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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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L36[01:15:31] <killjoy> https://twitter.com/kkuchta/status/679397017039142912
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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
L46[01:30:07] <McJty> ok
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L48[01:31:49] <McJty> fry, btw, is it possible to change the uv mapping for something like this: https://bpaste.net/show/81c55cfee7b7
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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L105[03:00:21] <Flavorlock> If I remove the implementation for the mod class it doesn't crash but I get this: http://pastebin.com/Fx2Y7Wzp
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] *** tterrag was kicked by fry (tterrag))
L131[03:14:51] ⇨ Joins: tterrag (~tterrag@tterrag.com)
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] *** tterrag was kicked by fry (still happening))
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
L159[03:18:07] <tterrag> this is what I saw http://puu.sh/m5NID.png
L160[03:18:26] <tterrag> I'm not sure where that comes into play, whether it's my client or ZNC doing the throttling
L161[03:18:28] <fry> http://sbnc.khobbits.co.uk/log/logs/minecraftforge.htm
L162[03:18:52] <tterrag> seems like even while I was kicked it was sending the lines
L163[03:18:59] <fry> yup
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
L168[03:19:26] <tterrag> here's the full paste http://puu.sh/m5NzZ.txt
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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?
L176[03:21:48] <fry> yup
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...
L204[03:25:41] <fry> yup
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
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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?
L232[03:31:46] <fry> http://adventofcode.com/
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)
L243[03:35:45] <tterrag|ZZZzzz> https://github.com/tterrag1098/Advent2015
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
L246[03:36:38] <McJty> fry, I have an item that has a different texture depending on damage value: https://bpaste.net/show/536715903cfc
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
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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
L265[03:38:57] <fry> https://gist.github.com/RainWarrior/f8e29fb2eea1d6d90082
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
L281[03:41:30] <fry> o/
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
L284[03:42:03] <fry> heh
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L286[03:44:02] <tmtu> hm, are you supposed to read from file or stdin
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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?
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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
L370[04:24:28] <tmtu> fry: does this put me on santa's naughty list? :) https://github.com/fkaa/AdventOfCode15/blob/master/1/main.c
L371[04:24:53] <fry> it's not PHP, so no :P
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L373[04:27:54] <McJty> ZaggyMobile2, not working. I get checkerboard. Here are the two jsons: https://bpaste.net/show/f56746df61ae
L374[04:27:57] <McJty> No errors in the log
L375[04:28:39] <McJty> And here is how I define the model in code: https://bpaste.net/show/5ab63f5e5313
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?
L394[04:42:38] <Pennyw95> http://pastebin.com/YzuXfUa5
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
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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
L428[04:51:26] <tmtu> fry: look ma', no braces! https://github.com/fkaa/AdventOfCode15/blob/master/1/main.c
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)?
L431[04:51:56] <fry> :P
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
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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
L490[05:53:11] <McJty> Here is the full code: https://bpaste.net/show/ddc1e9e7f646
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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?
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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
L534[06:44:14] <McJty> https://github.com/McJty/RFTools/tree/1.8.8/src/api/java/cofh/api
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
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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> ;)
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L565[06:53:32] <sham1> Welp here are my slightly modified versions of IToolHammer and IToolWrench
L566[06:54:13] <sham1> https://gist.github.com/sham1/9b54bbdf3dda695cc4cb
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?
L588[07:21:06] <modmuss50> https://www.youtube.com/watch?v=Y_8rnGfIVfs like this
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
L591[07:22:15] <modmuss50> https://gist.github.com/modmuss50/cfe68a73fd6249be3953 thats what ive got atm
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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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L616[07:58:49] <McJty> I keep having issues with blockstates and variants. Why isn't this working: https://bpaste.net/show/4490a9a67666
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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?
L635[08:08:53] <McJty> Well this works: https://bpaste.net/show/8bd6dad39294
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
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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
L663[08:18:35] <masa> ?
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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
L673[08:20:09] <LexManos> https://github.com/MinecraftForge/MinecraftForge/issues/2304 -.-
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
L684[08:22:30] <LexManos> ah was gunna say http://ultimateoutsider.com/downloads/
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
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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
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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?
L720[08:34:53] <auenfx4> http://windows.microsoft.com/en-AU/windows/language-packs#lptabs=win7
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
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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
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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
L760[09:06:04] <sham1> ^
L761[09:06:18] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/block/essentializer.json#L10
L762[09:06:21] <Pennyw95> http://pastebin.com/ddM4HrE5
L763[09:06:24] <Pennyw95> oh, didn't know that
L764[09:06:35] <Pennyw95> cool
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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
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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
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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
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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
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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?
L839[09:31:28] <Rockers> http://puu.sh/m63Ar/87d1000af3.png
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
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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
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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
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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
L883[09:42:36] <Pennyw95> http://pastebin.com/X48Bbwqp
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
L901[09:46:57] <masa> s
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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
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L918[09:49:38] <sham1> What's with the variable names!?
L919[09:49:42] <sham1> b
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
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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
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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
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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
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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
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L977[10:10:26] <sham1> I think I will make that PR
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L980[10:19:11] <gigaherz> jjw123: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderEssentializer.java
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
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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 ?
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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)
L1032[11:05:49] <tterrag> fry|sleep: http://puu.sh/m68Dt.txt
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
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L1043[11:08:37] <tmtu> so you can have `expr1, expr2, expr3` and it will only return the last one
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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!
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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
L1072[11:13:47] <tmtu> tterrag: you're saying this isn't readable!?! https://github.com/fkaa/AdventOfCode15/blob/master/1/main.c
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
L1077[11:14:47] <tterrag> I was looking at the day 9 thread (not actually reading any of the solutions) and I saw this https://www.reddit.com/r/adventofcode/comments/3w192e/day_9_solutions/cxtg6ah
L1078[11:15:11] * tmtu buries head in sand
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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
L1135[11:29:51] <williewillus> anyone familiar enough with forge blockstate json format to say if this works? http://pastebin.com/sJ2pqUdu
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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
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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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L1269[13:28:23] <McJty> fry|sleep, for when you wake up. I'm having issues with your multimodel stuff again. Here is the block code: https://bpaste.net/show/b7350b249db5, here are the jsons: https://bpaste.net/show/28177d3b784d, and here is the log: https://bpaste.net/show/654dc5d3e6df
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?
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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
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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?
L1292[13:54:04] <williewillus> if you have time to throw around the fork is at https://github.com/williewillus/Botania/tree/MC18
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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
L1331[14:53:31] <williewillus> https://i.gyazo.com/9180ee142793c648af95189de99cae38.png
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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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
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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??
L1410[15:34:52] *** fry|sleep is now known as fry
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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?
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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
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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!
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L1448[15:47:13] <FF_Fire> Hello!!!
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L1450[15:47:53] <FF_Fire> Any luck shadekiller666?
L1451[15:48:05] <shadekiller666> uhh
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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
L1480[15:53:08] <tterrag> FF_Fire: http://mcforge.readthedocs.org/en/latest/gettingstarted/#from-zero-to-modding
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
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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?
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L1516[15:57:30] <heldplayer> williewillus: http://www.mirc.com/colors.html
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
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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
L1526[16:00:49] <heldplayer> Well, at least they predicted something http://puu.sh/m6qIW.png
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
L1530[16:02:29] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/resources/assets/chisel/textures/blocks/voidstone/normal.json
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***
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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?
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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
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L1557[16:08:16] <FF_Fire> im srry
L1558[16:08:25] <FF_Fire> pls help me
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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
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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
L1570[16:11:49] <FF_Fire> http://pastebin.com/m3e6ekg6
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
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L1604[16:21:34] *** FF_Fire is now known as FF_Fire|AFK
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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?
L1611[16:29:19] <williewillus> http://minecraft.gamepedia.com/Resource_packs#Textures
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
L1622[16:31:38] <gigaherz> http://minecraft.gamepedia.com/Resource_packs#Textures
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
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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
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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
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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
L1691[16:55:40] <ThePsionic> http://strawpoll.me/6350487
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
L1706[16:57:08] <ThePsionic> http://docs.oracle.com/javase/7/docs/api/java/lang/StackOverflowError.html
L1707[16:57:12] <killjoy> https://www.youtube.com/watch?v=OGp9P6QvMjY
L1708[16:57:21] <sham1> http://docs.oracle.com/javase/8/docs/api/java/lang/StackOverflowError.html
L1709[16:57:21] <sham1> Pls
L1710[16:57:32] <ThePsionic> literally unplayable
L1711[16:57:52] <tmtu> sham1: http://docs.oracle.com/javase/9/docs/api/java/lang/StackOverflowError.html
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
L1721[16:59:09] <ThePsionic> http://strawpoll.me/6350512
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
L1750[17:03:57] <tmtu> google gave me this http://thewatchseries.to/serie/banana but i wouldn't recommend it
L1751[17:05:10] <ThePsionic> Yeah I'll pass
L1752[17:05:34] *** SnowShock35 is now known as zz_SnowShock35
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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 >.>
L1768[17:15:26] <tterrag> http://puu.sh/m6vKL.jpg
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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
L1783[17:18:07] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/java/sham1/fluidcraft/transport/tileentity/FCraftBasicPipeTileEntity.java#L117-L129
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L1785[17:20:43] <tterrag> woo, I fixed it http://puu.sh/m6was.jpg
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
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L1799[17:23:35] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/resources/assets/chisel/models/block/voidstone/normal.cb
L1800[17:23:55] <tmtu> .cb == .json?
L1801[17:23:57] <sham1> And I guess cb stands for "chisel block"
L1802[17:23:59] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/resources/assets/chisel/textures/blocks/voidstone/bevel_border.ctx
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
L1805[17:24:28] <ThePsionic> http://lambdageneration.com/discussion/steam/valve-enters-the-retail-space-heres-a-quick-look/ ehh
L1806[17:24:53] <sham1> propably selling retail codes
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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
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L1814[17:27:08] <sham1> I'm very impressed indeed
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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
L1831[17:29:15] <sham1> So I could have a wrench like this in my mod https://en.wikipedia.org/wiki/File:Ridgid_10%22_pipe_wrench.jpg
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
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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...
L1845[17:31:56] <tterrag> sham1: http://puu.sh/m6wNZ.gif
L1846[17:31:59] <tterrag> warning 6MB gif
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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
L1854[17:32:44] <tterrag> https://github.com/Chisel-Team/Chisel/tree/1.8/dev/src/main/java/team/chisel/client/render
L1855[17:32:45] <tterrag> enjoy :P
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L1857[17:33:39] <vectorwing> thanks a lot
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L1859[17:34:46] *** DRedhorse is now known as DRedAway
L1860[17:38:14] <tterrag> vectorwing: you can learn a bit about how our format works here https://github.com/Chisel-Team/CTMLib/wiki/Standard-CTM-Format
L1861[17:41:01] <gigaherz> sham1: https://dl.dropboxusercontent.com/u/743491/pipe_wrench.png
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
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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.
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L1873[17:42:42] <Rockers> But close enough.
L1874[17:42:54] <Rockers> I get packet "clumps".
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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.
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L1885[17:56:21] <sham1> Sligthly wrong orientation but meh http://prntscr.com/9hv6cf
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
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L1925[18:10:09] <sham1> Was there a way in-game where I can refresh my model JSON
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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
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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
L1967[18:19:22] <sham1> http://prntscr.com/9hvevg
L1968[18:19:24] <sham1> Much better
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L1970[18:27:41] *** kroeser is now known as kroeser|away
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
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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
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L2042[18:44:58] <gigaherz> http://stackoverflow.com/a/17229147
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)
L2045[18:46:49] <Favorlock> alright, I guess that's what I'll need to use, was looking more for an async equivalent of https://github.com/ForgeEssentials/ForgeEssentials/blob/develop/src/main/java/com/forgeessentials/core/misc/TaskRegistry.java but if it doesn't exist then I'll just have to go with what works.
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
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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
L2057[18:52:02] <tterrag> http://puu.sh/m6BVd.txt
L2058[18:52:19] <tterrag> stupid boxing
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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
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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 :/
L2086[19:01:03] <tterrag> http://puu.sh/m6CqB.txt
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?
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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 :/
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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
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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
L2120[19:13:21] <tterrag> https://github.com/tterrag1098/Advent2015
L2121[19:13:23] <tterrag> through day 8
L2122[19:13:24] <tterrag> 2 stars
L2123[19:13:36] <fry> nice :P
L2124[19:13:51] <tterrag> fry: I embraced your cheaty ways and made day 8 a 3 liner https://github.com/tterrag1098/Advent2015/blob/master/src/tterrag/advent2015/Day8.java
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
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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
L2239[19:38:43] <fry> :/
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
L2260[20:04:24] <fry> 1
L2261[20:04:26] <fry> *3
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?
L2267[20:08:35] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-24-0307-50.mp4
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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L2275[20:10:25] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2015-12-24-0309-56.mp4
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
L2284[20:13:31] <williewillus> now with more baked model https://i.gyazo.com/445c1acc59dda60c8011ac0669f1fb42.png
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
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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
L2340[21:10:42] <fry> williewillus: https://github.com/MinecraftForge/MinecraftForge/commit/097c0c61302a21f2c7008733814dff48bc9b401a
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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L2414[21:53:37] ⇨ Joins: BrunoBronosky (~BrunoBron@c-73-54-178-63.hsd1.ga.comcast.net)
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
L2422[21:59:31] *** willieaway is now known as williewillus
L2423[22:00:23] <gigaherz> so it's basically a python-based scripting system that interacts with Minecraft
L2424[22:00:32] <BrunoBronosky> In case anyone is interested, the books are http://www.amazon.com/gp/product/111894691X/Adventures+in+Minecraft (uses Bukkit, but the author has since ported his work to Canary)
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?
L2427[22:01:15] <BrunoBronosky> and http://www.amazon.com/gp/product/1593276702/Learn+to+Program+with+Minecraft (uses Spigot)
L2428[22:01:21] <BrunoBronosky> gigaherz, sort of.
L2429[22:01:38] *** TehNut|Gone is now known as TehNut
L2430[22:01:42] <BrunoBronosky> more than just the mod, There are so many options for the backend
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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] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 206 seconds)
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
L2476[22:10:52] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
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
L2481[22:12:13] <williewillus> http://pastebin.com/z1rRx2ZZ
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.
L2488[22:13:27] ⇦ Quits: Lathanael|Away (~Lathanael@p54961993.dip0.t-ipconnect.de) (Ping timeout: 195 seconds)
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
L2504[22:15:43] ⇨ Joins: Lathanael|Away (~Lathanael@p54960850.dip0.t-ipconnect.de)
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] ⇨ Joins: McJty (~jorrit@d8d872e30.access.telenet.be)
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
L2581[22:26:53] <gigaherz> this is my day 4, open only if you want spoilers: http://pastebin.com/gNdnFBqZ
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
L2585[22:29:08] ⇨ Joins: Zaggymobile (~Zaggy1024@174-20-13-82.mpls.qwest.net)
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] ⇦ Quits: GeoDoX (~GeoDoX@65.93.58.174) (Ping timeout: 195 seconds)
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
L2653[22:43:08] <McJty> Here is my json: https://bpaste.net/show/777abf44ab9d
L2654[22:43:20] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:91b1:87d8:7ea0:adeb) (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
L2658[22:45:05] <BrunoBronosky> shadekiller666 my solution to your challenge is https://gist.github.com/RichardBronosky/20a130f4b4bbf72d5ce6 hint the answer is less than 300,000 so if you go farther than that your logic is wrong.
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
L2672[22:49:02] <fry> ah
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
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L2684[22:51:49] <McJty> https://bpaste.net/show/edd69239912d
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
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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?
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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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L2703[23:06:06] <shadekiller666> thats how the java documentation shows it: https://docs.oracle.com/javase/7/docs/api/java/util/regex/Pattern.html
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
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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
L2731[23:58:08] <luacs1998> fry, lock pls https://github.com/MinecraftForge/MinecraftForge/issues/2304
L2732[23:58:17] <luacs1998> warning, stupidity ahead
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