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L1[00:01:57] ⇨
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L3[00:05:56] <masa> have that dump
available, I'm interested to see it :p
L5[00:06:22] <williewillus> you're going to
cringe super hard at all the space I'm wasting on it :p
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
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
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
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?
L35[00:17:23] ⇨
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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
L41[00:18:54] <masa> yeah probably
L42[00:19:29] ⇨
Joins: PBlock96
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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] ⇨
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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
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
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]
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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?
L182[02:39:24]
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L184[02:39:40] <sham1> By sending packets
between client and server
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] ***
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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] ***
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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]
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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
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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]
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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?
L292[03:05:59]
⇨ Joins: Szernex
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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.
L300[03:14:02] ⇦
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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.
L307[03:18:46] <killjoy> So I have a
golden pick that's named "banana on a stick"
L308[03:19:08]
⇨ Joins: Blarghedy
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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> :(
L312[03:23:16] ⇦
Quits: AbsentThirdEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
(Quit: I am the forgotten eye.)
L313[03:30:20] ⇦
Quits: superckl
(~superckl@pool-173-60-62-232.lsanca.fios.verizon.net) (Quit: Maybe
next time.)
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
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
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.
L373[03:53:50] <Cazzar> I might have
to.
L374[03:54:29] ⇦
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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.
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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?
L397[04:25:56] ⇦
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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.
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
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.
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
L446[05:15:07] ***
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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
L451[05:17:55]
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L452[05:18:46] <ThePsionic> GLaDOS
L453[05:21:39] ⇦
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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] ***
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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
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
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
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
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
L573[07:46:35] ⇦
Quits: RedSnt (~RedSnt@0x4dd74380.adsl.cybercity.dk) (Quit:
Leaving)
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? -.-
L578[07:50:31] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote
host closed the connection)
L579[07:51:13]
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(~red@2-107-192-82-static.dk.customer.tdc.net)
L580[07:54:35] <AEnterprise> got it
working, thanks for the pointers Lordmau5
L581[07:55:10] *** V
is now known as Vigaro
L582[07:55:34] <Lordmau5> no problem!
:)
L583[07:58:39] ⇦
Quits: VikeStep (~VikeStep@101.184.165.77) (Read error: Connection
reset by peer)
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
L594[07:59:44]
⇨ Joins: gr8pefish
(~gr8pefish@24-121-240-63.flagcmtk01.res.dyn.suddenlink.net)
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
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
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
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
L642[08:06:02] <wlhlm> sham1: haha, it's a
sad state of affairs...
L643[08:06:03] ⇦
Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Quit:
Leaving)
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
L708[08:14:22] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
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
L720[08:15:46] ⇦
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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 ;)
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
L734[08:17:26]
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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
L738[08:18:18]
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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
L745[08:22:54] ***
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L758[08:47:10] <OrionOnline> Hello
L759[08:47:13] ***
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L760[08:47:18] <OrionOnline> How is
everzbody?
L761[08:47:38] ⇦
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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?
L777[09:27:15] ⇦
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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?
L794[10:00:32]
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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 ?
L810[10:03:40]
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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.
L876[10:20:20] ***
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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...
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
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:
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
L984[10:41:38] ***
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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 ?
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
L999[10:45:50]
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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
L1031[10:51:27] ***
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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
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
L1073[11:02:00]
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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' }
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
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
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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
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!
L1275[13:40:35]
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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 :(
L1288[13:53:33]
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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?
L1308[13:55:33]
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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
L1335[14:00:54] <Lordmau5> like, world
loading
L1336[14:01:48]
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L1337[14:01:56] <Lordmau5> let me record
a video of what is happening ingame
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
L1343[14:10:29]
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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
L1350[14:25:58]
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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?
L1364[14:39:41]
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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!
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
L1381[14:43:58]
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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
L1393[14:47:02]
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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
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
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
L1508[15:51:33]
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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
L1532[15:55:49]
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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
L1566[16:12:32]
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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
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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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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