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L1[00:02:17] <killjoy> https://gist.github.com/killjoy1221/fce08a4d10c2126df81c
L2[00:02:18] <killjoy> didd it
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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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L26[00:59:05] <killjoy> https://gist.github.com/killjoy1221/7264d0123f4ff78ed63f
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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
L58[01:50:39] <killjoy> https://github.com/killjoy1221/jEasing
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.
L74[02:01:43] <masa> oh
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
L93[02:16:20] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/item/tool/ItemEnderTool.java
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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L112[02:25:43] <SatanicSanta> masa: This class has been so convenient in developing these tool upgrades https://github.com/Esteemed-Innovation/Flaxbeards-Steam-Power/blob/features-steamtools/src/main/java/flaxbeard/steamcraft/misc/OreDictHelper.java
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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L137[02:46:58] <killjoy> http://www.youthdigital.com/server-design-1.html
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!
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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
L179[02:59:20] <kashike> http://pastebin.com/ZwDR8m6e
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
L196[03:02:32] <kashike> http://www.youthdigital.com/minecraft-mod-design.html
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
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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*
L222[03:07:48] <kashike> http://www.youthdigital.com/about.html
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?
L232[03:09:34] <kashike> http://www.youthdigital.com/fashion-design-1.html
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
L235[03:09:55] <kashike> http://www.youthdigital.com/3d-game-design-1.html
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 " ?
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L259[03:31:02] <PaleoCrafter> lol at that 3D game course
L260[03:31:22] <DrDisconsented> Console output: https://gist.github.com/disconsented/ef1e65892f4c477701e9
L261[03:31:40] <PaleoCrafter> Imagine teaching 9 year old kids about quaternions xD
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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
L272[04:07:16] <DrDisconsented> Well then I need to figure out why that method is not being called (as shown by the logging https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/tileEntity/TileCrystal.java#L67) log: https://gist.github.com/disconsented/2373dfc59dfe56b53a29
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
L276[04:08:53] <DrDisconsented> https://github.com/disconsented/Cristalllum/blob/master/src/main/java/disconsented/cristallum/Main.java#L61 It is being 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 :<
L284[04:17:09] <masa> ok
L285[04:17:32] <masa> OH
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
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L290[04:18:58] <masa> also that throwing of NPEs in failed read is... strange
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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?
L315[04:31:08] <masa> ok
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L319[04:49:25] <Nitrodev> Hi
L320[04:50:16] ⇨ Joins: turmfalke_ (~turmfalke@p54a68bd4.dip0.t-ipconnect.de)
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
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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
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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
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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
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L354[05:07:27] <Nitrodev> Thanks mobile internet
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L381[07:22:37] <IoP> Ooops. I just broke my vanilla http://paste.ubuntu.com/14437731/
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L383[07:25:49] <flappy> IoP: Oh boy, LWJGL crashes.
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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?
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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
L526[08:32:10] <gigaherz> http://minecraft.gamepedia.com/Sounds.json
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> -.-
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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
L549[08:38:51] <gigaherz> https://github.com/gigaherz/ElementsOfPower
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
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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
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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
L634[08:51:08] <Nitrodev> https://github.com/Nitrodev/ConstructIO
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
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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
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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*
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L704[09:01:02] <Nitrodev> alright right clocking the block crashes
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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
L714[09:02:21] <Nitrodev> code is at https://github.com/Nitrodev/ConstructIO
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
L718[09:03:16] <diesieben07> this is redundant btw: https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/blocks/BlockConstructor.java#L60
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?
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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
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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?
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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
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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
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L761[09:43:28] <diesieben07> what do you guys think? stupidified forge installation guide: http://pastebin.com/tbUKfF5T
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
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L775[09:53:55] <diesieben07> updated: http://pastebin.com/4aue9R40
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
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L779[10:09:04] *** Ash|Work is now known as Ashlee
L780[10:09:35] <IoP> maybe link to http://java.com/en/download/manual.jsp
L781[10:12:50] <IoP> other link offers 32-bit by default (if browser is 32-bit)
L782[10:14:11] <Rallias> http://pastebin.com/VbQUT5UL <- What am I doing wrong with my srgExtra line under minecraft{}?
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L784[10:15:48] <Rallias> In fact, using the example at https://forgegradle.readthedocs.org/en/FG_1.2/user-guide/shading/, I get the same error: http://pastebin.com/Pu76heYK
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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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L800[10:39:36] <MattDahEpic> dang i cant release my mods without wirhter ASMing in my events or waiting for my events to be in forge: https://github.com/MinecraftForge/MinecraftForge/pull/2343
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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
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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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L843[11:51:36] <williewillus> did you use to need a custom iitemrenderer for transparent items??
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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"
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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
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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
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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
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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
L926[13:05:48] <fry> williewillus: here's a code that does almost that: https://gist.github.com/RainWarrior/b1d5772f710cd39f4740
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
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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
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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
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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
L957[13:22:23] <gigaherz> I highly doubt they meant for it to look like this: https://dl.dropboxusercontent.com/u/743491/MCPEW10.png
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
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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
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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
L1033[13:41:15] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java#L64
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
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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
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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
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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
L1058[13:51:54] <tterrag> http://puu.sh/monDa.jpg
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
L1070[13:53:54] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.7/dev/src/main/java/team/chisel/client/gui/GuiChisel.java#L131-L145
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
L1075[13:54:20] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.7/dev/src/main/resources/META-INF/chisel_compile_at.cfg#L7
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
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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
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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
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L1100[13:58:44] <gigaherz> whic his meant to allow hoppers and pipes
L1101[13:58:49] <tterrag> https://github.com/creatubbles/ctb-mcmod/tree/1.8/src/main/java/com/creatubbles/repack/endercore
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?
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L1116[14:03:18] <gigaherz> you can't do wrapping/tiling on atlas textures
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L1118[14:03:34] <gigaherz> so you'd have to generate more polygons vertically instead of just stretching
L1119[14:03:41] <Pennyw95> here it is: http://imgur.com/3QldZZm
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
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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
L1151[14:08:32] <PaleoCrafter> https://github.com/MineFormers/MFCore/blob/1.8/src/main/scala/de/mineformers/core/util/renderer/GuiUtils.scala very bottom of the file
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)
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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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L1167[14:15:37] <williewillus> anyone know why this happens? pic: https://i.imgur.com/rDN8yGA.png, code: https://github.com/williewillus/Botania/blob/9c3a042089cc027d3bd5d964055eba16e2e862be/src/main/java/vazkii/botania/client/render/tile/RenderTilePool.java#L57
L1168[14:15:40] <williewillus> gigaherz^
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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
L1188[14:18:37] <PaleoCrafter> https://github.com/PaleoCrafter/Allomancy/blob/feature/metal-extractor/src/main/java/de/mineformers/investiture/client/util/Rendering.java
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
L1212[14:22:41] <McJty> This was done with ISmartBlockModel: http://i.imgur.com/ekIH6Mc.png
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
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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
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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
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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
L1278[14:32:06] <shadekiller666> like this: https://gist.github.com/shadekiller666/aa6eeefe4c2354a7cf46
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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
L1286[14:32:42] <shadekiller666> gigaherz, https://gist.github.com/shadekiller666/aa6eeefe4c2354a7cf46
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
L1304[14:37:28] <Pennyw95> @tterrag: I mean this: http://imgur.com/a/WIOxQ
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
L1317[14:42:00] <Pennyw95> I use some blending: http://pastebin.com/VPY1ddyF
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
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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
L1377[15:00:54] <shadekiller666> why is it that this line causes "gradlew uploadArchives" to fail because it can't convert LinkedHashSet<? extends Object> to LinkedHashSet<Face> but when compiling in eclipse to run the game it works fine?: https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/main/java/net/minecraftforge/client/model/obj/OBJModel.java#L1061
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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L1394[15:10:52] <williewillus> lol http://www.omgubuntu.co.uk/2016/01/ubuntu-online-search-feature-disabled-16-04
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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)
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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
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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
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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
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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
L1612[16:47:08] <williewillus> Temportalist: see section "miscellaneous" https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit
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
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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)"
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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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L1654[17:17:20] <Temportalist> https://www.irccloud.com/pastebin/f8qX4GBg/
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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
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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?
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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?
L1753[18:40:26] <diesieben07> this: http://i.imgur.com/1aSsCqu.png
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> :)
L1803[19:23:42] <VikeStep> hmm, the new javadoc has a search bar now http://download.java.net/jdk9/docs/api/index.html
L1804[19:23:46] <VikeStep> keep in mind, for java 9 though
L1805[19:24:19] <VikeStep> java 8 does not for comparison http://docs.oracle.com/javase/8/docs/api/
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?
L1830[19:28:15] <VikeStep> see jshell: https://bugs.openjdk.java.net/browse/JDK-8043364
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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L1858[20:09:59] <shadekiller666> do you guys see anything wrong with the handling of FACING in this: https://gist.github.com/shadekiller666/01aad92fe2c5e0fb4bdd Here are some images of whats happening: http://imgur.com/a/zaP5i the first two are facing north, with TWENTY_FOUR false and true, second two are facing south in the same order, and last two are facing west in the same order
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"
L1911[20:21:09] <PrinceCat> http://princecat.cf/overseer/inventory/PrinceCat/8f325c35-435b-4f2a-8313-87baf6c98176.json
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
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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?
L1975[20:36:01] <williewillus> anyone seen something like this before? https://github.com/williewillus/Botania/issues/23
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
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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*
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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
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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
L2084[20:49:39] <gigaherz> https://github.com/gigaherz/Ender-Rift/
L2085[20:49:47] <gigaherz> http://www.curse.com/mc-mods/minecraft/233780-ender-rift
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
L2102[20:51:30] <unascribed> https://unascribed.com/i/7af87ec2.png
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
L2127[20:53:29] <gudenau> https://www.google.com/design/spec/material-design/introduction.html
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
L2146[20:54:36] <gudenau> http://pastebin.com/3qVbr3uf
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?
L2188[20:58:18] <williewillus> PrinceCat: I volunteer! : https://docs.google.com/document/d/1c8uipS3BOe0BQKH6-kVFCQh8BaXOdRn8SFaAa7HmgWU/edit
L2189[20:58:22] <gigaherz> PrinceCat: http://mcforge.readthedocs.org/en/latest/
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
L2204[20:59:56] <gigaherz> gudenau: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockStructure.json
L2205[21:00:11] <gigaherz> wait wrong one
L2206[21:00:17] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockEnderRift.json
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
L2236[21:03:23] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/models/block/generator.mtl
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
L2283[21:11:41] <gudenau> Almost! https://i.imgur.com/Spf00dj.png
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.
L2357[21:18:48] <gigaherz> techbrew: http://www.minecraftforge.net/wiki/How_to_use_the_ore_dictionary#Registering_an_Ore
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
L2365[21:20:30] <gudenau> That is a "nice" model. :-D https://i.imgur.com/lwzG25l.png (Not a mob trap, just does not colide in the middle)
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] ⇨ Joins: panda_2134 (uid121359@id-121359.brockwell.irccloud.com)
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
L2592[21:42:24] <TechDG> http://pastebin.com/pkKzAk3L
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] ⇦ Quits: captainshadows (~Captain_S@ipv6.abrarsyed.com) (Quit: Bye)
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
L2654[21:51:16] <gudenau> So true! :-D https://twitter.com/AmarokFGC/status/685667825881513984
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] ⇨ Joins: dmf444 (~dmf444@192-0-250-222.cpe.teksavvy.com)
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
L2694[22:00:04] <shadekiller666> williewillus, how much of this and other classes do i need to copy to get your pylons to a state where i can test that the group stuff works? https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/common/block/BlockPylon.java
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
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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
L2748[22:18:06] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockEnderRift.java#L131
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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L2808[22:51:12] ⇨ Joins: CSxKING (ben@electricgameing.ga)
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.
L2814[22:52:33] <CSxKING> http://pastebin.com/SpU8Qkzp
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
L2819[22:54:25] <williewillus> related? https://github.com/MinecraftForge/MinecraftForge/commit/db3e039b31f1a464ce201b2d8ca92bbd73009c4e
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/
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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
L2846[23:06:10] <smbarbour> http://wiki.vg/Mojang_API
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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L2852[23:11:58] <williewillus> ah, people who haven't played EE2 :p https://github.com/sinkillerj/ProjectE/issues/1138
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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
L2870[23:26:32] <williewillus> what part of worksasintended.png is not understood heh https://github.com/sinkillerj/ProjectE/issues/1138
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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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