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L1[00:00:29] <Ri5ux> See, I liked when the
modeling was part of the coding...
L3[00:01:14] <fry> it's a TESR for an
animated chest
L4[00:01:21] <Ri5ux> I feel like a 3rd
grader going into college..
L5[00:01:30] <McJty> Hmm. I have an ISBM
that depends on tile entity state but no matter what I do it
doesn't seem to get updated in time
L6[00:01:34] <fry> but it has 0 lines of
chest-specific code
L7[00:02:00] <fry> you can literally copy
and paste this code and make a TESR for a door, or smth like
that
L8[00:02:02] <McJty> In onBlockPlacedBy I'm
trying world.notifyNeighborsOfStateChange(pos, this); to notify all
neightbours
L9[00:02:11] <fry> all you'd need to change
is the model
L10[00:02:19] <fry> which you can work on
separately
L11[00:02:57] <williewillus> fry: request
to continue on the fontrenderer thing because the lexicon needs to
dynamically render text on the cover ;p
L12[00:03:10] <williewillus> and I don't
think I'll ragequit my port soon :D
L13[00:03:18] <kashike> what's required to
get @SideOnly(Side.CLIENT) removed from a class?
L14[00:03:31] <williewillus> a whole
class?
L15[00:03:33] <williewillus> which
one?
L16[00:03:39] <kashike>
EnumPlayerModelParts
L17[00:03:40] <McJty> So I'm calculating
the info for the ISBM in getExtendedState. What's the best way to
make sure getExtendedState is called AFTER te TE is updated?
L19[00:04:11] <williewillus> McJty: i
usually do world.markBlockForRenderUpdate(pos, pos) right after
updating relevant te fields and it works out fine
L20[00:04:25] <McJty> yes but that's on the
client
L21[00:04:38] <McJty> This is triggered
server side.
L22[00:05:02] <williewillus> hm
L23[00:05:02] <McJty> ah I know the
problem...
L24[00:05:19] <williewillus> what was
it?
L25[00:05:23] <McJty> Ok, this is going to
be somewhat more complicated. I need to think about this
L26[00:05:47] <williewillus> kashike: you
can try making a case for your need for it on the serverside on the
forge issue tracker
L27[00:06:01] <williewillus> I think a
couple methods have gotten their sideonly removed from that, but
don't know about classes
L28[00:06:08] <McJty> Well I'm getting the
info from the server using packets and a timeout. But when the
packet finally arrives with the new info the block is already
rendered and no update will occur
L29[00:06:15] <McJty> s/timeout/timer
L30[00:06:22] <williewillus> maybe mark
update in the packethandler?
L31[00:06:34] <tterrag> kashike: one does
not simply remove @SideOnly
L32[00:06:36] <tterrag> it's only a
marker
L33[00:06:44] <McJty> williewillus, yes but
at this moment I don't know which blocks are affected tehre.
L34[00:06:45] <McJty> there
L35[00:06:50] <McJty> But I'll probably
have to find a way to do it with that
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L40[00:10:31] <williewillus> fry: so I can
just use ModelFontHandler and call renderDefaultChar(), and then
build() and it will spit BakedQuads back at me?
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L42[00:10:50] <williewillus>
*renderer
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L48[00:12:08] <williewillus> ah no i use
drawString, this is great :p
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L53[00:16:28] <shadekiller666> hmmm
L54[00:17:11] <fry> willieaway: need to
update to UnpackedBakedQuad.builder to make it a bit nicer, but the
gist is that, yes
L55[00:17:28] <McJty> Nice. My first ISBM
works :-)
L56[00:17:29] <shadekiller666> ok why does
bitshifting and bitwise AND work to deserialize a Vector4f from an
int (color) but straight up bitwise AND with 0xFF000000 and such
doesn't
L57[00:20:22] <LexMobile> Singnage?
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L62[00:21:48] <LexMobile> And kashike why
the fuck do you need models on the server?
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L85[00:47:55] <McJty> What's the faceIn
parameter actually do for a BakedQuad: BakedQuad(int[]
vertexDataIn, int tintIndexIn, EnumFacing faceIn)
L86[00:48:11] <McJty> What if you just want
general irregular quads that have no particular face. What would
you use then?
L87[00:50:18] <tterrag> McJty: null? not
sure
L89[00:50:47] <tterrag> ...
L90[00:51:27] <fry> LightUtil.toSide(nx,
ny, nz) will give you the closest match
L91[00:51:36] <fry> if you pass in the face
normal
L92[00:51:51] <fry> and nothing in forge
should be using that face anyway
L93[00:52:07] <McJty> But what does it do?
If it is not used then I can just pass in NORTH or what?
L94[00:53:42] <fry> I might've not caught
everything :P
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L96[00:56:02] <tterrag> argh, was AABB not
immutable in 1.7?
L97[00:56:09] <tterrag> weird...I totally
forgot that
L98[00:56:24] <laci200270> ok.. good I just
had a BSOD
L99[00:56:26] <tterrag> why is offset even
chainable then
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L103[01:09:06] <laci200270> idea not likes
shutdowns
L104[01:09:17] <laci200270> my all
settings are lost
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L112[01:25:39] <shadekiller666> i think
its pretty nice :P
L113[01:25:54] <shadekiller666> you know,
now that it actually works
L114[01:29:16] <LexLap2> why does it say
you commited that on the official repo...
L115[01:29:32] <fry> github is stupid, I
hope
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L155[01:30:13] <shadekiller666> it
doesn't, its coparing the main branch's version to the one on my
fork
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L160[01:30:56] <bspkrs> wat
L161[01:31:01] <fry> looks like the whole
fork network can be used to lookup the commit
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L164[01:31:20] <LexLap2> ya thats
weird
L165[01:31:29] <LexLap2> then again i
guess it makes sense...
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L169[01:31:38] <LexLap2> all commits are
gunna be unique hashes
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L172[01:31:40] <shadekiller666> its allows
you to compare to see if there are conflicts before making a
PR
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L174[01:31:51] <fry> you didn't send the
compare link, shade
L175[01:31:55] <LexLap2> how does it let
you do that?
L176[01:31:59] <fry> you sent the direct
link to the commit
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L181[01:32:15] <fry> again, no
L182[01:32:30] <shadekiller666> ?
L184[01:32:55] <LexLap2> thats the direct
link to your commit, under our repo
L185[01:33:01] <bspkrs> shadekiller666,
send the link to the commit from your fork of the repo
L186[01:33:05] <LexLap2> it looks like its
a official commit, its weird
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L188[01:33:24] <shadekiller666> fry, after
that page i clicked on the last commit on that list
L190[01:35:39] <fry> it's like I'm not
even here
L191[01:35:48] <SatanicSanta> There's no
non-reflection way to get the EntityVillager#lastBuyingPlayer and
EntityVillager#timeUntilReset fields, right?
L192[01:35:48] <shadekiller666> lol
L194[01:36:00] <shadekiller666> ...
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L197[01:36:35] <shadekiller666> thank you
xaero...
L198[01:38:48] <xaero> np, maybe github
just checks the user in the URL and shows different HTML
accordingly
L199[01:38:53] <shadekiller666> anyway,
any thing jump out at you fry?
L200[01:39:25] <fry> the repo name
L201[01:39:30] *
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L202[01:39:49] <shadekiller666> lol
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L204[01:43:28] <laci200270> fry check in
internet explorer :D
L205[01:44:23] <shadekiller666> fry,
biggest changes were in OBJState
L206[01:44:44] <shadekiller666> anything
other than the repo name jump out at you?
L208[01:46:51] <laci200270> thats just a
plain document with patch info
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L212[01:48:11] <fry> why are you touching
ModelFluid, shade?
L213[01:48:34] <shadekiller666> because
java got angry that it didn't know how to cast Float to
double
L214[01:48:40] <shadekiller666> and
wouldn't compile
L215[01:48:46] <fry> it's not java
L216[01:48:53] <fry> it's whatever IDE
you're using
L217[01:48:57] <shadekiller666>
eclipse...
L218[01:49:01] <fry> update then
L219[01:49:10] <fry> since it works fine
in my eclipse
L220[01:49:14] <shadekiller666> its the
same version ive been using...
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L222[01:52:54] <fry> shadekiller666:
what's the purpose of shouldRebake?
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L224[01:54:17] <shadekiller666> to force
OBJBakedModel to recalculate the changes to Material colors, as
without it getGeneralQuads() doesn't rebake, but simply returns the
list its already calculated
L225[01:54:41] <fry> baked models
shouldn't change
L226[01:54:58] <shadekiller666> can't
change the IModel
L227[01:55:08] <fry> can't change
anything
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L229[01:55:56] <shadekiller666> why can't
they change?
L230[01:56:46] <fry> because they're
shared
L231[01:57:01] <shadekiller666> baked
models aren't
L232[01:57:19] <shadekiller666> that color
switching works perfectly
L233[01:57:23] <fry> yes, they are
L234[01:57:54] <fry> all instances of
block X will use the same baked model, for given state
L235[01:57:55] <shadekiller666> ok
L236[01:58:01] <shadekiller666> mhmm
L237[01:58:19] <shadekiller666> which is
not a problem... because they all have the same state
L238[01:59:04]
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L239[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20151231 mappings to Forge Maven.
L240[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20151231-1.8.9.zip
(mappings = "snapshot_20151231" in build.gradle).
L241[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/
L242[02:00:44] ⇦
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L243[02:01:32] <shadekiller666> the way
that it was done before all models were sharing the changes, cuz i
hadn't copied the material map like i am now
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L246[02:11:07] <shadekiller666> how do the
group-visibility changes look fry
L247[02:11:33] ⇦
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L248[02:12:02] ⇦
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L249[02:12:06] <fry> hard to tell
L250[02:12:54] <shadekiller666> does it
make sense how it works?
L251[02:13:35] <fry> hard to tell :P
L252[02:14:32] <shadekiller666> lol
L253[02:16:16] <shadekiller666>
OBJGroupTest is the new block that utilizes the group
visibilities
L254[02:16:33]
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L255[02:19:45] <Ri5ux> Say I've got a
techne model that I want to put on 1.8, but I dont have the TCN
anymore, do I have to re-make it?
L256[02:20:57]
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L258[02:21:11] <Ri5ux> Or is there some
magic tool somewhere that can "export" it back into some
sort of model.
L259[02:21:24] <fry> that's the problem
with techne models
L260[02:21:39] <fry> they're often
non-recoverable
L261[02:22:09] <Ri5ux> Unfortunately, my
entire mod was based off of those. I never changed because it was
my "standard"
L262[02:22:24] <Ri5ux> And it wouldve been
too much work
L263[02:22:34] ⇦
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L264[02:22:57] ***
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L265[02:22:58] <Ri5ux> Oh shit, that
reminds me... Tabula!
L266[02:23:05] <fry> if you didn't add
anything to the code you might be able to recover them
L267[02:23:24] ⇦
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L268[02:23:30] <Ri5ux> Never mind, think I
remembered something.
L269[02:24:18] <killjoy> !gc qx
1.4.6
L270[02:24:21] <killjoy> dern
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L273[02:29:10] <Ri5ux> Question, is it
possible to animate a json model?
L274[02:29:27] <shadekiller666> not
atm
L277[02:29:34] <shadekiller666> oh nvm
then
L278[02:29:34] <Ri5ux> .-.
L279[02:29:44] ⇦
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L281[02:30:33] ***
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L282[02:30:53] <shadekiller666>
interesting
L283[02:31:45] <shadekiller666> i've been
thinking about having support for loading a .zip of a bunch of .obj
models with an extra text file for animatons
L284[02:31:51] <shadekiller666>
animations*
L285[02:32:11] <tterrag> fry: tangentially
related question, what gif recorder do you use?
L286[02:32:23] <fry> imagemagick
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L288[02:32:38] <tterrag> what OS?
L289[02:32:44] <Ri5ux> In 1.8, Entities
render basically the same, right?
L290[02:32:44] <tterrag> for windows I've
found LICEcap to be perfect
L291[02:32:49] <tterrag> your gif is a bit
buggy :P
L292[02:33:33] <fry> linux :P
L293[02:33:37] <fry> Ri5ux: yup
L294[02:33:38] <tterrag> ah, oh well
L295[02:34:14] <tterrag> that's odd, they
actually have an OSX version
L296[02:34:18] <tterrag> but no linux
version :/
L297[02:36:15] <fry> imagemagick can do
basically anything you can think of with images
L298[02:36:33] <fry> LICEcap looks like a
simple desktop -> capture, from what I can tell
L299[02:39:11] ⇦
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L300[02:39:17] <shadekiller666> fry,
updated eclipse to latest version of Luna, line 159 in ModelFluid
is still complaining
L301[02:40:52]
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L302[02:42:42] <Rushmead> Rendering
entitys = JSON Or Render Code?
L303[02:42:57]
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L304[02:42:59] <fry> depends
L305[02:45:05] <Rushmead> On what/
L306[02:45:07] <Rushmead> ?*
L307[02:45:49] <fry> on how deep are you
willing to go down the rabbit hole, Alice :P
L308[02:46:07] <Rushmead> Hmmm.
L309[02:46:51] <Rushmead> Ok, i'll leave
that rabbit hole for a moment.
L311[02:47:31] <laci200270> creating inner
classes for everything is a good idea?
L312[02:49:04] <laci200270>
shadekiller666, if you compile it with gradle what happens?
L313[02:49:17] <shadekiller666> huh?
L314[02:49:19] <laci200270> it
compiles?
L315[02:49:31] <laci200270> the
ModelFLuid
L316[02:49:46] <shadekiller666> idk... it
just won't compile regardless
L317[02:49:57] <shadekiller666> the
project was imported via build.gradle i think
L318[02:50:32] <fry> Rushmead: as an
entity? :P
L319[02:50:45] <fry> a theater curtain
monster? :P
L320[02:50:51] <Rushmead> :P Hahaha
no
L321[02:51:01] <Rushmead> Ignore the
entity part.
L322[02:51:04] <Rushmead> How should i do
it?
L323[02:51:12] <fry> make a curtain block
:P
L324[02:51:25] <Rushmead> Baring in mind i
want them to open and close
L325[02:51:42] <laci200270> Rushmead, use
a TESR
L326[02:51:58] <laci200270> make a layer
from the curtain
L327[02:52:11] <laci200270> and render it
more and more times
L328[02:52:21] <laci200270> store the time
somehow
L329[02:54:53]
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L330[02:56:20] <Rushmead> Slightly
Confused
L331[02:56:21] <Rushmead> By that
L332[02:57:53] <laci200270> draw on layer
in json
L333[02:57:56] <laci200270> or obj
or
L334[02:58:03] <laci200270> or
whatever
L335[02:58:49] <laci200270> then if you
want to use general blockstate format, and create 16 possible
blockstates..
L336[02:59:27] <laci200270> oh, don't do
that
L337[02:59:38] <laci200270> that would
create insnace lagg
L338[03:00:11] <laci200270> the final:
create a TESR what draws your json model x times
L339[03:01:29] <laci200270> Rushmead, do
you understand?
L340[03:02:51] <Rushmead> Not
Partiucaly
L341[03:02:51] <Rushmead> .
L342[03:03:12] <laci200270> create a one
pixel high json model of the curtain
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L344[03:05:09] <laci200270> Rushmead, this
part is clean?
L345[03:05:54] <Rushmead> Sorry, right so
a 1px High json Model of it...
L346[03:05:56]
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L347[03:06:13] <Ri5ux> Do any of you have
an example of a 1.8 json model that has quite a bit of
elements?
L348[03:06:15]
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L349[03:06:54] <laci200270> Rushmead, and
draw it from a TESR
L350[03:07:04] <laci200270> with some sort
of delay
L351[03:07:35] <laci200270> for example:
draw a layer in every x ticks
L352[03:07:53] <laci200270> but before it
you need to translate
L353[03:08:25] <Rushmead> Ok so thats
where you've lost me
L354[03:08:31] <Rushmead> a
"layer"?
L355[03:08:37] <Rushmead> What is ment by
a "layer"
L356[03:08:56] <Ri5ux> Set a piece of
paper on top of another.
L357[03:09:00] <Ri5ux> You now have two
layers
L358[03:09:23]
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L359[03:09:29] <Ri5ux> Imagine that, but
with textures.
L360[03:10:40]
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L361[03:11:48] <masa> bleh, there seems to
be a missing forge hook for Entity.interactAt(), which means that
there is nothing I can do to detect a right click on
ArmorStand
L362[03:12:31] <masa> because the
interactAt() is fired first, and it then blocks the normal
Entity.interactWith()
L363[03:13:07] <shadekiller666> so pr one
in :P
L364[03:13:33] <masa> I have no idea how
to dev forge :p
L365[03:13:46] <masa> or even get it set
up
L366[03:15:06] <Ri5ux> It's not that hard.
I set it up without reading anything about a year ago.
L367[03:15:35] <shadekiller666> well, you
set it up almost the same way that you set it up to dev a mod
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L369[03:16:03] <shadekiller666> instead
you run setupForge and then import the projects/ folder into
ecliipse
L370[03:16:16] <masa> so everything is
handled by some gradle tasks, nothing else to do manually?
L371[03:16:24] <shadekiller666> yep
L372[03:16:30] <masa> mmkay
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L374[03:16:34] <killjoy> Note to self:
Don't create a rectangle with Integer.MAX_VALUE size if you intend
to move it around
L375[03:16:36] <shadekiller666> once you
get it set up theres not much you have to do
L376[03:16:51] <killjoy> something like
that
L377[03:17:09]
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L378[03:17:10] <shadekiller666> you'll
need to know how to fork the github stuff and whatnot but other
than tha
L379[03:17:12] <shadekiller666>
that*
L380[03:17:25] <solidDoWant1> How do I
setup my dev environment for an addon mod? I have forge setup and
the source for the parent mod from MCP, what do I need to do to use
it?
L381[03:17:32] <masa> and is there
something (a task?) that needs to be run to prepare stuff for a
commit?
L382[03:18:01] <Ri5ux> I think it's just
gradlew build, but dont quote me.
L383[03:18:02] <masa> solidDoWant1: why
from MCP?
L384[03:18:06] <shadekiller666> masa,
nope, just clone the forge github repo into a folder and run
gradlew setupForge
L385[03:18:34] <masa> but how do the
patches etc. get generated?
L386[03:18:45] <masa> gradle build?
L387[03:18:55] <shadekiller666> patches
are a gradle script
L388[03:18:57] <shadekiller666>
genPatches
L389[03:19:04] <solidDoWant1> masa: Thats
how I read to do it on the Forge Wiki
L390[03:19:13] <solidDoWant1> Source is
also on github
L391[03:19:42] <masa> uh what, why would
you need to get it from MCP if you have the source available
too?
L392[03:19:44] <shadekiller666> if you're
just changing forge classes you don't need to worry about
patches
L393[03:20:09] <masa> well the interact
stuff needs to be hooked into vanilla
L394[03:20:18] <solidDoWant1> masa: guess
I wouldn't, just following what I Read
L395[03:20:24] <shadekiller666> to commit
you just commit in your git client and then push to your own fork
of the forge repo (you can't push directly to the forge repo)
L396[03:20:32] <solidDoWant1> anyway I
have the source, where should I put it?
L397[03:21:31] <masa> well afaik you
should just use gradle to set up mod dependencies, that way the mod
also gets automatically added to your IDE project by gradle
L398[03:22:18] <Ri5ux> Was there not an
option to export as JSON in tabula? I swear there was at some
point.
L399[03:24:53] <fry> nope, Ri5ux,
afaik
L400[03:25:18] <Ri5ux> I'm stuck
then...
L401[03:26:00] <fry> you're not
alone.
L402[03:26:46] <masa> what does tabula
export then?
L403[03:27:01] <Ri5ux> TBL or Java classes
as ModelRenderers or whatevs
L404[03:27:12] <killjoy> I thought it did
.obj
L405[03:27:18] <solidDoWant1> masa: But
where do I put the source files? And I see the dependencies section
in the build file, but how do I specify where the source is?
L406[03:27:25] <Ri5ux> Im using it now and
I cant find anything obj related
L408[03:28:29] <masa> solidDoWant1: well
usually you don't give it the sources via gradle, you either give
it a maven repo if one exists, or you can give it the beobf/dev or
I guess now also a regular jar and it will decompile/whatever it
and add it to the dev environment
L409[03:29:06] <Ri5ux> I'll check that
out.
L410[03:29:09] <solidDoWant1> Whats a
beobf/dev?
L411[03:29:24] <sham1> The names are not
obfuscated :P
L412[03:30:00] <ThePsionic> You've heard
of Tabula, now get ready for TabulaObj
L413[03:30:39] <masa> solidDoWant1: sorry
deobf ie. deobfuscated jar, ie. the version that is meant to be run
in a dev environment
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L415[03:31:15] <solidDoWant1> ah
L416[03:31:30] <masa> are there obj to
json converters somewhere too?
L417[03:32:31] <masa> although not sure if
that would make any sense anyway
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L419[03:33:07] <solidDoWant1> masa: So I
should setup forge in the source folder, recompile without obf,
then use that jar?
L420[03:33:21] <masa> uhh what?
L421[03:34:04] <solidDoWant1> to get the
deobfuscated jar
L422[03:34:20] <shadekiller666> masa, no
there aren't
L423[03:34:29] <shadekiller666> json isn't
a model format :P
L424[03:34:36] <shadekiller666> Mojang
just seems to think it is
L425[03:34:50] <masa> so if you are
setting up a new dev environment for your addon mod, you would put
the parent mod somewhere, then add that mod to the build.gradle as
one of those "compile" lines/rules, then when you run the
usual setupDecompWorkspace and eclipse or idea tasks, it should
handle and create everything for you so you can just import it to
your IDE
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L427[03:35:49] <fry> masa: forge can load
obj, so why do you want to convert? :P
L428[03:36:10] <shadekiller666> :D
L429[03:36:16] <masa> yeah that's what I
was thinking too :p
L430[03:36:53] <masa> and I assume it can
load obj for any type of model? item/block/tesr stuff/entity?
L432[03:37:30] <fry> there's only 1 type
of models now :P
L433[03:37:48] <fry> (well, and a bunch of
legacy silly stuff, but whatever :P)
L434[03:37:56] ⇦
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L435[03:38:08] <shadekiller666> lol
L436[03:38:17] <masa> hmm well, I have
that BDCraft Cubik Pro thingy too and apparently it can export to
obj, so maybe i'll switch from json to obj when I redo my 1.8
port
L437[03:38:20] <shadekiller666> and crap
ton of hardcoded crap
L438[03:38:32] <shadekiller666> :D
L439[03:38:45] <shadekiller666> the obj
loader also parses .mtl files for textures btw
L440[03:40:00] <sham1> dont you mean
materiaLS
L441[03:40:21] <shadekiller666> ya i
suppose
L442[03:40:37] <sham1> it's the material
that has the texture
L443[03:43:14] <masa> oh cool cubik can
also export to java, so I could make that one model for 1.7 with
that
L444[03:43:45] <shadekiller666> no! no
java models!
L445[03:43:45] <solidDoWant1> masa: So to
do that I need to add a repo to the build.gradle file, right? Is
this correct? repositories {
L446[03:43:45] <solidDoWant1> maven {
//Waila Repo
L447[03:43:45] <solidDoWant1> name
"ProjectE Repo"
L448[03:43:45] <solidDoWant1> url
"../../PathToProjectE"
L449[03:43:45] <solidDoWant1> }
L450[03:43:45] <solidDoWant1> }
L451[03:43:52] <solidDoWant1> sorry for
chat spam
L452[03:44:52] <sham1> I think you need
the file protocol
L453[03:45:47] <masa> well if projectE has
a maven then you would add it, but if you just use a jar then you
don't add that, just the one compile line, something like compile
files('pathtomod/modjarname.jar')
L454[03:46:55] <solidDoWant1> Alright.
Dont have a jar though, so I should compile one from source,
right?
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L456[03:47:40] <masa> hmm well no that
would be counter productive
L457[03:48:05] <masa> not quite sure how
you would add a source location with gradle
L458[03:48:33] <solidDoWant1> on top of
that the source has dependencies in its gradle file
L459[03:48:45]
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L460[03:48:45]
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L461[03:48:46] <solidDoWant1> sorry for
the dumb questions, this is my first time using gradle
L462[03:49:05] <masa> well I'm not that
familair with it myself either so... :p
L463[03:49:59] <masa> you might get better
help on #forgegradle though
L464[03:50:31] <solidDoWant1> alright,
thanks for all your help!
L465[03:50:53] <masa> all of that nothing
:p
L466[03:51:32] <Wuppy> \o/ it's new years
:)
L467[03:51:35] <ThePsionic> No
L468[03:51:40] <ThePsionic> It's new
year's eve
L469[03:51:50] <Wuppy> close enough
L470[03:51:53] <ThePsionic> lol
L471[03:51:59] <ThePsionic> no fireworks
until 6pm wuppy
L472[03:52:06] <Wuppy> :c
L473[03:52:10] <Wuppy> so thats why it's
so silent her
L474[03:52:14] <Wuppy> here*
L475[03:52:30] <ThePsionic> lol
L476[03:52:35] ⇦
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L477[03:52:52] <Wuppy> you'd expect a big
town near the belgian border to be loud as fuck
L478[03:53:19] <sham1> if it is anything
like Bryssels
L479[03:53:21] <sham1> ...
L480[03:53:27] ***
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L483[03:54:13] <Wuppy> bryssels?
L484[03:54:22] <sham1> Bryssel
L485[03:54:36] <Wuppy> ah, you mean
brussels
L486[03:54:55] <sham1> We pronounce it
here with 'y' for some reason
L487[03:55:03] <sham1> But yeah,
Brussels
L489[03:55:52] <sham1> But yeah, we shall
see if we see any new year's rockets here
L490[03:57:56]
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L491[04:04:40] *
ghz|afk can't sleep
L492[04:04:44] ***
ghz|afk is now known as gigaherz
L493[04:05:00] <gigaherz> oh and NOW that
I am awake and in the pc
L494[04:05:03] <gigaherz> the horrible
noise stops
L495[04:05:05] <fry> couple of hours till
newyears, why sleep :P
L496[04:05:21] <gigaherz> it's 11am
L497[04:05:26] <gigaherz> went to bed at
7am ;P
L498[04:05:41] <gigaherz> woke up at 9:30
wit ha sore eye
L499[04:05:58] <Wuppy> :c
L500[04:06:01] <fry> 3hours should be
enough to make it throught the day :P
L501[04:06:03] <sham1> why dont you sleep
giga
L502[04:06:06] <gigaherz> andwhen I tried
to fall asleep again,
L503[04:06:11] <sham1> like at night
L504[04:06:18] <gigaherz> that horrible
noise started
L505[04:06:27] <gigaherz> from one of the
neighbours
L506[04:06:42] <gigaherz> sham1: my
sleeping schedule is messed
L507[04:07:28] <gigaherz> more messed than
usual, that is
L508[04:08:28] <gigaherz> so can anyone
help with this? I have no idea how travis works
L510[04:08:39] <gigaherz> compalins about
FG2 needing gradle 2.3
L511[04:09:11] ⇦
Quits: Herpahermaderp (Herpaherma@216.196.92.69) (Ping timeout: 190
seconds)
L512[04:09:17] <sham1> do you build with
the wrapper or what
L514[04:10:20] <gigaherz> I have no idea
where I took that from
L515[04:10:21] <gigaherz> ;P
L516[04:10:40] <laci200270> Is it safe to
use World#markBlockForUpdate at every tick?
L517[04:10:42] <gigaherz> I set it up
months ago, I didn't even remember it was there
L518[04:11:01] <sham1> you'd propably like
it to use the gradle wrapper instead
L519[04:11:21] <gigaherz> now that you
mention it
L520[04:11:27] <gigaherz> it does call
gradle instead of gradlew
L522[04:12:21] <sham1> I propably should
set up my own Drone.io for future
L523[04:12:36] ⇦
Quits: PitchBright
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(Quit: brb)
L524[04:12:49]
⇨ Joins: GuntherDW
(~guntherdw@ks3308665.kimsufi.com)
L525[04:13:59] <sham1> Or I could just use
tarvis
L526[04:14:36] <sham1> and [ci skip]
L527[04:15:20] <sham1> oh, I can actually
do that in drone
L528[04:15:34]
⇨ Joins: PitchBright
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L529[04:15:43]
⇨ Joins: modmuss50
(uid42264@id-42264.highgate.irccloud.com)
L531[04:17:31] <Wuppy> dont poke fry's
butt :P
L532[04:17:42] <sham1> You propably want
to translate and scale that
L533[04:17:50] <sham1> I don't know how
but...
L534[04:17:54] <modmuss50> Im not sure how
to do that
L535[04:17:54] ***
zz_SnowShock35 is now known as SnowShock35
L536[04:17:56] ⇦
Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Read
error: Connection reset by peer)
L537[04:18:01] <fry> modmuss50: wrap it in
IPerspectiveAwareModel.MapWrapper
L538[04:18:06] <ThePsionic> Wuppy:
there?
L539[04:18:06] <ThePsionic> Wuppy:
there?
L540[04:18:06] <ThePsionic> Wuppy: I'm
standing in a very long line atm
L541[04:18:16] <fry> (assuming you're on a
recent enough forge)
L542[04:18:23] <Wuppy> ThePsionic,
what?
L543[04:18:36] <modmuss50> ok, I will give
it a go and thanks :)
L544[04:18:37] ⇦
Quits: Something12 (~Something@S010634bdfa9eca7b.vs.shawcable.net)
(Ping timeout: 195 seconds)
L545[04:18:50] <ThePsionic> Apparently
everyone wants oliebollen, Wuppy :P
L546[04:18:57] <Wuppy> hehe
L547[04:19:06] <Wuppy> I got everything
for the new years party except for oliebollen
L548[04:19:15] <ThePsionic> Same
L549[04:19:17] <sham1> propably should
"chmod +x" my gradlew before using it
L550[04:19:21] <Wuppy> a friend of mine is
supposed to get it, but he could very well forget it...
L551[04:19:25] <Wuppy> and then I will
kill him :P
L552[04:19:31] <gigaherz> wtf is
oliebollen XD
L553[04:19:34] <ThePsionic> Our local
swimming club sells them every year
L554[04:19:47] <ThePsionic> And the entire
village wants them
L555[04:19:47] <Wuppy> gigaherz, it's
donuts but very different
L556[04:20:14] <gigaherz> hmmm we have a
similar thing here
L557[04:20:32] <Wuppy> oliebollen are also
only sold during new years
L559[04:21:33] <gigaherz> I'm reading that
;P
L560[04:21:34] <Wuppy> oh yeah they also
sell them at a carnaval
L561[04:21:43] <Wuppy> not to be confused
with carnaval which is a southern dutch holiday
L562[04:21:49] <Wuppy> which is nothing
but drinking for 4 days
L563[04:21:55] <ThePsionic> Ah well at
least there's music here
L564[04:21:56] <Wuppy> or 7 if you're a
student here :P
L565[04:22:50] <Wuppy> that friend of mine
better makes sure he gets them though...
L566[04:22:58] <Wuppy> new years eve
without oliebollen is not new years eve
L568[04:23:12] <gigaherz> it's not exactly
the same
L569[04:23:17] <Wuppy> does that contain
apple?
L570[04:23:20] <gigaherz> since the dough
has different stuff in it
L571[04:23:25] <ThePsionic> So waiting
isn't too dreadful
L572[04:23:50] <Wuppy> why not ThePsionic
?
L573[04:23:55] <gigaherz> nah no apple in
it
L574[04:24:42] <Wuppy> ah otherwise it
would've been almost exactly the same as dutch appelflappen
L575[04:24:50] <ThePsionic> Wuppy: damn
this mobile internet
L576[04:25:04]
⇨ Joins: Upthorn
(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net)
L577[04:25:08] <ThePsionic> But we have
music here so that's nice
L579[04:26:19] <gigaherz> didn't work
:(
L580[04:26:48] <gigaherz> hmm
L581[04:26:48] <gigaherz> well
L582[04:26:51] <sham1> let me see
L583[04:26:52] <gigaherz> my wrapper isn't
there
L584[04:26:53] <gigaherz> wait
L585[04:26:57] <gigaherz> let me commit
the wrapper.jar
L586[04:26:58] <gigaherz> XD
L587[04:27:11] <sham1> that usually
works
L588[04:27:11] <gigaherz> ah crap
L589[04:27:15] <gigaherz> the gitignore
was ignoring it
L590[04:27:16] <gigaherz> ¬¬
L591[04:27:33] <sham1> make it the
exception
L592[04:28:54] <gigaherz> okay now waiting
for travis to detect the commit
L593[04:29:00] <sham1> yeah
L594[04:29:01] <sham1> It does
L595[04:29:04] <gigaherz> better
L596[04:29:04] <sham1> I can see it
L597[04:29:06] <ThePsionic> Yay Travis
gogogo
L598[04:29:46] <gigaherz> yeah I wiped the
caches earlier ;P
L599[04:31:45] <gigaherz> \o/
L600[04:31:55] <sham1> *hi-fives
giga'
L601[04:32:39] *
gigaherz triesto high-five back but awkwardly misses
L602[04:32:40] <sham1> now, where is the
artifact
L603[04:32:56] <gigaherz> it's testing
only
L604[04:32:58] <gigaherz> no uploads
L605[04:33:05] <sham1> ah
L606[04:33:30] <sham1> My drone works
but
L607[04:33:41] <sham1> I'd rather not
build anything unfinished
L608[04:33:49] <gigaherz> I have no idea
where to host artifacts
L609[04:33:57] <sham1> Tarvis :P
L610[04:34:07] <gigaherz> I thought you
needed your own server for that?
L612[04:34:30] <sham1> Well to S3
L613[04:34:40] <gigaherz> yeah that costs
money
L614[04:34:40] <gigaherz> XD
L616[04:34:56] <sham1> Github
L617[04:35:24] <gigaherz> hmmm automatic
release creation could be nice
L618[04:35:39] <sham1> I myself will just
use drone for my artifacts
L619[04:39:58] <gigaherz> hmmm
L620[04:40:30] <gigaherz> in recent forge,
there was something to generate deobf/source jars?
L621[04:40:38]
⇨ Joins: SkySom (~SkySom@162.243.21.185)
L622[04:42:46] <sham1> / makeObfSourceJar
= false // an Srg named sources jar is made by default. uncomment
this to disable.
L623[04:42:57] <sham1>
minecraft.makeObfSourceJar
L624[04:43:19] <gigaherz> well it's not
commented out so
L625[04:43:21] <gigaherz> XD
L626[04:43:43] <sham1> well in my
build.gradle it is
L627[04:43:54] <gigaherz> I mean it's not
there at all
L628[04:43:58] <sham1> ah
L629[04:44:05] <sham1> Your gradle script
must be kinda old
L630[04:44:10] <sham1> Just put it there
as a reminder
L631[04:44:13] <gigaherz> nah I just
removed all comments
L632[04:44:15] <gigaherz> to reduce it
;P
L633[04:44:30] <gigaherz> well not
"all"
L634[04:44:31] ***
kroeser|away is now known as kroeser
L635[04:44:35] <gigaherz> just the giant
chunk in the minecraft one
L636[04:44:40] <gigaherz> minecraft
group?
L637[04:44:43] <gigaherz> whatever
L638[04:45:19] ***
tterrag is now known as tterrag|ZZZzzz
L639[04:46:24] <gigaherz> AH XD
L640[04:46:28] <gigaherz> -sources was
being created
L641[04:46:36] <gigaherz> and then right
after that, replaced with the other one
L642[04:48:12] <gigaherz> hmm so how about
the compiled dev jar?
L643[04:48:34] <ThePsionic> Wuppy: tfw
they have no oliebollen without raisins
L644[04:48:50] <sham1> I dont think that
is needed giga
L645[04:48:58] <gigaherz> it isn't?
L647[04:49:01] <sham1> as you can have
forgegradle auto-deobfuscate
L648[04:49:04] <gigaherz> ah
L649[04:49:10] <sham1> if you have it as a
maven dep
L650[04:49:22] <gigaherz> can't do that
for non-maven?
L651[04:49:30] <sham1> (which they will
become by gradle(
L652[04:49:33] <DrDisconsented> Also since
when were potion effects without particles put into the game
/?
L653[04:49:33] <sham1> Dunno
L654[04:49:43] <sham1> Propably not if i
remember what abrar said
L655[04:50:07] <gigaherz> well that sucks,
I'm used to dumping the dependency mods in the mods folder ;P
L656[04:50:12] <sham1> lets see if build
#4 will succeed
L658[04:50:50] <sham1> ah
L659[04:50:55] <gigaherz> nope ;P
L660[04:51:18] <sham1> yep
L661[04:51:36] <sham1> sourceJar already
is a name of a thing
L662[04:51:59] <gigaherz> yeah
L663[04:52:12] <gigaherz> the internal
source task that we were just talking about
L664[04:52:12] <gigaherz> XD
L666[04:54:02] <sham1> I think it started
to auto-build #5
L667[04:54:09] <sham1> even though the
hook was not there
L668[04:54:14] <DrDisconsented> Trying to
write sources to a jar ?
L669[04:54:29] <sham1> yes
L670[04:54:45] <sham1> so it can be an
artifact that can be used as a source of the sources
L671[04:55:43] <sham1> ... should have had
dependsOn: classes
L673[04:56:09] <gigaherz> DrDisconsented:
forge does that itself now
L674[04:56:30] <gigaherz> forgegradle I
mean
L675[04:56:34] <gigaherz> unless you turn
it off
L676[04:56:39] <gigaherz> whenyou run the
build task
L677[04:56:47] <gigaherz> it wil lgenerate
a sources jar for you
L678[04:56:59] <gigaherz> unless you turn
it off.
L679[04:58:04] <sham1> oh
L680[04:58:06] <sham1> OG
L681[04:58:11] <sham1> It generates source
jars for you
L682[04:58:13] <sham1> Wat
L683[04:58:29] <gigaherz> we were just
talking about that!
L684[04:58:30] <gigaherz> makeObfSourceJar
= false // an Srg named sources jar is made by default. uncomment
this to disable.
L685[04:58:37] <sham1> Ah
L686[04:58:42] <gigaherz> ->> Srg
named sources jar is made by default. uncomment this to disable.
<<-
L687[04:58:56] <sham1> so the names are
obfuscated eh
L688[04:59:00] <gigaherz> yes
L689[04:59:03] <sham1> on the
sources
L690[04:59:05] <sham1> All right
L691[04:59:07] <gigaherz> srg names
L692[04:59:13] <gigaherz> not really
obfuscated
L693[04:59:22]
⇨ Joins: untamemadman
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L694[04:59:25] <gigaherz> but not the
pretty names either
L695[04:59:32] <gigaherz>
"mappings-agnostic named"
L696[04:59:36] <gigaherz> ;P
L697[05:00:23]
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L698[05:02:14]
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(~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net)
L699[05:02:28] <ThePsionic> pffffff
L700[05:02:36] <ThePsionic> after 50
minutes I finally have everything I came for
L701[05:03:05] <sham1> oh my
L702[05:03:30]
⇨ Joins: Saladoc (~hobbit@85.214.211.178)
L703[05:03:46] <DrDisconsented> Oh yeay
new year
L704[05:03:57] <gigaherz> ah right, it has
begun
L705[05:04:05] <gigaherz> the 24 hours of
new-year-ness
L706[05:04:12] <sham1> there I go
L707[05:04:24] <sham1> Now all my affairs
are in order
L708[05:04:28] <ThePsionic> It's new year
in New Zealand already :D
L710[05:04:44]
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(~Hgrebnedn@d8d872d48.access.telenet.be)
L711[05:05:01]
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(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L712[05:05:13] <ThePsionic> It's 2 hours
until new year for Cazzar
L713[05:05:19] <Cazzar> noshit
L714[05:05:25] <fry> I feel like I'm not
the only one who's on freenode too :P
L715[05:05:30] <gigaherz> wait, there's
places using GMT+13 time zone?
L717[05:05:46] <Cazzar> gigaherz: NZ + DST
:P
L718[05:05:51] <gigaherz> oh right
L719[05:05:53] <Unh0ly_Tigg> So,
yesterday, I updated my dev environment from 1.8.8, to 1.8.9, and I
completely forgot that I submitted a mapping to mcpbot prior to
that update...
L720[05:05:57] <gigaherz> southern
hemisphere
L721[05:06:17] <Unh0ly_Tigg> and I was
wondering why a function didn't exist anymore...
L722[05:06:20] <gigaherz> XD
L723[05:06:27] <Unh0ly_Tigg> didn't exist
as an srg name*
L724[05:06:36] <sham1> oh
L725[05:06:37] <sham1> OH
L726[05:06:50] <sham1> drone has added an
automatic webhook to my repo
L727[05:06:53]
⇨ Joins: Hgrebnednav__
(~Hgrebnedn@d8d872d48.access.telenet.be)
L728[05:06:53] <sham1> That explains
it
L729[05:06:54] ⇦
Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be) (Ping
timeout: 192 seconds)
L730[05:06:55] <ThePsionic> TIL Forge for
1.8.9 is a thing
L731[05:07:01] <ThePsionic> Any mayor
changes?
L732[05:07:02] <sham1> yes
L733[05:07:05] <sham1> no
L734[05:07:06] <gigaherz> no
L735[05:07:11] <sham1> yes for it is a
thing
L736[05:07:15] <sham1> No for no majour
changes
L737[05:07:16] <gigaherz> 1.8.8 to 1.8.9
only changed the realms UI
L738[05:07:18] <gigaherz> and a field or
2
L739[05:07:27] <ThePsionic> Oh
L740[05:07:27] <sham1> a delta of 2
things
L741[05:07:28] <ThePsionic> ok
L742[05:07:56] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de) (Ping timeout:
190 seconds)
L743[05:07:58] <gigaherz> couple bugfixes
in the code itself, but that doesn't affect mods ;P
L745[05:08:07] <sham1> \o/
L746[05:08:15] <sham1> source jars
incoming
L747[05:08:20] <Cazzar> maybe next year,
I'll get back to modding.
L748[05:08:21] <gigaherz> yay ;P
L749[05:08:45]
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L750[05:08:46] ⇦
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L751[05:08:59] <sham1> And from now on a
lot of my commits will have [ci skip]
L752[05:09:02] <ThePsionic> lol
Cazzar
L753[05:09:37] <PaleoCrafter> can't you
make it do the reverse, sham1? :P
L754[05:09:58] <sham1> I dont know
L755[05:10:23] <sham1> I am not familiar
enough with drone
L756[05:11:02] <masa> Cazzar: so you'll go
look at some fireworks and when you get back in 2 hours you'll
continue modding, ok :p
L757[05:11:43] <gigaherz> that's sorta my
plan for tonight
L758[05:12:08] <gigaherz> my flatmate has
a podcast with another friend
L759[05:12:29] <gigaherz> the plan is
they'll have a year end podcast, then cut, eat dinner
L760[05:12:37] <gigaherz> and do a new
year podcast
L761[05:13:35] <gigaherz> in the old
year's they'll be doing a "2015 in gaming", and afterward
what they look forward to for 2016
L763[05:14:00] <sham1> I propably should
use Atom over IDEA for markdown
L764[05:14:29] <Ri5ux> For the record
Tabula Obj doesn't work properly.
L765[05:14:31] <gigaherz> just install
jetbrain's markdown plugin?
L766[05:14:37] <gigaherz> it has live
preview ;P
L767[05:14:41] <Cazzar> sham1: I
personally like what VSCode has done with markdown :P especially
the previewing.
L768[05:14:50] <sham1> Meh
L769[05:14:51] <masa> Cazzar: around the
time I last updated my main mod's 1.8 port :D
L770[05:15:01] <sham1> I prefer atom over
VSCode to be honest
L771[05:15:16] <PaleoCrafter> in what way,
Ri5ux?
L772[05:15:19] <sham1> Atom does not
hijack .gitignore and other files to itself without asking unlike
VSCode
L773[05:15:32] <Cazzar> sham1: what?
L774[05:15:39] <Ri5ux> PaleoCrafter, I'll
get you a screenshot.
L776[05:15:53] <Cazzar> I have /never/
seen that happen
L777[05:15:58] <sham1> for me VSCode
hijacked .gitignore files among other things
L778[05:16:01] <sham1> Propably
L779[05:16:17] <sham1> But that might be
because I am dumb sometimes and didnt tell it not to :P
L780[05:16:19] <gigaherz> I tried vscode
once
L781[05:16:22] <Cazzar> I get that much,
but I am asking HOW
L782[05:16:24] <gigaherz> it was WAY too
minimalistic for my tastes
L783[05:16:38] <sham1> No
intellisense
L784[05:16:47] <gigaherz> anything wiht
less menus and toolbars than Notepad++ is too minimalistic for me
;p
L785[05:16:49]
⇨ Joins: lxkm
(sid59612@id-59612.highgate.irccloud.com)
L787[05:17:31] <Ri5ux> Left would be the
actual model, right would be after export to OBJ.
L788[05:17:39] <sham1> Now would be the
best time to either choose a lisense or make one up myself...
L789[05:18:20] <PaleoCrafter> ah, I never
had anything with rotations
L790[05:18:23] <gigaherz> sham1: don't
"make up" licenses
L791[05:18:26] <gigaherz> there's plenty
of them
L793[05:18:33] <gigaherz> written by
lawyers ;P
L794[05:18:36]
⇨ Joins: Shinoow
(~Shinoow@92-32-126-170.tn.glocalnet.net)
L795[05:19:03] <gigaherz> just dump some
MIT or BSD into the repository root ;P
L796[05:19:05] <sham1> Well I dont usually
use Atom for anything but Haskell if I ever program with it
L797[05:19:44]
⇨ Joins: ShadowChild
(~ShadowChi@host81-151-57-18.range81-151.btcentralplus.com)
L798[05:20:02] <masa> how good or bad is
atom actually? I'be never actually tried it, since I went and got
sublime text at some point
L799[05:20:23] <masa> which is just <3
<3
L801[05:20:30] <sham1> Think of Atom as a
free alternetive to sublime made by Github in Coffeescript
L803[05:20:46] <sham1> Oh
L804[05:20:56] <sham1> You can use VSCode
for haskell <.<
L805[05:21:15] <Cazzar> the extension
release was only recent-ish
L806[05:21:21] <Cazzar> about, 2 months
ago?
L807[05:21:41] <Cazzar> It started...
being worked on 90 days ago
L808[05:21:44] <masa> the fact that atom
is a weird web-technology based thing kind of puts me off, and at
least at some point I read a review type thing from somewhere
saying that it was god awfully slow because of that
L809[05:22:07] <sham1> It's not too slow
in my experience
L810[05:22:11] ***
kroeser is now known as kroeser|away
L811[05:22:12] <Cazzar> Atom can be slow
because of how it loads the plugins, when you have a lot.
L812[05:22:24] <sham1> Then again
L813[05:22:51] <Cazzar> VSCode uses the
electron shell, like Atom, but they claim to have a different way
of loading the plugins, and a different editor.
L814[05:22:54] <sham1> Does VSCode have an
equivelant to the Roadmap
L815[05:23:22] <sham1> or minimap
rather
L816[05:23:32] <Cazzar> Lemme find the
roadmap
L817[05:23:34] <Cazzar> I have seen
it.
L819[05:23:40] <sham1> This is what I
meant
L820[05:24:13] <Cazzar> Not yet, since,
the plugin API doesn't allow it.
L821[05:24:21] *
gigaherz hugs his Notepad++ window
L822[05:24:35] <sham1> I think an MIT
lisence with an extra clause for mod-specific stuff might be the
best bet
L823[05:24:39] <gigaherz> the only
"bad" thing about notepad++ right now, is that the dark
theme only applies to the editor
L824[05:24:39] <gigaherz> XD
L825[05:24:59] <Wuppy> is it just me or
does AC Unity relaly not control well at all?
L826[05:25:18] <gigaherz> Wuppy: AC
Unity's parkour system feels clumsy
L827[05:25:24] <gigaherz> compared to the
previous games
L828[05:25:30] <gigaherz> dunno if they
fixed it in Syndicate
L829[05:25:32] <Wuppy> it's so strange
because in AC BF it was amazing
L830[05:25:40] <gigaherz> yeah but BF was
using the older engine
L831[05:25:49] <gigaherz> they recreated
all that stuff in Unity
L832[05:26:02] <gigaherz> that's why it
feels weird in many areas
L833[05:26:21] <gigaherz> my biggest
complaint was how once an enemy saw you
L834[05:26:30] <gigaherz> hiding in crowds
did nothing
L835[05:26:36] <Wuppy> I got caught
several times because it didn't react to my input
L836[05:26:42] <gigaherz> they'd headshot
you through the crowd, even while crouched
L837[05:26:51] <Wuppy> I'm also now doing
this co-op mission alone and it's just impossible
L838[05:26:56] <Wuppy> poor balancing
there...
L839[05:26:59] <Shinoow> Anyone familiar
with hit ranges (or generally factors that can alter the range from
which a entity hits something)? Some of my entities are hitting the
player from double their own distance, making it impossible to hit
them.
L840[05:27:23] <gigaherz> never done mobs
yet
L841[05:29:50]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8d872d48.access.telenet.be)
L842[05:29:54] <PaleoCrafter> Wuppy, I'd
say that's well balanced :P
L843[05:30:08] <Wuppy> PaleoCrafter, when
you do it alone it should be balanced to 1 person :c
L844[05:30:17] <Wuppy> can't complain too
much though, didn't actually purchase the game :P
L845[05:30:29] <Wuppy> but fuck Ubisoft
for releasing the game like that
L846[05:30:43] <PaleoCrafter> why do you
even play Unity when Syndicate is out? :P
L847[05:30:59] <Wuppy> because I feel it's
fair to pirate Unity because of how it got released
L848[05:31:01] <gigaherz> I didn't like
the theme in Syndicate
L849[05:31:26] <Wuppy> IMO Syndicate has a
better theme but that's just because I dislike french and people
from france
L850[05:31:39] <Wuppy> but Syndicate
didn't release like shit so I'd feel bad if I would pirate it
L851[05:31:41] ⇦
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L852[05:31:42] <gigaherz> for me, it's
more like
L853[05:31:49] <gigaherz> the more
"modern" the theme becomes, the less interested I
am
L854[05:32:12] <Wuppy> one thing I
actually hate most from AC Unity is the fact that you can't wistle
people over :c
L855[05:32:18]
⇨ Joins: Hgreb
(~Hgrebnedn@d8d872d48.access.telenet.be)
L856[05:32:31] <PaleoCrafter> I play the
games mainly because of the fun of it after AC3
L857[05:33:17] <PaleoCrafter> I'd rather
have a real main real-world character rather than that
Entertainment shit
L858[05:33:40] <Wuppy> hmm?
L859[05:33:56] <gigaherz> Wuppy: in older
AC games, there was a dude actually using the machine
L860[05:34:04] <gigaherz> and every now
and then, you'd exist the machine and play around in the
"present"
L861[05:34:08] <gigaherz> exit*
L862[05:34:10] <Wuppy> yeah that's
shit
L863[05:34:15] <Wuppy> I hate those
parts
L864[05:34:22] <gigaherz> yeah a lot of
people disagree
L865[05:34:33] <Wuppy> funnily enough, the
portal thing in Unity is great on the other hand
L866[05:34:34] <gigaherz> a lot of people
would have preferred the gamesto continue in the present
L867[05:34:36] ⇦
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L868[05:34:49] <PaleoCrafter> there
actually was a bigger plot behind it
L869[05:35:04]
⇨ Joins: madcrazydrumma
(~madcrazyd@94.205.12.222)
L870[05:35:08] <gigaherz> the issue for
me
L871[05:35:08]
⇨ Joins: Hgrebnednav__
(~Hgrebnedn@d8d872d48.access.telenet.be)
L872[05:35:16] <gigaherz> is that AC in
the present would inevitably focus on guns
L873[05:35:17] <gigaherz> XD
L874[05:35:20] <gigaherz> so in fact
L875[05:35:22] <PaleoCrafter> heh
L876[05:35:24] <gigaherz> I wouldn't want
AC in the present
L877[05:35:28] <gigaherz> I'd want a Green
Arrow game.
L878[05:35:50] <gigaherz> same parkour and
such, but focusing on bows ;P
L879[05:35:58] <madcrazydrumma> Hey guys!
I still can't figure out why my counter is updating when i print
into console, but not in the gui's draw string?? Here's my code:
http://pastebin.com/AhqAsktJ
L880[05:36:16] <Wuppy> yeah, I prefered
the combat in BF over Unity because of less gun focus
L881[05:36:27] <PaleoCrafter> AC in the
present would just be running around with a sniper rifle xD
L882[05:36:34] <Wuppy> haha exactly
L883[05:36:46] <gigaherz> Just Cause
3
L884[05:36:47] <Wuppy> in about 3 years AC
will transform into COD
L885[05:36:47] <gigaherz> ;P
L886[05:36:47] ⇦
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timeout: 195 seconds)
L887[05:36:51] ⇦
Quits: Gaz (~Gaz492@why.dont.you.ticklemy.ninja) (Quit: Fucking
Mice and ethernet cables)
L888[05:36:55] <Wuppy> hehe, sniper rifles
in JC3
L889[05:37:18] ⇦
Quits: airbreather (~airbreath@d149-67-99-43.nap.wideopenwest.com)
(Read error: Connection reset by peer)
L890[05:37:21] <gigaherz> reskin JC3
L891[05:37:30] <Wuppy> you know that you
can only use the AK, rocket launchers, grenades, C-4 and your
tether in that game :
L892[05:37:32] <gigaherz> change the story
around to say the bad guys are templars
L893[05:37:36] <Wuppy> otherwise your
playing it wrong :V
L894[05:37:41] <gigaherz> and they could
sell it as an AC in the present game
L895[05:37:41] <gigaherz> ;P
L896[05:37:54] <sham1> Wuppy, the baverium
RGB
L897[05:38:07] <Wuppy> aw crap, brb gotta
make sure I've got cold jager tonight :O
L898[05:38:13]
⇨ Joins: Gaz (~Gaz492@2a01:4f8:c17:2126::2)
L899[05:38:20] <sham1> Or rather Baverium
rocket launcher
L900[05:38:26] <sham1> Enjoy your
nukes
L901[05:38:29] <madcrazydrumma> can anyone
help me? :c
L902[05:38:31] <gigaherz> pff who needs
guns
L903[05:38:37] <gigaherz> all you need in
JC3 are tethers.
L904[05:38:41] <sham1> just press C
L905[05:38:43] <Wuppy> oh yeah you're also
allowed to use tanks, jets and helicopters
L906[05:38:57] <sham1> I only travel with
the jets
L907[05:39:04] <sham1> I can never use
them to fight anything
L908[05:39:05] <gigaherz> tether to
vehicle, drive, tether vehicle to target, watch explosion,
repeat
L909[05:40:00] <sham1> M488 is basically
"look at them and they die"
L910[05:41:14] <sham1> and to not feel bad
I used it post-game to liberate the areas I didnt before
L912[05:41:35] <gigaherz> fancy cake
L913[05:43:50] <Wuppy> sham1, I got the
bomb dropping jet and that one can kill a small base in 2 or 3
passes :D
L914[05:44:18] <sham1> I just used M488
and saw how everything blew up
L915[05:44:26] <madcrazydrumma>
anyone?
L916[05:44:29] <sham1> I like the
helicopters more
L917[05:44:37] <sham1> I can actually stay
still
L918[05:45:14] <gigaherz> madcrazydrumma:
sorry missed your lines ;P
L919[05:45:44] <madcrazydrumma> rip
gigaherz
L920[05:45:45] <madcrazydrumma> xD
L921[05:45:46] <sham1> madcrazydrumma, I
assume you do not sync your values correctly
L922[05:46:09] <Wuppy> hmm, you know whats
actually pretty bad about a single-player yearly release game like
Assasins creed?
L923[05:46:17] <madcrazydrumma> sham1,
what do you mean?
L924[05:46:18] <Wuppy> You can just get a
yearly release but 2 years behind
L925[05:46:31] <Wuppy> no pre-order
problems and way lower prices :D
L926[05:46:32] <sham1> dont you store the
actual values in server
L927[05:46:42] ⇦
Quits: Isi (~Isi@90.212.240.149) (Ping timeout: 195
seconds)
L928[05:46:43] <gigaherz> I'm
confused
L929[05:46:45] <sham1> if so then you need
to sync them so the client knows what is going on
L930[05:46:47] <gigaherz> why does your
class extend Gui
L931[05:46:56] <PaleoCrafter> wat,
Wuppy
L932[05:46:57] <gigaherz> but everything
in it are event handlers?
L933[05:47:10] <madcrazydrumma> so i can
use the draw methods
L934[05:47:16] <Wuppy> PaleoCrafter,
what's confusing?
L935[05:47:24] <PaleoCrafter> "You
can just get a yearly release but 2 years behind"
L936[05:47:27]
⇨ Joins: Isi (~Isi@90.217.85.157)
L937[05:47:43]
⇨ Joins: Hgreb
(~Hgrebnedn@d8D872D48.access.telenet.be)
L938[05:47:48] <PaleoCrafter> gigaherz,
it's what all the lazy bummers do instead of writing their own draw
methods like real men
L939[05:48:08] <gigaherz> right
nevermind
L940[05:48:09] <gigaherz> I do the
same
L941[05:48:10] <gigaherz> XD
L942[05:48:12] <Wuppy> PaleoCrafter, if
you just wait 2 years (like I did), you can get a new AC game every
year
L943[05:48:14] <madcrazydrumma> xD
L944[05:48:17] <Wuppy> but it'll just be 2
years after release
L945[05:48:36] <madcrazydrumma>
PaleoCrafter, I am gonna write my own methods; i hate minecraft's
code to be fair
L946[05:48:44] <madcrazydrumma> I just
need a base for now to get my skill system working
L947[05:49:00] <masa> madcrazydrumma: can
you show where you register your event handler clas?
L948[05:49:34]
⇨ Joins: SandGrainOne
(~Terje@cm-84.210.171.146.getinternet.no)
L950[05:50:01] ⇦
Quits: Hgrebnednav__ (~Hgrebnedn@d8d872d48.access.telenet.be) (Ping
timeout: 190 seconds)
L951[05:50:50] <masa> aha yep just as I
thought, you have two different instances of your class, and the
cooldownticks variable is not static, so you see the problem?
;)
L952[05:50:55]
⇨ Joins: mentlerd
(~mentlerd@catv-176-63-185-54.catv.broadband.hu)
L953[05:51:14] <madcrazydrumma> What event
bus should i use then? :s haha
L954[05:51:25] <gigaherz> it's not the
event bus
L956[05:51:31] <masa> well you could just
give the same insatnce to both registrations
L957[05:51:34] <gigaherz> you are creating
more than one instance of the code
L958[05:51:38] <madcrazydrumma> Okay
L959[05:52:06] <masa> also in the latest
versions of forge those two event buses have been combined
L960[05:52:09] <gigaherz> so each instance
has its own set of values, and they don't know eachother
L961[05:52:16] ***
kroeser|away is now known as kroeser
L962[05:52:17] ⇦
Quits: Gaz (~Gaz492@2a01:4f8:c17:2126::2) (Quit: Fucking Mice and
ethernet cables)
L963[05:52:21] <madcrazydrumma> So i could
do 'variable = new InGameOverlay();' then register that variable in
the events?
L964[05:52:36] <Cazzar> You can do
that
L965[05:52:37] <masa> yes
L966[05:52:48] <LatvianModder> Masa:
latest 1.8.9?
L967[05:53:15] <masa> I don't know when
exactly they were combined, but it was in 1.8.8 too at some
point
L968[05:53:19] <Cazzar> there's even the:
InGameOverlay overlay; registerHandler(overlay = new
InGameOverlay()); registerOtherHandler(overlay) though, that might
confuse some :P
L969[05:53:34] <masa> the old FML bus is
now deprecated and uses the forge bus
L970[05:53:42] <LatvianModder> Nice
L971[05:53:49] <LatvianModder> Waited that
for years
L972[05:53:51] <LatvianModder> :D
L973[05:54:04] <madcrazydrumma> Cazzar,
ahh yeah could do that :P
L974[05:54:16] <madcrazydrumma> Just as
confusing as list[++index] xD
L975[05:54:26] <Cazzar> Though, I haven't
modded for a while, so masa might have something
local:walpaper
L976[05:54:35] <Cazzar> madcrazydrumma:
that makes sense :P
L977[05:54:50] <madcrazydrumma> not when
you have 1000+ lines of code and that was the bug
L978[05:55:05] <masa> local wallpaper
wat
L979[05:55:15] <Cazzar> keybind :P
L980[05:55:30] <Cazzar> Ignore that bit, I
accidentally hit it and it types in less than a second.
L981[05:55:39] ⇦
Quits: Szernex (~Szernex@194-166-245-27.adsl.highway.telekom.at)
(Killed (NickServ (GHOST command used by
Szernex_!~Szernex@188-22-171-113.adsl.highway.telekom.at)))
L982[05:55:43] <masa> mmkay
L983[05:55:45]
⇨ Joins: Szernex
(~Szernex@188-22-171-113.adsl.highway.telekom.at)
L984[05:55:47] <madcrazydrumma> xD
L985[05:56:07] <Cazzar> I use it, because
the thing I have that keybind for, if I don't type quick enough, it
likes to freeze on me.
L986[05:56:10] <Wuppy> I still love the
fact that there is a big blue sleigh on my wall :P
L987[05:56:50] <Cazzar> I hate the fact,
that it's still 30 degrees at 11PM
L988[05:56:57] <Cazzar> Also, 1 hour to
2016
L989[05:57:02] <Wuppy> wooo
L990[05:57:08] <Wuppy> almost happy new
year then Cazzar
L991[05:57:11] <madcrazydrumma> error rip,
cazzar
L993[05:57:23] <Wuppy> y u no drinking and
partying Cazzar
L994[05:57:49] <Cazzar> Wuppy: I was
drinking before.
L995[05:58:12] <masa> what is the point in
drinking and partying when you can sit at home in dark infront of
your PC?
L996[05:58:17] <Cazzar> Also, the
temprature today, fuck going out.
L997[05:58:33] <madcrazydrumma> masa
^
L998[05:58:55] <Cazzar> madcrazydrumma:
" for(int i = 0; i < skillListInstance.size(); i++) {"
is line 70 right?
L999[05:59:01] <madcrazydrumma> mhm
L1000[05:59:07] <Wuppy> masa, you can sit
infront of your pc all day
L1001[05:59:10] <madcrazydrumma> it says
the skillListInstance is null for some reason
L1002[05:59:12] <Wuppy> and then use the
night to party
L1003[05:59:17] <Unh0ly_Tigg> I still
have ~20 hours untill my new year...
L1004[05:59:20] <madcrazydrumma> I
think
L1005[05:59:22] <Unh0ly_Tigg>
until*
L1006[05:59:30] <Cazzar> Yes, which means
by the time you ran the ctor, it was null when it grabbed it.
L1007[05:59:35] <madcrazydrumma> Only 8
hours till new years in dubai :D
L1008[05:59:39] <Wuppy> here there's 11
hours left
L1009[05:59:42] <madcrazydrumma> Oh
hmm
L1011[06:00:02] <Cazzar> I don't like
that colour my taskbar is.
L1012[06:00:08] <madcrazydrumma> xD
L1013[06:00:16] <madcrazydrumma> How
would i fix the issue cazzar?
L1014[06:00:26] <madcrazydrumma> It
worked before
L1015[06:00:38] <masa> where are you
supposedly initializing the skill list?
L1017[06:00:57] <madcrazydrumma> Probably
the issue with the variable igo
L1018[06:00:57] <Cazzar> 1 of 2 ways,
check in what order you init things, or, always reference
RivenMode.skillList in the class.
L1019[06:01:01] <Unh0ly_Tigg> happy
'anniversary' of our planet completing another cycle around our
parent star...
L1020[06:01:12] <madcrazydrumma> xD
L1021[06:01:38] <Cazzar> Unh0ly_Tigg: and
then a leap second occurs just before new years :P
L1022[06:01:52] <Unh0ly_Tigg> and 2016 is
a leap year.
L1023[06:02:10] <gigaherz> happy rounded
approximation of said cycle, Unh0ly_Tigg
L1024[06:02:40]
⇨ Joins: airbreather
(~airbreath@d149-67-99-43.nap.wideopenwest.com)
L1025[06:03:06] <Unh0ly_Tigg> who knows
how out of sync we actually are from when the planets started
forming...
L1026[06:03:25] <fry> who cares :P
L1027[06:03:29] <Unh0ly_Tigg> lol
L1028[06:03:31] <madcrazydrumma> Cazzar +
masa, i fixed the issue: i had to do 'igo = new InGameOverlay()'
inside the preinit call
L1029[06:03:41] <masa> madcrazydrumma:
move the InGameOverlay() constructor call to inside the preInit
just before you register it, so that the skillList has been
initalized before that gets called
L1030[06:03:47] <masa> yeah
L1031[06:03:48] <Wuppy> Unh0ly_Tigg,
there isn't actually 1 point in time for that though
L1032[06:03:57] <madcrazydrumma>
^^^
L1033[06:03:58] <Cazzar> madcrazydrumma:
that'd do it
L1034[06:04:08] <Cazzar> because, the
ctor runs before the preInit.
L1035[06:04:11] <Cazzar> it HAS to
L1036[06:04:16] <madcrazydrumma> cheers
guys, happy new year <3
L1037[06:04:21] <madcrazydrumma> yeah
that's true
L1038[06:04:32] <sham1> yeah
L1039[06:04:33] <masa> happy new
years
L1040[06:04:40] <Wuppy> happy new years
guys :)
L1041[06:04:42] <madcrazydrumma> Is there
a method to check if the player is flying?
L1042[06:04:45] <sham1> Happy newyears to
y'all
L1043[06:04:58] <Cazzar> !gf
*flying*
L1044[06:05:00] <sham1> Depending on
where you live it might be 2015 still (like here)
L1045[06:05:07] <madcrazydrumma> xD
L1046[06:05:25] <Unh0ly_Tigg> So, I've
been having trouble with my alloy furnace, where it won't actually
find a valid recipe, because of some ordering issue with an
iterator that I made, so I'm opting for mimicing shapeless ore
recipes...
L1047[06:05:31] <Cazzar>
player.capabilities.isFlying
L1048[06:05:37] <Cazzar> !!gf
isFlying
L1049[06:05:38] <MCPBot_Reborn> === MC
1.8.9: net/minecraft/entity/player/PlayerCapabilities.isFlying
(wl.b) UNLOCKED ===
L1050[06:05:38] <MCPBot_Reborn> Name : b
=> field_75100_b => isFlying
L1051[06:05:39] <MCPBot_Reborn>
Descriptor : Z
L1052[06:05:40] <MCPBot_Reborn> Comment :
Sets/indicates whether the player is flying.
L1053[06:05:41] <MCPBot_Reborn> Last
Change: 2015-12-29 16:15:08.555800-05:00 (_bot_update_)
L1054[06:05:49] <Unh0ly_Tigg> It's
~4:05AM here.
L1055[06:06:01] <sham1> It's 14
here
L1056[06:06:07] <madcrazydrumma>
cheers
L1057[06:06:08] <Cazzar> 23
L1058[06:06:16] <madcrazydrumma> 16.06
here
L1059[06:06:24] <masa> madcrazydrumma:
.isAirBorne maybe?
L1060[06:06:26] <fry> 15 :P
L1061[06:06:39] <LatvianModder> 14
L1062[06:06:50] <Unh0ly_Tigg> I live in
the west coast area of the states...
L1063[06:07:14] <LatvianModder> Fello
GMT+2, sham1 :D
L1064[06:07:24] <sham1> Well I am Finn so
that makes sense :P
L1065[06:07:53] <sham1> And it is
actually UTC+2 if we are being completely honest here
L1066[06:08:04]
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L1067[06:08:32] <sham1> yay
L1068[06:08:36] <sham1> I have a
readme
L1069[06:08:45]
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L1070[06:09:01] <Shinoow> \o/
L1071[06:09:07] <Cazzar> echo "###
RTFM" > readme.md
L1072[06:09:09]
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L1073[06:09:18] <sham1> yeh, pretty
much
L1074[06:09:42] <gigaherz> geh
L1075[06:09:50] <gigaherz> so I can't
test ender-rift ;P
L1076[06:09:56] <sham1> I will have a
quick blurb be the readme, the gh-pages to have more general detail
and an in-game guide thing that actually tells you stuff
L1077[06:09:57] <Unh0ly_Tigg> echo
"You're on your own, glhf" > readme.md
L1078[06:10:14] <gigaherz> the one mod I
know that has RF generators on 1.8.x, is Progressive
Automation
L1079[06:10:19] <gigaherz> and that's 1.8
and desn't even have a dev jar
L1080[06:10:20] <gigaherz> XD
L1081[06:10:24] <sham1> I have :P
L1082[06:10:34] <sham1> a creative-only
one but...
L1083[06:10:52] <gigaherz> and you ahve
dev jars? ;P
L1084[06:11:08] <sham1> Well you can
propably add them as deobfProvided deps
L1085[06:11:21] <gigaherz> no idea what
that means
L1086[06:11:22] <gigaherz> XD
L1087[06:11:29] <Unh0ly_Tigg>
deobfProvided ?
L1088[06:11:33] <Cazzar> gigaherz: easy,
always return full power?
L1089[06:11:39] <Cazzar> Or init with
full power :P
L1090[06:12:07] <gigaherz> well
sure
L1091[06:12:53] <sham1> diesieben07, you
awake, I have a question about drone
L1092[06:13:41] <PaleoCrafter> He's
marked as way, i.e. off :P
L1093[06:13:48] <PaleoCrafter>
*away
L1094[06:13:53] <sham1> ah
L1095[06:13:56] <sham1> Didnt see
that
L1096[06:14:05] <sham1> I never check
that :P
L1098[06:14:45] <sham1> Welp, I think it
is time to also think about getting a maven repo
L1099[06:15:15] <laci200270> any ideas
why that happens?
L1100[06:17:35] <masa> no blending or
something? I have no idea about rendering stuff ;_;
L1101[06:17:47] <Shinoow> Hm... my
culprit seems to be Entity#setSize(), since not increasing the
entity BB makes it possible to hit it without being pummeled far
away from it.
L1102[06:18:34] <laci200270>
PaleoCrafter, any ideas?
L1103[06:18:43] <Wuppy> ugh I really want
to go to "Er ist wieder da" but it doesnt play in the
cinema in my city :(
L1104[06:19:12] <PaleoCrafter> afaik it's
horrible :P
L1105[06:19:24] <laci200270> yes
L1106[06:19:25] <Wuppy> I like really bad
humor
L1107[06:19:26] <PaleoCrafter> the actor
already *looks* just terrible
L1108[06:19:30] <PaleoCrafter> the book
is great
L1109[06:19:32] <laci200270> oh
L1110[06:19:39] <laci200270> I thought my
block :D
L1111[06:19:57] ***
K-4U|Off is now known as K-4U
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L1117[06:21:36] <PaleoCrafter> I'm
looking into it
L1118[06:21:50] <PaleoCrafter> I know
what the cause is, but can't remember the fix
L1119[06:21:58] <sham1> I think it thinks
that you cannot see those certain blocks behind it
L1120[06:21:58] <laci200270> I've just
moved the rendering to another method
L1121[06:22:23] <laci200270> because I
wanted to use it at multiple places
L1122[06:22:27] <laci200270> and
now...
L1123[06:22:37] <PaleoCrafter> ah, right,
2nd render pass
L1124[06:22:42] <gigaherz> I love this
bit in the debug log XD
L1125[06:22:47] <gigaherz> [13:22:07]
[Client thread/WARN]: MOD HAS DIRECT REFERENCE System.exit() THIS
IS NOT ALLOWED REROUTING TO FML!
L1126[06:22:47] <gigaherz> [13:22:07]
[Client thread/WARN]: Offendor:
com/sun/jna/Native.main([Ljava/lang/String;)V
L1127[06:23:11] <PaleoCrafter> in your TE
override shouldRenderInPass and return pass == 1, laci200270
L1128[06:23:19] <laci200270> thanks
PaleoCrafter
L1129[06:24:13] <laci200270> !gm
shouldRenderInPass
L1130[06:24:19] <laci200270> !gm
shouldRenderInPass 1.7.10
L1131[06:24:30] <laci200270> !gm
shouldRenderInPass 1.8.8
L1132[06:24:32] <laci200270> !gm
shouldRenderInPass 1.8
L1133[06:24:39] <PaleoCrafter> it's a
forge method
L1134[06:24:46] <laci200270> I can'T find
this method PaleoCrafter
L1135[06:25:22] <PaleoCrafter> It's
TileEntity.shouldRenderInPass, but it's added by Forge and hence
doesn't need mappings :P
L1136[06:25:30] <laci200270> oh
L1137[06:25:38] <laci200270> A
method?
L1138[06:25:45] <PaleoCrafter>
yes...
L1139[06:25:48] <gigaherz> yes?
L1140[06:26:08] <laci200270> oh I've
serched it in the block
L1141[06:26:30] <gigaherz> this is for
TileEntity Special Renderer, not block special renderer ;P
L1142[06:26:40] *
laci200270 blames himself
L1143[06:26:41] <Wuppy> how does one get
all the loading things again in chrome/firefox?
L1144[06:26:46] <Wuppy> like where the
bandwith is going to?
L1145[06:26:57]
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L1146[06:27:02] <gigaherz> developer
mode?
L1147[06:27:03] <Wuppy> you can use it to
download videos from FB etc.
L1148[06:27:07] <gigaherz> in the
"network" tab
L1149[06:27:20] <gigaherz> F12 in chrome
I believe
L1150[06:27:50] <gigaherz> ctrl-shift-i
in firefox apparently, but there's a button for it
L1151[06:27:51] <gigaherz> ;p
L1152[06:28:07]
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L1153[06:28:17] <gigaherz> hmf
L1154[06:28:21] <gigaherz> [13:22:19]
[Client thread/ERROR]: MultiModel minecraft:builtin/missing is
empty (no base model or parts were provided/resolved)
L1155[06:28:23] <gigaherz> so
L1156[06:28:28] <gigaherz> my mod works
despite these
L1157[06:28:29] <Wuppy> thanks
L1158[06:28:38] <gigaherz> but it's not
nice having ERROR lines in the logs
L1159[06:28:39] <gigaherz> XD
L1160[06:28:41] <Wuppy> what's the name
for this so I can google it in the future?
L1161[06:28:49] <gigaherz> Developer
tools?
L1162[06:28:49] <Wuppy> when I forget the
shortcut agna
L1163[06:29:41] <gigaherz> so yeah as I
was saying
L1164[06:30:00] <gigaherz> any ofyou
happen to know what the least annoying way is to fix that error?
;P
L1165[06:30:24] <PaleoCrafter> fry
probably does :P
L1166[06:30:45] <gigaherz> I know what
causes it
L1167[06:30:46]
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L1169[06:30:47] <Wuppy> \o/ now I finally
have this video downloaded
L1170[06:30:57] <gigaherz> there's
certain combinations of models that don't actually HAVE any
model
L1171[06:31:03] <gigaherz> combinations
of states*
L1172[06:31:07] <gigaherz> but those
combinations can't happen
L1173[06:31:15] <Wuppy> 2016 is the 12.5
year aniversary of our association so yeah :D
L1174[06:31:28]
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L1176[06:31:39] <fry> gigaherz: put
builtin/generated as the model in the defaults
L1177[06:32:33] <laci200270> good I can't
see anything now
L1178[06:32:39]
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L1179[06:33:07] <PaleoCrafter> wat
L1180[06:33:39]
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L1181[06:33:57] <laci200270> idk
why
L1182[06:34:02] <gigaherz> thx fry
L1183[06:34:44] <PaleoCrafter> what do
you return from shouldRenderinPass, laci200270?
L1184[06:34:56] <laci200270>
pass==1;
L1185[06:35:15] <laci200270> I think I'll
just revert the commit
L1186[06:35:52]
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L1188[06:35:57] <PaleoCrafter> put a
breakpoint on that line and check if pass ever is 1
L1189[06:36:21] <laci200270> I'll just
revert and do it again
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L1191[06:36:30] <gigaherz> :/
L1192[06:36:31] <gigaherz> [13:33:38]
[Client thread/WARN]: * The API WailaAPI from source
F:\ender-rift\build\classes\production\ender-rift is loaded from an
incompatible classloader. THIS WILL NOT WORK!
L1193[06:36:47] <laci200270> it is
possible I've cut something off from the code
L1194[06:36:49] <gigaherz> (seems to work
though XD)
L1195[06:37:05] <sham1> gigaherz, want a
thing to test your RF stuff with ;)
L1196[06:37:17] <gigaherz> sure ;P
L1197[06:37:27] <sham1> I made a dev-jar
as I do not yet have a maven repo to give you dependencies
from
L1199[06:37:38] <gigaherz> good, the less
I have to mess with maven the better
L1200[06:37:39] <gigaherz> XD
L1201[06:38:08] <sham1> This is assuming
you are 1.8.8/1.8.9
L1202[06:38:15] <gigaherz> yeah I
am
L1203[06:38:15]
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L1204[06:38:17] <sham1> (Because binary
compatibility)
L1205[06:38:21] <laci200270> gigaherz
what RF API are you using? Vanhal's?
L1206[06:38:28] <gigaherz> yep
L1207[06:38:32] <laci200270> so am
I
L1208[06:38:39] <gigaherz> everyone seems
to use that one on 1.8.x
L1209[06:38:44] <laci200270> yeah
L1210[06:38:45] <sham1> I use the port
given to me by McJly
L1211[06:38:46]
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L1212[06:38:50] <sham1> Should work
L1213[06:39:00]
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L1215[06:39:12] <sham1> Though I am not
sure
L1216[06:40:10] <gigaherz> [13:38:16]
[Client thread/INFO]: Unknown recipe class!
gigaherz.enderRift.recipe.RecipesRiftDuplication Modder please
refer to net.minecraftforge.oredict.RecipeSorter
L1217[06:40:12] <gigaherz> hmm another
todo
L1218[06:40:13] <gigaherz> XD
L1219[06:40:17] <sham1> :P
L1220[06:40:34] <sham1> Does it launch if
the jar I gave you is present
L1221[06:40:45] <gigaherz> yes
L1222[06:40:54] <gigaherz> generator
block has no model though
L1223[06:40:55] <gigaherz> ;P
L1224[06:42:29] <sham1> Yeh
L1225[06:42:31]
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L1226[06:42:45] <sham1> But I am glad it
didn't crash and burn
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L1228[06:44:16] <gigaherz> okay added my
own RF tooltip line since waila isn't showing any ;P
L1229[06:44:24] <sham1> :P
L1230[06:44:46] <gigaherz> nope energy
isn't being inserted
L1231[06:44:46] <gigaherz> ;P
L1232[06:44:51] <sham1> Should have made
it so that "extractEnergy" returns the maxExtract
L1233[06:44:54] <sham1> Hmm, weird
L1234[06:45:06] <gigaherz> maybe we are
using different APIs and they don't see eachother ;P
L1235[06:45:17] <gigaherz> or maybe it's
bugged.
L1236[06:45:28] <gigaherz> yep
L1237[06:45:33] <gigaherz> connecting
directly to the rift works
L1238[06:45:40] <sham1> Mmm
L1239[06:45:41] <gigaherz> so the
multiblock corners aren't doing RF
L1240[06:45:47] <gigaherz> my fault
;p
L1241[06:46:03] <sham1> It just pushes
the RF to the adjustent TE
L1242[06:46:09] <gigaherz> yeah
L1243[06:46:12] <gigaherz> my corners are
TEs
L1244[06:46:14] <sham1> It does not even
concider multiblocks
L1245[06:46:19] <gigaherz> they know
where the main block is
L1246[06:46:24] <sham1> Unless you
concider them yourself
L1247[06:46:26] <gigaherz> and ofrward
the RF interfaces
L1248[06:46:29] <gigaherz> I do
L1249[06:46:38]
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L1250[06:46:44] <gigaherz> also
consider*
L1251[06:46:45] <gigaherz> ;p
L1252[06:47:04] <sham1> :P
L1253[06:47:21] <gigaherz> hmm
oops.
L1254[06:47:32] <gigaherz> my block can't
be extracted from
L1255[06:47:33] <gigaherz> without
pipes
L1256[06:47:41] <gigaherz> there's no
inventory at the bottom xD
L1257[06:47:48] <sham1> :P
L1258[06:47:49] <gigaherz> so hoppers
won't do
L1259[06:48:21] <Ri5ux> Earlier I was
told that it's possible to load wavefront (obj) models and render
them on items. Now I'm searching it up and apparently B3D is my
only option. What's the story with that?
L1260[06:48:36] <gigaherz> which version
are you using?
L1261[06:48:40] <Ri5ux> 1.8
L1262[06:48:47] <gigaherz> that's not the
version ;P
L1263[06:48:47] <sham1> Update to
1.8.9
L1264[06:48:48] <Ri5ux> And I was told it
was possible in 1.8
L1265[06:48:50] <gigaherz> version of
Forge
L1266[06:48:54] <Ri5ux> ah
L1267[06:48:56] <Ri5ux> The latest
L1268[06:48:59] <gigaherz> the OBJ loader
was added relatively recently
L1269[06:48:59] <sham1> Then you should
have the stuff
L1270[06:49:06] <Ri5ux> Alright
L1271[06:49:06] <gigaherz> then you
should have the OBJ loader
L1272[06:49:25] <Ri5ux> Is it the same as
in 1.7 or...
L1273[06:49:28] <gigaherz> no
L1274[06:49:34] <Ri5ux> Tutorial
somewhere?
L1275[06:49:36] <sham1> A lot
better
L1276[06:49:40] <Ri5ux> Or examples
L1277[06:50:04] <sham1> !latest
L1278[06:50:08] <gigaherz> in your client
proxy, do OBJLoader.addDomain(modid)
L1279[06:50:17] <gigaherz> then create a
blockstates json file for your item
L1280[06:50:25] <gigaherz> with
L1282[06:50:44] <gigaherz> {
"variants": { inventory:[{ "model":
"modid:model.obj" }] } }
L1283[06:50:57] <gigaherz>
"inventory"*
L1284[06:51:36] <sham1> Time to get the
most releant version update ever in all of Forge xD
L1285[06:51:56] <Ri5ux> Thanks guys
L1286[06:52:15] <sham1> Although 1.8.9
does have that new logo so..
L1287[06:52:38] <Ri5ux> What new
logo..
L1288[06:52:45] <sham1> forge logo
L1289[06:52:51] <sham1> Updated slightly
AFAIK
L1290[06:53:07] <sham1> Higher-quality
GIFs
L1291[06:53:31] <Shinoow> Well, I think I
have a somewhat good fix for my issue. Should probably start
thinking of adding child entities to larger mobs.
L1292[06:53:34] <sham1> Aside from that,
the delta between 1.8.8 and 1.8.9 is just realms stuff
L1293[06:54:01] <unascribed> and the
fixed christmas chests
L1294[06:54:06]
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L1295[06:54:06] <unascribed> don't forget
that extremely important change
L1296[06:54:22] <sham1> Oh, that's
right
L1297[06:56:31] <Ri5ux> Wait wait wait...
blockstates are for items too? Just when I thought I had
blockstates down
L1298[06:56:50] <sham1> forge blockstate
jsons specifically
L1299[06:56:56] <sham1> Vanilla, not so
much
L1300[06:57:19] <sham1> For that we need
to wait for 1.9+ and ITEMSTATES
L1301[06:57:35] <Ri5ux> itemstates are
coming in 1.9?
L1302[06:57:41] <sham1> should be
L1303[06:57:44] <Ri5ux> tits.
L1304[06:58:27] <Ri5ux> Im gonna need
another dr. pepper.
L1305[07:00:00] <Ri5ux> So, if I got this
right, I just create a blockstate json with the same filename as my
item, and it magically works?
L1306[07:00:20] <Ri5ux> Just like the
block blockstates?
L1307[07:00:31] <sham1> you need to also
use ModelLoader.setCustomModelResourceLocation for it in
preInit
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L1310[07:00:54] <sham1> Like so
L1311[07:01:24] <sham1> Because my basic
pipe block gets its inventory model from the forge blockstate
json
L1312[07:02:34] <Ri5ux> This is some
crazy shit
L1313[07:02:49] <gigaherz> mc normally
just loads the model directly for items
L1314[07:03:01] <gigaherz> forge makes it
so that if a json exists for it, the json is queried
L1315[07:03:09] <gigaherz> a blockstates
json*
L1316[07:04:26] <gigaherz> lol someone on
twitter
L1317[07:04:28] <gigaherz> "It’s
amazing how the sentence ‘don’t believe everything you read on the
internet’ is the same backwards as it is forwards."
L1318[07:04:45] <Ri5ux>
.................
L1319[07:05:03] <Ri5ux> I had to double
check.
L1320[07:05:13] <gigaherz> XD
L1321[07:07:07] <gigaherz> oops I had the
east/west swapped around
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L1324[07:09:02] <gigaherz> YAY my corners
are working again
L1325[07:11:20] <sham1> :P
L1326[07:11:22] <sham1> nice
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L1328[07:14:05] <MalkContent> ThePsionic:
need something else done? i feel like doing pixelwork for a
bit
L1329[07:14:29] <ThePsionic> I haven't
modded in forever so you might want to help someone else ;)
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L1332[07:16:00] <MalkContent> :D fair
enough. i have my own pile of unfinished stuff
L1333[07:17:00] <MalkContent> well then:
hear ye, hear ye, I am bored and willing to plop out one single
texture that need not be credited in any form whatsoever
L1334[07:17:05] <MalkContent> hit me
up
L1335[07:17:57] <FourFire> Ok, I got some
error, trying to setup IDE for the first time:
http://pastebin.com/RGurkX3g is what happens when i
try to run my forge profile for the first time after running the
installer
L1336[07:18:34] <FourFire> that is,
install forge, then run the game once to force generation of files.
This second step fails
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L1339[07:21:07] <Shinoow> Someone
reported that crash. Unknown cause, no idea how it was
triggered.
L1340[07:21:42] <Shinoow> The highlighted
method is what might be related to the crash, skimming through the
crash report
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L1342[07:25:01] <Shinoow> Right, the
crash occurs on a server
L1343[07:25:07] <Ri5ux> One last
question, Got the wavefront model loaded, now do I have to set the
texture in one of these jsons or should the model itself be doing
that?
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L1345[07:26:01] <gigaherz> Ri5ux: the obj
usually goes along with a .mtl file
L1346[07:26:05] <gigaherz> in this mdl
file you can have like
L1347[07:26:15] <sham1> The material file
describes what kind of model it is
L1348[07:26:16] <gigaherz> map_Kd
modid:texturename
L1349[07:26:19] <sham1> It also points to
the texture
L1350[07:26:25] <gigaherz> for a given
material
L1351[07:26:31] <sham1> yeah
L1352[07:26:39] <Ri5ux> It wasnt pointint
to any textures, I'll set those manually I suppose
L1353[07:27:07] <gigaherz>
alternatively
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L1355[07:27:18] <gigaherz> if you want to
override the texture
L1356[07:27:31] <gigaherz> you can use
"textures": { "materialname":
"whatever" }
L1357[07:27:32] <gigaherz> in the
json
L1358[07:27:40] <Ri5ux> Sounds better,
I'll do that instead
L1359[07:27:48] <gigaherz> but the
material name has to be set regardless
L1360[07:28:01] <gigaherz> so your obj
must have been exported with a .mtl file
L1361[07:28:17] <Ri5ux> It wasn't..
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L1363[07:28:32] <gigaherz> it's easy to
create one
L1366[07:28:51] <gigaherz> all you need
is, in the .obj model, the "mtllib" and
"usemtl" lines
L1367[07:28:55] <gigaherz> and in the
.mtl file
L1368[07:29:06] <gigaherz> the
"newmtl" and "map_Kd" lines
L1369[07:29:13] <gigaherz> customized to
your liking
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L1371[07:31:14] <Ri5ux> The texture I map
using map_Kd, do I need to register that anywhere?
L1372[07:31:36] <Ri5ux> Or will Minecraft
magically know I have that in the items textures directory
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L1382[07:43:42] <Ri5ux> Going to assume I
need to manually register that with an event, unless it's using the
exact texture location of the item being registered.
L1383[07:43:58] <FourFire> >
<Shinoow> Right, the crash occurs on a server so i should
turn off my sponge server on the same machine?
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L1399[08:01:59] <FourFire> Okay, even
without the server running, my client still crashes
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L1404[08:04:59] <Wuppy> can't wait to
finally have an oliebol <3
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L1407[08:07:41] <gigaherz> [14:43]
(Ri5ux): Going to assume I need to manually register that with an
event, unless it's using the exact texture location of the item
being registered.
L1408[08:07:42] <gigaherz> nono
L1409[08:07:49] <gigaherz> Forge takes
care of that
L1410[08:08:06] <gigaherz> you only need
to register manually
L1411[08:08:13] <gigaherz> if you use the
model in a TESR or entity renderer
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L1413[08:09:47] <sham1> you need to bake
it yourself
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L1415[08:10:35] <gigaherz> not for
item/block models
L1416[08:10:42] <sham1> yeah
L1417[08:10:59] <sham1> but I assumed you
meant that like "if you need to use your OBJ model for your
TESR or entity"
L1418[08:11:32] <gigaherz> but Ri5ux was
doing the whole item blockstate json file thing
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L1421[08:16:59] <Wuppy> I'm considering
to just say fuck it and go outside with the sole reason of getting
myself an oliebol :P
L1422[08:17:12] <Wuppy> even though I'll
already have a bunch tonight
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L1425[08:20:02] <gigaherz> lol
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L1427[08:22:27] <Wuppy> fuck it, brb
:P
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L1437[08:30:27] <OrionOnline> good
afternoon guys (or a happy new year of that is applicable)
L1438[08:31:50] <OrionOnline> Is there
some way to notice server side that a GUI (and with that a
Container if it is a GUI for that) is closed by a Player?
L1439[08:31:59] <Ri5ux> gigaherz, what
would cause the model to render black?
L1440[08:32:12] <Ri5ux> Assuming the
texture is loaded, because otherwise it wouldve been white
L1441[08:32:30] <gigaherz> hmmm
L1442[08:32:35] <MalkContent> gl_lighting
failure :P
L1443[08:32:44] <MalkContent> or some
such
L1444[08:32:47] <gigaherz> yeah but on an
item ....
L1445[08:32:55] <Ri5ux> Also what I
thought
L1446[08:32:59] <MalkContent> does it
have a custom renderer?
L1447[08:33:05] <OrionOnline> lighting is
not enabled on items in 1.8
L1448[08:33:13] <Ri5ux> It's an item...
How could it have a custom renderer
L1449[08:33:22] <gigaherz> this is 1.8,
no custom renderers
L1450[08:33:23] <MalkContent> well then
it's the "some such" part :D
L1451[08:33:32] <OrionOnline> what is up
giga?
L1452[08:33:34] <MalkContent>
really?
L1453[08:33:36] <MalkContent> aw
L1454[08:34:04] <OrionOnline> gigaherz,
what is the problem?
L1455[08:34:05] <MalkContent> what i
meant to say is "well I knew that, and it's totally the only
reason why I didn't get off my lazy ass and port my
stuff"
L1456[08:34:12] <gigaherz> OrionOnline:
not me, Ri5ux
L1457[08:34:13] <gigaherz> XD
L1458[08:34:30] <gigaherz> I was
successful enough ;P
L1459[08:34:50] <MalkContent> in any
case, are you pushing some opengl stuff somewhere Ri5ux?
L1460[08:34:51] <OrionOnline> Ri5ux, what
is the problem? or is it already solved?
L1461[08:35:20] <gigaherz> context: Ri5ux
is loading a .obj model for an item
L1462[08:35:28] <gigaherz> using forge
blockstates stuff
L1463[08:35:28] <OrionOnline> I did
that#
L1464[08:35:34] <OrionOnline> Farily
easy
L1465[08:35:44] <OrionOnline> If it is
black he has his colors set wrong
L1466[08:35:45] <Ri5ux> MalkContent,
havent touched opengl itself or and wrappers
L1467[08:35:47] <fry> Ri5ux: screenshot?
:P
L1468[08:35:53] <Ri5ux> fry, sure
L1469[08:36:02] <Ri5ux> or any*
L1470[08:36:20] <MalkContent> well then
you can at least rest assured that you didn't mess up anything in
that direction :)
L1471[08:36:50] <OrionOnline>
MalkContent, Item rendering is nearly impossible to do without ASM
in openGL
L1472[08:37:16] <MalkContent> fantastic
:/
L1474[08:37:32] <MalkContent> well at
least I'll have an excuse to finally do that then
L1475[08:37:38] <Ri5ux> Agh, the
typos
L1476[08:37:56] <OrionOnline> yoiu will
need the flip custom uv i think
L1477[08:37:57] <OrionOnline> at
least
L1478[08:38:04] <fry> Ri5ux: do you have
large bleck areas in your texture? :P
L1479[08:38:12] <MalkContent> so far all
i "know" about coremods is that you inject/overwrite
lines somehow
L1480[08:38:13] <fry> (yes, it's probably
flipped v)
L1481[08:38:22] <Wuppy> I have returned
with an oliebol :D
L1482[08:38:24] <Ri5ux> Lol, no black
areas.
L1483[08:38:32] <OrionOnline> Wuppy, i
want one too
L1484[08:38:33] <Ri5ux> Either
transparent or colorful
L1485[08:38:37] <fry> MalkContent: you
don't need it. don't do it.
L1486[08:38:43] <OrionOnline> Wuppy, just
baked a bunch of waffle though :D
L1487[08:38:47] <Wuppy> only got 1
:<
L1488[08:38:54] <MalkContent> I mostly
just wanna do it to have done it by now
L1489[08:39:05] <fry> bad reason.
L1490[08:39:18] <MalkContent> i don't
wanna keep the result
L1492[08:40:03] <MalkContent> i just want
to ascend from modding peasant to the bourgeoise
L1493[08:40:11]
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L1494[08:40:19] <gigaherz> you can
approximate it, by providing an invisible item model, and then
using events to draw "on top"
L1495[08:40:20] <gigaherz> ;P
L1496[08:40:24] <fry> буржуй :P
L1497[08:40:35] <OrionOnline> gigaherz,
that is just hacky :P
L1498[08:40:50] <gigaherz> only as hacky
as a TESR is for blocks
L1499[08:40:51] <gigaherz> ;P
L1500[08:41:06] <MalkContent> i forget,
how do you pronounce ж?
L1501[08:41:07] <OrionOnline> True,
true
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L1503[08:41:20] <OrionOnline> I need to
make a system that prevents my blocks from being redrawn every
tick
L1504[08:41:26] <fry> Ri5ux: how big is
the texture? if it's big enough, you might be fitting completely
inside the bleck part of the missing texture
L1505[08:41:36] <fry> do you have
anything in the log file?
L1506[08:41:47] <Ri5ux> fry:
1024x512
L1507[08:41:57] <fry> that'll probably do
it
L1508[08:42:01] <OrionOnline> Ri5ux, did
you add the flip uv thingy to the block state?
L1509[08:42:02] <fry> check the log
:P
L1510[08:42:19] <Ri5ux> Doing so
Orion
L1511[08:42:28] <Ri5ux> Also the log says
it has a broken aspect ratio
L1512[08:42:32] <Ri5ux> Didnt notice till
now
L1514[08:42:48] <fry> ah, that'll do
it
L1515[08:42:53] <fry> Ri5ux: you can only
load square textures
L1516[08:43:10] <OrionOnline> gigaherz,
is that 2D or 3D and TESR?
L1517[08:43:21] <Ri5ux> Square
textures...
L1518[08:43:23] <gigaherz> 3D all
L1519[08:43:34] <Ri5ux> fantastic, fucks
up everything
L1520[08:43:36] <OrionOnline> gigaherz,
NICE, Standard block model or TESR?
L1521[08:43:46] <gigaherz> the multiblock
is composed of baked obj models
L1522[08:43:57] <gigaherz> the rift is a
sphere model in a TESR
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L1524[08:43:58] <OrionOnline> Ri5ux,
Minecraft can only load square textures that have sides that are a
power of 2
L1525[08:43:59] <gigaherz> drawn 5
times
L1526[08:44:05] <gigaherz> with different
alphas
L1527[08:44:17] <OrionOnline> gigaherz,
That is nicely done
L1528[08:44:30] <gigaherz> any idea if
this can be fixed?
L1530[08:44:56] <Ri5ux> Is 1024x512 not
powers of two? Unless im retarded or something
L1531[08:45:11] <Ri5ux> 1.7.10 has no
problems with the same texture
L1532[08:45:12] <fry> > square
L1533[08:45:14] <gigaherz> it's powers of
two, but mc has that stupid restriction
L1534[08:45:16] <OrionOnline> you need it
to be 1024*1024
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L1536[08:45:22] <OrionOnline> It needs to
be square first
L1537[08:45:24] <Ri5ux> Eh..
alright
L1538[08:45:32] <gigaherz> either shrink
it to 512x512, or stretch to 1024x1024
L1539[08:45:44] <Ri5ux> Stretch it
is
L1540[08:45:47] <OrionOnline> and on top
of that it needs to have sides with a length that is a power of
two
L1541[08:45:52] <gigaherz> do you need
that much resolution though?
L1542[08:45:52] <OrionOnline> Ri5ux,
donnot stretch
L1543[08:45:55] <OrionOnline> Copy it
out
L1544[08:46:06] <OrionOnline> Create a
new one with 1024*1024
L1545[08:46:08] <Ri5ux> I'm resizing the
canvas, chill
L1546[08:46:11] <OrionOnline> Okey
L1547[08:46:14] <Ri5ux> ._.
L1548[08:47:10] <OrionOnline> I am just
trying to help
L1549[08:47:31] <Ri5ux> I know, i
appreciate the help too
L1550[08:47:33] <gigaherz> I wonder if
Minecraft's collision stuff is just that broken ;P
L1551[08:47:46] <OrionOnline> gigaherz,
it is..... No discussion
L1552[08:48:13] <Lumien> Now with
Stacktrace \o/
L1553[08:48:13] <gigaherz> I guess i'll
make the horizontal bars full-block
L1554[08:48:14] <gigaherz> :/
L1557[08:48:29] <Lumien> Why does my tile
entity sometimes tick without the corresponding block
existing
L1558[08:48:41] <Lumien> That crash
occurs mainly on respawn but sometimes also just happens while
loading chunks
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L1560[08:50:02] <Lumien> ok nevermind i
think i figured it out xD
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L1564[08:50:22] <Lumien> ok i didn't
:(
L1565[08:52:14] <OrionOnline> This should
be impossible in my opinions
L1566[08:52:15] <PaleoCrafter> gigaherz,
don't use setBlockBounds or whatever it is in your collision
list
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L1568[08:52:41] <OrionOnline> You if you
use this.pos It should give you the block at that position
L1569[08:53:03] <PaleoCrafter> Or
alternatively override getSelectionBoundingBox or whatever
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L1573[08:54:02] <gigaherz> PaleoCrafter:
setBlockBoundsBasedOnState is bad? ;P
L1574[08:54:43] <PaleoCrafter> sort
L1575[08:54:48] <PaleoCrafter> + of
xD
L1576[08:55:25] <Wuppy> god dammit...
turns out my friend couldn't get oliebollen after all so I've got
to go back now to that place again to buy more :V
L1577[08:55:45] <gigaherz> ouch xD
L1578[08:55:58]
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L1579[08:55:59] <PaleoCrafter> the method
isn't called from all relevant places iirc, so the bounds may leak
into other sstates
L1580[08:56:05] <gigaherz> ah
L1581[08:56:43] <PaleoCrafter> in fact,
it's only used for the collisions
L1582[08:56:52]
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L1584[08:57:11] <gigaherz> so I should
just override addCollisionBoxesToList and getSelectionBoundingBox
instead?
L1585[08:57:24] <PaleoCrafter> I think it
suffices to override getSelectedBoundingBox
L1586[08:57:27]
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L1587[08:57:39] <gigaherz> I'll try
L1588[08:57:39] <PaleoCrafter> call
setBlockBoundsBasedOnState in there and return
super.getSelectedBoundingBox
L1589[08:57:56] <gigaherz> oh
L1590[08:57:56] <Ri5ux> Great, my project
wont build anymore. Nothing will generate in bin, no errors shown
anywhere
L1591[08:58:02]
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L1592[08:58:09] <Ri5ux> Project basically
launches without my mods
L1593[08:58:19] <OrionOnline> Ri5ux, you
have it on git?
L1594[08:58:35] <Ri5ux> I have it in the
whole git system, but not published
L1595[08:58:50] <OrionOnline> Publish it,
then we can take a look
L1596[08:58:59] <OrionOnline> It maybe
somehting really small
L1597[08:59:02] <Ri5ux> Watch it just
start working >_>
L1598[08:59:08]
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L1599[08:59:42] <OrionOnline> Ri5ux, that
is usually the case
L1600[09:00:06]
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L1603[09:01:12] <Ri5ux> WOW that
formatting looks bad in github
L1604[09:01:47] <Ri5ux> Gonna have to fix
that at some point >_>
L1605[09:02:15] <OrionOnline> I am
downloading it, give me a couple of minutes
L1606[09:02:21]
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L1607[09:03:03] <PaleoCrafter> btw,
gigaherz, is that an actual sphere in your multiblock there or just
circles that face the player?
L1608[09:03:12] <gigaherz> sphere
L1609[09:03:18] <gigaherz> or more
accurately
L1610[09:03:22] <gigaherz> a
sphere-mapped cube
L1611[09:04:59]
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L1612[09:05:01] <OrionOnline>
sphere-mapped?
L1613[09:05:02]
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L1614[09:05:05] <PaleoCrafter> A what
now?
L1615[09:05:16] <OrionOnline> you mean a
cube with sphered texture coordinates?
L1616[09:05:28] <gigaherz> nah I mean
like
L1617[09:05:34] <gigaherz> suppose you
had an elastic cube
L1618[09:05:41] <gigaherz> and you
inflated it like a balloon
L1619[09:05:45] <gigaherz> until it's
shaped like a sphere
L1620[09:05:47] <Ri5ux> Guess what
started working again.
L1621[09:05:56] <OrionOnline> Ri5ux,
:P
L1622[09:06:06] <Ri5ux> Relaunched 5
times and it decided to work.
L1623[09:06:07] <OrionOnline> The magic
of this IRC Channel :P
L1624[09:06:38]
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L1629[09:07:42] <Ri5ux> I think there's a
bug here somewhere though, lots of times when I launch forge in
1.8.8 minecraft just sits here at 2FPS.
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L1631[09:07:49] <Ri5ux> No problems on
normal 1.8 or 1.7
L1632[09:08:18] <OrionOnline> i have no
problems with 1.8.8 or 1.8.9
L1633[09:08:23] <gigaherz> although
that's a different screenshot, from a slightly lower-poly one
L1634[09:08:30] <gigaherz> than the one I
was using here
L1635[09:09:10] <OrionOnline> If i would
not be updating my block every tick (which i need to change) i
would have a 200% performace improvement
L1636[09:09:20] <PaleoCrafter> Ah, so
just one way of approximating a sphere
L1637[09:09:28] <gigaherz> yeah
L1638[09:09:36]
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L1639[09:09:42] <gigaherz> unlike a
sphere generated from polar coordinates
L1640[09:09:49] <gigaherz> this one maps
to a cube in texture space
L1641[09:11:41] <OrionOnline> Ri5ux, you
need to update ForgeGradle
L1642[09:11:51] <OrionOnline> Your
buildscript is failing....
L1643[09:11:59] <Ri5ux> Alright
L1644[09:12:19] <Ri5ux> What about the
2FPS on the title screen in 1.8.8 with Forge only problem?
L1646[09:12:27] <ThePsionic> git gud
Ri5ux ;)
L1647[09:12:57] <OrionOnline> Nothing
wrong with that log Ri5ux
L1648[09:13:12]
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L1649[09:13:15] <Ri5ux> Wtf then.
L1650[09:13:37] <Ri5ux> I know Intel HD
Graphics suck, but I have hit in the hundreds in-game
before...
L1651[09:13:38] <PaleoCrafter> Are you
running MC on a toaster?
L1652[09:14:01] <Ri5ux> Intel HD 4600,
got no way of setting it to use my GTX 860M as far as I know
L1654[09:14:35] <IoP> Optimus does that
for you if you configure it properly
L1655[09:14:47] <Ri5ux> I dont think I
have Optimus.
L1656[09:15:01] <IoP> newer lwjgl tries
to hint drivers that it wants to use discrete gpu
L1657[09:15:12] <PaleoCrafter> I set
optimus to just always use the NVIDIA ^^
L1658[09:15:19] <IoP> laptop without
proper way to configure gpus?
L1659[09:15:36] <IoP> wtf? How?
L1660[09:15:40] <IoP> and Why?
L1662[09:15:55] <Ri5ux> If you're talking
about "Manage 3D Settings" in the NVIDIA Control
Panel...
L1663[09:16:02] <IoP> yup
L1664[09:16:13]
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L1665[09:16:21] <OrionOnline>
PaleoCrafter, a TOASTER???? WHAHAHAHAHAHAHA
L1666[09:16:26] <Ri5ux> Well then I have
that set up, but Java is already set to use the 860M and it still
chooses Intel unless I tell it
L1667[09:16:48] <Ri5ux> unless I start it
manually with NVIDIA
L1669[09:16:58] <PaleoCrafter> Why not,
OrionOnline?
L1670[09:17:01]
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L1671[09:17:13] <OrionOnline> Because:
TOASTERS??????
L1672[09:17:40] <IoP> Ri5ux: tldr
version: launching modded packs takes 20-30 minutes with intel
gpus
L1673[09:17:46] <ThePsionic> yep
L1674[09:17:51] <ThePsionic> I have
experience with that
L1675[09:17:52] <Ri5ux> I don't use
modpacks, so I wouldnt know.
L1676[09:17:52]
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L1677[09:17:58] <PaleoCrafter> You mean a
toaster would be too powerful to achieve only 2 fps?
L1678[09:18:46]
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L1679[09:18:53] <OrionOnline>
PaleoCrafter, yes+
L1680[09:19:02]
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L1681[09:19:46] <IoP> Ri5ux: Probably
does same with forge but smaller amount of textures hides the
problem
L1682[09:20:01]
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L1683[09:20:27] <Ri5ux> Guess what, I got
my dev environment to use the 860M and no more 2fps on the main
menu
L1684[09:20:46]
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L1685[09:20:49] <Ri5ux> I know the HD
4600 doesnt suck that bad though, so something else was up
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L1693[09:26:13] <IoP> If there is forge
settings which fixes that problem, please tell.
L1694[09:26:49] <Ri5ux> Will do, because
it's so bad you cant even click on buttons.
L1695[09:27:15] <Ri5ux> And thats on a
4600, probably be worse on the lower end intel gpus
L1696[09:27:31]
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L1697[09:27:35] <fry> you are loading
1024x1024 texture.
L1698[09:27:46] <Ri5ux> I cut it down to
512x512
L1699[09:27:47]
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L1700[09:27:55] <Ri5ux> Same thing
occurred
L1701[09:28:25] <IoP> If I had hardware
(and windows 10) I could test older drivers and older forge but I
do not own those.
L1702[09:29:01] <gigaherz> okay... now
the structure blocks collide like full blocks
L1703[09:29:11] <gigaherz> but the visual
box is smaller ;p
L1704[09:29:22] <gigaherz> it's something
/o\
L1705[09:29:30] <Wuppy> I now have 14
freshly made oliebollen, life is good :D
L1706[09:29:42] <gigaherz> save them for
the party ;P
L1707[09:29:43] ***
Ash|Work is now known as Ashlee
L1708[09:29:54] <Wuppy> I already had one
before
L1709[09:29:55] <ThePsionic> eat them
right now
L1710[09:29:58] <ThePsionic> all of
them
L1711[09:30:10]
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L1712[09:30:16] <Ri5ux> Explain what they
are because it sounds like witchcraft.
L1713[09:30:29] <Wuppy> if you want me to
throw up off the balcony that is a good start ThePsionic
L1714[09:30:30] <gigaherz> Ri5ux:
deep-fried dough balls
L1716[09:30:51] <Ri5ux> Oh,
dumplings
L1718[09:31:07] <sham1> not
dumplings
L1719[09:31:09] <gigaherz> not exactly,
Ri5ux
L1720[09:31:12] <gigaherz> but same
principle
L1721[09:31:14] <sham1> wait
L1722[09:31:29] <sham1> They are somewhat
but not really according to wikipedia
L1723[09:31:40]
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L1724[09:31:51] <sham1> Speaking of
national foods, why the hell are there no events like that for
Karelian pastries
L1725[09:31:58]
⇨ Joins: shadekiller666
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L1726[09:32:24] <IoP> and now you are
making me hungry
L1727[09:32:33]
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L1728[09:32:43] <Ri5ux> I've now run into
a problem where there are no texture loading errors, but my texture
is all white
L1730[09:32:56] <Ri5ux> Dont know what
happened to all black, but I cant figure out how to get that
back
L1731[09:32:56] <Wuppy> russia
man....
L1732[09:33:40] <sham1> The only thing I
wish there was no event for was "mämmi" as that disgusts
me
L1733[09:33:58] <Wuppy> what now?
L1734[09:34:22] <sham1> you dont want to
know
L1735[09:34:41] <Ri5ux> Group
orgie.
L1736[09:35:04] <Ri5ux> orgy*
L1737[09:35:17] <ThePsionic> Wuppy: very
good
L1738[09:35:47] <Wuppy> sham1, are you
sure? it contains molasses
L1739[09:35:50] <Wuppy> and that stuff =
gold
L1740[09:35:57]
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L1741[09:36:03] <sham1> I am indeed
sure
L1742[09:36:04]
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L1743[09:36:04] <IoP> Group orgy in pool
of mämmi?
L1744[09:36:16] <sham1> wouldn't surprise
me
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L1746[09:36:33] <Wuppy> mammi is this
chocolate cake look alike righty?
L1748[09:36:54] <sham1> That stuff
L1750[09:36:56] <ThePsionic> damnit
L1751[09:36:57] <Wuppy> yeah then I got
the right page
L1752[09:37:07] <Wuppy> but it contains
molasses, must be good
L1753[09:37:10] <IoP> feces , not
chokolate
L1754[09:37:10] <Wuppy> I mean rum is
also great
L1755[09:37:11] <sham1> it specifically
has that 'a' with the diacritics
L1757[09:37:48] <Wuppy> ThePsionic, and
after 1 meal die of diabetes?
L1758[09:37:53] <ThePsionic>
Basically
L1759[09:37:57] <ThePsionic> Would be a
good death tho
L1760[09:38:06] <Wuppy> there are better
ones
L1761[09:38:19] <gigaherz> sounds like
somethignyou can make at home? ;P
L1762[09:38:43] <ThePsionic>
Probably
L1763[09:39:40] *
Ri5ux gets his new server today
L1764[09:40:02]
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L1765[09:40:14] <Wuppy> holy fuck I spend
80 euros on new years eve already :O
L1766[09:40:29]
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L1769[09:40:40] <ThePsionic> RIP
L1771[09:40:46] <sham1> How much money do
you even have
L1772[09:41:13] <Wuppy> sham1, how about
none :P
L1773[09:41:44] <PaleoCrafter> Enough to
by a few months worth of Jägermeister, apparently
L1774[09:42:03] <Wuppy> only 1 bottle is
for me :V
L1775[09:42:10] <Wuppy> and that is
enough for a month or 2/3 yeah
L1776[09:42:44] <sham1> Jägermeister
:P
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L1779[10:00:07] <FourFire> there's no SRC
download, but the MDK download seems equivalent
L1780[10:00:11] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
L1781[10:00:18] <FourFire> except, when I
get to 8:24, my ecplise doesn't have those files in the sidepane at
all
L1782[10:00:38] <FourFire> and yes I did
path it to the folder where I put the other things
L1783[10:00:39] <sham1> MDK IS what src
was
L1784[10:00:41] ***
Mimiru_ is now known as Michiyo
L1785[10:00:50] ***
Michiyo is now known as Mimiru
L1786[10:00:51] <sham1> As in src there
was no sources so it was renamed
L1787[10:01:19] <FourFire> I want to mod
for the first time, trying to setup developer environment
L1789[10:01:46] <gigaherz> official
documentation there
L1790[10:04:17] <masa> haha 6 PM and
immediately some fireworks went off
L1791[10:04:24]
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L1793[10:04:31] <sham1> ye
L1794[10:04:36] <sham1> heard it
too
L1795[10:05:07] <ThePsionic> It's 5PM and
they're already blowing
L1796[10:08:11]
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L1798[10:08:57] <FourFire> turns out I
forgot to install JDK
L1799[10:09:35] <ThePsionic> gg
L1800[10:09:58] <MrKickkiller> Uh
Fourfire, you do have experience in Java right?
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L1802[10:10:10] <FourFire> MrKickkiller,
none at all :D
L1803[10:10:30]
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L1804[10:10:35] <MrKickkiller> Then I
would suggest picking up vanilla Java first, before venturing into
MC modding.
L1805[10:10:56] <ThePsionic>
^^^^^^^^^^^^^^^^^^^
L1806[10:10:58] <FourFire> Indeed I
haven't programmed anything more complex than a shell script in the
past
L1807[10:11:36] <FourFire> MrKickkiller,
ThePsionic well either I can learn how to do this, or learn that
it's impossible for me, in which case it won't be worth me wasting
my time on in the future
L1808[10:11:54] <MrKickkiller> Well then
you're probably gonna have loads of trouble. Shell and Java are two
different approaches.
L1809[10:11:58] <ThePsionic> ^
L1810[10:12:27] <ThePsionic> Java
knowledge isn't at all an optional prerequisite for this
L1811[10:12:37] <MrKickkiller> Just try
watching thenewboston tutorials first, perhaps even pick up VSWE's
courses (they're on youtube somewhere) and then venture into mc
modding.
L1812[10:12:45] <FourFire> so why drag
out the process of realizing that something is too hard to do, or
inhibit the rate of success I would enjoy (given I am beyond the
competence threshold of programming)
L1813[10:13:04] <sham1> We can help you
learn
L1814[10:13:23] <sham1> As long as you
try and give us an impression that you WANT to learn
L1815[10:13:26]
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L1816[10:13:36] <FourFire> Great :D, I'll
try not to be too whiny and naive then.
L1817[10:13:47] <sham1> That's the
spirit
L1818[10:13:55] <sham1> anyway
L1819[10:13:58] <ThePsionic> A good first
step :P
L1820[10:13:59] <MrKickkiller> +1!
L1821[10:14:06] <sham1> I hear fireworks
outside
L1822[10:14:17] <MrKickkiller> I hear ...
nothing
L1823[10:14:23] <ThePsionic> Are you
deaf?
L1824[10:14:24] <FourFire> I've m\been
meaning to learn how to make minecraft mods since i began playing,
in 2010
L1825[10:15:26] <FourFire> but insecurity
and people keeping on telling me that there was no point in trying
to learn to be a programmer unless you started coding at age 8 with
a commadore 64, or that I really should learn HTML and javascript
first :/
L1826[10:15:50] <gigaherz> those people
suck ;P
L1827[10:15:51] <FourFire> and the other
camp which argues about whether python or perl are optimal starting
languages
L1828[10:15:52] <MrKickkiller> I didn't
say that specifically, did I ?
L1829[10:15:53] <shadekiller666>
wtf
L1830[10:16:01] <shadekiller666> whered
my commit from yesterday go?
L1831[10:16:03] <gigaherz> those people
ALSO suck
L1832[10:16:03] <gigaherz> XD
L1833[10:16:09] <shadekiller666> github
seems to have forgotten it
L1834[10:16:10] <FourFire> and the MS
tards who seem really pro and swear by C#
L1835[10:16:12] <gigaherz> specially
perl
L1836[10:16:12] <ThePsionic> Everyone
sucks :D
L1837[10:16:20] <gigaherz> that's FAR
from a beginner-friendly language
L1838[10:16:22] <ThePsionic> Except Java
programmers
L1839[10:16:22] <FourFire> and the Apple
Hipsters who say all kinds of crazy bullshiot
L1840[10:16:28] <gigaherz> FourFire: C#
is the best, though
L1841[10:16:29] <gigaherz> ;P
L1842[10:16:36] <sham1> Haskell...
L1843[10:16:38] <ThePsionic> (TBH I know
how to code web stuff and C# sooo)
L1844[10:16:40] <sham1> Your argument is
invalid
L1845[10:16:45] <gigaherz> Haskell is
functional, you can't put in the same bag
L1846[10:16:47] <ThePsionic> But yeah I
definitely got into it with Java
L1847[10:16:51] <sham1> yeh
L1848[10:16:53] <MrKickkiller> "C#
is the best", until they have to port their code...
L1849[10:16:59] <sham1> Mono'
L1850[10:17:01] <gigaherz> it's like
talking about cars and you mention how boars float ;P
L1851[10:17:04] <FourFire> so really,
I've been putting this off for half a decade, listening to people
telling me all sorts of things
L1852[10:17:06] <ThePsionic> Although I
did dabble with Lua before that ;)
L1853[10:17:15] <MrKickkiller> Pssh, I
can do binary! :>
L1854[10:17:15] <FourFire> best to just
throw myself at it and try for real.
L1855[10:17:18] <sham1> FourFire, just
have dedication
L1856[10:17:31] <sham1> And dont give up
on the first failure
L1857[10:17:50] <sham1> That is all the
advice I can give at the moment as now it is my time to eat
L1858[10:18:04] <gigaherz> FourFire: I
suggest you read a bit about the basic concepts of object-oriented
programming
L1859[10:18:09] <sham1> ^
L1860[10:18:11] <MrKickkiller> Anyone
here started from the same position as you're in. And look at it?
We're a bunch of guys now that spend 15 hours a day behind the pc,
typing and swearing at a keyboard. #PerhapsNotAGoodPeptalk
L1861[10:18:14] <sham1> You do not need a
lot
L1862[10:18:24]
⇨ Joins: Halonium
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L1863[10:18:28] <gigaherz> jsut so that
when we tell you you have to implement an interface
L1864[10:18:30]
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L1865[10:18:35] <sham1> You know what to
do
L1866[10:18:41] <FourFire> gigaherz, ah
yes, lots of people telling me their gobbeldygook ingroup
terminology
L1867[10:18:45] <gigaherz> you know what
we mean and not "imple-what? an inter-whatsits?
L1869[10:18:59] <ThePsionic> gigaherz,
sham1: you finish each other's sentences :D
L1870[10:19:08]
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L1871[10:19:13] <sham1> You need to get a
basic understanding of what a class is
L1872[10:19:15] <gigaherz> ThePsionic:
poorly ;p
L1873[10:19:17] <sham1> Yes
L1874[10:19:27] <ThePsionic> Still decent
enough
L1875[10:19:31] <FourFire> I have a
relatively simple project in mind (I think it's simple at
least)
L1876[10:19:39] <FourFire> I just want to
add one custom block
L1877[10:19:43] <FourFire> and give it
propertys
L1878[10:19:50] <ThePsionic> That's a
good start :P
L1879[10:19:52] <FourFire> so eventually
it acts as a ceullar automata
L1880[10:19:57] <MattDahEpic> whats the
best way to change the items a player drops on death
L1881[10:20:08]
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L1882[10:20:12] <sham1> If I may
recommend some basic tutorials about object oriented programming,
I'd go with the Oracle's own tutorials
L1883[10:20:13] <MrKickkiller> Cellular
automaton, hmm +1!
L1884[10:20:39] <FourFire> and then later
I'll add several blocks which could have variations of the
original's properties
L1887[10:20:55] <sham1> Try to get
familiar with at least the basics
L1888[10:21:06] <sham1> And we can help
with the rest
L1890[10:21:15] <sham1> that too
L1892[10:21:26] <MattDahEpic> i dont like
newbostons voice
L1893[10:21:26] <FourFire> ok I'll read
the first three, they seem most relevant
L1894[10:21:31] <sham1> if you want to
listen to a video more than reading
L1895[10:21:37] <sham1> yes
L1896[10:21:58]
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L1897[10:22:02] <sham1> I personally am
indifferent to NewBoston's voice
L1898[10:22:05] *
gigaherz prefers text
L1899[10:22:18] <gigaherz> spoken voice
is never the right pace/tone for me
L1900[10:22:18] <gigaherz> ;P
L1901[10:22:19] <sham1> His tutorials do
give a lot of explenations
L1902[10:22:24] <FourFire> I find videos
to be annoyingly insufficiently information dense per unit of
time
L1903[10:22:31] <sham1> Mmm
L1904[10:22:40] <MrKickkiller> Nr 1, 2,
3, 5 are key to understanding minecraft modding well.
L1905[10:22:58] <sham1> but be warned
though
L1906[10:23:10] <sham1> Minecraft does
have some "bad practices"
L1907[10:23:18] <FourFire> oh I've
gathered as much
L1908[10:23:24] <MrKickkiller> :D
L1909[10:23:26] <sham1> nothing to worry
about if you can avoid it :P
L1910[10:23:32] <gigaherz> and the
decompiled environment adds quite a lot extra
L1911[10:23:32] <gigaherz> ;P
L1912[10:23:46] <sham1> tertiary
statements everywere
L1913[10:24:13] <MrKickkiller> Ah first
fireworks now.
L1914[10:24:23] <sham1> :P
L1915[10:24:25] <MrKickkiller> Or atleast
poppers on the street
L1916[10:24:34] <ThePsionic> return
thing.getThing() == 0 ? someValue : (thing.getThing() == 1 ?
otherValue : anotherValue);
L1917[10:24:38] <ThePsionic> fun
times
L1918[10:24:46] <sham1> Indeed
L1919[10:24:58] <MattDahEpic> and now the
new york lets do the same thing 1 hour off for every time
zone
L1920[10:25:18] <Wuppy> what
MattDahEpic?
L1921[10:25:21] <ThePsionic> ??
L1922[10:25:21] <MrKickkiller> Matt, it
isn't new year yet in Europe ...
L1923[10:25:31] <ThePsionic> It's 5:25PM
here lmao
L1924[10:25:33] <sham1> nope
L1925[10:25:40] <Wuppy> yep, quite early
atm
L1926[10:25:45] <sham1> In Asia it
might
L1927[10:25:52] <Wuppy> party in about 2
to 3 hours though :D
L1928[10:25:55] <MrKickkiller> New year
wave should be at india or so?
L1929[10:25:55] <sham1> Easten Asia
specifically
L1930[10:25:56]
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L1931[10:26:01] <Wuppy> yip, japan etc.
is now in 2016
L1932[10:26:04] <Wuppy> same with the
aussies
L1934[10:26:41] <ThePsionic> Beijing and
Perth just hit 2016
L1935[10:26:44] <sham1> Only 6 hours
until North-Easten Europe is in 2016
L1937[10:27:04]
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L1938[10:27:11] <Wuppy> yep china entered
2016
L1939[10:27:17]
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L1940[10:27:21] <gigaherz> xcept china
doesn't care until march ;P
L1941[10:27:23] <Wuppy> nex tup is
indonesia & thailand
L1942[10:27:38]
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seconds)
L1943[10:27:55] <Wuppy> why are there
countries with :15 and :30 times?
L1944[10:28:05] <ThePsionic> Nepal has
their special timezone
L1945[10:28:09] <MrKickkiller> Because
they f*cking want to have such odd times :>
L1946[10:28:11] <ThePsionic> There's some
more countries like that
L1947[10:28:13] <Wuppy> yes, but
why
L1948[10:28:17] <ThePsionic> /shrug
L1949[10:28:19] <ThePsionic> shit
happens
L1950[10:28:23] <ThePsionic> legacy stuff
probably
L1951[10:28:24] <gigaherz> politics
;P
L1952[10:28:28] <ThePsionic> they should
really fix that once
L1953[10:28:31] <sham1> yeah,
politics
L1954[10:28:33] <ThePsionic> when's the
patch coming out for that
L1955[10:28:40] <Wuppy> haha
L1956[10:28:58] <MrKickkiller> Like what
should the polar regions say then? In theory these guys are able to
outrun the new year wave.. Even catch up to it :>
L1958[10:29:10] <gigaherz> ohhey that
thing I said about chinese people not caring, apparently I was
wrong
L1959[10:29:11] <gigaherz> [17:27] *
luopo 摸摸 all
L1960[10:29:11] <gigaherz> [17:27]
(luopo): happy the fucking new year
L1961[10:29:16] <Wuppy> I should really
get a new chair... this isn't great for my back :V
L1962[10:29:17] <gigaherz> someone just
joined on another channel
L1963[10:29:18] <gigaherz> XD
L1964[10:29:18] <ThePsionic> lmao
L1965[10:29:26] <sham1> just have
everyone run UTC
L1966[10:29:27] <ThePsionic> the fucking
new year
L1967[10:29:31] <sham1> and have it all
be relative
L1968[10:29:39] <gigaherz> probably
drunk
L1969[10:29:46] <ThePsionic> Also, have I
ever told anyone how much I love Caravan Palace
L1970[10:30:23] *
diesieben07 highfives ThePsionic
L1971[10:30:24]
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L1972[10:30:29] <ThePsionic> :D
L1973[10:30:34] <sham1> even just
removing daylight saving time makes so big of a difference
L1974[10:31:15] <ThePsionic> time is a
man-made concept, why not just remove it altogether
L1975[10:31:26] *
MrKickkiller presses pause
L1976[10:31:26] <diesieben07> let's just
all talk unixtime
L1977[10:31:35] <ThePsionic> Not press
pause
L1978[10:31:45] <sham1> I'd rather not
type on signed ints thankyouverymuch
L1979[10:31:45] <ThePsionic> Just remove
clocks everywhere
L1980[10:31:58] <sham1> Like time is
useful for trains and planes and stuff
L1981[10:32:03] <ThePsionic> Sure, a ton
of programming would fuck up all over the place
L1982[10:32:11] <sham1> But DST is just
silly
L1983[10:32:12] <ThePsionic> But who
cares
L1984[10:32:37] <sham1> A silly rellic
from 19th and 20th century
L1985[10:32:52] <diesieben07> DST is
indeed silly
L1986[10:32:52] <diesieben07> it was a
stupid idea and never did anything but confuse people
L1987[10:33:00] <sham1> yeah
L1988[10:33:13] <ThePsionic> It's already
6:30AM on Christmas Island :P
L1990[10:33:27] <MrKickkiller> Damn
L1991[10:35:03] <sham1> Like I'd prefer
my time to always be UTC+2 rather than switching between UTC+2 and
UTC+3 once in a while
L1992[10:38:08]
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L1993[10:38:31] ***
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L1998[10:52:05] <diesieben07> yes, every
tom scott video is
L1999[10:52:22] <Halonium> ^
L2000[10:53:03]
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L2001[10:55:21] <sham1>
Internationali{s,z}ing
L2002[10:56:27]
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L2003[10:56:36] <Halonium> When I made my
website, I included a language option box at the top that links to
that video ;p
L2004[10:58:56]
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L2007[10:59:42] <sham1> And this is why I
hate doing any coding in Finnish
L2008[10:59:50] <sham1> Or rather
localizing to Finnish
L2009[11:01:10]
⇨ Joins: Meow-J
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L2010[11:01:39] <Halonium> "or you
do what programmers have done for many years and say, yeah, we're
just doing it in English"
L2011[11:01:44] ***
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L2013[11:03:49] <shadekiller666> at least
you're in a language that has words... try localizing
brainf*ck
L2014[11:04:35] <Halonium> Why on earth
would you be using brainf*ck
L2015[11:05:14] <sham1> Here you *cannot*
have a product without having an option for it to be used in
Finnish and Swedish
L2016[11:05:33] <Halonium> Same here,
must be English and French.
L2017[11:05:36] <sham1> So saying
"no can do" is not an option
L2018[11:06:05] <Halonium> And the gender
of the subject changes the "gender" of the words.
Ugh.
L2019[11:06:19] <IoP> here? imo depends
your audience.
L2020[11:07:10] <sham1> Words with
grammatical gender in general are ugh to me
L2021[11:07:11]
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L2022[11:07:15] <gudenau> Hello!
L2023[11:07:17] <sham1> hi
L2024[11:07:21] <Wuppy> is whatsapp
broken for you guys as well?
L2025[11:07:30] <sham1> Use
Telegram
L2026[11:07:39] <gudenau> Whatsapp?
L2027[11:07:46] <IoP> Wuppy: seems to be
broken
L2028[11:08:00] <williewillus> what the
hell Botania's fancy page flipping book thing is actually a vanilla
model 0.o
L2029[11:08:03] <IoP> slow, not
broken
L2030[11:08:05] <williewillus> did not
know that
L2031[11:08:27] <PaleoCrafter> the
enchantment book?
L2032[11:08:40] <PaleoCrafter> on the
enchantment table, that is
L2033[11:08:59] <williewillus> ahhh makes
sense
L2035[11:09:47] <shadekiller666>
specifically take a look at OBJState and
OBJBakedModel.getGeneralQuads()
L2036[11:09:48]
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L2037[11:11:39] <Wuppy> good food on new
years eve, awesome :D
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L2040[11:13:27] <shadekiller666>
williewillus, oh, and ModelLoaderRegistryDebug.OBJGroupTest is the
new block that utilizes the new Group system
L2041[11:13:54]
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L2043[11:14:57] <PaleoCrafter> why no
custom data q.q
L2044[11:15:11]
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L2045[11:15:34] <shadekiller666> haven't
figured out how i want to do it
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L2047[11:15:42] <shadekiller666> i just
got an idea
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L2052[11:21:01] <shadekiller666> can you
have an array of strings in json?
L2053[11:21:37] <diesieben07> sure
L2054[11:21:58] <MrKickkiller> Yes,
Shadekiller
L2055[11:22:06] <shadekiller666> ok
L2056[11:22:07] <sham1> Well seeing as JS
can store arrays of strings...
L2057[11:22:09] <PaleoCrafter> you can
put every JSON element into an array
L2058[11:22:11]
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L2059[11:22:16] <PaleoCrafter> and they
can be mixed
L2060[11:22:23]
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L2061[11:22:28] <MrKickkiller> Every JSon
element is actually an array/map already
L2062[11:22:44] <sham1> Every JSON object
is an object
L2063[11:22:51] <sham1> (reduntant I
know)
L2064[11:24:22] <sham1> And it does make
sense considering that JSON is just a representation of an
JavaScript object
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L2072[11:34:36] <Lumien> Is it possible
to set the tile entity of a block & tick it before the block is
set?
L2073[11:34:39] <Lumien> or is that like
the same packet
L2074[11:34:55] <gudenau> Doesn't the
block have to exist before the TE?
L2075[11:35:07] <shadekiller666>
mhmm
L2076[11:35:11]
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L2077[11:35:19] <shadekiller666> TEs
don't get initialized until after the block does
L2078[11:35:51] <Lumien> (I don't want to
do that, just wondering because i have issues in my te)
L2079[11:36:21] <gudenau> Interessting,
it appears as though Eclipse is broken with the latest source
bundle/
L2080[11:36:52] <Lumien> Yeah, can't open
classes by searching for them
L2081[11:37:10] <gudenau> The entire
workspace does not seem to exist.
L2082[11:38:49] <gudenau> I suppose I can
try to update eclipse.
L2083[11:42:45] <gudenau> Nope, still
does not exist.
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L2085[11:43:47] <gudenau> Any ideas
Lumien?
L2087[11:43:56] <williewillus> artifacts
on the fish when turning
L2088[11:44:07] <williewillus> this is a
textureatlassprite rendered in 3D using a method stolen from
1.7
L2089[11:44:19] <gudenau> 1.8.9?
L2090[11:44:35] <williewillus> yes
L2091[11:44:50] <gudenau> Why can't you
render it like MC does?
L2092[11:44:55] <williewillus> it's not
an item
L2093[11:44:58] <gudenau> In 1.8.9.
L2094[11:45:00] <williewillus> or I would
just use the model :p
L2095[11:45:16] <gudenau> What is it
then?
L2096[11:45:19] <williewillus> it's an
icon
L2097[11:45:41] <gudenau> So, you added
an icon in a texture atlas?
L2098[11:45:47] <williewillus> yes, and
it's rendered with thickness manually like 1.7- does (no more of
that in 1.8 since builtin/generated happened)
L2099[11:46:08] <PaleoCrafter> how does
it behave when you move the camera?
L2100[11:46:37] <williewillus> it's
supposed to just face wherever the player's body faces, sometimes
when I move I get those black grainy artifact things
L2101[11:47:41] <PaleoCrafter> pastebin
the code, maybe you fucked something up in your translation
:P
L2102[11:47:47]
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L2103[11:48:07] <gudenau> With my eclipse
thing I ran "gradlew setupDecompWorkspace eclipse" by the
way.
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L2106[11:49:03] <PaleoCrafter> I ain't
reading that code until you name those variables
L2107[11:49:12]
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L2108[11:49:29] <williewillus> it's
ripped from 1.7 I have no idea what the hell half of them mean
:p
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L2110[11:49:52] <williewillus> actually
those four flotas are the UVs
L2111[11:50:00]
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L2112[11:50:27] <gudenau> When is it
called?
L2113[11:50:37] <williewillus> in a
layerRenderer
L2114[11:50:39] <gudenau> Maybe the GL
state is not correct or somthing.
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L2116[11:52:34] <williewillus>
alternatively, I could force the icons to be loaded and baked inteo
models by throwing it into an addVariantName call somewhere
L2117[11:52:38] <williewillus> then just
grab that and render it
L2118[11:53:02]
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enough.)
L2121[11:54:58] <gudenau> So, any ideas
with my eclipse problem?
L2122[11:55:28]
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L2123[11:59:02] <sham1> you're using
eclipse
L2124[11:59:07] <sham1> That's about the
only problem
L2125[11:59:29] <gudenau> That is not a
problem.
L2126[11:59:43] <gudenau> Some of the
largest companys in the world use it.
L2127[11:59:47] <gudenau> So it can not
be bad.
L2128[11:59:57] <sham1> it's not
bad
L2129[12:00:04] <sham1> There just are
better choices ;P
L2130[12:01:02] <gudenau> The other
option is that idea thing.
L2131[12:01:11] <gudenau> I find it slow
and kinda clunky.
L2132[12:01:13] <sham1> And netbeans
;P
L2133[12:01:42] <gudenau> Since when was
the supported?
L2134[12:02:07] <diesieben07>
netbeans
L2135[12:02:08] <diesieben07>
hahaha
L2136[12:02:25] <Rushmead> it has nice
tools for web developemnt
L2137[12:02:31] <Rushmead>
development*
L2138[12:02:36] <gudenau>
Notepad++?
L2139[12:02:43] *
diesieben07 points at PhpStorm
L2140[12:02:52] <gudenau> PHP is
stupid.
L2141[12:03:04] <diesieben07> PhpStorm =
Webstorm + php support
L2142[12:03:10] <diesieben07> if you
don't need php, Webstorm is enough
L2143[12:03:25] <gudenau> So, back to my
eclipse thing. Why is there no MC project?
L2144[12:03:35] <sham1> did you import
it
L2145[12:03:37] <diesieben07> mc
version?
L2146[12:03:42] <gudenau> 1.8.9
L2147[12:03:49] <diesieben07> and you are
using the MDK download
L2148[12:03:51] <diesieben07> ?
L2149[12:03:52] <Rushmead> How to fix
your issue. Use idea. :P
L2150[12:03:56] <gudenau> Yes, of
course.
L2151[12:04:04] <gudenau> idea is crappy
IMO
L2152[12:04:24] <diesieben07> let me
check it
L2153[12:04:26] <diesieben07> and no it's
not :p
L2154[12:04:50] <gudenau> Md5 of the zip:
5a31d139f3490cd2b76b0002b9291cab
L2155[12:05:05] <williewillus> my
layerRenderers' rotation currently follows the body of the player,
how do I make it follow the player's head?
L2156[12:05:19] <gudenau> Calculat the
offset.
L2157[12:05:23] <gudenau>
Calculate*
L2158[12:05:47] <gudenau> What is it,
head yaw and yaw?
L2159[12:07:02]
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L2161[12:07:10] <diesieben07> gudenau, i
just did setupDevWorkspace eclipse with a fresh MDk download of
latest 1.8.9. works fine.
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L2163[12:07:23] <gudenau> What is the MD5
of your zip?
L2165[12:07:41] <diesieben07> you can
check on the website, it's the one you posted
L2166[12:07:52] <gudenau> That is
weird.
L2167[12:09:15] <gudenau> Ok, looks like
my eclipse is broken. Tried a fresh version and it works
fine.
L2168[12:09:20] <gudenau> Whatever.
L2169[12:09:49] <sham1> heh
L2170[12:10:44] <gudenau> Ok, now to ask
what I was planning on asking.
L2171[12:11:44] <gudenau> Is there a way
to get the world render to cache a special TE renderer that could
have at least 25769803776 "states".
L2172[12:12:20] <diesieben07> wat.
L2173[12:13:17] <gudenau>
16*16*6*256*256*256
L2174[12:13:24] <Lumien> Why would you
"cache" a te renderer? :P
L2175[12:13:46] <gudenau> Because it
would not change that much and there could easaly be hundrends in a
chunk.
L2176[12:14:02] <gudenau> I want to do
this in a way that is "nice" to the hardware.
L2177[12:14:15] <diesieben07> make a
display list
L2178[12:14:27] <diesieben07> or don't
make a TESR in the first place :D
L2179[12:14:34] <sham1> :P
L2180[12:14:37]
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L2181[12:15:05] <gudenau> How could I
make a block that stores 1536 ints then?
L2182[12:15:24] <gudenau> Or could this
not happen?
L2183[12:15:37] <diesieben07>
TileEntity
L2184[12:15:39] <Lumien> You can have a
te and just use normal models
L2185[12:15:44] <diesieben07> just
because you have a TE doesn't mean you have to use a TESR
L2186[12:16:02] <gudenau> How do I
generate 25769803776 models for it then?
L2187[12:16:11] <sham1> Diesieb btw, do
you know any good and especially free maven solution
L2188[12:16:27] <Lumien> You can just
cache the ones you actually need
L2189[12:16:39] <gudenau> So, generate
them as needed?
L2190[12:16:42] <sham1> Gudenau, smart
block models
L2191[12:16:56] <diesieben07> sham1, no,
i use my own webspace
L2192[12:17:01] <gudenau> Ok, here is why
I need this.
L2193[12:17:02] <sham1> Ah
L2194[12:17:10] <diesieben07> for mods
you can use the forge files server though
L2195[12:17:18] <diesieben07> afaik
L2196[12:17:27] <gudenau> I want a block
where each standard "pixel" on my block to be
colorable.
L2197[12:17:31]
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L2198[12:17:50] <sham1> Rather get my own
little server where to host maven repo tbh
L2199[12:17:55] <diesieben07> yeah sounds
like you want to make a smart model
L2200[12:17:59] <diesieben07> and then
bake new models as needed and cache them for an amount of
time
L2201[12:18:08] <diesieben07> guava
LoadingCache should be fine for that
L2202[12:18:16] <sham1> Coz I set up my
drone
L2203[12:18:23] <gudenau> Need to figure
out how to use this stuff.
L2204[12:18:25] <PaleoCrafter> sham1, you
could submit stuff to maven central :P
L2205[12:18:53] <sham1> I was looking
around the website and found nothing :P
L2206[12:19:33] <sham1> I don't know how
to create my repo there or anything else for that matter
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L2208[12:21:49] <sham1> But at least my
wip mod has CI :D
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L2210[12:24:11] <sham1> Dev jars and
everything
L2211[12:24:16] <gudenau> TE ids are
still shared betwean mods?
L2212[12:24:32] <diesieben07> yes
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L2219[12:34:15] <gudenau> Interesting, I
can not break my block.
L2220[12:35:18] <gudenau> Derp.
L2221[12:36:58] <gudenau> Where did the
TE tick go?
L2222[12:37:38] <diesieben07> implement
ITickable
L2223[12:37:40] <OrionOnline> gudenau,
implement ITickable
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L2225[12:38:05] <OrionOnline> Is there a
way to detect when a Player closes a UI on the Server SIde
L2226[12:38:19] <gudenau> That is fun, MC
has two classes called ITickable.
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L2228[12:38:30] <OrionOnline>
Seriously?
L2229[12:38:34] <OrionOnline> I can only
find one
L2230[12:38:35] <diesieben07> yeah
L2231[12:38:46] <diesieben07> you want
the one in util
L2232[12:38:51] <OrionOnline> Oh no you
are right
L2233[12:38:59] <OrionOnline> One for TE
and one for Textures
L2234[12:39:02] <gudenau> The util one,
and the texture ome.
L2235[12:39:04] <gudenau> one*
L2236[12:39:08] <diesieben07> orion, yes
it is, but it depends on what exactly you are trying to do
L2237[12:39:23] <OrionOnline> I need to
keep track of people that are watching my TE
L2238[12:39:28] <gudenau> Like a
chest?
L2239[12:39:37] <OrionOnline> Not
really
L2240[12:39:40] <OrionOnline> It is a
Anvil
L2241[12:40:02] <Wuppy> oh dang a
skyscraper in dubai is now on fire
L2242[12:40:06] <diesieben07>
Container.onContainerClosed
L2243[12:40:18] <OrionOnline> Is that
called on the server side as well?
L2244[12:40:23] <OrionOnline> Or only on
the client side?
L2245[12:40:26] <diesieben07> yes
L2246[12:40:29] <diesieben07> also on the
server
L2247[12:40:46] <gudenau> The containers
are both sides, while the guis are client.
L2248[12:41:15] <OrionOnline> Hmm good to
know
L2249[12:46:07]
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L2250[12:46:24] <gudenau> Ok, where are
docs for the OBJ models?
L2251[12:46:41] <williewillus> look on th
examples on the forge github
L2252[12:46:52] <Wuppy> \o/ at least
everybody can still have their own firework here :D
L2253[12:47:10] <Wuppy> stupid countries
and people to make that illegal
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L2255[12:48:39] <gudenau> I am not
finding examples.
L2256[12:49:00]
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L2257[12:50:46] <OrionOnline> gudenau,
there are non
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L2259[12:51:01] <OrionOnline> Like no
real exmaples
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L2261[12:51:04] <gudenau> That would do
it.
L2262[12:52:37] <gudenau> So, where could
I find docs/examples on the OBJ loading?
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L2266[12:56:13] <williewillus> lots of
OBJ blocks in there
L2267[12:56:29] <gudenau> Thanks.
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L2273[13:03:04] <Thutmose> so if I wanted
my mod to be able to be run on 1.8.8 and 1.8.9, what do I put for
acceptedMinecraftVersions= ?
L2274[13:04:18] <williewillus>
"[1.8.8,1.8.9]"
L2275[13:04:41] <gudenau> So, how do I
use an obj for an item? These are all block.
L2276[13:04:42] <masa> [1.8.8,1.8.9] or
[1.8.8,1.9)
L2277[13:04:44] <gudenau> blocks
L2278[13:04:51] <LexManos> DO NOT
L2279[13:05:04] <williewillus> masa: the
latter sounds like a recipe for disaster :p
L2280[13:05:06] <LexManos> I repeat DO
NOT say you';re comptible with ficional versions -.-
L2281[13:05:11] <Thutmose> not doing
that
L2282[13:05:13] <masa> mmkay
L2283[13:05:39] <gudenau> He said 1.8.8
and 1.8.9, not 1.8.8 and up. :-P
L2284[13:05:49] <Thutmose> used what
williewillus posted, works, thanks
L2285[13:06:33]
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L2287[13:07:14] <williewillus> and also
class ModelHandler
L2288[13:07:23] <williewillus> the first
line and a setCustomMRL
L2289[13:08:15] <williewillus> nvm the
second line :p. you basically need the json,
OBJLoader.instance.addDomain(modid), and setCustomMRL
L2290[13:09:35] <gudenau>
B3DLoader.instance.addDomain([censor]Data.MOD_ID.toLowerCase());
L2291[13:09:35] <gudenau>
L2292[13:09:35] <gudenau>
ModelLoader.setCustomModelResourceLocation(item[censor], 0, new
ModelResourceLocation([censor]Data.MOD_ID + ":" +
"models/[censor].obj", "inventory"));
L2293[13:10:23] <williewillus> why are
you addDomaining the B3D loader for an OBJ model ;p
L2294[13:10:47] <LexManos> Does anyone
remember if FG forces "1.8.8" or "[1.8.8]" by
default?
L2295[13:10:49] <gudenau> That is how the
example wors.
L2296[13:11:07] <williewillus> change
B3DLoader to OBJLoader
L2297[13:11:24] <williewillus> lex: iirc
it's "[1.8.8,1.8.8]" if unspecified
L2298[13:11:35] <LexManos> eww
L2300[13:11:56] <AbrarSyed>
[<version>]
L2301[13:12:02] <williewillus> nvm then
:p
L2302[13:12:18] <LexManos> if
("[1.8.8]".equals(mcVersionString)) mcVersionString =
"[1.8.8,1.8.9]"; // MC 1.8.8 and 1.8.9 is forward SRG
compatible so accept these versions by default.
L2303[13:12:24] <LexManos> gunna add that
to Forge 1.8.9 ;)
L2304[13:13:25] <LexManos> if people
wanna be stupid and optout they can by changing from the default
{only reason they would opt out is if they acceded obfusicated
shit...}
L2305[13:13:26] <diesieben07> honestly i
am questioning the sense of this property if you just go out and
modify it to your heart's content.
L2306[13:13:39] <LexManos> its not to my
hearts content
L2307[13:13:56] <LexManos> its always
been the ides that FORGE is the one who decides if two versions are
binary compatible
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L2309[13:14:13] <LexManos> Modders can,
they have had the ability forever
L2310[13:14:29] <LexManos> But they dont
hence why we force a default in FG and allow Forge to determine
compatibility.
L2311[13:15:04] <browndunce> hey
guys
L2312[13:15:48] <gudenau> Model
definition for location [censor]:models/[censor].obj#inventory not
found
L2313[13:15:53] <gudenau> Interesting, I
suppose.
L2314[13:16:17] <gudenau> I feel like I
will love this system when I figure out how the heck it
works...
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L2316[13:18:21] <williewillus> gudenau:
did you do OBJLoader.instance.addDomain?
L2317[13:18:24] <williewillus> and
setCustomMRL?
L2318[13:18:30] <LexManos> Interesting,
aparently this doesnt auto-unbox at J6 @ fry
L2319[13:18:32] <gudenau> Yes.
L2320[13:18:37] <LexManos> flowRound =
(int)Math.round(Math.toDegrees(stateOption.get().getValue(BlockFluidBase.FLOW_DIRECTION)));
L2321[13:18:48] <williewillus> can you
post your json?
L2322[13:18:57] <gudenau> What
json?
L2323[13:19:12] <gudenau> You gave me a
block file.
L2324[13:19:16] <gudenau> Not an item
file.
L2325[13:19:16] <williewillus> you need a
forge json to use the obj loader
L2326[13:19:53] <williewillus> yeah, but
it's still needed. It's just in the "blockstates" folder
bc there's no better place to put it :p. You can actually define
item models using forge jsons
L2327[13:21:20] <gudenau> Still looks
like it is a blockstate file to me.
L2328[13:21:29] <williewillus> it is, but
you can use it for items :p
L2330[13:22:00] <williewillus> whenever
you do ModelResourceLocation you're always pointing to a variant
within a blockstate json
L2331[13:22:08] <williewillus> vanilla
just redirects "inventory" to models/item
L2332[13:22:14] <williewillus> but forge
loosens that restriction
L2333[13:22:40] <gudenau> That is so
conterintuitive.
L2334[13:22:44] <williewillus> it is
not
L2335[13:22:58] <williewillus> it's just
a result of mojang not having an equivalent system to blockstates
for items yet
L2336[13:22:59] <williewillus> :p
L2337[13:23:02] <gudenau> "Put the
item file in the blockstates dir"
L2338[13:23:14] <williewillus> all of my
itemblock models are defined by my blockstate jsons :p
L2339[13:23:20] <williewillus> why need a
separate file?
L2340[13:23:44] <gudenau> So, call it
itemname.json in blockstates?
L2341[13:23:58] <williewillus> whatever
path you setCustomMRL
L2342[13:25:04] <gudenau> With the obj
extention or no?
L2343[13:25:17] <williewillus> no, you're
specifying the path to the forge json
L2344[13:25:23] <williewillus> and the
"inventory" part is the variant
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L2346[13:26:17] <gudenau> Still not
found.
L2347[13:26:26] <gudenau> DOH
L2348[13:26:29] <gudenau> Wrong
dir.
L2349[13:27:16]
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L2352[13:30:02] <gudenau> I feel so
stupid. .-.
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L2354[13:30:53] <williewillus> does it
work?
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L2356[13:31:03] <gudenau> Nope.
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L2358[13:31:15] <gudenau> Might have put
things in the wrong place.
L2359[13:31:20] <gudenau> Still playing
with it.
L2360[13:31:55] <williewillus> ohhh woops
forogt one thing
L2361[13:32:02] <williewillus> did you do
addVariantName or registerItemVariants?
L2362[13:32:20] <gudenau> Hey, it renders
now. :-D
L2363[13:32:30] <williewillus> nice
L2364[13:32:36] <gudenau> I just goofed
up the texture.
L2365[13:33:54] <gudenau> My item just
has the one version at the moment aswell.
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L2367[13:35:16] <gudenau> So not used to
this new system.
L2368[13:36:16] <Temportalist> What
command is used to compile the patches for a MCForge PR?
L2369[13:36:45] <kroeser> Is it just me,
or is it not possible anymore to place custom json model files in
models/ subdirectories except for block/ and item/?
L2370[13:36:50] <gudenau> Interesting, it
can use textures from the mtl files?
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L2372[13:38:50] <tterrag> Temportalist:
gradle genPatches
L2373[13:39:58] <Temportalist> tterrag:
thanks
L2374[13:40:48] <gudenau> So thanks for
dealing with me williewillus!
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L2378[13:46:26] <gudenau> Dow! has UVs
('vt') out of bounds 0-1! The missing model will be used instead.
Support for UV processing will be added to the OBJ loader in the
future.
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L2381[13:50:18] <gudenau> Beond that the
UVs seems a little goofy/
L2382[13:50:36] <williewillus> hah, no
problem, trying to help everyone I can with what I've learned
:p
L2383[13:51:05] <williewillus> kroeser:
by anymore do you mean since 1.8.0?
L2384[13:51:20] <williewillus> and under
what context are you specifying this custom json model?
L2385[13:51:38] <gudenau> Ok, the
textures are just mirrored over the x axis.
L2386[13:51:45] <gudenau> Not that big of
a deal.
L2387[13:52:38] <kroeser> williewillus:
My custom model loader is broken since I updated from Forge build
1609 (1.8.8) to 1661
L2388[13:52:53] <gudenau> Now I just need
to fix the scaling and rotation. Yay!
L2389[13:53:30] <kroeser> williewillus: I
have multiple folders in the models/ folder in which I define json
models that are loaded as overlays for an item model.
L2390[13:53:36] <williewillus> hm, that's
strange. mine is still working on 1656 1.8.9
L2391[13:53:58] <Temportalist> all: is
there a way to detect when the player's armor has changed?
L2392[13:53:59] <williewillus> path
inferring *shouldn't* have changed, poke fry maybe :p
L2393[13:54:35] <PaleoCrafter>
williewillus, have you solved the issue with the 3d item?
L2394[13:54:51] <gudenau> So, in blender
how many units is a standard item?
L2395[13:54:56] <williewillus> ? the
lexicon?
L2396[13:55:06] <williewillus> no,
holding off on that until the animation API is done
L2397[13:55:11] <PaleoCrafter> I mean the
icons with thickness ^^
L2398[13:55:13] <kroeser> fry: Any idea
why my update to the latest Forge version broke my custom model
loader?
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L2400[13:55:31] <kroeser> fry: Having
errors like 'Model definition for location
integrateddynamics:aspect/...#normal not found' where it worked
just fine before.
L2401[13:56:10] <williewillus>
PaleoCrafter: I copied the method from 1.7 :p
L2402[13:56:18] <williewillus> its just a
couple icons
L2403[13:56:20] <PaleoCrafter> I
know
L2404[13:56:31] <browndunce> k so when
you make an item how do you make a crafting recipe for it
L2405[13:56:32] <PaleoCrafter> but it
didn't work correctly, did it? :P
L2406[13:56:37] <williewillus> oh the
artifacts? I noticed it happened in 1.7 as well, so idk
really
L2407[13:56:43] <PaleoCrafter> ah,
lol
L2408[13:57:06] <PaleoCrafter> it's
behaving totally weirdly for me
L2409[13:57:09] <williewillus>
browndunce: GameRegistry.addRecipe
L2410[13:57:18] <browndunce> like i cant
find the item i made
L2412[13:57:31] <williewillus> what do
you mean can't find?
L2413[13:57:36] <browndunce> like when i
type items.xxx
L2414[13:57:42] <browndunce> i can't find
my item in there
L2415[13:57:54] <williewillus> maybe not
registering it?
L2416[13:57:59] <kroeser> williewillus:
How does your custom model loader work? Are you calling
ModelLoaderRegistry.getModel()?
L2417[13:58:16] <williewillus>
PaleoCrafter: I mustve converted the tessellator calls wrong then
or it's a vanilla 1.7 issue :p
L2418[13:58:25] <browndunce> i did in the
base mod
L2419[13:58:40] <browndunce> i made my
own modding recipe class though
L2420[13:58:57] <heldplayer>
williewillus: is the depth test mode correctly set?
L2421[13:58:59] <browndunce> do i have to
register it again in the modrecipe class
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L2423[13:59:32] <PaleoCrafter> do you get
the same result then, williewillus?
L2424[13:59:49] <PaleoCrafter> because
this definitely doesn't happen in 1.7
L2425[13:59:51] <williewillus> kroeser:
the one for botania's special flowers isn't that complicated of a
custom loader, it simply receives registrations mapping flower type
strings to a MRL, and the model loader loads a dummy model that
lists all of those registrations as dependencies, and later on it
steals the baked model to return. Not sure if that's very helpful
in your situation though :p
L2426[13:59:57] <williewillus> yeah I
do
L2427[14:00:01] <williewillus> time to
recheck the calls :p
L2429[14:00:28] <PaleoCrafter> I've
double and triple checked it
L2430[14:00:39] <browndunce> wait do i
have to register the item in the modrecipe class again?
L2431[14:00:39] <PaleoCrafter> the method
is perfectly fine
L2432[14:00:56] <kroeser> williewillus: I
do something very similar. Is this code open source?
L2434[14:02:12] <williewillus> and
blockstates/specialFlower.json
L2435[14:02:14] <ThePsionic> browndunce:
do you have a public repo
L2436[14:02:22] <kroeser> williewillus:
Awesome, thanks!
L2437[14:02:42] <browndunce> i don't know
what that is, i only know the basics of java
L2438[14:03:09] <ThePsionic> Ok, show the
code where you register your item
L2439[14:03:23] <browndunce> aight
L2441[14:04:18] <ThePsionic> That's
defining the item
L2442[14:04:28] <ThePsionic> Where do you
register it
L2443[14:04:34] <browndunce> yea i
registered the item in the base mod too but that's about it
L2444[14:04:42] <ThePsionic> How?
L2445[14:04:57] <browndunce>
GameRegistry.registerItem(es, "Emerald Sword");
L2446[14:05:05] <browndunce> in
preInit
L2447[14:05:10] <ThePsionic> Hmm
L2448[14:05:32] <ThePsionic> Not sure if
spaces are allowed in that name
L2449[14:05:38] <ThePsionic> Probably
not
L2450[14:06:09] <browndunce> oh wait
yea
L2451[14:06:26] <browndunce> i thought
that was the name that'd show up in the actual game
L2452[14:06:28] <browndunce> my b
L2453[14:06:45] <ThePsionic> Nope, just
the name it's registered with
L2454[14:07:04] <ThePsionic> Localisation
happens in the .lang files
L2455[14:08:47] <williewillus> heh lex
you're representing yunomakegoodmap at BTM? :p
L2456[14:09:27] <PaleoCrafter> I think
the whole world is the booth then :D
L2457[14:10:07] <browndunce> ok so i
renamed it emerald_sword and i still can't find it
L2458[14:10:14] <browndunce> does it take
a while to refresh or what
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L2462[14:14:46] <shadekiller666> if i
have an enum with entries that have 2 arguments, a String and an
Object, where each one has a different Object from the others, is
there some way that i could write it so that i don't have to cast
the Objects to their appropriate data types, say with generics or
something?
L2463[14:14:55] <ThePsionic> No, it
should just do it as soon as you relaunch
L2464[14:15:08] <ThePsionic> browndunce
^
L2465[14:15:27] <browndunce> relaunch
eclipse?
L2466[14:15:40] <ThePsionic>
Minecraft
L2467[14:15:49] <browndunce> aight
L2468[14:16:33] <browndunce> i probably
did something wrong then
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L2470[14:17:45] <shadekiller666> Lex, i
was trying to tell fry that that line in ModelFluid doesn't compile
yesterday :P he asked why i added .floatValue() to the end of it
when i showed him my changes to the obj loader
L2471[14:17:59] <williewillus>
shadekiller666: is there anything in common between the
objects?
L2472[14:18:16] <ThePsionic> browndunce:
assuming your item class is still the same, no spaces in unloc name
too
L2473[14:18:47] <shadekiller666> well,
one of them has a List<String>, two others have entries from
a custom enum of mine, and the fourth has a Boolean
L2474[14:19:07] <shadekiller666> so not
really no
L2475[14:19:24] <browndunce> so how do i
make my item named something without underscores then?
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L2478[14:20:37] <shadekiller666> maybe i
could wrap them in an Optional<?>... would that work if i
then called Optional.<String>get();?
L2479[14:21:36] <Ri5ux> Woooooo, just
received the dell poweredge server I bought!
L2480[14:21:53] <Ri5ux> And my new IPS
display for my laptop!
L2481[14:22:01] <ThePsionic> I never said
you can't use underscores, browndunce
L2482[14:22:57] <browndunce> yea
L2483[14:23:02] <browndunce> idk
L2484[14:23:16] <browndunce> lemme try to
read this tutorial a bit more
L2485[14:23:20] <ThePsionic> Oh you mean
naming the thing to look nice
L2486[14:23:58] <ThePsionic> In your
resource folder make a lang folder and make a file en_US.lang
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L2488[14:24:29] <ThePsionic> In that type
item.emerald_sword.name=Emerald Sword
L2489[14:24:37] <browndunce> oh
aight
L2490[14:28:51] <shadekiller666> should
probably also have your modid: in the unloc name but whatevs
L2491[14:32:24] <williewillus> what
happens if there's a localization key conflict? :p
L2492[14:32:47] <Girafi> Everything
breaks!
L2493[14:32:54] <Girafi> I actually have
no idea, that's a very good question ^^
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L2496[14:33:42] <tterrag> last one to
load wins out
L2497[14:34:35] <shadekiller666> if only
java had unions...
L2498[14:34:48] <williewillus> lol
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L2500[14:36:26] <PaleoCrafter>
shadekiller666, what exactly are you trying to do? (best with
example code)
L2501[14:36:33] <PaleoCrafter> because I
somehow doubt you need unions for this
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L2505[14:37:43] <shadekiller666> i want
to make it so that initialValue is stored as whatever type the
value passed into the constructor is
L2506[14:37:53] <shadekiller666> so that
i don't have to do casts
L2507[14:38:14] <PaleoCrafter> oh, can't
do that with enums unfortunately
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L2510[14:39:03] <browndunce> everything
that i have a problem with in one pastebin
L2511[14:39:48] <browndunce> sorry fro
the trouble guys, im trying to get a grip on modding
L2512[14:40:02] <PaleoCrafter> you could
just not use an enum, shadekiller666 :D
L2514[14:40:19] <shadekiller666> what
would i use instead/
L2515[14:40:40] <shadekiller666> i'm
using the enum to parse JSON data
L2516[14:41:00] <PaleoCrafter> a regular
class with public static final instances? :P
L2517[14:41:05] <PaleoCrafter> and a
private constructor
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L2519[14:41:34] <shadekiller666>
true
L2520[14:41:52] <shadekiller666> i'm
using that enum as key storage for json parsing
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L2522[14:42:31] <PaleoCrafter> you can do
the same with a regular class
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L2524[14:43:51] <shadekiller666> just
store a bunch of Pair<>s or something
L2525[14:43:57] <PaleoCrafter> wat,
no
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L2527[14:45:14] <tterrag> JSON is a
notation for serialized objects, maybe you should make an object
that holds all these things
L2528[14:45:25] <tterrag> instead of an
enum of keys
L2529[14:46:05] <tterrag> just have
public class Foo { public List<String> change; public
Operation operation; etc }
L2530[14:46:12] <tterrag> that's how json
is meant to be used
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L2534[14:49:31] <PaleoCrafter> didn't you
say you know basic Java?
L2535[14:50:14] <browndunce>
yeabutapparently not enough
L2537[14:50:27] <PaleoCrafter> there
won't magically appear an emerald_sword field in the Items
class
L2538[14:50:39] <PaleoCrafter> you store
the reference yourself
L2539[14:50:59] <browndunce> ah yea
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L2542[15:00:48] <masa> 1 hour until lots
of mistyped dates...
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L2546[15:04:27] <ThePsionic> 2*
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L2550[15:11:34] <williewillus> *9
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L2553[15:23:56] <Chervilpaw> hi
L2554[15:24:24] <Chervilpaw> How would I
make a line of particles from point A to point B?
L2555[15:25:14] <williewillus> check out
how the enderman spawns particles when it teleports
L2556[15:26:07] <PaleoCrafter> generally
you just want the velocity to be some fraction of B - A (B and A
being vectors)
L2557[15:26:29] <Chervilpaw> wait -
coords r vectors?
L2558[15:26:35] <williewillus> yes
:p
L2559[15:26:53] <williewillus> (x y z) is
a 3D position vec
L2560[15:27:06] <Chervilpaw> also wheres
a good CoFHAPI tutorial?
L2561[15:27:29] <Chervilpaw> also how do
you make animated textures? gifs?
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L2563[15:28:07] <PaleoCrafter> vanilla
has examples of this :P
L2564[15:28:16] <ThePsionic> No, you
patch together multiple 16x16 textures into one very long
picture
L2565[15:28:30] <ThePsionic>
(Vertically)
L2566[15:28:33] <Chervilpaw> How do you
do that?
L2567[15:28:43] <ThePsionic> Look at
water
L2568[15:28:56] <Chervilpaw> how to tell
forge that it's animated/how many frames there are?
L2569[15:29:16] <williewillus> .mcmeta
files
L2570[15:29:19] <ThePsionic> It knows by
the length of your texture
L2571[15:29:21] <williewillus> the
vanilla wiki has a good explanation
L2572[15:29:26] <PaleoCrafter> just look
at vanilla already :P
L2574[15:30:45] <Chervilpaw> wait -
vertically or horizontially put the frames together
L2575[15:30:53] <williewillus>
vertically
L2576[15:31:07] <Chervilpaw> k
L2577[15:31:13] <Chervilpaw> for mc
forge, do I need a mcmeta file
L2578[15:31:18] <williewillus> yes
L2579[15:31:21] <williewillus> it's the
same mechanisms
L2580[15:31:44] <Chervilpaw> k
L2581[15:32:00] <Chervilpaw> what if each
frame is 32x?
L2582[15:32:20] <williewillus> same idea,
you just have a bunch 32x32 squares on top of each other
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L2585[15:34:21] <Chervilpaw> *groan* I
hate mcmeta
L2586[15:34:29] <williewillus> you just
found out about it -.-
L2587[15:34:35] <williewillus> and they
have existed since 1.5
L2588[15:34:39] <Chervilpaw> I hate the
format
L2589[15:34:52] <Chervilpaw> I wish I
could just put the height and have something generate the rest for
me
L2590[15:35:05] <williewillus> you can,
if you use interpolate
L2591[15:35:10] <williewillus> and are on
1.8
L2592[15:35:16] <Chervilpaw> oh i'm using
1.7.10
L2593[15:35:24] <PaleoCrafter> update
immediately
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L2595[15:35:34] <Chervilpaw> I'm using
1.7.10 for a REASON
L2596[15:35:38] <williewillus> lol
L2597[15:35:41] <Chervilpaw>
CoFHAPI.
L2598[15:35:45] <PaleoCrafter> whatever
that reason is, it's invalid :P
L2599[15:35:45] <Chervilpaw> is it
1.8
L2600[15:35:51] <Chervilpaw> I want
RF.
L2601[15:35:52] <williewillus>
partially
L2602[15:35:57] <williewillus> oh that's
easy then
L2603[15:35:59] <williewillus> RF api is
1.8
L2604[15:36:04] <PaleoCrafter> RF is a
separate API
L2605[15:36:05] <williewillus> look at
the Progressive Automation version of it
L2606[15:36:13] <Chervilpaw> I might make
2 branches, then
L2607[15:36:22] <Chervilpaw> plus I like
1.7 better
L2608[15:36:23] <PaleoCrafter> no, you go
full on 1.8
L2609[15:36:28] <PaleoCrafter> let 1.7
die already
L2610[15:36:30] <williewillus> lol paleo
hardcore
L2612[15:37:06] <Chervilpaw> Once I
complete it for 1.8
L2613[15:37:09] <Chervilpaw> 1.7.10 I
mean
L2614[15:37:12] <Chervilpaw> i'll port it
to 1.8
L2615[15:37:17] <PaleoCrafter> It's been
well over a year since Forge was released for 1.8, I won't hear any
excuses for 1.7 anymore
L2616[15:37:33] <Chervilpaw> I dont like
1.8
L2617[15:38:27] <PaleoCrafter> for what
reason, exactly?
L2618[15:38:56] <Chervilpaw> not many
mods ported to it, including many I like
L2619[15:39:10] <Chervilpaw> let me think
of others
L2620[15:39:16] <PaleoCrafter> that isn't
a reason not to like 1.8
L2621[15:39:17] <williewillus> which ones
do you like? :D
L2622[15:39:24] *
williewillus rubs his hands for more ports
L2623[15:39:25] <PaleoCrafter> it's a
reason to hate the authors of said mods :P
L2624[15:39:29] <Chervilpaw> thermal
expansion....
L2625[15:39:34] <Chervilpaw> minefactory
reloaded
L2626[15:39:35] <Chervilpaw> wait
L2627[15:39:38] <Chervilpaw> have cofh
mods updated
L2628[15:39:41] <williewillus> no
L2629[15:39:46] <Chervilpaw> yeah
L2630[15:39:49] <williewillus> but I
might do it if they don't
L2631[15:39:51] <Chervilpaw> CoFH hasn't
updated anything
L2632[15:40:06] <PaleoCrafter> word has
it that they're working on it, afaik
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L2634[15:40:19] <Chervilpaw> many, if not
most, current modded servers that don't use a popular modpack, use
1.7.10
L2635[15:40:50] <williewillus> anyways,
this happens eveyr major version
L2636[15:40:52] <IoP> and?
L2637[15:41:10] <williewillus> replace
1.7.10 wth 1.6.4 and you're where we were 2 years ago :D
L2638[15:41:31] <IoP> Should everyone
write mods only for current servers? :P
L2639[15:41:43] <Chervilpaw> 1.7.10 and
1.6.4 are what I call the current 'major mod versions'
L2640[15:41:50] <williewillus>
1.6.4?!
L2641[15:41:56] <Chervilpaw> well
L2642[15:42:00] <Chervilpaw> 1.7.10 is
the current MAJOR one
L2643[15:42:03] <Chervilpaw> 1.6.4
previous
L2644[15:42:25] <DrDisconsented> And
you're part of the problem here Chervilpaw :P
L2645[15:42:29] <Chervilpaw> here are
what I think are major mod versions: 1.2.5, 1.4.7, possibly 1.5,
1.6.4, and 1.7.10
L2646[15:42:31] <Chervilpaw> lol
wut
L2647[15:43:01] <williewillus>
Chervilpaw: you've listed every major version except 1.3
L2648[15:43:08] <williewillus> so what
excludes 1.8 from the list?
L2649[15:43:13] <williewillus> or being
eventually on the list?
L2650[15:43:30] <DrDisconsented> Because
the eventual movement to it hasnt happened yet
L2651[15:43:47] <williewillus> it's
beginning
L2652[15:44:00] <Chervilpaw> so
anyways...
L2653[15:44:12] <williewillus> see:
charset, MCMultipart, BM, RFTools, TiCon, Thaumcraft, Botnaia ports
:p
L2654[15:44:15] <Chervilpaw> How would
get all hostile mobs within 10 blocks of my block/tileentity?
L2655[15:44:17] <PaleoCrafter> I wonder
if people are still "waiting for 1.9"
L2656[15:44:22] <williewillus>
^probably
L2657[15:44:30] <williewillus> even
though 1.9 will be as much work as 1.8
L2658[15:44:36] <DrDisconsented>
PaleoCrafter> Just like how they were waiting for 1.7?
L2659[15:44:40] <DrDisconsented> Or
1.6?
L2660[15:44:50] <PaleoCrafter> hence the
quotes ;)
L2661[15:44:54] <DrDisconsented> Or how
1.7 or .16 were skip versions :P
L2662[15:44:55] <IoP> or xycraft!
L2663[15:44:56] <williewillus>
Chervilpaw: world.getEntitiesWithinAABB(IMob.class,
<boundingbox>)
L2664[15:45:08] <Chervilpaw> will IMob
only target hostile mobs?
L2665[15:46:07] <Chervilpaw> how would I
damage all of those mobs every second, and do something if one
dies?
L2666[15:46:41] <Chervilpaw> well
L2667[15:46:47] <Chervilpaw> every second
thing I could deal with
L2668[15:46:55] <williewillus> there
isn't really a clear way to select hostile mobs, but implementing
IMob is a pretty widespread convention for marking a mob as
hostile
L2669[15:49:20] <Chervilpaw> how could I
damage all of them and do something if one dies?
L2670[15:49:54] <williewillus> there's
methods in entity to dmaage things
L2671[15:50:05] <williewillus> and you
could listen for entity death events and check if they're in your
aabb
L2672[15:51:15] <Chervilpaw> k
L2673[15:52:03] <PaleoCrafter> or you
could directly check for death after dealing damage
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L2675[15:52:35] <williewillus> that
too
L2676[15:52:36] <williewillus> :p
L2677[15:54:03] <Chervilpaw> how would I
do that?
L2678[15:54:22] <PaleoCrafter> look at
Entity
L2679[15:54:32] <PaleoCrafter> I'm sure
you'll find it out on your own :P
L2680[15:54:38] <williewillus> there are
fields and methods to give you the information and do the actions
you want
L2681[15:54:45] <Chervilpaw> k
L2682[15:55:07] <Chervilpaw> could I
check if it's health is 0 or below?
L2683[15:55:25] <williewillus> there's
explicit calls to check for death
L2684[15:55:36] <killjoy> isDead()
L2685[15:55:46] <Chervilpaw> oh
L2686[15:55:51] <PaleoCrafter> aw, don't
tell them, killjoy
L2687[15:56:39] <williewillus> ^ part of
the learning is finding it on your own :p
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L2689[16:06:36] <Chervilpaw> wheres a
1.7.10 tile entitiy tutorial
L2690[16:07:26] <williewillus> what kind
of TE
L2691[16:07:44] <Chervilpaw> simple
GUI
L2692[16:07:51] <williewillus> vanilla
:p
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L2694[16:09:33] <Chervilpaw> ...
L2695[16:10:22] <williewillus> not
joking, that or open source mods
L2696[16:10:35] <williewillus> I rarely
find tutorials useful as they are either outdated, wrong, or both
:p
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L2698[16:14:47] <VapourSleep> honestly
vswe's stuff is the best, even though its for 1.6.5
L2699[16:14:52] <VapourSleep>
*1.6.4
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L2701[16:18:39] <kashike> williewillus:
and then there's the odd tutorial that's actually up-to-date and
correct, and you're amazed
L2702[16:19:47] <PaleoCrafter> but then
it turns out it has corrible coding conventions xD
L2703[16:20:34] <kashike> ha
L2704[16:21:53] <williewillus> the only
ones I've looked at for 1.8 are Forge itself and it's debug tests,
TheGreyGhost's Minecraft by Example, and other mods :p
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L2725[16:58:28] <PaleoCrafter> stupid
people starting fireworks 2 minutes early
L2726[16:58:32] <PaleoCrafter> xD
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L2728[17:00:22] <sham1> Not stupid
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L2730[17:02:59] <Guy1524> hey guys, so I
want to modify the class of a mod, I decompiled it but I am
wondering how to recompile it with minecraft libraries, I have
included all dependencies like forge and the rest of the jar and
the apis it uses, but I can not find how to compile with minecraft
because the version in the bin folder is obfuscated
L2731[17:04:20] <gigaherz> HNY from
Spain, everyone!
L2732[17:05:36] <sham1> Isn't Spain in
UTC
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L2734[17:09:06] <gigaherz> no
L2735[17:09:11] <gigaherz> we copied
france, so we are on +1
L2736[17:12:22] <shadekiller666> fry, do
you plan on adding UV processing to the B3D loader?
L2737[17:12:29] <fry> probably
L2738[17:12:36] <shadekiller666> ok
L2739[17:12:48] <shadekiller666> i'm
trying to decide on a syntax
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L2741[17:15:22] <AbrarSyed> Guy1524,
learn how to coremod
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L2745[17:16:42] <shadekiller666> for any
key in "processUVs", a single boolean value would mean
"apply this to both u and v"
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L2747[17:18:11] <shadekiller666> the part
i'm not sure about is the individual axis, say you only want to
apply "wrap" to v, should "wrap" be an object
with "v": true, in it, or can "wrap" just be an
array with "v" in it?
L2748[17:18:38] <shadekiller666> or just
"wrap": "v", would mean that wrap.v should be
true
L2749[17:19:12] <fry> when would it ever
be useful to wrap 1 coord and not the other?
L2750[17:19:46] <PaleoCrafter> tiling
only on one axis? :P
L2751[17:20:04] <shadekiller666> ^
L2752[17:20:16] <fry> what happens to the
other axis?
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L2754[17:20:21] <PaleoCrafter>
stretching
L2755[17:20:22] <shadekiller666> remains
the same
L2756[17:20:43] <shadekiller666>
depending on what process operation is being performed
L2757[17:20:48] <fry> we're not windows
wallpaper, we shouldn't fix glaring issues like these :P
L2758[17:20:51] <Flenix> Anyone know of
any sort of "individual looting" mods? Like a special
chest, that player A approaches and can take loot from, and it
stays empty, but when player B goes, the loot is still there to be
claimed?
L2759[17:21:01]
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L2760[17:21:21] <ThePsionic> Happy new
year from the Netherlands!
L2761[17:21:21] <PaleoCrafter> I don't
know such a mod, should be fairly easy to do though
L2762[17:21:43] <shadekiller666> i'm
thinking of "normalize, unitize, wrap, clamp, tile, and
flip"
L2763[17:21:59] <shadekiller666> flip is
at least good to have
L2764[17:22:03] <Flenix> Yeah, figured if
one doesn't exist you could just log the UUID of whoever has
accessed the chest and block them accessing again or something,
just thought I'd check before going through the trouble
L2765[17:22:14] <shadekiller666> i've had
requests for tile
L2766[17:23:00] <fry> what's the
difference between normalize and unitize?
L2767[17:24:00] <shadekiller666> unitize
means "set each face to the default 0..1", basically each
face would show the entire texture
L2768[17:24:57] <shadekiller666>
normalize just shrinks the entire uv shell, keeping
proportions
L2769[17:26:02] <fry> when are any of
those 2 useful?
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L2773[17:32:31] <shadekiller666> if you
want specific use cases i have no idea
L2774[17:33:04] <ThePsionic> No IDEA?
;)
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L2779[17:38:13] <shadekiller666> anyway,
fry, which would be better, the "wrap": { "u":
true } syntax, or something like "clamp": "v",
which would apply clamp on the v axis simply because it was
named
L2780[17:39:18] <shadekiller666> and that
would be the syntax for all 6
L2781[17:39:52] <fry> too late in the day
for me to think about that right now :P
L2782[17:40:01] <shadekiller666> i like
the "clamp": "<axis>" for single-axis,
and "clamp": true for both axis style
L2783[17:40:08] <shadekiller666> :/
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L2785[17:40:36] <PaleoCrafter> fry, isn't
it like early morning for you? :P
L2786[17:40:43] <fry> 2:40am
L2787[17:40:50] <theGliby> lol noob
L2788[17:40:56] <ThePsionic> Happy new
year fry
L2789[17:41:00] <fry> ty :P
L2790[17:41:03] <theGliby> also that
yes
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L2793[17:44:03] <Girafi> Soo all mods
that uses registerEntityRenderingHandler for 1.8.9 is now broken,
right ? :p
L2794[17:44:24] <fry> if they did use it,
it didn't work :P
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L2796[17:44:35] <fry> so, they were
broken anyway :P
L2797[17:44:42] <Girafi> Ahh okay
:p
L2798[17:44:45] <williewillus> t0.o
L2799[17:44:48] <williewillus> what
changed?
L2800[17:44:57] <fry> it actually works
now :P
L2801[17:45:01] <shadekiller666> fry, i'm
gonna go with the "clamp": "<axis>" /
"clamp": <boolean> style for now
L2802[17:45:04] <williewillus> but it
worked before?
L2803[17:45:12] <fry> not in 1.8, no
:P
L2804[17:45:17] <shadekiller666> its less
of a pain in the ass to parse
L2805[17:45:29] <shadekiller666> and it
looks nicer in the json file :P
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L2807[17:45:55] <williewillus> wait so
what am I supposed to be calling instead
L2808[17:46:03] <fry>
registerEntityRenderingHandler :P
L2809[17:46:13] <fry> but it only works
in the last build
L2810[17:46:19] <fry> and the signature
is changed :P
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L2812[17:47:28] <williewillus> I'll fix
my registrations tomororw xP was gonna take a break today lol
L2813[17:47:56] <Girafi> If I make a PR
willie, can you push out a new build ? :p
L2814[17:48:08] <fry> I've been working
on forge literally most of the time of this year :P
L2815[17:48:18] <Girafi> Haha x)
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L2820[17:58:01] <Girafi> Woo, I have had
9 crashes because of registerEntityRenderingHandler (9 different
mods).. x)
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L2831[18:18:58] <waterpicker> Does anyone
have a tutorial for how to change a block's texture based on a
tileEntity (Without using a TileEntity Renderer)
L2832[18:19:29] <diesieben07>
waterpicker, 1.7 or 1.8?
L2833[18:20:17] <waterpicker> 1.7
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L2837[18:20:54] <diesieben07> override
the getIcon method that gives you world and coords
L2838[18:21:53] <waterpicker> How often
is that updated?
L2839[18:22:03] <diesieben07> whenever
the chunk is re-rendered
L2840[18:22:11] <waterpicker> which
happens when? :P
L2841[18:22:16] <diesieben07> which
hapens when there is a block update
L2842[18:23:50]
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L2843[18:24:42] <shadekiller666>
fry|sleep, are the keys for the ImmutableMap<String, String>
that is passed into IModel.process() the highest level json keys
within the "custom" block, but not including
"custom"?
L2844[18:29:58]
⇨ Joins: Rickbox
(Rickbox@cpe-24-165-85-173.san.res.rr.com)
L2845[18:30:17] <Rickbox> Where is a
tutorial to learn the Minecraft API syntax? I am already
experienced in Java
L2846[18:30:50] <Rickbox> Or just a
forum/glossary?
L2847[18:30:56] <DrDisconsented> Yes that
API that does totally exist >_>
L2848[18:31:40] <tterrag> syntax I think
is the wrong word
L2849[18:31:40] <waterpicker> Rick. A
mojang given API is basically Vaporware.
L2850[18:31:45] <tterrag> but there are
plenty of tutorials out there
L2851[18:32:01] <waterpicker> Yea
definately plenty of thsoe. :D
L2852[18:32:03] <waterpicker>
*those
L2853[18:33:05] <Rickbox> All I can find
are, "Make Minecraft Mods without any coding knowledge
whatsoever"
L2854[18:33:12] <waterpicker>
Yea...
L2855[18:33:41] <Rickbox> And when I used
API, I just meant that as the Minecraft-dedicated code
L2856[18:33:52] <tterrag> if you are
familiar with java your best bet is probably reading existing
mods
L2857[18:33:57] <tterrag> and using your
IDE to read vanilla
L2858[18:34:24] <waterpicker> I would
suggest digesting mods like tinker's construct and ee3
L2859[18:34:43] <waterpicker> Both are
open source and have to do alot of stuff so plenty of
examples.
L2860[18:34:47] <williewillus> or
ProjectE or Botania </plug>
L2861[18:34:47]
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*.split)
L2862[18:35:12] <tterrag> I wouldn't
suggest Tcon honestly
L2863[18:35:17] <tterrag> it uses mantle
which makes looking stuff up confusing
L2864[18:35:19]
⇨ Joins: RyanKnack (RyanKnack@anarchy.esper.net)
L2865[18:35:19] <Rickbox> tterrag: Not a
bad Idea
L2866[18:35:23] <tterrag> EE3 is pretty
simple
L2867[18:35:25] <Rickbox> I was actually
just doing that
L2868[18:35:34] <tterrag> buildcraft is
another good one
L2869[18:35:53] <waterpicker> ProjectE
(continues said plug for will) is a modern version Equivlent
Exchange 2. Will and his team has the orignal developer's blessing
on it. :D
L2870[18:36:03] <tterrag> botania is
another good one
L2871[18:36:26] <williewillus> botania is
surprisingly very well organized
L2872[18:36:32] <williewillus> which made
porting it a lot easier xP
L2873[18:36:38] <Rickbox> Yah, I'm not a
big MC guy, not really following what you ar talkin about...
L2874[18:36:53] <Rickbox> But
anywho
L2875[18:37:05] <williewillus> well not
surprisingly as in he's bad at organizing, but given the massive
size of the mod it's organized very well
L2876[18:37:11] <gigaherz> Rickbox:
there's no "api" per se in Minecraft
L2877[18:37:18] <gigaherz> you just use
Minecraft's classes for your purpose
L2878[18:37:31] <Rickbox> I Meant JDK
dammit
L2879[18:37:35] <Rickbox> *FDK
L2880[18:37:43] <tterrag> ? O.o
L2881[18:37:46] <gigaherz> ??
L2882[18:37:48] <tterrag> forge?
L2883[18:37:49] <Rickbox> Forge
Development Kit...
L2884[18:37:54] <waterpicker> The only
project that has a solid API at all would be the Sponge plugin
API.
L2885[18:37:56] <tterrag> forge is just
another mod, really
L2886[18:37:58] <gigaherz> Forge is just
a helper
L2887[18:38:03] <Rickbox> *sigh
L2888[18:38:14] <waterpicker> A bridge
for mods to worker together without blowing up minecraft.
L2889[18:38:16] <gigaherz> really you
can't just "learn forge", you learn specific parts
L2891[18:38:34] <Rickbox> See, this is
the problem when I don't play minecraft, then decide to make a mod
for it..
L2892[18:38:36] <waterpicker> is what
forge is.
L2893[18:38:40] <gigaherz> some of those
parts are documented here
L2894[18:38:43] <williewillus> you should
probably play the game you mod :p
L2895[18:38:45] <Rickbox> It's like
Tekkit, I believe
L2896[18:38:48] <williewillus> at least
before modding :p
L2897[18:38:55] <Rickbox> I USED to play
Minecraft
L2898[18:38:59] <Rickbox> Haven't played
it in 3 years
L2899[18:39:08] <waterpicker> Yea alot
has happen since then.
L2900[18:39:11] <Rickbox> Since Minecraft
1.0 basically
L2901[18:39:12] <williewillus> what was
the last release you played?
L2902[18:39:13] <williewillus> ahh
L2903[18:39:15] <waterpicker> Biggest
being the lost Bukkit project.
L2904[18:39:16] <Rickbox> Well...the
horse update
L2905[18:39:16] <williewillus> that was
my first
L2906[18:39:17] <gigaherz> Tekkit is a
collection of mods (modpack), that have been configured so that
they play along as a whole
L2907[18:39:25] <waterpicker> *lost of
bukkit
L2908[18:39:26] <Rickbox> My first was
Alpha 1.6 or so
L2909[18:40:01] <gigaherz> I started
playing mc at around alpha 1.x, I bought it shirtly before it
became Beta ;P
L2910[18:40:03] <Rickbox> Fine, I'll give
up on coding for MC >.<
L2911[18:40:07] <gigaherz> shortly*
L2912[18:40:11] <williewillus> we weren't
convincing you to give up :p
L2913[18:40:18] <gigaherz> Rickbox: we
are trying to help
L2914[18:40:23] <Rickbox> Yah, but now it
just sounds boring anyways
L2915[18:40:29] ***
Jared is now known as Jared|Away
L2916[18:40:30] <williewillus> if you
want a substantial API look at Sponge
L2917[18:40:30] <Rickbox> I mean, why
code for something you don't even have a client for?
L2918[18:40:31] <waterpicker> Not
really.
L2919[18:40:37] <gigaherz> well
L2920[18:40:43] <gigaherz> that would be
a separate question
L2921[18:40:46] <waterpicker> Yea
L2922[18:40:47] <Rickbox> Exactly
L2923[18:40:55] <gigaherz> why did you
think modding was interesting without being able to actually play
the mods?
L2924[18:41:30] <Rickbox> Because the
reason I wanted to learn how to code in the first place was because
of Minecraft, and now that I know it, I don't play it. Funny how
life works...
L2925[18:42:03] <gigaherz> you could try
some HQM-based modpack
L2926[18:42:06] <Rickbox> Yah, Minecraft
was the igniter for my passion of the Computer
L2927[18:42:34] <illy> I have the same
issue only I no longer play all i do is debug....
L2928[18:42:35] <williewillus> you should
play som OC/CC
L2929[18:42:38] <williewillus> or
TIS
L2930[18:42:52] <Rickbox> Full words
please.
L2931[18:42:59] <williewillus>
OpenComputer/ComputerCraft mods
L2932[18:43:04] <Rickbox> o.0
L2933[18:43:13] <williewillus>
lua-programmable computers in MC
L2934[18:43:13] <gigaherz> yes they
implement computers inside minecraft
L2935[18:43:14] <gigaherz> ;P
L2936[18:43:18] <Rickbox> WHAT
L2937[18:43:19] <gigaherz> HQM = Hardcore
Questing Mode
L2938[18:43:24] <Rickbox> Java is Lua
compatible?!?!?
L2939[18:43:27] <gigaherz> it's a mod
that adds questing and limited deaths
L2940[18:43:32] <tterrag> no
L2941[18:43:33] <williewillus> well
L2942[18:43:33] <gigaherz> no Rickbox,
someone wrote an adapter
L2943[18:43:34] <tterrag> it's sandboxed
lua
L2944[18:43:38] <Rickbox> Ah
L2945[18:43:43] <williewillus> more like
there's a lua interpreter for the JVM called LuaJIT
L2947[18:43:45] <williewillus>
*luaj
L2948[18:43:48] <tterrag> ^^
L2949[18:43:50] <williewillus> something
like that
L2950[18:43:50] <Rickbox> For the longest
time, I wanted to mod in lua.
L2951[18:43:54] <tterrag> LuaJIT...oh
god
L2952[18:43:57] <Rickbox> This was during
my JC2 obssession
L2953[18:44:00] <tterrag> heh
L2954[18:44:02] <Rickbox>
*obsession
L2955[18:44:05] <tterrag> I think you use
lua for factorio
L2956[18:44:07] <tterrag> right?
L2957[18:44:14] <tterrag> go try that
:P
L2958[18:44:14] <Rickbox> Well....
L2959[18:44:18] <diesieben07> pretty much
every game that you can write scripts in uses lua
L2960[18:44:19] <Rickbox> Certain games
are coded in Lua
L2961[18:44:40] <tterrag> diesieben07:
factorio has its entire modding API in lua, afaik
L2962[18:44:55] <diesieben07> yes i am
saying many games do :D
L2963[18:45:22] <gigaherz> you can always
contribute to Minetest
L2964[18:45:23] <gigaherz> ;P
L2965[18:45:24] ***
williewillus is now known as willieaway
L2966[18:45:37] <Rickbox> Minetest?
L2967[18:45:42] <gigaherz> opensource
clone of minecraft
L2968[18:45:47] <gigaherz> written in
either C or C++
L2969[18:46:00] <Rickbox> I'm getting 502
bad gateway
L2970[18:46:11] <gigaherz> C++.
L2972[18:46:22] <gigaherz> source
code
L2973[18:46:22] <Rickbox> Yah...but
C++....
L2974[18:46:29] <Rickbox> That syntax is
annoying
L2975[18:46:50] <gigaherz> it can
be
L2976[18:46:59] <gigaherz> but it's quite
similar to java in many aspects
L2977[18:47:05] <Rickbox> Especially with
the damn Pointers
L2978[18:47:09] <gigaherz> (and vastly
different in others)
L2979[18:47:19] <Rickbox> gigaherz:
That's only because it's object-oriented
L2980[18:47:27] <Rickbox> What I really
like is C#.
L2981[18:47:31] <gigaherz> no, it's
because Java was inspired by C/C++
L2982[18:47:37] <gigaherz> ah, same here
;P
L2983[18:47:45] <Rickbox> It's basically
the same as Java, but they got rid of that annoying fluff.
L2984[18:48:05] ***
Jared|Away is now known as Jared
L2985[18:48:07] <gigaherz> wat
L2987[18:48:14] <gigaherz> a system to
use lua to write mc mods?
L2988[18:48:30] <Rickbox> Well...I don't
know lua all too well
L2989[18:48:57] <diesieben07> lua is
strange
L2990[18:49:02] <Rickbox> It is
L2991[18:49:16] <Rickbox> But that's
because it was meant to be integrated with other C-based
languages
L2992[18:49:16] <gigaherz> ah
L2993[18:49:21] <gigaherz> apparently
minetest scripting uses lua too
L2994[18:49:23] <PaleoCrafter> Lua is
meta
L2995[18:49:24] <gigaherz> only the core
is C++
L2996[18:49:26] <diesieben07> No, that's
not why
L2997[18:49:34] <diesieben07> it is weird
because of some weird design choices
L2998[18:49:40] <diesieben07> like
indices staring at 1
L2999[18:49:44] <Rickbox> For that
reasonj
L3000[18:49:54] <diesieben07> that has
nothing to do with c integration..
L3001[18:49:57] <Rickbox> Fine,
fine
L3002[18:50:15] <diesieben07> almost
every scripting language has c bindings
L3003[18:50:16] <Rickbox> But I can tell
you, I faced some strange stuff when goin through that part of the
tutorial
L3004[18:50:28] <Rickbox> Yes, but Lua
was MADE to be integrated
L3005[18:50:35] <Rickbox> and to be
compressed
L3006[18:50:47] <gigaherz> yes, lua was
designed to be integrated
L3007[18:50:58] <PaleoCrafter> Scripting
languages always are designed to be integrated
L3008[18:51:01] <gigaherz> but
integration doesn't mean anything
L3009[18:51:02] <PaleoCrafter> That's
their nature
L3010[18:51:10] <gigaherz> just because
it was designed to integrate using C code
L3011[18:51:11] <Rickbox> *sigh
L3012[18:51:16] <gigaherz> doesn't mean
the syntax looks anything like C at all
L3013[18:51:22] <Rickbox> Lua's not a
pure script though
L3014[18:51:24] <gigaherz> since the code
that will run the scripts isn't C anymore
L3015[18:51:25] <Rickbox> *scripting
language
L3016[18:51:33] <gigaherz> yes it
is
L3017[18:51:37] <Rickbox> ehhh
L3018[18:51:45] <gigaherz> all the
compiler does is generate a bytecode representation
L3019[18:51:52] <Rickbox> Complete games
have been coded entirely in Lua
L3020[18:52:01] <gigaherz> so? complete
games have been coded in Javascript
L3021[18:52:05] <Rickbox> Having said
that, I believe the same can be achieved with JavaScript...
L3022[18:52:06] <gigaherz> and they even
have "script" in the name! ;P
L3023[18:52:11] <Rickbox> You beat me to
the point
L3024[18:52:41] <waterpicker> So back to
orignal point
L3025[18:52:51] <waterpicker> Why do you
want to mod minecraft Rick?
L3026[18:53:01] <waterpicker> What do you
want to accomplish
L3028[18:53:15] <gigaherz> ;P
L3029[18:53:37] <Rickbox> I was just
thinkin, why not know how to mod Minecraft? I feel like it could be
handy some day
L3030[18:54:00] <gigaherz> the way to
learn modding is to write mods. start simple, and build it up
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L3032[18:54:09] <gigaherz> try to find an
idea or theme that isn't too common
L3033[18:54:16] <Rickbox> Or I could
start big and want to kill myself :)
L3034[18:54:27] <gigaherz> that won't
work
L3035[18:54:29] <gigaherz> you'll get
nowhere
L3036[18:54:31] <Rickbox> ehhh
L3037[18:54:35] <Rickbox> Depends how you
go about it
L3038[18:54:42] <gigaherz> if you try to
start big
L3039[18:54:46] <gigaherz> you'll drown
yourself with design choices
L3040[18:54:54] <gigaherz> before you
even have a foundation
L3041[18:54:56] <Rickbox> I think I
learned Java Swing before I knew java, and I sorta could do stuff
with it
L3042[18:55:09] <gigaherz> you'll
basically be worrying about furniture without a house to put it in
;P
L3043[18:55:21] <Rickbox> Exactly
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L3045[18:55:25] <gigaherz> yo ucan think
of an end goal, yes
L3046[18:55:32] <gigaherz> working with a
goal is good
L3047[18:55:35] <Rickbox> XD
L3048[18:55:39] <gigaherz> but it's
usually best to go step by step
L3049[18:55:41] <Rickbox> Thanks life
coach...
L3050[18:55:46] <Rickbox> :P
L3051[18:55:56] <gigaherz> and step #1,
is to get a working development environment
L3052[18:55:59] <gigaherz> where you can
hit debug
L3053[18:56:00] <Rickbox>
...........................
L3054[18:56:08] <gigaherz> and Minecraft
runs and shows you the "Examplemod" in the mod list
L3055[18:56:09] <gigaherz> ;P
L3056[18:56:13] <waterpicker> Don't worry
Rick
L3057[18:56:20] <gigaherz> and that's why
I gave you that link
L3059[18:56:32]
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L3060[18:56:41] <Rickbox> Fun Fact: for a
solid four years, the one thing holding me back from learning more
about Java than I already knew was the dot operator
L3061[18:56:45] <waterpicker> forge Mod
development workspaces are literally step by step now adays.
L3062[18:56:59] <PaleoCrafter> Dot
operator?
L3063[18:57:07] <Rickbox> You know, like
System.out.print
L3064[18:57:09] <waterpicker> '.'
L3065[18:57:29] <gigaherz> what did you
not understand of it? o_O
L3066[18:57:33] <Rickbox> Or, say you
have a method inside a class and make an object for it:
Object.Method
L3067[18:57:39] <PaleoCrafter> That's not
a operator but a separator :P
L3068[18:57:44] <Rickbox> I didn't
understand how it was used I'd assume
L3069[18:57:57] <Rickbox> PaleoCrafter:
It's called: Dot Operator
L3070[18:58:04] <Rickbox> I would know, I
took the AP Course
L3071[18:58:25] <Rickbox> XP
L3072[18:58:36] <diesieben07> rick, same
here actually. when i was learning OOP it took ages for me to get
it
L3073[18:58:40] <gigaherz> it's just a
member lookup
L3074[18:58:46]
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L3076[18:58:50] <gigaherz> A.B looks up
"B" inside A
L3077[18:58:56] <PaleoCrafter> I guess
one can call it an operator if you read it as
"select"
L3078[18:59:00] <Rickbox> Well I know
what it is now....
L3079[18:59:06] *
waterpicker got advanced taking AP cours in high
school
L3080[18:59:11] <gigaherz> if B is a
method, then you add () to call the method, if it's a field, you
can assign it a value or read from it
L3081[18:59:18] <PaleoCrafter> But I
think of it as a separator xD
L3082[18:59:28] <gigaherz> PaleoCrafter:
it's technically an operator
L3083[18:59:34] <gigaherz> just like how
() is the call operator
L3084[18:59:35] <Rickbox> Yes, I know the
basic java language..
L3085[19:00:15] <Rickbox> PaleoCrafter:
How is it a separator?
L3086[19:00:47] <PaleoCrafter> It
separates different names :P
L3087[19:00:48]
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L3088[19:00:51] <Rickbox> I see what you
mean, but there are other ways of separation.
L3089[19:01:08] <Rickbox> like casing or
spaces
L3090[19:01:21] <ThePsionic>
Class::Method anyone
L3091[19:01:27] <Rickbox> that too
L3092[19:01:32]
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L3094[19:01:50] <PaleoCrafter> Well, in
this particular case it separates parts of a path which the others
don't, I'd say
L3095[19:02:12] <Rickbox> Also, I learned
recently that you can group a lump of code together, in java, by
[title]: (next line) code
L3096[19:02:28] <Rickbox> So convenient
for breaking out of multiple loops
L3097[19:02:35] <gigaherz> oh
labels
L3098[19:02:36]
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L3099[19:02:40] <Rickbox> right,
tha
L3100[19:02:41] <Rickbox> t
L3101[19:03:06] <PaleoCrafter> When you
need labels you might want to reconsider your design ;)
L3102[19:03:06] <gigaherz> label:
for/while { ... break label; ... }
L3103[19:03:16] <gigaherz> PaleoCrafter:
not really
L3104[19:03:50] <gigaherz> you can simply
have a 2D array/grid, and need to look up a specific value in
it
L3105[19:04:24] <gigaherz> if( found )
break outerloop;
L3106[19:04:26] <PaleoCrafter> Function +
return out of the loop :P
L3107[19:04:32] <gigaherz> that's
unnecessary
L3108[19:04:34] <shadekiller666> do
labels actually do anything other than serve as an organizational
tool?
L3109[19:04:42] <gigaherz> it adds an
extra indirection which can make the code actually harder to
read
L3110[19:04:45] <gigaherz> depending on
the situation
L3111[19:04:55] <PaleoCrafter> It's
thinking functionally :L
L3112[19:05:00] <PaleoCrafter> * :P
L3113[19:05:00] <Rickbox> labels group
code together
L3114[19:05:04] <gigaherz> yes, which is
noy always the best choice
L3115[19:05:15] <gigaherz> Rickbox: no,
they simply label something for easy breaking
L3116[19:05:17] <ThePsionic> I have never
used labels
L3117[19:05:18] <gigaherz> ;P
L3118[19:05:29] <PaleoCrafter> In this
case I'd definitely it's the better choice
L3119[19:05:32] <gigaherz> I did get
taught to never use goto or similar
L3120[19:05:42] <gigaherz> I have come to
learn that stance is just as bad as using them unnecessarily
L3121[19:05:50] <ThePsionic> 20 goto 10
anyone
L3122[19:05:58] <PaleoCrafter> A loop is
non-descriptive
L3123[19:06:21] <gigaherz> yes in this
case, it probably is
L3125[19:07:18] <Rickbox> The label
allows for the break statement to end both loops rather than just
the for-each loop
L3126[19:07:28] <gigaherz> we know
Rickbox
L3127[19:07:29] <ThePsionic> I'll ignore
the terrible indent but ok
L3128[19:07:35] <PaleoCrafter> Yes,
that's the entire point
L3129[19:07:42] <gigaherz> the point we
make is that
L3130[19:07:42] <Rickbox> what's wrong
with the indent?
L3131[19:07:45] <gigaherz> it's not the
label that groups it
L3132[19:07:52] <gigaherz> it's the
indentation and {}s
L3133[19:07:52] <ThePsionic> Closing
brackets
L3134[19:07:53] <Rickbox> besides the
second to last }
L3135[19:08:06] <Rickbox>
yadda-yadda-yadda
L3136[19:08:13] <gigaherz> also you
forgot to use "break Breakloop;" ;P
L3137[19:08:23] <Rickbox> So I did, so I
did
L3138[19:08:29] <ThePsionic> You forgot
to prove your point
L3139[19:08:31] <ThePsionic> GG
L3140[19:08:41] <Rickbox> So I did, so I
did
L3141[19:08:58] <Rickbox> Also, gigaherz,
you just made me realize something in another project I made
L3142[19:09:16] <Rickbox> No, nevermind,
I did it right
L3143[19:09:52] <ThePsionic> Thanks for
nothing gigaherz
L3144[19:09:58] <Rickbox> XD
L3145[19:10:03] <Rickbox> So
Sadistic
L3147[19:10:21] <Rickbox> What's a real
pain-in-the-ass though, is graphing with Swing.
L3148[19:11:07] <ThePsionic> Do you not
fall through it anymore gigaherz
L3149[19:11:16] <Rickbox> I know I should
use JavaFX, but I just can't seem to learn it...
L3150[19:11:27] <gigaherz> nope, the
structure blocks are not full-sized for collision purposes
L3151[19:11:30] <PaleoCrafter> Swing can
go die in a whole
L3152[19:11:32] <gigaherz> now*
L3153[19:11:34] <PaleoCrafter>
*hole
L3154[19:11:43] <Rickbox> But I know it
so well D":
L3155[19:11:57] <sham1> Javafx was always
very weird for me
L3156[19:12:02] <Rickbox> ikr
L3157[19:12:28] <sham1> It is kinda like
1.8
L3158[19:12:29] <Rickbox> sham1: Do you
use openGL?
L3159[19:12:52] <sham1> Hard to get used
to but once you are used to it, all hoes well
L3160[19:13:07] ***
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L3161[19:13:10] <sham1> Also, OGL for
what
L3162[19:13:53] ***
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L3163[19:13:55] <Rickbox> Graphics
L3164[19:14:06] <sham1|ZZzZ> ...
L3165[19:14:18] <Rickbox> 3d
graphics?
L3166[19:14:26] <sham1|ZZzZ> Yes
L3167[19:14:35] <Rickbox> What do you use
for 2d graphics?
L3168[19:14:59] <sham1|ZZzZ> Can't be
arsed to d3d as OGL is more portable
L3169[19:15:08] <sham1|ZZzZ>
Depends
L3170[19:15:34] <gigaherz> D3D is
moreobject-oriented
L3171[19:15:52] <sham1|ZZzZ> I could use
ohl but shaders in 2d can get interesting
L3172[19:15:59] <sham1|ZZzZ> Well
yes
L3173[19:16:07] <sham1|ZZzZ> But less
portabke
L3174[19:16:07] <gigaherz> the fancy
stuffs feel nicer to use than ogl's equivalents
L3175[19:16:24] <gigaherz> yeah
L3176[19:16:33] <Rickbox> PaeloCrafter:
You're going to get a kick out of this:
L3177[19:16:41] <Rickbox> I actually
built a 3D engine through Swing
L3178[19:16:51] <sham1|ZZzZ> Oh god
L3179[19:17:00] <PaleoCrafter> Go follow
swing
L3180[19:17:16] <Rickbox> Apparrently I
used the same methods to build a 3D object as OpenGL
L3181[19:17:19] <PaleoCrafter> There's
enough space for people like you in that hole
L3182[19:17:23]
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L3183[19:17:26] <sham1|ZZzZ> Even I feel
that is madness and I preach by swing if I need graphical
apps
L3184[19:17:30] <Rickbox> Having said
that, I can't get the cube to move...
L3185[19:17:32] <Rickbox> It's
bothersome
L3186[19:17:40] <Rickbox> I gave up half
a year ago
L3187[19:17:58] <sham1|ZZzZ> Anyway
L3188[19:18:06] <sham1|ZZzZ> I should
really sleep
L3189[19:18:09] <PaleoCrafter> Uhm... You
couldn't get it to move? That's like the easiest thing, lol
L3190[19:18:16] <Rickbox> A CUBE
L3191[19:18:24] <sham1|ZZzZ> Translate
the co-ordinates
L3192[19:18:35]
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L3193[19:18:38] <Rickbox> Do you want to
look at my code? It's a huge mess, but feel free
L3194[19:18:57] <PaleoCrafter> I don't
want to risk my sanity, thanks
L3195[19:19:02] <sham1|ZZzZ> What I want
is some ZZzZ
L3196[19:19:09] <Rickbox> ok, then go to
bed
L3197[19:19:14] <sham1|ZZzZ> Late4
L3198[19:19:16] <Rickbox> or sing the
alphabet
L3199[19:19:22] <Rickbox> but only the
last letterr
L3200[19:19:34] ***
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L3201[19:19:56] <Rickbox> Geez, where do
you guys live?
L3202[19:19:59] <Rickbox> It's only
5:19pm here
L3203[19:20:05] <PaleoCrafter>
Europe?
L3204[19:20:26] <Rickbox> XD
L3205[19:20:28] <ThePsionic> 2:20am
L3206[19:20:34] <Rickbox> XD
L3207[19:20:35] <ThePsionic>
Netherlands
L3208[19:21:06] ***
airbreather_ is now known as airbreather
L3209[19:21:08] <ThePsionic> sham1|ZZzZ
is... I thought finnish
L3210[19:21:19] <PaleoCrafter> Yep
L3211[19:22:13]
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L3220[20:11:32] <Thutmose> where is the
forge test mod with examples for using the new entity rendering
registry thing?
L3221[20:11:47]
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L3222[20:11:53] <Girafi> I don't think
there is a test mod for it ? o.O
L3223[20:12:21] <Thutmose> hmm, any way
to use it and still have the mod backwards compatible with 1.8.8?
if not, I guess mod will need to be just for 1.8.9 then
L3224[20:13:12] <Girafi> No, no way to
get backwards compatibility for that :/
L3225[20:14:42] <Thutmose> so I am to
make a class which implements IRenderFactory for each of my
renderers, then have createRenderFor just return the old
renderer?
L3226[20:16:07] <Girafi> I'm actually not
sure, haven't looked at it yet.
L3228[20:18:58]
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L3230[20:21:43] <Thutmose> well, time to
test if that worked
L3231[20:22:24] <Thutmose> nope, guess
something else is needed
L3232[20:25:22] <Thutmose> hmm I probably
need to change them all to preinit now then
L3233[20:25:36]
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L3234[20:27:18] <Thutmose> yep, moving to
pre-init did it
L3235[20:28:07]
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L3236[20:28:23] <gigaherz> new entity
rendering registry?
L3237[20:28:37] <Thutmose> yes
L3238[20:28:44] <Thutmose> also, seems
some of my blocks in world changed id
L3239[20:29:03] <Thutmose> well, all of
them did
L3240[20:29:13] <Thutmose> all of the mod
added tile entities i think
L3241[20:29:42] ***
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L3242[20:31:07] <Thutmose> gigaherz I did
the replacement indicated in the pastebin I linked, then moved it
to pre-init and it seems to have worked
L3243[20:31:33] <Thutmose> does not work
if done after preinit
L3244[20:36:15] <gigaherz> ah it's just
some fancy thing so that it can pass the rendermanager
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L3246[20:46:05] <shadekiller666> damn
it... drawing a blank on how to do this... :/
L3247[20:46:24]
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L3248[20:47:28] ***
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L3249[20:50:41] <Thutmose>
shadekiller666, the new rendering thing?
L3251[20:51:19]
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L3252[20:51:20] <shadekiller666>
gigaherz, i'm currently working on implementing group
configurations in the blockstate json, and i'm trying to figure out
how things should work if group configurations are not defined in
the blockstate json
L3253[20:51:23] <Thutmose> and you
probably should make your renderer take the rendermanager that the
IRenderingFactory thing sends it
L3254[20:52:36] <shadekiller666> should
the system still allow you to change things in code directly?
should manipulation of group visibilities be restricted to using
the group configurations?
L3255[20:53:14] <shadekiller666>
thutmose, i'm working on the OBJ loader for forge, but thanks
:P
L3256[20:53:32] <williewillus> I think
the json should define the "default" visibilities for
things, but code can make further changes
L3257[20:53:56]
⇨ Joins: solidDoWant1
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L3258[20:54:05] <shadekiller666> what do
you mean by "default visibilities for things"
L3259[20:54:19] <solidDoWant1> can blocks
and items and fluids have nbt data, or just itemstacks?
L3261[20:54:32] <williewillus> Just
stacks and TE's
L3262[20:54:36] <Thutmose> that might
help
L3263[20:54:49] <shadekiller666>
thutmose, i wrote most of that class :P
L3264[20:54:51] <solidDoWant1> cool,
thanks!
L3265[20:54:54] <Thutmose> ahh ok
L3266[20:54:55] <shadekiller666> thanks
though
L3267[20:54:59] <Thutmose> no problem
lol
L3268[20:55:12] <Thutmose> ahh yes, I see
you on the list of people for it now
L3269[20:55:20] <williewillus> Shade: I
mean, specific variants in the json can state: Inner ring visible,
outer no, with a gem. The code will receive that, but can make
further changes
L3270[20:55:23] <williewillus> Actually
hm
L3271[20:55:53] <shadekiller666>
williewillus, let me throw an example of what i have and
explain
L3272[20:55:58] <williewillus> Maybe
letting code change the json definition might not be smart, idk
:p
L3273[20:57:11] <VikeStep> is the master
branch on MinecraftForge github for the latest 1.8.9?
L3274[20:57:16] <williewillus> Yes
L3275[20:57:27] <VikeStep> cool, gonna
try my hand at making a PR for an event I need
L3277[20:58:05] <shadekiller666> so the
idea is that you can define a set of "groupConfigs" in
the "custom" block
L3278[20:58:33] <shadekiller666> in this
case, the "0"..."9" keys are the names of the
configs
L3279[20:59:23] <williewillus> what is
"modifyAll"?
L3280[20:59:28] <shadekiller666> and each
config must have a "change" array with at least one group
name in it, or one of the two wildcards
("OBJ:blah")
L3281[20:59:29] ***
MrKickkiller is now known as MrKick|Away
L3282[21:00:51] <shadekiller666> each
config can also have 3 more things specified, the two that aren't
shown there are "operation" and "defOperation",
each of which can be any of "set_true",
"set_false", or "toggle", by default
"operation" is "set_true", and
"defOperation" is "set_false"
L3283[21:00:58]
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L3284[21:01:14] <williewillus> what does
"def" stand for?
L3285[21:01:32] <shadekiller666>
"operation" gets applied to the contents of
"change", so if "operation" is
"set_false", every group listed in "change"
will be hidden
L3286[21:01:45] <shadekiller666> default,
cuz i couldn't come up with a better name
L3287[21:01:55] <williewillus>
defaultOperation? :p
L3288[21:01:57]
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L3291[21:02:28] <shadekiller666>
"defOperation" is similar to "operation", but
it only affects groups that aren't listed in
"change"
L3292[21:03:26] <shadekiller666>
"modifyAll" defaults to "false" and specifies
whether or not "defOperation" actually gets applied to
the groups not contained in "change"
L3293[21:04:13] <williewillus> I feel
like a better name would be something like
"applyDefaultOperation"
L3294[21:04:17] <shadekiller666> so say
"operation" is "set_true" and
"defOperation" is "set_false" and before
changing the visibilities all of the groups in the model are
visible
L3295[21:04:21] <williewillus> or
something similar in sound
L3296[21:05:42] <shadekiller666> if you
wanted only 2 of your groups to then be shown, and the rest to be
hidden, you would put those 2 groups in "change", and set
"modifyAll" to true, which would tell the obj loader to
change all groups, not just those in the array
L3297[21:06:44] <shadekiller666> this
concept stemmed from the changes i made to group visibilities
yesterday, and what i've just explained is how you would interact
with the new system from within code
L3298[21:07:58] <shadekiller666> problem
i'm having now is figuring out if/how i should merge that
functionality of just specifying those 4 data fields within code on
the fly with this pre-defined list of configurations
L3299[21:08:25] <shadekiller666> and how
one would switch between group configs
L3300[21:08:43] <waterpicker> Does anyone
know how to open a vanilla minecraft server to lan?
L3301[21:09:16] <gigaherz> what o_O
L3302[21:09:18] <killjoy> server or
client?
L3303[21:09:26] <shadekiller666>
williewillus, am i overthinking this?
L3304[21:09:32] <gigaherz> the server
should be "open to lan" as is
L3305[21:09:32]
⇨ Joins: keybounce
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L3306[21:09:35] <killjoy> server already
is. Just need ip
L3307[21:09:40] <killjoy> client you can
use the gui or /publish
L3308[21:09:45] <gigaherz> unless you
mean listed in the auto-detected list
L3309[21:09:49] <williewillus> I don't
think you are, just some of the syntax of the json wasn't
immediately intuitive to me
L3310[21:10:03] <shadekiller666>
ya...
L3311[21:10:07] <shadekiller666> :/
L3312[21:10:42]
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L3313[21:10:42] <waterpicker>
server
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L3315[21:11:07] <shadekiller666> i went
with this idea and not simply two lists because i felt that this
would be easier to interact with "on the fly" within a
block
L3316[21:11:15] <shadekiller666> block's
code*
L3317[21:11:33] <waterpicker> assume on
the same router
L3318[21:12:08] <gigaherz> waterpicker:
then it should work as-is, assuming your firewall doesn't block
it
L3319[21:13:33] <shadekiller666>
williewillus, in the case of the json syntax, having
"show" and "hide" arrays would probably be more
intuitive at a glance, but i don't know how friendly a dual-list
system would be from a code interaction standpoint
L3320[21:14:02] <gigaherz> the code and
the json don't need to match
L3321[21:14:21] <gigaherz> the code
version can be a builder-style thing
L3322[21:14:30] <shadekiller666> them not
matching would then mean id have to convert between them :P
L3323[21:14:51] <gigaherz> nono
L3324[21:14:54] <gigaherz> the CODE
part
L3325[21:15:02] <gigaherz> the storage
can be arrays
L3326[21:15:08] <gigaherz> but then have
like
L3327[21:15:16] <williewillus> brb
L3328[21:15:17] <gigaherz>
OBJLoader.createVisibilityState().showAll().hide("part1",
"part2").build()
L3329[21:15:26] <shadekiller666> i was
planning on having this system only allow one configuration to be
active at a time, as i don't know how the system should behave with
more than 1 active at a time
L3330[21:15:46] ***
williewillus is now known as willieaway
L3331[21:16:33] <shadekiller666>
gigaherz, the primary way of interacting with the obj loader to
change visibilities happens via OBJState
L3332[21:17:17] <shadekiller666> so its
an IUnlistedProperty that is included with the blockstate, so
suggestions need to fit that use case :P
L3333[21:17:27] <gigaherz> well
then
L3334[21:17:37] <shadekiller666> thats an
interesting idea though :P
L3335[21:17:44] <gigaherz> couldn't the
"OBJLoader.createVisibilityState().showAll().hide("part1",
"part2").build()" example return an OBJState?
;P
L3336[21:18:08] <gigaherz> if it's more
than just visibility, then
L3337[21:18:36] <gigaherz> just change
the first method name to something like
"OBJLoader.createState()" ;P
L3338[21:18:38] <solidDoWant1> Can I have
to different mods in the same project?
L3339[21:18:51] <solidDoWant1> two*
L3340[21:19:25] <shadekiller666>
hmm
L3341[21:19:53] <shadekiller666> should i
change the syntax in the json? :/ i've spent most of today setting
it up
L3343[21:20:09] <VikeStep> I tried
importing a module but I guess that isn't it
L3344[21:20:14] <VikeStep> this is for
IntelliJ btw
L3345[21:20:44] <gigaherz> unless
something changed in the past few days,
L3346[21:20:55] <gigaherz> forge dev
doesn't quite work well with idea
L3347[21:21:00] <gigaherz> needs some
workarounds
L3348[21:21:09] <gigaherz> I have no idea
what those are, though
L3349[21:21:40]
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L3350[21:22:15] <VikeStep> hmm, I don't
have eclipse installed but the page I linked mentioned that
IntelliJ is possible. So if anyone knows that would be good
L3351[21:22:25] <VikeStep> I can intstall
eclipse if it comes down to it though
L3352[21:22:58] <shadekiller666>
vikestep
L3353[21:23:02] <gigaherz> sorry all I
know is what I have heard in here on passing, I haven't actually
done any forge dev yet
L3354[21:23:07] <shadekiller666> you've
run gradlew setupForge right?
L3355[21:23:10] <VikeStep> yeah
L3356[21:23:33]
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L3357[21:24:01] <shadekiller666> ok, you
should be able to open up Intellij and import the projects/ folder
itself, or import Clean and Forge as separate modules
L3358[21:24:20] <VikeStep> do I import
with the gradle importer?
L3359[21:24:26] <shadekiller666>
uhh
L3360[21:24:31] <shadekiller666> you can
try to
L3361[21:24:42] <VikeStep> since
importing without it carries none of the external libraries I
need
L3362[21:24:57] <shadekiller666>
AbrarSyed, whats the status of the Intellij compat for forge
development?
L3363[21:34:07] <gigaherz> night
ppl
L3364[21:34:13] ***
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L3366[21:35:42] <DrDisconsented> idea
works fine /?
L3368[21:36:18] <VikeStep> so I guess it
isn't that either
L3369[21:36:28] <kashike> import
projects/Forge, then edit the configuration
L3370[21:37:12]
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L3371[21:37:16] <VikeStep> how am I
importing it kashike? As an external library, or a module, or
something else?
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L3373[21:37:48] <kashike> open the
folder, it'll auto-detect the project
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L3376[21:40:47] <VikeStep> hm, I get that
error from my pastebin again
L3377[21:41:02] <VikeStep> but it might
be because of the direction of the separator?
L3378[21:41:07] <VikeStep> one is forward
slash one is backslash
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L3381[21:44:37] <VikeStep> I figured it
out I made a silly mistake dw
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L3383[21:45:49] <shadekiller666> is there
like a mutually exclusive list implementation, where an object can
only be in one of two collections at any time?
L3384[21:46:47] <LexManos> 0.o
L3385[21:47:55] <VikeStep> there is a
method called disjoint to check that two collections have no common
elements
L3386[21:48:42] <VikeStep> so you could
maybe make your own if you can't find a DisjointCollection class in
some library based off that method
L3387[21:50:47] <williewillus> naive way:
throw all into a set and check that the length = the sum of the
length of the two former collections
L3388[21:50:57] <williewillus> O(n) but
stupid easy :D
L3389[21:51:28] <SatanicSanta> Since
those java 8 issues were fixed several months ago, is there any
real reason to not require java 8? I have a user of a mod of mine
telling me that their users cant run MC with J8, but I'm very
skeptical of the reliability of these claims.
L3390[21:51:44] <williewillus> it's just
that mojang is on 6
L3391[21:51:48] <williewillus> most
modders are on 7
L3392[21:51:54] <williewillus> and Mac
always has stupid issues with java
L3393[21:51:55] <SatanicSanta>
williewillus: Mojang recommends 8.
L3394[21:52:01] <williewillus> but they
compile for 6
L3395[21:52:18] <VikeStep> williewillus,
the putting two lists into a set wouldn't be O(n) wouldn't it?
Every added element to put into the set would need to be compared
against the entirety of the set
L3396[21:52:21] <SatanicSanta>
williewillus: I have never had an issue with Java 8 and I use mac
exclusively when modding/playing MC.
L3397[21:52:23] <VikeStep> depends on the
set implementation I guess
L3398[21:52:31] <williewillus> not for
hashsets :p
L3399[21:52:40] <VikeStep> true
L3400[21:53:02] <williewillus>
shadekiller666: couldn't we just have something like
http://pastebin.com/21gbz2ix (shower thoughts :p). I
found the fact that modifyAll and defOperation were separate things
was kinda weird, and their names were a little unintuitive
too
L3401[21:53:13] ***
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L3402[21:53:18] <SatanicSanta> The OSX
version requirement is the only real difference in Oracle's system
reqs for Java 7 vs. Java 8, and the version they require can be
installed on most machines made in the past several years.
L3403[21:53:38] <williewillus> that's
good to know
L3404[21:53:48] <williewillus> (haven't
used a mac in years)
L3405[21:54:39] <SatanicSanta> And
there's that tweet 8 months ago that reported 60% of mc users on
java 8.
L3406[21:54:43] <shadekiller666> i also
don't exactly know where an operation of toggle would come in
handy, but it doesn't take up that much space :P
L3407[21:54:44] <SatanicSanta> Just
having trouble deciding whether to require it or not.
L3408[21:55:48] <SatanicSanta> My code
could be rewritten with Java 7, it'd just be much more verbose and
have worse performance.
L3409[21:56:02] <williewillus> why worse
performance? :p
L3410[21:56:08] <shadekiller666>
williewillus, all of this stuff ends up getting shoved into a
Map<Group, Boolean> in the IBakedModel later on
L3411[21:57:23] <shadekiller666> problem
is that i haven't found a way of passing the Map<String,
Group> map that contains all of the groups for the model into
OBJState so that it could have access to change their
visibilities
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L3413[21:58:32] <shadekiller666> so i've
had to have OBJState act as a "description" of how
IBakedModel should modify the group visibilities
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L3415[22:00:06] <SatanicSanta>
williewillus: Hm. After doing some more research, that's actually
the opposite.
L3416[22:00:26] <williewillus> yeah, if
anything streams aren't optimized yet
L3417[22:00:34] <williewillus> and can
hurt perf if overused
L3418[22:00:39] <williewillus> especially
with capturing lambdas
L3419[22:00:42] <SatanicSanta> That was
the major thing that we used in j8 I believe.
L3420[22:00:56] <SatanicSanta> streams
and lambdas.
L3421[22:01:08] <williewillus> i try not
to overuse them
L3422[22:01:10] <williewillus> :p
L3424[22:02:00] <williewillus> not sure
if that was a good benchmark
L3425[22:02:17] <williewillus> reducing a
strema of boxed Integers means thrashing a shitton of boxing and
unboxing to add them
L3426[22:02:28] <williewillus> *max
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L3430[22:03:02] <williewillus> also, as
always microbenchmarks are meh
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L3432[22:03:41] <williewillus> oh it's a
primitive array, not sure how it works in that case then, nvm
L3433[22:04:38] <VikeStep> hmm, what I
though would fix my issue didn't, might just install eclipse
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L3439[22:20:49] <shadekiller666> damn it
i hate when i have a productive day and actually manage to get
somewhere but can't figure out how to finish...
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L3446[23:04:19] <killjoy> So I just got
followed by Tay Zonday
L3447[23:04:26] <killjoy> the chocolate
rain guy
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L3450[23:06:28] ***
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L3451[23:07:16] <fry> happy new year west
coast! :P
L3452[23:07:34] <killjoy> east
coast
L3453[23:07:46] <Thutmose> west coast of
atlantic maybe?
L3454[23:07:58] <Thutmose> it is
generally refered to as east coast of continent though
L3455[23:07:58] <killjoy> earth turns the
other way
L3456[23:08:41] <killjoy> Anyone know why
I'm getting a 502 when using [mod] in mfc?
L3457[23:09:05] <Thutmose> I also am
getting it
L3458[23:09:11] <Thutmose> I assume
something on their end
L3459[23:10:24] <fry> I just woke up, I'm
allowed to mess up directions! \o/
L3460[23:10:34] <shadekiller666> its only
9:10...
L3461[23:10:46] <Thutmose> 01:10
here
L3462[23:10:48] <fry> it's 8:10AM
:P
L3463[23:11:17] <fry> and yes, I meant
east coast :P
L3464[23:11:28] <Thutmose> seems the
1.8.9/1.8.8 being compatible only lasted a day :(
L3465[23:11:38] <shadekiller666> ?
L3466[23:12:32] <Thutmose> prior to the
entity registry stuff, 1.8.8 mods were mostly compatible with
1.8.9, now it is just ones that do not add entities
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())
L3473[23:24:42] <LexManos> fuck did fry
break?
L3474[23:24:51] <fry> wat?
L3475[23:24:59] <fry> only what cpw
agreed to break :P
L3476[23:25:01] <LexManos>
<Thutmose> prior to the entity registry stuff, 1.8.8 mods
were mostly compatible with 1.8.9, now it is just ones that do not
add entities
L3477[23:25:15] <fry> rendering registry
was completely broken
L3478[23:25:21] <fry> and didn't work at
all
L3479[23:25:32] <LexManos> even in
1.8.8?
L3480[23:25:33] <fry> so, breaking it
seemed like a good idea
L3481[23:25:36] <fry> yes, even in
1.8.8
L3482[23:25:41] <LexManos> okay works for
me
L3483[23:25:44] <fry> and probably even
in 1.8
L3484[23:25:48] <fry> it didn't do
anything
L3485[23:25:50] <fry> at all
L3486[23:26:06] <LexManos> so then what
is thutmose bithcing about?
L3487[23:26:18] <fry> that mods that
called it anyway need a recompile now
L3488[23:26:30] <fry> which is a good
idea, since they didn't work :P
L3489[23:26:43] <LexManos> is it just a
recompile or is it an actual code incompatiblity?
L3490[23:26:51] <fry> code
incompatibility
L3491[23:27:02] <LexManos> what needs to
change?
L3492[23:27:12] <fry> to initialize
Render you need RenderManager instance
L3493[23:27:24] <fry> which can only be
provided long after preInit
L3494[23:27:39] <fry> and Render was
always registered in preInit
L3495[23:27:51] <LexManos> link the
commit
L3497[23:28:15] <fry> literally last
2
L3498[23:28:34] <fry> (second is readding
a class I forgot to commit)
L3501[23:29:17] <LexManos> Thats where it
breaks
L3502[23:29:34] <fry> yes
L3503[23:29:40] <fry> that method was
100% useless
L3504[23:30:03] <fry> you couldn't call
it in preInit, because you couldn't create Render instance
L3505[23:30:10] <LexManos>
interesting..
L3506[23:30:18] <LexManos> let me load
that up
L3507[23:30:19] <fry> you couldn't call
it in init, cause the result would've been discarded
L3508[23:30:23] <fry> sure
L3509[23:31:51] <LexManos> ah
L3510[23:31:55] <LexManos> so you CAN
make it comatible
L3511[23:32:13] <LexManos> init it with
null, and then assign it later
L3512[23:32:16] <LexManos> when you
can
L3513[23:32:24] <LexManos> so ya, you can
make it compatibile fairly easily
L3515[23:33:00] <fry> field is
final
L3516[23:33:10] <LexManos> If you want to
be REALLY safe you can even do something similair to our
ItemStackTransformer
L3517[23:33:14] <LexManos> so?
L3518[23:33:24] <LexManos> final means
absolutly nothing
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L3520[23:41:00] <McJty> Is there nothing
that you can do server-side to force a render update on the client
(except for sending my own custom packet of course)?
L3521[23:41:02] <LexManos> see what i'm
sayin?
L3522[23:41:13] <LexManos> mark a block
for update
L3523[23:41:41] <fry> Lex: I was wrong
about it not working in init; will revert stuff
L3524[23:42:04] <McJty> Ok let me try if
that actually rerenders the chunk
L3525[23:42:05] <LexManos> ya, try and
keep binary compatibility in 1.8.8->1.8.9 because there is no
reason not to
L3526[23:42:12] <LexManos> MC didnt
change so we cant
L3527[23:42:27] <LexManos> cpw isnt as
much of a stickler as I am about it, but hes wrong
L3528[23:42:28] <fry> I was under the
impression that method wasn't working at all
L3529[23:42:41] <LexManos> It looks like
it works fine
L3530[23:43:12] <fry> indeed
L3531[23:43:22] <fry> didn't when I
looked at it some time ago
L3532[23:43:29] <fry> very very
strange
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⇨ Joins: SuperXdude (~fish@112.154.114.58)
L3535[23:58:58] <SuperXdude> are links
broken on forge download site? I am getting 404 errors for 1.8.8
versions