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L14[00:45:15] <sdtr443w> This is more a
general thing, but if you wanted to regenerate an overworld with a
new terrain generator, how could you do it? Deleting the region
folder doesn't seem to be enough.
L15[00:45:46] <sdtr443w> I see some stuff
in level.dat.
L16[00:46:01] <sdtr443w> Is there a
programmatic call I could do to do all this?
L17[00:46:23] <Lord_Ralex> the generator
uses the seed
L18[00:46:27] <Lord_Ralex> which is stored
in the level.dat
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L23[01:01:23] <sdtr443w> Is there any
shenanigans I can do to pry out pry out private variables from
parent classes? There are some fields I want to get out of the
regular Minecraft GUI.
L24[01:01:41] <killjoy> sdtr443w,
reflection
L25[01:01:43] <sdtr443w> Well, I know I can
do reflection shenanigans, but does Forge have anything special for
that
L26[01:01:52] <killjoy>
ReflectionHelper
L27[01:01:54] <sdtr443w> Aww responded
before I could clarify :p
L28[01:02:02] <sdtr443w> Oh okay then there
actually is something.
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L30[01:02:41] <killjoy> it's just
ReflectionHelper.getValue(Parent.class, this,
"field_xxxxxx_y", "someField")
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L40[01:28:27] <McJty> I have a question
about tesselerator.setBrightness(240) from 1.7.10. What's the
equivalent in 1.8.8?
L41[01:29:12] <fry> .lightmap(0, 240)
probably
L42[01:29:23] <fry> for each vertex
L43[01:29:37] <McJty> Ok, let me try
that
L44[01:29:56] <McJty> Before or after
adding the vertex?
L45[01:30:04] <fry> during
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L49[01:32:13] <fry> uv mapping?
L50[01:32:30] <McJty> yes, instead of going
from 0,0-1,1 on the given texture go from some other uv
coordinates
L51[01:32:33] <McJty> For that face
L52[01:33:23] <fry> "uv": [u1,
v1, u2, v2]
L53[01:33:33] <McJty> nice!
L54[01:33:41] <fry> from 0 to 16
L55[01:35:35] <Zaggy1024> don't just use
ReflectionHelper.getValue, unless you only access the field once
:P
L56[01:35:49] <McJty> Nice. The lightmap
thing works
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L60[01:41:27] <sdtr443w> Zappy1024 what's
up with that?
L61[01:41:54] <Zaggy1024> finding the field
is slow
L62[01:42:10] <Zaggy1024> so you want to
store the Field to get the value more efficiently
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L64[01:43:02] <sdtr443w> Oh okay I wanted
to check if it was a functional thing.
L65[01:43:12] <sdtr443w> I'm just
intercepting fields in the world creation GUI for a one-shot
thing
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L67[01:43:22] <sdtr443w> McJty: Rocko here.
I'm butchering Lockdown right now. :p
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L71[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151223 mappings to Forge Maven.
L72[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151223-1.8.8.zip
(mappings = "snapshot_20151223" in build.gradle).
L73[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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L78[02:13:23] <Mowmaster> What the max meta
size? Isnt it like 2k or something?
L79[02:14:25] <TehNut> For items?
L80[02:15:00] <Mowmaster> Do blocks still
cap at 15?
L81[02:15:08] <TehNut> 0-15, yes
L82[02:16:05] <Mowmaster> Hmm.. now to
think up some math so that growth is faster 0-4 and slower
4-15...
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L99[02:50:58] <Flavorlock> I'm having an
issue where the server is crashing when trying to load my mod. This
only started happening after shading in dependencies with gradle.
The jar structure looks as it should be and I can see that the
class is there. Here is the crash report I'm getting.
http://pastebin.com/gdT5iL0z Would appreciate any
help.
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L102[02:58:43] <Mowmaster> Would it be
possible to make a block/tile entity that can be mined multiple
times, each time you mine it its meta goes down by 4 untill theres
none left.
L103[02:59:17] <Mowmaster> Or is it once
you mine a block its gone kinda thing?
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L106[03:01:37] <Mowmaster> Did you update
your forge recently flavor?
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L108[03:03:31] <Flavorlock> the mod is
being aimed at 1.7.2 as we haven't updated the Enjin plugin since
1.6.x mc but want to provide all major versions between.
L109[03:05:05] <Mowmaster> Ah.
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L111[03:06:34] <Flavorlock> yeah,
definitely a pain, but since we have a wide userbase it's kinda
necessary sadly
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L120[03:14:29] <tterrag> fry: why is my
day 8 broken :( package tterrag.advent2015;
L121[03:14:29] <tterrag> import
java.io.IOException;
L122[03:14:29] <tterrag> import
java.nio.file.Files;
L123[03:14:29] <tterrag> import
java.nio.file.Paths;
L124[03:14:30] <tterrag> import
java.util.List;
L125[03:14:31] <tterrag> import
java.util.regex.Matcher;
L126[03:14:32] <tterrag> import
java.util.regex.Pattern;
L127[03:14:34] <tterrag> import
java.util.stream.Collectors;
L128[03:14:36] <tterrag> public class Day8
{
L129[03:14:38] <tterrag> private static
Pattern hexPattern =
Pattern.compile("\\\\x([0-9a-f]{2})");
L130[03:14:40] ***
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L131[03:14:51]
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L132[03:14:52] <tterrag> Matcher m =
hexPattern.matcher(s);
L133[03:14:54] <tterrag> while (m.find())
{
L134[03:14:56] <tterrag> String found =
m.group();
L135[03:14:58] <tterrag> char c = (char)
Integer.parseInt(m.group(1), 16);
L136[03:14:59] ***
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L137[03:15:10]
⇨ Joins: tterrag (~tterrag@tterrag.com)
L138[03:15:12] <tterrag> }
L139[03:15:14] <tterrag> }
L140[03:15:16] <tterrag> OH GOD
L141[03:15:24] <fry> here we go
L142[03:15:27] <illy> hahaha
L143[03:15:32] <TehNut> tterrag: pls
L144[03:15:40] <TehNut> y u do dis
L145[03:15:43] <fry> TehNut: go into your
client settings, and disable this right now
L146[03:16:00] <TehNut> wrong t name
:p
L147[03:16:07] <fry> *tterrag :P
L148[03:16:57] <tterrag> sorry :(
L149[03:17:01] <tterrag> it probably all
went to my ZNC
L150[03:17:03] <tterrag> fry: I don't
think it's my client
L151[03:17:08] <tterrag> it probably went
straight to my ZNC, which has autorejoin
L152[03:17:19] <tterrag> at least...it was
a pretty short class?
L153[03:17:25] <fry> does znc do
line-by-line paste?
L154[03:17:38] <fry> and did your client
show instant paste?
L155[03:17:44] <fry> and is your client
hexchat? :P
L156[03:17:46] <tterrag> yes, my client
showed it instantly
L157[03:17:48] <tterrag> and no
L158[03:17:59] <fry> it happened
line-by-line slowly here
L160[03:18:26] <tterrag> I'm not sure
where that comes into play, whether it's my client or ZNC doing the
throttling
L162[03:18:52] <tterrag> seems like even
while I was kicked it was sending the lines
L164[03:19:00] <tterrag> which my client
wouldn't do...so definitely on the ZNC end
L165[03:19:10] <fry> kicking dropped some
lines
L166[03:19:22] <tterrag> well...
L167[03:19:24] <fry> configure the znc
then :P
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L170[03:19:34] <tterrag> yeah I'm looking
through settings now
L171[03:19:40] <fry> or make the client
ask before pasting multiple lines :P
L172[03:19:52] <tterrag> not sure if I can
do that
L173[03:21:29] <fry> anyway, you need to
process \\ before \"
L174[03:21:34] <fry> since \\" is
possible
L175[03:21:43] <tterrag> is it?
L177[03:22:04] <tterrag> and that would be
\" which would be "
L178[03:22:06] <tterrag> right?
L179[03:22:10] <fry> nope
L180[03:22:20] <tterrag> there can't be
unescaped quotes though
L181[03:22:30] <fry> encoding only applies
once
L182[03:22:37] <fry> ah, hmm
L183[03:22:45] <tterrag> you are right
though
L184[03:22:49] <tterrag> there are
\\" in the input
L185[03:22:57] <tterrag> actually no ther
eisn't
L186[03:22:58] <tterrag> only
\\\"
L187[03:23:08] <fry> yup, indeed no
\\"
L188[03:23:23] <tterrag> so there should
be no problem with replacing \" first
L189[03:24:01] <tterrag> I've run the
debugger and it seems to work fine
L190[03:24:11] <fry> another problem is
\\x
L191[03:24:19] <fry> since you'll get \x
first
L192[03:24:30] <fry> and that'll be parsed
by the hexPattern
L193[03:24:36] <fry> and it shouldn't
be
L194[03:24:43] <tterrag> hmm
L195[03:24:44] <tterrag> right
L196[03:24:49] <tterrag> so I should do
the regex first
L197[03:25:00] <tterrag> or
L198[03:25:00] <tterrag> no
L199[03:25:03] <fry> nope :P
L200[03:25:23] <fry> \\x won't be parsed
right in that case either
L201[03:25:27] <tterrag> yeah
L202[03:25:35] <tterrag> so I need to keep
track of literal and escaped values
L203[03:25:38] <tterrag> somehow...
L205[03:25:45] <tterrag> well
L206[03:25:50] <tterrag> the code only
cares about LENGTH
L207[03:25:55] <fry> true
L208[03:25:55] <tterrag> so I could
replace \\ with...something random
L209[03:26:00] <fry> exactly :P
L210[03:26:06] <fry> goto char is $
:P
L211[03:26:18] <fry> traditionally, in
string problems :P
L212[03:26:30] <fry> and, it's not in the
input :P
L213[03:26:46] <tterrag> woo
L214[03:26:49] <tterrag> that fixed
it
L215[03:26:52] <tterrag> I was a whole 3
characters high
L216[03:26:56] <fry> you need to escape in
in the replace method though, usually
L217[03:27:09] <fry> since $0 is a
backreference, I think
L218[03:27:16] <tterrag> aaaand of course
part two ruins that idea
L219[03:27:22]
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L220[03:27:23] <tterrag> unless I now
parse for my replacement characters
L221[03:27:39] <tterrag> or I could
reverse-substitute
L222[03:27:42] <fry> read part 2 carefully
:P
L223[03:27:57] <tterrag> oh...
L224[03:28:07] <tterrag> oh no...
L225[03:28:31] <fry> rule 1: read the text
carefully
L226[03:28:47] <tterrag> to be honest I
hadn't even finished reading it
L227[03:29:19] <fry> rule 2: don't think
about the solution before you understand the problem :P
L228[03:30:28] ***
tterrag is now known as tterrag|ZZZzzz
L229[03:30:32] <tterrag|ZZZzzz> yikes,
getting late
L230[03:30:45] <tterrag|ZZZzzz> will
figure out part 2 tomorrow...
L231[03:31:31] <tmtu> figure out
what?
L233[03:32:24] ***
illy is now known as illy[Zzz]
L234[03:32:35] <tmtu> ooo, i'm probably
too late though
L235[03:33:02] <fry> 2 more days :P
L236[03:33:12] *
fry did everything in 2 days, so it's possible :P
L237[03:33:20] <tterrag|ZZZzzz> I don't
think it'll all disappear after xmas
L238[03:33:26] <tterrag|ZZZzzz> at least I
hope not :(
L239[03:33:32] <tterrag|ZZZzzz> going to
be busy after tomorrow
L240[03:33:34] <fry> yup, will still be
there
L241[03:35:42] <tterrag|ZZZzzz> here's all
my solutions thus far :P
L242[03:35:44] <tterrag|ZZZzzz>
(spoilers)
L244[03:36:31] <tterrag|ZZZzzz> I think a
26 line solution is pretty good for java+regex :P
L245[03:36:36] <tterrag|ZZZzzz> for
day8p1
L247[03:36:41] <tterrag|ZZZzzz> sorry, not
26
L248[03:36:44] <tterrag|ZZZzzz> 16
L249[03:36:53] <McJty> fry, is it possible
to avoid having 9 different json's and pass the texture as a
parameter from code?
L250[03:36:55] <tmtu> is there a language
requirement?
L251[03:36:58] <McJty> i.e. the
layer0
L252[03:37:02] <tterrag|ZZZzzz> (minus
imports and blank lines)
L253[03:37:05] <fry> McJty: not sure
L254[03:37:07] <tterrag|ZZZzzz> tmtu: no,
you could do it on paper if you wanted ;)
L255[03:37:14] <tterrag|ZZZzzz> do not
recommend
L256[03:37:43] <tmtu> PHP!
L257[03:37:45] <fry> tmtu: you're given
the text file input, the output is a number
L258[03:38:05] <tterrag|ZZZzzz> fry: how
long was your day 8 :P
L259[03:38:12] <tterrag|ZZZzzz> I assume
you did them all in scala?
L260[03:38:21] <fry> in terms of lines?
:P
L261[03:38:25] <tterrag|ZZZzzz> sure
L262[03:38:38] ***
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L263[03:38:44] <tterrag|ZZZzzz> I'm doing
thing partly because it's fun and also partly because I want to
abuse java 8 stuff
L264[03:38:55] <tterrag|ZZZzzz> which
involves a lot of one liners :P
L266[03:39:00] <tterrag|ZZZzzz> anyways, I
really should get to bed now
L267[03:39:14] <tterrag|ZZZzzz> oh, you
cheated
L268[03:39:15] <fry> it's a true 1-liner
:P
L269[03:39:24] <fry> I didn't cheat!
:P
L270[03:39:42] <tterrag|ZZZzzz> ok, well
you creatively side-stepped the spirit of the question :P
L271[03:39:54] <fry> in what way? :P
L272[03:40:07] <fry> you did the same
thing anyway :P
L273[03:40:14] <tterrag|ZZZzzz> one would
assume that santa wants to know WHAT character \x.. escapes
to
L274[03:40:23] <tterrag|ZZZzzz> fry: yes,
but I could theoretically reverse substitute
L275[03:40:29] <tterrag|ZZZzzz> by simply
changing one of the substitution chars
L276[03:40:33] <fry> nothing about that in
the question :P
L277[03:40:33] <tterrag|ZZZzzz> you...not
so much
L278[03:40:35] <tterrag|ZZZzzz> you've
lost that info
L279[03:41:26] <fry> I can do more
creative replacement using ~15 more characters, and do \x
correctly, but what for? :P
L280[03:41:26] <tterrag|ZZZzzz> anyways,
seriously, bed
L282[03:41:52] <tterrag|ZZZzzz> maybe I
was too focused on properly using regex (a thing I don't get to do
often)
L283[03:41:53] <tterrag|ZZZzzz> :D
L285[03:43:51] ***
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L286[03:44:02] <tmtu> hm, are you supposed
to read from file or stdin
L287[03:44:13]
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L288[03:44:17] <fry> whatever you
want
L289[03:44:23] <tmtu> mwuaha
L290[03:44:24] <fry> you get the file in
the browser :P
L291[03:44:49] <fry> you can copy it as a
string in the source code, if you're crazy enough :P
L292[03:49:34] <McJty> Hmm, refresh my
memory. How could you make a model for an item that is selected
based on NBT instead of damage?
L293[03:49:46] <McJty> I know
ModelLoader.setCustomModelResourceLocation() for doing it with
damage. But what do I do for NBT?
L294[03:50:32] <sham1> fry, and then you
could use that triple-quote thing to have it all work out
L295[03:50:36] <fry>
setCustomMeshDefinition
L296[03:50:54] <fry> sham1: I do use it
already :P
L297[03:50:54] <McJty> ah thanks
L298[03:51:02] <sham1> :P
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L305[04:10:03] <ZaggyMobile2> McJty,
remember that ModelResourceLocations can point to block states
jsons, so that's how you can lessen the amount of item jsons
:)
L306[04:10:28] <McJty> ZaggyMobile2, also
for items?
L307[04:10:33] <ZaggyMobile2> Yeah
L308[04:11:00] <McJty> But still how would
I pass along the texture name from code to that json?
L309[04:11:15] <ZaggyMobile2> Although I
guess I'm not sure if addVariantName is necessary for that
L310[04:11:24] <McJty> Or I could define
variants. Hmm
L311[04:11:31] <ZaggyMobile2> Hm? Do you
really need to pass it from code?
L312[04:11:59] <McJty> Well the texture to
use is decided based on NBT stored in the item
L313[04:12:08] <McJty> So somehow I need
to communicate that to the json
L314[04:12:15] <ZaggyMobile2> According to
me, code shouldn't know anything about texture locations :P
L315[04:12:42] <ZaggyMobile2> Except in
special cases where it's absolutely necessary (say this
point)
L316[04:12:45] <McJty> I have 9 textures
called: chargedPorterItemL0 to L8
L317[04:12:54] <McJty> Now I also need 9
jsons for each of these
L318[04:12:58] <McJty> That's what I'd
like to minimize
L319[04:13:12] <ZaggyMobile2> Use a forge
block states json
L320[04:13:52] <McJty> And how do I pass
the right variant then depending on NBT?
L321[04:14:09] <ZaggyMobile2> You can use
the model builtin/generated and replace the layer textures
L322[04:14:11] <ZaggyMobile2> Um
L323[04:14:23] <ZaggyMobile2> Change the
model resource location
L324[04:14:34] <McJty> Ok, but then I need
the 9 jsons again.
L325[04:14:38] <ZaggyMobile2> The variant
string
L326[04:14:38] <McJty> Which I already
have :-)
L327[04:14:42] <ZaggyMobile2> No you
don't
L328[04:14:52] <McJty> Now the variant
string contains 'inventory'
L329[04:15:00] <McJty> Can I put more then
one variant in there?
L330[04:15:08] <ZaggyMobile2> It doesn't
have to point to that
L331[04:15:28] <ZaggyMobile2> That's what
i mean by pointing to block states
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L333[04:16:02] <ZaggyMobile2> You can make
the variant string whatever you need it to be
L334[04:16:07] <McJty> ok, let me try
this
L335[04:16:08] <Wuppy> so what do you guys
think of the steam sale?
L336[04:16:18]
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L337[04:17:20] <McJty> ZaggyMobile2, I
guess that blockstate json has to be put in 'item' right?
L338[04:17:21] <ZaggyMobile2> Haven't
looked :P
L339[04:17:27] <ZaggyMobile2> No
L340[04:17:37] <Wuppy> yesterday the
servers were too bad and now I'm watching a shitty christmas movie
xD
L341[04:17:38] <ZaggyMobile2> It has to be
in blockstates
L342[04:17:47] <McJty> ZaggyMobile2, so
how does it know that it needs to get it from there?
L343[04:17:55] <McJty> ZaggyMobile2,
because the resource location doesn't contain the path
L344[04:17:56] <Wuppy> one where santa
starts killing everybody :P
L345[04:18:08] <ZaggyMobile2> Because
that's how fry set it up
L346[04:18:27] <ZaggyMobile2> It looks in
block states and then items
L347[04:18:30] <McJty> ah
L348[04:19:05] <ZaggyMobile2> Kind of hack
imo, but the only option till item states (1.9 from what I've
heard)
L349[04:19:19] <McJty> ZaggyMobile2, ok,
trying now
L350[04:19:45] <ZaggyMobile2> Jeez, you
don't need to ping me when nobody else is talking :/
L351[04:19:57] <McJty> sorry, it is a
(bad) habbit
L352[04:19:59] <raoulvdberge> basic - X -
advanced. what would the middle tier be?
L353[04:20:01] <McJty> Find it hard to
break it :-)
L354[04:20:37] <ZaggyMobile2>
Improved?
L355[04:20:48] ⇦
Parts: Firedingo|Studying (~Firedingo@175.45.146.223)
())
L356[04:20:53] <fry> intermediate
L357[04:20:53] <raoulvdberge> improved is
OK, thanks
L358[04:20:56] <Wuppy> lol this movie is
so good xD
L359[04:21:02] <raoulvdberge> I like
intermediate more. nvm
L360[04:21:02] <Wuppy> watch Santa's
Slay
L361[04:21:10] <Wuppy> it's pretty bad but
also hilarious
L362[04:21:12] <ZaggyMobile2> For an
item?
L363[04:21:34] <raoulvdberge> yes.
L364[04:21:45] <ZaggyMobile2> I feel like
improved fits an item better, but to each their own :P
L365[04:22:10] <ZaggyMobile2> Although I'm
thinking of Fallout mostly
L366[04:22:16] <raoulvdberge> hmm you
might be right :P naming things really is hard
L367[04:22:37] <ZaggyMobile2> Just go with
what sounds right for your item
L368[04:22:56] <ZaggyMobile2> Don't let me
stop you :)
L369[04:23:36] <raoulvdberge> haha
L371[04:24:53] <fry> it's not PHP, so no
:P
L372[04:25:01] ⇦
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L374[04:27:57] <McJty> No errors in the
log
L376[04:29:57] <ZaggyMobile2> Fry, does he
need to call something else like addVariantName?
L377[04:30:06] <fry> probably
L378[04:30:27] <fry> but addVariantName
won't work for anything not ending with "inventory"
presently, I think
L379[04:30:48] <ZaggyMobile2> Hm, i
figured out might not like that..
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L381[04:31:40] <ZaggyMobile2> So I guess
it has to have a block to work?
L382[04:32:01] <ZaggyMobile2> A block that
maps to those variants, perhaps?
L383[04:32:14] <ZaggyMobile2> That's quite
a pain if so :P
L384[04:32:37] <fry> need to probably
patch addVariantName
L385[04:32:49] <fry> might be useful
:P
L386[04:35:24] <McJty> So for now I'll
stick with my 9 jsons then ;-)
L387[04:36:38] <ZaggyMobile2> Item states
and Mojang's implementation of multimodels will be nice
L388[04:36:54] <ZaggyMobile2> Hopefully
them this mess can be cleaned up properly
L389[04:37:47] <ZaggyMobile2> I almost
wish they hadn't changed over till they finished item states
L390[04:38:04] <ZaggyMobile2> And
especially multimodels
L391[04:39:06] <Mowmaster> So for 1.8 do
you make a model then map the color/shaders then apply color over
top?
L392[04:40:30] <Mowmaster> (I haven't
actually looked into the nee stuff yet, just brainstorming
atm)
L393[04:42:36] <Pennyw95> Guys, can you
see something wrong with this code?
L395[04:43:36] <ZaggyMobile2> Did casting
straight to bytes work?
L396[04:43:42] <ZaggyMobile2> *does
L397[04:43:52] <ZaggyMobile2> Never tried
that myself
L398[04:44:07] <Pennyw95> well, sham1 said
it was ok yesterday
L399[04:44:15] <Pennyw95> However it
doesn't work lol
L400[04:44:30] <ZaggyMobile2> Asking
whether something is wrong isn't very helpful though
L401[04:44:37] <ZaggyMobile2> Need to know
what's wrong
L402[04:45:10] <Pennyw95> The point is,
instead of LAVA there could be any fluid, and other mods' fluids
sometimes use vanilla texture and change the color. Thaumcraft's
purifying fluid uses water_still.png and then overrides
getColor
L403[04:45:26] <ZaggyMobile2>
Sure...
L404[04:45:48] <Pennyw95> Without
GL11.glColor4b I only get water_still so I need to bitshift the
integer of getColor() and apply the rgb
L405[04:46:05] <Pennyw95> At least that's
the theory, but when I add that the fluid becomes black
L406[04:46:09] <ZaggyMobile2> Well you
should use glstatemanager
L407[04:46:25] <ZaggyMobile2> Shouldn't
fix it but still
L408[04:46:43] <Wuppy> I wonder if Bloons
TD5 is worth 7 euros...
L409[04:46:54] <ZaggyMobile2> Also debug
it and find out what the color actually is
L410[04:47:03] <ZaggyMobile2> I must
sleep
L411[04:47:06] ⇦
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L412[04:47:18] <Pennyw95> I use it for all
other functions but GLStateManager doesn't have Color4b,
unfortunataely
L413[04:47:22] <Mowmaster> Psh sleep isn't
for programmers
L414[04:47:34] <ZaggyMobile2> You should
be able to pass the straight integer
L415[04:47:44] <ZaggyMobile2> To
glstatemanager
L416[04:47:57] <ZaggyMobile2> I think
there's a function
L417[04:47:59] <McJty> zaggy, no
L418[04:48:05] <McJty> At least not that I
can see
L419[04:48:21] <McJty> Pennyw95,
nevertheless you should still use GLStateManager though.
L420[04:48:31] <ZaggyMobile2> And color4b
is the same as color or whatever, with integers
L421[04:48:31] <McJty> Pennyw95, just
translate it to whatever is supported by that
L422[04:48:46] <Wuppy> wow, I'm impressed
that humble bundle cant even make a good bundle when working with
Square Enix anymore.....
L423[04:50:10] <Pennyw95>
GlStateManager.color() takes floats...whatever
L424[04:50:19] <ZaggyMobile2> Oh i guess i
was thinking of worldrenderer for those interested w
Functions
L425[04:50:28] <ZaggyMobile2> *integer
functions
L426[04:50:45] <ZaggyMobile2> Penny,
divide be 255
L427[04:51:07] <ZaggyMobile2> Make sure
it's dividing them as floats
L429[04:51:29] <Pennyw95> I've removed the
(byte) casts to the variables so they are ints now
L430[04:51:52] <Pennyw95> should I cast
them to floats before passing them to
color(float,float,float,float)?
L432[04:52:05] <ZaggyMobile2> Then you
need to do &255 or 0xFF
L433[04:52:22] <tmtu> Pennyw95: don't use
glColor4b
L434[04:52:28] <ZaggyMobile2> To truncate
the color to 255
L435[04:52:57] <ZaggyMobile2> Penny no
don't cast to float...
L436[04:53:04] <ZaggyMobile2> Divide by
255
L437[04:53:32] <ZaggyMobile2> The floats
are 0-1, the ints/bytes are 0-255
L438[04:53:54] <Pennyw95> like int green =
(b >> 8)&255?
L439[04:54:00] <ZaggyMobile2> Yes
L440[04:54:02] <Pennyw95> oh, that was
stupid, sure
L441[04:54:15] <ZaggyMobile2> I must
really sleep now
L442[04:54:26] <ZaggyMobile2> Use debugger
:P
L443[04:54:26] <Pennyw95> sorry but I'm
not very familiar with bit ops
L444[04:54:32] <Pennyw95> sure
L445[04:56:20] <Pennyw95> so if I got it
right: with bitshifts I get a portion of the color value, and it's
an Int
L446[04:56:51] <Pennyw95> then, I add
&255 and it's an AND operation, no?
L447[04:57:12] <Pennyw95> like, it
compares the variable to 255 and uses the AND logic to apply 0 or
1?
L448[04:58:15] <McJty> &255 basically
clears all bits except the 8 lowest (or highest depending on
perspecive/architecture)
L449[04:59:48] <Pennyw95> Yes, it's
working ! :D
L450[04:59:52] <Pennyw95> thanks!
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L454[05:02:10] <tmtu> fry: what does
"slack" mean in advent 2 x_x?
L455[05:02:50] <fry> little extra
paper
L456[05:03:38] ⇦
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L457[05:05:36] <Pennyw95> no wait...it's
not actually working
L458[05:07:03] <Pennyw95>
GLStatemanager.color() takes 4 floats which are Red, Green, Blue,
Alpha, correct?
L459[05:07:26] <Wuppy> ugh organising your
wishlist is so much work
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L463[05:34:48] <theresajayne> Was just
having a thought about Tick Threading,
L464[05:35:08] <theresajayne> The biggest
problem is getting some of the back end processing done in
TEs
L465[05:36:19] <theresajayne> so if you
had a queue for updating the world, but multi threaded the tasks in
each tick, would there be many issues there (all chunk updates
would be done in order based on queue entry) or would that cause
problems?
L466[05:37:18] <sham1> in 1.8 you can
queue runnables with either WorldServer or Minecraft depending on
your side
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L469[05:46:11] <Pennyw95> Should't those
be valid RGBA args for
GlStateManager.color(float,float,float,float)? 170.0 204.0 255.0
119.0
L470[05:47:00] <fry|sleep> try dividing by
255
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L472[05:47:25] <Cazzar> Pennyw95: it's 0
-> 1
L473[05:47:43] <Cazzar> So, if you are
converting from hex (0->FF) you would divide by 255
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L475[05:48:06] <Wuppy> ugh I wish it was
still fun to collect steam holiday cards
L476[05:48:13] <Wuppy> it's annoying now
:<
L477[05:48:23] <Wuppy> not even like
"meh" but actually stupid
L478[05:49:13] <Wuppy> especially when 90%
of the games showing up are either early access, minecraft ripoffs
or both :|
L479[05:50:09] <Pennyw95> float green
(fluid.getColor() >> 8)&0xFF?
L480[05:50:09] <Pennyw95> float
green=*
L481[05:50:10] <Wuppy> yeah... sure steam,
I think I'll be interested in a Mostly Negative game :<
L482[05:50:12] <Wuppy> da hell
L483[05:50:38] <Pennyw95> or maybe
directly / 255? this would make for a % value
L484[05:51:07] <Wuppy> so how many times
do I have to clikc Not Interested before the algorithm stops
selecting Early Access games?
L485[05:51:35] <Wuppy> or is the alogrithm
more of a: pick random game type
L486[05:51:57] <McJty> Hmm. If I do:
world.setBlockState(pos, state.withProperty(direction, newFacing),
2);
L487[05:51:58] <McJty> then the tile
entity of that block is set (state is from
world.getBlockState(pos))
L488[05:52:08] <McJty> How can I change
the state without clearing the rest?
L489[05:52:14] <McJty> reset I mean
L491[05:54:27] ⇦
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L494[05:55:29] <Wuppy> I wonder how long
it'll take for steam sales to loose all of their popularity if they
continue like this
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L496[05:57:07] <McJty> In 1.7.10 I would
simply change the meta but it seems that in 1.8.8 you have to do
more to actually ensure the TE is not cleared :-)
L497[05:57:10] <McJty> Nobody knows?
L498[05:58:01] <SomeGuyInATree> So on my
server, I randomly get 0's logged in my ssh console.. Not time
stamp, or warning level, literally just a 0 on a line. It doesn't
show in dml-latest or latest logs either.. Any ideas on figuring
out what may be the culprit?
L499[05:59:25] <Lunatrius>
<Pennyw95> float green (fluid.getColor() >>
8)&0xFF? << could've just left it an an int
L500[05:59:29] <Lunatrius> as*
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L506[06:33:25] <McJty> So how can one
change the blockstate of a block in the world without destroying
the tile entity?
L507[06:33:38] <sham1> shouldRefresh
L508[06:33:55] <McJty> Where is
that?
L509[06:34:02] <sham1> The tile entity
class
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L511[06:34:54] <McJty> ok thanks
L512[06:35:26] <sham1> return false if you
do not want the te to be renewed
L513[06:35:48] <sham1> I usually return
true only if the difference in the blockstates is in the block
itself aka it gets replaced
L514[06:36:16] <McJty> I would expect that
if the block is replaced a new tile entity is automatically created
(provided the new block uses a different class of TE)?
L515[06:37:18] <McJty> But better be safe
then sorry so I'll add a test for that
L516[06:38:02] <sham1> well if it gets
replaced it can get replaced by air
L517[06:38:18] <sham1> if you just make it
always return false the te never gets deleted AFAIK
L518[06:38:21] <McJty> Doesn't
world.setBlockToAir() automatically remove any TE at that spot as
well?
L519[06:38:22] ⇦
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L520[06:39:15] <McJty> Hmm apparently
not
L521[06:39:19] <McJty> That's potentially
dangerous
L522[06:39:22] <sham1> not if
shouldRefresh returns false
L523[06:39:23] <sham1> Ye
L524[06:39:35] <sham1> It even says it in
the javadoc of shouldRefresh
L525[06:40:36] <McJty> yes but I still
find this surprising behaviour. I cannot think of any reason why
you would want to keep a TE if the new block that is put there
doesn't have a TE or has another class of TE
L526[06:41:11] <sham1> if that new block
is compatible with the TE
L527[06:41:24] <sham1> That is far-fetched
yes
L528[06:42:33] <sham1> Also, you said
something about having a port of the RF api for 1.8.8
L529[06:43:18] <McJty> yes, I'm currently
just using my own port where I simply replaced ForgeDirection with
EnumFacing
L530[06:43:26] <McJty> But an
official/standard port would be very good
L531[06:43:29] <sham1> Ye
L532[06:43:38] <sham1> Mind sharing your
port ;)
L533[06:44:02] <McJty> hold on
L535[06:44:33] <McJty> I have no clue if
it is compatible with whatever else there is that tries to use RF
on 1.8.8
L536[06:44:47] <sham1> I'll make it
compatible
L537[06:45:11] <McJty> ok thanks :-)
L538[06:45:12] <sham1> Decided to go back
into the world of fluids because pathfinding sucks sometimes
L539[06:45:44]
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L540[06:45:49] <McJty> I don't have the
full CoFH api there. Just enough for RF and wrench
L541[06:46:05] <sham1> I dont need the
whole CoFHCore
L542[06:46:13] <sham1> just enough for
power and wrench
L543[06:46:21] <sham1> Basically
L544[06:46:27] <sham1> TO make stuff
compatible with each other
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L548[06:48:00] <McJty> I actually didn't
change the ToolHammer stuff to use BlockPos
L549[06:48:04] <McJty> That should
probably change
L550[06:48:13] <sham1> Propably
should
L551[06:48:41] <sham1> I see there is also
some BC and dragonic evolution stuff
L552[06:48:51] <sham1> And Mekanism
L553[06:49:09] <McJty> Hmm, those are just
copied.
L554[06:49:13] <sham1> Mm
L555[06:49:16] <McJty> I mean from
1.7.10
L556[06:49:24] <McJty> I made sure it
compiles and then ignored it :-)
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L558[06:49:40] <McJty> But those mods are
not on 1.8.8 yet so can probably be ignored for now
L559[06:49:46] <sham1> Well BuildCraft and
CoFH ports are the most useful
L560[06:49:49] <McJty> yes
L561[06:49:52] <sham1> because RF and the
tools
L562[06:49:54] <sham1> ;)
L563[06:51:41]
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L565[06:53:32] <sham1> Welp here are my
slightly modified versions of IToolHammer and IToolWrench
L567[06:54:31] <McJty> Ok. I'll update
mine to conform to those
L568[06:54:53] <sham1> Mmm
L569[06:55:10] <sham1> We should propably
check if BC itself does that
L570[06:55:30] <McJty> true
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L573[06:59:31] <McJty> Hmm, anyone here
who knows it if is possible to resume a refactoring (rename of a
class for example) in another project? i.e. if I want to rename
class A to class B in library project X and then do that same
rename in project Y.
L574[06:59:48] <McJty> Project Y doesn't
actually contain class A but it uses it from project X
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L578[07:16:24] <modmuss50> whats the most
efficient way to set a lot of blocks to air?
L579[07:17:13] <sham1> I'd just iterate
over some numbers and setBlockToAir
L580[07:17:45] <modmuss50> thats what im
doing atm, but it takes a while for it to complete
L581[07:17:58] <McJty> I don't think you
can do it faster
L582[07:18:15] <modmuss50> I might be
wanting to do too much then.
L583[07:19:01] <modmuss50> ae, does it
quickly, with its cells
L584[07:19:23] <McJty> I think AE just
makes new cells
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L587[07:21:00] <Lumien> modmuss50 maybe
just use setBlock / setBlockState & don't schedule a block
update for the set?
L589[07:21:39] <McJty> No idea how that is
done
L590[07:22:04] <Lumien> If it's like a
square or something you probably don't even need to send the
changes to the client and can instead just send a "set that
square to air" to the client
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L596[07:23:55] <Lumien> Is it much quicker
if you use 0 as the flag?
L597[07:24:53] <modmuss50> client needs to
reload to see the changes
L598[07:25:03] <McJty> modmuss50, yes but
not for every block
L599[07:25:11] <McJty> modmuss50, once per
chunk should be sufficient
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L619[07:59:21] <McJty> The error I get is
below the json
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L624[08:04:46] <sham1> hmm
L625[08:04:47] <sham1> Weird
L626[08:06:05] <McJty> I also have another
issue where the multimodel stuff seems to ignore the rotation
L627[08:06:17] <McJty> The block always
faces in the same direction (if I remove the 'type' variant stuff
to get it to work again)
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L629[08:06:54] <sham1> wait for fry to
wake up
L630[08:07:00] <McJty> yes I guess that's
best
L631[08:07:38] <masa> I know nothing of
the variant stuff, but that just seems weird, should it work like
that? I mean facing and type being variants?
L632[08:07:55] <McJty> masa, sure why
not?
L633[08:08:00] <McJty> I added them to my
blockstate
L634[08:08:23] <masa> wouldn't that mean
you would then have every combination of
normaal,inventory,facing=something,type=something also?
L636[08:08:55] <McJty> Similar idea
L637[08:09:05] <McJty> Facing and
'working' properties
L638[08:09:09] <McJty> One controlling
orientation
L639[08:09:17] <McJty> One for an extra
submodel
L640[08:09:42] <McJty> So I thought to use
the same principle in this block
L641[08:09:59] <masa> hmm
L642[08:10:17] <masa> I've yet to re-start
my 1.8 port and actually leanr this stuff myself...
L643[08:12:58] <sham1> now is the time if
ever
L644[08:14:00] <masa> yep
L645[08:14:33] <masa> I've been burning to
start work on it for a long time already, but I've been
"busy" with other stuff and not getting anything
productive done, depending on the day
L646[08:14:37] <McJty> And I have the
*luck* of trying to port a big mod to start with :-)
L647[08:14:49] <masa> heh
L648[08:16:07] <masa> I have ported my
small utility mods for 1.8 in the beginning of this year, and I
have a functional but not-finished port of my main mod from March,
but it has log spam about model registration errors etc. and it is
not the final release of that version, ie. missing features
compared to the full stable release on 1.7.10
L649[08:16:39] <Wuppy> ugh I'm
bored...
L650[08:16:48] <Wuppy> I should find
something to do
L651[08:16:52] <masa> and it has lots of
ugly messy shit ralated to rendering when I was (unsuccessfully?)
trying to figure out 1.8 stuff :p
L652[08:16:56] ⇦
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L653[08:17:12] <masa> it works but it's
crap
L654[08:17:36] <sham1> Wuppy, update your
modding tutorial
L655[08:17:37] <sham1> :D
L656[08:17:44] <Wuppy> nah
L657[08:18:14] <sham1> Well you would not
be bored anymore
L658[08:18:17] <ThePsionic> sham1: git
gud
L659[08:18:17] <ThePsionic> :D
L660[08:18:25] <sham1> wat
L661[08:18:28] <ThePsionic> git
L662[08:18:28] <ThePsionic> gud
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L665[08:18:42] <sham1> One does not simply
git gud
L666[08:18:44] <Wuppy> sham1, I've got
enough work to do, just don't have something fun to do when
relaxing
L667[08:19:20] <masa> play vidyagames yo
dawg or whatever
L668[08:19:31] <Wuppy> I'm on my
laptop
L669[08:19:37] <Wuppy> so I can't play
most games
L670[08:19:39] <masa> play nethack?
L671[08:19:40] <ThePsionic> vidya
gaemz
L672[08:19:46] <sham1> nethack
L674[08:20:10] <Wuppy> it's not that bad
sham1 :P
L675[08:20:36] <Wuppy> it can run basic
stuff, but for example Serious Sam 3 is too heavy
L676[08:20:57] <ThePsionic> That's
serious, Sam
L677[08:21:17] <masa> welp, time for me to
nuke this win10 nag app infested win7 installation, change the
mb/cpu/memory combo and install a clean non-infested win7, then
setup my dev enviromnet and get to coding, hopefully still today...
although win dos updates tend to take their seet ass time the first
time
L678[08:21:20] <Wuppy> when you quit the
game it asks you: Are you seriuous? :P
L679[08:21:22] <masa> like 12h+
L680[08:21:49] <LexManos> masa are you
just trying to get rid of the nag?
L681[08:21:51] <Wuppy> windows 10 is
installed in an hour or 2
L682[08:22:11] <masa> lex, nope, upgrading
the hardware and the clean windows is a plus
L683[08:22:19] <sham1> yeh
L685[08:22:33] <LexManos> worked like a
charm for me
L686[08:22:35] <sham1> If you want win10
then you propably should just get a new comp at the same time
L687[08:22:53] <masa> I do NOT want win
10
L688[08:23:00] <sham1> Ah
L689[08:23:00] <Wuppy> y u no?
L690[08:23:19] <sham1> Because 7 is better
I guess
L691[08:23:51]
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L692[08:23:56] <masa> yeah I like to have
at least some level of control over what shit is happening on my pc
thank you very much :p
L693[08:24:18] <sham1> then you could also
like some linux distro
L694[08:24:34] <masa> well my main OS is
linux, has been since 2004
L695[08:24:47] <sham1> mmmm
L696[08:24:54] <sham1> Anyway
L697[08:24:58] <masa> but I do have win 7
for vidya gaemz and mc mod deving
L698[08:25:45] <masa> also, I'm currently
home so this PC also has the windows because my mom needed/wanted
it
L699[08:26:11] ***
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L700[08:26:53] <masa> and sadly that is
why it is in finnish and not english, and I just hate localized
software...
L701[08:27:13] <masa> can't find anything
when I usually use everything in english on my own PC
L702[08:27:17] <sham1> yeah
L703[08:27:23] <sham1> The translations
suck sometime
L704[08:27:44] <masa> s/sometime/all the
time/ :p
L705[08:28:05] <sham1> Also finding guides
for your computer problems when the software is localized is pain
in the ass
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L709[08:30:48] <sham1> that is why I
prefer english software over localized
L710[08:30:52] <sham1> Makes everything
easier
L711[08:31:28] <LexManos> you could always
just set the localization to english for yourself.
L712[08:31:43] <masa> don't you need like
the ultimate edition for that?
L713[08:31:50] <masa> or at least
professional
L714[08:32:06] <masa> for windows itself
anyway
L715[08:33:09] <sham1> For windows you
cannot change the language unless you use the ultimate or
professional or whatever
L716[08:33:30] <sham1> Hoem versions
cannot really change anything but the keyboard layout as far as
locales are concirned
L717[08:33:57] <LexManos> ...
L718[08:33:58] <LexManos> what?
L719[08:34:00] <LexManos> seince
when?
L721[08:35:32] <sham1> basically
that
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L723[08:35:47] <sham1> Which is stupid
BTW
L724[08:35:48] <LexManos> So you dont need
premium eidition
L725[08:35:54] <LexManos> you just need to
download the file
L726[08:35:58] <LexManos> Its stupid but
hey whatever
L727[08:36:01] <auenfx4> for 8/8.1/10 it
is just a language pack now
L728[08:36:31] <auenfx4> for 7 and
earlier, some languages need ultimate or enterprise
L729[08:36:51] <sham1> That was propably
what I myself were thinking
L730[08:50:54]
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L732[08:51:31] ***
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L733[08:51:39] <Pennyw95> Something weird
is happening...I tried putting first 0.49F then 0.5F as the
"alpha" argument for GlStateManager.color(float red,
float green, float blue, float alpha) and the tessellated quad
either disappears or has maximum alpha...
L734[08:51:58] <gigaherz> Pennyw95:
disable alpha testing, enable blending
L735[08:52:00] <Pennyw95> I mean, it's
evening the floats
L736[08:52:06] <Pennyw95> oh
L737[08:52:21] <gigaherz> if it's your own
code, that is
L738[08:52:30] <Pennyw95> it is
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L740[08:53:25] <Pennyw95>
GlStateManager.enableBlend() and
GlStateManager.enableAlpha()?
L741[08:54:09] <gigaherz> enableBlend();
blendFunc(GL11.SRC_ALPHA, GL11.ONE_MINUS_SRC_ALPHA);
L742[08:54:16] <gigaherz> to eanble alpha
blending
L743[08:54:27] <gigaherz> and
disableAlpha() to turn off the cutoff
L744[08:56:00] ***
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L745[08:56:12] <Pennyw95> so all this?
GlStateManager.enableBlend()
L746[08:56:13] <Pennyw95>
GlStateManager.blendFunc(GL11.GL_SRC_ALPHA,
GL11.GL_ONE_MINUS_SRC_ALPHA)
L747[08:56:13] <Pennyw95>
GlStateManager.disableAlpha()
L748[08:56:52] <Pennyw95> Oh wow...you're
my hero
L749[08:56:53] <gigaherz> yep
L750[08:57:25] <Pennyw95> Thanks alot
:D
L751[08:57:30] <gigaherz> np
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L753[08:57:33] <gigaherz> that's why I'm
around ;P
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L755[09:03:43] <Pennyw95> uhm...how can I
make my block have its own particles when broken? right now when
the player breaks there are the "missingtexture"
shards
L756[09:04:26] <sham1> in the model
file...
L757[09:05:00] <Pennyw95> I've already set
the textures though
L758[09:05:08] <sham1> show it
L759[09:05:47] <gigaherz> you just giveit
a "particle" texture entry
L763[09:06:24] <Pennyw95> oh, didn't know
that
L764[09:06:35] <Pennyw95> cool
L765[09:09:16] ***
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L766[09:10:55] <Lunatrius> Just checking,
having a (partial) implementation in an @API package could break
stuff, correct (something along the lines of return
state.getBLock() or for(...) worldRenderer.pos())?
L767[09:11:13] <Pennyw95> Are there mods
that add the common fluids to 1.8? like molten metals?
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L769[09:14:17] <sham1> not really
L770[09:14:19] <sham1> wait
L771[09:14:23] <sham1> I think TiC
L772[09:15:07] <Pennyw95> what's that? not
tinkers right?
L773[09:15:14] <sham1> Tinkers
L774[09:15:18] <sham1> I really should
make a thing for having multiple fluids under same name
L775[09:15:23] <sham1> Kinda like
OreDic
L776[09:15:45] <Pennyw95> oh wow didn't
know tinkers was on 1.8
L777[09:15:56] <Pennyw95> and that would
be very cool
L778[09:16:28] <sham1> indeed
L779[09:16:38] <sham1> Because the uses
would be akin to that of OreDict
L780[09:17:01] <sham1> For if you have a
machine that accepts steam and other mods also adds their own
steam
L781[09:17:28] <sham1> It would be a lot
more convenient to be able to "fluid dict" these
different steam in a way that they can be used in that machine like
they were one and the same
L782[09:17:43] <sham1> So you would not
manually have to add support for different mod steams
L783[09:17:56] <SomeGuyInATree> I would
buy you pizza.
L784[09:17:58] <sham1> Kinda like how
oredict allows you to use other mod's copper
L785[09:18:13] <sham1> even though you do
not explicitly add support for it
L786[09:18:31] <sham1> You just say that
"this machine can operate on all of the entries under this
dict entry 'oreCopper'"
L787[09:19:27] <masa> don't mods usually
use the existing fluid though, instead of adding their own
variant?
L788[09:20:03] <sham1> yes
L789[09:20:08] <SomeGuyInATree> Maybe
you're using chinese mods where the author is unaware something
exists? *shrug*
L790[09:20:09] <sham1> This would allow
that
L791[09:20:15]
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L792[09:20:21] <masa> ? but it already
works...?
L793[09:20:58] <sham1> The thing is that
you have to turn your own explicit one off if you detect any other
mod's equivelant fluid
L794[09:21:04]
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L795[09:21:05] <sham1> With this you can
leave this on
L796[09:21:20] <sham1> And have the same
behaviour be for all fluids of that kind
L797[09:21:34] <masa> "turn
off"? you try to register a fluid, and you use teh one that is
or got registered
L798[09:21:52] <SomeGuyInATree> tbh I
thought that was a thing already
L799[09:21:58] <SomeGuyInATree>
fluidDict
L800[09:22:02] <sham1> No
L801[09:22:06] <sham1> Sadly
L802[09:22:20] <Pennyw95> but what if two
mods register two fluids with different properties? Like heat,
density..
L803[09:22:55] <SomeGuyInATree> You be
like IC2 and have Superheated steam.
L804[09:22:56] <sham1> Good point
L805[09:23:27] <sham1> But to go back to
the copper example
L806[09:24:00] <SomeGuyInATree> Would
simply taking the already working oredict classes and adapting them
for fluid work?..
L807[09:24:22] <sham1> That at least for
me would not sit that well
L808[09:24:35] <sham1> it would
overcomplicate the OreDict class
L809[09:24:58] <sham1> For my money it
should only be concerned with items
L810[09:25:27] <SomeGuyInATree> Gon give
it a go in the morning see how it slides. I meant as in, copy the
class and change it for fluids and simply have it as liqDict
then.
L811[09:25:35] <masa> I still don't really
see the point in a "fluidDict". If the fluids would be
the same, you donät register your own, you use the one you get from
the FluidRegistry. If the properties are different, then you
register it with a unique name
L812[09:25:59] <sham1> Similar things can
be argued with the OreDict
L813[09:26:47] <SomeGuyInATree> You've
never had drums of MineChem chemicals before.
L814[09:26:57] <sham1> masa, it would also
have a question about what mod's fluid would be used
L815[09:27:06] <sham1> Assuming you have
mods that adds steam for instanced
L816[09:27:06] <masa> maybe, but with
items and blocks you have the mod domain so there is no
"ingotCopper" item, it will be something like
modid:ingotCopper
L817[09:27:11] <sham1> Which mod steam
would you use
L818[09:27:26] <masa> the one that got
registered first
L819[09:27:38] <masa> because that should
be the only one that exists at any point
L820[09:27:49] <sham1> Well how do you
check that
L821[09:28:02] <sham1> Because
L822[09:28:11] ⇦
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L823[09:28:36] <masa> Fluid fluid = new
Fluid(fluidName); if (FluidRegistry.registerFluid(fluid) == false)
{ if (FluidRegistry.registerFluid(fluid) == false) } else { //
customie teh properties } return fluid;
L824[09:28:48] <masa> wtf double
paste
L825[09:29:22] <sham1> But how do you know
if the fluids always use the same name
L826[09:29:32] <masa> eh what?
L827[09:29:43] <sham1> that you can search
with
L828[09:29:56] <SomeGuyInATree>
Localizations differences are something to consider then..
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L830[09:30:05] <sham1> not even
localization
L831[09:30:12] <sham1> Just the string
names for Fluids
L832[09:30:19]
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L833[09:30:23] <masa> "I want
steam" -> try to register a fluid named "steam".
If one exists, use that, if it doesn't axist, you just registered
your own. Now everyone can use a fluid "steam".
L834[09:30:44] <sham1> but what if you
have someone else who names their steam for instance
"gasSteam"
L835[09:30:54] <SomeGuyInATree> and the
russian name for steam is 'x' which would give you two
steams..
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L838[09:31:27] <Rockers> Can anyone tell
me why this is happening?
L840[09:31:31] <masa> well, what would a
fluidDict then help? everyone would then need to agree on the dict
name, instead of teh actual fluid name...?
L841[09:31:40] <sham1> z-fighting
L842[09:31:49] <masa> still one name that
needs to be agreed on in either case
L843[09:31:57] <sham1> Indeed
L844[09:32:11] <LexManos> If someone names
their steam gasSteam then its two differnt fluids
L845[09:32:20] <LexManos> and if you want
it to be the same you need to use the same name
L846[09:32:21] <SomeGuyInATree> Fill it
with a heap of standards and hope for adoption?
L847[09:32:58] <sham1> Hmmrm
L848[09:33:16]
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L849[09:33:32] <sham1> I get that
L850[09:34:07] <sham1> Well the standard
can be driven using the FluidRegistry
L851[09:34:21] <tterrag|ZZZzzz> If you're
using Russian names in code then you're doing it wrong
L852[09:34:28] <sham1> This
L853[09:34:33] <SomeGuyInATree> Maybe
youre russian?
L854[09:34:33] <sham1> Rather
L855[09:34:42] <sham1> If you are using
any non-English names in your code
L856[09:34:46] <sham1> You are doing it
wrong
L857[09:34:51] <masa> yep
L858[09:35:21] <Rockers> I've seen alot of
French code before.
L859[09:35:26] <LexManos> {This isnt
English-eliteism, it is just a standard the cprogramming community
has adopted over all aspects} but anyways.
L860[09:35:39] <LexManos> the point is,
the FluidRegistry is NOT going to become the OreDict
L861[09:35:45] <LexManos> there will onyl
ever be one fluid per name
L862[09:35:47] <LexManos> not
multiple.
L863[09:35:51] <sham1> Ok
L864[09:36:07] <LexManos> The OreDict is a
hack because modder ego is a fucking horrible thing.
L865[09:36:28] <sham1> And it has a lot of
misuses
L866[09:37:08]
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L867[09:37:33] <sham1> I myself thought it
would be a neat thing but now that I think about it, it sounds
kinda reduntant
L868[09:37:49] <masa> so is there a way to
get for example "a copper ingot" without using the
oredict, assuming you knew the exact item name, but not the modid?
did one of the searchItemStack() or whatever methods do something
like that?
L869[09:38:28] <masa> or why didi the
oredict get born in the first place?
L870[09:38:53] <LexManos> Because Elloram
and ST are bad at design.
L871[09:39:03] <LexManos> But meh.
L872[09:39:49] <gigaherz> I considered a
while ago making a general-purpose "ore factory"
L873[09:40:04] <LexManos> Forge doesnt add
content
L874[09:40:09] <gigaherz> not for
forge
L875[09:40:11] <gigaherz> just as a
lib
L876[09:40:52]
⇨ Joins: Temportalist
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L877[09:40:54] <masa> the registered
fluids are not tied to the modid right? so you could remove the mod
that initially registered a fluid, as long as there is stil
lanother mod that would try to register a fluid with the same
name?
L878[09:41:04] <gigaherz> something like
.requireOre("name", hasIngot, hasBlock,
hasNugget).proposeBlockTexture(...).proposeIngotTexture(...)
L879[09:41:14] <gigaherz> so that it could
just unify them all
L880[09:41:57] <Pennyw95> sham1: hope you
don't facepalm here, but I have another question about
fluid.getColor...
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L882[09:42:29] <sham1> Well
L884[09:43:20] <sham1> where do you get
the 8 bytes from
L885[09:43:27] <sham1> It returns an
int
L886[09:43:33] <sham1> A 4 byte
integer
L887[09:44:02] <Pennyw95> I just put the
negative number in my calculator, it returned 16 bits
L888[09:44:39] <sham1> Was your calc in
Double Word mode?
L889[09:44:43] <sham1> Or QuadWord
L890[09:45:03] <masa> it is ~-263M, a
32-bit signed integer is roughly +- 2 billion, so 32-bit integer
aka int is enough to represent it
L891[09:45:25] <Pennyw95> neither, it
returned 8 bits from 2013252778
L892[09:45:41] <sham1> 8 bits is a
byte
L893[09:45:49] <masa> if you were to
represent that as a long aka 64-bit integer, then since it is a
negative number, it will get the 1 bits on the front
L894[09:46:26] <sham1> anyway Pennyw95,
here it is in hex: 0xF0440099
L895[09:46:28] <sham1> As we can see
L896[09:46:34] <sham1> It is the same
number in 4 bytes
L897[09:46:39] <masa> what is the return
type of the getColor() method, I assume it as an int?
L898[09:46:45] <Pennyw95> indeed
L899[09:46:47] <sham1> int
L900[09:46:56] <masa> right, so it will
always be an int aka 32 bit
L902[09:47:22]
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L903[09:47:37] <sham1> so yeah Pennyw95,
your calculator used too large numberspace
L904[09:47:38] <Pennyw95> I'm asking
because I'not getting the color I expected with the shifts I use on
the other number
L905[09:47:47] <Pennyw95> o,h ok
L906[09:48:11] <sham1> Well here is what
you get from the shifts
L907[09:48:15] <sham1> R = 0x99
L908[09:48:19] <sham1> G = 0x00
L909[09:48:25] <sham1> B = 0x44
L910[09:48:29] <sham1> A = 0xF0
L911[09:48:35] <sham1> Are these the
numbers you want?
L912[09:48:55] <masa> what is the
formatting on that? ARGB or RGBA?
L913[09:49:08] <masa> getColor() that
is
L914[09:49:15] <sham1> It is
arbitrary
L915[09:49:17] <Pennyw95> I'm actually
using this now (RGBA): (float)((b >> 8)&0xFF)/255
L916[09:49:18] <sham1> in 1.8
L917[09:49:21]
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L918[09:49:38] <sham1> What's with the
variable names!?
L920[09:49:55] <Pennyw95> b is
fluid.getCollor
L921[09:50:00] <sham1> Why b
L922[09:50:22] <Pennyw95> idk,
brevity
L923[09:51:56] <Pennyw95> anyway with this
I'm getting a float between 0 and 1, which is what
GlStatemanager.color() wants
L924[09:52:40] <Pennyw95> The only problem
is, with the negative integer I'm not getting the real fluid color,
while I get the right colors for all other fluids I tested
L925[09:52:49] <sham1> why not divide the
numbers you get from shifting with 255
L926[09:52:54] <sham1> You can get a float
that way...
L927[09:53:17] <heldplayer> It's
ARGB
L928[09:53:25] <sham1> Well in 1.8 it is
broken
L929[09:53:34] <sham1> So there it is
arbitrary
L930[09:53:52] <heldplayer> The parameters
for GlStateManager.color() are red, green, blue, alpha,
though
L931[09:54:08] <sham1> bitshifting is a
wonderful thing
L932[09:54:27] <heldplayer>
GlStateManager.color(red, green, blue, alpha) in float form;
0xAARRGGBB in int form
L933[09:54:46] <heldplayer> I very highly
doubt it's broken
L934[09:54:54] <sham1> not that
L935[09:55:00] <heldplayer> What's broken
then?
L936[09:55:04] <sham1>
BlockFluidBase#getColor
L937[09:55:22]
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L938[09:55:30] <heldplayer> Right,
fluids
L939[09:55:41] <heldplayer> Why is it
always fluids that are broken? :P
L940[09:55:53] <sham1> Because
L941[09:56:11] ⇦
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L942[09:56:40] <Pennyw95> what does it
mean getColor is broken
L943[09:56:57] <heldplayer> Well for
starters, my BlockFluidBase doesn't have a getColor method
L944[09:57:09] <MoxieGrrl> Why is the rum
always gone?
L945[09:57:10] <masa> welp, time to nuke
this win isntallation, change the hardware and then spend the rest
of the evening staring at windows updates...
L946[09:57:11] <heldplayer> Is this 1.8 or
1.8.8?
L947[09:57:16] <sham1> 1.8+
L948[09:57:32] <sham1> well it does not
have it
L949[09:57:49] <sham1> Actually
L950[09:58:05] <sham1> Fluid#getColor is
one I was thinking off
L951[09:58:06] <heldplayer> Don't you mean
getBlockColor()?
L952[09:58:48] <heldplayer> Fluid#getColor
returns 0xFFFFFFFF by default
L953[09:59:06] <heldplayer> Which is
valid
L954[09:59:14] <Pennyw95> and then mods
can override it
L955[09:59:15] <sham1> It is
valid...
L956[09:59:26] <heldplayer> Then what's
broken?
L957[09:59:38] <sham1> The problem is that
when put it does not actually recolor the fluid unless done
explicitly
L958[09:59:42] <heldplayer> Please, be
descriptive and correct
L959[09:59:55] <sham1> when
overriden
L960[10:00:07] <sham1> that is
L961[10:00:29]
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L962[10:00:41] <heldplayer> Well, yeah,
that's kind of stupid, instead override one of the Block classes
Forge adds and override getBlockColor() as well
L963[10:00:54]
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L964[10:01:19] <heldplayer> Maybe make a
PR to add it to the base implementation
L965[10:02:23] <sham1> I cant actually
find getBlockColor from my BlockFluidBase
L966[10:02:27] <sham1> This is weird
L967[10:02:46] <sham1> It is in the Block
class correct
L968[10:03:06] <sham1> The override could
be "return fluid.getColor()"
L969[10:03:16] <heldplayer> Yeah
L970[10:03:22] <heldplayer> It's not
overriden in BlockFluidBase
L971[10:04:15] <jjw123> with the new
OBJModel stuff, is it no longer possible to render an OBJModel
without it being associated with a Block or Item? (coming from the
old AdvancedModelLoader stuff)
L972[10:06:30] <sham1> nah
L973[10:06:37] <sham1> You can manually
bake the model you get from it
L974[10:06:43] <sham1> And then use
it
L975[10:06:57] <jjw123> ah right cool.
i'll have a look into it
L976[10:09:44]
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L977[10:10:26] <sham1> I think I will make
that PR
L978[10:12:22]
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L981[10:19:23] <gigaherz> this is a
working TESR which makes use of a .OBJ model
L982[10:20:04] <jjw123> thank you!
L983[10:20:07] <jjw123> that helps a
lot
L984[10:20:58] <gigaherz> although I have
a shorter version of the renderModel function
L985[10:21:01] <gigaherz> just not
commited yet
L986[10:21:18] <gigaherz> but that one
would work for "any" model
L987[10:21:37] <gigaherz> whiel the
shorter one has some extra assumptions
L988[10:26:23] <MattDahEpic> is
EntityPlayer.setFire's argument actually seconds or ticks?
L989[10:26:33] <MattDahEpic> cause its
labeled seconds
L990[10:27:27] <jjw123> gigaherz, where
does the location come from?
L991[10:27:37] <gigaherz> location?
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L993[10:27:46] <jjw123> (location) ->
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString())
L994[10:27:52] <gigaherz> that's a java8
lambda
L995[10:27:56] <jjw123> ahh
L996[10:28:07] <gigaherz> you can use
something else instead
L997[10:28:08] <gigaherz> ;P
L998[10:28:15]
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L999[10:32:54] <Ordinastie> would anyone
have an idea why world.markBlockForUpdate wouldn't trigger a
rerender on the client ?
L1000[10:33:38]
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L1001[10:36:06] <Ordinastie> I guess I'll
need to full debug this shit :x
L1002[10:41:30] <raoulvdberge> Is there
anyone here that has any experience with the NEI API?
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L1008[10:45:55] <Ordinastie> oh,
ffs
L1009[10:46:12] <Ordinastie> I found why
:x
L1010[10:46:23] <jjw123> gigaherz, it's
filenotfound-ing on modelname.obj.json, but i dont see the JSON in
your repository
L1011[10:46:34] <Ordinastie> and I don't
even know how to fix it
L1012[10:48:04] <Ordinastie> so new
question, how to force a chunk to rerender on clients when the
IBlockState doesn't change ?
L1013[10:48:44] <shadekiller666>
world.markBlockRangeForRenderUpdate()?
L1014[10:49:22] <Ordinastie> that does
nothing on the server
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L1019[10:54:21] <Pennyw95> do you use
ModelBase for rendering?
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L1021[10:54:31] <Ordinastie> well, that's
dirty, but calling that in the TA onDataPacket will do the trick
:/
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L1031[11:05:28] <jotato> Has anyone made
animated item textures for use duration in 1.8.8? (Like the
bow)
L1033[11:05:54] <tterrag> I adopted your
cheaty ways and solved part 2 :D
L1034[11:06:12] <tmtu> tterrag:
cheater!!
L1035[11:06:30] <tterrag> sorry, but a 3
line solution is too tempting :P
L1036[11:06:41] <tmtu> does java have
comma operator?
L1037[11:07:00] <tterrag> not sure what
that means
L1038[11:07:27] <tmtu> `return 1, 2, 3;`
returns 3
L1039[11:07:34] <tterrag> O.o
L1040[11:07:36] <tterrag> what's the
point of that?
L1041[11:07:47] <tterrag> also, what the
hell, part 9 is literally travelling salesman problem
L1042[11:08:27] ***
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L1043[11:08:37] <tmtu> so you can have
`expr1, expr2, expr3` and it will only return the last one
L1044[11:08:57]
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L1045[11:08:58] <tmtu> return a += 2, b =
b * b, 5; one liners galore!
L1046[11:09:02] <sham1> why not have just
expr3 there
L1047[11:09:11] <tmtu> sham1: because new
lines are filthy!
L1048[11:09:14] <tmtu> heresy!
L1049[11:09:22] <tmtu> the cult of comma
does not approve
L1050[11:09:34] <gigaherz> best of all,
if you do that in C++, you can override the ","
operator!
L1051[11:09:53] ***
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L1052[11:09:55] <tterrag> tmtu: no it
doesn't have that operator
L1053[11:09:56] <gigaherz> tterrag: comma
operator exists for the "for" loop
L1054[11:10:06] <tterrag> uh, kinda, but
that's just syntax sugar
L1055[11:10:07] <tmtu> but mostly because
i found it funny while doing the advent of code stuff
L1056[11:10:07] <tterrag> it's compiled
out
L1057[11:10:13] <tterrag> and very
specialized :P
L1058[11:10:23] <tterrag> gigaherz: you
could just have ; instead of , in that line
L1059[11:10:26] <tterrag> and then it
works fine
L1060[11:10:27] <tmtu> while ((c =
fgetc(stdin)) != EOF && (++i, floor += (c == '(' ? 1 : -1),
1)) if (floor < 0 && !(down++)) printf("Santa went
down at %d\n", i);
L1061[11:10:28] <tterrag> java doesn't
care about newlines
L1062[11:10:31] <tmtu> so much
one-liners
L1063[11:10:37] <gigaherz> tterrag:
nono
L1064[11:10:40] <gigaherz> yo ucan do
fancy shit
L1065[11:11:00] <gigaherz>
if(a=b.remove(2), b)
L1066[11:11:16] <gigaherz> the expression
that decides the if, is "b", but a runs beforehand
L1067[11:11:52] <gigaherz> you can do
something like if(value=queue.remove(), queue.size() > 0)
L1068[11:11:58] <gigaherz> which isn't a
very good example but yeah
L1069[11:13:23] <tterrag> just seems like
a semi-clever way of avoiding newlines
L1070[11:13:26] <tterrag> not actually
useful
L1071[11:13:43] <gigaherz> it's much more
than that
L1073[11:13:59] <tterrag> that's pretty
readable
L1074[11:14:00] <tmtu> then santa clause
isn't real
L1075[11:14:03] <tmtu> oh, really?
L1076[11:14:16] <tterrag> yeah, I mean,
I've seen worse
L1078[11:15:11] *
tmtu buries head in sand
L1079[11:15:26]
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L1081[11:16:41] <sham1> you and your
one-liners
L1082[11:17:03] <tterrag> java 8 is great
for line liners :P
L1083[11:17:08] <tterrag> real ones
too
L1084[11:17:19] <williewillus> for forge
blockstate jsons, if you want to nest properties you just keep
putting them inside each other right?
L1085[11:17:41] <tterrag> return
dims.stream().sorted().limit(2).mapToInt(i -> i + i).sum() +
dims.stream().mapToInt(Integer::intValue).reduce((i1, i2) -> i1
* i2).getAsInt();
L1086[11:18:26] <sham1> Yeah, java8 does
indeed work for one-lines
L1087[11:18:38] <tmtu> functional
mumbo-jumbo!
L1088[11:18:54] <tterrag> I'm doing it to
become familiar with all the new stuff
L1089[11:19:03] <tterrag> never would
have known about reduce() if it wasn't for that challenge
L1090[11:19:20] <sham1> reduce is
fold
L1091[11:20:02] <sham1> of all the
functional list combinators it is one of the most useful ones
L1092[11:21:17] <sham1> But map amongside
bind and return are also nice
L1093[11:22:56] <sham1> And as java8
indeed has monads as a part of the language now, it is good
L1094[11:23:07] <williewillus> (+ (reduce
+ (map #(* 2 %) (take 2 (sort dims)))) (reduce * dims)) :p
L1095[11:23:25] <sham1> Thank you
LISP
L1096[11:23:50] <tmtu> sham1: i thought
java was all about coffee, now you're bringing in burritos?
L1097[11:23:53] <williewillus> I've been
wanting to learn clojure, it's a pretty cool way of doing
functional
L1098[11:24:08] <sham1> I couldnt get
into it
L1099[11:24:11] <sham1> Too many
parenthesis
L1100[11:24:31] <sham1> But I did get
into haskell a little bit
L1101[11:24:36] <williewillus> they
emphasize good indentation in source code
L1102[11:24:48] <williewillus> heh
opposite for me, haskell is uncomfortable for me for some
reason
L1103[11:25:27] <sham1> Haskell does have
some annoyances which can be understood but are still
annoying
L1104[11:25:33] *
sham1 glares at IO monad
L1105[11:25:50] <williewillus> I wonder
how feasible it would be to use langs like kotlin/clojure/groovy to
mod :p
L1106[11:25:52] <gigaherz> monads are a
necessity of functional paradigm
L1107[11:25:56] <sham1> I know
L1108[11:26:14] <gigaherz> the concept
didn't really click for me until I had a realization
L1109[11:26:21] <gigaherz> the way a
monad "works"
L1110[11:26:27] <gigaherz> is that you
get the "before" state of the world
L1111[11:26:36] <sham1> And then you get
the after state
L1112[11:26:38] <gigaherz> and you apply
some transforms to this state, that give an "after"
state, that gets returned
L1113[11:26:43] <sham1> At least with the
IO monad
L1114[11:26:57] <gigaherz> yeah
L1115[11:27:04] <gigaherz> you can
picture it as a "list"
L1116[11:27:09] <sham1> Mmmm
L1117[11:27:12] <gigaherz> read
operations "pop" items from the list
L1118[11:27:17] <gigaherz> write
operations append items to the list
L1119[11:27:24] <gigaherz> you just don't
know the length of the list beforehand
L1120[11:27:38] <sham1> IO monad makes it
so that things actually have to be gotten in order
L1121[11:27:52] <gigaherz> monads
serialize the program execution, yes
L1122[11:27:52] <Wuppy> \o/ time to work
on the game I'll publish
L1123[11:27:57] <gigaherz> but that's an
indirect effect
L1124[11:28:13] <Wuppy> question though,
how does one decide on the character for a game
L1125[11:28:18] <Wuppy> or an art style
for that matter :P
L1126[11:28:31] <Wuppy> same with the
game theme
L1127[11:28:33] <gigaherz> in order for B
to remove an item from an intermediate "world", this
intermediate world needs to have been computed first
L1128[11:28:34] <Wuppy> and game
name
L1129[11:28:41] <gigaherz> which requires
the previous users to be completed
L1130[11:28:49] <sham1> you need to pass
around the world I get that
L1131[11:28:54] <gigaherz> yeah
L1132[11:29:14] <sham1> It just saddens
me that I need to pollute some nice code with it if I want to for
instance have debug messages
L1133[11:29:23] <gigaherz> ah
L1134[11:29:34] <gigaherz> yeah debug
messages could have been made an exception, really
L1136[11:30:02] ***
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L1137[11:30:06] <sham1> oh god
L1138[11:30:16] <gigaherz> no that
doesn't work
L1139[11:30:18] <williewillus> I want to
make the stair json into a forge blockstate json so i don't have to
make an item model
L1140[11:30:20] <gigaherz> I don't even
know what the idea is
L1141[11:30:32] <gigaherz> forge
blockstates are ONLY
L1142[11:30:34] <williewillus> nest the
properties
L1143[11:30:46] <gigaherz> variants ->
propertyname -> property value -> stuff that gets applied for
this properties
L1144[11:30:49] <gigaherz> there is no
nesting
L1145[11:31:10] <gigaherz> you can
however use submodels
L1146[11:31:37] <gigaherz> but those
don't help you here
L1147[11:31:38] <williewillus> wait the
forge json format still suport specifying the whole strign like in
vanilla right?
L1148[11:31:47] <gigaherz> yes, but ONLY
the whole string
L1149[11:31:52] <gigaherz> yo ucan't do
partial
L1150[11:31:53] <williewillus> I just
want to use the forge format so I can make items get their model
from the blockstate json
L1151[11:31:57] <williewillus> okay
good
L1152[11:32:17] ***
tterrag is now known as tterrag|away
L1153[11:32:19] <williewillus> because I
don't want to make a billion item models for each of the stairs and
slabs which are all separate blok ids :p
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L1159[11:43:27] <williewillus> gigaherz:
can I "forward" the inventory variant to another variant?
i.e.e "inventory": [{ "model":
"modid:thisblockstatefile#ANOTHERVARIANT" }] ?
L1160[11:44:03] <gigaherz> no idea
L1161[11:44:06] <gigaherz> never heard of
it
L1162[11:44:19] <Ordinastie> damn, why do
I always have the weird bugs :x
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L1164[11:44:43] <Ordinastie> for some
reason, setBlockState doesn't want to set the blockState :x
L1165[11:45:28] <williewillus> ehh it
doesn't work
L1166[11:45:33] <williewillus> guess I'll
use it in setMRL
L1167[11:45:51] <sham1> Ordinastie, what
flags do you use
L1168[11:46:24] <Ordinastie> wait, I
think I'm on to something
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L1170[11:46:37] <sham1> the flag's
3
L1171[11:47:04] <Ordinastie> no I'm not
:x
L1172[11:47:14] <Ordinastie> sham that's
more devious than that
L1173[11:47:29] <sham1> Showeth
L1174[11:47:31] <Ordinastie> it does set
the blockState, just won't set the property right :x
L1175[11:47:49] <sham1> showeth thy
code
L1176[11:47:50] <Ordinastie>
world.setBlockState(pos, state.withProperty(POWERED,
powered).withProperty(ALL, EnumFacing.UP));
L1177[11:48:03] <Ordinastie> powered
being set to true
L1178[11:48:24] <Ordinastie> the
EnumFacing property is applied, but not the powered one
L1179[11:48:40] <sham1> try to have a
flags after that IBlockState you have
L1180[11:48:51] <Ordinastie> the flag is
3 by default
L1181[11:48:56] <sham1> Is it?
L1182[11:49:04] <Ordinastie> yes
L1183[11:49:17] <Ordinastie> but like I
said, the EnumFacing prop is updated
L1184[11:49:22] <Ordinastie> so it's not
a flag issue
L1185[11:49:41] <Ordinastie> I'm pretty
sure it's something reallly stupid :x
L1186[11:50:00] <sham1> did you actually
check with debugger what powered is
L1187[11:50:43] <Ordinastie> it is
TRUE
L1188[11:51:00] <sham1> hmm
L1189[11:51:01] <Ordinastie> right down
to the array in the extended storage in the chunk
L1190[11:51:03] <sham1> Curious
L1191[11:52:12] <Ordinastie> when I say I
get the weird one :]
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L1193[11:52:52] <Ordinastie> but I'm
disappointed...
L1194[11:53:02] <Ordinastie> usually when
I rant on IRC, I find the reason right away
L1195[11:53:15] <sham1> Well you are
ranting with me so...
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L1197[11:56:58] <Ordinastie> hum, ok I
think I found out why
L1198[11:57:06] <williewillus>
magic!
L1199[11:57:51] <Ordinastie> spot the
mistake : return super.getStateFromMeta(meta).withProperty(POWERED,
(meta >> 3) != 0);
L1200[11:58:16] <Ordinastie> wait, no,
that one works
L1201[11:58:23] <Ordinastie> this one
doesn't : return super.getMetaFromState(state) + (isPowered(state)
? (1 >> 3) : 0);
L1202[11:59:44] <Ordinastie> yeah, that
was the reason :x
L1203[12:00:53] <Ordinastie> ok, so now I
need to find a recipe for that "swapper" :s
L1204[12:01:09] <williewillus> uhhh how
do I convert item transforms from vanilla format to forge
blockstate format
L1205[12:01:19] <williewillus> especially
rotations
L1206[12:01:54] <williewillus>
"rotation": [ 10, -45, 170 ] in vanilla doesn't work in
forge (need a w, which I don't know what that is). and trying [10,
-45, 170, 0] makes it disappear altogether
L1207[12:02:45] <sham1> try 1 for w
L1208[12:03:14] <williewillus> nah
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L1212[12:05:32] <williewillus> why can't
we use the default transforms for different transform keys
0.o
L1213[12:05:45] <williewillus> like
"thirdperson": "forge:default-block",
"gui": { <custom transform> }
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L1216[12:07:59] <Ordinastie> is this an
appropriate moment to suggest an alternative that doesn't involve
JSON? :D
L1217[12:09:10] <williewillus> NOPE
L1218[12:09:13] <williewillus>
*nope
L1219[12:09:20] <sham1> yes
L1220[12:09:25] <McJty> Don't fight json.
Embrace it. Expand it. Work with it
L1221[12:09:44] <williewillus> it's a
question about our forge format, so I'll do what I'm supposed to do
:p
L1222[12:09:48] <williewillus> which is
bug fry when he wakes up
L1223[12:10:12] <Ordinastie> fighting
JSON, that's pretty much what everybody does when using the model
stuff :p
L1224[12:10:20] <Ordinastie> me ? I just
completely ignore them :p
L1225[12:10:22] <williewillus> I don't
really fight it, you just learn it
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L1228[12:17:05] <Wuppy> is south park the
stick of truth worth 7.50?
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L1231[12:17:37] <Pennyw95> Hey
guys...I'vve got something quite weird happening with my TESR (made
with tabula)...it's like all the quads were drawn clockwise instead
of anti-clockwise and vice versa or something? idk
http://imgur.com/a/1d4jw
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L1240[12:41:35] <williewillus> ahh
figured out my problem
L1241[12:41:44] <williewillus>
translation is on a different scale in forge vs vanilla json
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L1257[13:15:11] <jjw123> from what i can
see, public boolean func_181055_a() { return true; } in a TESR
should have it render even when not looking within the block
bounds, no?
L1258[13:15:44] <williewillus> run a find
usages on it in vanilla and see what it does
L1259[13:15:59] <tterrag> jjw123: if you
are in 1.8.0, it's bugged
L1260[13:16:10] <tterrag> and you want
getRenderBoundingBox
L1261[13:16:19] <jjw123> i'm in
1.8.8
L1262[13:16:44] <jjw123> i'll have a
look
L1263[13:16:45] <jjw123> thanks
L1264[13:16:55] <tterrag> it's a TE
method
L1265[13:18:17] <williewillus> thank
goodness for the forge blockstate json :p
L1266[13:18:23] <williewillus> stairs
would be a pita otherwise
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L1270[13:28:41] <McJty> fry|sleep, in
addition I found out that the 'facing' handling doesn't do
anything. The model rotation isn't working for multimodel it
seems
L1271[13:29:30] <shadekiller666>
williewillus, did you manage to get that TESR working?
L1272[13:32:12] ***
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L1273[13:38:10] <Nitrodev> McJty, why
can't you make the text on the screens be black?
L1274[13:38:42] <McJty> Nitrodev, yes I
also wanted that some time ago. I'll add black soon :-)
L1275[13:41:26] <MattaBase> Hey since you
are here McJty any chance you could a "Click through"
mode on screens>
L1276[13:42:27] <MattaBase> So I could
put one over a chest and then open the chest behind it?
L1277[13:43:37] <McJty> Hmm interesting
idea. Might consider that
L1278[13:44:00] <McJty> Would make it
hard to operate the screen though
L1279[13:44:35] <MattaBase> Have it not
click thought when you have a wrench in your hand or hotbar or
something
L1280[13:44:38] <MattaBase> though*
L1281[13:44:46] <MattaBase> through*
-.-
L1282[13:44:49] <McJty> Well wrench
already changes size of the screen
L1283[13:44:53] <McJty> And shift wrench
removes it
L1284[13:44:59] <McJty> So I'm a bit out
of possible controls
L1285[13:45:20] <McJty> Anyway have to
go
L1286[13:45:21]
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L1290[13:53:34] <williewillus>
shadekiller666: nope :p working on normal models rn
L1291[13:53:48] <heldplayer> I'd like to
contribute to Forge, and the readme file says there should be an
"eclipse" folder in the repo, but I'm not seeing one. Did
this get changed?
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L1294[13:54:15] <williewillus> relevant
classes RenderTilePylon and ModelPylon
L1295[13:54:26] <shadekiller666>
williewillus, ok, i might copy some of it into my local copy to see
how it fairs
L1296[13:56:37] <shadekiller666> i'm also
currently starting to implement "group configurations",
basically a heirarchy system defined in the "custom" tag
in the blockstate json that would allow multiple groups to be
children of a parent, and making that parent visible would make all
of its child groups visible
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L1299[14:05:05] <jjw123> hmm.
net.minecraftforge.fml.common.Loader
L1300[14:05:06] <jjw123> Class Not found
upon loading a coremod in 1.8.8
L1301[14:05:36] <sham1> whose
coremod
L1302[14:05:50] <jjw123> my own
L1303[14:05:56] <sham1> WHY
L1304[14:06:25] <sham1> What are you
doing with a Coremod
L1305[14:06:27] <sham1> And why
L1306[14:06:44] <shadekiller666> does
anyone know of a good "tree" class in the jdk or other
libraries? i need to manage a heirarchy
L1307[14:07:28] <tterrag> jjw123: not
sure you should be accessing that class during coremod init
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L1310[14:11:23] <jjw123> nm, got it
sorted now
L1311[14:18:29] <heldplayer> Oh god
L1312[14:18:33] <heldplayer> I just
noticed this
L1313[14:18:36] <heldplayer> Mojang
why
L1314[14:18:52] <heldplayer> The block
selection highlight lags behind on the cursor
L1315[14:19:31] <sham1>
#FirstWorldProblems
L1316[14:20:16] <williewillus> wtf, how
does pillar quartz store its rotation
L1317[14:20:22] <williewillus> there's no
property listed for it
L1318[14:21:10] <williewillus> ohhh
mojang overrode the unlocalized name wtf
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L1320[14:21:36] <sham1> something about
mojang
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L1330[14:53:31] <williewillus> anyone
know why the faces aren't getting culled here? the model just
extends minecraft:pane which has cullface specified already
L1332[14:54:06] <gigaherz> wouldn't that
be the side from the next pane?
L1333[14:54:30] <gigaherz>
shouldSideBeRendered
L1334[14:54:37] <gigaherz> check if the
next one is another pane
L1335[14:55:33] <williewillus> there's
already a "return false" in shouldSideBeRendererd
:p
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L1341[15:02:44] <gigaherz> williewillus:
vanilla panes show the sides XD
L1342[15:02:53] <gigaherz> at least in
forge 1.8.8 ;P
L1343[15:03:14] <williewillus> yeah, must
be a vanilla bug
L1344[15:03:22] <williewillus> or
"feature"
L1345[15:03:48] <sham1> There are no
bugs, only features
L1346[15:05:19] <gigaherz> that's not
really true
L1347[15:05:29] <gigaherz> there's one
thing that differentiates a bug from a feature:
L1348[15:05:44] <gigaherz> the bug
prevents you from doing things, a feature allows you to do it
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L1350[15:11:03] <williewillus> but what
if the prevention in itself is "doing a new thing?" *mind
explodes*
L1351[15:11:48] <shadekiller666> has
anyone ever implemented a tree hierarchy?
L1352[15:12:17] <heldplayer> Yes
L1353[15:12:21] <heldplayer> I still have
nightmares
L1354[15:12:34] <shadekiller666> is there
a java library that you used?
L1355[15:12:41] <heldplayer> It was in
Python :P
L1356[15:12:46] <heldplayer> So, sorry
:p
L1357[15:12:49] <shadekiller666>
lol
L1358[15:13:03] <tmtu> shadekiller666:
what are you up to now :o
L1359[15:13:17] <shadekiller666> i'm
trying to implement "group configurations" for obj
models
L1360[15:14:14] <shadekiller666>
basically allow for a hierarchy of groups to be defined so that
when one group is made visible, all of its children are also made
visible
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L1362[15:15:09] <williewillus> hmm anyone
getting more lag/stutter in 1.8.8 than 1.8.0?
L1363[15:15:26] <williewillus> any time a
block state changes it stutters and I get a can't keep up message,
even though I'm at 100+ fps otherwise
L1364[15:15:46] <williewillus> nothing
logic based placed into the world yet (since it's all broken lol)
so not sure what it is
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L1367[15:22:53] <gigaherz> [22:11]
(shadekiller666): has anyone ever implemented a tree
hierarchy?
L1368[15:22:58] <gigaherz>
programming-wise, or as a GUI?
L1369[15:23:12] <shadekiller666> well, i
don't need the gui part
L1370[15:23:18] <gigaherz> there's two
approaches
L1371[15:23:25] <gigaherz> either the
parent has a list
L1372[15:23:30] <gigaherz> with all the
children
L1373[15:23:40] <gigaherz> or the
children has a parent
L1374[15:23:51] <gigaherz> if the latter,
you'll want a multimap for lookups
L1375[15:24:15] <shadekiller666> well, a
multimap could do both couldn't it?
L1376[15:24:31] <shadekiller666> a
multimap is just key->collection of values
L1377[15:24:41] <gigaherz> yes
L1378[15:24:53] <gigaherz> but you don't
need the multimap
L1379[15:25:01] <gigaherz> if you do
parent.getChildren()
L1380[15:25:12] <gigaherz> but oyu do
need it if you need to do findAllChildrenOf(parent)
L1381[15:26:01] <gigaherz> which one
works best will depend on how you query it
L1382[15:26:07] <gigaherz> like:
L1383[15:26:39] <gigaherz>
group.isVisible(x) { return isVisibleSelf &&
parent.isVisible(); }
L1384[15:26:59] <gigaherz> if you query
like this, you wouldn't need the multimap, and the
child-has-a-parent approach is simpler
L1385[15:27:27] <gigaherz> if you want to
do parent.showRecursive() / parent.hideRecursive()
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L1387[15:27:38] <gigaherz> then the
parent-has-a-list approach makes more sense
L1388[15:27:46] <gigaherz> since the
multimap lookup will be lessefficient
L1389[15:28:33] <shadekiller666> ok, i'm
imagining a system that is setup such that, if defined in the
blockstate json, a tree-structure is made of parent->child
groups, and when a parent is set to visible, all of its children
are also visible, but a child could be set invisible if
desired
L1390[15:28:54] <shadekiller666> and if
not defined in the blockstate json, then each group would be on its
own
L1391[15:29:25] <gigaherz> I think the
most efficient way is to store the parent foreach children
L1392[15:29:35] <gigaherz> but store the
groups by name otherwise
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⇨ Joins: FF_Fire (~TheBeast@174.34.197.140)
L1394[15:29:51] <FF_Fire> hi
L1395[15:29:52] <gigaherz> and use
group.isVisible() as a recursive function
L1396[15:29:56] <gigaherz> hello
FF_Fire
L1397[15:30:19] <FF_Fire> can someone
help me learn how to mod? ive been struggling
L1398[15:30:32] <FF_Fire> all hail lex
btw
L1399[15:31:06] <gigaherz> before
anything
L1400[15:31:10] <gigaherz> do you know
Java?
L1401[15:31:23] <gigaherz> because if you
are "lacking" in terms of Java, then modding will be
doubly difficult
L1402[15:31:25] <FF_Fire> a little bit. i
can work myself around it
L1403[15:31:44] <FF_Fire> i
understand.
L1404[15:31:52] <shadekiller666>
hmmm
L1405[15:31:59] <FF_Fire> i wish to learn
more in the process
L1406[15:33:02] ***
FF_Fire is now known as FF_Fire|Blazing
L1407[15:33:11] <shadekiller666>
gigaherz, not sure that i can get away with changing each group, as
they are part of the IModel, which isn't supposed to change, right
now i have a Map<Group, Boolean> in OBJBakedModel to keep
track of visibilities
L1408[15:33:48] <williewillus> wtf debug
world
L1409[15:33:57] <williewillus> it's
setting random tile entities into blocks where they don't
belong??
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L1412[15:36:30] <shadekiller666> fry, i'm
trying to implement a group hierarchy structure for the obj loader
such that setting one group to visible will make all of its
children visible as well, and i have no idea as to what the best
way of storing such a structure would be...
L1413[15:36:53] <gigaherz> question,
shadekiller666
L1414[15:36:58] <gigaherz> hwo do you
define hiererchies?
L1415[15:37:03]
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L1416[15:37:03] <gigaherz> I dont' think
OBJ has such a feature?
L1417[15:37:18] <gigaherz> I don't recall
ever seeing anything for nesting objects
L1418[15:37:22] <williewillus> it would
be defined in the state json right
L1419[15:37:24] <tmtu> is there actually
a use case for such a feature? adding more features just because
isn't good :p
L1420[15:37:25] <shadekiller666> giga is
suggesting that each group store a reference to its parent, and the
visibility parsing be recursive
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L1422[15:38:09] <shadekiller666> well, as
williewillus has discovered, the current system of setting group
visibilities is a pain in the ass when you have a decent number of
them
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L1424[15:38:33] <shadekiller666> giga, it
doesn't
L1425[15:38:33] <fry> use multiple models
at that point :P
L1426[15:38:49] <FF_Fire> ok so i just
gradled and extracted forge and eclipse but its saying that there
are no files under package explorer
L1427[15:38:54] <shadekiller666> that
wouldn't get around the issue though
L1428[15:39:13] <williewillus> FF_Fire:
are you using eclipse or idea?
L1429[15:39:19] <FF_Fire> eclipse
L1430[15:40:14] <FF_Fire> Hi lex
L1431[15:40:16] ***
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L1432[15:40:23] <shadekiller666> giga,
didn't we discuss "group configurations" in custom data a
while ago?
L1433[15:41:05] <FF_Fire> and my
workspace is set to the eclipse folder
L1434[15:41:47] <shadekiller666> giga
iirc it was your idea in the first place :P
L1435[15:42:23] <FF_Fire> whyyy
L1436[15:42:52] <shadekiller666> FF_Fire,
point to the projects/ folder instead
L1437[15:43:05] <shadekiller666> FG2 uses
projects/ instead of eclipse/
L1438[15:43:40] <FF_Fire> giving it a
try
L1439[15:43:50] <FF_Fire> nope
L1440[15:43:56] <FF_Fire> still no
files
L1441[15:45:02] <FF_Fire> ^K11,1 I'm sad
now...
L1442[15:45:14] <FF_Fire> ^K11,1I'm sad
now...
L1443[15:45:20] <FF_Fire> color codes
yyy
L1444[15:45:49] <MattDahEpic> is there
any way to detect when the weather in a world changes?
L1445[15:46:31] <FF_Fire> I'm sad
now...
L1446[15:46:35] <FF_Fire> yay!
L1447[15:46:57]
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L1448[15:47:13] <FF_Fire> Hello!!!
L1449[15:47:22]
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L1450[15:47:53] <FF_Fire> Any luck
shadekiller666?
L1451[15:48:05] <shadekiller666>
uhh
L1452[15:48:20]
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L1453[15:48:21] <FF_Fire> Anything else I
should try?
L1454[15:48:25] <shadekiller666> are you
updating a mod to 1.8.8 or trying to make a new one?
L1455[15:48:30] <IoP> idea <3
L1456[15:48:53] <FF_Fire> Making a new
one. and a 1.7.10 mod i should mention
L1457[15:49:45] <sham1> IDEA <3
L1458[15:49:48] <ThePsionic> FF_Fire: try
again on that version
L1459[15:50:03] <williewillus> if you're
making a new mod, use 1.8.8...
L1460[15:50:05] <FF_Fire> Try
again?
L1461[15:50:09] <sham1> Ff_fire why for
1.i.
L1462[15:50:14] <sham1> 1.7.10*
L1463[15:50:18] <williewillus> use.
1.8.8.
L1464[15:50:30] <FF_Fire> No. It's for a
1.7.10 modpack
L1465[15:50:47] <sham1> ...there are 1.8
mod packs now...
L1466[15:51:02] <ThePsionic> Tell them to
update :^}
L1467[15:51:29] <FF_Fire> I understand.
It's my modpack, and the mods included are for 1.7.10
L1468[15:51:54] <gigaherz> [22:41]
(shadekiller666): giga iirc it was your idea in the first place
:P
L1469[15:51:55] <FF_Fire> And my friend
and I both want to play 1.7.10
L1470[15:51:58] <gigaherz> could be, my
memory sucks
L1471[15:51:58] <gigaherz> XD
L1472[15:52:10] <heldplayer> FF_Fire: In
case you wondered, your attempts to use obnoxious cyan text with a
black background failed
L1473[15:52:18] <williewillus> yay more
people being part of the reason why we're stuck on 1.7
forever
L1474[15:52:35] <tterrag> I can't believe
this is still happening
L1475[15:52:42] <tterrag> how about you
let him do whatever he cares to do in his own free time?
L1476[15:52:49] <sham1> Heldplayer,
¿què?
L1477[15:52:59] <heldplayer>
<FF_Fire> ^K11,1 I'm sad now...
L1478[15:53:01] <heldplayer>
<FF_Fire> I'm sad now...
L1479[15:53:01] <FF_Fire> THATS BESIDES
THE POINT HELDPLAYER
L1481[15:53:13] <tterrag> version
agnostic instructions
L1482[15:53:15] <tterrag> follow them to
a T
L1483[15:53:32] <heldplayer> :'(
L1484[15:53:48] <FF_Fire> THANKS
tterrag
L1485[15:54:00] <sham1> STOP
SHOUTING
L1486[15:54:08] <williewillus> not
helping sham :p
L1487[15:54:14] <FF_Fire> but thats not
the problem im afraid
L1488[15:54:25] <sham1> Tried to be
ironic
L1489[15:54:26] <tterrag> if you followed
all those steps, there will be no problem
L1490[15:54:31] <heldplayer> Just so you
know FF_Fire, colours are disabled in this channel
L1491[15:54:39]
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L1492[15:54:46] <heldplayer> No
formatting codes at all allowed
L1493[15:54:46] <tterrag> not that those
color codes were valid anyways
L1494[15:54:53] <tterrag> color codes are
just stripped
L1495[15:54:56] <FF_Fire> says the guy
using green words
L1496[15:55:01] <heldplayer> tterrag: I
can see him trying though
L1497[15:55:04] <tterrag> this is red
highlighted text
L1498[15:55:09] <tterrag> but it doesn't
look any different, does it?
L1499[15:55:18] <heldplayer> Nope!
L1500[15:55:26] <FF_Fire> my client shows
colors
L1501[15:55:29] <tterrag> right, so color
codes are stripped by the IRC server
L1502[15:55:31] <williewillus> how do I
make the modelloader stop throwing missing model errors if my block
already has render type -1? :p
L1503[15:55:33] <tterrag> FF_Fire: your
client is irrelevant
L1504[15:55:48] <tterrag> williewillus:
you don't :D
L1505[15:55:49] <FF_Fire> ur
irrelevant
L1506[15:55:50] <sham1> Having bold in
this channel would make highlighting things easier
L1507[15:55:56] <FF_Fire> #rekt
L1508[15:55:57] <heldplayer> EsperNet
should just give an error when people try to use colours instead of
stripping :P
L1509[15:56:00] <tterrag> yes, but sadly
there is no way to only have certain codes work :P
L1510[15:56:07] <tterrag> and people will
abuse colors
L1511[15:56:09] <williewillus> actually
it would be good to still specify a model, for the particle
texture
L1512[15:56:13] <sham1> True
L1513[15:56:37] <heldplayer> I've got big
vibes that this is a troll though
L1514[15:56:52] <williewillus> color
codes?
L1515[15:56:54]
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L1517[15:58:10] <sham1> FF_Fire, here's a
tip, try to be less "#rekt" at modders if you want them
to help you
L1518[15:58:22]
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L1519[15:59:21] <FF_Fire> pls stfu
sham
L1520[15:59:23] <FF_Fire> RAINBOWS
L1521[16:00:08] <sham1> Wow, rude
much
L1522[16:00:08] <tterrag> ok, you've
officially annoyed me
L1523[16:00:13] *
tterrag goes back to working
L1524[16:00:26] <williewillus> heh
L1525[16:00:48] <sham1> I would also but
not at my comp atm
L1527[16:01:36] <tterrag> hm...would it
be naughty to put nonstandard model files in the /models/block
folder?
L1528[16:01:51] <shadekiller666>
"nonstandard model files"?
L1529[16:02:01] <tterrag> my own
format
L1531[16:02:33] <tterrag> a bit less
verbose than vanilla :P
L1532[16:02:35] <shadekiller666> i don't
believe so
L1533[16:03:23] <tterrag> I'm gonna do it
:P
L1534[16:04:06] *
FF_Fire sucks dick
L1535[16:04:15] *
FF_Fire sucks ass***
L1536[16:04:30]
⇦ Parts: FF_Fire (~TheBeast@174.34.197.140)
(Leaving))
L1537[16:04:33] <sham1> Can I use
Resourcelocation to load a file that can be found from user's
resource location
L1538[16:04:41] <tterrag> kbai
L1539[16:04:46] <tterrag> sham1:
wut?
L1540[16:04:56] <sham1> That guy was
really unrespectful
L1541[16:04:58] <shadekiller666> fry, i
know its good to avoid changing method/constructor signatures that
are public, but if it means fixing a system that was poorly
designed in the first place is it acceptable to do so?
L1543[16:05:30] <sham1> Tterrag, wut wut,
I want customizable content that user can have in their own
resource pack
L1544[16:05:43] <tterrag> if you use the
resource system, that's automatic
L1545[16:05:45] <shadekiller666> the
current OBJState stuff regarding group visibilities sucks
L1546[16:05:59] <tterrag> as long as the
file is under a domain, it can be loaded with a
ResourceLocation
L1547[16:05:59] <sham1> Which is a
specific file in the resource pack
L1548[16:06:07] <sham1> Ah
L1549[16:06:15] <tterrag>
assets/mymod/stuff/thing.txt
L1550[16:06:25] <tterrag> new
ResourceLocation("mymod",
"stuff/thing.txt")
L1551[16:06:28] <tterrag> that would work
fine :P
L1552[16:06:59] <sham1> And can it give
me the Inputstream or whatever to read the file
L1553[16:07:17] <tterrag> yeah, though
not super easily, you have to grab the resource manager and query
for an IResource
L1554[16:07:20] <tterrag> it's not that
bad though
L1555[16:07:32] <tterrag> RL is just a
pointer
L1556[16:08:13]
⇨ Joins: FF_Fire (~TheBeast@174.34.197.140)
L1557[16:08:16] <FF_Fire> im srry
L1558[16:08:25] <FF_Fire> pls help
me
L1559[16:08:34]
⇨ Joins: Elexorien
(~Alamurla@71-81-62-163.dhcp.slid.la.charter.com)
L1560[16:08:58] <sham1> So, now that we
have calmed down, what is your problem
L1561[16:09:35] <FF_Fire> none of my
files show up in eclipse
L1562[16:09:52] <shadekiller666> what did
you do to "setup" forge
L1563[16:10:08]
⇦ Quits: Upthorn
(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Ping
timeout: 192 seconds)
L1564[16:10:20] <FF_Fire> and i gradled
eclipse and setupDecompWorkspace
L1565[16:10:34] <sham1> In that
order?
L1566[16:10:44] <FF_Fire> no setup then
eclipse
L1567[16:11:03] <FF_Fire> it was working
last night
L1568[16:11:16] <masa> and then you
imported the location where you have the gradle files?
L1569[16:11:24] <FF_Fire> yes
L1571[16:12:03] <masa> well it should
work. If not, then maybe try running the setup and eclipse again,
and import it again, maybe into a clean workspace
L1572[16:12:23] <FF_Fire> already
tryed
L1573[16:12:55] ***
Darkhax is now known as Darkhax_AFK
L1574[16:13:10] <FF_Fire> tried***
L1575[16:13:16] <masa> based on that
paste you are in a really old version forge too...
L1576[16:13:22] <masa> *of
L1577[16:13:25] <FF_Fire> ya 4
1.7.10
L1578[16:13:44] <masa> yeah but even for
1.7.10 that is really old
L1579[16:13:51] <williewillus> inb4
1291
L1580[16:13:55] <sham1> Try to do
setupDecompWorkspace and then eclipse just in case
L1581[16:14:04] <williewillus> wow it
actually was 1291 lmao
L1582[16:14:07] <masa> :D
L1583[16:14:12] <sham1> Masa, he wants to
make a mod for himself and his m8s
L1584[16:14:20] <masa> so?
L1585[16:14:23] <masa> 1291 is OLD
L1586[16:14:28] <williewillus> yeah I
think the eclipse task was needed back then
L1587[16:14:28] ***
MrKickkiller is now known as MrKick|Away
L1588[16:14:36] <FF_Fire> ok... it worked
last night lol
L1589[16:14:51] <masa> and why did it
break?
L1590[16:14:56] <FF_Fire> idk
L1591[16:15:13] <FF_Fire> got up this
morning, ran eclipse, and non of the files showed up
L1592[16:15:16] <masa> haha yep 1291 is
11 months old :p
L1593[16:16:34] <FF_Fire> YAY!!! it
worked
L1594[16:16:36] <williewillus> is
colormultiplier in block called for items?
L1595[16:16:37] <tterrag> use 1.7 rec
pls
L1596[16:16:59] <tterrag> heh, failing at
dynamic resource paths is fun
L1597[16:17:01] <tterrag>
java.lang.IllegalArgumentException: java.io.FileNotFoundException:
chisel:models/block/bookshelf/necromancer-ctmh.json.cb
L1598[16:17:08] <tterrag> hmmm something
not quite right
L1599[16:17:45] <masa> .cb, chieckenbones
has his own file extension now? :p
L1600[16:19:47] <FF_Fire> any1 want to
work on my mod with me?
L1601[16:19:48] ***
Darkhax_AFK is now known as Darkhax
L1602[16:20:56] <tterrag> masa:
chiselblock
L1603[16:21:15] ***
MorphFK is now known as Morphan1
L1604[16:21:34] ***
FF_Fire is now known as FF_Fire|AFK
L1605[16:25:47]
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(Ping timeout: 195 seconds)
L1606[16:27:17]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L1607[16:27:48] ***
FF_Fire|AFK is now known as FF_Fire
L1608[16:28:03] <FF_Fire> how do you add
animated textures?
L1609[16:28:58] <williewillus> the
vanilla wiki has detailed info on how to do that
L1610[16:29:11] <FF_Fire> can i get a
link?
L1612[16:29:30] <FF_Fire> i meant to
modded items
L1613[16:29:52] <gigaherz> same
thing
L1614[16:30:02] <gigaherz> when you
define a texture for an item
L1615[16:30:17] <gigaherz> MC looks for
the stuff needed to animate, and if it's not there, it assumes the
texture to be static
L1616[16:30:47] <FF_Fire> how do you
define that though
L1617[16:30:54] <williewillus> yeah the
system is highly shared
L1618[16:30:59] <williewillus> idk how it
was done in 1.6-
L1619[16:31:27] <FF_Fire> its 1.7
L1620[16:31:31] <gigaherz> FF_Fire: you
just give the item a texture as usual, no need to do anything
special about it
L1621[16:31:38] <gigaherz> then follow
this
L1623[16:31:43] <gigaherz> to make the
texture animated.
L1624[16:31:50] <FF_Fire> so an animated
gif?
L1625[16:31:55] <sham1> No
L1626[16:32:02] <FF_Fire> im so
confused
L1627[16:32:09] <gigaherz> did you even
click the link?
L1628[16:32:16] <FF_Fire> yes
L1629[16:32:25] <gigaherz> does it
mention animated gifs anywhere?
L1630[16:32:37] <ThePsionic> gigaherz:
you know JSONs weren't introduced until 1.8
L1631[16:32:42] <ThePsionic> so this
doesn't work on 1.7
L1632[16:32:45] <FF_Fire> how does one
mcmeta
L1633[16:32:49] <gigaherz>
thebadshepperd: this isn't a json
L1634[16:33:05] <gigaherz> making an
animated textureis just slapping al lthe frames of the animation
into the same PNG image
L1635[16:33:09] <ThePsionic> nice
misping
L1636[16:33:09] <gigaherz> top to
bottom
L1637[16:33:10] <sham1> .mcmeta is a JSON
file
L1638[16:33:26] <sham1> the format is
JSON'
L1639[16:33:28] <gigaherz> and then
creating the mcmeta file (json ascii), with the info about the
number of frames
L1640[16:35:24] <gigaherz> FF_Fire:
just... open any resourcepack, or the minecraft .jar, and look
inside the textures folder, there's multiple examples of how the
mcmeta files look like
L1641[16:35:45] <FF_Fire> k
L1642[16:36:17] <williewillus> the wiki
also details the full spec of it... :p
L1643[16:36:37]
⇦ Quits: Loetkolben
(~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L1644[16:41:38]
⇨ Joins: killjoy
(~killjoy@2606:a000:1118:c13d:351f:9091:863e:9094)
L1645[16:42:49] <FF_Fire> f this.
mcreator here i come! lol
L1646[16:43:06] *
ThePsionic cringes
L1647[16:43:10] <williewillus> wtf is
mcreator
L1648[16:43:10] <illy> Oh god...
L1649[16:43:17] <FF_Fire> lol
L1650[16:43:22] <sham1> I am having an
heart attack
L1651[16:43:24]
⇦ Quits: Nitrodev
(~Nitrodev@dcx0f0yhlj3wv3drtz1pt-3.rev.dnainternet.fi) (Quit:
Leaving)
L1652[16:43:25] <ThePsionic>
williewillus: mod maker for people who can't be assed to code
L1653[16:43:33] <illy> williewillus: the
tool of lazy moronic asses
L1654[16:43:48] *
FF_Fire puts his thumb up
L1655[16:43:49] <williewillus> wow the
matching descriptions :p
L1656[16:43:50] <illy> s/of/for/
L1657[16:43:56] <sham1> williewillus: a
tool that creates mods for people who do not want to effort
L1658[16:44:05] <williewillus> is the
tool decent at least? :p
L1659[16:44:16] <illy> no not even
close
L1660[16:44:33] <sham1> It does what it
sets out to do
L1661[16:44:46] <sham1> Its just that if
you want to mod just learn to program and do it that way
L1662[16:45:14] <illy> this is a snippit
of code from my memory "import net.*"
L1663[16:45:24] <sham1> oh god
L1664[16:45:52] <sham1> I do not even
believe, but oh god
L1665[16:45:53] <ThePsionic> yep
L1666[16:48:19] <sham1> And yeah
L1667[16:48:26] <sham1> The code can get
pretty bad
L1668[16:48:46] <sham1> It looks easy
enough to use
L1669[16:48:53] <illy> can? no no no is
Really bad
L1670[16:49:14] <FF_Fire> lol illy
L1671[16:49:19] <sham1> Only
"Reika-bad" thing I know is his update notification
L1672[16:50:10] <tmtu> or the git
commits
L1673[16:50:19] <williewillus> anyways,
you're far better off learning to mod the real way FF_Fire
L1674[16:50:32] <sham1> "Update
¤"
L1675[16:50:35] <FF_Fire> i will
L1676[16:50:49] <sham1> Thanks
L1677[16:51:07] <sham1> And bless this
person's soul for not going to the evil temptetion of Satan
L1678[16:51:45] <illy> well he doesnt
really now how to use git and uses FPS as a bullshit reason as to
why he doesn't make a good commit
L1679[16:52:02]
⇨ Joins: sciguyryan
(~sciguyrya@109-205-170-79.dynamic.swissvpn.net)
L1680[16:52:24] <sham1> How is FPS any
excuse
L1681[16:53:01] <illy> becasue shit
excuse
L1682[16:53:20] <tmtu> "git started
lagging when i had commit messages longer than 10
characters"
L1683[16:53:37] <williewillus> who is
this? :p
L1684[16:53:53] <ThePsionic> anyway
moving off topic, it's 11:55PM play GTA Online y/n
L1685[16:53:58] <sham1> n
L1686[16:54:03] <williewillus> y
L1687[16:54:25] <ThePsionic> it's a
tie
L1688[16:54:31] ***
FF_Fire is now known as FF_Fire|AFK
L1689[16:54:43] <sham1> "Not enough
players voted" -Valve games
L1690[16:55:18] <killjoy> stream it
L1692[16:56:16] <tmtu> there was only one
real option
L1693[16:56:23] <tmtu> and it was
yellow
L1694[16:56:24] <ThePsionic> Was it
banana
L1695[16:56:24] <tterrag>
StackOverFlowError...otherwise known as NOW you messed up big
time
L1696[16:56:40] <tmtu> not
exception?
L1697[16:56:43] <sham1> no
L1698[16:56:47] <tmtu> :o
L1699[16:56:53] <sham1> Recursion?
L1700[16:56:54] <tterrag> it's a JVM
error
L1701[16:56:56] <killjoy> no, it's
"Now you fucked up!"
L1702[16:56:58] <tterrag> not a thrown
exception
L1703[16:57:03] <tterrag> sham1:
accidental recursion \o/
L1704[16:57:04] <tterrag> the best
kind
L1705[16:57:08] <sham1> :P
L1709[16:57:21] <sham1> Pls
L1710[16:57:32] <ThePsionic> literally
unplayable
L1712[16:57:53] <tmtu> pls
L1713[16:57:59] <williewillus> lol
L1714[16:58:06] <killjoy> I guess banana
is winning
L1715[16:58:18] <sham1> tmtu, didnt find
it
L1716[16:58:27] <tmtu> it's the thought
that matters
L1717[16:58:29] <tmtu> merry xmas
L1718[16:58:35] <sham1> Oh yeah
L1719[16:58:43] <sham1> It is eve in
Sweden in about a min
L1720[16:59:05] <tmtu> t-minus 1
minute
L1722[16:59:16] <tmtu> sham1: i thought
you were in finland though?
L1723[16:59:22] <sham1> yes
L1724[16:59:33] <sham1> I can still count
my time - 1
L1725[16:59:45] <tmtu> >_>
L1726[16:59:46] <sham1> Because we are
one hour ahead
L1727[16:59:49] <gigaherz> finally! got
my spell system reorganization back into working condition
L1728[16:59:59] <tmtu> but why do you
care about sweden
L1729[17:00:00]
⇦ Quits: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 192
seconds)
L1730[17:00:02] <gigaherz> but while
doing so I realized my system is NOT designed to have other players
XD
L1731[17:00:21] <sham1> tmtu, because you
guys are like our most favouritest neighbour
L1732[17:00:33] <tmtu> :3
L1733[17:00:35] <sham1> Except for norway
who is gonna gift us a mountain :P
L1734[17:00:45] <tmtu> oily
bastards
L1735[17:00:47]
⇨ Joins: sinkillerj
(~sinkiller@nc-71-49-179-31.dhcp.embarqhsd.net)
L1736[17:00:59] <sham1> Hey, our highest
peak at this point is a mountain side
L1737[17:01:01] <sham1> Not even a
peak
L1738[17:01:15] <sham1> The rest of the
mountain is in the norway's side of the border
L1739[17:01:16] <ThePsionic> Well
then
L1740[17:01:34] <ThePsionic> Since banana
won poll 1 and is seen as negative in poll 2, I won't be playing
GTA Online
L1741[17:01:38] <ThePsionic> Thank you
for your input
L1742[17:01:46] <tmtu> play Banana
Online
L1743[17:01:52]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L1744[17:01:53] <tterrag> the issue was
that I was trying to infer file extensions
L1745[17:02:00] <tterrag> but there were
files with same name, different extensions
L1746[17:02:06] <tterrag> so I'll just
have to make extensions explicit
L1747[17:02:09] <tterrag> not a huge deal
:P
L1748[17:02:12] <sham1> :P
L1749[17:03:22] <ThePsionic> tmtu:
link
L1751[17:05:10] <ThePsionic> Yeah I'll
pass
L1752[17:05:34] ***
SnowShock35 is now known as zz_SnowShock35
L1753[17:06:16]
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L1754[17:06:54]
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L1755[17:07:56]
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L1757[17:11:49] <sham1> and thus all my
connections are configurable
L1758[17:12:22] <ThePsionic> I haven't
modded in so long
L1759[17:13:44] <sham1> I still find
modding fun
L1760[17:14:00] <sham1> The only thing is
that I tend to switch from one mod project to next when I get
bored
L1761[17:14:01] <ThePsionic> I can't
really work up the motivation lately
L1762[17:14:14] <ThePsionic> I like doing
it, but I'm in a constant state of meh lately
L1763[17:15:00] <tterrag> connected
textures + missing texture = interesting new
ResourceLocation(data.defaultFace.getResourceDomain(),
data.defaultFace.getResourcePath() + ".cb")
L1764[17:15:02] <tterrag> whoops
L1765[17:15:03] <tterrag> puush pls
L1766[17:15:07] <sham1> for me this is
like the third time I started to work on FluidCraft as I have
gotten bored and switched rails and then came back and so on
L1767[17:15:25] <tterrag> this is what
caused me to paste into chat yesterday >.>
L1769[17:15:26]
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L1770[17:15:53] <ThePsionic> Nice, I
guess???
L1771[17:15:59] <tterrag> :D
L1772[17:16:00] <sham1> That looks so
odd
L1773[17:16:04] <tterrag> yeah, it does
:p
L1774[17:16:09] <fry> lol, connected
missing texture
L1775[17:16:10] <sham1> What is
what
L1776[17:16:13] <sham1> Ah
L1777[17:16:14] <tterrag> now I gotta
figure out what screwed up the texture path
L1778[17:16:31] <tterrag> [18:14:29]
[Client thread/ERROR] [TEXTURE ERRORS]:
textures/voidstone/bevel.png
L1779[17:16:34] <tterrag> missing a
little something there
L1780[17:16:35] <sham1> I really should
sleep some...
L1781[17:16:45] <sham1> But I dont feel
like it
L1782[17:18:06] <sham1> I can now have
stuff fully configurable :P
L1784[17:19:54]
⇨ Joins: sinkillerj
(~sinkiller@nc-71-49-179-31.dhcp.embarqhsd.net)
L1786[17:20:55] <sham1> nice
L1787[17:21:03] <sham1> What is
it...
L1788[17:21:10] <tterrag> voidstone
:D
L1789[17:21:19] <sham1> Dont follow
L1790[17:21:35] <sham1> what is this
"voidstone"
L1791[17:21:38] <ThePsionic> stone that
looks voidy
L1792[17:21:44] <ThePsionic> god damn
sham1
L1793[17:22:09] <sham1> If nothing else,
the texture looks nice
L1794[17:22:32] <tterrag> thanks :D
L1795[17:22:33] <tterrag> I didn't make
it
L1796[17:22:41] <sham1> is that a chisel
thing?
L1797[17:23:34] <tterrag> yeah
L1798[17:23:35] ***
Darkhax is now known as Darkhax_AFK
L1800[17:23:55] <tmtu> .cb ==
.json?
L1801[17:23:57] <sham1> And I guess cb
stands for "chisel block"
L1803[17:24:05] <tterrag> I think our
format is pretty nice :P
L1804[17:24:13] <tterrag> tmtu: format is
the same yes, the extension is to avoid name clashes
L1806[17:24:53] <sham1> propably selling
retail codes
L1807[17:25:00]
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(~Alamurla@71-81-62-163.dhcp.slid.la.charter.com) (Quit:
Leaving)
L1808[17:25:03] <sham1> that you then can
put to steam
L1809[17:25:38] <tterrag> what the format
means is that resource pack makers not only can change textures,
but also add special rendering if they like
L1810[17:25:39] <tterrag> and
layers
L1811[17:25:53] <tterrag> a block you
like doesn't have connected textures? add it yourself! no mod
required
L1812[17:26:40] <tterrag> think a block
could do with some translucency? just change the layer and edit
away
L1813[17:26:41]
⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping
timeout: 190 seconds)
L1814[17:27:08] <sham1> I'm very
impressed indeed
L1815[17:27:15]
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L1817[17:27:35] <vectorwing> if I have a
stone that can be crafted in decorative variants... should these
variants be registered like colored wool? or an ID for each?
L1818[17:27:42] <tterrag> the pictures
don't really do that texture justice btw
L1819[17:27:46] <tterrag> it's a 2x tiled
animated texture
L1820[17:28:08] <sham1> vectorwing, if
you want them to be "the same block" then yes
L1821[17:28:09] <vectorwing> by ID i mean
register them independently
L1822[17:28:17] <gigaherz> vectorwing:
I'd use one "id" for all
L1823[17:28:19] <gigaherz> using
metadata
L1824[17:28:25] <vectorwing> well, the
conversion rate between them never changes, and decoration is their
only use
L1825[17:28:26] <gigaherz> well, a
VARIANT property
L1826[17:28:39] <vectorwing> so... yeah,
maybe the subtypes works better
L1827[17:28:39] <sham1> I really wished I
could draw textures
L1828[17:28:51] <gigaherz> I can
"draw textures"
L1829[17:28:57] <gigaherz> the problem
isn't the drawing
L1830[17:29:09] <gigaherz> the problem is
doing it well XD
L1832[17:29:16] <vectorwing> just keep
trying!
L1833[17:29:22] <vectorwing> you will get
there eventuallty
L1834[17:29:30] <gigaherz> sham1: want me
to try? ;P
L1835[17:29:34]
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L1836[17:29:40] <gigaherz> I can't
promise miracles ;P
L1837[17:29:42] <vectorwing> i can try
too
L1838[17:29:54] <vectorwing> fo'
free
L1839[17:30:04] <sham1> I'll see if I can
come up with anything first
L1840[17:30:34] <sham1> 16x16 file would
propably be kinda small for a bloody pipe wrench
L1841[17:30:54] <vectorwing> silly tip:
try taking cue on how MC items are painted, most have a standard
art style
L1842[17:31:03] <Rockers> The trick is to
try and keep everything clean and balanced whilst going for a dirty
"grunge" feel.
L1843[17:31:10] <vectorwing> sham1, no
it's not, just gotta do the proportions nicely
L1844[17:31:50] <Rockers> It doesn't have
to be 16x16 either. I had an 11x11 texture I wanted to use so I
scaled it up to 64x64 to make it look 16x16...
L1846[17:31:59] <tterrag> warning 6MB
gif
L1847[17:32:05]
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(Quit: the POSIX many-worlds interpretation implementation: while
(event()) { fork(); })
L1848[17:32:08] <vectorwing>
CTMMMMMMM
L1849[17:32:11] <vectorwing> teach me
pls
L1850[17:32:17] <sham1> T-t-that's
beautiful
L1851[17:32:21] <vectorwing> or tutorial
me pls, whatever works :D
L1852[17:32:32] <vectorwing> looks
prrrretty
L1853[17:32:42] <sham1> chisle
L1855[17:32:45] <tterrag> enjoy :P
L1856[17:33:17]
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L1857[17:33:39] <vectorwing> thanks a
lot
L1858[17:33:45]
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L1859[17:34:46] ***
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L1862[17:41:01] <gigaherz> ;P
L1863[17:41:24] <sham1> ohh that's
nice
L1864[17:41:39] <sham1> but I feel like
my attempt wasnt actually that bad either
L1865[17:41:50] <gigaherz> heh
L1866[17:41:50] <sham1> I shall post a
screenshot after I get all the things I need to do done
L1867[17:42:08]
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L1869[17:42:17] <Rockers> My internet's
so bad right now that IRC is starting to lag.
L1870[17:42:26] <sham1> That's bad
L1871[17:42:36] <Rockers> Ok, maybe not
that bad.
L1872[17:42:38] ***
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L1873[17:42:42] <Rockers> But close
enough.
L1874[17:42:54] <Rockers> I get packet
"clumps".
L1875[17:42:55]
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L1876[17:43:29] <Rockers> They're
upgrading my area's internet but It's slowing everything down for
around a 30 mile radius.
L1877[17:43:52]
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L1886[17:56:47] <gigaherz> XD
L1887[17:56:59] <sham1> that can be fixed
in the JSON
L1888[17:57:01] <gigaherz> yeah you
forgot to apply the transforms
L1889[17:57:14] <sham1> ye
L1890[17:57:45] <gigaherz> I like mine
more, though ;P
L1891[17:57:48] <sham1> other than that I
think it looks decent enough for a wrench
L1892[17:57:53] <sham1> It looks like a
wrench
L1893[17:57:54] <Rockers> Just realised
that it's Christmas Eve tommorow.
L1894[17:57:55] <sham1> Well yeah
L1895[17:58:01] <sham1> Yours is
better
L1896[17:58:19] <sham1> Also Rockers,
dont you mean today
L1897[17:58:36] <Rockers> I live in the
UK]
L1898[17:58:53] <sham1> well your Yule
eve is in about a minute
L1899[17:58:56] <Rockers> It's Christmas
Eve in literally a minute
L1900[17:59:00] <Rockers> Yeah
L1901[17:59:11] <Rockers> :p
L1902[18:01:53] <Rockers> I just checked
my speeds. -_-
L1903[18:02:15] <Rockers> ↑ Mbps -
0.57
L1904[18:03:08] <Rockers> ↓ Mbps -
L1905[18:03:11] <Rockers> 0.06
L1906[18:03:15] <gigaherz> ouch
L1907[18:03:19] <gigaherz> even my phone
internet is faster
L1908[18:03:38] <Rockers> It's only
temporary.
L1909[18:03:39] <gigaherz> in fact, have
you considered using internet sharing from your phone? ;P
L1910[18:03:49] <Rockers> I don't get 3G
where I live.
L1911[18:03:57] <Rockers> They're
upgrading the lines.
L1912[18:04:00] <gigaherz> ah :/
L1913[18:04:05] <Rockers> But
L1914[18:04:08] <Rockers> It's so
slow.
L1915[18:04:15] <Rockers> It almost
hurts.
L1916[18:04:27] <gigaherz> I faintly
recall my 56k days
L1917[18:04:27] <gigaherz> ;P
L1918[18:04:47] <gigaherz> I remember my
old porn folder, where I had porn clips of like 150x120 resolution
;P
L1919[18:04:47] <Rockers> :p
L1920[18:05:49] <Rockers> I don't know
how to respond.
L1921[18:05:57] <gigaherz> you don't have
to
L1922[18:05:59] <gigaherz> ;P
L1923[18:06:08] <Rockers> I know :p
L1924[18:09:37]
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L1925[18:10:09] <sham1> Was there a way
in-game where I can refresh my model JSON
L1926[18:10:10]
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L1927[18:10:17] <sham1> So the changes
can be seen
L1928[18:10:18] <gigaherz> hmf
L1929[18:10:26] <sham1> I tried F3+T but
the model didnt change
L1930[18:10:56]
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L1931[18:11:01] <gigaherz> so I'm
thinking to make a sortof-teleport spell
L1932[18:11:14] <gigaherz> that instead
of launching an ntity and teleporting at the end
L1933[18:11:14] <sham1> sounds
interesting
L1934[18:11:17] <gigaherz> actually
carries you
L1935[18:11:31] <sham1> Interesting
L1936[18:11:36] <sham1> ANd sounds
cool
L1937[18:11:43] <gigaherz> but i'm
thinking how to achieve that
L1938[18:12:06] <gigaherz> i have to look
into rideable entities and how they work
L1939[18:12:33] <sham1> you make the
teleport orb a temporary mount
L1940[18:12:41] <sham1> And then you
unmount when it touches a block
L1941[18:13:01] <tterrag> sham1: f3+s
?
L1942[18:13:07] <tterrag> that should
reload ALL resources, including models
L1943[18:13:16] <tterrag> if it's not
working, you might have resources cached in your IDE
(eclipse?)
L1944[18:13:23] <sham1> IDEA
L1945[18:13:32] <tterrag> well,
same
L1946[18:13:33] <gigaherz> in IDEA
L1947[18:13:36] <gigaherz> you build
first
L1948[18:13:44] <gigaherz> then inside
the game, do the F3+s/F3+t
L1949[18:13:47] <sham1> ah
L1950[18:13:49] <sham1> AH
L1951[18:14:04] <sham1> dayum
L1952[18:14:12] <gigaherz> IDea won't
update the resources until you use build->make project
L1953[18:14:58] <gigaherz> note that
custom-loaded models such as in a TESR, won't reload unless you
handle the resource manager reload event and wipe the cached
copy
L1954[18:15:06] <gigaherz> which reminds
me.
L1955[18:15:11] <williewillus> also, item
models won't reload
L1956[18:15:47] <sham1> Yes they do
L1957[18:16:10] <gigaherz> they
should
L1958[18:16:14] <gigaherz> they always
did for me
L1959[18:16:15] <gigaherz> XD
L1960[18:16:34] <sham1> Now that I know I
have to build the project to reload resources...
L1961[18:16:54] <gigaherz> yeah the trick
isn't fully obvious
L1962[18:16:54] <gigaherz> XD
L1963[18:18:10] ***
kroeser|away is now known as kroeser
L1964[18:19:11] <williewillus> they don't
for me 0.o
L1965[18:19:20] <williewillus> i mean if
you didn't have one registered already and you register it and
hotswap
L1966[18:19:22] <williewillus> it doesn't
show up
L1968[18:19:24] <sham1> Much better
L1969[18:25:17] ***
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L1971[18:32:17] <sham1> I just noticed
something while trying to fall asleep
L1972[18:32:22] <tterrag>
Arrays.stream(grid).mapToInt(arr ->
Arrays.stream(ArrayUtils.toObject(arr)).mapToInt(b -> b ? 1 :
0).sum()).sum()
L1973[18:32:26] <tterrag> the java 8 is
definitely flowing through me
L1974[18:32:36] <sham1> Steve can carry
1000 liters in a bucket
L1975[18:32:41] <tterrag> no
L1976[18:32:43] <tterrag> 1000mL
L1977[18:32:56] <tterrag> well, mB, which
is more or less the same thing (maybe?)
L1978[18:33:03] <sham1> Well one bucket
is a one source block
L1979[18:33:10] <tterrag> oh, I guess
that's true :P
L1980[18:33:15] <tterrag> measurements
don't really hold up in the world of MC
L1981[18:33:34] <gigaherz> yeah
L1982[18:33:39] <sham1> And it is
generally agreed that one block's side is a meter long
L1983[18:33:42] <gigaherz> one bucket
holds one block
L1984[18:33:44] <gigaherz> so one cubic
meter
L1985[18:33:46] <gigaherz> so 1000L
L1986[18:33:52] <gigaherz> so eahc mB is
one litre
L1987[18:33:57] <sham1> In... a...
bucket
L1988[18:34:00] <gigaherz> yup
L1989[18:34:10] <tterrag> dats a big
bucket
L1990[18:34:13] <gigaherz> also one cubic
meter of gold weights many tons
L1991[18:34:30] <gigaherz> let alone a
whole inventory's worth of gold blocks
L1992[18:34:30] <gigaherz> ;P
L1993[18:34:36] <sham1> Mmm
L1994[18:34:42] <gigaherz> oh and
L1995[18:34:48] <gigaherz> if one block
is 1 cubic meter
L1996[18:35:01] <gigaherz> each INGOT is
just 1/9ths of a cube
L1997[18:35:15] <gigaherz> so you'd have
a 3x3 grid of ingots meaning
L1998[18:35:23] <gigaherz> each ingot is
33cm by 33cm by 1m long
L1999[18:35:34] <sham1> Jeez
L2000[18:35:41] <gigaherz> it's large
enough to make a man-sized statue
L2001[18:35:55] <gigaherz>
(approximately)
L2002[18:36:56] <sham1> But a concequence
of thinking about liters of fluid in MC is with some mods
L2003[18:37:19] <sham1> Mike TiC where it
takes 144mB to cast an ingot
L2004[18:37:33] <gigaherz> wolfram alpha
says the average volume of the human body are 66L
L2005[18:37:37] <gigaherz> hmmm
L2006[18:38:03] <gigaherz> so a whole
player's worth of liquified mass would be just 66mB
L2007[18:38:35] <gigaherz> you'd need 15
players' worth of mass to fill one bucket
L2008[18:38:43] <gigaherz> if they were
human-sized
L2009[18:38:57] <gigaherz> (minecraft
player models are not really proportioned)
L2010[18:38:59] <fry> 1 bucket is 1 meter
wide, if you think about it :P
L2011[18:39:09] <gigaherz> yet
L2012[18:39:09]
⇨ Joins: Favorlock
(~Favorlock@static-24-113-37-102.wavecable.com)
L2013[18:39:12] <gigaherz> here is the
best part of all
L2014[18:39:14] <gigaherz> one
cauldron
L2015[18:39:26] <gigaherz> holds 3
bottles' worth of water
L2016[18:39:37] <gigaherz> every time you
chug down a potion
L2017[18:39:51] <gigaherz> you drink 333L
of liquid
L2018[18:40:20] <gigaherz> well you could
argue the potions have been reduced through evaporation
L2019[18:40:28] <sham1> And this is why I
should not think when sleepy
L2020[18:40:29] <gigaherz> but... not the
water bottles themselves
L2021[18:40:43] <Favorlock> anyone have
any recommendations for async scheduling with forge?
L2022[18:40:48] <gigaherz> and so far as
we cantell, they take the same amount of space ;P
L2023[18:40:53] <gigaherz> Favorlock:
async?
L2024[18:41:26] <gigaherz> you can ask a
world to send an update to a block after a certain number of
ticks
L2025[18:41:35] <gigaherz> but I'm not
sure I understyand what you need
L2026[18:41:43]
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L2027[18:42:16] <Favorlock> asynchronous
scheduling. I've seen tick handlers for synchronous scheduling, but
not the other way around. I guess the best concept is how sponge
has it's own scheduler solution, but in my case sponge isn't a
viable solution.
L2028[18:42:32] <gigaherz> hmmm
L2029[18:42:59] <gigaherz> but waht do
you need it for? some background task?
L2030[18:43:05] <gigaherz> there's
workers and such
L2031[18:43:35] <sham1> Does your async
thing need to interact with the MC world state in any way
L2032[18:43:45] <gigaherz> yeah that's
what I was wondering
L2033[18:43:48] <Favorlock> yeah, I need
to be able to 1) run a task async once, and 2) run an async task
repeatably.
L2034[18:43:54] <gigaherz> well
L2035[18:43:55] <gigaherz>
java.util.concurrent.ExecutorService
L2036[18:43:57] <gigaherz> to run the
tasks
L2037[18:43:58] <Favorlock> no, it
doesn't
L2038[18:43:59] <gigaherz> you can use
that
L2039[18:44:11] <gigaherz> but remember
you'll have to synchronize if you need to interact later
L2040[18:44:13] <Favorlock> just need it
primarily for polling information and sending off to Enjin
servers
L2041[18:44:28]
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L2043[18:45:06] <gigaherz> there's an
explanation there of how to use the ExecutorService
L2044[18:46:44] <gigaherz> (they are
basically disguised thread pools)
L2046[18:47:09] <gigaherz> thing is
L2047[18:47:27] <gigaherz> it doesn't
really make sense to have a system tied into Minecraft
L2048[18:47:49] <gigaherz> if it doesn't
need to be synchronous
L2049[18:48:36] <gigaherz> you can
just... create a thread.
L2050[18:48:55] <gigaherz> or if you need
to span many smaller tasks, use a thread pool like the
ExecutorService
L2051[18:49:32]
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L2052[18:50:17] <Favorlock> Yeah, the
possibility for a large number of smaller tasks is likely.
L2053[18:50:30] <gigaherz> then make use
of the ExecutorService
L2054[18:51:08] <tterrag> fry: you
around?
L2055[18:51:13] <fry> yup
L2056[18:51:58] <tterrag> fry: help me
debug my day 9? it's ugly as sin, but I can't figure out why it's
broken
L2058[18:52:19] <tterrag> stupid
boxing
L2059[18:52:23]
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L2060[18:53:19] <fry> hmm, 9?
L2061[18:53:21] <Favorlock> would a
cached thread pool be recommended gigaherz?
L2062[18:53:26] <tterrag> fry: yeah, the
lights one
L2063[18:53:38] <fry> 9 is travelling
salesman :P
L2064[18:53:43] <tterrag> UM
L2065[18:53:45] <tterrag> sorry, 6
L2066[18:53:48] <tterrag> >.<
L2067[18:54:17] <tterrag> I was looking
at 9 just before this
L2068[18:54:18] <fry> heh
L2069[18:54:39] <fry> why don't you
initialize everything with false? and avoid boxing? :P
L2070[18:54:51] <tterrag> because then I
would need more LoC :p
L2071[18:55:10] <tterrag> I couldn't do
the magic that I do in Instruction.run
L2072[18:55:16] <tterrag> (magic =
rawtypes bs)
L2073[18:55:18] <gigaherz> Favorlock: no
idea sorry, my expertise is in other languages, I just googled for
an equivalent featurein Java ;P
L2074[18:55:53] <tterrag> Favorlock: does
it need to be tick based?
L2075[18:55:59] <tterrag> or millis
based?
L2076[18:56:07] <fry> well, autoboxing
can probably work magically in arr[x][y] = (T)
func.apply(arr[x][y]); line
L2077[18:56:25] <tterrag> no, because you
can't pass an int[][] into a function that takes T[][]
L2078[18:56:36] <fry> I wouldn't try to
abstract iver int + bool :P
L2079[18:56:45] <fry> just do int for
both days :P
L2080[18:56:51] <tterrag> hm
L2081[18:56:53] <tterrag> true
enough
L2082[18:56:56] <tterrag> I'll try
that
L2083[18:58:48]
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L2084[18:59:09] <Favorlock> Wouldn't
really matter if tick based or millis based, right now I'm trying
to avoid reinventing the wheel if there are already good utils
available for task scheduling
L2085[19:00:42] <tterrag> fry: I still
get too low :/
L2087[19:01:20] <tterrag> gives me 569999
| 17325717
L2088[19:01:35] <tterrag> (SPOILERS ^)
(whoops)
L2089[19:02:24] <gigaherz>
doesn'teveryone get a different data set?
L2090[19:02:38] <tterrag> maybe?
idk
L2091[19:02:40] <fry> usually yes
L2092[19:02:57] <fry> but I have exact
same answer for part1 xD
L2093[19:03:13] <gigaherz> lol
L2094[19:03:37] <gigaherz> well either
way, the spoiler would be the code itself ;P
L2095[19:03:51] <fry> true :P
L2096[19:04:34] <gigaherz> hmmm
L2097[19:04:46] <gigaherz> if I want to
synchronize IEEPs with everyone who can see a player
L2098[19:05:00] <gigaherz> what's the
appropriate way?
L2099[19:05:00] <tterrag> fry: any
ideas?
L2100[19:06:07]
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L2101[19:06:11] <gigaherz> I'm currently
only sending the packet to the player that's casting the spell, but
I'd like everyone to see the beams and such :/
L2102[19:06:34]
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L2103[19:06:38] <fry> hmm
L2104[19:06:53] <fry> tterrag: is your
day1 answer still correct?
L2105[19:07:06] <tterrag> you mean part
1? yes
L2106[19:07:18] <fry> yup, part1 :P
L2107[19:07:55] <gigaherz> I guess I'll
start by doing a sendToAllAround isntead of just sendTo, which
means I'll have to include entity "id" in the
packet
L2108[19:08:33] <tterrag> Favorlock: I
think ScheduledExecutorService is a thing
L2109[19:08:59]
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L2110[19:09:11] <tterrag> Favorlock:
Executors.newScheduledThreadPool()
L2111[19:09:12] <tterrag> use that
:P
L2112[19:09:45] <fry> tterrag: those ++
and -- are confusing; +1 and -1 are better :P
L2113[19:10:00] <tterrag> wait, I see
it
L2114[19:10:12] <tterrag> needs to be
Math.max(0, i - 1)
L2115[19:10:19] <fry> ah, true
L2116[19:10:28] *
fry has that :P
L2117[19:10:39] <tterrag> woo
L2118[19:10:42] <tterrag> thanks for
being a rubber duck :D
L2119[19:11:06] <fry> how far are you
now? :P
L2121[19:13:23] <tterrag> through day
8
L2122[19:13:24] <tterrag> 2 stars
L2123[19:13:36] <fry> nice :P
L2125[19:14:06] <fry> thry're not cheaty!
:P
L2126[19:14:10] <fry> *e :P
L2127[19:14:11] <tterrag> CHEATY I
SAY
L2128[19:14:29] <fry> I solved exactly
the problem that I needed to solve :P
L2129[19:14:36] <tterrag> I know
L2130[19:14:39] <tterrag> maybe I'm just
jealous >.>
L2131[19:14:52] <fry> wait until you get
to day 19 part 2
L2132[19:15:02] <fry> that'll rustle your
jimmies :P
L2133[19:15:02] <gigaherz> I'd have
copypasted the string parser I wrote for a different thing ;P
L2134[19:15:14] <gigaherz> I justgot
bored of the meaningless tasks
L2135[19:15:16] <gigaherz> XD
L2136[19:18:09] *
gigaherz facepalms hard
L2137[19:18:43] <gigaherz> what surprises
me is that MinecraftServer.getServer() actually DOES work from a
client ;P
L2138[19:19:00] <gigaherz> even while in
a multiplayer session
L2139[19:19:09] <gigaherz> it just has 0
worlds loaded and no save selected
L2140[19:20:08] <williewillus> okay so in
Botania, every functional/generating flower (every
"magical" one essentially) is under one block ID, what do
you guys think is a smart/easy way to create and render the models
for this?
L2141[19:20:29] <williewillus> (Addons
can register additional flower subtypes too, so it should support
that)
L2142[19:20:51] <gigaherz> but the most
surprising of all, is it was the SERVER that ended up exiting from
the crash XD
L2143[19:21:11] <fry> williewillus: how
are custom mod flowers different from normal flowers?
L2144[19:21:15] <gigaherz> williewillus:
aren't the flowers just... flowers? two planes with a
texture?
L2145[19:21:48] <williewillus> botania's
magic flowers are all under one block ID: specialFlower. the TE
tells the ISBRH what icon to render. Furthermore, addons can
register their own magic flowers
L2146[19:22:02] <williewillus> gigaherz:
yeah, but vaz said it would be cool if people could set their own
models
L2147[19:22:10] <gigaherz> yeah
L2148[19:22:11] <gigaherz> okay so
L2149[19:22:16] <gigaherz> you want the
model to depend on the TE
L2150[19:22:25] <williewillus> the models
will also not always be mine
L2151[19:22:28] <gigaherz> that means
ISmartBlockModel
L2152[19:22:32]
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L2153[19:22:53] <gigaherz> and
getExtendedState
L2154[19:22:55] <williewillus> so i'm
thinking addons pass me IModels that I cache on a lookup
L2155[19:23:03] <williewillus> and bake
and render in the smart model
L2156[19:23:04] <Rockers> My internet's
back. \o/
L2157[19:23:10] <gigaherz> and that means
a custom state mapper
L2158[19:23:19] <gigaherz> then,
L2159[19:23:21] <williewillus> wat
statemapper?
L2160[19:23:30] <williewillus> smart
model would eliminate the need for a statemapper wouldnt it?
L2161[19:23:35] <gigaherz> hmmm
L2162[19:23:43] <gigaherz> maybe
L2163[19:23:45] <gigaherz> possibly
L2164[19:23:47] <gigaherz> so
L2165[19:24:04] <gigaherz> from the
block's getExtendedState, you'd have to build an extended state
object with an IUnlistedProperty
L2166[19:24:19] <gigaherz> inside that
IUnlistedProperty you assign the "special model" to
use
L2167[19:24:30] <gigaherz> and then from
the ISmartBlockModel you get the corresponding IBakedModel
L2168[19:25:36] <williewillus> should I
accept IModels from addons or baked ones? (i.e. should I bake them
or they do)
L2169[19:25:47] <gigaherz> hmmm
L2170[19:25:50] <gigaherz> dunno
L2171[19:26:04] <fry> other way is make
ICustomModelLoader
L2172[19:26:05] <gigaherz> they could
just be ResourceLocations
L2173[19:26:22] <fry> make other mods
register their ResourceLocations in preInit to it
L2174[19:26:36] <fry> then you'll get
dependency and texture loading for free
L2175[19:26:40] <williewillus> ah that
sounds smarter
L2176[19:26:59] <gigaherz> fry: can a
loader chooseto load models that haven't been askedthrough the
accept/loadModel thing?
L2177[19:27:16] <fry> choose?
L2178[19:27:19] <gigaherz> I mean
L2179[19:27:37] <gigaherz> someone would
have to enumerate those models right?
L2180[19:27:42] <fry> what models?
L2181[19:28:12] <gigaherz> williewillus
was explaining that thesame block ID can have any number of
"extra flowers"
L2182[19:28:19] <gigaherz> based on the
TE
L2183[19:28:40] <williewillus> it doesn't
have to be enumerated since a smartmodel would be used,
right?
L2184[19:28:47] <fry> williewillus: look
at MultiLayerModel - it does something very simular - it loads
multiple variants, and chooses 1 based on the current render layer;
you need exactly the same, but choose based on the unlisted
property
L2185[19:28:51] <gigaherz> williewillus:
but if they use custom textures
L2186[19:29:00] <gigaherz> someone needs
to cause thosetextures to be referenced
L2187[19:29:01] <gigaherz> ;P
L2188[19:29:23] <gigaherz> which means
all the models need to be numerated during (pre)init somehow
L2189[19:30:06] <gigaherz> oh wait
L2190[19:30:07] <gigaherz> I see
L2191[19:30:08] <fry> copy everything
from MultiLayerModel.java, change class names and handleBlockState
:P
L2192[19:30:11] <gigaherz> during
preInit
L2193[19:30:22] <gigaherz> you ask all
the addon mods to "apply" to the model loading
L2194[19:30:25] <gigaherz> then
L2195[19:30:28] <fry> yup
L2196[19:30:33] <gigaherz> when the one
single block initializes
L2197[19:30:42] <gigaherz> the model
loaderwill get the accepts()/loadModel call
L2198[19:30:45] <gigaherz> for that one
block
L2199[19:30:49] <gigaherz> and from
there
L2200[19:30:57] <gigaherz> you return a
custom IModel
L2201[19:31:03] <gigaherz> that *knows*
which models it will need
L2202[19:31:11] <fry> that IModel will
have all the other models as dependencies
L2203[19:31:15] <gigaherz> so like, the
IModel will have other IModels
L2204[19:31:21] <fry> and the system will
load them for you
L2205[19:31:23] <gigaherz> which in turn
know their textures
L2206[19:31:29] <williewillus> ahh
L2207[19:31:33] <gigaherz> and then
L2208[19:31:35] <gigaherz> on bake
L2209[19:31:40] <gigaherz> you return an
ISmartBlockModel
L2210[19:31:41] <fry>
IModel.getDependencies is there for a reason :P
L2211[19:31:52] <gigaherz> that knows the
ISmartBlockModels it will need
L2212[19:32:14] <fry> again,
MultiLayerModel does almost exactly that, look at it :P
L2213[19:32:18] <gigaherz> yeah
L2214[19:32:47] <williewillus> sounds
mostly sensible, I'll try it later tonight :p
L2215[19:32:59] <williewillus> but this
would be so great to have
L2216[19:33:54] <gigaherz> hmmm
L2217[19:34:03] <gigaherz> you'll need a
blockstates file, with one state ("normal")
L2218[19:34:13] <gigaherz> that
references some random resourcelocation
L2219[19:34:23] <gigaherz> so you can
distinguish your model from others
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L2221[19:34:44] <williewillus> botania is
gonna be great 1.8 propaganda for other mods to update, learned so
much doing this :p
L2222[19:34:58] <williewillus>
*learning
L2223[19:35:28] <fry> 90% of things you
use were there a year ago :P
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L2225[19:35:53]
MineBot sets mode: +v on Tahg
L2226[19:36:32] <gigaherz> when I wrote
my original OBJ loader
L2227[19:36:42] <gigaherz> you still
hadn't finished the b3d loader and related stuffs
L2228[19:36:42] <gigaherz> ;P
L2229[19:36:47] <williewillus> i know :p
also didn't know you could have the item model inside the forge
state json when I did ProjectE so gonna go back and cut out more
jsons there :D
L2230[19:36:55] <gigaherz> I worked based
solely on ModelBakeEvent + TextureStitchEvent
L2231[19:37:23] <gigaherz> and it wasn't
THAT bad
L2232[19:37:40] <gigaherz> if it was kept
that way, it would just have resulted in a lot of duplicated
code
L2233[19:37:41] <gigaherz> ;P
L2234[19:38:18] <gigaherz> although we
wouldn't have perspectiveawaremodel
L2235[19:38:34] <gigaherz> I may have
done things differently if it had been there back then ;p
L2236[19:38:35] <fry> item model inside
blockstate was fairly recent, I think, simmer probably
L2237[19:38:38] <fry> *sumer
L2238[19:38:41] <fry> *summer
L2240[19:38:43] <gigaherz> yeah
L2241[19:43:12] <williewillus> can we
have quick item variant selection in forge json? it's the only
annoyance i have right now. If I have a cube_all with 16 variants
over color. I can fit all the block models into the forge
json...but still have to make 16 item models :p
L2242[19:43:47] *
fry looks
L2243[19:44:11] <williewillus> i could
declare custom variants (e.g. "inventory_blue" in the
blockstate json but that would essentially be remaking the model
since you can't inherit them in there as far as I know
L2244[19:52:32] <gigaherz> GEH
L2245[19:52:32] <gigaherz> Caused by:
java.lang.RuntimeException: Cannot Hotload Dim: Overworld is not
Loaded!
L2246[19:54:11] <williewillus> what are
you calling that cauases that?
L2247[19:54:22] <gigaherz> ah shit
L2248[19:54:40] <gigaherz> I'm trying to
access Minecraft.getMinecraft().theWorld from the network
thread
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L2250[19:56:32] <williewillus> lol
L2251[19:57:22] <gigaherz> but
still
L2252[19:57:25] <gigaherz> that doesn't
really make sense
L2253[19:57:32] <gigaherz> unless it's
because of spectator mode :/
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L2257[20:02:04] <williewillus> spec mode
does some weird things with TE's
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L2259[20:03:28] <williewillus> if I want
a block to have both static model and tesr do I retrun 3 or 2 from
getRenderType
L2262[20:04:28] <fry> lol
L2263[20:07:08] <williewillus> wait so
for the flower model thing, are the models able to be replcaed by
respacks? or does that depend on my custom model loader?
L2264[20:07:24] <gigaherz> IT
WORKS!!!
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L2266[20:08:18] <kimfy> How would I go on
about stopping snow from melting in high light levels?
L2268[20:08:38] <gigaherz> ^_^
L2269[20:08:47] <gigaherz> I can see
beams in other players
L2270[20:08:50] <gigaherz> although it's
funny
L2271[20:08:53] <gigaherz> the way I have
it coded now
L2272[20:08:59] <gigaherz> looks like
they do magic from their mouths XD
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L2276[20:10:52] <gigaherz> kimfy: other
than replacing normal snow with your own, not sure
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L2278[20:11:40] <kimfy> Hmm
L2279[20:11:46] <illy> dank memes cant
melt magic beams
L2280[20:12:15] <williewillus> these
model names are on point
L2281[20:12:30] <williewillus>
"miniblock_all" "microblock_top_bottom"
"biggerthanslab" "thinnerthanslab"
L2282[20:12:40] <gigaherz> lol
L2283[20:13:27] <williewillus> woohoo
starfield
L2285[20:14:09] <gigaherz> does it
actually apply the environment map?
L2286[20:14:13] <gigaherz> or is it just
the flat texture?
L2287[20:14:42] <williewillus> fry: also,
is it impossible to specify default transforms for specific render
types? like "transform": { "thirdperson":
"forge:default-block", "gui": { <something
else>}}
L2288[20:14:48] <williewillus> I tried
doing it but it complained
L2289[20:15:16] <fry> forge:default-block
is global
L2290[20:15:28] <fry> but you can do
manual transforms for perspectives
L2291[20:15:44] <fry>
"transform": { "thirdperson": "y": 90
} e.t.c.
L2292[20:15:57] <williewillus> kk
L2293[20:16:28] <williewillus> gigaherz:
in 1.7 the whole thing was tesr rendered, the center was stolen
from the end portal, I made the frame into a json and the center is
still tesr stolen from end portal :p
L2294[20:16:40] <gigaherz> ah
L2295[20:16:42] <gigaherz> makes
sense
L2296[20:16:42] <gigaherz> XD
L2297[20:16:50] <gigaherz> mixed
block+TESR is nice ;P
L2298[20:16:52] <williewillus> as little
in a tesr as possible is good :p
L2299[20:16:58] <gigaherz> yeah
L2300[20:17:05] <gigaherz> which makes it
sad that the whole chest is a TESR in vanilla ;P
L2301[20:17:24] <williewillus> are signs
full tesr or mixed?
L2302[20:17:34] <gigaherz> I can't
remember
L2303[20:17:53] <gigaherz> I'm not sure
that anything in mc actually uses mixed
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L2311[20:35:28] <tterrag> gigaherz:
enchanting table
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L2313[20:37:29] <williewillus> oh yeah,
book is tesr, table is wr
L2314[20:38:45] <gigaherz> ah yes I
forgot
L2315[20:38:45] <gigaherz> XD
L2316[20:39:51] <williewillus> hm idk why
the mana network is broken in botania, nothing should've
changed
L2317[20:40:21] <williewillus> want to
get the mod into a kinda maybe sorta 10% playable state bfeore
christmas :p
L2318[20:40:32] <gigaherz> XD
L2319[20:41:26] <tterrag> yeah that's
what I'm trying for with chisel
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L2321[20:41:56] <tterrag> I guess I
should probably just implement a small subset of blocks and let
people test
L2322[20:42:25] <tterrag> the popular
blocks, marble, tyrian, cobblestone
L2323[20:42:49] <gigaherz> marble
:3
L2324[20:51:22] <williewillus> ah mana is
working, it's just not displaying the bar correctly
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L2327[21:01:18] <williewillus> uhhh under
what conditions is onEntityCollidedWithBlock called
L2328[21:01:31] <williewillus> mana pool
uses that for transmutations and its no longe rbeing called when i
toss an item onto it
L2329[21:01:39] <tterrag> when their
AABBs intersect
L2330[21:01:56] <tterrag> you need to
sink the collision box a bit inside the block bounds
L2331[21:01:59] <tterrag> i.e. soul
sand
L2332[21:03:59] <williewillus> oh...the
pool doesnt override getcollisionboundingbox 0.o did I do that?
xP
L2333[21:04:15] <tterrag> probably?
:D
L2334[21:05:17] <williewillus> apparently
not 0.o behavior mustve changed
L2335[21:07:00] <tterrag> nope, always
been that way
L2336[21:08:06]
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L2338[21:10:29] <williewillus> it seems
to not be called for items/xporbs anymore, wat
L2339[21:10:34] <williewillus> mobs and
player called it
L2341[21:11:04] <fry> build is
building
L2342[21:12:07] <tterrag> williewillus:
hm...that may be a bug then
L2343[21:12:12] <tterrag> check the code
path
L2344[21:12:56] <williewillus> fry: so I
call registerInventoryVariants(item) and it automatically inserts
lookups to blockstate json?
L2345[21:12:59] <tterrag> Entity.class
seems to show it being called for any entity as long as it is
inside the 1x1x1 of the block
L2346[21:13:12] <fry> yup
L2347[21:13:28] <fry> but you don't even
need to call that, if you do setCustomModelResourceLocation
now
L2348[21:13:47] <fry> since one calls the
other
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L2350[21:13:50] <tterrag> fry: generic
varargs...ew
L2351[21:13:59] <fry> ew what? :P
L2352[21:14:03] <fry> it works :P
L2353[21:14:29] <tterrag> it's just bleh,
what's the point even?
L2354[21:14:33] <tterrag> why not just
have it be ResourceLocation...
L2355[21:14:57] <fry> I debated doing
that
L2356[21:15:04] <tterrag> is there any
difference at all?
L2357[21:15:12] <tterrag> you could pass
a ModelResourceLocation into that just fine
L2358[21:15:21] <fry> but I'm not sure
how it'd handle you passing in ModelResourceLocation[]
L2359[21:15:31] <fry> I know that arrays
are covariant
L2360[21:15:35] <fry> but bleh :P
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L2362[21:16:31] <tterrag> pretty sure it
would work
L2363[21:16:35] <tterrag> maybe...you
should test it
L2364[21:16:37] <tterrag> :O
L2365[21:17:34] <fry> too late :P
L2366[21:19:48] <tterrag> except not
really
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L2369[21:22:29] <fry> well, indeed, it
works, but having a generic signature really doesn't make it any
worse :P
L2370[21:24:18] <killjoy> Has adf.ly
become more invasive recently?
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L2377[21:35:56] <gigaherz> hmmmmm
L2378[21:36:03] <gigaherz> so I have my
magic mod
L2379[21:36:32] <gigaherz> and so far, I
have a machine that decomposes stuff and turns it into essences to
use in spells
L2380[21:36:57] <gigaherz> but I'm
thinking there should be a cost
L2381[21:37:16] <gigaherz> some sort of
fuel
L2382[21:37:55] <gigaherz> I can't think
of what, though
L2383[21:38:11] <fry> gasoline
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L2385[21:42:10] <gigaherz> that's not
metaphysical enough
L2386[21:42:10] <gigaherz> ;p
L2387[21:42:32] <gigaherz> I think the
top-tier item would be a nether star
L2388[21:42:42] <gigaherz> it would be an
infinite source
L2389[21:42:56] <gigaherz> once you have
one, you can power the block undefinitely
L2390[21:43:20] <fry> eh, nether start
aren't that hard to obtain
L2391[21:43:24] <fry> *stars
L2392[21:43:30] <gigaherz> I know,
specially not in modded
L2393[21:44:39] <gigaherz> well, I can
always make a ritual that creates some sort of "imbued"
nether star
L2394[21:45:22] <gigaherz> balancing a
mod is annoying
L2395[21:45:24] <gigaherz> XD
L2396[21:46:11] <gigaherz> as it is now,
I require a nether star in the crafting of the block
L2397[21:46:33] <gigaherz> but that makes
it unobtainable in earlygame, when it would be most useful
L2398[21:46:44] <gigaherz> and I still
haven't thought of a means to use the mod without it
L2399[21:47:05] <gigaherz> on the other
side, I don't want to make the mod complicated
L2400[21:47:19] <tterrag> fry: other than
adding another warning into the forge src and being no different
(as type erasure makes it ResourceLocation[] anyways)
L2401[21:47:40] <fry> what warning?
:P
L2402[21:47:41] <tterrag> anyone calling
that method gets a warning as well
L2403[21:47:43] <tterrag> try it
L2404[21:47:46] <fry> nope
L2405[21:47:49] <fry> no warning :P
L2406[21:48:30] <tterrag>
idontbelieveyou.gif
L2407[21:48:52] <gigaherz> it is a mod
about raw magic, I don't want a complex research/unlock system or
anything that purposefully slows you down and requires you to
grind
L2408[21:49:14] <tterrag> I can't test it
myself, because the build isn't life
L2409[21:49:15] <tterrag> live
L2410[21:49:16] <gigaherz> but at the
same time I don't want people to just be able to blow stuff up
within 5 minutes
L2411[21:49:54] <fry> something broke
with the maven, so no build
L2412[21:50:07] <tterrag> \o/ :(
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L2415[21:54:48] <BrunoBronosky> Is anyone
here familiar with RaspberryJamMod?
L2416[21:55:43] <gigaherz> can't say I
heard of it
L2417[21:55:58] <BrunoBronosky> I've
bought my 8y/o daughter 2 books on using python programming to
interact with Minecraft via API.
L2418[21:56:47] <BrunoBronosky> The books
take separate approaches to getting a Minecraft Pi (as in Raspberry
Pi) API into to PC/Mac version.
L2419[21:57:47] <BrunoBronosky> I have
found a 3rd option (4th actually) which uses a Minecraft Forge mod
instead of Bukkit/Canary or Spigot.
L2420[21:58:31] <BrunoBronosky> I really
just want to get her started with the option with the best
community and hope for longevity.
L2421[21:58:44] <gigaherz> I see
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L2423[22:00:23] <gigaherz> so it's
basically a python-based scripting system that interacts with
Minecraft
L2425[22:00:44] <gigaherz> so what was
your question?
L2426[22:01:06] <gigaherz> yo uwanted to
know if this mod was worth using?
L2428[22:01:21] <BrunoBronosky> gigaherz,
sort of.
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L2430[22:01:42] <BrunoBronosky> more than
just the mod, There are so many options for the backend
L2431[22:02:02]
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L2432[22:02:03] <gigaherz> yeah
L2433[22:02:25] <BrunoBronosky> the other
3 options use a disparate server that she has to run before getting
started.
L2434[22:02:30] <gigaherz> well if all of
them implement the same API
L2435[22:02:43] <BrunoBronosky> Forge is
different in that it just works when you select the right
profile.
L2436[22:02:47] <gigaherz> then
presumably the same python scripts should work in any of the
platforms
L2437[22:02:53] <gigaherz> so,
L2438[22:03:01] <BrunoBronosky> gigaherz
that is mostly true.
L2439[22:03:09] <gigaherz> from what I
see, the Forge version seems like a good candidate for
single-player play
L2440[22:03:35] <gigaherz> while the
server-based approaches may be more useful for collaborative
work?
L2441[22:05:09] <BrunoBronosky>
(naturally) the python library has been forked and altered slightly
in a few cases. so I don't want to have to start her on one path
and then later explain that I have to port her code and teach her a
few changes. (I know that is part of what we live with, but I don't
want to discourage her.)
L2442[22:05:26] <BrunoBronosky> gigaherz
so how is Forge different?
L2443[22:05:33] <shadekiller666> can
someone explain how to do day 4 of advent of code?
L2444[22:05:37] <BrunoBronosky> you say
is't for single player only?
L2445[22:05:44] <gigaherz> not
exactly
L2446[22:05:48] <gigaherz> Forge is a
low-level interface
L2447[22:05:56] <gigaherz> it simply
helps inject code into the Minecraft JVM
L2448[22:06:10] <gigaherz> and provides
tools for interacting with the internal architecture of
Minecraft
L2449[22:06:26] <gigaherz> on itself,
forge has both support for the client program, and the server
L2450[22:06:27] <williewillus> in the
forge blockstate json format, can you specify blockstate variants
in "model" fields?
L2451[22:06:46] <williewillus> I'm a
little confused how the new addInventoryVariants would help me
outside of auto=appending #inventory to everything
L2452[22:06:53] <gigaherz> but the forum
post about this Forge mod seems to indicate it's designed only for
singleplayer mode, not to run in servers
L2453[22:07:06] <gigaherz> hence my
statement
L2454[22:07:09] <gigaherz> however
L2455[22:07:17] <BrunoBronosky> gigaherz,
that's fascinating.
L2456[22:07:19] <gigaherz> the github
repository has instructions on how to set up a server using the
mod
L2457[22:07:30] <BrunoBronosky> yes it
does.
L2458[22:07:38] <gigaherz> so my guess
right now is that the forum post is out of date.
L2459[22:07:49] <fry> williewillus: I
don't understand the question :P
L2460[22:07:57] <BrunoBronosky> thank you
for researching so thoroughly.
L2461[22:08:09] <gigaherz> regardless,
the statement is still somewhat correct
L2462[22:08:19] <gigaherz> the forge mod
IS a good fit for single-player
L2463[22:08:27] <gigaherz> since it does
not require a separate server running in the background
L2464[22:08:41] <BrunoBronosky> big plus
for us
L2465[22:09:24] <BrunoBronosky> Would you
say that Forge should require less resources than running a local
server? (for single player)
L2466[22:09:33]
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L2467[22:09:34] <shadekiller666>
yep
L2468[22:09:36] <shadekiller666>
always
L2469[22:09:38] <gigaherz> it's hard to
say
L2470[22:09:44] <gigaherz> since
Minecraft runs its own internal server
L2471[22:09:48] <BrunoBronosky>
shadekiller666, at me?
L2472[22:10:02] <gigaherz> but I presume
it will use less resources, since the internal server is always
loaded
L2473[22:10:14] <gigaherz> so there will
be extra load overall
L2474[22:10:19] <williewillus> fry: just
that any inventory variants in the blockstate json can't inherit
from the block model (or I'm doing it wrong) so you end up just
giving a full specification the same model twice?
L2475[22:10:29] <shadekiller666> running
both an "external" server and a singleplayer minecraft
client on the same machine would take more resources than just the
singleplayer with internal server
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L2477[22:11:49] <BrunoBronosky> yeah I
figured that even when you connect to an (local) external server,
Minecraft still ran it's same internal resources. But I had no
experience to back that up.
L2478[22:11:53] <shadekiller666> can
someone explain MD5 hashing?
L2479[22:12:05] <gigaherz>
shadekiller666: in simplest terms,
L2480[22:12:11] <gigaherz> the input is
split into 128bit units
L2482[22:12:25] <gigaherz> put through a
series of logical operations
L2483[22:12:42] <gigaherz> and the
resulting number is the hash
L2484[22:13:05] <gigaherz> those
operations include bitwise, shifting, and possibly some
arithmetics
L2485[22:13:16] <shadekiller666> advent
of code gave me: yzbqklnj and wants me to find the lowest integer
that, when combined with that, will produce an MD5 hash starting
with 00000
L2486[22:13:24] <gigaherz> ah yes
L2487[22:13:25] <fry> williewillus: you
can register the items with the same variants as blocks, so
"color=white", e.t.c.
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L2489[22:13:33] <gigaherz> it's a
brute-force game
L2490[22:13:44] <BrunoBronosky> BTW, I'm
only getting into Minecraft in any form because both my daughters
love Minecraft and as a professional software developer I see this
as an opportunity to get them interested in STEM.
L2491[22:13:46] <williewillus> ah
L2492[22:14:00] <fry> shadekiller666:
java.security.MessageDigest.getInstance("MD5").digest
L2493[22:14:07] <shadekiller666> ok
L2494[22:14:30] <gigaherz> you create an
instance of whatever MD5 system your chosen language has (if you
don't have MD5, choose another language)
L2495[22:14:48] <gigaherz> then just keep
giving it strings, until the hex output starts with
"00000"
L2496[22:15:02] <tterrag> does MC come
with apache codec?
L2497[22:15:08] <gigaherz> codec?
L2498[22:15:09] <shadekiller666> and i
just loop increment an integer value, append it to yzbqklnj and
shove it into digest() until i get the desired output?
L2499[22:15:10] <tterrag> if so,
DigestUtils is much easier to use
L2500[22:15:27] <fry> tterrag: 1 line
either way :P
L2501[22:15:31] <tterrag> is it?
L2502[22:15:35] <gigaherz> doesn't look
like it
L2503[22:15:42] <tterrag> hwo do you go
from MessageDigest -> String
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L2505[22:16:04] <fry> I don't need to
:P
L2506[22:16:11] <BrunoBronosky>
shadekiller666 I suggest you put limits on your for/while
loop.
L2507[22:16:16] <gigaherz>
toString?
L2508[22:16:22] <tterrag> gigaherz:
lolno
L2509[22:16:25] <tterrag> it gives you a
bytep[
L2510[22:16:26] <tterrag> byte[]
L2511[22:16:31] <gigaherz> ?
L2512[22:16:34] <fry> String.fromBytes
might work
L2513[22:16:45] <gigaherz> if
MessageDigest.toString doesn't print the hex representation of the
hash
L2514[22:16:46] <gigaherz> then it
sucks.
L2515[22:16:53] <BrunoBronosky> test
blocks of integers. 0-100,000 then 100,000-200,000, etc.
L2516[22:17:10] <shadekiller666> how
should one check for the hex code starting with 00000 from a
byte[]
L2517[22:17:35] <gigaherz>
shadekiller666: byte 0 is 0, byte 1 is 0, and byte 2 &0xF0 is
0
L2518[22:18:05] <BrunoBronosky> doing a
while(result[0-4] != '00000') is likely to make your system
unresponsive making it hard to kill the loop.
L2519[22:18:06] <williewillus> for some
reaosn files.minecraftforge.net always seems late-synced when I'm
at home >.> 1648 still hasn't appeared, and I remember the
same thing happening with 1635 a while ago
L2520[22:18:13] <gigaherz> since eahc
byte has 2 digits, that gives you the first 6
L2521[22:18:17] <gigaherz> 5**
L2522[22:18:18] <BrunoBronosky>
shadekiller666, what lang?
L2523[22:18:22] <shadekiller666> so
byte[0] == 0, byte[1] == 0, and byte[2] && 0xF0 == 0?
L2524[22:18:33] <gigaherz> yup
L2525[22:18:53] <gigaherz> no
L2526[22:18:54] <gigaherz> one
&
L2527[22:18:56] <gigaherz> bitwise
L2528[22:18:57] <gigaherz> not
logical
L2529[22:19:22] <fry> williewillus: 1648
broke due to some maven shenanigans, investigation is underway
:P
L2530[22:19:36] <gigaherz> isMatch =
hash[0] == 0 && hash[1] == 0 && (hash[2] &
0xF0) == 0
L2531[22:19:51] <williewillus> heh
okay
L2532[22:20:02] <williewillus> grinding
out some more static models while I wait
L2533[22:20:34] <shadekiller666> ok,
also, how do i go from yzbqklnj + some integer value to a byte[]
for input?
L2534[22:21:08] <gigaherz>
string.getBytes()?
L2535[22:21:27] <tterrag> ^
L2536[22:21:36] <BrunoBronosky> gigaherz,
what language is this?
L2537[22:21:49] <gigaherz> Java
L2538[22:21:53] <shadekiller666> and
should i just for (;;) {int i = 0; yzbqklnj.append(i);
digest(appended string); check == true -> break; }?
L2539[22:22:06] <gigaherz> with Minecraft
for PC being written in Java
L2540[22:22:15] <gigaherz> most people
here either prefer Java as a programming language
L2541[22:22:17] <shadekiller666> start at
0 and increment from there?
L2542[22:22:28] <gigaherz> or use Java
out of habit because their environment is already set up for
modding
L2543[22:22:35] <gigaherz> start at
1
L2544[22:22:37] <williewillus> or some
other jvm language
L2545[22:22:41] <gigaherz> I think
L2546[22:22:55] <shadekiller666> if i
wasn't doing this in Java, i'd be doing it in C#, but IDEA launches
faster than VS so i decided to use Java :P
L2547[22:22:57] <gigaherz> I can't
remember the exact wording
L2548[22:23:06] <gigaherz> VS2015 is
quite fast here
L2549[22:23:07] <tterrag> while
(!isMatch(digest(sdlkfaijdf + i++))) sysout(i)
L2550[22:23:10] <gigaherz> idea takes
some 20s
L2551[22:23:11] <gigaherz> ;p
L2552[22:23:12] <tterrag> no body needed
:P
L2553[22:23:25] <tterrag> sorry,
++i
L2554[22:23:36] <shadekiller666> does it
matter?
L2555[22:23:39] <fry> sdlkfaijdf + i++?
surely that doesn't work :P
L2556[22:23:51] <gigaherz> fry:
L2557[22:23:56] <gigaherz> string
sdlkfaijdf = "sdlkfaijdf";
L2558[22:23:57] <gigaherz> ;P
L2559[22:24:02] <tterrag> it absolutely
matters
L2560[22:24:09] <tterrag> fry: maybe the
++i needs parens
L2561[22:24:14] <tterrag> either way, it
was just pseudocode
L2562[22:24:16] <gigaherz> nah spacing is
enough
L2563[22:24:20] <fry> still, string + int
won't do what you think it would :P
L2564[22:24:36] <gigaherz> "" +
1 results in "1"
L2565[22:24:40] <tterrag> uh, yes it
will, if shadekiller is doing day 4 like I think he is :P
L2566[22:24:47] <gigaherz> he most
definitely is
L2567[22:24:48] <gigaherz> XD
L2568[22:25:13]
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L2569[22:25:17] <tterrag> day 4 wants you
to calculate the MD5 of the STRING REPRESENTATION of [string] +
[number]
L2570[22:25:18] <shadekiller666> is there
some other way i should be doing this?
L2571[22:25:29] <tterrag> so string + i
is exactly what he wants
L2572[22:25:34] *
shadekiller666 doesn't do MD5 hashing
L2573[22:25:42] <fry> ah, this is
correct
L2574[22:25:45] <gigaherz>
shadekiller666: it's a challenge, it doesn't matter how you do
it
L2575[22:25:49] <tterrag> shadekiller666:
I tried with vanilla java but I gave up on MessageDigest and got
lazy :P
L2576[22:25:50] <McJty> fry, good morning
(evening for you perhaps). Saw my pastes that I pasted to you
yesterday?
L2577[22:25:50] <gigaherz> just that you
learn in the process
L2578[22:25:53] <fry> some other day
wants string increment :P
L2579[22:26:09] <gigaherz> I did it in
C#
L2580[22:26:38] <fry> McJty: yes, didn't
look through them very carefully though
L2582[22:26:54] <gigaherz> ;P
L2583[22:27:37] <gigaherz> there's plenty
of optimizations possible, but whatever ;P
L2584[22:27:51] *
fry looks at his 1-line day4
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L2586[22:29:36] <Zaggymobile> Just set my
random tick speed to 2000..
L2587[22:29:47] <Zaggymobile> Only a
little lag :)
L2588[22:30:22]
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L2589[22:30:42] <fry> McJty: I didn't
implement retexturing of multi-layer model; you should be able to
use 3 separate variants for each overlay texture, and only change
the variant name via the custom data inside the "type";
it's a little bit more verbose, but should still work
L2590[22:30:53] <shadekiller666>
O.o
L2591[22:31:01] <shadekiller666> answer
is too high? da faq?
L2592[22:31:31] <Zaggymobile> Actually
chunk loading is quite slow :P
L2593[22:31:52] <Zaggymobile> At 5000
anyway
L2594[22:32:13] <shadekiller666> oh derp,
had the check with byte[1] == 1 instead of 0 :P
L2595[22:32:16] <McJty> fry, via custom
data? What do you mean by that?
L2596[22:32:18] <gigaherz> XD
L2597[22:32:23] <shadekiller666> other
than that it worked like a charm :P
L2598[22:32:26] <Zaggymobile> I think the
whole server is lagging actually
L2599[22:33:00] <shadekiller666> giga, so
would six zeros just be the same check but with byte[2] == 0
instead of the bitwise and?
L2600[22:33:07] <gigaherz> yup
L2601[22:33:13] <fry> McJty:
"type": { "none": { "custom": {
"Cutout":
"rftools:modular_storage_aux#overlay_none" } }, ...
}
L2602[22:34:01] <fry> +
"overlay_none", "overlay_ore",
"overlay_generic" inside modular_storage_aux.json
L2603[22:35:00] <McJty> Hmm
L2604[22:35:21] <BrunoBronosky>
shadekiller666 I just did it in Python. Fun. Thanks for the
challenge.
L2605[22:35:21] <McJty> Problem is that
this is only the first layer of overlay I need. I only need a
second overlay texture and I'm afraid of combination
explosion
L2606[22:35:33] <shadekiller666> bruno,
adventofcode.com
L2607[22:36:04] <tterrag> shame java 8
didn't add any functional way to fill an array
L2608[22:36:14] <BrunoBronosky> damn!
wish I had know about that, shadekiller666
L2609[22:36:21] <shadekiller666> giga,
did you keep all of the input files for each day, or did you just
replace the input file every time?
L2610[22:36:22] <BrunoBronosky> I've been
doing exercism.io
L2611[22:36:31] <shadekiller666> bruno,
you can still do them :P
L2612[22:36:32] <tterrag>
Arrays.fill(foo, i -> bar.get(i))
L2613[22:36:42] <tterrag> that would be
nice
L2614[22:37:36] <shadekiller666>
interesting name for a coding website...
L2615[22:38:08] <McJty> fry, what about
the other problem? The fact that 'facing' seems to be ignored for
the model?
L2616[22:38:21] <fry> it shouldn't
be
L2617[22:38:48] <fry> it may've not
worked because of the other errors
L2618[22:38:50] <gigaherz>
shadekiller666: I made a GUI, with an editbox for input, and one
for output
L2619[22:38:56] <gigaherz> I didn't keep
the "files", I just copypasted the contents
L2620[22:38:58] <McJty> fry, well it was
before I added the 'type' variant thing
L2621[22:39:03] <McJty> fry, just with
the overlay fixed
L2622[22:39:09] <McJty> And it always
faced same direction
L2623[22:39:11] <gigaherz> what I did
keep, is the entire code
L2624[22:39:22] <gigaherz> which is all
in one single file, with a dropdown box to choose which day's
algorithm to run
L2625[22:39:31] <gigaherz> however, I got
bored after day 7
L2626[22:39:37] <fry> McJty: make sure
the property is set correctly in-world, look at the block with
debug screen, on the right
L2627[22:39:48] <gigaherz> day 8's
challende just overloaded my interest in doing useless tasks
L2628[22:39:49] <gigaherz> XD
L2629[22:39:50] <shadekiller666> giga, i
have 1 class file with a Scanner(System.in) in main() and a switch
that runs a method for the corresponding day
L2630[22:40:02] <McJty> Well it is
correct if I switch to a regular model (not a multi-layer)
L2631[22:40:04] <shadekiller666> and a
input.txt that i put the inputs into
L2632[22:40:07] <McJty> But let me first
try this
L2633[22:40:21] <fry> does the facing
work for non-multilayer models?
L2634[22:40:26] <tterrag> shadekiller666:
I save to file and then use
FIles.readAllLines(Paths.get("dayX.txt"))
L2635[22:40:39] <tterrag> nio \o/
L2636[22:40:42] <fry> \o/
L2637[22:40:54] <gigaherz> Oh java has a
"readalllines"? I didn't know about that one
L2638[22:41:00] <fry> since 7
L2639[22:41:04] <gigaherz> ah
L2640[22:41:07] <fry> (I think :P)
L2641[22:41:08] <McJty> Still getting
this: [05:40:22] [Client thread/WARN]: Unable to load variant:
facing=east,type=generic from
rftools:modular_storage#facing=east,type=generic
L2642[22:41:17] <McJty> ah wait
L2643[22:41:19] <McJty> Forgot to change
one thing
L2644[22:41:32] <gigaherz> I have used'
C#'s File.ReadAllText and File.ReadAllLines quite often ;P
L2645[22:41:40] <fry> McJty: do you have
the default statemapper?
L2646[22:41:40] <BrunoBronosky>
shadekiller666, what awesome about exercism.io is that each
challenge comes with a unit test file. you get the tests to pass,
submit your code, and you succeed if they also get your code to
pass. They your code is viewable by everyone else who has completed
the challenge and they can comment on your code.
L2647[22:41:58] <tterrag> yeah, I looked
at exercism
L2648[22:42:01] <tterrag> it's a really
neat idea
L2649[22:42:03] <McJty> Default
statemapper?
L2650[22:42:05] <tterrag> all opensource
too
L2651[22:42:16] <BrunoBronosky> is code
katas and code review in one. you can submit revisions based on
feedback.
L2652[22:42:32] <fry> McJty: if you don't
know, then the answer is yes :P
L2654[22:43:20]
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(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L2655[22:44:04] <McJty> So what is the
default statemapper?
L2656[22:44:22] <fry> the one that
generates facing=east,type=generic
L2657[22:44:49] <fry> hmm
L2659[22:45:13] <fry> McJty: try moving
"north": {} a bit lower
L2660[22:45:26] <fry> there might be a
weird part of code that trips on that
L2661[22:46:42] <McJty> Still wrong
although with this it actually looks ok in the inventory. But
checkerboard in the world
L2662[22:46:46] <McJty> So this half
solves it
L2663[22:46:51] <fry> interesting
L2664[22:46:56] ***
TTFTCUTS is now known as TTFT|Away
L2665[22:47:03] <fry> any more errors in
the log?
L2666[22:47:29] <McJty> The same it seems
to me
L2667[22:47:35] <McJty> The retexture
error
L2668[22:47:51] <fry> remove textures
from the "type" :P
L2669[22:48:33] <McJty> Finally!
L2670[22:48:45] <McJty> that works now.
But now we still need to fix the rotation problem
L2671[22:48:52] <McJty> The 'transform'
with facing seems to be ignored
L2673[22:49:06] <fry> yes, that makes
sense
L2674[22:49:27] <shadekiller666> bruno, i
got it thanks :P
L2675[22:49:29] <fry> if you remove
"transform": "forge:default-block" per-facing
ones will work
L2676[22:50:21] <McJty> Nope
L2677[22:50:29] <McJty> Block still faces
same direction no matter how it is placed
L2678[22:50:42] <fry> strange
L2679[22:51:07] <McJty> The overlay is
working great. I can change it in game by inserting the appropriate
type module (generic, ore, ...)
L2680[22:51:13] <McJty> So this is at
least good news
L2681[22:51:19] <fry> yup
L2682[22:51:33] <fry> show the latest
json :P
L2683[22:51:41]
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L2685[22:51:55] <shadekiller666> is there
a way to run a method named day5() by using an integer, similar to
like String.format("day%d.txt", 5) would return
"day5.txt"?
L2686[22:52:08] <fry> shadekiller666:
reflection! :P
L2687[22:52:12] <shadekiller666>
lol
L2688[22:52:14] <shadekiller666>
true
L2689[22:54:06] <fry> McJty: yup, I know
what the problem is - multi-layer model simply delegates to all the
other baked models, without doing anything to them - that includes
both textures and rotations
L2690[22:54:18] <fry> will think about
what to do about it :P
L2691[22:54:22] <McJty> ok thanks
L2692[22:54:50] <fry> but 5 minutes till
the next day unlocked in advent of code, so I'll be busy the next
~20 minutes at least :P
L2693[22:54:56] <McJty> no problem
L2694[22:55:00] <McJty> I have other
things to do :-)
L2695[22:55:06] <McJty> I very much
appreciate the help
L2696[23:00:17]
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L2698[23:04:22] <shadekiller666> for a
Pattern, would "[a-z&&[aeiou]]{3,}" be able to
find a string that has at least 3 occurances of a, e, i, o, or
u?
L2699[23:04:22]
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L2701[23:05:12] <williewillus> why would
you need to check range for a-z if you're already checking aeiou?
my regex is bad so I might be missing something
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L2704[23:08:02] <williewillus> hmm you
think the petal apothecary model can be done in json without too
much work?
L2705[23:08:20] <shadekiller666> ?
L2706[23:11:05] <gigaherz> peta
apothecary was all squarey right?
L2707[23:11:08] <gigaherz> petal*
L2708[23:11:18] <gigaherz> I think it
coudlbe done in json
L2709[23:11:30] <gigaherz> but you may as
well jsut use an .obj model since it's easier to model it
L2710[23:11:31] <gigaherz> XD
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L2714[23:22:04] <xaero> making myself
parse day 6 "correctly" has cost me quite a bit of time
.. doubt I'll finish them all by the 25th
L2715[23:22:33] <xaero> will these
problems still be open after the 25th?
L2716[23:22:42] <xaero> (re
adventofcode)
L2717[23:23:24] <gigaherz> I have no
idea
L2718[23:23:31] <gigaherz> I couldn't
find anything about that
L2719[23:23:53] <gigaherz> worst case you
can copy the page text
L2720[23:24:01] <gigaherz> and save each
day's input
L2721[23:24:18] <gigaherz> and then
compare against someone else's code
L2722[23:24:27] <xaero> but that
presupposes that I've done all the part 1s for each day :P
L2723[23:24:28] <xaero> hmm
L2724[23:24:38] <gigaherz> true
L2725[23:24:42] <gigaherz> part2 is
hidden until you do part1
L2726[23:27:29]
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L2728[23:53:31] <fry> phew, 86th
L2729[23:53:39] <fry> took waaay longer
than it should
L2730[23:54:56] <fry> and the solution is
still cheaty :P
L2732[23:58:17] <luacs1998> warning,
stupidity ahead
L2733[23:58:53]
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