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L2[00:02:18] <killjoy> didd it
L3[00:03:02] ⇨
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L5[00:05:50] <LexManos> Calling people to
make up a list of Capabilities they want vanilla to have. I need
fully speced interfaces and what classes they go on.
L6[00:07:29] <GhostfromTexas> I want
poptarts in vanilla MC
L7[00:07:30] <GhostfromTexas> go go
L8[00:07:41] <killjoy> inb4 pizza mod
L9[00:08:02] <killjoy> pizza plants
L10[00:11:28] <killjoy> So I saw this lever
on a wall so I pulled it to see what it did. Turns out it turned
off the light next to it.
L11[00:11:38] <killjoy> I don't know what I
expected...
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L22[00:55:43] <killjoy> Well, I think I
Just made an api for easing
L23[00:56:03] <killjoy> I should do
something with this.
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L36[01:26:43] <Rallias> Is it possible to
put images in messages put out to chat?
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L57[01:50:34] <killjoy> * alex_6611_ is now
known as alex_6611
L59[01:50:47] <killjoy> I sometimes hate
hexchat's auto copy
L60[01:50:59] <alex_6611> hehe
L61[01:55:31] <masa> SatanicSanta: in what
situation would you want to know the output exactly?
L62[01:56:50] <SatanicSanta> masa: I am
generating a set of data for the mod to use based on the recipes.
It iterates over each recipe and checks for certain conditions
within the recipe, adding certain pieces to an arraylist
accordingly.
L63[01:58:05] <SatanicSanta> masa:
Specifically: I am dynamically generating tool upgrades based on
"block materials"; tool materials that are associated
with a given metal storage block
L64[01:58:56] <SatanicSanta> masa: I am
tracing back the block recipes (block -> 9 ingots) to the
ingots' pickaxe recipes, and getting their toolmaterial from
that.
L65[01:59:29] <SatanicSanta> And obviously,
there is oredictionary interactions involved, checking if that
block is in an oredict tag beginning with "block", and
"ingot" for the ingot..
L66[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160108 mappings to Forge Maven.
L67[02:00:04] <masa> okay...
L68[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160108-1.8.9.zip
(mappings = "snapshot_20160108" in build.gradle).
L69[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/
L70[02:00:44] <masa> and you are iterating
over all the registered recipes, or what?
L71[02:00:49] <SatanicSanta> yes.
L72[02:01:20] <masa> and your goal is to
have all the existing metal storage blocks have matching
upgrades?
L73[02:01:33] <SatanicSanta> no, the metal
storage blocks /are/ the upgrades.
L75[02:01:50] <SatanicSanta> And when
applied, they give the tool the harvest level associated with that
block.
L76[02:02:01] <SatanicSanta> I've actually
almost got it working.
L77[02:02:26] <SatanicSanta> It gets the
list of blocks that use Shaped recipes correctly, I think. At least
it can get TiCon storage blocks
L78[02:04:40] <SatanicSanta> masa: Really
the only issue is the fact that a given tool can have multiple tool
classes, apparently. I don't really know much about that particular
system.
L79[02:04:40] <masa> so to your initial
question, what exactly was the problem? if you have the recipe,
can't you get the output from it by calling the getOutputItem()
method or whatever it was called?
L80[02:05:13] <masa> hmm, how is that a
problem?
L81[02:06:24] <SatanicSanta> masa: First
question: My original question was in-the-long-run asking if I
could do it simply by iterating over my oredict arrays, with
something like getRecipeOutput(recipe initialization here)
L82[02:07:08] <SatanicSanta> masa: I can't
logically apply multiple harvest levels to a single tool :P
L83[02:07:58] <masa> well isn't the
harvestlevel usually the same, if the tool is using the same
toolmaterial, it just worls for different types of blocks?
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L85[02:08:24] <masa> not even sure if there
is any point in harvestelevels on soild and wood type blocks, is
anyone using those?
L86[02:08:42] <masa> damn typos
L87[02:08:55] <SatanicSanta> masa: Well, if
the harvest level isn't enough, I can always use another value from
the tool material.
L88[02:10:52] <masa> was this all for your
tools, or tools from other mods as well?
L89[02:11:00] <SatanicSanta> my tools
L90[02:14:22] <masa> right so obviously you
would only have one harvest level per tool class. Well actually you
could have more than that based on your tool's
properties/state.
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L92[02:16:12] <masa> no idea if this is in
any way helpgul, but I have a tool in my mod that uses the same
java class for all the types (pickaxe, shovel, axe, hoe) and the
type is based on NBT data
L94[02:17:54] <SatanicSanta> Thanks. Not
sure if I'll need it, but I starred it anyway in case i do
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L96[02:19:55] <masa> and to your use case,
I too have a custom metal/tool material that I use for the tool,
but I don't have storage blocks for it atm, so I guess it wouldn't
work as an upgrade :p
L97[02:20:30] <SatanicSanta> Well I'm not
creating custom ones, I'm obtaining existing ones. I guess that is
pretty similar though
L98[02:21:53] <SatanicSanta> I'd say the
most annoying thing about this is having to wait for the game to
load so I can see the results.
L99[02:21:55] <masa> well I mean if you use
existing metal blocks as an upgrade, if they have ingots that can
be traced to tools
L100[02:22:22] <masa> I don't have metal
blocks, only ingots and the tool
L101[02:22:31] <SatanicSanta> Ah.
L102[02:22:48] <SatanicSanta> Well I guess
your mod's resources won't be compatible :(
L103[02:23:19] <SatanicSanta> I could go
all GT in this bitch and just create a million "X MATERIAL
Drill Head" items :P
L104[02:23:30] <masa> well I don't know
what exactly the point would be in it, it is mostly diamond level
with a slight speed boost if I remember correctly
L105[02:23:43] <masa> but I can add
storage blocks for it though, probably should anyway
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L107[02:24:25] <SatanicSanta> masa: It
doesn't look like it would be compatible regardless of storage
blocks. Through a quick search in your repo, it looks like you
don't use the oredict very much
L108[02:24:52] <masa> oh right you were
depending on oredict to find the blocks and/or ingots?
L109[02:24:56] <SatanicSanta> mhm
L110[02:25:16] <SatanicSanta> I plan on
completely oredictifying the mod after this next feature
release
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L113[02:26:06] <masa> well, the point of
the oredict is to say "this thing is equivalent to this oteher
thing" and my materials are not really meant to be compatible
but custom, since they are ender(pearl) based
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L115[02:26:30] <SatanicSanta> You could
always add an arbitrary thing to the middle/end, like we do for our
plates
L116[02:26:49] <SatanicSanta> (Our plates
are oredicted as plateSteamcraftMaterial rather than plateMaterial,
due to them being cheaper than standard plates)
L117[02:26:59] <masa> well yah I guess I
could register them as something like ingotEnderBasic etc.
L118[02:27:02] <SatanicSanta> masa: I only
really check the prefix in most cases.
L119[02:27:15] <SatanicSanta> with the
exception of nuggetGold
L120[02:27:31] <SatanicSanta> and even
then, it would accept things like nuggetSteamcraftGold if that
existed
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L122[02:27:42] <SatanicSanta> since I use
startsWith and endsWith rather than equals
L123[02:30:56] <SatanicSanta> Argh. Curse
you WILDCARD_VALUE! heh
L124[02:31:07] <SatanicSanta> masa: Well,
I found why this code doesn't work.
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L128[02:34:49] <killjoy> So my school's
blackboard uses cloudflare always on.
L129[02:34:53] <killjoy> unfortunately,
every page is the login page
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L131[02:35:08] <killjoy> so it's
pointless
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L138[02:49:07] <killjoy> Looks like
they're using visual studio
L139[02:49:13] <killjoy> either that or
idea
L140[02:50:35] <SatanicSanta> killjoy: I
don't think that's IDEA
L141[02:50:52] <killjoy> which is why I
thought vs first
L142[02:51:25] <kashike> that is IDEA if
you're referring to the video
L143[02:51:38] <killjoy> yes
L144[02:52:06] <killjoy> Unfortunately,
that course won't carry much into forge/bukkit/sponge dev
L145[02:52:23] <killjoy> they're using
their own server api I think.
L146[02:52:32] <killjoy> so many static
methods
L147[02:52:55] <kashike> unless they name
things what MCP does, they're using MCP
L148[02:53:20] <killjoy>
Actions.displayChatMessage("I dub thee knight!")
L149[02:53:23] <killjoy> nope
L150[02:53:32] <kashike> one of their
"typing" examples has Items.acacia.door
L151[02:53:34] <kashike>
net.minecraft.init.Items#acacia_door
L152[02:54:10] <kashike> also one of the
imports is "net.minecraft.entity.monster.*"
L153[02:54:14] <SatanicSanta> lol at /*
VARIABLES */
L154[02:54:29] <SatanicSanta> as opposed
to /* METHODS */
L155[02:55:08] <kashike> killjoy: I'm
assuming they just made Actions.displayChatMessage, etc as
wrappers
L156[02:55:10] <kashike> :P
L157[02:55:16] <killjoy> I wonder why they
require having Minecraft? I could easily make mods without ever
have buying it.
L158[02:55:29] <killjoy> oh, server
L159[02:55:44] <SatanicSanta> its only
like $15 anyway
L160[02:55:52] <kashike> $28 isn't
it?
L161[02:55:55] <SatanicSanta> wtf
L162[02:55:58] <SatanicSanta> since
when
L163[02:56:03] <kashike> long time
ago?
L164[02:56:06] <SatanicSanta> Huh.
L165[02:56:10] <killjoy> it hasn't been
$15 since beta
L166[02:56:14] <SatanicSanta> I would not
have spent that much money on Minecraft.
L167[02:56:30] <killjoy> free updates for
lyfe!
L168[02:56:37] ⇦
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L169[02:56:54] <kashike> I spent $15 on
beta, and I've purchased 3 accounts since, one of which was for a
friend
L170[02:57:15] <killjoy> at least their
modding suite uses forge
L171[02:58:32] <killjoy> if you can't
afford minecraft, you can't afford this.
L172[02:58:36] <killjoy> it's $250
L173[02:58:41] <kashike> lmao
L174[02:58:50] <SatanicSanta> lol.
L175[02:58:52] <killjoy> and it's a set of
3
L176[02:58:56] <kashike> go buy a java
book or two instead and google around
L177[02:59:03] <killjoy> one for servers,
one for mods, one for jav
L178[02:59:04] <killjoy> java
L180[02:59:22] <kashike> lol
L181[02:59:26] <SatanicSanta> I hope its
sequential...
L182[02:59:51] <SatanicSanta> kashike:
L#10 is my favorite.
L183[02:59:51] <killjoy> error: line
7
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L185[03:00:15] <kashike> SatanicSanta:
mine if 56-60
L186[03:00:17] <kashike> is*
L187[03:00:42] <SatanicSanta> hah
L188[03:00:44] <killjoy> So what is it
giving items to?
L189[03:01:01] <killjoy> oh, player
L190[03:01:03] <killjoy> ...
L191[03:01:03] <SatanicSanta> this code
style is fucking terrible.
L192[03:01:12] <killjoy> it's extending
PlayerData
L193[03:01:17] <killjoy> why is it doing
that?
L194[03:01:22] <killjoy> also, what is
PlayerData
L195[03:01:25] <SatanicSanta> because fuck
ieep
L197[03:02:44] <SatanicSanta> wtf is that
entity on the cover
L198[03:02:56] <kashike> "import
cpw.mods.fml..."
L199[03:02:57] <kashike> heh
L200[03:03:08] <killjoy> because fuck 1.8
right?
L201[03:03:21] <killjoy> block models
aren't java!
L202[03:03:24] <kashike> "public
static Item MyRoastedMarshmallow_1;"
L203[03:03:25] <killjoy> stay away
L204[03:03:40] <killjoy> dat naming
convention
L205[03:04:13]
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L207[03:04:49] <SatanicSanta> This guy
moves his head around a lot
L208[03:04:54] <SatanicSanta> IT really
bothers me for some reason.
L209[03:05:12] <SatanicSanta> Like, I feel
like his neck is really really sore,
L210[03:06:16] <kashike> so
L211[03:06:19] <SatanicSanta> oh my
god
L212[03:06:24] <SatanicSanta> killjoy:
"While students are working on their mod and testing it, they
use MInecraft version 1.6.4, but at the end of the course, we will
show students how to easily and automatically export their mod so
that it is compatible with the latest version of Minecraft. This
will make it easy to play your completed mod or share it with your
friends. "
L213[03:06:30] <kashike> who wants to
spend $499.98 on these two courses and see how shitty these
are
L214[03:06:32] <kashike> lmao
L215[03:06:44] <SatanicSanta> lmao
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L217[03:06:56] <TehNut> I have already
seen how shitty the product is
L218[03:06:58] <killjoy> hey, there's a 30
day money back guarentee
L219[03:07:04] <TehNut> I wish I could
find the MCF thread
L220[03:07:09] <SatanicSanta> fast forward
3 years and I finally have enough points from Curse Rewards to get
it lma
L221[03:07:10] <SatanicSanta> lmao*
L223[03:07:50] <kashike> so many
people
L224[03:08:29] <SatanicSanta> 3
developers
L225[03:08:38] <SatanicSanta> theres more
regional managers than developers.
L226[03:08:49] <SatanicSanta> although,
"Developer" is really vague
L227[03:08:56] <killjoy> lots of teachers,
though
L228[03:09:01] <killjoy> probably teaching
from a manual
L229[03:09:08] <kashike> there's three
Lead Teachers too
L230[03:09:12] <SatanicSanta> killjoy:
They could jsut be relaying information from a manual, the
"Developer"s, etc.
L231[03:09:22] <killjoy> that's what I
said, isn't it?
L233[03:09:36] <kashike> oh dear
L234[03:09:51] <SatanicSanta> killjoy: Ah,
yes, I was still writing that when you sent it :P
L236[03:10:00] <kashike> I'm scared to go
further
L237[03:10:00] <SatanicSanta>
bahahaha
L238[03:10:24] <killjoy> save some money,
we'll teach you for free
L239[03:10:28] <kashike> oh my god
L240[03:10:30] <kashike>
>Requires:
L241[03:10:32] <kashike> A Mouse with a
Scroll Wheel
L242[03:11:09] <killjoy> Who doesn't have
that?
L243[03:11:12] <killjoy> do laptops
count?
L244[03:11:29] <kashike> modern laptops
can scroll with the touchpad
L245[03:11:34] <kashike> ~2012+ I'd
say
L246[03:11:38] <kashike> if not
earlier
L247[03:12:19] <killjoy> I hope google
knows I'm looking at this website ironically
L248[03:12:26] <SatanicSanta> kashike: I
bought my first laptop in 2007 and it had a scroll wheel.
L249[03:12:28] <SatanicSanta> er
L250[03:12:33] <SatanicSanta> the trackpad
could scroll
L251[03:12:49] <killjoy> right side?
L252[03:12:57] <kashike> yup
L253[03:13:04] <killjoy> Def not 2 finger
swipe
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L257[03:27:53] <DrDisconsented> What
causes "Skipping BlockEntity with id " ?
L258[03:29:51] ⇦
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L259[03:31:02] <PaleoCrafter> lol at that
3D game course
L261[03:31:40] <PaleoCrafter> Imagine
teaching 9 year old kids about quaternions xD
L262[03:34:30] ⇦
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L269[04:03:20] <DrDisconsented> Does
readFromNbt have to be manually called?
L270[04:05:01] <McJty> no
L271[04:05:20] <McJty> It is called
automatically when your TE is loaded
L273[04:07:18] <masa> DrDisconsented: is
it a new TE you are working on? did you register the TE?
L274[04:08:21] <masa> I think you get
those "skipping" messages if you forget to register the
TE
L275[04:08:33] <masa> and then also the
read and write methods won't get called
L277[04:08:53] <masa> or at least the
read
L278[04:08:58] <DrDisconsented> it will
write fine but not read
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L280[04:14:44] <masa> is the id actually
empty like it says in the log
L281[04:15:15] <masa> you sure the world
isn't corrupted?
L282[04:15:28] <masa> that does happen
sometimes to test worlds... :p
L283[04:15:56] <DrDisconsented> Well that
world was fresh to test that :<
L286[04:17:44] <masa> you don't call super
on the read and write methods
L287[04:17:47] <masa> that breaks it
L288[04:17:50] <DrDisconsented> o-o
L289[04:18:11]
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L290[04:18:58] <masa> also that throwing
of NPEs in failed read is... strange
L291[04:19:28]
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L292[04:19:38] <DrDisconsented> Well that
data kinda matters
L293[04:20:10] <masa> you are running your
"npeCheck()" first thing in the update and write methods,
wher do you set it before that?
L294[04:20:11] <DrDisconsented> Made sense
to me anyways
L295[04:20:33] <DrDisconsented> Its set
when its place into the world by another block. And that works
fine
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L297[04:20:39] <masa> not to me... why
would you want to always crash the game if some data is missing/not
what you expected?! just don't do stuff then...
L298[04:21:05] <DrDisconsented> The TE is
basicly a container for that data
L299[04:21:25] <masa> modded mc is
crashing enough without purposefully crashing it on every little
thing that is unexpected
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L301[04:22:12] <masa> there is no point in
frickin crashing the game
L302[04:22:42] <DrDisconsented> So what
should I do with it then? Its expected to always contain data
L303[04:23:05] <masa> so if the block you
are supposed to store somehow would be in an invalid state when you
saved it, then it would crash every time the player tries to load
the world? fuck that
L304[04:23:30] <masa> well what does it do
with the data? just don't do it if it's missing
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L306[04:24:46] <DrDisconsented> Its
basiclly a container for that data. It does that and one other
thing that doesn't rely on that data
L307[04:26:08] <DrDisconsented> But that
solved the save issue anyways so cheers
L308[04:26:20] <DrDisconsented>
s/save/load
L309[04:26:50] <masa> well at most you
could then break the block ie. drop it as an item
L310[04:27:18] <masa> but I wouldn't even
do that, I would just have it do nothing, the user should be able
to see that stuff is wrong and replace it themselves
L311[04:27:24] <DrDisconsented> If I was
going to do anything like that I would just remove the block. No
data no purpose
L312[04:28:00] <masa> well is it expensive
to make etc?
L313[04:28:10] <DrDisconsented> In a
nutshell: Its tiberium that contains one ore block which can then
refined later
L314[04:29:49] <DrDisconsented> Make
sense?
L316[04:35:50] ⇦
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L319[04:49:25] <Nitrodev> Hi
L320[04:50:16]
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L321[04:52:25] <Nitrodev> I neez to find a
cheap java book in my language :P
L322[04:53:06] <McJty> There are many
tutorials for java on the web
L323[04:53:27] <Nitrodev> Maybe
L324[04:53:34]
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L325[04:53:47] <Nitrodev> But not in my
language
L326[04:54:00] <Nitrodev> Atleast not good
ones
L327[04:54:01] <McJty> Which is?
L328[04:54:25] <Nitrodev> Finnish
L329[04:56:19] <McJty> I never went to lok
for java tutorial in my language. Prefer reading programming
related things in english
L330[04:57:52] <Nitrodev> Yeah but for
beginner stuff i want to read in my language
L331[04:58:15] <Nitrodev> For
reference
L332[04:59:54] <Nitrodev> And to learn
what the most technical/advanced things mean
L333[05:00:10] <Nitrodev> in my
language
L334[05:01:29]
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L335[05:03:26] <Nitrodev> Okay to make
tgis clear; i should try to find a book with java 7 info
right?
L336[05:04:03] <McJty> Java 7 is fine. I'm
personally using java 8
L337[05:04:10] <McJty> But 7 is certainly
good
L338[05:04:15] <masa> I just find it more
difficult to try to read anything programming related in finnish
:p
L339[05:04:25] <masa> I also hate using
any software that is localized
L340[05:04:27] <Nitrodev> Is there much
difference between the two?
L341[05:04:35] <McJty> Well it is upwards
compatible
L342[05:04:38] <McJty> But java8 adds a
lot
L343[05:04:44] <McJty> Streams, defaults
in interfaces, ...
L344[05:04:50] <McJty> I love working with
those
L345[05:04:50] ***
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L346[05:05:04] <Nitrodev> Wait a
minute
L347[05:05:14] <masa> learning the basics
should be good even with a java 6 book, or older
L348[05:05:27] <Nitrodev> Java 8 has
version mubers like 1.8.x right?
L349[05:05:33] <masa> the newer versions
usually just add stuff, which you can then learn later
L350[05:05:37] <McJty> yes
L351[05:06:14] <Nitrodev> Okay then i'm
using 8 aswell
L352[05:06:50] ⇦
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L354[05:07:27] <Nitrodev> Thanks mobile
internet
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L383[07:25:49] <flappy> IoP: Oh boy, LWJGL
crashes.
L384[07:26:06]
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L385[07:26:39] <IoP> Luckily I know what I
did
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L389[07:33:30] <Pennyw95> have you ever
crashing while exiting the game with a "Failed to write core
dump." ?
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L396[07:47:58] <madcrazydrumma> How would
i get the block model on right click to animate it? So far ive
written the onBlockActivated method
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L399[07:51:34] <Nitrodev> well that mathod
IS the one you use to make the block do something on right click so
i guess yes?
L400[07:51:40] <Nitrodev> method*
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L403[07:52:20] <McJty> madcrazydrumma,
depends on what you mean by animation exactly
L404[07:52:37] <madcrazydrumma> I have a
model part which i want to rotate on the x axis
L405[07:53:02] <McJty> You probably need a
TESR for that
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L407[07:54:29] <madcrazydrumma> McJty, any
links as to how i would use it?
L408[07:54:32] <Nitrodev> okay well back
to learning java
L409[07:54:45] <McJty> madcrazydrumma,
what version of Minecraft?
L410[07:55:00] <madcrazydrumma> 1.8
L411[07:55:02] <madcrazydrumma> wait
L412[07:55:13] <madcrazydrumma> Yaah:
forge-1.8-11.14.4.1563-mdk
L413[07:55:22] <McJty> Well first update
to 1.8.9
L414[07:55:29] <Nitrodev> wow that's
old
L415[07:55:33] <Nitrodev> i'm on
1.8.8
L416[07:55:56] <McJty> madcrazydrumma, but
for a TESR you might be able to use any relatively recent tutorial
on the net
L417[07:56:03] <madcrazydrumma> how do i
update forge without redownloading it?
L418[07:56:27] ***
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L419[07:56:28] <McJty> madcrazydrumma, put
the new version in your build.gradle
L420[07:56:35] <McJty> And do 'gradlew
setupDecompWorkspace'
L421[07:57:20] <madcrazydrumma> what's the
latest version
L422[07:58:38] <McJty>
1.8.9-11.15.0.1684
L423[07:58:44] <McJty> Or even 1688 I
think
L424[07:58:52] <McJty> You can find out on
the forge site
L425[07:59:22] <madcrazydrumma>
1.8.9-11.15.0.1684 ^^
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L429[08:06:02] <masa> you need to change
the mappings too to match, if you were using 1.8 previously
L430[08:08:04] <gigaherz> yeah
L431[08:08:12] <gigaherz> !!latest 1.8.9
snapshot
L432[08:08:13] <MCPBot_Reborn> === Latest
Mappings ===
L433[08:08:13] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L434[08:08:14] <MCPBot_Reborn> 1.8.9
snapshot_20160108
L435[08:08:24] <gigaherz> !!latest
1.8.8
L436[08:08:25] <MCPBot_Reborn> === Latest
Mappings ===
L437[08:08:25] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L438[08:08:26] <MCPBot_Reborn> 1.8.8
snapshot_20151229
L439[08:08:27] <MCPBot_Reborn> 1.8.8
stable_20
L440[08:08:45] <gigaherz> I assume
stable_20 === snapshot_20151229?
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L443[08:11:22] <madcrazydrumma> Where are
the mappings? I just copied over the 1.8.9 build.gradle file and
ran decomp
L444[08:11:49] <gigaherz>
build.gradle
L445[08:11:59] <gigaherz> there shoudl be
a mappings= line
L446[08:12:06] <madcrazydrumma> ahh right
thats fine then
L447[08:12:35] <gigaherz> the mappings may
still be old though
L448[08:12:41] <gigaherz> it's always nice
to use latest mappings ;P
L449[08:12:55] <madcrazydrumma> Ahh right
fair enough xD
L450[08:13:09] <madcrazydrumma> TESR's are
still used alongside this new json system right?
L451[08:13:16] <gigaherz> yes
L452[08:13:32] <gigaherz> the json models
replace what used tobe the ISBRH in 1.7 and older
L453[08:14:10] <madcrazydrumma> Ahh right
coolio :3
L454[08:14:24] <madcrazydrumma> know of a
decent tutorial with an explanation rather than just code for
TESR?
L455[08:14:45] <gigaherz> not really
L456[08:14:52] <gigaherz> there may be
some
L457[08:14:54] <gigaherz> I just never
looked
L458[08:14:55] <gigaherz> ;P
L459[08:15:39] <madcrazydrumma> Ahh right
fair play man haha ;P
L460[08:16:48] <McJty> If you have a
translucent block (EnumWorldBlockLayer.TRANSLUCENT). How do you
make sure that placing it on another block doesn't prevent that
other block from being rendered?
L461[08:17:19] <PaleoCrafter> override
isOpaqueCube
L462[08:17:22] <PaleoCrafter> or whatever
it is :D
L463[08:17:31] <McJty> Ah that one
L464[08:17:43] <McJty> There are so many
methods like opaque, solid, normal cube, ...
L465[08:17:46] <McJty> Gets confusing
after a while
L466[08:17:55] <madcrazydrumma> full
cube
L467[08:17:56] <gigaherz> yeh
L468[08:17:57] <madcrazydrumma> x_x
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L471[08:18:16] <gigaherz> those methods
need a more explicit naming choice ;P
L472[08:18:26] <madcrazydrumma> a lot of
methods do xD
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L476[08:21:29] <madcrazydrumma> is
renderTileEntityAt called every frame?
L477[08:21:34] <gigaherz> yes
L478[08:21:41] <madcrazydrumma> Because i
only want to animate when i right click the block
L479[08:21:50] <gigaherz> unlike static
block models, TESRs are not cached
L480[08:22:03] <madcrazydrumma> Ahh k, so
i assume i should create some static method to be called which
changes a boolean to 'activate' my animation?
L481[08:22:19] <gigaherz> nah not
static
L482[08:22:30] <gigaherz> since you'll
want the animation to depend on the TileEntity contents
L483[08:22:37] <madcrazydrumma> How should
i do this then? I don't have a model file because im using
json
L484[08:22:44] <gigaherz> you don't want
EVERY SINGLE TE of that kind ot start animating at once
L485[08:22:56] <madcrazydrumma> true
L486[08:22:59] <gigaherz> question: what
is the TESR supposed to do?
L487[08:23:08] <gigaherz> I mean what's it
supposed to draw?
L488[08:23:34] <madcrazydrumma> its
supposed to rotate my 'lever' on the block
L489[08:23:44] <gigaherz> hmmm
L490[08:24:05] <gigaherz> keep in mind the
TESR draws "on top" of the existing model
L491[08:24:34] <madcrazydrumma> oh
hmm
L492[08:24:38] <gigaherz> so you may have
to always draw the lever part in the TESR
L493[08:25:01] <madcrazydrumma> uh thats
annoying
L494[08:25:05] <gigaherz> as in, make the
lever "base" static
L495[08:25:10] <gigaherz> but keep the
lever part on the TESR
L496[08:25:38] <gigaherz> alternatively,
you could do a bit like pistons do, and have a special state
L497[08:25:41] <gigaherz> in which it's
moving
L498[08:26:02] <gigaherz> so like
L499[08:26:09] <gigaherz> off, turning on,
on, turning off
L500[08:26:11] <gigaherz> you'd have 4
states
L501[08:26:28] <gigaherz> and the
"turning" states would have no lever
L502[08:26:37] <gigaherz> and would rely
on the TESR to draw them
L503[08:26:54] <gigaherz> and the TE to
keep track of the angle
L504[08:27:09] <gigaherz> then the TE
itself could switch to "on" when the counter reached the
end
L505[08:27:17] <gigaherz> or to
"off" if it was turning off
L506[08:27:41] <Lumien> What's the
replacement for GameRegistry.findUniqueIdentifierFor ?
L507[08:27:50] <gigaherz> what did that
do?
L508[08:28:11] <madcrazydrumma> ^
L509[08:28:22] <Lumien> Gave an object for
Items / Blocks that contained their registered name &
modid
L510[08:28:31] <gigaherz> aha
L511[08:28:35] <gigaherz> that's in
Item.itemRegistry
L512[08:28:40] <gigaherz> and
Block.blockRegistry
L513[08:28:50] <gigaherz> they use
ResourceLocation now
L514[08:29:37] <Lumien> kk thx :)
L515[08:30:19] <madcrazydrumma> where are
sounds located in mc?
L516[08:30:34] <gigaherz>
sounds.json
L517[08:30:36] <gigaherz> ;P
L518[08:31:11] <madcrazydrumma> this new
stuff fml
L519[08:31:38] <gigaherz> that's not
new
L520[08:31:39] <Nitrodev> i'm using
sololearns app called learn java and i think i'm actually learning
something
L521[08:31:45] <gigaherz> sounds.json has
been a thing for a few versions
L522[08:31:46] <gigaherz> ;P
L523[08:31:55] <madcrazydrumma> I was last
here in 1.4.2 i think
L524[08:32:07] <gigaherz> ah then yes
that'd be new to you
L525[08:32:08] <gigaherz> ;P
L527[08:32:13] <madcrazydrumma> mhm
L528[08:32:18] <madcrazydrumma> alot has
changed
L529[08:32:20] <gigaherz> sounds.json was
introduced with the resourcepack system in 1.5?
L530[08:32:34] <madcrazydrumma> actually i
was here in 1.3.2 xD
L531[08:32:36] <gigaherz> it lets
resourcepack makers override and even add new sounds
L532[08:32:50] <gigaherz> which indirectly
allows mods to make use of it
L533[08:32:50] <gigaherz> ;p
L534[08:32:59] <madcrazydrumma> oh thats
cool :3
L535[08:33:26] <gigaherz> so your mod
should contain a sounds.json
L536[08:33:40] <gigaherz> which defines
the new sounds you want MC to know about
L537[08:33:49] <gigaherz> and then you can
use those sounds in world.playSound functions
L538[08:34:34] <madcrazydrumma> nah i dont
need new ones for now haha
L539[08:35:40] ***
Vigaro is now known as Vigaro|AFK
L540[08:35:43] <madcrazydrumma> just need
to do these animation thing now
L541[08:35:44] <madcrazydrumma> -.-
L542[08:37:33]
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L543[08:38:09] <gigaherz> anyone wanna
help with design ideas?
L544[08:38:33] <Nitrodev> i think i'll
pass
L545[08:38:35] <gigaherz> I asked a while
ago but I don't recall any interesting suggestion ;P
L546[08:38:41] <madcrazydrumma> aye go for
it giga
L547[08:38:45] <gigaherz> I have my magic
mod
L548[08:38:51] <madcrazydrumma>
right
L550[08:39:13] <gigaherz> this magic mod
relies on having a staff/wand with elemental essences in it
L551[08:39:17] <gigaherz> which are used
to form spells
L552[08:39:25] <gigaherz> for now I have
only the high-tier machine
L553[08:39:35] <gigaherz> which lets you
automate the charging
L554[08:39:35] <madcrazydrumma> Okay
L555[08:39:51] <gigaherz> but I want some
more rudimentary way of charging
L556[08:39:58] <gigaherz> something that
could be used at early game
L557[08:40:05] <gigaherz> but which is
limited
L558[08:40:08] <Nitrodev> i'm still trying
to figure out the custom crafting manager
L559[08:40:22] <madcrazydrumma> gigaherz,
ever played league of legends?
L560[08:40:30] <gigaherz> no
L561[08:40:36] <gigaherz> I have seen a
bit but never played
L562[08:40:39] <McJty> Nitrodev, for what
do you need that? And what custom crafting manager actually?
L563[08:40:49] <madcrazydrumma> There's an
item called Luden's echo or even statikk shiv which gains charges
through movement
L564[08:40:51] <madcrazydrumma> Could do
that?
L565[08:40:54] <gigaherz> Nitrodev: wasn't
it just a bigger crafting table?
L566[08:40:59] <Nitrodev> yeah
L567[08:41:05] <gigaherz> so you could use
the standard recipe system
L568[08:41:16] <gigaherz> but with recipes
that need > 9 slots ;P
L569[08:41:27] <gigaherz> not sure if that
would work well though
L570[08:42:20] <gigaherz> I mean not sure
if the vanilla code checks that the slot count is <=9 on
IRecipes
L571[08:42:22] <madcrazydrumma> well you
could work that idea around with say a type of wand. you could have
a wand that, if in the inventory, gains charges through general
combat or skilling
L572[08:42:34] <gigaherz> madcrazydrumma:
my idea is that wands are just containers
L573[08:42:52] <gigaherz> the higher tier
just contain more
L574[08:43:05]
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L575[08:43:20] <madcrazydrumma> so once
they create/gain the wand early game you want some easy way of
charging ti?
L576[08:43:21] <madcrazydrumma> it*
L577[08:43:33] <gigaherz> I want a simple
way of charging
L578[08:43:38] <gigaherz> that requires
effort
L579[08:43:56] <gigaherz> I considered
using drops from mobs
L580[08:44:03] <madcrazydrumma> couldn't
you make the amount charged be relative (in say an enumeration) to
the drops from mobs/blocks?
L581[08:44:04] <madcrazydrumma>
exactly
L582[08:44:08] <gigaherz> a bit like the
thaumcraft orbs
L583[08:44:54] <gigaherz> I also thought
about adding special "ore-like" blocks
L584[08:45:00] <Nitrodev> gigaherz, well
on the vanilla SHapedRecipe class inside the amtches method it does
have a for loop that checks the recipewidth and height
L585[08:45:13] <Nitrodev> for(int i = 0; i
<= 5 - this.recipeWidth;)
L586[08:45:26] <Nitrodev> that's the first
line in my matches metho
L587[08:45:28] <Nitrodev> d
L588[08:45:40] <gigaherz> but does
ShapedRecipe allow making recipes > 3x3?
L589[08:45:58] <gigaherz> and if so, do
they play well with standard crafting tables?
L590[08:46:18] <Nitrodev> no clue
L591[08:46:20] <McJty> No it doesn't
L592[08:46:28] <madcrazydrumma> gigaherz,
I think it is better to stick with vanilla items so its not too
difficult but at the same time requires effort to play the
game
L593[08:46:29] <McJty> At least
ShapedRecipe.matches() assumes 3x3 max
L594[08:46:33] <McJty> for (int i = 0; i
<= 3 - this.recipeWidth; ++i)
L595[08:46:40] <Pennyw95> Feeling like a
genius! I made my TE save the current recipe by only saving with
NBT the recipe's name and then having it iterate through the recipe
list until it finds it again :D
L596[08:46:42] <McJty> Same for
checkMatch()
L597[08:46:52] <gigaherz> madcrazydrumma:
yeah that's why I don't know what to do XD
L598[08:46:55] <madcrazydrumma> Gratz
Pennyw95
L599[08:47:05] <Pennyw95> ty man
L600[08:47:05] <madcrazydrumma> gigaherz,
i'd stick with the vanilla items for personal pref
L601[08:47:21] <gigaherz> Nitrodev: yeah
so you probably can't use the standard recipe classes
L602[08:47:22] <Nitrodev> McJty, althought
when i implemented IRecipe i changed those 3s to 5s
L603[08:47:23] <gigaherz> which is
ok
L604[08:47:26] <Nitrodev> oh
L605[08:47:36] <gigaherz> my worry is
still
L606[08:47:37] <Pennyw95> gigaherz, does
your mod add power elements that counter each other?
L607[08:47:55] <gigaherz> Pennyw95:
sortof
L608[08:47:58] <Pennyw95> ther
L609[08:48:12] <gigaherz> the element
system is based on opposites
L610[08:48:16] <madcrazydrumma> then in
that case add your own items because they can be used later
on
L611[08:48:22] <gigaherz> but I don't have
anything like elemental weakness/strength or anything like
that
L612[08:48:26] <madcrazydrumma> oh
L613[08:48:38] <Pennyw95> there was this
game, metroid prime 2, which had light and dark beams and to refill
dark the player had to slay mobs with the light one and vice
versa...of course the refill was more than the opposite beam's
cost...how about it?
L614[08:48:39] <madcrazydrumma> do you
plan on having some sort of lore?
L615[08:48:52] <gigaherz> yeah
L616[08:48:54] ⇦
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L617[08:48:59] <Pennyw95> I thought this
was cool when I played it but then the game is a masterpiece
P
L618[08:48:59] <madcrazydrumma> I like
Pennyw95's idea
L619[08:48:59] <gigaherz> but I'm focusing
on the magic system
L620[08:49:24] <gigaherz> Pennyw95: hmm
well there's 8 elements in my system
L621[08:49:41] <gigaherz> the classic 4:
fire, water, earth, air,
L622[08:49:51] <gigaherz> and then 4 more:
light and darkness, life and death
L623[08:50:13] <madcrazydrumma> You could
have charges which are crafted from combinations of items that go
together or even oppose
L624[08:50:14] <Pennyw95> sounds
cool
L625[08:50:25] <gigaherz> the high-tier
essence system
L626[08:50:30] <gigaherz> breaks down
matter into the elements
L627[08:50:33] <gigaherz> so like
L628[08:50:38] <gigaherz> stone is
earth
L629[08:50:46] <gigaherz> at a rate of
around 4 earth per stone block
L630[08:50:57] <gigaherz> while dirt has
some life in it
L631[08:50:58] <madcrazydrumma> when did
dirt != earth
L632[08:51:03] <madcrazydrumma> xD
L633[08:51:07] <gigaherz> and grass has
even more life
L635[08:51:15] <Pennyw95> ?maybe use
something of the opposite the cause an energy reaction so that
opposite energy is released'
L636[08:51:21] <madcrazydrumma> ^^
L637[08:51:29] <Nitrodev> follow the
Making a CraftingManager commits to find my current code on the
matter
L638[08:51:56] <Nitrodev> and don't mind
the EventHandler that's for the future
L639[08:52:32] <gigaherz> I did consider a
spell that would extract elements from blocks, but if that existed,
it would have to be high-tier
L640[08:53:07] <gigaherz> I also
considered having ambient elements
L641[08:53:15] <gigaherz> but that would
make it too similar to thaumcraft ;P
L642[08:53:22] <madcrazydrumma> Yeah it
would be quite similar
L643[08:53:34] <Pennyw95> what I mean is,
would be lore-wise consistent to cause an energy release of dark
that you can recharge the wand with, by using a dark spell on
something that has light?
L644[08:53:54] <Pennyw95> that's just my
idea, if yuo don't like it tell me to fuck off :P
L645[08:53:55] <gigaherz> specially now
with T5 node design
L646[08:54:11] <gigaherz> hmm dunno
L647[08:54:27] <gigaherz> but performing
actions is an interesting train of thought
L648[08:54:41] <gigaherz> hmmm
L649[08:54:43] <gigaherz> let's say
L650[08:54:47] <gigaherz> the world wants
to be in a balance
L651[08:54:48] <Pennyw95> because you want
it to be manual, I guess
L652[08:54:57] <gigaherz> so doing actions
that increase the light of the world
L653[08:55:07] <l4mRh4X0r> Quick question;
suppose I have a general purpose library that's not necessarily
tied to Forge, and I want multiple mods to use it, how would I have
to "ship" the library?
L654[08:55:19] <gigaherz> would release
some light into the air
L655[08:55:34] <Nitrodev> i'm guessing no
one vares about my troubles
L656[08:55:38] <McJty> l4mRh4X0r, I
release it on curse like any other mod
L657[08:55:41] <Nitrodev> oh well
L658[08:55:41] <madcrazydrumma> ^^
L659[08:55:47] <gigaherz> Nitrodev: they
are just distracted ;P
L660[08:55:51] <l4mRh4X0r> McJty: so just
package it as a forge mod?
L661[08:55:55] <Nitrodev> i
understand
L662[08:55:56] <Pennyw95> yeah and make
your mod require it to start
L663[08:56:00] <McJty> l4mRh4X0r, well or
package it as a jar
L664[08:56:11] <gigaherz> l4mRh4X0r: yo
ucan provide it in a maven repository
L665[08:56:14] <gigaherz> and require it
as a library
L666[08:56:16] <madcrazydrumma> I wasn't
involved Nitrodev but im still sorry xox
L667[08:56:19]
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L668[08:56:26] <gigaherz> forge should
download it for you if you specify the dependency correctly
L669[08:56:31] <l4mRh4X0r> gigaherz: so
how do I do that? I can't seem to find documentation for that
L670[08:56:46] <gigaherz> nto sure
L671[08:56:54] <l4mRh4X0r> For requiring
it as a library, that is
L672[08:56:58] <diesieben07> there is no
dependency download machnism in forge
L673[08:57:01] <Nitrodev> i just posted
that link to let people now how i try to learn modding: by copying
the code from soemwhere and trying to understand it on the
fly
L674[08:57:06] <gigaherz> diesieben07:
Ithoguht there was?
L675[08:57:08] <diesieben07> you have to
make the user install it like a normal mod
L676[08:57:20] <gigaherz> cclib installs
automatically
L677[08:57:21] <McJty> You can have your
mod check for the presence though
L678[08:57:24] <gigaherz> is that
something ccc does itself?
L679[08:57:30] <diesieben07> yes
L680[08:57:33] <gigaherz> ah
L681[08:57:36] <gigaherz> I thought that
was a forge feature
L682[08:57:39] <l4mRh4X0r> diesieben07:
does that require it to have an mcmod.info file and @Mod
class?
L683[08:57:41] <diesieben07> ChickenBones'
DepLoader from hell
L684[08:57:53] <diesieben07> the
mcmod.info has nothing to do with it
L685[08:57:56] <gigaherz> l4mRh4X0r:
nevermind then ;P
L686[08:58:16] <l4mRh4X0r> diesieben07:
well, I'm assuming Forge doesn't just load everything in the mods
folder into the classpath
L687[08:58:23] <gigaherz> yes it
does
L688[08:58:26] <l4mRh4X0r> If it does,
then I know enough :P
L689[08:58:49] <diesieben07> if there is a
jar file without a mod in it, it will just be added to the
classpath
L690[08:58:56] <l4mRh4X0r> Ah, okay.
Thanks!
L691[08:58:58] <diesieben07> but you
should still make the library a normal mod
L692[08:58:58] <gigaherz> it loads
everything in /mods
L693[08:59:06] <gigaherz> and
mods/<version>
L694[08:59:10] <diesieben07> because theny
ou can make forge display a "THis mod requires X to be
installed" scren
L695[08:59:29] <diesieben07> using the
dependencies setting in @Mod
L696[08:59:35] <gigaherz> yeah a dummy
@Mod helps
L697[08:59:41] <gigaherz> you don't even
need lifecycle events in it
L698[08:59:42] ⇦
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L699[08:59:49] <gigaherz> juist the
@Mod(modid="something")
L700[08:59:50] <l4mRh4X0r> diesieben07:
ah. So just a @Mod annotation to my main class then
L701[08:59:59] <Nitrodev> well no errors
that i can see so let's just test this code out
L702[09:00:00] <gigaherz> just*
L703[09:00:03]
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L704[09:01:02] <Nitrodev> alright right
clocking the block crashes
L705[09:01:03] ⇦
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L706[09:01:11] <Nitrodev> well freezes the
game but same thing
L707[09:01:23] <Nitrodev> or not
L708[09:01:34] <gigaherz> no not same
thing, a crash has a backtrace, freezing does not ;P
L709[09:01:45] <Nitrodev> yeah
L710[09:02:00] <Nitrodev> i can see NO
erros what so ever in the console :o
L711[09:02:06] <diesieben07> and it just
freezes?
L712[09:02:08] <Nitrodev> i'm gonna try
debug
L713[09:02:14] <Nitrodev> yeah on
rightclick
L715[09:02:33] <Nitrodev> commit is named
Making a CraftingManager
L716[09:02:49] <Nitrodev> could be
something with java
L717[09:02:55] <Nitrodev> i wouldn't be
surprised
L719[09:03:18] <diesieben07> you can
remove it
L720[09:03:48] <Nitrodev> okay
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L722[09:04:14] <Nitrodev> well that does
make sense
L723[09:04:48] <Nitrodev> but i doubt that
was the problem
L724[09:05:06] <diesieben07> yeah that is
not the problemm
L725[09:05:09] <diesieben07> probably
something in your GUI
L726[09:05:26] <Pennyw95> @diesienben07
does onBlockACtivated do null checks by itself?
L727[09:05:36] ***
kroeser is now known as kroeser|away
L728[09:05:56] <diesieben07> null checks
on what?
L729[09:06:09] <diesieben07> and Nitrodev
it's probably that copy-pasta'd recipe code
L730[09:06:13] <Pennyw95> like if(te !=
null) then code
L731[09:06:25] <McJty> Pennyw95, it is
unneeded as the te will always be there
L732[09:06:26] <Pennyw95> nah it just
returns false
L733[09:06:45] <Nitrodev> at the
CioShapedRecipe class?
L734[09:06:57] <diesieben07> ALL the
recipe code
L735[09:06:57] <Nitrodev> or the
craftmanager
L736[09:06:59] <Pennyw95> ok but then the
player.isSneaking is important, no? well his choice
L737[09:06:59] <Nitrodev> ah
L738[09:07:01] <diesieben07> its just copy
pasted
L739[09:07:17] <diesieben07> Pennyw95, no,
onBlockActivated is not called when you're sneaking
L740[09:07:34] <Pennyw95> oh that I didn't
know, thanks
L741[09:09:39] <Nitrodev> i really need an
example for this
L742[09:09:53] ***
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L743[09:12:46] <Nitrodev> okay so when i
wan tto make a shapedrecipes class i need it to extend
ShapedRecipes and implement IRecipe right?
L744[09:13:39]
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L745[09:14:07] <Lumien> ShapedRecipes
implements IRecipe
L746[09:14:32] <gigaherz> everything
does
L747[09:15:04] <gigaherz> Nitrodev: if you
extend something, you also inherit the classes they extend and
implement
L748[09:15:25] <Nitrodev> oh
L749[09:18:38]
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L750[09:18:48] <Nitrodev> well now all i
have for code is the things i need
L751[09:18:54] <Nitrodev> nothing in them
only the methods
L752[09:19:42] ⇦
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L762[09:43:38] <diesieben07> because
somethign like that is missing on the forums :D
L763[09:45:43] <Ivorius> You forgot 1)
boot your computer
L764[09:45:51] <xverion> There seems to be
a bit missing after the EULA bit for the server, but for the rest
it seems good.
L765[09:45:53] <mikebald> 0) Plug in
computer
L766[09:46:09] <diesieben07> lol
L767[09:46:34] <diesieben07> yeah that
"To run the" needs to go not sue how that got there
L768[09:46:49] <mikebald> the 3rd word
should probably be "downloading", but it seems detailed
without being demeaning.
L769[09:47:19] <diesieben07> yeah
L770[09:47:22] <diesieben07> download
makes no sense there
L771[09:49:32] <mikebald> Is there a need
to talk about java versions or would that be out of the scope of
what's intended here?
L772[09:50:15] <diesieben07> you are
right, that should definitely be mentioned.
L773[09:50:31] <diesieben07> I'll include
that in the intro
L774[09:50:40]
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L776[09:55:24] <diesieben07> now i just
need to get someone to add it as a sticky somewhere:D
L777[09:56:02] <diesieben07> the news
section really needs cleanup anyways, its getitng a bit
ridiculous
L778[10:05:33]
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L779[10:09:04] ***
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L781[10:12:50] <IoP> other link offers
32-bit by default (if browser is 32-bit)
L783[10:14:14]
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L787[10:21:57] <[NK]Ghost> o/
L788[10:22:10] <Rallias> I found it,
documentation was wrong.
L789[10:22:22] <Rallias> There needs to be
a space between PK: and the source package name.
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L803[10:42:36] ***
MattDahEpic was kicked by MineBot (Banned: Threats of ASM hacks
will get you and your pr nowhere you know this -.-
(4h)))
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L806[10:52:55] <Drullkus> daaaang
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L811[11:16:48] <smbarbour> Maybe I
interpreted it differently, but it seemed more that it was a lament
that he can't release yet.
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L814[11:21:06] <Nitrodev> wow i guess
there aren't video tutorials in modding any more
L815[11:21:19] <diesieben07> who the hell
cares about video tutorials :D
L816[11:21:36] <Nitrodev> yeah but i can't
find text ones for custom craftingmanager
L817[11:22:09] <Nitrodev> mostly for
learning purposes
L818[11:22:17] <diesieben07> i guess you
have to use your own brain then, what a disaster
L819[11:22:39] ***
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L820[11:23:04] <Nitrodev> i know
L821[11:23:50] <smbarbour> Or learn by
example from one of the numerous open source mods
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L823[11:25:20] <Nitrodev> i'll try that i
guess
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L834[11:40:42] <Nitrodev> now what 1.8.8
mods would use the custom craftingmanager
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L837[11:44:43] <thor12022> don't know
about 1.8.8 mods, but you can find the source to Extended Workbench
which might help
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L840[11:45:52]
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L843[11:51:36] <williewillus> did you use
to need a custom iitemrenderer for transparent items??
L845[11:53:52]
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L848[12:00:36] <Wuppy> o/
L849[12:02:10] <Nitrodev> \o
L850[12:02:42] <Wuppy> what's up
peeps
L851[12:02:46] <gigaherz> o\
L852[12:02:52] <gigaherz> our arms.
L853[12:03:05] <Nitrodev> lol
L854[12:04:06] <Wuppy> :V
L855[12:11:02] <williewillus> what's the
modelresourcelocation of the missing model again?
L856[12:11:26] <williewillus> ah nvm
L857[12:11:31] <williewillus> it's
"builtin/missing#missing"
L858[12:13:02]
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L866[12:51:11] <mikebald> Correct me if
I'm wrong, but it doesn't seem like there would be a performance
difference running 10,000 TEs in 1 chunk vs 1 TE in 10,000 chunks
[forgetting the effort needed to load the chunks].
L867[12:51:51] <mikebald> [TE being a Tile
Entity; a ticking one for this example]
L868[12:51:54] <gigaherz> sortof
L869[12:52:07] <gigaherz> if they are
plain TEs
L870[12:52:14] <gigaherz> without TESR
rendering
L871[12:52:17] <williewillus> bleh mana
pool minecarts don't render correctly
L872[12:52:18] <mikebald> The updates
aren't called chunk-by-chunk I thought
L873[12:52:20] <gigaherz> and the TEs
don't cause block updates
L874[12:52:23] <williewillus> because the
item model is json
L875[12:52:31] <williewillus> but the
block is TESR
L876[12:52:34] <gigaherz> in that
situation
L877[12:52:38] <gigaherz> then no, there
wouldn't be any difference
L878[12:52:39] <williewillus> and the
minecart calls the item renderer
L879[12:52:46] <gigaherz> but if the TEs
cause block updates
L880[12:52:51] <mikebald> kk, thanks...
wasn't sure if I was the crazy one
L881[12:53:02] <gigaherz> then having 1 TE
per chunk could cause a much higher load
L882[12:53:14] <mikebald> Fair enough,
that makes perfect sense =)
L883[12:53:16] <mikebald> Thanks
L884[12:53:32] <gigaherz> at the same
time
L885[12:53:39] <gigaherz> it's unlikely
that 10000 chunks are visible at once
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L887[12:53:59] <gigaherz> so if you have
10000 TEs in the same nearby chunks
L888[12:54:09] <gigaherz> you'd be causing
a ton of work for the player that's seeing them
L889[12:54:29] <gigaherz> while TEs evenly
spread around chunks may only cause a tiny bit of load for each
player
L890[12:54:34] <gigaherz> even if the
server load is similar
L891[12:55:03] <gigaherz> that's all if
you don't do TESRs
L892[12:55:12] <gigaherz> if you draw the
TE or some detail of the TE using TESR
L893[12:55:27] <gigaherz> then it will
suck badly for the client who has to render 10000 TEs
L894[12:55:32] <gigaherz> close together
or not.
L895[12:55:32] <gigaherz> XD
L896[12:58:33] <mikebald> =), just looking
for a good counter-argument to a server mod that says something
like "Spread out those machines, it's causing server
lag". I love people so much.
L897[12:59:20] <mikebald> thx gigaherz;
how's Elements of Power going btw?
L898[13:00:03] <gigaherz> slowly, been
stuck design-wise
L899[13:00:14] <gigaherz> too kthe chance
to release a couple other mods
L900[13:00:22] <gigaherz> ported
Ender-rift and Packingtape to 1.8.9
L901[13:00:54]
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L903[13:01:30] <gigaherz> actually
mikebald: thinking about it, having many machines in the same chunk
may not cause cpu load, but it may cause extra NETWORK load,
increasing the "lag"
L904[13:02:12] <gigaherz> due to the
plater seeing ALL the blocks isntead of just a few
L905[13:02:14] ***
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L906[13:02:14] <gigaherz> player*
L907[13:02:15] <mikebald> gigaherz ah
that's a good point; that would also apply out to a player's
view-distance too though right? . . . hopefully their view distance
isn't 2500 though =)
L908[13:02:21] <gigaherz> yup
L909[13:02:24] <gigaherz> and no I doubt
that
L910[13:02:47] <gigaherz> 2500 may be
feasible in Win10 edition, but it's unthinkable on plain old java
mc
L911[13:02:47] <gigaherz> ;P
L912[13:03:08] <williewillus> fry: how do
I take BakedQuads and recolor them on the fly using
UnpackedBakedQuads? not sure what to use/call in the
transformers
L913[13:03:12] ⇦
Quits: SNightmareWork (webchat@190.104.208.34) (Ping timeout: 204
seconds)
L914[13:03:15] *
mikebald chuckles.
L915[13:04:08] <gigaherz> I think someone
ran mcpe "Win10 Edition" with 4000 block radius viwing
range
L916[13:04:15] <gigaherz> that's like 255
chunks radius
L917[13:04:32] <gigaherz> while proper
Minecraft struggles to go > 16 ;P
L918[13:04:49] <williewillus> idk where
those people are coming from
L919[13:04:55] <williewillus> w10 edition
runs worse than 1.8
L920[13:04:56] <williewillus> for me
L921[13:05:03] <gigaherz> really?
L922[13:05:07] <shadekiller666> its also
the mobile version...
L923[13:05:14] <gigaherz> that's why I
call it MCPE
L924[13:05:14] <gigaherz> ;P
L925[13:05:43] <williewillus> I'm going to
be last java edition modder, screw the new MCPE/W10 edition
L927[13:05:59] <fry> you need to modify
the COLOR attribute though
L928[13:06:08] <shadekiller666>
williewillus, i am with you on that
L929[13:06:17] <shadekiller666> fuck w10
edition
L930[13:06:57] <LatvianModder> as a very
loyal w10 user.. fuck w10 edition
L931[13:07:11]
⇨ Joins: Katrix
(webchat@cm-84.210.104.159.getinternet.no)
L932[13:08:33] <gigaherz> there's two
things I dislike about win10 edition:
L933[13:08:45] <gigaherz> the crappy UI,
and the lack of modding
L934[13:08:45] <gigaherz> ;P
L935[13:09:46] ***
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L937[13:11:18] <gigaherz> oh hey the
crafting gui behaves quite well now
L938[13:11:33] <gigaherz> it has the
dragging thing and all
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L942[13:15:10] <Katrix> quick question. I
take it that you can't spawn an entity into the world more than
once in 1.8, unlike how it worked in 1.7?
L943[13:17:06] <gigaherz> what?
L944[13:17:29] <gigaherz> so, yeah...
funnily enough, a few months ago I'd never have recommended the
win10 edition to someone new to minecraft who wants to check it
out
L945[13:17:33] <gigaherz> I can't say that
anymore
L946[13:18:46] <gigaherz> LOL the furnace
GUI
L947[13:18:57] <gigaherz> you know how the
item in the output slot normally has a larger margin
L948[13:19:12] <gigaherz> whoever adapted
the UI to the mcpe/win10 edition, made the item bigger
instead
L949[13:20:25] <PaleoCrafter> Wut
L950[13:21:04] <tterrag|ZZZzzz> mojang was
probably planning to do that as well, but lazy
L951[13:21:09] <tterrag|ZZZzzz> I mean why
else would they make the slot bigger
L952[13:21:14] ***
tterrag|ZZZzzz is now known as tterrag
L953[13:21:27] <gigaherz> extra
margin
L954[13:21:32] <gigaherz> to indicate that
the slot is different than usual
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L956[13:21:40] <tterrag> extra margin for
what? the actual slot bounds are still small
L958[13:22:36] <tterrag> number should be
bigger too
L959[13:22:38] <tterrag> but it looks cool
:P
L960[13:22:44] <gigaherz> win10 edition
does NOT pause when you are int he menu
L961[13:22:48] <gigaherz> I just got
killed by a random mob
L962[13:23:02] <tterrag> ahahaha did they
add an X button to the GUIs?
L963[13:23:10] <tterrag> that
is...so...Microsoft
L964[13:23:14] <gigaherz> yes, touch
controls
L965[13:23:21] <tterrag> I guess :P
L966[13:23:25] <gigaherz> the whole game
can be played without a keyboard
L967[13:23:33] <tterrag> so can the java
version, technically
L968[13:23:41] <tterrag> they have touch
mode, though I think it's pretty terrible
L969[13:23:59] <gigaherz> but well, they
have java-style GUIs now
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L971[13:24:06] <gigaherz> before, the
win10 edition used mobile-style guis
L972[13:24:10] <gigaherz> it was horrible
to use
L973[13:24:16] <gigaherz> you had to
select the target slot first
L974[13:24:18] <gigaherz> then choose an
item
L975[13:24:23] <gigaherz> by clicking on
it
L976[13:24:25] <gigaherz> no dragging
;P
L977[13:24:33] <PaleoCrafter> I played it
back then, but with a touch device xD
L978[13:24:52] ⇦
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L979[13:24:58] <gigaherz> so as I was
saying, Iwouldn't have recommended it as it was a few months
ago
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L981[13:25:36] <gigaherz> if someone told
me theywant to try this "minecraft" thing, I may even
install the win10 edition for them to try
L982[13:25:56] <gigaherz> of course
tellingthem that's the mobile version and there's a pc version that
has more stuff to do ;P
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L985[13:26:31] <PaleoCrafter> I think the
item being larger might be a side effect of their JSON GUI stuff
xD
L986[13:26:32] <gigaherz> tterrag: I don't
like how it looks because the item pixels don't match with the UI
pixels
L987[13:26:32] <gigaherz> XD
L988[13:27:44] *
mikebald opens Windows 10 MC xbox.signin.error.line1 you say?
hehe
L989[13:28:12] <gigaherz> I'm signed into
the xbox app ;P
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L991[13:28:23] <gigaherz> I dont' use an
online account, fuck that
L992[13:28:28] <gigaherz> but I am logged
into specific apps
L993[13:28:38] <mikebald> guess that's the
side effect of thinking "Well, I don't own an xbox.. guess I
don't need that app".
L994[13:28:39] <PaleoCrafter> I removed
that shit as soon as possible
L995[13:29:03] <gigaherz> Xbox now means
"Microsoft Games"
L996[13:29:04] <gigaherz> ;p
L997[13:29:21] <gigaherz> GFWL was
superseded by Xbox app
L998[13:29:40] <diesieben07> gfwl was a
fucking piece of crap
L999[13:29:57] <mikebald> Ah, I keep that
service stopped normally too.. the Live ID Sign-in
assistant...
L1000[13:30:32] <PaleoCrafter> Removing
it hasn't come back to bite me in the ass yet, so meh
L1001[13:30:36] <mikebald> if I open a
steam app and it crashes from the start... then I start that pile
of crap.
L1002[13:31:16] <gigaherz> so far the
only app I know that uses xbox
L1003[13:31:20] <gigaherz> is mc win10
edition
L1004[13:31:20] <gigaherz> XD
L1005[13:31:40] <mikebald> =)
L1006[13:31:45] <gigaherz> gfwl was not
completely removed, the authenticatio nservers still exist
L1007[13:31:52] <gigaherz> the game
services are gone though
L1008[13:32:06] <gigaherz> (player login,
saved games, matchmaking/lobby services)
L1009[13:32:15] <mikebald> just noticed
there's in-app purchases for the win10 edition... stay classy
Microsoft.
L1010[13:32:23] <gigaherz> those just
come from mcpe
L1011[13:32:31] <gigaherz> they aren't
specific to win10 edition
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L1014[13:34:25] <williewillus> fry: what
is the data in COLOR? just a vec4 with rgba?
L1015[13:35:11] <williewillus> ah, got
it
L1016[13:35:14] <williewillus>
color4ub
L1017[13:35:24]
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L1019[13:39:00] <williewillus> ehh
hm
L1020[13:39:14] <williewillus> the
fabulous mana pool cycles through the rainbow colors based on
time
L1021[13:39:26] <williewillus> and I need
to recolor a bakedmodel for that in a tesr
L1022[13:39:38] <williewillus> is that
gonna kill performance compared to the old ModelBase?
L1023[13:39:55] <gigaherz> williewillus:
uhm why recolor the bakedmodel?
L1024[13:40:02] <gigaherz> can't you just
have a "tint" for the model?
L1025[13:40:09] <williewillus> what do
you mean
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L1027[13:40:17] <gigaherz> if it's a
TESR, you can just render the model with a color different than
"white"
L1028[13:40:25] <williewillus> how
L1029[13:40:29] <williewillus> glcoloring
does nothing
L1030[13:40:32] <gigaherz> I know
L1031[13:40:43] <gigaherz> but the
renderModel function that calls LightUtil takes a color arg
L1032[13:40:47] <gigaherz> that's
normally -1
L1034[13:41:20] <gigaherz> this is what I
use for drawing models
L1035[13:41:30] <gigaherz> although I
removed the bit that draws the faces, it just gets the general
quads
L1036[13:41:41]
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L1037[13:41:47] <gigaherz> if I call it
with -1, it draws white
L1038[13:41:56] <gigaherz> but I use like
0xFF00FF00 to draw green
L1039[13:42:03] <gigaherz> and other
colors
L1040[13:42:39] <williewillus> derp :p
thanks
L1041[13:43:26] <williewillus> wait what
is the VertexFormat for default JSON models loaded from
models/block?
L1042[13:43:34] <williewillus>
BLOCK?
L1043[13:43:48] <gigaherz>
Attributes.DEFAULT_BAKED_FORMAT
L1044[13:43:52] <gigaherz> I think
L1045[13:44:11] <gigaherz> you'd haveto
ask the IModel ;P
L1046[13:44:12] <PaleoCrafter> Not -1,
0xFFFFFFFF :P
L1047[13:44:25]
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L1048[13:44:27] <gigaherz> PaleoCrafter:
I know, but -1 is shorter for white ;P
L1049[13:44:56] <PaleoCrafter> It doesn't
carry any semantics though :<
L1050[13:46:15] <gigaherz> well we could
just have Colors.white, that'd be best ;P
L1051[13:46:42] <gigaherz> in fact an
enum with the default minecraft "tones" would be a
nicething to have, if there isn't one XD
L1052[13:47:42] <PaleoCrafter>
EnumChatFormatting might have them
L1053[13:48:25]
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L1054[13:48:57] <williewillus>
enumdyecolor
L1055[13:49:02] <williewillus> has
mapcolors which have rgb values
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L1057[13:51:54] <tterrag> gigaherz: MCW10
looks bad because they did it wrong :P
L1059[13:52:49] <gigaherz> tha's 2x
no?
L1060[13:52:52] <gigaherz> that's
L1061[13:53:08] <gigaherz> eahc pixel
being 2x the sizeof the original block
L1062[13:53:13] <gigaherz> the grids
still align neatly
L1063[13:53:14] <gigaherz> ;P
L1064[13:53:24] <tterrag> yes, 2x
L1065[13:53:32] <tterrag> it's also a
huge hack :P
L1066[13:53:39] <gigaherz> btw how does
one draw items like that?
L1067[13:53:45] <gigaherz> I remember
wanting to customize some stuff
L1068[13:53:50] <gigaherz> but all the
methods were privatre or protected
L1069[13:53:51] <gigaherz> XD
L1071[13:54:02] <tterrag> AT to make that
method protected
L1072[13:54:04] <PaleoCrafter> All the
reflection, lol
L1073[13:54:07] <gigaherz> I even
considered adding a Slot.beforeDraw/.afterDraw
L1074[13:54:13] <gigaherz> and making a
PR to forge
L1076[13:54:24] <gigaherz> heh
L1077[13:54:30] <diesieben07> very
pretty.
L1078[13:54:30] <diesieben07> :D
L1079[13:54:55] <gigaherz> I guess I
could get away with some ATing
L1080[13:54:59] <gigaherz> less bad than
ASMing stuff
L1081[13:55:00] <gigaherz> ;P
L1082[13:55:21] <tterrag> still no
coremod in chisel
L1083[13:55:24] <tterrag> which is
nice
L1084[13:56:29] <gigaherz> yeh
L1085[13:56:38] <gigaherz> I have pride
in having avoided coremodding ;P
L1086[13:56:54] <gigaherz> the gui
rendering is making me wonder if I can avoid it
L1087[13:56:55] <gigaherz> XD
L1088[13:57:08] <gigaherz> btw tterrag:
are there pland for enderio on 1.8.9 ;P
L1089[13:57:14] <tterrag> not yet
L1090[13:57:52] <gigaherz> cos I'm
tryingto implement a gui interface for the rift
L1091[13:57:59]
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L1092[13:58:08] <gigaherz> but I dont'
want to waste the effort if someone else's mod can do the job
L1093[13:58:08] <gigaherz> XD
L1094[13:58:17] <tterrag> graphic user
interface interface ?
L1095[13:58:28] <gigaherz> gui-enabled
rift interface
L1096[13:58:28]
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L1097[13:58:30] <tterrag> gigaherz: I
ported a lot of the endercore GUI stuff for another mod of
mine
L1098[13:58:35] <gigaherz> as oppositeto
the automation interface
L1099[13:58:38]
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L1100[13:58:44] <gigaherz> whic his meant
to allow hoppers and pipes
L1102[13:58:52] <tterrag> you can steal
any of that :P
L1103[13:59:23] <gigaherz> my primary
interest may be code for a scrollable inventory panel
L1104[13:59:24] <gigaherz> ;P
L1105[14:01:30] <Pennyw95> given a
worldRenderer quad, is there a way to prevent the texture from
stretching when I scale the quad on the Y axis?
L1106[14:01:50] <gigaherz> thing is, I
know how I'd do it in my own gui system, but the way mc GUIs are
implemented, I have a feeling its a much crappier solution
L1107[14:01:51] <gigaherz> XD
L1108[14:02:00] <PaleoCrafter> Depends on
the texture, Pennyw95
L1109[14:02:03] <PaleoCrafter> And your
context
L1110[14:02:13] <Pennyw95> wait, I'll
upload an image
L1111[14:02:20] <PaleoCrafter> Not
necessary
L1112[14:02:33] <Pennyw95> texture is a
fluid's flowing one
L1113[14:02:39] <PaleoCrafter> Is it on
the texture atlas?
L1114[14:02:55] <Pennyw95> why, every
fluid texture should be there, no?
L1115[14:02:57]
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L1116[14:03:18] <gigaherz> you can't do
wrapping/tiling on atlas textures
L1117[14:03:29] ***
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L1118[14:03:34] <gigaherz> so you'd have
to generate more polygons vertically instead of just
stretching
L1120[14:03:53] <PaleoCrafter> Unless you
use shaders, that is
L1121[14:04:00] <Pennyw95> you mena
stacking quads?
L1122[14:04:04] <gigaherz> yup
L1123[14:04:05] <diesieben07> wow
L1124[14:04:11] <diesieben07> just found
pretty big bug in MC
L1125[14:04:15] <Pennyw95> did I
L1126[14:04:30] <diesieben07> the ingame
GUI accesses the server world and queries chunk data and
eveything.
L1127[14:04:47] <diesieben07> why the
fuck does that not crash the game
L1128[14:05:07] <Pennyw95> so you suggest
making 2 quads and putting one exactly on top of the other ?
L1129[14:05:12] <gigaherz> Pennyw95:
yes
L1130[14:05:23] <gigaherz> and if it was
tall enough, 3 quads
L1131[14:05:39] <gigaherz> the trick
is
L1132[14:05:40] <Pennyw95> I can't be
that lucky so that something will not clip through the model's
floor
L1133[14:05:53] <gigaherz> if you need to
stretch to like, 2.5
L1134[14:05:58] <gigaherz> you'd need 3
quads
L1135[14:06:04] <gigaherz> 2 of them
would be 1x1
L1136[14:06:07] <Pennyw95> so that nobody
cares...ok then
L1137[14:06:26] <gigaherz> and the last
one 1x0.5 with the texture "cut off"
L1138[14:06:29] <gigaherz> instead of
shown fully
L1139[14:06:43] <Pennyw95> right!
L1140[14:06:58] <gigaherz> if you need
25%, you'd show just 25% of the texture also
L1141[14:07:03] <gigaherz> that way you
maintain the aspect ratio of the pixels ;P
L1142[14:07:03] <PaleoCrafter> Or you use
shaders, hurr durr
L1143[14:07:11] <gigaherz> PaleoCrafter:
I fail to see how shaders would help
L1144[14:07:15] <Pennyw95> brb...I'll ask
more later :P for now thanks
L1145[14:07:30] <gigaherz> unless oyu
mean doing the wrapping on fragment shader
L1146[14:07:38] <gigaherz> with previous
knowledge of the sprite rect
L1147[14:07:57] <gigaherz> which I guess
would imply having the texture number in the vertices
L1148[14:08:06]
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L1149[14:08:22] <gigaherz> and providing
a shader with a vec4 array
L1150[14:08:27] <gigaherz> with all the
TAS rects
L1152[14:09:56] <gigaherz> hmmm I suppose
it wouldn't be that hard for a TESR... I was picturing a static
block model
L1153[14:09:56] <gigaherz> ;P
L1154[14:10:24] <gigaherz> (or a GUI, or
an entity)
L1155[14:10:25]
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L1157[14:10:56] <PaleoCrafter> Oh, yeah,
obviously only works in an environment with GL access
L1158[14:11:21] <PaleoCrafter> But Pennyw
mentioned WorldRenderer, so
L1159[14:11:36] <williewillus> ugh I have
to redo the pool's entire GL state and I'm terrible at this
:/
L1160[14:12:11] <gigaherz> ah right
L1161[14:12:22] <williewillus> ah nvm
figured it out
L1162[14:12:26] <williewillus> except the
lightings all weird
L1163[14:12:37] <williewillus> it's too
dark and the corners aren't being darkened
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L1165[14:14:23] <PaleoCrafter> Pennyw95,
you might want to consider using ISmartModel for this :P
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L1168[14:15:40] <williewillus>
gigaherz^
L1169[14:15:40]
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L1171[14:16:26] <gigaherz> williewillus:
GlStateManager.enableLighting()?
L1172[14:17:00] <gigaherz> thebeauty of a
gl state tracker
L1173[14:17:09] <gigaherz> is that you
don't have to worry about restoring states at the end
L1174[14:17:18] <gigaherz> the downside
is that you can't assume that all states will be set at the
beginning
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L1176[14:17:28] <gigaherz> if you need
lighting, you must enable it
L1177[14:17:45] <Pennyw95>
ISmartModel?
L1178[14:17:49] <williewillus> okay that
fixed it
L1179[14:17:53] <williewillus> but the
model looks ugly as crap
L1180[14:17:57] <williewillus> because
the inner corners aren't darkened
L1181[14:18:12] <gigaherz> ah that's the
ambient occlusion stuff
L1182[14:18:12] <shadekiller666> is there
a way to render an item with a TESR
L1183[14:18:16] <gigaherz> you'll have to
do extra work for that
L1184[14:18:25] <williewillus> what is
"extra work" :p
L1185[14:18:30] <gigaherz>
shadekiller666: get the item model and draw it using the item
renderer
L1186[14:18:33] <gigaherz> williewillus:
no idea
L1187[14:18:35] <shadekiller666> i have
this clock that i made that is half-rendered by the game, and half
by a TESR
L1189[14:18:59] <gigaherz>
shadekiller666: look at the RenderSnowball entity renderer
L1190[14:19:00] <PaleoCrafter> Look at
the drawModel here, williewillus
L1191[14:19:10] <gigaherz> it has a
method that draws an itemstack
L1192[14:19:20] <williewillus>
Minecraft.getMinecraft().getRenderItem().renderItem
L1193[14:19:21] <gigaherz> either make
use of it, or "make use of it" ;P
L1194[14:19:25] <williewillus> takes a
stack and camera transform
L1195[14:19:59] <williewillus> thanks
PaleoCrafter
L1196[14:20:04] <williewillus> what does
push/pop attrib do?
L1197[14:20:12] <gigaherz> it just saves
the rendering state
L1198[14:20:33] <gigaherz> thigns like
write masks, depth testing flags, and such
L1199[14:20:38] <shadekiller666> vanilla
has TileEntityItemStackRenderer, but like everything else Mojang
writes its half-assed and looks hard-coded
L1200[14:20:55] <gigaherz>
shadekiller666: yes that's why I pointed you to the RenderSnowball
method
L1201[14:20:59] <williewillus> oh
L1202[14:21:01] <williewillus> that's
what you mean
L1203[14:21:05] <shadekiller666> and its
only called if IBakedModel.isBuiltInRenderer returns true
L1204[14:21:06] <williewillus>
ForgeHooksClient.renderTileItem
L1205[14:21:14] <PaleoCrafter> ^
L1206[14:21:52] <Pennyw95> what is
ISmartModel?
L1207[14:22:09] <shadekiller666> so
extend Render and do it that way?
L1208[14:22:16] <PaleoCrafter> No
L1209[14:22:19] <gigaherz> Pennyw95:
ISmartItemModel / ISmartBlockModel
L1210[14:22:26] <gigaherz> are two
interfaces involved in the model system
L1211[14:22:39] <gigaherz> that allow
changing the underlying model used based on the itemstack or the
blockstate
L1213[14:22:50] <McJty> But it is static
and no TE involved in this case
L1214[14:23:16] <Pennyw95> oh I see...but
I'll want to animate the fluid rising and pouring so I think I'll
stick with wr
L1215[14:23:22] <gigaherz> that can be
done without smart models though, you'd only need to use forge
blockstates "submodels" and getActualState
L1216[14:23:23] <gigaherz> ;P
L1217[14:23:35] <shadekiller666> so how
exactly should i do this?
L1218[14:23:39] <williewillus> McJty: you
don't need ISBM for that :p
L1219[14:23:42] <williewillus>
submodels
L1220[14:24:25] <McJty> Yes this is just
an example
L1221[14:25:06] <williewillus> wouldn't
that encourage overcomplicating things? "oh I need 6 side
connected pipes" *reads tutorial* "oh so I should use
ISBM"
L1222[14:25:10] <williewillus> when a
simpler way exists
L1223[14:25:30] <gigaherz> well ISBM has
an advantage
L1224[14:25:46] <gigaherz> which is
thatyou can change the textures for the interior without adding
stupid amounts of permutations
L1225[14:25:46] <gigaherz> XD
L1226[14:25:54] <williewillus> submodels?
:p
L1227[14:26:05] <gigaherz> can you change
the texture for a submodel that doesn't exist?
L1228[14:26:09] <williewillus> if your
variants for interior are fixed then it can all be done in
json
L1229[14:26:14] <williewillus> yes
L1230[14:26:17] <williewillus> texture
variables are just that
L1231[14:26:24] <williewillus> you can
declare and not use them
L1232[14:26:32] <gigaherz> yeah
L1233[14:26:34]
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L1234[14:26:45] <williewillus> hm
PaleoCrafter doing the shadeModel stuff kills the lighting
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L1236[14:27:28] <Pennyw95> is there a way
to make my quad always visible, and not only from an angle?
L1237[14:27:35] <gigaherz> williewillus:
hmmm
L1238[14:27:38] <williewillus> and it
doesn't work
L1239[14:27:42] <williewillus> (the
AO)
L1240[14:27:43] <gigaherz> you want the
inner corners to have a darker tone right?
L1241[14:27:45] <McJty> Pennyw95, make
two quads
L1242[14:27:50] <gigaherz> independently
of the actual model's neighbours?
L1243[14:28:06] <gigaherz> you could
"bake" that into the model
L1244[14:28:08] <tterrag> if you have GL
access, use disable GL_CULL_FACE
L1245[14:28:17] <tterrag> otherwise, yes
you need two quads
L1246[14:28:19] <williewillus> what do
you mean bake it into the model
L1247[14:28:40] <Pennyw95> @McJty: can I
make my quad visible from a side even if it's horizontal ( all the
Y values in drawVertex are 0)?
L1248[14:28:42] <gigaherz> williewillus:
if you make a 3d model with per-vertex colors
L1249[14:28:45]
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L1250[14:28:47] <gigaherz> (OBJ may not
be fit for that)
L1251[14:28:56] <williewillus> it's a
box, not gonna use OBJ for that :p
L1252[14:28:59] <gigaherz> you can have
the vertex color for the inner faces purposefully darker
L1253[14:29:10] <PaleoCrafter> Did you
only copy the shade model stuff?
L1254[14:29:16] <shadekiller666> obj can
use vertex coloring
L1255[14:29:19] <williewillus> and the
lighting stuff
L1256[14:29:24] <gigaherz>
shadekiller666: not per-vertex though?
L1257[14:29:31] <shadekiller666> yes
per-vertex
L1258[14:29:32] <gigaherz> it's
whole-mesh
L1259[14:29:32] <williewillus> and the
attribs
L1260[14:29:43] <gigaherz> I have never
seend a "vc" line with the color for each vertex
L1261[14:29:48] <PaleoCrafter> the
lighting stuff may break it
L1262[14:29:50] <gigaherz> seen*
L1263[14:29:51] <williewillus> copied as
is it kills the lighting. if I reverse enable/disableStandardItem
lighting the lighting is fine
L1264[14:29:54] <williewillus> but the AO
is not there
L1265[14:29:58] <tterrag> Pennyw95:
wat?
L1266[14:30:00] <shadekiller666> thats
not how it defines vertex coloring
L1267[14:30:08] <PaleoCrafter> hm, blame
fry, then :D
L1268[14:30:23] <shadekiller666> to do
vertex coloring in .obj, each vertex needs to have its own
"usemtl" line directly above it
L1269[14:30:43] <shadekiller666> meaning
that the number of "usemtl" lines has to match the number
of "v" lines
L1270[14:30:58] <williewillus> I wonder
if I can manually set the lighting in the WR
L1271[14:31:18] <Pennyw95> basically my
TE spanws a quad in the XZ plane, so it can only be seen from
above, and not from the sides
L1272[14:31:49] <tterrag> ok
L1273[14:31:53] <tterrag> that's how
quads work
L1274[14:31:58]
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L1275[14:31:59] <tterrag> if you want it
to have depth, add depth
L1276[14:32:02] <Pennyw95> since I'm
making that quads quite big, around 9x9 blocks, it disappear if I'm
looking from a side
L1277[14:32:02] <tterrag> aka a
cuboid
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L1280[14:32:15] <Pennyw95> no that
wouldn't solve it
L1281[14:32:19] <gigaherz> Pennyw95: you
can change the bounds of the tileentity
L1282[14:32:20] <tterrag> are you talking
about frustum checks?
L1283[14:32:25] <tterrag>
TileEntity.getRenderBoundingBox
L1284[14:32:36] <gigaherz> but it's still
not the recommended way of doing it
L1285[14:32:42] <gigaherz> since lighting
will be off for models > 1x1
L1287[14:32:44] <Pennyw95> I've done it
already
L1288[14:33:01] <gigaherz>
shadekiller666: that's a hack ;P
L1289[14:33:03] <williewillus> fry: I'm
rendering a bakedmodel using LightUtil.renderQuadCOlor in a TESR
and I'm getting darkened quads with no AO
https://i.imgur.com/rDN8yGA.png, can fix lighting
using gl lighting but AO is still gone, is there a way to get it
back?
L1290[14:33:09] <williewillus> I presume
there is but idk how to use it :p
L1291[14:33:12] <shadekiller666> thats
how the spec defines it
L1292[14:33:16] <gigaherz>
shadekiller666: if you do that
L1293[14:33:16] <williewillus> given that
theres a "VertexLighterAO"
L1294[14:33:20] <Pennyw95> it's hard to
explain...I'll upload a screen
L1295[14:33:45] <gigaherz>
shadekiller666: I assume most programs would use the last material
for all involved faces ;P
L1296[14:34:18] <shadekiller666>
gigaherz, not if they're defined like that, its weird i know
:P
L1297[14:34:30] <gigaherz> it's ugly
either way
L1298[14:34:34] <shadekiller666> i
suppose i could add support for a "vc"
L1299[14:34:37] <gigaherz> they should
have added a "vc" line in the spec
L1300[14:34:39] <gigaherz> ;P
L1301[14:34:46] <shadekiller666> but none
of the programs would use it :P
L1302[14:34:47] <gigaherz> but 3d
programs won't understand it
L1303[14:35:43] <williewillus> fry: oh
and I also need the coloring LightUtil provides, that's why I'm not
just rendering the entire bakedmodel
L1305[14:38:55] <Pennyw95> for my Te I'm
not looking from above when I'm poiting at anothe block
L1306[14:39:36] <Pennyw95> would
enlarging the frustum solve it?
L1307[14:39:58] <gigaherz> what version
of mc is this, Pennyw95?
L1308[14:40:03] <Pennyw95> 1.8
L1309[14:40:18] <gigaherz> then the only
solution would be to make the bounding box bigger
L1310[14:40:37] <tterrag> it only happens
when you highlight another block?
L1311[14:40:45] <tterrag> are you
rendering in TESR? sounds like you have blending probs
L1312[14:40:57] <gigaherz> wait I hadn't
seen the image yet
L1313[14:40:57] <PaleoCrafter> gigaherz,
I wonder, what would be the option on older versions of MC?
:P
L1314[14:41:36] <gigaherz> no diea what
< 1.8 had
L1315[14:41:46] <gigaherz> I knwo that in
1.8.8+ there's a new method in the TESR class
L1316[14:42:00] <gigaherz> that returns
false by default, and if true, it disables the frustum checks
L1318[14:42:06] <PaleoCrafter> that still
requires changing the bounding box though
L1319[14:42:09] <gigaherz> they
presumably added it to fix the issue with beacon renderings
L1320[14:43:14] <gigaherz> yeah I meant
that the bounding box change is necessary, not sufficient
L1321[14:43:15] <gigaherz> ;P
L1322[14:43:25]
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L1324[14:43:58] <AnnaMayBelle> So, when
receiving the "you need a higher version of Forge"
notice, is there any easy way to tell which of your mods is
triggering it?
L1325[14:44:20] <gigaherz> check the
logs?
L1326[14:44:45] <williewillus> i dont
think dep errors are printed to log
L1327[14:44:46] <PaleoCrafter> I don't
quite get the purpose of it anyway, isn't it the same as it was
beforehand? like, changing the bounding box makes it render even if
the actual block is outside of the frustum, why the extra
method?
L1328[14:44:55] <diesieben07> yes they
are willie
L1329[14:44:58] <williewillus> probably
bandaid fix
L1330[14:45:01] <williewillus> :p
L1331[14:45:20] <AnnaMayBelle>
Unfortunately I'm not entirely sure what I'm -looking- for in the
mods.
L1332[14:45:38] <diesieben07> you open
logs/fml-client-latest.log
L1333[14:45:42] <diesieben07> and search
for "missing"
L1334[14:45:52] <AnnaMayBelle> AH found
it, thank you!
L1335[14:46:17] <AnnaMayBelle> "The
mod BiomesOPlenty (Biomes O' Plenty) requires mod versions
[Forge@[10.13.4.1566,)] to be available"
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L1337[14:46:24] <dawgeth> Hiya
folks
L1338[14:46:34] <Wuppy> howdy
L1339[14:46:50] <williewillus> how do I
change the default render distance for particles?
L1340[14:46:52] <williewillus>
1.8.8
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L1344[14:50:56] <shadekiller666> what was
the button combination to stop a gradle proccess?
L1345[14:51:22] <williewillus> ctrl C ?
:p
L1346[14:51:23] <Upthorn> ctrl-c?
L1347[14:52:50] <shadekiller666>
yep
L1348[14:52:52] <shadekiller666>
thanks
L1349[14:53:14] <shadekiller666> trying
to figure out how to get a mod dev env set up with the changes i've
been working on
L1350[14:53:39] <gigaherz> PaleoCrafter:
hmf I'm not certain what that method does, anymore
L1351[14:53:45] <gigaherz> I was looking
at the code
L1352[14:53:47] <PaleoCrafter> :D
L1353[14:53:55] <Wuppy> I'm getting back
in modding development tomorrow :O
L1354[14:53:55] <gigaherz> for
(TileEntity tileentity : this.setTileEntities)
L1355[14:53:55] <gigaherz> {
L1356[14:53:55] <gigaherz> if
(!tileentity.shouldRenderInPass(pass) ||
!camera.isBoundingBoxInFrustum(tileentity.getRenderBoundingBox()))
continue;
L1357[14:53:56] <gigaherz>
TileEntityRendererDispatcher.instance.renderTileEntity(tileentity,
partialTicks, -1);
L1358[14:53:56] <gigaherz> }
L1359[14:54:04] <gigaherz> the frustum
check is still there
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L1361[14:54:40] <dawgeth> Setting up
Jenkins for the first time. I'm a .NET guy. TFS has been my life
for so long xD.. Pretty easy to setup/run. Wired up a dummy mod,
runs gradle on check in. Working on a build script to make the JAR
file now.
L1362[14:54:58] <gigaherz> so far as I
can tell, the only difference is
L1363[14:54:58] <williewillus> hm my
particles are getting culled
L1364[14:55:03] <gigaherz> the ones which
returntrue
L1365[14:55:04] <williewillus> where does
MC do that?
L1366[14:55:14] <gigaherz> are stored
directly in RenderGlobal
L1367[14:55:21] <Wuppy> getting paid for
a mod which I should be able to finish really quickly :)
L1368[14:55:23] <gigaherz> and the ones
that return false are stored in renderChunk
L1369[14:55:46] <gigaherz> queried from
getCompiledChunk().getTileEntities()
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L1372[14:56:42] <dawgeth> Awesome
Wuppy
L1373[14:56:50] <gigaherz> but the
renderchunk contains ALL entities
L1374[14:56:56] <gigaherz> even if they
return true
L1375[14:56:57] <gigaherz> :/
L1376[14:58:10] <Wuppy> I also finally
have an arduino without mising parts like the god damn power cable
and transistors so I can get my hardware stuff going :D
L1378[15:01:12] <williewillus> java 8 vs
7 maybe?
L1379[15:01:18] <williewillus> type
inference changed quite a bit in 8
L1380[15:03:02] <shadekiller666> i'm
running java 8
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L1382[15:03:24] <shadekiller666> it does
complain about bootstrap classpath not set to 1.6
L1383[15:03:44] <tterrag> it always
does
L1384[15:03:57] <williewillus> seems my
particles are culled 128 blocks away
L1385[15:04:03] <williewillus> and I
can't find where that happens >.<
L1386[15:04:04] <tterrag> still, I see no
reason why that inference would fail
L1387[15:06:07] <shadekiller666> it later
says: "Could not execute build using Gradle installation
'C:\Users\Gerald\.gradle\wrapper\dists\gradle-2.7-bin\4s0fcuuppw3tjb1sxpzh16mne\gradle-2.7'."
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L1390[15:09:16] <masa> williewillus: what
kind of particles do you need to see from that far? :o
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L1392[15:09:52] <williewillus> Botania's
Mana beacons spawns particles at y=256, they're supposed to be
visible from basically anywhere within 5-8 chunks of the block
:p
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L1404[15:25:06] <Pennyw95> can you tell
me what the last Float inside renderTileEntityAt is? I remember
it's needed for animation
L1405[15:25:16] <tterrag> Pennyw95:
partialTick
L1406[15:25:42] <Pennyw95> the ones
skipped?
L1407[15:25:46] <tterrag> no
L1408[15:25:54] <tterrag> it's the
partial tick time...how far into the current tick you are
L1409[15:26:14] <Pennyw95> oh...like
milliticks or centi or whatever?
L1410[15:26:17] <diesieben07> it's for
smooth animations
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L1412[15:26:41] <diesieben07> if you have
an animation you do: prevTickValue + (currTickValue -
prevTickValue) * partialTicks
L1413[15:27:02] <diesieben07> and you
will get smooth animations no matter the framerate even though the
value only updates every tick (=at 20fps)
L1414[15:27:08] <Pennyw95> suppose I have
a quad on the XZ plane that renders a fluid, and I want the level
to rise smoothly
L1415[15:28:10] <Pennyw95> I should add
.translate(.0F, height + .1F, .0F)?
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L1417[15:28:28] <Pennyw95> I mean,
height++. stupid mistake
L1418[15:30:45] <diesieben07> you shoud
not be modifying height in the renderer
L1419[15:31:15] <Ivorius> Also code does
not execute in real time
L1420[15:31:29] <Ivorius> Also
diesieben07 already gave a perfect example of a slowly rising
fluid
L1421[15:32:25] <Pennyw95> My TE's tank
has 16 buckets capacity, and it has final ints that give the min
and max height for the fluid to have. Instead of having the fluid
jump to the next level when the amount increases, I'd like to have
it rise, so iterate through the previous height and the new one
given
L1422[15:32:47] <Pennyw95> @diesieben07
so your code provides the ticks existed?
L1423[15:32:54] <diesieben07> no, not
ticks existed
L1424[15:33:06] <Ivorius> Make a float in
your TE that denotes the visualHeight
L1425[15:33:11] <diesieben07>
prevTickValue is how the value (in your case the height) was last
tick
L1426[15:33:16] <Ivorius> Make it
approach the current true value in update()
L1427[15:33:19] <diesieben07>
currTickValue is how the value is the current tick
L1428[15:33:31] <Pennyw95> value of the
height?
L1429[15:33:48] <Pennyw95> what do you
mean by visualheight?
L1430[15:33:55] <Ivorius> And then lerp
from prev tick to cur tick values using partialTicks
L1431[15:35:00] <Pennyw95> I'm sorry but
I lost you
L1432[15:35:24] <Ivorius> I don't really
have a simple example
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L1434[15:35:45] <Pennyw95> prevTickValue
+ (currTickValue - prevTickValue) * partialTicks
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L1436[15:35:55] <Pennyw95> what do you
mean with "tickValue"
L1437[15:36:11] <Ivorius> 'the height at
which the water at that tick'
L1438[15:36:16] <Ivorius> *is at
L1439[15:36:23] <Pennyw95> ok
L1440[15:36:28] <diesieben07> and
prevTickValue would be the height it was at LAST tick
L1441[15:37:24] <Pennyw95> with prevTick
being the height at buckets 1/16 and currTick at 2/16?
L1442[15:37:39] <Pennyw95> and *
partialsticks does the slow rising?
L1443[15:37:48] <diesieben07> No no
L1444[15:37:56] <diesieben07> you should
not worry about partial ticks
L1445[15:38:06] <diesieben07> just modify
the height however you want it to be in TE.update
L1446[15:38:17] <diesieben07> if you want
it to rise at 1/16 per tick, add 1/16 every time update is
called
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L1448[15:38:48] <Pennyw95> well I'll
write a function to calc the height based on the fluidAmount...so I
can get both the new height and the old one by giving amount - 1 as
argument
L1449[15:39:17] <Ivorius> No
L1450[15:39:23] <Ivorius> Use a float
field.
L1451[15:39:56] <Ivorius> I have done
this like 1000 times before
L1452[15:39:56] <Pennyw95> why?
L1453[15:40:07] <Ivorius> 1) to be
consistent
L1454[15:40:13] <Ivorius> 2) to not have
magical values floating around
L1455[15:40:18] <Ivorius> 3) to be able
to sync the animation
L1456[15:40:24] <Ivorius> 4) to be able
to save the animation
L1457[15:41:19] <Pennyw95> well
L1458[15:41:46] <Pennyw95> I have to
calculate the height with some math like (MAX - MIN)/15
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L1460[15:41:59] <Pennyw95> and that would
be the constant to add for every bucket added
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L1462[15:42:30] <Ivorius> Oh yeah and 5)
to properly separate view and controller
L1463[15:42:40] <Pennyw95> what?
L1464[15:42:46] <diesieben07> what you
just said does NOT descirbe an animation
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L1466[15:42:51] <diesieben07> it just
says what the height should be
L1467[15:43:06] <diesieben07> if you want
an animation you need to have a target value
L1468[15:43:13] <diesieben07> and then
slowly approach the current value to that.
L1469[15:43:26] <diesieben07> by adding
or removing a certain amount each tick
L1470[15:43:34] <diesieben07> that amount
would determine the animatino speed
L1471[15:43:39] <Pennyw95> yes, that
would be the argument for .translate()...like MIN + (MAX - MIN)/15
* tank.getAmount
L1472[15:43:44] <diesieben07> NO
L1473[15:43:49] <diesieben07> translate
is in the rendering phase
L1474[15:43:53] <diesieben07> you do not
do animation there
L1475[15:44:06] <Pennyw95> ok
L1476[15:44:15] <Ivorius> Here's a small
piece of info
L1477[15:44:31] <Ivorius> The state of
the program should always be the same before and after
rendering
L1478[15:44:43] <Ivorius> As in, do not
change any value during rendering, ever
L1479[15:44:55] <Ivorius> (except
caches)
L1480[15:45:39] <Ivorius> You do the
animation in update by updating your water height
L1481[15:45:49] <Ivorius> And the render
method simply shows the current state
L1482[15:46:08] <Pennyw95> so my TE needs
to update the height variable every tick
L1483[15:46:21] <Ivorius> Yes
L1484[15:46:24] <Pennyw95> btw I meant to
use that method in the TE
L1485[15:46:43] <diesieben07> the
translate method?!
L1486[15:46:44] <Pennyw95> and that would
give me the 15 stages of the liquid level
L1487[15:46:58] <Pennyw95> nono the
method to get the height variable from the amount
L1488[15:47:05] <diesieben07> yes, that
method is alright
L1489[15:47:06] <Pennyw95> not translate
xD
L1490[15:47:11] <diesieben07> but that
alone does not give you animation
L1491[15:47:32] <diesieben07> like lets
say there are 3 buckets in the tank
L1492[15:47:37] <Pennyw95> well after
that variable is refreshed every tick itc an be used right?
although the animation would be roug
L1493[15:47:40] <diesieben07> that means
there is a liquid of height X
L1494[15:47:50] <diesieben07> then the
user puts in another bucket
L1495[15:48:01] <diesieben07> then the
hieght *immediatley* chagnes to X + that bucket
L1496[15:48:16] <diesieben07> but now you
need a 2nd variable which is the displayed height which then slowly
animates to that target value
L1497[15:48:16] <Pennyw95> yeah not
smooth
L1498[15:48:21] <diesieben07> yes, it
would be 20fps
L1499[15:48:24] <diesieben07> THAT is the
point of partial ticks
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L1501[15:48:28] <diesieben07> to smooth
it out in the rendering.
L1502[15:48:40] <Ivorius> I think his
comment was one step back
L1503[15:48:44] <Pennyw95> I meant, if
player puts one bucket more and the height goes up the fluid level
just jumps
L1504[15:48:49] <Ivorius> About the
instant update :P
L1505[15:48:52] <diesieben07> ah
yes
L1506[15:49:13] <diesieben07> basically
do this: two fields one called "height" one called
"displayed height"
L1507[15:49:17] <diesieben07> change
"height" imemdiately
L1508[15:49:44] <diesieben07> then every
tick do: displayedHeight += ANIMATINO_SPEED * (height -
actualHeight)
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L1511[15:49:53] <diesieben07> where
animation speed is a constant that determines how fast you
animate
L1512[15:50:04] <Pennyw95> I assume
default is 1.0?
L1513[15:50:19] <Pennyw95> well doesn't
matter I get it
L1514[15:50:20] <diesieben07> actually no
that is wrong
L1515[15:50:35] <diesieben07>
displayedHeight += ANIMATINO_SPEED * Math.signum(height -
actualHeight)
L1516[15:50:40]
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L1518[15:51:07] <diesieben07> and then a
3rd field called displayedHeightPrev which you set to the value of
displayedHeight before modifying it so it represents the last tick
value
L1519[15:51:55] <SatanicSanta> Does
CraftingManager#getInstance()#getRecipeList() actually get all of
the recipes in the game, or is there a better way to do that? It
looks like I'm not getting every recipe, as most of the vanilla
recpies are not in there.
L1520[15:52:00] <SatanicSanta> i.e.,
vanilla pickaxes
L1521[15:52:40] <diesieben07> yes it
does
L1522[15:52:45] <diesieben07> and those
should be in there
L1523[15:52:49] <Pennyw95> so, I set the
height variable same as the MIN_HEIGHT constant, then wrote
this
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L1525[15:53:24] <Pennyw95> calcHeight() {
MIN_TANK_HEIGHT + (MAX_TANK_HEIGHT - MIN_TANK_HEIGHT) / 15 *
tank.getFluidAmount }
L1526[15:53:32] <SatanicSanta>
diesieben07: Are they not ShapedRecipes then? I check if the recipe
is instanceof ShapedRecipes before I do anything, including
printing the output item
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L1528[15:54:09] <diesieben07> yes they
are turned into ShapedOreRecipe because Oredict
L1529[15:54:16] <Pennyw95> then I create
the variable displayedHeight and initialize that tothe MIN constant
too
L1530[15:54:21] <SatanicSanta> Ah, that
makes sense.
L1531[15:54:50] <Ivorius> Pennyw95: That
still doesn't animate...
L1532[15:55:29] <Pennyw95> yes I'm doing
one step at the time
L1533[15:55:44] <Pennyw95> the I make
another constant, ANIMATION_SPEED
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L1536[15:56:47] <Pennyw95> will 1.0F be
ok?
L1537[15:58:36] <Ivorius> Depends on how
you use it
L1538[15:58:36] <Pennyw95> and what is
actualHeight?
L1539[15:58:49] <Ivorius> dude, why does
this take so goddamn long
L1540[15:59:32] <Pennyw95> I've never
done this
L1542[16:00:06] <Ivorius> float
visualHeight; update() { visualHeight = ANIMATION_SPEED *
Math.signum(height - visualHeight) }
L1543[16:00:43] <Pennyw95> so I have 3
floats...height, displayedHeight, visualheight/actuaHeight
L1544[16:00:56] <williewillus> ugh
firefox updated on linux and the dpi scaling looks like shit
now
L1545[16:00:58] <Ivorius> render (tile,
x, y, z, partialTicks){ GL11.glTranslatef(0, tile.visualHeight, 0)
}
L1546[16:01:04] <Ivorius> No
actualHeight
L1547[16:01:20] <Ivorius> And if you want
a smooth animation
L1548[16:02:04] <Ivorius> render (tile,
x, y, z, partialTicks){ GL11.glTranslatef(0, tile.visualHeight +
ANIMATION_SPEED * Math.signum(height - visualHeight) *
partialTicks, 0) }
L1549[16:02:10] <Ivorius> That's
all
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L1551[16:02:19] <Pennyw95> you use
visualHeight in place of diesieben's actualHeight right?
L1552[16:02:31] <Ivorius> Yes, he just
mistyped I'm sure
L1553[16:02:34] <Ivorius> 1) have a
visualHeight field
L1554[16:02:41] <Ivorius> 2) change it in
update
L1555[16:02:44] <Ivorius> 3) use it in
render
L1556[16:02:51]
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L1558[16:03:07] <Ivorius> 4) interpolate
/ extrapolate value using partialTicks
L1559[16:03:47] <Pennyw95> so every tick
I update my height variable, which can have 15 values
L1560[16:04:03] <Ivorius> dude
L1561[16:04:08] <Ivorius> Where exactly
do I touch your height variable
L1562[16:04:32] <Pennyw95> I have to do
that before all your stuff
L1563[16:04:39] <Ivorius> No
L1564[16:04:46] <Ivorius> Your current
code remains unchanged otherwise
L1565[16:05:53] <Pennyw95> visualHeight =
ANIMATION_SPEED * Math.signum(height - visualHeight)
L1566[16:06:23] <williewillus> anyone
know a good QT based web browser on linux?
L1567[16:06:56] <Ivorius> visualHeight +=
ANIMATION_SPEED * Math.signum(height - visualHeight)
L1568[16:07:00] <Ivorius> Forgot the
+
L1569[16:07:39] <Pennyw95> ok
L1570[16:08:15] <Pennyw95> what about
displayedHeight?
L1571[16:08:32] <Pennyw95> no
difference?
L1572[16:08:53] <Ivorius> It's just
another name for visualHeight
L1573[16:09:05] <Pennyw95> ok
L1574[16:09:12] <Ivorius> You can call it
yourMom if that excites you
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L1580[16:17:15] <VapourDrive> how do you
call a recalculation of an area's lighting?
L1581[16:17:59] <shadowfacts> I have a
question about setting up a Forge dev workspace, in the readme it
says open up the eclipse folder in eclipse, however after running
the setupForge task, there is still no eclipse folder. Has this
changed, if so to what?
L1582[16:18:46] <diesieben07> point
eclipse to wherever and imprt the Forge and Clean projects from the
"projects" folder using File > IMport > General
> Existing Projects into workspac
L1583[16:20:04] <shadowfacts> ah, ok,
thanks
L1584[16:20:10] <shadowfacts> the readme
should probably be updated
L1585[16:20:31] <shadowfacts> also I take
it IDEA still doesn't work?
L1586[16:20:37] <williewillus> no
L1587[16:20:44] <williewillus> I tried
and the task is broken
L1588[16:20:48] <williewillus> vanila
code doesn't show
L1589[16:21:06] <shadowfacts> ah,
ok
L1590[16:23:06]
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L1592[16:27:25] <[NK]Ghost> sup
Shadow
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L1609[16:45:03] <Temportalist> What is
Tessellator.startDrawingQuads now?
L1610[16:46:36] <williewillus>
begin(GL11.GL_QUADS, <vertexformat>)
L1611[16:46:40] <williewillus> hold on I
have a guide
L1613[16:49:24] <Temportalist> What MCP
mappings map worldrenderer and vertexformats and such?
L1614[16:49:48] <williewillus> ? those
are their MCP names
L1615[16:49:51] <williewillus> in
1.8.8/9
L1616[16:50:00] <Temportalist>
snapshot_20160108 ?
L1617[16:50:09] <williewillus> yeah those
should have it
L1618[16:50:10] <Temportalist> Ya
L1619[16:50:23] <Temportalist> okay, do i
refresh with --refresh-deps? or must i re setup?
L1620[16:52:30] <williewillus> gradle
clean setupDecompWorkspace --refresh-dependencies
L1621[16:52:37] <Temportalist> thats what
i though
L1622[16:52:39]
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L1623[16:53:25] <gigaherz>
"--refresh-dependencies" is not strictly necessary but in
the off-chance there's something wrong, it never hurts
L1624[16:55:52] <williewillus> well
theres that one forge build that updates its mcp mappings
L1625[16:55:58] <williewillus> so for
some people that'll be necessarey
L1626[16:56:17] <gigaherz> yeah I do have
it in my setup.cmd
L1627[16:56:17] <gigaherz> ;P
L1628[16:56:29] <gigaherz> it calls
"gradlew setupDecompWorkspace
--refresh-dependencies"
L1629[16:57:35] <williewillus> doesn't
that redecompile mc every time?
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L1631[17:02:03] <gigaherz> nah
L1632[17:02:32] <gigaherz> refresh
dependencies only "forces" gradle to check the
dependencies even if they aren't directly required by the current
task
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L1638[17:07:43] <Temportalist> what do i
do for "tessellator.setBrightness(brightness)"
L1639[17:09:24]
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L1640[17:09:45] <williewillus> you need
to use a vertexformat with "LMAP" in it
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L1642[17:10:11] <Temportalist> and how to
add to a vertex?
L1643[17:11:00] <williewillus> you need
to unpack your brightness back into two separate numbers, see the
last few lines of
net.minecraft.client.particle.Barrier#renderParticle
L1644[17:11:09] <williewillus>
specifically how "j" and "k" are computed
L1645[17:11:25] <williewillus>
"i" is the old brightness you passed into
setBrightness
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L1648[17:14:49] <Temportalist> once i
have those, how do i set it in the vertex
L1649[17:14:56] <Temportalist> there is
only a putBrightness4 method
L1650[17:15:07] <Temportalist>
lightmap?
L1651[17:15:20] <williewillus> yes
lightmap()
L1652[17:15:30] <williewillus> remember
to call them in order of the name of your vertexformat
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L1658[17:20:43] <williewillus> yup, but
idk what a TessRenderer is :p
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L1661[17:21:21] <Temportalist> Just a
wrapping method, dont worry about that part :P
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L1667[17:44:52] <williewillus> !gm
isOpaqueCube 1.7.10
L1668[17:45:04] <williewillus> !gm
func_149662_c 1.8.9
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L1674[17:48:59] <williewillus> is there a
builtin "empty" model?
L1675[17:49:14] <williewillus> making a
camoflage block and would like to support all render layers
L1676[17:49:36] <williewillus> so the
smartmodel needs to return something for layers that it doesn't
consider
L1677[17:49:51] <gigaherz> new
IBakedModel() {} ?
L1678[17:49:51] <gigaherz> XD
L1679[17:50:06] <gigaherz> there may be
something but why bother ;P
L1680[17:50:23] <williewillus> good
idea
L1681[17:50:37] <gigaherz> (ofc you can't
have it empty likethat, but just doing the minimal work should
do)
L1682[17:50:55] <gigaherz> or make that
the ISmartmodel implementation
L1683[17:50:59] <gigaherz> and just
return this for empty ones
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L1686[17:55:43] <williewillus> huh what
is that particle texture
L1687[17:55:50] <williewillus> i return
null for getParticleTexture in my smartmodel
L1688[17:56:00] <williewillus> and the
break particle is this weird glass looking white transparent
thing
L1689[17:56:52] <gigaherz> the one used
while breaking
L1690[17:58:22] <williewillus> ?
L1691[17:58:49] <williewillus> its what i
return from the outermost model registered right?
L1692[17:58:52] <williewillus> so thatd
be null
L1693[17:59:03] <gigaherz> I have no
idea
L1694[18:00:13] <williewillus> hm grass
render blank in my camo block for some reason
L1695[18:00:48] <williewillus> ah nvm had
some layers set wrong
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L1703[18:09:12] <williewillus> if i need
a texture from the atlas what kind of path do I give?
L1704[18:09:15] <williewillus> do I
assume textures/?
L1705[18:10:24] <gigaherz> I think
so
L1706[18:11:07] <williewillus> yup it
is
L1707[18:14:33] <gigaherz> I'm having an
annoying day
L1708[18:14:40] <gigaherz> want to code
stuff, but don't feel like it
L1709[18:20:00]
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L1710[18:20:28] <mikebald> I concur to
the first part; but I have a deadline so that's a good motivator
=)
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L1713[18:25:06] <killjoy> Has anyone
gotten to get the game bar to work in minecraft?
L1714[18:29:52]
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L1715[18:30:43] <LexManos> ?
L1716[18:31:34] <Temportalist> If killjoy
is taking about what I think he is, the health bar on survival is
pink.
L1717[18:31:44] <LexManos> ?
L1718[18:31:45] <Temportalist> Like, a
rect of pink
L1719[18:31:55] <Temportalist> But I
could be wrong
L1720[18:31:55] <killjoy> I mean the
windows 10 feature
L1721[18:32:05] <Temportalist> Oh, then
no clue
L1722[18:32:06] <LexManos> if its a bug
you need to let me know...
L1723[18:32:12] <LexManos> what the hell
you talking about?
L1724[18:32:24] <killjoy> It probably
only captures directx video
L1725[18:32:43] <diesieben07> i assume
the xbox / windows live / whatever the crap integration in the win
10 edition
L1726[18:32:54] <LexManos> ya it pops up
dont know what it does
L1727[18:33:07] <killjoy> It's for
screenshots, video capture, etc
L1728[18:33:22] <killjoy> as well as
quick access to the xbox app
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L1730[18:34:39] <diesieben07> lex, while
you are here, i wrote some stupified installation instructions,
should we maybe put that as a sticky on the forums somewhere?
http://pastebin.com/tbUKfF5T
L1731[18:35:05] <diesieben07> because
honestly it is not explained anywhere except for what is in the EAQ
and thats just troubleshooting
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L1733[18:35:32] <solidDoWant1> This is
probably the wrong place to ask this, but what's the best chunk
loader from a purely performance perspective?
L1734[18:35:53] <LexManos> you're in
charge of the stickies
L1735[18:35:55] <LexManos> i dont touch
the forums
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L1737[18:36:05] <diesieben07> i am
talking about like the news section
L1738[18:36:08] <diesieben07> i cant
touch that
L1739[18:36:15] <LexManos> oh, no
L1740[18:36:24] <LexManos> we dont do
news because we dont have a landing page
L1741[18:36:44] <diesieben07> there is a
section titled "news" with giant red text in it
L1742[18:36:47] <diesieben07> most of it
is outdated.
L1743[18:37:02] <diesieben07>
solidDoWant1, the "keep this chunk loaded" mechanic is
done by forge so there really is not much of a difference as far as
the chunk loading itself goes.
L1744[18:37:56] <gigaherz> it isn't even
something that can have a "performance" is it?
L1745[18:38:02] <gigaherz> just a list of
chunks that shouldn't become unloaded?
L1746[18:38:12] <diesieben07> yeah
L1747[18:38:16] <solidDoWant1> alright,
thanks!
L1748[18:38:35] <gigaherz> so it's not
like you can say "this chunkloader causes lag", it's not
the loader, it's the chunks, they'd cause as much lag if a player
was there AFKing
L1749[18:38:49] <gigaherz> (well a bit
more, since the player would cause network traffic)
L1750[18:39:05] <LexManos> well if
somehting is outdated then link me and let me know
L1751[18:39:18] <diesieben07> wow
actually i CAN edit that. i did not know that.
L1752[18:39:59] <LexManos> what are you
talking about the red tips that are at the top of the screen when
you're not logged in?
L1754[18:41:10] <gigaherz> those looks
like independent animations to me
L1755[18:41:27] <gigaherz> it cycles
through them fading one out and then the next in
L1756[18:42:39] <LexManos> ya thats the
tip scroll bar thing
L1757[18:42:46] <LexManos> you have to
edit it throught he admin panel
L1758[18:42:59] <gigaherz>
"independent" was the wrong word there
L1759[18:43:00] <diesieben07> yeah i did
find it. me is derp.
L1760[18:43:00] <gigaherz> ;P
L1761[18:43:12] <gigaherz> cyclic?
L1762[18:43:15] <gigaherz>
whatever.
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L1764[18:48:29] <gigaherz> hmmm I
wonder
L1765[18:48:44] <gigaherz> if I want to
make an entity that can spawn randomly around the world, but isn't
specifically "living"
L1766[18:48:47] <diesieben07> btw
gigaherz wtf or who the fuck are you talking to? :D
L1767[18:49:08] <gigaherz> 5 minutes ago,
I was replying to your link
L1768[18:49:23] <diesieben07> there is no
animatin there.
L1769[18:49:29] <diesieben07> its an
image of the forum header
L1770[18:49:39] <gigaherz> yeah that
header is animated for me
L1771[18:49:43] <gigaherz> when I open
the forums
L1772[18:49:43] <gigaherz> XD
L1773[18:50:11] <diesieben07> wat
L1774[18:50:15] <diesieben07>
animated?
L1775[18:50:34] <diesieben07> oh
L1776[18:50:35] <diesieben07> OHH
L1777[18:50:38] <diesieben07> yes i
remember that
L1778[18:50:52] <diesieben07> the JS on
the forums is broken for me for some reason i cannot usethe buttons
in the editor either
L1779[18:50:58] <gigaherz> lol
L1780[18:51:41] <diesieben07> the weird
thing is it happens cross browser
L1781[18:51:55] <gigaherz> your ISP
messing your javascript?
L1782[18:52:03] <gigaherz> or something
in your HOSTS file?
L1783[18:52:08] <diesieben07> well, it's
not ALL js on the site
L1784[18:52:15] <diesieben07> i can close
and open hidden tags just fine for example
L1785[18:52:15] <gigaherz> overlay
paranoid firewall?
L1786[18:52:41] <diesieben07> i don't
have a real firewall :D
L1787[18:52:43] <diesieben07> just the
windows crap
L1788[18:53:32] <gigaherz> [01:48]
(gigaherz): if I want to make an entity that can spawn randomly
around the world, but isn't specifically "living"
L1789[18:53:39] <gigaherz> think I should
abuse the entityLiving stuff? ;P
L1790[18:54:05] <diesieben07> no idea
:D
L1791[18:54:25] <gigaherz> I noticed that
the spawn system assumes EntityLiving
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L1793[18:56:39] <gigaherz> hmmm maybe I
should make them actually "living" and extend
EntityAmbientCreature
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L1799[19:18:13] <williewillus> hmm if I
wanted to make my special flower model loader take any render layer
I wonder how to do that
L1800[19:18:48] <williewillus> wait
that's easy just require addons to register and return empty model
otherwise
L1801[19:18:54] <williewillus> woohoo
translucent flower models incoming
L1802[19:20:43] <gigaherz> :)
L1804[19:23:46] <VikeStep> keep in mind,
for java 9 though
L1806[19:24:28] <diesieben07> haha and
they are still using freakin frames
L1807[19:25:04] <williewillus> what even
is in j9
L1808[19:25:12] <diesieben07> module
system
L1809[19:25:28] <diesieben07> you can say
"this class is private to my module" and people cannot
use it
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L1811[19:26:13] <williewillus> how is
that implemented new access modifiers? no more jars?
L1812[19:26:16] <VikeStep> I think java
is getting a shell too
L1813[19:26:44] <diesieben07> no more
jars
L1814[19:26:50] <diesieben07> has nothing
to do with access modifies though afaik
L1815[19:27:01] <diesieben07> yeah no
more sun.* classes for you :D
L1816[19:27:20] <williewillus> there's
probably ways to get around that though right
L1817[19:27:22] <williewillus> or
nah
L1818[19:27:33] <diesieben07> command
line args
L1819[19:27:37] <williewillus> YOU CANNOT
TAKE OUR SUN MISC UNSAFE
L1820[19:27:38] <diesieben07> not with
code
L1821[19:27:43] <diesieben07> yes they
can
L1822[19:27:48] <williewillus> :p
L1823[19:27:51] <diesieben07> actually
though, sun misc unsafe is not leaving
L1824[19:27:55] <williewillus> it's
needed
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L1826[19:28:01] <diesieben07> they are
gradualy migrating it to actual APIs
L1827[19:28:07] <williewillus> NIO runs
on SMU :p
L1828[19:28:08] <diesieben07> such as
VarHandles which come in java 10
L1829[19:28:11] <williewillus>
varhandles?
L1831[19:28:15] <diesieben07> yes
L1832[19:28:18] <williewillus>
methodhandles for fields?
L1833[19:28:21] <diesieben07>
basically
L1834[19:28:29] <diesieben07> you can do
all kinds of access modes with it
L1835[19:28:37] <VikeStep> Would be
useful to teach Java, its how I taught some people python
L1836[19:28:37] <diesieben07> like
"this is a volatile write"
L1837[19:28:47] <diesieben07> or "do
a CompareAndSwap on this field"
L1838[19:28:56] <williewillus> java is so
verbose though a repl is kinda useless :p
L1839[19:28:57] <diesieben07> they can
also point to array entries
L1840[19:29:05] <williewillus> that
sounds cool
L1841[19:29:12] <diesieben07> yeah
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L1843[19:37:26] <shadekiller666>
wtf...
L1844[19:37:59] <shadekiller666> love it
when i change something and it breaks something else in a
completely unrelated fashion...
L1845[19:38:13] <mikebald> fun times
=)
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L1850[19:51:21] <shadekiller666> i'm so
confused
L1851[19:51:58] <shadekiller666> i
changed something in the obj loader that processed uv data, and now
one of my test blocks has broken rotations... that were working
yesterday
L1852[19:52:14] <Temportalist>
shadekiller666: yaas
L1853[19:52:19] <Temportalist>
shadekiller666: thats the life
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L1859[20:10:15] <shadekiller666> the left
of each is SECONDARY=false
L1860[20:10:31] <unascribed> quick
question, is a mcmod.info neccessary for a jar which contains only
a coremod and not a mod?
L1861[20:11:07] <williewillus> shit
firefox is so slow after this update
L1862[20:11:10] <unascribed> and yes, I
know coremods are evil, this is to apply compatibility patches to
another mod to avoid redistributing their assets
L1863[20:11:11] <williewillus> might
downgrade
L1864[20:11:20] <unascribed> not to hack
the mc/forge internals
L1865[20:12:09] <killjoy> Is there a way
to get keybind.isPressed() without consuming it?
L1866[20:12:27] <diesieben07>
isKeyDown
L1867[20:12:34] <killjoy> that's not the
same.
L1868[20:13:05] <diesieben07> well, of
course not
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L1870[20:13:09] <diesieben07> you didn't
wnat it consumed...
L1871[20:13:35] <gigaherz> reflect
this.pressTime
L1872[20:13:42] <gigaherz> eh I mean
keypress.pressTime
L1873[20:13:43] <gigaherz> ;P
L1874[20:13:48] <gigaherz> if it's >
0
L1875[20:13:49] <gigaherz> it's
true
L1876[20:13:51] <diesieben07> dont see
why you would need that
L1877[20:13:59] <unascribed> ....does
anyone know the answer to my question?
L1878[20:14:07] <unascribed> sorry if I'm
seeming pushy
L1879[20:14:14] <diesieben07> an
mcmod.info is NEVER necessary. :D
L1880[20:14:20] <killjoy> I think I found
a way
L1881[20:14:24] <gigaherz> well he wanted
isPressed without consuming ;P
L1882[20:14:33] <killjoy> I'll just call
onTick to "reset" it
L1883[20:17:11] <PrinceCat> So, I've
started work on my Overseer mod again - the one where you can
monitor and interact with inventories and entities through a web
interface... Has anyone got some suggestions on the best way to
validate and authenticate changes? I was thinking saving a local
and a remote json file and then having it sent to the game to also
check against the inventory to see if changes were made before
making an action to prevent
L1884[20:17:11] <PrinceCat> duplication
of items.
L1885[20:17:46] <PrinceCat> Unless anyone
could think of a better option.
L1886[20:17:52] <unascribed>
....what?
L1887[20:18:08] <diesieben07> how i would
do it: basically do compareAndSwap operations
L1888[20:18:10] <unascribed> are you just
letting the web interface add and remove items?
L1889[20:18:18] <diesieben07> client says
"hey i want to exchange X with Y in slot Z"
L1890[20:18:22] <unascribed> i.e. send
arbitrary stacks
L1891[20:18:23] <diesieben07> server only
does that if X is still there
L1892[20:18:28] <unascribed> basically
what diesieben07 is saying, yeah
L1893[20:18:35] <PrinceCat> Essentially,
yeah... moving items between inventories on the same network.
L1894[20:18:36] <unascribed> act like the
actual inventory system, manage it all server-side
L1895[20:18:43] <unascribed> client
doesn't ever touch the stacks
L1896[20:18:59] <unascribed> other than
receiving them for display purposes of course
L1897[20:19:01] <PrinceCat> Yeah, I'm
just trying to avoid duplication bugs.
L1898[20:19:11] <unascribed> if you
manage it all server-side there's no dupes inherently
L1899[20:19:11] <diesieben07> that would
be the case with my approach
L1900[20:19:12] <gigaherz> that's exactly
why you do it on the server
L1901[20:19:20] <diesieben07> client says
"i wanna do this"
L1902[20:19:28] <diesieben07> and server
can respond "nope someone was faster"
L1903[20:19:47] <PrinceCat> Oh okay, yeah
that makes sense!
L1904[20:20:09] <PrinceCat> Sending
information between the web server and the Minecraft server is done
via json files at the moment.
L1905[20:20:16] <PrinceCat> So everything
is serialized and then sent for processing.
L1906[20:20:25] <unascribed> json's
probably a good way to go about it
L1907[20:20:29] <unascribed> but send
what you want to do in the json
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L1909[20:20:34] <unascribed> not the
changes you made
L1910[20:21:06] <unascribed> so rather
than saying "set slot 3 to air and put 3 cobblestone in the
cursor" say "click on slot 3"
L1912[20:21:20] <PrinceCat> That's
essentially what an inventory sends to the server.
L1913[20:21:33] <unascribed> um
L1914[20:21:35] <unascribed> no
L1915[20:21:39] <unascribed> that should
be server->client
L1916[20:21:43] <unascribed> client does
not decide what happens
L1917[20:21:49] <unascribed> client asks
the server nicely to simulate a behavior
L1918[20:21:52] <gigaherz> with the
exception of creative mode ;P
L1919[20:21:55] <unascribed> shhh
L1920[20:22:01] <gigaherz> but you
shouldn't copy from that
L1921[20:22:02] <PrinceCat> The inventory
sends to the web server*
L1922[20:22:09] <diesieben07> vanilla
creative mode is awful :D
L1923[20:22:09] <PrinceCat> Not the
Minecraft server.
L1924[20:22:20] <unascribed> web server
should be a dumb proxy to the minecraft server
L1925[20:22:28] <diesieben07> the web
server cannot be trusted either
L1926[20:22:30] <unascribed> if you try
to mirror the inventories between the two you're going to have a
bad time
L1927[20:22:32] <killjoy> got my cooldown
implemented now
L1928[20:22:35] <diesieben07> because you
cannot know that is YOUR SERVER connecting
L1929[20:22:38] <diesieben07> could be
someone else
L1930[20:22:43] <PrinceCat> That's what
I'm trying to solve diesieben07.
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L1932[20:23:02] <PrinceCat> I'm thinking
of like, a UUID + salt authentication?
L1933[20:23:02] <unascribed> I suggest
you go read how the vanilla client->server inventory protocol
works
L1934[20:23:02] <diesieben07> do what
unascribed is saying. the web server is just a dumb proxy that
forwards json files
L1935[20:23:24] <unascribed> as with a
lot of vanilla stuff, it's not perfect
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L1937[20:23:28] <unascribed> but it's
better than trusting the client
L1938[20:23:36] <GeoDoX> !!mappings
L1939[20:23:46] <GeoDoX> !mappings
L1940[20:23:46] <unascribed> use !, not
!!
L1941[20:23:48] <unascribed> there
L1942[20:23:52] <unascribed> not sure if
that's the right command
L1943[20:23:55] <GeoDoX> I don't see
anything
L1944[20:23:57] <gigaherz> nah it's
!latest
L1945[20:23:57] <gigaherz> ;P
L1946[20:23:58] <unascribed> but use only
one bang, regardless
L1947[20:23:59] <PrinceCat> Any
particular classes you can think of off the top of your head where
that protocol is?
L1948[20:24:01] <gigaherz> or more
accurately
L1949[20:24:03] <GeoDoX> !latest
L1950[20:24:09] <gigaherz> .. !latest
<version> <type>
L1951[20:24:10] <GeoDoX> thanks
gigz
L1952[20:24:19] <unascribed> PrinceCat,
reading the code will just be confusing, network code is hard to
follow
L1953[20:24:19] <gigaherz> so like
!latest 1.8.8 stable
L1954[20:24:28] <unascribed> I'd suggest
you go read the reverse-engineered docs on wiki.vg
L1955[20:24:28] <gigaherz> or !latest
1.8.9 snapshot
L1956[20:24:38] <PrinceCat> Cheers
unascribed.
L1957[20:24:43] <GeoDoX> cheers
guys
L1958[20:24:53]
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L1962[20:31:53] <killjoy> Which packet is
sent when a player gets an item?
L1963[20:32:06] <killjoy> the one that
tells the client to pick up that item
L1964[20:32:46] <unascribed> 0x0D Collect
Item
L1965[20:32:51] <unascribed> so
S13CollectItem, I think
L1966[20:33:21] <killjoy> thank you
L1967[20:34:41] <killjoy> What about when
/give is used? Same one?
L1968[20:34:50] <unascribed> give
generates an EntityItem
L1969[20:34:52] <unascribed> so yeah,
same one
L1970[20:35:10] <unascribed> keep in mind
all that packet does is play the animation
L1971[20:35:20] <unascribed> adding the
item to the inventory is done with standard inventory update
packets
L1972[20:35:35] <killjoy> THAT is the
packet I want to look at
L1973[20:35:50] <unascribed> what're you
trying to do?
L1974[20:35:55] <unascribed> set a ghost
item in the inventory?
L1976[20:36:19] <killjoy> I want to keep
track of new items that go into the inventory.
L1977[20:36:28] <williewillus> listen to
an event
L1978[20:36:34] <unascribed> so you're
reading them, not making them
L1979[20:36:38] <unascribed> yeah, look
for an item collect event
L1980[20:36:42] <killjoy> nope. Just
keeping track
L1981[20:36:59] <williewillus> actually
theres only entity item pickup events, not any general item added
to inv event
L1982[20:37:29] <unascribed> well,
listening for an inventory modify packet and figuring out something
useful from that would require some pretty iffy heuristics
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L1984[20:37:38] <unascribed> especially
for shift clicks
L1985[20:37:42] <unascribed> I tried it.
It's not worth it
L1986[20:38:10] <unascribed> what you
want is an event or hook in the relevant code, before it modifies
the inventory
L1987[20:38:21] <killjoy> looks like it's
S2FPacketSetSlot
L1988[20:38:29] <williewillus> ooh
there's no event for /title commands yet
L1989[20:38:31] <williewillus> I hate
those
L1990[20:38:36] <williewillus> need an
event to cancel them
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L1992[20:38:51] <unascribed>
...what?
L1993[20:38:53] <unascribed> why?
L1994[20:39:16] <williewillus> every
vanilla minigame server on 1.8+ spams those like crazy
L1995[20:39:21] <unascribed> ah
L1996[20:39:25] <unascribed> I just had a
silly idea
L1997[20:39:30] <williewillus> especially
when they suck for the purpose
L1998[20:39:38] <unascribed> a monthly
paid service for a Minecraft proxy that strips title packets
L1999[20:39:57] <williewillus> like some
ctf servers announce changes in possession of the flag using
titles, like wtf
L2000[20:40:05] <unascribed> you could do
it by sacrificing your sou- er, account, to chthulu and letting the
server have your access token
L2001[20:40:05] <williewillus> I'm trying
to shoot people and boom big fat title in my face
L2002[20:40:14] <unascribed> yeah
L2003[20:40:21] <unascribed> I knew as
soon as that feature was announced it'd be abused
L2004[20:40:38] <unascribed> how's your
Botania 1.8 port going, anyway>
L2005[20:40:41] <unascribed>
s/>/?/
L2006[20:41:10] <williewillus> nearly
complete
L2007[20:41:19] <williewillus> I'd say
85% stable
L2008[20:41:22] <unascribed> huh
L2009[20:41:38] <unascribed> maybe it'll
become proof to some of the stubborn losers that porting to 1.8
isn't as bad as it seems
L2010[20:41:40] <williewillus> vaz just
released his final 1.7 build today so it won't be long
L2011[20:41:46] <unascribed> oo
L2012[20:41:48] <williewillus> hah yeah
Botania is basically a case study in 1.8
L2013[20:41:57] <unascribed> botania is
pretty damn complicated
L2014[20:42:01] <unascribed> and no weird
render hook libraries
L2015[20:42:03] <unascribed> so
L2016[20:42:21] <williewillus> custom
model loaders, custom meshers, custom statemappers, mashing models
together at runtime, etc.
L2017[20:42:45] <unascribed> yeah, but
it's all with the model system
L2018[20:42:45] <williewillus> the only
big thing that just isn't possible yet is the lexica botania's
fancy first person model, but that'll be in after fry finishes his
animation system
L2019[20:42:46] <unascribed> as
intended
L2020[20:42:55]
⇨ Joins: DRedhorse
(~dredhorse@p4FC65B30.dip0.t-ipconnect.de)
L2021[20:42:56] <unascribed> aww, that
was my favorite part of the lexica
L2022[20:43:18] <PrinceCat> It's been a
while since I've worked with 1.8 - do we have .obj model support
yet or is it still b3d?
L2023[20:43:39] <williewillus> we have
obj
L2024[20:43:48] <williewillus> since like
sept (?) not sure
L2025[20:44:05] <PrinceCat> Yeah, I've
been out of the game for like.. 5 months, haha.
L2026[20:44:09] <PrinceCat> I'm way
behind.
L2027[20:44:13] <williewillus> nearly
everything is possible now, the last missing piece is
animation
L2028[20:44:19] <williewillus> new
multipart api in progress too
L2029[20:44:21] <PrinceCat> That excites
me to hear.
L2030[20:44:32] <PrinceCat> Well, now
there's literally no excuse to port my mod to 1.8
L2031[20:44:38] <PrinceCat> not to*
L2032[20:44:52]
⇨ Joins: IceBlade
(~no@cpe-74-141-153-143.kya.res.rr.com)
L2033[20:45:33] <unascribed> hopefully
we'll start seeing the major mods on 1.8 soon
L2034[20:45:44] <GeoDoX> What event
should you register commands?
L2035[20:45:54] <gigaherz> unascribed: we
already are ;P
L2036[20:45:54] <unascribed>
ServerAboutToStart IIRC
L2037[20:46:02] <gigaherz> well xcept for
the tech mods
L2038[20:46:03] <gigaherz> ;P
L2039[20:46:10]
⇨ Joins: gudenau
(~gudenau@2602:306:cea3:f020:b1c7:2bce:1dfb:9a2e)
L2040[20:46:11] <unascribed> well I
basically only play tech mods
L2041[20:46:13] <unascribed> so...
L2042[20:46:17] <gigaherz> magic mods
don't seem to have as many issues
L2043[20:46:21] <gigaherz> Thaumcraft?
check
L2044[20:46:26] <gigaherz> Botania? in
progress
L2045[20:46:31] <gudenau> Ok, more noob.
How do I use a texture for my obj file that is not defined in the
material?
L2046[20:46:33] <unascribed> s/in
progress/pretty much/
L2047[20:46:36] <gigaherz> Tinker's
construct? in progress
L2048[20:46:43] <unascribed>
....TConstruct?
L2049[20:46:44] <primetoxinz> thaumcraft
not check, it's for 1.8 not 1.8.9
L2050[20:46:44] <unascribed> wow
L2051[20:47:08] <gigaherz> enderio? not
planned yes, buildcraft? not planned yet, thermal whatever? not
planned, ic2? not planned
L2052[20:47:16] <unascribed> we probably
won't see a 1.8.9 until Thaumcraft 6 :P
L2053[20:47:17] <gigaherz> primetoxinz:
they did say 1.8 ;P
L2054[20:47:23] <williewillus>
what?
L2055[20:47:29] <williewillus> there's a
1.8.8 in the thaumcraft beta dropbox
L2056[20:47:33] <williewillus> It's in my
test pack rn
L2057[20:47:34] <gigaherz> and 1.8 is
almost identical to 1.8.9
L2058[20:47:41] <gigaherz> so yeah
L2059[20:47:46] <gudenau> Just security
stuff. :-D
L2060[20:47:50] <gigaherz> see, there's
no reason to NOT do 1.8.9
L2061[20:47:51] <gigaherz> if you did
1.8
L2062[20:47:56] <unascribed> and the
completely new awesome tessellator
L2063[20:48:02] <unascribed> or was that
1.8
L2064[20:48:02] <gigaherz> I foresee
packs doing 1.8.9 directly
L2065[20:48:03] <gigaherz> ;P
L2066[20:48:12] <gigaherz> unascribed:
1.8.x which we got in 1.8.8
L2067[20:48:16] <primetoxinz> well, it
isn't publicly available :p
L2068[20:48:17] <gudenau> I jumped onto
the 1.8.9 bandwagon.
L2069[20:48:21] <unascribed> okay, so it
wasn't the original 1.8
L2070[20:48:21] <primetoxinz> for
1.8.9
L2071[20:48:24] <unascribed> that's what
I thought
L2072[20:48:32] <gigaherz> primetoxinz:
not *yet*
L2073[20:48:34] <gigaherz> but that's the
point
L2074[20:48:38] <gigaherz> 1.8+ mods ARE
happening
L2075[20:48:43] <gigaherz> it's the tech
mods that seem to stay behind
L2076[20:48:45] <gudenau> So, how do I
define a texture for an obj block in the blockstate file?
L2077[20:48:50] <gigaherz> but so far as
I remember
L2078[20:48:52] <gigaherz> it's not the
first time
L2079[20:49:00] <gudenau> gigaherz my
tech mod is starting on 1.8.9. :-D
L2080[20:49:10] <gigaherz> there was a
time when either bc or ic2 weren't available for the latest
version
L2081[20:49:15] <gigaherz> then one day,
they were again
L2082[20:49:25] <gigaherz> it will
happen, or they will get replaced.
L2083[20:49:30] <gigaherz> gudenau: me
too
L2086[20:50:00] <gudenau> Pfft, I am
still working on a base block. :-P
L2087[20:50:05] <gigaherz> I don't ahve
tech progression though
L2088[20:50:16] <gigaherz> mine is either
you can, or you can't
L2089[20:50:16] <gigaherz> ;P
L2090[20:50:17] <williewillus> gigaherz:
you mean cofh
L2091[20:50:23] <williewillus> every
other group has plans to update
L2092[20:50:27] <williewillus> cofh and
reika
L2093[20:50:30] <gigaherz> do they?
L2094[20:50:36] <williewillus> name
someone who doesn't :p
L2095[20:50:47] <gudenau> What is the hex
for brown?
L2096[20:50:48] <gigaherz> well I asked
tterrag, and he said no plans for enderio
L2097[20:50:49] <gigaherz> ;P
L2098[20:50:55] <williewillus> yeah
right
L2099[20:51:09] <gigaherz> something
along 0xA06020
L2100[20:51:09] <williewillus> gudenau:
EnumDyeColor.BROWN.getMapColor().colorValue
L2101[20:51:12] <gigaherz> ;P
L2103[20:51:31] <gudenau> Thanks foe
0xA06020.
L2104[20:51:33] <gigaherz> no idea the
exact shade of brown they used
L2105[20:51:35] <gudenau> for*
L2106[20:51:44] <gigaherz> so better look
it up
L2107[20:51:47] <gudenau> I just needed
it for an image I am making.
L2108[20:51:59] <gigaherz> heh
L2109[20:52:06] <unascribed> Material
Design is love
L2110[20:52:08] <unascribed> Material
Design is life
L2111[20:52:14] <gudenau> Material is
gross.
L2112[20:52:19] <unascribed> no
L2113[20:52:22] <gudenau> WAY to
simple.
L2114[20:52:26] <gudenau> Needs some
depth.
L2115[20:52:39] <gigaherz> no idea what
that is
L2116[20:52:45] <unascribed> I think
you're thinking of Metro/iOS
L2117[20:52:46] <gudenau> You know the
new Android look?
L2118[20:52:51] <gudenau> It is that
garbage.
L2119[20:52:59] <unascribed> Material
actually still has rounded corners and shadows
L2120[20:53:03] <gigaherz> wait
L2121[20:53:09] <gigaherz> the one on
android 6?
L2122[20:53:12] <unascribed> android
5
L2123[20:53:17] <gigaherz> ah
L2124[20:53:20] <gigaherz> the one I
hated then
L2125[20:53:23] <unascribed> and 6, but
still
L2126[20:53:24] <unascribed> :l
L2128[20:53:34] <gigaherz> it made
android look more like an aiphon than ever
L2129[20:53:37] <gigaherz> iphone*
L2130[20:53:38] <williewillus> the
original metro (WP7) is the best, not this shit they're coming out
with in W10M
L2131[20:53:42] <gigaherz> wtf was that,
muscle memory?
L2132[20:53:46] <gudenau> So, any help
with my OBJ problem?
L2133[20:53:48] <williewillus> material
is okay
L2134[20:53:52] <gigaherz> anyhow
L2135[20:53:54] <williewillus> what was
your problem?
L2136[20:53:55] <gigaherz> I dislike ALL
flat designs
L2137[20:53:56] <gigaherz> ;P
L2138[20:54:01] <gigaherz> gudenau: what
was your issue XD
L2139[20:54:02] <williewillus> boo
L2140[20:54:06] <unascribed>
¯\_(ツ)_/¯
L2141[20:54:07] <gudenau> I want to set
the texture for my block in the blockstate json.
L2142[20:54:13] <gigaherz> williewillus:
I own a Nokia Lumia 710
L2143[20:54:16] <gigaherz> WP7.5 is
ok
L2144[20:54:29] <gigaherz> but that ui
style is only acceptable for that sort of phone
L2145[20:54:35] <gigaherz> I wouldn't
like it on proper software
L2147[20:54:42] <williewillus> I have a
950, W10M is fast but so ugly
L2148[20:54:46]
⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
(Quit: Nii-san is watching you.)
L2149[20:54:48] <gudenau> I want my
shading back. -.-
L2150[20:54:59] <gigaherz> ?
L2151[20:55:02] <williewillus> declare
your texture in your MTL file
L2152[20:55:08] <williewillus> and then
set it in your blockstate json
L2153[20:55:19] <gudenau> williewillus I
want diffrent textures based on varients though.
L2154[20:55:31] <gigaherz> by default,
the obj loader will map the .obj material names to texture
channels
L2155[20:55:34] <williewillus> yeah, you
can do that
L2156[20:55:43] <gigaherz> so if you have
a material called "Default"
L2157[20:55:44] <gigaherz> you can
do
L2158[20:55:52] <gigaherz>
"Default": "teture:resource"
L2159[20:55:54] <gudenau> Windows Vista
looked great, then they Windows 8 happened. Same for IOS and
Android. :-/
L2160[20:55:55] <gigaherz> well
L2161[20:56:02] <gigaherz>
"textures": { "Default": ... }
L2162[20:56:03] <williewillus> aero is
ugly
L2163[20:56:10] <williewillus> it fits in
2007-8
L2164[20:56:11] <gigaherz> I liked
aero
L2165[20:56:16] <gudenau> Aero is
amazing.
L2166[20:56:21] <gigaherz> I liked the
squared aero in win8 betas
L2167[20:56:27] <gigaherz> and I'd love
to have it back
L2168[20:56:41] <williewillus> now I just
use a tiling wm so I don't even need window borders :p
L2169[20:56:43] <gigaherz> I'm not even
asking for the "shiny" layer
L2170[20:56:48] <gigaherz> that was
unnecessary
L2171[20:56:51] <williewillus> I have
mine on like 1px
L2172[20:56:55] <gigaherz> williewillus:
that's so 1980s ;P
L2173[20:57:05] <gudenau> Windows 1
anybody?
L2174[20:57:09] <gigaherz> tiled is what
windows 1 and Metro chose
L2175[20:57:10] <gigaherz> ;P
L2176[20:57:21] <williewillus> tiling
productive and fast :p
L2177[20:57:23] <gigaherz> or was it win2
that allowed two apps side by side?
L2178[20:57:27] <gigaherz> not for
me
L2179[20:57:40] <williewillus> I've
discovered how little I actually use floating windows
L2180[20:57:41] <gigaherz> my muscle
memory is based around switching apps with the mouse using a
taskbar
L2181[20:57:45] <williewillus> ew
mouse
L2182[20:57:47] <gigaherz> any other
paradigm is sub-optimal to me
L2183[20:57:48] <gudenau> Windows 3 had
the resizable ones.
L2184[20:57:58] <PrinceCat> Does anyone
know of any good up to date 1.8 modding guides? I just need to
brush up on how the 1.8 model and blockstate system works
again.
L2185[20:57:59] <gigaherz> ah so windows
3 === windows 8.1
L2186[20:58:00] <gudenau> Mine is based
off the keyboard.
L2187[20:58:03] <GeoDoX> Is there a way
to load a text file from your mod and use it's contents? Would it
need to be put in the resources directory or would it need to be in
a res directory in the project and accessed as
getResourceAsStream?
L2190[20:58:30] <williewillus> ew no that
place has nothing
L2191[20:58:35] <williewillus> and the
blokcstate examples are terrible
L2192[20:58:38] <unascribed> GeoDoX, IIRC
it's
Minecraft.getMinecraft().getResourceManager().getResource(resLoc).getInputStream()
L2193[20:58:41] <williewillus> I'm gonna
try to get my primer onto tere soon
L2194[20:58:43] <unascribed> split into
multiple lines to taste
L2195[20:58:44] <williewillus> but right
now it sucks
L2196[20:59:07] <GeoDoX> unascribed,
where does it load the file from?
L2197[20:59:18] <unascribed>
assets/modid/wherever/the/resloc/points/to
L2198[20:59:24] <unascribed> so, for
exaple
L2199[20:59:25] <GeoDoX> lol thanks
L2200[20:59:27] <unascribed>
example*
L2201[20:59:36] <gudenau> Wait, how do I
do the textures?
L2202[20:59:39] <unascribed> new
ResourceLocation("modid", "misc/foo.txt") ->
assets/modid/misc/foo.txt
L2203[20:59:44] <PrinceCat> Thanks
@williewillus. <3
L2205[21:00:11] <gigaherz> wait wrong
one
L2207[21:00:22] <williewillus> gudenau:
my botania MTL file is essentially "newmtl pylon map_Kd
botania:pylon" and then in your blockstate json you specify
"#pylon": "<texture>" in the textures
block
L2208[21:00:28] <williewillus> of your
variant like normal
L2209[21:00:42] <gigaherz> jsut instead
of "all"
L2210[21:00:44] <gudenau> So it is
"all" that I need for one model.
L2211[21:00:46] <gigaherz> yo uwant the
name of the material
L2212[21:00:51] <gigaherz> no
L2213[21:00:53] <gudenau> Do not have the
varients yet.
L2214[21:00:56] <gigaherz>
"all" is the name of the texture channel
L2215[21:01:06] <gigaherz> the name of
the MATERIAL as seen in the OBJ/MTL FILES
L2216[21:01:11] <gudenau> Oh.
L2217[21:01:14] <gudenau> I think I get
it.
L2218[21:01:21] <gigaherz> the
"usemtl" line in .obj
L2219[21:01:23] <williewillus> you call
them texture channels? haha
L2220[21:01:34] <williewillus> I've only
ever called them texture variables like the vanilla wiki does
L2221[21:01:40] <williewillus> was
confused for a moment
L2222[21:01:42] <gigaherz> I don't know
the official name
L2223[21:01:53] <gigaherz> so I use the
term I have seen in 3d modelling programs
L2224[21:02:02] <unascribed> what're the
"magic" numbers in @SortingIndex?
L2225[21:02:08] <gudenau> So, the texture
I set for that is what MTL it uses?
L2226[21:02:08] <unascribed> I know 1000
is the deobf point where you can use SRG names
L2227[21:02:11] <unascribed> but are
there any others?
L2228[21:02:21] <gigaherz> gudenau: open
the mtl file
L2229[21:02:43] <gigaherz> you'll see a
series of blocks with lines like "Kd" "Ka" and
stuff like that
L2230[21:02:44] <gudenau> newmtl
var
L2231[21:02:48] <gudenau> I am
sure.
L2232[21:02:57] <gigaherz> the newmtl
defines the name of the material
L2233[21:03:02] <gigaherz> the lines
following the properties of the material
L2234[21:03:06] <gudenau> Then I need a
few of those based off of the block props.
L2235[21:03:08] <gigaherz> I generally
get the mtl file looking like
L2237[21:03:30] <gigaherz> I just pair
each newmtl line with a map_Kd
L2238[21:03:34] <gudenau> Ok, I do get
it.
L2239[21:03:36] <gudenau> Thanks!
L2240[21:03:43] <gigaherz> but other data
is possible
L2241[21:03:54] <gigaherz> like Kd can be
used to change the "tint color" for the model
L2242[21:04:09] <gigaherz> default is
"Kd 1.0 1.0 1.0" which doesn't modify the color
L2243[21:04:16] <gudenau> I understand
the format to some extent gigaherz
L2244[21:04:24] <gigaherz> yeah
then
L2245[21:04:35] <gudenau> I just needed a
poke in the right dirrection
L2246[21:04:41] <gigaherz> all you need
to know is that the values that matter are newmtl and map_Kd
;P
L2247[21:04:48] <gigaherz> and you can
override those values in the blockstates
L2248[21:05:10] <gigaherz> but doing
"textures": { "materialName": "alternative
texture location" }
L2249[21:05:18] <gudenau> If the OBJ sets
a MTL to use, do I need to specify it in the JSON?
L2250[21:05:25] <gigaherz> no
L2251[21:05:30] <gudenau> Daww.
L2252[21:05:32] <GeoDoX> unascribed,
whats a resource domain?
L2253[21:05:40] <gigaherz> but if you
want something other than what the mtl says
L2254[21:05:41] <gudenau>
minecraft:
L2255[21:05:42] <gigaherz> you can
override
L2256[21:05:47] <unascribed> the 'modid'
part of assets/modid/blah/blah
L2257[21:05:51] <unascribed> it should
always be your modid
L2258[21:05:53] <gigaherz> GeoDoX: a
resource looks like
L2259[21:06:03] <gigaherz>
domain:location/of/resource
L2260[21:06:17] <gigaherz> the domain is
either "minecraft" or a modid in lowercase
L2261[21:06:32] <gigaherz> then there's
ModelResourceLocations
L2262[21:06:35] <gigaherz> which add a
third component
L2263[21:06:39] <gigaherz>
domain:location/of/resource#variantName
L2264[21:06:50] <GeoDoX> thanks :)
L2265[21:06:58] <gigaherz> the #variant
is used in the blockstates files to look up the exact values
L2266[21:07:14] <PrinceCat> Oh my god,
the Forge Blockstate handler is everything I've ever wanted in
life.
L2267[21:07:21] <williewillus> hehe
L2268[21:07:23] <gigaherz> XD
L2269[21:07:26] <gigaherz> thank fry for
it
L2270[21:07:37] <williewillus> or for
basically everything
L2271[21:07:39] <PrinceCat> That was
vanilla 1.8's biggest downfall for me.
L2272[21:07:40] <williewillus> except obj
loader
L2273[21:07:45] <GeoDoX> Event that
contains Minecraft?
L2274[21:07:48] <gudenau> Eww, is Gson
set to strict?
L2275[21:07:59] <gigaherz> probably
L2276[21:08:00] <gigaherz> it's
picky.
L2277[21:08:11] <GeoDoX> nvm :)
L2278[21:08:52] <gudenau> GG, got a
NPE
L2279[21:09:04] <gigaherz> where?
XD
L2280[21:09:21] <gudenau> In the OBJ
material.
L2281[21:09:25] <gudenau> I WILL DO
THIS
L2282[21:10:48] ***
Mumfrey is now known as mumfrey
L2284[21:12:40] <gigaherz> that loosk
like your polygon windings are broken?
L2285[21:12:52] <killjoy> !gf searchField
1.8
L2286[21:12:56] <gudenau> I thought the
UV was broken.
L2287[21:13:07] <gigaherz> ah is the
texture transparent?
L2288[21:13:18] <gudenau> Yes, where it
is not brown it is transparent.
L2289[21:13:23] <gigaherz> ah
L2290[21:13:35]
⇨ Joins: TechDweebGaming_
(~TechDweeb@2601:1c0:5100:35f6:3814:765b:2bfa:f607)
L2291[21:13:36] <gigaherz> so the block
in the world is rendered in the opaque pass
L2292[21:13:40] <gigaherz> and the
version in hand in cutout
L2293[21:13:42] <gudenau> Yep.
L2294[21:13:45] <gigaherz> that's why it'
black inthe world
L2295[21:13:49] <gigaherz> so yeah the
UVs are broken ;P
L2296[21:14:02] <williewillus> wait how
does renderpass relate to uv :p
L2297[21:14:07] <gigaherz> williewillus:
not UV
L2298[21:14:11] <gigaherz> it matters to
the blending
L2299[21:14:18] <williewillus> you just
said the uv is broken XD
L2300[21:14:19] <gigaherz> opaque has
both blending and alpha test disabled
L2301[21:14:26] <gigaherz> so the
transparent texture pixels render as black
L2302[21:14:34] <gigaherz> cutout has
only alpha test enabled
L2303[21:14:38] <gudenau> And the broken
UV is showing transparent pixels.
L2304[21:14:40] <gigaherz> so transparent
pixels are transparent
L2305[21:14:44] <gigaherz> translucent
ones are opaque
L2306[21:15:08] <gigaherz> wit hthe model
having wrong UVs, it's showing transparent pixels where they don't
belong
L2307[21:15:12] <williewillus> did you
flip-v?
L2308[21:15:24] <gudenau> No?
L2309[21:15:35]
⇦ Parts: TechDweebGaming_
(~TechDweeb@2601:1c0:5100:35f6:3814:765b:2bfa:f607)
())
L2310[21:15:39] <williewillus> in your
json under defaults, add "custom": { "flip-v":
true }
L2311[21:15:53]
⇨ Joins: TechDG
(~TechDweeb@2601:1c0:5100:35f6:3814:765b:2bfa:f607)
L2312[21:15:54] <williewillus> it might
work if your modeler exported the OBJ in directX mode
L2313[21:16:01] <TechDG> hey could
someone help me?
L2314[21:16:06] <williewillus> what
with?
L2315[21:16:10] <TechDG>
oredictionary
L2316[21:16:11] <gigaherz> don't ask to
ask, TechDG
L2317[21:16:13] <williewillus> just ask
your question and someone will
L2318[21:16:16] <williewillus> what's
wrong?
L2319[21:16:16] <gigaherz> explain your
issue
L2320[21:16:30] <gigaherz> we don't know
until you do explain
L2321[21:16:36] <gudenau> directx
mode?
L2322[21:16:38]
⇨ Joins: Tristaric
(~Tristaric@2605:6001:e00a:c100:1057:2250:139a:573)
L2323[21:16:38] <gudenau> What?
L2324[21:16:39] <GeoDoX> unascribed,
getting a java.io.FileNotFoundException:
notfiftyfifty:/wordlist/wordlist.txt? My file is located in
resources/notfiftyfifty/wordlist/wordlist.txt
L2325[21:16:44] <TechDG> ok so I probably
seem stupid, but I am trying to register a ingot to
orePlatinum
L2326[21:16:50] <williewillus> gudenau:
directx has v's flipped around compared to openGL
L2327[21:16:54] <gigaherz> gudenau:
DirectX textures start at the top, in opengl they start at the
bottom
L2328[21:16:55] <unascribed> it needs to
be in assets
L2329[21:16:58] <unascribed> not the base
directory
L2330[21:16:59] <gudenau> the
forwardslash is saying the root of the FS
L2331[21:17:00]
⇦ Parts: Tristaric
(~Tristaric@2605:6001:e00a:c100:1057:2250:139a:573) (I have left.
Either for sleep, or because I want less programs open, or you've
weirded me out.))
L2332[21:17:02] <unascribed> so
L2333[21:17:02] <PrinceCat> So, does this
mean all that registering with getItemModelMesher is obsolete
now?
L2334[21:17:02] <TechDG> how would I go
around doing that?
L2335[21:17:03] <williewillus> i thought
it was the other way around giga :p
L2336[21:17:10] <unascribed>
resources/assets/notfiftyfifty/wordlist/wordlist.txt
L2337[21:17:18] <williewillus> PrinceCat:
idk who taught that, but it's always been setCustomMRL
L2338[21:17:23] <williewillus> as the
primary way
L2339[21:17:28] <PrinceCat>
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(ModBlocks.rune_altar),
rune.getMetadata(), new ModelResourceLocation(Reference.MOD_ID +
":altar", "inventory"));
L2340[21:17:31] <PrinceCat> From an old
project ^
L2341[21:17:41] <TechDG> oh btw im in
1.7.10
L2342[21:17:45] <williewillus> yeah idk,
I think it used to not matter
L2343[21:17:46] <TechDG> if it changed in
1.8
L2344[21:17:46] <gigaherz> williewillus:
nah setCustomMRL was added some months after 1.8 modding was a
"thing"
L2345[21:17:52] <williewillus> ah
L2346[21:18:02] <gigaherz> sometime
between january and august
L2347[21:18:03] <gigaherz> ;P
L2348[21:18:11] <williewillus> when I
started porting the forge blockstates wasn't a thing
L2349[21:18:13] <GeoDoX> also Mod
notfiftyfifty is missing the required element 'name'. Substituting
notfiftyfifty?
L2350[21:18:15] <williewillus> sporting
PE that is
L2351[21:18:15] <TechDG> so how would I
go about adding my ingot to the oredictionary
L2352[21:18:20] <gudenau> Cool, the
mapping works now.
L2353[21:18:23] <gudenau> Thanks a
ton1
L2354[21:18:29] <williewillus> TechDG:
OreDictionary.registerOre(<string>, ItemStack)
L2355[21:18:38] <williewillus> where the
string is your oredict name
L2356[21:18:41] <williewillus> ingotIron,
etc.
L2358[21:19:19] <TechDG> I had found that
but it said it was for 1.6.4 so
L2359[21:19:22] <TechDG> ok willie trying
yours now
L2360[21:19:27] <gigaherz> it's the same
;P
L2361[21:19:29] <gigaherz> (mostly)
L2362[21:19:56] <gigaherz> some package
names may have changed but in the way you use things, it hasn't
changed THAT much between like, 1.4.7 and 1.7.10
L2363[21:20:08] <gigaherz> generally
speaking, not specifically ore dictionary
L2364[21:20:29] <gigaherz> either 1.5 or
1.6 added the resourcepack system with the fancy
ResourceLocations
L2366[21:20:45] <williewillus> the od
hasn't changed basically since it was written lol
L2367[21:20:54] <gigaherz> heh
L2368[21:21:01] <unascribed> that's a
good thing really
L2369[21:21:08] <williewillus> which was
beta 1.8
L2370[21:21:18] <unascribed> means it was
designed well and fulfills it's purpose
L2371[21:21:24] <gudenau> Now if only
EntityItems liked the block...
L2372[21:21:37] <gigaherz> more like it
does the job well enoguh so that no one has a need to make a new
one
L2373[21:21:49] <gudenau> But it seems
like there escape code interferes with coliding with a block.
L2374[21:21:51] <gudenau> BLEH
L2375[21:22:03] <unascribed> eh, most of
the issues with the oredictionary are caused by people using it
wrong
L2376[21:22:07] <gudenau> I wonder if I
could fix that.
L2377[21:22:08] <unascribed> no real
fault of the ore dictionary itself
L2378[21:22:12] <gigaherz> oh sure
L2379[21:22:30] <TechDG> so I would have
a new class with a public static void method that gets called
during init then I would run that register ore inside?
L2380[21:22:41] <unascribed>
...static?
L2381[21:22:43] <unascribed> what?
L2382[21:23:05] <gigaherz> TechDG: making
random classes with static methods that register stuff is just
someone's idea of organization
L2383[21:23:10] <gigaherz> it's not
"needed" for creating mods
L2384[21:23:16] <TechDG> ok
L2385[21:23:16] <gudenau> I think
pushOutOfBlocks is what is doing it, lets see...
L2386[21:23:17] <unascribed> I guess it
could be static, but the stage events are called in the context of
your mod object
L2387[21:23:29] <unascribed> either way,
items/od names/etc should be registered in pre-init
L2388[21:23:34] <gigaherz> unascribed: I
assume he means like ModOres.register(); type method that some
people create
L2389[21:23:38] <TechDG> oh ok
L2390[21:23:43] <gigaherz> but yeah
L2391[21:23:50] <gigaherz> the general
rule is that
L2392[21:23:59] <gigaherz> you register
items and blocks in preInit
L2393[21:24:05] <gigaherz> recipes in
init
L2394[21:24:16] <gigaherz> and you only
use postInit for any cross-mod initialization that can't be done
earlier
L2395[21:24:23] <gudenau> Oh, I think I
might have found a dirty hack to fix this.
L2396[21:24:32] <unascribed> any random
suggestions for a mod logo?
L2397[21:24:32] <gigaherz> but if you
just have a dependency
L2398[21:24:35] <unascribed> the mod's
name is "AeFi"
L2399[21:24:43] <gigaherz> you still
should use the dependency system
L2400[21:24:49] <gigaherz> to say your
mod should load after:x
L2401[21:24:50] <TechDG> well I learned
from pahimars letsmodreboot and so im using a single class for
general item creations with the clsas for each induvidual item just
responsible for setting the unlocalized name
L2402[21:24:52] <gigaherz> where x is the
modid
L2403[21:25:00] <TechDG> so I have to
register the oredictionary in a seperate class
L2404[21:25:10] ***
TehNut is now known as TehNut|Gone
L2405[21:25:16] <gigaherz> the way I do
it is
L2406[21:25:23] <gigaherz> I put the
registrations directly in the @Mod class
L2407[21:25:26] <gigaherz> BUT
L2408[21:25:38] <gigaherz> the
configuration of the block/item classes is done in the
constructor
L2409[21:25:40] <gigaherz> only the
configuration
L2410[21:25:48] <gigaherz> the call to
registerBlock is still in the main class
L2411[21:25:58]
⇦ Quits: IceBlade (~no@cpe-74-141-153-143.kya.res.rr.com)
(Read error: Connection reset by peer)
L2412[21:26:17] <gigaherz> TechDG: do you
by any chance follow that stupid practice of using substring?
L2413[21:26:29] <gigaherz> from
getUnlocalizedName, to get the "name" of the item for
registration?
L2414[21:26:59] <TechDG> yeah
L2415[21:27:07] <gigaherz> are you
modding on 1.8.9?
L2416[21:27:13] <TechDG> 1.7.10
L2417[21:27:21] <TechDG> If you want to
view the code its on github
L2418[21:27:23] <gigaherz> okay then you
don't have forge's new "setRegistrationName"
L2419[21:27:29] <williewillus> don't use
substring 5 >.>
L2420[21:27:33] <williewillus> it's super
bad practice
L2421[21:27:34] <gigaherz> but using
getUnlocalizedName() is still HORRIBLE practice
L2422[21:27:40] <gigaherz> it's best to
hardcode it
L2423[21:27:43] <williewillus> also mod
on 1.8 if you're not making an addon
L2424[21:27:43] <gigaherz> that's how
ugly the practice is
L2425[21:27:58] <gigaherz> if you really
want to make the mod class self-contained
L2426[21:28:00] <gigaherz> add your
own
L2427[21:28:05] <gigaherz>
getRegistrationName() method
L2428[21:28:12] <gigaherz> and use it
from outside
L2429[21:28:16] <unascribed> is Let's Mod
Reboot what is propagating that horrible practice?
L2430[21:28:16] <gigaherz> never
getUnlocalizedName
L2431[21:28:19] <unascribed> I see a lot
of people using it
L2432[21:28:21] <gigaherz> that has a
whole otherp urpose
L2433[21:28:26] <gigaherz> unascribed:
yeah
L2434[21:28:29] <unascribed> :/
L2435[21:28:29] <TechDG> yeah im using
htat
L2436[21:28:43] <gigaherz> pahimar
shrugged and said he didn't care enough to change that
L2437[21:28:44] <gigaherz> ;P
L2438[21:28:52] <gigaherz> IIRC
L2439[21:29:05] <TechDG> thats why I do
it this way. So rather then calling the getUnlocalizedName method I
should just hardcode a unlocalized name into each item class
L2440[21:29:10] <williewillus> gigaherz:
ping
L2441[21:29:11] <williewillus> :p
L2442[21:29:15] <williewillus> yeah
L2443[21:29:17] <gigaherz> ?
L2444[21:29:28] <williewillus> most mods
have a Lib class that holds all their item/blocks' registry
names
L2445[21:29:34] <williewillus> you pinged
him though I doubt he cares
L2446[21:29:39] <gigaherz> oh
L2447[21:29:43] <gigaherz> well it's hard
not to say the name ;P
L2448[21:29:43] <unascribed> why do
people call that class "Lib"
L2449[21:29:54] <gigaherz> stupid
habits
L2450[21:30:00] <gigaherz> some tutorial
at some point was created with that suggestion
L2451[21:30:23] <williewillus> what's
wrong with lib? :p
L2452[21:30:26]
⇦ Quits: Kobata
(~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 190
seconds)
L2453[21:30:32] <unascribed> it makes no
sense
L2454[21:30:32] <gigaherz> it makes no
sense ;p
L2455[21:30:33] <williewillus> bad
practice is bad practice but naming is mostly personal
L2456[21:30:37] <GeoDoX> Best way of
keeping track of a list of players?
L2457[21:30:42] <williewillus> a List
:p
L2458[21:30:48] <gigaherz> GeoDoX:
depends
L2459[21:30:50] <williewillus> and
events
L2460[21:30:51] <TechDG> brb
L2461[21:30:56] <gigaherz> does the list
need to survive players disconnecting?
L2462[21:30:59] <GeoDoX> An arraylist of
Player objects? or a arraylist of usernames?
L2463[21:31:06] <williewillus> depends on
what you need to do
L2464[21:31:07] <GeoDoX> gigaherz,
yes
L2465[21:31:08] <unascribed> no usernames
ever
L2466[21:31:09] <unascribed> use
UUIDs
L2467[21:31:11] <williewillus>
UUIDs
L2468[21:31:12] <gigaherz> then don't
store Player instances
L2469[21:31:14] <GeoDoX> well, that
L2470[21:31:14] <gigaherz> use
UUIDs
L2471[21:31:17] <TechDG> why didnt nick
work 0-0
L2472[21:31:26] <pahimar> I have my
reasons for doing what I did
L2473[21:31:27] <TechDG> should be a |
away
L2474[21:31:32] <TechDG> oh hey pahimar
is actually on
L2475[21:31:33] <pahimar> and I *still*
will be using it
L2476[21:31:36] <TechDG> just when i gtg
xD
L2477[21:31:36] <pahimar> fuck yes I
am
L2478[21:31:39] <pahimar> I'm always
here
L2479[21:31:42] <pahimar> I lurk
L2480[21:31:47] <unascribed> you're
flagged as away, though :P
L2481[21:31:53] <pahimar> bouncer
L2482[21:31:55] <GeoDoX> gigaherz, by
survive, you mean if a player disconnects, the list changes
accordingly?
L2483[21:31:56] <killjoy> *looks to
right* He's got a green dot at the top of the list....
L2484[21:32:04] <killjoy> He's hard to
miss
L2485[21:32:07] <gigaherz> pahimar: forge
now has setRegistrationName, and registerBlock now has a variant
that accepts just the Block instance and uses
getRegistrationName
L2486[21:32:17] <gigaherz> to avoid that
;P
L2487[21:32:18] <TechDG> nvm for some
reason my clock was off xD
L2488[21:32:20] <gudenau> What in the
world?
L2489[21:32:28] <gudenau> Why do
EntityItems work so strange?
L2490[21:32:30] <TechDG> so pahimar, are
you gonna continue your series or is it done?
L2491[21:32:32] <pahimar> yeah, in 1.8
:-p
L2492[21:32:36] <gigaherz> 2.8.9 ;P
L2493[21:32:38] <gigaherz> 1.8.9**
L2494[21:32:39] <pahimar> re: Forge
L2495[21:32:41] <gudenau> Oh, hey
pahinoob!
L2496[21:32:41] <unascribed> 4.9.2
L2497[21:32:50] <gudenau> Having a good
day?
L2498[21:33:24] <killjoy> I didn't think
irc was filled with so many fanboys
L2499[21:33:34] <unascribed> lol
L2500[21:33:36] <williewillus> lol
L2501[21:33:42] <gudenau> Hey, I know of
the person. :-P
L2502[21:33:49] <unascribed> people tend
to idolize the "high-profile" modders and are amazed when
they come in here and they just act like normal people
L2503[21:33:59] <unascribed> because,
surprise, they're normal people
L2504[21:34:04] <gudenau> I am not amazed
though.
L2505[21:34:09] <gigaherz> I respect
their ability to complete the mods ;P
L2506[21:34:10] <gudenau> :-P Just
attempting to be nice.
L2507[21:34:18] <williewillus> aw I
forgot where the "canIjoinforgecraft" link was
L2508[21:34:20] <gigaherz> even if half
the time I feel like "I could do it better if I
tried"
L2509[21:34:21] <gigaherz> ;P
L2510[21:34:22] <killjoy> Isn't it like
rule 2? modders are people too
L2511[21:34:23] <gudenau> pahimar does
not do that though. :-P
L2512[21:34:28] <williewillus> heh
canijoinmindcrack.com now redirects to the mindcrack homepage
L2513[21:34:31] <GeoDoX> Is a UUID a
string?
L2514[21:34:38] <pahimar> UUID is an
object
L2515[21:34:39] <gudenau> Not
realy.
L2516[21:34:42] <gigaherz> it's an UUID
object
L2517[21:34:46] <GeoDoX> thanks
pahimar
L2518[21:34:46] <pahimar> it has a string
representation
L2519[21:34:47] <gudenau> It is a 64 bit
number.
L2520[21:34:51] <unascribed>
128-bit*
L2521[21:34:51] <killjoy> though it can
be represented as 2 longs
L2522[21:34:55] <gigaherz> aren't uuids
128bit?
L2523[21:34:55] <gigaherz> XD
L2524[21:34:59] <gudenau> Oops.
L2525[21:35:05] <gudenau> 128 bit.
L2526[21:36:25] <gudenau> So there are
340282366920938463463374607431768211456 diffrent values it can
be.
L2527[21:36:32] <gigaherz> not
exactly
L2528[21:36:42] <gigaherz> since one
"digit" (in hex) is used for the version code
L2529[21:36:43] <unascribed> some of them
are used as metadata
L2530[21:36:46] <unascribed> yeah
L2531[21:36:50] <gudenau> In
theory.
L2532[21:36:55] <gigaherz> and depending
on the version, the contents of the digits change
L2533[21:36:59] <gudenau> Since it is 128
bits. :-P
L2534[21:37:04] ***
DrullAFKus is now known as Drullkus
L2535[21:37:04] <gigaherz> so they aren't
exactly 128bit of proper unique data
L2536[21:37:08] <williewillus> is there
something I can add to IDEA so I can hotswap anonymous
classes?
L2537[21:37:09] <gigaherz> they aren't
even REALLY unique
L2538[21:37:13] <gudenau> I know
that.
L2539[21:37:22] <gigaherz> it's just
astronomically unlikely to have a collision
L2540[21:37:23] <gudenau> Gawd.
L2541[21:37:25] <killjoy> UUID.toString()
and UUID.fromString(str0
L2542[21:37:26] <killjoy> )
L2543[21:37:28] <GeoDoX> So use UUID's if
I need to also track if a player disconnects? or use Player
instances if I need to do that?
L2544[21:37:38] <TechDG> so why cant I
call the regitserore method
L2545[21:37:41] <unascribed> with player
instances you need to track disconnected
L2546[21:37:44] <unascribed>
disconnects*
L2547[21:37:49] <TechDG> registerOre()
sorry
L2548[21:37:49] <gigaherz> GeoDoX: store
UUIDs and forget about disconnects
L2549[21:37:51] <unascribed> UUIDs are
safe since they won't leak entity instances
L2550[21:37:51] <williewillus> TechDG:
what do you mean can't?
L2551[21:37:59] <TechDG> it acts like the
method doesnt exist
L2552[21:38:07] <unascribed> you should
probably still evict entries to disk occasionally though
L2553[21:38:07] <gigaherz> it's not just
"registerore"
L2554[21:38:07] <TechDG> im probably
forgetting some stupid step
L2555[21:38:09] <gigaherz> it's in a
class
L2556[21:38:15] <williewillus>
OreDictionary.registerOre?
L2557[21:38:18] <williewillus> did you
import?
L2558[21:38:21] <TechDG> yes
L2559[21:38:21] <GeoDoX> gigaherz, can I
handle if they do though?
L2560[21:38:35] <TechDG> well i did ctrl
shift o
L2561[21:38:39] <gigaherz> GeoDoX:
there's player disconnect events
L2562[21:38:39] <TechDG> looking at it
now it isnt even importing it
L2563[21:38:42] <gudenau> Ok, I guess I
will have to deal with the items being derpy. Oh well.
L2564[21:38:46] <TechDG> so its not even
finding the OreDictionary class
L2565[21:38:53] <gigaherz> so you can
check which player did the disconnection, yes
L2566[21:39:01] <gudenau> Now I need to
figure out how to do varients again.
L2567[21:39:09] <gigaherz> you can even
track the EntityPlayer as a cache, it just means extra work
L2568[21:39:15] <williewillus> don't do
that :p
L2569[21:39:17] <williewillus> just use
UUIDs
L2570[21:39:30] <gudenau> And get the
player from the server, correct?
L2571[21:39:39] <gigaherz> always do that
from the server
L2572[21:39:42] <TechDG> the registerOre
part has the error and i hover over and it asks me to make a new
method which sounds like it cant find hte method to me
L2573[21:39:43] <GeoDoX> but i need to
basically kick someone from a list when they do
L2574[21:39:45] <gigaherz> the client
doesn't truly know about player info
L2575[21:39:51] <williewillus> TechDG:
import the class
L2576[21:39:52] <gigaherz> it only knows
what the server gave it
L2577[21:39:56] <williewillus> or find an
ide that does it for you ;p
L2578[21:40:12] <TechDG> im using
eclipse
L2579[21:40:20]
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L2580[21:40:26] <williewillus> gigaherz:
or you could query yggdrasil yourself xD
L2581[21:40:51] <williewillus> TechDG:
then it should give you a hint to import the class
L2582[21:41:05] <TechDG> yeah it isnt
which is what im not getting
L2583[21:41:16] <TechDG> and ctrl shift o
which imports isnt importing it
L2584[21:41:29] <TechDG> do I need to
extend something?
L2585[21:41:36] <williewillus> no
L2586[21:41:37] <GeoDoX> Is there a way
to send a message to the chat to specific players (using UUID's if
necessary)
L2587[21:41:40] <williewillus> it's just
a static call
L2588[21:42:09] <williewillus> GeoDoX:
playerMP.addChatMessage
L2589[21:42:17] <TechDG> want a pastebin
of the class? would that help>
L2590[21:42:19] <gudenau> metadata in
blocks is still a nibble?
L2591[21:42:21] <williewillus> sure
L2593[21:42:24] <williewillus> yeah
L2594[21:42:40] <williewillus> changing
the save format has only happened twice in mc's life
L2595[21:42:44] <williewillus> the next
one is probably to expand meta
L2596[21:42:51] <gudenau> Lets
hope.
L2597[21:42:58] <williewillus> infinite
height worlds would be cool too, but that would reequire cubic
chunks
L2598[21:43:01] <GeoDoX> How do I get an
instance of a player using UUID's?
L2599[21:43:37] <gudenau> I need what, 3
bits for facing?
L2600[21:43:53] <williewillus>
MinecraftServer.getServerConfigurationManager().uuidtoPlayerMap.get(uuid)
L2601[21:44:13] <TechDG> how have I still
yet to find a solution to this because its literally one line of
code 0-0
L2602[21:44:24] <williewillus> or
getPlayerToUUID
L2603[21:44:36] <williewillus> TechDG:
well now the answer's obvious
L2604[21:44:41] <williewillus> you named
your class the same name as the other one
L2605[21:44:46] <TechDG> wow
L2606[21:44:49] <TechDG> derp
L2607[21:44:52] <williewillus> so eclipse
doesn't infer the need to import
L2608[21:45:21] <williewillus>
*getPlayerByUuid
L2609[21:45:37] <TechDG> so I renamed it
ModOreDictionary and it still wont import
L2610[21:45:40] <GeoDoX> williewillus,
there is no getServerConfigurationManager?
L2611[21:45:41] <gigaherz> TechDG: I
understand the interest in organizing code
L2612[21:45:46] <gigaherz> but that
always seems excessive to me
L2613[21:45:47] <TechDG> oh I see what it
did
L2614[21:45:52] <gigaherz> why not have
the method directly in your @Mod class?
L2615[21:45:59] <TechDG> and its fixed
ty
L2616[21:46:07] <gigaherz> you can just
have TheMod.registerOreDictionary()
L2617[21:46:16] <gigaherz> no need to
create one class for every little thing ;p
L2618[21:46:28] <gigaherz> and you still
know that registrations are all there
L2619[21:46:31] <TechDG> because really
long classes really bother me
L2620[21:46:52] <gigaherz> 200-300 lines
isn't long ;P
L2621[21:46:55] <TechDG> and for
registering a few things maybe thats fine, but its future proofing
for if I end out oredictionarying a lot of thigns
L2622[21:46:58] <GeoDoX> williewillus,
found it
L2623[21:47:01] <gudenau> I agree with
gigaherz
L2624[21:47:16] <gigaherz> excessive
future-proofing is called over-engineering ;P
L2625[21:47:17] <gudenau> I have seen
source files with thousands of lines.
L2626[21:47:29] <gudenau> Yes, and that
is fun.
L2627[21:47:38] <gigaherz> I'm just
saying
L2628[21:47:54] <gigaherz> yo ucan be
organized without creating dozens of little classes
L2629[21:47:57] <gigaherz> that's
"messy" too ;P
L2630[21:48:03] <TechDG> true
L2631[21:48:12] <TechDG> it really comes
down to what do you prefer
L2632[21:48:18] <gigaherz> yeah
L2633[21:48:27] <gudenau> I had made an
entire block subsystem inside a tileentity at one point just to use
one ID, back when we had a couple hundred total.
L2634[21:48:55] <gigaherz> gudenau: >
1000 lines in one file is bad also
L2635[21:48:55] <gudenau> So, I have an
int called type, what would I name my material?
L2636[21:48:57] <gigaherz> XD
L2637[21:49:06] <gigaherz> ideal is
somewhere around 400-600
L2638[21:49:07] <gudenau> Tell that to
the Linux people.
L2639[21:49:29] <gigaherz> some things
just "ask" for more lines
L2640[21:49:37] <gigaherz> others ask for
less
L2641[21:49:41] <TechDG> an OS vs a mod
for a game
L2642[21:49:42] <gudenau> Would the
material be type=0 for type=0?
L2643[21:49:47] <TechDG> how is that a
fair comparison xD
L2644[21:49:55] <illy> as a linux user
wat
L2645[21:50:13] <gigaherz> TechDG:
because of the complexity of an OS, it may even be MORE important
to keep the files to reasonable sizes
L2646[21:50:29] <TechDG> true
L2647[21:50:30] <gigaherz> imagine if
linux had an average of 50 lines per code file, it would have an
absurd number of files
L2648[21:50:35]
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L2649[21:50:41] <gudenau> It does
already. :-P
L2650[21:50:45] <TechDG> again, depends
on the situation
L2651[21:50:46] <gigaherz> yeah
L2652[21:50:53] <TechDG> and user
preference
L2653[21:50:53] <gigaherz> situation +
preference
L2655[21:51:16] <TechDG> Wow i am an
idiot I have done this before 0-0 how can I not find the nei option
to show oredictionarys
L2656[21:52:12] <TechDG> oh its from an
nei plugin thats why
L2657[21:52:45] <gudenau> Well,
goodbye!
L2658[21:52:46]
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L2659[21:53:40] <gudenau> Oh, I almost
have half as many followers as I follow people!
L2660[21:53:54] <dmf444> Trying to setup
a forge workspace (not mod dev, forge dev) where do you point
Eclipse to?
L2661[21:54:07] <gudenau> /dev/null
L2662[21:54:20] <gigaherz> dmf444:
there's two folders, something like eclipse/Clean and
eclipse/Forge
L2663[21:54:25] <gigaherz> or was it
projects/*
L2664[21:54:28] <gigaherz> anyhow
L2665[21:54:33] <gigaherz> you can add
both to the workspace
L2666[21:54:49] <gigaherz> Clean contains
the vanilla minecraft code, after decompiling and deobf
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L2668[21:54:56] <gigaherz> the other
contains the patched code, with Forge files included
L2669[21:55:11] <gigaherz> ofc you are
meant to do the changes in the Forge project ;P
L2670[21:55:21] <gigaherz> or I
think
L2671[21:55:37] <gigaherz> I'm going by
what I have seen people mention here, piecing bits together
;P
L2672[21:55:45] <williewillus> set the
eclipse workspace to projects/
L2673[21:55:53] <williewillus> then do
file->import-> import existing projects
L2674[21:56:01] <TechDG> it worked :)
yay
L2675[21:56:06] <TechDG> ty guys
L2676[21:56:08] <williewillus> make your
changes to the "Forge" subproject, then run gradle
genPatches
L2677[21:56:09] <gigaherz> np
L2678[21:56:37] <shadekiller666> tried
reworking how the obj loader handles UVs... ended up breaking
things in ways i couldn't even begin to know how to debug
L2679[21:56:45] <TechDG> im assuming
there is no general ore dictionary list
L2680[21:56:45] <shadekiller666> so i
just discarded instead :P
L2681[21:56:59] <TechDG> for all the big
mods
L2682[21:57:33] <gigaherz> I think there
used to be some incomplete list somewhere, but last I heard it was
horribly outdated
L2683[21:57:34] <gigaherz> XD
L2684[21:57:37] <TechDG> ok
L2685[21:57:45] <TechDG> whats the
oredictionary name for shiny ingots and shiny ore then
L2686[21:57:52] <dmf444> thanks
willie
L2687[21:58:47] <TechDG> nvm thank god
ftb wiki has em
L2688[21:58:53] <gigaherz> TechDG: well
it may be platinum
L2689[21:59:02] <TechDG> yeah it is
according to ftb wiki
L2690[21:59:06] <gigaherz> since that's
the modern name for it
L2691[21:59:13] <gigaherz> the cofh page
says
L2692[21:59:24] <gigaherz> The reason the
metal is not called Platinum is because it is not part of the seven
metals of antiquity. In the setting of the game, the modern name of
the metal wouldn't have been defined yet. This results in the
player calling the metal Shiny Metal; a name that describes the
metal rather than the modern scientific name.
L2693[21:59:45] <TechDG> ok then
L2695[22:00:15] <shadekiller666> in my
dev env
L2696[22:00:24] <TechDG> well I gtg for
the night. Ty guys! :)
L2697[22:00:39] <williewillus> the Block,
the TE, the TESR, and ModelPylon
L2698[22:00:43]
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L2699[22:01:06] <williewillus> if it
pulls in other stuff deps just comment them out, the pylons by
themselves don't do much
L2700[22:01:38] <shadekiller666> :/
L2701[22:01:54] <shadekiller666> you had
to make the most complicated block the one with the groups
huh
L2702[22:02:14] <gigaherz> no it's
because it's complicated that it even wants to use the groups in
the first place
L2703[22:02:15] <gigaherz> XD
L2704[22:02:22] <shadekiller666> good
point
L2705[22:03:18] <killjoy> I just got
kicked from the server because of an off-by-one error
L2706[22:03:25] <gigaherz> what
L2707[22:03:25] <gigaherz> XD
L2708[22:03:50] <killjoy>
inventory.currentItem=9
L2709[22:04:02] <killjoy> max is 8
L2710[22:04:03] <gigaherz> lol
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L2714[22:06:07] <killjoy> will the
integrated server kick you for reasons similar to dedicated?
L2715[22:06:16] <killjoy> (for
hacking)
L2716[22:06:54] <killjoy> wait....
L2717[22:07:01] <killjoy> I set the
hotbar to a negative...
L2718[22:07:15] <unascribed> forgot a
modulo? :P
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L2720[22:07:45] <killjoy> No, I was doing
slot = slot - 9*4; if (slot < 9)
L2721[22:07:53] <killjoy> I should've
been doing if (slot>=0)
L2722[22:08:01] <unascribed> 10/10
L2723[22:08:13] <killjoy> Nothing's clear
about the inventory
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L2726[22:10:09] <dmf444> tab or space
when working with MC files?
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L2728[22:10:27] <killjoy> which
files?
L2729[22:10:43] <williewillus> killjoy:
In certain cases (illegal pose), I think yes, but things like chat
spamming don't since the SP player is an op, and "flying"
is enabled by default
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L2731[22:10:47] <dmf444>
BiomeGenTiaga
L2732[22:10:51] <williewillus> dmf444: if
you're talking MinecraftForge, spaces
L2733[22:11:09] <dmf444> thanks
again!
L2734[22:12:58] <shadekiller666>
williewillus, any particular reason you extend BlockContainer
instead of just overriding hasTileEntity() and
createTileEntity()?
L2735[22:13:05] <williewillus>
upstream
L2736[22:13:06] <williewillus> :p
L2737[22:13:25] <shadekiller666> ?
L2738[22:14:01] <shadekiller666> and you
register you block in setUnlocalizedName()? O.o
L2739[22:14:07] <williewillus> you forgot
that it's not my mod
L2740[22:14:12] <shadekiller666>
lol
L2741[22:14:31] <shadekiller666> its a
good thing i'm not a botania dev...
L2742[22:14:55] <shadekiller666> i would
spend all my time changing things like that :P
L2743[22:15:10] <williewillus> other than
occasionally weird stuff like that the codebase is very well
organized
L2744[22:15:38] <williewillus> and thank
god he used ChunkCoordinates for a crapton of stuff so it was just
a find-replace to BlockPos
L2745[22:16:55] <shadekiller666>
lol
L2746[22:17:46] <gigaherz> I actually
kept some x,y,z stuff in my mod
L2747[22:18:02] <williewillus> what for?
:p
L2749[22:18:08] <gigaherz> like this
function
L2750[22:18:14] <gigaherz> imagine the
amount of unecessary blockpos instances ;P
L2751[22:18:47] <williewillus> for
(EnumFacing e : EnumFacing.VALUES) { pos.offset(e) }
L2752[22:18:54] <williewillus> that's a
microoptimization
L2753[22:19:03] <gigaherz> that's a
micro-deoptimization, actually XD
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L2755[22:19:17] <killjoy> What's the
first rule of optimization?
L2756[22:19:28] <williewillus> leaving it
as blockpos that probably wouldnt put a dent in the vm
L2757[22:19:39] <gigaherz> williewillus:
it was never blockpos
L2758[22:19:41] <killjoy> First rule is:
"Don't"
L2759[22:19:42] <gigaherz> I ported from
1.7.10
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L2761[22:19:48] <gigaherz> which used
xyz
L2762[22:19:58] <gigaherz> and I kept the
intermediate numbers as-is
L2763[22:20:01] <williewillus> wait
doesn't getBlockXYZ wrap it in a blockpos anyway
L2764[22:20:06] <williewillus> to give it
to world
L2765[22:20:09] <gigaherz> yes
L2766[22:20:11] <williewillus> lol
L2767[22:20:19] <gigaherz> it's the way
it is for readability
L2768[22:20:25] <williewillus> 0.o
L2769[22:20:35] <gigaherz> the code would
be full of world.something(pos.offset(x,y,z))
L2770[22:20:50] <williewillus>
pos.down().west().south() is more readable to me than x - 1, y - 1,
z + 1
L2771[22:21:11] <gigaherz> in a way,
yes
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L2773[22:21:23] <gigaherz> but that hurts
my brain optimizer
L2774[22:21:30] <gigaherz> because I know
each one of those creates a new instance ;P
L2775[22:21:47] <williewillus> but so
does passing it to world lol
L2776[22:21:54] <gigaherz> only one
L2777[22:21:56] <gigaherz> that's still
two extra
L2778[22:21:57] <gigaherz> ;P
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L2780[22:22:25] <williewillus> we should
just pool blockposes right /s
L2781[22:22:33] <williewillus>
getBlockPosFromPool
L2782[22:22:41] <gigaherz> no we should
slap the heck out of the java valuetypes people so they hurry
up
L2783[22:22:41] <gigaherz> XD
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L2785[22:24:11] <GeoDoX> Whats the usage
of Mod.Instance?
L2786[22:24:39] <GeoDoX> And do you need
to set the instance variable yourself?
L2787[22:24:49] <gigaherz> the field with
that annotation gets automatically assigned
L2788[22:24:52] <gigaherz> with the
instance
L2789[22:25:42] <GeoDoX> Okay, so don't
set it yourself?
L2790[22:26:17] <williewillus> no, you
@Instance on a field and fml will fill it in for you
L2791[22:26:24] <gigaherz> yeah
L2792[22:27:32] <GeoDoX> Alright, and how
would you get the UUID of an ICommandSender object (the
player)
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L2795[22:33:03] <GeoDoX> Is it
Player.getUniqueID? or Player.getPersistentID?
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L2797[22:34:00] <PrinceCat> I'm pretty
sure they both return the same value, right?
L2798[22:34:15] <PrinceCat> I use
getUniqueID though.
L2799[22:34:28] <GeoDoX> Alright :)
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L2809[22:51:16] <CSxKING> Hello :)
L2810[22:51:31] <williewillus> heyo
L2811[22:51:59] <CSxKING> So i'll be
quick, i'm currently crashing while interacting with pistons. Also,
for some reason, this also crashes other users, while they can use
pistons and things fine.
L2812[22:52:28] <gigaherz> got crash
logs?
L2813[22:52:32] <CSxKING> Yup.
L2815[22:53:25] <gigaherz> something's
broken XD
L2816[22:53:55] <CSxKING> I noticed :\ --
Whats odd is another player, a friend of mine, is able to interact
with pistons, and, I can watch him do so, withoug crashing :\
L2817[22:53:58] <CSxKING> without*
L2818[22:54:03] <williewillus> I think
this was a problem early in 1.8
L2820[22:54:47] <CSxKING> No idea
;\
L2821[22:55:00] <CSxKING> Any builds that
are not broken working that you lads know of?
L2822[22:55:59] <williewillus> the newest
1.8.8/9 builds probably, but they aren't backward compatible to
1.8.0
L2823[22:56:08] <CSxKING> Yeah....
L2824[22:56:24] <CSxKING> I need a 1.8
build, majority of my mods arent 1.8.8 compatible. :\
L2825[22:56:52] <CSxKING> I tried making
a 1.7.10 build of my 45 mod modpack, but it seemed to crash rather
then do anything :|
L2826[22:57:08] <CSxKING> More
specifically, the server version of it did :\
L2827[23:01:36] <CSxKING> Anywho, I need
to head out. Thanks for the clarification, i'll look around
later
L2828[23:01:41] <CSxKING> Thanks again!
o/
L2829[23:02:57]
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L2830[23:03:08] <GeoDoX> how to get
username from UUID?
L2831[23:03:44] <williewillus> get the
player then get their name
L2832[23:04:09] <killjoy> if the player
is online, you can get it from the configuration manager
L2833[23:04:14] <williewillus> if they're
offline, idk, probably out of luck without saving the name
alongside or querying auth servers
L2834[23:04:16] <killjoy> otherwise use
the minecraft session service
L2835[23:04:24] <williewillus> doesn't
that have a timeout though?
L2836[23:04:27] <williewillus> or is it
just skins
L2837[23:04:28] <smbarbour> If the player
is offline, you can ask Mojang
L2838[23:04:31] <williewillus> or rate
limiting
L2839[23:04:36] <killjoy> only skins has
a throttle
L2840[23:04:38] <williewillus> ah
L2841[23:04:39] <williewillus> TIL
L2842[23:04:45] <williewillus> how do I
do that? I need it too then
L2843[23:04:48] <williewillus> :p
L2844[23:04:52] <killjoy> well, a
throttle within reason
L2845[23:05:10] <killjoy> You shouldn't
ever reach the throttle for the other ones
L2847[23:06:31] <williewillus> eh isn't
there a way in Authlib to do it?
L2848[23:06:41] <killjoy> if you use the
minecraftsessionservice, it has a cache
L2849[23:06:50] <killjoy>
MinecraftServer.getServer().getSessionService()
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L2854[23:13:31] <killjoy>
workingasintended.jpg
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L2856[23:15:02] <smbarbour> If you have
the SessionService object, you can pass the fillProfileProperties a
GameProfile object that was created as new GameProfile(uuid,
"")
L2857[23:15:23] <williewillus>
awesome
L2858[23:15:45] <smbarbour> It returns a
GameProfile object with all of the other fields filled.
L2859[23:15:49] <williewillus> does the
SesionService automatically cache the UUID->name lookups or
should I do that?
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L2861[23:18:00] <smbarbour> I don't know
the actual implementation in the Minecraft code. The SessionService
classes in AuthLib are abstract
L2862[23:18:10] <williewillus> though
this is meh, having to use server to get authlib stuff is pretty
much as limiting, might as well just POST to mojang
L2863[23:18:26] <williewillus> wanted to
have UUID->string conversion clientside for some tooltips (bound
items)
L2864[23:21:30] <gigaherz> wouldn't it be
best to jsut store the last known name?
L2865[23:21:50] <gigaherz> on top of
uuid, that is
L2866[23:22:35] <williewillus> where is
reach distance checked clientside?
L2867[23:24:11] <williewillus> nvm it's
PlayerControllerMP
L2868[23:24:19] <williewillus> man some
of these names havne't changed in centuries
L2869[23:24:22] <williewillus> :p
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L2872[23:29:21] <smbarbour> I guess
AuthLib does have an actual session service class.
L2873[23:29:33] <smbarbour>
YggdrasilMinecraftSessionService
L2874[23:29:34] <killjoy> it's
abstract
L2875[23:29:38] <killjoy> isn't it?
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L2878[23:31:39] <smbarbour> The Yggdrasil
one is not abstract
L2879[23:32:52] <killjoy> I must be
thinking of MinecraftSessionService
L2880[23:33:10] <smbarbour> You
instantiate it via the createMinecraftSessionService() method on
the YggdrasilAuthenticationService class
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L2882[23:37:07] <smbarbour> And if you
pass false to the requireSecure parameter of fillProfileProperties,
it does pull from a cache. I'm not entirely sure how the cache gets
populated, but passing true will always perform the HTTP
query.
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