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L5[00:10:06] <Sandra> everyone who says
"Nulls are bad!" should take a shot in the foot
imo.
L6[00:10:34] <Sandra> NULLS. ARE. NOT.
BAD.
L7[00:10:37] <williewillus> eh
L8[00:10:42] <williewillus> they have their
uses
L9[00:10:45] <Sandra> exactly.
L10[00:10:48] <williewillus> but I tend to
avoid them
L11[00:10:52] <williewillus> without
spamming optional everywhere
L12[00:11:23] <Sandra> the existance of
Optional annoys the crap out of me, as it's literally null with an
extra object.
L13[00:11:33] <williewillus> if a type has
a defined value for "meaningless" or "absent"
it's preferable to use that
L14[00:11:59] <williewillus> well those
have uses too (streams api)
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L16[00:13:35] <Sandra> the only real reason
I can think of for complaining about nulls in EnumFacing, is if you
use offsets of it.
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L18[00:14:31] <williewillus> lol yeah the
whole bs around EnumFacing is moot
L19[00:15:31] <williewillus> you had all
the things in 1.8 to complain about, and you choose enumfacing and
blockpos :p
L20[00:16:00] <Sandra> BlockPos
is....
L21[00:16:11] <Sandra> not something to
complain about.
L22[00:16:24] <Sandra> it replaces the
billion other Block Position classes that everyone used.
L23[00:16:40] <Sandra> does BlockPos's
offset thing handle nulls?
L24[00:16:40] <Drullkus> lol
L25[00:16:47] <Sandra> if not, I'd suggest
adding that.
L26[00:17:36] <LatvianModder> Its vanilla
though.. So a forge pr?
L27[00:17:46] <williewillus> yeah forreal,
in all of my 1.8 ports so far there's at least one chunk of super
ugly direction code with x'es, y'es, z'es, and random numbers
thrown everywhere
L28[00:18:15] <williewillus> and I collapse
it all into a single for(EnumFacing e : EnumFacing.VALUES) {
BlockPos pos_ = pos.offset(e); <do stuff> }
L29[00:20:20] <Sandra> LatvianModder,
yeah.
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L31[00:22:13] <Sandra> i don't think they
removed the worldgen loop though: for (int x = 0;x<maxX;x++)
{for (int y=0;y<maxY;y++) {for (int z=0;z<maxZ;z++) {/* DO
STUFF */}}}
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L33[00:27:09] <Wastl2> Isn't that what
BlockBos.getAllInBox and BlockPos.getAllInBoxMutable are for?
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L38[00:33:56] <Sandra> Wastl2, there's
things for it?
L39[00:33:58] <Sandra> nicccce.
L40[00:34:03] <Sandra> i take that
back.
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L61[01:17:30] <ThePsionic> See you in like
800 years Cazzar
L62[01:17:37] <Cazzar> 500
L63[01:17:54] <ThePsionic> W/e
L64[01:20:03] <ThePsionic> Cazzar: Actually
WolframAlpha says just over 635 years
L65[01:20:30] <Cazzar> Well, the number I
checked was significantly lower.
L66[01:20:35] <Cazzar> Now it's only 90k
days
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L68[01:21:14] <ThePsionic> Lol
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L74[01:36:12] <sham1> *only 90k*
L75[01:37:34] <sham1> Also, the amount of
RF you can store in an int is depressing on how little it is
L76[01:38:02] <McJty> KL has always been
against excessive amounts of RF in anything
L77[01:38:15] <sham1> Sad
L78[01:38:55] <sham1> Means I cannot use
log2(x)=40 amounts of RF/t for my machine
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L80[01:39:38] <sham1> So no 2^40 energy
used for 2 operations per tick
L81[01:41:11] <sham1> Would make for some
interesting balance things
L82[01:41:58] <Sandra> you should not need
more than an int RF.
L83[01:42:20] <sham1> Why
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L85[01:42:30] <sham1> Because more would be
too much?
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L87[01:43:10] <Sandra> yes.
L88[01:43:52] <sham1> Well having more than
2^31 would indicate dedication in the system
L89[01:44:11] <sham1> And being able to
build such infrastructure
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L92[01:57:47] ⇨
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L93[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160114 mappings to Forge Maven.
L94[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160114-1.8.9.zip
(mappings = "snapshot_20160114" in build.gradle).
L95[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/
L96[02:00:25] ⇨
Joins: solidDoWant1 (solidDoWan@38.100.188.254)
L97[02:00:36] <solidDoWant1> what RF api is
everybody using?
L98[02:00:41] <solidDoWant1> for
1.7.10
L99[02:01:00] <sham1> the official CoFH
one
L100[02:01:12] <solidDoWant1> is that
apart of CofHCore?
L101[02:01:18] <sham1> It is a part
yes
L102[02:01:35] <sham1> Or the CoFHLib or
whatever it is
L103[02:01:54] <sham1> Yeah, it is the
CoFHLib
L104[02:02:39] <solidDoWant1> great,
thanks
L105[02:03:16] <sham1> For 1.7.x there is
nothing but THE RF ai
L106[02:03:18] <sham1> API*
L107[02:03:22] <sham1> But why 1.7
L108[02:03:42] <solidDoWant1> im working
on an addon mod for a mod that hasn't been release for 1.8
L109[02:03:57] <sham1> what is this mod
and whose it is
L110[02:04:03] <sham1> So I may go yell at
them
L111[02:04:03] <solidDoWant1>
projecte
L112[02:04:07] <sham1> Ah
L113[02:04:10] <sham1> NVM
L114[02:04:11] <solidDoWant1> well its
updated I think but not released
L116[02:05:07] <sham1> That is ProjectE
for 1.8.0
L117[02:05:19] <solidDoWant1> ah, didn't
know that
L118[02:05:25] <solidDoWant1> but also
1.8.0 not 1.8.
L119[02:05:26] <solidDoWant1> 9
L120[02:05:27] <solidDoWant1> are there
any docs on the RF api?
L121[02:08:00] <sham1> The source of RF
API has one
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L124[02:10:21] <TehNut> It's all
documented
L126[02:11:28] <sham1> if you want
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L131[02:29:54] <masa> welp, released a new
mini-mod that I just randomly thought of/remembered that I wanted
to make
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L143[03:02:12] <tterrag> is there a way to
rotate quads? like 90/180/270 degrees?
L144[03:02:21] <tterrag> i.e. what was
possible with RenderBlocks.uvRotateXXX in 1.7
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L146[03:03:28] <sham1> Yes
L147[03:03:33] <sham1> But I at least dont
know how :D
L148[03:03:37] <tterrag> -_-
L149[03:03:39] <sham1> Better ask
fry
L150[03:04:22] <tterrag> he's not
here
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L152[03:07:28] <sham1> He is asleep
yes
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L158[03:16:51] <Zaggy1024> what does this
uvRotateXXX do?
L159[03:17:25] <sham1> it rotates the UV
stuff
L160[03:20:41] <tterrag> ...yep
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L177[04:37:57] <AEnterprise> hello, i have
a little issue with the forge dynbucket, it works fine but it uses
meta to diferenciate for rendering, is there any way it could use
nbt instead?
L178[04:38:31] <AEnterprise> currently
gona have to add some hacky protection so fluids don't 'morph' into
other fluids
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L180[04:44:57] <sham1> you could set the
meta based on the NBT
L181[04:46:11] <AEnterprise> yeah but my
problem is that i'm adding them in the order they are registered in
the fluidregistery
L182[04:46:56] <AEnterprise> so if for
some reason that changes between launches (adding/removing mods or
mods adding fluids in an update) when the world load it will look
like the wrong fluid
L183[04:48:47] <sham1> Well in 1.8.x you
could use ISmartModel to render the fluid's main colour into the
item model itself
L184[04:49:45] <AEnterprise> yeah but
forge already has the dynbucket for that exact reason
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L187[04:58:24] <Wuppy> hmm I don't feel
very dutch anymore.... my bike broke :C
L188[04:58:51] <solidDoWant1> why would I
be getting an exepction thrown when I break a tile entity? Says
"<my tile entity class> cannot be cast to
net.minecraft.inventory.IInventory"
L189[05:01:15] <Cazzar> solidDoWant1:
you're trying to cast the TE into an IInventory but it doesn't
implement it.
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L191[05:02:47] <sham1> Or it does but it
does not exist anymore
L192[05:02:53] <ThePsionic> lol
Wuppy
L193[05:03:20] <Wuppy> it'll not be easy
to go to school, buy food etc. today :V
L194[05:03:46] <sham1> how do you break a
bike
L195[05:04:12] <solidDoWant1> Cazzar: oh..
yea I musta overlooked that, thanks
L196[05:04:20] <Wuppy> sham1, it's a 20
year old bike
L197[05:04:43] <Wuppy> and the chain is so
long it can't really stay on anymore
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L199[05:05:00] <Cazzar> It's not too hard
to remove links from chains
L200[05:05:10] <Wuppy> it is without the
tools for it
L201[05:05:28] <ThePsionic> go to the bike
shop
L202[05:05:31] <ThePsionic> get it
fixed
L203[05:05:42] <Wuppy> do you have too
much money?
L204[05:05:58] <ThePsionic> i have
generous parents
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L207[05:06:14] <Wuppy> my parents may come
over soon to fix it for me at least
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L209[05:06:24] <Cazzar> Wuppy: what
happened to the bike?
L210[05:06:43] <sham1> Well if you didn't
do all this "fun" stuff then you could actually have
money to things...
L211[05:06:52] <Wuppy> Cazzar, using it
for a time stretches your cable
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L213[05:07:11] <Wuppy> sham1, I do have
money for it, but if I can wait a few days to save a lot of money
that'd be fine
L214[05:07:16] <Cazzar> Chain or brakes?
:P
L215[05:07:24] <Wuppy> bike chain
L216[05:07:28] <ThePsionic> Cazzar: What
fun are you going to have
L217[05:07:34] <Wuppy> although my brakes
are having a problem atm as well
L218[05:07:37] <Cazzar> ThePsionic:
reinstall windows 10
L219[05:07:43] <ThePsionic> glhf
L221[05:08:14] <Cazzar> and
L223[05:08:28] <Cazzar> Don't ask
how
L224[05:08:30] <ThePsionic> lmao
L225[05:08:33] <sham1> Why do you want
Cortana
L226[05:08:42] <Cazzar> I WANT MY START
MENU TO WORK
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L228[05:09:07] <sham1> It works for me
without cortana so I dont see your problem
L229[05:09:09] <Cazzar> Literally every
time I attempt to open my start menu, that cortana crash
occurs.
L230[05:09:22] <ThePsionic> gg wp no
re
L231[05:09:28] <Cazzar> As well as the
other issues I am having, I am content with a re-install.
L232[05:10:00] <ThePsionic>
>linux
L233[05:10:14] <Cazzar> ThePsionic:
>bios freezes on boot of linux
L234[05:10:22] <ThePsionic> >new
computer
L235[05:10:25] <Cazzar> >moneyy
L236[05:10:30] <ThePsionic> >git
gud
L237[05:10:50] <Cazzar> >git: 'gud' is
not a git command. See 'git --help'.
L238[05:10:50] <sham1> One does not simply
use git gud
L239[05:11:04] <Wuppy> sham1, the main
reason why I dont really want to go to a bike shop is because they
ask too much IMO
L240[05:11:09] <AEnterprise> found a
problem with the dynbucket though, even if it's emtpy it renders as
if it has water in it
L241[05:11:12] <Cazzar> git config
alias.gud '!echo too bad'
L242[05:11:24] <ThePsionic> Hmm am I even
following you on Twitter Cazzar
L243[05:11:29] <solidDoWant1> on tile
entities, whats the difference between update and
updateEntity?
L244[05:11:41] <Cazzar> But my 69
follwers
L245[05:11:55] <ThePsionic> i'm gonna see
if i can ruin that
L246[05:12:03] <ThePsionic> yes I
can
L247[05:12:03] <Cazzar> You can :P
L248[05:12:06] <Cazzar> I don't care
:P
L249[05:12:19] <ThePsionic> ;P
L250[05:12:32] <ThePsionic> If only train
internet would be fast
L251[05:13:03] <sham1>
>updateEntity
L252[05:13:11]
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L253[05:13:11] ⇦
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Connection reset by peer)
L254[05:13:48] <solidDoWant1> ?
L255[05:14:12]
⇨ Joins: OrionOnline
(~OrionOnli@144-059.eduroam.rwth-aachen.de)
L256[05:14:24] <ThePsionic> train internet
is rip
L257[05:14:36] ⇦
Quits: OrionOnline (~OrionOnli@144-059.eduroam.rwth-aachen.de)
(Client Quit)
L258[05:14:38] <Cazzar> That time you are
contemplating getting $200USD headphones
L259[05:15:12]
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L260[05:15:19]
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L261[05:15:22] <sham1> As I feared
L262[05:15:38] <sham1> I cannot enter 2^40
into 32 bits (not surprised but still annoying)
L263[05:16:34] <ThePsionic> Long it
L264[05:16:59] <sham1> Cant
L265[05:17:11] <Cazzar> 2^40 in
2^31-1
L266[05:17:15] <sham1> Yeah
L267[05:17:17] <sham1> I know
L268[05:17:36] <Cazzar> I would say it's a
bit of a fool move to even try
L269[05:18:45] <sham1> True
L270[05:19:10] <sham1> But because RF
stuff stores and transfers stuff as int for some reason...
L271[05:20:05] <Cazzar> Well design wise,
do you expect to go over 3.2Billion rf/t?
L272[05:20:34] <sham1> Logarithmic energy
consumption
L273[05:20:42] <sham1> The more energy you
put in the faster it goees
L274[05:20:57] <sham1> the 2^40 in my
vision would mean 2 actions/tick
L275[05:21:08] <sham1> Balance
L276[05:21:32] <sham1> So yeah
L277[05:21:36] <sham1> I may be
insane
L278[05:22:29] <sham1> 1099511627776
RF/tick may be excessive
L279[05:22:36] <sham1> But still very
accessible with some mods
L281[05:22:59] <sham1> 1.8 has no
updateEntity on tileentity
L282[05:23:14] <solidDoWant1> on
1.7.10
L283[05:23:36] <TehNut> That tutorial is
for 1.8
L284[05:23:40] <sham1> Well
IUpdatePlayerListBox was not a thing then
L285[05:23:40] <TehNut> It tells you that
at the top
L286[05:24:07] <solidDoWant1> oops, sorry
guys, I should have read that
L287[05:24:08] <sham1> so why 1.8
L288[05:24:13] <sham1> er
L289[05:24:18] <sham1> Wait
L290[05:24:39] <sham1> Were you making
that addon for ProjectE
L291[05:24:42] <solidDoWant1> yea
L292[05:24:53] <Lordmau5>
this.isBlockContainer = true; ? - don't you use
"hasTileEntity" for that...
L293[05:25:25] <solidDoWant1> Lordmau5 are
you reading that from the tutorial I linked?
L294[05:25:37]
⇨ Joins: madcrazydrumma
(~madcrazyd@host-78-144-207-166.as13285.net)
L295[05:25:44] <Lordmau5> yup
L296[05:25:51] <madcrazydrumma> Given a
player's username as a string, how would I get the
EntityPlayer/EntityPlayerMP object from it?
L297[05:25:55] <solidDoWant1> thats if you
extend an interface
L298[05:26:00] <madcrazydrumma> If that
player is online*
L299[05:26:08] <solidDoWant1> if you
extend ITileEntityProvider
L300[05:26:15] <Lordmau5> oh
L301[05:26:24] <Lordmau5> still stupid imo
:pü
L302[05:26:30] <solidDoWant1> implement*
if you extend TileEntity then you override that method
L303[05:26:43] <sham1> madcrazydrumma, use
the player's UUID instead, because the username can change
L304[05:26:52] <madcrazydrumma> sham1,
example?
L305[05:26:53] <TehNut> madcrazydrumma:
MinecraftServer.getServer().getConfigurationManager().getPlayerByUsername(name)
L306[05:27:17] <TehNut> Only works
serverside (obviously)
L307[05:27:19] <solidDoWant1> Thats a
mouthful
L308[05:27:21] <gigaherz> madcrazydrumma:
if you are given the username, do what TehNut said, but if you are
STORING data about the player
L309[05:27:29] <gigaherz> then store it
based on uuid
L310[05:27:34] <gigaherz> never by
username
L311[05:28:17] <Ordinastie> spending 5
minutes trying to figure out why I can't see my changes in the
code...
L312[05:28:23] <Ordinastie> launched the
wrong game version :x
L313[05:28:23] <madcrazydrumma> Yeah im
going to be using IEEP for both players i interact with (sender of
a command and the person in the command)
L314[05:28:33] <gigaherz> Ordinastie: lol
happens
L315[05:28:53] <gigaherz> madcrazydrumma:
ah then you don't need to care about uuid either
L316[05:28:59] <madcrazydrumma> lmao?
xD
L317[05:29:10] <gigaherz> suppose you want
to bind an item to a player
L318[05:29:17] <gigaherz> then you'd store
the uuid of the player in the item's NBT
L319[05:29:30] <gigaherz> but if you store
data INTO the player, that's what the IEEP is for
L320[05:29:35] <gigaherz> you don't need
to reference the player at all
L321[05:30:08] <gigaherz> but if the
command somehow "links" one player to another
L322[05:30:09] ⇦
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L323[05:30:13] <gigaherz> such as some
minecraft "marriage" mod
L324[05:30:21] <madcrazydrumma> its not
that but alright ;)
L325[05:30:25] <gigaherz> then you'd store
the uuid of the opposite player
L326[05:30:29] ***
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L327[05:30:29] ⇦
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L328[05:30:32] <gigaherz> the point
is
L329[05:30:48] <gigaherz> if the user
enters an username in a command, that's ok, use the
getPlayerByUsername
L330[05:31:06] <gigaherz> if the code
works with a player's data independently, then just use the
IEEP
L331[05:31:07] <madcrazydrumma> In my
case, say the player has gold - he wants to take some from another
player via command /take <name> <amount>
L332[05:31:12] ***
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L333[05:31:19] <madcrazydrumma> so it
would update gold on both sides
L334[05:31:21] <gigaherz> but if you need
to reference another player in the future, you'll need the other
player's UUID
L335[05:31:27] <Lordmau5> I still have the
issue that stuff isn't properly synced between server and
client
L336[05:31:32] <Lordmau5> and it bugs me
to an infinite extend
L337[05:31:49] <gigaherz> madcrazydrumma:
do you need to remember who took the gold?
L338[05:32:12] <madcrazydrumma> well no,
once its taken its taken
L339[05:32:14]
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L340[05:32:15] <gigaherz> Lordmau5: cna
you explain more? I just got home
L341[05:32:28] <madcrazydrumma> I need to
update the player who gained gold from taking and the one who lost
gold
L342[05:32:30] <Lordmau5> Give me... 5
minutes, so you can arrive properly
L343[05:32:32] <Lordmau5> in a RL
match
L344[05:32:41] <gigaherz> madcrazydrumma:
yes but once that happens, you don't care anymore, right?
L345[05:33:01] <gigaherz> Lordmau5: ok
np
L346[05:33:08] <madcrazydrumma> Nope
gigaherz
L347[05:33:13] ***
Ashway is now known as Ash|Work
L348[05:33:27] <gigaherz> madcrazydrumma:
if so, then you can just get the the player that sent the command,
get the player they are referring to
L349[05:33:31] <gigaherz> get their
respective IEEPs
L350[05:33:36] <gigaherz> and do the
work
L351[05:33:53] <madcrazydrumma> So i would
just do getPlayerByUsername in this case?
L352[05:34:15] <gigaherz> for the
"other" player, yes
L353[05:34:18] <madcrazydrumma> And for
the IEEP i can use MyIEEPClass(playerWhoWasTakenFrom)?
L354[05:34:30] <gigaherz>
YourIEEPClass.get(player)
L355[05:34:33] <madcrazydrumma> yeah
^
L356[05:34:36] <gigaherz> if you followed
a pattern like mine
L357[05:34:46] <madcrazydrumma> I am on my
phone so i was just typing shite haha
L358[05:36:55] ***
kroeser|away is now known as kroeser
L360[05:41:25] <gigaherz> all you do is
call the static register() during init (or pre-init, works just the
same), anmd then use get(player) to obtain :3
L361[05:41:31] <madcrazydrumma> Oh thats
neat
L362[05:41:34]
⇨ Joins: ZaggyMobile2
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L364[05:45:15] <gigaherz> and this is an
exmple that makes use of the player tick event to update itself
;P
L365[05:46:04] <madcrazydrumma> show off
;P
L366[05:46:07] ⇦
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L367[05:46:32] <gigaherz> madcrazydrumma:
I just took he one from my mod and downgraded it to example
;p
L368[05:46:35] ***
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L369[05:46:43] <gigaherz> the*
L370[05:46:51] <madcrazydrumma> your git
picture is vile btw xo
L371[05:47:09] <gigaherz> what's wrong
with it?
L372[05:47:18] <gigaherz> I just recreated
myself in minecraft form
L374[05:47:46] <Mowmaster> Has anyone used
ISmartItemMidel for 3d obj item models yet? Looking for code
examples myself
L375[05:47:47] <madcrazydrumma> you going
bald buddeh?
L376[05:48:01] <gigaherz> "going
bald" would be an understatement
L377[05:48:05] <Mowmaster>
ISmartItemModel*
L378[05:48:21] <madcrazydrumma> so bald
then? ;)
L379[05:48:25] <gigaherz> let's say I made
that pic a couple years ago
L380[05:48:25] <Lordmau5> alright, now,
gigaherz
L381[05:48:30] <madcrazydrumma>
hahaha
L382[05:48:31]
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L383[05:49:19] ***
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L384[05:49:59] <Lordmau5> what the actual
fudge happened just now
L385[05:49:59]
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L386[05:50:06] <gigaherz> ?
L387[05:50:14] <Lordmau5> my pc just
semi-restarted haha
L388[05:50:20] <gigaherz> o_O
L389[05:50:35] <Lordmau5> like, displays
went off, music stopped, pc went off for like 5 sec
L390[05:50:45] <Lordmau5> then booted up
again and music stated playing again
L391[05:50:47] <Lordmau5> wtf xD
L392[05:51:03] <Lordmau5> perhaps it went
in standby and immediately exited it again
L393[05:51:41] <madcrazydrumma> Is there a
config for each mod? If so, how would I use this?
L394[05:51:51] <gigaherz> in your
preinit
L395[05:52:08] <gigaherz> Configuration
config = new
Configuration(event.getSuggestedConfigurationFile());
L396[05:52:11] <Lordmau5> so once again -
tile entity not syncing properly over to the client
L397[05:52:29] <gigaherz> Lordmau5: are yo
udoing anything to attempt to sync
L398[05:52:32] <Lordmau5> it seems to work
on the server, since I'm able to put fluid into my multitank
L399[05:52:42] <Lordmau5> yes, I call a
block update
L400[05:52:53] <gigaherz>
markBlockforUpdate?
L401[05:53:01] <Lordmau5>
worldObj.markBlockForUpdate yup
L402[05:53:13] <gigaherz> do you implement
getDescriptionPacket and onDataPacket?
L403[05:53:16] <Lordmau5> yes
L404[05:53:21] <madcrazydrumma> gigaherz,
what would the structure be for the config? is it YAML?
L405[05:53:33] <gigaherz> madcrazydrumma:
no it's some other format
L406[05:53:41] <gigaherz> just look at the
Configuration class methods
L407[05:53:59] <madcrazydrumma> yeah i see
how to use them, but how would i write the config and where would i
put it?
L408[05:54:16] <gigaherz> [12:52]
(gigaherz): Configuration config = new
Configuration(event.getSuggestedConfigurationFile());
L409[05:54:29] <gigaherz> config.load()
config.save()
L410[05:54:31] <gigaherz> just make use of
that
L411[05:54:37] <gigaherz> forge takes care
of where and how
L412[05:55:16] <madcrazydrumma>
alrighty
L413[05:55:20] <gigaherz> I don't have
much in terms of examples for this
L416[05:56:31] <Sandra> yeah, just
config.load(), get/set any config values you want, and
config.save();
L417[05:56:36] <gigaherz> yup
L418[05:56:48] <Sandra> with the methods
on Configuration.
L419[05:56:59] <gigaherz> get() returns a
property instance though
L420[05:57:12] <gigaherz> you can use that
to assign a comment to the property and other fancier stuff
L421[05:58:09] <madcrazydrumma> Okay ill
see what i can do ;3
L422[06:01:11] <madcrazydrumma> the
default value in the config, is that overriden if the config is
something else?
L423[06:02:03] <gigaherz> ?
L424[06:02:19] <gigaherz> the value is
only returned if the config key didn't exist
L425[06:02:26] <gigaherz> get(...) always
returns
L426[06:02:52] <gigaherz> the actual value
is obtained whe nyou use prop.getWhatever()
L427[06:02:57] <madcrazydrumma> ooh okay
fair enough ^
L428[06:03:11] <madcrazydrumma> So if
theres no config it will return default value otherwise itll return
whatevr is there?
L429[06:03:13] <gigaherz> I haven't
confirmed this
L430[06:03:21] <gigaherz> but I believe
the idea is that you can use get(...)
L431[06:03:26] <gigaherz> store the
Property instances somewhere
L432[06:03:35] <gigaherz> and then get/set
the contents whenever you need to
L433[06:03:47] ***
MrKick|Away is now known as MrKickkiller
L434[06:03:51] <Sandra> yes.
L435[06:04:32] <gigaherz> I just never got
around to using a proper config system in any of my mods, yet
L436[06:04:32] <gigaherz> XD
L437[06:04:41] <madcrazydrumma> yeah thats
why im trying haha
L438[06:05:08] <madcrazydrumma> aight im
off, ciao
L439[06:09:56] <Sandra> i wonder if my
computer can handle a debugger on minecraft.
L440[06:09:59] <Sandra> probably
not.
L441[06:10:09] <Sandra> it can hardly
handle minecraf.
L442[06:10:12] <Sandra> t
L443[06:10:13] <Sandra> .
L444[06:10:38] ⇦
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L445[06:15:53] ⇦
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L446[06:18:05] ⇦
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L447[06:19:18] <gigaherz> Sandra: a
debugger shouldn't increase the load per se
L448[06:19:51] <AEnterprise> anyone here
has experience with using the dynbucket model? not sure if i found
a bug or if i'm derping something up
L449[06:20:08] ⇦
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L450[06:22:26] <gigaherz> no idea what the
dynbucket is
L451[06:23:20] <AEnterprise> it's for
making dynamic buckets
L452[06:23:42] <AEnterprise> dynamic as in
it renders the fluid for you
L453[06:26:08] <AEnterprise> it's realy
neat and usefull for my canisters, BUT the empty one (meta 0)
somehow renders like the water one
L454[06:30:27] ⇦
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L456[06:34:02] <Sandra> AEnterprise, is
meta 0 actually the water one?
L457[06:34:05]
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L459[06:35:03] <AEnterprise> i have 2 ones
that render with water, 1 has no tags and meta 0 so is the empty
one, the other one has meta 1 and the tag
L461[06:40:19] <AEnterprise> ok this gets
weirder and weirder
L462[06:41:10] <AEnterprise> if i change
the getModelLocation thing to return the model from the json
"canisterT1Empty" when the meta is 0 nothing
heapens
L463[06:41:29] <AEnterprise> BUT if i
change it to return that when the meta ISN'T 0 all the other
capsules change to that model
L464[06:42:44] <AEnterprise> anyone has
any idea what i might be doing wrong?
L465[06:49:12]
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L468[07:12:34] ***
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L469[07:12:48] <gigaherz> IoP: what's
wrong with it?
L470[07:13:04] ***
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L473[07:15:03] <Mimiru> gigaherz, I'm
thinking it's the 20 minutes between 6311 and 6312 :P
L474[07:15:42] <Mimiru> 6311 [11:26:05]
6312 [11:48:57] 6322 is only like 6 seconds after that though.. so
IDK why 22 is bad
L475[07:16:25] <Quetzi> you didn't see
6323?
L476[07:16:49] <Mimiru> Ahh right, I
didn't even look at 23
L477[07:16:57] <Mimiru> So another 20
minutes there.
L478[07:19:04] <solidDoWant1> is there an
IRC specifically for CoFHCore, or is it alright to ask those
questions here?
L479[07:20:09] <gigaherz> Ah
L480[07:20:12] <gigaherz> EXACTLY 20
minutes
L481[07:20:30] <gigaherz> actually no
11-12 is 22 minutes
L482[07:20:51] <gigaherz> that looks like
either an HDD issue, or network issue
L483[07:21:01] <gigaherz> although network
would time out in a minute or 2, not 20
L484[07:21:26] ⇦
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L486[07:27:11] <Ordinastie> Server
downloads img from url, Client downloads img from server, what
would be the best way to have the client cache that img (to disk)
to he doesn't have to redownloaded every time he joins the
server
L487[07:27:51] <Ordinastie> I need to
handle the possiblity that the server changed the image
L488[07:28:01] <ThePsionic> Well, they're
dropping one after the other
L489[07:28:06] <ThePsionic> Alan Rickman
died at 69
L490[07:28:13] <Ordinastie> damn, he died?
:(
L491[07:30:17] <gigaherz> yup,
cancer
L492[07:31:10] <gigaherz> Ordinastie: keep
last modified time and maybe hash of the file, then send the info
to the server and let it decide?
L493[07:31:50] <Ordinastie> well, the hash
would be enough then wouldn't it ?
L494[07:32:00] <gigaherz> no
L495[07:32:12] <gigaherz> a hash lets you
know if it's definitively different
L496[07:32:16] <gigaherz> but not
definitively equal
L497[07:33:27] ⇦
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L498[07:33:32] <Ordinastie> hum
L499[07:34:16] <Ordinastie> what are the
odds that the image changes and the hash stays the same ?
L500[07:35:05]
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L501[07:35:52] <McJty> 1/4 billion
L502[07:36:03] <McJty> If the hash is a
32-bit integer that is
L503[07:38:37] <solidDoWant1> wow man
wouldn't take those chances if I were you
L504[07:39:16] <solidDoWant1> I created a
new generator tile entity using the CoFH RF api, but nothing is
calling the extractEnergy method. Any idea why this would be?
L505[07:41:13]
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L508[07:43:12] *** V
is now known as Vigaro
L509[07:43:55] <MalkContent> with forge
including some mod api stuff now
L510[07:44:20] <MalkContent> how does an
api for barrels sound
L511[07:44:36] <solidDoWant1> itd be nice
not to have 20 different barrel mods
L512[07:45:08] <MalkContent> well mostly
talking about the way you add and retrieve items from barrels
L513[07:46:34] <masa> would the new
IItemHandler API handle that too?
L514[07:46:35] <MalkContent> would lead to
a lot less problems with other mods interacting with the thing if
they can check for instanceof IBarrel
L515[07:47:02] <masa> well, sin't
IDeepStorageUnit kind of equal to an IBarrel anyway? :p
L516[07:47:06] <masa> *isn't
L517[07:47:32] <MalkContent> that a thing?
if so i better keep my mouth shut again :D
L518[07:47:41] <McJty> It is a mod
specific thing
L519[07:47:49] <McJty> Which doesn't even
exist in 1.8.9 as far as I know
L520[07:47:54] <McJty> So not an
option
L521[07:49:56] ⇦
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L522[07:53:46] <Sandra> IItemHandler would
do it.
L523[07:54:18] <Sandra> as barrels
basically work like that anyway.
L524[07:54:44] <McJty> What is
IItemHandler?
L525[07:55:28] <Sandra> the WIP wrapper of
IInventory to be not dumb.
L526[07:55:52] <McJty> ok
L527[07:56:00] <MalkContent> man i gotta
set up again... googleing this is painful
L528[07:57:01] <MalkContent> looking at
it, I'm not sure it works
L529[07:57:27] <MalkContent> problem with
barrels is if they get inspected by other mods for amounts of the
item
L530[08:01:36] <MalkContent> hm. I guess
you could return a stack with the size of the total amount
stored
L531[08:02:05] <MalkContent> idk. it'd
still be helpful to know that you are dealing with something
barrellike
L532[08:03:07] <MalkContent> if forge had
an interface or a flag for that, it'd be not only easier to check
for it, it'd also be more compelling to handle that special
case
L533[08:03:17]
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L540[08:12:08] <Wuppy> damn... unreal even
manages to make my desktop slow down to a crawl :O
L541[08:13:07] <MalkContent> I'm like 50%
certain you are not talking about unreal the game
L542[08:13:09]
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L543[08:13:15] <Wuppy> unreal the
engine
L544[08:13:16] <gigaherz> probably the
engine
L545[08:13:35] <MalkContent> then it
depends on what you are doing with it, no? :P
L546[08:13:38] <Wuppy> to be fair,
building mesh distance fields, compiling shaders and compiling all
the c++ code at the same time is bound to be heavy
L547[08:14:30]
⇨ Joins: mumfrey (~Mumfrey@dedi5.eq2.co.uk)
L548[08:20:39] <MalkContent> maybe call it
"IStackedInventory"
L549[08:20:58] <ThePsionic> Did you
though?
L550[08:21:08] <MalkContent> cause, yknow.
you can only take stuff off the top
L551[08:21:33] <MalkContent> psi:
wah?
L552[08:26:36] <gigaherz> I made an API
for interacting with containers in an automation-oriented way
L553[08:26:47] <ThePsionic> 15:20:40
<MalkContent> maybe call it
"IStackedInventory"
L554[08:26:51] <ThePsionic> Did you stack
inventory?
L556[08:27:08] <gigaherz>
IStackedInventory sounds like there's a stack of inventories
L557[08:27:08] <gigaherz> XD
L558[08:27:19] <gigaherz>
push(IInventory)
L559[08:27:58]
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L560[08:28:56] <MalkContent> well not the
inventory, the items
L561[08:29:07] <MalkContent> but
IStackedItemsInventory sounds a little bloated
L562[08:29:18] <gigaherz> yeah
L563[08:29:33] ***
Vigaro is now known as V
L564[08:30:35] <MalkContent> and i guess
"stacked" is a bit of a big word for what it is
L565[08:30:55] <sham1>
IItemStackInventory
L566[08:31:04] <ThePsionic> V: now that's
a nickname
L567[08:31:05] <masa> isn't that what they
all are? :D
L568[08:31:09] <MalkContent> :D
L569[08:31:19] <sham1> *whispers* That's
the joke
L570[08:31:25] <masa> mmkay
L571[08:32:02] ***
Jared|Away is now known as Jared
L572[08:32:18] <masa> my head hurts when
trying to test all the combinations of operation for my Suckage
Manager
L573[08:33:31] <sham1> the WHAT
manager
L574[08:33:54] <masa> nick name for Item
Pickup Manager
L575[08:34:00] <Nitrodev> for (map =
Maps.<Character, ItemStack>newHashMap(); i <
recipeComponents.length; i += 2)
L576[08:34:26] <Nitrodev> does that lines
end represent the amount of components in a line
L577[08:34:34] <Nitrodev> in a line of
slots that is
L578[08:35:03] <masa>
"end"?
L579[08:35:24] <Nitrodev> i += 2 that
part
L580[08:35:39] <masa> it means increment i
by 2 at the end of each iteration
L581[08:35:41] <sham1> it just increments
the counter i by two...
L582[08:35:48] <Nitrodev> i know
that
L583[08:36:06] <sham1> if you want to know
what it does, look at the code
L584[08:36:14] <Nitrodev> that is the
maening of it in JAVA but in the CraftingManager class
L585[08:36:25] <masa> I'm assuming that is
because there are characters and itemsatcks in pairs.. that one
line is a bit ambiguous
L586[08:36:54] <masa> that is from the
vanilla CraftingManager?
L587[08:36:57] <Nitrodev> yup
L588[08:37:05] <masa> which method?
L589[08:37:18] <Nitrodev> ShapedRecipes
addRecipe
L590[08:37:26] <Nitrodev> line 232
L591[08:39:21] ⇦
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L593[08:39:35] <masa> yep, it is beacuse
it is reading a character and an item/itemstack for each slot
L594[08:40:06] <Nitrodev> oh yeah know i
got it
L595[08:40:18] <masa> so it uses two
objects from the recipeComponents vararg each iteration of the
loop
L596[08:40:53] <Nitrodev> that part of the
code shows when declaring the characters for the recipe
L597[08:41:21] <Nitrodev> like "'s',
Items.stick" etc
L598[08:49:16] ***
fry|sleep is now known as fry
L599[08:50:09] <solidDoWant1> can anybody
link me to an example of a tile entity that implements
IEnergyProvider?
L600[08:50:28] <sham1> you really need an
example for it?
L601[08:50:39]
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L602[08:51:01] <solidDoWant1> I have a
mistake in my code and can't figure out where it is, so I thought
I'd look through an example to find the error
L603[08:51:17] <solidDoWant1> Do I need to
put some annotation on a class or method somewhere?
L604[08:51:27] <sham1> No
L605[08:51:29] <sham1> Show your
code
L606[08:51:34] <solidDoWant1> sure, one
sec
L607[08:52:53] <masa> solidDoWant1: you
sure you have your API in the same package? otherwise other mods
won't recognize it
L608[08:53:09]
⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L609[08:53:12] <masa> same package as in
the correct package that it is supposed to be in
L610[08:53:22] <masa> cofh.whatever
L612[08:53:52] <sham1> so what is the
problem
L613[08:54:03] <Nitrodev> do i make the
isOpaqueCube methd return true even if the block is SLIGHTLY see
through?
L614[08:54:23] <solidDoWant1> masa: no,
you mean I have to include the cohf source files in my source, not
just libs?
L615[08:54:29] <sham1> If you want to see
through it you have false
L616[08:54:45] <Nitrodev> okay
L617[08:54:46] <solidDoWant1> sham1:
extractEnergy isn't ever called
L618[08:55:09] <sham1> What should be
calling it
L619[08:55:25] <solidDoWant1> anything
that wants to take energy from my block
L620[08:55:26] <sham1> Where do you want
your energy to go
L621[08:55:31] <Lumien> If i want to
generate something on biome decoration (Mushroom Trees in mushroom
biomes) where would i do that?
L622[08:55:44] <Lumien>
DecorateBiomeEvent?
L623[08:55:45] <sham1> You propably want
to give it to them instead of having your thing be receiving
L624[08:55:46] <McJty> You generally have
to provide energy yourselves to adjacent blocks
L626[08:55:52] <solidDoWant1> if I'm
reading the api right anything that wants energy from my block
should call that method
L627[08:56:02] <McJty> Machines are not
going to extract it on their own. You give power
L628[08:56:18] <solidDoWant1> alright,
I'll try that. Thanks
L629[08:56:38] <sham1> Also
L630[08:56:47] <sham1> Just how the hell
does EMC turn into RF
L631[08:56:59] <sham1> This is a logic
question
L632[08:57:06] <solidDoWant1> had a
request for it, thought I'd try it just for the hell of it
L633[08:57:17] <sham1> The code is
correct
L634[08:57:20] <solidDoWant1> well be
configurable including completely disabling it in the config
L635[08:57:38] <solidDoWant1> will*
L636[08:57:54] <sham1> Because isnt EMC
supposed to be all the energy condenced to that matter
L637[08:57:56] <IoP> gigaherz: load
times
L638[08:58:15] <sham1> Oh
L639[08:58:16] <sham1> Hah
L640[08:58:19] <sham1> The name
L641[08:58:25] <sham1> EMC^2
L642[08:58:35]
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L644[08:58:52] <solidDoWant1> sham1: I
agree, its kinda bs but I wanted to try it anyway
L645[08:59:01] <solidDoWant1> haha that'd
be a great name for it
L646[08:59:23] <sham1> I dont know if it
is a pun, but god damn it I want it to be one
L647[09:00:12] <solidDoWant1> maybe ill
make it so energy output = emc^2 * some constant
L648[09:00:24] <solidDoWant1> but thatd be
even more op
L649[09:01:13] <Nitrodev> okay the block
is see through in my hand but not in the world
L650[09:01:30] <sham1> Do you return true
on isOpaque
L651[09:01:40] <Nitrodev> nope
L652[09:01:44] <sham1> good
L653[09:01:53] <sham1> What is your render
pass
L654[09:01:55] <Nitrodev> i'm guessing
it's the jsons
L655[09:02:04] <Nitrodev> my what?
L656[09:02:23] <Nitrodev> no i'll look it
up
L657[09:02:31] <sham1> good
L658[09:03:53] ***
Ash|Work is now known as Ashlee
L659[09:07:48] <Nitrodev> is it the
EnumWOrldBlockLayer?
L660[09:08:39] <sham1> indeed it is
L661[09:09:27] <Nitrodev> woo
L662[09:09:52] <Nitrodev> do i need client
side only
L663[09:10:25] <Nitrodev> nvm
L664[09:10:55] <Nitrodev> alright time to
test this
L665[09:12:36] <Nitrodev> okay looks
pretty good
L666[09:12:51] <Nitrodev> i just need to
use layers to make it be like i want it to
L667[09:13:49] ***
mrkirby153 is now known as kirby|gone
L668[09:20:08] <gigaherz> [15:55]
(solidDoWant1): if I'm reading the api right anything that wants
energy from my block should call that method
L669[09:20:53] <gigaherz> the API allows
others to extract, but the provider is expected to be the active
block
L670[09:21:02] <gigaherz> extraction is
for special circumstances
L671[09:21:11] ***
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L672[09:25:30]
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(~Katrix@cm-84.210.104.159.getinternet.no)
L673[09:25:56] ***
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L674[09:27:39]
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L675[09:29:06] ⇦
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L676[09:33:24] <sham1> I seriously am
concidering dumping RF because of their limitation on energy
am8unts
L677[09:33:42] <gigaherz> there's a
limitation?
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L679[09:33:55] <sham1> That limitation is
called int
L680[09:33:59] <SkySom> Integer.MAX_INT is
the only one afaik
L681[09:34:06] <gigaherz> if you need mroe
than an int of transfer speed
L682[09:34:08] <gigaherz> you have a
problem XD
L683[09:34:16] <SkySom> Probably just
storage
L684[09:34:17] <sham1> And the fact that
the max energy you can take in is 2^31-1
L685[09:34:27] <gigaherz> no yo ucan keep
a long as storage
L686[09:34:38] <Quetzi> sounds like you're
doing it wrong
L687[09:34:40] <gigaherz> you'll just have
to pretend you have 2^31-1
L688[09:34:40] <gigaherz> ;P
L689[09:34:44] <SkySom> NOt as easy
L690[09:34:47] <SkySom> Exactly
L691[09:34:54]
⇨ Joins: KanoCodex
(~Giratina5@2604:180:0:368::bcd8)
L692[09:35:00] <SkySom> getting max
storage will do odd shit for other mods.
L693[09:35:11] <SkySom> But still why is
MAX_INT not enough?
L694[09:35:17] <SkySom> Because that just
sounds like madness
L695[09:35:22] <gigaherz> Draconic
Evolution.
L696[09:35:30] <SkySom> Which is
madness
L697[09:35:46] <gigaherz> they opened the
gates of hell
L698[09:35:48] ***
kroeser is now known as kroeser|away
L699[09:35:49] <gigaherz> there's no going
back
L700[09:35:56] <sham1> Because I want to
balance my mod's energy concumption around logs of 2
L701[09:36:14] <gigaherz> that gives you
30 levels? ;P
L702[09:36:26] <sham1> But not 40
L703[09:36:34] <SkySom> Why 40?
L704[09:36:36] <sham1> So no 2 operations
per tick for me
L705[09:36:37] <masa> uh, so if 32 bits is
not enough, I'd say you have NOT balanced your mod properly
:p
L706[09:36:53] <Quetzi> s/properly/at
all
L707[09:37:09] <masa> or that :p
L708[09:37:37] <gigaherz> sham1: that's
unrelated
L709[09:37:44] <gigaherz> you can still
transfer 2^31-1 per tick ;P
L710[09:38:07] *
heldplayer mumbles something about power creep getting out of
hand
L711[09:38:10] <gigaherz> heck you can
make unlimited storage and use a BigInt for the number
L712[09:38:15] <masa> ugh ffs, I've been
fiddling around with modding stuff almost 12h today already, and
Ive barely even started on what I was supposed to do today...
L713[09:38:19] <sham1> Yeah,
BigInteger
L714[09:38:38] <heldplayer> We need an
intervention
L715[09:38:40] <SkySom> But still that
doesn't why we must let this madness continue.
L716[09:38:42] <SkySom> Yes
L717[09:39:17] <sham1> Power creep it is
not if the sufficient amount of effort you have put in it is more
than the effort needed to achieve that stuff
L718[09:39:34] <masa> I have never played
with draconic, and from what I've seen, it seems completely
pointless and absurd to me and I have no interest in playing modded
like that
L719[09:39:53] <gigaherz> masa: it's
tiered
L720[09:40:09] <masa> I actually prefer
vanilla these days, mods are just boring :p
L721[09:40:18] <gigaherz> tier 1 requeres
just the energy thing
L722[09:40:22] <masa> I just make mods, I
don't play with them
L723[09:40:24] <gigaherz> well tier
0
L724[09:40:35] <gigaherz> tier 1 is the
energy thing surrouneded by draconic blocks
L725[09:40:48] <gigaherz> tier 2 is the
thing surrounded by redstone blocks, and then draconic blocks on
the second layer
L726[09:40:59] <gigaherz> tier 3 makes 2
layers of redstone, and third layer of draconic
L727[09:41:00] <gigaherz> etc
L728[09:41:19] <gigaherz> tier 6, the
biggest, allows 2.1 trillion RF of storage
L729[09:41:25] <sham1> Draconic is fun in
skyblock
L730[09:41:33] <gigaherz> but to reach
that, you need a massive energy farm
L731[09:41:51] <gigaherz> you just can't
do tier6 earlygame
L732[09:42:11] <gigaherz> if anything, the
draconic armor is way more OP than the energy storage
L733[09:42:31]
⇨ Joins: TechDG
(~TechDweeb@2601:1c0:5100:35f6:40ce:cfc7:2291:d57f)
L734[09:42:34] <TechDG> hey
L735[09:42:36] <flappy> the energy storage
is more damaging overall, imo
L736[09:42:50] <gigaherz> I'm inclined to
disagree
L737[09:42:51] <sham1> How so
L738[09:42:56] <masa> well most armor that
is better than diamond turns any mobs harmless
L739[09:42:58] <gigaherz> it's just
storage
L740[09:43:02] <sham1> You need to work
for it so much
L741[09:43:07] <gigaherz> you can do the
same with a whole bunch of EnderIO capacitor banks
L742[09:43:10] <masa> unless they deal
stupid amounts of damage and thus are not balanced against
vanilla
L743[09:43:12] <TechDG> are there any good
tutorials on machines for 1.8? Or should I just do what I tried
doing in 1.7 where I just use the enderio github to work it out
xD
L744[09:43:23] <flappy> sham1:
single-input-time costs are meaningless imo
L745[09:43:25] <gigaherz> TechDG: what
kind of machines?
L746[09:43:30] <TechDG> RF based or a
custom furnace
L747[09:43:36] <TechDG> either will work
but I would prefer rf
L748[09:43:36] <gigaherz> I have
that
L749[09:43:44] <gigaherz> RF generator
;P
L750[09:43:52] <sham1> What a
consequence
L751[09:44:02] <TechDG> wow lucky me :P im
forgetting, whats your mod name?
L752[09:44:04] <sham1> We were just
talking about my insanity and RF
L753[09:44:08] <TechDG> xD wow
L755[09:44:12] <TechDG> ty
L756[09:44:22] <gigaherz> sham1:
coincidence*^
L757[09:44:37] <gigaherz> consequence is
the result of an action
L758[09:44:47] ⇦
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L759[09:44:52] <Sandra> RF..... there's NO
official api for 1.8, it's very likely to be rewritten for
capabilities soon...
L760[09:44:57] <sham1> Yes
L761[09:45:00] <TechDG> also i did what
everyone told me to do and updated to 1.8 :P
L762[09:45:06]
⇨ Joins: Temportalist
(uid37180@id-37180.charlton.irccloud.com)
L763[09:45:10] <sham1> Good
L764[09:45:13] <TechDG> wait if theres no
rf api how do we do rf based things 0-0
L765[09:45:16] <flappy> gigaherz: also,
the fact DE has no consumer of such an amount of energy is
questionable as well to me
L766[09:45:23]
⇨ Joins: Elec332
(~Elec332@ip5456d4a5.speed.planet.nl)
L767[09:45:24] <gigaherz> Sandra:
meanwhile, we have the Progressive Automation unofficial port
L768[09:45:34] <sham1> TechDG there is the
unofficial RF api ports
L769[09:45:40] <TechDG> whats the best
one?
L770[09:45:42] <SkySom> Several of them
afaik
L771[09:45:45] <Sandra> well yeah.
L772[09:45:49] <TechDG> progress
automation's?
L773[09:45:51] <gigaherz> SkySom:
several?
L774[09:45:56] <sham1> Yes
L775[09:45:57] <TechDG> ok
L776[09:45:59] <Sandra> I, myself,
retrieved the API from RFTools.
L777[09:46:00] <flappy> yet moreso is the
fact that DE had no generator of such a tier until lately
L778[09:46:04] <sham1> Me too
L780[09:46:16] <SkySom> Yep think RFTools
and BC both did a version
L781[09:46:19] <gigaherz> it's just the
1.7.10 api
L782[09:46:21] <Sandra> but I'm just
warning you that it's unofficial.
L783[09:46:22] <flappy> the whole thing
seems to be designed backwards
L784[09:46:24] <TechDG> oh the 1.7.10 api
works?
L785[09:46:26] <TechDG> ok then :P
L786[09:46:26] <gigaherz> with xyz changed
to BlockPos
L787[09:46:29] <SkySom> That just happens
to be compatible
L788[09:46:37] <gigaherz> and
ForgeDirection changed to EnumFacing
L789[09:46:41] <SkySom> Yeah
L790[09:46:42] <gigaherz> TechDG: not
as-is
L791[09:46:45] <sham1> Well isn't small
OPness fun every once in a while
L792[09:46:46] <gigaherz> it needs a few
changes
L793[09:46:48] <TechDG> ok
L794[09:46:52] <TechDG> so just use your
copy?
L795[09:46:55] <SkySom>
"small"
L796[09:47:00] <gigaherz> I'm using the
same as Progressive Automation
L797[09:47:02] <gigaherz> so yeah ;P
L798[09:47:05] <TechDG> ok ty
L799[09:47:24] <gigaherz> if oyu use the
one I used, you'll be compatible with all the mods I know of
;P
L800[09:47:24] <sham1> Yeah, the amount of
OPness is small
L801[09:47:30] <TechDG> alright
L802[09:47:36] <gigaherz> really the DE
storage is just storage
L803[09:47:37] <flappy> sham1: DE's
inflation of RF storage is all but small
L804[09:47:42] <gigaherz> it doesn't
"break" anything
L805[09:47:43] <TechDG> in that case
downloading a zip of your repository now xD
L806[09:47:49] <gigaherz> IMO at
least
L807[09:48:01] <gigaherz> being able to
store that much energy means nothing to progression
L808[09:48:17] <sham1> Because it is at
the end of the tech tree
L809[09:48:17] <gigaherz> you still need
to generate it
L810[09:48:19] <gigaherz> and consume
it
L811[09:48:26] <TechDG> tbh im good with
vibrant capacitors for energy storage. dont need anything
bigger
L812[09:48:27] <sham1> And that too
L813[09:48:30] <gigaherz> and that's where
progression happens
L814[09:48:35] <TechDG> its the generation
rate that matters
L815[09:48:40] <gigaherz> TechDG: that's
the thing
L816[09:48:47] <gigaherz> each vibrant
bank is like 25 million?
L817[09:48:50] <TechDG> yes
L818[09:49:19] <TechDG> why waste effort
on more
L819[09:49:20] <gigaherz> so a 5x5x5
multiblock of banks, would be 3 billion, that's similar to the
draconic evolution tier 4
L820[09:49:21] <TechDG> you dont really
need it
L821[09:49:29] <TechDG> exactly
L822[09:49:33]
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L823[09:49:49] <TechDG> i always just use
4 of em :P
L824[09:49:57] <TechDG> 100 million is
pleanty if u got an automated reactor of some sort
L825[09:50:00] <sham1> Have ALL THE
energy
L826[09:50:10] <gigaherz> TechDG: well in
my FTB Infinity playthrough
L827[09:50:15] <gigaherz> I had a big
reactor
L828[09:50:18] <gigaherz> with 4
turbines
L829[09:50:22] <gigaherz> generating 21k
each
L830[09:50:38] <gigaherz> filled up the
max-tier draconic thing in a week or so
L831[09:50:39] <gigaherz> XD
L832[09:50:46] <gigaherz> then shut it
down
L833[09:50:46] <TechDG> on my server I
have one that is a standalone thats automated to turn on and
off
L834[09:50:53] <TechDG> gens like 11.7k rf
per tick
L835[09:50:56] <gigaherz> and considered
the tech tree "done"
L836[09:50:58] <TechDG> and its only ever
on like 5% of the time xD
L837[09:51:17] <gigaherz> and switched to
Thaumcraft and blood magic
L838[09:51:32] <TechDG> yeah I generally
do thaum 4 and BM as post-game for fun
L839[09:51:43] <gigaherz> but I eventually
got bored becuase they feel a bit too much like a chore
L840[09:51:43] <TechDG> after I got
virtually infinite pow and an op ae
L841[09:51:54] <TechDG> yeah. Thaum 4 is a
bit grindy, have u seen thaum 5?
L842[09:51:58] <gigaherz> yup
L843[09:52:03] <TechDG> so happy
L844[09:52:11] <gigaherz> did a
playthrough of T5 some weeks ago
L845[09:52:21] <gigaherz> I didn't touch
the "dark side" though
L846[09:52:23] <TechDG> the fun of like
infusion and golems with the ease of thaum 3's scanning and wand
recharge mechanics
L847[09:52:29] ***
kroeser|away is now known as kroeser
L848[09:52:36] <Nitrodev> T5?
L849[09:52:41] <gigaherz> Thaumcraft5, for
minecraft 1.8+
L850[09:52:46] <TechDG> yeah
L851[09:52:46] <Nitrodev> ah TC5
L852[09:52:54] <sham1> T5
L853[09:52:58] <gigaherz> TC for me is
tinker's ;P
L854[09:53:00] <TechDG> I always think of
TC as tinkers construct
L855[09:53:07] <TechDG> and T as
thaum
L856[09:53:10] <SkySom> TC is TrainCraft
to me
L857[09:53:12] <SkySom> Always
L858[09:53:14] <sham1> TiC's
Tinker's
L859[09:53:16] <SkySom> TCon is
Tinkers
L860[09:53:20] <gigaherz> traincraft
doesn't exist in my dictionary ;P
L861[09:53:28] <Nitrodev> me neither
L862[09:53:29] <TechDG> yeah traincraft is
cool but gets boring fast
L863[09:53:34] <Nitrodev> it's not well
known so
L864[09:53:36] <SkySom> ThC is Thaumcraft
to me.
L865[09:53:38] <sham1> TheWhatCraft
L866[09:53:42] <TechDG> cuz its just
driving trains around
L867[09:53:45] <sham1> Trains
L868[09:53:53] <TechDG> I like
trainzzzzz
L869[09:53:54] *
SkySom <3 trains
L870[09:53:57] <Nitrodev> oh like steve's
carts and railcraft
L871[09:54:00] <gigaherz> do they have
multi-block curves?
L872[09:54:11] <SkySom> The last version
of 1.6.4 did
L873[09:54:26] <SkySom> Nitrodev, think
bigger
L874[09:54:26] <gigaherz> that's what I
always miss in minecart rails
L875[09:54:32] <TechDG> yeah
L876[09:54:41] <TechDG> I hate the
minecraft redstone switch mechanic
L877[09:54:46] <TechDG> its retarded
L878[09:54:52] <gigaherz> yeh
L879[09:55:08] <sham1> I hate vanilla
redstone
L880[09:55:12] <sham1> So useless
L881[09:55:16] <gigaherz> it's not
useless
L882[09:55:21] <gigaherz> it just takes a
lot of space
L883[09:55:22] <gigaherz> XD
L884[09:55:26] <TechDG> yea
L885[09:55:29] <sham1> Yeh
L886[09:55:32] <TechDG> project red does a
god job of fixing that
L887[09:55:37]
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L888[09:55:39] <gigaherz> what I'd have
liked is
L889[09:55:57] <gigaherz> some machine
with a selection system
L890[09:56:02] <gigaherz> that takes a
cuboid of space
L891[09:56:06] <gigaherz> scans the
redstone in it
L892[09:56:11] <gigaherz> and creates a
single-block machine
L893[09:56:14] <gigaherz> that does the
same work
L894[09:56:17] <TechDG> that would be
cool
L895[09:56:21] <Wuppy> ugh I *really* need
a new chair
L896[09:56:36] <Wuppy> my back hurts if I
sit on it for more than an hour :V
L897[09:56:37] <TechDG> but really hard
because of how dinamic that is gig
L898[09:56:42] <gigaherz> yeah
L899[09:56:47] <TechDG> xD my old one was
like that. got a new one for christmas
L900[09:56:56] <gigaherz> all the
piston-based and comparator-cauldron-based mechanics would be
lost
L901[09:56:57] <sham1> Sitting makes you
die quicker
L902[09:57:00] <flappy> gigaherz: that's a
thing in immibis' redlogic
L903[09:57:10] <TechDG> sham who told you
that xD
L904[09:57:14] <sham1> So stop
sitting
L905[09:57:22] <Wuppy> TechDG, I was going
to buy a new one today, but then my bike broke :V
L906[09:57:27] <gigaherz> Wuppy: you need
a chair with back rest
L907[09:57:27] <Wuppy> sham1, why?
L908[09:57:30] <TechDG> wow xD
L909[09:57:31] <gigaherz> proper tall back
rest
L910[09:57:35] <flappy> you do have to use
RL wires and gates, and have to make a special cleanroom, but
still
L911[09:57:36] <TechDG> talk about bad
luck
L912[09:57:38] <gigaherz> with the thing
that holdsyour kidneys ;P
L913[09:57:41] <Wuppy> gigaherz, it has a
back rest, but it's bad
L914[09:57:56] <TechDG> there cofh API
installed
L916[09:58:17] <gigaherz> something in
that style
L917[09:58:17] <gigaherz> XD
L918[09:58:34] <Wuppy> that looks
extremely expensive
L919[09:58:53] <TechDG> my chair was like
40 bucks or something on sale
L920[09:58:58] <TechDG> got it at a good
price
L921[09:59:08] <gigaherz> Wuppy: $150 for
a low-end decent chair
L922[09:59:17] <gigaherz> $500 for the
proper good ones ;P
L923[09:59:25] <gigaherz> anything <
$100 is probably crap ;P
L924[09:59:31] <TechDG> I dont need some
super-chair since im probably the youngest person here right now
:P
L925[09:59:45] <TechDG> mine was on sale
though, normally like $120 or somethign I think
L926[09:59:48] <gigaherz> it's also good
to keep changing your posture
L927[09:59:52] <Wuppy> TechDG, everybody
needs a proper chair
L928[09:59:55] <gigaherz> as in
L929[09:59:58] <Wuppy> what age
though?
L930[10:00:04] <TechDG> 13 xD
L931[10:00:09] <gigaherz> switch between
having more weight on your left side and moreweight on your right
side
L932[10:00:52] <TechDG> wait since no
thermal expansion, whats the best mod to use for testing rf. all
that I KNOW is ported to 1.8 is buildcraft and I think progressive
automation
L933[10:01:00] <Nitrodev> yup
L934[10:01:08] <Nitrodev> ticon is
too
L935[10:01:15] <Nitrodev> but only from
jenkins
L936[10:01:15] <gigaherz> well
L937[10:01:18] <gigaherz> my mod has a
generator ;P
L938[10:01:26] <gigaherz> and a
consumer
L940[10:01:29] <TechDG> it have power
cables?
L941[10:01:33] <gigaherz> no
L942[10:01:35] <TechDG> oh
L943[10:01:37] <gigaherz> there's a ducts
one
L944[10:01:39] <TechDG> well either way
your mod it is! xD
L946[10:01:58] <gigaherz> 1.8.0 only
though
L947[10:02:06] <TechDG> oh
L948[10:02:07] <TechDG> w/e
L949[10:02:13] <TechDG> il just use direct
transfer
L950[10:02:21] <TechDG> I would imagine if
it goes directly from machine to machine conduits work
L951[10:02:28] <gigaherz> yeah
L952[10:02:38] <TechDG> since its the
conduit code to move it not the machines
L953[10:02:48] <gigaherz> conduits just
take what providers give
L954[10:02:52] <gigaherz> and relay it to
the receivers
L955[10:03:07] <TechDG> figured as
much
L956[10:03:52] <TechDG> Im gonna make a
compressor where you can craft mob essences then compress them into
mob heads
L957[10:04:08] <TechDG> at least that will
be the inital use
L958[10:04:35] <gigaherz> ah PA got a
1.8.9 port :)
L959[10:04:41] ⇦
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L960[10:04:47] <TechDG> kewl
L961[10:04:56]
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L963[10:05:00] <TechDG> gig how ar eu so
good at textures xD
L964[10:06:02] <Nitrodev> sarcasm?
L965[10:06:04] <TechDG> btw if anyone is
looking for a bad texture for some item called
"BadTexturedItem" ask me :P
L966[10:06:04] <gigaherz> I'm not THAT
good ;P
L967[10:06:13] <TechDG> no nit its REALLY
good
L968[10:06:19] <TechDG> gig yes u
are
L969[10:06:40] <TechDG> did u do the
generator?
L970[10:06:48] <TechDG> the textures i
mean
L972[10:07:20] <Nitrodev> eh
L973[10:07:22] <gigaherz> I did the whole
thing
L974[10:07:22] <TechDG> it beats
buildcraft thats for sure
L975[10:07:25] <TechDG> and thermal
L976[10:07:33] <gigaherz> 3d model +
textures
L977[10:07:43] <TechDG> I can model
decently in techne
L978[10:07:47] <Nitrodev> it's meh
L979[10:07:48] <gigaherz> I do make use of
minecraft textures as a source
L980[10:07:49] <TechDG> but I cant texture
for my life
L981[10:07:54] <Nitrodev> me too
L983[10:08:23] <Nitrodev> for my voider
block i made the outline be the one from a gold block
L984[10:08:39] <TechDG> thats the best I
can do xD
L985[10:08:40] <Nitrodev> so good
L986[10:08:48] <TechDG> and the creeper
head was copied from vinilla :P
L987[10:08:58] <solidDoWant1> if I call
WorldHelper.getAdjacentTileEntitiesMapped(worldObj, this), it
returns a Map<ForgeDirection, TileEntity> object. is the
ForgeDirection the relative direction, or the absolute
direction?
L988[10:08:59] <TechDG> my issue is making
the grey not one solid color
L989[10:09:00] <Nitrodev> no kidding
L990[10:09:04] <Nitrodev> hold on
L991[10:09:24] <gigaherz> TechDG: if you
have something like photoshop, you can use pattern overlays to give
it a little bit of "noise"
L992[10:09:33] <Nitrodev> anyone know how
i can set the default dir for git shell
L993[10:09:35] <TechDG> sadly just have
paint xD
L994[10:09:35] <gigaherz> and stroke/inner
shadow to give it an edge
L995[10:09:43] <gigaherz> sortof fake
ambient occlusion
L996[10:10:08] <gigaherz> Paint.net has a
few blending styles but no real effects
L997[10:10:15] <TechDG> yeah i also got
paint.net
L998[10:10:23] <Nitrodev> me too
L999[10:10:27] <Nitrodev> and gimp
L1000[10:10:29] <gigaherz> you can
simulate some of the effects in paint.net
L1001[10:10:41] <gigaherz> but it takes
more effort
L1002[10:10:41] <gigaherz> XD
L1003[10:10:45] <TechDG> I know someone
whos taking photoshop and he made my logo, but sadly I don't think
he wants to be the full texture person
L1004[10:10:53] <gigaherz> heh
L1005[10:11:15] <TechDG> he probably just
did the logo cuz hes admin on ym server :P
L1006[10:11:23] <TechDG> and he wanted me
to like him more :P
L1007[10:12:26]
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L1008[10:13:25] <TechDG> yup im using
this to learn to make my machines 100% xD
L1009[10:13:28] <TechDG> its rlly easy to
read
L1011[10:14:22] <gigaherz> ^_^
L1012[10:14:26]
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L1013[10:14:48] <TechDG> not bad
nitro
L1014[10:14:57] <Nitrodev> you can see
it?
L1015[10:14:58] <TechDG> better then me
for sure :P
L1016[10:15:02] <TechDG> I opened it in
new tab
L1017[10:15:04] <TechDG> and zoomed
L1018[10:15:08] <TechDG> cuz im on google
chrome
L1019[10:15:13] <gigaherz> same, but I'm
in firefox ;P
L1020[10:15:14] <Nitrodev> ah right
L1021[10:15:48] <TechDG> wait so gig for
making a gen, are there any handlers u use I need to be aware of
besides a GuiHandler?
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L1024[10:18:34] <gigaherz> TechDG:
hmm
L1025[10:18:54] <TechDG> I guess I could
just write it out and see what errors it throughs
L1026[10:18:57] <TechDG> throws*
L1027[10:19:01] <gigaherz> so far as I
remember, it's all self-contained in: BlockGenerator,
TileGenerator, ContainerGenerator, GuiGenerator, GuiHandler
L1028[10:19:05] <TechDG> ok
L1029[10:19:09] <TechDG> so if I use all
of those it should work
L1030[10:19:19] <TechDG> then just modify
them so its not a copy
L1031[10:19:21] <gigaherz>
"steal" them, and see if anything is missing
L1032[10:19:22] <gigaherz> XD
L1033[10:19:25] <TechDG> ok
L1034[10:20:10] <Nitrodev> just remember
to copy type em
L1035[10:20:16] <Nitrodev> not copy
paste
L1036[10:20:52]
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L1038[10:21:21] <shadekiller666> Did you
hear about the guy that fell asleep during Force Awakens?
L1039[10:21:36] <Nitrodev> nope
L1040[10:21:55] <shadekiller666> Ya...
the theater was too Darth...
L1041[10:22:07] <SkySom> .......
L1042[10:22:12] <TechDG> ...
L1043[10:22:15] <diesieben07> jesus
fucking christ
L1044[10:22:20] <diesieben07>
!votekick
L1045[10:22:25]
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L1046[10:22:28] <TechDG> :P
L1047[10:22:28] <shadekiller666>
hahahaha
L1048[10:22:31] <flappy> in bad
jokes
L1049[10:22:34] <flappy> "Snape?
Snape?! Snaaaaaape!"
L1050[10:22:40] <SkySom> Let's not
L1051[10:22:51] <MalkContent> that's just
bad
L1052[10:22:51] <TechDG> the guy who
played snape died
L1053[10:22:52] <TechDG> :P
L1054[10:23:00] <MalkContent> how are
people not already sith of you
L1055[10:23:00] <shadekiller666> he
did?
L1056[10:23:05] <TechDG> yes
L1057[10:23:10] <TechDG> thats what I
heard
L1058[10:23:10] <flappy> MalkContent:
yes, it's downright awful due to that
L1059[10:23:11] <solidDoWant1> hey thanks
to the guys who helped me earlier with my rf generator
problem
L1060[10:23:19] <SkySom> Yeah Alan
Rickman is dead... :/
L1061[10:23:30] <SkySom> 14 days in...
and well
L1062[10:23:33] <flappy> and that's the
whole point of the joke
L1063[10:23:38] <SkySom> Yeah rest of the
year starting to look questionable
L1064[10:23:48] <MalkContent> actually
was directed at shade :D
L1065[10:24:22] <MalkContent> how does
one set up modding environment nowadays?
L1066[10:24:29] <Nitrodev> easily
L1067[10:24:38] <Nitrodev> not going to
tell you how though
L1068[10:24:46] <gigaherz> MalkContent:
download mdk zip, extract, run "gradlew
setupDecompWorkspace"
L1069[10:24:50] <shadekiller666> oh Alan
Rickman did die
L1070[10:24:52] <shadekiller666>
wow
L1071[10:25:00] <Nitrodev> you needed to
check that?
L1072[10:25:00] <shadekiller666> just saw
that on facebook
L1073[10:25:09] <SkySom> I did.
L1074[10:25:09] <gigaherz> if eclipse,
run "gradlew eclipse", if idea, import into idea then run
"gradlew genIntellijRuns"
L1075[10:25:11] <MalkContent> alright
then
L1076[10:25:13] <diesieben07> why does
nobody abbreviate setupDecompWorkspace?
L1077[10:25:15] <SkySom> I don't trust
the internet any more
L1078[10:25:23] <gigaherz> diesieben07:
it can be abbreviated?!
L1079[10:25:28] <MalkContent> ty
L1080[10:25:28] <diesieben07> sDecW
L1081[10:25:29] <TechDG> dont think
L1082[10:25:32] <diesieben07> every
gradle task can
L1083[10:25:33] <diesieben07> gIR
L1084[10:25:38] <diesieben07> for
genIntellijRuns
L1085[10:25:38] <gigaherz> diesieben07:
probably because we don't know about it
L1086[10:25:39] <gigaherz> XD
L1087[10:25:43] <TechDG> just type it out
xD
L1088[10:25:46] <TechDG> dont be
laazy
L1089[10:25:51] <shadekiller666> what is
with the famous people dieing at 69 because of cancer?
L1090[10:26:03] <TechDG> fame is
cancerous
L1091[10:26:05] <TechDG> thats why
xD
L1092[10:26:09] <MalkContent> well lemmy
oneupped them at least
L1093[10:26:10] <TechDG> hehe
badpuns...
L1094[10:26:49] <MalkContent> srsly
though
L1095[10:27:00] <MalkContent> not even a
month and 3 great brits ded
L1096[10:28:58] <shadekiller666> You
can't run through a campground, you can only ran, because its past
tents.
L1097[10:29:38] <diesieben07> please
stop
L1098[10:29:40]
⇨ Joins: DjSams (~DjSams@86.127.75.205)
L1099[10:30:13] <MalkContent> did you
recently have unprotected sex or something? you might be a dad and
not know it yet
L1100[10:30:15] <TechDG> well gtg
cya
L1101[10:30:17] <TechDG> and ty so much
gig
L1102[10:30:20]
⇦ Quits: TechDG
(~TechDweeb@2601:1c0:5100:35f6:40ce:cfc7:2291:d57f) (Quit:
Leaving)
L1103[10:30:40] <diesieben07> haha
L1104[10:30:40] <shadekiller666> no
MalkContent
L1105[10:31:39] <gigaherz> lol
L1106[10:32:34] <shadekiller666> have you
guys seen the new Deadpool trailer?
L1107[10:33:07] *
MalkContent braces for deadpun
L1108[10:33:29] *
shadekiller666 le puns have stopped
L1109[10:33:46]
⇦ Quits: Mowmaster
(~Mowmaster@2600:1014:b101:3259:68e5:8559:9287:57c1) (Ping timeout:
186 seconds)
L1110[10:33:49] <diesieben07> did you
mean a DEAD JOKE?
L1111[10:33:54] <diesieben07> I'll show
myself out.
L1112[10:33:57] <shadekiller666>
dahhhh
L1113[10:34:04] <shadekiller666> i see
what you did there!
L1114[10:34:16] <MalkContent> heh
L1117[10:34:51] <Wuppy> joining time is
now
L1118[10:34:59] <shadekiller666> is that
you wuppy?
L1119[10:35:04] <Wuppy> Wuppy is me
L1120[10:35:14] <shadekiller666> the
streamer
L1121[10:35:20] <Wuppy> no I'm not the
streamer
L1122[10:35:25] <Wuppy> but people, join
this game :D
L1123[10:35:26]
⇦ Quits: PitchBright
(~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com)
(Quit: brb)
L1124[10:37:07]
⇨ Joins: alex_6611
(~alex_6611@p5493695F.dip0.t-ipconnect.de)
L1125[10:37:39] <shadekiller666> its
always funny hearing streamers try and pronounce my twitch
username
L1126[10:38:06] <Wuppy> yours is
ezio?
L1127[10:38:24] <shadekiller666>
yep
L1128[10:38:39] <Wuppy> hey Nitro
:)
L1129[10:38:43] <Nitrodev> hi
L1130[10:38:55] <shadekiller666> i also
have shadekiller666 as a twitch name, but i can't log into it for
some reason
L1131[10:39:06]
⇨ Joins: PitchBright
(~PitchBrig@CPE00fc8d8a3ce3-CM00fc8d8a3ce0.cpe.net.cable.rogers.com)
L1132[10:39:22] <shadekiller666> i forgot
its password, and i can't recover it, even though its tied to the
same email as the ezioauditorerevs one
L1133[10:39:56]
⇨ Joins: Mowmaster
(~Mowmaster@67-3-191-23.omah.qwest.net)
L1134[10:40:19] <shadekiller666> i'm
hoping this isn't a PG stream...
L1135[10:40:26] <Wuppy> yeah it's mature
only
L1136[10:40:31]
⇦ Quits: gr8pefish (~gr8pefish@24.121.240.63) (Read error:
Connection reset by peer)
L1137[10:40:52]
⇨ Joins: gr8pefish
(~gr8pefish@24-121-240-63.flagcmtk01.res.dyn.suddenlink.net)
L1138[10:41:06]
⇦ Quits: DjSams (~DjSams@86.127.75.205) (Ping timeout: 198
seconds)
L1139[10:41:09] <shadekiller666> though,
he's playing quiplash so its his fault if he wanted to keep it PG
:P
L1140[10:41:12]
⇨ Joins: DjSams (~DjSams@86.124.200.109)
L1141[10:41:31] <sham1> My twitch name is
the same as my Internet alias in general. The streamers just do not
understand that they should just say "sham". The '1' is
silent
L1142[10:41:49] <Nitrodev> the dev is
silent in my anmae
L1143[10:41:53] <Nitrodev>
sometimes
L1144[10:43:40] <gigaherz> sham1: I
assumed it was meant to be read as "someone"
L1145[10:44:34]
⇦ Quits: DjSams (~DjSams@86.124.200.109) (Ping timeout: 186
seconds)
L1146[10:44:53] <sham1> That works but I
also like it be pronounced like sham
L1147[10:44:54] <sham1> As in the German
word
L1148[10:44:54] <sham1> That was
completely unintentional btw
L1149[10:45:03]
⇨ Joins: madcrazydrumma
(~madcrazyd@host-78-144-207-166.as13285.net)
L1150[10:45:23] <madcrazydrumma> Is there
a way to test a mod on minecraft server in eclipse? like with two
players?
L1151[10:45:45] <diesieben07> launch the
server, launch two clients.
L1152[10:45:50] <gigaherz> no idea if
that works in eclipse but in idea I can just choose server, press
"debug"
L1153[10:45:53]
⇨ Joins: agowa338
(~Thunderbi@p54919BD2.dip0.t-ipconnect.de)
L1154[10:45:55] <gigaherz> choose client,
press debug twice
L1155[10:46:00] <gigaherz> and it happily
debugs 3 instances at once
L1156[10:46:23] <diesieben07> yup
L1157[10:46:48] <madcrazydrumma> so
basically just pressing that play button 3 times once for the
server
L1158[10:46:54] <gigaherz> yup
L1159[10:46:57] <madcrazydrumma>
sweet
L1160[10:47:07] <madcrazydrumma> eu lcs
15 mins ;_;
L1161[10:47:38]
⇦ Quits: solidDoWant1 (solidDoWan@38.100.188.254) (Ping
timeout: 198 seconds)
L1162[10:48:14]
⇨ Joins: DjSams
(DjSams@2a02:2f0e:c330:ffff::6463:4967)
L1163[10:49:36] <shadekiller666> i am
surprisingly good at Quiplash :P
L1164[10:50:00] <madcrazydrumma>
quiplash?
L1165[10:50:26] <madcrazydrumma> How do i
connect to the eclipse server?
L1166[10:50:58]
⇨ Joins: Kobata
(~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L1167[10:51:08] <diesieben07> 127.0.0.1
or localhost
L1168[10:51:30] <Wuppy> so am I :P
L1169[10:51:44] <madcrazydrumma> it says
connection refused
L1170[10:51:50] *
gigaherz FACEPALMS
L1171[10:51:55] <diesieben07> hmm
wat
L1172[10:51:55] ***
Abrar|gone is now known as AbrarSyed
L1173[10:52:00] <diesieben07> is the
server actually started?
L1174[10:52:02]
⇦ Quits: gr8pefish
(~gr8pefish@24-121-240-63.flagcmtk01.res.dyn.suddenlink.net) (Read
error: Connection reset by peer)
L1175[10:52:04] <diesieben07> did you
agree to the eula?
L1177[10:52:12] <madcrazydrumma> agree to
the eula what
L1178[10:52:26] <gigaherz> I have a
packet that I send when a player is casting a spell
L1179[10:52:27] <madcrazydrumma> server
has started yea
L1180[10:52:31] <shadekiller666> wuppy, i
still see the quiplash game
L1181[10:52:32] <gigaherz> but nowhere in
the packet I say WHICH player
L1182[10:52:39] <gigaherz> so it doesn't
really work XD
L1183[10:52:43]
⇨ Joins: gr8pefish (~gr8pefish@24.121.240.63)
L1184[10:52:44] <diesieben07> servers
dont start unless "eula=true" is in eula.txt
L1185[10:53:19] <Wuppy> shadekiller666,
this is the last round, another one should start in a few
seconds
L1186[10:53:30] <shadekiller666>
mhmm
L1187[10:54:15]
⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Read
error: Connection timed out)
L1188[10:54:48]
⇨ Joins: Elec332
(~Elec332@ip5456d4a5.speed.planet.nl)
L1189[10:55:25] <madcrazydrumma> anyone
watching the lcs?
L1190[10:55:33] <Wuppy> there it is
L1191[10:59:25] ***
AEnterprise is now known as AEnterpriseAFK
L1192[11:02:10]
⇦ Quits: armed_troop
(~armedtroo@pool-98-111-142-191.phlapa.fios.verizon.net) (Remote
host closed the connection)
L1193[11:02:16] <gigaherz> :/
L1194[11:02:20] <gigaherz> this makes no
sense
L1195[11:02:27] <Wuppy> it's not
easy
L1196[11:02:27] <gigaherz> Caused by:
java.lang.ArrayIndexOutOfBoundsException: 2568714
L1197[11:02:41] <gigaherz> hwo thefuck
does "2568714" get into the packet?
L1198[11:02:42] <madcrazydrumma> What's
this?
L1200[11:03:18] <gigaherz> when I run my
mod in local LAN multiplayer
L1201[11:03:21] <gigaherz> it crashes in
that line
L1202[11:04:00] <madcrazydrumma>
values[]
L1203[11:04:05] <madcrazydrumma> why the
[] on the variable?
L1204[11:04:13] <madcrazydrumma> or is it
the same?
L1205[11:04:16] <gigaherz> scroll
up
L1206[11:04:17]
⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
(Ping timeout: 198 seconds)
L1208[11:04:26] <madcrazydrumma>
lmao
L1209[11:04:48] <gigaherz> I'm always
paranoid that values() will take longer ;P
L1210[11:05:05] <madcrazydrumma> does it
work with .values()?
L1211[11:05:13] <gigaherz> the problem
isn't the values
L1212[11:05:22] <gigaherz> the problem is
"buf.readInt()" returns 2568714
L1213[11:05:26]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L1214[11:05:53] <madcrazydrumma> but
why
L1215[11:05:54] <madcrazydrumma>
awks
L1216[11:06:01]
⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Read
error: Connection reset by peer)
L1217[11:12:09]
⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout:
198 seconds)
L1218[11:12:48] ***
willieaway is now known as williewillus
L1219[11:13:24] <gigaherz> it was 3815178
this time
L1220[11:13:28] <gigaherz> the number
appears to change
L1221[11:13:29] <gigaherz> :/
L1222[11:13:31] <williewillus> oh LAN is
fucked
L1223[11:13:39] <williewillus> packets
get sent as the discriminator 0 packet
L1224[11:13:40] <gigaherz> in dev?
L1225[11:13:47] <williewillus> I think
just in general
L1226[11:13:49] <gigaherz> or
generally?
L1227[11:13:51] <gigaherz> ewh
L1228[11:13:57] <gigaherz> well then it's
not my fault
L1229[11:14:08] <williewillus> i tried to
find the cause but couldn't
L1230[11:14:53] <madcrazydrumma>
lmao
L1231[11:15:10] <gigaherz> did you at
least make an issue in the tracker? ;P
L1232[11:15:59] <gigaherz> doesn't seem
so
L1233[11:16:01] <gigaherz> I'll make
one
L1234[11:18:03]
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(bilde2910@51.174.170.178)
L1235[11:18:06]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
(Quit: Leaving)
L1236[11:18:13] <gigaherz> there
L1238[11:18:27]
⇦ Quits: Firedingo (~Firedingo@101.175.16.213) (Ping timeout:
198 seconds)
L1239[11:18:50] ***
bilde2910|away is now known as bilde2910
L1240[11:19:17]
⇨ Joins: armed_troop
(~armedtroo@pool-98-111-142-191.phlapa.fios.verizon.net)
L1241[11:20:25]
⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1242[11:21:02] <williewillus> extending
the potion array and other hacky stuff like that is no longer
needed in 1.8.x right?
L1243[11:21:19] <gigaherz> didn't they
add a potion registry?
L1244[11:22:02] <williewillus> yeah, but
ID's are still heavily used :/
L1245[11:22:06] <williewillus> so not
sure
L1246[11:22:22] <williewillus> for one,
PotionEffect doesn't have any reference to Potion objects at all,
jus number id's
L1247[11:22:27] <williewillus> unlike
Item/FluidStacks
L1248[11:22:42] <williewillus> I'll just
comment it out for now
L1249[11:24:27] <TehNut|Sleep> I think we
still extend it in BM. Not sure if it's needed
L1250[11:24:30] ***
TehNut|Sleep is now known as TehNut
L1251[11:25:20] <williewillus> I mean the
fact that we have a managed registry means we theoretically
*shouldn't* touch all the internal vanilla stuff, but it's all
still wide exposed
L1252[11:26:08]
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(~Hgrebnedn@d8D872D48.access.telenet.be)
L1254[11:31:34]
⇦ Parts: mcNETDev
(webchat@ip1f131b38.dynamic.kabel-deutschland.de) ())
L1255[11:31:59] <williewillus> TehNut: ah
its unneeded now, boni patched it to be default sized 256 instead
of 32
L1256[11:32:18] <TehNut> oh awesome
L1257[11:32:21] <TehNut> wait 32?
L1258[11:32:28] <TehNut> i thought it was
129 o.o
L1259[11:32:32] <TehNut> 128*
L1260[11:32:32]
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(~madcrazyd@host-78-144-207-166.as13285.net) (Quit:
Leaving)
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(~covers162@ppp118-210-27-238.lns20.adl2.internode.on.net) (Ping
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L1265[11:35:08] ***
K-4U|Off is now known as K-4U
L1266[11:35:23] <TehNut> Alright.
Extending check removed
L1267[11:35:29] <TehNut> The less hacks
the better :p
L1269[11:36:01] <diesieben07> mcNETDev,
define "can#
L1270[11:36:05] <diesieben07> *can't
download"
L1271[11:36:15] <IoP> diesieben07: 404
for me from that url
L1272[11:36:22] <diesieben07> I know.
hence my question.
L1273[11:36:25] <mcNETDev> 404 for me the
same
L1274[11:36:34] <diesieben07> the
question is WHY are you trying to download it?
L1275[11:36:51] <mcNETDev> forge
installer will download it
L1276[11:37:45] <diesieben07> which forge
version?
L1277[11:37:56] <mcNETDev>
forge-1.8.9-11.15.0.1696-installer.jar
L1278[11:39:03] <diesieben07> uh, works
fine for me.
L1279[11:39:20] <mcNETDev> hmmm
L1280[11:39:29] <shadekiller666>
fry
L1281[11:39:34] <shadekiller666> you
around?
L1282[11:39:40] <fry> yes
L1283[11:39:44] ***
AEnterpriseAFK is now known as AEnterprise
L1284[11:41:37] <shadekiller666> i've
been working on the custom data stuff for the obj loader and every
time i try and write either the json-parsing code or the actual
data processing code (normalizing, flipping, unitizing, etc.), the
fact that there are two json keys for "flip texture
coordinates vertically" gets in the way
L1285[11:41:52] <shadekiller666> your
"flip-v" key was added before i started doing this
L1286[11:41:54] <AEnterprise> found
something minor in the fluidregistry: the FluidRegisterEvent still
uses the fluidID
L1287[11:42:39] <shadekiller666> but as i
got into implementing this stuff, i found a json hierarchy that i
felt worked better for both clarity and for parsing/storing of the
actual data
L1288[11:42:46]
⇨ Joins: Cojosan
(~Cojo@2606:a000:1126:8048:884:6fa1:96f7:5eee)
L1289[11:42:56] <Ashlee> hey, where was
hidden in Forge launcher whether you are in deobf/dev env or normal
game?
L1290[11:43:41] <Ashlee> well there is
injectData in the coremod part
L1291[11:43:47] <shadekiller666> dropping
the flip-v key would make things so much easier, and as far as i
can tell there is no point in having two keys that do the same
thing
L1292[11:43:48] <diesieben07>
(Boolean)Launch.blackboard.get("fml.deobfuscatedEnvironment"
L1293[11:44:22] <Ashlee> thanks
L1294[11:44:26] <Ashlee> good ol'
blackboard heh
L1295[11:45:01] <shadekiller666> the
"flip-v" key is in "custom":
{"flip-v": true}, and the syntax that i think will work
better is "custom": {"processUVs":
{"flip": "v"}}
L1296[11:45:14]
⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:884:6fa1:96f7:5eee)
(Ping timeout: 198 seconds)
L1297[11:45:52] <shadekiller666> where
the value for "flip" is either a string ("u"
for flipping horizontally, "v" for flipping vertically)
or a boolean (for flipping both directions)
L1298[11:46:18] <shadekiller666> the
reason the latter syntax is better is because its the same for all
uv processing operations
L1299[11:46:39] <shadekiller666> like
"custom": {"processUVs":
{"normalize": true}}
L1300[11:47:00]
⇨ Joins: KaseiFR (webchat@kasei.fr)
L1301[11:47:02] <williewillus> well
dropping the first breaks compat for everyone who's already used it
:p. I'd just make the old one apply the new as well
L1302[11:47:15] <shadekiller666> thats
the problem though
L1303[11:47:47] <shadekiller666> what
happens if they're both present?
L1304[11:47:52] <williewillus> idk
preciesely how json works but why can't you just do "if thee's
a key flip-v in custom, put a key flip with value v in
processUVs"
L1305[11:48:25] <shadekiller666> the way
that the custom data is passed to the custom model loaders is via
an ImmutableMap<String,String>
L1306[11:48:41] <shadekiller666> where
the keys of the map are the highest-level keys in
"custom"
L1307[11:49:04] <shadekiller666> so if
"flip-v" was present, the map would be
<"flip-v", "true">
L1308[11:49:38] <shadekiller666> whereas
if "processUVs": {...} is present the map would be
<"processUVs", "{...}">
L1309[11:50:51] <shadekiller666> fry, any
ideas/input on the subject? I'm getting more and more tempted to
just drop the "flip-v" key all together and go with my
syntax
L1310[11:50:51] <williewillus> no
idea
L1311[11:51:42] <fry> "custom":
{ "normalizeUVs": true } }
L1312[11:51:45] <fry> e.t.c.
L1313[11:52:02] <shadekiller666> :/
L1314[11:52:19] <shadekiller666> that
makes less sense visually in the json though...
L1315[11:52:59] <shadekiller666>
hmm
L1316[11:53:21] ***
Ashlee is now known as Ashway
L1317[11:53:34] <williewillus> easier to
parse in code though :p
L1318[11:54:25] <shadekiller666>
hmm
L1319[11:54:43] ***
Ashway is now known as Ashlee
L1320[11:55:03] <shadekiller666> well, if
i keep the idea of String for applying the operation to a single
axis, or boolean for applying to both axes, thats not too bad
L1321[11:57:12]
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(~Cojo@2606:a000:1126:8048:884:6fa1:96f7:5eee) (Quit: If we wish to
explore, if we wish to see what's over the next hill, wonders
unfold before us; all we have to do is want it
enough.)
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(~Cojo@2606:a000:1126:8048:884:6fa1:96f7:5eee)
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L1335[12:21:15] <Nitrodev> so quiet
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L1337[12:21:30] <Nitrodev> where did all
tha peeps go
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L1339[12:24:47] <Wuppy> hai
L1340[12:25:01] <Wuppy> just preparing
for the wedding party tonight :)
L1341[12:25:16] <williewillus> Nitrodev:
working :p
L1342[12:25:29] <williewillus> upstream
botania just merged a pr that'll probably break half the things
;D
L1343[12:25:37] <Nitrodev> lol
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L1345[12:27:49] <Wuppy> jesus, 1700
shaders and 17 mesh distance fields to compile
L1346[12:27:55] <Wuppy> this'll take
ages
L1347[12:28:08] <williewillus> why is
github search so terrible
L1348[12:28:14] <Nitrodev> how so?
L1349[12:28:21] <williewillus> every
other search what I want is at the very end of the last page of
results
L1350[12:28:46] <williewillus> I search a
class name and it should bring up that class first, not every other
file that imports it, and then the class at the end
L1351[12:30:52] <Nitrodev> okay
L1352[12:30:59] <shadekiller666> fry,
another thing
L1353[12:33:04] <shadekiller666> i've had
mulitple conversations with people asking how to use the custom
loaders for entities, and i think that it would be good to give the
custom loaders some sort of knowledge as to what a model is meant
to be used for, like if its being loaded for standard rendering
purposes or for a TESR or an Item or an Entity
L1354[12:33:44] <shadekiller666> and
also, why isn't "bakedTextureGetter" actually stored
anywhere?
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L1364[12:58:23] <Nitrodev> Wuppy, did you
quit making the modding tutorials?
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L1370[13:11:47] <Wuppy> Nitrodev, I
didn't quit, I just dont have time for it anymore :c
L1371[13:11:55] <Nitrodev> ah
L1372[13:13:05] <Wuppy> too many game
programming things to do
L1373[13:13:14] <Wuppy> as well as
parties :P
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L1375[13:15:02] <McJty> I seem to
remember there was some bot command to ask how to make an AT for a
specific field. Anyone knows what that is?
L1376[13:16:51] <Nitrodev> no idea
L1377[13:17:01] <Wuppy> AT?
L1378[13:17:27] <McJty> Access
Transformer
L1379[13:17:35] <McJty> I think
tterrag|away did that command to help me some time ago
L1380[13:18:53] <tterrag|away> Just use
mcpbot
L1382[13:19:10] <McJty> Yes that I
gathered
L1383[13:19:13] <McJty> But I can't find
the command
L1384[13:19:17] <McJty> Was looking
through that help already
L1385[13:20:06] <tterrag|away> !g[cmfp]
[name]
L1386[13:20:34] <Nitrodev> oh so
that
L1387[13:20:44] <Nitrodev> are the
commands peeps use here
L1388[13:21:00] <diesieben07> really, the
best way would be to not use an AT.
L1389[13:21:02] <tterrag|away> yep
L1390[13:21:07] <tterrag|away> Also
yep
L1391[13:21:12] <McJty> diesieben07, of
course
L1392[13:21:27] <McJty> But fields that
were public in 1.7.10 turned private now
L1393[13:21:29] <McJty> Without
accessor
L1394[13:21:46] <tterrag|away> So reflect
them
L1395[13:21:58] <McJty> Is that better
then an AT?
L1396[13:22:07] <diesieben07> yes
:D
L1397[13:22:09] <McJty> Why?
L1398[13:22:20] <diesieben07> ATs are
cumbersome and ugly
L1399[13:22:23] <McJty> Also not sure how
to do that with reflection
L1400[13:22:27] <McJty> I need to
override a private method
L1401[13:22:28] <Nitrodev> are those
commands same as using javadocs?
L1402[13:22:29] <bspkrs> it depends on
how you need to use them
L1403[13:22:31] <diesieben07> oh
L1404[13:22:34] <tterrag|away> You said
field
L1405[13:22:39] <McJty> Yes, now it is a
field
L1406[13:22:39] <diesieben07> yes, that
is the one valid usecase for an AT
L1407[13:22:44] <McJty> For that I could
use reflection
L1408[13:22:48] <McJty> But I have the at
also for that other thing
L1409[13:22:51] <diesieben07> you cannot
override fields in java
L1410[13:22:56] <McJty> I know that
:-)
L1411[13:23:14] <McJty> I have a) a
method that I want to override for which I already have an AT. b) a
field for which I *could* use reflection
L1412[13:23:26] <McJty> But since I
already have an AT anyway it seems to be the best solution to stay
with that
L1413[13:23:32] <diesieben07> meh
L1414[13:23:36] <diesieben07> i find them
ugly as shit:D
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L1417[13:24:58] <Nitrodev> hmm maybe i
should try using those
L1418[13:25:23] <diesieben07>
*definitely* don't use them "just because"...
L1419[13:25:49] <Nitrodev> okay
L1420[13:26:15] <McJty> I also don't like
to use them anyway
L1421[13:26:40] <tterrag|away> They make
setting up your mod a pita for others
L1422[13:27:20] <Nitrodev> pita?
L1423[13:27:48] <diesieben07> pain in the
ass.
L1424[13:27:55] <Nitrodev> ah
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L1428[13:31:06] <Nitrodev> is the first
part of the vanilla addRecipe method needed for the recipe
itself
L1429[13:31:20] <Nitrodev> first part
being from line 26 to47
L1430[13:31:34] <Nitrodev> wait
sorry
L1431[13:31:36] <Nitrodev> wrong
lines
L1432[13:31:47] <Nitrodev> 201 to
228
L1433[13:33:12] <diesieben07> it concats
any arrays in the recipe list
L1434[13:34:37] <Nitrodev> so the arrays
being the new Object [] {insert recipe}
L1435[13:35:04] <diesieben07> well, it
checks if there are any String[] in that array and if so it concats
them
L1436[13:35:53] <Nitrodev> okay
L1437[13:37:05] <tterrag|away> Don't use
array literals for varargs
L1438[13:37:08] <Nitrodev> so there are
things i would need to modify there for a custom method right
L1439[13:37:12] <tterrag|away> It's
pointless
L1440[13:37:26] <Nitrodev> oh?
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L1442[13:37:45] <diesieben07> tt it
checks if there String arrays as elements INSIDE the varargs
array
L1443[13:37:49] <diesieben07> it is kinda
crazy
L1444[13:39:34] <Nitrodev> if i got this
right inside the array astring there should be TWO other
arrays?
L1445[13:39:39] <Nitrodev> no wait
L1446[13:40:09] <Nitrodev> agh
whatever
L1447[13:40:16] <diesieben07> why do you
need to know this? D:
L1448[13:40:52] <Nitrodev> becuase i need
to understand what i'm copy typing...?
L1449[13:41:16] <diesieben07> if i were
you i wouldn't start from the vanilla recipe implementation
L1450[13:41:30] <Nitrodev> oh?
L1451[13:43:12] <diesieben07> Yes.
L1452[13:43:19] <Nitrodev> huh
L1453[13:43:24] <diesieben07> It's
neither the fastest nor the greatest overall.
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L1455[13:44:09] <Nitrodev> alright so i
should go and look for modded examples then?
L1456[13:44:56] <tterrag|away>
SHapedOreRecipe
L1457[13:44:59] <tterrag|away> bonus of
supporting oredict :P
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L1459[13:45:02] <diesieben07> Yea
L1460[13:45:24] <diesieben07> actually
ShapedOreRecipe also does that weird array thing
L1461[13:45:29] <diesieben07> i have no
idea what that's for
L1462[13:45:44] <tterrag> compat with
vanilla
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L1464[13:45:57] <diesieben07> no, i mean
what it's for in general :D
L1465[13:46:03] <Nitrodev> yeah i don't
even use the arrays in my mod recipes
L1466[13:46:07] <Nitrodev> for the
vanilla table
L1467[13:46:36] <Nitrodev> becuase that's
how i rememberred it to be like
L1468[13:46:40] <diesieben07> ohhh
L1469[13:46:59] <diesieben07> you can
specify the recipe either as "XXX", "YYY",
"ZZZ" or as a separate array of those 3
L1470[13:47:07] <diesieben07> why i do
not know
L1471[13:47:17] <Nitrodev> oh
L1472[13:47:30] <tterrag> probably some
weird backwards compat that mojang added but doesn't use
anymore
L1473[13:47:42] <Nitrodev> so i should
try to figure out how i can remove that part of the code
somehow
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L1485[14:19:00] <Temportalist>
MalkContent: I can send you picks when I get home (and get texture
integrated).
L1486[14:19:19] <MalkContent> kk :)
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L1491[14:25:08] <williewillus> If I want
to force a ModelResourceLocation to get loaded and baked during
preinit how do I do that?
L1492[14:27:48] <fry>
item/block/something else?
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L1495[14:29:04] <LexManos> gigaherz, you
there?
L1496[14:30:46] <LexManos> or
williewillus
L1497[14:30:54] <williewillus> yes?
L1498[14:31:20] <LexManos> your packet
issue
L1499[14:31:24] <LexManos> can you
reliably reproduce it?
L1500[14:32:20] <gigaherz> yes
L1501[14:32:28] <williewillus> I haven't
tried in a while now, but when I did it was pretty reliably broken.
I'm gonna update my forge for that workspace to latest and try
again
L1502[14:32:28] <gigaherz> start lan
world -> cast spell in my mod
L1503[14:32:44] <LexManos> send me your
workspace
L1504[14:33:49] <williewillus> gigaherz:
does yours crash the host or just lan clients?
L1506[14:33:58] <gigaherz> williewillus:
depends
L1507[14:33:59] <LexManos> I have a
theoretical fix
L1508[14:34:00] <gigaherz> can be
either
L1509[14:34:15] <williewillus> hm okay,
mine always leaves the host fine, client gets kicked
off/crashes
L1510[14:35:23] <gigaherz> first time it
happened, I was casting a spell from the guest, and the host also
disconnected from its own server
L1511[14:35:47] <LexManos> 1.8.9?
L1512[14:36:11] <williewillus> first
noticed mine in 1.8.8
L1513[14:36:15] <gigaherz> yup,
.1697
L1514[14:36:43] <LexManos> talking about
the download
L1515[14:36:47] <LexManos> seems it isnt
loading in dev
L1516[14:37:07] <gigaherz> hmm weird, I
used the same deobf code as before
L1517[14:37:14] <gigaherz> maybe it
doesn't work that way anymore
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L1519[14:39:00] <gigaherz> hmm could it
be due to mappings = "snapshot_20160113"
L1520[14:39:01] <gigaherz> ?
L1521[14:39:17] <gigaherz> although I
don't recall any changed name on my side
L1522[14:39:52] <LexManos> humm nvm
something in dev is fucking up
L1523[14:39:55] <LexManos> god dammet
abrar!
L1524[14:40:25]
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L1527[14:45:05] <LexManos> Something is
fucking up ItemStack... WTF!?!
L1528[14:45:33] <gigaherz> O_o
L1529[14:46:01] <Ivorius> I blame
gigaherz
L1530[14:47:18] <williewillus> okay yeah
mine is reliable too. Host-> open to LAN -> place a DM
pedestal. Client-> join LAN -> attempt to interact with
pedestal with right click (turn it on/off) or shift right click
(open its inventory) and client will get booted
L1531[14:47:54] <williewillus> exception
in the packethandler of the disc 0 packet, instead of the pedestal
packet (disc 17)
L1532[14:49:00] <williewillus> it seems
it doesnt happen imeddiately though, sometimes it only kicks the
client after four or five interactions
L1533[14:50:11] <gigaherz> mine is,
L1534[14:50:14] <gigaherz> start one,
open lan
L1535[14:50:19] <gigaherz> start another,
connect
L1536[14:50:33] <gigaherz> from either of
them, get a creative wand/staff from the creative menu,
L1537[14:50:44] <gigaherz> hold
rightclick -> press "1" -> release
L1538[14:50:47] <gigaherz> poof,
crash
L1539[14:51:04] <williewillus> does it
have the packethandler of your disc 0 packet in the trace?
L1540[14:51:30] <gigaherz> yes
L1541[14:51:53] <gigaherz> the other
person who replied there said it drops the first byte
L1542[14:52:09] <gigaherz> the first byte
in my packet would be the dimension id
L1543[14:52:25] <gigaherz> let me check
if it's "-1" in the nether
L1544[14:53:02] <williewillus> mine would
be a BlockPos in long form, a boolean, then an itemstack
L1545[14:53:08] <williewillus> I think I
got something like that
L1546[14:53:29] <gigaherz> nah still was
0
L1547[14:54:47] <williewillus> lemme see
if I can make a small test mod that isolates it
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L1549[14:55:07] <gigaherz> extend
exmaplemod with two packets? ;P
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L1555[15:08:14] <LexManos> question
L1556[15:08:21] <LexManos> is the entire
packet being sent?
L1557[15:09:20] <Temportalist> Question
about OBJ models
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L1559[15:09:50] <LexManos> cpw/abrar have
somehow furbared the forge dev workspace.. i cant launch mc
L1560[15:09:53] <LexManos> but meh
L1561[15:09:56] <Temportalist> How do I
associate a texture in modid:textures/blocks/tex.png with an obj
model?
L1562[15:10:51] <gigaherz> hmm I have no
idea but I could test that
L1563[15:11:03] <gigaherz> for my it
crashes tryingto get an invalid value from an enum
L1564[15:11:12] <LexManos> Fuck it, i'll
ship it!
L1565[15:11:33] <gigaherz> Temportalist:
edit the model's .mtl file
L1566[15:11:56] <gigaherz> and for the
material, you add/edit "map_Kd" so that it looks like
"map_Kd modid:textures/blocks/tex"
L1567[15:12:04] <Temportalist> cool,
thanks
L1568[15:12:31] ***
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L1570[15:16:51] <heldplayer> "Fuck
it, ship it" You just put a smile on my face Lex :')
L1571[15:18:12] <Temportalist> gigaherz:
it doesnt appear to be applying the texture.
L1572[15:19:04] <Temportalist> ohp, found
the issue
L1573[15:21:04] <williewillus> gigaherz:
in your network thing do you use sendToAllAround?
L1574[15:22:15]
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L1578[15:26:37] <williewillus> yup seems
to be a problem with sendToAllAround
L1579[15:26:45] <LexManos> ugh i cant
ship this
L1580[15:26:48] <LexManos> but i cant
fucking test it
L1581[15:26:54] <LexManos> god fucking
dammet cpw!
L1582[15:27:11] <williewillus> I just
threw together a test mod lemme upload it
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L1586[15:32:10] <LexManos> push
L1587[15:32:14] <LexManos> let me know
what happens
L1588[15:33:22] *
MalkContent peed a little
L1590[15:36:43] <LexManos> Only thing i
can think is because its sharing objects across networks we're
running into a threading issue where one thread starts reading the
packet, and the other gets in in the middle before the index is
reset.
L1591[15:37:19] <LexManos> duplicate()
fixes this by copying the indexes, but not the actual data. Should
be safe, and not a memory hog.
L1592[15:38:03] <Temportalist>
MalkContent: [Client thread/INFO]: Max texture size: 16384
L1593[15:39:03] <MalkContent> uh..
L1594[15:39:11] <MalkContent> don't look
at me
L1595[15:39:14] <Temportalist> MC doesnt
load the pillar texture
L1596[15:39:28] <MalkContent> i never
implemented a blender model in mc
L1597[15:39:32] <MalkContent> still have
to learn that
L1598[15:39:43] <Temportalist> its just
an OBJ file
L1599[15:39:48] <Temportalist> with a mtl
and texture
L1600[15:40:12] <MalkContent> ask f_ry
maybe
L1601[15:40:17] <Temportalist> gigaherz:
might there be a reason why a 32x104 png isnt loading in MC?
L1602[15:40:30] <MalkContent> something
something stitching i think
L1603[15:41:00] <Temportalist> even
though the path is written into the mtl (also, IDEA doesnt seem to
copy it to the output direcctory)
L1604[15:41:05] <williewillus> is this
OBJ for a block or entity?
L1605[15:41:08] <Temportalist> so it ends
up as a missing texture
L1606[15:41:09] <Temportalist>
block
L1607[15:44:14] <fry> texture needs to be
square power-of-two
L1608[15:44:21] <Temportalist>
MalkContent: ^
L1609[15:44:35] <LexManos> rectangle
power of 2
L1610[15:45:07] <Temportalist> so 32x128
would be best in this scanario
L1611[15:45:12] <LexManos> yes
L1612[15:45:17] <fry> rectangles are only
for animated textures, afaik
L1613[15:45:23] <williewillus> ^
L1614[15:45:28] <LexManos> wrong
L1615[15:45:31] <williewillus>
really?
L1616[15:45:44] <williewillus> I've tried
loading rectangle power of 2 and it complains no mcmeta
L1617[15:45:50] <LexManos> it tries to
make them animated but there are qays to load it without being
animated
L1618[15:46:22] <tterrag> really?
TextureMap supports non square textures?
L1619[15:46:25] <tterrag> I didn't think
it did
L1620[15:46:30] <LexManos> yup
L1621[15:46:33] <LexManos> iut always
has
L1622[15:46:38]
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L1623[15:46:43] <tterrag> it always
crashed for me with invalid size
L1624[15:46:51] <williewillus> how do you
force it to not animate?
L1625[15:46:51] <LexManos> then you're
doing something wrong
L1626[15:46:57] <tterrag> *shrug*
L1627[15:47:05] <LexManos> Dont know off
the top of my head, but there are ways to do it
L1628[15:47:16] <LexManos> Ive seen it
used quite aptly for shit like pipes and stuff
L1629[15:47:30] <LatvianModder> I can
confirm, that if an invalid texture (not ^2) is loaded, it just
streches it, and works fine. I remember back in like 1.4.7 it
crashed the whole PC for me
L1630[15:47:42] <tterrag> wat
L1631[15:47:44] <williewillus> lol
L1632[15:47:45] <tterrag> we are talking
about sprites, not textures
L1633[15:47:50] <tterrag> sprites have to
be PoT
L1634[15:48:01] <LatvianModder> you mean
like block / item textures?
L1635[15:48:08] <LexManos> well actually
no
L1636[15:48:09] <tterrag> yes
L1637[15:48:11] <tterrag> stitched
textures
L1638[15:48:14] <LexManos> sprites dont
have to be power of t
L1639[15:48:18] <LexManos> two*
L1640[15:48:26] <LexManos> its jsut
mipmapping issues that happen otherwise
L1641[15:48:35] <fry> if
(MathHelper.roundUpToPowerOfTwo(l) != l ||
MathHelper.roundUpToPowerOfTwo(i1) != i1) throw new
RuntimeException("Unable to load extra miplevels,
source-texture is not power of two");
L1642[15:48:44] <LatvianModder> well,
there isnt an easier way to find out than just test it rn
L1643[15:49:42] <Temportalist> fry: it
still didnt load, even though its a 32x128
L1644[15:49:54] <fry> error?
L1645[15:49:57] <Temportalist> could it
be that IDEA just isnt "compiling" the texture?
L1646[15:50:03] <Temportalist> (moving to
output dir)
L1647[15:50:07] <LatvianModder> did you
add filename.mcmeta?
L1648[15:50:08] <williewillus> you have
to remake
L1649[15:50:14] <williewillus> and run in
debug mode
L1650[15:50:17] <williewillus> if you
want to swap resources
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L1653[15:50:29] <Temportalist>
LatvianModder: no
L1654[15:50:31] <LatvianModder>
Temportalist: I just mark my folders as Resource Root and it works
fine
L1655[15:50:32] <Temportalist>
williewillus: it is
L1656[15:50:45] <LatvianModder> in Idea,
in Eclipse as Source folder
L1657[15:51:24] <LatvianModder> when you
have my_animation.png, you must have my_animation.png.mcmeta next
to it.. am I right?
L1658[15:51:29] <williewillus> yes
L1659[15:51:36] <Temportalist> Event when
marked as resource (was sources) it didnt move it
L1660[15:51:44] <Temportalist> its not an
animation
L1661[15:51:48] <Temportalist> its just a
texture
L1662[15:52:17] <williewillus> lex: your
commit fixed it
L1663[15:52:42] <williewillus>
actually
L1664[15:52:42] <williewillus> nvm
L1665[15:53:13] <williewillus>
"undefined message for discriminator 10 in channel test"
only disc 0 and 1 are registered. log incoming
L1666[15:54:00] <Temportalist>
LatvianModder: adding an mcmeta didnt help (Even though its not a
animation)
L1667[15:54:06] <Temportalist> this is an
obj texture
L1668[15:54:22] <LatvianModder> oh. lol,
all obj textures should be AxA
L1669[15:54:22] <Temportalist>
williewillus: it remakes and i am in debug mode
L1670[15:54:24] <LatvianModder> not
AxB
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L1672[15:54:34] <MalkContent> hrm
L1673[15:54:35] <MalkContent>
dammit
L1674[15:54:40] <MalkContent> gonna do
that then
L1676[15:55:18] <LatvianModder> no matter
how weird it looks or how empty the rest is, I always make my obj
textures squares
L1677[15:55:25] <Temportalist>
MalkContent: just hold up for a sec
L1678[15:56:19] <LexManos> willie, you
should work on it and have it hump the entire packet data not just
the descriminator error
L1679[15:56:34] <LexManos> see if you can
figure it out if its just not printing everythting or if its really
setting that to 0
L1680[15:57:27] <Temportalist>
MalkContent: can you hop on TS?
L1681[15:58:00] <Temportalist>
LatvianModder: IDEA still didnt update the resources
L1682[15:58:15] <LatvianModder> welp, no
idea
L1683[15:58:18] <LatvianModder> hu
ha!
L1684[15:59:32] <gigaherz> back
L1685[16:00:54] <MalkContent> nop sorry
^^
L1686[16:00:56] <Temportalist> well i
manually moved the texture, now the mapping is just off...
L1687[16:00:58] <MalkContent> am almost
off
L1688[16:01:11] <MalkContent> ik
L1689[16:01:29] <MalkContent> happens
when you change imaage res
L1690[16:01:54] <Temportalist>
MalkContent: no i fixed the mapping in Beldner, it just didnt carry
over to MC
L1691[16:02:52] <MalkContent>
*shrugs*
L1692[16:03:21] <MalkContent> im gonna
redo it tomorrow on 128x128 anyways
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L1694[16:04:10] <MalkContent> and as i
said. no practical expertise on my end regarding blender to
mc
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L1696[16:06:20] <Temportalist>
MalkContent: I got something, although it looks kinda funny
L1697[16:06:47] <Temportalist>
MalkContent:
L1699[16:07:03] <Temportalist>
MalkContent: also, maybe something less ender-like for the
crystal?
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L1703[16:09:11] <MalkContent> heh
L1704[16:09:23] <MalkContent> and i guess
i'll give it a bit of a blueshift then
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L1707[16:13:10] <williewillus> fry: never
finished my answer to you earlier regarding forcing a MRL variant
to load and bake. It's for the botania floating flowers, upstream
decided to make the island types dynamic/API-exposed to addon
makers as well, so I need to accept models for those dynamically as
well :p Things is that the model is a smartmodel that just combines
an item model and the island model, there's no custom model loader
that I can use
L1708[16:13:10] <williewillus> to throw
the models into getDependencies
L1709[16:13:51] <williewillus> right now
I have the island models specified as dependencies in the totally
unrelated special flower custom loader :p
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L1711[16:14:08] <fry> gather up
dependencies in some way before your mod preInit is finished
L1712[16:14:30] <fry> or offload the
responsibility to the addons
L1713[16:17:40] <gigaherz> williewillus:
make your own sub-registry?
L1714[16:17:58] <gigaherz> that addons
can call to add new variants to your smartmodel?
L1715[16:18:09]
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L1716[16:18:10] <williewillus> yeah but
I'm accepting MRL's for registration right now
L1717[16:18:30] <williewillus> i guess I
could load and bake them myself
L1718[16:18:49] <gigaherz> well you can
have a custom model loader that returns an IModel with all the
registered MRLs in getDependencies?
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L1722[16:19:45] <williewillus>
implementing a hwole custom loader just to do that is a bit much
:p
L1723[16:20:11] <fry> "implementing
a whole custom loader" is ~10 lines of code
L1724[16:20:59] <diesieben07> why would
you even do that... :D
L1725[16:21:03] <williewillus> 0.o the
loader, the custom IModel, the custom IBakedModel, and then all the
registration code on top of that
L1726[16:21:14] <diesieben07> i mean
loading sounds like something for an API that can load
formats
L1727[16:21:19] <diesieben07>
*loader
L1728[16:21:25] <Temportalist> fry: what
about a model loader for .blend?
L1729[16:21:27] <diesieben07> if you just
need a model yourself, why not ModelBakeEvent?
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L1731[16:21:54] <fry> Temportalist:
why?
L1732[16:22:01] <Temportalist> fry:
curiosity
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L1734[16:22:06] <williewillus> theres a
blender to b3d exporter :p
L1735[16:22:15] <diesieben07> or obj?
:D
L1736[16:22:16] <Temportalist>
williewillus: i usually use obj
L1737[16:22:19] <fry> diesieben07:
because of the dependency management, which is exactly the issue
here
L1738[16:22:25] <Temportalist> ah
L1739[16:22:36] <diesieben07> aha
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L1741[16:23:56] <gigaherz> [23:21]
(williewillus): 0.o the loader, the custom IModel, the custom
IBakedModel, and then all the registration code on top of
that
L1742[16:23:57] <gigaherz> ok 15 lines
;P
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L1744[16:24:26] <fry> I assume you
already have an IBakedModel for your flower
L1745[16:24:51] <gigaherz>
ICustomModelLoader is 2 methods: accept() {return
rl.equals("modid:internal/floating-flower") } +
loadModel() {return new FlowerModel(); }
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L1747[16:25:14] <gigaherz> FlowerModel
would be like 10 lines? most of it boilerplate code generated by
the IDE ;P
L1748[16:25:33] <williewillus> it's not a
flower model, it's the island that the flower sits on, it's not an
actual block model :p
L1749[16:25:47] <williewillus> anyways
let me think about it
L1750[16:25:55] <gigaherz> it's a block
though? or an entity?
L1751[16:26:32] <LexManos> why does this
need to be a custom model?
L1752[16:26:37] <williewillus> a floating
flower is a smart model that takes the island model and mashes this
with an arbitrary item model (irrelevant)
L1753[16:26:46] <williewillus> upstream
decided to make island types dynamic
L1754[16:26:49] <LexManos> We have a
MultiModel system
L1755[16:26:57] <williewillus> as in any
addon can add an island type
L1756[16:27:28] <gigaherz> boania magical
flowers get auto-registered into the floating base system
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L1758[16:28:02] <williewillus> I'm just
gonna specify all the MRL's in the Special flower smartmodel like
i've been doing :p
L1759[16:28:24] <gigaherz> williewillus:
but really, you just have to have a hashset with the base model +
any flower models you have been given, and from the bake() method,
return the right smartblockmodel
L1760[16:30:41] <gigaherz> the model
loader system should make sure that all dependant models are there
for you to use later
L1761[16:31:57] <williewillus> yeah I
just did what I had already :p
L1762[16:35:18] <gigaherz> so I made it
not crash from the enum lookup
L1763[16:35:33] <gigaherz> and instead of
that it just runs out ofdata in the packet, since it isn't the data
it's looking for
L1764[16:35:33] <gigaherz> ;P
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L1766[16:38:36] <Dagarath> I forget, can
I ask modding questions here? been a while
L1767[16:38:49] <gigaherz> yes this is
about modding
L1768[16:39:05] <gigaherz> specifically
modding with forge
L1769[16:39:40] <Dagarath> Ok. I have a
custom rendered block and after some debugging I can see direction
IS being saved to NBT but is not available to the TESR so the block
is always facing south when I load a world.
L1770[16:40:17] <Dagarath> in 1.7.10 to
clarify
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L1772[16:40:42] <williewillus> sync your
nbt to client
L1773[16:40:47]
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L1774[16:40:49] <diesieben07> or store
the direction in metadata
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L1776[16:41:53] <Dagarath> Using metadata
for other things so that is not an option, sync nbt in my proxy?
Can you give me an example or a finger pointed in the right
direction?
L1777[16:42:18] <gigaherz> not "in
your proxy"
L1778[16:42:19] <Dagarath> I thought it
was, however I may be mistaken
L1779[16:42:29] <gigaherz> even if you
run singleplayer
L1780[16:42:35] <gigaherz> there's two
separate threads working in parallel
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L1782[16:42:41] <gigaherz> the client
thread doing the client work
L1783[16:42:47] <gigaherz> and the server
thread running the integrated server
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L1785[16:42:58] <Dagarath> I understand
that
L1786[16:43:06] <gigaherz> so therre's
two instances of your tileentity in the world
L1787[16:43:10] <gigaherz> the client
one, and the server one
L1788[16:43:30] <gigaherz> if you don't
keep them synchronized, the client won't know what changed
L1789[16:43:56] <gigaherz> the easiest
way to program the synchronization is to implement
getDescriptionPacket() and onDataPacket
L1790[16:44:04] <gigaherz> and when
something changes, do a markBlockForUpdate()
L1791[16:44:13] <solidDoWant1> whats the
annotation I use to only let a method be called if a certain mod is
installed?
L1792[16:44:30] <gigaherz> a more
efficient way is to use packets
L1793[16:44:57] <gigaherz> you can
request your own SimpleImpl channel, implement your IMessage,
register it into your channel
L1794[16:45:06] <gigaherz> and then use
the channel to send and receive messages
L1795[16:45:26] <Dagarath> From what I
understood (was told) using GameRegistry.registerTileEntity() was
all I needed for a synch, but I need to use a packet handler as
well correct?
L1796[16:45:28] <diesieben07>
solidDoWant1, there is no annotation to do that. you can use an if
statement using Loader.isModLoaded
L1797[16:45:47] <gigaherz> no,
registerTileEntity is required for the TE to exist in the
world
L1798[16:45:52] <gigaherz> but that
doesn't ensure sync
L1799[16:45:58] <gigaherz> as I
said
L1800[16:46:00] <Dagarath> Ok thank you
for the clarification, I know what to do at least
L1801[16:46:04] <diesieben07> you can
completely *remove* a method (which does not remove any references
to it) using @Optional.Method
L1802[16:46:04] <gigaherz> the easiest
way is to implement getDescriptionPacket
L1803[16:46:07] <gigaherz> and
onDataPacket
L1804[16:46:14] <gigaherz> in your
TileEntity
L1805[16:46:25] <gigaherz> and then when
something changes, call world.markBlockForUpdate
L1806[16:46:34] <Dagarath> I already do
use markBlockForUpdate
L1807[16:46:44] <gigaherz> but do you
implement the methods?
L1808[16:46:46] <Dagarath> Thank you, I
can take it from here.
L1809[16:46:49] <solidDoWant1> thanks
diesieben07
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L1815[17:00:20] <gigaherz> lol.
L1816[17:00:30] <gigaherz> williewillus:
did a different test.
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L1818[17:00:45] <gigaherz> I made a
counter that I increment per packet (global)
L1819[17:00:50] <gigaherz> and put as the
first int in the message
L1820[17:01:14] <gigaherz> 10, 11, 12,
13, 3840
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L1822[17:02:38] <gigaherz> wait
what
L1823[17:02:46] <gigaherz> the underlying
array contains the right data wtf
L1824[17:03:08] <gigaherz> 0 0 0 17
L1825[17:03:11] <gigaherz> that looks
like the packet ID
L1826[17:03:19] <gigaherz> the one I sent
from the other minecraft instance
L1827[17:03:24] <williewillus> lol
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L1829[17:06:28] <gigaherz> adjustment=1,
index=4
L1830[17:06:30] <gigaherz> looks
right
L1831[17:07:24] <gigaherz> this makes no
sense XD
L1832[17:07:32] <gigaherz> either it's a
race condition,
L1833[17:07:41] <gigaherz> or a bug in
the JVM's debug engine
L1834[17:08:24] <gigaherz> by the time I
can read the data from the IDE, the contents of buf.buffer.array
are as expected
L1835[17:08:44] <gigaherz> no wait!
L1836[17:08:47] <gigaherz> it's MISSING
the discriminator
L1837[17:08:50] <gigaherz> ahhh
L1838[17:08:59] <williewillus> wait I
thought we already established that
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L1840[17:09:00] <williewillus> :p
L1841[17:09:06] <gigaherz> there should
be a 01 byte at position 0
L1842[17:09:11] <gigaherz> yes but I
forgot XD
L1843[17:09:14] <williewillus> everything
is fine, it's just dropping the disc which is making the client end
give it to disc 0
L1844[17:09:18] <gigaherz> so it's
reading the first byte as 00
L1845[17:09:20] <gigaherz> and then
doing
L1846[17:09:28] <gigaherz> 00 00 17 00
which is not "17"
L1847[17:09:31] <gigaherz> ;P
L1848[17:09:50] <gigaherz> yeah so if I
were to send packet | 0x01000000
L1849[17:10:07] <gigaherz> it would send
thep acket to the right distriminator, but still miss one byte
;p
L1850[17:11:14] <gigaherz> williewillus:
somehow I was thinking it wasn't settingthe right one, not just
failing to send one byte ;P
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L1852[17:14:27] <williewillus> why are
there different renderlayers/passes for particles
L1853[17:14:32] <williewillus> and which
should be used when :p
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EliteBNC free bnc service - http://elitebnc.org - be a part of the
Elite!)
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L1860[17:26:29] <Temportalist> Hey, gonna
make a new chunk-loading mod and working on naming
L1861[17:26:39] <Temportalist> Im
thinking Chunk____
L1862[17:26:50] <Temportalist> where I
dont know what to fill in the blank with
L1863[17:27:18] <IoP> Bananas
L1864[17:27:23] <Temportalist> It will be
similar to ChickenChunks, but I am going to try to make it not have
a block (completely command controled)
L1865[17:27:48] <gigaherz>
ChunkCommander
L1866[17:28:58] <williewillus> ehh I vote
for a block
L1867[17:29:05] <williewillus>
chunkloading shouldn't be free :p
L1868[17:29:05] <Temportalist>
williewillus: why?
L1869[17:29:11] <Temportalist> why
not?
L1870[17:29:24] <gigaherz> williewillus:
depends on the purpose
L1871[17:29:32] <williewillus> I
guess
L1872[17:29:44] <Temportalist> (suspend
reality to game comparison), but the real world, an area doesnt
have to be loaded to exist
L1873[17:30:18] <williewillus> name
ServerMurdererReloaded ;p
L1874[17:30:31] <Temportalist>
williewillus: wtf? haha
L1875[17:30:51] <Temportalist> Obviously
it would be up to the user to manage which chunks are loaded and
not loading too many :P
L1876[17:30:53] <gigaherz> a few
chunkloaders can actually improve server performance
L1877[17:30:54] <gigaherz> XD
L1878[17:31:04] <williewillus> in most
cases...not really
L1879[17:31:14] <williewillus> you're
usually loading chunks bc you want stuff inside to tick
L1880[17:31:25] <gigaherz> if you have a
world with people teleporting aroudn all the time
L1881[17:31:33] <gigaherz> keeping the
areas around the teleport points loaded can be good
L1882[17:31:34] <Darva> See Agrarian
skies one for places where chunkloading could improve server
performace massivly.
L1883[17:31:48] <williewillus>
*shrugs*
L1884[17:32:25] <Darva> Offline
chunkloading for free is bad... heh, Online chunkloading... Well,
you're not going to stop a determined player anyway.
L1885[17:32:57] <Temportalist> Darva: why
is offline for free bad? (aside from a player being gone too
long)
L1886[17:33:05] <williewillus> exactly
that :p
L1887[17:33:09] <williewillus> their
sysetm fails/overflows
L1888[17:33:17] <Darva> Yup.
L1889[17:33:22] <williewillus> and shit
goes down :p
L1890[17:33:44] <Temportalist> so what
would you recommend the longest an area be chunkloaded without a
player online to be?
L1891[17:34:24] <Darva> It also tends to
encourage absentee players. Heh, i know if i can get access to
cheap/free offline chunkloading, i'll set up a slow but rewarding
system in a massivly parralel way, and then log off for a week or
two.
L1892[17:34:54] <gigaherz> I'd make it 30
hours
L1893[17:34:57] <gigaherz> maybe 60
L1894[17:35:06] <Temportalist>
Configurable perhaps?
L1895[17:35:10] <gigaherz> let someone be
gone for a weekend
L1896[17:35:17] <gigaherz> but not a
whole week
L1897[17:35:29] <gigaherz> yeah if
"configurable" is an option, configruable is best
L1898[17:35:29] <gigaherz> ;p
L1899[17:36:43] <Temportalist> best way
to store player would be by UUID, right?
L1900[17:36:46] <williewillus> yeah
L1901[17:36:49] <Darva> Heh, always. Gah,
and that makes me feel guilty for never getting around to fixing
the configuration system on the last thing i was working on.
*sigh*
L1902[17:37:04] <Temportalist> and then
just reset a timer when a valid player gets online
L1903[17:37:58] <Temportalist> how often
should i update the times? every hour?
L1904[17:40:46] <Temportalist> how's this
look?
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L1907[17:43:58] <Dagarath> Thank you so
much gigaherz after a cpl derps it finally works =)
L1908[17:44:08] <gigaherz> np, yw
L1909[17:44:17] <gigaherz> glad to hear
;P
L1910[17:44:32] <M4thG33k> This is very
off-topic, but this is the best place I could think to ask: any
suggestions as to where/how to promote a mod for alpha
testing?
L1911[17:45:42] <gigaherz> make a public
server built around your mod ;P
L1912[17:46:12] <williewillus> if its for
1.8 there's plenty of servers in /r/feedthebeast that are basically
playing all the 1.8 mods they can find
L1913[17:46:17] <wlhlm> M4thG33k: why not
ask on Reddit? /r/feedthebeast
L1914[17:46:19] <gigaherz> heh
L1915[17:46:34] <M4thG33k> Haha. This mod
is nowhere near large enough to be built around. And unfortunately,
it's 1.7.10 because I'm behind the times...
L1916[17:46:43] <M4thG33k> I forgot
reddit is a thing...
L1917[17:47:09] ***
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L1918[17:47:27] <williewillus> if it's a
new mod it should be on 1.8 :p
L1919[17:47:32] <williewillus> and you'd
get larger exposure there anyway
L1920[17:47:39] <williewillus> since big
mods are only starting to port
L1921[17:48:01] <gigaherz> M4thG33k: most
of the big mods are already being ported, you may want to make the
switch now ;P
L1922[17:48:21] <gigaherz> if you want to
be part of "the ball" ;P
L1923[17:48:52] <shadekiller666>
lol
L1924[17:48:54] <M4thG33k> I know...I
started making this last year and then got distracted with school.
How difficult would it be to switch keeping in mind that I rely on
the AdvancedModelLoader for some of my TE's?
L1925[17:49:04] <williewillus> there's an
OBJLoader for 1.8
L1926[17:49:08] <williewillus> so not
very difficult
L1927[17:49:12] <gigaherz> shadekiller666
here madea really nice model loader for OBJ files
L1928[17:49:24] <shadekiller666> its so
much better than 1.7.10s
L1929[17:49:33] <gigaherz> and I have a
little class that proves just how easy it is to use it for a TESR
;P
L1930[17:50:10] <M4thG33k> Cool! I'll
have to look into it. Are there any "big" differences I
should know before I attempt to port it over?
L1931[17:50:19] <gigaherz> the model
system.
L1932[17:50:33] <gigaherz> the way tou
assign "textures" to things
L1933[17:50:38] <gigaherz> now has a
model system in between
L1934[17:50:47] <gigaherz> blocks use
blockstates instead of raw metadata
L1935[17:51:25] <M4thG33k> I'm assuming
these things are "easier" to use than 1.7.10 (once you
convert everything)?
L1936[17:51:37] <gigaherz> in many cases,
yes
L1937[17:51:42] <gigaherz> there's a few
exceptions
L1938[17:51:50] <gigaherz> most notably,
IItemRenderer is gone
L1939[17:52:08] <gigaherz> so mods that
used it to render fancy models with fancy animations and stuff,
have to work around that
L1940[17:52:21] <M4thG33k> Oh...that
could pose a problem for me...
L1941[17:52:36] <gigaherz> if it's just a
normal item with a 3d model, that's supported justfine
L1942[17:52:39] <gigaherz> but like
L1943[17:53:05] <gigaherz> someone was
asking at some point, how to draw an ammo counter on a gun
item
L1944[17:53:38] <gigaherz> stuff like
that take a bit extra effort
L1945[17:54:06] <M4thG33k> All right, but
as long as the items are just an .obj I shouldn't have an
issue?
L1946[17:54:15] <shadekiller666>
well
L1947[17:54:15] <gigaherz> yes that's
supported out of the box no issues
L1948[17:54:36] <gigaherz> it's
non-standard animations, dynamic overlays, and things like
that
L1949[17:54:58] <shadekiller666> the new
model stuff is "easier" in the sense that there is less
to worry about when rendering a standard block
L1950[17:55:15] <M4thG33k> All right.
I'll attempt to get started on that later this evening. Thanks for
your help! Y'all are lifesavers here!
L1951[17:55:21] <gigaherz> like
L1952[17:55:23] <gigaherz> this
ring
L1954[17:55:27] <gigaherz> is a .obj
model
L1955[17:55:45] <shadekiller666> and to a
similar degree TESRs, but it creates a crap ton more work for
things like entities, which we haven't figured out a good way of
doing yet
L1956[17:56:47] <shadekiller666> are the
minU/V and maxU/V fields in TextureAtlasSprite the min/max of the
entire texture map? or just the TAS itself?
L1957[17:56:54] <gigaherz> my magic mod
currently makes use of .obj models for almost everything it has
XD
L1958[17:56:58] <M4thG33k> Perfect! It's
a good thing I haven't attempted working on entities yet (nor do I
really plan on it). Anyway, I must leave, but thanks again for the
help!
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L1960[17:57:33] <gigaherz>
shadekiller666: ? they are the min/max of the sprite, of
course
L1961[17:58:01] <gigaherz> well to be
exact
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L1963[17:58:20] <gigaherz> they are the
min/max of the sprite, in pixel coordinates, assuming each texture
is 16x16
L1964[17:58:20] <gigaherz> ;P
L1965[17:58:22] <Dagarath> Sorry for
jumping on your convo, but what does non-standard animation mean in
that context? (I am clueless) I mean what is a standard animation?
lol
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L1967[17:58:35] <gigaherz> Dagarath: the
bow one
L1968[17:58:42] <gigaherz> and the item
switch one
L1969[17:59:00] <gigaherz> and the swing
on attack/use
L1970[17:59:05] <Dagarath> oh so
replacing the actual animation that exists, got it!
L1971[17:59:18] <gigaherz> yeah that's
not supported anymore, not easily at least
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L1974[17:59:39] <Dagarath> in 1.8.8? but
isnt there animation through json now?
L1975[17:59:41] <gigaherz> (or at least I
couldn't find any hook for it)
L1976[17:59:48] <gigaherz> that's
different
L1977[17:59:53] <Dagarath> or you cannot
actually..replace the standard animations, only with new
content?
L1978[18:00:07] <gigaherz> like suppose
my wands
L1979[18:00:21] <gigaherz> ideally, I'd
have wanted the wands to swing differently than bows
L1980[18:00:39] <gigaherz> and swing
differently depending on if the player is casting a ball
spell
L1981[18:00:40] <gigaherz> a beam
L1982[18:00:43] <gigaherz> or something
else
L1983[18:01:05] <Dagarath> Ah so.. if one
wanted to make a customized combat system it would either be very
difficult or impossible currently?
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L1985[18:01:14] <gigaherz> but so far as
I can tell, I'm limited to one of the standard
L1986[18:01:24] <gigaherz> not
impsosible, just annoying ;P
L1987[18:01:29] <Dagarath> darn so no
Daggerfall style fighting lol
L1988[18:02:04] <Dagarath> Yea well, I am
JUST touching animation now so for me it is impossible haha
L1989[18:03:04] <Dagarath> One day
maybe.
L1990[18:03:39] <gigaherz> yeah the
current code has some cardcoded stuff in ItemRenderer
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L1992[18:03:51] <gigaherz> if item
instanceof Map, shows the map
L1993[18:04:10] <gigaherz> otherwise
checks the getItemUseAction, and does a switch() on the returned
values
L1994[18:04:34] <gigaherz> and if that
also fails, it just does the standard item swing
L1995[18:04:38] <gigaherz> there's no
"CUSTOM" in it
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L1997[18:08:56] <Dagarath> so you could
still override showing the map for said item and use the map
holding animation for something (no idea what that would be good
for) right?
L1998[18:09:13] <gigaherz> only if your
item extends ItemMap
L1999[18:09:19] <gigaherz> which is
probably not what you want
L2000[18:09:25] <gigaherz> because that
will render the Map model
L2001[18:09:28] <gigaherz> but
L2002[18:09:29] <Dagarath> huh,
interesting to know at least.
L2003[18:09:33] <gigaherz> I was looking
into it
L2004[18:09:46] <gigaherz> there may be
some workarounds that I didn't consider before
L2005[18:10:09] <gigaherz> if you have
getItemUseAction() return "NONE", it doesn't do any ofthe
default transforms
L2006[18:10:10] <Dagarath> oooh sounds
very intriguing
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L2008[18:10:45] <Dagarath> so essentially
making no animation happen you could then add your own?
L2009[18:11:32] <Dagarath> sounds like an
intense uphill battle lol I am definitely interested in hearing how
that works out
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L2013[18:15:36] <Darva> I'm going a bit
crazy, I've done everything i can to remove a small subset of
biomes, and i feel like minecraft is ignoring me. Heh.
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L2015[18:16:21] <Darva> I've created my
own world type, chunk manager, etc, and in the chunkmanager, i've
overridden getBiomesForGeneration, and set it to replace every
occurance of the biomes i don't want with plains. Yet the biomes
still generate in the world.
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L2019[18:20:21] <Darva> Anyone have any
suggestions?
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L2021[18:26:27] <shadekiller666> 0f is
not perfect 0 right? isn't it like 0.0013 something?
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L2025[18:32:44] <williewillus> i think
the fp types represent powers of two precisely
L2026[18:32:53] <williewillus> since the
hardware does. i think :p
L2027[18:32:56] <unascribed> I'd assume 0
is perfect unless it's derived with math
L2028[18:33:03] <unascribed> so
"0f" as a constant is correct
L2029[18:33:32] <unascribed> but
something like (4f*5f*10f*3028f)-605600f wouldn't be a perfect
zero
L2030[18:33:54] <unascribed> considering
zero in floating is a "special" value, being... all
zeroes
L2031[18:34:41] <williewillus> aw damn
just realized
L2032[18:34:50] <williewillus> in 1.8.9
you can't break the bedriock ceiling
L2033[18:34:59] <williewillus> have to
teleport up with enderpearls or minecarts
L2034[18:35:00] <unascribed> did they
finally fix that?
L2035[18:35:03] <williewillus> yeah
L2036[18:35:05] <williewillus> in
1.8.2?
L2037[18:35:13] <unascribed> oh, you can
still get there
L2038[18:35:13] <unascribed> nvm
L2039[18:35:31] <unascribed> I'm waiting
for them to make all bedrock blocks at 128 not break at all and
make being on the ceiling teleport you back down
L2040[18:35:35] <williewillus>
dismounting a minecart one under the roof pops you up and then you
can ender pearl or use another minecart
L2041[18:35:44] <williewillus> someone's
going to immediately mod that out :p
L2042[18:35:48] <unascribed> if they're
not going to fix it, why not just remove the ceiling
L2043[18:35:59] <unascribed> add some
terrain on the top
L2044[18:36:05] <unascribed> and make it
a feature
L2045[18:36:09] <williewillus> the
obvious solution is to just extend the nether's worldgen up to
256
L2046[18:36:09] <unascribed> that'd make
too much sense for Mojang
L2047[18:36:11] <williewillus>
but...
L2048[18:36:12] <williewillus> yeah
L2049[18:36:32] <unascribed> considering
the vanilla generation stuff is basically hardcoded for 128 height
limit
L2050[18:36:37] <unascribed> that'd
require a restructure of all the things
L2051[18:36:50] <williewillus> then how
come they converted the normal worldgen just fine :p
L2052[18:36:52] <williewillus> to
256
L2053[18:36:57] <unascribed> <shrug
emote>
L2054[18:40:07] <Temportalist> Anyone
have experience chunkloading?
L2055[18:40:17]
⇦ Parts: CombatFrogs
(~Christoph@ool-18e436ac.dyn.optonline.net) ())
L2056[18:42:22] <masa> a little, but I'm
not exactly sure if my chunk laoding code is still broken in some
corner cases
L2057[18:42:58] <masa> I've gotten a
couple of open eye crash reports for a version where the stuff was
supposed to be working...
L2058[18:43:27] <masa> but in my testing
it has worked fine and I've never crashed myself while testing
so...
L2059[18:43:54] <Temportalist> do you
have any sample code?
L2061[18:44:53] <masa> lots of custom
stuff in there that you don't need though...
L2062[18:45:09] <tterrag> !gf
field_111210_e
L2063[18:45:10] <masa> might want to
check like MFR or railcraft instead
L2064[18:46:10] <shadekiller666> i'm just
trying to figure out what (float) (0.009999999776482582D / (double)
<int value>) does
L2065[18:46:32] <williewillus> double
division then truncate stuffs it into a float
L2066[18:47:17] <shadekiller666> so is
0.009999999776482582D just a magic number then?
L2067[18:47:45] <shadekiller666> or does
it have something to do with float and double conversion?
L2068[18:47:57] <williewillus> where is
that?
L2069[18:47:58] <unascribed> 0.01
L2070[18:48:05] <unascribed> when the
code is compiled the original constant is lost
L2071[18:48:12] <unascribed> and floating
can't perfectly represent 0.01
L2072[18:48:12] <shadekiller666> line 65
and 66 of TextureAtlasSprite
L2073[18:48:19] <williewillus>
unascribed: really? 0.o
L2074[18:48:52] <unascribed> very
likely
L2075[18:48:54] <unascribed> let me
check
L2077[18:51:09] <unascribed>
Double.toString prints a rounded value so I can't easily confirm
that 0.01 is 0.009999999776482582
L2078[18:51:12] <unascribed> but it seems
painfully likely
L2079[18:52:03] <williewillus> i mean, I
know floating point has imprecision, but it feels weird that simply
compiling the code changes the constant :p
L2080[18:52:07] ***
MrKickkiller is now known as MrKick|Away
L2081[18:52:15] <diesieben07> it
doesnt.
L2082[18:52:21] <unascribed> well, to
save space, the bytecode stores the actual floating point constant
rather than it's original string
L2083[18:52:28] <diesieben07> that.
L2084[18:52:32] <unascribed> because 0.01
is an impossible value in floating point
L2085[18:52:39] <unascribed> it gets
converted to 0.0099blahblah
L2086[18:52:45] <unascribed> and the
decompiler only has that number to go off of
L2087[18:52:59] <unascribed> Forge used
to have rounding enabled, but they disabled it because it broke
vanilla behavior in subtle ways
L2088[18:53:00] <shadekiller666> i think
you're right, the equation that its doing on that line is
"(float) (0.009999999776482582D / (double)inX)", and when
inX is 16 that evaluates to 6.25E-4
L2089[18:53:02] <Temportalist> masa:
railcraft has a chunkloader?
L2090[18:53:28] <diesieben07> yes
L2091[18:53:31] <diesieben07> it does
:D
L2092[18:53:37] <unascribed> yeah,
Personal/World Anchors
L2093[18:53:41] <unascribed> and Anchor
Sentinels
L2094[18:54:08] <tterrag> williewillus:
do the calculations to convert 0.01 to binary and you'll see
quickly why there is an innaccuracy
L2095[18:54:10] <Temportalist> ah
L2096[18:54:29] <tterrag> (hint, it's an
infinitely repeating sequence)
L2097[18:54:46] <tterrag> so it doesn't
get "converted" to anything
L2098[18:54:51] <tterrag> it just runs
out of bits
L2099[18:55:01] <tterrag> and 32 bits of
that repeating pattern gives you 0.009999999776482582
L2100[18:55:22] <unascribed> I mean it's
essentially converted from the string in the source code into the
floating point in the bytecode
L2101[18:55:33] <unascribed> strings have
infinite precision, floating does not
L2102[18:56:27] <tterrag> well, strings
don't have any precision, because they aren't numbers :P
L2103[18:56:42] <unascribed> ....you get
my point
L2104[18:56:48] <unascribed> 0.01 is
representable as a string
L2105[18:56:51] <unascribed> but not as a
floating point
L2106[18:56:57] <unascribed> so it
aliases to the closest value
L2107[18:57:27] <Temportalist> is chunk
loading just requesting tickets, forcing chunks, selecting tickets
to persist, and unforcing chunks?
L2108[18:57:33] <tterrag> it's
representable as a decimal number (base 10)
L2109[18:57:38] <tterrag> and a string is
a representation of that :D
L2110[18:57:47] <unascribed> -.-
L2111[18:58:26] <masa> Temportalist: more
or less yeah
L2112[18:58:31] <Temportalist> cool
L2113[18:58:53] <masa> the thing is that
you need to handle the tickets you want to keep on world load,
which is where my code _might_ be broken still...
L2114[18:59:26] <Temportalist> where does
that come in?
L2115[18:59:31] <masa> in the early
versions I had that completely broken and the result was that I had
all my old tickets still hanging around that I didn't know
about
L2116[18:59:41] <solidDoWant1> any time I
change a variable on a client entity on client do I have to send a
packet telling the server what I've done?
L2117[18:59:46] <williewillus> ugh nether
lag is worse in 1.8
L2118[18:59:49] <williewillus> at least
in this pack
L2119[18:59:51] <Temportalist> is that
apart of LoadingCallBack.ticketsLoaded masa ?
L2120[18:59:55] <masa> Temportalist: it's
the overridden/implemented method in that class
L2121[19:00:00] <masa> yeah
L2122[19:00:00] <williewillus> 30+ fps
but every block i pleace there's a stutter
L2123[19:00:09] <Temportalist> okay, then
i've got it handled haha
L2124[19:00:13] <masa> *methods
L2125[19:00:17] <Temportalist> yup
L2126[19:00:59] <masa> williewillus: what
kind of an area? light updates are the thing that kills it
usually
L2127[19:01:11] <williewillus>
fortress
L2128[19:01:21] <williewillus> all chunks
generated and loaded for quite a while now
L2129[19:01:31] <williewillus> nothing
much happening, ram isnt hitting the cap
L2130[19:01:55] <masa> you can try that
in the overworld, have a massive platform that has lots of empty
space below it, poke a hole in the middle of it and then fill it
back -> massive freeze/lag spike
L2132[19:02:36] <williewillus> the
default transforms aren't applied
L2133[19:02:38]
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L2134[19:03:23] <williewillus> ah found
out why masa, I have a 3d resource pack that gives every nether
brick raised textures
L2135[19:03:33] <williewillus> rebuidling
all the vertices probably is enough to stutter
L2136[19:03:34] <williewillus> on my
potato
L2137[19:03:38] <tterrag> and...I fix
that how...
L2138[19:03:58] <masa> oh ok
L2139[19:04:38] <tterrag> williewillus:
?
L2140[19:04:40] <williewillus> i just
wrapped the result of the smartmodel into a perspective model that
applied the TRSR :p not sure if a more concise way exists. Though
if it doesn't it would be cool to have a wrapper that does it for
you
L2141[19:04:40] <Sandra> yeah, that would
definitely not cause extra problems.....
L2143[19:05:14] <Temportalist> masa: mine
is going to be command controlled
L2144[19:05:55] <tterrag> williewillus:
example?
L2145[19:05:56] <masa> ok..
L2146[19:06:21] <Temportalist> masa: aka,
thank for the help, but that last link i have got covered
haha
L2148[19:08:05] <williewillus> the TRSR's
there are custom, but you can just find
"forge:default-block"'s TRSR and apply that
L2149[19:08:15] <williewillus> fry: is
there a better way of this or nah? :p
L2150[19:08:19] *
tterrag throws up
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L2153[19:10:41] <williewillus> rip
L2154[19:11:37] <unascribed> shouldn't
this perspective information be going into your block model
file
L2155[19:11:50] <unascribed> or is this
one of those insane models you generate using code at runtime
L2156[19:12:13] <masa> how often do forge
PRs get handled? do they do them in batches or just whenever?
L2157[19:12:23] <unascribed> it's a
secret to everyone
L2158[19:12:28] <williewillus>
unascribed: its a smartmodel
L2159[19:13:16] <williewillus> just
whenever usually, if its been suitable for pull but just somehow
forgotten poke one of the devs
L2160[19:15:30]
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L2162[19:22:10] <shadekiller666> fry, do
you know what "uvlock" is used for in the blockstate
jsons?
L2163[19:22:54] <unascribed> "
uvlock: Can be true or false (default). Locks the rotation of the
texture of a block, if set to true. This way the texture will not
rotate with the block when using the x and y tags"
L2164[19:22:58] <unascribed> from
mcwiki
L2166[19:23:21] <unascribed> there's
example pictures on the page
L2167[19:27:23]
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L2168[19:27:52]
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L2169[19:27:53] <TechDG> hey
L2170[19:28:05] <TechDG> gigaherz u
here?
L2171[19:28:21] <TechDG> cuz im about to
resume woring on ym achine
L2172[19:28:57]
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L2173[19:29:37] <TechDG> ok ):
L2174[19:30:24] <shadekiller666> thanks
unascribed
L2175[19:30:29] <unascribed>
welcome
L2176[19:31:58]
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L2180[19:39:34] <Sollux-Captor> can some
one help me with my server crash? ima send a log
L2181[19:39:56] <williewillus> sure
L2183[19:40:24] <williewillus> the whole
thing
L2184[19:40:33] <Sollux-Captor> ive tried
multiple things to fix my server (new server) but nothing is
working or is causing problems that i dont know how to fix
L2185[19:40:47] <williewillus> put the
entire log there
L2186[19:40:58] <williewillus> not just
the least important part :P
L2187[19:41:13]
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L2188[19:41:22] <Sollux-Captor> this is
all my server log is letting me scroll up to
L2189[19:41:31] <unascribed> send
logs/latest.log
L2190[19:41:35] <Sollux-Captor> ok
L2191[19:41:36] <unascribed> or
logs/fml-server-latest.log
L2192[19:41:40] <diesieben07> no,
fml-server-latest
L2193[19:41:47] <diesieben07> fmls log is
better :D
L2194[19:41:48] <unascribed> why are
there even two log files
L2195[19:41:51] <williewillus> one's
mc
L2196[19:41:52] <diesieben07> fml and
vanilla
L2197[19:41:54] <williewillus> one's fml
:p
L2198[19:41:54] <unascribed> yes, I
know
L2199[19:41:58] <unascribed> but why
doesn't FML just modify the vanilla log
L2200[19:42:06]
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L2201[19:42:25] <diesieben07> no
idea
L2202[19:42:30] <williewillus> ask cpw
:p
L2203[19:43:12] <Sollux-Captor> making
the paste.ee now
L2204[19:43:45] <TechDG> back
L2206[19:43:52] <TechDG> willie I did
what u said and updated to 1.8 :P
L2207[19:43:56] <TechDG> just restaring
in 1.8 xD
L2208[19:44:22] <diesieben07> you
installed CustomMainMenu on a server
L2209[19:44:24] <diesieben07> thats a
client only mod
L2210[19:44:37] <williewillus> TechDG:
good
L2211[19:44:40] <Sollux-Captor> what is
the mod name?
L2212[19:44:45] <unascribed>
...CustomMainMenu
L2213[19:44:57] <Sollux-Captor> oh xD
didnt think you were literal
L2214[19:45:14] <diesieben07> why do you
not know this? :D it is YOUR server :D
L2215[19:45:18] <diesieben07> dont you
knwo the mods you are using?!
L2216[19:45:56] <unascribed> probably
not
L2217[19:46:07] <unascribed> most people
just blindly load up modpacks
L2218[19:46:08] <Sollux-Captor> it is FTB
Horizons: daybreaker plus a few i added. i skimmed the list but i
should have known better since i launched it in single player xD
just being stupid
L2219[19:46:10] <unascribed> which is
fine
L2220[19:46:14] <unascribed> I
guess
L2221[19:46:44] <Sollux-Captor> well i
know the mods. i specifically picked out mods but you know. . .
there are a lot of mods. A lot to remember
L2222[19:47:05] <Sollux-Captor> my fault
:P
L2223[19:47:06] <TechDG> so williewillus:
for 1.8 is the best way to learn to do machines just github?
L2224[19:48:13]
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L2225[19:48:20] <Sollux-Captor> should
have known better but im running arround all over the place a bit
xD gets confusing at times
L2226[19:49:16] <Sollux-Captor> well
thankyou xD easy fix. it is up now
L2227[19:49:33] <williewillus> yeah
L2228[19:49:36] <williewillus> logic
should be mostly same
L2229[19:49:37]
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L2230[19:50:08] <TechDG> k
L2231[19:52:13]
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L2232[19:55:50] <tterrag> diesieben07:
you wouldn't perhaps know a better solution to this item model
issue
L2233[19:55:58] <diesieben07> no
L2234[19:56:08] <diesieben07> i know my
way around the model system a *bit*
L2235[19:56:16] <diesieben07> but i have
never used it :D
L2236[19:56:24] <diesieben07> and
transformations are way over my head
L2237[20:02:22] <shadekiller666> item
model issue
L2238[20:02:24] <shadekiller666> ?
L2239[20:03:44]
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L2240[20:04:18] <williewillus> i wouldn't
really call it an issue, it's just very clunky to apply a
transformation in code right now
L2241[20:04:23] <williewillus> and needs
improvment
L2242[20:05:13] <williewillus> anyways,
any notice the enchantment glimmer in 1.8 forge looks different
from vanilla?
L2243[20:05:35]
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L2256[20:19:03] <Temportalist> how do you
turn a player's username to a uuid, even if they are offline?
L2258[20:19:40] <BlayTheNinth> very
bottom specifically
L2259[20:20:08] <BlayTheNinth> and
they're defined in the display {} of the item model
L2260[20:20:40] <diesieben07>
Temportalist, you can use UsernameCache.getLastKnownUsername which
will give you the last username they logged onto this server with.
or use this if you need up-to-date information and data on players
who were never ont eh server:
https://goo.gl/CnRezq
L2261[20:21:20] <Temportalist> other way
round diesieben07. Need to go from username to uuid
L2262[20:21:25] <Temportalist> it is
coming from a command
L2263[20:21:29] <diesieben07> oh
oh...
L2265[20:22:39] <diesieben07> not sure if
there is something in vanilla for that
L2266[20:22:48] <TehNut>
player.getGameProfile().getId()?
L2267[20:22:55] <diesieben07> they can be
offline
L2268[20:23:00] <Temportalist> Even if
not, I know how to thread a get request
L2269[20:23:01] <TehNut> riight
L2270[20:23:10] <diesieben07> yeah but
you wanna cache it
L2271[20:23:21] <Temportalist> cache
what?
L2272[20:23:35] <diesieben07> the results
of querying the API
L2273[20:23:35] <Temportalist> once I
have the uuid, I can just pass it to a function
L2274[20:23:48] <Temportalist> its not
hard to do a thread thing
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L2276[20:23:48] <diesieben07> you dont
want to make the request every.single.time you need the name
L2277[20:23:54] <Temportalist> ah,
true
L2278[20:24:06] <Temportalist> well I can
do that through Origin
L2279[20:24:11] <diesieben07> wat
L2280[20:24:20] <Temportalist> my lib
mod
L2281[20:24:22] <diesieben07> aha
:D
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L2285[20:25:35] <diesieben07> guava
loading cache is your frined
L2286[20:25:54] <BlayTheNinth>
Temportalist, check out PlayerProfileCache
L2287[20:26:33] <BlayTheNinth> that'll
have the UUID as long as the player logged on at least once
L2288[20:27:16] <Temportalist> so
primarily use PlayerProfileCache.getGameProfileForUsername, and if
not cached, then do the API request?
L2289[20:27:23] <Temportalist> actually
no
L2291[20:27:27] <gr8pefish> Does anyone
know of a good code example of storing and initializing a lot of
different data with an item that has subtypes?
L2292[20:27:53] <diesieben07> actually
Temportalist, that DOES make an API request
L2293[20:27:58] <diesieben07> so that is
a vanilla solution to your problem.
L2294[20:28:02] <Temportalist> yeah, i
saw that
L2295[20:28:03] <Temportalist> yay
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L2298[20:36:47] <Temportalist> what would
the conversion be from System.currentTimeMillis to hours?
L2299[20:37:33] <diesieben07>
TimeUnit.MILLISECONDS.toHours(<value>)
L2300[20:37:39] <diesieben07> actually
nvm me
L2301[20:37:41] <diesieben07> i am
tired
L2302[20:37:52] <diesieben07> you mean
hours of the day?
L2303[20:38:20] <Temportalist> let me
rephrase
L2304[20:38:27] <Temportalist> if I have
a Long time
L2305[20:38:37] <Temportalist> and it is
set to the Long time since X
L2306[20:38:54] <Temportalist> so it
would be: time = System.currentTimeMillis
L2307[20:39:08] <Temportalist> and then
then: timer = System.currentTimeMillis - timer
L2308[20:39:15]
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L2309[20:39:17] <Temportalist> so the
difference is what i need in hours
L2310[20:39:29] <diesieben07> yes then
what i said in te first place :D
L2311[20:39:30] <Temportalist> something
along those lines
L2312[20:39:30]
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L2313[20:39:33] <Temportalist> haha
okay
L2314[20:43:05]
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L2317[20:46:08] <M4thG33k> I was going to
try porting my mod into 1.8, but there is no CoFH lib/core for 1.8
yet, is there?
L2318[20:46:18] <TehNut> No
L2319[20:47:30] <M4thG33k> So I'm going
to have to recreate that API on my own? Or is there another,
similar, API already in existance? (Or is it embedded within Forge
now?)
L2320[20:51:20]
⇨ Joins: VikeStep (~VikeStep|@203.15.33.166)
L2321[20:56:56] <TehNut> Wait for them or
write everything yourself
L2322[20:57:15]
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developers does not contribute to the quota of employees with
disabilities.)
L2323[20:57:40] <M4thG33k>
Alrighty...it's gonna be a long night...haha
L2324[21:01:13]
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(Quit: I've derivatives to take...adios!)
L2326[21:06:20] ***
tterrag is now known as tterrag|away
L2327[21:11:59] ***
willieaway is now known as williewillus
L2328[21:12:52]
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L2329[21:15:11]
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L2330[21:18:42] <Dark> anyone know how to
add a local var to a method with asm
L2331[21:19:06] <williewillus> uh that's
not how it works
L2332[21:19:14] <williewillus> what do
you need to do with ASM, etc. etc.
L2333[21:19:15] <williewillus> ?
L2334[21:19:21] <Dark> working on a tick
profilier
L2335[21:19:41] <Dark> already inserted
method calls into several places, but want to add a local var to
track nano time
L2336[21:20:43] <williewillus> also,
google has the solution in the first result :p
L2338[21:21:07] <Dark> odd how that
works, been googling the question for 20mins now
L2339[21:21:31] <Darva> google's results
order is user dependant....
L2341[21:21:41] <Dark> most likely is the
case
L2342[21:22:32] <williewillus> I searched
"java local variable ASM" :p don't even use google that
much either, mainly Bing (for the free shit) or DDG (when I
actually want good results)
L2343[21:22:41] <Temportalist>
diesieben07: how about checking if a uuid or username is
online
L2344[21:22:56] <diesieben07> online on
the server your mod is running on?
L2345[21:23:00] <diesieben07> or just
online anywhere?
L2346[21:23:01] <williewillus> there's a
method to get EntityPlayerMP from UUID
L2347[21:23:05] <Temportalist> current
server
L2348[21:24:10] <diesieben07>
ServerConfigurationManager#getPlayerByUUID(uuid) != null
L2349[21:24:15] <Darva> I'd be rather
impressed if there was a reasonable way to check if a player was on
another server.
L2350[21:24:17] <Temportalist> cool,
thanks
L2351[21:25:09] <Temportalist> Are
tickets which dont persist past playerTicketsLoaded released?
L2352[21:27:52]
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L2354[21:29:12] <Temportalist>
diesieben07: Also, what would be the best way to check every hour?
A tick handler?
L2355[21:29:25] <diesieben07> yeah
L2356[21:29:49]
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(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2357[21:30:27] <Temportalist> What would
be the modulus op for that?
L2358[21:30:32] <Temportalist> similar to
TimeUnit.MILLISECONDS.toHours(<value>)?
L2359[21:30:59] <Temportalist> or
system.currentTimeMillis % (_)
L2360[21:31:11] <diesieben07> 1 second =
20 ticks, so 1 hour = 60x60x20 ticks
L2361[21:31:38] <Temportalist> but i am
working in milliseconds
L2362[21:31:47] <diesieben07> how
so?
L2363[21:32:02] <Temportalist> startTime
is set to currentTimeMillis
L2364[21:32:10] <Temportalist> wait
L2365[21:32:19] <Temportalist> does the
tick event have a current tick variable?
L2366[21:32:19] <diesieben07> what is
this for exactly?
L2367[21:32:24] <diesieben07> no it
doesn't
L2368[21:32:25] <Temportalist> man im
tired
L2369[21:32:43] <Temportalist> It is for
releasing tickets if the active player's are offline too long
L2370[21:33:13] <diesieben07> hmmmm
L2371[21:33:23] <Temportalist> I dont
want to check it every tick (lag)
L2372[21:33:29] <Temportalist> so every
hour seems good
L2373[21:33:38] <Temportalist> but I need
to figure out when that hour is
L2374[21:33:38] <Darva> If you have a
lastTime variable, with the millisecond when you last did it, just
set a next variable with lastTime+((60*1000)*60) and check which is
larger.
L2375[21:33:40] <diesieben07> uhm i guess
so
L2376[21:34:07] <Temportalist> Darva:
what?
L2377[21:34:08] *
diesieben07 goes to bed
L2378[21:34:13] <Temportalist> bye
diesieben07
L2379[21:34:21] <Temportalist> thanks for
the help
L2380[21:34:47] <Temportalist> Darva: i
dont want to check the time each tick because it requires iterating
through a (potentially large) map
L2381[21:34:56] <Darva> ...
L2382[21:35:57] ***
kirby|gone is now known as mrkirby153
L2383[21:36:06] <Darva> static int
nextCheck = System.currentTimeMillis+ ((60*1000)*60) Then, each
tick do: if (System.currentTimeMillis > nextCheck)
{doCheck()}
L2384[21:36:16] <Temportalist> ah
L2385[21:36:20] <Temportalist>
gotcha
L2386[21:36:25] <Temportalist> sorry.
tired me is tired.
L2387[21:36:31] <Darva> err...
{doCheck(); nextCheck = System.currentTimeMillis+ ((60*1000)*60);
}
L2388[21:37:17]
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L2389[21:37:34] <Temportalist>
currentTimeMillis always returns > 0 right?
L2390[21:37:57]
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L2391[21:38:45] <Darva> as long as you
don't go back in time to before 1970
L2393[21:39:17] <Temportalist>
hahaha
L2394[21:39:39]
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L2395[21:40:04]
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())
L2396[21:40:23] <Darva> Agg! Scala... my
eyes.
L2397[21:40:44] *
Darva had a very very bad experience with scala at work, over the
course of a year.
L2398[21:40:52] <Temportalist> aw sorry
haha
L2399[21:40:56]
⇨ Joins: TechDG
(~TechDweeb@2601:1c0:5100:35f6:546a:b917:3c39:9f60)
L2400[21:40:57] <TechDG> hey
L2401[21:41:01] <Temportalist> hi
L2402[21:41:20] <Darva> The kind of code
you see when you tell a multi-million dollar contract that they're
only developing a prototype, that will never see production.
*shudders*
L2403[21:41:48] <Temportalist> oh
gosh....
L2404[21:41:49] <Darva> Looks right
tho.
L2405[21:41:51] <TechDG> gigaherz: You
there?
L2406[21:42:15] <TechDG> k guess
not
L2407[21:42:19]
⇦ Quits: TechDG
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Quit)
L2408[21:43:37]
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L2409[21:44:17] ***
Darkhax_AFK is now known as Darkhax
L2411[21:48:49] <Dark> is it normal for
setBlock to be fired a lot client side
L2412[21:48:55] <Dark> with nothing
happening in the world
L2413[21:48:59]
⇨ Joins: Wastl2
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L2414[21:49:22] <williewillus> how can I
trigger a render update from the server?
L2415[21:49:25]
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L2416[21:49:39] <Temportalist>
williewillus: PACKETS \o/
L2418[21:49:48] <williewillus> without
doing that
L2419[21:50:06] <Dark> its going to need
a packet reguardless but there should be a mark dirty method
L2420[21:50:56] <Dark> !gm
func_147492_c
L2421[21:51:11]
⇨ Joins: M4thG33k
(~M4thG33k@173-29-128-244.client.mchsi.com)
L2422[21:51:59] <M4thG33k> This may be a
dumb question, but is it possible to add other mods to your dev
environment in 1.8? (I'm using IntelliJ; I've dropped the mod into
the eclipse/mods folder as I had done in 1.7.10, but it isn't
loading...)
L2423[21:52:27] <Dark> by adding you
mean? for code usage or for runtime usage
L2424[21:52:28] <williewillus> yes
L2425[21:52:37] <M4thG33k> for runtime
usage
L2426[21:52:40] <williewillus> in the
latest buidls of forge you can just dump them in mods/ and they
should load
L2427[21:52:42] <williewillus>
automagically
L2428[21:52:45] <Dark> should work in the
mods folder
L2429[21:53:02] <Dark> check the log in
case it failed to load but MC still keep going
L2430[21:53:05] <Dark> seen a few mods do
that
L2431[21:53:14] <Temportalist> You put
the mod in the eclipse/mods folder man
L2432[21:53:14] <Darva> Looks reasonable
to me Temportalist
L2433[21:53:20] <Temportalist> you are
using IDEA
L2434[21:53:29] <Darva> There's also the
option of including it as a gradle dependancy, if the mod in
question has a maven repo.
L2435[21:53:39] <Temportalist> unless you
have IDEA run dir mapped to eclipse/mods
L2436[21:53:43] <Temportalist> err
eclipse/
L2437[21:53:58] <Darva> I think... i
think since 1.7.10, there is also a defined libs directory you can
dump it into... I think you just have to create it at the top level
of your project.
L2438[21:54:50] <Temportalist> Darva: you
are correct, there is
L2439[21:54:59] <M4thG33k> Checking on
that; also, should I develop in 1.8.8 or 1.8.9? I'm assuming
1.8.9...
L2440[21:55:05] <Darva> 1.8.9
L2441[21:55:06] <Temportalist> Dark: What
does your run config look like in IDEA?
L2442[21:55:13] <Dark> tbh if all fails
just add a deobf.jar to your module
L2443[21:55:21] *
Darva is still developing in 1.7.10. Heh.
L2444[21:55:26]
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L2445[21:55:28] <Dark> -Xincgc -Xmx1024M
-Xms1024M -XX:MaxPermSize=128m -XX:+CMSClassUnloadingEnabled
-Ddevelopment=true
-Dfml.coreMods.load=com.builtbroken.mc.core.EngineCoreMod,com.builtbroken.profiler.ProfilierCoreMod
L2446[21:55:30] <Temportalist> More
specifically, what is the Working Directory field
L2447[21:55:36] ***
Darva was kicked by LexManos (Darva))
L2448[21:55:43] <Temportalist> well
then...
L2449[21:56:14] <williewillus> if you're
on very recent builds of forge it should just work (tm)
L2450[21:56:16]
⇨ Joins: Darva
(Darva@97-85-183-91.static.stls.mo.charter.com)
L2451[21:56:18] <williewillus> if you
drop into mods/
L2452[21:56:21] *
Darva was expecting that...
L2453[21:56:25] <Temportalist> ah
haha
L2454[21:56:34] <Temportalist> what is
your working directory field?
L2455[21:56:53] <Darva> I actually do
have one mod i'm about to update to 1.8.9. It's just a motivation
question.
L2456[21:57:00] <M4thG33k> I realized the
mod I was attempting to use was 1.8.9 and I was in
1.8.8...attempting to remedy the situation...
L2457[21:57:08] <Darva> I aughta hurry
up, since it'd be the only mod in its class, and might actually get
some attention.
L2458[21:57:14] <williewillus> what is
it?
L2459[21:57:36] <Darva> Parachronology. A
Skyblock resources mod... In the vein of ex nihilo, but completely
different mechanics.
L2460[21:58:01] <Temportalist> Darva:
what would the delay be for minutes?
L2461[21:58:04] <tterrag|away> exn is
being updated now :P
L2462[21:58:05] <tterrag|away> so hurry
:D
L2463[21:58:09] <Temportalist> 60*1000
instead of 60*60*1000?
L2464[21:58:40] <Darva> That'd produce
one minute.
L2465[21:58:48] <Dark> really suggest if
your going to use nums like that use static final vars
L2466[21:58:50] <Temportalist> good
L2467[21:58:53] <Temportalist> okay
L2468[21:58:54] <Dark> that way you know
what those numbers are for
L2469[21:59:03] <Temportalist> well they
are sorta static, but i will move them later
L2470[21:59:13] <Dark> eg static final
int MIN = 60 * SECONDS;
L2471[21:59:36] <Darva> tterrag|away
parachonology is much much smaller than exn tho... Updating would
probably take less than a day, counting re-writing the config
system to be sane.
L2472[21:59:45] <williewillus> so do
it
L2473[21:59:47] <williewillus> :D
L2474[21:59:52] <williewillus> <insert
tiny potato just do it>
L2475[21:59:55] <Temportalist> Darva: DO
IT NOW
L2476[21:59:57] <Darva> I may, i have a 4
day weekend.
L2477[21:59:59]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L2478[22:00:17] <Darva> I'm just in the
middle of trying to update a pack from 1.6.4 to 1.7.10, and had to
sit down and write a mod to get the world gen i want.
L2479[22:00:29] <williewillus> wow thats
old :p
L2480[22:00:38] <Darva> Heh.
L2481[22:00:38] <williewillus> why the 2
year wait?
L2482[22:00:45] <Darva> Sudden
inspiration?
L2483[22:01:06] <Darva> Wanted to play
the modpack again, and didn't feel like dealing with the 1.6.4
mechanics.
L2484[22:01:32] <williewillus> :p if I
miss a pack I just go play that pack
L2485[22:01:42] <williewillus> the
intricacies of vanilla don't really matter
L2486[22:01:46] <Darva> I actually have a
100% done identical port, but the author told me he wouldn't
authorize release of a straight port.
L2487[22:01:55] <Darva> I meant the
mechanics of 1.6.4 modded. :P
L2488[22:01:58] <Dark> most authors
wont
L2489[22:02:16] <Darva> See, i'd expect
the exact opposite.
L2490[22:02:29] <williewillus>
depends
L2491[22:02:42] <Dark> not a lot of
authors like the idea of people cloning thier concepts
L2492[22:02:49] <Dark> especially if a
lot of work went into it
L2493[22:02:57] <williewillus> if they're
really defensive of their like me I wouldn't want someone porting
if it meant I would have to read back over every line and see if
they fucked up
L2494[22:03:06] <Darva> I know, if i
devleoped a popular modpack, and then moved on, if someone wanted
to update it, i'd actually prefer a straight port. At least, as the
first rlelease.
L2495[22:03:19] <williewillus> but someo
people welcome others doing it because hey OSS
L2496[22:03:26]
⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:884:6fa1:96f7:5eee)
(Quit: If we wish to explore, if we wish to see what's over the
next hill, wonders unfold before us; all we have to do is want it
enough.)
L2497[22:03:54] <Darva> Everything i
release for MC is open source, when your project depends on
decompiled code, doing anything else is pure arrogance.
L2498[22:04:11] <Dark> not really
L2499[22:05:06] <Dark> most people do not
understand making your code OSS means it free to use by
anyone
L2500[22:05:15] <Dark> including
reproducing clones without permission
L2501[22:05:42] <williewillus> depends on
the license
L2502[22:05:46] <williewillus> it can be
"OSS"
L2503[22:05:48] *
Darva has used the MIT license on literaly everything he's
released, if he remembers.
L2504[22:06:03] <Dark> that is true
license does matter
L2505[22:06:19] <williewillus> like MFR
happens to be on github, but there's not set license so by default
it's ARR
L2506[22:06:20] <Dark> in the case of MIT
though
L2507[22:06:23] <williewillus> and the
cofh website says so
L2508[22:06:26] <Dark> it litteraly says
free
L2509[22:06:27] <Darva> Oh, wait.
*laughs* There was one exception, when i released PipeGobbler,
which was an addon to Thermal Expansion to fix the backstuffing
issue. That got a unique license.
L2510[22:07:01] <Temportalist> I usually
use Apache v2
L2511[22:07:05] <Temportalist> no reason
though
L2512[22:07:10] <Dark> I have a custom
license
L2513[22:07:22]
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seconds)
L2515[22:07:30] <Darva> Hehe. I suspect
the majority of people use the first license they've
encountered.
L2516[22:08:08] <Temportalist> Dark: did
you get IDEA working?
L2517[22:08:18] <Darva> Visible source
license basically.
L2518[22:08:27] <Temportalist> oh and I
just realized Dark is DarkGuardian haha
L2519[22:08:29] <Dark> my IDEA works but
I didn't ask for help with it
L2520[22:08:42] <Dark> DarkGuardsman but
ya
L2521[22:08:48] <Dark> aka DarkCow
L2522[22:08:50] <Temportalist> oh that
was Darva
L2523[22:09:15] <Darva> No, my IDE works
fine.
L2524[22:09:19] <Temportalist> no
M4thG33k
L2525[22:09:27] *
Temportalist is really tired
L2526[22:09:29] <Darva> Heh, you are
tired.
L2527[22:09:34] <M4thG33k> Still working
on it...
L2528[22:09:46] <M4thG33k> GOT IT!
L2529[22:09:48] <Temportalist> M4thG33k:
what is your working directory field in your run config?
L2530[22:09:50] <Temportalist> haha
L2531[22:10:13] <M4thG33k> I updated to
1.8.9, remembered to run gradlew idea, and then dropped the mod in
the ./libs folder
L2532[22:10:22] <Dark> if your tired I
recommend a break or coffee
L2533[22:10:36] <Temportalist> that works
if you are needing it as a library
L2534[22:10:41] <Darva> why use gradlew
idea? Just open the build.gradle file, and import it as a gradle
project directly.
L2535[22:10:45] <Temportalist> if you
just want it to run, there are other ways
L2536[22:10:56] <M4thG33k> it wasn't
working any other way...
L2537[22:10:59] <Temportalist> Darva: I
used to hate doing that cause it never worked... and now it works
for me...
L2538[22:10:59] <Dark> Darva that doesn't
always work correctly
L2539[22:11:08] <Darva> I've... never
done it any other way.
L2540[22:11:13] <Temportalist> M4thG33k:
thats because you were putting mods in the eclipse folder
L2541[22:11:21] <Dark> plus the way I do
my workspaces that would never work
L2542[22:11:30] <Temportalist> M4thG33k:
thats why I was asking about the working dir in your run
config
L2543[22:11:33] <Darva> Multi-project
workspace?
L2544[22:11:42] <Temportalist> Darva:
always <3
L2545[22:11:51] <M4thG33k> should it just
be in a ./mods folder (on the same level as ./libs)?
L2547[22:11:56] *
Darva just opens mutliple intellijs.
L2548[22:12:10] <Dark> that a lot of
wasted ram
L2549[22:12:14] <Temportalist> Dark: holy
crap
L2550[22:12:23] <Darva> I'm used to it
from work, usually have 5-7 open simultainiously.
L2551[22:12:24] <Dark> plus I work on 127
mods
L2552[22:12:30] <Temportalist> M4thG33k:
Open your freaking run configs
L2553[22:12:36] <Darva> Pacman?
Nice.
L2554[22:12:46] <Dark> oh yes, that was
for a job interview
L2555[22:13:14] <Darva> I usually hand
over the candy crush type game i wrote for android, and watch the
interview get totally distracted. heh.
L2556[22:13:16] <Dark> was really fun,
did the entire project with only java and no libs
L2557[22:13:18] <M4thG33k> Working
directory: F:\Projects\Minecraft\1.8.8\M4thThings\run
L2558[22:13:25] <Darva> Nice.
L2559[22:13:34] <M4thG33k> there we
go...that makes sense now...
L2560[22:13:36] <Dark> I had to create it
from scratch and document the process
L2561[22:13:38] <Temportalist>
yeah.....
L2562[22:13:52] <Darva> That's a heck of
an interview.
L2563[22:13:54] <Temportalist> M4thG33k:
make sure it is a deobf jar mod, otherwise it wont run
L2564[22:14:01] <Dark> was for a hospital
job
L2565[22:14:18] <Dark> which is odd to do
pacman but meh
L2566[22:14:19] <Temportalist> M4thG33k:
you will also have to re-run setup because you had it in the libs
folder
L2567[22:14:33] <M4thG33k> It's working
now. Thanks! :)
L2568[22:14:39] <Dark> also had to do
several other applications
L2569[22:14:41] <Temportalist> Dark: I
dont do coffee, and if I move, Ill go to bed haha
L2570[22:14:44] <Dark> including data
processors
L2571[22:15:36] <Darva> I'm guessing a
Senior position?
L2572[22:15:41] <Dark> yes
L2573[22:15:45] ***
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L2574[22:16:25] <Darva> i'm literally
only waiting on his secret clearance to come back to get a
promotion, i've already seen the paperwork. heh.
L2575[22:16:31] <Dark> almost got the job
but I don't know how to do ASM
L2576[22:16:35] <Dark> hince why I'm
learning it now
L2577[22:16:40] ***
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L2579[22:17:05] <Darva> That's a
disturbing requirement, to need to do java asm on a daily
basis.
L2580[22:17:13] <Dark> debug code
L2581[22:17:17] <yurikoster1> hello
all
L2582[22:17:27] <Dark> they gave me an
example of how to test for failed code
L2583[22:17:30] <Temportalist> Darva:
that IS quite disturbing
L2584[22:17:46] <Dark> using ASM to
inject event calls to check on data flow
L2585[22:18:10] <Dark> without firing the
appliction into debug mode
L2586[22:18:26] <Temportalist> Dark:
eeewwwwwwwwww
L2587[22:18:33] <Dark> meh
L2588[22:18:38] <Darva> I wouldn't have
got the job, because i would have left. Heh.
L2589[22:18:47] <Dark> doesn't seem that
bad
L2590[22:18:55] <Dark> event call asm is
easy now that I know it
L2591[22:19:08] <Temportalist> Dark: heh.
heh. heh. heh heh heh heh he heh hehehehehehe
L2592[22:19:27] <Temportalist> Darva*
^
L2593[22:19:37] <Dark> i've actually seen
a lot of references to it being used in jobs like this
L2594[22:19:42] <Dark> where you have a
library but not the src
L2595[22:19:46] <Darva> Sure, but it's
like being told you can only use a hammer to repair a car, when
you've got a fully stocked automotive garage sitting nearby.
L2596[22:19:49] <Dark> but need to know
what it is doing with your data
L2597[22:19:59] <Temportalist> Darva:
yas
L2598[22:20:13] <Dark> I assume it is
edge case Darva
L2599[22:20:26] <Darva> Ah. Every time
i've been told to go find out what a library does inside, i've just
decompiled it.
L2600[22:20:27] <Dark> something I would
only do if no other option worked
L2601[22:20:42] *
Darva nods.
L2602[22:20:55] <Dark> what if you do not
have access to the lib
L2603[22:21:01] <Dark> but the runtime
machine does?
L2605[22:21:14] <Darva> ... Then your
environment sucks?
L2606[22:21:18] <CombatFrogs> Trying to
add some subitems. When they exist in the inventory, they behave
correctly. When picked up from the world, they go into the first
stack, regardless of the damage value. why am I dumb?
L2607[22:21:31] <Dark> Darva most likely
but I have actually seen that when freelancing
L2608[22:21:45] <Dark> where I only had
access to java docs to base my reflection calls off of
L2609[22:21:57] <Temportalist> Dark: ack
no
L2610[22:22:07] <Dark> but not that
actual code or libs
L2611[22:22:49] <Darva> Conceptually, i'd
just treat that the same as a web service I only have the wsdl
for.
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L2620[22:42:31] <Temportalist> okay
L2621[22:42:33] <Temportalist> time for
bed
L2622[22:42:38] *
Temportalist goes to sleepz
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L2629[23:13:21] <M4thG33k> Are there any
good tutorials/documentation for the OBJ loader in 1.8?
L2630[23:18:15] <Sandra> M4thG33k, just
reference the OBJ as your block model in your
blockstate.json.
L2631[23:18:18] <TehNut> Add your domain
to the OBJLoader, put .obj and .mtl in the models folder, reference
from blockstate file
L2632[23:18:27] <Sandra> oh yeah, you
have to do that too.
L2633[23:18:51] <TehNut> If texture looks
wonky, add ""custom": { "flip-v": true
}" to the defaults section of your blockstate
L2634[23:18:59] <M4thG33k> During which
part of initilization to I register my domain with OBJLoader?
L2635[23:19:06] <TehNut> I do it in
pre
L2636[23:19:09] <Sandra> preinit never
harms nothing.
L2637[23:19:25] <TehNut> Only on the
client (obviously)
L2638[23:19:26] <M4thG33k> Thanks! I'll
see if I can get things working from here. :-)
L2639[23:19:32] <Sandra> yeah.
L2640[23:19:54] <Sandra> btw, how do you
do a bounding box?
L2641[23:20:02] <Sandra> that's not
full?
L2642[23:20:15] <TehNut> like for a
block?
L2643[23:20:47] <Sandra> yeah,]
L2644[23:21:15] <TehNut> override
setBlockBoundsBasedOnState
L2645[23:21:27] <TehNut> And return a
smaller box
L2646[23:21:58]
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L2648[23:23:06] <Sandra> oh ok
cool.
L2649[23:23:28] <Sandra> can I return
more than one box?
L2650[23:23:39] <Sandra> and does that
handle collision?
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L2658[23:46:53] <shadekiller666> think i
may need to squash some commits soon...
L2659[23:47:13] <shadekiller666> obj
loader branch is 33 commits ahead :P
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L2661[23:47:40] <tterrag|away> Sandra:
no, if you need multi-box bounds, use getCollisionBoundingBox and
getSelectedBoundingBox then do custom raytracing
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