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L3[00:05:56] <masa> have that dump available, I'm interested to see it :p
L4[00:06:07] <masa> +?
L5[00:06:22] <williewillus> you're going to cringe super hard at all the space I'm wasting on it :p
L6[00:06:27] <williewillus> https://i.gyazo.com/42868826c8d8a26dc0bff78bf1549da9.png
L7[00:07:26] <williewillus> gonna split up all those petal apothecary textures (center and left)
L8[00:07:50] <mezz> just wait until you see that with tinker's ;)
L9[00:08:06] <williewillus> nah but tinkers' are all 16x16 icons that don't waste space
L10[00:08:11] <Cazzar> Well, that was surprisingly effective
L11[00:08:12] <williewillus> all the empty space you see in that atlas is wasted
L12[00:08:23] <williewillus> since the atlas requires square textures
L13[00:08:41] <mezz> believe me do the dump with tinker's heh :D
L14[00:08:59] <Cazzar> https://gfycat.com/EntireGenerousDoe
L15[00:09:01] <williewillus> lol okay, lemme try
L16[00:09:18] <mezz> they may be 16x16 but they don't take up the whole area so it ends up looking pretty empty. also there's shitloads, at least in 1.7.10
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L18[00:11:30] <williewillus> gonna dump the atlas on the 1.8.9 pack I playtest on, which has a majority of all the 1.8.9 mods on it :p
L19[00:11:40] <tterrag> williewillus: downsize the sparks by 4x and restructure the layout of those UV maps and you could save most of the space
L20[00:12:04] <williewillus> yeah that's the plan, reorganize and/or separate
L21[00:12:48] <masa> how big can the atlas get?
L22[00:12:54] <williewillus> depends on your card
L23[00:13:00] <williewillus> MC prints it out
L24[00:13:06] <williewillus> "Max texture size: 8192"
L25[00:13:09] <masa> do you dump it with the forge config setting?
L26[00:13:27] <williewillus> no, that's broken since they removed whatever code that did it sometime in the last major version or two
L27[00:13:31] <williewillus> I stole the screenshot code :p
L28[00:13:39] <masa> oh
L29[00:15:22] <williewillus> wonder why mojang combined the atlases (atli?)
L30[00:15:40] <masa> hmm, is there some fancy way of preventing duplicate textures? so let's say I want to have all the sides of a block as separate textures so that they CAN be customized, but it would check that if an identical texture already exists, then it won't add it again?
L31[00:16:32] <williewillus> that's what it already does iirc
L32[00:16:39] <masa> oh?
L33[00:16:46] <williewillus> if you registerSprite the same name more than once it doesn't get stitched again
L34[00:16:50] <williewillus> i think?
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L36[00:17:43] <masa> yeah same name, but I'm talking about something like mymod:myblock.top and mymod:myblock.bottom etc. where some or all of them are actually identical, although separate images
L37[00:18:18] <masa> so it would check the pixels or calculate a hash and chech if the same hash already exists and then map it to that UV
L38[00:18:42] <masa> although I guess it doesn't matter in any way in my case
L39[00:18:47] <williewillus> i feel like that would make texture stitching hell slow :p
L40[00:18:50] <williewillus> not too bad: https://i.gyazo.com/1a97d4c9d0b568ebbf5314dc7cf6401f.png
L41[00:18:54] <masa> yeah probably
L42[00:19:29] ⇨ Joins: PBlock96 (~PB@lawn-143-215-51-139.lawn.gatech.edu)
L43[00:19:41] <masa> well.. it copies the pixel data at some point anyway, so calculating a hash per texture at the same time shouldn't be terrible? the problem being that it would have to happen in vanilla code
L44[00:20:04] <masa> yeah well whatever, just was wondering about it
L45[00:20:18] <williewillus> that dump is bc, charset, botania, thaumcraft, OC, Ticon, aura cascade, and random things
L46[00:20:27] <Cazzar> I'll just go back to saturating my internet connection with 1 download
L47[00:20:27] <williewillus> and BM
L48[00:20:30] ⇨ Joins: alex_6611|Away (~alex_6611@p54936940.dip0.t-ipconnect.de)
L49[00:21:00] <Cazzar> http://upload.cazzar.net/u/1452666048
L50[00:23:25] <masa> I'm gonna DDoS your LAN IP so hard!
L51[00:23:33] <masa> wait why did my PC die
L52[00:23:35] <Cazzar> oh no
L53[00:24:37] <mezz> man the sparks are _massive_
L54[00:24:43] <masa> williewillus: heh yep tcon has some parts alright :p
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L56[00:27:34] <Something12> how much RAM would a typical world take if the whole thing was loaded in RAM?
L57[00:28:37] <masa> quite a lot
L58[00:28:50] <killjoy> how big is the world?
L59[00:28:52] <williewillus> whole thing as in all generated chunks?
L60[00:29:18] <killjoy> less if you have more air in your world
L61[00:30:26] <williewillus> also depends on if you want to render/light/tick those chunks too, or just load it there :p
L62[00:30:54] <killjoy> want to tick it?
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L67[00:42:21] <tterrag> the heck? how is this broken?
L68[00:42:33] <tterrag> Preconditions.checkArgument(textures != null || type.requiredTextures() == 1, "Texture type %s requires %d textures, the texture name can only be inferred for textures that require 1.", this.type, type.requiredTextures());
L69[00:42:35] <tterrag> that prints out
L70[00:42:39] <tterrag> java.lang.IllegalArgumentException: Texture type CTMH requires %d textures, the texture name can only be inferred for textures that require 1. [2]
L71[00:42:45] <tterrag> why isn't it formatting the 2?
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L74[00:43:36] <tterrag> oh, are you kidding me
L75[00:43:44] <tterrag> Preconditions doesn't even use the java formatting rules
L76[00:43:48] <tterrag> what the hell...why
L77[00:44:13] <killjoy> is it {}?
L78[00:44:36] <kashike> %s
L79[00:44:57] <tterrag> http://docs.guava-libraries.googlecode.com/git/javadoc/com/google/common/base/Preconditions.html
L80[00:45:04] <tterrag> "In Preconditions error message template strings, only the "%s" specifier is supported, not the full range of Formatter specifiers."
L81[00:45:10] <tterrag> I just don't get /why/
L82[00:45:15] <tterrag> it seems arbitrary and stupid
L83[00:45:17] <tterrag> is it a performance thing?
L84[00:45:37] <shadekiller666> at that point you say "fuck it" and wrap it in String.format()
L85[00:45:43] <tterrag> no
L86[00:45:43] <shadekiller666> suck it Preconditions
L87[00:45:44] <tterrag> it's fine
L88[00:45:46] <tterrag> since it's an int
L89[00:45:51] <tterrag> but it's still stupid
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L93[00:48:06] <kashike> tterrag: pretty sure it was done like that for gwt compat or something
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L96[00:49:07] <killjoy> So the next windows update is called "redstone"
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L98[00:49:57] <shadekiller666> aaaaaannnnd all respect for MS i may have had is now gone...
L99[00:50:14] <shadekiller666> tbh it doesn't really matter what its called
L100[00:51:11] <shadekiller666> if i start seeing the redstone textures in windows that is when i'm done
L101[00:52:07] <williewillus> you knew since they bought mojang that they're gonna go full out on the brand usage :p
L102[00:52:12] <killjoy> It's more of a codename
L103[00:52:24] <williewillus> also that, yeah
L104[00:52:27] <killjoy> technically build 11082
L105[00:52:36] <shadekiller666> they already sold out to Oculus :P
L106[00:52:49] <kashike> just like server 2008 was longhorn or something
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L108[00:53:02] <williewillus> longhorn was vista :p
L109[00:53:07] <shadekiller666> xbone controller with every headset! who gives a fuck
L110[00:53:22] <williewillus> i wonder why they worked with oculus
L111[00:53:31] <williewillus> esp since hololens is kinda in the same area
L112[00:53:42] <shadekiller666> i promise 99% of the people that bought the Oculus so far already own a controller
L113[00:53:50] <shadekiller666> no it isn't
L114[00:53:52] <kashike> williewillus: https://en.wikipedia.org/wiki/Windows_Server_2008
L115[00:53:54] <kashike> Originally known as Windows Server Codename "Longhorn"
L116[00:53:59] <shadekiller666> Hololens is completely different :P
L117[00:54:01] <kashike> 2008 = Vista :P
L118[00:54:12] <killjoy> no, 200 is vista
L119[00:54:17] <killjoy> 2006
L120[00:54:23] <killjoy> 2007/8 is 7
L121[00:54:28] <killjoy> 2012 is 8
L122[00:54:39] <kashike> Windows Server 2008 = Vista
L123[00:55:00] <kashike> Server 2008 R2 is Windows 7
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L125[00:55:26] <killjoy> i was saying release dates
L126[00:55:36] <kashike> ah
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L160[01:56:20] <killjoy> Just caught a player saying "voxelsnipper"
L161[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160113 mappings to Forge Maven.
L162[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160113-1.8.9.zip (mappings = "snapshot_20160113" in build.gradle).
L163[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L169[02:24:23] <mallrat208> Any relation to voxelscissors?
L170[02:24:48] ⇨ Joins: sciguyryan (~sciguyrya@31.3.153.247)
L171[02:25:18] <killjoy> that's exactly what that is
L172[02:25:34] <killjoy> I'd link to the voxelwiki, but that doesn't exist anymore.
L173[02:25:49] <killjoy> it's a picture of scissors with the voxel logo
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L181[02:38:04] <Sandra> how do I do networking?
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L183[02:39:39] <killjoy> http://www.minecraftforge.net/wiki/Packet_Handling
L184[02:39:40] <sham1> By sending packets between client and server
L185[02:39:40] <tterrag> http://mcforge.readthedocs.org/en/latest/networking/
L186[02:39:42] <tterrag> NU
L187[02:39:46] <tterrag> OFFICIAL DOCS
L188[02:39:52] <sham1> :P
L189[02:40:08] <killjoy> that's what came up after googling
L190[02:40:13] *** bilde2910|away is now known as bilde2910
L191[02:40:17] <theresajayne> o/ tterag
L192[02:40:28] <sham1> Welp my answer was also right :P
L193[02:41:07] <sham1> Also, why doesnt JDK provide a built-in arbitrary base logarithm functions
L194[02:41:36] <sham1> The only ones it provides are natural logarithm and base-10 log
L195[02:41:50] <sham1> And I know I can do that myself but...
L196[02:42:13] <killjoy> you can use the change of base
L197[02:42:23] <sham1> <sham1> And I know I can do that myself but...
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L199[02:42:41] <sham1> It still is weird
L200[02:42:58] <sham1> That for base-2 I need to do: Math.log(n)/Math.log(2)
L201[02:43:24] <sham1> And even better if that Math.log(2) is cached
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L203[02:43:47] <killjoy> double log(double n, int b) {return Math.log(n)/Math.log(b);}
L204[02:43:54] <sham1> yeah
L205[02:44:03] <sham1> I know how it would be implemented
L206[02:44:16] <sham1> That is why I wonder just why it hasnt been implemented by the JDK
L207[02:44:23] <sham1> It's so simple
L208[02:44:33] <sham1> (that argument goes both ways but meh)
L209[02:45:51] <superckl> I've wondered that myself, but I've only needed it probably once. So simple to do yourself and not common...
L210[02:46:00] <McJty> Well there is also no function for adding two numbers in Math. Even though it is pretty simple to implement :-)
L211[02:46:10] <sham1> ...
L212[02:46:11] <McJty> And who doesn't need to add numbers?
L213[02:46:36] *** kirby|gone is now known as mrkirby153
L214[02:46:54] <sham1> The difference between logarithms and addition...
L215[02:47:02] <sham1> God damn it
L216[02:47:08] <McJty> True
L217[02:47:47] <sham1> Well it makes it even more weird seeing as they added lg
L218[02:47:52] <ThePsionic> McJty: I have a surefire way for adding two numbers
L219[02:47:53] <ThePsionic> +
L220[02:48:02] <sham1> I just use OR
L221[02:48:19] <sham1> And XOR
L222[02:48:22] ⇨ Joins: Hgrebnednav__ (~Hgrebnedn@d8D872D48.access.telenet.be)
L223[02:48:25] <sham1> And AND
L224[02:48:36] <sham1> Half-adders incode
L225[02:48:38] <ThePsionic> 09:48:25 <sham1> And AND And AND And AND And AND
L226[02:48:48] <sham1> Yes
L227[02:48:55] <ThePsionic> you're repeating yourself
L228[02:49:06] <sham1> I am quite recursive
L229[02:49:15] <ThePsionic> <| ͡° ͜ʖ ͡°|>
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L231[02:50:07] <Lordmau5> \o
L232[02:50:14] <ThePsionic> o/
L233[02:50:22] <Lordmau5> How's everyone
L234[02:50:30] <sham1> Dunno
L235[02:50:39] <Lordmau5> I'll take that as a Yes.
L236[02:50:41] <Lordmau5> :P
L237[02:51:05] <McJty> Was that a 'yes/no' question? :-)
L238[02:51:11] <McJty> In that case my answer is 'yes'
L239[02:51:17] <sham1> True
L240[02:51:30] <Lordmau5> I could respond with another question to the question you were just asking regarding my question, you know?
L241[02:52:15] <sham1> Yes
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L243[02:52:57] <ThePsionic> <| ͡° ͜ʖ ͡°|>
L244[02:53:15] <sham1> you and your lenny face
L245[02:53:34] *** AEnterprise is now known as AEnterpriseAFK
L246[02:53:44] <Lordmau5> ( ͡° ͜ʖ ͡°)
L247[02:54:09] <ThePsionic> That's LenBot
L248[02:54:12] <ThePsionic> <| ͡° ͜ʖ ͡°|>
L249[02:54:22] <Lordmau5> ofc it is
L250[02:54:53] <sham1> stårgate
L251[02:54:57] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L252[02:55:02] <killjoy> That's supposed to be in caps
L253[02:55:11] <ThePsionic> It's derived from the Caravan Palace album named <|°_°|>
L254[02:55:11] <sham1> STÅRGATE
L255[02:55:19] <sham1> Seriously, they use that letter
L256[02:55:20] <killjoy> much better :p
L257[02:55:21] <ThePsionic> But with more lenny
L258[02:55:29] <sham1> It is even more ackward than metal umlauts
L259[02:55:41] <sham1> Also Lenny's dead so no
L260[02:55:54] <Lordmau5> ᕕ( ᐛ )ᕗ - might not work in your normal IRC client :p
L261[02:56:04] <sham1> Nöpe
L262[02:56:04] <ThePsionic> sham1: Mötley Crüe
L263[02:56:04] <Lordmau5> "Happy Garry" - for those that only see blocks
L264[02:56:30] <sham1> Using diacritics confuse me if it is in english
L265[02:56:32] <ThePsionic> I can do ᕕ( ᐛ )ᕗ me
L266[02:56:57] <ThePsionic> I just remembered I have shortcuts in this IRC client for <|°_°|>
L267[02:57:06] <Lordmau5> lmao
L268[02:57:46] <sham1> Like whenever I see motörhead, I get all messed up
L269[02:58:02] <sham1> Because I pronounce it with the [ö] instead of [o]
L270[02:58:45] <ThePsionic> Fucking motoerhead
L271[02:59:10] <kashike> ┐('~`)┌
L272[02:59:40] <Lordmau5> äöü
L273[02:59:55] <sham1> I pronounce it as [motørhead]
L274[03:00:32] <sham1> That is how it gets pronounced in finnish unless you are not being silly and pronounce the 'ö' there as 'o'
L275[03:00:38] <Lordmau5> Motorkopf
L276[03:00:40] <Lordmau5> *hides*
L277[03:00:44] <ThePsionic> mm ja bitte
L278[03:01:26] <ThePsionic> TIL what a diagraph is
L279[03:01:48] <sham1> Yay for ipa
L280[03:02:31] <sham1> Which in Finnish is basically useless because everything gets pronounced like written
L281[03:02:39] <ThePsionic> mutha fuckin ij
L282[03:03:21] <sham1> Because the written language is the phonetics turned straight into written form
L283[03:03:44] <ThePsionic> That's Finland for ya
L284[03:03:47] <sham1> Except for ö which is [ø]
L285[03:03:55] <ThePsionic> so like
L286[03:03:56] <ThePsionic> uuh
L287[03:04:22] <ThePsionic> (i'm not thinking here btw it sounds like uuh)
L288[03:04:50] <Sandra> to spawn a particle I use:
L289[03:04:51] <Sandra> Minecraft.getMinecraft().theWorld.spawnParticle(EnumParticleTypes.REDSTONE,finalPos.getX(),finalPos.getY(),finalPos.getZ(),0,0,0);
L290[03:04:51] <sham1> Random language facts, now on the history channel
L291[03:04:52] <Sandra> yes?
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L293[03:06:00] <sham1> Looks about right
L294[03:07:01] <Sandra> of course, I offset the positions with +0.5 each to spawn in the center of a block instead of a corner, but that's correct otherwise.
L295[03:07:07] <Sandra> mmmkay.
L296[03:07:27] <Sandra> and I'm doing that from my packet handler.
L297[03:08:16] <sham1> On the client side in general
L298[03:09:03] <Sandra> yeah.
L299[03:13:37] <Cazzar> TIL: Cortana is your start menu in windows 10, how do I know? http://upload.cazzar.net/u/1452676276 occurs every time I press my start key
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L302[03:15:23] <kashike> Cazzar: it isn't
L303[03:15:29] <kashike> Cortana just hooks into the start menu
L304[03:15:55] <Lordmau5> you can disable that woman
L305[03:16:04] <Cazzar> Well, if it's broken like I have it, Cortana effectively breaks it.
L306[03:16:39] <Cazzar> I'll just continue finding this funny http://upload.cazzar.net/u/1452663204
L307[03:18:46] <killjoy> So I have a golden pick that's named "banana on a stick"
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L309[03:21:14] <ThePsionic> Cazzar: Where do I find Cortana https://usercontent.irccloud-cdn.com/file/Gpr6UMv6/Screenshot%20from%202016-01-13%2010%3A18%3A06.png
L310[03:21:18] <Sandra> I don't have cortana on my win10, as I can't install the latest windows update.
L311[03:21:21] <Sandra> :(
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L314[03:35:59] <theresajayne> cortana is usually the search box in the bottom of the taskbar
L315[03:36:04] <theresajayne> have you enabled it
L316[03:36:04] <sham1> I don't have Cortana because not available on my region
L317[03:36:32] <theresajayne> http://www.howtogeek.com/223259/how-to-enable-cortana-anywhere-in-the-world-on-windows-10/
L318[03:36:44] <theresajayne> you can turn it on anywhere
L319[03:36:52] <ThePsionic> theresajayne: except if you're using Linux like me :p
L320[03:37:04] <theresajayne> then you can use hey google
L321[03:37:08] <theresajayne> :P
L322[03:37:09] <Sandra> theresajayne, I don't have it in my region in the version of win10 I have.
L323[03:37:21] <Sandra> theresajayne, you mean "Okay Google."
L324[03:37:29] <theresajayne> read that link it shows you how to turn it on for your region
L325[03:38:07] <theresajayne> i have an iphone (android phone sent every call to answerphone as it was using too much processor ringing the phone to actually answer it
L326[03:38:07] <Sandra> because I apparently need 5GB free disk space to install the windows update and I'm like... "nah."
L327[03:38:21] <Sandra> my laptop's usb slots don't work.
L328[03:42:55] <Sandra> theresajayne, what.
L329[03:43:14] <Sandra> how would your phone be that bad.
L330[03:43:36] <theresajayne> it was a HTC one
L331[03:43:50] <theresajayne> been on Iphone since then
L332[03:44:03] <theresajayne> 3GS, 4S, 5S now 6S+
L333[03:44:30] <Sandra> seriously how could a phone not have a fast enough processor to answer a phone call.
L334[03:44:43] <Cazzar> ThePsionic: >asks about cortana, posts a GNOME3 screenshot
L335[03:44:46] <Sandra> and be sold.
L336[03:44:53] <Cazzar> DONT THINK I DON'T KNOW LINUX
L337[03:44:54] <theresajayne> it would show slide right to answer and then freeze until it went to answerphone
L338[03:45:43] <theresajayne> then it would say missed call
L339[03:45:51] <theresajayne> I used up all my credit callimg people back
L340[03:45:53] <Lordmau5> Linux is good
L341[03:45:59] <theresajayne> no its not
L342[03:46:03] <theresajayne> minix is the best
L343[03:46:07] <Lordmau5> sorry
L344[03:46:09] <Lordmau5> Unix* is good
L345[03:46:10] <Lordmau5> :P
L346[03:46:13] <killjoy> there's just a learning curve
L347[03:46:26] <Lordmau5> For servers at least. I prefer Windows for my Desktop PC due to video games and such
L348[03:46:48] <killjoy> Though I will agree that most DEs touch support is sucky
L349[03:46:50] <ThePsionic> Cazzar: it was joke
L350[03:46:54] <Cazzar> Lordmau5: you just got the only reason I still run windows :P
L351[03:46:55] <Lordmau5> It was a good option that my friend and I went for a Ubuntu vServer ~5years ago
L352[03:47:04] <theresajayne> killjoy: its the same learning curve as eve. http://syncaine.files.wordpress.com/2012/09/learningcurve.jpg
L353[03:47:06] <Cazzar> ThePsionic: IK, but I seriously have broken stuff, ex: https://twitter.com/Cazzar99/status/687207998834384896
L354[03:47:14] <Lordmau5> We had the choice of Ubuntu or Windows Server - the Windows one would've cost us 5€ more /month
L355[03:47:18] <ThePsionic> wat
L356[03:47:37] <theresajayne> they add the licence cost to hosting
L357[03:47:40] <Lordmau5> going by the fact that we were both 13 at that time - we obviously went for the Ubuntu one so we didn't have to pay so much xD
L358[03:48:17] <theresajayne> at college we had a Berkley SYSV mini
L359[03:48:33] <theresajayne> we spent most of the time hacking it
L360[03:48:52] <theresajayne> my coup de gras was to rewrite the su command
L361[03:48:54] <Lordmau5> hehe
L362[03:49:05] <theresajayne> it worked as normal
L363[03:49:21] <theresajayne> except if you entered the password Ctrl-Y
L364[03:49:32] <theresajayne> which then let you in as root with no logs
L365[03:49:55] <Cazzar> That's an exploit and a half.
L366[03:50:48] <theresajayne> the only mistake i made was I hadnt learned about fork yet so did an exec instead - so it was visible in the ps list
L367[03:51:25] <Lordmau5> wut - new Payday 2 Goat Simulator DLC, say whaaaaaaaat
L368[03:51:27] <theresajayne> and we had no source to base it off
L369[03:51:51] <theresajayne> i was quite proud about that one
L370[03:53:08] <theresajayne> :( sad face - somethingawful forums are down again - second day running
L371[03:53:36] <Sandra> Cazzar, reinstall windows 10.
L372[03:53:45] <theresajayne> http://www.isitdownrightnow.com/forums.somethingawful.com.html
L373[03:53:50] <Cazzar> I might have to.
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L375[03:54:47] <Cazzar> Right now I am doing an upgrade to the latest rs1 build.
L376[03:55:38] <Sandra> runescape 1?
L377[03:55:44] <Sandra> nice.
L378[03:56:30] <Lordmau5> Damn, Runescape
L379[03:56:32] <Lordmau5> good game
L380[03:56:37] <Lordmau5> if we're talking OSRS :D
L381[03:56:51] <Sandra> OSRS?
L382[03:56:59] <Lordmau5> Old School Runescape
L383[03:57:17] <Sandra> ah right.
L384[03:57:32] <Sandra> i like rs3 a lot too.
L385[03:57:47] <Lordmau5> eh
L386[03:57:59] <Lordmau5> I mean, I botted it in and got banned - got bored once again
L387[03:57:59] <Sandra> it's less grindy, tbh.
L388[03:58:08] <Lordmau5> in it*
L389[03:58:46] <Sandra> e.g. combat requires a little more skill than click watch numbers go.
L390[04:10:46] <Cazzar> Sandra just in case: http://www.winbeta.org/news/microsoft-starts-internal-development-of-windows-10-redstone
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L392[04:15:23] <Something12> killjoy, I just want to operate on the data.
L393[04:16:06] <killjoy> hm?
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L395[04:23:59] <Wuppy> damn what a bachalors party last night :O
L396[04:24:18] <luacs1998> tterrag, you there?
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L398[04:27:26] <AtomicStryker> is there such a thing as a library for weighted kmeans in java
L399[04:27:57] <AtomicStryker> by which i mean the data points have a weight or an importance rating, and i basically want a clustering of the most important ones
L400[04:28:07] <luacs1998> Cazzar, you're only updating to 11082 now? it came out last year
L401[04:28:33] <Cazzar> luacs1998 well, the update has been bitchy for my setup.
L402[04:28:37] <killjoy> Know the difference. It could save your life. https://i.imgur.com/5yKZsQH.jpg
L403[04:30:36] <Wuppy> they explode? o___0
L404[04:30:52] <Lordmau5> "Rarely explodes" lmfao
L405[04:31:15] <Lordmau5> "speaks Spanish and French" - what even am I reading, killjoy?
L406[04:31:38] <killjoy> I'd rather not speak dutch
L407[04:31:52] <Wuppy> neither do I
L408[04:32:54] <killjoy> So this new Requiem modpack.
L409[04:33:02] <killjoy> It would be fitting if it was never finished
L410[04:33:06] <Wuppy> Reqiuem? that's a dj
L411[04:33:16] <killjoy> http://technicpack.net/modpack/requiem-189.791158
L412[04:33:23] <killjoy> it's a 1.8.9 pack
L413[04:33:34] <killjoy> I mention because Mozart died before he could finish his.
L414[04:33:45] <Wuppy> it's good music https://www.youtube.com/watch?v=TK1D0fPwDU4
L415[04:34:05] <killjoy> I'm talking about this. https://www.youtube.com/watch?v=sPlhKP0nZII
L416[04:36:09] <Wuppy> hmm I thought you were talking about this one instead: https://www.youtube.com/watch?v=dQw4w9WgXcQ
L417[04:36:21] <killjoy> ...
L418[04:36:26] <Wuppy> but classical music really isn't my style
L419[04:36:28] <killjoy> hey, 2007 called
L420[04:36:42] <killjoy> They're all out of you
L421[04:36:58] <Wuppy> hey the front page of reddit did that 2 days ago as well
L422[04:37:18] <killjoy> I must've missed it.
L423[04:37:20] <killjoy> I worked all day
L424[04:38:51] <Wuppy> I thought most people on reddit are working while they're on it :P
L425[04:39:09] <killjoy> No, I work fast food
L426[04:39:13] <killjoy> five guys
L427[04:39:49] <Wuppy> cool :)
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L445[05:14:06] <sham1> Making machines whose effectiveness scales logarithmically seems like fun
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L447[05:15:10] <ThePsionic> now make machines that develop their own personality and take over your mc world
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L449[05:17:47] <Lordmau5> Companion Cubes
L450[05:17:49] <Lordmau5> with AI
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L452[05:18:46] <ThePsionic> GLaDOS
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L456[05:30:11] <Lordmau5> yup
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L488[07:19:27] <Soni> how do I turn a JSON into a blockstate predicate?
L489[07:19:44] <AEnterprise> got something odd with forge: was sending a message i forgot to register and the game didn't crash, it printed out the stacktrace and it sais saving chunks, world unload event and all but the game just freezes
L490[07:19:46] <Soni> I know there's a method for it in 1.9, but I'm in 1.8...
L491[07:20:50] <sham1> Pardon me
L492[07:24:00] *** PaleOff is now known as PaleoCrafter
L493[07:27:48] <PaleoCrafter> Wat, Soni
L494[07:28:05] <Soni> PaleoCrafter, I have a JSON object
L495[07:28:16] <Soni> I need to turn it into a blockstate predicate
L496[07:28:21] <Soni> so I can match blockstates with it
L497[07:28:29] <Soni> because metadata isn't the way to go
L498[07:29:03] <PaleoCrafter> What format does the JSON object have? :P
L499[07:29:10] <Soni> {}
L500[07:29:20] <PaleoCrafter> "Property": value, ... ?
L501[07:29:28] <Soni> I think it's supposed to be {"propname": "propvalue"}
L502[07:29:33] <Soni> idk how 1.9 does it
L503[07:29:58] <PaleoCrafter> Because I'm fairly certain that vanilla supports that in setblock/fill, iirc
L504[07:30:16] <PaleoCrafter> And those are 1.8+ :P
L505[07:31:23] <Soni> it doesn't support them in 1.8
L506[07:31:27] <Soni> I checked the code
L507[07:31:30] <Soni> it uses parseInt
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L511[07:32:35] <AEnterprise> how do i get the texture of a fluid to render it in a gui?
L512[07:33:00] <PaleoCrafter> I dunno then, shouldn't be too difficult to write your own serialiser for something like that
L513[07:33:13] <PaleoCrafter> AEnterprise, version? :P
L514[07:33:15] <AEnterprise> i tried fluid.getFluid().getStill(); but that gives missingno and filenotfound stacktrace
L515[07:33:20] <AEnterprise> MC 1.8.9
L516[07:33:22] <Lordmau5> https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/client/gui/GuiValve.java#L155 AEnterprise
L517[07:33:33] <Lordmau5> refer to the recursive methods I have there :P
L518[07:33:46] <Lordmau5> wait no
L519[07:34:01] <Lordmau5> change the branch to 1.8_-_I_hate_myself at the top
L520[07:34:02] <Soni> PaleoCrafter, it's not a serializer that I want...
L521[07:34:04] <Lordmau5> then it's the proper one
L522[07:34:23] <PaleoCrafter> You basically do :P
L523[07:34:26] <AEnterprise> alright thanks Lordmau5 i'll dig around in there
L524[07:34:33] <Lordmau5> no problem :)
L525[07:34:36] <ghz|afk> o/ people
L526[07:34:40] <Lordmau5> \o afk person
L527[07:34:45] *** ghz|afk is now known as gigaherz
L528[07:34:56] <Lordmau5> \o gigaherz
L529[07:34:56] <Lordmau5> :D
L530[07:35:03] <gigaherz> so what are your issues? ;P
L531[07:35:06] <AEnterprise> mind if i copy the fluidhelper method for the texture?
L532[07:35:27] <PaleoCrafter> Well, you want a deserialiser, but they usually come in complementary pairs :P
L533[07:35:38] ⇨ Joins: RedSnt (~RedSnt@0x4dd74380.adsl.cybercity.dk)
L534[07:36:14] <gigaherz> Hmmm.. if a modulator-demodulator is a modem, should we call a serializer-deserializer a seder?
L535[07:36:32] <gigaherz> sedes*
L536[07:36:51] <PaleoCrafter> Does it use sed? xD
L537[07:37:02] <sham1> Pls no
L538[07:37:15] <Soni> PaleoCrafter, and how do I turn the JSON into a blockstate predicate?
L539[07:37:23] <Soni> (how do I make a blockstate predicate?)
L540[07:37:40] <sham1> Are you trying to send a blockstate across the network or what the hell is it you are doing
L541[07:37:50] <Lordmau5> so quick rundown AEnterprise - Post the TextureStitchEvent.Post.map variable to the FluidHelper https://github.com/Lordmau5/FFS/blob/1.8_-_I_hate_myself/src/main/java/com/lordmau5/ffs/FancyFluidStorage.java#L168 | that one resolves it into a proper texture map for the fluids https://github.com/Lordmau5/FFS/blob/1.8_-_I_hate_myself/src/main/java/com
L542[07:37:50] <Lordmau5> /lordmau5/ffs/client/FluidHelper.java#L31 | then you can use getFluidTexture from the FluidHelper class https://github.com/Lordmau5/FFS/blob/1.8_-_I_hate_myself/src/main/java/com/lordmau5/ffs/client/FluidHelper.java#L67
L543[07:38:04] <PaleoCrafter> I'm not a 100% certain what a blockstate predicate wild m would be
L544[07:38:24] <Soni> sham1, I'm trying to match blockstates with a Predicate or something
L545[07:38:30] <PaleoCrafter> But look at Vanilla's BlockPattern
L546[07:38:31] <sham1> why
L547[07:38:50] <AEnterprise> thanks Lordmau5 :) i was tracing it but that saves me the hassle as it's not the default branch :)
L548[07:39:15] <RedSnt> Hi! Maybe I overlooked this in a FAQ somewhere despite googling it but: Is it normal that forge has to display "constructing mods" on every launch?
L549[07:39:33] <PaleoCrafter> Yes
L550[07:39:42] <RedSnt> Ah cool, thanks PaleoCrafter
L551[07:39:44] *** flappz is now known as flappy
L552[07:40:11] <PaleoCrafter> 'Constructing' means 'create the objects they are represented by' in this context
L553[07:40:40] <RedSnt> Ah, I see. I thought it was maybe doing something on every launch that was meant to be a one-thing only.
L554[07:40:43] <sham1> that gets placed in the @Instance'd field
L555[07:40:56] <sham1> Assuming your language needs it
L556[07:42:33] <PaleoCrafter> No language *needs* it, it's just more convenient than handling the singleton yourself in Java :P
L557[07:42:51] <Soni> sham1, ever heard of NoteBetter?
L558[07:42:56] <sham1> No
L559[07:43:05] <Soni> http://minecraft.curseforge.com/projects/notebetter
L560[07:43:17] <Soni> basically I need to be able to filter blockstates
L561[07:43:27] <Soni> and partial blockstates too
L562[07:43:29] <sham1> Okay then
L563[07:44:13] <PaleoCrafter> As I said, look at Vanilla's BlockPattern :P
L564[07:44:23] ⇦ Quits: Davnit (~Davnit@71-47-89-196.res.bhn.net) (Ping timeout: 189 seconds)
L565[07:44:37] <PaleoCrafter> btw, what the heck is up with curse? q.q
L566[07:44:40] ⇨ Joins: Davnit (~Davnit@71-47-80-31.res.bhn.net)
L567[07:44:57] <Soni> PaleoCrafter, how am I supposed to use that?
L568[07:45:08] <PaleoCrafter> It uses predicates
L569[07:45:17] <PaleoCrafter> Get inspired by it
L570[07:45:47] <Soni> but I need to go from a JSON to a partial state
L571[07:45:54] <PaleoCrafter> And use a bit of imagination (or logic, if you're more into that)
L572[07:46:31] <PaleoCrafter> you probably won't find an existing implementation of this, so do it yourself :P
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L574[07:46:52] <PaleoCrafter> It's not hard
L575[07:47:43] <Soni> 1.9 has it
L576[07:47:53] <sham1> and?
L577[07:48:18] <PaleoCrafter> Why's that NoteBetter thing a coremod, btw? -.-
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L580[07:54:35] <AEnterprise> got it working, thanks for the pointers Lordmau5
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L582[07:55:34] <Lordmau5> no problem! :)
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L584[07:59:03] <gigaherz> [14:44] (+PaleoCrafter): btw, what the heck is up with curse? q.q
L585[07:59:04] <gigaherz> hm?
L586[07:59:27] <McJty> European network connectivity problems. Not curse specific
L587[07:59:28] <gigaherz> I don't see anything wrong with curse?
L588[07:59:28] <PaleoCrafter> Couldn't reach any of its sites for half an hour
L589[07:59:31] <McJty> I could hardly visit any site this morning
L590[07:59:34] <PaleoCrafter> Ah
L591[07:59:36] <McJty> Twitter, curse, ...
L592[07:59:40] <gigaherz> oh
L593[07:59:42] <McJty> Apparently something is wrong in EU area
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L595[07:59:47] <Lordmau5> EU what
L596[07:59:55] <McJty> Europe
L597[07:59:59] <Lordmau5> yes, I know that, duh :D
L598[08:00:09] <Lordmau5> so is Twitter and Curse not working?
L599[08:00:38] <McJty> More sites for me
L600[08:00:41] <McJty> Those were just examples
L601[08:00:43] <Lordmau5> can confirm curse, "Website is offline"
L602[08:00:46] <wlhlm> let me guess, it all runs on AWS? (btw, everything works fine for me in GER)
L603[08:00:46] <Lordmau5> but twitter seems up
L604[08:00:46] <McJty> About half the internet didn't work
L605[08:00:54] <Lordmau5> GER as well over here o/
L606[08:00:57] <McJty> For me it is better right now
L607[08:01:04] <wlhlm> Lordmau5: moin ;)
L608[08:01:06] <McJty> It was bad a few hours ago
L609[08:01:13] <PaleoCrafter> Germany be best
L610[08:01:29] <AEnterprise> i'm in the EU and my internet worked perfectly the last few hours, still does
L611[08:01:35] <Ivorius> Guys, don't start a regime because 3 of you Germans found each other
L612[08:01:58] <Lordmau5> Moin :P
L613[08:02:03] <Lordmau5> Why not?
L614[08:02:05] <Lordmau5> Come oooon
L615[08:02:10] <PaleoCrafter> I'm certain that's how the Nazis got things rolling :P
L616[08:02:20] <Lordmau5> we aren't that type of German though
L617[08:02:42] <sham1> Yeah
L618[08:02:49] <sham1> Because you are not Austrian
L619[08:03:19] <Lordmau5> Shots fired
L620[08:03:24] <Ivorius> Hitler was only given 'power' to be able to blame shift later
L621[08:03:31] <Ivorius> Didn't work out, but it was worth a try
L622[08:03:39] <wlhlm> godwin, here we go...
L623[08:03:48] <sham1> He had a good try at domination of Europe
L624[08:03:49] <flappy> wlhlm: too late mate
L625[08:04:10] <flappy> also kinda not applicable
L626[08:04:29] <sham1> ^
L627[08:04:31] <Lordmau5> let's switch topics from hitler to minecraft again, shall we? :D
L628[08:04:47] <wlhlm> (sorry, I just wanted to say it :D)
L629[08:04:49] <Ivorius> Same thing dude
L630[08:04:52] <McJty> For example. I cannot access http://forum.feed-the-beast.com/ right now
L631[08:04:59] <sham1> Well that's weird
L632[08:05:00] <Lordmau5> It's fine.
L633[08:05:00] <Ivorius> Hitler is literally Minecraft
L634[08:05:13] <Lordmau5> McJty set your DNS to the google DNS ones
L635[08:05:16] <McJty> http://www.curse.com/ is having issues as well
L636[08:05:17] <Lordmau5> 8.8.8.8 and 8.8.4.4
L637[08:05:19] <wlhlm> McJty: works for me (tm)
L638[08:05:21] <Lordmau5> maybe that fixes it
L639[08:05:25] <Lordmau5> could be your ISP having issues
L640[08:05:32] <sham1> What is this IPv4 BS you are talking
L641[08:05:57] <DRedhorse> http://downforeveryoneorjustme.com/
L642[08:06:02] <wlhlm> sham1: haha, it's a sad state of affairs...
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L644[08:06:13] <Lordmau5> DRedhorse, pretty useless if other people can tell him that it's online haha
L645[08:06:13] <gigaherz> [15:05] (Lordmau5): McJty set your DNS to the google DNS ones
L646[08:06:18] <gigaherz> I find that to be unreliable also
L647[08:06:24] <Lordmau5> because?
L648[08:06:26] <gigaherz> best combination I found was to use my router as #1
L649[08:06:29] <gigaherz> and google's as #2
L650[08:06:34] <Lordmau5> works too
L651[08:06:42] <Lordmau5> at least have one of the google DNS ones, that's what I mean
L652[08:06:44] <gigaherz> because at some point I relied on google's alone
L653[08:06:46] <McJty> Well don't have control on internet settings here. I'm at work
L654[08:06:48] <gigaherz> and I had issues accessing some sites
L655[08:06:52] <sham1> I still do not understand why we have not fully switched away from ipv4
L656[08:06:57] <gigaherz> sham1: cost
L657[08:07:05] <gigaherz> simply and plainly, the cost of switching
L658[08:07:08] <Lordmau5> oh, that's bad then
L659[08:07:14] <Lordmau5> perhaps they are then just blocking certain pages or something?
L660[08:07:19] <sham1> The benefits outweigh the costs
L661[08:07:20] <wlhlm> sham1: aws still is ipv4 only (mostly)
L662[08:07:21] <gigaherz> the ISPs need to replace all IPV4 routing equipment,
L663[08:07:26] <gigaherz> setup the networks, etc
L664[08:07:36] <wlhlm> gigaherz: they had 20 years...
L665[08:07:40] <gigaherz> it coses more to do that than getting new bits of ipv4 ranges
L666[08:07:49] <sham1> No longer do you need to worry about IP addresses running out any time soon
L667[08:07:56] <DRedhorse> depends.. I had a better tool, which was checking the website from several angles
L668[08:07:57] <gigaherz> costs*
L669[08:08:07] <DRedhorse> or was that dns records... hmm
L670[08:08:09] <Lordmau5> give them a bit more time. I have a strong feeling that we're gonna have more accesibility to 500MBit+ in our homes by the end of the year
L671[08:08:09] <gigaherz> sham1: that doesn't bother them
L672[08:08:17] <Lordmau5> would be stupid to buy new equipment AGAIN at that point
L673[08:08:23] <Soni> <+PaleoCrafter> Why's that NoteBetter thing a coremod, btw? -.-
L674[08:08:24] <gigaherz> well
L675[08:08:26] <Soni> 2 reasons, actually
L676[08:08:30] <gigaherz> what bothers them is the PRICE of the ranges
L677[08:08:37] <sham1> Corporate greed...
L678[08:08:42] <gigaherz> now that there are no more ranges that can be assigned
L679[08:08:45] <Soni> there's no hook for when triggerNote is called and I wanted to affect only noteblocks and things that extend noteblocks
L680[08:08:56] <gigaherz> we will enter a phase where ranges will be sold progressively more expensive
L681[08:08:58] <Soni> and to workaround a thing
L682[08:09:20] <gigaherz> re-sold, that is
L683[08:09:29] <Soni> and because of the way it's designed, it shouldn't break any coremods (or mods)
L684[08:09:38] <gigaherz> as people keep trying to make more money out of reselling
L685[08:09:48] <gigaherz> the price of ipv4 will rise up
L686[08:09:57] <Lordmau5> ofc it will
L687[08:10:00] <gigaherz> until switching to ipv6 becomes the more cost-effective solution
L688[08:10:01] <Lordmau5> but at some point I'd rather have it die out
L689[08:10:02] <gigaherz> and THEN
L690[08:10:03] <Lordmau5> just like Flash
L691[08:10:10] <gigaherz> we will see an explosion of ipv6 ;P
L692[08:10:26] <gigaherz> either that
L693[08:10:37] <gigaherz> or ISPs will start to sell internet connections with implicit NAT
L694[08:10:43] <Soni> gigaherz, just add NAT
L695[08:10:55] <gigaherz> Soni: yup that's the worst possible situation for users
L696[08:11:07] <Soni> gigaherz, happens all the time :(
L697[08:11:07] <gigaherz> no way to have direct connections
L698[08:11:26] <gigaherz> IIRC, it's not permitted in spain
L699[08:12:21] <gigaherz> the people who regulate the rules of internet services don't allow wired broadband services to be mettered OR locked down in any way
L700[08:12:44] <gigaherz> mobile internet is more free in that regard
L701[08:12:55] <Lordmau5> but traffic limit is still an issue
L702[08:13:01] <gigaherz> not for us, no
L703[08:13:02] <Lordmau5> I doubt we'll have that in the next 2-3 years anymore though
L704[08:13:04] <Lordmau5> huh?
L705[08:13:25] <gigaherz> unless you mean something else
L706[08:13:46] <Soni> gigaherz, hmm
L707[08:14:21] <Soni> well in theory the NAT could do some portscanning and remap open ports like that
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L709[08:14:39] <Lordmau5> e.g. having up to 1GB of traffic per month with full speed
L710[08:14:42] <gigaherz> Soni: doesn't really work for incoming ports
L711[08:14:42] <Lordmau5> and later on get throttled
L712[08:14:49] <gigaherz> Lordmau5: that isn't allowed here
L713[08:14:57] <gigaherz> not for wired internet
L714[08:15:04] <gigaherz> we have that for phones
L715[08:15:05] <Soni> gigaherz, you don't know the port number, but it will be open
L716[08:15:14] <gigaherz> Soni: yes but you can't have your own web server
L717[08:15:25] <Soni> gigaherz, sure you can, just portscan the NAT
L718[08:15:41] <Lordmau5> I was talking... about... phones
L719[08:15:43] <gigaherz> or receive UDP packets
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L721[08:15:49] <Lordmau5> since the last thing you said was "mobile internet is ..."
L722[08:15:52] <Lordmau5> :P
L723[08:15:54] <gigaherz> Soni: not on port 80
L724[08:16:06] <IoP> there is already specs for ISP Natting ;)
L725[08:16:08] <IoP> https://en.wikipedia.org/wiki/Carrier-grade_NAT
L726[08:16:09] <gigaherz> yo ucna't have more than one user having their connections mapped through port 80
L727[08:16:17] <Soni> gigaherz, it's not like most ISPs don't block port 80 already...
L728[08:16:46] <gigaherz> Soni: well if they blocked port 80, I'd change ISP ;P
L729[08:16:55] <Lordmau5> blocking port 80 is horrible imo
L730[08:16:56] <gigaherz> maybe I'm too used to having decent internet rules XD
L731[08:17:06] <Soni> gigaherz, you mean you'd get a server-grade contract and get IPv6?
L732[08:17:13] <gigaherz> no
L733[08:17:25] <gigaherz> I mean I'd call for action and get people to vote a different government that doesn't do that crap
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L735[08:17:29] <gigaherz> XD
L736[08:17:36] <Soni> Lordmau5, but it means the end-user doesn't have to deal with port 80 flood and stuff
L737[08:18:00] <Lordmau5> as if the end user wouldn't have the same issue with other ports
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L739[08:18:46] <Soni> Lordmau5, HTTP, FTP, some MS crap you can exploit, etc are blocked by default on my ISP
L740[08:19:01] <Soni> HTTPS, SSH, etc aren't
L741[08:19:24] <Soni> (btw you should use HTTPS if you aren't already)
L742[08:19:52] <Lordmau5> ofc
L743[08:22:20] <Nitrodev> hi all
L744[08:22:36] <Lordmau5> Hey
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L758[08:47:10] <OrionOnline> Hello
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L760[08:47:18] <OrionOnline> How is everzbody?
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L763[08:55:26] <Nitrodev> fine thanks
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L776[09:25:12] <Wuppy> has anyone here ever made a custom controller using arduino?
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L780[09:32:15] <Wuppy> seems like there's a bunch of sources for it online :)
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L789[09:57:58] <SSBlur> So, this has probably been asked to death, but anyone know if there a way to dynamically render item entities in 1.8.x? I am generally a fan of the json format because of how flexible it is, but there are a few things I need to render based off of ItemStack NBTTag data.
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L791[09:59:03] <diesieben07> SSBlur, if you just want different models (or textures, which are really models) use ModelLoader.setCustomMeshDefinition.
L792[09:59:33] <diesieben07> for more fine grained control you can use ISmartItemModel in combination with ModelBakeEvent (to register it)
L793[10:00:14] <SSBlur> Oh, sounds promising. Does ISmartItemModel allow rendering and texture binding based off of Tag data?
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L795[10:00:53] <SSBlur> In the case of, say a dynamically created compressed block that generates models and binds textures based off of the component blocks.
L796[10:01:01] <diesieben07> well, item and blcok rendering really does not bind any textures but the one giant texture sheet
L797[10:01:08] <diesieben07> but yes, you can do that with ISmartItemModel
L798[10:01:13] <SSBlur> Awesome
L799[10:01:19] <SSBlur> Thanks, diesie
L800[10:01:23] <diesieben07> basically if you have a fixed set of models: setCustomMeshDefintion
L801[10:01:32] <diesieben07> if you need to make models dynamically sometimes, ISmartItemModel
L802[10:01:40] <diesieben07> or any other sub-interface of IBakedModel
L803[10:01:46] <diesieben07> that suits your needs
L804[10:02:06] <SSBlur> Thanks, you probably just saved me like 3 or 4 hours of crawling through documentation and Java files.
L805[10:02:25] <diesieben07> that's what i'm here for ;d
L806[10:02:37] <Soni> hmm BlockStateHelper...
L807[10:02:54] <diesieben07> its a stupid name
L808[10:03:01] <diesieben07> it's just a Predicate that checks for a block state
L809[10:03:16] <Simeon> is texturing enabled for OBJ models ?
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L811[10:04:02] <Soni> diesieben07, which's exactly what I'm looking for
L812[10:04:12] <Soni> altho it needs a block type as well...
L813[10:04:18] <diesieben07> wat
L814[10:04:43] <Soni> diesieben07, I kinda wanted only partial property matches without trying to match block type
L815[10:04:55] <diesieben07> then you need your own
L816[10:06:49] <shadekiller666> simeon, yes
L817[10:06:58] <shadekiller666> the obj loader reads .mtl files
L818[10:07:19] <Simeon> how do you tie it up with the MC textures
L819[10:07:29] <shadekiller666> well
L820[10:07:48] <Simeon> I can't figure out how to assign a texture to a model :X
L821[10:07:55] <Simeon> in my IPerspectiveAwareModel
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L823[10:09:46] <shadekiller666> you have the .obj and .mtl files that get read at launch (after the forge blockstate gets read), that stitches the texture into the texturemap and uses it to figure out the texture coordinates
L824[10:10:37] <shadekiller666> after that, as long as the block texture map is bound when rendering (if allowing the game to render for you thats not a problem), the texture will be applied to the model
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L826[10:12:23] <Simeon> but what about the right ResourceLocation for the texture
L827[10:13:30] <gigaherz> Simeon: in Minecraft 1.8, there is only one atlas
L828[10:13:46] <gigaherz> so by default ALL textures are assumed to be in it
L829[10:13:56] <Simeon> I know
L830[10:14:03] <gigaherz> wait you mean the .obj model
L831[10:14:07] <gigaherz> you put the texture in the mdl file
L832[10:14:13] <gigaherz> newmtl MaterialName
L833[10:14:19] <gigaherz> map_Kd resource:location/here
L834[10:14:41] <shadekiller666> ^
L835[10:14:46] <gigaherz> mtlñ*
L836[10:14:48] <gigaherz> mtl**
L837[10:15:06] <shadekiller666> map_Kd <modid>:blocks/texture
L838[10:15:58] <gigaherz> shadekiller666: I wass thinking about that at some point
L839[10:16:04] <shadekiller666> or <modid>:texture, its relative to the textures/ folder
L840[10:16:11] <gigaherz> it may have been nice to allow a "materiallib.json" in parallel with the .mtl file
L841[10:16:17] <gigaherz> same filename but ending in json
L842[10:16:25] <diesieben07> shadekiller666, i am looking at getGeneralQuads in OBJBakedModel right now out of curiousity. and.... wtf.
L843[10:16:26] <shadekiller666> for what purpose?
L844[10:16:28] <gigaherz> that overrides values from the mtl
L845[10:16:33] <shadekiller666> hmm?
L846[10:16:34] <Simeon> what if I don't have a generated .mtl file
L847[10:16:34] <gigaherz> because every time I export a .obj file
L848[10:16:37] <gigaherz> it replaces the mtl contents
L849[10:16:38] <gigaherz> XD
L850[10:16:45] <shadekiller666> lol
L851[10:16:55] <gigaherz> Simeon:
L852[10:17:03] <gigaherz> you can add to your .obj file
L853[10:17:11] <gigaherz> mtllib file.mtl
L854[10:17:14] <gigaherz> usemtl MaterialName
L855[10:17:15] <diesieben07> why do you synchronize? Just htat doesn't make you threadsafe.and then you have like... 3 versions of the quad list and return one or the other based on whether it was already initialiuzed or not and shit like that.
L856[10:17:24] <gigaherz> and then create the mtl file yourself
L857[10:17:26] <gigaherz> with
L858[10:17:30] <gigaherz> newmtl MaterialName
L859[10:17:39] <gigaherz> map_Kd modid:blocks/whatever
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L862[10:18:09] <diesieben07> and what is this "schedule rebake" anyways? the thing is a baked model. you don't rebake baked models. models are immutable data, for speed.
L863[10:18:21] <shadekiller666> i know
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L865[10:18:32] <shadekiller666> scheduleRebake is going away
L866[10:19:03] <shadekiller666> the quad list is synced cuz of concurrent modification exceptions i think
L867[10:19:05] <diesieben07> ok then :D just make quads an ImmutableList, then I am happy
L868[10:19:10] <shadekiller666> well
L869[10:19:14] <diesieben07> yeah that won't save you.
L870[10:19:15] <shadekiller666> they have to be a set
L871[10:19:22] <diesieben07> ImmutableSet then.
L872[10:19:26] <shadekiller666> specifically a LinkedHashSet
L873[10:19:37] <diesieben07> also why? getGeneralQuads reutnrs a list..
L874[10:20:02] <diesieben07> getGeneralQuads should really just be { return quads; }
L875[10:20:06] <diesieben07> because it's already baked.
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L877[10:20:40] <diesieben07> all this crap you are doing in that method should be in OBJModel.bake
L878[10:20:42] <gigaherz> diesieben07: it's a flaw of the design
L879[10:20:52] <diesieben07> ?
L880[10:20:53] <gigaherz> if you truly bake the model
L881[10:20:56] <shadekiller666> because A. face order is important with the obj index values, and B. a face can only be in the quad list once
L882[10:21:00] <gigaherz> you can't allow stuff like OBJState to modify the model at runtime
L883[10:21:15] <shadekiller666> getGeneralQuads() is where the baking happens
L884[10:21:18] <gigaherz> things like b3d animations wouldn't work
L885[10:21:25] <gigaherz> since they rely on "faking" the baking
L886[10:21:29] <diesieben07> yes, which is wrong shade. bakign happens in IModel.bake...
L887[10:21:30] <shadekiller666> after that (when quads is not empty) it just returns the list
L888[10:21:30] <gigaherz> and generating the quads as-needed
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L890[10:21:54] <shadekiller666> like gigaherz said
L891[10:22:02] <diesieben07> scheduleRebake is never called.
L892[10:22:09] <gigaherz> so we are purposefully misusing the bake quad system
L893[10:22:13] <gigaherz> ideally
L894[10:22:15] <diesieben07> getGeneralQuads bakes once and then never again
L895[10:22:28] <diesieben07> why is it lazy then?
L896[10:22:31] <gigaherz> the model loading process woudl work with IModels
L897[10:22:40] <diesieben07> no
L898[10:22:47] <diesieben07> IModel has the raw metadata
L899[10:22:52] <Simeon> what does the bakedTextureGetter parameter do in the bake method
L900[10:22:54] <shadekiller666> B3DLoader does a similar thing in getGeneralQuads()
L901[10:23:01] <diesieben07> IBakedModel bakes it into a fast representation based on the curretn resources
L902[10:23:08] <gigaherz> yes
L903[10:23:13] <gigaherz> that works for static models
L904[10:23:17] <gigaherz> that won't change
L905[10:23:36] <diesieben07> yes. you cannot use IBakedModels for movign models.
L906[10:23:38] <shadekiller666> oh, and the setup of OBJBakedModel.getGeneralQuads() in forge is quite different than that of the one in my local repo
L907[10:23:39] <diesieben07> why are you doing that? :D
L908[10:23:45] <gigaherz> but fry&shade's model loading
L909[10:23:46] <diesieben07> this is jsut one thing i dislike baotu this model system.
L910[10:23:50] <gigaherz> adds extra stuff
L911[10:23:58] <diesieben07> it is oh so pretty but it doesn't actualyl use itself properly.
L912[10:24:10] <gigaherz> I don't personally agree with it
L913[10:24:13] <gigaherz> but that's howit was designed
L914[10:24:16] <diesieben07> anyways, rant over.
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L916[10:24:45] <shadekiller666> talk to fry about the general design of the ModelLoaderRegistry system, i'm just pluging into what he designed :P
L917[10:24:55] <undeadparrot> Hi all
L918[10:25:02] <gigaherz> hello undeadparrot
L919[10:25:10] <shadekiller666> and most of the stuff in the released version of the obj loader was based off of the b3d loader
L920[10:25:12] <gigaherz> [17:22] (Simeon): what does the bakedTextureGetter parameter do in the bake method
L921[10:25:15] <gigaherz> a function
L922[10:25:18] <gigaherz> that returns textures
L923[10:25:19] <gigaherz> sec
L924[10:25:38] <shadekiller666> gigaherz, we really should store that function in forge...
L925[10:25:43] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java#L87,L97
L926[10:25:58] <gigaherz> shadekiller666: yes, but meanwhile... XD
L927[10:26:05] <Simeon> ah
L928[10:26:07] <undeadparrot> I found "... LivingSpawnEvent to check for EntitySheep and add to its task list your AI tasks." but doesn't that only apply to newly spawned sheep? or do all existing sheep in a chunk 'spawn' when the chunk loads?
L929[10:26:10] <Simeon> just the way I used it
L930[10:26:17] <undeadparrot> probably a dumb question.
L931[10:26:28] <diesieben07> B3D at least uses an IMmutableBuiolder instead of the mess that you are doing :D
L932[10:26:33] <diesieben07> but it's just as awful
L933[10:27:00] <Simeon> so can't you override the .mtl files in code
L934[10:27:02] <diesieben07> because even there, quads is NEVER set to null.
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L936[10:27:35] <Simeon> like registering your own atlas sprites and using them
L937[10:27:37] <shadekiller666> b3d loader has changed a lot since i copied from it
L938[10:27:48] <shadekiller666> simeon, not easilly
L939[10:27:52] <gigaherz> Simeon: shadekiller666's loader assumes that a model without a texture assigned, does not want textures ;P
L940[10:28:08] <shadekiller666> once the game is running, you can't stitch additional textures into the texture map
L941[10:28:31] <gigaherz> and note that
L942[10:28:35] <gigaherz> for textures in the atlas
L943[10:28:42] <gigaherz> "changing texture" means re-baking all the UV coords
L944[10:28:49] <Simeon> well I tried rendering a model without a texture and it was all transparent and purple :D
L945[10:28:55] <shadekiller666> the TAS doesn't actually have any data about the actual texture, just the uv coordinates
L946[10:29:30] <diesieben07> lol my neighbour is screaming again
L947[10:29:37] <diesieben07> because he's losing in a game
L948[10:29:41] <gigaherz> Simeon: that would mean somethign else was wrong
L949[10:30:20] <TechStack> Thats where I'm still confused on why it wont work for an entity texture..
L950[10:30:48] <gigaherz> TechStack: did you try the trick of using a custom TextureAtlasSprite implementation?
L951[10:30:49] <TechStack> does the OBJ loader add the textuer to the TAS when used to load a model manually?
L952[10:31:11] <gigaherz> no
L953[10:31:23] <shadekiller666> the obj loader passes the actual texture to the game to get stitched into the texture map
L954[10:31:33] <shadekiller666> but the game has to ask for the textures
L955[10:31:42] <TechStack> I was very unsuccessfull with that but i may have been doing it 100% wrong as i dont fully understand the TAS
L956[10:31:49] <shadekiller666> after launch, the texture map is already done stitching
L957[10:31:55] <Simeon> So how do I get the material texture registered through the .mtl file the texture is always builtin/white
L958[10:32:07] <shadekiller666> so any models loaded afterwards don't get their textures stitched into the map
L959[10:32:29] <TechStack> got it so if i load the .obj later via code wont get the texture in the TAS
L960[10:32:55] <TechStack> So.... if i create a "Dummy" json for it then it will load the textuer to the tas?
L961[10:33:21] <shadekiller666> the TAS isnt the texturemap, its just a location on the texturemap
L962[10:33:38] <diesieben07> you can register textures using TextureStichEvent
L963[10:33:45] <shadekiller666> ^
L964[10:34:00] <shadekiller666> you CAN stitch textures in on resource reload
L965[10:34:02] <TechStack> Yeaht that was what i was trying lastnight
L966[10:34:35] <shadekiller666> if you tell the obj loader to load on resource reload it will stitch the textures into the map for you
L967[10:35:10] <shadekiller666> Simeon, these are the example objs included with forge: https://github.com/shadekiller666/MinecraftForge/tree/master/src/test/resources/assets/forgedebugmodelloaderregistry
L968[10:36:24] <TechStack> I was calling OBJLoader.instance.loadModel & passing in the resource location of the obj file.
L969[10:36:48] <gigaherz> shadekiller666: does the TAS need to do anything other than getInterpolatedU/V for OBJ purposes?
L970[10:37:06] <shadekiller666> no
L971[10:38:03] <shadekiller666> obj loader only uses TASs for offsetting the uv coords from the .obj file to their proper location in the texture map
L972[10:38:21] <gigaherz> TechStack:
L973[10:38:21] <gigaherz> https://gist.github.com/gigaherz/f50d09b819b634affaac
L974[10:38:46] <gigaherz> something like this should work for loading a model that has a full-range UV map for use with custom loaded textures such as entities
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L978[10:40:27] <TechStack> OK thanks... I'll give that a try. I was close but i didnt touch the initSprite
L979[10:40:57] <gigaherz> initSprite is needed because min/maxU/V are not protected
L980[10:41:09] <gigaherz> I'm not convinced about the "-f" and "-f1" in initSprite though
L981[10:41:31] <shadekiller666> ya, fry and I need to talk about using the custom model loader for things other than blocks loaded from blockstate jsons...
L982[10:41:36] <gigaherz> hmmm
L983[10:41:36] <gigaherz> wait
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L985[10:41:39] <gigaherz> I have a better choice :D
L986[10:42:11] <Simeon> So when you replace an item model in the ModelBakeEvent with an OBJ model it automaticlly find the texture locaton form the .mtl file and stiches it up ?
L987[10:42:22] <gigaherz> refresh https://gist.github.com/gigaherz/f50d09b819b634affaac
L988[10:42:30] <gigaherz> TechStack: ^
L989[10:42:44] <gigaherz> this should work 100% instead of 99% ;p
L990[10:43:15] <TechStack> :D thats what i thought i tried but maybe i borked the call to return the DummyAtlas in the function parameter
L991[10:43:24] <shadekiller666> simeon, should, assuming everything is setup correctly
L992[10:43:56] <gigaherz> uh no
L993[10:44:06] <gigaherz> if you use ModelBakeEvent, I think it's too late for it
L994[10:44:17] <shadekiller666> maybe i'm wrong
L995[10:44:48] <Simeon> so the texture stich event ?
L996[10:44:52] <gigaherz> hmmmm
L997[10:44:54] <gigaherz> sec
L998[10:45:45] <gigaherz> one way to do it would be to have your own ICustomModelLoader
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L1000[10:45:53] <gigaherz> that accepts an arbitrary resourcelocation
L1001[10:46:01] <shadekiller666> uhhh
L1002[10:46:09] <gigaherz> such as "modid:internal"
L1003[10:46:10] <Simeon> :D
L1004[10:46:26] <shadekiller666> be VERY careful with accepting "arbitrary" resourcelocations
L1005[10:46:42] <gigaherz> and returns a dummy IModel that has a dependency on the other models you need
L1006[10:46:54] <shadekiller666> the first loader found by the ModelLoaderRegistry that accepts a model of type X will be asked to load it
L1007[10:46:54] <gigaherz> and on bake(), returns the appropriate ISmart*Model
L1008[10:47:32] <shadekiller666> and if that loader doesn't return a valid IModel, the registry substitutes in the missing model and continues loading other models
L1009[10:47:47] <gigaherz> yeah the sequence if you choose to do that
L1010[10:47:48] <shadekiller666> so you could completely fuck up loading for b3d and obj models if you aren't careful
L1011[10:48:30] <gigaherz> is arbitrary special MRL -> IModel -> IBakedModel
L1012[10:48:54] <williewillus> see botania's special flowers if you want an example of exactly what giga just described :p
L1013[10:49:21] <shadekiller666> the model loader registry picks the loader based on loader.accepts()
L1014[10:49:31] <shadekiller666> and each loader accepts different files
L1015[10:49:35] <gigaherz> yeah
L1016[10:49:43] <shadekiller666> the obj loader only "accepts" files ending in .obj
L1017[10:49:48] <gigaherz> EVERY resourcelocation gets iterated over the loaders
L1018[10:50:02] <gigaherz> the loaders themselves choose if they want to accept a mrl
L1019[10:50:13] <gigaherz> the standard loaders have a domain filter first
L1020[10:50:18] <shadekiller666> (because the .mtls are never pointed to directly, but are instead loaded during the parsing of the .obj, the loader itself handles those
L1021[10:50:19] <shadekiller666> )
L1022[10:50:22] <gigaherz> so that only opted-in domains get accepted
L1023[10:50:37] <shadekiller666> that too
L1024[10:50:42] <gigaherz> and then if the domain is accepted, they check if the "extension" matches
L1025[10:50:53] <gigaherz> so that's why I suggest using a full explicit resourcelocation for testing
L1026[10:51:02] <gigaherz> not just like minecraft has for "builtin/generated"
L1027[10:51:05] <gigaherz> but like
L1028[10:51:14] <gigaherz> "modid:internal/model-for-this-thing"
L1029[10:51:18] <shadekiller666> if the obj loader is asked if it accepts a .obj with a resource domain that hasn't been added via addDomain() prior, it won't accept it
L1030[10:51:25] <gigaherz> avoid having extensions in the location
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L1032[10:51:38] <gigaherz> so that it doesn't get accepted by other loaders by mistake
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L1034[10:52:54] <Simeon> I still can't see how the Obj loader automatically stiches the textures up
L1035[10:53:43] <shadekiller666> https://github.com/shadekiller666/MinecraftForge/blob/master/src/main/java/net/minecraftforge/client/model/obj/OBJModel.java#L92-L105
L1036[10:54:03] <shadekiller666> the obj loader doesn't stitch anything itself
L1037[10:54:14] <gigaherz> Simeon: it doesn't
L1038[10:54:25] <gigaherz> what hte model loading system does
L1039[10:54:34] <gigaherz> is, during the initialization process,
L1040[10:54:43] <shadekiller666> just prepares a list of ResourceLocations to give to the game when asked, which takes them and stitches the textures
L1041[10:54:48] <gigaherz> it resolves all the resource locations to IModels
L1042[10:54:55] <gigaherz> then checks the IModels for dependencies
L1043[10:54:57] <gigaherz> and loads those too
L1044[10:55:05] <gigaherz> then checks all the IModels for textures
L1045[10:55:13] <gigaherz> and creates a "list" of textures to load during the stitch phase
L1046[10:55:26] <gigaherz> basically all happens internally in the ModelLoader system
L1047[10:55:30] <gigaherz> the Obj loader does nothing special about it
L1048[10:55:37] <shadekiller666> just returns that list
L1049[10:55:40] <gigaherz> the OBJModel extends IModel
L1050[10:55:46] <shadekiller666> but that happens once
L1051[10:55:47] <gigaherz> simply returns a list of textures from the getTextures()
L1052[10:55:52] <shadekiller666> per IModel
L1053[10:55:54] <gigaherz> yep
L1054[10:55:57] <gigaherz> once, during load
L1055[10:56:02] <gigaherz> in between preinit and init
L1056[10:56:02] <shadekiller666> per resource manager load
L1057[10:56:12] <gigaherz> yeah
L1058[10:56:21] <gigaherz> or during the resource manager reload such as F3+t or changing resourcepacks
L1059[10:56:22] <shadekiller666> it should also happen any time onResourceManagerReload() is called
L1060[10:56:34] <Simeon> so when is the time to register and create the models
L1061[10:56:48] <shadekiller666> in preInit() ideally
L1062[10:57:00] <shadekiller666> onResourceManagerReload() otherwise
L1063[10:57:20] <Simeon> cuz you need to replace the existing models with custom ones
L1064[10:57:25] <shadekiller666> if you can trick the game into loading the model via blockstate json at launch you'll be better off, but thats limiting
L1065[11:00:37] <Simeon> and you need to bake the model after the stiching is done
L1066[11:00:50] <Simeon> do you can get the atlas sprite
L1067[11:00:55] <Simeon> is that right ?
L1068[11:01:29] <shadekiller666> no
L1069[11:01:38] <shadekiller666> well
L1070[11:01:39] <shadekiller666> yes
L1071[11:01:41] <shadekiller666> but
L1072[11:01:43] <Simeon> :D
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L1074[11:02:18] <TechStack> Thanks again Looks like that snippet will work with minor changes (return u/16 or v/16 ) because its 16X in the putvertexdata calls
L1075[11:02:39] <TechStack> Now i just need to sort out the flip-v thing but thats minor in comparison :D
L1076[11:02:51] <TechStack> Minecraft can have Lawnmowers & heavy machinery again
L1077[11:03:06] <shadekiller666> the way that the system is setup: load the IModels -> ask for their textures -> stitch the textures -> ... -> tell the IModels to bake() -> during baking, the IModels ask the texture map for interpolated UV coordinates to point to the correct texture on the map
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L1079[11:03:47] <shadekiller666> the flip-v thing is for UVs that have a clockwise winding order
L1080[11:03:59] <shadekiller666> flipping the uvs on a single axis reverses that order
L1081[11:04:05] <gigaherz> TechStack: ah, true Iforgot that the obj loader has to *16 the coords, so you'd have to un-*16 :D
L1082[11:04:41] <shadekiller666> (if i have things my way, "flip-v" will be in a different location in the json hierarchy once i get these changes finished"
L1083[11:04:42] <shadekiller666> )
L1084[11:04:47] <TechStack> i flipped my image and it was "close" so i can sort that out from here i think at least its applying
L1085[11:04:48] * shadekiller666 can type well
L1086[11:04:52] <gigaherz> stupid java/mc
L1087[11:04:59] <gigaherz> I wanted to use "∞" in strings
L1088[11:05:04] <gigaherz> but they look wrong in actual minecraft
L1089[11:05:09] <shadekiller666> lol
L1090[11:05:13] <gigaherz> even though they look nice in dev
L1091[11:05:15] <shadekiller666> thats on minecraft
L1092[11:05:22] <TechStack> gotcha & i'm trying to apply the flip-v via code with the .process method
L1093[11:05:36] <shadekiller666> i don't think the standard minecraft text atlas has an infinity symbol
L1094[11:05:55] <shadekiller666> techstack, you need to do that in the IBakedModel, not in the IModel
L1095[11:06:12] <shadekiller666> the obj loader does it during getGeneralQuads()
L1096[11:06:56] <TechStack> I'm running .process on my OBJModel and then calling bake on the result of that
L1097[11:07:16] <shadekiller666> no no n
L1098[11:07:16] <TechStack> the IImodel returned from bake is used to do the getgeneralquads call
L1099[11:07:17] <madcrazydrumma> I keep getting an 'error' message that i print to the command sender when checking an itemstack in his/her inventory. It always returns no item for some reason! http://pastebin.com/LHfSe2Jy
L1100[11:07:29] <shadekiller666> .process() isn't meant to bake the model...
L1101[11:07:41] <TechStack> i'm calling it before bake
L1102[11:07:51] <shadekiller666> its just meant to return a new IModel that, when baked, will have the json data applied
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L1104[11:08:55] <gigaherz> let's see if \u221E works better than ∞
L1105[11:09:07] <williewillus> what is getItemByText? 0.o
L1106[11:09:14] <gigaherz> :D
L1107[11:09:14] <gigaherz> works
L1108[11:09:16] <williewillus> doesnt exist in 1.8 at least
L1109[11:09:19] <gigaherz> it's the compiler
L1110[11:09:21] <shadekiller666> lol
L1111[11:09:22] <gigaherz> IDEA's supports unicode
L1112[11:09:25] <gigaherz> gradle's does not
L1113[11:09:26] <gigaherz> o_O
L1114[11:09:33] <gigaherz> I mean unicode chars in string literals
L1115[11:09:40] <williewillus> it should support it
L1116[11:09:40] <shadekiller666> lol
L1117[11:09:51] <diesieben07> gigaherz, compileJava { options.encoding = 'UTF-8' }
L1118[11:09:55] <madcrazydrumma> williewillus, http://pastebin.com/1kc9FFtk
L1119[11:09:58] <madcrazydrumma> Its a method in CommandBase
L1120[11:09:59] <gigaherz> diesieben07: ahh
L1121[11:10:23] <williewillus> oh, no idea then. try printing the string
L1122[11:10:27] <williewillus> to see what it's actually looking up
L1123[11:12:37] <madcrazydrumma> williewillus, where would i print it?
L1124[11:13:50] <madcrazydrumma> okay it gets the item, its not null
L1125[11:14:00] <madcrazydrumma> But.. its not checking properly against the itemstack in the inventory
L1126[11:14:30] <TechStack> so i'm doing it like this http://pastebin.com/NmB3vMsC
L1127[11:17:53] <TechStack> just stepped thru it and its true in the putvertexdata I'll debug some more after lunch
L1128[11:18:23] <Simeon> you can't register models in pre-init
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L1131[11:24:11] <gigaherz> Simeon: setCustomModelResourceLocation MUST be done in pre-init
L1132[11:25:05] <Simeon> what is that ?
L1133[11:25:05] <williewillus> I use Attributes.DEFAULT_BAKED_FORMAT
L1134[11:25:08] <williewillus> when baking my obj's
L1135[11:25:30] <williewillus> registering models :p
L1136[11:25:48] <shadekiller666> ^
L1137[11:25:53] <shadekiller666> that works
L1138[11:26:15] <madcrazydrumma> help pls rip
L1139[11:26:23] <williewillus> i have no idea about your issue
L1140[11:26:27] <williewillus> what syntax is that @ thing?
L1141[11:26:33] <williewillus> is it vanilla?
L1142[11:28:49] <madcrazydrumma> No
L1143[11:29:19] <madcrazydrumma> Its to check for meta of the item
L1144[11:29:26] <madcrazydrumma> because im gonna use ':' for something else
L1145[11:30:11] <gigaherz> well vanilla ItemStacks do return @meta in toString() ;P
L1146[11:30:23] <gigaherz> 2xdirt@1
L1147[11:30:36] <gigaherz> 2xmodnamehere:block@3
L1148[11:30:45] <madcrazydrumma> ahh right haha
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L1152[11:31:54] <madcrazydrumma> Either way
L1153[11:32:06] <madcrazydrumma> its still returning no item
L1154[11:33:02] <gigaherz> [18:25] (Simeon): what is that ?
L1155[11:33:12] <gigaherz> that's how you tell the model loader to load a model for an item
L1156[11:33:40] <gigaherz> well you add the model to a list, that then gets iterated in between pre-init and init
L1157[11:35:34] <Simeon> :D
L1158[11:35:40] <Simeon> right
L1159[11:35:45] <Simeon> I found a bug
L1160[11:36:08] <Simeon> with the .mtl loading that might be the problem
L1161[11:37:04] <gigaherz> bugfix up: http://minecraft.curseforge.com/projects/elements-of-power/files
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L1169[11:52:22] <shadekiller666> simeon, whats that?
L1170[11:52:53] <Simeon> ?
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L1174[12:05:35] <TechStack> Got it now :) http://imgur.com/aRuSSN0 Seems i needed to invert the U to get it to work. Maybe I had done something funny with my UV mapping during my trouble shooting sessions I'll find out on the other entites. Thanks again for the Knowledge transfer :)
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L1179[12:11:21] <M4thG33k> Is there a particular way one could go about making a block completely invisible to some players but not to others? By "completely invisible", I mean no collision (which I've figured out), no bounding box (which I've figured out), and no ray tracing (which I can't figure out).
L1180[12:12:00] <M4thG33k> (Still working in 1.7.10)
L1181[12:12:30] <diesieben07> the ray tracing should depend on the bounding box
L1182[12:12:37] <diesieben07> show what you have tried
L1183[12:12:58] <gigaherz> to "some" players, you mean it wouldn't be invisible to others?
L1184[12:13:55] <M4thG33k> Correct; I want a block to be visible/able to be interacted with only if a player is holding/wearing specific items
L1185[12:14:28] <diesieben07> again, show what you tried.
L1186[12:14:41] <M4thG33k> As for showing the work, I had worked on this in the past to no avail and scrapped the work when I rewrote stuff. I'll work on getting stuff back to where it was...
L1187[12:15:40] <diesieben07> actually, yeah
L1188[12:15:46] <diesieben07> the raytrace method does not pass the player
L1189[12:16:43] <M4thG33k> Yeah, that was the issue I had run into as well...
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L1191[12:18:16] <diesieben07> you can check if you are on the cleint with world.isRemote
L1192[12:18:33] <diesieben07> and if so call a method in your proxy that checks whether mc.thePlayer can see the block
L1193[12:18:39] <diesieben07> then act accordinly
L1194[12:18:41] <diesieben07> that SHOULD work
L1195[12:19:03] <M4thG33k> Alright; I'll attempt to work with that. Thanks!
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L1221[13:11:12] <Lordmau5> uhm
L1222[13:11:19] <Lordmau5> upon world-load - why is worldObj null?
L1223[13:11:25] <Lordmau5> it never was in 1.7.10 O_o
L1224[13:11:49] <Lordmau5> but suddenly a method in my readFromNBT is magically causing a NPE over a null-worldObj
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L1227[13:16:50] <masa> well, finally finished another item... I thought it would have been like 1-2 hours to finish it today, but apparently it took like 7 hours, wtf
L1228[13:16:57] <masa> time flies while modding, apparently
L1229[13:17:11] <gigaherz> XD
L1230[13:17:29] <Lordmau5> gigaherz, do you know by chance?
L1231[13:18:58] <masa> hmm, so 3 blocks and 2 items on my TODO list before I start porting this to 1.8.9
L1232[13:20:47] <Simeon> I seem to have a problem with dynamic lighting on custom item OBJ models
L1233[13:21:13] <Simeon> the item just stays dark
L1234[13:21:35] <gigaherz> Lordmau5: yo ucan access world in readFromNBT
L1235[13:21:40] <gigaherz> you can't**
L1236[13:21:44] <Lordmau5> alright
L1237[13:21:46] <Lordmau5> I used to be able to
L1238[13:21:49] <Lordmau5> *shrugs*
L1239[13:21:56] <gigaherz> it was bad practice regardless ;P
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L1241[13:22:37] <Lordmau5> can I call it within validate() though?
L1242[13:22:44] <Lordmau5> and which one's called first: validate() or readFromNBT?
L1243[13:22:46] <gigaherz> no idea what validate is
L1244[13:22:47] <gigaherz> XD
L1245[13:22:56] <Lordmau5> rip
L1246[13:23:11] <gigaherz> eh
L1247[13:23:21] <gigaherz> validate() and invalidate() are used to change the valid/invalid state of a TE
L1248[13:23:34] <Lordmau5> isn't validate() called at some point on world load as well?
L1249[13:23:45] <gigaherz> onLoad
L1250[13:23:52] <Lordmau5> oh ok
L1251[13:23:55] <gigaherz> is called after adding the TE to the world
L1252[13:23:55] <Lordmau5> is worldObj null there?
L1253[13:24:03] <gigaherz> hmm not sure
L1254[13:24:14] <sham1> what do you need to access in the world
L1255[13:24:25] <Lordmau5> "setMaster((TileEntityValve) worldObj.getTileEntity(masterValvePos));"
L1256[13:24:45] <Lordmau5> basically need to tell sub-valves on my multitank which one the main valve is
L1257[13:24:57] <gigaherz> if you read the javadoc for onLoad
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L1259[13:25:21] <gigaherz> it says to override it instead of adding "if (firstTick)" in your update
L1260[13:25:23] <Lordmau5> just read it
L1261[13:25:27] <Lordmau5> so worldObj is not null, good
L1262[13:25:29] <Lordmau5> all I needed to know, haha
L1263[13:26:01] <sham1> https://github.com/sham1/FluidCraft/blob/master/src/main/java/sham1/fluidcraft/storage/tileentity/FCraftMultiTankTileEntity.java
L1264[13:26:07] <sham1> This is how I handle my multitank
L1265[13:26:18] <sham1> pay attention to the getMaster
L1266[13:26:39] <Lordmau5> hmm, true
L1267[13:26:46] <Lordmau5> makes more sense, let me actuall rewrite my stuff lol
L1268[13:26:51] <sham1> No need to access it until you need it
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L1270[13:38:28] <M4thG33k> Oh, WillieWillus: you had asked me to let you know if I managed to dump the block texture map. I found this file that helped me get it working (in 1.7.10): https://goo.gl/A7Fj5I
L1271[13:38:41] <williewillus> yeah, I managed to do it as well :p
L1272[13:39:09] <M4thG33k> Cool. Figured I'd keep my promise. :p
L1273[13:39:28] <williewillus> thanks though!
L1274[13:39:33] <M4thG33k> No problem!
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L1277[13:50:36] <Lordmau5> uh okay this is interesting
L1278[13:50:45] <Lordmau5> so I'm saving the camo of my frame block into NBT
L1279[13:50:49] <Lordmau5> blockId + Metadata
L1280[13:50:57] <Lordmau5> so I can later on use block.getMetaFromState() again
L1281[13:51:12] <Lordmau5> however: upon world-loading, most of the blocks have a blockId of 199 and meta of 0
L1282[13:51:15] <Lordmau5> even though it should be 5:2?
L1283[13:51:20] <Lordmau5> as in, id 5 and meta 0
L1284[13:51:22] <Lordmau5> what even?
L1285[13:51:43] <Lordmau5> is saving blockId + metadata into NBT even the right way to go, or should I take another attempt?
L1286[13:52:59] <Soni> yay 1.9 fixes stupid source-in-resource-pack sound system issue (it's now part of the trigger so e.g. commandblocks can use "voice" as the source when playing voice sounds, and HQM can use that too when playing the intro)
L1287[13:53:06] <Soni> ofc that's only 1.9 :(
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L1289[13:53:38] <williewillus> Lordmau5: probably want the registry name (string) + meta
L1290[13:53:45] <williewillus> integer id's are risky
L1291[13:53:48] <Lordmau5> how do I get the registry name of it and can rebuild it later on?
L1292[13:53:50] <Lordmau5> ye, I guessed that much
L1293[13:53:58] <Lordmau5> I bet this is why things have issues as well actually!!! :/
L1294[13:54:07] <Lordmau5> this might fix another issue I'm having
L1295[13:54:26] <williewillus> Block.getBlockRegistry()
L1296[13:54:36] <williewillus> has methods to go name to block and back
L1297[13:54:43] <williewillus> ResourceLocation <-> block
L1298[13:54:49] <Lordmau5> there is no...
L1299[13:54:54] <Lordmau5> getBlockRegistry() in Block?
L1300[13:54:54] <diesieben07> actually you can use block.getRegistryName in 1.8.9
L1301[13:55:09] <Lordmau5> I'll go for that, ye
L1302[13:55:10] <williewillus> if you're on a recent enough build
L1303[13:55:12] <williewillus> :p
L1304[13:55:17] <gigaherz> Block.blockRegistry
L1305[13:55:20] <gigaherz> no needfor an accessor
L1306[13:55:20] <gigaherz> ;P
L1307[13:55:33] <Lordmau5> how do I rebuild it later on?
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L1309[13:55:36] <Lordmau5> Block.getBlockFromName?
L1310[13:55:45] <gigaherz> diesieben07: does that work for blocks that do not make use of the setRegistryName feature?
L1311[13:55:48] <williewillus> yeah or just use the registry again
L1312[13:55:51] <diesieben07> yes
L1313[13:55:55] <gigaherz> ah nice
L1314[13:56:00] <diesieben07> if you set it, you must do so before registering it
L1315[13:56:05] <diesieben07> and then register it wihtout specificing a name
L1316[13:56:11] <gigaherz> yeah, I thought it would just return null ;P
L1317[13:56:13] <diesieben07> if you do NOT set it you must register it with specificing a name
L1318[13:56:16] <diesieben07> and cannot set it later
L1319[13:56:44] <Lordmau5> what even
L1320[13:56:48] <gigaherz> Lordmau5: if you use the registry, you can use Block.blockRegistry.getNameFromItem / Block.blockRegistry.getItem
L1321[13:56:49] <Lordmau5> okay, I saved it with the name
L1322[13:56:50] <gigaherz> or something like that
L1323[13:56:56] <Lordmau5> but somehow it reverted to ffs:blockTankFrame:0
L1324[13:57:01] <gigaherz> they work with resourcelocations
L1325[13:57:06] <williewillus> did you save the wrong state?
L1326[13:57:13] <Lordmau5> I am saving the camo state, actually
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L1328[13:58:06] <Lordmau5> as in, only that one, not the actual "my block" state
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L1330[13:59:04] <Lordmau5> it's saving the stuff properly via. writeToNBT
L1331[13:59:35] <williewillus> can you paste the TE class?
L1332[13:59:42] <Lordmau5> sure, one sec
L1333[14:00:46] <Lordmau5> upon loading it's saving correctly, loading correctly, saving correctly, and loading incorrectly
L1334[14:00:51] <Lordmau5> https://i.lordmau5.com/1452715249-542
L1335[14:00:54] <Lordmau5> like, world loading
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L1337[14:01:56] <Lordmau5> let me record a video of what is happening ingame
L1338[14:02:36] <Lordmau5> https://i.lordmau5.com/1452715349-544
L1339[14:02:46] <Lordmau5> oh I might have a feeling what is causing this
L1340[14:03:10] <Lordmau5> it might be the BlockTankFrame not returning the camo'ed BlockState
L1341[14:04:06] <Lordmau5> problem is, that I can't return the fake blockstate with only having the blockState available, can I?
L1342[14:08:43] <Lordmau5> k fixed it
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L1348[14:24:38] <shadekiller666> i wonder when the first time it was that there was ever rain falling on a parade
L1349[14:25:01] <Soni> also MC 1.9 adds a "Voice/Speech" slider
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L1352[14:37:09] <Lordmau5> what is a good way to do chunk loading if I have 2 positions available?
L1353[14:37:22] <diesieben07> 2 positions?
L1354[14:37:25] <Lordmau5> well
L1355[14:37:38] <Lordmau5> I'm looping through 2 positions for if there are like 2chunks+
L1356[14:37:42] <Lordmau5> so in theory - to load one chunk
L1357[14:37:54] <Lordmau5> what is a good way to do chunk loading if I have 1 position available?* :D
L1358[14:38:10] <diesieben07> ForgeChunkManager
L1359[14:38:38] <Lordmau5> ticket, dou
L1360[14:38:53] <LatvianModder> I need help with ForgeChunkManager
L1361[14:39:13] <LatvianModder> Why are my loaded chunks crashing when there is another chunk already loaded there?
L1362[14:39:32] <LatvianModder> How come other chunkloaders dont crash but mine do? :P
L1363[14:39:35] <M4thG33k> Is there a way to check whether an ItemBlock will create a tile entity upon placement?
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L1365[14:40:11] <Soni> M4thG33k, ItemBlock.getBlock.isTileEntityContainer?
L1366[14:40:26] <Soni> or something
L1367[14:40:41] <diesieben07> hasTileEntity
L1368[14:40:45] <M4thG33k> I should mention I'm in 1.7.10 (behind the times..sorry)
L1369[14:40:46] <diesieben07> and that needs a BlockState and a world
L1370[14:40:48] <diesieben07> so you cannot tell.
L1371[14:41:07] <LatvianModder> In 1.7.10 it only needs int metadata, I think
L1372[14:41:17] <diesieben07> actually yeah
L1373[14:41:43] <Lordmau5> how would one properly request a ticket for the FCM?
L1374[14:41:45] <Soni> and you also get that from the ItemBlock
L1375[14:42:11] <Lordmau5> Mod instance as the mod-object, no...
L1376[14:42:36] <M4thG33k> Got it! Thanks!
L1377[14:42:40] <LatvianModder> https://github.com/LatvianModder/FTBUtilities/blob/1.7.10/src/main/java/latmod/ftbu/mod/handlers/FTBUChunkEventHandler.java
L1378[14:42:53] <LatvianModder> This probably isnt the best example at all, but..
L1379[14:43:08] <Lordmau5> eh
L1380[14:43:21] <LatvianModder> If you need it for a block, then look at Railcraft's anchors
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L1382[14:44:43] <Lordmau5> mod instance, that's what I'm using
L1383[14:44:50] <Lordmau5> tells me that it's a invalid ticket request though
L1384[14:45:19] <Lordmau5> ah, no listener, nice
L1385[14:45:32] <Lordmau5> how does one create a listener then
L1386[14:45:40] <LatvianModder> Register it
L1387[14:45:45] <LatvianModder> In ForgeChunkManager
L1388[14:45:48] <M4thG33k> Alright, I can check if there is a tileEntity, but there's no way to check what type of TE it is, is there? I mean, I can't check if it extends IFluidHandler or anything correct? I know the createNewTileEntity(...) method returns the TE that's created, but I'm assuming I can't call that without actually placing it in a world
L1389[14:46:20] <diesieben07> yes you can
L1390[14:46:25] <diesieben07> createTileEntity is like a constructor
L1391[14:46:31] <LatvianModder> createNewEntity, check if its not null, and then "entity instanceof T"
L1392[14:46:57] <LatvianModder> Actually, instanceof doesnt need nullcheck. But .getClass() does
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L1395[14:47:44] <M4thG33k> But createTileEntity(...) requires a World argument, can I just set that to null and have everything stay happy?
L1396[14:47:59] <diesieben07> no :D
L1397[14:48:03] <diesieben07> you have to give it a world.
L1398[14:48:04] <LatvianModder> So.. block.createNewTileEntity(null) instanceof IFluidHandler
L1399[14:48:17] <LatvianModder> Yeah you can, almost noone uses that arg :D
L1400[14:48:26] <LatvianModder> But ofc, if you do have a world, use that
L1401[14:48:29] <Soni> just catch NPEs
L1402[14:48:35] <LatvianModder> Yeah
L1403[14:48:35] <Lordmau5> oh my god what is even happening in 1.8.9
L1404[14:48:36] <Lordmau5> https://i.lordmau5.com/1452718045-546
L1405[14:48:38] <diesieben07> the method is createTileEntity(world, IblockState)
L1406[14:48:42] <Lordmau5> how can a MC update break my mod THIS MUCH
L1407[14:48:51] <diesieben07> just pass it a world -.-
L1408[14:49:31] <LatvianModder> Lordmau5: i mean, thats how they should look. I like the new 'invisible machines' feature you added
L1409[14:49:48] <LexManos> the fuck did you do..
L1410[14:49:48] <Lordmau5> thanks
L1411[14:49:53] <LatvianModder> Lordmau5: i think I know
L1412[14:49:56] <Lordmau5> I have no idea :(
L1413[14:49:58] <LatvianModder> GlStateManager?
L1414[14:50:05] <LatvianModder> GlStateManager.
L1415[14:50:06] <LexManos> you're returing a invalid/empty model for one of the updates
L1416[14:50:09] <Lordmau5> It all worked fine in 1.7.10
L1417[14:50:12] <LexManos> Dont fuck with gl directly
L1418[14:50:16] <Lordmau5> I am not?
L1419[14:50:36] <Lordmau5> I am just returning a null model since I can't camouflage it
L1420[14:50:45] <LexManos> that'd do it
L1421[14:50:48] <Lordmau5> but it appears a nearby block update causes my valve to update itself and "wreck" it
L1422[14:51:15] <Lordmau5> why would a block update wreck it though - as I said, it all worked fine in 1.7.10, so I don't know what huge changes were made so it doesn't properly do stuff anymore in 1.8.9
L1423[14:51:17] <LexManos> yes block updates force the chunk to be re-rendered
L1424[14:51:23] <Lordmau5> it's not just that
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L1427[14:53:30] <Lordmau5> it seems the NBT completely cocks up
L1428[14:53:37] <LexManos> meh anyways all i cn sy is look at the models you're returing, it looks like whatever the last update is is returning a null
L1429[14:53:59] <Lordmau5> it's 99% not the model i'm returning, but rather information not being synced / saved / loaded properly
L1430[14:54:25] <williewillus> whats the problem?
L1431[14:54:35] <LexManos> What 'data'?
L1432[14:54:43] <Lordmau5> NBT data, tank data, and camo data
L1433[14:54:53] <LexManos> well yes if that shit is on the server
L1434[14:55:01] <LexManos> it wont be synced unless you tell it to
L1435[14:55:06] <Lordmau5> I am telling it to sync it
L1436[14:55:13] <LexManos> and it will have a delay in dyncing due to network trafic
L1437[14:55:25] <Lordmau5> does that mean the delay increased since 1.7.10?
L1438[14:55:31] <Lordmau5> because it used to work fine... :/
L1439[14:55:33] <LexManos> no its the same
L1440[14:55:47] <LexManos> Obviously ytour 1.8 code DID NOT work fine in 1.7
L1441[14:55:48] <Lordmau5> I haven't touched the sync code other than adepting it to BlockPos / IBlockState stuff
L1442[14:55:53] <LexManos> becuase rendering has COKMPLEETLY CHANGED
L1443[14:56:01] <Lordmau5> this has nothing to do with rendering though
L1444[14:56:06] <LexManos> Something is cocking it up its your code we have no idea
L1445[14:56:07] <Lordmau5> I don't give a shit right now about the blocks not rendering correctly
L1446[14:56:16] <Lordmau5> it's the NBT data that's cocking up
L1447[14:56:20] <williewillus> wow do you sync it to client?
L1448[14:56:22] <williewillus> *how
L1449[14:56:23] <LexManos> Thats what you've been bitching about....
L1450[14:56:28] <Lordmau5> the rendering?
L1451[14:56:33] <Lordmau5> that's a byproduct of the NBT, obviously
L1452[14:56:35] <williewillus> no your NBT
L1453[14:56:39] <williewillus> all of it, how are you syncing?
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L1455[14:57:17] <Lordmau5> getDescriptionPacket, onDataPacket and markBlockForUpdate, basically
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L1457[14:57:34] <Lordmau5> might have another idea, give me a second
L1458[14:59:25] <Lordmau5> nope, breaks again
L1459[14:59:30] <williewillus> post your te class
L1460[14:59:51] <Lordmau5> https://gist.github.com/Lordmau5/ef9b907d557949cb5aad
L1461[14:59:59] <Lordmau5> this might be related as to why I can't build a friggin' 5x5x5 tank anymore properly
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L1464[15:08:18] <Wuppy> wow, south park the stick of truth is amazing
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L1472[15:21:22] <TehNut> Wuppy: i told you
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L1479[15:26:44] <Flenix> If I want to stop my item spinning around/bobbing up and down when it's a dropped entity, do I need to create a new EntityItem or can I do it in IItemRenderer?
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L1482[15:33:07] <Lordmau5> what's the use of getTileData() over the readFromNBT and writeToNBT?
L1483[15:34:04] <shadekiller666> its often used to send NBT via packet
L1484[15:34:28] <Lordmau5> Can't I use the basic readFromNBT, writeToNBT, onDataPacket and getDescriptionPacket combo for that?
L1485[15:34:39] <shadekiller666> sure
L1486[15:34:43] <gigaherz> getTileData() is meant to add custom data to external TEs
L1487[15:34:54] <shadekiller666> ^
L1488[15:34:57] <Lordmau5> aaaaah
L1489[15:35:06] <gigaherz> such as if you want to attach some tags to a furnace or chest
L1490[15:36:14] <Lordmau5> hmmm, it appears that the client doesn't really know about my tile having NBT set
L1491[15:36:16] <Lordmau5> which is weird
L1492[15:36:26] <williewillus> println stuff in onDataPacket
L1493[15:36:33] <Lordmau5> dumping out the "isValid" check on my tile, it's "true" on the server, "false" on the client
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L1504[15:50:46] <Lordmau5> now I'm at a point where my tile entity isn't being removed properly from the world lol
L1505[15:50:55] <williewillus> :p
L1506[15:51:05] <williewillus> did you override shouldRefresh or set stuff manually? :p
L1507[15:51:16] <Lordmau5> I hate this
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L1509[15:51:38] <Lordmau5> Better idea: instead of upgrading my mod to 1.8.9, I'll just downgrade it to 1.6.4, 1.5.2 and 1.4.7
L1510[15:51:42] <Lordmau5> that works, right?
L1511[15:51:42] <williewillus> lol
L1512[15:52:10] <killjoy> better do 1.2.7 it had less bugs.
L1513[15:52:16] <killjoy> or was it 1.2.5
L1514[15:52:19] <williewillus> 1.2.5
L1515[15:52:24] <williewillus> but that means no MP support for free
L1516[15:52:26] <killjoy> It's been forever ago
L1517[15:52:31] <williewillus> and maintaining two codebases for everything
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L1520[15:53:51] <LatvianModder> williewillus: almost 4
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L1522[15:54:02] <williewillus> almost 4 what?
L1523[15:54:07] <LatvianModder> Remeber that server mod is another mod
L1524[15:54:13] <LatvianModder> Woops, 3
L1525[15:54:24] <LatvianModder> 1.2.5 SP, 1.2.5 MP, 1.7.10
L1526[15:54:25] <LatvianModder> :P
L1527[15:54:37] <williewillus> not really, the client mod would just run its own simulations on the client
L1528[15:54:45] <williewillus> and get all of its results overriden by the server :p
L1529[15:55:02] <LatvianModder> Smth like that. I never made a multiplayer mod until 1.3
L1530[15:55:15] <Lordmau5> why is writeToNBT called so often now... this is scary
L1531[15:55:26] <williewillus> how often
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L1534[15:56:19] <Lordmau5> like, every tick
L1535[15:56:20] <Lordmau5> O_O
L1536[15:56:25] <williewillus> not good :p
L1537[15:56:36] <Lordmau5> trying to find the cause right now
L1538[15:56:39] <williewillus> maybe freeze it there and look at the call stack
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L1542[15:58:31] <Lordmau5> ah
L1543[15:59:59] <VapourDrive> What are the dangers of doing something like recipe registry creation on server start?
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L1545[16:04:42] <Lordmau5> what's the right way to open a GUI for a player?
L1546[16:05:01] <killjoy> player.openGui
L1547[16:05:01] <LatvianModder> VapourDrive: MineTweaker does its atuff at ServerIsAboutToStart
L1548[16:05:10] <Lordmau5> hmm, does that have to be on the client-side to properly work?
L1549[16:05:29] <LatvianModder> So make sure you register recipes before that.. Or add it in dependencies as "before:ModID"
L1550[16:05:29] <killjoy> I think it's done server-side
L1551[16:05:31] <Lordmau5> I still don't get why my tile-data is not working properly on the client, urhg
L1552[16:05:45] <Lordmau5> I specifically put a world.isRemote => return true; into the onBlockActivated
L1553[16:05:50] <Lordmau5> and it's not opening the GUI for me
L1554[16:05:56] <williewillus> ?
L1555[16:06:01] <williewillus> you need to call openGui on both sides
L1556[16:06:07] <williewillus> its always been that way
L1557[16:06:10] <Lordmau5> kk
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L1559[16:06:22] <Lordmau5> just wanted to make sure :p
L1560[16:06:57] <VapourDrive> that's what I recently learned, tested to see if building the registry works in ServerStarted. the thing is, I'm not adding recipes, I'm copying the furnace one into a customized version of it, so i want to run after minetweaker so that there's compatibility LatvianModder
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L1565[16:12:30] <LatvianModder> Yeah, run it even more after
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L1567[16:12:35] <Lordmau5> "fun"-fact:
L1568[16:12:46] <Lordmau5> isValid is getting set properly on the client, and it's never being set to false actually
L1569[16:12:57] <LatvianModder> ServerStarted, but probably should add "after:FTBL" in dependencies
L1570[16:13:04] <Lordmau5> just put a println in there, but it's never getting set to false
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L1573[16:14:42] <williewillus> there's got to be a resource pack mem leak somewhere
L1574[16:15:06] <williewillus> switching respacks even when I'm not in a world on a ~45 mod ish pack doubles the mem usage
L1575[16:15:08] <williewillus> then keeps it there
L1576[16:15:35] <tterrag> luacs1998: ?
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L1585[16:24:14] <mikebald> williewillus I thought that with the resource packs it doesn't switch, it just sets up a loading order... ie, it seems like that's by design not a bug
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L1587[16:25:21] <williewillus> really? I mean just putting the same one on and off repeatedly bloats my ram up with float arrays and Matrix4f's so Forge or a mod (Im betting the latter) is not cleaning out its caches correctly
L1588[16:26:19] <mikebald> oh, I didn't realize it accumulates... that is problematic.
L1589[16:30:40] <LatvianModder> Lordmau5: it should always be isValid()
L1590[16:31:36] <LatvianModder> When rendering a tile, I always check if(tile != null && !tile.isInvalid())
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L1593[16:37:29] <williewillus> he's probhably talking about his tanks validity
L1594[16:37:32] <williewillus> not the general TE isvalid
L1595[16:38:37] <LatvianModder> Oh
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L1616[17:03:13] <TechDG> hey its me again... I decided to restart in 1.8
L1617[17:04:07] <TechDG> anddd i answered my own question nvm xD
L1618[17:04:08] <williewillus> what were you making again?
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L1621[17:10:31] <williewillus> why weren't PotionEffect objects patched to use the potion registry?
L1622[17:10:34] <williewillus> number id's, ick
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L1629[17:28:30] <TechDG> ok yeah I do need help
L1630[17:28:40] <TechDG> how do I install NEI and CCC into the dev environment in 1.8
L1631[17:28:58] <TehNut> Use 1.8.9 and JEI
L1632[17:29:02] <TechDG> because unlike in 1.7.10, when it asks for the Conf Dir, its missing in the big long directory
L1633[17:29:23] <TechDG> dont you need CCC to use compiled mods in your workspace?
L1634[17:29:30] <TehNut> Not in 1.8.9
L1635[17:29:43] <TechDG> k ty
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L1640[17:41:35] <VikeStep> Fixed a bug in production code 1 minute before a demo to a very big potential customer. Nothing like starting off a day completely stressed out.
L1641[17:42:11] <VikeStep> On another note, a couple people at my university wanted me to do a talk on making minecraft mods for their Computing/Coding society. So I guess I am doing that.
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L1643[17:43:03] <VikeStep> Also on Java Bytecode Manipulation, not because it's recommended to do in mods, but because I found it interesting to learn about and they thought it sounded cool too
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L1649[17:48:28] <VikeStep> If I can get it arranged to be recorded, I'll let you guys know and maybe share it
L1650[17:49:12] <xaero> are the two topics on one talk? if so, make sure to add a disclaimer or you won't hear the end of it from Lex :P
L1651[17:49:22] <VikeStep> two different talks
L1652[17:49:49] <VikeStep> I will do the bytecode manipulation with my own class loader, not with minecraft mods
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L1654[17:49:58] <xaero> kk, you're clear heh
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L1656[17:55:13] <Flenix> If I want to stop my item spinning around/bobbing up and down when it's a dropped entity, do I need to create a new EntityItem or can I do it in IItemRenderer?
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L1658[17:59:11] <gigaherz> o_O
L1659[17:59:29] <gigaherz> I was looking at EntityItem/RenderEntityItem (1.8.9) to see how that works
L1660[17:59:35] <gigaherz> and I noticed something weird with the EntityItem
L1661[17:59:44] <gigaherz> setNoDespawn() sets age to 6000
L1662[17:59:46] <gigaherz> -6000*
L1663[18:00:00] <gigaherz> but the rest of the code appears to compare with -32768 for no-despawn mechanics o_O
L1664[18:00:54] <gigaherz> that seems like a bug
L1665[18:02:09] <wlhlm> gigaherz: sounds a bit like this: https://github.com/MinecraftForge/MinecraftForge/pull/2355
L1666[18:03:10] <gigaherz> nah different thing
L1667[18:03:21] <gigaherz> this is about age= -6000
L1668[18:03:32] <gigaherz> vs "age != -32768" elsewhere
L1669[18:06:55] <gigaherz> Flenix: I don't know if it's the same in 1.7.10 (I assume you are using 1.7.10 due to the IItemRenderer, which doesn't exist in 1.8+),
L1670[18:07:31] <gigaherz> but for 1.8.9, the RenderEntityItem does the rotation based on item age, which means an item that doesn't despawn wouldn't spin either XD
L1671[18:07:49] <Flenix> Yeah I'm on 1.7.10, I'll have a look at RenderEntityItem
L1672[18:08:26] <Flenix> Huh, there doesn't seem to BE a RenderEntityItem class in 1.7.10
L1673[18:08:41] <Flenix> ah it's just RenderItem
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L1675[18:09:36] <gigaherz> RenderItem is a spearate thing in 1.8.9
L1676[18:10:10] <Flenix> Huh, weird. There's RenderEntity then it goes straight to RenderEntityLiving, no -Item
L1677[18:10:59] <Flenix> However in RenderItem it does have the whole bob/rotate is based off age thing, so now all I need to do is stop my item aging (which I wanted to do anyway, my item is personal to the player and hard to craft)
L1678[18:12:13] <gigaherz> see if entityitem hsa the "age != -32768" thing
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L1680[18:12:42] <Flenix> Eclipse can't find any results for -32768
L1681[18:12:45] <gigaherz> if it's like in 1.8.9, Item#getEntityLifespan
L1682[18:12:56] <gigaherz> lets you specify the expiration value for an item
L1683[18:13:18] <gigaherz> but hm
L1684[18:13:48] <gigaherz> there doesn't seem to be one for age
L1685[18:13:55] <gigaherz> apart from "setNoDespawn"
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L1687[18:14:26] <gigaherz> that one is used by the wither to drop nether stars that don't despawn
L1688[18:14:57] <gigaherz> but you could use EntityConstructingEvent to detect EntityItem instances that contain your item
L1689[18:15:04] <Flenix> Got the lifespan, nothing for despawn in the item class though. Lemme try returning -6000 or -32768 on this and see what happens
L1690[18:15:39] <gigaherz> nah that lifespan will jsut make it despawn immediately XD
L1691[18:16:04] <Flenix> Yup, it did :P
L1692[18:16:11] <gigaherz> !mh EntityItem.setNoDespawn
L1693[18:16:18] <gigaherz> !mh EntityItem.setNoDespawn 1.7
L1694[18:16:24] <gigaherz> ah
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L1696[18:16:38] <gigaherz> !gm func_174873_u 1.7
L1697[18:16:41] <gigaherz> !gm func_174873_u 1.7.10
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L1699[18:16:47] <gigaherz> hmm yeah seems it didn't exist
L1700[18:17:39] <Flenix> Ah well, I'll look into using events, if not I'll probably need to make my own EntityItem. It'll have to be a challenge for tomorrow though, already past my bedtime ;) Thanks for the help
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L1717[20:04:37] <VikeStep> mmm, Jetbrains are making a C# IDE http://blog.jetbrains.com/dotnet/2016/01/13/project-rider-a-csharp-ide/
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L1720[20:15:26] <GeoDoX> VikeStep, That's interesting
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L1722[20:29:27] <Cazzar> So, 12 hours and this windows install progressed... 1%
L1723[20:29:27] <Cazzar> In the task.
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L1737[21:14:34] <tterrag> argh, I can't figure out why my texture is rendering with black where there should be transparency
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L1741[21:26:55] <Hea3veN> tterrag: in what block layer is your block rendering?
L1742[21:27:10] <tterrag> Cutout
L1743[21:27:17] <tterrag> that's why it's weird :/
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L1752[21:49:41] <tterrag> Hea3veN: ?
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L1758[22:05:37] <tterrag> what the hell, the problem is the actual texture file
L1759[22:05:43] <tterrag> re-exporting it from GIMP fixes it
L1760[22:05:49] <tterrag> why is that a thing
L1761[22:05:56] <tterrag> it's transparent in my image viewer
L1762[22:06:09] <gr8pefish> that is very strange
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