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L3[00:01:26] <McJty> indeed
L4[00:01:43] <fry> fixed apparently, at least for me
L5[00:01:45] <fry> try again :P
L6[00:02:42] <McJty> Hmm in 1664 I see this change from Lex: Allow for default 1.8.8 mods to be loaded. Should be SRG compatible
L7[00:02:52] <SuperXdude> :)
L8[00:02:53] <McJty> Does that mean that Waila should work in a 1.8.9 dev env?
L9[00:02:56] <SuperXdude> thank you fry
L10[00:03:06] <McJty> I mean the 1.8.8 waila
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L13[00:05:53] <Girafi> Yes McJty, as long as you use 1.8.9-11.15.0.1664 or newer.
L14[00:06:11] <McJty> Very nice. I'll update now. Yesterday I had to go back to 1.8.8 because of this
L15[00:06:43] <Girafi> :P
L16[00:17:42] <McJty> Ok, it works indeed
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L19[00:22:04] <williewillus> wait so we *can* register entity renderers in init and i wasn't dreaming that all of mine were working as intended? xD
L20[00:22:43] <fry> yup, I was dreaming that mine weren't :P
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L22[00:26:49] <williewillus> hm, wonder if there's a way fix the vanilla bug thats annoying me the most currently with little effort
L23[00:27:25] <williewillus> https://bugs.mojang.com/browse/MC-26678
L24[00:28:46] <fry> heh, quite old :P
L25[00:29:08] <williewillus> I go into EE2 to test stuff for PE occassionally and I notice things >.<
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L44[01:30:47] <McJty> What are the x, y, z given to LightUtil.toSide(x, y, z);?
L45[01:31:23] <fry> normal coords
L46[01:31:35] <McJty> Of what?
L47[01:31:40] <McJty> Ah normal...
L48[01:31:52] <McJty> Ok I get it
L49[01:31:52] <fry> of whatever you want to approximate the side of :P
L50[01:32:19] <McJty> I misinterpreted the word 'normal' :-)
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L58[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160101 mappings to Forge Maven.
L59[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160101-1.8.9.zip (mappings = "snapshot_20160101" in build.gradle).
L60[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L69[02:18:13] <solidDoWant1> OreDictionary items cant have nbt data, right?
L70[02:20:27] <masa> what is an oredictionary item?
L71[02:22:39] <solidDoWant1> some mods add items to the oredic
L72[02:22:42] <solidDoWant1> like mekanism
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L109[03:43:09] <sham1> <ThePsionic> sham1|ZZzZ is... I thought finnish
L110[03:43:12] <sham1> Indeed I am
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L113[03:48:57] <OrionOnline> Guys how do i fix this: [10:47:35] [Client thread/ERROR]: Model definition for location armory:Armory.Blocks.FirePit#burning=false not found
L114[03:49:14] <OrionOnline> I donnot need the block to have a seperate model the state is only used as data storage
L115[03:50:28] <fry> register custom statemapper
L116[03:51:39] <OrionOnline> Custom state mapper?
L117[03:51:40] <fry> ModelLoader.setCustomStateMapper
L118[03:52:12] <fry> it allows you to specify custom model locations for each block state
L119[03:52:27] <OrionOnline> Ah
L120[03:52:56] <OrionOnline> So i would just return Armory.Blocks.FirePit#inventory then for the model resource location
L121[03:53:01] <masa> hmm, what are the IUnlistedProperty type properties used for then?
L122[03:53:14] <fry> yup, OrionOnline
L123[03:53:22] <OrionOnline> That should be fairly easy
L124[03:54:13] <fry> OrionOnline: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelBakeEventDebug.java#L95-L100
L125[03:54:35] <fry> masa: everything that normal properties can't achieve
L126[03:55:54] <masa> what the hell does that mean? :D So they can be "free form" properties without limitations like having to have all values defined for an integer range?
L127[03:58:09] <fry> exactly
L128[03:58:29] <masa> mmkay
L129[03:59:12] <masa> I really need to learn all this 1.8 stuff soon, hoping to start my re-port in a few days
L130[03:59:36] <masa> ie. port the mod again from 1.7.10, the current 1.8 port is all kinds of messy
L131[04:00:07] <masa> custom model hacks and crap, we didn't even have forge blockstates back then
L132[04:00:46] <tterrag|ZZZzzz> masa: an unlisted property is basically just a way to provide context to the renderer
L133[04:01:07] <masa> so I bolted on my custom "1.7 style" model definition stuff to the block and item classes :D
L134[04:01:31] <masa> ie. returning the correct model based on code in the item and block classes
L135[04:02:14] <masa> tterrag|ZZZzzz: ok..
L136[04:02:16] <tterrag|ZZZzzz> https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/java/team/chisel/common/util/PropertyRenderContextList.java
L137[04:02:44] <tterrag|ZZZzzz> we would just use List<IBlockRenderContext> but we can't because of https://github.com/MinecraftForge/MinecraftForge/issues/2097
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L139[04:02:46] <tterrag|ZZZzzz> *cough* fry
L140[04:03:30] <fry> *cough* what do you expect me to do
L141[04:03:43] <fry> guava's TypeTag?
L142[04:03:44] <ThePsionic> A handstsnd tbh
L143[04:03:57] <fry> haven't done that in years :P
L144[04:04:12] <fry> will probably break my neck if attempt it again
L145[04:04:15] <fry> brb
L146[04:04:15] <ThePsionic> Lol
L147[04:04:25] <ThePsionic> I killed fry
L148[04:05:00] <tterrag|ZZZzzz> fry: I told you the solution in the issue
L149[04:05:07] <tterrag|ZZZzzz> return type should be Class<? extends T>
L150[04:05:14] <tterrag|ZZZzzz> weren't you just telling me the same thing a few days ago?
L151[04:06:44] <fry> that's not a correct solution
L152[04:06:51] <fry> (btw, did a handstand)
L153[04:06:56] <fry> (didn't die \o/)
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L155[04:07:12] <masa> \o/
L156[04:07:13] <tterrag|ZZZzzz> fry: sure it is
L157[04:07:17] <tterrag|ZZZzzz> what is wrong with that solution?
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L159[04:08:09] <fry> properties are contravariant
L160[04:08:39] <fry> hmm
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L162[04:09:16] <fry> that's actually irrelevant
L163[04:09:18] <fry> so
L164[04:09:33] <fry> property.getType().cast(this.unlistedProperties.get(property).orNull())
L165[04:10:00] <fry> Class<? extends T> getType means you can return some class that extends T instead of T
L166[04:10:38] <tterrag|ZZZzzz> and?
L167[04:10:44] <tterrag|ZZZzzz> if people do stupid stuff, that's their fault
L168[04:10:49] <tterrag|ZZZzzz> add a precondition or something
L169[04:11:02] <fry> that's what isValid is for
L170[04:11:40] <kroeser> fry: Any idea why I'm getting errors like 'Model definition for location integrateddynamics:aspect...#normal not found' since updating to the latest Forge version?
L171[04:12:00] <tterrag|ZZZzzz> fry: that's irrelevant if I literally can't implement the getType method
L172[04:12:00] <fry> kroeser: from what forge version?
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L175[04:12:41] <kroeser> fry: Updated from build 1609 (1.8.8) to build 1661
L176[04:13:23] <kroeser> fry: It's really strange, because calling 'ModelLoaderRegistry.loaded()' on these ModelResourceLocations returns true
L177[04:14:13] <kroeser> And they don't appear ingame anymore.
L178[04:15:13] <tterrag|ZZZzzz> fry: point is that a strict class return type breaks stuff. so it needs to be avoided. I'm going to sleep now :P
L179[04:15:25] <kroeser> fry: This is the code I use to load the models: https://github.com/CyclopsMC/IntegratedDynamics/blob/master-1.8/src/main/java/org/cyclops/integrateddynamics/core/client/model/AspectVariableModelProvider.java#L31-L33
L180[04:15:47] <fry> tterrag|ZZZzzz: I see your issue, I'll see what I can do :P
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L184[04:22:36] <kroeser> fry: The only thing I can think of why my code isn't working anymore is that calling ModelLoaderRegistry.getModel() is not enough anymore to load a model.
L185[04:22:47] <fry> it still should be
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L187[04:24:22] <kroeser> fry: It seems that if I create a blockstate file in the blockstates folder under the same relative location it seems to load that blockstate file instead.
L188[04:24:52] <kroeser> fry: So if I want to load models/a/b/c, it loads blockstates/a/b/c
L189[04:27:52] <fry> kroeser: ModelResourceLocation points at the blockstate file, normal ResourceLocation points to the normal model file
L190[04:28:05] <fry> I assume you were using former for accessing the latter
L191[04:28:25] <fry> I've added the ability to use former in Model.getDependencies recently
L192[04:28:26] <kroeser> fry: This didn't use to be this way, right?
L193[04:28:37] <fry> that always was the case
L194[04:29:01] <fry> Model.getDependencies was always treated like a List<ResourceLocation> though
L195[04:29:23] <fry> and I think you were using ModelResourceLocation there for some reason
L196[04:29:28] <kroeser> Ok, I'll see what I can do to change it, thanks!
L197[04:29:51] <fry> did you actually needed that for some reason?
L198[04:30:03] <kroeser> No, not at all, I just need a json model file
L199[04:30:18] <fry> then use ResourceLocation and you should be fine :P
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L205[04:45:19] <VikeStep> This might be really stupid. But on step 4 of https://github.com/MinecraftForge/MinecraftForge/wiki/If-you-want-to-contribute-to-Forge, should the workspace be outside the MinecraftForge folder which was cloned or inside it?
L206[04:45:55] <VikeStep> I tried both and neither worked well for me
L207[04:46:22] <Something12> outside
L208[04:46:53] <Something12> but .gitignore already ignores the eclipse folder just in case people do it inside
L209[04:47:03] <VikeStep> alright, so my issue when it was outside was this: http://pastebin.com/yd59sf7g
L210[04:47:11] <VikeStep> which happened when I tried to do step 5
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L212[04:48:48] <VikeStep> well, step 5/6
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L231[05:59:57] *** MrKick|Away is now known as MrKickkiller
L232[06:07:23] <Lumien> "Reverted Render registration changes due to them working."
L233[06:07:31] <Lumien> +1
L234[06:09:24] <Wuppy> happy new year everyone ^__^_
L235[06:09:30] <solidDoWant1> you too
L236[06:09:38] <solidDoWant1> thanks for your tutorials wuppy
L237[06:09:44] <Wuppy> thanks :)
L238[06:10:02] <sham1> scp is giving me shit
L239[06:11:27] <Lumien> Does somebody know what could cause this in the 1.8.9 forge builds? https://i.imgur.com/Yn8zOaD.png
L240[06:11:45] <Lumien> Happens whenever i look up a vanilla / forge class in eclipse
L241[06:12:06] <Wuppy> heh, we almost got shot by fireworks yesterday :P
L242[06:18:25] <Kolatra> Hey how can I grab the players y position? I don't remember it off the top of my head.
L243[06:18:35] <fry> hah
L244[06:19:13] <PaleoCrafter> player.posY ? :P
L245[06:19:48] <Kolatra> ah yeah ty
L246[06:20:03] <sejsel> Hi, I need to modify the keyboard handling code (to fix a Minecraft bug). Can I do this without a core mod?
L247[06:21:43] <sham1> what bug
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L250[06:24:03] <sejsel> certain keys (mostly hotbar) not working on Linux with most keyboard layouts. It does not work at all in 1.7.10 and was only partially fixed in 1.8 (Shift+Hotbar key still does not work).
L251[06:25:45] <Wuppy> are you sure it's minecraft or could it be your pc?
L252[06:25:50] <Flenix> Anyone know of a (probably server-only) mod which allows multiple spawn points, and respawns you at the closest available one?
L253[06:26:11] <Flenix> yeah sejsel I've heard a lot of players using linux without issues, and I'm pretty sure core keyboard stuff is done within lwjgl itself
L254[06:26:25] <Flenix> What distro are you using specifically?
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L256[06:26:56] <fry> shift + hotbar works for me on linux
L257[06:27:08] <fry> I think :P
L258[06:27:19] <sejsel> I am using Linux Mint (based on Ubuntu) and I used to have the exact same issue on Debian-based Crunchbang in 2012. I know for sure that this can be fixed in Minecraft at least partially as it is better in 1.8 than in 1.7 while using the same LWJGL version
L259[06:28:05] <sejsel> Yes, shift + hotbar works for me too, but that is not a solution, just an uncomfortable workaround
L260[06:28:06] <Flenix> Hmmmm. Just stabbing in the dark but maybe your java? I know some linux distros use different variations on java (eg openjdk)
L261[06:28:20] <Flenix> I assume the issue happens in vanilla?
L262[06:28:22] <fry> what doesn't work for you? :P
L263[06:28:22] <sejsel> I Use Sun java 8, happens with openjdk 7 and 8 too
L264[06:28:27] <sejsel> Yes, happens in both vanilla and forge
L265[06:28:58] <Flenix> If it's on vanilla chuck it on the tracker. There may be a mod workaruond you can do in the mean time but if mojang can fix it everyone will be happy
L266[06:29:06] <VikeStep> you mean oracle java 8?
L267[06:29:21] <fry> hmm, shift+n works for all n except 2 and 6
L268[06:29:23] <fry> strange
L269[06:29:28] <sejsel> yes, oracle java... my bad
L270[06:29:37] <ghz|afk> some app is taking over those keys?
L271[06:29:41] <IoP> sejsel: which lwjgl version and keyboard layout are you using?
L272[06:29:52] <sejsel> It is on the tracker since 2012, has been blamed on lwjgl, said to be unfixable, improved a bit in 1.8 and is pretty much ignored
L273[06:30:12] <VikeStep> do you have a link to it on the tracker?
L274[06:31:09] <IoP> I recently saw multiple claims by one user who said that mojang's tracker states that issue is fixed in newer lwjgl. He never gave direct link or told which lwjgl version should be used...
L275[06:31:17] <sejsel> Sure, my 2012 report is here: https://bugs.mojang.com/browse/MC-62. MC-630 (linked there) is continuing this, then there is a clone of that
L276[06:31:39] <IoP> fry: I can confirm. shift+clikin hottbar works in linux
L277[06:32:41] <sejsel> I tried using 2.9.1 and 2.9.4-nightly-20150209, neither work
L278[06:33:34] <IoP> otoh what do you shift+hotbar?
L279[06:33:44] <IoP> +mean
L280[06:34:24] <sejsel> I just tried and shift+1..9 work correctly, but without shift nothing happens
L281[06:35:15] <sejsel> In fact, rebinding them to 1..9 in Minecraft 1.7.10 does this: http://i.imgur.com/LjFBix7.png
L282[06:35:41] <IoP> layout?
L283[06:36:03] <ghz|afk> that sounds like whatever input system is being used, is broken
L284[06:36:07] <ghz|afk> not Minecraft's code itself
L285[06:36:20] <ghz|afk> unless...
L286[06:36:24] <VikeStep> so according to the tracker it is a bug with non-qwerty keyboard layouts
L287[06:36:30] <ghz|afk> I could imagine some sort of bug related with signedness
L288[06:36:49] <sejsel> I use the Czech (cs) layout, but English (US) does not work either
L289[06:37:05] <ghz|afk> since Java's byte is -128 to 127, keycodes > 127 could presumably be handled wrongly
L290[06:37:06] <IoP> I recently tested those with finnish layout and I could not reproduce any of the OP's(ftb forum post) problems
L291[06:37:37] <IoP> otoh he did not want to describe his problem so I had to guess :P
L292[06:37:47] <ThePsionic> sejsel: I'm on Linux Mint, just tested with English (US, AltGr dead keys) layout, no issues
L293[06:37:56] <VikeStep> maybe you were using US Dvorak sejsel?
L294[06:38:06] *** kroeser|away is now known as kroeser
L295[06:38:17] <sejsel> No, it is definitely the qwerty layout. I will try the AltGr layout now.
L296[06:39:12] <IoP> sejsel: btw which variant of the layout? I tried to change my layout to CS but ended up with layout without qwerty :P
L297[06:39:36] <Wuppy> now if only it becomes 4PM so I can get a pizza :P
L298[06:39:49] <ThePsionic> Wuppy: you can get a pizza now
L299[06:40:00] <ghz|afk> anh just looked, all the code using key events uses ints ;P
L300[06:40:15] <Wuppy> ThePsionic, dominos doest open before 4 :V
L301[06:40:30] <ThePsionic> psh
L302[06:40:58] <Wuppy> oh wait, it should already be open :O
L303[06:41:07] <ThePsionic> Where are you again Wuppy
L304[06:41:11] <Wuppy> breda
L305[06:41:32] <ThePsionic> Hm, new york pizza not open until 3:45
L306[06:41:41] <Wuppy> the new york pizza in breda?
L307[06:41:49] <ThePsionic> mhm
L308[06:41:55] <Wuppy> new york pizza sucks though
L309[06:42:16] <VikeStep> sort of on topic, was looking at the clone of that bug on the tracker, and there are some lovely discussions in the comments... https://bugs.mojang.com/browse/MC-7255
L310[06:42:25] <VikeStep> such as asking for people to be fired
L311[06:42:26] <ThePsionic> Domino's is open from 1, Wuppy
L312[06:42:36] <Wuppy> although that's actually a good thing, because they are literally my neighbours :P
L313[06:42:39] <VikeStep> I'm looking to see what was made of that discussion though
L314[06:42:41] <sejsel> IoP: I just checked and the layout is called cz, not cs. My bad
L315[06:42:42] <ThePsionic> And Mon-Thu from 11am
L316[06:42:50] <ThePsionic> Get pizza, Wuppy
L317[06:43:29] <Wuppy> not sure if it's actually a good idea to eat pizza this early :P
L318[06:45:00] <ghz|afk> VikeStep: lol at that bug's description
L319[06:45:04] <ghz|afk> the issue isn't even some "mapping"
L320[06:45:07] *** Jared|Away is now known as Jared
L321[06:45:12] <ghz|afk> it's just the function that display the name of the key that gets it wrong
L322[06:45:13] <ghz|afk> XD
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L324[06:47:49] <VikeStep> Anyways, sejsel, earlier you mentioned about whether you need a coremod to fix this bug. However you really can't know that unless you know exactly what is causing it
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L326[06:47:53] <VikeStep> to know how to fix it anyways
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L330[06:49:19] <madcrazydrumma> Is there any way I can temporarily add health or armor to the player for a period of time then remove it?
L331[06:49:29] <sejsel> Well, I planned to look at how the code changed between 1.7 and 1.8 as the issue does not happen there completely and then port the fix back. While it is not perfect, it would make the game playable for me (and others)
L332[06:50:03] <ghz|afk> I doubt the code changed from minecraft's side
L333[06:50:18] <ghz|afk> they just updated lwjgl
L334[06:50:43] <Wuppy> uhm https://www.reddit.com/r/steamsaledetectives/comments/3yzm8n/umm_did_i_just_find_what_i_think_i_found/
L335[06:50:52] <sejsel> I tried the same version of lwjgl with Minecraft 1.7.10 and that didn't help.
L336[06:51:59] <ghz|afk> well if you wanted to compare that, you'd have to setup forge dev environment for 1.7.10 and 1.8.x, and diff the keybind code
L337[06:52:00] <sejsel> Actually... I am not completely sure I can trust MultiMC to do it properly. Can I somehow check the LWJGL game version ingame?
L338[06:52:32] <ghz|afk> you can check that in the official launcher's versions/ stuff
L339[06:52:55] <ghz|afk> 1.7.10: "name": "org.lwjgl.lwjgl:lwjgl:2.9.1"
L340[06:53:26] <ghz|afk> 1.8.x is more complicated
L341[06:53:34] <ghz|afk> since it has platform-specific versions
L342[06:53:43] <ghz|afk> it will use 2.9.4 on all but OSX
L343[06:53:45] <Wuppy> okay so there is an image with the half-life icon, a crowbar and 3 berries under a mistletoe
L344[06:53:46] <ghz|afk> and 2.9.2 on OSX
L345[06:53:50] <sejsel> Thankfully only OSX is affected by that
L346[06:53:56] <Wuppy> does that mean what I think it means :O
L347[06:54:10] <masa> hmm, might this key issue be related to the < key taking screenshots in 1.8? basically mojang fucked up the keyboard handling in 1.8
L348[06:54:36] <sejsel> MultiMC has a system to override these and I set it to the same version as 1.8.x. I tried to use that, but I am not completely sure it works
L349[06:54:37] <masa> they use the value from two different methods in the same place, except those values are completely different
L350[06:55:32] <ghz|afk> sejsel: well you could try wit hthe official launcher, creating a custom version/ with a custom json file
L351[06:56:01] <masa> sejsel: does it work on the latest snapshots?
L352[06:56:06] <sejsel> Alright, I'll go try that
L353[06:56:20] <sejsel> masa: I'll check
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L355[07:00:13] <madcrazydrumma> how can i make the player 'dash' in a certain direction
L356[07:02:02] <masa> Entity#moveEntity() or Entity#motionX/Y/Z maybe?
L357[07:02:15] <ghz|afk> dash as in, move fast for a bit
L358[07:02:18] <ghz|afk> or a "blink"
L359[07:02:29] <sejsel> It works on the lastest snapshot it the same way as it does on 1.8.9. You have to rebind the keys and after that it works as long as you are not pressing shift (so swapping items while sneaking or holding on to ladders does not work)
L360[07:02:57] <sejsel> This is snapshots and 1.8.X: http://i.imgur.com/wUeln5r.png
L361[07:03:01] <madcrazydrumma> ghz|afk, like I press a key and he moves to the cursor direction 2 blocks or so
L362[07:04:44] <ghz|afk> yes but, teleporting?
L363[07:05:21] <ghz|afk> there's two ways to implement this
L364[07:05:46] <ghz|afk> either you give them something like "Speed X" for one second,
L365[07:05:56] <ghz|afk> or you find a target position and teleport them
L366[07:06:22] <ghz|afk> (well not one second, you'd giveit for like, 5 ticks or so)
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L368[07:06:48] <masa> the speed potion effect might get really annoing due to the fov changes
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L370[07:07:26] <ghz|afk> yeah but it would avoid havingto manually compute the target position
L371[07:07:30] <ghz|afk> to check if it's "legal"
L372[07:07:42] <ghz|afk> you couldn't want to teleport someone off a cliff or into a wall
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L374[07:07:51] <madcrazydrumma> Sorry ghz|afk i dc'd
L375[07:07:58] <ghz|afk> np
L376[07:08:08] <ghz|afk> what's the last thing you read?
L377[07:08:12] <masa> well moveEntity() also would check for collisions
L378[07:08:34] <madcrazydrumma> "or a "blink"
L379[07:08:34] <madcrazydrumma> "
L380[07:08:37] <masa> I think...
L381[07:08:42] <ghz|afk> [14:02] (madcrazydrumma): ghz|afk, like I press a key and he moves to the cursor direction 2 blocks or so
L382[07:08:43] <ghz|afk> [14:04] (ghz|afk): yes but, teleporting?
L383[07:08:43] <ghz|afk> [14:05] (ghz|afk): there's two ways to implement this
L384[07:08:43] <ghz|afk> [14:05] (ghz|afk): either you give them something like "Speed X" for one second,
L385[07:08:44] <ghz|afk> [14:05] (ghz|afk): or you find a target position and teleport them
L386[07:08:44] <ghz|afk> [14:06] (ghz|afk): (well not one second, you'd giveit for like, 5 ticks or so)
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L388[07:09:25] <madcrazydrumma> guess it would be teleporting then
L389[07:09:38] <ghz|afk> okay then
L390[07:09:57] <ghz|afk> the simplest thing would be what masa said: call moveEntity
L391[07:11:05] <ghz|afk> the x,y,z args are the offset to move
L392[07:12:09] <madcrazydrumma> Okay ill see what i can do with that
L393[07:12:43] <ghz|afk> maybe moveEntityWithHeading would be more useful to you
L394[07:12:43] <ghz|afk> dunno
L395[07:12:54] <masa> woah, the chromium browser source package on gentoo takes about 400 MB, and that is even lzma-compressed, and seems to be around 2 GB when extracted...
L396[07:13:21] <madcrazydrumma> moveEntity works alright ^
L397[07:13:25] <masa> firefox is "only" 170 MB
L398[07:14:25] *** kroeser is now known as kroeser|away
L399[07:15:03] <madcrazydrumma> ghz|afk, know how i can add a temporary shield/health to the player for a few ticks?
L400[07:15:21] <ghz|afk> there's that effect the golden apple applies
L401[07:15:26] <ghz|afk> can't remember what it's called XD
L402[07:15:33] <ghz|afk> resistance?
L403[07:15:42] <ghz|afk> you can apply it as a potion effect
L404[07:17:17] <ghz|afk> player.addPotionEffect(new PotionEffect(Potion.resistance.getId(), ticks, power));
L405[07:17:17] <madcrazydrumma> what does that do?
L406[07:17:54] <ghz|afk> http://minecraft.gamepedia.com/Status_effect
L407[07:17:58] <ghz|afk> check the entry on "resistance"
L408[07:19:21] <sejsel> I believe you want Absorption, not Resistance
L409[07:19:28] <ghz|afk> ah right
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L411[07:19:46] <ghz|afk> I forgot about that one
L412[07:20:03] <ghz|afk> same thing though
L413[07:20:03] <ghz|afk> ;P
L414[07:20:07] <ghz|afk> .addPotionEffect(new PotionEffect(Potion.absorption.getId(), ticks, amplifier));
L415[07:20:19] <ghz|afk> or you can add both ;P
L416[07:20:26] <madcrazydrumma> true xD
L417[07:20:34] <masa> not really, isn't resistance like damage reduction, absorption is extra health for a limited time?
L418[07:20:54] <ghz|afk> resistance reduces 20% of damage per level
L419[07:21:03] <ghz|afk> absorption is extra temporary hearts
L420[07:21:15] <ghz|afk> the hearts are spent
L421[07:21:18] <ghz|afk> unlike resistance
L422[07:21:53] <ghz|afk> buthis first word was "shield" so I thought of resistance first
L423[07:21:54] <ghz|afk> ;P
L424[07:22:17] <masa> I'm still salty about them nerfing the notch apple in 1.9
L425[07:22:23] <ghz|afk> resistance V (level 4) will actually null all damage
L426[07:22:29] <madcrazydrumma> I might add both
L427[07:22:40] <masa> yeah sure, I want to spend frickin 72 gold for a frickin Regen II for 30 seconds... wtf
L428[07:22:56] <Wuppy> what a night :O
L429[07:23:00] <ghz|afk> masa: as some youtubers were complaining
L430[07:23:12] <ghz|afk> those changes were made to balance UHC games
L431[07:23:16] <masa> I'm pretty sure I won't be updating my vanilla server from 1.8
L432[07:23:22] <ghz|afk> ignoring all the players who do NOT play UHC
L433[07:23:29] <masa> yep...
L434[07:23:34] <masa> as they did in 1.6 too
L435[07:24:24] <masa> because wasting 8 gold to cure one zombie into a most likely useless villager is fun
L436[07:24:46] <masa> they seem to encourage ridiculous farms
L437[07:24:57] <masa> like gold farms and villager breeders
L438[07:25:11] <ghz|afk> xcept
L439[07:25:15] <ghz|afk> they don't like the farms either!
L440[07:25:36] <masa> they don't seem to like anything the players are doing in the most sandbox-y game I know :p
L441[07:25:51] <ghz|afk> I do understand them though
L442[07:26:12] <masa> I only understand them if they don't understand us
L443[07:26:21] <ghz|afk> creating giant farms that make iron, gold, and experience essentially worthless
L444[07:26:44] <masa> shouldn't that be the player's choice?
L445[07:26:56] <ghz|afk> it's as a game designer, yo uwant to keep the game balanced
L446[07:26:58] <masa> it's a sandbox game, if I want giant farms, let me build them ;_;
L447[07:27:14] <ghz|afk> yes
L448[07:27:15] <ghz|afk> but
L449[07:27:20] <ghz|afk> in multiplayer environments
L450[07:27:23] <ghz|afk> you wanting a giant farm
L451[07:27:27] <ghz|afk> can kill the fun for all the other players
L452[07:27:45] <ghz|afk> that's why it's so hard to balance
L453[07:28:32] <masa> well, if you try to "fix it" you are then ruining it for people who mostly enjoy building those big contraptions
L454[07:28:35] <ghz|afk> that's why I like that in ARK
L455[07:28:42] <ghz|afk> you can adjust things your way
L456[07:28:51] <madcrazydrumma> There's 2 ticks in a second hey?
L457[07:28:56] <ghz|afk> experience rates, drop rates, taming rates, ...
L458[07:28:59] <ghz|afk> madcrazydrumma: 20
L459[07:29:02] <madcrazydrumma> oh
L460[07:29:03] <madcrazydrumma> xD
L461[07:29:28] <VikeStep> there is no event of block-entity collision right?
L462[07:29:30] <VikeStep> for*
L463[07:29:36] <VikeStep> I looked and couldn't find one
L464[07:30:01] <masa> don't think so, only the method in Block
L465[07:30:13] <ghz|afk> other than onEntityCollidedWithBlock, I don't think so
L466[07:30:20] <VikeStep> yeah, this is what I'll make a PR for when I get the environment working
L467[07:30:22] <ghz|afk> onEntityCollidedWithBlock being the overridable method in Block
L468[07:30:24] <masa> which only does stuff when an entity is inside the block bounds
L469[07:30:39] <ghz|afk> yeah that's called per tick
L470[07:30:42] <VikeStep> I wished to use it with the nether/end portal
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L472[07:31:43] <masa> heh I also would have used that, instead I then opted to go with a right click when inside a portal route, which obviously doesn't work for creative players
L473[07:32:01] <masa> nor the end portal
L474[07:32:04] <VikeStep> actually, my use case is to disable travelling through portals
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L476[07:32:37] <masa> yep and the only event that fires is the PlyerChangedDImensionEvent that fires after they already teleported
L477[07:33:45] <ghz|afk> you'd haveto hook entity.travelToDimension ;P
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L479[07:33:50] <masa> how are you going to implement the event? firing an extra event for all entities every tick seems too expensive
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L481[07:34:07] <VikeStep> in 1.7.10 I used coremods, but my aim is to not use any more asm in the 1.8 version
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L484[07:34:33] <ghz|afk> yah by hook I meant propose a new event in a PR ;P
L485[07:34:38] <VikeStep> yeah
L486[07:34:51] <VikeStep> I actually need to make hooks for a lot of things which may only be unique to my mod
L487[07:34:56] <ghz|afk> travelToDimension seems like it's not a high-load situation, and being able to cancel/modify the target would be useful
L488[07:35:07] <masa> yes
L489[07:35:18] <ghz|afk> a mod may make it possible to "disrupt" a portal
L490[07:35:25] <ghz|afk> making it send the player to a different dimension instead
L491[07:35:34] <masa> that is basically what I do :p
L492[07:35:45] <VikeStep> I was also thinking alternatively to make it just not generate the portal blocks
L493[07:35:46] <masa> I have an item that can "change the scaling factor" of nether portals
L494[07:35:50] <ghz|afk> so I'd add an event to travelToDimension
L495[07:35:56] <VikeStep> when you complete the "rituals"
L496[07:36:04] <masa> atm it works by you right clicking with it while tanding inside a nether portal
L497[07:36:43] <ghz|afk> couldn't you just require it to be the active item in the hotbar?
L498[07:37:08] <masa> and how would that trigger it?
L499[07:37:26] <ghz|afk> hmm I suppose you'd need to know the hotbar item while spawning the player on the other dimension
L500[07:37:37] <masa> and that is too late
L501[07:37:43] <ghz|afk> how so?
L502[07:37:55] <masa> I don't want to generate the terrain and teleport them to the "vanilla location" first
L503[07:38:29] <masa> that's why I do a custom teleport when they right click with the item while they are inside portal blocks
L504[07:39:04] <VikeStep> i have seen however that some things that I used with asm in 1.7.10 have a viable replacement in 1.8
L505[07:39:08] <VikeStep> such as potion-related things
L506[07:39:11] <ghz|afk> so you'd really benefit from being able to replace the code that runs in travelToDimension
L507[07:39:11] <ghz|afk> ;P
L508[07:39:18] <VikeStep> and particles
L509[07:39:32] <masa> ghz|afk: exactly :p
L510[07:39:45] <ghz|afk> well you can make a combined effort ;P
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L512[07:51:25] <sejsel> [Client thread/INFO]: LWJGL Version: 2.9.4 ... and it still doesn't work in 1.7.10. That means it is most likely a fix in Minecraft, not related to the lwjgl version
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L526[08:48:50] <korhaka> i had to move 6 binbags FULL of beer cans on my brithday
L527[08:49:20] <korhaka> not as great as it sounds, i have a crap job and it was cans people put in their cardboard and plastic recycling i had to take out..
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L529[08:50:54] <korhaka> I guess 1.7.10 is still most popular for mods
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L533[08:56:23] <Wuppy> it is time for pizza :D
L534[08:56:50] <korhaka> its 15:00....
L535[08:56:56] <korhaka> but, that could be a time for pizza, so i approve
L536[08:56:59] <Wuppy> it's 16:00 here
L537[08:57:13] <korhaka> thought it would be europe timezone
L538[08:57:15] <Wuppy> now if only it'd arrive...
L539[08:57:21] <LatvianModder> It's pizza o' clock
L540[08:57:29] <Wuppy> it's always pizza o clock
L541[08:57:31] <korhaka> pizza arrives faster than police.. oh society
L542[08:58:01] <LatvianModder> not.. really
L543[08:58:02] <korhaka> actually not sure how true that is, probably depends a lot on where you live
L544[08:58:10] <Wuppy> police is faster
L545[08:58:14] <Wuppy> but only by a little bit
L546[08:58:18] <korhaka> im guessing depends on location
L547[08:58:26] <korhaka> if you live next door to pizza place, pizza probably fastest
L548[08:58:29] <LatvianModder> maybe in crowded/high traffic areas, where pizza is delivered with bikes
L549[08:58:35] <korhaka> although they may laugh at you ordering a pizza to cross the street
L550[08:58:37] <Wuppy> I live next to a pizza place but it's a shitty one :<
L551[08:58:46] <Wuppy> new york pizza is terrible
L552[08:58:49] <Wuppy> dominos <3
L553[08:58:49] <korhaka> i live next to a pizza place, i call it my oven :P
L554[08:58:53] <Wuppy> lol
L555[08:58:59] <LatvianModder> I live almost next to a macdonalds, so thats something :D
L556[08:59:05] <LatvianModder> mac? mc* :P
L557[08:59:05] <korhaka> ehh... dominos (in the UK) are very expensive
L558[08:59:07] <Wuppy> I wish there was one nearby
L559[08:59:21] <Wuppy> korhaka, I get a great discount becuase of my student association
L560[08:59:23] <korhaka> MacDonnalds, where you get your iBurger
L561[08:59:26] <Wuppy> 6,95 for pizza delivery
L562[08:59:31] <Wuppy> euros
L563[08:59:38] <korhaka> Wuppy: yeah... that still sounds expensive
L564[08:59:49] <Wuppy> worth it though
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L566[08:59:55] <korhaka> I would say not tbh..
L567[08:59:59] <LatvianModder> wuppy, whats the minimum wage in yer country?
L568[09:00:07] <LatvianModder> duchland :D
L569[09:00:10] <Wuppy> I dont have nay wage :V
L570[09:00:29] <Wuppy> korhaka, how do you make tastier pizza?
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L572[09:00:42] <korhaka> my pizza ends up a pile of stuff on the pizza..
L573[09:00:43] <Wuppy> LatvianModder, 1524 a month for someone of 23 years or older
L574[09:00:45] <korhaka> about an inch or more topping
L575[09:00:54] <Wuppy> and about half that for me :V
L576[09:01:04] <Wuppy> because fuck everybody who isn't 23 for some reason
L577[09:01:18] <korhaka> UK is like that, but its 21, soon to be 25
L578[09:01:25] <LatvianModder> whoa, damn
L579[09:01:41] <korhaka> apparently people under 25 are less productive
L580[09:01:52] <LatvianModder> after taxes, 280 here :P
L581[09:02:01] <Wuppy> but everyhting is cheaper as well
L582[09:02:14] <Wuppy> also, where in latvia do you live? rural or a big city?
L583[09:02:24] <LatvianModder> capital
L584[09:02:25] <LatvianModder> mostly
L585[09:02:30] <Wuppy> cool :D
L586[09:02:35] <LatvianModder> 1/4 year in country side
L587[09:03:29] <Wuppy> ugh why do I still not have pizza :C
L588[09:03:40] <Wuppy> to be fair, it has only been like 20 mintes
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L590[09:04:18] <korhaka> although consider that Newton came up with many theories when he was 22..
L591[09:04:26] <korhaka> but no, gotta be 25+ to be more productive
L592[09:05:01] <Wuppy> it's especially strange because people around 20 need to buy a house and shit
L593[09:05:50] <LatvianModder> n, just live at your parents until you are 40
L594[09:05:54] <LatvianModder> :P
L595[09:06:04] <Wuppy> I already got crazy from that at like 16
L596[09:06:15] <korhaka> 22, still live with my parents..
L597[09:06:23] <Wuppy> moved out when I was 18 :D
L598[09:06:29] <LatvianModder> how much does an appartement cost?
L599[09:06:31] <korhaka> and earning minimum wage
L600[09:06:39] <korhaka> £120/week or more from what i can tell here
L601[09:06:39] <Wuppy> depends on where you are and what you want
L602[09:06:49] <LatvianModder> a cheap one
L603[09:06:51] <Wuppy> I've got 310 euros for 14 sqaure meters in the city center
L604[09:06:57] <LatvianModder> no, korhaka, I mean to buy one
L605[09:06:57] <Wuppy> this is one of the cheaper ones
L606[09:07:08] <korhaka> buy? i have no idea
L607[09:08:34] <LatvianModder> my life plan is to 1. Make mods 2. Make more mods 3. ???? 4. Profit
L608[09:11:03] <Wuppy> my life plan is to eat this pizza
L609[09:11:12] <korhaka> mine would be sit and cry in the corner
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L611[09:16:05] <Wuppy> they flipped a piece of my pizza :<
L612[09:16:09] * Wuppy flips table
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L618[09:38:15] <raoulvdberge> what is the NEI replacement mod for 1.8?
L619[09:38:20] <MrKickkiller> JEI
L620[09:38:24] <MrKickkiller> Just enough items
L621[09:38:25] <raoulvdberge> (chickenbones ignored my bug report :()
L622[09:39:25] <Upthorn> what was the bug report?
L623[09:41:04] <raoulvdberge> Upthorn: https://github.com/Chicken-Bones/NotEnoughItems/issues/315
L624[09:41:42] <MrKickkiller> I know CB is having loads to do and not really a lot of time to do it all
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L628[09:42:36] <Overreacted> Hey uhm, how do I render an item in a custom modelled block?
L629[09:42:40] <OrionOnline> fry you there?
L630[09:42:50] <fry> yes
L631[09:42:51] <OrionOnline> I have a question about the NBT Model
L632[09:43:03] <IoP> it is not even closed :P
L633[09:43:10] <Overreacted> like how the AE2 inscriber does, or others (can't find other examples)
L634[09:43:12] <OrionOnline> Is there a way i could overlay only specifc instances of the model (in world) with a certain color?
L635[09:43:35] <OrionOnline> Without having to create two models?
L636[09:43:41] <fry> block or item?
L637[09:44:04] <OrionOnline> Block
L638[09:44:14] <OrionOnline> Like a in world already placed block
L639[09:44:27] <OrionOnline> I need one of every structure to be colored red
L640[09:44:28] <fry> well, you could with a custom smart model, or custom model loader
L641[09:44:36] <fry> nothing out of the box for that
L642[09:44:41] <OrionOnline> I have a OBJ Model....
L643[09:44:50] <OrionOnline> So that means a no
L644[09:45:16] <fry> you might be able to change the material in the json
L645[09:45:24] <fry> not sure if it'll work though
L646[09:45:40] <OrionOnline> hmm shame
L647[09:46:06] <OrionOnline> Then i will need some form of a debug item to make that a reality (or at least have the possiblity to find the master TE in Debug mode
L648[09:46:46] <fry> in F3 screen you can see all the set block properties
L649[09:47:04] <OrionOnline> It is not a set property, altough i could make one
L650[09:47:11] <fry> yup
L651[09:47:12] <OrionOnline> I have one for burning already
L652[09:47:38] <OrionOnline> Would be nice to have an additional property that tells me if this thing is a master or a slave entity in the structure
L653[09:48:02] <OrionOnline> you know any vanilla blocks with more then one Property (prefered two booleans?)
L654[09:48:39] <OrionOnline> FOund it already
L655[09:48:51] <OrionOnline> just pass the createBlockState more then one Property
L656[09:49:54] <LatvianModder> how many bytes can block state store?
L657[09:50:05] <LatvianModder> its not 0-15 number anymore, right?
L658[09:51:01] <masa> depends where you store the blockstate, metadata is still 4 bits
L659[09:51:30] <masa> but you can use TE data for the blockstate
L660[09:52:05] <LatvianModder> what was the point of blockstates then? I dont really get the idea of making them if data still has to be stored in TE
L661[09:52:25] <masa> got my new gentoo installed, went with awesome wm this time, finally. Now to just learn to properly use and configure this thing :p
L662[09:52:59] <OrionOnline> LatvianModder, the way i use it is as data store that i can write and read from under certain conditions
L663[09:53:11] <masa> blockstates are a cleaner way of representing the block's state, and I believe they are going to update the world format at some point
L664[09:53:23] <OrionOnline> I use it for example to determine if a packet that was send from the server somehow needs to change the model on my block
L665[09:53:37] <OrionOnline> For example : non burning block -> burning block and vice versa
L666[09:54:22] <OrionOnline> That way i donnot have to redraw the block every tick cuase something might have changed but i know when it changed
L667[09:54:31] <OrionOnline> I am not even writing it to Meta or NBT
L668[09:54:34] <LatvianModder> one feature I really like in 1.8+ - IInventory has that setData and getData or smth. basically server>client thing that used to be in Container :P
L669[09:55:02] <OrionOnline> LatvianModder, i have my own event system that handles things like syncing and TE to GUI data transport
L670[09:55:07] <masa> LatvianModder: so instead of having magic numbers all over the code, you can actually refer to things by "their name" like a log variant can be oak or dark_oak or acacia etc.
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L672[09:55:11] <OrionOnline> So i donnot really use it at all
L673[09:55:25] <masa> LatvianModder: that is not used for anything though, right?
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L676[09:55:58] <LatvianModder> masa: right, so its more for.. better looking code purposes mostly? (at least, until you said, world format changes)
L677[09:56:24] <OrionOnline> masa, set and get Data on the IInventory are used for progressbars
L678[09:56:31] <OrionOnline> For example on furnaces
L679[09:56:32] <LatvianModder> the inventory? used in furnaces etc
L680[09:56:50] <masa> and the models make use of the blockstates, or are selected based on the blockstate rather
L681[09:56:52] <OrionOnline> But it is not used unless both the UI and the TE implement it properly
L682[09:57:15] <masa> oh, hmm, okay
L683[09:57:17] <LatvianModder> yeah, then you just dont send anything
L684[09:59:17] <LatvianModder> https://github.com/LatvianModder/FTBLib/blob/1.8/src/main/java/ftb/lib/item/BasicInventory.java#L54-L62
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L686[10:00:15] <LatvianModder> and OrionOnline, I too have a custom gui handler, that has NBTTagCompound instead of integer, as data
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L688[10:00:55] <OrionOnline> LatvianModder, that is not what i mean
L689[10:01:15] <OrionOnline> I have a UI that is build up out of singular components not a standard texture
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L691[10:02:01] <OrionOnline> And containers TE, UI and UIComponents are capable of communicating together
L692[10:02:27] <LatvianModder> I made my Gui widget / panel based :P
L693[10:02:47] <raoulvdberge> what do I need to do in order for redstone to update?
L694[10:02:52] <LatvianModder> and also can send data to / read from TE
L695[10:03:07] <LatvianModder> world.markBlockForUpdate?
L696[10:03:19] <LatvianModder> or for neighbor block change
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L701[10:20:33] <sejsel> Is there any tool for analyzing what is causing lag spikes? More specifically than the built-in pie chart.
L702[10:24:02] <sham1> VisualVM
L703[10:25:16] <fry> https://youtu.be/NnEONnw-JhM
L704[10:26:50] <sham1> mmm
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L709[10:35:15] <sejsel> sham1: VisualVM looks good, thanks
L710[10:36:41] <raoulvdberge> I'm calling worldObj.setBlockState on the serverside in a TE. After that I call markBlockForUpdate and notifyBlockOfStateChange, but it doesn't change the state clientside. How come???
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L712[10:39:23] <LatvianModder> rebel
L713[10:53:09] <OrionOnline> raoulvdberge, you need to sync and call the markBlockForUpdate on the client side
L714[10:53:12] <OrionOnline> To trigger a redraw
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L716[10:58:24] <OrionOnline> Yeay some WoW battle time
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L723[11:09:39] <masa> raoulvdberge: you did use the appropriate flag for setBlockState() right? ie. 3 if I remember right
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L732[11:33:08] *** Nitrodev was kicked by MineBot (Banned: Ya no quit lieing. (7d)))
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L734[11:37:58] <shadekiller666> banned again?
L735[11:38:09] <ThePsionic> wut
L736[11:38:14] <shadekiller666> nitrodev
L737[11:38:15] <sham1> no
L738[11:38:21] <sham1> i think
L739[11:38:28] <fry> still
L740[11:38:33] <shadekiller666> oh
L741[11:38:37] <fry> 7 days haven't passed yet
L742[11:38:43] <ThePsionic> ah
L743[11:38:49] <sham1> also that typo on that ban message
L744[11:38:54] <ThePsionic> just another host he tried it with :p
L745[11:38:55] <sham1> drives me up the wall
L746[11:39:07] <ThePsionic> i guess
L747[11:39:14] <ThePsionic> yep
L748[11:39:15] *** DankHax is now known as Gamemanhax
L749[11:39:22] <shadekiller666> maybe he was hoping that it reset because 2016
L750[11:39:25] <sham1> god damn it, the proper tense is "lying" and not "lieing"
L751[11:39:27] <ThePsionic> lol
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L755[11:41:40] <williewillus> fry: so will the animation system support rendering ModelBases out of the box? or vice versa?
L756[11:42:01] <fry> other way around
L757[11:42:13] <fry> ModelBase is stupid and doesn't work with anything
L758[11:42:32] <fry> animation stuff works where ModelBase is expected though :P
L759[11:43:20] <williewillus> aww I'll have to remake the book then, but that's great
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L763[11:50:50] <MattDahEpic> with a LivingDeathEvent how do you change the drops a mob/player drops
L764[11:51:23] <williewillus> there was a separate event for taht I thought
L765[11:52:18] ⇨ Joins: Nucleria (~Nucleria@cpe-107-9-165-182.neo.res.rr.com)
L766[11:52:25] <Nucleria> Hi.
L767[11:52:47] <Girafi> LivingDropsEvent, MattDahEpic.
L768[11:53:55] <Nucleria> Here's a fun question: is it a good idea to program my own power system, seeing as none of the others are updated or will be for the foreseeable future?
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L770[11:54:49] <williewillus> whatever you like to do :D
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L772[11:55:01] <ThePsionic> RF is for 1.8
L773[11:55:03] <williewillus> there is Progressive Automation's unofficial RF API
L774[11:55:09] <williewillus> but I wouldn't let that limit your creativity
L775[11:55:14] <fry> a couple of sizable mods use updated RF, yes :P
L776[11:55:55] <Nucleria> Well, didn't know about that outside of Progressive Automation, which doesn't really fit the atmosphere I want.
L777[11:56:18] <Nucleria> The only reason I wouldn't do my own is compatibility.
L778[11:56:35] <Nucleria> So, yeah, I'm torn.
L779[11:57:05] <williewillus> go for your own :p
L780[11:57:33] <Nucleria> Okay, I'll try...
L781[11:57:37] <fry> use RF :P
L782[11:57:59] <williewillus> meeeeh :p
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L784[11:59:23] <Nucleria> I really would like to use RF... where can I find an updated one (hopefully standalone)? Have searched the CoFH website.
L785[12:00:50] <Wuppy> o/
L786[12:01:32] <williewillus> PA's 1.8 repo
L787[12:01:41] <fry> probably here: https://github.com/Vanhal/RedstoneFlux-API-1.8
L788[12:01:47] <Nucleria> Thanks.
L789[12:02:02] *** Jared|Away is now known as Jared
L790[12:02:08] <Nucleria> I'm so stupid. I never though to go there.
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L796[12:15:31] <Overreacted> 2 questions: I have a block with a custom model which doesn't take up the full 16x16 space, thus allowing me to see through adjacent blocks. How do I prevent this? I remember a certain method but can't find it
L797[12:16:30] <fry> isOpaqueCube and isFullCube
L798[12:16:57] <Overreacted> 2nd: The glass texture on certain parts of my model aren't see-through, but show black instead. How do I make it transparent?
L799[12:17:24] <Elec332> BlockLayers, I think you need the translucent one
L800[12:17:28] <fry> override getRenderLayer, return TRANSLUCENT, yes
L801[12:17:37] <Overreacted> in the JSON?
L802[12:17:41] <Elec332> no
L803[12:17:43] <Elec332> block
L804[12:17:49] <Overreacted> yeah but it's not all glass
L805[12:17:56] <Overreacted> Certain parts of it use the glass texture
L806[12:18:59] <fry> the rest of the model should work fine in that layer too
L807[12:19:06] <Overreacted> okay
L808[12:19:19] <fry> if the model is big - you might want to split it up into multiple-layer model
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L810[12:19:25] <fry> but that's a bit more involved :P
L811[12:19:29] <Overreacted> It's not, it's only 1 block big
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L813[12:19:59] <Overreacted> there is no method called getRenderLayer in block
L814[12:20:01] <fry> big as in number of faces :P
L815[12:20:04] <Chervilpaw> Is there a tutorial on CoFHAPI or RedstoneFlux-API?
L816[12:20:36] <fry> Overreacted: getBlockLayer
L817[12:20:42] <Overreacted> oh ok
L818[12:20:51] *** kroeser|away is now known as kroeser
L819[12:20:52] <fry> almost remembered it correctly :P
L820[12:20:52] <Wuppy> I wonder what the percentage is of internet accounts which have their birthday today
L821[12:21:37] <Wuppy> I'm thinking it's a little more than 0.3% :P
L822[12:21:53] <Chervilpaw> ?
L823[12:22:01] <Overreacted> oh nice it works
L824[12:22:36] <Overreacted> but it kinda glitches out at some points
L825[12:22:50] <Overreacted> like, certain faces not showing fully
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L827[12:23:59] <diesieben07> Wuppy, math says it's 0.27%
L828[12:24:23] <sham1> Chervilpaw, you do not need a tutorial for it
L829[12:24:24] <Wuppy> diesieben07, logic says several percent though :P
L830[12:24:36] <Chervilpaw> how do I figure it out. then?
L831[12:24:37] <diesieben07> how is logic involved hereß :D
L832[12:24:38] <diesieben07> ?
L833[12:24:46] <sham1> by yourself
L834[12:24:52] <Wuppy> diesieben07, have you ever heard of people who aren't 18?
L835[12:24:56] <Wuppy> as well as lazy people
L836[12:25:07] <sham1> those people are a myth in Germany dont you know
L837[12:25:09] <diesieben07> that doesn't matter
L838[12:25:23] <diesieben07> there are so many people on the internet that the distribution is normal
L839[12:25:24] <Wuppy> I'm talking about account birthdays, not actual birthdays
L840[12:25:36] <diesieben07> wellllll that is something else.
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L842[12:25:59] <diesieben07> i would guess less than usual then, because it's newyear and everyyone is too drunk to go on the internet
L843[12:26:08] <fry> Wuppy: https://www.reddit.com/r/gaming/comments/15rhpo/happy_birthday_93_of_steam_users/ :P
L844[12:26:53] <Wuppy> have they actually calculated that percentage?
L845[12:27:55] <sham1> I have trouble with scp
L846[12:28:08] <ThePsionic> special containment protocol?
L847[12:28:23] <sham1> secure copy
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L849[12:28:46] <sham1> Or rather artifact upping in general
L850[12:28:50] <ThePsionic> lol
L851[12:29:07] <sham1> I have a server where I store my artifacts
L852[12:29:14] <sham1> But the thing is that I cannot get them there
L853[12:29:46] <sham1> I dont know if I should use FTP or what
L854[12:29:58] <Overreacted> fry, how do I make an item render in my custom block model? Kind of like how mods like AE2's inscriber or Thaumcraft's pedestals do
L855[12:30:02] <masa> why won't scp work then?
L856[12:30:30] <sham1> No connector available to access repository remote of type default using the available factories WagonRepositoryConnectorFactory
L857[12:30:52] <masa> wut
L858[12:31:01] <sham1> wut wut
L859[12:31:12] <fry> in the but
L860[12:31:36] <Overreacted> also, the translucent thing works, but it also makes all other faces transparent (based on different angles), can I render the glass parts of my model on another renderlayer or something?
L861[12:31:36] <masa> what gives that message?
L862[12:31:41] <sham1> Gradle
L863[12:32:05] <sham1> Or rather the task I try to use that depends on Maven Wagon
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L866[12:46:10] <Overreacted> nvm I fixed it by using cutout instead of translucent
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L869[12:53:23] <shadekiller666> fry, does IModel.process(ImmutableMap<String, String> customData) get called right after the IModel has been made? and does IModel.bake() always get called after that?
L870[12:53:45] <fry> it's called whenever the json data is processed
L871[12:53:55] <fry> and yes, before the bake
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L873[12:56:19] <shadekiller666> ok
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L890[13:38:30] <waterpicker> How would you fit both direction and a boolean into metaData in 1.7.10 blocks?
L891[13:39:26] <diesieben07> direction being 4 ways?
L892[13:40:04] <waterpicker> Yea
L893[13:40:13] <waterpicker> I know it would be four bits
L894[13:40:30] <waterpicker> Just having having trouble thinking about how to access those individuals bits through java.
L895[13:40:46] <diesieben07> assuming direction is 0-3: int meta = direction | (boolean ? 4 : 0)
L896[13:41:05] <diesieben07> and then other way: int direction = meta & 3; boolean b = (meta & 4) != 0;
L897[13:42:00] <waterpicker> Thank you
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L900[13:48:01] <ghz|afk_n_c> it even works out if you have full facingness
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L903[13:48:16] <gigaherz> (powered?8:0=) | facing.ordinal()
L904[13:48:28] <gigaherz> -=
L905[13:49:10] <diesieben07> except if you have full "facingness" people usually expect that the sides are rotatable as well
L906[13:49:12] <diesieben07> otehrwise it's a bit weir
L907[13:49:31] <gigaherz> vanilla doens't care, why should I? ;P
L908[13:49:45] <gigaherz> but yeah
L909[13:49:45] <diesieben07> because vanilla blocks that do this are symmetrical :P
L910[13:49:50] <diesieben07> so it doesn't matter
L911[13:49:55] <gigaherz> not really
L912[13:50:04] <diesieben07> pistons
L913[13:50:08] <gigaherz> pistons, yes
L914[13:50:09] <waterpicker> How would I set those variables
L915[13:50:11] <gigaherz> but not levers or buttons
L916[13:50:27] <diesieben07> hmmm yeah
L917[13:50:31] * waterpicker is still wrapping his head around bit operations despite having known java for years.
L918[13:50:32] <ThePsionic> Fire? :P
L919[13:50:34] <diesieben07> waterpicker, what do you mean
L920[13:50:43] <diesieben07> fire doesn't rotate at all :D
L921[13:50:56] <waterpicker> setting direction and the boolean meta
L922[13:50:57] <ThePsionic> Not if it's sitting on its own
L923[13:51:08] <gigaherz> waterpicker: in 1.8.x, you have blockstates
L924[13:51:14] <ThePsionic> But it can be on all five other faces of a block
L925[13:51:14] <diesieben07> what part d you not understand? i told you exactly ... :D
L926[13:51:17] <gigaherz> in 1.710, you parse them as needed
L927[13:51:18] <waterpicker> I'm working with 1.7.10
L928[13:51:28] <diesieben07> gigaherz, you still have to have bit stuff for getStatefromMeta and friends
L929[13:51:29] <waterpicker> I said settign giga
L930[13:51:46] <gigaherz> you set the metadata when you set the block in the world
L931[13:51:49] <diesieben07> to set them you get the metadat afrom the world if you dont have it already
L932[13:51:51] <diesieben07> modify it
L933[13:51:54] <diesieben07> then set it in the world
L934[13:52:05] <gigaherz> and you read the metadata when you get an event involving it
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L942[14:14:59] <diesieben07> jesus god S21PacketChunkData is a giant mess
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L945[14:29:44] <gigaherz> am I spoiled if it annoys me that IDEA doesn't highlight the corresponding for/while, when the mouse is on top of a break?
L946[14:29:51] <gigaherz> for/while/case
L947[14:30:50] <diesieben07> which IDE does that?
L948[14:32:46] <Lumien> eclipse i guess
L949[14:33:19] <gigaherz> VS
L950[14:33:29] <IoP> feature request ;)
L951[14:33:44] <gigaherz> when the cursor is in a break, it highlights all the related keywords in thesame structure
L952[14:33:57] <gigaherz> although I'm not sure if it's a feature of vs, or resharper
L953[14:33:58] <gigaherz> XD
L954[14:37:25] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L955[14:45:23] <gigaherz> so my non-retarded inventory api is coming along nicely (I believe)
L956[14:45:24] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/api/IInventoryAutomation.java
L957[14:45:56] <gigaherz> (disregard the naming choice, I'm following forge's ;P)
L958[14:46:16] <gigaherz> actual link -> https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/enderRift/api
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L966[15:15:00] <Thog> Is that normal that the last MDK download link for 1.8.9 return a 404? http://files.minecraftforge.net/maven/net/minecraftforge/forge/11.15.0.1669/forge-1.8.9-11.15.0.1669-mdk.zip
L967[15:15:24] <gigaherz> it works for me
L968[15:15:32] <gigaherz> ah no
L969[15:15:36] <gigaherz> that was the adfocus link
L970[15:15:38] <gigaherz> hmmm
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L972[15:16:50] <gigaherz> link is wrong
L973[15:16:54] <gigaherz> the real link should be
L974[15:16:55] <gigaherz> http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.8.9-11.15.0.1669/forge-1.8.9-11.15.0.1669-mdk.zip
L975[15:17:07] <gigaherz> http://files.minecraftforge.net/maven/net/minecraftforge/forge/11.15.0.1669/forge-1.8.9-11.15.0.1669-mdk.zip
L976[15:17:14] <gigaherz> pasting the bad one for comparison
L977[15:17:20] <gigaherz> it's missing the 1.8.9- in the folder path
L978[15:18:59] <Thog> Ok thanks!
L979[15:20:20] <gigaherz> I have no idea who to ping about this :/
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L981[15:23:53] <PaleoCrafter> Lex or Overmind
L982[15:24:00] <PaleoCrafter> and Overmind isn't here, so Lex :P
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L986[15:27:13] <gigaherz> LexManos -- sorry to bother but it appears the files site is broken. only 1.8 downloads show up, and those that show up, have the wrong URL. every single one of them. if you are already working on it, then nevermind.
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L988[15:27:49] <LexManos> -.-
L989[15:28:24] <LatvianModder> yup, same here
L990[15:28:38] <LexManos> fucking caching
L991[15:28:40] <gigaherz> I checked the links, all of them are missing the version prefix in the folder
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L993[15:29:16] MineBot sets mode: +v on Tahg
L994[15:37:27] <williewillus> getArmorModel is only supposed to be called for armor slots 0-3...right?
L995[15:38:12] <TehNut> there are other armor slots?
L996[15:38:26] <williewillus> it's getting caleld with 4
L997[15:38:27] <gigaherz> not in 1.8.x? ;P
L998[15:38:55] <gigaherz> williewillus: by who?
L999[15:39:04] <williewillus> forge
L1000[15:39:10] <gigaherz> o_O
L1001[15:39:15] <TehNut> What's the 4th slot?
L1002[15:39:31] <LexManos> odd
L1003[15:39:31] <diesieben07> *5th
L1004[15:39:37] <diesieben07> 0-3 are 4 slots :P
L1005[15:39:39] <LexManos> i didnt change anything ecept make it print debug shit
L1006[15:39:40] <TehNut> I meant his 4
L1007[15:39:41] <LexManos> and now it works...
L1008[15:40:02] <gigaherz> weird
L1009[15:40:10] <diesieben07> that's caching for you
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L1011[15:40:41] <williewillus> i get this spammed over and voer http://pastebin.com/JFzmhps7
L1012[15:40:53] <williewillus> (and yes the array is of length 4)
L1013[15:40:59] <gigaherz> in the pcsx2 site we had a secret "clear cache" url to work around some caching issues XD
L1014[15:41:45] <gigaherz> 4,3,2,1
L1015[15:41:48] <gigaherz> it's not 0.based
L1016[15:41:54] <gigaherz> 0-based
L1017[15:41:57] <williewillus> ?
L1018[15:42:00] <gigaherz> check net.minecraft.client.renderer.entity.layers.LayerArmorBase.renderLayer
L1019[15:42:08] <gigaherz> it calls with number 4,3,2,1 in that order
L1020[15:42:23] <williewillus> wtf mojang
L1021[15:43:13] <williewillus> javadoc for that hook needs to be updated then...what is 0 now? 0.o
L1022[15:43:26] <diesieben07> 0 is never passed :P
L1023[15:43:40] <ThePsionic> !latest
L1024[15:44:02] <williewillus> just why >.>
L1025[15:46:00] <williewillus> they;re also in reverse order..
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L1028[15:48:16] <williewillus> yeah, 1 indexed AND in reverse order what are they doing
L1029[15:48:39] <ThePsionic> something that i'd love to try
L1030[15:49:44] <LexManos> did it revert back to broken links for anyone else
L1031[15:50:28] <diesieben07> yes
L1032[15:50:34] <ThePsionic> Mhm
L1033[15:50:46] <ThePsionic> Got a 404 trying to download the latest 1.8.9 installer
L1034[15:51:08] <diesieben07> and it only shows the 1.8 major versino, too
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L1040[16:06:19] <Lumien> Wasn't there something you could add to your build file to make fg create a "development" jar?
L1041[16:07:02] <shadekiller666> if you pass null to a method that takes a single varargs list, like "foo(String... names)", would "names" be null or would it be an array containing null, or would it just be empty?
L1042[16:07:03] <sham1> yes
L1043[16:07:42] <shadekiller666> was that yes to lumien or me
L1044[16:07:55] <sham1> Umn
L1045[16:07:58] <sham1> Lumien
L1046[16:07:59] <ThePsionic> sham1: i know you answered lumien but it looks like you answered shade's either-or question with yes
L1047[16:08:04] <ThePsionic> and i love it
L1048[16:08:17] <sham1> Well that works too :P
L1049[16:08:18] <PaleoCrafter> shadekiller666, an array with null in it
L1050[16:08:25] <PaleoCrafter> unless you cast the null to an array
L1051[16:08:28] <PaleoCrafter> then you'd get null
L1052[16:08:44] <williewillus> SO says the opposite: http://stackoverflow.com/a/11919225
L1053[16:08:59] <shadekiller666> ok, so "foo(null)" would make "names" a String[] {null}?
L1054[16:09:36] <williewillus> the post I just linked says it's the other way around :p
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L1056[16:13:18] <LexManos> FOUND IT
L1057[16:13:32] <LexManos> gradle fixed their bug that didnt generate maven metadata
L1058[16:13:48] <LexManos> so when our server daemon refreshed it regenned the page from the xml
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L1060[16:14:03] <PaleoCrafter> williewillus, possible, I tested it with scala, so it might behave differently xD
L1061[16:14:05] <LexManos> all I have to do is inject the old version info into the xml
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L1063[16:35:17] <MindWorX> What file db formats are available without adding 3rd party libraries? JSON?
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L1066[16:37:28] <LatvianModder> more or less. I just json for everything :P
L1067[16:37:36] <LatvianModder> NBT
L1068[16:37:50] <LatvianModder> plain text.. depends on what you want to store
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L1071[16:40:54] <waterpicker> how do you get textures to work in a mod dev environment
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L1074[16:48:20] <shadekiller666> gigaherz, you in here?
L1075[16:50:28] <gigaherz> yeh
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L1077[16:53:41] <williewillus> waterpicker: they should work automatically?
L1078[16:53:55] <shadekiller666> i'm trying out the dual-array idea for group configurations, where you have a "show" and a "hide" array, and i'm not sure what to do if neither of them contains "OBJ:ALL"
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L1080[16:54:29] <shadekiller666> like, say "show" contains groups "A", "B", and "C",
L1081[16:54:52] <shadekiller666> but "hide" does not contain "D", "E", and "F"
L1082[16:55:16] <gigaherz> shadekiller666: my suggestion on that would be:
L1083[16:55:23] <gigaherz> 1. if "show" is missing, show all by default
L1084[16:55:37] <gigaherz> 2. if an element is both in "show" and "hide", prefer hide
L1085[16:55:42] <shadekiller666> what should happen to "D", "E", and "F"? (this is in regards to parsing the "groupConfigs" object from the blockstate json)
L1086[16:55:44] * waterpicker is using idea 15
L1087[16:56:02] <gigaherz> 1b. if show is present, show only the elements in "show"
L1088[16:56:21] <gigaherz> so that if "hide" is not there, "show" works as a whitelist
L1089[16:56:57] <shadekiller666> so if "hide" is missing, then hide everything that isn't contained in "show"
L1090[16:57:04] <shadekiller666> and vice-versa?
L1091[16:57:09] <gigaherz> yup
L1092[16:57:36] <gigaherz> this is best for the case where both defaults and a concrete state have "custom" in it
L1093[16:57:40] <gigaherz> so like
L1094[16:57:52] <shadekiller666> ok, say that "show" has 'a', 'b', and 'c', and hide has 'd' and 'e', would 'f' be hidden as well?
L1095[16:58:19] <gigaherz> hmf
L1096[16:58:21] <gigaherz> depends
L1097[16:58:27] <gigaherz> I see an issue with my thinking
L1098[16:58:47] <gigaherz> in the case where "defaults" has "custom" in it
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L1100[16:59:03] <gigaherz> OR
L1101[16:59:03] <shadekiller666> are you thinking about individual variants having their own set of groupConfigs?
L1102[16:59:14] <gigaherz> in the case where there's no "defaults"
L1103[16:59:18] <gigaherz> yes of course!
L1104[16:59:23] <gigaherz> in fact
L1105[16:59:28] <gigaherz> I wasn't thinking about groupconfigs at all
L1106[16:59:30] <gigaherz> I was thinking
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L1108[16:59:55] <gigaherz> "defaults": { "custom": { "visibility" : { "hide": [a,b,c] } } }
L1109[16:59:59] <gigaherz> and
L1110[17:00:11] <gigaherz> "variant1" : { "custom": { "visibility" : { "show": [a] } } }
L1111[17:00:16] <shadekiller666> i don't see there being a need for that... and i was hoping that there would just be one "groupConfigs" list somewhere if at all, and that they wouldn't be IBlockState-dependent
L1112[17:00:25] <gigaherz> hmf
L1113[17:00:44] <gigaherz> then the variant would just choose a group?
L1114[17:00:47] <gigaherz> that's limiting
L1115[17:00:53] <gigaherz> suppose the following case
L1116[17:00:58] <gigaherz> default: show nothing
L1117[17:01:03] <gigaherz> if property1 is true, show part A
L1118[17:01:07] <gigaherz> if property2 is true, show part B
L1119[17:01:17] <gigaherz> suppose property1 was "has_arms"
L1120[17:01:19] <shadekiller666> this is getting more difficult to support both blockstate-defined configs and on-the-fly (in-code) configs
L1121[17:01:22] <gigaherz> and property2 "has_legs"
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L1123[17:01:42] <gigaherz> predefined group configs makes that impossible
L1124[17:02:12] <gigaherz> there's no way to say "property1&&property2" using forge blockstates format
L1125[17:02:14] <shadekiller666> hmmm
L1126[17:02:29] <shadekiller666> this is all very confusing
L1127[17:02:35] <gigaherz> so what I believe is
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L1129[17:02:41] <gigaherz> unless I'm mistaken here
L1130[17:02:48] <gigaherz> when the loader loads a state
L1131[17:02:57] <gigaherz> it first gets the IModel for the defaults
L1132[17:03:03] <raoulvdberge> what more do I have to then ForgeHooksClient.registerTESRItemStack to render TESR as an item?
L1133[17:03:08] <gigaherz> and gives it the custom data
L1134[17:03:13] <gigaherz> which you'd parse
L1135[17:03:19] <gigaherz> and build a generalized array
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L1137[17:03:43] <gigaherz> or more accurately
L1138[17:03:44] <gigaherz> a HashSet
L1139[17:03:48] <gigaherz> then
L1140[17:03:50] <LexManos> if you need complex states like that giga
L1141[17:03:59] <LexManos> then you can fully define it just like you would with vanilla json
L1142[17:04:04] <shadekiller666> because there is this half-separation between IBlockStates and IModels/IBakedModels, each variant in the blockstate json can have its own "custom" block, regardless of whether or not its model is different
L1143[17:04:04] <gigaherz> when the loader goes through property1
L1144[17:04:18] <gigaherz> the loader knows that default was this IModel
L1145[17:04:29] <gigaherz> and creates a modified IModel with the new custom data
L1146[17:04:36] <gigaherz> which you'd apply on top of the existing data
L1147[17:04:55] <shadekiller666> but from an in-code standpoint the models are supposed to be separate from the blockstate json...
L1148[17:05:14] <gigaherz> ?
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L1150[17:05:21] <gigaherz> well I don't know how the model loading system works
L1151[17:05:27] <gigaherz> in terms of chain of calls
L1152[17:05:30] <gigaherz> I was just assuming that
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L1154[17:05:34] <gigaherz> model load creates one IModel
L1155[17:05:35] <shadekiller666> i think you might be at least partially correct
L1156[17:05:44] <shadekiller666> mhmm
L1157[17:05:44] <gigaherz> then "defaults" in a blockstate file creates another IModel with changes
L1158[17:05:53] <gigaherz> and then "variant1" creates another IModel with more changes
L1159[17:06:07] <shadekiller666> oh
L1160[17:06:20] <gigaherz> if that's not the case, then it would be horrible to implement what I think
L1161[17:06:35] <shadekiller666> i think you might be right about that, IModel.process() is meant to return a new IModel with the changes
L1162[17:06:40] <gigaherz> yeap
L1163[17:06:48] <gigaherz> that's when you either add elements to the hashSet, or you remove them
L1164[17:06:53] <gigaherz> depending on what's in show/hide lists
L1165[17:07:29] <gigaherz> IF that is possible with the current system, then I believe it would be best
L1166[17:07:44] <gigaherz> and it would give everyone the most flexibility with the least annoyances, both modders and you
L1167[17:09:03] <gigaherz> in that situation, I'd have the actual model be a field inside the IModel, and I'd only have the variant-specific data in it, such as transforms and custom data values
L1168[17:09:26] <gigaherz> then on processing, I'd pass over the reference to the model itself, and just recreate the IModel around it
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L1172[17:17:45] <shadekiller666> huh
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L1174[17:18:40] <shadekiller666> the way that this is all set up is awkward
L1175[17:19:12] <gigaherz> I keep wondering why process sends a map
L1176[17:19:17] <gigaherz> instead of a JSONObject
L1177[17:19:17] <gigaherz> ;P
L1178[17:19:36] <PaleoCrafter> other file formats at some point? :P
L1179[17:19:48] <shadekiller666> giga, idk, its rather annoying actually
L1180[17:19:50] <gigaherz> yeah but a map<string,string>
L1181[17:19:57] <shadekiller666> makes parsing the data a pain in the ass
L1182[17:19:59] <gigaherz> it's un-hierarchical ;P
L1183[17:20:02] <shadekiller666> no
L1184[17:20:13] <gigaherz> no?
L1185[17:20:27] <gigaherz> I was certain it was map<string,string> customData)
L1186[17:20:40] <shadekiller666> the keys to that map are the highest-level keys in the "custom" block
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L1188[17:21:02] <gigaherz> yeah, but what does the value contain for "visibility": { stuff } ?
L1189[17:21:09] <gigaherz> "{ stuff }" and parse it yourself?
L1190[17:21:38] <gigaherz> does it even support nested objects?
L1191[17:21:47] <shadekiller666> that is what it contains, yes, you then have to use a JsonParser to obtain JsonObjects and such out of those values
L1192[17:21:51] <shadekiller666> it does
L1193[17:21:54] <gigaherz> so yeah
L1194[17:22:03] <gigaherz> it would be best for it to just send the JSONObject instance
L1195[17:22:08] <gigaherz> ;P
L1196[17:22:11] <shadekiller666> mhmm
L1197[17:22:15] <gigaherz> and you can query the values yourself ;P
L1198[17:22:23] <gigaherz> you may want to speak with fry about that
L1199[17:22:34] <gigaherz> although it may be too late in the cycle for that change
L1200[17:23:04] <gigaherz> but if it turns out you have to kludge this, it may still be a good suggestion for 1.9 ;P
L1201[17:23:04] <shadekiller666> its basically the same map that is actually stored in a JsonObject, but stored as-is in ForgeVariants
L1202[17:23:30] <shadekiller666> how many custom model loaders are there that use custom data?
L1203[17:23:38] <gigaherz> none that I'm aware of
L1204[17:23:40] <shadekiller666> how many cmls are there period :P
L1205[17:23:43] <gigaherz> but they all HAVE to implement parse()
L1206[17:23:49] <gigaherz> so it would break any existing mod
L1207[17:23:51] <shadekiller666> thats what i meant
L1208[17:24:06] <gigaherz> for 1.8+, that uses custom loaders
L1209[17:24:07] <shadekiller666> how many actually read data out of "custom"
L1210[17:24:14] <gigaherz> wait
L1211[17:24:15] <gigaherz> hmm
L1212[17:24:24] <gigaherz> if you passed over a Map<String,JSONObject>
L1213[17:24:37] <shadekiller666> objloader does, b3dloader does (?)
L1214[17:24:43] <gigaherz> mine does not
L1215[17:24:51] <gigaherz> I'm not aware of anyone else actually implementing a loader
L1216[17:25:06] <gigaherz> some people DO implement ICustomModelLoader
L1217[17:25:08] <shadekiller666> so changing it wouldn't break that many things :P
L1218[17:25:14] <gigaherz> no
L1219[17:25:18] <gigaherz> hence why you could speak with fry
L1220[17:25:19] <gigaherz> ;P
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L1223[17:25:39] <shadekiller666> you have to implement IModelCustomData as an IModel to even have parse()
L1224[17:25:40] <shadekiller666> so
L1225[17:25:43] <shadekiller666> well
L1226[17:25:47] <gigaherz> hmm?
L1227[17:25:52] <gigaherz> in that case...
L1228[17:26:06] <gigaherz> there's always the choice to have IModelCustomData2
L1229[17:26:07] <gigaherz> ;P
L1230[17:26:11] <shadekiller666> lol
L1231[17:26:23] <shadekiller666> anyway
L1232[17:26:39] <gigaherz> btw, that's Microsoft's naming convention for COM ;P
L1233[17:26:46] <shadekiller666> from what i understand, the model-loading process goes as follows
L1234[17:26:49] <gigaherz> ISomeInterface::method
L1235[17:26:52] <gigaherz> ISomeInterface2::methodEx
L1236[17:31:23] <shadekiller666> BlockStateLoader starts loading in blockstate jsons from everything, anything that isn't a forge blockstate json gets passed to the vanilla json parser, the forge blockstate jsons get passed to their parser
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L1238[17:32:13] <shadekiller666> which is ForgeBlockStateV1 i believe
L1239[17:33:40] <shadekiller666> that iterates through the blockstate json first obtaining the "forge_marker" value, then checking for "defaults"
L1240[17:34:13] <shadekiller666> if it finds "defaults", it tells Gson to deserialize it via ForgeBlockStateV1.Variant
L1241[17:34:38] <VapourDrive> anybody else get issues with running setupDecompWorkspace, failing on the decompileMC stage because of GC overhead limit exceeded?
L1242[17:34:44] <gigaherz> "%&"%&" stupid 3.864e-09 "%&"%& stupid rhino
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L1244[17:35:17] <shadekiller666> sorry giga
L1245[17:35:30] <gigaherz> not your fault ;P
L1246[17:35:33] <LexManos> ...
L1247[17:36:20] <gigaherz> rhino happens to round thevalues to "n digits", so if they happen to be 0.000000000012345 it "rounds" them to 0.00000000001234
L1248[17:36:51] <sham1> what is it lex
L1249[17:36:53] <gigaherz> but if it is -0.00000000001234, then the OBJ loader rejects the model enterely, on the basis that at least one texcoord is out of range
L1250[17:37:20] <gigaherz> I do believe that should only be a warning ;P
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L1253[17:40:09] <shadekiller666> ForgeBlockStateV1.Variant is responsible for parsing the variants, and stores the customData map for each variant
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L1255[17:40:27] <shadekiller666> giga, with the changes i'm making it is only a warning
L1256[17:41:31] <shadekiller666> it seems like the model loading system expects a different IModel per variant
L1257[17:42:09] <gigaherz> that should be ok?
L1258[17:42:24] <gigaherz> wait no
L1259[17:42:25] <gigaherz> hmm
L1260[17:42:35] <gigaherz> you said it *stores* the customdata
L1261[17:42:37] <gigaherz> that means
L1262[17:42:44] <gigaherz> it will get 100% replaced
L1263[17:42:48] <gigaherz> instead of "aggregated"
L1264[17:43:05] <shadekiller666> which means that each variant can have its own "custom" data, which is specific to that variant's IModel (i hope... i have a feeling some strange stuff happens when a variant doesn't specify its own model)
L1265[17:43:19] <gigaherz> I assume if you have
L1266[17:43:42] <gigaherz> "defaults": { "custom": { "value1": <anything>
L1267[17:43:45] <gigaherz> and you later have
L1268[17:43:53] <gigaherz> "variant1": { "custom": { "value1": <anything else>
L1269[17:44:05] <gigaherz> the other value completely replaces the original withut any option to combine?
L1270[17:44:09] <shadekiller666> if a variant that doesn't specify its own model is just given the same IModel as "defaults" without making a copy of it then we have problems
L1271[17:44:24] <shadekiller666> i hope so
L1272[17:44:54] <shadekiller666> that would mean each variant is independent of all others, which is how one would expect the system to work
L1273[17:45:01] <gigaherz> then I only see one way to allow flexibility
L1274[17:45:18] <gigaherz> "showpart:partname": true
L1275[17:45:40] <shadekiller666> the problem comes with the stuff from "defaults" being given directly to other variants without being copied
L1276[17:45:47] <gigaherz> each part's show/hide status would be represented individually
L1277[17:46:09] <gigaherz> and explicitly, in the model
L1278[17:46:22] <gigaherz> in the blockstates*
L1279[17:46:23] <VapourDrive> using the gradle daemon seems to do more bad than good >.>
L1280[17:46:37] <gigaherz> daemon?
L1281[17:46:49] <gigaherz> ah
L1282[17:46:52] <shadekiller666> well, having each variant's model be independent means that the IModel can be changed and it won't affect others, which is what i need
L1283[17:46:53] <gigaherz> a background cache process
L1284[17:47:18] <gigaherz> well I have given all the ideas I have ;P
L1285[17:49:19] <shadekiller666> in java, when a method sets its class' variables = to those of a passed-in object of the same type, ie. this.var = input.var, is it set by reference or by object? if input.var was later changed, would this.var also change?
L1286[17:49:30] <shadekiller666> this is why i hate how java handles variables...
L1287[17:49:53] <tterrag> there are no pointers in java
L1288[17:50:11] <tterrag> so the answer to your last question is no
L1289[17:50:13] <tterrag> always
L1290[17:50:44] <gigaherz> he didn't say pointer?
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L1292[17:51:24] <gigaherz> still, the only difference between what we usually call a "pointer", and a reference, is that the pointer is understood to represent a memory address
L1293[17:51:28] <tterrag> he didn't, but that's what he meant
L1294[17:51:31] <gigaherz> while a reference can be some internal "instance id"
L1295[17:51:33] <tterrag> you can't store a pointer and then modify it
L1296[17:51:35] <tterrag> that's not how java works
L1297[17:51:48] <shadekiller666> ...
L1298[17:52:00] <gigaherz> I assumed he meant "by value"
L1299[17:52:05] <gigaherz> and by change input.var
L1300[17:52:06] <gigaherz> he meant
L1301[17:52:10] <gigaherz> input.var.something=1
L1302[17:52:11] <shadekiller666> ok, would "this.var" access the same memory as "input.var"?
L1303[17:52:16] <gigaherz> yes.
L1304[17:52:19] <gigaherz> in java
L1305[17:52:22] <gigaherz> that is ALWAYS true
L1306[17:52:25] <tterrag> yes
L1307[17:52:31] <gigaherz> xcept for primitive types such as int and float
L1308[17:52:32] <gigaherz> ;P
L1309[17:52:39] <tterrag> but as soon as you reassign this.var, you lose that reference
L1310[17:52:42] <gigaherz> it's in in C# where you have the ambiguity
L1311[17:52:47] <gigaherz> in Java there's none.
L1312[17:53:01] <shadekiller666> in java theres amgiuity when passing to methods
L1313[17:53:05] <gigaherz> no
L1314[17:53:08] <shadekiller666> mhmm
L1315[17:53:15] <gigaherz> there's only doubt, but no ambiguity
L1316[17:53:16] <gigaherz> ;P
L1317[17:53:21] <LexManos> What are you guys on about?
L1318[17:53:33] <gigaherz> if it's an object, then the object is a reference, and if the method changes it, you WILL see the change
L1319[17:53:46] <gigaherz> the doubt is: does it actually change it, or does it clone first?
L1320[17:54:13] <shadekiller666> trying to figure out if the blockstate/model system actually copies data between variants (like it should) or if it just sets the variables of one variant to those of another
L1321[17:54:39] <LexManos> it copies
L1322[17:54:47] <gigaherz> it must copy, because one variant having submodels
L1323[17:54:52] <gigaherz> doesn't magically add submodels to the rest ;P
L1324[17:55:05] <gigaherz> each variant's effect is only applied for states using that variant
L1325[17:55:21] <shadekiller666> ok
L1326[17:55:30] <LexManos> Yes, it copies. How is this a debate?
L1327[17:55:40] <gigaherz> it's not a debate, it's jsut shadekiller666 having doubts
L1328[17:56:09] <shadekiller666> i'm trying to write the "custom" data parsing code for the obj loader and quesioning fry's nagging about "never change the IModel!!!"
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L1330[17:57:08] <LexManos> you should never modify imodels because mutliple things will use the same model
L1331[17:57:40] <shadekiller666> O.o
L1332[17:58:09] <LexManos> Block 1 loads 'modelA' property 'type' set to 'bob'
L1333[17:58:20] <gigaherz> shadekiller666: there can be multiple blockstate files using the same IModel with different transforms and custom data
L1334[17:58:22] <LexManos> Block 2 loads 'modelA' property 'type' set to 'sally'
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L1336[17:58:40] <LexManos> load('modelA') will always return the same instance
L1337[17:58:53] <gigaherz> so the original IModel should never change, only the "extras"
L1338[17:59:06] <gigaherz> which means you can't safely modify the IModel on .process or .retexture
L1339[17:59:13] <LexManos> ya basically you should clone yourself if you change internal state
L1340[17:59:32] <shadekiller666> so lets say we have 2 blocks that use the same .obj model, their blockstate jsons have different variants defined; if each variant has its own copy of the IModel, shouldn't each blockstate json also have its own copies?
L1341[17:59:48] <gigaherz> ?
L1342[17:59:57] <gigaherz> you are confusing two things
L1343[17:59:57] <shadekiller666> i know, i have process() returning a new OBJModel
L1344[18:00:09] <gigaherz> when a blockstates file says
L1345[18:00:18] <gigaherz> "model": "slab.obj"
L1346[18:00:32] <gigaherz> it will indirectly call ModelLoader.getModel("slab.obj")
L1347[18:00:35] <LexManos> https://github.com/MinecraftForge/MinecraftForge/blob/6644e8c9ed4eb9db868540f8672bb83cb8aa09c0/src/main/java/net/minecraftforge/client/model/ModelLoader.java#L508
L1348[18:00:36] <gigaherz> which loads ONCE and caches the result
L1349[18:00:41] <LexManos> if you notice the proper way to do it
L1350[18:00:46] <LexManos> copy the model, and retexture
L1351[18:00:52] <gigaherz> and then AFTERWARD, will call .process and .retexture appropriately
L1352[18:01:03] <smbarbour> I don't suppose anyone has seen this type of crash and how to fix it? https://gist.github.com/smbarbour/c277b224904759ef57ad
L1353[18:01:39] <gigaherz> at net.minecraft.entity.ai.attributes.RangedAttribute.<init>(SourceFile:14)
L1354[18:01:41] <gigaherz> some AI is wrong ;P
L1355[18:01:53] <shadekiller666> right, so the IModel gets parsed once, then stored in a cache
L1356[18:02:17] <gigaherz> yup
L1357[18:02:34] <gigaherz> and then .process and .retexture is called so many times as necessary, but only once per actual blockstate
L1358[18:02:41] <shadekiller666> after having been parsed and stored, when a variant asks for that model, is a copy made from the one in the cache automatically?
L1359[18:02:47] <gigaherz> (or that's my current understanding)
L1360[18:02:49] <shadekiller666> or is it just directly assigned?
L1361[18:03:08] <shadekiller666> once per blockstate?
L1362[18:03:10] <gigaherz> there's no .getCopy in IModel
L1363[18:03:27] <gigaherz> you are responsible for cloning yourself in .process and .retexture
L1364[18:03:52] <smbarbour> Yeah, I've gathered it is some kind of entity data error, but I'm not sure what or why.
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L1366[18:04:07] <LexManos> shade: No
L1367[18:04:16] <shadekiller666> so what happens if a variant doesn't specify "textures" or "custom", does the IModel still match the one in the cache?
L1368[18:04:17] <LexManos> itll pull from the cache
L1369[18:04:22] <LexManos> and return that same instance
L1370[18:04:34] <gigaherz> shadekiller666: i nthat case the same original one will be used directly
L1371[18:04:38] <LexManos> the modifcation functions, like process and retexture are what clone
L1372[18:04:42] <gigaherz> since there were no calls to either method
L1373[18:04:59] <gigaherz> you just can't assume that IModels are not shared.
L1374[18:05:00] <LexManos> because if every variant had its own model that'd be memory crazy...
L1375[18:05:51] <gigaherz> a blockstate will have either, 1. a reference to the original unmodified IModel, or 2. a modified *clone* with the changes required by the variant
L1376[18:06:20] <LexManos> Exactly
L1377[18:06:21] <shadekiller666> so if the "defaults" block defines "textures" or "custom", will the IModel thats made from process and/or retexture then be the thing that the individual variants get assigned directly if they don't define those themselves?
L1378[18:06:25] <gigaherz> I do not believe there's any attempt at de-duplicating variants, since that'd delay the loading process horribly
L1379[18:06:54] <LexManos> That.. probably not.
L1380[18:06:59] <gigaherz> shadekiller666: is .process and/or .retexturecalled for the "defaults" chunk?
L1381[18:07:00] <LexManos> Becuase the way its loaded
L1382[18:07:12] <LexManos> the 'defaults' are just applied to the variant
L1383[18:07:18] <LexManos> exactly as if you put it in every variant
L1384[18:07:30] <shadekiller666> giga, it is, "defaults" is parsed same as every other variant, with the caveat that it can't have submodels
L1385[18:07:34] <LexManos> so the loader sees 6 variants, each with the 'load modle and retexture it'
L1386[18:08:05] <LexManos> May be something that is worth talking to fry and see if we can clean that up...
L1387[18:08:15] <LexManos> make a variant/retexture cache.
L1388[18:08:17] <gigaherz> shadekiller666: no
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L1390[18:08:27] <gigaherz> I forgot something earlier
L1391[18:08:31] <gigaherz> that this conversation remindedme of
L1392[18:08:43] <gigaherz> I believe the loading is state-centric
L1393[18:08:44] <gigaherz> that is
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L1395[18:08:59] <gigaherz> minecraft says "load the data for this state", and the loader looks up first the defaults, and then the concrete variants
L1396[18:09:00] <gigaherz> in one go
L1397[18:09:26] <shadekiller666> lex, so defining "custom" in defaults is the same as if you defined "custom" in each individual variant?
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L1399[18:09:30] <gigaherz> puts the data into the maps
L1400[18:09:32] <LexManos> yes
L1401[18:09:45] <gigaherz> and then after all the data is gathered, it calls .retexture and .process
L1402[18:09:55] <LexManos> and minecraft goes 'load the data from this json'
L1403[18:09:56] <tterrag> can you not have two different versions of the same dependency as maven deps with gradle?
L1404[18:10:01] <LexManos> and all the forge blockstates does
L1405[18:10:03] <tterrag> if not, why
L1406[18:10:13] <LexManos> is calculate all the permutations of properties
L1407[18:10:17] <shadekiller666> and before that "custom" is sent to process() each variant is the same instance as the one in the cache?
L1408[18:10:34] <gigaherz> tterrag: that sounds unsafe somehow. no idea what the answer is, but it would make sense that it's not allowed
L1409[18:10:50] <shadekiller666> so process() and retexture() are called at most once per blockstate json?
L1410[18:10:57] <gigaherz> no
L1411[18:10:59] <LexManos> no
L1412[18:11:03] <LexManos> once per variant
L1413[18:11:07] <gigaherz> they are called at most once per variant
L1414[18:11:13] <shadekiller666> ok
L1415[18:11:33] <gigaherz> but variants may not have changes in which case it's probably not get called
L1416[18:11:35] <gigaherz> -get
L1417[18:11:47] <LexManos> yup
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L1419[18:13:00] <shadekiller666> do they get called once per variant that inherits from defaults? or is the call from defaults the only one, and the variants that inherit are set to the same instance as was returned from process/retexture?
L1420[18:13:24] <gigaherz> I think there's no call after "defaults"
L1421[18:14:14] <LexManos> shade
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L1423[18:14:19] <LexManos> let me be perfectly clear
L1424[18:14:22] <shadekiller666> so, unless a variant defines "textures" or "custom" itself, it is given the same instance as the one that was returned from defaults
L1425[18:14:28] <LexManos> DEFAULTS DOES NOT EXIST AT RUNTIME
L1426[18:14:38] <gigaherz> you are thinking it backwards
L1427[18:14:42] <LexManos> IT IS NEVER PUT INTO THE VARIANTS ANYWHERE
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L1429[18:15:12] <LexManos> SO NO DEFAULT NEVER GETS A MODEL
L1430[18:15:19] <LexManos> AND EVERY VARIANT GETS RETEXTURE CALLED
L1431[18:15:25] <shadekiller666> ok
L1432[18:16:07] <shadekiller666> defaults is just a short hand for having to copy/paste into every single variant, got it
L1433[18:16:28] <LexManos> 4 hours later I think he gets it!
L1434[18:16:49] <LexManos> The entire 'forge blockstate' is literally just preventing copy/paste
L1435[18:16:58] <gigaherz> minecraft requests "var1=false,var2=true" -> forge reads custom, var1/false, var2/true and keeps the resulting data in temorary place -> forge calls getModel, calls process and retexture afterward
L1436[18:17:10] <LexManos> we could actually write something that converts your json to vanilla format
L1437[18:17:12] <LexManos> and itd work
L1438[18:17:24] <LexManos> nope giga
L1439[18:17:28] <gigaherz> no?
L1440[18:17:29] <Jared> Can anyone help me with using forge models, I am getting nowhere :/ My blockstate is here: http://www.blamejared.com/content/2016-01-02_02-08-05.txt, my model file is here: http://www.blamejared.com/content/2016-01-02_02-08-47.txt, I am happy to provide any more info
L1441[18:17:35] <LexManos> minecraft says 'load this json'
L1442[18:17:52] <LexManos> forge goes 'okay i have these properties and these possible values'
L1443[18:18:24] <LexManos> Lets make a map 'prop1=val1,prop2=val1' = varaitn, 'prop1=val1,prop2=val2' = variant, etc.. etc..
L1444[18:18:26] <gigaherz> ah so the list of variants is built actively FROM the list of properties and values
L1445[18:18:32] <LexManos> yup
L1446[18:19:47] <shadekiller666> so any thing inside the "variants" block is a property unless it has [{}], like "inventory", which is an actual variant
L1447[18:19:47] <LexManos> https://github.com/MinecraftForge/MinecraftForge/blob/6644e8c9ed4eb9db868540f8672bb83cb8aa09c0/src/main/java/net/minecraftforge/client/model/ForgeBlockStateV1.java#L201
L1448[18:21:07] <LexManos> https://github.com/MinecraftForge/MinecraftForge/blob/6644e8c9ed4eb9db868540f8672bb83cb8aa09c0/src/main/java/net/minecraftforge/client/model/ForgeBlockStateV1.java#L67
L1449[18:21:18] <shadekiller666> so the total number of variants after combination would be "normal + inventory + <number of possible combinations of all properties>"
L1450[18:21:37] <gigaherz> normal only exists when no blockstates are used
L1451[18:21:48] <gigaherz> (IIRC)
L1452[18:22:19] <shadekiller666> so like, cobblestone would only have "normal + inventory"?
L1453[18:22:31] <gigaherz> inventory is optional
L1454[18:22:36] <shadekiller666> ok
L1455[18:22:39] <LexManos> probably yes lets take a look
L1456[18:23:13] <shadekiller666> so if you're right giga, then normal isn't used for any block with properties
L1457[18:23:47] <shadekiller666> and inventory can be ommitted, leaving the combinations of the properties
L1458[18:24:51] <gigaherz> the variant string
L1459[18:24:55] <gigaherz> is built from the list of properties
L1460[18:25:23] <gigaherz> and the default BlockState is a special case with 0 properties in the list
L1461[18:25:37] <LexManos> no
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L1463[18:26:04] <LexManos> the default state is whatever values for the props the block says
L1464[18:27:00] <gigaherz> I meant the default instance of BlockState that gets created in createBlockState by Block
L1465[18:27:14] <gigaherz> if you don't override
L1466[18:27:32] <LexManos> ah yes if you dont override there are no properties
L1467[18:27:39] <LexManos> do it uses 'normal' i think
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L1469[18:28:16] <gigaherz> yeah that's what I was trying to say, if the BlockState is empty, it will become "normal" when it's converted to the string representation
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L1471[18:28:30] <gigaherz> otherwise, it will become the concatenated list of property-value pairs
L1472[18:28:43] <LexManos> See: net.minecraft.client.renderer.block.statemap.StateMapperBase.getPropertyString(Map<IProperty, Comparable>)
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L1474[18:28:54] <LexManos> yup
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L1476[18:30:14] <shadekiller666> so am i correct about each combination "var1=true,var2=false" calls "process" and/or "retexture" at most once
L1477[18:30:29] <shadekiller666> because those combinations are "fully defined variants"
L1478[18:30:31] <LexManos> for each model/submodel
L1479[18:30:35] <LexManos> yup
L1480[18:33:58] <shadekiller666> a "submodel" is when a property's value, say "facing=east" declares its own model/custom data/textures/transforms?
L1481[18:34:45] <gigaherz> submodels are a feature of the forge blockstates loader
L1482[18:34:58] <gigaherz> which let you define child models that get merged together into one
L1483[18:35:36] <shadekiller666> how do those get combined together into the fully defined variants? do the values defined in the submodel override those of the "parent" model if that particular property has that value in any of the fully defined variants?
L1484[18:35:53] <gigaherz> no idea how it's implemented: http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/#sub-models
L1485[18:36:13] <gigaherz> I can't confirm this
L1486[18:36:20] <gigaherz> but I suspect the submodels are specific to one property/variant
L1487[18:36:36] <LexManos> fry did submodels
L1488[18:36:43] <gigaherz> I mean, you can't define the submodel "A" in one property
L1489[18:36:46] <LexManos> plus looking at that code is annoying, screw permutations
L1490[18:36:47] <gigaherz> and retexture it in another one
L1491[18:37:02] <gigaherz> but as I said, I don't really know that.
L1492[18:37:22] <MindWorX> Are there any of the HQM devs in here?
L1493[18:37:30] <shadekiller666> or do the values in the submodel get merged into those of the variant's main model?
L1494[18:37:35] <gigaherz> no
L1495[18:37:39] <gigaherz> they only affect the submodel
L1496[18:37:47] <gigaherz> otherwise adding a textureto the submodel wouldchange the whole thing
L1497[18:37:53] <gigaherz> which wouldn't be nice ;P
L1498[18:38:33] <shadekiller666> so submodels override the model of the variant(s) that they exist in
L1499[18:38:39] <gigaherz> no
L1500[18:38:41] <gigaherz> they add to
L1501[18:38:46] <gigaherz> the actual model
L1502[18:38:49] <gigaherz> is a multi-model wrapper
L1503[18:38:59] <gigaherz> that contains the main model, with all the submodels added to it
L1504[18:39:25] <shadekiller666> thats confusing
L1505[18:39:58] * gigaherz shrugs
L1506[18:41:36] <waterpicker> Does anyone here know how to alter the certain section of an int's bits.
L1507[18:41:52] <gigaherz> use bitwise maths
L1508[18:41:58] <waterpicker> I know what kinds of maths
L1509[18:42:38] <waterpicker> Like what kind of bitwise math.
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L1511[18:42:58] <gigaherz> a |= 6; // will turn on bits 1 and 2
L1512[18:43:00] <LexManos> well that depends on what you want to do...
L1513[18:43:05] <gigaherz> a &= ~6; // will turn off bits 1 and 2
L1514[18:43:35] ⇨ Joins: MindWorX (~MindWorX@0x3ec639b7.inet.dsl.telianet.dk)
L1515[18:43:37] <gigaherz> a ^= 6; // will toggle bits 1 and 2
L1516[18:43:40] <waterpicker> I'm to set bits 1-3
L1517[18:43:53] <waterpicker> to a direction
L1518[18:44:02] <waterpicker> I'm using 1.7.10 forge before you say use BlockState
L1519[18:44:05] <LexManos> explain better...
L1520[18:44:09] <LexManos> also update
L1521[18:44:39] <waterpicker> THe circumstances surrounding the mod I'm making is stuck in 1.7.10
L1522[18:44:41] <gigaherz> waterpicker: you probably want something like (meta&(~7))|(direction.ordinal())
L1523[18:44:55] <gigaherz> but I'd like you to understand why that is
L1524[18:45:07] <LexManos> then dont make the mod.
L1525[18:45:09] <waterpicker> I'm making a mod for a sever owner.
L1526[18:45:19] <LexManos> But ya, bitwise math is simple there are plenty of tutorials
L1527[18:45:22] <tterrag> lol meta & ~7
L1528[18:45:27] <tterrag> meta & 8 works the same :P
L1529[18:45:30] <gigaherz> tterrag: I know
L1530[18:45:31] <tterrag> since it's guaranteed to be a nibble
L1531[18:46:14] <waterpicker> From what I understand that allows you to get certain information.
L1532[18:46:30] <waterpicker> from meta not set it
L1533[18:46:32] <tterrag> meta is a 4 bit unsigned int
L1534[18:46:42] <tterrag> that's all the "info" you get
L1535[18:46:46] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 192 seconds)
L1536[18:46:47] <waterpicker> I know...
L1537[18:46:52] <tterrag> ok
L1538[18:46:56] <tterrag> so what is your actual question?
L1539[18:47:18] <waterpicker> Three bits store my block's direction and the fourth stores a boolean.
L1540[18:47:31] <tterrag> ok
L1541[18:47:34] <waterpicker> Reading I can do.
L1542[18:47:48] <gigaherz> and what is it that you want to achieve?
L1543[18:47:50] <waterpicker> I know how to set say the boolean...
L1544[18:48:26] <waterpicker> just realized it is as simple adding one and subtracting 1 if false or true.
L1545[18:48:43] <LexManos> not really... but whatever
L1546[18:48:51] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L1547[18:48:58] <shadekiller666> giga, can't you also just do "a &= 0b0011"
L1548[18:49:05] <tterrag> not in java 6 syntax
L1549[18:49:07] <tterrag> but, yes
L1550[18:49:09] <gigaherz> shadekiller666: java has binary literals?
L1551[18:49:12] <shadekiller666> isn't 0bX a binary?
L1552[18:49:13] <tterrag> since 1.7 yes
L1553[18:49:16] <gigaherz> oooh
L1554[18:49:29] <shadekiller666> oh thats a 1.7 thing...
L1555[18:49:31] <shadekiller666> :/
L1556[18:49:31] <tterrag> it's just syntax though, pretty sure you can still compile it to 1.6
L1557[18:49:33] <gigaherz> shadekiller666: then yes. I just wasn't aware of it ;P
L1558[18:50:21] <shadekiller666> tterrag, ya i think so
L1559[18:58:59] <shadekiller666> IPerspectiveAwareModel has handleBlockState() and passes in an IBlockState and gets back some form of an IBakedModel
L1560[18:59:09] <shadekiller666> how often is that called...
L1561[19:00:59] <gigaherz> every time the block needs to re-render
L1562[19:01:14] <gigaherz> can be because the block itself changed
L1563[19:01:22] <gigaherz> or because something else in the same "mesh" changed
L1564[19:01:38] <gigaherz> or because someone asked it to rerender
L1565[19:01:44] *** kroeser|away is now known as kroeser
L1566[19:02:02] ⇦ Quits: untamemadman (~untamemad@cpc87159-aztw31-2-0-cust77.18-1.cable.virginm.net) (Ping timeout: 195 seconds)
L1567[19:02:03] <shadekiller666> ok
L1568[19:04:35] <shadekiller666> are IBakedModels unique to each occurance of a block? say, if i place two furnaces facing different directions, is the game using two different IBakedModels?
L1569[19:05:15] <gigaherz> I have no idea
L1570[19:07:17] <shadekiller666> or is there 1 baked model per full-variant?
L1571[19:07:24] <diesieben07> if you place them in the same direction it is definately the same model
L1572[19:07:27] <shadekiller666> well that would be the same question...
L1573[19:07:29] <diesieben07> different direction i am not sure
L1574[19:07:46] <gigaherz> different directions are different
L1575[19:07:52] <gigaherz> the rotation is applied pre-baking
L1576[19:08:00] <gigaherz> at least in vanilla
L1577[19:08:32] <gigaherz> the idea if the baked model is that the data is ready to consume
L1578[19:08:37] <gigaherz> without having to do any extra work afterward
L1579[19:08:47] <gigaherz> the model loader sorta changes that
L1580[19:08:48] <gigaherz> ;P
L1581[19:09:19] <gigaherz> (due to things such as animation)
L1582[19:09:22] <shadekiller666> because, if each full-variant gets its own copy of the IModel, then having IModel and IBakedModel be separate things is a bit strange
L1583[19:09:25] <shadekiller666> right
L1584[19:11:13] <gigaherz> idea of*
L1585[19:11:19] *** kroeser is now known as kroeser|away
L1586[19:11:48] <LexManos> jesus fucking christ shade... this isnt that complicated
L1587[19:12:04] <LexManos> its 1 baked model per model
L1588[19:12:30] <LexManos> each variant will POSSIBLY have a unique IModel
L1589[19:12:31] <shadekiller666> ok
L1590[19:12:45] <LexManos> but if they are simple models then they are SHARED
L1591[19:12:55] ⇨ Joins: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net)
L1592[19:13:37] <LexManos> and no each block in the world DOES NOT have its own instance of IBakedModels
L1593[19:13:45] <MattDahEpic> how would i get the tool classes for an item?
L1594[19:13:49] <LexManos> because that would just be REALLY dumb/memory intensive/slow
L1595[19:14:14] <diesieben07> MattDahEpic, Item.getToolClasses :D
L1596[19:14:17] *** MrKickkiller is now known as MrKick|Away
L1597[19:14:37] <shadekiller666> variants with shared IModels also then share the baked version of it correct?
L1598[19:14:45] <LexManos> yes
L1599[19:15:06] <gigaherz> why does that matter though?
L1600[19:15:12] <LexManos> no fucking clue
L1601[19:15:58] <diesieben07> yah this thinking about sharing suggests you want to do mutable things
L1602[19:16:01] <diesieben07> which is not a good idea
L1603[19:16:42] <LexManos> pretty sure we've explain that models and everything around them are NOT mutable.
L1604[19:16:52] <diesieben07> well yeah
L1605[19:16:55] <LexManos> not even ISmart ones are
L1606[19:17:02] <LexManos> because THREADS!
L1607[19:21:48] *** williewillus is now known as willieaway
L1608[19:22:13] <LexManos> https://youtu.be/2_qM-Z0IQ4k?t=283 I wanan stab mrcrayfish -.-
L1609[19:22:49] <diesieben07> yea
L1610[19:23:04] <diesieben07> oh and the inconsistency in where he puts the braces
L1611[19:23:08] <diesieben07> *shudders*
L1612[19:24:35] <PaleoCrafter> the unlocalized name shit probably is not his fault though, I'd guess
L1613[19:24:45] <PaleoCrafter> I'm fairly certain pahimar started that crap :D
L1614[19:25:38] <diesieben07> pahi did it MUCH MUCH worse :D
L1615[19:25:59] <PaleoCrafter> he started that trend nonetheless :P
L1616[19:26:05] <diesieben07> true
L1617[19:27:13] <LexManos> fuckign annoying
L1618[19:28:14] ⇦ Quits: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9) (Quit: Connection closed for inactivity)
L1619[19:28:25] ⇨ Joins: Flashfire (Flashfire@d24-36-192-173.home1.cgocable.net)
L1620[19:29:19] <Flashfire> Does anyone here know how I can make a custom block use the texture from the block below it and have different bounds?
L1621[19:29:33] <shadekiller666> uhh
L1622[19:29:36] <Flashfire> I have it working with taking the state but that makes it a full cube
L1623[19:29:43] <diesieben07> ISmartBlockModel probably
L1624[19:29:47] <Flashfire> I'm using that
L1625[19:30:01] <Flashfire> But it doesn't seem to have anything that just changes the texture and not the whole state
L1626[19:30:04] *** PaleoCrafter is now known as PaleOff
L1627[19:30:14] <diesieben07> put the block state from below into an unlisted propery so you can access it there
L1628[19:30:19] ⇨ Joins: killjoy (~killjoy@71.65.255.183)
L1629[19:30:22] <Flashfire> I have done that
L1630[19:30:25] <diesieben07> then you have to transform the other block's model
L1631[19:30:30] <diesieben07> as in transform the quads
L1632[19:30:36] <diesieben07> so they are smaller than the original
L1633[19:30:38] <Flashfire> Ah, I see
L1634[19:30:48] <killjoy> Hm.. did I neglect /msg when I made chat links clickable?
L1635[19:30:56] <diesieben07> although...
L1636[19:31:13] <diesieben07> you could just make your own quads and retunr the other blocks texture from getTexutre
L1637[19:31:15] <shadekiller666> giga, about groups, you were saying the show and hide lists should favor applying the opposite to anything not contained in them? ie. anything not in show gets hidden, and viceversa
L1638[19:31:18] *** PaleOff is now known as PaleoCrafter
L1639[19:31:46] <Flashfire> I specifically want to make a pressure plate that hides by taking the texture from the block below it
L1640[19:32:00] <diesieben07> yeah that should wokr then
L1641[19:33:20] <Flashfire> So I just add my custom quads to the list from copiedModel.addGeneralQuads()?
L1642[19:33:29] <diesieben07> no you don't copy the quads at all
L1643[19:33:40] <diesieben07> you just generate your own quads with the other model's texture
L1644[19:34:19] <Flashfire> I've been trying to figure out how to do something like that to no avail
L1645[19:34:19] <diesieben07> you make new BakedQuads :)
L1646[19:34:19] ⇦ Quits: MattDahEpic (~MattDahEp@75-166-140-155.hlrn.qwest.net) (Quit: sleep, school, or food)
L1647[19:34:19] <Flashfire> Ahh
L1648[19:34:37] *** willieaway is now known as williewillus
L1649[19:34:50] <diesieben07> as in
L1650[19:35:01] <diesieben07> you mkae them once and then probably cache the resulting IBakedModel
L1651[19:37:38] *** TehNut|Gone is now known as TehNut
L1652[19:38:11] <pahimar> diesieben07 PaleoCrafter but why you mad tho?
L1653[19:38:33] <LexManos> private ResourceLocation registryName = null;
L1654[19:38:34] <LexManos> public final Block setRegistryName(String name){
L1655[19:38:34] <LexManos> if (name == null || name.indexOf(":") < 0)
L1656[19:38:34] <LexManos> throw new RuntimeException("Invalid registry name: " + name);
L1657[19:38:34] <LexManos> registryName = new ResourceLocation(name);
L1658[19:38:34] <LexManos> return this;
L1659[19:38:36] <LexManos> }
L1660[19:38:38] <LexManos> public final ResourceLocation getRegistryName() {
L1661[19:38:40] <LexManos> return delegate.getResourceName() == null ? registryName : delegate.getResourceName();
L1662[19:38:42] <LexManos> }
L1663[19:38:44] <LexManos> Votes on if I should jsut break down and add that to Block/Item?
L1664[19:38:52] <killjoy> um
L1665[19:39:25] <diesieben07> pahimar, because you taught people that horrible horrible getUnlocalized name mess for texture / registry namees and people are now using it all the time.
L1666[19:39:41] <pahimar> why is it horrible?
L1667[19:39:50] <LexManos> because people are fucking retarded
L1668[19:39:52] <pahimar> its a method to get the texture automatically from the item name
L1669[19:39:58] * pahimar shrug
L1670[19:39:59] <pahimar> not my problem
L1671[19:40:03] <LexManos> and think that .substring(6) should be used EVERYWHERE
L1672[19:40:05] <diesieben07> your way of doing it was pretty bad
L1673[19:40:18] <pahimar> diesieben07, you are entitled to your opinion
L1674[19:40:26] <diesieben07> it's not just mine :P
L1675[19:40:34] <diesieben07> instead of just storing a base name and then calculating everything form tht
L1676[19:40:37] <diesieben07> you are doing it all backwards.
L1677[19:40:38] <diesieben07> anyways.
L1678[19:40:45] <pahimar> Lex, I (like you) cannot be held accountable for the stupidity and/or ignorance of others
L1679[19:41:03] <LexManos> im not holding you acountable, well, im holding your tutorials
L1680[19:41:11] <LexManos> and anyone else who regurgitates it
L1681[19:41:17] * pahimar shrugs
L1682[19:41:27] * pahimar shows you all the garden where he grows his fucks, but alas, it is barren
L1683[19:41:41] <LexManos> i know, sod off
L1684[19:41:44] <pahimar> :-p
L1685[19:42:22] <shadekiller666> why are JsonArrays actually lists...
L1686[19:42:51] <gigaherz> because the syntax is based on the javascript array initializer
L1687[19:42:58] <LatvianModder> .. because array = list more or less
L1688[19:43:08] <shadekiller666> well, they aren't "List"s, but they act as such... without any nice means of actually converting them into Lists
L1689[19:43:13] <gigaherz> but since the number of elements isn't known beforehand
L1690[19:43:18] <gigaherz> it's easier to parse them into lists
L1691[19:43:35] ⇨ Joins: fuj1n (~fuj1n@101.190.222.175)
L1692[19:43:38] <ollieread> If only there was some sort of tutorial system
L1693[19:43:39] <ollieread> hmm
L1694[19:43:48] <gigaherz> hence why JsonArray, and not just dumping an array into the structure
L1695[19:44:50] <PaleoCrafter> lol, ollieread
L1696[19:44:59] <PaleoCrafter> We should get back to that at some point :P
L1697[19:45:07] <pahimar> i remember now why i havent been in this channel in like ever :-p
L1698[19:45:11] <ollieread> Once I finish the Dominos website I fully intend to work on it
L1699[19:46:41] ⇦ Quits: c233 (~c233@164.40.196.75) (Ping timeout: 190 seconds)
L1700[19:47:28] <VapourDrive> pahimar, you're not the only one who has reservations :P
L1701[19:47:41] ⇨ Joins: c233 (~c233@164.40.203.104)
L1702[19:48:07] <ollieread> I for one was grateful for pahimar and his tutorials
L1703[19:48:39] <ollieread> Tbh it's pretty easy to work out bits that could be improved or alternative methods, but as lex said, people are idiots
L1704[19:48:41] <LatvianModder> I always went my way, but still compared my style with his
L1705[19:48:46] <williewillus> I used them too though I didn't really continue with them :P
L1706[19:49:13] <VapourDrive> I was grateful for tutorials when I as of yet didn't have a rudinemtary knowledge of java, from then on I appreciated opensource projects :)
L1707[19:49:33] <LatvianModder> I stared at code until I understood it...
L1708[19:49:37] <LatvianModder> at age 12 :D
L1709[19:49:56] <ollieread> As did I, though I was 15 at the time
L1710[19:50:05] <LatvianModder> good times
L1711[19:50:13] <ollieread> Though I didn't start with Java lol
L1712[19:50:25] <ollieread> PHP 4 then
L1713[19:50:54] <LatvianModder> I learned Arduino first
L1714[19:51:05] <LatvianModder> then Processing, then Java and now.. I havent advanced much :P
L1715[19:51:33] <VapourDrive> Starting modding before I knew any programming was a horrible idea, but it was a means to an end of getting my own content in the game
L1716[19:51:54] <ollieread> Arduino didn't even exist when I was 15 lol
L1717[19:52:00] <VapourDrive> I've to this day never done any java that wasn't part of a minecraft mod
L1718[19:52:13] <ollieread> I wrote a tile engine in Java
L1719[19:52:14] <LatvianModder> Well, I made my first mod when IC had cube cables and noone knew BuildCraft.. was is that long ago?
L1720[19:52:53] <Giraffe_> throwback to making mods in JD-GUI
L1721[19:52:58] *** Giraffe_ is now known as Giraffestock
L1722[19:53:00] <LatvianModder> wait, IN?
L1723[19:53:08] <LatvianModder> I thought thats a decompiling tool
L1724[19:53:09] <Giraffestock> well, with
L1725[19:53:14] <VapourDrive> holy, I've only been around since 1.5 and even then seems like a long time ago
L1726[19:53:40] <smbarbour> JD-GUI is still a very handy tool to use.
L1727[19:53:52] <ollieread> I have it somewhere
L1728[19:53:54] <LatvianModder> I played since post-classic / early alpha and modded 1 version before first beta
L1729[19:53:55] <Giraffestock> eh, theres a tool (i can never remember the name) that deobfuscates and stuff
L1730[19:54:09] <Giraffestock> I first started using MCP in 1.2.5 i think
L1731[19:54:23] <smbarbour> There's a newer version of JD-GUI that is java-based. It works much better.
L1732[19:54:25] <PaleoCrafter> BON2? :P
L1733[19:54:26] <Giraffestock> i havent actively made a mod in like 2 years
L1734[19:54:28] <LatvianModder> MCP alpha 1.2.2 or smth was my first
L1735[19:54:32] <Giraffestock> yeah PaleoCrafter
L1736[19:54:32] <Giraffestock> i think
L1737[19:55:03] <LatvianModder> I was too scared to release a mod or talk to people on internet, so I didnt release anything for 4 years
L1738[19:55:10] <VapourDrive> ^
L1739[19:55:24] <LatvianModder> .. basically last year I released my first mod, got noticed and now im making FTBU :D
L1740[19:55:30] <VapourDrive> ahh, the fear of internet people, I know it well
L1741[19:56:28] <LatvianModder> im still afraid of them :D
L1742[19:56:49] <gigaherz> ftbu?
L1743[19:56:59] <LatvianModder> FTBUtilities
L1744[19:57:17] <gigaherz> ah
L1745[19:57:34] <VapourDrive> I've made some pretty decent friends in various irc channels and whatnot so I'm glad I hopped in. First channel was #ThermalExpansion
L1746[19:57:53] <Giraffestock> I worked on a mod for 4-5ish years, quit it, and its still not out
L1747[19:57:54] <Giraffestock> maybe someday
L1748[19:58:08] <LatvianModder> first channel where I stared talking was #Razz.. Since then.. well. just like 3 more, thats it :D
L1749[19:58:23] <LatvianModder> Giraffestock: for me it was even worse
L1750[19:58:24] <VapourDrive> is the source out somewhere Giraffestock?
L1751[19:58:58] <LatvianModder> RWTema became my arch enemy in mind, because I was working on mod, and basically, everything I added, he added 3-7 days later. and because he was popular, i would have no chances :D
L1752[19:59:25] <VapourDrive> Yeah, that feeling
L1753[19:59:27] <LatvianModder> just prooves that mind network exists :P
L1754[19:59:44] <PaleoCrafter> In the end he just plagiarised your mod
L1755[19:59:52] <LatvianModder> same with those 2 dudes that invented bikes. at the same time, in different sides of planet
L1756[20:00:01] <VapourDrive> There is a fairly large barrier between popular modders and no-names like me :P
L1757[20:00:06] <williewillus> that's why I stick with being insane and porting shit to 1.8
L1758[20:00:14] <williewillus> "insane"
L1759[20:00:22] <williewillus> because people think it's oh so hard, but it's not :p
L1760[20:00:37] <killjoy> Gonna make a patch to CommandBase
L1761[20:00:38] <williewillus> just need time and dedication, and fry
L1762[20:00:39] <LatvianModder> yeah.. one of my mods will be.. difficult
L1763[20:01:07] <VapourDrive> oh also williewillus, register botania's storage blocks to the ore-dictionary so I can stop doing it in hammerz
L1764[20:01:11] <Giraffestock> VapourDrive: nope, its still being developed
L1765[20:01:16] <williewillus> VapourDrive: ask upstream :p
L1766[20:01:20] <Giraffestock> albeit slowly
L1767[20:01:49] <LatvianModder> williewillus: how hard would it be to port this mod? http://minecraft.curseforge.com/projects/latblocks
L1768[20:02:27] <LatvianModder> block models are out of the question, since every side can have its own infinite amount of textures
L1769[20:02:29] <Giraffestock> VapourDrive: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1439549
L1770[20:02:31] <PaleoCrafter> Easy
L1771[20:03:07] <gigaherz> hahaha "Epoch Time Bug Causes Facebook To Congratulate Users On 46 Years of Friendship"
L1772[20:03:19] <PaleoCrafter> A little bit of ISmartBlockModel and you're golden, LatvianModder
L1773[20:03:20] <LatvianModder> :D
L1774[20:03:31] <williewillus> yup
L1775[20:03:37] <LatvianModder> Well, last time I checked there wasnt much to work with
L1776[20:03:48] <LatvianModder> that was many months ago, first 1.8 version :D
L1777[20:04:53] *** williewillus is now known as willieaway
L1778[20:06:19] <PaleoCrafter> Shit, I really should sleep, otherwise I won't be up for the BTM keynote q.q
L1779[20:06:31] <VapourDrive> is that actually tomorrow?
L1780[20:07:17] <PaleoCrafter> Yes
L1781[20:07:24] *** AbrarSyed is now known as Abrar|gone
L1782[20:07:27] <PaleoCrafter> Well, today for me :D
L1783[20:07:41] <ollieread> <PaleoCrafter> But I'll go to bed now :P
L1784[20:07:43] <ollieread> Hour ago
L1785[20:07:53] <VapourDrive> lol, story of my life
L1786[20:08:13] <VapourDrive> literally entire life wrapped up in two short lines
L1787[20:08:28] <ollieread> It's 2am here
L1788[20:08:34] <ollieread> and I'm working on fucking facebook authentication
L1789[20:08:40] <PaleoCrafter> Sleeping is terribly difficult if one is not tired, lol
L1790[20:09:57] *** PaleoCrafter is now known as PaleOff
L1791[20:10:19] <VapourDrive> if I had no external stimuli, my sleep schedule would be based on 25 hour days. Every night I would fall asleep an hour later just from porcrastination
L1792[20:11:20] <VapourDrive> *procrastination
L1793[20:11:24] <LatvianModder> alright, 4:11am. Time to sleep, cya'll o/
L1794[20:11:29] <VapourDrive> \o
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L1799[20:26:20] <killjoy> a thread on spongeforums inspired my latest pr
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L1806[20:48:57] <gigaherz> hmf
L1807[20:49:07] <gigaherz> are rotations around Z not supported in the blockstates files?
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L1809[20:49:31] <gigaherz> I guess I'll have to rotate the model itself XD
L1810[20:50:52] <smbarbour> VapourDrive: Relevant XKCD: https://xkcd.com/320/
L1811[20:53:13] <VapourDrive> That's probably exactly what would happen to me, though the added four hours to the day may end up being much
L1812[20:53:56] <smbarbour> Did you read the mouseover text?
L1813[20:54:00] <VapourDrive> I doubt I'd manage something that would follow a 168 hour week
L1814[20:54:23] <VapourDrive> there's mouseover text?
L1815[20:54:31] <smbarbour> On every XKCD
L1816[20:54:35] <gigaherz> always.
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L1818[20:54:49] <gigaherz> the hover text is often THE joke ;P
L1819[20:55:04] <auenfx4> there is multiple jokes in every xkcd
L1820[20:55:06] <smbarbour> <VapourDrive> * mind blown *
L1821[20:55:40] <MattDahEpic> using a LivingDropsEvent to control player item drops doesnt work for some reason
L1822[20:55:41] <VapourDrive> who has time to let their mouse sit still, no wonder I never found that stuff :P
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L1824[20:56:20] <VapourDrive> probably because the player's inventory dropping on death isn't controlled by that MattDahEpic
L1825[20:56:27] <VapourDrive> there's other events for that
L1826[20:56:38] <MattDahEpic> such as?
L1827[20:57:06] <VapourDrive> PlayerDropsEvent
L1828[20:57:18] <VapourDrive> fired when the player dies
L1829[20:57:32] <VapourDrive> but it extends LivingDropsEvent
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L1838[21:25:47] <shadekiller666> first test run of new group visibility system
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L1851[21:52:13] <gigaherz> hmf, how does one make a "filter" type slot
L1852[21:52:23] <gigaherz> whereyou can pretend-place an item, and it remember which item until clicked?
L1853[21:52:34] <gigaherz> remembers*
L1854[21:53:48] <gigaherz> ah I think I found it sorta
L1855[21:54:00] <shadekiller666> well, theres a couple ways i can think of
L1856[21:54:14] <shadekiller666> well one way
L1857[21:54:37] *** Mumfrey is now known as mumfrey
L1858[21:55:40] <shadekiller666> have the inventory handle the remembering, when the slot is clicked with an item, put a copy of that item into the slot, and when clicked with no item or a different one, delete/change the slot's contents
L1859[21:55:54] <shadekiller666> and set the slot's capacity to 1
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L1861[22:01:50] <Flashfire> Does anyone know how to set the quads of an ISmartBlockModel?
L1862[22:02:17] <shadekiller666> what do you mean "set the quads"?
L1863[22:02:26] <Flashfire> The face quads
L1864[22:02:36] <gigaherz> if you mean that you implemented your own ISmartBlockModel
L1865[22:02:39] <Flashfire> I want to replace th ones from one state with another
L1866[22:02:43] <Flashfire> I did, yes
L1867[22:02:54] <gigaherz> then you shouldn't really "change" them
L1868[22:03:01] <gigaherz> you should have inner models
L1869[22:03:03] <gigaherz> and return the right one
L1870[22:03:12] <gigaherz> from the handleBlockState method
L1871[22:03:21] <gigaherz> or whatever it's called
L1872[22:03:23] <shadekiller666> your IBakedModel should keep a cache of baked models,
L1873[22:03:25] <Flashfire> What I'm doing is dynamically setting the texture to the texture of the block underneath
L1874[22:03:42] <gigaherz> that is not really the right approach
L1875[22:03:57] <Flashfire> How should I do it?
L1876[22:04:13] <gigaherz> you shouldn't actually have any quads in your ISmartBlockModel
L1877[22:04:16] <Flashfire> I also want to set the bounds to the bounds of a pressure plate
L1878[22:04:26] <gigaherz> and create and cache a copy for each texture
L1879[22:04:27] <Flashfire> So that's why I want to use quads
L1880[22:04:43] <Flashfire> So every single vanilla block?
L1881[22:04:47] <gigaherz> no
L1882[22:04:52] <gigaherz> only the ones you are actually using
L1883[22:04:58] <Flashfire> I want it to use any
L1884[22:05:14] <Flashfire> Any texture that the block underneath it has
L1885[22:05:19] <gigaherz> yes
L1886[22:05:37] <gigaherz> so when you see a texture you didn't see before
L1887[22:05:39] <gigaherz> you cache a new one
L1888[22:05:43] <gigaherz> and return it
L1889[22:05:52] <Flashfire> Where do I return a texture though?
L1890[22:05:57] <gigaherz> not the texture
L1891[22:06:04] <gigaherz> the internal IBakedModel
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L1893[22:06:17] <gigaherz> with the quads already set to the right texture
L1894[22:06:18] <Flashfire> But the thing is I don't want to bounds of the block I get the texture from
L1895[22:06:27] <Flashfire> I want them to be the same as as pressure plate
L1896[22:06:37] <gigaherz> okay you said you are currently modifying the quads yourself
L1897[22:06:43] <Flashfire> I'm trying
L1898[22:06:51] <Flashfire> I can't figure out how to make it work
L1899[22:07:11] <Flashfire> So far it just returns the block underneath but with full cube
L1900[22:07:27] <gigaherz> that means you copied the quads directly
L1901[22:07:34] <Flashfire> I copied the state
L1902[22:07:42] <Flashfire> Copying quads didn't work for me
L1903[22:07:42] <gigaherz> each BakeQuad has all the information of the vertices
L1904[22:07:58] <gigaherz> including position, texture coords, and other data depending on vertex format
L1905[22:08:14] <gigaherz> you may want to look at the OBJ loader or B3D loader
L1906[22:08:33] <gigaherz> they have their own IBakedModel implementations which may help
L1907[22:08:49] <Flashfire> Is the obj loader for .obj files or just a name?
L1908[22:08:56] <gigaherz> it's for .obj files yes
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L1910[22:09:01] <Flashfire> I'm not using those though
L1911[22:09:05] <gigaherz> I know
L1912[22:09:16] <gigaherz> I told you where to look for more information
L1913[22:09:17] <Flashfire> Oh I see
L1914[22:09:27] <Flashfire> Ok
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L1916[22:09:58] <gigaherz> [04:55] (shadekiller666): have the inventory handle the remembering, when the slot is clicked with an item, put a copy of that item into the slot, and when clicked with no item or a different one, delete/change the slot's contents
L1917[22:10:04] <gigaherz> that's not as easy as it sounds ;P
L1918[22:10:31] <shadekiller666> ok, why not?
L1919[22:10:45] <gigaherz> there's no "slot clicked with item" anywhere
L1920[22:10:47] <gigaherz> ;P
L1921[22:11:30] <shadekiller666> transferStackInSlot
L1922[22:11:38] <gigaherz> that's shift-click
L1923[22:11:46] <gigaherz> wait actually
L1924[22:11:51] <gigaherz> Container has slotClicked
L1925[22:11:57] <shadekiller666> ya that one
L1926[22:12:05] <gigaherz> why didn't I see that before...
L1927[22:12:42] <Flashfire> Is it possible to use an IRetexturableModel for this block?
L1928[22:12:54] <gigaherz> that's for IModel
L1929[22:12:59] <gigaherz> which is a step above IBakedModel
L1930[22:13:13] <Flashfire> Yeah, but can I bake a model from that and use it?
L1931[22:13:17] <gigaherz> yes.
L1932[22:13:26] <gigaherz> assuming you can obtain it first ;P
L1933[22:13:44] <gigaherz> (which you should be able to, sicne vanilla json models are IRetexturable)
L1934[22:14:03] <Flashfire> Would that be the way to go if I want to take the base state and retexture it without changing the bounds then return that?
L1935[22:14:21] <gigaherz> possibly
L1936[22:15:01] <Flashfire> Thanks, I'll try it
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L1938[22:17:38] <shadekiller666> well, the new system doesn't crash anything
L1939[22:17:46] <shadekiller666> it also doesn't work properlly :P
L1940[22:17:59] <shadekiller666> i'll figure it out tomorrow
L1941[22:19:12] <Flashfire> It wasn't as easy as I thought
L1942[22:20:17] <shadekiller666> never is :P
L1943[22:20:47] <Flashfire> I'm not sure where to get the arguments for the bake method
L1944[22:22:31] <gigaherz> yay works, now I just need to figur out how to make it not show the stack counter ;P
L1945[22:22:50] <shadekiller666> slot capacity to 1?
L1946[22:23:04] <gigaherz> hmm didn't think of that ;P
L1947[22:23:54] <shadekiller666> *knock* *knock* Hello McFly?! Anybody home?!
L1948[22:23:55] <shadekiller666> xD
L1949[22:24:15] <gigaherz> ?
L1950[22:24:24] <shadekiller666> Back to the Future...
L1951[22:24:51] <gigaherz> I guessed that from the McFly bit, but that's as far as my brain can go
L1952[22:24:51] <gigaherz> XD
L1953[22:24:56] <shadekiller666> lol
L1954[22:25:09] <gigaherz> nah slot stack limit doesn't do anything ;P
L1955[22:25:19] <gigaherz> hmm actually, I could do like the ME interface
L1956[22:25:22] <gigaherz> and allow a stack size
L1957[22:25:29] <gigaherz> as a means to have a desired amount
L1958[22:26:06] <shadekiller666> as long as the stacksize of the item in the slot remains at 1 you should be fine
L1959[22:30:19] <gigaherz> yeah xceptit becomes 0 for wahtever reason xD
L1960[22:31:11] <gabizou> for a Fluid, is the name unique? (like mod:<fluidname>?
L1961[22:33:52] <gigaherz> oops.
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L1963[22:34:10] <gigaherz> i had the stack limit set to 0 elsewhere XD
L1964[22:34:27] <gigaherz> i was looking for the bug in the wrong place
L1965[22:37:46] <shadekiller666> gah! Far Lands or Bust is getting very jittery...
L1966[22:39:06] <gigaherz> that's still going on? O_O
L1967[22:39:12] <shadekiller666> indeed
L1968[22:39:31] <shadekiller666> episode 545 went up yesterday
L1969[22:39:40] <gigaherz> it works!
L1970[22:39:57] <gigaherz> I have effectively programmed the equivalent if an ME interface in an afternoon and with like 1% of the code
L1971[22:39:57] <gigaherz> ;P
L1972[22:39:59] <shadekiller666> he is now in Guiness WR for longest distance walked in a video game
L1973[22:40:10] <shadekiller666> lol
L1974[22:40:15] <gigaherz> it's just not connected to the massive network system
L1975[22:40:16] <gigaherz> ;P
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L1977[22:43:51] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-02-0540-43.mp4
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L1979[22:46:38] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-02-0546-02.mp4
L1980[22:46:41] <gigaherz> also works as a chest ;P
L1981[22:46:44] <gigaherz> eh
L1982[22:46:48] <gigaherz> that made no sense
L1983[22:46:49] <shadekiller666> what happens to the things that are put in without a filter?
L1984[22:46:53] <gigaherz> also works with a hopper*
L1985[22:46:58] <gigaherz> they get pushed into the rift
L1986[22:47:00] <gigaherz> for storage
L1987[22:47:27] <gigaherz> okay one final issue
L1988[22:47:34] <shadekiller666> and the rift tries to keep the stack on the bottom at 64 i presume?
L1989[22:47:36] <gigaherz> items in the interface, don't get dropped when it breaks
L1990[22:47:43] <gigaherz> the interface does
L1991[22:47:55] <gigaherz> it tries to pull fro mthe rift until it has a full stack
L1992[22:48:06] <gigaherz> I implemented an intenvory automation API
L1993[22:48:17] <gigaherz> so that pushing and pulling can be made to have a cost
L1994[22:48:23] <gigaherz> which is impossible with the standard IInventory
L1995[22:48:36] <gigaherz> the interfaceexists as an adapter until/if mods implement my API ;P
L1996[22:48:40] <killjoy> It's like a bad indie film. https://vimeo.com/150483774
L1997[22:49:01] <shadekiller666> giga, does shift clicking work as expected?
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L1999[22:49:07] <gigaherz> shift-clicking where?
L2000[22:49:17] <shadekiller666> into/out of the interface
L2001[22:49:27] <gigaherz> not fully
L2002[22:49:29] <VapourDrive> thats awesome killjoy
L2003[22:49:37] <McJty> With latest forge I just got a crash with emptying a bucket of water into flowing water
L2004[22:49:38] <gigaherz> I didn't implement inventory -> interface
L2005[22:49:40] <McJty> Is that known?
L2006[22:49:58] <shadekiller666> well why the hell not?
L2007[22:50:07] <gigaherz> I forgot
L2008[22:50:10] <gigaherz> until you mentioned it
L2009[22:50:10] <gigaherz> XD
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L2011[22:50:16] <shadekiller666> lol
L2012[22:50:27] <gigaherz> I think I have a bug in write/read nbt
L2013[22:50:31] <gigaherz> it loses the items XD
L2014[22:51:25] <gigaherz> okay unless I messed up the maths, it should work ;P
L2015[22:52:27] <gigaherz> I did not :D
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L2017[22:55:47] <thinlan> helloooo peoples
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L2022[23:11:09] <luacs1998> how would i do keybindings in 1.7.10?
L2023[23:12:06] <gigaherz> same as always?
L2024[23:12:10] <gigaherz> I don't believe that has changed
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L2026[23:14:07] <luacs1998> nope
L2027[23:14:15] <luacs1998> the classes i was using in 1.6 were blown to bits
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L2029[23:19:23] <gigaherz> http://www.minecraftforge.net/wiki/Key_Binding
L2030[23:19:25] <gigaherz> well you are in luck
L2031[23:19:31] <gigaherz> the tutorial in the wiki refers to 1.7.10 ;P
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L2034[23:26:27] <killjoy> That hasn't changed in 1.8
L2035[23:30:32] <luacs1998> gigaherz, you should have told me sooner, lol
L2036[23:30:41] <luacs1998> i worked it out by referring to EE3
L2037[23:31:57] <gigaherz> okay this should all be working and in place
L2038[23:32:06] <gigaherz> it's 6:30 so I won't prepare a release right now
L2039[23:32:10] <gigaherz> but I will probably do so tomorrow.
L2040[23:32:57] <gigaherz> bottomless powered storage + non-retarded inventory interface API
L2041[23:33:05] <gigaherz> "night" ppl
L2042[23:33:26] *** gigaherz is now known as ghz|afk
L2043[23:33:52] <ghz|afk> in case anyone wants to take a look: https://github.com/gigaherz/Ender-Rift/tree/master/src/main/java/gigaherz/api/automation
L2044[23:34:24] <ghz|afk> important bits are the interfaces IBrowsableInventory and IInventoryAutomation
L2045[23:34:41] * ghz|afk AFKs
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L2047[23:42:43] <luacs1998> btw, why doesn't my lang file seem to work?
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