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L3[00:03:16] <williewillus> also ,is there a way to, for a lack of better words, "translate" a baked model? currently working on the floating flowers from botania. the base I have in json form, the item is loaded from a custom registry but can simply be acquired...and i'd like to mash these two models tgether in a smartmodel. except not quite sure how to position them the right way
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L11[00:19:21] <shadekiller666> williewillus, "transform": {"translate": [{"x": #}, {"y": #}, {"z": #}]}
L12[00:19:28] <williewillus> no, in code :p
L13[00:19:28] <shadekiller666> something like that in the blockstate json
L14[00:19:30] <shadekiller666> oh
L15[00:19:33] <shadekiller666> well
L16[00:19:35] <williewillus> I'm thinking wrapping it in a perspectiveaware model?
L17[00:19:43] <shadekiller666> kinda
L18[00:20:05] <williewillus> where the matrix translates everything downward, but idk how to make a matrix that does that :p
L19[00:20:05] <shadekiller666> TRSRTransformation is the class that handles all model transformations
L20[00:20:23] <shadekiller666> look at that and its uses
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L23[00:22:50] <DrDisconsented> https://gist.github.com/disconsented/0a4ec34100c5308e2784 any ideas whats gone wrong here?
L24[00:23:26] <fry> williewillus: it's always better to apply transformations to original IModels
L25[00:23:36] <shadekiller666> ya, your 4 model declarations in "normal"
L26[00:24:23] <shadekiller666> also, only "normal" and "inventory should have [{}], all other variants need to have {}
L27[00:24:47] <fry> full variants need [{}]
L28[00:24:56] <fry> per-property variants need {}
L29[00:25:01] <williewillus> hmm might as well stuff this stuff into the preexisting SpecialFlowerModel as well
L30[00:25:06] <shadekiller666> whats the difference
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L41[00:53:58] <masa> why can't I seem to be able to hotswap code into my TESR?
L42[00:59:14] <masa> "Scheme change not implemented"
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L48[01:17:26] <SkySom> Did you change a method?
L49[01:17:35] <SkySom> Like the method name or added or removed that.
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L51[01:18:00] <masa> no, just the contents of methods, like adding a println or changing some values
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L53[01:36:50] <masa> welp, debugging the TESR is a pain if I can't hotswap code ;_;
L54[01:37:03] <masa> ie. getting the models and their rotation right
L55[01:37:07] <masa> http://masa.dy.fi/temp/minecraft/fuelcraft/crossing_gate/crossing_gate_wip_2015-12-28_09-32-37.mkv
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L58[01:39:13] <masa> and in other news it seems to be my cake day :|
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L71[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20151228 mappings to Forge Maven.
L72[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20151228-1.8.8.zip (mappings = "snapshot_20151228" 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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L85[02:32:21] <DrDisconsented> Whats the correct way to do property based variations? (https://gist.github.com/disconsented/1d4dfa948a7d0a598abc , https://github.com/disconsented/Cristalllum)
L86[02:32:53] <Rushmead> use blockstates
L87[02:33:09] <DrDisconsented> Which is what the gist is for
L88[02:34:14] <Rushmead> no. you need a folder called blockstates and inside is a json which is like - { "variants": { "someproperty=true,otherproperty=false": {"model": "modid:model" }
L89[02:35:04] <Zaggy1024> that's what his first link is
L90[02:35:11] <Zaggy1024> disconsented, is it not working?
L91[02:35:15] <DrDisconsented> Nope
L92[02:35:20] <Zaggy1024> then give us the log
L93[02:35:38] <DrDisconsented> https://gist.github.com/disconsented/ea1a300e58800f41e2b2
L94[02:37:05] <Zaggy1024> erm
L95[02:37:10] <Zaggy1024> right..
L96[02:37:29] <Zaggy1024> I think you're using the "normal" variant as a "defaults" variant
L97[02:37:37] <Zaggy1024> that's not how forge blockstates works
L98[02:38:26] <Zaggy1024> your normal variant will never be used if you have a state with "type"=["riparius", "vinifera", "aboreus"]
L99[02:38:53] <Zaggy1024> and your "type" variants will have no models, therefore showing up as missing in-game
L100[02:39:04] <DrDisconsented> Ah, that makes sense adding in "model": "cristallum:crystal.obj", just above uvlock will make the default apear
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L102[02:39:20] <Zaggy1024> yeah
L103[02:39:36] <Zaggy1024> now I see you're trying to give it random rotations
L104[02:39:51] <Zaggy1024> I'm not sure there's a way to do that properly with forge blockstates now
L105[02:40:01] <Zaggy1024> not with permutated variants anyway
L106[02:40:08] <DrDisconsented> Before when it was actually using normal it rotated
L107[02:40:17] <DrDisconsented> rather it was randomly rotated
L108[02:40:33] <Zaggy1024> yes, that's because "normal" is a fully specified variant, on which multiple weighted random variants works'
L109[02:40:44] <DrDisconsented> So it looks like I have to create another property and do the RNG myself
L110[02:40:50] <Zaggy1024> nah
L111[02:40:54] <DrDisconsented> no?
L112[02:40:56] <Zaggy1024> jas
L113[02:41:03] <DrDisconsented> jas?
L114[02:41:05] <shadekiller666> well couldn't he have a rng in his getActualState block that randomly selects between the preset rotations?
L115[02:42:18] <Zaggy1024> just a second
L116[02:42:23] <DrDisconsented> Ah
L117[02:42:26] <Zaggy1024> yes he could shade, but that shouldn't be necessary
L118[02:42:34] <Zaggy1024> unless he adds more variants
L119[02:42:41] <Zaggy1024> *more properties
L120[02:42:58] <DrDisconsented> Yeah I would like to not do https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/resources/assets/minecraftbyexample/blockstates/mbe03_block_variants.json if possible
L121[02:43:31] <Zaggy1024> oh, you will have multiple properties then...
L122[02:43:36] <Zaggy1024> http://pastebin.com/sB2UQB5h
L123[02:43:48] <Zaggy1024> this is what I was going to suggest, but you still need all the facings for the fully specified ones
L124[02:43:53] <Zaggy1024> same as vanilla
L125[02:44:00] <shadekiller666> in the blockstate json you could have those rotations without specifying the model every time
L126[02:44:07] <shadekiller666> hence the "defaults"
L127[02:44:48] <Zaggy1024> wait, now I'm really really confused discon
L128[02:44:58] <Zaggy1024> do you or do you not have a facing property?
L129[02:45:10] <DrDisconsented> I do not and would like to not have one
L130[02:45:12] <Zaggy1024> oh
L131[02:45:20] <Zaggy1024> then use the paste I linked
L132[02:45:43] <Zaggy1024> it *should* work
L133[02:45:50] <Zaggy1024> assuming I didn't make some stupid syntax error
L134[02:46:36] <DrDisconsented> Awesome thats got the rotation sorted :)
L135[02:49:15] <Zaggy1024> hm
L136[02:50:10] <Zaggy1024> eh nvm
L137[02:50:40] <Zaggy1024> just thinking about how blockstates format will be in 1.9 and how Forge will work with it
L138[02:50:55] <DrDisconsented> Ill cry on that bridge when I get to it
L139[02:51:10] <Zaggy1024> nah, 1.9 blockstates are going to be much more like forge's
L140[02:51:16] <DrDisconsented> Oh nice
L141[02:51:16] <Zaggy1024> and much better than it in fact
L142[02:51:30] <Zaggy1024> multimodels and predicates and crap
L143[02:51:40] <Zaggy1024> although I'm not sure how advanced the predicates are
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L145[02:53:51] <shadekiller666> hopefully
L146[02:55:34] <Zaggy1024> nah, I'm pretty sure it'll be an improvement over the hackyness of forge blockstates
L147[02:56:29] <Zaggy1024> it's mainly only hacky because it had to be made to work around a bunch of stuff in vanilla
L148[02:56:43] <DrDisconsented> I wonder when the shift+click for crafting and smelting events is getting fixed (stack size is always zero with shift click, otherwise its the correct value)
L149[02:56:44] <Zaggy1024> especially the fact that vanilla is completely not made for anything but fully specified variants
L150[02:56:48] <shadekiller666> knowing mojang's code i have a feeling that it won't be completely finished and there will be some stupid thing that forge has to hack around
L151[02:56:51] <Zaggy1024> so we had to permutate the variants
L152[02:57:01] <Zaggy1024> well, I'm sure it will have some of that
L153[02:57:09] <Zaggy1024> but it will definitely be a big improvement
L154[02:57:28] <shadekiller666> DrDisconsented, what? shift+clicking for items is wonky as fuck...
L155[02:57:37] <shadekiller666> its handled by the container not the item
L156[02:57:54] <DrDisconsented> shift+click an item out of a furnace and the even will give you a stacksize of 0
L157[02:57:58] <Zaggy1024> I'm almost absolutely sure they've made it so that the loader actually knows what properties and values a block has, so it doesn't have to have all the properties and values declared in the blockstates json
L158[02:58:02] <DrDisconsented> made a thread and lm said it was being looked at
L159[02:58:13] <Zaggy1024> (which is a limitation on forge blockstates as well)
L160[02:58:23] <DrDisconsented> I _assume_ this will be soon(tm)
L161[02:58:27] <shadekiller666> DrDisconsented, because one of the stacks gets set to 0...
L162[02:58:49] <shadekiller666> the "stack" in the furnace output gets set to 0
L163[02:58:55] <shadekiller666> which means its empty
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L166[03:05:03] <DrDisconsented> state.withProperty doesn't override does it
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L169[03:05:45] <shadekiller666> what?
L170[03:06:15] <shadekiller666> state.withProperty returns a new copy of the blockstate with the specified property and value applied
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L172[03:07:18] <DrDisconsented> Ah thats got it
L173[03:07:37] <DrDisconsented> All the variations are now being generated
L174[03:07:40] <DrDisconsented> thanks guys
L175[03:07:50] <shadekiller666> when initialized all possible value combinations for the IProperties are baked into a table of states
L176[03:08:08] <shadekiller666> when withProperty() is called, it loads the appropriate state from the list
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L178[03:13:14] <madcrazydrumma> I still cant figure out why my counter won't update in the gui string but it does in the console ;_; heres my code: http://pastebin.com/mubTnMPu
L179[03:16:25] <shadekiller666> what method are we supposed to be looking at
L180[03:16:52] <madcrazydrumma> RenderGameOverlayEvent or the client tick event
L181[03:19:25] <shadekiller666> when you say it updates in the console, where exactly are you printing to the console
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L184[03:20:11] <shadekiller666> also, what is zCooldownTicks meant to do
L185[03:26:07] <shadekiller666> gtg, goodnight
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L200[04:06:14] <Rushmead> If i wanted these (just one) as a single block, how should i do it? upload.wikimedia.org/wikipedia/comm… Because minecraft only likes 1x2x1 blocks
L201[04:07:30] <PaleoCrafter> 1x2x1 blocks are two blocks :P
L202[04:07:49] <Rushmead> oh ok
L203[04:08:01] <Rushmead> but like, i want them to be able to place a single block and get that
L204[04:08:02] <Rushmead> :P
L205[04:08:42] <PaleoCrafter> your link is borked, btw :P
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L207[04:08:54] <PaleoCrafter> but the concept is the same as for the door/flowers
L208[04:09:10] <Rushmead> https://upload.wikimedia.org/wikipedia/commons/b/b5/Cloth_flats.png
L209[04:09:14] <Rushmead> Sorry there
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L215[04:33:43] <Rushmead> If i want the block to rotate dependant on how its placed, eg a trapdoor, how should i do it?
L216[04:34:13] <PaleoCrafter> look at the trapdoor? :P
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L218[04:35:11] <Cazzar> if x is like y, look at y for example
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L222[04:35:49] <sham1> Makes sense though
L223[04:36:03] <Rushmead> Yeah, but for that they use States, do i have to use states?
L224[04:36:12] <sham1> yes
L225[04:36:15] <Rushmead> Ok.
L226[04:36:50] <sham1> it usually is states
L227[04:37:20] <Rushmead> Hmmm
L228[04:37:21] <Rushmead> ok.
L229[04:40:52] <Rushmead> Where are the jsons for the models for mc?
L230[04:41:29] <DrDisconsented> assets/minecraft/blockstates
L231[04:41:39] <sham1> no
L232[04:41:50] <sham1> assets/minecraft/models
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L240[05:03:55] <Rushmead> Caused by: java.lang.IllegalArgumentException: Cannot set property PropertyDirection{name=facing, clazz=class net.minecraft.util.EnumFacing, values=[north, south, west, east]} to up on block stagecraft:flat, it is not an allowed value
L241[05:03:58] <Rushmead> What does that mean?
L242[05:05:05] <fry> it means that it Cannot set property PropertyDirection{name=facing, clazz=class net.minecraft.util.EnumFacing, values=[north, south, west, east]} to up on block stagecraft:flat
L243[05:05:15] <sham1> it means that show your code
L244[05:05:24] <Rushmead> https://www.irccloud.com/pastebin/SKb9S7F6/Code
L245[05:05:27] <Rushmead> There
L246[05:05:38] <sham1> whole code...
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L248[05:05:50] <Rushmead> https://www.irccloud.com/pastebin/FCIIwXVi/Code
L249[05:06:48] <sham1> if that facing is UP or DOWN, it does not work
L250[05:06:58] <Rushmead> oh
L251[05:07:05] <fry> "up" is not in EnumFacing.Plane.HORIZONTAL
L252[05:07:55] <Rushmead> https://www.irccloud.com/pastebin/IIamc5eW/Better%3F
L253[05:08:40] <sham1> or get the facing from the player...
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L255[05:13:05] <laci200270> who knows OGL well?
L256[05:13:20] <sham1> I dont but ask anyway
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L261[05:14:33] <waterpicker> How does one use ISidedInventory for a tile entity
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L263[05:15:06] <laci200270> I'm rendering a half circle with this code: http://pastebin.com/Q4JyfArA but I can't get to rottate towards to the player GL11.glRotatef(Minecraft.getMinecraft().getRenderManager().playerViewY,0,1F,0); not works well
L264[05:15:06] <sham1> you override ity
L265[05:16:08] <PaleoCrafter> you shouldn't use glVertex2f if you're in a 3D environment :P
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L267[05:16:34] <waterpicker> Yea
L268[05:16:46] <waterpicker> A 2D object still has 3D cordinates in 3D space.
L269[05:16:59] <PaleoCrafter> waterpicker, look at implementations of ISidedInventory :P
L270[05:17:03] <sham1> waterpicker, do you need anymore help with ISidedInventory
L271[05:17:11] <laci200270> PaleoCrafter, what should I use?
L272[05:17:14] <waterpicker> A bit yea
L273[05:17:25] <waterpicker> I need an explict example of input and out.
L274[05:17:30] <PaleoCrafter> well, you *should* use the tessellator, lol
L275[05:17:46] <laci200270> oh
L276[05:17:48] <waterpicker> Atleast a straight forward example I can disect
L277[05:19:21] <laci200270> the tessellator looks much better
L278[05:25:51] <laci200270> what can cause this? Caused by: java.lang.IllegalStateException: Not building!
L279[05:27:11] <Wuppy> laci200270, just cause
L280[05:28:07] <ThePsionic> 3?
L281[05:28:08] <laci200270> it occurs when I call Tessellator.getInstance().draw();
L282[05:28:24] <Wuppy> yes, ThePsionic, exactly
L283[05:28:37] <PaleoCrafter> well, you obviously didn't start drawing, laci200270 :P
L284[05:29:07] <laci200270> Tessellator.getInstance().getWorldRenderer().startDrawingQuads(); isn't the right thing?
L285[05:29:55] <PaleoCrafter> it is
L286[05:30:07] <PaleoCrafter> would be helpful if you provided all your code
L287[05:30:31] <laci200270> http://pastebin.com/vRdArizF
L288[05:30:57] <PaleoCrafter> drop that finishDrawing line
L289[05:31:16] <laci200270> ok
L290[05:31:21] <PaleoCrafter> and I doubt you want quads
L291[05:31:55] <laci200270> what I need for this?
L292[05:31:57] <PaleoCrafter> you're drawing an n-gon
L293[05:32:07] <laci200270> so?
L294[05:32:30] <PaleoCrafter> GL_TRIANGLE_FAN would be a good option
L295[05:32:38] <laci200270> ok
L296[05:35:00] <laci200270> what the fuck have I done? http://imgur.com/oX6yPr1
L297[05:35:34] <PaleoCrafter> you dun goofed
L298[05:36:10] <laci200270> Tessellator.getInstance().getWorldRenderer().setTranslation(te.getPos().getX(),te.getPos().getY(),te.getPos().getZ());
L299[05:36:18] <laci200270> it wasn't a good idea
L300[05:36:19] <Wuppy> I agree with Paleo, that looks rather goofed
L301[05:36:51] <PaleoCrafter> laci200270, use glTranslate3d(x, y, z)
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L303[05:37:04] <laci200270> yeah
L304[05:37:16] <laci200270> I thought I should use tesselator for everything
L305[05:37:31] <PaleoCrafter> you should use it for the actual drawing
L306[05:38:49] <laci200270> use glTranslate3d(x, y, z) in which class?
L307[05:39:23] <PaleoCrafter> GL11
L308[05:40:05] <laci200270> I only can find glTranslated()
L309[05:40:18] <PaleoCrafter> oh, might be that
L310[05:42:13] <laci200270> it draws nothing
L311[05:42:24] <laci200270> without translation it draws normally
L312[05:42:35] <PaleoCrafter> well, show your code again :P
L313[05:43:05] <laci200270> http://pastebin.com/qSc6cdti
L314[05:43:21] <PaleoCrafter> oh, don't put z as argument in the addVertex call
L315[05:43:34] <laci200270> what should I put?
L316[05:43:36] <PaleoCrafter> and don't use te.getPos for the translation but the arguments you're given
L317[05:43:37] <PaleoCrafter> 0
L318[05:44:25] <laci200270> when I use the arguments it draws relative to the player
L319[05:44:39] <laci200270> when I move, the circle also moves
L320[05:44:48] <PaleoCrafter> then you're doing it wrong :P
L321[05:44:51] <laci200270> I want to float above the block
L322[05:45:09] <laci200270> so I translate it to relative the block's coordinates
L323[05:45:18] <PaleoCrafter> if you don't use the arguments it should move with the camera
L324[05:45:25] <laci200270> yes
L325[05:45:48] <laci200270> If I use the arguments that I get
L326[05:45:55] <laci200270> it moves with the camera
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L328[05:47:18] <unascribed> is the circle even rendering? I don't think that's how TRIANGLE_FAN works
L329[05:48:26] <PaleoCrafter> works for me
L330[05:48:29] <laci200270> its rendering
L331[05:49:12] <laci200270> oh now its good
L332[05:51:38] <laci200270> Whats the purpuse of GL11.popMatrix?
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L338[05:58:22] <laci200270> somehow I've fucked up the game AGAIN http://imgur.com/lCaOxQW
L339[06:00:37] <unascribed> popMatrix reverts a pushMatrix
L340[06:00:42] <unascribed> well
L341[06:00:56] <unascribed> it reverts everything that happened after pushMatrix but before popMatrix
L342[06:00:59] <unascribed> with some exceptions
L343[06:01:24] <unascribed> ...the name suddenly makes sense
L344[06:01:28] <unascribed> it stores the transformation matrix
L345[06:01:29] <unascribed> wow I'm dumb.
L346[06:01:50] <unascribed> so, pushMatrix stores the current translate/rotate/scale/etc
L347[06:01:56] <unascribed> popMatrix restores that stored state
L348[06:02:48] <laci200270> oh thanks
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L375[07:50:16] <K-4U> I have issues with setting the NBT for a written book. My code works fine when i have one entry with clickEvent and hoverEvent on the page. But as soon as i add a second entry, the book displays all the raw json/NBT
L376[07:50:36] <K-4U> When i spawn in a book trough commandblock, it works fine
L377[07:50:51] <K-4U> But when i check both of the books in NBTexplorer, this is highly interesting: http://ss.k-4u.nl/2015/12/2015-12-28_14-39-33.png
L378[07:51:13] <K-4U> The top one is my book, the bottom one is the book generated by the commandblock
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L381[07:54:49] <K-4U> This is the code i use to generate my JSON/NBT: https://github.com/K-4U/FastTravel/blob/master/src/k4unl/minecraft/fastTravel/commands/CommandFastTravel.java#L198-L223
L382[07:54:55] <K-4U> note that line 204 and 205 aren't used
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L387[08:04:18] <Nitrodev> hi all
L388[08:04:27] <ThePsionic> Hey
L389[08:07:08] <Nitrodev> when making the recipe with GameRegistry.addRecipe does it matter if i add an upper or a lower case leeter
L390[08:07:12] <Nitrodev> to the recipe
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L395[08:36:16] <Lumien> Does somebody why this code would occasionally crash with "Cannot get property PropertyBool{name=active, clazz=class java.lang.Boolean, values=[true, false]} as it does not exist in BlockState{block=minecraft:air, properties=[]}"?
L396[08:36:19] <Lumien> https://github.com/lumien231/Random-Things/blob/master/src/main/java/lumien/randomthings/tileentity/TileEntityShieldRod.java#L39
L397[08:36:32] <Lumien> Corresponding block: https://github.com/lumien231/Random-Things/blob/master/src/main/java/lumien/randomthings/block/BlockShieldRod.java
L398[08:37:46] <Lumien> Is there ever a situation where a te ticks before the block is set?
L399[08:39:11] <diesieben07> it... shouldn't
L400[08:41:16] <Lumien> That's... reassuring
L401[08:43:37] <fry> probably setting the property before the block is set
L402[08:44:08] <Wuppy> \o/ my website is working
L403[08:44:24] <Wuppy> yay for me learning html javascript and css
L404[08:44:54] <Lumien> The only place i set that property is in onBlockActivated
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L432[09:32:14] <LexManos> Random messages like that does not help without stacks
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L434[09:32:24] <LexManos> so we can tell where its calling and what blocks are being sent in
L435[09:32:40] <Nitrodev> Shouldn`t this. static ItemStack blackwool = new ItemStack(Blocks.wool, 1, 15);
L436[09:32:47] <Nitrodev> be black wool
L437[09:32:58] <Nitrodev> the part inside *(
L438[09:33:03] <Nitrodev> ()
L439[09:34:03] <PaleoCrafter> it should be, yes
L440[09:35:25] <PaleoCrafter> because it's a static field though, chances are good that Blocks.wool is null
L441[09:35:33] <Nitrodev> well then i don't know why the recipe isn't working
L442[09:35:59] <Nitrodev> oh
L443[09:36:17] <Nitrodev> but if i remove the static i will get ALOT of errors
L444[09:36:23] <laci200270> whta is the fix for idea assets problem?
L445[09:36:29] <laci200270> *what
L446[09:36:39] <Nitrodev> what prbolem?
L447[09:36:43] <Nitrodev> problem*
L448[09:36:46] <laci200270> assets not get loaded
L449[09:36:49] <laci200270> in idea
L450[09:36:57] <PaleoCrafter> idea.module.inheritOutputDirs = true
L451[09:37:03] <laci200270> thanks
L452[09:37:22] <Nitrodev> PaleoCrafter, http://pastebin.com/TSfB2iKQ
L453[09:37:33] <Nitrodev> that is the entire recipes file
L454[09:37:33] <PaleoCrafter> you might want to go to a newer version of forge (and ForgeGradle) though
L455[09:37:50] <Nitrodev> oh eait
L456[09:37:56] <PaleoCrafter> you shouldn't have any of these static ItemStacks
L457[09:37:58] <Nitrodev> i see the issue i'm having
L458[09:38:52] <LexManos> <Nitrodev> but if i remove the static i will get ALOT of errors
L459[09:39:04] <LexManos> You need to go learn how static fields and variables work.
L460[09:39:18] <PaleoCrafter> didn't even see that :D
L461[09:39:31] <PaleoCrafter> yeah, you should spend some time learning Java more in-depth, Nitrodev :P
L462[09:39:55] <LexManos> First question
L463[09:39:58] <LexManos> WHY are they static?
L464[09:40:16] <LexManos> Do you use them anywhere else besides that init function?
L465[09:40:26] <LexManos> Why do they need to exist for the ENTIRE LIFE of Minecraft?
L466[09:40:33] <Nitrodev> in a lot of palces
L467[09:41:12] <LexManos> Explain
L468[09:41:14] <Nitrodev> now that i removed the statics from the recipes file i get an error calling them
L469[09:41:45] <PaleoCrafter> you shouldn't have these fields in the first place :P
L470[09:41:58] <Nitrodev> i used tutorials
L471[09:42:07] <Nitrodev> so that's why they are there
L472[09:42:18] <LexManos> then you used those tutorials wrong
L473[09:42:23] <Nitrodev> nope
L474[09:42:29] <Nitrodev> they had s tatic in them
L475[09:42:30] <LexManos> you should UNDERSTAND why you're doing shit
L476[09:42:41] <LexManos> instead of 'i just copy pasted and now im a 1337 modder whoo!'
L477[09:42:56] <LexManos> So yes, the tutorials were wrong.
L478[09:42:56] <Nitrodev> no shit
L479[09:42:58] <Nitrodev> i know
L480[09:43:39] <asie> Nitrodev: do you have Java experience?
L481[09:43:53] <Nitrodev> some
L482[09:43:57] <asie> "some"
L483[09:44:00] <Nitrodev> yes
L484[09:44:02] <asie> how much?
L485[09:44:07] <LexManos> You obviously dont because you cant articulate why you need static and just say 'compile errors' when you remove it. Learn the basics of variable scopes. You need to move your shit inside the god damn function.
L486[09:44:16] <asie> ^
L487[09:44:28] <asie> I recommend you buy yourself some Java book
L488[09:44:37] <fry> http://www.youtube.com/watch?v=HfZHGJxv3qQ
L489[09:44:40] <LexManos> And when asked top explain why you need static you have no clue, and you say you need the shit 'elseware' and when asked for explain you refuse/ignore it.
L490[09:44:42] <asie> and study it hard OUTSIDE of Minecraft, because learning Java and Minecraft simultaneously is a very common form of masochism and self-harm
L491[09:45:06] <asie> which may end in tears, whining, becoming an egocentric asshat and/or nobody liking you ever again
L492[09:45:17] <diesieben07> heh
L493[09:45:21] <Nitrodev> yeah i'm gonna close this chat for a while
L494[09:45:33] <PaleoCrafter> ^ you're reading the expert on the topic ;)
L495[09:45:33] <diesieben07> ignorance is bliss
L496[09:45:35] <diesieben07> or not.
L497[09:45:36] <asie> yeah, #minecraftforge is not the friendliest of places
L498[09:45:45] <LexManos> Not sure if he is trying to insult me or not...
L499[09:45:55] <LexManos> Pretty sure he knows thats not where I learned java...
L500[09:45:57] <shadekiller666> no, ignorance usually comes to bite you in the ass
L501[09:46:02] <asie> shadekiller666: wrong
L502[09:46:04] <asie> ignorance is bliss, for you
L503[09:46:07] <asie> just not for everyone else
L504[09:46:10] <asie> and that's its true problem
L505[09:46:22] <asie> anyhow, 1.8.8 gates! with a custom model format no less.
L506[09:46:42] <LexManos> custom everything!
L507[09:46:54] <asie> indeed
L508[09:46:59] <LexManos> speaking of 1.8.9 bspkrs did you ever upload the shit so Forge can update?
L509[09:47:01] <asie> i've still yet to write a proper wire definition format
L510[09:47:09] <asie> also, multiparts
L511[09:49:53] <Nitrodev> yeah i don't understand jackshit
L512[09:50:00] <asie> so get a book on java and learn
L513[09:50:01] ⇦ Quits: cpw (~cpw@108.162.166.189) (Ping timeout: 190 seconds)
L514[09:50:10] <LexManos> Wolfram alpha is also good IIRC.
L515[09:50:12] <asie> i don't know which ones are good nowadays
L516[09:50:23] <asie> i used an ancient java 1.3 book as that was the only one i could get my hands on in '10
L517[09:50:39] <Nitrodev> no i understand the static
L518[09:50:47] <asie> but do you understand Java?
L519[09:50:53] <LexManos> Okay articulate what static does.
L520[09:51:01] <LexManos> And why you're using it in this context
L521[09:51:10] <Nitrodev> i need to go
L522[09:51:22] * asie falls over
L523[09:51:22] <Nitrodev> AND this is not becuase i don`t know the answer
L524[09:51:25] *** Nitrodev was kicked by MineBot (Banned: Ya no quit lieing. (7d)))
L525[09:51:34] <asie> that
L526[09:51:37] <asie> wasn't nice
L527[09:51:45] * diesieben07 helps asie up
L528[09:52:00] <asie> that really wasn't nice. you have a dev who could potentially learn if guided in the right direction...
L529[09:52:18] <PaleoCrafter> and you took away a source of entertainment D:
L530[09:52:25] <diesieben07> he was being a moron all week
L531[09:53:02] <LexManos> Want to join him? He doesnt want to learn, he spent all his time here bitching that he copied a tutorial and it didnt work.
L532[09:53:02] <sham1> "How do I do this, how do I do that"
L533[09:53:22] <diesieben07> "You do X" - "but it errors"
L534[09:53:22] ⇨ Joins: cpw (~cpw@108.162.166.189)
L535[09:53:22] MineBot sets mode: +o on cpw
L536[09:53:48] <LexManos> I gave him 4 opertunities to show he was serious about learning, he screwed up all of them.
L537[09:53:49] <sham1> ye
L538[09:54:09] <Wuppy> people actually told him to learn java like 10 times already
L539[09:55:21] <sham1> and he took that as a personal insult
L540[09:56:03] <asie> yup
L541[09:56:13] <asie> he now says he will never code again because being banned from here means being banned from all of modding forever
L542[09:56:16] <asie> heh.
L543[09:56:25] <asie> (i know at least one person in here wishes that was true)
L544[09:56:54] <Wuppy> I hope he decides to follow our advice
L545[09:56:57] <Wuppy> but I doubt it :<
L546[09:57:23] <asie> I tried to tell him
L547[09:57:31] <asie> but he just switches between "I understand" and "NO I WON'T CODE EVER AGAIN"
L548[09:57:37] <asie> sounds twelve
L549[09:57:57] <LexManos> Probably
L550[09:57:59] <LexManos> and seriously dude
L551[09:58:09] <LexManos> quit triyng to insult me -.-
L552[09:58:26] <asie> I'm not. Just stating things...
L553[09:58:52] <asie> My legion of minions might, but then I don't really have a legion of minions - I firmly believe my followers are capable of independent thought.
L554[09:59:13] <LexManos> Bullshit you're just to chicken shit to state my name and its getting annoying.
L555[09:59:34] <LexManos> And you have no understanding of how popularity works when influencing people.
L556[09:59:49] *** asie was kicked by MineBot (Banned: Not in the mood for this shit today. (7d)))
L557[10:00:11] <LexManos> Fucking cockmunch -.-
L558[10:03:08] <Wuppy> this may be a bit random, but if anybody is doubting wether or not to buy Crypt of the Necrodancer, do it, it's great
L559[10:03:08] <amadornes> I am in here, fry :P
L560[10:03:17] ⇨ Joins: adanaran (~adanaran@noctuidae.eu)
L561[10:03:18] <fry> heh
L562[10:04:35] ⇨ Joins: Overreactedosbol (~Overreact@2a02:1811:2d21:7000:8053:cb8c:24ba:5544)
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L564[10:06:52] <ThePsionic> Wuppy: Apparently I already did
L565[10:06:58] <ThePsionic> I didn't even remember buying it
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L567[10:07:47] <Wuppy> ThePsionic, play it, it's one of the better rogue likes
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L569[10:08:08] <masa> so any ideas why I can't hotswap code into my TESR class in eclipse? it says "Scheme change not implemented"
L570[10:08:53] <diesieben07> did you add fields or methods?
L571[10:09:22] <LexManos> hotswap only supports method bodies.
L572[10:09:22] <masa> no, even adding println inside a method or changing values in my model
L573[10:09:39] <masa> that is what is puzzling me
L574[10:09:45] <fry> something something http://stackoverflow.com/questions/3005919/hot-deploy-not-longer-working-on-jboss-scheme-change-not-implemented
L575[10:09:45] <diesieben07> can you pastebin the class?
L576[10:10:01] <masa> hotswap works let's say in the TE class, but not in that TESR or the model that it uses
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L578[10:10:06] <LexManos> Interesting, I just usually reset the JVM and ti works fine
L579[10:10:06] <masa> yeah one sec
L580[10:10:18] <Overreacted> t
L581[10:10:27] <Overreacted> Yes it finally works
L582[10:10:40] <Overreacted> Hi!
L583[10:10:45] <fry> hi :P
L584[10:11:21] <Overreacted> I have a small question
L585[10:11:22] <masa> hmm, JDK mismatch you say?
L586[10:11:37] <Overreacted> Is it possible to color a part of a layeredtexture?
L587[10:12:02] <Lumien> In 1.8?
L588[10:12:07] <Overreacted> yeah
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L590[10:12:21] <Lumien> Potions do that
L591[10:12:39] <Overreacted> Oh sorry i forgot to specify
L592[10:13:19] <Overreacted> on an Entity, i created a layeredtexture which uses multiple resourcelocations much like EntityHorse. Can I color one of these layers?
L593[10:14:22] <Lumien> You mean dynamically? Like not just on load?
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L595[10:14:28] <Overreacted> Yeah
L596[10:14:29] <Lumien> no
L597[10:14:34] <Overreacted> :L
L598[10:14:40] <Overreacted> How about leather armor?
L599[10:14:42] <MindWorX> I've noticed when you place glass next to water, the water gets the moving texture on the side.
L600[10:15:00] <Lumien> That's an item with a model :P
L601[10:15:11] <MindWorX> Would it be possible to make something like "Tank Glass" or something, which would be transparent and which would leave the side of the waterblock transparent too?
L602[10:15:28] <Overreacted> Yes exactly, I'm trying to get the principle of colorable armor for my custom entity to work
L603[10:15:36] <MindWorX> I assume it's logic in the water source block that decides what faces/textures to show.
L604[10:15:38] *** Jared is now known as Jared|Away
L605[10:16:16] <Lumien> Mind yes it is in BlockLiquid.shouldSideBeRendered
L606[10:16:19] <masa> so here is the TESR and the model: https://gist.github.com/maruohon/d7314d5bba6c35d0ee11
L607[10:16:49] <MindWorX> Thanks Lumien, I'll have a glance
L608[10:16:58] <masa> even changing the values in the model or adding/changing a println in the updateANgles() method won't work
L609[10:17:36] <Lumien> Over can't you just recreate the texture if the armor color changes?
L610[10:17:51] <fry> masa: are you on 1.8.8?
L611[10:18:01] <masa> no that mod is in 1.7.10
L612[10:18:08] <Overreacted> Well it colors the same as leather armor, so shouldn't that give me too many textures to handle?
L613[10:18:08] <fry> nevermind then :P
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L615[10:18:24] <Lumien> You only have to create / keep in memory the ones that are actually in use though
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L617[10:19:07] <Overreacted> yeah so i have one grayscale texture. Is it possible to just project that one on a different render layer and trhen project that renderlayer on the entity render?
L618[10:19:18] <Overreacted> as in how LayerArmorbase does it or something
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L621[10:21:17] <Lumien> Presumably, yeah
L622[10:22:09] <Overreacted> But how does the render layer create a link between itself and the main render? Is that settled in LayerRenderer#doRenderLayer?
L623[10:22:38] <Lumien> I have no clue^^, sorry
L624[10:22:45] <masa> hmm wait, so if it's a JDK version mismatch, would that then mean that if any of the mods I have in mods/ has been built using a different version then it could bug out?
L625[10:22:54] <masa> but then why would it work for some classes?
L626[10:23:09] <Overreacted> It's okay, I'll find out myself, I just wanted to know if there was an easier alternative using LayeredTexture
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L628[10:23:41] <masa> or does that mean that some of those mods has been asming somewhere in the TESR code?
L629[10:24:05] <masa> welp I guess I could try that
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L633[10:29:31] <laci200270> any ideas how can I make this looking towards to the player? https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/tesrs/TesrEnergyCell.java
L634[10:29:36] <masa> yeah that seems to be the case
L635[10:29:55] <masa> when I remove all the mods from mods/ then it works... so thatnks, someone :p
L636[10:30:04] <masa> -t
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L655[11:01:02] <laci200270> any ideas why this not works? https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/tesrs/TesrEnergyCell.java
L656[11:01:14] <laci200270> I can't see cycle
L657[11:01:23] ⇨ Joins: H1N1theI (~h1n1thei@2601:5c2:8100:5898:daeb:97ff:fee9:f781)
L658[11:01:34] <laci200270> without rotation I can see it but not rotates :/
L659[11:06:26] *** amadornes[AFK] is now known as amadornes[Streaming]
L660[11:09:37] <laci200270> fry|sleep, can you help?
L661[11:10:06] <Overreacted> Fry might be asleep
L662[11:10:11] <laci200270> yeah
L663[11:10:23] <laci200270> but maybe... :D
L664[11:10:31] <Overreacted> I like your way of thinking XD
L665[11:11:39] <laci200270> also fry|sleep always sleeps?
L666[11:11:53] <Overreacted> Idk i just joined
L667[11:13:20] <ThePsionic> I think you Overreacted
L668[11:13:21] <ThePsionic> :3c
L669[11:13:27] <Overreacted> ?
L670[11:13:32] <Overreacted> ohhh
L671[11:13:36] <Overreacted> Oh, you!
L672[11:13:39] <ThePsionic> :3c
L673[11:13:55] <Overreacted> By the way Lumien it worked, creating another render layer and then coloring that one did the trick
L674[11:13:59] <Overreacted> I feel delighted now
L675[11:14:25] <Overreacted> Ah, the feel of success, my core motivation for modding
L676[11:14:27] <laci200270> who familiar with OGL?
L677[11:16:24] <laci200270> nobody?
L678[11:16:30] <Overreacted> not me, sorry
L679[11:16:41] <laci200270> shadekiller666, are you there?
L680[11:17:47] <diesieben07> i dont even get your problem
L681[11:17:55] <diesieben07> "i cant see the cycle"... what?
L682[11:18:45] <laci200270> I'm rendering a cycle
L683[11:18:52] <laci200270> from a TESR
L684[11:18:56] <sham1> I think the term is a circle
L685[11:19:00] <laci200270> oh
L686[11:19:03] <diesieben07> oh
L687[11:19:09] <laci200270> I'm still bad at english
L688[11:19:10] <diesieben07> that would explain the misunderstanding.
L689[11:19:25] * laci200270 feels itself stupid
L690[11:21:08] <Overreacted> Oh small problem
L691[11:21:22] <laci200270> I took this line from rendersnowball: https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/tesrs/TesrEnergyCell.java#L29
L692[11:21:35] <Overreacted> Upon relogging, the colored armor becomes white again until you out it off and on again, how to solve this?
L693[11:21:50] <Overreacted> put*
L694[11:21:59] <sham1> you need to sync it when you relog so it remembers the colour
L695[11:22:17] <Overreacted> I'm not good with client-server syncing things :/
L696[11:22:36] <diesieben07> where do you store the color?
L697[11:22:41] <Overreacted> I'll have a look in the leather armor render code
L698[11:22:49] <Overreacted> I store it in an item
L699[11:22:54] <Overreacted> The color of the item stays fine
L700[11:23:00] <diesieben07> in an ItemStack i hope.
L701[11:23:06] <Overreacted> but when I put the armor on my entity and then relog, the armor becomes white again
L702[11:23:12] <Overreacted> yes in an ItemStack
L703[11:23:28] <sham1> I think you slightly overreacted when you said that you are no good at client syncing stuff
L704[11:23:41] <Overreacted> -_-
L705[11:23:42] <diesieben07> but the armor itself is there?
L706[11:23:44] <Overreacted> Yes
L707[11:23:45] <diesieben07> that is very weird
L708[11:23:51] <diesieben07> you use the NBT tag?
L709[11:23:55] <Overreacted> The item stays colored and the armor stays in the inventory
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L711[11:24:01] <Overreacted> Yes i get it from the NBT tag
L712[11:24:09] <diesieben07> if it is colored how can it render white...
L713[11:24:17] <Overreacted> it doesnt, not until I relog
L714[11:24:33] <diesieben07> that is... impossible.
L715[11:24:43] <Overreacted> That is mildly unsettling
L716[11:25:00] <diesieben07> this is a custom entity?
L717[11:25:06] <Overreacted> yes
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L719[11:25:33] <diesieben07> so you put on colored armor, it IS colored. then you relog and it goes white until you relog *again*?
L720[11:25:45] <Overreacted> let me try that.
L721[11:26:03] <Overreacted> Hmm
L722[11:26:18] <Overreacted> It seems to be white until I open the entity's GUI
L723[11:26:52] <gigaherz> finally!
L724[11:26:57] <Overreacted> well, 'white', rather uncolored
L725[11:26:57] <gigaherz> managedto fix my pc
L726[11:26:58] <gigaherz> XD
L727[11:27:04] <gigaherz> story: https://twitter.com/therealgigaherz/status/681510059197771776
L728[11:27:10] <diesieben07> Overreacted, how do you store the ItemStack in the entity?
L729[11:27:14] <Overreacted> Upon 2nd relog it still stays uncolored
L730[11:27:43] <Overreacted> Via NBT
L731[11:27:49] <diesieben07> that makes no sense
L732[11:27:52] <diesieben07> just post your entity class
L733[11:27:55] <Overreacted> exactly like EntityHorse does it
L734[11:28:17] <diesieben07> do you extend EntityHorse?
L735[11:28:28] <Overreacted> no, I used to but that limited the addition of custom armor
L736[11:29:03] <Overreacted> So basically it's exactly the same as EntityHorse except the armor gets rendered on a different renderlayer
L737[11:29:22] *** willieaway is now known as williewillus
L738[11:29:27] <Overreacted> and a custom gui gets opened, because playerEntity.displayHorseGui() is only applicable for EntityHorse
L739[11:30:11] <williewillus> hmm...
L740[11:30:23] <williewillus> botania's custom shaders are all broken in 1.8...but 1.8 has a primitive shader system
L741[11:30:28] <williewillus> can I somehow hook into that?
L742[11:30:45] <diesieben07> Overreacted, you will have to to synchronize the armor to the client in the entity class.
L743[11:31:04] <Overreacted> I don't get it. The armor should be synced.
L744[11:31:09] <Overreacted> It's just the color
L745[11:31:25] <diesieben07> just pastebin your class.
L746[11:31:39] <Overreacted> http://pastebin.com/wzgs2SbJ
L747[11:31:45] <Overreacted> I busy doing that
L748[11:31:48] <Overreacted> was*
L749[11:32:09] <diesieben07> oh jeez, yay copy-pasta mess...
L750[11:32:26] <Overreacted> :/ is there a way to format it better? i highlighted the syntax of Java
L751[11:32:38] <Overreacted> Or do you just want the specific armor methods?
L752[11:32:52] <diesieben07> no, my critique was that you just copy-pasted ENtityHorse...
L753[11:32:57] <Overreacted> Oh
L754[11:33:03] <diesieben07> anyways, since you did that, the ItemStacks are NOT synced
L755[11:33:04] <Overreacted> :L Yeah kinda
L756[11:33:10] <diesieben07> EntityHorse only stores "this armor slot is full"
L757[11:33:11] <Overreacted> Okay...
L758[11:33:12] <diesieben07> not the actual itemSack
L759[11:33:15] <diesieben07> *ItemStack
L760[11:33:40] <Overreacted> So how would i go about syncing it then?
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L762[11:34:03] <Overreacted> Is there a way for it already used in other Entity classes?
L763[11:34:11] <williewillus> datawatcher?
L764[11:34:16] <williewillus> or eeps
L765[11:34:21] <diesieben07> you can't really sync an array using dataWatcher
L766[11:34:48] <Overreacted> well the datawatcher returns an int based on the set of armor that is in the armor slot
L767[11:34:48] <diesieben07> however EntityHorse extends EntityLivingBase eventually, and that has synced slots for armor and held item
L768[11:34:51] <diesieben07> you should use those
L769[11:35:54] <Overreacted> allright I'll have a look
L770[11:37:44] *** kroeser is now known as kroeser|away
L771[11:38:08] <Overreacted> So do you mean EntityLivingBase#getCurrentArmor()?
L772[11:38:43] <diesieben07> yes
L773[11:39:00] <diesieben07> and setCurrentItemOrArmor
L774[11:39:11] <Overreacted> Okay i think i know what to do.
L775[11:40:21] <williewillus> god dammit another questions I have to wait for fry to get ehre to ask :p
L776[11:41:14] *** AbrarSyed is now known as Abrar|gone
L777[11:41:25] <PaleoCrafter> what part of the shaders is broken, williewillus? :P
L778[11:41:45] <williewillus> all of it
L779[11:41:58] <williewillus> as in no effect
L780[11:42:11] <williewillus> the mana pool looks quite ugly without its custom shader, lol
L781[11:42:30] <PaleoCrafter> but you don't get any OGL errors?
L782[11:42:35] <williewillus> nope
L783[11:43:11] <williewillus> it might be mc disabling it since the builtin shaders are off, not sure how gl works there
L784[11:43:39] <williewillus> but the more I think about the more plausible it sounds to steal mc's shader system
L785[11:43:43] <williewillus> we'll see
L786[11:44:11] <PaleoCrafter> I doubt it'll be of great help :P
L787[11:44:57] <PaleoCrafter> my shaders were working just fine after the update
L788[11:45:52] <williewillus> you should take a look at the botania ones then bc I no clue how they work :D
L789[11:46:02] <PaleoCrafter> already at it :P
L790[11:46:28] ⇨ Joins: oitsjustjose (~oitsjustj@104-8-138-117.lightspeed.nsvltn.sbcglobal.net)
L791[11:46:43] <williewillus> https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/core/helper/ShaderHelper.java
L792[11:47:39] <oitsjustjose> Alright, so I'm working on a TileEntity, and my GUI has buttons that activate / deactivate rain. Unfortunately, it seems like the weather change is only happening client-side, but my isRemote checks are all correct I believe. Can anyone offer advice?
L793[11:48:56] <diesieben07> oitsjustjose, if you have to do stuff like change weather from a GUI you have to send packets.
L794[11:49:20] <oitsjustjose> ah! Alright, I'll look into that then!
L795[11:50:05] *** DRedAway is now known as DRedhorse
L796[11:52:25] ⇨ Joins: esKaayY (~esKaayY@2607:5300:100:200::3fc)
L797[11:56:26] <laci200270> somebody wh knows OGL shit well can help to me?
L798[11:57:26] ⇨ Joins: tterrag (~tterrag@tterrag.com)
L799[11:57:44] <Overreacted> Hmmm, getCurrentArmor(1) seems to return null in my custom Entityhorse even though the Armor slot is labeled 1 in my custom ContainerHorseInventory
L800[11:57:45] <sham1> Time to program a method to check if my multiblock tank is assembled in a sensable way
L801[11:57:55] <Overreacted> I'm not doign this right am I
L802[11:58:01] <sham1> this is gonna be painful
L803[11:58:10] <williewillus> Overreacted: container slots and actual slots are different
L804[11:58:18] <Overreacted> I figured that by now
L805[11:58:19] <williewillus> number wise
L806[11:58:26] <Overreacted> So what slot is it then
L807[11:58:30] <Overreacted> Just 0?
L808[11:58:50] <williewillus> if you extended entityhorse you can decide that
L809[11:58:56] <williewillus> or just look at the horse class to see
L810[11:59:02] <PaleoCrafter> williewillus, your stuff isn't even executable? oO
L811[11:59:30] <Wuppy> \o/ finally party time again tomorrow :D
L812[11:59:33] <williewillus> what do you mean?
L813[11:59:41] <williewillus> it's directly forked from vaz :p
L814[12:00:05] <PaleoCrafter> it's not supposed to run yet? :P
L815[12:00:15] <williewillus> ? the botania port? it compiles and runs
L816[12:00:33] <PaleoCrafter> then I must have gotten the wrong thing XD
L817[12:00:50] <williewillus> github.com/williewillus/Botania/tree/MC18 :p
L818[12:00:58] <PaleoCrafter> that's what I got...
L819[12:01:16] <williewillus> did it not launch? lol
L820[12:01:35] <PaleoCrafter> I get a shit ton of compiler errors :P
L821[12:02:03] <williewillus> of what sort??
L822[12:02:21] <PaleoCrafter> stuff that references old stuff like ISBRH
L823[12:02:33] <williewillus> oh, mark the render/block package as excluded
L824[12:02:39] <williewillus> and render/item
L825[12:02:40] <diesieben07> Overreacted, use getEquipmentInSlot, the docs tell you exactly what is waht.
L826[12:02:50] <williewillus> I ahven't deleted those yet in case they have stuff I need :p
L827[12:02:55] <williewillus> though I could just look upstream lol
L828[12:03:42] <PaleoCrafter> do I have to do anything special to get baubles as a library? :P
L829[12:04:57] <williewillus> no just download the 1.8.8 deobf version from azanors forum post :p
L830[12:05:02] <williewillus> no maven :p
L831[12:06:20] <PaleoCrafter> would be cool if one could find that info somewhere :P
L832[12:06:37] ⇦ Quits: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net) (Quit: sleep, school, or food)
L833[12:09:04] <Wuppy> how to make me as uninterested in a gmae as possible: early access survival multiplayer game...
L834[12:09:44] <Wuppy> am I really the only one who's not interested in the 500000000 survival games which are not finished yet?
L835[12:09:48] <sham1> That genre has become a meme
L836[12:10:12] <Overreacted> But diesieben07, getequipmentInSlot takes 4 slots for armor while horse armor only takes up 1 slot, I understand that entities such as zombies or other bipeds have 4 armor slots and thusfar explain the method, but how do i know which slot the horse uses? Because both slot 1 and 2 return null.
L837[12:10:24] ⇨ Joins: sciguyryan (~sciguyrya@93-94-245-52.dynamic.swissvpn.net)
L838[12:10:33] <diesieben07> just use one of them, you choose
L839[12:10:45] <diesieben07> chestpiece would make the most sense semantically.
L840[12:11:06] <sham1> Semantics of armour
L841[12:11:10] <diesieben07> meh
L842[12:11:13] <sham1> That's awesome
L843[12:11:15] <Overreacted> Oh I get to choose via set CurrentItemOrArmor?
L844[12:11:22] * Overreacted feels dumb
L845[12:11:38] <diesieben07> yes...
L846[12:11:49] <Overreacted> Sorry for the inconvenience if I caused any
L847[12:11:57] <Overreacted> I feel dumb now :L
L848[12:12:04] <diesieben07> its fine
L849[12:12:06] <Wuppy> hmm the 3 steam queus were particularly shitty today :c
L850[12:15:06] ⇨ Joins: gudenau (~gudenau@2602:306:cea3:f020:e429:e063:775a:8895)
L851[12:15:08] <gudenau> Hello!
L852[12:15:22] <shadekiller666> hi
L853[12:15:30] <Wuppy> hai
L854[12:15:31] <gudenau> Is there an event that gets fired when an EntityItem is burnt?
L855[12:15:40] <williewillus> entitydeath event? :p
L856[12:15:56] <williewillus> no idea, or maybe a damage evt
L857[12:15:58] <gudenau> EntityItem is not a subclass of EntityLiving though.
L858[12:16:40] *** kroeser|away is now known as kroeser
L859[12:17:02] <williewillus> hm not sure then
L860[12:18:03] <diesieben07> no there isn't
L861[12:18:05] <PaleoCrafter> williewillus, I think the shader works perfectly fine :P
L862[12:18:11] <diesieben07> unless its about your own item
L863[12:18:21] ⇨ Joins: KanoCodex (~Giratina5@2604:180:0:368::bcd8)
L864[12:18:23] <gudenau> It is not.
L865[12:18:25] <PaleoCrafter> the icon is goofed up
L866[12:18:30] <williewillus> what icon :p
L867[12:19:03] <williewillus> check the other shaders then, because I'm pretty sure they don't work :p
L868[12:19:05] <sham1> Gudenau, you have two choises
L869[12:19:16] <sham1> Make a PR adding that kind of event to force
L870[12:19:17] <gudenau> I am thinking a coremod.
L871[12:19:20] <sham1> Forge*
L872[12:19:20] <gudenau> For noe.
L873[12:19:22] <gudenau> now*
L874[12:19:27] <sham1> Or use tick event
L875[12:19:35] <gudenau> I'll make a real PR later.
L876[12:19:35] <sham1> Don't even think of coremod
L877[12:19:44] <laci200270> shadekiller666, are you there?
L878[12:19:54] <sham1> Don't even think at doing a coremod
L879[12:19:56] <shadekiller666> kinda
L880[12:20:03] <laci200270> can you help me?
L881[12:20:07] <laci200270> with OpenGL
L882[12:20:15] <shadekiller666> maybe
L883[12:20:39] <williewillus> while we're on openGL quesitons I still can't find an alternative to calling tessellator.setBrightness(240)
L884[12:20:43] <gudenau> I don't even see an entity tick event.
L885[12:20:45] <williewillus> wtf does that map to in 1.8.8
L886[12:21:02] <laci200270> shadekiller666, my code is here: https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/tesrs/TesrEnergyCell.java#L29
L887[12:21:11] <laci200270> i trying to render a cycle
L888[12:21:11] <masa> bleh, I'm getting huge diffs from changed imports since I upgraded eclipse from I think Luna to Mars
L889[12:21:37] <williewillus> anything I try in .lightmap(). ends up just disappearing whatever I was trying to tesellate
L890[12:22:14] <sham1> It is circle for fucks sake..
L891[12:22:24] <laci200270> yeah I know
L892[12:22:31] <williewillus> cycle sounds cooler though
L893[12:22:36] <sham1> Gudenau, you could 6se server tick event
L894[12:22:59] <diesieben07> meh. better replace the EntityItem with your own class
L895[12:23:29] <sham1> Well yeah
L896[12:23:55] <sham1> But this is still better than using a coremod
L897[12:23:55] <gudenau> *ding*
L898[12:24:09] <gudenau> I could do that with some events...
L899[12:24:31] <gudenau> All I care about is the player tossing the item into a fire.
L900[12:24:36] <gudenau> Or lava.
L901[12:24:51] <gudenau> Just need to make the entity work like normal.
L902[12:25:02] <laci200270> also.. https://github.com/laci200270/Energy-mod/commit/2ccc678a7f9530f13f3328e2ac70ed00ee4eafff
L903[12:25:08] <sham1> Excuse my curiosity
L904[12:25:17] <sham1> What are you doing
L905[12:25:24] <sham1> Because it sounds interesting
L906[12:25:42] <gudenau> Making a mod that refrences an old Etho video.
L907[12:26:36] <sham1> Well the reference is lost on me so care to elaborate
L908[12:26:52] <sham1> And I cannot watch a video right now so...
L909[12:27:57] <PaleoCrafter> I guess that's how it's supposed to look, williewillus: http://s.mineformers.de/2015-12-28_19-27-23.gif ?
L910[12:28:55] <gudenau> So, I would need to create an instance of my own EntityItem and spawn it in the world with the same data, then kill the original one; correct?
L911[12:29:05] <gudenau> I have not done much with Entitys.
L912[12:30:13] <diesieben07> check ForgeINternalHandler.onEntityJoinWorld
L913[12:30:18] <sham1> Nice mana pool paleo
L914[12:30:19] <diesieben07> that's where the hook for custom item entities is
L915[12:31:01] <gudenau> What is the package/
L916[12:31:30] <diesieben07> use your IDE... Ctrl-Shift-T in eclipse, Ctrl-N in IDEA
L917[12:31:59] <gigaherz> or do it thecrappy way like me and type the name then let the IDE suggest the package for you
L918[12:31:59] <gigaherz> ;P
L919[12:32:12] <williewillus> yeah
L920[12:32:13] <sham1> Hey
L921[12:32:16] <sham1> I do that
L922[12:32:21] <diesieben07> guys...
L923[12:32:34] <sham1> It's not crappy :(
L924[12:32:44] <diesieben07> yes it is.
L925[12:33:01] <williewillus> lol
L926[12:33:02] <gudenau> Yah, looks like I will need to copy that implemnation.
L927[12:33:16] <sham1> The only thing that happens for me at that point is that I get unused imports
L928[12:33:27] <sham1> Oh bah
L929[12:33:36] <williewillus> PaleoCrafter: why does the icon flow so much slower in 1.8? 0.o
L930[12:33:46] <williewillus> and the transparency/blend is off even though I didn't touch that
L931[12:33:47] <PaleoCrafter> no clue :P
L932[12:33:54] <sham1> And why was it so Lagg
L933[12:34:07] *** TehNut|Sleep is now known as TehNut
L934[12:34:15] <PaleoCrafter> oh, the slowness might be due to it being a gif
L935[12:34:17] <sham1> Thanks a lot auto-complete
L936[12:34:56] <PaleoCrafter> http://s.mineformers.de/2015-12-28_19-34-37.mp4 if that's any better :P
L937[12:35:44] <sham1> It is
L938[12:35:54] <williewillus> what did you change to get it to do that?
L939[12:36:09] <diesieben07> he used an mp4 instead.. :D
L940[12:36:27] <laci200270> shadekiller666, have you looked to it?
L941[12:36:49] ⇨ Joins: Fjolnir|afk (~Fjolnir@ipv6.madjake45.me)
L942[12:37:14] <shadekiller666> what exactly are you trying to accomplish
L943[12:37:22] <PaleoCrafter> IconHelper.forName was wrong
L944[12:37:30] <PaleoCrafter> it should be new ResourceLocation(LibResources.PREFIX_MOD + name)
L945[12:37:36] <laci200270> i am trying to rotate a circle towards to the player
L946[12:37:40] <williewillus> wow lol
L947[12:37:44] <PaleoCrafter> (or alternatively making PREFIX_MOD just "botania" without the colon)
L948[12:38:00] <williewillus> that breaks a bunch of other textures I think :p
L949[12:38:01] <shadekiller666> uhh ok?
L950[12:38:11] <shadekiller666> no idea what that means
L951[12:38:15] <williewillus> laci200270: look at how rendersnowball always roates the item model towards the player
L952[12:38:16] <PaleoCrafter> and the call has to be IconHelper.forName(evt.map, "blocks/manaWater") in BlockPool
L953[12:38:30] <laci200270> yeah I 've looked that
L954[12:38:34] <PaleoCrafter> due to the way the texture map got unified in 1.8 or something
L955[12:39:00] <shadekiller666> you want the model to always face the player?
L956[12:39:05] <gudenau> So, how do I add an entity? I have tried a few times, only to goof it up each time.
L957[12:39:07] <laci200270> no
L958[12:39:12] <laci200270> just the circle
L959[12:39:17] <williewillus> same concept..
L960[12:39:20] <diesieben07> define "add". register? spawn?
L961[12:39:26] <PaleoCrafter> the pylon seems to be totally off
L962[12:39:28] <gudenau> register.
L963[12:39:31] <gudenau> Spawning is easy
L964[12:39:34] <williewillus> yeah the pylon's fucked and I have no idea why
L965[12:39:37] <williewillus> the animation is wrong
L966[12:39:39] <diesieben07> EntityRegistry.registerModEntity
L967[12:39:45] <PaleoCrafter> but that isn't the shader's fault :D
L968[12:39:52] <laci200270> also interesting thing: https://cloud.githubusercontent.com/assets/7475407/12023313/91b3bfaa-ad98-11e5-97bf-115babcdda3c.png
L969[12:40:00] <williewillus> the natura pylon should only show the crystal, and the rings should be locked together on the other two
L970[12:40:12] <laci200270> it only renders when I'm standing on the top of the block
L971[12:40:12] <williewillus> I think the OBJ visibilities are messed up
L972[12:40:21] <williewillus> but minor problem lol
L973[12:40:23] <gudenau> OBJ support is back?
L974[12:40:23] <shadekiller666> laci: https://github.com/MinecraftForge/MinecraftForge/blob/1.8.8/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java#L731
L975[12:40:25] <williewillus> compared to other things
L976[12:40:36] <williewillus> it's been back for months .-.
L977[12:40:36] <gigaherz> gudenau: shadekiller666 here wrote a whole new OBJ loader
L978[12:40:40] <laci200270> shadekiller666, thanks
L979[12:40:44] <shadekiller666> willie, they are, theres a bug with the way group visibilities are handled
L980[12:40:47] <gigaherz> that ties into fry's model loading system
L981[12:40:50] <gudenau> Thanks a ton shadekiller666!
L982[12:40:52] <laci200270> i take a look for that
L983[12:40:55] <shadekiller666> np
L984[12:40:57] <williewillus> shadekiller666: bug fix anytime soon? :DD
L985[12:41:04] <shadekiller666> wanted to put the 1.7.10 loader to shame
L986[12:41:05] <gudenau> Been waiting for OBJ stuff.
L987[12:41:16] <gigaherz> gudenau: I didn't wait
L988[12:41:21] <gigaherz> I wrote my own obj loader back in january ;P
L989[12:41:27] <gigaherz> shadekiller666's is better though
L990[12:41:30] <gigaherz> ;P
L991[12:41:33] <gudenau> So, what should I use for trackingRange, updateFrequency and sendsVelocityUpdates?
L992[12:41:35] <sham1> :p
L993[12:41:39] <PaleoCrafter> williewillus, did you disable the enchanter or something?
L994[12:41:39] <gigaherz> mine's... purpose-specific
L995[12:41:43] <shadekiller666> williewillus, hopefully, depends on if i can get my shit together and figure out how i want to refactor things (OBJModel.java) is getting a little large
L996[12:41:54] <shadekiller666> and idk what to do about group configurations
L997[12:41:58] <gudenau> I did not write one because I knew someone would make a better one than I could.
L998[12:42:15] <williewillus> PaleoCrafter: the botania enchanter? you need to set it up properly or it'll just revert to a lapis block
L999[12:42:22] <williewillus> and the multiblock render in the lexicon is messed up :D
L1000[12:42:23] <shadekiller666> gigaherz, yours gave me a good starting point though :P
L1001[12:42:32] <diesieben07> gudenau, check vanilla's EntityTracker.trackEntity to see the values for different types of entities. pick what is appropriate for yours.
L1002[12:42:37] <PaleoCrafter> I have never played with botania, I don't know shit
L1003[12:42:48] <gudenau> Go play with it now.
L1004[12:42:56] <gudenau> It is a great mod.
L1005[12:43:02] <shadekiller666> even though i used almost none of it, it helped me grasp the concept of parsing a file and converting it into data that minecraft understands
L1006[12:43:08] <ThePsionic> givemeadownload.png
L1007[12:43:15] <gigaherz> yeah
L1008[12:43:25] <gigaherz> the model loader system doesn't really match the original design ;P
L1009[12:43:43] <shadekiller666> williewillus, what exactly is it thats "broken" about the obj visibility stuff btw? just so i know that i'm fixing the proper thing
L1010[12:43:45] <gigaherz> I sortof rewrote it myself when I adapted it for the model loading
L1011[12:43:47] ⇨ Joins: Zelophed (~Zelophed@70-126-20-199.res.bhn.net)
L1012[12:44:05] <shadekiller666> giga, have you tried using yours for entities?
L1013[12:44:10] <gigaherz> yes
L1014[12:44:12] <gigaherz> it's unfit
L1015[12:44:23] <shadekiller666> thats really the one hard thing to use either of our loaders for
L1016[12:44:23] <gigaherz> I'd have to redesign some parts of it
L1017[12:44:31] <gigaherz> yours did work
L1018[12:44:36] <williewillus> not sure, but the pylons are definitely not displaying the right thing. the natura pylon is only supposed to render the crystal in the middle, and no rings. instead it renders the rings and no crystal (and I did check that I disabled the right things). The other two pylons. it seems to render the outer rings twice and they rotate in opposite directions
L1019[12:44:40] <gigaherz> but mine has certain "expectations"
L1020[12:44:45] <gigaherz> it's designed for items
L1021[12:44:55] <gigaherz> it will attempt to load a .json file next to the model
L1022[12:44:58] <gudenau> Hrm, I get some reflection exceptions...
L1023[12:45:01] <gudenau> Interesting.
L1024[12:45:02] <gigaherz> to load stuff like textures and transform matrices
L1025[12:45:13] <shadekiller666> williewillus, ya sounds about right
L1026[12:45:22] <gigaherz> and I can't just disable that, because other parts depend on it
L1027[12:45:24] <gudenau> Why does it say that it can not find a constructor?
L1028[12:45:30] <williewillus> what was the bug?
L1029[12:45:35] <diesieben07> every entity needs a World only constructor
L1030[12:45:36] <gigaherz> gudenau: which constructor?
L1031[12:45:46] <shadekiller666> the current version in forge has 3 different places where it processes the contents of the List<String> contained in OBJState
L1032[12:45:50] <gigaherz> ah entities?
L1033[12:45:51] <gudenau> Oh, I need one with just World.
L1034[12:45:54] <shadekiller666> and none of them do it correctly
L1035[12:45:59] <gigaherz> gudenau: the entity you create on the server
L1036[12:46:00] <williewillus> lol
L1037[12:46:07] <gigaherz> is only for the server side
L1038[12:46:10] <gigaherz> the server messages the client
L1039[12:46:13] <shadekiller666> and it ends up being all wonky and shit
L1040[12:46:16] <gigaherz> which then constructs a new entity instance
L1041[12:46:22] <gigaherz> using the (World) constructor
L1042[12:46:59] <shadekiller666> didn't notice it until after it was pulled in :P, the development of it hasn't exactly been linear so things have been written having forgotten other parts cuz i'm a derp :P
L1043[12:47:26] <Zelophed> Hello everybody :)
L1044[12:47:34] <Temportalist> o/
L1045[12:47:55] <gudenau> Now my custom EntityItem seems to work, just need to set the owner and pickup delays and crap.
L1046[12:48:39] <gigaherz> gudenau: if you want to replicate the original one, you can use writeToNBT on the original entity, and then readFromNBT on your own
L1047[12:48:47] <gudenau> True.
L1048[12:48:51] <gudenau> Thanks for the help.
L1049[12:49:01] <gudenau> That is a clever little hack.
L1050[12:49:15] <shadekiller666> wow the minecraft launcher does not like windows 10 it seams... or something else is borked
L1051[12:49:19] <gigaherz> ?
L1052[12:49:21] <gigaherz> works fine here
L1053[12:49:26] <gudenau> The launcher works fine for me.
L1054[12:49:34] <williewillus> multimc :p
L1055[12:49:35] <shadekiller666> the Edit Profile page renders strangely
L1056[12:49:40] <diesieben07> not here
L1057[12:49:45] <gigaherz> fine here
L1058[12:49:50] <williewillus> I haven't started the vanilla launcher in probably over a year heh
L1059[12:49:53] <shadekiller666> it renders overtop of itself following the mouse, no idea why
L1060[12:50:00] <gigaherz> o_O
L1061[12:50:04] <gudenau> Video?
L1062[12:50:05] <gigaherz> either your win10 or your java is broken
L1063[12:50:06] <gigaherz> XD
L1064[12:50:10] <gigaherz> try installing a new java?
L1065[12:50:16] <gigaherz> although
L1066[12:50:23] <gigaherz> the launcher has its own so...
L1067[12:50:26] <shadekiller666> ya lol
L1068[12:50:29] <gudenau> It does?
L1069[12:50:34] <shadekiller666> mhmm
L1070[12:50:35] <gudenau> I always use the jar.
L1071[12:50:39] <gigaherz> unless you use the ancient launcher, yes
L1072[12:50:50] <shadekiller666> and minecraft itself will have its own java soon hopefully
L1073[12:50:52] <gigaherz> the .exe version installs its own local package with java 8 x64
L1074[12:50:57] <shadekiller666> well, its own java 8 soon
L1075[12:51:01] <diesieben07> doesnt it already sahde?
L1076[12:51:07] <diesieben07> through the launcher?
L1077[12:51:10] <gigaherz> yup
L1078[12:51:12] <shadekiller666> iirc the game itself doesn't?
L1079[12:51:21] <shadekiller666> or uses java 6?
L1080[12:51:22] <diesieben07> sure
L1081[12:51:27] <gudenau> Interesting.
L1082[12:51:28] <diesieben07> it uses the java that comes with the launcher
L1083[12:51:30] <gigaherz> the game is compiled into bytecode version 6
L1084[12:51:30] *** Darkhax_AFK is now known as Darkhax
L1085[12:51:37] <shadekiller666> mhmm
L1086[12:51:37] <gigaherz> but the launcher runs its own java.exe
L1087[12:51:44] <gudenau> It seems that my custom ItemEntity is not retaining motion.
L1088[12:51:46] <gigaherz> which is 1.8.0_25 or something like that
L1089[12:51:54] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L1090[12:52:03] <shadekiller666> it will be a bit nicer once the game itself is compiled to java 8
L1091[12:52:10] <shadekiller666> lamdas! :D
L1092[12:52:12] <diesieben07> how so?
L1093[12:52:33] <gudenau> Then everyone can use Java 8 in mods without woring about the idiots that do not update!
L1094[12:52:34] <diesieben07> we don't the game to be compiled for java 8 to use java 8.
L1095[12:52:36] <gigaherz> shadekiller666: you do realize we won't "see" the lambdas right? they get compiled into classes ;P
L1096[12:52:42] <laci200270> shadekiller666, how can I use this: https://github.com/MinecraftForge/MinecraftForge/blob/1.8.8/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java#L731 for glRotate?
L1097[12:52:45] <diesieben07> that is not true gigaherz
L1098[12:52:46] <shadekiller666> i know
L1099[12:52:55] <gigaherz> diesieben07: Lex considers it bad practice to require java8 in mods, when mc itself requires only java6
L1100[12:52:55] <diesieben07> lambdas become methods and an indy call
L1101[12:52:56] ⇦ Quits: ShadowChild (~ShadowChi@host81-151-59-190.range81-151.btcentralplus.com) (Ping timeout: 190 seconds)
L1102[12:53:01] <gudenau> I want the "unsigned" keyword so bad.
L1103[12:53:04] <diesieben07> i know that giga
L1104[12:53:08] <diesieben07> it doesn't change the facts.
L1105[12:53:15] <shadekiller666> laci200270, look at the tile entity, that block makes the model always point towards the play
L1106[12:53:18] <shadekiller666> player*
L1107[12:53:20] <gigaherz> diesieben07: methods only? hmm
L1108[12:53:26] <gigaherz> even when you have a closure?
L1109[12:53:29] <diesieben07> yes
L1110[12:53:35] <gudenau> Look at that.
L1111[12:53:36] <diesieben07> the captured vars become parameters
L1112[12:53:39] <gigaherz> ah
L1113[12:53:44] ⇨ Joins: ShadowChild (~ShadowChi@host81-151-59-190.range81-151.btcentralplus.com)
L1114[12:53:46] <gudenau> [12:52:51] [Server thread/INFO] [STDOUT]: [com.gudenau.[spoiler].entity.EntityBurningItem:dealFireDamage:28]: Burn baby burn!
L1115[12:53:50] <diesieben07> and then an API call that says "turn this method and these vars into an object of type X"
L1116[12:54:02] <diesieben07> and that API method can evolve for future perofrmance improvements
L1117[12:54:02] <gigaherz> that's different from C# then, C# like to generate anonymous classes for stuff
L1118[12:54:10] <gigaherz> although it does so at runtime
L1119[12:54:14] <gigaherz> so /shrug
L1120[12:54:17] <diesieben07> right now this API method meerely generates a runtime dynamic class
L1121[12:54:22] <diesieben07> but it must not do that forever
L1122[12:54:22] <laci200270> I can't use TRSR transformation for raw GL, right?
L1123[12:54:24] <gudenau> At least you can not just ovewrite the VTable in Java.
L1124[12:54:26] <gudenau> :-{
L1125[12:54:28] <shadekiller666> oh sweet, the 1.9 snapshots actually track the version of the game that singleplayer worlds were made in
L1126[12:54:30] <gudenau> :-P*
L1127[12:54:40] <sham1> I'd rather not retrolambda to cater to some idiots who don't want to update into java8
L1128[12:54:50] <gudenau> sham1++
L1129[12:54:57] <gigaherz> laci200270: TRSRtransforms are just a wrapper for the usual opengl transforms
L1130[12:55:07] <shadekiller666> kinda
L1131[12:55:09] <gigaherz> yo ucan just do GlStateManager.rotate/.translate/.scale
L1132[12:55:14] <gudenau> I hope MC goes to LWJGL 3 soon.
L1133[12:55:15] <laci200270> oh
L1134[12:55:23] <shadekiller666> they're also a wrapper for the ItemCameraTransforms
L1135[12:55:37] <gigaherz> whcih are in turn an abstraction of the opengl ones
L1136[12:55:37] <gigaherz> XD
L1137[12:56:21] <sham1> MC to LWJGL 3
L1138[12:56:32] <sham1> Aka pointers galore
L1139[12:56:44] <gudenau> And multiple windows!
L1140[12:56:52] ⇨ Joins: rockers3000 (rockers300@host86-131-138-242.range86-131.btcentralplus.com)
L1141[12:56:53] <gudenau> The posabilitys!
L1142[12:56:58] ⇦ Quits: Firedingo (~Firedingo@CPE-110-147-168-35.nhl8.cht.bigpond.net.au) (Ping timeout: 192 seconds)
L1143[12:57:00] <PaleoCrafter> sham1, *you* should be using Scala anyway :P
L1144[12:57:05] <gudenau> Imagine, a map on your second monitor!
L1145[12:57:12] <gudenau> Without your browser!
L1146[12:57:13] <sham1> I'm sorry master
L1147[12:57:19] <gigaherz> gudenau: if only
L1148[12:57:24] <diesieben07> does lwjgl3 even let you use the fixed pipeline still?
L1149[12:57:25] <gudenau> Scala is stupid.
L1150[12:57:27] <gigaherz> you know the WiiU minecraft they released recently?
L1151[12:57:31] <gudenau> It does.
L1152[12:57:32] <diesieben07> as in glBegin / glEnd
L1153[12:57:38] <diesieben07> hmm
L1154[12:57:39] <rockers3000> I know giga xD
L1155[12:57:41] <gigaherz> the obvious "feature"
L1156[12:57:47] <gigaherz> would have been to show the inventory always in the gamepad
L1157[12:57:47] <gudenau> It supports GL11.
L1158[12:57:49] *** rockers3000 is now known as Rockers
L1159[12:57:54] <shadekiller666> the wiiu version just copies the screen to the gamepad
L1160[12:57:58] <gudenau> I know.
L1161[12:57:59] <gigaherz> unless you used "gamepad only" game mode
L1162[12:58:03] <gudenau> :-/
L1163[12:58:03] <gigaherz> but they chose not to do that.
L1164[12:58:03] <shadekiller666> inventory on gamepad would be awesome :P
L1165[12:58:14] <gigaherz> whic his stupid.
L1166[12:58:16] <gudenau> *mubbles about fixing that*
L1167[12:58:17] <gigaherz> but ¬¬
L1168[12:58:23] <diesieben07> it was just another one of those pocket edition ports
L1169[12:58:28] <shadekiller666> its just a port of the xbox360/ps3 version afaik
L1170[12:58:28] <gigaherz> yep
L1171[12:58:36] <gigaherz> so I have sorta been wondering
L1172[12:58:37] <PaleoCrafter> diesieben07, LWJGL 3 doesn't mean only new OGL :P
L1173[12:58:40] ⇦ Quits: auenfx4 (David@120.155.97.223) (Remote host closed the connection)
L1174[12:58:42] <gudenau> I just need to get http://libdrc.org/ working "well" and MC to work with that.
L1175[12:58:48] <diesieben07> i know that know, i did not know it before :D
L1176[12:58:49] <gigaherz> just how much would it would be
L1177[12:58:52] <gigaherz> to make a client addon
L1178[12:58:59] <gigaherz> that shows the inventory in your phone
L1179[12:59:06] <gigaherz> and communicates with the pc version as a forge mod
L1180[12:59:10] <gudenau> I might be able to do that.
L1181[12:59:15] <diesieben07> shouldn't be too hard
L1182[12:59:20] <diesieben07> android is java so...
L1183[12:59:23] <gudenau> My bigest issue is the custom blocks and items and junk.
L1184[12:59:31] <diesieben07> just open a connection and send stuff over
L1185[12:59:35] <gigaherz> the client would have to provide icons
L1186[12:59:35] <Rockers> You should make it dynamic so that it works with mods too...
L1187[12:59:36] ⇨ Joins: auenfx4 (David@120.155.97.223)
L1188[12:59:36] <gudenau> I would need to render them on the client.
L1189[12:59:44] <gudenau> And if they animate.
L1190[12:59:46] <gudenau> Eww.
L1191[13:00:01] <gigaherz> ah yeah, good thing 1.8 removed item renderers then? ;P
L1192[13:00:23] <gudenau> The places I would have to hook. *shivers*
L1193[13:00:35] <PaleoCrafter> there are hacks to achieve certain things, you know, gigaherz :P
L1194[13:00:50] <gigaherz> of course ;P
L1195[13:00:51] <gudenau> That is what I am super woried about PaleoCrafter
L1196[13:01:02] <gudenau> If I do this, I will do it correctly.
L1197[13:01:13] <gigaherz> then render the gui to an off-screen texture
L1198[13:01:13] <Rockers> How is the sounds.json file supposed to look. My internet's too slow to google it at the moment....
L1199[13:01:18] <gigaherz> and send VIDEO to the phone
L1200[13:01:21] <gigaherz> using something like VNC protocol
L1201[13:01:25] <gigaherz> that only sends changed areas
L1202[13:01:31] <sham1> There's a hack for everything if you are dedicated enough
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L1204[13:01:46] <PaleoCrafter> look at vanilla, Rockers
L1205[13:01:48] <gigaherz> then send back input events ;P
L1206[13:01:51] <gudenau> I will probbly do somthing like that gigaherz.
L1207[13:02:03] <Rockers> I can't find the vanilla code for it.
L1208[13:02:08] <gigaherz> gudenau: make an API for it
L1209[13:02:10] <gudenau> Still need to learn Opengl ES.
L1210[13:02:12] <Rockers> I'll look again
L1211[13:02:18] <gigaherz> so we can register alternative "tabs"
L1212[13:02:20] <gigaherz> for like, map
L1213[13:02:34] <gudenau> Darn, there is stuff like tinkers and crap.
L1214[13:02:37] <gudenau> Grrr.
L1215[13:02:44] <gudenau> The headaches.
L1216[13:02:53] <gigaherz> or you know
L1217[13:02:55] <gigaherz> it's simpler hmmm
L1218[13:03:00] <gudenau> Can I change the block in a BlockState?
L1219[13:03:11] <gigaherz> change?
L1220[13:03:12] <gigaherz> no
L1221[13:03:23] <gigaherz> each IBlockState is immutable
L1222[13:03:24] <gudenau> Oh well.
L1223[13:03:26] <gigaherz> calculated at load time
L1224[13:03:34] <gudenau> Oh.
L1225[13:03:35] <gigaherz> then when you use .withProperty
L1226[13:03:37] <gudenau> Did not know that.
L1227[13:03:42] <gigaherz> it just looks up a different blockstate from the internal table
L1228[13:03:48] *** williewillus is now known as willieaway
L1229[13:03:48] <gigaherz> that's why you have to know all the values beforehand
L1230[13:03:50] <gigaherz> even if you don't use them
L1231[13:04:00] <Rockers> Or, you could send the gui textures to the phone and have the phone stream item textures... Just match the item textures to the item names.
L1232[13:04:01] <diesieben07> except for unlisted properties
L1233[13:04:04] ⇨ Joins: Searge|mojang (~Searge@h-85-24-130-18.na.cust.bahnhof.se)
L1234[13:04:07] <gudenau> I need to figure out how to "change" a block then.
L1235[13:04:16] <gigaherz> diesieben07: those are client-only, and only seen in the rendering code
L1236[13:04:26] <gigaherz> they never get assigned to the world
L1237[13:04:31] <diesieben07> i know.
L1238[13:04:45] <sham1> And you cannot even access them on server
L1239[13:04:47] <diesieben07> gudenau, you get the IBlockState from the new Block (blockg.getDefaultState) and place it into the world
L1240[13:04:50] <gigaherz> gudenau: what do you need to "change"?
L1241[13:04:59] <gigaherz> replace a block with another?
L1242[13:04:59] <gudenau> You will see.
L1243[13:05:12] <gudenau> gigaherz with the same state, yah.
L1244[13:05:20] <diesieben07> that is impossible :D
L1245[13:05:23] <gigaherz> so your *other* block
L1246[13:05:27] <gigaherz> needs to have the same states as the original
L1247[13:05:30] <diesieben07> yup
L1248[13:05:32] <gudenau> Yes.
L1249[13:05:33] <gigaherz> OR
L1250[13:05:38] <gigaherz> you'll need to use a TESR
L1251[13:05:41] <gigaherz> that mimics the original
L1252[13:05:41] <gudenau> And I can not edit the first one.
L1253[13:05:46] <gigaherz> by storing the blockstate
L1254[13:05:56] <gigaherz> and then use an IUnlistedProperty
L1255[13:05:56] <diesieben07> i dont see why you would even need a tesr
L1256[13:06:08] <gigaherz> eh
L1257[13:06:09] <gigaherz> shit
L1258[13:06:10] <gigaherz> stupid brain
L1259[13:06:12] <gigaherz> you need a TE*
L1260[13:06:16] <gigaherz> it just autofulls SR
L1261[13:06:36] ⇦ Quits: Searge|office (~Searge@h-85-24-130-18.na.cust.bahnhof.se) (Ping timeout: 192 seconds)
L1262[13:06:38] <gigaherz> you need a TileEntity to store the blockstate,
L1263[13:06:47] <gigaherz> then in getExtendedState, you return an IUnlistedProperty
L1264[13:07:15] <gigaherz> and from a custom state mapper, you can fetch the model for the block you are pretending to be
L1265[13:07:45] <gudenau> Why not just copy all the proprities over, not like they can change durring runtime.
L1266[13:07:57] <gigaherz> if you want to be a very specific block
L1267[13:07:58] <gigaherz> thenyes
L1268[13:08:02] <gigaherz> you can use the same properties
L1269[13:08:10] <gigaherz> in your block, and then just get the corresponding values
L1270[13:08:12] <gudenau> Yes, it can only ever be one block.
L1271[13:08:45] <gigaherz> yourblock.getDefaultState().withProperty(TheRealBlock.PROPERTY1, therealstate.getValue(TheRealBlock.PROPERTY1))........
L1272[13:08:46] <gudenau> Man, I am good at guessing how many times I need to paste stuff.
L1273[13:09:29] <diesieben07> you can just iterate the properties instead of hardlisting them all
L1274[13:09:40] <gudenau> Mem, there are only a couple.
L1275[13:09:44] <gudenau> Meh*
L1276[13:09:51] <shadowfacts> Hmm, what would be a good recipe for an auto right clicking block?
L1277[13:10:08] <gudenau> A hand instead of a bow in a dispenser?
L1278[13:10:47] <diesieben07> lol
L1279[13:10:58] <diesieben07> you need a butcher knife then too to cut off your hand
L1280[13:11:05] *** willieaway is now known as williewillus
L1281[13:11:10] <gigaherz> an auto-clicker?
L1282[13:11:10] <gudenau> Nah, cut off a zombie's.
L1283[13:11:12] <gigaherz> hmmm
L1284[13:11:31] <gigaherz> a button, a stick, and a gear
L1285[13:11:37] <williewillus> huh I dc'ed
L1286[13:11:43] <williewillus> were you guys talking about camo blocks?
L1287[13:12:05] <gigaherz> yeah but that wasn't what gudenau needed
L1288[13:12:10] <PaleoCrafter> deliver a peripheral that cuts off a finger of the player
L1289[13:12:23] <shadowfacts> I'm tempted to add a knife just so you can cut off your hand and use it in a recipe
L1290[13:12:36] <gigaherz> uhm
L1291[13:12:40] <sham1> Gross
L1292[13:12:40] <gigaherz> there's no "hands" in mc
L1293[13:12:41] <shadowfacts> But if I did that, I would be tempted to add a custom item renderer that used the player's skin for the hand
L1294[13:12:42] <gudenau> Would that disable the offhand in 1.9?
L1295[13:12:48] <gigaherz> items stick directly to the forearm
L1296[13:12:48] <gigaherz> ;P
L1297[13:12:48] <shadowfacts> wahtever, arm
L1298[13:13:00] <sham1> Umn gigaherz, witch's hand
L1299[13:13:12] <gigaherz> sham1: that item has always seemed out of place to me
L1300[13:13:12] <gigaherz> XD
L1301[13:13:32] <gudenau> Needs witchery for automation. :-P
L1302[13:13:38] <gigaherz> the act of "grabbing" in mc
L1303[13:13:43] <gigaherz> is just a force like gravity
L1304[13:13:49] <gigaherz> that's why iems just stick to you when you walk near them
L1305[13:14:10] <shadowfacts> lol
L1306[13:14:24] <gigaherz> it just isn't accurate enough
L1307[13:14:30] <gigaherz> oitherwise you'd look like a katamari
L1308[13:14:44] <gudenau> Wow, fire has 95 models...
L1309[13:15:20] <Zelophed> Hey, I'm trying to get into modding and I heard you guys here could help me a bit with that
L1310[13:15:43] <sham1> Okay
L1311[13:15:47] <gudenau> You know Java?
L1312[13:15:49] <gigaherz> gudenau: that sort of stuff is why both Forge and Mojang decided to add a flexible blockstates format
L1313[13:15:49] <gigaherz> ;P
L1314[13:15:51] <gudenau> Thant helps.
L1315[13:15:51] <sham1> What do you need help wih
L1316[13:15:58] <williewillus> gudenau: in 1.8 there are over 1000 states for fire :p
L1317[13:16:00] <gigaherz> Zelophed: just ask your questions
L1318[13:16:05] <williewillus> several hundred in 1.9
L1319[13:16:09] <gigaherz> but we prefer if you already know java beforehand
L1320[13:16:13] <sham1> MULTIMODELS
L1321[13:16:15] <gigaherz> because explaining the basics is boring ;P
L1322[13:16:17] <sham1> ITEMSTATES
L1323[13:16:29] <gudenau> CUSTOM CACHED RENDERERS BASED OFF OF TILEENTITYS
L1324[13:16:55] <sham1> Multimodel blockstates cannot declare textures like Forge blockstates can
L1325[13:16:57] <williewillus> i don't like how the mojang itemstate formta is going
L1326[13:17:06] <williewillus> entirely too verbose
L1327[13:17:09] <sham1> So bleh
L1328[13:17:10] <Zelophed> I dont really know where to start, like should i just read through source codes of other mods or are there tutorials for the current version of mincraft?
L1329[13:17:15] <williewillus> and looks like someone trying to turn json into a programming language
L1330[13:17:22] <gigaherz> how to start: look for getting started tutorials
L1331[13:17:25] <sham1> Willie, we trust that forge can add something for that
L1332[13:17:25] <gigaherz> it's the best way, really
L1333[13:17:25] <gudenau> json is JavaScript...
L1334[13:17:31] <williewillus> no it's not
L1335[13:17:36] <williewillus> it's Object Notation
L1336[13:17:40] <williewillus> NOT a programming language
L1337[13:17:43] <Rockers> Why does minecraft not have audio files (or jsons) in the assets folder.. grmph
L1338[13:17:44] <gudenau> JavaScript Object Notation
L1339[13:17:47] <gudenau> :-P
L1340[13:17:50] <sham1> It is JavaScript Object Notation
L1341[13:18:03] <gigaherz> Zelophed: official getting started: http://mcforge.readthedocs.org/en/latest/gettingstarted/
L1342[13:18:03] <gudenau> Basicly JS.
L1343[13:18:11] <williewillus> if you look at their stupid predicate itemstate stuff it looks like they're trying to introduce convoluted if statements into an object notation language
L1344[13:18:11] <gudenau> Just no "real" code.
L1345[13:18:17] <sham1> Except that you cannot have code there
L1346[13:18:25] <gigaherz> Wuppy's tutorials for 1.8.x: http://www.wuppy29.com/minecraft/modding-tutorials/forge-modding-1-8/
L1347[13:18:28] <sham1> Only data
L1348[13:18:39] <williewillus> TheGreyGhost's Minecraft by Example is also good
L1349[13:18:49] <sham1> I am scared about a thing
L1350[13:19:07] <sham1> What if mojang adds official modding support and it is javascript files
L1351[13:19:12] <williewillus> it will be that
L1352[13:19:18] <williewillus> based on where we're heading
L1353[13:19:22] <Zelophed> ok, i'll take a look at them. Thank you
L1354[13:19:24] <Rockers> Like GMOD?
L1355[13:19:26] <williewillus> yay walled garden!
L1356[13:19:32] <Rockers> (with Lua)
L1357[13:19:36] <PaleoCrafter> We'd be glad if it was JS
L1358[13:19:40] <sham1> Like GMOD but with JS instead of LUA
L1359[13:19:47] <gudenau> Hrm, fire_n.json's texture is odd.
L1360[13:19:47] <Rockers> That would suck.
L1361[13:19:50] <williewillus> I hate JS
L1362[13:20:02] <sham1> Paleo, why
L1363[13:20:04] <PaleoCrafter> It will be a JSON abomination
L1364[13:20:12] <sham1> Qh
L1365[13:20:15] <williewillus> have you seen the PE devs' post of an item definition in json?
L1366[13:20:24] <Rockers> Anyway, we don't have to go about the JavaScripty-Objecty mess anyway.
L1367[13:20:26] <williewillus> { "edible": true, "food_value": 5 .....}
L1368[13:20:35] <williewillus> that's where it's going
L1369[13:20:39] <williewillus> and I don't like it
L1370[13:20:46] <sham1> "You can now declare your own items and blocks by adding this JSON file to your resource pack"
L1371[13:21:03] <Overreacted> diesieben07: I managed to get it to work. Only problem is now that my horse suddenly has two Horse models with mirrored rotations. I guess it has something to do with the extra armor render layer, doesn't it?
L1372[13:21:03] <PaleoCrafter> Well, that makes sense for simple items
L1373[13:21:09] <gudenau> It does.
L1374[13:21:13] <sham1> It does
L1375[13:21:17] <diesieben07> probably
L1376[13:21:30] <sham1> But there is some things like modding that you should not simplify too much
L1377[13:21:36] <gudenau> Simple food, weapons, armor, blocks, even inventorys to an extent.
L1378[13:21:37] <Rockers> What use do "simple items" have anyway?
L1379[13:22:00] <gigaherz> thing is
L1380[13:22:03] <sham1> More simple blocks than anything
L1381[13:22:04] <gudenau> I would say anything that uses vanilla behavior could be done.
L1382[13:22:06] <gigaherz> you can define an item in terms of json properties
L1383[13:22:09] <gigaherz> and then
L1384[13:22:18] *** Abrar|gone is now known as AbrarSyed
L1385[13:22:23] <sham1> You could
L1386[13:22:29] <gigaherz> say, "handler":"net.something.package.ClassName"
L1387[13:22:40] <gigaherz> yeah could**
L1388[13:22:48] <Rockers> :|
L1389[13:22:57] <gigaherz> we don't know how it's going to be
L1390[13:22:59] <gigaherz> if it will ever happen
L1391[13:23:10] <sham1> Rather not have it happen
L1392[13:23:19] <gigaherz> but to me, that seems the most sensible solution
L1393[13:23:22] <gudenau> So, hows does the texture "#fire" get defined?
L1394[13:23:23] <sham1> Forge's more superior for that anyway
L1395[13:23:27] <gigaherz> have javascript/lua/whatever files and json files
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L1397[13:23:38] <gigaherz> gudenau: inside the "elements" block
L1398[13:23:47] <PaleoCrafter> If they go down the PE path (which they probably will), it really will be nothing more than a bunch of JSONs
L1399[13:23:50] <sham1> But if it were to happen, it better be actual java for code
L1400[13:24:17] <gigaherz> gudenau: an element says "texture":"#fire"
L1401[13:24:27] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de)
L1402[13:24:29] <gigaherz> then it looks in the "textures" block for "fire":"something"
L1403[13:24:34] <PaleoCrafter> Has anybody of you seen their JSON GUI definition?
L1404[13:24:34] <gigaherz> if the something starts with a #
L1405[13:24:37] <gigaherz> then it looks again
L1406[13:24:40] <gigaherz> for the new #something
L1407[13:24:42] <gigaherz> otherwise
L1408[13:24:43] <sham1> Nope
L1409[13:24:46] <gigaherz> it looks for a texture resource
L1410[13:25:05] <gudenau> So, "fire": "blocks/fire_layer1" ?
L1411[13:25:05] <sham1> How do you define a gui in json
L1412[13:25:24] <laci200270> shadekiller666, still not works: https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/tesrs/TesrEnergyCell.java https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/ClientHelper.java
L1413[13:25:25] <gudenau> Slot positions and size, past that you would need code.
L1414[13:25:51] <PaleoCrafter> sham1, take JavaFX's FXML :P
L1415[13:26:01] <PaleoCrafter> And turn it into JSON
L1416[13:26:02] <gigaherz> .net's XAML :3
L1417[13:26:11] <gigaherz> best use of XML I have ever seen
L1418[13:26:34] <gigaherz> I didn't believe ther was an use for xml namespaces until I learned XAML
L1419[13:26:36] <PaleoCrafter> Only that Mojang's crap is totally weird
L1420[13:26:48] <gudenau> Android defines guis in XML.
L1421[13:27:08] <sham1> I like the idea of seperating looks and functionality
L1422[13:27:12] <PaleoCrafter> gigaherz, I wouldn't have thought that a markup language is best used for markup :P
L1423[13:27:18] <sham1> But this is ridiculous
L1424[13:27:30] <Rockers> I think if Mojang went down the JSON/Lua/Scripting Language route (And if they somehow stopped Forge or FML from working) then that would be game over for Minecraft, especially if they don't add much indepth-ness too it. People would only revert back to old versions.
L1425[13:27:44] <gigaherz> PaleoCrafter: not the markup
L1426[13:27:46] <gigaherz> I had uses for XML
L1427[13:27:54] <gigaherz> I just didn't think there was a point for namespaces in tags
L1428[13:27:54] <gigaherz> ;P
L1429[13:28:14] <gudenau> I just wish they would have added forge before all the diffrent versions came out.
L1430[13:28:28] <sham1> Modding being behind a "learn java" wall repels a lot of idiots
L1431[13:28:28] <shadekiller666> laci, so this is a "pizza"?
L1432[13:28:41] <laci200270> no
L1433[13:28:43] <Wuppy> shadekiller666, is it pizza or french fries?
L1434[13:28:44] <gudenau> sham1 I like that "feature"
L1435[13:28:53] <sham1> If they made it simplified in their implementation...
L1436[13:28:57] <laci200270> thats the example code what I 've found
L1437[13:29:15] <shadekiller666> i still don't know exactly what it is you're trying to do
L1438[13:29:17] <sham1> And that sorta is a reality
L1439[13:29:37] <laci200270> I 'm trying to render a circle above a TE
L1440[13:29:44] <shadekiller666> ok
L1441[13:29:54] <laci200270> not the full block would be rendered with TESR
L1442[13:30:03] <sham1> Because there are tools for idiots to "mod" without knowing how to program
L1443[13:30:10] <PaleoCrafter> laci200270, in what way do you want it to face you?
L1444[13:30:17] <shadekiller666> a flat circle? one pointing upwards? or facing North/South/West/East?
L1445[13:30:32] <Rockers> *cough* layman mod maker *cough*
L1446[13:30:35] <sham1> Propably facing at you (the player)
L1447[13:30:40] <laci200270> a flat circle what would always looking to the player
L1448[13:30:45] <shadekiller666> ok
L1449[13:30:47] <Overreacted> When two textures glitch because they are on the same height, is there a way to make one of the two textures dominant?
L1450[13:30:51] <PaleoCrafter> On all axes?
L1451[13:30:56] <laci200270> no
L1452[13:30:57] <Overreacted> On all axes
L1453[13:30:58] <shadekiller666> hmm
L1454[13:31:00] <laci200270> only on one
L1455[13:31:09] <Overreacted> how?
L1456[13:31:11] <shadekiller666> well first thing you need to figure out is drawing the circle
L1457[13:31:32] <laci200270> i already have the code
L1458[13:31:34] <Overreacted> I need to make it dominant on the y-axis
L1459[13:31:48] <laci200270> the "pizza" thing
L1460[13:32:02] <Overreacted> do i just GlStateManager#translate()?
L1461[13:32:04] <shadekiller666> does that actually draw a circle?
L1462[13:32:08] <gigaherz> Overreacted: not without changing the opengl state
L1463[13:32:30] <gigaherz> if you CAN change the opengl state, you can just translate(0,0.001,0) before the second layer
L1464[13:32:33] <shadekiller666> laci, does it draw a circle?
L1465[13:32:34] <PaleoCrafter> https://github.com/MineFormers/MFCore/blob/1.8/src/main/scala/de/mineformers/core/client/util/RenderUtils.scala
L1466[13:32:41] <PaleoCrafter> Look at rotateFacing
L1467[13:32:42] <gigaherz> OR
L1468[13:32:44] <Overreacted> And how do you change the openGl state?
L1469[13:32:49] <gudenau> Derp, helps it I set my new block state.
L1470[13:32:50] <gigaherz> change the z testing parameters
L1471[13:33:32] <gigaherz> Overreacted: depends on what you are drawing
L1472[13:33:39] ⇦ Quits: Zelophed (~Zelophed@70-126-20-199.res.bhn.net) (Quit: Leaving)
L1473[13:33:42] <gigaherz> is this a normal baked model?
L1474[13:33:43] <gigaherz> a TESR?
L1475[13:33:45] <gigaherz> an entity?
L1476[13:33:48] <Overreacted> an entity
L1477[13:33:54] <Overreacted> with two renderlayers
L1478[13:33:56] <gudenau> Great, my custom fire is broken.
L1479[13:34:01] <gigaherz> with your own entity renderer/layer?
L1480[13:34:04] <Overreacted> yes
L1481[13:34:13] <gigaherz> then the second layer
L1482[13:34:28] <gigaherz> call GlStateManager.pushMatrix() at the beginning (if you are not already)
L1483[13:34:30] <laci200270> shadekiller666, yes
L1484[13:34:31] <laci200270> https://imgur.com/VnGnvBl
L1485[13:34:38] <gigaherz> then do GlStateManager.translate(0,0.001,0)
L1486[13:34:48] <gigaherz> then at the end if you don't have a GlStateManager.popMatrix(), add one
L1487[13:34:54] <Overreacted> okay thanks
L1488[13:35:02] <PaleoCrafter> Look at that link I sent, laci200270
L1489[13:35:18] <laci200270> ok PaleoCrafter
L1490[13:36:15] <gudenau> Now I just need to figure out why none of my blockstates seem to work...
L1491[13:37:11] <laci200270> PaleoCrafter, thats scala..
L1492[13:37:18] <laci200270> I hata scala :D
L1493[13:37:19] <shadekiller666> ok so you have it rendering, good
L1494[13:38:39] <gudenau> Ok, do I just need to place a json with the name of my block in blockstates and it should work?
L1495[13:38:41] <sham1> Why u hate scala
L1496[13:38:45] <shadekiller666> laci, how many times have i told you to not just blindly copy things that we link to?
L1497[13:39:12] <laci200270> ?
L1498[13:39:13] <Zaggy1024> gudenau, yes
L1499[13:39:22] <Zaggy1024> if it's not working, link your json
L1500[13:39:27] <shadekiller666> you gain a better understanding if you try and understand why a certain block of code is written the way it is, not by simply copying it :P
L1501[13:39:35] <Zaggy1024> and the log
L1502[13:39:56] <gudenau> Ok.
L1503[13:40:12] <laci200270> whta have I done wrong?
L1504[13:40:31] <sham1> Sometimes you can understand a code block if you copy it and then try to disect it and see how it fits to your code
L1505[13:41:01] <shadekiller666> laci200270, in ClientHelper, try rotating on the y axis, not the x axis
L1506[13:41:11] <laci200270> I've tried it
L1507[13:41:15] <shadekiller666> and?
L1508[13:41:44] <laci200270> not rotates
L1509[13:41:58] <shadekiller666> it just does not rotate at all?
L1510[13:42:06] <laci200270> no
L1511[13:42:57] <shadekiller666> have you tried making setRotation static so that you don't have to make a new instance of ClientHelper every time?
L1512[13:43:06] <gudenau> Uhm, my log is 1209KB... Hrm.
L1513[13:43:36] <Wuppy> holy crap I have waaaaaaaaaaaaay too much energy atm
L1514[13:44:28] <laci200270> shadekiller666, I'm alos in a debug world that could be matter?
L1515[13:44:28] <sham1> Wuppy's overactive
L1516[13:44:47] * Wuppy runs around in circles around sham1
L1517[13:44:55] <gudenau> Blockstate: http://pastebin.com/Fvd09yR4 Log: https://dl.dropboxusercontent.com/u/19597993/fml-client-latest.log
L1518[13:45:16] <williewillus> oh god
L1519[13:45:21] <williewillus> why no forge blockstate vormat
L1520[13:45:25] <PaleoCrafter> Wuppy, you said you've been working on a website?
L1521[13:45:40] <Wuppy> PaleoCrafter, yep, I've been trying to learn html css and javascript
L1522[13:46:05] <gudenau> I want to make a new fire with diffrent textures.
L1523[13:46:07] <PaleoCrafter> Show us the result so you can spend your energy on improving it :P
L1524[13:46:09] <williewillus> gudenau: you're missing the age property
L1525[13:46:12] <laci200270> Wuppy, you should also look at php and mysql
L1526[13:46:18] <williewillus> yay combinatorial explosion
L1527[13:46:22] <Wuppy> laci200270, yes, but time
L1528[13:46:27] <gudenau> Hrm, that is how MC does it.
L1529[13:46:30] <williewillus> I suggest you redo your fire using submodels
L1530[13:46:34] <williewillus> and the forge format
L1531[13:46:46] <Wuppy> PaleoCrafter, didn't do much visual wise, but it works :D
L1532[13:46:48] <williewillus> that json will be tiny if you do so :p
L1533[13:47:07] <gudenau> COuld I have some help with that?
L1534[13:47:19] <Wuppy> but here it is: http://i.imgur.com/mNiu5H6.png
L1535[13:47:25] <sham1> Eww PHP
L1536[13:47:38] <gudenau> PHP can die in a hole.
L1537[13:47:56] <PaleoCrafter> Needs more flashy GIFs
L1538[13:47:56] <laci200270> gudenau, https://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L1539[13:48:09] <sham1> It's Jif Paleo
L1540[13:49:16] <PaleoCrafter> http://howtoreallypronouncegif.com
L1541[13:49:19] <Wuppy> lol PaleoCrafter how bout now
L1542[13:49:28] <gudenau> Like the peanut butter.
L1543[13:49:47] <williewillus> gudenau: also this https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgeblockstatesloader/blockstates/cobblestone_wall.json
L1544[13:50:12] <williewillus> the premise is that instead of defining a full string of properties and giving it a model, you instead define changes to the base model
L1545[13:50:21] <gudenau> So, just the texture.
L1546[13:51:15] <Zaggy1024> you have to use a state mapper to remove the age from what it searches for in the blockstates json
L1547[13:51:39] <laci200270> shadekiller666, any ideas why not rotates?
L1548[13:51:40] <gudenau> I need to find where MC does some magic with that in it's code don't I.
L1549[13:51:42] <shadekiller666> laci, actually it could be
L1550[13:51:43] *** illy[AFK] is now known as illyohs
L1551[13:51:51] <shadekiller666> try it in a normal world just in case
L1552[13:52:19] <sham1> I personally pronounce GIF with hard G because in Finnish saying "jif" sounds very weird
L1553[13:52:22] <Wuppy> HAHAHA I just saw two of the most random pictures ever xD
L1554[13:52:25] <laci200270> not works on normal world
L1555[13:52:35] <Wuppy> three dudes standing outside in the dark with a bottle of beer in the air
L1556[13:52:55] <Wuppy> next picture, all of them turned the beer to drink it, completely covering themselves in beer
L1557[13:52:57] <Zaggy1024> gudenau, use StateMap.Builder
L1558[13:53:37] <gudenau> Where is it in vinilla?
L1559[13:53:38] <Rockers> I think they should change the crafting table icon back to a grass block. :L
L1560[13:53:49] <Zaggy1024> you cna't search for it?
L1561[13:53:54] <gudenau> Pftt.
L1562[13:54:09] <williewillus> ModelLoader.setCustomStateMapper(yourblock, (new StateMap.Builder()).ignore(AGE PROP).build())
L1563[13:54:10] <Zaggy1024> use ModelLoader.setCustomStateMapper
L1564[13:54:19] <Zaggy1024> yeah that :P
L1565[13:54:27] <laci200270> shadekiller666, its pretty weird
L1566[13:54:33] <laci200270> I've tried everything
L1567[13:54:37] <laci200270> but still not works
L1568[13:54:48] <Zaggy1024> what's wrong, laci?
L1569[13:54:52] <Zaggy1024> soemthing to do with models?
L1570[13:54:54] <gudenau> 185 in BlockModelShapes it seems.
L1571[13:55:01] <shadowfacts> Has anybody gotten DCEVM working with Forge in IDEA?
L1572[13:55:04] <laci200270> Zaggy1024, with OGL
L1573[13:55:19] <PaleoCrafter> I have, shadowfacts
L1574[13:55:40] <PaleoCrafter> laci200270, try some fixed rotation values
L1575[13:55:48] <shadowfacts> I can't whenever I launch it exits with exit code 0 when LaunchWrapper tries to launch MC
L1576[13:55:57] <laci200270> PaleoCrafter, ok
L1577[13:56:15] <PaleoCrafter> What are your VM arguments?
L1578[13:56:38] <PaleoCrafter> You need to disable the incremental GC for it to work, I think
L1579[13:56:39] <gudenau> Thanks, it works a charm now!
L1580[13:56:47] <shadowfacts> PaleoCrafter, -Xmx1024M
L1581[13:57:08] <shadowfacts> I did, I removed the -Xincgc, there was a different error with that earlier
L1582[13:57:17] <PaleoCrafter> Hm, and it doesn't throw any exception?
L1583[13:57:33] <shadowfacts> Nope :V
L1584[13:58:01] <laci200270> PaleoCrafter, it rotates
L1585[13:58:19] <laci200270> with fixed values
L1586[13:58:22] <PaleoCrafter> Are you using the correct JDK version?
L1587[13:58:33] <PaleoCrafter> Well then you know what the problem is, laci
L1588[13:58:43] <gudenau> :-D https://i.imgur.com/JndE5fV.png
L1589[13:58:59] <shadowfacts> I'm using 1.8.0_66
L1590[13:59:04] <Overreacted> nice flames gudenau
L1591[13:59:36] <gudenau> Now I just need to figure out why they do not burn and you can not punch them, I get the feeling that the code is using == insteadof instanceof
L1592[13:59:53] <PaleoCrafter> Hm... It's been ages since I used DCEVM
L1593[14:00:18] <gudenau> throw new RuntimeException(); is so usefull for finding what calls stuff. :-D
L1594[14:00:23] ⇨ Joins: Firedingo (~Firedingo@CPE-110-147-168-35.nhl8.cht.bigpond.net.au)
L1595[14:00:39] <PaleoCrafter> You know you can find usages with your IDE
L1596[14:00:42] <williewillus> lol
L1597[14:00:51] <williewillus> yeah...and breakpoints
L1598[14:00:52] <shadowfacts> lol
L1599[14:00:54] <williewillus> or println
L1600[14:00:54] <gudenau> Yes, but sometimes this is better.
L1601[14:00:54] <PaleoCrafter> Or you could use a breakpoint
L1602[14:01:07] <PaleoCrafter> It virtually never is
L1603[14:01:10] <gudenau> Oh my god, I use the debugger.
L1604[14:01:25] <gudenau> Sometimes it is just easyer for me to throw a stupid exception.
L1605[14:01:26] <laci200270> ok I found the problem
L1606[14:01:26] <shadowfacts> Hmm, I'm gonna try building/installing DCEVM manually
L1607[14:01:32] <laci200270> I need to multiply it
L1608[14:01:40] <PaleoCrafter> Wut
L1609[14:01:47] <williewillus> no that sounds like an extremely dumb way of debugging :P
L1610[14:01:49] <williewillus> srry
L1611[14:01:53] <williewillus> anyways
L1612[14:02:16] <williewillus> how do I transform a baked model, to combine it with another, do I just wrap it into another perspectiveaware model?
L1613[14:02:27] <shadowfacts> the plugin hans't been updated since last spring, and I think it's using the original verison, not the newer fork of DCEVM
L1614[14:02:27] <gudenau> It is.
L1615[14:02:30] <gudenau> But it works.
L1616[14:02:52] <diesieben07> williewillus, yeah and return both model's quads
L1617[14:03:04] <diesieben07> not sure why perspective aware though
L1618[14:03:17] <williewillus> I have the floating island model from botania and i have a flower item model
L1619[14:03:30] <williewillus> I need to combine the two, but need to translate the item model up and to the center of the block
L1620[14:03:31] <gudenau> For me it is faster to read a callstack then step thogh with the debugger.
L1621[14:03:32] ⇦ Quits: adanaran (~adanaran@noctuidae.eu) (Quit: Leaving)
L1622[14:03:49] <PaleoCrafter> You don't need to step though
L1623[14:03:57] <PaleoCrafter> *through
L1624[14:04:09] <williewillus> so I was thinking wrap the item model into a persp model that always translates, then combine the quad list with hte floating island
L1625[14:04:14] <gudenau> Interesting, it seems like in 1.8.8 fire does not set living entities on fire.
L1626[14:04:18] <williewillus> wat
L1627[14:04:28] <diesieben07> hmm yeah that could work willie
L1628[14:04:28] <PaleoCrafter> Just set a breakpoint and look at the stacktrace in your debugger
L1629[14:04:34] <diesieben07> actually no
L1630[14:04:45] <diesieben07> persp model doesn't modify the quads
L1631[14:04:50] <gudenau> Now they are being set on fire.
L1632[14:04:53] <gudenau> wat
L1633[14:05:08] <diesieben07> it just says "translate this". so you probably have to mod the quads yourself
L1634[14:05:16] <williewillus> diesieben07: it specifies a transformation matrix to apply though right?
L1635[14:05:24] <williewillus> so can't I just return a translation matrix?
L1636[14:05:25] <diesieben07> yes
L1637[14:05:30] <diesieben07> but it always appies to the whole model.
L1638[14:05:42] <gudenau> Interesting, spawning in entities on top of fire does not light them on fire.
L1639[14:05:47] <williewillus> how do I apply the amtrix to a quad list then :p
L1640[14:06:21] <williewillus> gudenau: the collision is only applied when they move
L1641[14:06:31] <gudenau> Oh.
L1642[14:08:12] <gudenau> Now I just need to figure how to make the fire punchable.
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L1644[14:11:17] <diesieben07> williewillus, actually, check out MultiModel
L1645[14:11:49] <Wuppy> anyone here got some experience with javascript?
L1646[14:11:54] <gudenau> Yes.
L1647[14:11:56] <gudenau> I do.
L1648[14:12:04] <williewillus> diesieben07: what portion of it?
L1649[14:12:17] <Wuppy> doing a bitwise op on: 00010001 and then returning it to bits gives me 00-10010 o___0
L1650[14:12:19] <diesieben07> it in general, it should be what you want, right?
L1651[14:12:28] <Wuppy> input numbers are ranging from 0 to 255
L1652[14:12:30] <williewillus> i can't use multimodel directly because half of what I want to combine isn't known until runtime
L1653[14:12:32] <williewillus> the flowers
L1654[14:12:37] <williewillus> are lodaded using a special modelloader
L1655[14:12:38] <gudenau> try & 0xFF
L1656[14:12:43] <diesieben07> aren't numbers starting with 0 octal?
L1657[14:12:49] <gudenau> Yes.
L1658[14:12:57] <gudenau> 0b is bin, 0x is hex.
L1659[14:13:18] <diesieben07> williewillus, you can just use the Baked contained class then
L1660[14:13:19] <Wuppy> gudenau, where should I do that?
L1661[14:13:22] <Wuppy> after the ~ operator?
L1662[14:13:30] <laci200270> shadekiller666, it works almost but there is a little problem: http://giphy.com/gifs/xTk9ZwAFXur1cgzsCQ
L1663[14:13:31] <gudenau> (bitwise stuff) & 0xFF
L1664[14:13:41] <williewillus> you mean look at how MultiModelBaked applies transforms?
L1665[14:13:49] <diesieben07> yes, or just use that entirely.
L1666[14:14:10] <gudenau> I need to get World.extinguishFire to respect my fire... HRM
L1667[14:14:11] <Wuppy> thanks :)
L1668[14:14:18] <gudenau> It worked Wuppy?
L1669[14:14:21] <Wuppy> yip
L1670[14:14:34] <Overreacted> what? My custom horse can't jump like a normal horse even though i didn't edit any Jumpstrength attribute values.
L1671[14:14:45] <gudenau> Yah, JS does not treat a "byte" diffrent from a "long"
L1672[14:14:50] <diesieben07> gudenau, onBlockClicked
L1673[14:15:03] <Overreacted> It also doesn't show any jump meter when i ride the custom horse
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L1675[14:15:18] <Overreacted> It's like jumping is completely disabled lol
L1676[14:15:18] <gudenau> diesieben07 My block does not have a bounding box, just like fire.
L1677[14:15:39] <diesieben07> right, right. PlayerInteractEvent then
L1678[14:15:44] <diesieben07> with LEFT_CLICK_BLOCk
L1679[14:16:35] <diesieben07> there is a way to get from that to the pos of your fire, it depends on whether you are on 1.8 or 1.7
L1680[14:16:43] <gudenau> 1.8.8
L1681[14:17:10] <gudenau> I take it just copy how MC does it in the event.
L1682[14:17:22] <laci200270> anybody have ideas why this hapens: http://giphy.com/gifs/xTk9ZwAFXur1cgzsCQ ?
L1683[14:17:22] <shadekiller666> laci, you're only rotating like 90 degrees or so
L1684[14:17:31] <diesieben07> event.pos.offset(event.face) gives you the pos of your fire
L1685[14:17:32] <Overreacted> On further notice I also open my creative inventory while riding my custom horse instead of the horse inventory.
L1686[14:17:41] <diesieben07> cehck if tha tis your fire and if so extinguish and cancel the event
L1687[14:17:44] <gudenau> Because it is flat?
L1688[14:17:52] <shadekiller666> and i think it may or may not be rotating the opposite direction
L1689[14:18:07] <diesieben07> flat?
L1690[14:18:08] <laci200270> why that can happen?
L1691[14:18:38] <gudenau> pos = pos.offset(side);
L1692[14:18:48] <Overreacted> Anyone have any idea why the vanilla horse can jump qand mine can't?
L1693[14:18:49] <diesieben07> yea
L1694[14:18:51] <Zaggy1024> laci200270, radians vs degrees?
L1695[14:18:59] <diesieben07> the event fires for the block behind your fire
L1696[14:19:08] <laci200270> Zaggy1024, ?
L1697[14:19:23] <Zaggy1024> are you perhaps providing the rotation in the wrong units?
L1698[14:19:39] <sham1> MC is weird in that it uses degrees
L1699[14:19:45] <Wuppy> woohoo finally fixed an extremely weird error where the correct input was considered wrong...
L1700[14:19:47] <sham1> (well so does OpenGL so meh)
L1701[14:20:08] <Wuppy> turns out my code doesn't set all elements in the array always which can result in invalid data
L1702[14:20:17] <Wuppy> shit like this is so annoying
L1703[14:21:33] <gudenau> Interesting, my fire sounds like stone being broken when put out.
L1704[14:22:00] <Zaggy1024> setStepSound
L1705[14:22:01] <diesieben07> is it set to Material.fire?
L1706[14:22:05] <Overreacted> doesn't fire always sound like stone being broken
L1707[14:22:07] <laci200270> Zaggy1024, i'm providing it here: https://github.com/laci200270/Energy-mod/blob/master/src/main/java/hu/laci200270/energymod/client/ClientHelper.java#L32
L1708[14:22:11] <diesieben07> right
L1709[14:22:26] <Overreacted> oh no wait it doesnt
L1710[14:22:37] <Zaggy1024> also, yeah, I think fire is hardcoded to get put out when you hit the block it is against
L1711[14:22:39] <williewillus> fire doesnt make a sound, if i recall correctly the hiss is played in the punching
L1712[14:22:47] <gudenau> Yes.
L1713[14:22:48] <Zaggy1024> probably
L1714[14:23:06] <Zaggy1024> so you gotta use an event if you want it to exactly match vanilla
L1715[14:23:30] <Zaggy1024> laci200270, what the crap? why 100?
L1716[14:23:37] <gudenau> So I need to cancel the breaking sounds?
L1717[14:23:45] <laci200270> I needed to multiply it
L1718[14:23:51] <Zaggy1024> also you're subtracting radians from your rotation
L1719[14:23:53] <Wuppy> question
L1720[14:24:00] <Zaggy1024> you're getting everything wrong there
L1721[14:24:04] <Wuppy> is there a way to pass data from one html class to the next?
L1722[14:24:14] <diesieben07> wat
L1723[14:24:15] <gudenau> With CSS?
L1724[14:24:19] <laci200270> what muliplier should I use?
L1725[14:24:20] <Wuppy> or is there a better way to do what I'm trying to do:
L1726[14:24:25] <Zaggy1024> you should multiply by 180
L1727[14:24:30] <laci200270> ok
L1728[14:24:30] <Overreacted> That's so weird, it still can't jump
L1729[14:24:32] <Zaggy1024> and subtract 180
L1730[14:24:37] <gudenau> 2 radin = 360 degrees
L1731[14:24:53] <Wuppy> I've got 1 page with 7 buttons, 3 of them do basically the same thing, but 1 DOM element needs to have different contents
L1732[14:24:56] <Zaggy1024> actually subtract whatever it needs
L1733[14:25:04] <Wuppy> the other difference is that 1 line in the JS code has to do something different
L1734[14:25:08] <gudenau> Mind sharing the HTML with me?
L1735[14:25:14] <Zaggy1024> wait, no, don't subtract 180
L1736[14:25:15] <gudenau> And JS, CSS.
L1737[14:25:16] <Wuppy> coming up
L1738[14:25:18] <Zaggy1024> got confused
L1739[14:25:48] <Zaggy1024> you need to properly convert it to degrees from radians
L1740[14:26:21] <gudenau> Math has somthing for that.
L1741[14:26:26] <Zaggy1024> it does?
L1742[14:26:29] <gudenau> Yes.
L1743[14:26:37] <laci200270> yeah I found something
L1744[14:26:37] <Zaggy1024> huh
L1745[14:26:56] <Wuppy> or.html http://pastebin.com/N5bfqQJQ and.html http://pastebin.com/gPELZdVr (two of the basically identical html files except for 2 lines) the JS http://pastebin.com/W1V5jdPD
L1746[14:26:58] <Zaggy1024> I never look for that in a math class now because I've gotten used to having to do it myself :P
L1747[14:27:03] <Wuppy> ^ gudenau
L1748[14:27:03] <Overreacted> It might have to do with player controls, where can i find player controls for horses (e.g. jump when space is pressed, open horse inv when e is pressed)
L1749[14:27:33] <diesieben07> lol html5 tags in html 4.01 transitional
L1750[14:27:39] <laci200270> Zaggy1024, thanks my probleam is solved now
L1751[14:27:41] <Wuppy> the only difference between or & and is the body data and the content of 1 paragraph
L1752[14:27:58] <laci200270> thanks for everyone
L1753[14:28:02] <Wuppy> I want to somehow combine both html files in 1
L1754[14:28:19] <Wuppy> but then how do I ensure javascript knows if it's the and or the or page
L1755[14:28:19] <Overreacted> are there events to register when a button is pressed on the keyboard?
L1756[14:28:22] <laci200270> Wuppy, what do you mean?
L1757[14:28:29] <diesieben07> you probably need some kind of serverside language Wuppy
L1758[14:28:35] <laci200270> yeah
L1759[14:28:36] <Wuppy> :c really?
L1760[14:28:37] <gudenau> Just use CSS to hode/show the correct divs, and put the ops inside there own divs.
L1761[14:28:39] <PaleoCrafter> Nah
L1762[14:28:43] <laci200270> also iframe?
L1763[14:28:44] <diesieben07> or use js all the way
L1764[14:28:47] <diesieben07> eww iframe
L1765[14:28:53] <gudenau> iframes are dumb.
L1766[14:28:57] <Wuppy> diesieben07, how would I implement this through javascript?
L1767[14:29:06] <laci200270> or ajax+div
L1768[14:29:12] <diesieben07> ajax IS javascript...
L1769[14:29:14] <gudenau> Wuppy: Just use CSS to hide/show the correct divs, and put the ops inside there own divs.
L1770[14:29:32] <Wuppy> gudenau, then how do I know which are the correct divs?
L1771[14:29:41] <williewillus> are vanilla models perspectiveAware by defalut?
L1772[14:29:42] <gudenau> Based of of there ID.
L1773[14:29:48] <PaleoCrafter> Have a variable 'calculationMode'
L1774[14:29:54] <PaleoCrafter> In your JS
L1775[14:30:09] <PaleoCrafter> Or 'operation' or something
L1776[14:30:14] <Wuppy> PaleoCrafter, I've got that
L1777[14:30:26] <Wuppy> and it's currently set using the data in the body
L1778[14:30:34] <gudenau> Wuppy: You can find divs based off of the value in there id.
L1779[14:30:55] <Wuppy> but if I combine the and and or.html I can't get that data anymore, because the files are identical
L1780[14:31:15] <diesieben07> URL parameter
L1781[14:31:20] <PaleoCrafter> What data in the body?
L1782[14:31:24] <diesieben07> thing.html?op=and
L1783[14:31:25] <laci200270> Wuppy, take a look at this: http://api.jquery.com/load/
L1784[14:31:31] <Wuppy> PaleoCrafter, <body data-bitOPType="or">
L1785[14:31:33] <gudenau> Do not see why not, get the correct div and get the values from the fields based on the parrent div.
L1786[14:31:37] <PaleoCrafter> Ah...
L1787[14:32:05] <Wuppy> diesieben07, that's exactly what I'm looking for, but how do you pass that?
L1788[14:32:06] <PaleoCrafter> Yeah, you could use an URL parameter
L1789[14:32:26] <PaleoCrafter> Or do it completely in JS (i.e. no page reload)
L1790[14:32:35] <diesieben07> js has no build in stuff
L1791[14:32:39] <diesieben07> jquery probably does
L1792[14:32:40] <Wuppy> I'm not that good PaleoCrafter
L1793[14:32:47] <PaleoCrafter> It's not difficult
L1794[14:33:23] *** Vigaro|AFK is now known as Vigaro
L1795[14:33:58] <PaleoCrafter> It's changing a variable on button press and changing the DOM based on that variable
L1796[14:34:20] <williewillus> diesieben07: does something like this sound right? wanna plan my thoughts before coding http://pastebin.com/DU1EYber
L1797[14:34:47] <diesieben07> uhhh
L1798[14:34:51] <diesieben07> i am not the correct person to ask :D
L1799[14:34:56] <diesieben07> i barely understand all this model stuff
L1800[14:35:39] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L1801[14:35:46] <williewillus> anyone else? :D
L1802[14:36:16] <laci200270> ok another question: how can I teture a circle?
L1803[14:36:27] <laci200270> *texture
L1804[14:36:40] <gudenau> Math.
L1805[14:36:51] <gudenau> Just do the UV stuff like normal.
L1806[14:37:42] <PaleoCrafter> Considering you already have the vertex positions, there isn't much math left
L1807[14:37:50] <gudenau> True.
L1808[14:38:05] <laci200270> OGL is chinese for me..
L1809[14:38:09] <gudenau> All the fun stuff is for the GPU to deal with.
L1810[14:38:10] <laci200270> what are UVs?
L1811[14:38:22] <gudenau> The texture coords.
L1812[14:38:31] <laci200270> how can I get them?
L1813[14:38:52] <gudenau> Look up how UV mapping works.
L1814[14:43:02] <laci200270> ok
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L1817[14:43:27] <laci200270> how can I get uv from a resourclelocation?
L1818[14:44:09] <williewillus> you don't?
L1819[14:44:24] <williewillus> a resourcelocation describes a texture, UV's are coordinates *within* a texture
L1820[14:47:45] <laci200270> so 0,0 are good?
L1821[14:48:42] <PaleoCrafter> if you want to reference the top left corner of the texture, yes
L1822[14:51:09] <Wuppy> \o/ thanks guys, everything works now
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L1825[14:52:44] <Wuppy> 2 pages left :D
L1826[14:53:53] <Wuppy> but that's for another time
L1827[14:54:05] <C0deMaver1ck> I can't seem to find documentation other than `onItemRightClick` on holding right click, or releasing right click to reimplement something like sword blocking
L1828[14:54:23] <C0deMaver1ck> any pointers would be appreciated
L1829[14:54:45] <diesieben07> C0deMaver1ck, well, look at swords. :D
L1830[14:55:12] <C0deMaver1ck> don't see any open source sword mods
L1831[14:55:27] <diesieben07> vanilla...
L1832[14:57:33] <gigaherz> C0deMaver1ck: you can look at the decompiled and deobfuscated vanilla code for examples
L1833[14:58:13] <C0deMaver1ck> yeah I just wanted to make sure there wasn't something in the forge api I was just missing
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L1835[15:01:16] <laci200270> how can I draw a segment of a circle with a certain angle?
L1836[15:02:42] <gigaherz> on opengl?
L1837[15:02:46] <laci200270> yes
L1838[15:02:59] <gigaherz> you'd haveto draw a whole bunch of triangles
L1839[15:03:02] <PaleoCrafter> does the angle change uniformly?
L1840[15:03:04] <gigaherz> for thin slices of the circle
L1841[15:03:48] <gigaherz> you could make use ofa triangle fan
L1842[15:03:55] <laci200270> I want to use the circle for dispalying progress
L1843[15:04:06] <gigaherz> is it a circle texture?
L1844[15:04:11] <gigaherz> or you want an actual polygonal "circle"
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L1846[15:04:29] <laci200270> for me it doesn'T matters
L1847[15:04:41] <laci200270> now I'M rendering it with vertexes
L1848[15:04:46] ⇦ Parts: JustRamon (~JustRamon@168.235.88.38) (Quit message))
L1849[15:05:05] <gigaherz> brb
L1850[15:05:55] <laci200270> ?
L1851[15:06:14] <PaleoCrafter> laci200270, have a loop for(double theta = 0; theta < maximumAngleInRadians; theta += <someSuitableStep>)
L1852[15:06:32] <PaleoCrafter> the rest is basically the same as you have now
L1853[15:06:41] <laci200270> thanks PaleoCrafter
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L1855[15:09:14] <laci200270> PaleoCrafter, this renders nothing: http://pastebin.com/kz3xu4FM any ideas?
L1856[15:09:38] <gigaherz> laci200270: that's not useful
L1857[15:09:40] <PaleoCrafter> well, there are a couple of problems here
L1858[15:09:48] <gigaherz> back
L1859[15:10:03] <laci200270> PaleoCrafter, what problems?
L1860[15:10:06] <PaleoCrafter> radians range from 0 to 2*pi
L1861[15:10:15] <PaleoCrafter> (in a circle, that is)
L1862[15:10:48] <PaleoCrafter> so all you need is Math.toRadians(180) (Math.PI) in your angle field
L1863[15:10:48] <laci200270> math.toradians not good?
L1864[15:10:58] <PaleoCrafter> and the field needs to be a double
L1865[15:11:14] <PaleoCrafter> and obviously 2000 is a terrible step
L1866[15:11:17] <gigaherz> the biggest problem is that you want a pie arc, so each "segment" of the arc needs to go through the center
L1867[15:11:33] <laci200270> and what if I want to render 1°?
L1868[15:11:42] <PaleoCrafter> Math.toRadians(1)
L1869[15:12:00] <gigaherz> you want something like
L1870[15:12:14] <PaleoCrafter> so you want a step like 0.017
L1871[15:12:21] <gigaherz> begin(TRIANGLES)
L1872[15:12:37] <gigaherz> for each step: vertex angle1, vertex angle2, vertex center
L1873[15:12:39] <gigaherz> end
L1874[15:12:46] <laci200270> I'm using triangle_fan
L1875[15:12:52] <gigaherz> then you want the center once
L1876[15:12:54] <gigaherz> at the beginning
L1877[15:13:07] <laci200270> so what code should I use?
L1878[15:13:11] <laci200270> I confused
L1879[15:13:48] <gigaherz> if you use triangle fan, and you add the center before the loop
L1880[15:13:55] <gigaherz> then the biggest issue is the step size
L1881[15:14:13] <laci200270> oh that fixed it
L1882[15:14:26] <williewillus> lol i have no idea what I just wrote
L1883[15:14:28] <williewillus> fry halp
L1884[15:16:47] <gigaherz> I'd ask what your issue is but since you asked fry explicitly ... ;P
L1885[15:17:45] <laci200270> ok
L1886[15:17:55] <laci200270> now I should texture it
L1887[15:18:25] <laci200270> can I texture it from the code?
L1888[15:18:30] <laci200270> with a gradient?
L1889[15:18:48] <gigaherz> yes
L1890[15:18:53] <laci200270> hwo?
L1891[15:18:58] <laci200270> *how?
L1892[15:19:13] <gigaherz> glColor before each vertex
L1893[15:19:14] <gigaherz> but really
L1894[15:19:23] <gigaherz> you should be using the tesellator for drawing that, instead of raw opengl
L1895[15:19:40] <laci200270> ok
L1896[15:19:44] <laci200270> but how?
L1897[15:19:44] <williewillus> gigaherz: I want to make models for the floating flowers in botania, which are composed of an arbitrary flower item model, and an island base. Not sure how to do so. Right now redirecting everyting to a smart item model that translates the item model to where it needs to be and then mashes it with the island model
L1898[15:20:00] <gigaherz> tess = Tesellator.instance;
L1899[15:20:04] <Zaggy1024> is Math.func_181159_b an approximation of atan2?
L1900[15:20:12] <Zaggy1024> *MathHelper
L1901[15:20:14] <gigaherz> worldrender = tess.getWorldRenderer();
L1902[15:20:22] <laci200270> williewillus, are you porting botania to 1.8?
L1903[15:20:55] <williewillus> yes
L1904[15:21:21] <gigaherz> worldrender.begin(GL11.TRIANGLE_FAN, DefaultVertexFormats.POSTION_COLOR);
L1905[15:21:34] <laci200270> williewillus, good luck
L1906[15:21:43] <laci200270> I've tried that
L1907[15:21:47] <gigaherz> worldrender.pos(x,y,z).color(rgba).endVertex();
L1908[15:21:56] <gigaherz> tesellator.draw()
L1909[15:21:57] <laci200270> I deleted the entire project after 20 mins
L1910[15:22:16] <gigaherz> it's the same code you have now, just using tessellator instead of raw ogl
L1911[15:22:29] <laci200270> gigaherz, but gradients?
L1912[15:22:30] <williewillus> heh mine is I'd say 70% complete
L1913[15:22:32] <williewillus> it's playable
L1914[15:22:38] <gigaherz> laci200270: that's the rgba
L1915[15:22:43] <williewillus> I hope to alpha before new years
L1916[15:22:45] <gigaherz> if you want red to green
L1917[15:22:47] <gigaherz> you'd have like
L1918[15:22:53] <gigaherz> red = progress
L1919[15:22:56] <gigaherz> green = 1 - progress
L1920[15:23:02] <williewillus> anyways, I just made a frankenstein solution for this model, it's not gonna work but let's try
L1921[15:23:05] <gigaherz> where progress is 0..1 of how far you are into the pie
L1922[15:23:19] <gigaherz> if you want
L1923[15:23:20] <C0deMaver1ck> works now with `setItemInUse` thanks diesieben07 and gigaherz
L1924[15:23:22] <gigaherz> red, then blue, then progress
L1925[15:23:31] <gigaherz> you'd want to have two sections of the gradient
L1926[15:23:42] <gigaherz> for 0..0.5, you'd have r=p, b=1-p
L1927[15:23:50] <gigaherz> p*2 **
L1928[15:24:26] <gigaherz> then for 0.5..1 you'd have b=p*2-1, g=(1-p) * 2
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L1932[15:28:09] <Dekker3D> Hey all
L1933[15:29:07] <Dekker3D> I'm trying to make a mod for Minecraft 1.8. Can't get the textures to show up. I think there's a specific channel for this? But I can't remember.
L1934[15:29:23] <gigaherz> this is the one
L1935[15:29:40] <gigaherz> 1.8 changed from just "textures" to a model system
L1936[15:29:44] <Dekker3D> Cool.
L1937[15:29:50] <gigaherz> each item and block has a model file, in json format
L1938[15:29:54] <Dekker3D> I'm not upgrading from 1.7. Went straight for 1.8
L1939[15:30:26] <gigaherz> this model file defines the texture(s), along withthings such as tint channels and transforms for like, how it's oriented in the hand, or in the inventory
L1940[15:30:27] <Dekker3D> Created the proper model files. Got errors about not finding the right model files if I renamed or moved them, which vanish if I rename or move them back to the right spots. So it's finding the model files.
L1941[15:30:38] <gigaherz> all items, including the ones that appear flat, are actually 3D models
L1942[15:30:45] <gigaherz> okay so
L1943[15:30:50] <Dekker3D> It also complains about not finding the actual texture files if I change those, so I know that it's also finding the texture files.
L1944[15:30:54] <gigaherz> the way you "link" a mod item with a model
L1945[15:31:01] <gigaherz> is through your client proxy
L1946[15:31:18] <gigaherz> in the pre-init stage, after you have registered your items
L1947[15:31:24] <gigaherz> you want to call a method on your client proxy
L1948[15:31:36] <Dekker3D> To register the model via the ItemModelMesher?
L1949[15:31:43] <gigaherz> so that this code does not run when you liad the mod into a dedicated server
L1950[15:31:45] <gigaherz> not exactly
L1951[15:31:48] <gigaherz> the mesher step was the old step
L1952[15:31:51] <gigaherz> it should still work
L1953[15:31:54] <gigaherz> but it's not recommended
L1954[15:31:58] <gigaherz> the new method is
L1955[15:32:00] <Dekker3D> Oh.
L1956[15:32:05] <gigaherz> ModelLoader.setCustomModelResourceLocation
L1957[15:32:08] <gigaherz> then
L1958[15:32:11] <williewillus> ugh I have no idea hjow to do this
L1959[15:32:17] <gigaherz> for items, you may want to also call
L1960[15:32:20] <williewillus> someone ping me when fry gets here I'm just gona grind normal items
L1961[15:32:21] <gigaherz> ModelBakery.addVariantName
L1962[15:32:46] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L167
L1963[15:32:50] <gigaherz> this is how I call them in my mod
L1964[15:33:08] <gigaherz> I have seen tutorials that teach to use getUnlocalizedName().substring
L1965[15:33:09] <Dekker3D> For now, will it be okay if I put this code in the main mod class' init function, with an event.getSide() check? That will save some effort so I can get right to trying your advice.
L1966[15:33:13] <gigaherz> but I strongly advise against that
L1967[15:33:35] <gigaherz> well
L1968[15:33:36] <gigaherz> you could
L1969[15:33:38] <gigaherz> but
L1970[15:33:45] <gigaherz> it's best if you set up your proxies as soon as possible
L1971[15:33:48] <Dekker3D> That's what I have right now.
L1972[15:33:49] <gigaherz> and get that out of the way
L1973[15:33:56] <Dekker3D> I have a proxy, but the tutorial I used put it in the init function :P
L1974[15:34:01] <gigaherz> ah
L1975[15:34:07] <gigaherz> just create a new method in the proxy
L1976[15:34:09] <gigaherz> and call that one from pre
L1977[15:34:22] <Dekker3D> Ah. Pre-init?
L1978[15:34:33] <gigaherz> the new method requires pre-init
L1979[15:34:42] <gigaherz> since it does the modelregistration during Minecraft's own model registration step
L1980[15:34:44] <Dekker3D> Okay. Trying it now.
L1981[15:34:48] <gigaherz> the old method "injected" the models afterward
L1982[15:41:32] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping timeout: 195 seconds)
L1983[15:41:40] <Dekker3D> gigaherz, still the same black and purple block instead of the icon I'd made.
L1984[15:41:48] <gigaherz> log messages?
L1985[15:42:36] <Dekker3D> There's one error about not finding the texture for my custom block, which makes sense because I haven't actually created that one yet. But the custom item I made does have a texture and should work.
L1986[15:42:54] <Wuppy> wow the jet in Just Cause 3 is cool :D
L1987[15:43:06] <Dekker3D> I don't see any specific messages about the item. Is there any specific log file I should paste or something, gigaherz?
L1988[15:44:30] <gigaherz> hmf no idea then, can you paste the code? or link to github if you have it in a public repository
L1989[15:45:07] <Rockers> Can you add mcmeta animations to Items?
L1990[15:45:14] <williewillus> yes
L1991[15:45:19] <williewillus> any texture can be animated :p
L1992[15:45:24] <Rockers> Really?
L1993[15:45:30] <Rockers> What about GUIs?
L1994[15:45:46] <gigaherz> not the backgrounds
L1995[15:45:52] <gigaherz> those don't get stitched using the atlas
L1996[15:46:03] <gigaherz> only item and block textures
L1997[15:46:06] <Rockers> I suppose they wouldn't
L1998[15:46:07] <Rockers> Ok
L1999[15:46:09] <gigaherz> (I believe)
L2000[15:46:17] <williewillus> well any icon you put in the atlas
L2001[15:46:18] <Rockers> Thanks
L2002[15:46:45] <Dekker3D> gigaherz, do you prefer any specific pastebin type site?
L2003[15:47:14] <gigaherz> I like gist.github.com
L2004[15:47:19] <gigaherz> because it has multiple files and such
L2005[15:47:39] <gigaherz> but that's a personal preference, not the view of the project ;P
L2006[15:47:52] <Dekker3D> gigaherz, and the relevant files are the main mod, the clientproxy and maybe the actual item code?
L2007[15:48:05] <gigaherz> yup
L2008[15:49:00] <Wuppy> wow... another thing pretty much broke here :<
L2009[15:49:05] <Dekker3D> Accidently put the registering code in commonproxy, not clientproxy. Trying with that fixed.
L2010[15:49:06] <gigaherz> for reference, this is a basic item json, using the vnilla format
L2011[15:49:12] <gigaherz> ah
L2012[15:49:13] <gigaherz> nice to know
L2013[15:49:14] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/resources/assets/packingtape/models/item/packing_tape.json
L2014[15:49:35] <Wuppy> almost everything the housing coorporation owns here has broken :P
L2015[15:49:48] <gigaherz> o_O
L2016[15:49:59] <Wuppy> to be fair though, that isn't a lot
L2017[15:50:10] <Dekker3D> gigaherz, it seems that was the problem. I now have an icon for my item.
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L2019[15:50:17] <gigaherz> :)
L2020[15:50:26] <gigaherz> Dekker3D: as another suggestion
L2021[15:50:32] <gigaherz> since you rarely need "common" code
L2022[15:50:40] <gigaherz> (you can put that elsewhere, if it's common)
L2023[15:50:47] <gigaherz> isto have an interface for the proxy base
L2024[15:50:56] <gigaherz> and then implement it in ClientProxy and ServerProxy
L2025[15:51:09] <gigaherz> also big note, which took me years to understand:
L2026[15:51:38] <gigaherz> the ClientProxy and ServerProxy are used to distinguish between the minecraft.jar and the minecraftserver.jar
L2027[15:51:51] <Wuppy> but out of our 2 boilers, 1 is pretty much entirely broken and the other one had some very loud problems which got fixed thankfully
L2028[15:51:55] <gigaherz> it's NOT relatedtot he client/server threads that can be running at once in the client jar
L2029[15:52:06] <Dekker3D> Okay.
L2030[15:52:10] <Wuppy> intercom was borked, leaking faucet... good stuff :P
L2031[15:52:41] <Dekker3D> So, ServerProxy stuff is only used on minecraftserver.jar, but not on the singleplayer server in the client?
L2032[15:52:58] <gigaherz> exactly
L2033[15:52:59] <Dekker3D> http://puu.sh/mbKvL/23403edf4f.jpg shows off my fancy book of snowball-slinging. Yay.
L2034[15:52:59] <gigaherz> the purpose is
L2035[15:53:08] <gigaherz> to avoid referencing classes that are missing in the other jar
L2036[15:53:14] <gigaherz> basically
L2037[15:53:25] <gigaherz> if it has @SideOnly(CLIENT) you shouldn't be calling it on the server
L2038[15:53:38] <gigaherz> and if it has @SideOnly(SERVER) you shouldn't be calling it in the client jar
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L2040[15:53:47] <gigaherz> so anything that needs to interact with that
L2041[15:53:52] <gigaherz> most notably, the rendering code,
L2042[15:54:04] <Dekker3D> But
L2043[15:54:07] <gigaherz> can't be referenced from the server jar, and so needs to be in the indirectly-referenced proxy
L2044[15:54:21] <Dekker3D> I can't imagine anything that IS needed on the server jar, but not on the singleplayer server?
L2045[15:54:33] <gigaherz> there isn't much
L2046[15:54:38] <gigaherz> the server proxy is almost always, empty
L2047[15:54:40] <gigaherz> but it needs to be there
L2048[15:54:42] <Dekker3D> Ah.
L2049[15:54:51] <gigaherz> most notably, the server GUI
L2050[15:54:59] <Dekker3D> Right.
L2051[15:55:00] <gigaherz> and the code that handles commands introduced through thisGUI
L2052[15:55:04] *** kroeser is now known as kroeser|away
L2053[15:56:00] <Dekker3D> Well, thanks. That's pretty useful to know.
L2054[15:57:20] <gigaherz> http://mcforge.readthedocs.org/en/latest/
L2055[15:58:20] <gigaherz> there's a PR being written about the sides and threads and such
L2056[15:58:38] <gigaherz> but it's not merged yet: https://github.com/MinecraftForge/Documentation/pull/29
L2057[16:03:03] <williewillus> holy shit I solved the entity collision problem
L2058[16:03:06] <williewillus> dumbest bug ever
L2059[16:03:17] <Wuppy> ugh collision problems :c
L2060[16:03:27] <williewillus> gigaherz: wanna guess what it was :p
L2061[16:03:27] <Wuppy> I'm still pissed about my collision code not working a few weeks ago
L2062[16:03:47] <gigaherz> what?
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L2064[16:04:05] <Wuppy> damn C++ only creatnig, but not initializing header variables before calling the parent constructor.... strangest error I've ever had
L2065[16:04:25] <williewillus> there are two overloads of onEntityCollidedWithBlock now. the state sensitive one is what I wanted but mods porting from 1.7 will naturally reassign to the non state sensitive one
L2066[16:04:30] <williewillus> and that one doesnt work for some reason
L2067[16:04:32] <Wuppy> a guy who worked at Dice for 15 years looked at it for liek 10 minutes before he could figure out what was going on :P
L2068[16:05:19] <Wuppy> to be fair though, initialization order is about the last thing you think about when collision code isn't working :<
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L2070[16:05:52] <williewillus> no idea what the other overload is used for
L2071[16:06:03] <gigaherz> fortresscraft is weird in the way it does lighting: unlike Minecraft, it darkens "caves" even if they don't actually have a ceiling XD
L2072[16:06:17] <gigaherz> the sky just... becomes black
L2073[16:06:36] <williewillus> that happens in mc as well :p
L2074[16:06:48] <Wuppy> gigaherz, wouldn't it be extremely easy to just raytrace up?
L2075[16:06:50] <gigaherz> yes but not in the same way
L2076[16:06:54] <williewillus> if you go into an overhang the sky just randomly darkens
L2077[16:06:56] <williewillus> I hate it
L2078[16:07:10] <gigaherz> in here, ALL the ambient lighting darkens
L2079[16:07:27] <gigaherz> blocks stop being lit that were full bright just looking from 10 blocks above
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L2081[16:08:26] <williewillus> lol
L2082[16:09:48] <gigaherz> http://steamcommunity.com/sharedfiles/filedetails/?id=586567754
L2083[16:09:50] <gigaherz> this is from above
L2084[16:09:53] <gigaherz> it's relatively lit
L2085[16:10:12] <gigaherz> http://steamcommunity.com/sharedfiles/filedetails/?id=586567792
L2086[16:10:17] <gigaherz> same tree in the middle
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L2088[16:12:59] <Wuppy> oh great... one of the 5000 minecraft ripoffs on steam :|
L2089[16:13:08] <gigaherz> it's not a minecraft clone
L2090[16:13:17] <Wuppy> it isn;t?
L2091[16:13:19] <gigaherz> or well
L2092[16:13:31] <gigaherz> if this is a minecraft clone, then fallout is a quake clone
L2093[16:13:52] <Wuppy> these 2 look exactly the same though
L2094[16:13:59] <gigaherz> it's a blocky-voxel survival game, yes, but that's as far as things go
L2095[16:14:14] <gigaherz> this game is closer to factorio than it is to minecraft, in many aspects
L2096[16:14:23] <gigaherz> the primary goal is automating resource collection
L2097[16:14:23] <Wuppy> :O
L2098[16:14:29] <Wuppy> factorio is nice
L2099[16:14:32] <gigaherz> yeah
L2100[16:14:40] <gigaherz> now imagine the bastard child of minecraft and factorio
L2101[16:14:42] <Wuppy> factorio is great, even
L2102[16:14:51] *** Vigaro is now known as Vigaro|AFK
L2103[16:14:55] <Wuppy> that actually sounds good :
L2104[16:14:56] <Wuppy> :P
L2105[16:15:07] <gigaherz> 3D explotarion/survival game, with lots of conveyor belts all over the place
L2106[16:15:07] <gigaherz> ;P
L2107[16:15:20] ⇦ Quits: spaceemotion (~spaceemot@x55b02cba.dyn.telefonica.de) (Quit: Wahoo!)
L2108[16:16:42] *** Vigaro|AFK is now known as Vigaro
L2109[16:19:32] <gigaherz> lol
L2110[16:19:33] <gigaherz> https://www.reddit.com/r/privacy/comments/3yinij/entire_us_voter_registration_record_leaks_191/
L2111[16:20:18] <gigaherz> so yeah, if you are a registered voter in the US, chances are your personal info is "out there"
L2112[16:20:27] <PaleoCrafter> Wuppy, direwolf does a let's play of it if you want to see more :P
L2113[16:20:43] <Wuppy> direwolf... that has been ages
L2114[16:20:44] <gigaherz> I found it through TangoTek
L2115[16:20:53] <Wuppy> does he still build 9x9s in that game as well? :P
L2116[16:21:07] <PaleoCrafter> I don't follow it
L2117[16:21:09] <PaleoCrafter> likely though
L2118[16:21:34] <Wuppy> fuck forbes.com
L2119[16:21:42] <Wuppy> they literally have 4 ads with sound running at once
L2120[16:21:50] <gigaherz> XD
L2121[16:21:59] <gigaherz> I have an extension that disables ALL autoplays
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L2123[16:22:46] <Wuppy> that's pretty bad though :O
L2124[16:23:00] <gigaherz> yup
L2125[16:23:04] <gigaherz> as someone said
L2126[16:23:12] <gigaherz> "Feel sorry for any journalist that already wrote a "Biggest privacy breaches of 2015" story."
L2127[16:23:17] <Wuppy> now I could say typical murica being stupid but I wont this time :P
L2128[16:23:28] <PaleoCrafter> any site with autoplaying audio should be purged from the Internet
L2129[16:23:34] <Wuppy> ^ that
L2130[16:23:48] <Herpahermaderp> make a petition
L2131[16:24:05] <Wuppy> those almost never work
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L2135[16:24:44] <Herpahermaderp> never hurts to try
L2136[16:24:46] <PaleoCrafter> Petitions failed at getting a Deathstar built, they're worthless
L2137[16:25:01] <Wuppy> except for the fact that the netherlands arranged a referendum about new countries joining europe :P
L2138[16:25:11] <WikiIsWrong> I'm trying to track down a working Cauldron 1.7.10 copy, and a copy of fastcraft 1.22 (any version compatible with ForgeEssentials and stuff). Any help would be greatly appreciated.
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L2140[16:27:17] <WikiIsWrong> Also, do commands have an implicit permission node? For example the "RandomTP" mod. In modinfo it says it's mod name is "examplemod" which, obvious is unmodified from template. I tried adding examplemod.rtp with *, .*, *.rtp.*, *rtp*, and none of them worked.
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L2142[16:28:22] <gigaherz> I don't believe so
L2143[16:32:10] <sham1> >1.7.10
L2144[16:32:13] <sham1> Obligatory why
L2145[16:32:18] <WikiIsWrong> This is so frustrating. I just want a SkyGrid server with permissions, random start, towny, my content mods (AE2, ExtraUtilities, etc.), and FastCraft (because SkyGrid is god awful without it). I tried random versions of Cauldron I downloaded from some mirror and couldn't find one that worked.
L2146[16:32:32] <WikiIsWrong> Because SkyGrid mod is 1.7.10 only.
L2147[16:32:42] <sham1> What even is it
L2148[16:32:46] <WikiIsWrong> Simple SkyGrid
L2149[16:33:00] <sham1> <sham1> What even is it
L2150[16:33:27] <WikiIsWrong> https://www.google.com/search?q=skygrid&safe=off&source=lnms&tbm=isch&sa=X&ved=0ahUKEwji3I6dzv_JAhVH2mMKHT71AqYQ_AUICCgC&biw=1920&bih=967
L2151[16:34:11] <sham1> oh
L2152[16:34:23] <gigaherz> WikiIsWrong: thing about mods, is that they interact directly with minecraft
L2153[16:34:28] <gigaherz> there's no "security layer" in between
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L2156[16:34:51] <gigaherz> they have to actively choose to cooperate
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L2158[16:35:45] <WikiIsWrong> They cooperate fine in single player. I know that there's a working jar that allows Forge mods and Bukkit mods to coexist. But due to DMCA takedowns, they're pain in the butt to find.
L2159[16:35:57] <gigaherz> i mean cooperate with permissions stuff
L2160[16:36:03] <WikiIsWrong> Oh, yeah I get that
L2161[16:36:13] <WikiIsWrong> There's plenty of bukkit plugins that do what I want with permissions
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L2163[16:36:27] <TehNut> Cauldron forces permissions on all mods
L2164[16:36:56] <TehNut> With that said, why do you need Cauldron
L2165[16:37:09] <WikiIsWrong> To run bukkit plugins and forge mods together -.-
L2166[16:37:20] <smbarbour> Why do you need bukkit plugins?
L2167[16:37:23] <TehNut> Why not just use Forge mods
L2168[16:37:33] <TehNut> 99% of plugins have been recreated as mods
L2169[16:37:41] <WikiIsWrong> Without permission support.
L2170[16:37:44] <sham1> Wastnt there a forge-compatible Bukkit implementation once
L2171[16:37:44] <TehNut> Or have a direct Forge version
L2172[16:37:45] <smbarbour> And Bukkit is a dead platform
L2173[16:37:53] <TehNut> http://servertools.info/#!pages/modules/permission.md
L2174[16:38:12] <TehNut> Boom, permissions.
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L2176[16:40:19] <WikiIsWrong> Does this play nice with FastCraft? I guess I'll find out soon. ForgeEssentials would not.
L2177[16:40:25] <smbarbour> Also: http://minecraft.curseforge.com/projects/mytown2
L2178[16:40:31] <TehNut> ^ For Towny
L2179[16:40:37] <diesieben07> why do you care so much about fastcraft? it's a pain in the butt.
L2180[16:40:59] <WikiIsWrong> Because I literally can't play with these mods without it.
L2181[16:41:14] <diesieben07> that is quite unlikely.
L2182[16:41:23] <smbarbour> And how exactly does it not "play nice"?
L2183[16:41:45] <WikiIsWrong> Ever play skygrid? Every time I go to move, it generates a new chunk and pauses.
L2184[16:41:56] <WikiIsWrong> unpauses, then I'm dead
L2185[16:42:26] <WikiIsWrong> or loads a chunk, or does something that causes my game to not continue rendering until it's done
L2186[16:43:16] <smbarbour> If you are running a server, chunk generation should not really affect your client.
L2187[16:43:31] <smbarbour> If you aren't... why do you care about permissions and bukkit plugins?
L2188[16:44:03] <WikiIsWrong> I am running a server, and I'm telling you that in either scenario, the game is unplayable without FastCraft
L2189[16:44:12] <WikiIsWrong> SSP or SMP
L2190[16:44:48] <WikiIsWrong> Whatever FastCraft is doing, it works. Without it, stutters constantly and is unplayable, after is smooth as butter on even my crappiest machine.
L2191[16:44:51] <masa> what kind of hardware, are you sure there aren't other issues somewhere?
L2192[16:45:01] <Zaggy1024> does optifine not solve the problem?
L2193[16:45:13] <diesieben07> yes, on crappy HW optifine and fastcraft may do stuff
L2194[16:45:22] <diesieben07> but.... stop having crappy HW if you want to play modded :D
L2195[16:45:24] <Zaggy1024> I mean specifically his problem
L2196[16:45:51] <WikiIsWrong> Everything from lenovo and 2012 MBP to desktop with hexacore i7 and a 980 Ti
L2197[16:46:06] <masa> diesieben07: that is the best advice... I first updated from AMD to intel for that very reason a few years back :D
L2198[16:46:18] <diesieben07> heh
L2199[16:46:23] <WikiIsWrong> I have decent hw
L2200[16:46:25] * diesieben07 still needs to build his "gaming grade" rig
L2201[16:46:38] <diesieben07> will sell my PC tomorrow then start shopping...
L2202[16:46:45] <smbarbour> You could also pre-generate a large area to play in using something like http://minecraft.curseforge.com/projects/admin-commands-toolbox
L2203[16:46:45] <PaleoCrafter> I need to get a new GPU
L2204[16:46:47] <WikiIsWrong> 1.7.10 just has some fucked chunk providing/generating issues.
L2205[16:46:52] <sham1> gaming grade rigs can be used to do other stuff as well efficiently
L2206[16:46:57] <WikiIsWrong> I think it's more than just generation
L2207[16:47:00] <masa> even though my PC at that time wasn't a complete potato, only half so ie. AMD Phenom II 965BE
L2208[16:47:02] <diesieben07> hence the quotes
L2209[16:47:03] <PaleoCrafter> my current one won't cope very well with 3 monitors :D
L2210[16:47:16] <WikiIsWrong> I think it has to do with how the chunks are passed to the client.
L2211[16:47:42] * gigaherz has an i7-3770K with a GTX970, 16GB RAM, and and SSD for the OS
L2212[16:48:06] <smbarbour> Or it could be that SkyGrid is incredibly taxing on the client since every single block has to be rendered.
L2213[16:48:38] <diesieben07> I'm currently using a laptop as my main driver, i7 4510U, gtx840M
L2214[16:48:39] <masa> WikiIsWrong: yeah 1.7 is laggy shit even in vanilla, I had severe freezes on my vanilla server after 1.7 came out and I was exploring new terrain. Never saw that before, at least nowhere as bad.
L2215[16:48:40] <WikiIsWrong> So how does permissions work with MyTown2 when switching to ServerTools
L2216[16:48:48] <sham1> i7-4790K, GTX 980, 8GB ram and 250 SSD for windows and 3TB for everything else
L2217[16:48:54] <sham1> I love my current rig
L2218[16:49:06] <WikiIsWrong> > masa, thank you. Somebody who shares my experience.
L2219[16:49:11] <diesieben07> yeah that sounds pretty cool :d
L2220[16:49:11] <PaleoCrafter> why are we suddenly talking about our hardware? :D
L2221[16:49:12] <sham1> and that 250 is in GB
L2222[16:49:16] <diesieben07> although 8gb is a bit little
L2223[16:49:20] <WikiIsWrong> Do I still need MyPermissions
L2224[16:49:29] <sham1> Meh
L2225[16:49:31] <sham1> Enough for me
L2226[16:49:38] <PaleoCrafter> I don't even know how I lived with anything less than 16GB :D
L2227[16:49:50] <smbarbour> But I still haven't heard what you mean by FE and FastCraft don't "play nice"
L2228[16:49:51] <sham1> I have a lot of space to have my swaps to go into
L2229[16:49:52] <sham1> :P
L2230[16:49:59] <diesieben07> lol
L2231[16:50:47] <masa> I just upgraded my gaming PC from i7-3770K with 8 GB to i7-6700K with 16 GB of DDR4 two weeks ago, so that I could bring the 3770K home to replace that potato phenom ii for the holidays :p
L2232[16:51:24] <diesieben07> how did you do that? lol
L2233[16:51:31] <diesieben07> those surely have different sockets...
L2234[16:51:37] <PaleoCrafter> Am I the only one with AMD stuff here? D:
L2235[16:51:41] <masa> well motherboard also of course
L2236[16:51:48] <masa> cpu+mb+memory
L2237[16:51:51] <diesieben07> yes, go home. AMD is evil! :D
L2238[16:52:11] <gigaherz> forme the only purpose of AMD is to lower intel's prices ;P
L2239[16:52:16] <diesieben07> heh
L2240[16:52:25] <sham1> The only good thing AMD did was invent the x86_64 format used nowadays
L2241[16:52:35] <sham1> And cheaper stuff
L2242[16:52:35] <masa> I used to have all AMD, but I just can't anymore because they only have complete shit hardware available for the gaming PC category...
L2243[16:52:55] <gigaherz> they just can't keep up
L2244[16:53:16] <gigaherz> they are too small to fight with either nvidia or intel, let alone both at once
L2245[16:53:17] <PaleoCrafter> yeah, I'm going to replace it with Intel stuff eventually
L2246[16:53:25] <PaleoCrafter> invested the money into a nice laptop first though :D
L2247[16:53:26] <masa> I'm kind of interested in the zen or whatever is supposed to come out next year, hopefuly it doesn't suck so bad anymore
L2248[16:53:51] <masa> would be nice to have real competition and options
L2249[16:54:04] <PaleoCrafter> first I'm going to replace the GPU with an Nvidia one
L2250[16:54:29] <masa> intel CPU prizes here have risen from ~300€ to ~400€ for the i7s since I bought that 3770K about 3 years ago I think
L2251[16:55:01] <masa> gone are the days of 60-100€ AMD CPUs :p
L2252[16:55:25] <masa> well sure you can still get those, but they aren't exactly the top of the line or close to it anymore...
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L2254[16:56:41] <smbarbour> WikiIsWrong: Regarding ForgeEssentials and FastCraft, a quick research came up with this issue: https://github.com/ForgeEssentials/ForgeEssentials/issues/1449#issuecomment-104809628 which in the final comment says: "I know about fastcraft, the fix is to add -Dfastcraft.asm.permissive=true to your server args."
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L2257[17:04:09] <gigaherz> LOL the SkyGrid mpa thing killed the jvm speed-wise, I'll have to give this profile a few more GB
L2258[17:04:09] <gigaherz> XD
L2259[17:05:46] <WikiIsWrong> So in my StartServer.bat, add it after java -jar blablabla?
L2260[17:06:11] <gigaherz> 16-chunk distance needs a bit moret han 1gb to run, and that's with just skyblock
L2261[17:06:53] <WikiIsWrong> Yeah, I set my memory to 2gb min 4gb max.
L2262[17:07:08] <gigaherz> 2gb min is pointless, you can leave the min at 128mb ;P
L2263[17:07:14] <WikiIsWrong> Fair
L2264[17:07:29] <diesieben07> not *entirely* pointless, but yea
L2265[17:07:40] <WikiIsWrong> Where do I add server args, add the end of java -jar <stuff>
L2266[17:08:11] <gigaherz> yeah (I think)
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L2268[17:08:31] <gigaherz> so yeah my gtx970 can't even manage 100fps with the skygrid (vanilla)
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L2270[17:09:04] <gigaherz> for comparison, a flatworld does 700fps
L2271[17:09:10] <WikiIsWrong> I got things working with Server Tools. Thank you. That did what I was originally asking for (to set permissions on RTP)
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L2273[17:10:12] <WikiIsWrong> Going to have to write my own start plugin so it'll pick a good (not air below) spot to TP them to, but for now it'll do.
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L2275[17:11:31] <gigaherz> los tobuscus on yogscast jingle jam
L2276[17:11:33] <gigaherz> lol*
L2277[17:11:34] <gigaherz> http://www.twitch.tv/yogscast
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L2282[17:17:44] <masa> gigaherz: is that (skygrid) in 1.7.10?
L2283[17:18:01] <gigaherz> no I loaded it in 1.8.9
L2284[17:18:10] <gigaherz> it's just a map, not a mod
L2285[17:18:40] <gigaherz> I presume there was a version for 1.7.10 at some point?
L2286[17:18:42] <masa> yeah I know, I was just wondering what kind of difference 1.7 vs. 1.8 does in that
L2287[17:18:49] <masa> no idea actually
L2288[17:18:50] <gigaherz> ah right
L2289[17:18:56] <WikiIsWrong> I used Simple SkyGrid to get it in 1.7.10, as it supports mods and stuff
L2290[17:18:59] <gigaherz> I didn't think of that XD
L2291[17:19:15] <WikiIsWrong> Adds natura blocks etc.
L2292[17:20:12] <masa> I remember at some point in the 1.8 snapshots when I was testing it when they had tweeted stuff about optimizations...
L2293[17:20:42] <gigaherz> but yeah, 1/8th of the performance in 1.8.9, I can't imagine just how bad it is in 1.7 XD
L2294[17:21:01] <masa> then I was flying around and was like "oh wow 800fps... 900.. 1100 fps oh wow they really did optimize it!" and then I ran into the edge of the world... there was some chunk loading bug :D
L2295[17:21:13] <masa> no wonder I got high fps with barely any chunks loaded :p
L2296[17:21:26] <gigaherz> heh
L2297[17:21:44] <WikiIsWrong> It's worth it IMO. Completely changes how you accomplish things, much like Skyblock.
L2298[17:22:09] <WikiIsWrong> Everything is available out there. Somewhere.
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L2300[17:22:30] <masa> I've yet to finish agrarian skies 1
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L2302[17:22:38] <masa> it has been over a year since I logged on
L2303[17:22:49] <gigaherz> I never "finish" those things
L2304[17:22:51] <masa> and now there is as2...
L2305[17:23:21] <gigaherz> basicalyl as soon as I have a stable food supply, I lose interest
L2306[17:23:25] <gigaherz> the rest is just grinding
L2307[17:24:06] <masa> yeah well, doesn't that apply to minecraft in general? :D
L2308[17:24:29] <masa> "you just grind for a few thousand hours for resources and build stuff"
L2309[17:24:46] <gigaherz> no, in regular minecraft my goal is usually progressing in a specific mod
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L2311[17:25:04] <masa> ie. grinding for resources and building stuff
L2312[17:25:12] <gigaherz> yes, but with a purpose
L2313[17:25:13] <masa> and crafting stuff
L2314[17:25:21] <gigaherz> I lose the sense of purpose without an end goal
L2315[17:25:31] <masa> true...
L2316[17:25:50] <gigaherz> in my FTB Infinity playthrough, my end goal was first to get an AE2 setup
L2317[17:26:00] <gigaherz> then to get the draconic staff of power
L2318[17:26:12] <gigaherz> and then I was so OP that I just stopped playing
L2319[17:26:18] <masa> I just lost the interest in modded, or at least I stopped playing it a year ago.. I can't find the motivation to do anything because everything is "too easy" because mods add easier ways to do stuff compared to vanilla
L2320[17:26:34] <gigaherz> there's packs for that?
L2321[17:26:40] <gigaherz> FTB Infinity Evolved has expert mode
L2322[17:26:44] <gigaherz> which changes recipes and such
L2323[17:26:45] <masa> yeah bu then stuff is too hard... :D
L2324[17:26:53] <gigaherz> so that things can't just be done straight away
L2325[17:27:31] <masa> in any case, at the moment I just play vanilla, although I haven't played that either since about august, because terraria 1.3 happened
L2326[17:27:39] <gigaherz> heh
L2327[17:27:45] <gigaherz> Idon't actively play mc atm
L2328[17:27:55] <gigaherz> I did a little playthrough with thaumcraft 5
L2329[17:28:10] <gigaherz> and projectE because yeah didn't feel like grinding
L2330[17:28:10] <masa> but after I'm done with terraria, I'll continue my grind for the vanilla mob farms
L2331[17:28:10] <gigaherz> ;P
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L2333[17:28:37] <gigaherz> so now I'm waiting
L2334[17:28:44] <masa> I have a few million blocks of netherrack ans stone to dig away. And I mean dig, not use TNT because that would destroy "valuable" resources :p
L2335[17:28:48] <gigaherz> there's quite a lot of 1.8 mods being ported/created
L2336[17:28:59] <gigaherz> so in a few months it will be fun ;P
L2337[17:29:21] <gigaherz> Efficiency 5 + Haste 2 beacons? ;P
L2338[17:29:22] <masa> yeah, I might put together a new 1.8 pack
L2339[17:29:39] <gigaherz> actually netherrack insta-mines with way less
L2340[17:29:43] <masa> maybe this time I actually don't include any tech mods, so that stuff isn't "too easy" and I could find myself playing it
L2341[17:30:07] <masa> yeah I'm using Efficiency III diamond picks bought from villagers :p
L2342[17:30:11] <gigaherz> if you want balance, avoid having overlapping mods
L2343[17:30:11] <masa> for netherrack
L2344[17:30:33] <gigaherz> like, if you have two mods that do the same, one of them will inevitably have the easier recipe
L2345[17:30:51] <gigaherz> so the more alternatives you can pick from ,the easier the progression will be
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L2347[17:31:19] <masa> I spent a few hunder hours grinding away on my villager farm in vanilla :p I now have librarians for every top tier enchanted book, except I don't remember if I had Bane of Arthropods V or just IV atm, oh noes!
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L2350[17:32:15] <masa> and also I did some grinding for blacksmiths in 1.7.10 before I upgrarded the server to 1.8, so that I now can by all the diamond gear from the villagers
L2351[17:33:38] <masa> and I have a 5 floor carrot and a 5 floor potato farm using villagers, so I just sell their slave labour crops for emeralds, buy an inventory full of diamond picks, enchant them with a 1.7 cleric for efficiency III + unbreaking III + Fortune I and then hammer away on some netherrack :p
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L2359[17:44:45] <xaero> in case anyone here's interested, 3c started and recorded streams are on the website too http://streaming.media.ccc.de/32c3/
L2360[17:44:58] <xaero> (3c = chaos communication congress)
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L2362[17:48:31] <xaero> (oops make that c3)
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L2368[17:59:32] <securitypedant> I am running server 10.13.4.1492 and want to upgrade to 1.4.3.1082, is it as simple as replacing the current 1492 universal.jar with the 1082 one?
L2369[18:00:12] <securitypedant> or do I need to rerun java -jar forge-1.7.10-10.13.4.1558-1.7.10-installer.jar --install?
L2370[18:00:30] <securitypedant> oops and I mean i'm upgrading to 10.13.4.1558, no 1082
L2371[18:00:34] <securitypedant> getting versions mixed up
L2372[18:00:39] <diesieben07> in case the libraries changed you should re-run the installer
L2373[18:00:51] <securitypedant> thanks
L2374[18:00:59] <diesieben07> but usualy as long as the mc versino stays the same, just replacing universal is enough
L2375[18:01:04] <securitypedant> ok
L2376[18:01:21] <securitypedant> but to be safe, rerun installer. I assume installer works fine when run in existing server dir
L2377[18:01:39] <diesieben07> uhh
L2378[18:01:41] <diesieben07> never tested thaat
L2379[18:01:43] <diesieben07> but it should
L2380[18:01:52] <securitypedant> well, lemme report back in umm 5 mins :D
L2381[18:02:30] <gigaherz> always keep backups
L2382[18:02:32] <gigaherz> ;P
L2383[18:02:40] <securitypedant> indeed
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L2386[18:07:05] <williewillus> hm
L2387[18:07:18] <williewillus> BlockRendererDispatcher is only rendering one of the multiple blocks it should be rendering
L2388[18:07:22] <williewillus> but it's getting called
L2389[18:07:29] <williewillus> I'm using renderBlockBrightness
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L2392[18:09:45] <williewillus> any ideas what might be up?
L2393[18:11:18] <securitypedant> installer seemed to run fine
L2394[18:11:43] <williewillus> lol jk forgot to translate
L2395[18:11:47] <williewillus> everything rendering on top of each other
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L2398[18:22:16] <securitypedant> yip, running installer in the same dir works fine
L2399[18:22:17] <securitypedant> thanks
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L2403[18:26:21] <SatanicSanta> So, obviously I should not be editing an item's NBT during a clientside tick event. Should I use packets to tell the server, yo, change this NBT tag? I feel like there's a simpler way to do it.
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L2405[18:26:37] <diesieben07> SatanicSanta, simpler way is to do shit on the server in the first place :D
L2406[18:28:10] <SatanicSanta> diesieben07: The thing in question that I'm doing is changing the player's armor NBT based on whether they are jumping during a ClientTickEvent. Is there a server-side way to do that?
L2407[18:28:29] <diesieben07> check whether they are jumping during a ServerTickEvent? :D
L2408[18:28:46] <SatanicSanta> Ah.
L2409[18:29:13] <diesieben07> PlayerTickEvent rather
L2410[18:31:14] <SatanicSanta> Thanks.
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L2412[18:40:33] <SatanicSanta> diesieben07: How am I supposed to check if the player is jumping on the server? The only way I know of is to check if keyBindJump is pressed, but GameSettings is clientside.
L2413[18:40:54] <diesieben07> player.isJumping()
L2414[18:40:55] <diesieben07> duh :P
L2415[18:41:04] <SatanicSanta> THat field is protected.
L2416[18:41:29] <diesieben07> it is a method.
L2417[18:41:50] <diesieben07> what it's not
L2418[18:41:53] <diesieben07> huh
L2419[18:42:11] <diesieben07> why do you need to know?
L2420[18:42:18] <diesieben07> you could use LivingJumpEvent maybe
L2421[18:42:47] <SatanicSanta> For this particular item, when the player is holding down the jump key, they "stick" to the wall
L2422[18:42:58] <diesieben07> uhhh
L2423[18:43:03] <diesieben07> so like a wall jump?
L2424[18:43:11] <SatanicSanta> not exactly.
L2425[18:43:18] <SatanicSanta> A wall jump without the jumping part
L2426[18:43:29] <shadekiller666> so a wall walk?
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L2428[18:43:37] <SatanicSanta> Wall stand
L2429[18:43:47] <SatanicSanta> The other item allows for double-jumping.
L2430[18:43:53] <shadekiller666> i don't exactly understand the purpose of such a feature :P
L2431[18:44:16] <SatanicSanta> I didn't make it. I'm just working with what was given to me.
L2432[18:44:34] <SatanicSanta> I don't fully understand it. To my understanding its supposed to be a grappling thing
L2433[18:44:44] <SatanicSanta> but it doesn't look like there's any sort of grappling mechanism.
L2434[18:45:08] <shadekiller666> grappling like 3 blocks off the ground?
L2435[18:45:32] <SatanicSanta> right
L2436[18:45:38] <SatanicSanta> shadekiller666: Well it can also prevent fatal falls, I guess.
L2437[18:46:05] <shadekiller666> assuming you can hit the side of a block and not the top...
L2438[18:46:10] <SatanicSanta> mhm
L2439[18:46:35] <SatanicSanta> I'd have to talk to the other people in the project about changing the feature. Granted, they'd probably agree, that's not exactly what this branch is for...
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L2441[18:48:18] <shadekiller666> now if there was something that allowed you to reliably get up to a high place and stick that would be great for building i guess
L2442[18:48:58] <SatanicSanta> shadekiller666: I believe you can still use things when you're up there. I guess you could combine it with the double jump or the jetpack and achieve that.
L2443[18:49:16] <shadekiller666> true
L2444[18:49:39] <SatanicSanta> diesieben07: LivingJumpEvent wont work because you hold down the jump key to stay in place. Also I am pretty sure jump() does not get called when you are not on the ground.
L2445[18:49:47] <SatanicSanta> (the latter comment is relating to the double jump)
L2446[18:50:22] <williewillus> uhhhh does blockrenderdispatcher.renderModel not work with the OBJ loader?
L2447[18:50:32] <williewillus> @ shadekiller666
L2448[18:50:47] <shadekiller666> i don't see why it wouldn't
L2449[18:50:54] <diesieben07> oh if you want it to work with holding it down, you need to do it clientside
L2450[18:51:00] <diesieben07> why do you need the NBT data anyways?
L2451[18:51:03] <shadekiller666> unless that doesn't like BakedQuads or something
L2452[18:51:07] <williewillus> hm strange then
L2453[18:55:33] <diesieben07> it really is a shame that people fail to keep their things compatible all the time...
L2454[18:55:42] <shadekiller666> ok that was weird... you know that little preview thing that pops up when you hover over a youtube video's timeline? this video i'm watching got stuck in a weird state where that showed up all the time, and was like, scrolling sideways with the video
L2455[18:55:45] <diesieben07> advice from etho: "if you want to play a modpack, don't update things because things break"
L2456[18:55:58] <diesieben07> why are so many morons making mods :(
L2457[18:56:14] <SatanicSanta> diesieben07: Well if the PlayerTickEvent happens on both the client and server (looking on some minecraftforge threads that is the case), I could just check the phase, then check isRemote and set a boolean based on whether the key is pressed.
L2458[18:56:19] <SatanicSanta> Seems logical to me.
L2459[18:56:30] <diesieben07> yes you could
L2460[18:56:36] <diesieben07> still don't get WHY you need the NBT?
L2461[18:56:56] <SatanicSanta> Lemme take a look. I saw it used in a couple places, but I don't remember 100%
L2462[18:57:00] <williewillus> ah
L2463[18:57:06] <williewillus> renderBlockBrightness doesn't do TE's
L2464[18:57:18] <shadekiller666> ?
L2465[18:57:48] <williewillus> the pylons are TESR rendered, renderBlockBrightness checks the render type, and if it's 2 it calls the TEISR
L2466[18:58:04] <williewillus> which only considered vanilla hardcoding :p
L2467[18:58:16] <shadekiller666> of course
L2468[18:58:31] <shadekiller666> because mojang never designs a system that works for everything they want to do
L2469[19:00:24] <SatanicSanta> diesieben07: Looks like it's basically for when an item has functionality in both tick events and normal events.
L2470[19:00:54] <SatanicSanta> diesieben07: So the tick event checks for certain things, and then in the events, those things are checked to do certain... things.
L2471[19:01:11] <SatanicSanta> if that makes any sense at all.
L2472[19:01:11] <diesieben07> kthe fuck? :D
L2473[19:01:16] <diesieben07> yeah i guess but...
L2474[19:01:23] <diesieben07> there are way better methods for that.
L2475[19:02:02] <SatanicSanta> such as?
L2476[19:02:38] <diesieben07> depends on what the "certain thing" is...
L2477[19:03:51] <SatanicSanta> diesieben07: Since I'm terrible at explaining, here's one of the "certain things" that use the NBT created in the tick events: https://github.com/Esteemed-Innovation/Flaxbeards-Steam-Power/blob/714359c7e25db0c1dd30ffce0f48d4d738b6e4b6/src/main/java/flaxbeard/steamcraft/handler/SteamcraftEventHandler.java#L1064-L1079
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L2480[19:04:19] <diesieben07> oh jesus christ
L2481[19:04:32] <diesieben07> IEEP would be a better choice
L2482[19:04:42] <SatanicSanta> Yeah, I've never even looked at this method tbh.
L2483[19:04:58] <SatanicSanta> Pretty sure all of those lastX, lastY, lastZ things actually have IEEP values
L2484[19:05:46] <SatanicSanta> Yeah, there's a lastX and lastZ. Would be super trivial to add a lastY too.
L2485[19:06:38] <SatanicSanta> What's strange is those values are set in a PlayerInteractEvent.
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L2489[19:44:25] <FF_Fire> hello i need help with my code
L2490[19:44:49] <FF_Fire> none of my items/ blocks are registering in game
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L2492[19:46:05] <williewillus> do you call GameRegistry.registerBlock or registerItem in preinit?
L2493[19:46:24] <FF_Fire> yes
L2494[19:46:35] <FF_Fire> need a pastebin?
L2495[19:46:57] <Rockers> How do you mean that they "don't show up".
L2496[19:47:09] <Rockers> Like, have you not registered their creative tab?
L2497[19:47:27] <FF_Fire> they are non existant ingame. the creative tab is registered, but no items show up
L2498[19:47:58] <FF_Fire> willie do u mean in the main class file?
L2499[19:48:32] <FF_Fire> or the common proxy
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L2502[19:49:50] <FF_Fire> http://pastebin.com/pdDkChQ6
L2503[19:49:54] <FF_Fire> my main class
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L2507[19:51:53] <FF_Fire> http://pastebin.com/mNBAvPUn my common proxy
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L2509[19:52:19] <FF_Fire> see anything wrong?
L2510[19:54:13] <FF_Fire> hello?
L2511[19:55:39] *** kroeser|away is now known as kroeser
L2512[19:57:32] <FF_Fire> package com.bedrockminer.tutorial;
L2513[19:57:34] <FF_Fire> <FF_Fire>
L2514[19:57:36] <FF_Fire> <FF_Fire> import com.bedrockminer.tutorial.block.ModBlocks;
L2515[19:57:38] <FF_Fire> <FF_Fire> import com.bedrockminer.tutorial.items.ModItems;
L2516[19:57:40] <FF_Fire> <FF_Fire>
L2517[19:57:42] <FF_Fire> <FF_Fire> import cpw.mods.fml.common.event.FMLInitializationEvent;
L2518[19:57:44] <FF_Fire> <FF_Fire> import cpw.mods.fml.common.event.FMLPostInitializationEvent;
L2519[19:57:48] <FF_Fire> <FF_Fire> import cpw.mods.fml.common.event.FMLPreInitializationEvent;
L2520[19:57:50] <FF_Fire> <FF_Fire>
L2521[19:57:51] <SatanicSanta> FF_Fire: what theh hell are you doing
L2522[19:57:52] <FF_Fire> <FF_Fire> public class CommonProxy {
L2523[19:57:54] <FF_Fire> <FF_Fire>
L2524[19:57:56] <FF_Fire> <FF_Fire> public void preInit(FMLPreInitializationEvent e) {
L2525[19:57:58] <FF_Fire> <FF_Fire> ModItems.init();
L2526[19:58:00] <FF_Fire> <FF_Fire> ModBlocks.init();
L2527[19:58:02] <FF_Fire> <FF_Fire> }
L2528[19:58:04] <FF_Fire> <FF_Fire>
L2529[19:58:06] <FF_Fire> <FF_Fire> public void init(FMLInitializationEvent e) {
L2530[19:58:08] <FF_Fire> <FF_Fire>
L2531[19:58:10] <FF_Fire> <FF_Fire> }
L2532[19:58:12] <FF_Fire> <FF_Fire>
L2533[19:58:14] <FF_Fire> <FF_Fire> public void postInit(FMLPostInitializationEvent e) {
L2534[19:58:18] <FF_Fire> <FF_Fire>
L2535[19:58:20] <FF_Fire> <FF_Fire> }
L2536[19:58:22] <FF_Fire> <FF_Fire> }
L2537[19:58:24] <FF_Fire> srry pastebin no work
L2538[19:58:26] <FF_Fire> srry pastebin dont work
L2539[19:58:36] <SatanicSanta> I can see it fine.
L2540[19:58:43] <illyohs> oh god
L2541[19:58:55] <DrDisconsented> FF_Fire> use https://gist.github.com/
L2542[19:58:57] <SatanicSanta> FF_Fire: there are many issues
L2543[19:59:07] <SatanicSanta> FF_Fire: First of all, why are you doing the init events in a common proxy
L2544[19:59:22] <gigaherz> I just fell in love with C# all over again
L2545[19:59:30] <gigaherz> C# 6.0 --> $"Unexpected token {current}. Expected one of: {string.Join(", ", expected)}."
L2546[19:59:40] <gigaherz> interpolating expressions into strings :3
L2547[19:59:57] <FF_Fire> satanicsanta just my preference
L2548[20:01:11] <SatanicSanta> FF_Fire: Secondly, you have no @Mod.EventHandler annotations for those methods
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L2550[20:01:21] <SatanicSanta> FF_Fire: That's a stupid preference to be honest.
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L2552[20:01:45] <SatanicSanta> nice.
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L2558[20:10:29] <Rockers> When did c# 6 come out gigaherz?
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L2560[20:10:37] <gigaherz> some months ago
L2561[20:10:39] <gigaherz> with VS2015
L2562[20:10:52] <Rockers> I see. Sounds interesting.
L2563[20:11:08] <Rockers> Why is vb.net still a thing?
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L2565[20:11:33] <gigaherz> because of user preference and existing codebase
L2566[20:11:47] <gigaherz> same reason why cobol and fortran are still a thing
L2567[20:12:30] <Rockers> Hows the security on vb.net?
L2568[20:12:31] <gigaherz> it's sortof like asking why java is still a thing with python and C#
L2569[20:12:34] <gigaherz> ;P
L2570[20:12:38] <Rockers> I suppose.
L2571[20:13:15] <Rockers> I thought that .net security was a bit touch and go.
L2572[20:13:25] <gigaherz> security? nah
L2573[20:13:26] <Rockers> But then you get Java xd
L2574[20:13:28] <gigaherz> it's a high-level language
L2575[20:13:38] <gigaherz> all buffer accesses are bounds-checked
L2576[20:13:59] <Rockers> That's quite good.
L2577[20:14:01] <gigaherz> all code is type-safe, etc
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L2580[20:14:09] <gigaherz> like Java.
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L2582[20:14:15] <Rockers> I know
L2583[20:14:35] <Rockers> It's just that Java (Namely Oracle) has had alot of bad press recently to do with security.
L2584[20:15:19] <gigaherz> Oh
L2585[20:15:25] <gigaherz> well
L2586[20:15:30] <gigaherz> that's not really the langauge
L2587[20:15:32] <gigaherz> that's the platform
L2588[20:15:56] <Rockers> Yeah
L2589[20:15:59] <gigaherz> no one ever used silverlight in browsers the way peopleembedded java applets
L2590[20:16:20] <Rockers> Was silverlight used in anything not made by Microsoft?
L2591[20:16:21] <gigaherz> and also as a side-effect
L2592[20:16:26] <gigaherz> they never called them ".NET applets"
L2593[20:16:27] <gigaherz> ;P
L2594[20:16:35] <williewillus> jvm security isn't even all that bad, java's security rep just got screwed by applets
L2595[20:16:38] <gigaherz> so even if someone found issues with silvelight
L2596[20:16:44] <gigaherz> they wouldn't attribute them to .net directly
L2597[20:16:48] <williewillus> also siverlight kinda just never happened :p
L2598[20:16:50] <gigaherz> the way they do with Java
L2599[20:17:08] <williewillus> the only place silverlight is still used is WP apps and even now they're phasing it out in favor of UWP
L2600[20:17:19] <gigaherz> yeah
L2601[20:17:19] <gigaherz> well
L2602[20:17:35] <gigaherz> there were a couple large sites that used silverlight for like, DRM video playback
L2603[20:17:45] <gigaherz> anda bunch of niche sites with like silverlight games
L2604[20:17:56] <gigaherz> but mostly it was in a handful of Microsoft-owned websites
L2605[20:18:00] <gigaherz> but yeah
L2606[20:18:06] <gigaherz> Microsoft stopped caring
L2607[20:18:09] <gigaherz> so people did too
L2608[20:18:38] <gigaherz> the world went "less plugins! html5+js all the things!" and MS shrugged and followed
L2609[20:19:14] <williewillus> i'm still not sold on the html5+js all the things
L2610[20:19:25] <gigaherz> me neither
L2611[20:19:31] <williewillus> chrome/ff running a js heavy webapps still attempts to melt my computer
L2612[20:19:34] <gigaherz> but it will be less bad in a few years
L2613[20:19:37] <williewillus> compared to the native app that does the same
L2614[20:19:44] <gigaherz> assuming people adopt the "binary" javascript
L2615[20:19:46] <Rockers> Silverlight was such an abomination that they just went "Fuck it. You're right." Also: I keep thinking Oracle and Adobe are connected. No idea why.
L2616[20:20:12] <gigaherz> Rockers: nah silverlight was nice enough as a platform
L2617[20:20:22] <Rockers> It wasn't nice to use.
L2618[20:20:28] <Rockers> For the end-user.
L2619[20:20:34] <Rockers> Well, maybe in my experience.
L2620[20:20:36] <gigaherz> for the end-user it was no worse than Java applets
L2621[20:20:39] <williewillus> i never used the silverlight plugin :p
L2622[20:20:41] <gigaherz> isntall silverlight -> things work
L2623[20:20:46] <williewillus> only used silverlight in WP :p
L2624[20:20:48] <gigaherz> I never had to do anything else
L2625[20:20:52] <williewillus> and that was pretty nice
L2626[20:21:00] <gigaherz> but silverlight as a platform
L2627[20:21:09] <gigaherz> XAML for UI, even if it was a subset of the full XAML as seen in WPF
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L2629[20:21:31] <gigaherz> .NET code in the sandboxed environment
L2630[20:21:58] <williewillus> does javafx have XAML like data binding?
L2631[20:22:02] <gigaherz> Silverlight's UI stuff even had scoreboarding tools for animations
L2632[20:22:04] <williewillus> because that shit is cool :p
L2633[20:22:07] <gigaherz> never used javafx
L2634[20:22:14] <williewillus> oracle doesnt seem to care about it much sadly
L2635[20:25:12] <Rockers> I didn't know netflix used silverlight.
L2636[20:26:00] <Rockers> Anyway, I'm going off just now..
L2637[20:26:02] <Rockers> See ya,
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L2641[20:30:03] <SatanicSanta> diesieben07: So I don't think the PlayerTickEvent happens on the server.
L2642[20:32:22] <SatanicSanta> Or maybe I should not check the phase so it happens multiple times per tick? i dunno.
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L2644[20:36:06] <SatanicSanta> Oh, right, isJumping is only ever set on the client. Duh.
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L2646[20:36:51] <FF_Fire> hello?
L2647[20:36:58] <SatanicSanta> FF_Fire: hello.
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L2651[20:55:28] <FF_Fire> hello again
L2652[20:55:43] <FF_Fire> how would i make a block explode on rightclick?
L2653[20:56:21] <gigaherz> do you mean light up like tnt, or outright explode?
L2654[20:56:38] <FF_Fire> lightup like tnt
L2655[20:56:47] <SatanicSanta> FF_Fire: look at the tnt code.
L2656[20:56:50] <FF_Fire> but explode with more power
L2657[20:57:01] <FF_Fire> but on rightclick
L2658[20:57:09] <gigaherz> you'll need your own entity I suppose
L2659[20:57:14] <gigaherz> which looks like a block
L2660[20:58:02] <gigaherz> look at EntityTNTPrimed for examples of how to write one
L2661[20:58:10] <gigaherz> on rightclick, you set the block to air
L2662[20:58:18] <FF_Fire> k
L2663[20:58:20] <gigaherz> and spawn an entity
L2664[20:58:33] <gigaherz> look at the TNT block for an exmaple
L2665[20:58:36] <gigaherz> example*
L2666[20:58:50] <FF_Fire> wheres that at? cant find it
L2667[20:58:55] <SatanicSanta> That's so much more work than needed
L2668[20:59:04] <SatanicSanta> on right click worldObj.createExplosion
L2669[20:59:04] <gigaherz> BlockTNT?
L2670[20:59:08] <FF_Fire> ya
L2671[20:59:15] <gigaherz> SatanicSanta: that will explode without priming and a timer
L2672[20:59:26] <SatanicSanta> oh, right.
L2673[20:59:34] <gigaherz> that's why I asked
L2674[20:59:46] <gigaherz> since he said "light up like TNT, I ahd to give the long explanation ;P
L2675[21:00:25] <FF_Fire> cant find the file for BlockTnT
L2676[21:00:47] <SatanicSanta> FF_Fire: net.minecraft.block.BlockTNT
L2677[21:00:49] <SatanicSanta> It's there.
L2678[21:00:59] <FF_Fire> k
L2679[21:01:01] <SatanicSanta> If you can't find it, fix your dev environment.
L2680[21:05:28] <FF_Fire> ya thats too complicated. i just want right click
L2681[21:05:56] <gigaherz> yep then worldObj.createExplosion ;P
L2682[21:06:03] <FF_Fire> :)
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L2684[21:09:42] ⇨ Joins: FF_Fire (~TheBeast@174.34.197.140)
L2685[21:09:53] <FF_Fire> k so i have WorldEvent.createExplosion(this, posX, posY, posZ, 4F);
L2686[21:09:57] <FF_Fire> right>
L2687[21:11:47] <FF_Fire> right????????
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L2689[21:14:30] <FF_Fire> onBlockClicked(WorldEvent.createExplosion(this, posX, posY, posZ, 4F));
L2690[21:14:44] <FF_Fire> how would i set coords tho?
L2691[21:18:26] <gigaherz> uhh
L2692[21:18:36] <gigaherz> you should be calling that from a method in your block, right?
L2693[21:18:37] <gigaherz> so
L2694[21:18:41] <gigaherz> you have the BlockPos?
L2695[21:18:48] <gigaherz> as a param to the method
L2696[21:18:57] <gigaherz> just get the x,y,z from the blockpos
L2697[21:19:11] <FF_Fire> how would i get the block pos tho
L2698[21:20:44] <gigaherz> what method are you handling?
L2699[21:21:39] <FF_Fire> the block itself
L2700[21:22:07] <FF_Fire> https://gist.github.com/creepymooy/7ad0e68ccf389f750673
L2701[21:24:18] <FF_Fire> gigaherz?
L2702[21:24:34] <gigaherz> well you couldn't do it more wrong
L2703[21:24:40] <FF_Fire> ...
L2704[21:24:41] <FF_Fire> ok
L2705[21:24:43] <gigaherz> I suppose you don't really know any Java do you?
L2706[21:24:58] <FF_Fire> not too much, nope.
L2707[21:25:12] <shadekiller666> its good to know that you can't fuck up a code base further than it already is :P
L2708[21:25:38] <gigaherz> well then you'll havea very painful journy through your modding attempts ;P
L2709[21:25:58] <FF_Fire> ya just wanted to see how far id get
L2710[21:26:09] <FF_Fire> how would i fix it?
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L2712[21:26:56] <H1N1theI> FF_Fire: It needs to be rewritten from scratch, basically. :|
L2713[21:26:58] <gigaherz> to explain why this is wrong, I'd have to explain what functions are and how they work, what methods are and how they differ from functions, what overriding means, and how langguages handle them
L2714[21:27:12] <gigaherz> so you may want to take this chance to look up a book or tutorial on Java
L2715[21:27:17] <gigaherz> and learn those concepts ;P
L2716[21:27:18] <FF_Fire> ...
L2717[21:27:18] <H1N1theI> FF_Fire: I suggest you read up on Java and programming in general.
L2718[21:27:32] <H1N1theI> gigaherz: +1
L2719[21:27:43] <gigaherz> -g
L2720[21:28:12] <killjoy> !gc bah 1.7.10
L2721[21:28:15] <H1N1theI> gigaherz: Javascript tells me that is NaN.
L2722[21:28:17] <killjoy> !gc bah 1.7.2
L2723[21:28:24] <killjoy> !gc bqh 1.7.2
L2724[21:28:24] <H1N1theI> +1-'g' => NaN
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L2726[21:28:39] <gigaherz> H1N1theI: the -g was to "langguages"
L2727[21:28:39] <gigaherz> ;P
L2728[21:28:57] <H1N1theI> gigaherz: I completely missed that. XD
L2729[21:29:06] <gigaherz> me too, on the first reread
L2730[21:29:07] <gigaherz> ;P
L2731[21:29:08] <H1N1theI> gigaherz: Although, I couldn't help but make a Javascript joke.
L2732[21:29:13] <gigaherz> heh
L2733[21:29:16] <killjoy> !gc GuiNewChat 1.7.2
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L2735[21:29:51] <gigaherz> killjoy: !dcc if you have enough of those planned ;P
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L2737[21:30:03] <killjoy> no.
L2738[21:30:08] <killjoy> that's all
L2739[21:30:10] <FF_Fire> can someone help me write the class then
L2740[21:30:12] <gigaherz> nm then ;P
L2741[21:30:31] <killjoy> If I was planning on a lot, I'd join #mcpbot
L2742[21:30:42] <H1N1theI> FF_Fire: I mean, we all could, but most of us, TBH, don't really want to spend our time helping you, as selfish as that sounds.
L2743[21:31:12] <FF_Fire> i get it. u dont want to write 10 lines of code
L2744[21:31:23] <H1N1theI> FF_Fire: Seriously, programming is not a trivial matter, you should really just look at some JAva tutorials.
L2745[21:31:39] <FF_Fire> im doing that atm
L2746[21:31:45] <FF_Fire> im learning.
L2747[21:31:45] <shadekiller666> FF_Fire, this is the minecraft forge irc, not the "write code for you" irc
L2748[21:32:15] <H1N1theI> FF_Fire: Yes, because I don't want to write 10 lines of code that you could learn to write. Sorry to sound cold, but that's how it works with programming. You have to learn, we can help if you don't understand something, but very few people will just do it for you.
L2749[21:32:30] ⇦ Quits: FF_Fire (~TheBeast@174.34.197.140) (Quit: Leaving)
L2750[21:32:47] <shadekiller666> we'll be happy to help you fix bugs in the code YOU wrote, but we expect that YOU have a certain amount of prior knowledge that would allow you to understand the solutions that we're proposing
L2751[21:32:57] <H1N1theI> shadekiller666: I mean, he kinda left already.
L2752[21:33:33] <gigaherz> oww and here I was about to tell him I'm jobless atm so if he's REALLY interested in someone writing the mod for him ;P
L2753[21:33:43] <shadekiller666> lol
L2754[21:33:56] <H1N1theI> gigaherz: Oh man, sorry to hear about that.
L2755[21:34:24] <H1N1theI> Honestly, what's with people thinking that mimicry is a valid form of learning programming? :|
L2756[21:34:34] <H1N1theI> (Ok, maybe a little)
L2757[21:34:38] <gigaherz> well I did learn by example
L2758[21:34:39] <gigaherz> but
L2759[21:34:44] <gigaherz> you learn FROM the example
L2760[21:34:53] <gigaherz> not just blindly coypaste stuff until it works
L2761[21:34:54] <gigaherz> XD
L2762[21:35:05] <gigaherz> copypaste*
L2763[21:35:25] <williewillus> my first actual working mod was an ASM coremod - anything's possible ;p
L2764[21:35:35] <H1N1theI> williewillus: Oh jesus christ, why?
L2765[21:35:46] <williewillus> fixing vanilla bugs that Mojang was too lazy to fix
L2766[21:35:52] <H1N1theI> williewillus: Ah, sounds about right. :P
L2767[21:36:27] <H1N1theI> gigaherz: Although, there's a few languages you just can't learn from example. :U
L2768[21:36:39] <williewillus> brainfuck?
L2769[21:36:39] <gigaherz> well yeah
L2770[21:36:42] <gigaherz> I started with BASIC
L2771[21:36:53] <gigaherz> VB4,6 afterward
L2772[21:36:55] <H1N1theI> williewillus: Nah, haskell. Same number of arcane operators though.
L2773[21:37:06] <H1N1theI> gigaherz: Ewwww gotos. ;P
L2774[21:37:09] <gigaherz> I had some fun with Pascal
L2775[21:37:19] <gigaherz> then eventually decided to try C
L2776[21:37:25] <gigaherz> or more accurately
L2777[21:37:29] <gigaherz> to make use of C for somethign useful
L2778[21:37:37] <gigaherz> since my previous attempts at C had been stumped by the lack of strings
L2779[21:37:39] <H1N1theI> How many month did that take?
L2780[21:37:58] <gigaherz> between BASIC and C? like 6 years?
L2781[21:38:00] <gigaherz> XD
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L2783[21:38:04] <illyohs> gigaherz: #incude<strings>
L2784[21:38:16] <gigaherz> illyohs: I meant "string" as a thing that you can work with
L2785[21:38:17] *** fry|sleep is now known as fry
L2786[21:38:24] <H1N1theI> illyohs: ...That's, like, C++ STL, isn't it?
L2787[21:38:26] <gigaherz> C strings are just buffers and arrays
L2788[21:38:33] <gigaherz> and yeah
L2789[21:38:39] <gigaherz> that would be C++ ;P
L2790[21:38:44] <gigaherz> Ididn't try C until some years later
L2791[21:38:56] <H1N1theI> You still had str functions.
L2792[21:38:59] <gigaherz> yes
L2793[21:39:01] <gigaherz> that's different from
L2794[21:39:13] <gigaherz> c = "asdf" + "bsdf";
L2795[21:39:25] <gigaherz> whcih I was used to from VB
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L2797[21:40:40] <williewillus> if I needed to combine any two bakedmodels at run time, but needed to translate one upward before doing so, what do I do? :p
L2798[21:40:45] <illyohs> H1N1theI: your correct it was string.h
L2799[21:40:50] <williewillus> still looking for a solution to the dumb floating flowers :p
L2800[21:40:54] <illyohs> :P
L2801[21:41:01] <H1N1theI> gigaherz: Er, I know this one, it's char * c = malloc(9); strcpy("asdf", c); strcpy("bsdf", c+4);
L2802[21:41:14] <H1N1theI> gigaherz: See, it's not that bad of a language! :P
L2803[21:41:14] <gigaherz> XD
L2804[21:41:22] <gigaherz> yeah so
L2805[21:41:26] <gigaherz> my first actual C experience
L2806[21:41:30] <gigaherz> was with the PCSX2 project
L2807[21:41:37] <gigaherz> when I decided to dive into it headfirst
L2808[21:41:39] <gigaherz> and write a sound plugin
L2809[21:41:54] <gigaherz> fun times ;P
L2810[21:42:05] <gigaherz> best of all: I succeeded ;P
L2811[21:42:16] <H1N1theI> illyohs: But that doesn't give a fully featured string type.
L2812[21:42:20] ⇦ Quits: Tarig (~Tarig@cpe-104-230-154-96.columbus.res.rr.com) (Read error: Connection reset by peer)
L2813[21:42:37] <gigaherz> and then one day
L2814[21:42:41] <gigaherz> I discovered C#
L2815[21:42:47] <gigaherz> and I fell in love.
L2816[21:42:58] <H1N1theI> gigaherz: Ah, different story for me.
L2817[21:43:09] <gigaherz> everything I missed from VB, together with the syntax of C
L2818[21:43:20] <gigaherz> and a proper object-oriented system
L2819[21:43:25] <gigaherz> anda great standard library
L2820[21:43:29] <H1N1theI> I started with JS and HTML as a kid, fucking around with no comprehension of how to program, (like our former guest)
L2821[21:43:44] <H1N1theI> Then I fucked around with C++ (also without comprehension of how to program)
L2822[21:43:51] <gigaherz> the programming itself was never really an issue for me
L2823[21:44:01] <gigaherz> well that woudlb e a lie
L2824[21:44:01] <shadekiller666> what would you guys say is the most object-oriented language?
L2825[21:44:11] <H1N1theI> Then I learned how to program one day, and then I decided I liked C++.
L2826[21:44:11] <gigaherz> of course I didn't really "know" the way I do now
L2827[21:44:23] <gigaherz> shadekiller666: depends on the definition of object-oriented you use.
L2828[21:44:23] <H1N1theI> Then I tried C# one day and couldn't deal with some of it's design.
L2829[21:44:30] <H1N1theI> shadekiller666: Small Talk. :P
L2830[21:44:48] <gigaherz> the person who coined the term "object-oriented"
L2831[21:44:48] <gigaherz> referred to message-passing interfaces
L2832[21:45:00] <shadekiller666> gigaherz, most strict about the object-oriented structure
L2833[21:45:00] <gigaherz> where na object would receive messages and respond to them
L2834[21:45:09] <shadekiller666> java is more oo than C#
L2835[21:45:16] <gigaherz> how so?
L2836[21:45:25] <gigaherz> Java and C# are exactly on the same level
L2837[21:45:29] <H1N1theI> shadekiller666: Oh fuck no, C# does OOP much better than Java does.
L2838[21:45:43] <gigaherz> both of them use class-instance paradigm
L2839[21:45:44] <H1N1theI> Because delegates.
L2840[21:45:48] <H1N1theI> :P
L2841[21:45:49] <shadekiller666> c# allows some ideas that come from procedural and functional programming
L2842[21:45:59] <gigaherz> both of them have single-inheritance with interfaces
L2843[21:46:02] <gigaherz> both of them have generics
L2844[21:46:21] <gigaherz> both of them have reflection
L2845[21:46:29] <shadekiller666> well ya
L2846[21:46:32] <H1N1theI> gigaherz: But I would say delegates make message passing and using objects much easier than dealing with JAva's method.
L2847[21:46:37] <H1N1theI> Which is more inheritance.
L2848[21:46:38] <shadekiller666> one was made to copy the other essentially
L2849[21:46:43] <gigaherz> both of them eventually got lambdas
L2850[21:47:01] <shadekiller666> does c# have pointers?
L2851[21:47:12] <gigaherz> "yes"
L2852[21:47:14] <gigaherz> but
L2853[21:47:19] <gigaherz> only within special blocks of code
L2854[21:47:24] <H1N1theI> gigaherz: Oh yeah, over here in C++ land, we've had lambdas for YEARS now!
L2855[21:47:25] <shadekiller666> or "address variables"
L2856[21:47:39] <gigaherz> nono it has C-style pointer syntax
L2857[21:47:48] <shadekiller666> h1n1, you've also had a plethera of crap that wasn't well designed :P
L2858[21:47:54] <gigaherz> but you can't use pointers to managed types
L2859[21:48:02] <shadekiller666> giga, ok, C is a procedural language
L2860[21:48:05] <gigaherz> you can only access arrays and structs that have been "locked"
L2861[21:48:11] <H1N1theI> shadekiller666: Ok, so what if they were literal shit until C++11? :P
L2862[21:48:17] <gigaherz> it's a special construct
L2863[21:48:30] <gigaherz> and is only allowed if you compile with a special /unsafe compiler parameter
L2864[21:48:33] <H1N1theI> gigaherz: Isn't there a special marshalling thing C# had?
L2865[21:48:37] <gigaherz> yes
L2866[21:48:45] <gigaherz> but that's not pointers ;P
L2867[21:48:49] <shadekiller666> so within the context of the question Java would be more OO than C# is, as it has less features from other paradigms
L2868[21:49:06] <H1N1theI> gigaherz: I just remember yelling at it for a while.
L2869[21:49:07] <gigaherz> shadekiller666: I disagree on that
L2870[21:49:22] <shadekiller666> c++11 is no better :P
L2871[21:49:26] <H1N1theI> shadekiller666: I think C#'s design and implementation makes the OOP more *effective* than Java's.
L2872[21:49:36] <H1N1theI> shadekiller666: No, it's actually genuinely better.
L2873[21:49:50] <H1N1theI> shadekiller666: We have templated lambdas instead of function pointers now.
L2874[21:49:51] <shadekiller666> h1n1, they do, because its less strict about the OO paradigm
L2875[21:49:53] <gigaherz> C++ is just a mess
L2876[21:50:00] ⇨ Joins: waterpicker (~waterpick@68-114-103-30.dhcp.slid.la.charter.com)
L2877[21:50:01] <gigaherz> worse of a mess than Java
L2878[21:50:08] <shadekiller666> we say that Mojang
L2879[21:50:11] <H1N1theI> gigaherz: WOAH!
L2880[21:50:18] <H1N1theI> gigaherz: Those are some shots fired there!
L2881[21:50:18] <waterpicker> Does anyoone know how to get the relative sides of a block
L2882[21:50:24] <H1N1theI> I must defend my language!
L2883[21:50:32] ⇨ Joins: Hassan (~hassa@2602:306:cde1:d700:89f7:2bb0:a32b:b5cf)
L2884[21:50:34] <shadekiller666> Mojang's code is terrible for work-arounds, don't even start on C++ :P
L2885[21:50:47] <H1N1theI> waterpicker: What do you mean?
L2886[21:50:52] <gigaherz> H1N1theI: C++11 and C++14 added some nice stuff
L2887[21:50:59] <gigaherz> but the same old crap still remains in the language ;P
L2888[21:51:08] <gigaherz> it's just shinier ;P
L2889[21:51:10] <shadekiller666> but they had to work around old shit to add that new stuff
L2890[21:51:12] <H1N1theI> waterpicker: Are you attempting to get the side of the block that's being interacted with, or texture a specific side, or what?
L2891[21:51:19] <waterpicker> Like getting the Left side of a block relative to side that was placed
L2892[21:51:21] <H1N1theI> gigaherz: Some of the shit got deprecated.
L2893[21:51:21] <gigaherz> neither Java nor C++ dared to make breaking changes
L2894[21:51:29] <shadekiller666> so theres like 3 things that every symbol does in the language bassed on where you place it
L2895[21:51:34] <gigaherz> ;P
L2896[21:51:49] <waterpicker> I'm trying to do activity on spefific sides of a block.
L2897[21:52:01] <H1N1theI> gigaherz: int-default values are now fully deprecated and will trigger warnings now! :P
L2898[21:52:07] <gigaherz> well yes
L2899[21:52:08] <H1N1theI> gigaherz: We're moving forwards! :P
L2900[21:52:11] <waterpicker> but I also want to be able to do realtively to what the front is facing.
L2901[21:52:14] <gigaherz> but still
L2902[21:52:20] <gigaherz> just now
L2903[21:52:25] <shadekiller666> waterpicker, BlockPos has direction offset methods, those might help
L2904[21:52:27] <gigaherz> they are starting to think of moving away from the #include system
L2905[21:52:35] <waterpicker> FINALLY!
L2906[21:52:36] <gigaherz> and it had to be Microsoft pushing for that
L2907[21:52:37] <gigaherz> XD
L2908[21:52:48] <shadekiller666> ...
L2909[21:52:53] <gigaherz> VS2015 update 1 has a first draft implementation of a module system for C++
L2910[21:52:55] <H1N1theI> waterpicker: Sorry, we're kinda yelling at eachother.
L2911[21:53:00] <shadekiller666> isn't #include a C thing?
L2912[21:53:02] <H1N1theI> gigaherz: I really like C++ though.
L2913[21:53:09] <H1N1theI> shadekiller666: It's the SHITTIEST SHITTIEST C thing.
L2914[21:53:14] <gigaherz> H1N1theI: I don't specifically dislike it
L2915[21:53:16] <gigaherz> I just think it's a mess
L2916[21:53:18] <shadekiller666> C isn't the problem
L2917[21:53:26] <gigaherz> a mashup of features that weren't fully thought through at the time
L2918[21:53:28] <shadekiller666> C has been fine for decades
L2919[21:53:30] <waterpicker> Do you realize how annoying it is be a primarily java programmer but go to a college taht primiarily teaches using C++
L2920[21:53:33] <shadekiller666> C++ is the problem :P
L2921[21:53:39] <H1N1theI> shadekiller666: No, it wasn't.
L2922[21:53:44] <williewillus> c++ has feature creep :p
L2923[21:53:44] <H1N1theI> shadekiller666: C was definitely not fine.
L2924[21:53:55] <gigaherz> waterpicker: I was a VisualBasicp rogrammer and went to a uni that teached Java
L2925[21:53:56] <gigaherz> ;P
L2926[21:53:58] <H1N1theI> cstring methods are shit, includes are and will always be shit, and etc.
L2927[21:54:11] <H1N1theI> waterpicker: I think it'll do you some good. ;)
L2928[21:54:13] <shadekiller666> how?
L2929[21:54:22] <shadekiller666> they're no different than imports right?
L2930[21:54:25] <williewillus> Java programmer, Java uni first and quick transition to C++ :p
L2931[21:54:27] <gigaherz> hah nope
L2932[21:54:31] <williewillus> lol
L2933[21:54:37] <gigaherz> shadekiller666: #includes are actually INSERTED into the file, text-wise
L2934[21:54:38] <waterpicker> shadekiller666, It is 1.7 I"m doing.
L2935[21:54:40] <williewillus> imports in java are no more than syntactic sugar
L2936[21:54:41] <H1N1theI> shadekiller666: The default cstring implementations suffer MASSIVE performance degration under most situations.
L2937[21:54:42] <shadekiller666> i know
L2938[21:54:48] <shadekiller666> so are imports in java
L2939[21:54:48] <gigaherz> imports are metadata-only
L2940[21:54:49] <H1N1theI> Er, well, not most.
L2941[21:55:01] <gigaherz> javac doesn't actually dump the TEXT contents of the other java files
L2942[21:55:03] <williewillus> imports in java certainly do not copy paste everything :p
L2943[21:55:05] <H1N1theI> They're O(n^2) or something when they can be O(n)
L2944[21:55:17] <H1N1theI> Yeah, that's the problem with includes.
L2945[21:55:19] <williewillus> imports in java are literally syntactic sugar so you can avoid specifying the fully qualified name
L2946[21:55:20] <gigaherz> if you do #import <x> in C
L2947[21:55:23] <H1N1theI> Literal copy-paste code. :P
L2948[21:55:31] <gigaherz> it will literally take "x", read the contents
L2949[21:55:38] <gigaherz> and dump them in the middle of the parsing stream
L2950[21:55:40] <H1N1theI> Hell, you can use imports in metaprogram in C. Seriously, like, not even kidding.
L2951[21:55:44] <gigaherz> before it continues with the original contents
L2952[21:55:52] <gigaherz> every single time someone #includes a file
L2953[21:55:54] <gigaherz> it's read again
L2954[21:55:57] <gigaherz> and dumped again into the mess
L2955[21:56:00] <shadekiller666> does it always copy the entirety of the thing in the <> or just what is actually references
L2956[21:56:06] <gigaherz> EVERYTHING
L2957[21:56:06] <shadekiller666> referenced*
L2958[21:56:08] <H1N1theI> shadekiller666: NOPE, EVERYTHING.
L2959[21:56:09] <gigaherz> it doesn't know in advance
L2960[21:56:12] <H1N1theI> That's why I said it was shit.
L2961[21:56:13] <gigaherz> there's no metadata in C/C++
L2962[21:56:29] <gigaherz> to compat that
L2963[21:56:36] <gigaherz> compilers came up with a concept called "precompiled headers"
L2964[21:56:43] <gigaherz> which transform one specific header into metadata
L2965[21:56:50] <shadekiller666> thats because the C/C++ compiler is stupid
L2966[21:57:00] <gigaherz> that's because C/C++ were designed in the 60s or 70s
L2967[21:57:10] <gigaherz> when you couldn't afford to have metadata all over the place
L2968[21:57:12] <H1N1theI> No, the C/C++ compilers and parsers are some of the most rediculously complex pieces of machinery avaliable.
L2969[21:57:21] <gigaherz> so you'd push the file descriptor into a little stack
L2970[21:57:24] <shadekiller666> they're also the dumbest
L2971[21:57:25] <gigaherz> andcontinue reading from the other file
L2972[21:57:34] <gigaherz> and when you'd reach the end of the current file
L2973[21:57:38] <H1N1theI> There's so many things WRONG with the C/C++ language that it's actually a very, very, hard to parse language.
L2974[21:57:42] <gigaherz> if there were other files in the stack
L2975[21:57:46] <gigaherz> you'd resume reading them
L2976[21:57:53] <gigaherz> shadekiller666: lol no
L2977[21:58:00] <gigaherz> you are not aware of the amount of logic the compiler needs
L2978[21:58:07] <shadekiller666> this is why i'm a fan of Jonathan Blow's JAI language that he's working on
L2979[21:58:08] <gigaherz> to work around the stupidity of the language design XD
L2980[21:58:15] <gigaherz> and because programmers try tobe clever
L2981[21:58:21] <H1N1theI> Isn't a C++ compiler unable to be LL(1) or something?
L2982[21:58:25] <williewillus> someone tell me how wrong this is and how I can actually make a model that works http://pastebin.com/pXTVcfdp
L2983[21:58:31] <gigaherz> they need even more logic to counteract the "cleverness" of the programmers and still do effective optimizations
L2984[21:58:46] <gigaherz> H1N1theI: well it's unable to be L*
L2985[21:58:52] <gigaherz> since C is not a regular language
L2986[21:58:56] <gigaherz> it's context-sensitive
L2987[21:59:07] <shadekiller666> i'm not saying that there isn't logic required to unfuck half the C++ STL, i'm saying that there are things that could be handled intelligently by the compiler that aren't because of all the unfucking that has to occur
L2988[21:59:11] <H1N1theI> gigaherz: Ah yes. That's why.
L2989[21:59:13] <gigaherz> so whichever you use, you'll need to track context during parsing
L2990[21:59:31] <fry> williewillus: can you get IModel for the flower?
L2991[21:59:35] <gigaherz> to be able to disambiguate variable declarations from function calls and such
L2992[21:59:42] <gigaherz> and yeah
L2993[21:59:49] <gigaherz> let's go back to Forge modding
L2994[21:59:50] <gigaherz> ;P
L2995[22:00:12] <fry> also, C++ is still infinitely better than all of the java nonsense
L2996[22:00:18] <H1N1theI> Exciting dialog though.
L2997[22:00:29] <shadekiller666> if you know how to exploit the fuck out of it :P
L2998[22:00:37] * gigaherz goes back to drooling over C#6.0
L2999[22:00:41] <shadekiller666> lol
L3000[22:00:52] <H1N1theI> fry: As a C++ fanatic, I have to disagree, Java's syntax is much cleaner.
L3001[22:00:53] <williewillus> fry: uhhh I think so? It's loaded using the special loader I made a couple days ago
L3002[22:01:22] <shadekiller666> gigaherz, i'm wondering if there is a way to write a mod in C#... :P
L3003[22:01:24] <fry> williewillus: if you get IModel, then you can bake it with translation easily
L3004[22:01:30] <gigaherz> shadekiller666: public int Prop {get; set; } = 1;
L3005[22:01:50] <gigaherz> shadekiller666: yes, but only if you run minecraft using IKVM ;P
L3006[22:02:03] <H1N1theI> gigaherz: Oh god that lovely, lovely getter, setter declaration.
L3007[22:02:07] <shadekiller666> aren't get and set already in C#?
L3008[22:02:12] <gigaherz> yes
L3009[22:02:14] <gigaherz> but the =1 is not
L3010[22:02:15] <gigaherz> ;P
L3011[22:02:16] <fry> H1N1theI: as a persong who used C++ for ~6 years, syntax is irrelevant to what you actually can do with a languiage
L3012[22:02:24] <gigaherz> well
L3013[22:02:26] <shadekiller666> what exactly does the = 1 mean?
L3014[22:02:27] <gigaherz> wasn't, before C# 6.0
L3015[22:02:37] <gigaherz> means that the internal field initializes to 1
L3016[22:02:40] <gigaherz> instead of 0
L3017[22:03:09] <H1N1theI> fry: As a Haskell fanatic as well, I find that point meaningless as I can do everything C++ can do in my Haskell cave, I just chose not to because it's painful as hell. I feel the same for syntax. :P
L3018[22:03:21] <H1N1theI> gigaherz: That's awesome.
L3019[22:03:42] <gigaherz> public int Prop => privateProp;
L3020[22:03:53] <gigaherz> declares a getter-only property that returns the value of the expression
L3021[22:04:17] <gigaherz> public int Count => count_elements();
L3022[22:04:27] <H1N1theI> gigaherz: ...Oh, that's awesome.
L3023[22:04:34] <fry> H1N1theI: painfulness has little do to with the syntax
L3024[22:04:43] <H1N1theI> fry: I would disagree.
L3025[22:04:45] <fry> and more with actual language capabilities
L3026[22:05:03] <shadekiller666> gigaherz, i know its 1:55:00, but listen to some of it and tell me what you think: https://www.youtube.com/watch?v=TH9VCN6UkyQ&list=PLmV5I2fxaiCKfxMBrNsU1kgKJXD3PkyxO&index=1
L3027[22:05:21] <H1N1theI> fry: I'm writing an Engine in C++, and I've had to deal with more template errors and weird function pointer nonsense than I really want to deal with.
L3028[22:05:31] <LexManos> fry
L3029[22:05:47] <shadekiller666> that is the initial ideas video for his JAI language, which he's started making (more vids in the playlist), and theres some interesting ideas
L3030[22:06:09] <LexManos> figure out what is needed for 1.8.9 update never heard back from bspkrs on if he did it. If you can then push it there and I wanna get a RB out soon.
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L3032[22:06:19] <fry> H1N1theI: templates and function pointers aren't syntax, they're language features :P
L3033[22:06:25] <shadekiller666> he has been designing it specifically to be a language for making games, though it could be used for almost any programming task
L3034[22:06:32] <fry> Lex: no idea how to do it
L3035[22:06:40] <H1N1theI> fry: I would argue that the parsing of those features are definitely syntax-ful. :P
L3036[22:07:00] <H1N1theI> fry: And writing out those function pointers is pretty... Ehhhhhh.
L3037[22:07:04] <williewillus> if i have a baked model there really isnt an easy way to get back the IMOdel used to make it right? ..
L3038[22:07:08] <fry> H1N1theI: I doubt your errors were syntactical
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L3041[22:07:21] <williewillus> the flower models aren't actually baked by me, they're just deferred and retrieved later when they have been baked
L3042[22:07:24] <fry> williewillus: in general - nope
L3043[22:07:29] <FF_Fire> k how do i define a recipe?
L3044[22:07:30] <shadekiller666> willie, not unless it stores it
L3045[22:07:42] <H1N1theI> FF_Fire: It's in GameRegistry.
L3046[22:07:53] <FF_Fire> k
L3047[22:07:54] <shadekiller666> OBJBakedModels store the IModel that made them iirc
L3048[22:08:13] <williewillus> yeah still have no clue how I want to do this xD
L3049[22:08:23] <gigaherz> shadekiller666: doens't that mean the IModel data remains loaded in memory?
L3050[22:08:43] <H1N1theI> fry: Kinda. I had made a mistake with how template replacements were done and mismatched a single template. Not fun. Anyways. I love C++, but I hate the syntax. :P
L3051[22:08:45] <gigaherz> I always thought the purpose of the IBakedModel was to have the least information possible so that the sustained memory usage was lower
L3052[22:09:14] <killjoy> void f(*f(){}*())
L3053[22:09:21] <shadekiller666> ya, but thats essential for OBJ models, given that all of the data is stored in a class variable in OBJModel
L3054[22:09:37] <gigaherz> ah
L3055[22:09:46] <gigaherz> my loader just duscards all that info on baking
L3056[22:09:46] <gigaherz> ;P
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L3058[22:09:50] <gigaherz> discards*
L3059[22:10:03] <gigaherz> even if Iwas to implement groups, I'd just store the BakeQuads per group, and nothing else
L3060[22:10:03] <H1N1theI> killjoy: Ah, good old void function that takes a void function of... Wait, I'm pretty sure that won't compile without you declaring f first. :P
L3061[22:10:04] <shadekiller666> i'm sure the java gc handles it somewhere...
L3062[22:10:16] <shadekiller666> giga, i do
L3063[22:10:16] <williewillus> i have an item whose model depends on two components in NBT, the island base and the flower, both determined from nbt. the flower can be arbitrary as addons can register extra flowers and my custom model loader simply defers to the ModelResourceLocation the addon maker provides and gets it after its baked
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L3065[22:10:26] <williewillus> need to combine the two somehow
L3066[22:10:27] <shadekiller666> i store the faces in the Groups
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L3069[22:10:48] <shadekiller666> actually
L3070[22:11:14] <shadekiller666> OBJBakedModel might just take the MaterialLibrary instance from OBJModel
L3071[22:11:39] <shadekiller666> though the OBJModel is kept around to access other classes inside of it...
L3072[22:11:49] <gigaherz> shadekiller666: regarding that video, I noticed so far the he doesn't even acknowledge high-level langauges?
L3073[22:12:00] <gigaherz> I mean things like Java or C#, don't exist in the talk
L3074[22:12:01] <gigaherz> XD
L3075[22:12:15] <gigaherz> oh he did just mention them
L3076[22:12:20] <gigaherz> as GC=bad
L3077[22:12:26] <shadekiller666> he despizes GC languages
L3078[22:12:27] <gigaherz> which is bullshit but wahtever, I'll keep listening
L3079[22:12:30] <fry> williewillus: I did tell you about UnpackedbakedQuad.builder at some point, didn't I?
L3080[22:12:50] <williewillus> wat
L3081[22:12:53] <shadekiller666> as they are often less optimizable than non GCed languages, which is essential for making games
L3082[22:13:04] <williewillus> (that's a no :p)
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L3084[22:14:10] <H1N1theI> gigaherz: GC is great, but GC is complicated and non-deterministic and unsuitable for certain high-performance game engines. :|
L3085[22:14:11] <williewillus> wait mashing the quad lists together actually worked, now I just have to translate it xD
L3086[22:14:19] <H1N1theI> gigaherz: I mean, that's my take on it.
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L3088[22:14:23] <shadekiller666> gigaherz, for context he's the developer of Braid (if you've ever played that :P)
L3089[22:14:30] ⇨ Joins: WikiIsWrong (~WikiIsWro@68-145-42-72.gci.net)
L3090[22:14:31] <gigaherz> H1N1theI: I understand the reasoning
L3091[22:14:35] <WikiIsWrong> Block target = world.getBlock(x, y, z); Why does .isBlockSolid and similar functions take world, coords, face as parameters? I already have an instance of block. And there's no static version of these functions either.
L3092[22:14:37] <gigaherz> I just don't agree on it being GC's fault
L3093[22:14:45] <gigaherz> more like a side-effect of general-purpose GCs
L3094[22:14:49] <williewillus> WikiIsWrong: it's how the block system is designed
L3095[22:14:59] <williewillus> each block coordinate in the world isn't another Block object, there's only one of each type
L3096[22:15:03] <shadekiller666> gigaherz exactly
L3097[22:15:04] <gigaherz> if you have separate pools for large and small objects
L3098[22:15:06] <fry> williewillus: https://gist.github.com/RainWarrior/b1d5772f710cd39f4740 remove NORMAL case, inside position case do the translation instead of matrix multiplication; transform each BakedQuad from the model.getGeneralQuads and model.getFaceQuads and put into new getGeneralQuads
L3099[22:15:07] <FF_Fire> i dont understnad whats wrong!!!
L3100[22:15:07] <williewillus> thus each method takes a world and coordinates
L3101[22:15:08] <FF_Fire> https://gist.github.com/creepymooy/bdaf59cb12e59dae4ba7
L3102[22:15:09] <H1N1theI> gigaherz: Yeah, generic GCs and anything beyond reference counting for me is kinda meeeehhh.
L3103[22:15:14] <VapourDrive> Random question, something like this: https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/item/darksteel/PoweredItemRenderer.java how would that be done in 1.8.8? ISmartItemModel or something?
L3104[22:15:14] <gigaherz> for long-lived and short-lived objects, etc
L3105[22:15:17] <gigaherz> things are not THAT bad
L3106[22:15:24] <gigaherz> andthing is
L3107[22:15:25] <WikiIsWrong> So I provide the same x,y,z I used to get the block from the world?
L3108[22:15:33] <gigaherz> .NET's GC does a lot of that
L3109[22:15:36] <williewillus> yup, smartmodels VapourDrive
L3110[22:15:41] <williewillus> WikiIsWrong: yes
L3111[22:15:49] <H1N1theI> gigaherz: A toast to .NET GC, because that's amazing.
L3112[22:15:50] <shadekiller666> gigaherz, but .NET's GC is a generic GC
L3113[22:15:54] <shadekiller666> just like any other
L3114[22:16:01] <gigaherz> yes
L3115[22:16:03] <gigaherz> but it's optimized
L3116[22:16:03] <H1N1theI> shadekiller666: It's a great GC though.
L3117[22:16:05] <WikiIsWrong> Does face value matter? been using 0
L3118[22:16:10] <gigaherz> way better than Java's
L3119[22:16:24] <gigaherz> although JAva8 improved on that
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L3121[22:16:28] <shadekiller666> yes, but it still doesn't allow as low-level control as non GC does
L3122[22:16:36] <williewillus> WikiIsWrong: isBlockSolid takes a face so you can test the solidness of that side
L3123[22:16:39] <FF_Fire> H1N1theI: help! https://gist.github.com/creepymooy/bdaf59cb12e59dae4ba7
L3124[22:16:41] <williewillus> there's some blocks (microparts, etc.)
L3125[22:16:45] <williewillus> that aren't solid on all sides
L3126[22:17:03] <WikiIsWrong> Which is bottom and where are these constants stored if anywhere
L3127[22:17:14] <williewillus> ForgeDirection/EnumFacing
L3128[22:17:28] <williewillus> 0-5 -> DUNSWE
L3129[22:17:32] <WikiIsWrong> Thank you
L3130[22:18:05] <H1N1theI> FF_Fire: I mean, you're getting the idea, I guess. But you've forgot to match your parens.
L3131[22:18:45] <H1N1theI> FF_Fire: Wait, NVM, I forgot to match my parens. You're good.
L3132[22:18:50] <FF_Fire> lol
L3133[22:19:08] <H1N1theI> FF_Fire: But you should reeeaaallly indent your code like standard indentations.
L3134[22:19:25] <FF_Fire> ... so picky
L3135[22:19:30] <H1N1theI> For readability purposes and also so you don't get judged by judgy people like gigaherz.
L3136[22:19:35] <H1N1theI> gigaherz: ;)
L3137[22:19:55] <FF_Fire> so why doesnt the recipe work?
L3138[22:20:04] <williewillus> build good habits now.
L3139[22:20:07] <williewillus> :p
L3140[22:20:10] <H1N1theI> FF_Fire: You need to define it as a 3*3 recipie, as ALL recipies are 3*3.
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L3142[22:20:24] <FF_Fire> kk so use spaces
L3143[22:20:31] <illyohs> H1N1theI: I misread judgy as ugly for a sec
L3144[22:20:49] <williewillus> lol
L3145[22:20:54] <gigaherz> H1N1theI: no there's plenty of 2x2 recipes, and some IRecipes even say that they only use 2 slots ;P
L3146[22:20:55] <H1N1theI> illyohs: Why would you do that? Do I sense some sort of unresolved tension here? :P
L3147[22:21:03] <H1N1theI> gigaherz: really?
L3148[22:21:11] <gigaherz> look at the banner cloning IRecipe
L3149[22:21:11] <gigaherz> ;p
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L3151[22:21:18] <H1N1theI> NEVER MIND THEN FF_Fire
L3152[22:21:22] <H1N1theI> Oh dear.
L3153[22:21:23] <LexManos> Someone click this for me http://mrmine.com/index.php?r=1727625877766
L3154[22:21:35] <gigaherz> done
L3155[22:21:53] <gigaherz> it's trying to verify that I have adblock enabled
L3156[22:22:05] <H1N1theI> ...I'm on linux. ;-;
L3157[22:22:12] <gigaherz> game loaded
L3158[22:22:18] <LexManos> hehe
L3159[22:22:23] <H1N1theI> gigaherz: Wait, I thought recipies had to be defined as 3*3s?
L3160[22:22:38] <LexManos> ya it s astupid refer thing, and it locks the final achivement until i do this one
L3161[22:23:09] <gigaherz> H1N1theI: naah, when you register the recipe yo ucan use any dimensions
L3162[22:23:17] <AbrarSyed> windows only..,. :(
L3163[22:23:18] <gigaherz> orwell at least 2x2 and 3x3 ;P
L3164[22:23:31] <williewillus> fry: so I put all of the transformed quads into genQuads and not into facequads?
L3165[22:23:33] <shadekiller666> gigaherz, you still listening to JB?
L3166[22:23:43] <gigaherz> yes
L3167[22:23:49] <H1N1theI> gigaherz: My bad then, I'm a bad source of info.
L3168[22:23:51] <shadekiller666> thoughts?
L3169[22:23:51] <williewillus> if so, why's that?
L3170[22:24:03] <Zaggy1024> Chrome only? D:
L3171[22:24:05] <gigaherz> H1N1theI: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ElementsOfPower.java#L240
L3172[22:24:08] <Zaggy1024> who wrote this 0.o
L3173[22:24:12] <gigaherz> Zaggy1024: no it workso n Firefox
L3174[22:24:16] <fry> williewillus: yup
L3175[22:24:28] <Zaggy1024> in that case it's still stupid for saying it only works in Chrome :P
L3176[22:24:46] <gigaherz> shadekiller666: so far so good
L3177[22:24:51] <Zaggy1024> surely a real web dev would have all common browsers installed
L3178[22:24:54] <gigaherz> I don't really agree with "GC=no go" statement
L3179[22:24:56] <gigaherz> but otherwise
L3180[22:25:10] <illyohs> H1N1theI: ya you caught me gigaherz stole my sandwich that why it happend
L3181[22:25:26] <gigaherz> what?
L3182[22:25:32] <shadekiller666> theres a reason C++ is the base language for 90% of video games :P
L3183[22:25:41] <LexManos> Protip: you can have a 1x1 crafting recipe
L3184[22:25:53] <Zaggy1024> but that's literally pointless when you can do the same with a shapeless :P
L3185[22:25:56] <gigaherz> shadekiller666: yes: existing code and programmers experienced in C++ ;P
L3186[22:26:26] <gigaherz> but that doesn't mean you can't use C# or similar
L3187[22:26:26] <gigaherz> https://github.com/SiliconStudio/xenko/
L3188[22:26:26] <gigaherz> they did.
L3189[22:26:28] <gigaherz> ;P
L3190[22:26:37] <shadekiller666> true... most AAA games don't actually give a shit about how low-level they can get because they just want to rush it out...
L3191[22:26:41] <H1N1theI> illyohs: There is only one honorable solution to this situation. You and gigaherz must meet at midnight and fight to the death. With baggettes.
L3192[22:26:49] <shadekiller666> but thats why most of them run at 30fps...
L3193[22:27:02] <Zaggy1024> most of them? that's rather cynical
L3194[22:27:10] <gigaherz> shadekiller666: actually most of them run at 30fps because
L3195[22:27:14] <H1N1theI> shadekiller666: Nah, it's because they want to assume that 1 frame = .03 sec
L3196[22:27:14] <Zaggy1024> CONSOLES
L3197[22:27:14] <gigaherz> given any console hardware
L3198[22:27:15] <shadekiller666> because they can't figure out memory management to increase framerate :P
L3199[22:27:15] <Zaggy1024> :P
L3200[22:27:24] <gigaherz> they will push the graphics until 60fps is no longer an option
L3201[22:27:27] <gigaherz> because given two games
L3202[22:27:30] <gigaherz> one running at 60fps smooth
L3203[22:27:35] <gigaherz> and one 30fps with better graphics
L3204[22:27:39] <gigaherz> the latter will generate more hype
L3205[22:27:41] <gigaherz> and sell more
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L3207[22:27:47] <gigaherz> simply because the screenshots look better
L3208[22:27:49] <WikiIsWrong> I'm writing my own plugin to randomly teleport a player to a solid block with two air blocks above them in a given x/y/z range. Do I need to make sure that a chunk is generated before attempting to move them there?
L3209[22:27:53] <gigaherz> and the videos look better
L3210[22:27:53] <WikiIsWrong> mod*
L3211[22:28:01] <gigaherz> so they all target 30fps
L3212[22:28:06] <shadekiller666> modern-gen consoles can run those "better looking" 30fps games at 60fps no problem
L3213[22:28:15] <gigaherz> no they can't
L3214[22:28:15] <gigaherz> XD
L3215[22:28:17] <Zaggy1024> WikiIsWrong, I don't believe so
L3216[22:28:21] <shadekiller666> assuming the developers can figure out how to do so
L3217[22:28:22] <williewillus> WikiIsWrong: I don't think so, the vanilla TP command just moves you there and the chunks generate around you
L3218[22:28:39] <Zaggy1024> when you get the blocks on the server it will generate the chunk
L3219[22:28:41] <gigaherz> shadekiller666: if they would have been able to optimize more, they'd have put more graphics effects
L3220[22:28:42] <Zaggy1024> which can be bad
L3221[22:28:45] <gigaherz> yes
L3222[22:28:49] <shadekiller666> if you remember, the first Xbox360 and Ps3 games looked like crap towards the beginning of their lifecycles
L3223[22:28:51] <gigaherz> they could optimize extra given more development time
L3224[22:28:51] <Zaggy1024> but if you're teleporting there there's no choice
L3225[22:28:55] <gigaherz> but the point is, they would still be 30fps
L3226[22:28:56] <gigaherz> ;p
L3227[22:29:06] <gigaherz> they'd unlock extra shaders and fancier effects
L3228[22:29:15] <gigaherz> they'd add more physics details
L3229[22:29:17] <shadekiller666> and started to look nicer and nicer as the systems got older and devs figured out how to leverage more power out of them
L3230[22:29:23] <gigaherz> they'd have more "clutter" in the ground
L3231[22:29:31] <shadekiller666> well
L3232[22:29:40] <gigaherz> games don't become 60fps near the end of a console's life: they get extra graphics
L3233[22:29:47] <shadekiller666> if VR is going to be as big as Oculus and Valve want it to be
L3234[22:30:06] <shadekiller666> consoles will need WAY better frame rates than 30 fps...
L3235[22:30:09] <gigaherz> VR as it is now, will be a gimmick
L3236[22:30:15] <gigaherz> it will probably happen
L3237[22:30:30] <shadekiller666> HDTV was a gimmick
L3238[22:30:30] <gigaherz> it will probably stick
L3239[22:30:37] <gigaherz> no HDTV was necesary
L3240[22:30:42] <gigaherz> 3D was the gimmick
L3241[22:30:48] <gigaherz> and look at it, no one cares about 3D glasses anymore
L3242[22:31:06] <shadekiller666> because its fucking expensive and no one makes 3D programming
L3243[22:31:06] <gigaherz> kids watch a couple movies in 3D, then forget
L3244[22:31:14] <H1N1theI> gigaherz: That's because people thought it wasn't really "immersive".
L3245[22:31:21] <shadekiller666> but Unity and Unreal already have VR support
L3246[22:31:30] <H1N1theI> I think most of everything is people think they want more immersion.
L3247[22:31:36] <gigaherz> H1N1theI: they do
L3248[22:31:40] <H1N1theI> When all they really need is better content.
L3249[22:31:42] <gigaherz> but in the end, your nose will still itch
L3250[22:31:52] <gigaherz> your ass will get sore from sitting
L3251[22:31:52] <shadekiller666> and 3D tvs have issues that have yet to be solved
L3252[22:32:01] <gigaherz> and you'll have to take a walk every so long, just the same
L3253[22:32:07] <gigaherz> xcept with the VR gear
L3254[22:32:07] <shadekiller666> solved in a nice way*
L3255[22:32:11] <gigaherz> it will htake more effort
L3256[22:32:21] <gigaherz> eventually people will either become clinically addicted
L3257[22:32:25] <gigaherz> or just be "can't be arsed"
L3258[22:32:38] <shadekiller666> anyway
L3259[22:32:59] <shadekiller666> oh, sony also has Project Morpheus, Ps4's VR
L3260[22:33:06] <gigaherz> yeah everyone has VR thesedays
L3261[22:33:15] <shadekiller666> which requires AT LEAST 90fps
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L3263[22:33:28] <gigaherz> sure
L3264[22:33:42] <gigaherz> just don't expect Star Wars Battlefront at 90fps full-res ;P
L3265[22:33:47] <shadekiller666> more like 120fps+ for no nausea
L3266[22:33:49] <gigaherz> it jsut won't happen xD
L3267[22:33:55] <shadekiller666> fuck SWBattlefront
L3268[22:34:10] <gigaherz> I'm mentioning it as one of the best graphical achievements so far
L3269[22:34:25] <shadekiller666> thats a prime example of AAA caring more about $ than quality
L3270[22:34:36] <shadekiller666> its on Frostbite
L3271[22:34:46] <shadekiller666> Frostbite ALWAYS looks good
L3272[22:34:50] <shadekiller666> as an engine
L3273[22:35:18] <shadekiller666> Middle Earth: Shadow of Mordor looked just as pretty, and ran higher than 30fps
L3274[22:35:35] <shadekiller666> oh the lith engine
L3275[22:36:09] <gigaherz> all I meant is that you can't have that level of detail
L3276[22:36:18] <gigaherz> using the current engines, at 120fps
L3277[22:36:36] <gigaherz> let alone stereoscopic.
L3278[22:36:40] <WikiIsWrong> What IChatComponent implementation I should be using for addChatMessage on bad command parameters?
L3279[22:36:40] <shadekiller666> tell Oculus that
L3280[22:37:04] <shadekiller666> they've spent more time on the software to make that happen than they have on the actual hardware :P
L3281[22:37:12] <TehNut> ChatComponentText or ChatComponentTranslation probably
L3282[22:37:16] <gigaherz> just the act of rendering the side-by-side picture already takes extra
L3283[22:37:20] <gigaherz> thnethey have to not just draw it
L3284[22:37:29] <gigaherz> but apply the fisheye shader on the result
L3285[22:37:51] <gigaherz> the fact is simple: the gpu can only do so much
L3286[22:38:01] <WikiIsWrong> Thank you @TehNut
L3287[22:38:03] <gigaherz> in order to get more frames, you have to reduce detail
L3288[22:38:11] <gigaherz> shorter viwing distances
L3289[22:38:14] <gigaherz> less ground clutter
L3290[22:38:18] <gigaherz> simpler lighting equations
L3291[22:38:20] <shadekiller666> theres ways to cheat yes
L3292[22:38:25] <gigaherz> lower-resolution shadow maps
L3293[22:38:35] <shadekiller666> well
L3294[22:38:41] <gigaherz> simpler screen-space effects
L3295[22:38:45] <gigaherz> you name it
L3296[22:39:05] <shadekiller666> theres ways to get graphical fidelity without complete compromise
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L3298[22:39:15] <shadekiller666> mipmapping, etc
L3299[22:39:17] <gigaherz> you just can't magically quadruple the framerate AND double the draw calls (stereoscopic rendering) AND applyextra fullscreen shaders
L3300[22:39:24] <shadekiller666> but in reality, hardware is fast
L3301[22:39:32] <gigaherz> qithout in turn "halving" the level of detail
L3302[22:39:50] <shadekiller666> oculus drivers don't double the draw calls
L3303[22:40:01] <H1N1theI> shadekiller666: Yes they do.
L3304[22:40:03] <gigaherz> yes they do
L3305[22:40:10] <gigaherz> you haveto draw from each camera
L3306[22:40:12] <gigaherz> you draw twice
L3307[22:40:20] <shadekiller666> it cheats
L3308[22:40:38] <H1N1theI> Not really.
L3309[22:40:39] <shadekiller666> its one output from the program, the drivers then warp
L3310[22:40:50] <gigaherz> screen-space perspective shifting tends to have artifacts
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L3312[22:41:04] <shadekiller666> and theres a bunch of tricks they have in the drivers to work around that drawback as well
L3313[22:41:09] <gigaherz> and is costly
L3314[22:41:41] <gigaherz> hmmm
L3315[22:41:47] <gigaherz> although it does seem like the favored method
L3316[22:41:55] <shadekiller666> yes there is an fps hit, and yes it requires dropping fidelity, but 30fps is not justified :P
L3317[22:42:31] <gigaherz> (Screen Space Reprojection Stereo)
L3318[22:42:35] <shadekiller666> the idea with those artifacts is to push them to the edges of the visible area, where they can't be seen
L3319[22:43:21] <shadekiller666> because of the oculus' lenses (and i assume also the Vive's) detail near the edges is harder to see
L3320[22:43:25] <gigaherz> oh but thep roblem of reprojection is when you have a nearby object that's in front of a far away background
L3321[22:43:29] <gigaherz> the parallax gets quite worse ;P
L3322[22:44:46] <shadekiller666> lol
L3323[22:44:55] <shadekiller666> theres way to fix that though :P
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L3325[22:45:05] <shadekiller666> john carmack knows what he's doing :P
L3326[22:45:20] <WikiIsWrong> Is player.setPosition not the right way to move a player?
L3327[22:45:31] <gigaherz> I can't imagine screen-space reprojection being used in practice without rendering to multiple layers ;P
L3328[22:45:43] <gigaherz> whic I suppose may work
L3329[22:46:52] <shadekiller666> oh, and you also have nvidia and amd making new drivers for their cards that allow near instantanious data transfer from input to screen buffer
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L3332[22:49:54] <H1N1theI> shadekiller666: ...What?!
L3333[22:50:42] <shadekiller666> significantly reduced time taken by the GPU to transfer data from its input to the screen
L3334[22:50:54] <fry> that's a gross oversimplication :P
L3335[22:50:59] <shadekiller666> it is
L3336[22:51:27] <gigaherz> they are reducing overhead, not going magic ;P
L3337[22:51:31] <gigaherz> doing*
L3338[22:51:41] <shadekiller666> well
L3339[22:52:01] <shadekiller666> any significantly advanced technology is indiscernable from magic
L3340[22:52:17] <shadekiller666> or whatever that saying is :P
L3341[22:52:29] <H1N1theI> I was about to scream out "Witchcraft!"
L3342[22:54:11] <gigaherz> sufficiently advanced technology
L3343[22:54:23] <gigaherz> which implies technology that peoplecan't comprehend ;P
L3344[22:54:35] <fry> "advanced" is subjective :P
L3345[22:55:12] <gigaherz> before people knew what drugs were, certain plants must have seemed magic, since they'd do stuff when you ate them
L3346[22:55:47] <gigaherz> so you don't even need for it to be technology
L3347[22:55:48] <gigaherz> ;P
L3348[22:56:45] <fry> Any technology, no matter how primitive, is magic to those who don't understand it.
L3349[22:57:10] <illyohs> or... fry could just be a witch
L3350[22:58:21] <fry> http://i.imgur.com/5NmKCSE.jpg
L3351[22:58:38] <WikiIsWrong> How do I make a mod server side only (not required by client)
L3352[22:59:28] <WikiIsWrong> cceptableRemoteVersions = "*" nvm found my answer i think
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L3354[23:01:50] <gigaherz> you forgot an "a" at the beginning there
L3355[23:01:50] <gigaherz> XD
L3356[23:01:59] <WikiIsWrong> CopyPaste error
L3357[23:02:41] <williewillus> you can't hotswap the insides of anon classes? >.<
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L3359[23:03:32] <WikiIsWrong> So, now that I'm more or less done, does anybody have a tp to random location mod that they default to?
L3360[23:03:47] ⇨ Joins: McJty (~jorrit@94-224-176-164.access.telenet.be)
L3361[23:04:10] <williewillus> vanilla? :p
L3362[23:04:11] <McJty> Hi, what was that tag one had to put in the blockstate json to swap the v coordinate of the texture?
L3363[23:04:18] <williewillus> "flip-v"
L3364[23:04:23] <McJty> The textures of my blender exported models are upside down
L3365[23:04:26] <williewillus> under the "custom" data section
L3366[23:04:35] <McJty> O dpm
L3367[23:04:38] <williewillus> WikiIsWrong: vanilla's spreadplayers command
L3368[23:04:39] <McJty> I don't have a custom data section
L3369[23:04:45] <McJty> williewillus, is that inside textures then?
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L3371[23:05:00] <williewillus> uh is this OBJ?
L3372[23:05:02] <McJty> fry, good morning. Any progress on the multi-layer rotation problem?
L3373[23:05:05] <McJty> williewillus, yes
L3374[23:05:23] <williewillus> in "defaults", add a "custom" section and under that have "flip-v": true
L3375[23:05:33] <McJty> ok
L3376[23:05:49] <fry> McJty: not yet
L3377[23:06:25] <gigaherz> so still watching that video, and he just said that exceptions are silly and shouldn't really be used, let's see what he proposed instead
L3378[23:07:14] <McJty> ok the flip-v worked. Thanks
L3379[23:07:57] <williewillus> gigaherz: what is this video :p
L3380[23:08:04] <gigaherz> https://www.youtube.com/watch?v=TH9VCN6UkyQ&list=PLmV5I2fxaiCKfxMBrNsU1kgKJXD3PkyxO&index=1
L3381[23:08:09] <gigaherz> shadekiller666 linked it earlier
L3382[23:10:53] <gigaherz> aha so he considers the "good" way to be explicit error returning
L3383[23:11:01] <H1N1theI> gigaherz: I do like multiple returns as a concept, although I don't think that'll work in practice.
L3384[23:11:19] <gigaherz> oh it works just fine
L3385[23:11:43] <gigaherz> you just need a language that has integrated "tuples"
L3386[23:11:48] <fry> I think in general it's called effect tracking
L3387[23:11:51] <gigaherz> including return-truples
L3388[23:12:01] <gigaherz> tuples^
L3389[23:12:03] <gigaherz> *
L3390[23:12:08] <fry> but I can't find any good descriptions yet
L3391[23:12:15] <H1N1theI> gigaherz: Except tuples are a bit conceptually different from multiple returns.
L3392[23:12:22] <gigaherz> H1N1theI: sortof
L3393[23:12:27] <gigaherz> what I mean is
L3394[23:12:29] <gigaherz> something like
L3395[23:12:29] <H1N1theI> gigaherz: And that goes agaist his other arguments.
L3396[23:12:34] <gigaherz> (a,b,c) = function(asdf)
L3397[23:12:37] <williewillus> if I want a TRSR to reference the center of a block instead of a corner I just wrap the whole thing in blockCornerToCenter right?
L3398[23:12:45] <fry> williewillus: yup
L3399[23:12:58] <shadekiller666> did he say Exceptions themselves are bad? a large emphasis he has is clearer error logs
L3400[23:13:06] <gigaherz> yes
L3401[23:13:11] <shadekiller666> that say exactly what is wrong and where
L3402[23:13:15] <gigaherz> he says that they add too much complexity
L3403[23:13:18] <gigaherz> raise the cost of programming
L3404[23:13:25] <gigaherz> and add a lot of limitations to the flow of code
L3405[23:13:35] <williewillus> "clearer error logs" like what? :p
L3406[23:13:41] <gigaherz> and make the thinking harder for the programmer since they have to consider external code
L3407[23:14:05] <shadekiller666> easy to read verbose error logs
L3408[23:14:49] <shadekiller666> like "u32 variable x in <file> assigned improperlly on line y" or something like that
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L3410[23:15:24] <fry> there are at least 2 separate parts to the presentation so far
L3411[23:15:35] <fry> exception point is self-contained
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L3413[23:15:52] <fry> and there are good solutions to that problem
L3414[23:15:57] <shadekiller666> mhmm
L3415[23:15:58] <fry> monads are one
L3416[23:17:06] <SmashShock> Hi! Does anyone know how I'd go about checking if a specific block is one in a list without using getUnlocalizedName()? Some mods use one unlocalizedname for more than one block
L3417[23:17:10] <fry> memory management is another big point
L3418[23:17:21] <fry> and I'm not done watching that part yet
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L3420[23:17:33] <SmashShock> Like, checking to see if a specific block is one from a mod, without including that mods files
L3421[23:17:40] <williewillus> check the registry name
L3422[23:17:45] <shadekiller666> hes not saying that printing errors when something goes wrong is bad, but the idea that an exception has to be thrown out of the currently executing code block to some completely different scope or superclass or whatever
L3423[23:17:57] <SmashShock> Is there a method for that?
L3424[23:18:03] <shadekiller666> fry, keep in mind that video is only the first half
L3425[23:18:03] <williewillus> in 1.8.8, GameData.getBlockRegistry().getNameForObject(BLOCK).equals(<some other resourcelocation>)
L3426[23:18:04] <shadekiller666> :P
L3427[23:18:09] <SmashShock> Thanks!
L3428[23:18:16] <LexManos> http://mrmine.com/index.php?r=1727625865925
L3429[23:18:23] <SmashShock> Wait, would that be okay for 1.7.19?
L3430[23:18:25] <SmashShock> 10*
L3431[23:18:29] <LexManos> My roommate cuz hes a twatface who doesnt have anyone he can spam these links to
L3432[23:18:34] <SmashShock> I suppose I can try
L3433[23:18:36] <williewillus> no, use GameRegistry.findUniqueIdentifierFor(block)
L3434[23:18:44] <SmashShock> Thanks williewillus
L3435[23:18:44] <williewillus> in 1.8.0-
L3436[23:19:17] <williewillus> restarting the game everysingle time to test this transformation is getting annoying >.<
L3437[23:19:26] <williewillus> are there ways to hotswap inside an anon class?
L3438[23:19:38] <fry> put the code in some static method
L3439[23:19:44] <fry> and call it from that class
L3440[23:21:01] <williewillus> woohoo https://imgur.com/gBUrPuq (left tesr, right static model)
L3441[23:21:13] <williewillus> the GUI transformed inv model is ugly looking for some reason but whatevs
L3442[23:21:39] <SmashShock> williewillus, findUniqueIdentifierFor returns a GameRegistry.UniqueIdentifier object. Is there a string rep of that somehow?
L3443[23:21:49] <williewillus> there are modid and name fields
L3444[23:21:56] <williewillus> that give you the mod and name of the block respectively
L3445[23:22:15] <SmashShock> Okay, so the name would be sufficiently unique, I think?
L3446[23:22:28] <williewillus> I'd chekc both in case
L3447[23:22:38] <SmashShock> Okay, sounds good. Thanks!
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L3449[23:28:59] ⇨ Joins: sdtr443w (~RockoBona@2602:306:33a3:ce30:9c45:5bc9:3945:6bb6)
L3450[23:30:36] <McJty> What is the alternative to Fluid.getStillIcon()? i.e. how can I get the uv coordinates of a fluid on the TextureMap.locationBlocksTexture?
L3451[23:31:08] ⇦ Quits: Drullkus (~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net) (Remote host closed the connection)
L3452[23:31:19] <fry> McJty: getStill
L3453[23:31:42] <McJty> And how do I get the uv coordinates from that? That's a resource location
L3454[23:32:12] <fry> same way you do for any other texture in the sheet
L3455[23:32:19] <fry> also, why do you need that?
L3456[23:32:35] <McJty> A tesr for a tank where I need to render a fluid polygon at a certain height
L3457[23:32:40] <McJty> Height depending on how much fluid there is
L3458[23:32:50] <McJty> And how do I do that for any other texture in the sheet?
L3459[23:32:55] <McJty> Find the uv coordinate that is
L3460[23:33:25] <fry> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString());
L3461[23:34:10] <McJty> thanks
L3462[23:36:00] <sdtr443w> I'm running into a peculiar problem trying to change Adubbz' Lockdown so that the Overworld can be regenerated according to what the user specifies in terrain creation. It has to do with goofiness with deleting the region directory and things like that.
L3463[23:36:28] <williewillus> wat lol
L3464[23:36:32] <sdtr443w> yeah
L3465[23:36:33] <sdtr443w> I know
L3466[23:36:41] <sdtr443w> Do you know what Lockdown does?
L3467[23:37:29] <sdtr443w> The mod--when used by normal people ;)--is good for hqm packs because creating a new world will set up the pack's, say, skyblock or whatever.
L3468[23:37:31] ⇦ Quits: Brokkoli (~Brokkoli@f054181209.adsl.alicedsl.de) (Ping timeout: 190 seconds)
L3469[23:37:45] <sdtr443w> Instead of having to start a game from a save like the bad old days.
L3470[23:38:11] <sdtr443w> I was trying to use it though to start new players in a "lobby dimension" but have the overworld generate according to what ever the user wanted.
L3471[23:38:17] <sdtr443w> So they'd go from the lobby to their own dynamic overworld.
L3472[23:38:48] <sdtr443w> It pretty much just slaps the templated save into the new game's save before the new game begins. It's very simple.
L3473[23:38:57] <sdtr443w> And that all works for normal use.
L3474[23:39:05] <sdtr443w> Except when I try to get fancy with this overworld regeneration.
L3475[23:39:37] <sdtr443w> If you just delete the region folder, it will regenerate according to the original save's settings, not the settings the user gave.
L3476[23:40:17] <SmashShock> williewillus, I tried that method, but it still doesn't return unique names. For example, BC machines returns BuildCraft:Builders:machineBlock instead of quarry or something similar
L3477[23:40:37] <SmashShock> I beleive they're differentiated by metadata
L3478[23:40:44] <shadekiller666> ok
L3479[23:40:46] <sdtr443w> So I edited the mod's code to save the settings given in the world creation GUI to the level.dat files in the save before the game starts up.
L3480[23:40:49] <williewillus> youve got to check the meta then, "quarry" is only a localized name
L3481[23:41:06] <SmashShock> Is the meta constant?
L3482[23:41:09] <williewillus> yes
L3483[23:41:18] <SmashShock> Okay, thanks!
L3484[23:41:27] <sdtr443w> And that little hack does indeed allow the user's defined overworld to generate. However, I found for any player OTHER than the one that created the original save that it will just dump that at the new overworld spawn, instead of the lobby where the original palyer saved it.
L3485[23:41:54] <sdtr443w> So somehow in all this, something is getting broken when deleting and recreating the region folder, or when the level.dat is overwritten.
L3486[23:42:00] <sdtr443w> And I can't tell what it could be.
L3487[23:42:51] ⇨ Joins: Brokkoli (~Brokkoli@f050169102.adsl.alicedsl.de)
L3488[23:43:37] <sdtr443w> Ahh I think I see it now. After looking at the level.dat four times already, this time I finally see all the settings in it that would cause this to screw up.
L3489[23:43:55] <sdtr443w> Saving the new level.dat must override the dimension, position, and inventory settings, among others.
L3490[23:44:49] <sdtr443w> This is the joys of putting it down for a day and then venting about it in IRC.
L3491[23:45:44] <williewillus> I'm so confused
L3492[23:45:51] <williewillus> why is this call failing: public static final PropertyEnum ISLAND_TYPE = PropertyEnum.create("asd", IFloatingFlower.IslandType.class);
L3493[23:45:56] <williewillus> IslandType is an enum class
L3494[23:46:18] <williewillus> public static enum inside an interface but still an enum class
L3495[23:47:39] <McJty> Shouldn't that be PropertyEnum<IFloatingFlower.isLandType>?
L3496[23:47:52] <williewillus> ohh derp
L3497[23:47:58] <williewillus> that enum doesnt implemenet IStringSerializable
L3498[23:48:08] <McJty> ah that too
L3499[23:49:04] *** Ashleep is now known as Ash|Work
L3500[23:52:45] ⇦ Quits: KanoCodex (~Giratina5@2604:180:0:368::bcd8) (Remote host closed the connection)
L3501[23:56:33] *** kroeser|away is now known as kroeser
L3502[23:58:00] ⇦ Quits: Cojo (~Cojo@cpe-174-109-251-46.nc.res.rr.com) (Read error: Connection reset by peer)
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