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L1[00:00:23] ⇨
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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
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
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..
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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
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
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L162[04:09:16] <fry> that's actually
irrelevant
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
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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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
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
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.
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
L248[06:22:35]
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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?
L255[06:26:56] ⇦
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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...
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
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
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] ***
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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
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)
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)
L387[07:09:12] ⇦
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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?
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
L410[07:19:37]
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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
L471[07:31:12] ⇦
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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
L478[07:33:46]
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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
L482[07:34:22]
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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
L511[07:46:41] ⇦
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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
L513[07:54:26] ⇦
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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..
L528[08:49:42]
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L529[08:50:54] <korhaka> I guess 1.7.10 is
still most popular for mods
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L532[08:56:18] ***
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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
L565[08:59:51]
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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?
L571[09:00:37] ***
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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
L610[09:12:07] ***
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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?
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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L627[09:42:33] ***
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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?
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
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.
L671[09:55:09] ***
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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
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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
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
L717[10:58:36]
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L718[11:00:51] ⇦
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L719[11:01:34] ***
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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)))
L733[11:37:08] ***
K-4U|Off is now known as K-4U
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
L760[11:44:19] ⇦
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L762[11:50:33] ***
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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?
L769[11:54:27] ⇦
Quits: Isi (~Isi@94.3.126.160) (Ping timeout: 195
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L770[11:54:49] <williewillus> whatever you
like to do :D
L771[11:54:54]
⇨ Joins: Isi (~Isi@94.3.126.160)
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
L783[11:58:26]
⇨ Joins: Forecaster (~Forecaste@83.223.1.173)
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
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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L795[12:14:32]
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(~Overreact@2a02:1811:2d21:7000:e4e2:5742:be93:ae5f)
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
L809[12:19:24] ⇦
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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
L826[12:23:20]
⇨ Joins: Mumfrey (~Mumfrey@dedi5.eq2.co.uk)
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.
L841[12:25:57] ⇦
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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
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
L848[12:28:42]
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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
L864[12:32:20] ⇦
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(Chervilpaw@h14.180.55.139.dynamic.ip.windstream.net)
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L865[12:42:36] ***
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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
L872[12:56:06] ⇦
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L873[12:56:19] <shadekiller666> ok
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wonders unfold before us; all we have to do is want it
enough.)
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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
L898[13:44:58] ***
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L900[13:48:01] <ghz|afk_n_c> it even works
out if you have full facingness
L901[13:48:05] ***
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L902[13:48:14] ⇦
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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]
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(~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)
L957[14:45:56] <gigaherz> (disregard the
naming choice, I'm following forge's ;P)
L959[14:46:30] ⇦
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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
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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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
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
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
L1243[17:35:01]
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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?
L1291[17:50:50]
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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")
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
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.
L1365[18:04:05]
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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?
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
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
L1462[18:25:58]
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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
L1468[18:27:47] ***
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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
L1470[18:28:25] ***
Abrar|gone is now known as AbrarSyed
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>)
L1473[18:28:50]
⇦ Parts: Vazkii|Streaming
(~Vazkii@a79-169-163-74.cpe.netcabo.pt) ())
L1474[18:28:54] <LexManos> yup
L1475[18:30:14]
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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?
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.
L1510[18:42:41]
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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]
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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]
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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
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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] ***
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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] ***
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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
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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] ***
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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] ***
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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]
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(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]
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L1647[19:34:19] <Flashfire> Ahh
L1648[19:34:37] ***
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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]
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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
L1768[20:02:27] <LatvianModder> block
models are out of the question, since every side can have its own
infinite amount of textures
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] ***
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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
L1795[20:12:13]
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L1799[20:26:20] <killjoy> a thread on
spongeforums inspired my latest pr
L1800[20:26:35] ***
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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?
L1808[20:49:13]
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L1809[20:49:31] <gigaherz> I guess I'll
have to rotate the model itself XD
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
L1823[20:55:53] ***
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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
L1860[21:57:06]
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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
L1892[22:06:14]
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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
L1909[22:09:01]
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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
L1937[22:16:14] ***
willieaway is now known as williewillus
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.
L1962[22:34:00]
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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
L1976[22:43:41] ***
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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
L1997[22:49:01] <shadekiller666> giga,
does shift clicking work as expected?
L1998[22:49:03]
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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
L2010[22:50:14]
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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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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
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L2044[23:34:24] <ghz|afk> important bits
are the interfaces IBrowsableInventory and
IInventoryAutomation
L2045[23:34:41] *
ghz|afk AFKs
L2046[23:36:12]
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next hill, wonders unfold before us; all we have to do is want it
enough.)
L2047[23:42:43] <luacs1998> btw, why
doesn't my lang file seem to work?
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