downloading a version that doesnt exist
L2428[22:46:38] <GeoDoX> because I
updated it myself
L2429[22:46:44] <shadekiller666> or the
satellite data that shows that average global temperature is
decreasing
L2430[22:46:44] <AbrarSyed> GeoDoX, yes,
becuase you are defining a dependency on something that doesnt
exist
L2431[22:46:56] <gigaherz>
shadekiller666: 20 years is *nothing*
L2432[22:47:06] <GeoDoX> I updated the
core mod myself AbrarSyed
L2433[22:47:07] <AbrarSyed>
shadekiller666, im pretty sure your not a climate scientist, what
makes you think you can draw a conslusion frm raw data?
L2434[22:47:18] <AbrarSyed> GeoDoX, then
add THAT jar as the dependency
L2435[22:47:20] <AbrarSyed> you have a
few ways
L2436[22:47:24] <AbrarSyed> 1) put it on
a maven repo
L2437[22:47:29] <AbrarSyed> 2) make a
project dependency
L2438[22:47:35] <AbrarSyed> 3) put it in
the libs folder
L2439[22:47:42] <GeoDoX> wheres the libs
folder?
L2440[22:47:56] <AbrarSyed> all of which
can be read about in that dependency management gradle page I
linked
L2441[22:48:16] <AbrarSyed> FG will crawl
the libs folder for any jars and add them as dependencies. just
make a libs folder next to the build.gradlke
L2442[22:48:26] <GeoDoX> okay
L2443[22:48:29] <GeoDoX> trying it
L2444[22:49:43] <AbrarSyed> needs to be
in MCP names.. dont forget
L2445[22:49:56] <GeoDoX> MCP names?
L2446[22:50:23] <shadekiller666> abrar,
you're not one either, so what justifies your blind agreement with
scientists without actually looking at ALL of the data sources and
making sure you avoid inconsistancies?
L2447[22:50:29] <gigaherz> uhh
L2449[22:50:49] <AbrarSyed>
shadekiller666, the same blind agreement that I use to verify that
the linux kernel has no viruses built in.
L2450[22:50:53] <gigaherz> everything
indicates that the current "not-upward" trend is
temporary
L2451[22:51:05] <AbrarSyed> that fact
that far more othe rpeople that have more expertise than I
agree.
L2452[22:51:11] <gigaherz> and it will
continue rising fast, if not faster, than it has been the previous
60 years
L2453[22:51:21] <gigaherz> we *WISH* it
was not so
L2454[22:52:15] <gigaherz> notice how it
always oscillates up and down, and we are not even in a
"down" phase! it's just sortof not-up
L2455[22:54:07] <GeoDoX> AbrarSyed, what
do you mean MCP names?
L2456[22:54:17] <AbrarSyed> as in, not
obfuscated.
L2457[22:54:25] <AbrarSyed> dont forget
that the dev env is not in SRG or notch names
L2458[22:54:34] ***
willieaway is now known as williewillus
L2459[22:54:41] <GeoDoX> AbrarSyed, I put
the jar in the libs folder but it's not recognizing it
L2462[22:55:19]
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Orwell))
L2464[22:55:57] <gigaherz> why do you
think it's not a thing?
L2466[22:56:14] <AbrarSyed> GeoDoX,
failed
L2467[22:56:17] <gigaherz> it's nearly
6am so I'm not going to watch that video right now
L2468[22:56:22] <GeoDoX> AbrarSyed,
yes
L2469[22:56:30] <AbrarSyed> as in it
fails to load]
L2470[22:56:32] <gigaherz> but i would
honestly like to know what makes you think that the current trends
in the temperature data should be ignored
L2471[22:56:36] <AbrarSyed> the
link
L2472[22:56:44] <AbrarSyed> An error
occurred in the application and your page could not be served.
Please try again in a few moments.
L2473[22:56:57] <shadekiller666> its not
that i don't "believe" in the earth's warming or cooling
over hundreds of years, its that i don't believe humans are the
ONLY cause, nor the most significant
L2474[22:57:01] <GeoDoX> Ohh, sec
L2475[22:57:04] <gigaherz> keeping in
mind climate is a very long term process and changes can have
repercussions hundreds or thousands of years in the future
L2476[22:57:12] <gigaherz> oh
L2477[22:57:12] <shadekiller666>
mhmm
L2478[22:57:15] <gigaherz> but I also
think so
L2480[22:57:22] <gigaherz> humans are
most definitely NOT the only cause
L2481[22:57:29] <gigaherz> the most
significant? I don't know
L2482[22:57:32] <gigaherz> but what we DO
know
L2483[22:57:33] <shadekiller666> so your
60 years of growth means as much as my 20 years of non growth
L2484[22:57:40] <gigaherz> is that we are
a non-negligible cause
L2485[22:57:59] <shadekiller666> please,
listen to those videos
L2486[22:58:13] <shadekiller666> at least
the first two, if not the entire hearing
L2487[22:58:29] <gigaherz> we jsut don't
have enough good data from > 100 years ago
L2488[22:58:43] <shadekiller666>
right
L2490[22:58:58] <gigaherz> notice how the
older data has much much larger confidence intervals
L2491[22:58:59] <shadekiller666> so being
extreme either direction is poisonous
L2492[22:59:09] <GeoDoX> AbrarSyed, it's
still trying to download it because it's not finding the dependency
in the libs folde
L2493[22:59:21] <gigaherz> now before I
go to sleep
L2494[22:59:23] <gigaherz> let me
rephrase
L2495[22:59:28] <gigaherz> the climate IS
changing
L2496[22:59:36] <gigaherz> our activities
ARE making it worse
L2497[22:59:42] <gigaherz> those two
sentences can't be denied
L2498[22:59:47] <shadekiller666>
fine
L2499[22:59:52] <AbrarSyed> GeoDoX, well
did you get rid of the dependency line?
L2500[22:59:55] <gigaherz> in more or
less proportion, it's happening
L2501[22:59:59] <gigaherz> poles are
melting
L2502[23:00:04] <shadekiller666>
well
L2503[23:00:05] <gigaherz> sea levels are
rising
L2504[23:00:15] <gigaherz> coastal cities
may be flooded in some 50-100 years
L2505[23:00:26] <GeoDoX> No? I thought it
still needed to be a dependency
L2506[23:00:33] <shadekiller666>
may
L2507[23:00:37] <shadekiller666> may be
flooded
L2508[23:00:41] <gigaherz> yes
L2509[23:00:42] <shadekiller666> we don't
fucking know
L2510[23:00:49] <gigaherz> would it be
magically fixed by reducing emissions? no
L2511[23:01:28] <gigaherz> should we keep
dumping as much shit? well that should ALSO be a no
L2512[23:01:33] <gigaherz> but I can't be
the one to judge that
L2513[23:01:33] <GeoDoX> AbrarSyed, It's
not compiling because of the errors caused by the core mod not
being found
L2514[23:01:36] <gigaherz> since I live
in Spain
L2515[23:01:42] <gigaherz> and we DID
adhere to the kyoto protocol
L2516[23:01:55] <gigaherz> (sortof -- we
tried a lot harder at least ;P)
L2517[23:02:02] <williewillus> anyone
want a sample of "I wanna kill myself" mod code?
L2518[23:02:20] <shadekiller666> i'm all
for not contaminating the air i breath, but when the extremism of
"oh no the world is going to end if we don't do
something!!!" starts seeping into shit unrelated to the
subject, and begins to detriment science as a whole, and makes life
harder for everyone, thats when its gone too far
L2519[23:02:35] <gigaherz> that extremism
is a necessity
L2520[23:02:39] <gigaherz> because as
humans
L2521[23:02:41] <shadekiller666> no
L2522[23:02:46] <gigaherz> we have a bias
toward ignoring long-term issues
L2523[23:02:52] <gigaherz> as "I'll
fix that later"
L2524[23:02:52] <shadekiller666>
AWARENESS is neccessary
L2525[23:03:06] <williewillus> being
aware and doing nothing is just as bad in my opinion :p
L2526[23:03:07] <shadekiller666>
EXTREMISM causes more problems than it fixes
L2527[23:03:23] <gigaherz> ofc
L2528[23:03:28]
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L2529[23:03:40] <gigaherz> keep in mind
also
L2530[23:03:45] <williewillus> but
anyways my friend was backporting someone's continuation of someone
else's mod, and asked me for some help on an issue and oh god I
think I need eyebleach
L2531[23:03:48] <shadekiller666> you said
earlier that you feel like politicians should stay out of anything
that isn't politics
L2532[23:03:48] <gigaherz> the press
likes to dramatize everything
L2534[23:03:57] <gigaherz> no I
said
L2535[23:03:57] <shadekiller666> science
isn't fucking politics :P
L2536[23:04:01] <killjoy1> drama is good
for business
L2537[23:04:14] <gigaherz> I think there
should be a separation between money and politics ;P
L2538[23:04:49] <gigaherz> thesame as we
separate the powers into... whateverthe names were (making laws,
applying the laws, and judging)
L2539[23:04:59] <shadekiller666> therein
lies the reason this has gotten so out of hand
L2540[23:05:28] <gigaherz> the same
should be said for money: those who benefit from the money should
not be those who choose how money is managed
L2541[23:05:49] <gigaherz>
indirectly
L2542[23:05:57] <gigaherz> I do agree
with the politicians should not do science
L2543[23:06:10] <shadekiller666> one or
two people with a lot of money paid people in positions of power to
influence laws towards an agenda that put more money in the pockets
of those few
L2544[23:06:10] <gigaherz> but they
should have science advisors who ARE scientists
L2545[23:06:19] <gigaherz> and in my
opinion also
L2546[23:06:35] <gigaherz> the science
advisors should be appointed by an external ... something
L2547[23:06:39] <williewillus> I hate how
much the media controls politics, but that's sort of
unavoidable
L2548[23:06:45] <gigaherz> not decided
based on who's most friendly to the lobbyists
L2549[23:07:06] <shadekiller666> sience
advisors who ARE scientists that don't have to fear getting their
funding revoked if their findings counter the opinions of the
politicians that pay them
L2550[23:07:25] <gigaherz>
shadekiller666: ofc
L2551[23:07:35] <shadekiller666> which is
currently the case
L2552[23:07:48] <gigaherz> it's a flaw of
pure capitalism
L2553[23:07:56]
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L2554[23:07:57] <gigaherz> those who have
the money decide which science is done
L2555[23:07:57] <shadekiller666>
scientists who are seen as "deniers" don't get
funding
L2556[23:08:03]
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L2557[23:08:20] <gigaherz> and thereby
lies my opinion
L2558[23:08:29] <shadekiller666> no
country on the face of the planet is pure capitalism
L2559[23:08:39] <shadekiller666> nor any
other form of government for that matter
L2560[23:08:45] <gigaherz> reducing
emissions causes monetary losses to companies who used to dump
stuff
L2561[23:08:49] <shadekiller666> there
always has to be a mix...
L2562[23:09:07] <gigaherz> so my logic
says that if scientistsd were purely driven by funding
L2563[23:09:14] <gigaherz> we wouldn't be
hearing about climate change
L2564[23:09:25] <shadekiller666> and it
puts more money in the pockets of the politicians who pay the
scientists to only do science that supports the agenda
L2565[23:09:35] <shadekiller666> if
someone hadn't payed for it
L2566[23:10:01] <gigaherz> so I can't
dismiss them.
L2567[23:10:10] <shadekiller666> money is
the fuel for the loudest
L2568[23:10:38] <shadekiller666> nothing
in the world ever gets spread to the general public without someone
paying for it
L2569[23:10:46] <gigaherz> so how come
the most interested parties, which would be large corporations,
aren't shutting up the climate change talk?
L2570[23:10:57] <shadekiller666> the
reason we hear so much about it is BECAUSE of money
L2571[23:11:04] <gigaherz> WHO's
money?
L2572[23:11:25] <gigaherz> who stands to
win if we reduce emissions and become nicer toward the world?
L2573[23:11:39] <gigaherz> surely not
large factories that have to spend money improving the
processes
L2574[23:11:48] <gigaherz> surely not the
visionaries that want to colonize mars
L2575[23:11:49] <shadekiller666>
well
L2576[23:12:26] <gigaherz> IF the science
is exclusively driven by money, then there must be someone who will
reap the rewards
L2577[23:12:34] <shadekiller666> that
"WHO" in the climate change department is Michael E.
Mann, along with Raymond S. Bradley and Malcolm K. Hughes
L2578[23:12:43] <gigaherz> someone who
has a lot of money already to overrule the interests of the large
corporations
L2579[23:13:27] <shadekiller666> they are
the ones that created the infamous hockey stick, and the ones that
have been paying to have it bashed over the heads of anyone who
disagrees ever since it started...
L2580[23:14:23] <shadekiller666> you
argue that corporations don't want to find better ways of avoiding
polution because its expensive correct?
L2581[23:14:48] <gigaherz> no I argue
that if science was driven purely by the interests of the people
who have the money,
L2582[23:15:17] <shadekiller666> the
majority of it isn't
L2583[23:15:20] <gigaherz> then the
resultswould, by necessity, reflect their interests
L2584[23:15:29] <shadekiller666> just the
loudest part of it...
L2585[23:15:45] <GeoDoX> How do you get
an block id as an int?
L2586[23:15:54] <shadekiller666> Geo, you
don't
L2587[23:16:00] <gigaherz> GeoDoX: give
me a very strong reason why you need the int-id
L2588[23:16:20] <GeoDoX>
GameData.getBlockRegistry().getRaw() requires an int
L2589[23:16:33] <gigaherz> what are you
trying to achieve?
L2590[23:16:54] <GeoDoX> gigaherz, no
clue, just porting another authors mod to 1.8.8
L2591[23:16:56] <gigaherz> unless you are
trying to customize the save format, or the network format
L2592[23:17:01] <williewillus> change it
to string names then
L2593[23:17:06] <williewillus> ports
don't always have to be direct
L2594[23:17:10] <gigaherz> then you don't
want to use int ids
L2595[23:17:15] <GeoDoX> The class name
is BlockStateReplacer
L2596[23:17:18] <gigaherz> make it
future-proof
L2597[23:17:26] <gigaherz> and use
strings
L2598[23:17:47] <williewillus> direct
porting results in ModLoader 1.3-1.6 :p
L2599[23:17:48] <GeoDoX> williewillus,
the block registry is a forge class, you can't just change it
L2600[23:17:48] <shadekiller666> giga,
thank you for at least hearing my side of this...
L2601[23:17:59] <gigaherz>
shadekiller666: np
L2602[23:17:59] <williewillus> GeoDoX:
no, but the part of the mod that needs int ids
L2603[23:18:04] <williewillus> change
it
L2604[23:18:13] <gigaherz> and remember,
I don't fully disagree with you, I just prefer to choose the other
side ;P
L2605[23:18:16] <shadekiller666> most
climate change alarmists (yes, i'm going to label anyone who labels
others "deniers") don't
L2606[23:18:32] <GeoDoX> getRaw is a part
of the block registry, that method requires the int
L2607[23:18:41] <williewillus> I know, so
change it to not call getRaw...
L2608[23:18:55] <williewillus> you need
to understand the mechanisms of what you're porting. Why does that
mod call getRaw?
L2609[23:19:03] <gigaherz> or more
accurately: in any sitaution where I have to choose "reduce
emissions" vs "keep or increase emissions" I will
always choose the former.
L2610[23:19:12] <shadekiller666> a few
weeks ago the head of the climate change club at my college gave a
lecture in my religion studies class
L2611[23:19:22] <GeoDoX> it gets some
block from the block registry
L2612[23:19:25] <shadekiller666> about
global warming and the evils of capitalism
L2613[23:19:31] <williewillus> GeoDoX: so
make it use the string name
L2614[23:19:40] <gigaherz> with one
exception: ifthoseemissions were the only thing that could save us
from freezing to death ;P
L2616[23:20:26] <shadekiller666> my
favorite thing that he was trying to argue was that the US should
take a que from cuba (which has been stuck in the 1950s for
decades) and make all of our farms small and run by oxen
L2617[23:20:38] <williewillus> link is
broken :p
L2618[23:20:45] <gigaherz> does he
realize just how much shit bovines emit?
L2619[23:20:51] <gigaherz> they are
non-green engines ;P
L2620[23:21:12] <gigaherz> their power
comesfrom turning grass into greenhouse gases
L2621[23:21:12] <gigaherz> XD
L2622[23:21:16] <williewillus> i just
realized that there exists no mod that explores that mechanic in MC
:p
L2623[23:21:18] <williewillus>
gogogo
L2624[23:21:18] <shadekiller666> and the
first thing that popped into my head after he said that was
"I'm sorry, Mr. PhD. in Mathematics, but i don't think your
studies for your doctorate included farming"
L2625[23:21:23] <gigaherz> may as well
use a biodiesel engine ;P
L2627[23:21:54] <williewillus> oh ew wtf.
Is this porting from below 1.8?
L2628[23:21:57] <shadekiller666> "if
you want to go work on your farm all fucking day, by all means do
so... but leave me the fuck out of it"
L2629[23:22:34] <gigaherz> williewillus:
what's BlockStateInfo?
L2630[23:22:45] <gigaherz> can you
presumably replace it with a wrapper around 1.8 IBlockStates?
L2631[23:22:47] <williewillus> idk what
mod this is
L2632[23:22:51] <shadekiller666> knowing
how to sum an infinite series won't fucking help with growing your
own food, i can promise you that
L2633[23:22:56] <GeoDoX> williewillus,
it's 1.8
L2634[23:23:09] <GeoDoX> it's
schematica
L2635[23:23:14] <williewillus> 0.o it's
restoring serlialized data of some kind
L2636[23:23:15] <williewillus> ah
L2637[23:23:17]
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L2638[23:23:40] <shadekiller666> and in
the weeks since i've realised that that broken logic that Mr. PhD
in Mathematics tried to use is the exact same logic that most of
the climate change alarmists also use
L2639[23:23:40] <williewillus> well
backwards compat requires the int ids... but, those are
increasingly unsuitable for use in 1.8 going forwards
L2640[23:23:50] <gigaherz> Oh
L2641[23:23:51] <gigaherz>
schematica
L2642[23:23:53] <gigaherz> I know that
one
L2643[23:24:02] <gigaherz> shows the
ghost preview of a construction
L2644[23:24:07] <gigaherz> as an overlay
on top of the normal world
L2645[23:24:27] <AbrarSyed> Lunatrius,
can you update luna core to 1.8.8 already?
L2646[23:24:31] <AbrarSyed> give this guy
a break
L2647[23:25:24] <shadekiller666> nothing
irks me more than trying to convince me that my argument is wrong
by using broken logic
L2648[23:25:42]
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seconds)
L2649[23:26:00] <shadekiller666> and
"facts" that have a basis in anything other than actual
unbias, unmodified scientific data
L2650[23:27:15] <GeoDoX> Thanks AbrarSyed
:P
L2651[23:27:34] <gigaherz> same
here
L2652[23:27:59] <AbrarSyed> thwere is
such a thing as bioased data
L2653[23:28:00] <gigaherz> false
premises, circular argments, non-sequiturs
L2654[23:28:11] <gigaherz> there's also
"out of context" data
L2655[23:28:15]
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L2656[23:28:17] <shadekiller666>
mhmm
L2657[23:28:19] <gigaherz> like
L2658[23:28:33] <AbrarSyed> oproblem is..
you arnt gonna get all the facts unless your a genius and knows
every field.
L2659[23:28:34] <gigaherz> ... as a
random made-up example: the global average temperature
L2660[23:28:38] <gigaherz> it could
easily be that
L2661[23:28:48] <AbrarSyed> at some point
you just have to trust the experts, and hope they ar etelling you
the truth
L2662[23:28:49] <gigaherz> although the
global average hasbeen almost constant
L2663[23:28:57] <shadekiller666>
boom
L2664[23:29:01] <shadekiller666> almost
constant
L2665[23:29:30] <gigaherz> the general
trend is simply being kept back by a few localized drops
L2666[23:29:39] <gigaherz> or the
opposite
L2667[23:29:45] <gigaherz> that it would
be a downward trend
L2668[23:30:03] <gigaherz> being kept up
by a few large localized outliers
L2669[23:30:13] <gigaherz> that's why
statistics are hard ;P
L2670[23:30:19] <shadekiller666>
mhmm
L2671[23:30:38] <gigaherz> sometimes the
average does not tell enough of the whole truth
L2672[23:30:51] <shadekiller666> almost
never does
L2673[23:31:05] <shadekiller666> unless
the data pool is very small
L2674[23:31:24] <gigaherz> which is the
whole reason why my statistics teacher considered plain out
invalid
L2675[23:31:42] <shadekiller666> ?
L2676[23:31:54] <gigaherz> any average
without a confidence interval (and generally required the
confidence inverval of 95% or more)
L2677[23:32:06] <gigaherz> like, if you
wrote "average is 3"
L2678[23:32:16] <gigaherz> that'd be 0
pts on that exercise
L2679[23:32:29] <gigaherz> "3 +- 5%
using a 95% C.I."
L2680[23:32:44] <gigaherz> (or
similar)
L2681[23:33:08] <shadekiller666>
mhmm
L2682[23:33:36] <shadekiller666> if
you're not 95% confident in the average, its the wrong
average
L2683[23:33:58] <gigaherz> it's not
exactly like that
L2684[23:34:08] ***
williewillus is now known as willieaway
L2685[23:34:11] <gigaherz> C.I. means
that you are 95% confident that the average is in the given
range
L2686[23:34:20] <shadekiller666>
fine
L2687[23:34:20] <gigaherz> 100% would be
infinity
L2688[23:34:28] <GeoDoX> Why is getRaw
not updated to support strings? Doesn't make sense to me
L2689[23:34:49] <gigaherz> 0% is just
giving a plain number without error margin
L2690[23:34:57] <gigaherz> anyhow
really
L2691[23:35:00] <shadekiller666> you're
95% sure that it lies somewhere between, say, 5-15% of the data
set
L2692[23:35:00] <gigaherz> 6:35am
L2693[23:35:03] <gigaherz> I need to
sleep
L2694[23:35:08] <gigaherz> yup
L2695[23:35:26] <shadekiller666>
goodnight
L2696[23:35:48] <shadekiller666> glad we
could have a somewhat civilized discussion about this
L2697[23:35:56] <gigaherz> same
L2698[23:36:01] <gigaherz> gn
L2699[23:36:03] ***
gigaherz is now known as ghz|afk
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L2702[23:47:43] <GeoDoX> shadekiller666,
feel like trying to give me a hand :P
L2703[23:51:16]
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L2704[23:51:17] <shadekiller666>
idk
L2705[23:51:25] <shadekiller666> am i
going to need that hand later?
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L2707[23:53:59] <GeoDoX> haha
L2708[23:54:02] <GeoDoX> not sure
:P
L2709[23:55:09] <shadekiller666> what is
it
L2710[23:55:34] <GeoDoX> getRaw in
FMLControlledNamespacedRegistry requires an int
"id"
L2711[23:55:48] <GeoDoX> getRaw returns a
block
L2712[23:56:19] <shadekiller666> aren't
there other ways to obtain a block out of the registry?
L2713[23:57:40] <GeoDoX> they all take in
ints?
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L2715[23:59:22] <shadekiller666> you're
trying to get a block from the game right?
L2716[23:59:59] <shadekiller666> try
calling "GameRegistry.findBlock(String modid, String
name)" instead