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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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L23[01:05:59] <Wuppy> o/
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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
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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
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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] ⇨ Joins: Matakor (~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*
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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
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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
L110[02:17:42] <Matakor> hmm, this confirms at slot 100 https://bukkit.org/threads/slot-id.187878/
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> ...
L124[02:19:39] <Zaggy1024> http://i.imgur.com/WI6GU5C.png
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
L148[02:22:31] <Cazzar> http://redditpublic.com/images/b/b2/Items_slot_number.png it's relatively static :P
L149[02:22:41] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
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
L159[02:26:33] <Cazzar> shadekiller666: http://upload.cazzar.net/u/1450427191
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?
L191[02:50:01] <luacs1998> https://github.com/ForgeEssentials/ForgeEssentials/blob/develop/src/main/java/com/forgeessentials/auth/AuthEventHandler.java this entire thing isn't fakeplayer aware
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] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
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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L207[03:06:10] MineBot sets mode: +o on LexLap
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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
L218[03:18:24] <Zaggy1024> http://i.imgur.com/KOVd4cx.png
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...
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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 >:)
L249[04:19:53] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L250[04:25:48] <sham1> HOLIDAY
L251[04:26:20] <sham1> Branches are awesome btw
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L253[04:28:50] <Rockers|AFK> Branches?
L254[04:28:55] *** Rockers|AFK is now known as Rockers
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
L259[04:29:41] <Zaggy1024> http://i.imgur.com/9618OBE.png
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
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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
L277[04:33:49] <Zaggy1024> Suck it guardians! https://dl.dropboxusercontent.com/u/30868783/ShareX/2015/12/2015-12-18_04-33-15.mp4
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
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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
L295[04:37:21] <Rockers> https://youtu.be/CfbLGKNfrrU
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
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L331[04:45:35] <sham1> So weird seeing them here even though there are some
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L346[05:22:11] <raoulvdberge> !gm Container.slotClick 1.7.10
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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
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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"
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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 :)
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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
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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] *** Mowmaster is now known as Mowmaster_Work
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
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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
L512[06:21:38] <Rockers> http://pastebin.com/eJCYxvgY
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.
L531[06:27:21] <Rockers> http://pastebin.com/TC4b2qu1
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
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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
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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
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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.
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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..
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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
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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.
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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
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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
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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
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L632[06:57:54] <Rockers> That's breakpointed' every time FMLIndexedMessageToMessageCodec, which is all the time.
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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
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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.
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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.
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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.
L708[07:36:43] <Cazzar> Time to have fun: http://upload.cazzar.net/u/1450445781
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...
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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
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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.
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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.
L746[07:49:05] <Rockers> http://bfy.tw/3Lmv
L747[07:49:41] <tmtu> all related to adobe reader
L748[07:49:50] <Rockers> :3
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L751[07:50:46] <Cazzar> Well, I'm only going by what happened to me once..
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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
L755[07:55:43] <Rockers> https://github.com/Mr-Rockers/The-Satanic-Offerings-Mod-1.8
L756[07:56:35] <Rockers> All thinks under Network Update. should have the network code.
L757[07:56:55] <Rockers> *All things are
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L759[07:57:47] <Rockers> *Zaggy1024
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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
L768[08:04:54] <Ordinastie> then I'd advise you to look at that : https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/network/IMalisisMessageHandler.java
L769[08:04:54] <tmtu> nice emojis in commits :p
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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.
L777[08:08:42] <Rockers> http://pastebin.com/eJCYxvgY
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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
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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.
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L799[08:18:27] <Rockers> Stacktrace:
L800[08:18:28] <Rockers> http://pastebin.com/UFNZDzZA
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)
L805[08:20:20] <Rockers> https://github.com/Mr-Rockers/The-Satanic-Offerings-Mod-1.8/blob/master/src/main/java/lyesoussaiden/satanicofferings/network/ModNetworkHandler.java
L806[08:20:53] <Rockers> Get's called from here:
L807[08:20:53] <Rockers> https://github.com/Mr-Rockers/The-Satanic-Offerings-Mod-1.8/blob/master/src/main/java/lyesoussaiden/satanicofferings/main/SatanicOfferingsMod.java
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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.
L812[08:44:14] <Rockers> Could it be the final here: https://github.com/Mr-Rockers/The-Satanic-Offerings-Mod-1.8/blob/master/src/main/java/lyesoussaiden/satanicofferings/network/packets/customPackets/MessageAltarLightning.java#L36
L813[08:44:24] <Rockers> that's causing the problem.
L814[08:47:22] <bspkrs> .
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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
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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.
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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 (~GildedGam@ec2-54-162-229-9.compute-1.amazonaws.com) (Remote host closed the connection)
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L882[09:27:34] ⇦ Quits: Cast0077 (~Work@24-181-178-44.dhcp.nwtn.ct.charter.com) (Read error: Connection reset by peer)
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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)
L896[09:37:08] <blood_> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/network/FMLNetworkEvent.java#L48
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 ?
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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
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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> ^^^^
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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 :(
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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
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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
L959[09:53:08] <Ordinastie> http://puu.sh/m0ejf.png
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...
L972[09:55:50] <Ordinastie> http://puu.sh/m0erg.png
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
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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.
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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.
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L1019[10:16:27] <raoulvdberge> Rockers: did it work :-D?
L1020[10:16:38] <Rockers> Just testing it out just now.
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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 :)
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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
L1039[10:23:54] <Ordinastie> maybe I should add some cheks on what block it can swap : http://puu.sh/m0fSP.jpg
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
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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
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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
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L1066[10:54:52] <sham1> Makes no sense to me
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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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L1081[11:35:53] <Ordinastie> can someone tell me what is the actual anime name they're talking about at this moment ? https://youtu.be/4WVC0Avbu3g?t=3m46s
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] ⇨ Joins: KanoCodex (~Giratina5@2604:180:0:368::bcd8)
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?
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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
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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?
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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
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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
L1151[12:04:58] <Ordinastie> OrionOnline, that's what I did : https://github.com/Ordinastie/MalisisCoreDemos/blob/1.8/source/net/malisis/demo/syncdemo/SyncTileEntity.java#L63
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
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L1194[12:28:24] <masa> except dr. manhattan
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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
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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] ⇨ Joins: Orion (~OrionOnli@ip-80-236-237-52.dsl.scarlet.be)
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
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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
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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
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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
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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
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L1373[13:34:34] <sham1> Encourages the player to actually progress to get more mana capacity
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L1375[13:35:17] <Rockers> Guys, I get bored too easily
L1376[13:35:19] <Rockers> Sources:
L1377[13:35:20] <Rockers> http://imgur.com/A5v1tpo
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
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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
L1399[13:40:32] <williewillus> many thanks to the people that do this https://i.gyazo.com/1dda09a511640565515feab984ae08fb.png so porting to states is super easy
L1400[13:40:35] <williewillus> I hate having to guess metas
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L1402[13:40:54] <McJty> Blockstates are indeed very very nice
L1403[13:41:03] <tterrag> http://puu.sh/m0rpE.jpg
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
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L1417[13:43:28] MineBot sets mode: +o on LexDesktop
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L1424[14:03:06] <Rockers> http://imgur.com/gallery/kWkivbb
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L1426[14:04:27] <sham1> hah
L1427[14:05:01] <Rockers> http://i.imgur.com/0JM8ji3.jpg
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
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L1434[14:08:55] <masa> bleh, my generics knowledge is severely lacking...
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L1436[14:09:18] <masa> how would I fix these warnings, without using SuppressWarnings http://puu.sh/m0t6V/a55318752e.png ?
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
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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
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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
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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...
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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
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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
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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.
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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
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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
L1585[15:04:43] <karlthepagan> http://blog.codeleak.pl/2013/11/how-to-propertysource-annotations-in.html
L1586[15:05:36] <karlthepagan> the class methods to retrieve the annotation doesn't exist in java 7 and there's no proxy :(
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L1588[15:06:22] <diesieben07> karlthepagan, you can just use getAnnotation on the Container annotation
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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
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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?
L1650[16:40:50] <diesieben07> https://en.wikipedia.org/wiki/Analytic_geometry
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
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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
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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?
L1835[17:34:45] <smbarbour> This is a good description of how it works: http://users.wfu.edu/matthews/misc/switches/4WayAnimation.html
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?
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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
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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
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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
L1938[19:06:01] *** AbrarSyed is now known as Abrar|gone
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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L1946[19:08:34] <blood_> williewillus: https://github.com/flow/math
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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L1953[19:13:25] <blood_> https://github.com/flow/math/tree/develop/target/generated-sources/template/com/flowpowered/math/vector
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)
L1982[19:43:16] <williewillus> http://pastebin.com/VKHFQdLM
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?
L2024[19:54:09] <Rockers> http://www.mvps.org/directx/articles/catmull/
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
L2041[20:09:39] <Rockers> https://en.wikipedia.org/wiki/Centripetal_Catmull%E2%80%93Rom_spline
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?
L2050[20:39:09] <williewillus> everything about vector math lol, not good at it. made a forum post http://www.minecraftforge.net/forum/index.php/topic,35559.0.html
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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L2070[20:48:48] <shadekiller666> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java#L802-L826
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
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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?
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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
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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
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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"
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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?
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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
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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
L2151[21:19:31] <williewillus> shadekiller666: I have this right now http://pastebin.com/Guz4UaGa and the arrows are just disappearing when entering homing range
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
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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] ⇦ Quits: SandGrainOne (~Terje@cm-84.210.171.146.getinternet.no) (Read error: Connection reset by peer)
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
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L2197[21:36:07] <williewillus> GeoDoX: try something like http://stackoverflow.com/a/4129754
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
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L2206[21:45:50] <ZaggyMobile2> Death star go asplodey
L2207[21:46:34] <GeoDoX> got it
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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
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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
L2268[21:58:10] <GeoDoX> http://hastebin.com/sacuvedahu.php
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
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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)
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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
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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?
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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
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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
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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] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 190 seconds)
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
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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
L2354[22:30:00] <shadekiller666> http://www.decidethefuture.org/
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
L2360[22:30:46] <AbrarSyed> GeoDoX, https://docs.gradle.org/current/userguide/dependency_management.html#sub:project_dependencies
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] ⇦ Quits: Lathanael|Away (~Lathanael@p54960095.dip0.t-ipconnect.de) (Ping timeout: 206 seconds)
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> ...
L2376[22:39:24] <GeoDoX> AbrarSyed, http://hastebin.com/eriwazajay.pl
L2377[22:39:34] <shadekiller666> not "every", in fact, most don't agree
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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
L2382[22:40:17] <AbrarSyed> GeoDoX, https://docs.gradle.org/current/userguide/dependency_management.html#sub:exclude_transitive_dependencies
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
L2392[22:41:33] <GeoDoX> http://hastebin.com/usoyumofis.pl AbrarSyed
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
L2448[22:50:30] <gigaherz> http://static.guim.co.uk/sys-images/Guardian/Pix/maps_and_graphs/2008/12/05/06.13.08.globalairtemp.gif
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
L2460[22:54:48] <shadekiller666> you know that thing in paris.. well there was a senate hearing that happened on the same day: https://www.youtube.com/watch?time_continue=42&v=bTM13sI2BFQ
L2461[22:55:00] <shadekiller666> https://www.youtube.com/watch?v=Oh6zDbWMuP0
L2462[22:55:19] ⇦ Quits: Brokkoli (~Brokkoli@f054022088.adsl.alicedsl.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L2463[22:55:38] <shadekiller666> hears the full hearing if you're interested in hearing my side of the argument: https://www.youtube.com/watch?v=5KVTmo2Vxnk
L2464[22:55:57] <gigaherz> why do you think it's not a thing?
L2465[22:55:57] <GeoDoX> AbrarSyed, http://hastebin.com/nariqudofo.coffee log
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
L2479[22:57:21] <GeoDoX> AbrarSyed, http://hastebin.com/uxapekokos.coffee
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
L2489[22:58:48] <gigaherz> https://www2.ucar.edu/sites/default/files/news/2014/201301-201312.png
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] ⇦ Quits: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Ping timeout: 206 seconds)
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
L2533[23:03:56] <williewillus> https://github.com/williewillus/SAOUI/blob/master/src/main/java/com/tencao/saoui/SAOMod.java#L241
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] ⇦ Quits: Zorn_Taov (~Greenfox@c-67-164-28-138.hsd1.ca.comcast.net) (Ping timeout: 190 seconds)
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] ⇦ Quits: vsg1990 (~vsg1990@cpe-67-241-148-119.buffalo.res.rr.com) (Quit: Leaving)
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
L2615[23:20:22] <GeoDoX> williewillus, http://hastebin.com/xuqidogeya.avrasm
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
L2626[23:21:30] <GeoDoX> williewillus, http://hastebin.com/radoqiweco.avrasm
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] ⇦ Quits: foxy (~gravityfo@cpe-23-242-168-28.socal.res.rr.com) (Ping timeout: 206 seconds)
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] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 195 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] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
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
L2700[23:42:25] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2701[23:44:46] ⇦ Quits: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net) (Read error: Connection reset by peer)
L2702[23:47:43] <GeoDoX> shadekiller666, feel like trying to give me a hand :P
L2703[23:51:16] ⇦ Quits: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 190 seconds)
L2704[23:51:17] <shadekiller666> idk
L2705[23:51:25] <shadekiller666> am i going to need that hand later?
L2706[23:53:22] ⇦ Quits: PBlock96 (~PBlock96@64.53.13.230) (Quit: Man who run behind car get exhausted)
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?
L2714[23:58:54] ⇨ Joins: Cypher121 (~Thunderbi@c-73-158-248-128.hsd1.ca.comcast.net)
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
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