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L1[00:00:00] <Darva> I left the one that is the default blockstate as inventory.
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L3[00:00:06] <Sandra> sprtnsniper553, ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(this), 0, new ModelResourceLocation(getRegistryName(), "inventory"));
L4[00:00:09] <tterrag> McJty: I generaly agree, but in this case I forgot I didn't have j8 on the server :P
L5[00:00:50] <Sandra> and then replace "inventory" with whatever the state name that you want to render with.
L6[00:01:13] <sprtnsniper553> wouldn't that render each itemblock in the inventory as the same texture?
L7[00:01:17] <Sandra> the 0 being the metadata of the item.
L8[00:01:26] <Sandra> sprtnsniper553, no?
L9[00:01:38] <Sandra> because each block has a different ItemBlock.
L10[00:02:40] <McJty> What is the best way to uniquely identify a mob (in json/cfg/NBT/...)?
L11[00:03:55] <Cazzar> McJty there is a use case for people only having 6 though the support even from Oracle is limited.
L12[00:04:06] <sprtnsniper553> Sandra: I did that and I can get the blocks to render in the world, but I want to know how to specify the #inventory texture for each subblock
L13[00:04:13] <sprtnsniper553> or am I misunderstanding you?
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L15[00:04:45] <Sandra> sprtnsniper553, replace "inventory" with the blockstate name for every subitem you want.
L16[00:04:59] <Sandra> and replace 0 with the metadata number for the subitem.
L17[00:06:58] <McJty> EntityLivingBase.getName()? Is that unique?
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L19[00:07:18] <DrDisconsented> What are you trying to achieve McJty?
L20[00:07:37] <McJty> It is for my mob dimlets. Every type of mob could have a dimlet (for making dimensions)
L21[00:07:45] <McJty> And people need to be able to blacklist them in config for example
L22[00:07:50] <McJty> So I need some identifier
L23[00:08:04] <McJty> Like say. Disable the dimlet for Thaumcraft wisp
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L25[00:10:21] <tterrag> McJty: EntitiyList.stringToClassMapping etc I think are your best best
L26[00:10:22] <tterrag> bet*
L27[00:10:58] <McJty> Aha thanks. I'll check that out
L28[00:11:06] <Cazzar> Yeah I don't think name would be unique enough.
L29[00:11:25] <McJty> throw new IllegalArgumentException("ID is already registered: " + entityName);
L30[00:11:25] <Cazzar> Windows installs and boots and therefore windows update occurs.
L31[00:11:26] <McJty> It is
L32[00:11:41] <McJty> If you register entities apparently entityName has to be unique
L33[00:11:44] <McJty> So that's good
L34[00:11:45] <Cazzar> My brother complains at me for downloading.
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L40[00:46:09] <Darva> So, the same setup i'm using in 1.7.10 for creating my own world type doesn't appear to work in 1.8.9. It's still calling vanilla code for the WorldProvider, even though i've unregistered it, and registered mine.
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L43[00:50:15] <Darva> *sigh* It appears to be a change in the event timing... yay.
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L48[01:25:18] <sprtnsniper553> can someone who understands modeling please tell me what I'm doing wrong here? I have 6 different subblocks of a metadata block and their inventory textures won't load
L49[01:25:32] <sprtnsniper553> Here's my modelloader code http://pastebin.com/ef6LE2g1
L50[01:25:58] <sprtnsniper553> and I can post an in-game screen shot showing that the block textures render in world but not in inventory
L51[01:26:29] <sprtnsniper553> I'm at a loss as to why the item variants aren't being textured
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L55[01:41:56] <williewillus> are you sure your MRL is pointing to the right path?
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L64[01:56:06] <undeadparrot> Say I want my mod to add a block variation to Chisel
L65[01:57:07] <undeadparrot> I look on the github and find some nice classes with functions in Chisel that add/register blocks
L66[01:57:26] <undeadparrot> but that's obviously in the Chisel code
L67[01:57:34] <undeadparrot> I have to reference that somehow
L68[01:57:49] <undeadparrot> am I supposed to just add the jar as a reference or package?
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L70[01:58:05] <undeadparrot> I'm not really familiar with Javaland on this point
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L72[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160116 mappings to Forge Maven.
L73[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160116-1.8.9.zip (mappings = "snapshot_20160116" in build.gradle).
L74[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L94[03:01:23] <killjoy1> So what kind of enchantments would Goku have?
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L96[03:04:00] <DrDisconsented> Well not health boost since he dies a lot
L97[03:06:58] <killjoy1> I've got knockback 128 so far
L98[03:08:22] <smbarbour> Does anyone know if jaquadro comes on IRC? I found a fairly critical exploit in Storage Drawers and would prefer to inform him directly instead of posting details in a public issue report.
L99[03:10:17] <killjoy1> does he have a mcf or curse account?
L100[03:13:33] <smbarbour> Curse. I'm sending a PM
L101[03:14:07] <jadedcat> sometimes he does, but he's pretty quick at responding to CurseForge PMs
L102[03:14:11] <killjoy1> yeah, cuz irc isn't really "private"
L103[03:16:54] <smbarbour> Doing a /msg is fairly private
L104[03:16:59] <wlhlm> irc has private messages
L105[03:17:06] <Wuppy> o/
L106[03:17:26] <Wuppy> this computer setup.... https://scontent-ams3-1.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/12400456_1146061778738175_2442919740955701178_n.jpg?oh=4ed7e19523a1277a039c3a379f81347a&oe=5738CD33
L107[03:18:17] <smbarbour> Since I trust you, jaded, I'm going to PM you images of the exploit. You probably would want to see this.
L108[03:18:42] <jadedcat> k
L109[03:19:19] <jadedcat> try https://github.com/jaquadro/StorageDrawers btw
L110[03:19:52] <jadedcat> just make an issue that says "I found an exploit PM me at <email address> for details"
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L146[05:12:12] <LatvianModder> Wuppy: is that your setup or you took a pic from net?
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L152[05:21:30] <madcrazydrumma> How could I get all players from a server and get the IEEP for each player?
L153[05:22:39] <LatvianModder> IEEP?
L154[05:23:19] <madcrazydrumma> IExtendedEntityProperties
L155[05:25:44] <LatvianModder> That is.. In modding codebase or just from server files?
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L157[05:27:24] <madcrazydrumma> What?
L158[05:27:39] <madcrazydrumma> Okay i can do that part myself but how do i get all the players from a server (online + offline)?
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L160[05:28:05] <LatvianModder> You can't get offline entities, only online
L161[05:28:23] *** ShadowWolf is now known as ShadowChild
L162[05:28:35] <LatvianModder> But you can read .dat file from world/playerdata/uuid.dat or smth
L163[05:28:45] <madcrazydrumma> Okay so how do i get online ones then?
L164[05:29:18] <Lumien> Something in ServerConfigurationManager
L165[05:29:20] <LatvianModder> MinecraftServer.getInstance().getConfigurationManager().playerList or smth
L166[05:31:10] <madcrazydrumma> Got it cheers
L167[05:33:01] <Cypher121> can't you try reading their .dat files from save directory?
L168[05:33:26] <madcrazydrumma> Is the extended properties stored in the dat file?
L169[05:34:30] <LatvianModder> Probably
L170[05:34:37] <LatvianModder> No idea what that is, but probably
L171[05:34:52] <madcrazydrumma> Ill come back when the US is on ^
L172[05:35:04] <LatvianModder> But you know that player.dat files arent always up-to-date for online players
L173[05:36:19] <madcrazydrumma> yeah i do
L174[05:36:25] <madcrazydrumma> so thats not an option for me
L175[05:36:31] <Zaggy1024> well anything you do should prefer to use loaded data rather than things on the file system
L176[05:36:43] <Zaggy1024> so...just check if a player is online, and if not, load what you need from the .dat
L177[05:37:01] <madcrazydrumma> I might just rethink how I'm gonna do what i need
L178[05:37:05] <Zaggy1024> do you really need offline players' data though?
L179[05:37:18] <madcrazydrumma> Indirectly
L180[05:37:27] <Zaggy1024> what are you trying to do?
L181[05:37:31] <madcrazydrumma> Each of my players has a field and i need to get the highest field from the IEEP
L182[05:37:50] <madcrazydrumma> so i may just use a server tick event and store stuff in a encrypted file on the server
L183[05:38:09] <Zaggy1024> loading files is slow
L184[05:38:13] <Zaggy1024> don't do that in a tick
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L186[05:38:28] <Zaggy1024> not everyone has an SSD :P
L187[05:38:54] <Cypher121> threads!
L188[05:39:26] <madcrazydrumma> no not every tick
L189[05:39:34] <madcrazydrumma> like every minute or so
L190[05:39:48] <madcrazydrumma> its not a big file it just has 10 lines with like 20 characters per line
L191[05:40:06] <Zaggy1024> even if it's every minute or so
L192[05:40:16] <Zaggy1024> you would need a thread to prevent the game freezing
L193[05:40:27] <Zaggy1024> *stuttering
L194[05:41:31] <madcrazydrumma> True.
L195[05:42:58] <Zaggy1024> it would be better to have the data in memory, most likely
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L197[05:43:09] <Zaggy1024> and only save the data when the world is saved
L198[05:43:45] <Zaggy1024> that would also be preferable because if your data saves out of sync with the world data, weird things could potentially happen
L199[05:43:48] <madcrazydrumma> I can store the data in a hashmap in memory its just a string for the players name and an integer
L200[05:44:00] <diesieben07> if anything UUID
L201[05:44:06] <diesieben07> use a LoadingCache
L202[05:44:27] <madcrazydrumma> ?
L203[05:44:37] <diesieben07> player names change
L204[05:44:51] <madcrazydrumma> True
L205[05:44:55] <madcrazydrumma> UUID is a java class?
L206[05:44:58] <diesieben07> yes.
L207[05:45:07] <diesieben07> and with a LoadingCache (from guava) you can load data autmatically and cache it in memory
L208[05:45:55] <madcrazydrumma> True
L209[05:46:15] <madcrazydrumma> I think i could just always keep it in memory to be fair
L210[05:46:21] <diesieben07> why?
L211[05:46:37] <madcrazydrumma> Because the command used to get the data is a command for when there is a server running
L212[05:46:56] <diesieben07> ok so, question.
L213[05:47:00] <diesieben07> why do you need the data, and when
L214[05:47:15] <madcrazydrumma> When the player calls /money t
L215[05:47:28] <diesieben07> ok
L216[05:47:29] <madcrazydrumma> it gets a list of the top 5 values from players IEEP
L217[05:47:42] <diesieben07> if you want it to be available offline i would not use an IEEP
L218[05:47:48] <madcrazydrumma> nah i dont
L219[05:47:49] <diesieben07> because then you have to deal with two systems
L220[05:47:50] <madcrazydrumma> only online
L221[05:47:58] <diesieben07> what is this discussion about then?!!
L222[05:48:03] <madcrazydrumma> how to do it xD
L223[05:48:11] <diesieben07> do WHAT?
L224[05:48:14] <diesieben07> get an IEEP?
L225[05:48:16] <madcrazydrumma> no
L226[05:48:29] <madcrazydrumma> get the top 5 values of money from players on the server
L227[05:48:37] <madcrazydrumma> getting an IEEP and the value is not an issue
L228[05:48:44] <madcrazydrumma> Its getting the players and choosing the top 5
L229[05:48:48] <diesieben07> iterate all players, find higest value
L230[05:51:53] <diesieben07> MinecraftServer.getServer().getConfigurationManager().getPlayerList().stream().max(Comparator.comparingInt(player -> IEEP.get(player).getMoney()));
L231[05:51:56] <diesieben07> that would do :D
L232[05:52:30] <madcrazydrumma> Lmao is that it?
L233[05:52:46] <diesieben07> yes
L234[05:52:59] <diesieben07> gives you an Optional<EntityPlayerMP>
L235[05:53:14] <diesieben07> will be empty if there are no playrs online, otherwise contain the player with the most money
L236[05:53:49] <madcrazydrumma> "player ->" so i already have to have a list of the players?
L237[05:54:02] <diesieben07> that is a lambda
L238[05:54:12] <Zaggy1024> that's only if you want to only support Java 8 :P
L239[05:54:13] <diesieben07> that code is complete, you can put it in your code it will compile
L240[05:54:18] <diesieben07> who doesn't wnat that? :D
L241[05:54:20] *** MrKick|Away is now known as MrKickkiller
L242[05:54:34] <sham1> People who want to support idiots who did never update to java8
L243[05:54:35] <Zaggy1024> well of course I *want* Java 8
L244[05:54:47] <Zaggy1024> but apparently Macs don't have Java 8 as widely as Windows
L245[05:54:53] <sham1> Or people too lazy to use retrolambda in the case of those people
L246[05:55:08] <Zaggy1024> yeah I've wanted to try retrolambda
L247[05:55:13] <Zaggy1024> never got around to setting it up
L248[05:55:43] <Zaggy1024> does it require a Java 6 implementation of the stream APIs to be really useful?
L249[05:56:45] <diesieben07> for the java < 8 folk: http://pastebin.com/FSwgG6xp
L250[05:56:46] <sham1> Well you could use Guava "streams" to have thecompatibility while using lambdas to make your code look nice
L251[05:56:56] <sham1> Eww
L252[05:57:12] <madcrazydrumma> I have java 8 dw haha
L253[05:57:14] <madcrazydrumma> Just realised
L254[05:57:21] <sham1> Good boy
L255[05:57:21] <diesieben07> its not about YOU
L256[05:57:23] <madcrazydrumma> <3
L257[05:57:25] <diesieben07> its abotu your end users :P
L258[05:57:27] <madcrazydrumma> ^^
L259[05:57:41] <sham1> Well as far as Mac OS X goes
L260[05:57:47] <sham1> I think there was java8 for it
L261[05:57:50] <madcrazydrumma> The lambdas are relative to java8?
L262[05:58:02] <diesieben07> lambdas and Stream API require java 8 to run
L263[05:58:07] <sham1> lambdas are java8 feature
L264[05:58:23] <madcrazydrumma> Link? My university needs to catch up ffs
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L266[05:58:31] <diesieben07> link to what?
L267[05:58:38] <sham1> https://docs.oracle.com/javase/tutorial/java/javaOO/lambdaexpressions.html
L268[05:58:43] <sham1> Quick explenation
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L271[05:59:58] <sham1> Lambdas are basically syntax sugar around anonymous classes that implement interfaces with one method to implement (ex. Runnable)
L272[06:00:21] <madcrazydrumma> Ahh right okay fair enough
L273[06:00:22] <diesieben07> basically but not really :D
L274[06:00:26] <Zaggy1024> and I assume it infers the type of the functional interface?
L275[06:00:32] <diesieben07> if it really was just syntax sugar java 8 would have come 2 years earlier :D
L276[06:00:33] <Zaggy1024> I haven't had the chance to play with them much
L277[06:00:38] <diesieben07> yeah it does
L278[06:00:40] <madcrazydrumma> player -> IEEP.get(player) doesnt want to be nice to me because its giving me an object
L279[06:00:45] <madcrazydrumma> I tried casting player but it wont let me do that
L280[06:00:51] <diesieben07> are you on 1.8.8?
L281[06:00:54] <diesieben07> if not: update.
L282[06:01:10] <diesieben07> this wont work nicely without generic
L283[06:01:12] <diesieben07> *s
L284[06:01:14] <Zaggy1024> 1.8.9 :P
L285[06:01:19] <diesieben07> well, yeah
L286[06:01:27] <madcrazydrumma> how do i update?
L287[06:01:27] <sham1> Well yeah, the labda stuff does do a lot of things under the hood, but as far as developing using Java8 they can be thought as syntax sugar, even though they might not be so
L288[06:01:36] <Zaggy1024> change the version in build.gradle
L289[06:01:40] <madcrazydrumma> I swear i am using 1.8.8 in gradle
L290[06:01:41] <Zaggy1024> re-set up
L291[06:01:49] <Zaggy1024> well what type is the collection?
L292[06:02:06] <diesieben07> sham, well, also no :D because people will reconsider using an inner class because "Performance! *handwave*"
L293[06:02:07] <diesieben07> ;D
L294[06:02:29] <Zaggy1024> what?
L295[06:02:34] <madcrazydrumma> according to minecraft: List
L296[06:02:34] <Zaggy1024> do inner classes have bad perf?
L297[06:02:38] <madcrazydrumma> they dont specify a type
L298[06:02:38] <sham1> Muh peformmance
L299[06:02:58] <diesieben07> they are just normal classes
L300[06:03:05] <Zaggy1024> madcrazy, I mean in the code, what is the return type?
L301[06:03:12] <diesieben07> but people will wave hands and scream perofrmance if you create lots of objects
L302[06:03:14] <Zaggy1024> for getPlayerList
L303[06:03:16] <madcrazydrumma> fixed it
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L305[06:03:42] <Zaggy1024> oh, you mean anonymous inner classes?
L306[06:03:44] <madcrazydrumma> MinecraftServer.getServer().getConfigurationManager().playerEntityList.stream().max(Comparator.comparingInt(epmp -> IEEP.get(epmp).getMoney()));
L307[06:03:46] <madcrazydrumma> That was before
L308[06:03:49] <diesieben07> yeah that
L309[06:03:54] <Zaggy1024> I see
L310[06:03:59] <madcrazydrumma> ((List<EntityPlayer>)MinecraftServer.getServer().getConfigurationManager().playerEntityList).stream().max(Comparator.comparingInt(epmp -> EconomyPlayer.get(epmp).getMoney()));
L311[06:04:03] <madcrazydrumma> This is how i fixed it
L312[06:04:06] <Zaggy1024> yeah, I've been a little worried about the performance impact
L313[06:04:06] <diesieben07> yu should not have to do that
L314[06:04:21] <diesieben07> mc has generics since 1.8.8
L315[06:04:28] <sham1> Thankfully
L316[06:04:34] <Zaggy1024> open the game and look at the version number :P
L317[06:05:39] <madcrazydrumma> lmao minecraft 1.8
L318[06:08:20] <Lumien> Can i call TextureMap.registerSprite on the block sheet in ModelBakeEvent or do i have to do that in TextureStitchEvent ?
L319[06:09:16] <Zaggy1024> model bake is way too late
L320[06:09:26] <Lumien> okay :)
L321[06:09:29] <Zaggy1024> texture map has to be fixed by the point it bakes
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L324[06:10:02] <Lumien> So if i want to bake a model in ModelBakeEvent
L325[06:10:07] <Lumien> How am i supposed to get the textures for it?
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L329[06:12:37] <madcrazydrumma> So diesieben07 Optional is null if there is no player?
L330[06:12:40] ⇨ Joins: manmaed|AFK (~Ender@97e64c79.skybroadband.com)
L331[06:12:55] <diesieben07> no, optional is *empty*
L332[06:13:18] <madcrazydrumma> so i use 'isPresent()'?
L333[06:13:22] <sham1> yes
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L335[06:13:29] <madcrazydrumma> Alright
L336[06:14:22] <sham1> they *could* have gone with an abstract Optional<T>-class that has 2 private inner class siblings, Just<T> and None
L337[06:15:08] <diesieben07> sham1, they havent done that because value classes
L338[06:15:31] <sham1> It can be done without them, somewhat at least
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L340[06:15:42] <madcrazydrumma> Why would there be an exclamation mark present on my project when there are no errors shown
L341[06:15:42] <diesieben07> Optinoal might become a value type
L342[06:15:50] <diesieben07> it cant if there is inheritance
L343[06:15:57] <madcrazydrumma> "Description Resource Path Location Type
L344[06:15:57] <madcrazydrumma> Build path contains duplicate entry: 'org.eclipse.jdt.launching.JRE_CONTAINER/org.eclipse.jdt.internal.debug.ui.launcher.StandardVMType/JavaSE-1.8' for project 'Economy' Economy Build path Build Path Problem
L345[06:15:57] <madcrazydrumma> "
L346[06:16:39] <madcrazydrumma> Nevermind I had 2 java8 libraries for some odd reason in the build path
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L348[06:19:53] <Zaggy1024> wouldn't these "Just" and "None" be private classes anyway?
L349[06:19:59] <sham1> Indeed
L350[06:20:02] <Zaggy1024> part of the internal implementation that could change?
L351[06:20:59] <Zaggy1024> in fact non-present optional could be a constant like empty collections
L352[06:21:20] <sham1> ^
L353[06:22:22] <diesieben07> it is.
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L355[06:23:12] <Zaggy1024> ah, didn't notice that
L356[06:23:31] <Zaggy1024> in that case why isn't it just an inner class that always returns false for isPresent?
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L358[06:24:21] <diesieben07> because Optional might be a value type in the future.
L359[06:24:32] <diesieben07> and that cannot support inheritance
L360[06:24:41] <diesieben07> they just want to keep the implementation
L361[06:24:57] <Zaggy1024> won't they have to change the implementation a bit for value types anyway?
L362[06:25:31] <diesieben07> ideally they'd change "class optinoal" to "value class Optional" and be done
L363[06:29:59] <Zaggy1024> will value types include operators?
L364[06:31:01] <diesieben07> define operators
L365[06:31:07] <Zaggy1024> operator overloading
L366[06:31:08] <diesieben07> operator overloading?
L367[06:31:11] <diesieben07> haha
L368[06:31:16] <diesieben07> it is being discussed
L369[06:31:17] <sham1> that would be nice
L370[06:31:47] <diesieben07> right now they are working on the mechnics behind it, not the language design
L371[06:31:55] <Zaggy1024> I suppose so
L372[06:32:12] <Zaggy1024> is there somewhere I can read about what they're doing exactly?
L373[06:32:26] <Zaggy1024> I'm especially interested to know how value types can be used to optimize
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L375[06:33:07] <diesieben07> http://openjdk.java.net/projects/valhalla/
L376[06:36:48] <sham1> https://gist.github.com/sham1/7e25a6cbe039ab2c09ff Very limited version of my vision, but if they do make Optional<T> a value class then it does not really matter
L377[06:37:08] <diesieben07> yes, thats how guava's optional works
L378[06:37:21] <diesieben07> but there really is not a significant advantage to either
L379[06:38:29] <sham1> Yeah, there is not
L380[06:38:49] <Zaggy1024> I figure the null check has to be slightly slower :P
L381[06:39:13] <diesieben07> nah
L382[06:39:22] <diesieben07> a) nullchecks are BLAZING fast
L383[06:39:36] <Zaggy1024> haha if only they were blazing fast to write :P
L384[06:39:37] <diesieben07> b) if you have inheritance you have to check for subtyping when invoking methods anyways
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L386[06:39:48] <diesieben07> so it comes to the same thing pretty much
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L388[06:42:18] <sham1> My design has the fact that after it becomes None it never even attempts to apply any more methods to it
L389[06:42:24] <sham1> Now the JDK one does it too
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L391[06:44:01] <sham1> But this one distinguishes between a monad with a value and a monad without a value as 2 different entities that are related only by a common ancestor
L392[06:48:08] <Nitrodev> anyone got a good example for multiblock s in 1.8
L393[06:48:24] <Zaggy1024> will value type objects with only final value type fields be cached?
L394[06:48:51] <PaleoCrafter> you know, sham1, you could just have refered to Scala :P
L395[06:49:05] <sham1> Nah
L396[06:49:25] <sham1> Much rather refer to Haskell when talking about the Maybe monad
L397[06:49:54] <PaleoCrafter> you're using the word monad way too often xD
L398[06:50:08] <sham1> Well that's what it is
L399[06:50:28] <PaleoCrafter> Maybe is a type in the first place :P
L400[06:50:34] <diesieben07> Zaggy1024, there is no caching. a value type with two int fields will behave like two ints. not an object.
L401[06:51:04] <Zaggy1024> oh
L402[06:51:05] * sham1 mumbles about how similar that sounds to structs
L403[06:51:13] <Zaggy1024> so the methods will be inlined by the compiler?
L404[06:51:17] <diesieben07> not by the compiler
L405[06:51:21] <diesieben07> it is a JVM feature
L406[06:51:32] <diesieben07> that is why it's taking a while to make :P
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L408[06:51:42] <Zaggy1024> ah
L409[06:51:53] <Zaggy1024> I'll have to read more about it, sounds interesting :)
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L412[06:55:46] <Lumien> Is it possible to somehow just "add" a json model to the vanilla model system to get it loaded & baked?
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L414[06:57:20] <Wuppy> \o/ new desk chair :D
L415[06:57:42] <Wuppy> now to put together this ikea thing :P
L416[06:58:19] <Zaggy1024> Lumien, you mean a model not tied to a block or item?
L417[06:58:26] <Lumien> Yes just a json file
L418[06:58:43] <Zaggy1024> I don't know of a straightforward way
L419[06:59:03] <Zaggy1024> I made a dummy block to force load arbitrary blockstates jsons so I can render them
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L421[06:59:18] <Zaggy1024> I'm guessing you don't mean blockstates jsons, but still you need a Block or Item AFAIK
L422[06:59:40] <PaleoCrafter> ModelLoaderRegistry.getModel, Lumien
L423[06:59:58] *** manmaed|AFK is now known as manmaed
L424[07:00:10] <Lumien> So if i call that will the model that gets returned later get baked by the system itself?
L425[07:00:32] <PaleoCrafter> no
L426[07:00:36] <PaleoCrafter> you still have to bake it yourself
L427[07:00:47] <Lumien> Where am i supposed to bake it?
L428[07:00:56] <Lumien> In ModelBakeEvent i can't add anymore textures to the block sheet
L429[07:01:10] <PaleoCrafter> that you do in TextureStitchEvent.Pre
L430[07:01:31] <Lumien> Ok so i do have to manually add all the textures in TextureStitchEvent and then bake the model in ModelBakeEvent?
L431[07:01:54] <PaleoCrafter> you don't need ModelBakeEvent, I think
L432[07:02:23] <PaleoCrafter> https://github.com/PaleoCrafter/Allomancy/blob/dev/src/main/java/de/mineformers/investiture/client/util/Modeling.java#L97 take this method as an example, I call it from an IResourceManagerReloadListener
L433[07:02:43] <PaleoCrafter> which you can register with ((IReloadableResourceManager) Minecraft.getMinecraft().getResourceManager()).registerReloadListener
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L435[07:10:25] <Nitrodev> anyone got a good example for multiblock s in 1.8?
L436[07:11:42] <sham1> what kind of multiblocks
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L439[07:12:14] <sham1> (Note, there is no space between "multiblock" and 's' when doing plural of the word)
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L442[07:17:51] <Nitrodev> yeah yeah and just regular multiblocks with storage
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L445[07:20:27] <sham1> https://gist.github.com/sham1/d6e02a9b060937b793d5
L446[07:20:36] <sham1> You can then make it implement IInventory and whatever
L447[07:20:59] <Nitrodev> yeah i got the storage part pretty much figured out
L448[07:25:35] <sham1> Now you can adapt that code I gave you to have all the things play out
L449[07:28:44] <Nitrodev> i'll try
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L453[07:39:16] <Wuppy> \o/ I'm finally dutch again
L454[07:39:18] <Wuppy> my bike is working :P
L455[07:41:05] <diesieben07> haha
L456[07:41:10] <diesieben07> stereotypes!
L457[07:41:59] <Wuppy> to be fair though, not having a bike here is a big problem
L458[07:42:04] *** kroeser is now known as kroeser|away
L459[07:43:29] <Wuppy> now, to assemble one of those damn ikea things
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L461[07:44:03] <sham1> Have fun
L462[07:44:13] <Wuppy> I'll try not to cry :P
L463[07:44:47] <sham1> IKEA furniture is actually very high quality at least here
L464[07:45:01] <diesieben07> yeah depending on what you buy IKEA is not bad
L465[07:45:13] <Ordinastie> try assemble a damn bed by yourself, then you'll cry :p
L466[07:45:13] <Wuppy> ikea is high qaulity here as well
L467[07:45:23] <Wuppy> but exactly what Ordinastie sad
L468[07:45:26] <Wuppy> said*
L469[07:45:29] <sham1> I have
L470[07:45:38] <diesieben07> i have, too
L471[07:45:42] <diesieben07> its not toooo bad
L472[07:46:23] <Wuppy> well, at least this is a chair and not a closet
L473[07:46:32] <Wuppy> those have way more parts which all look the same
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L476[07:47:32] <Ordinastie> I had to assemble the bedspring too... 42 (!) battens
L477[07:47:38] <Ordinastie> FOR EACH SIDE :'(
L478[07:47:44] <diesieben07> pussy :P
L479[07:47:59] <diesieben07> my bed broke a week ago :P
L480[07:48:12] <diesieben07> the supports for the matress just broke at one place
L481[07:48:13] <Ordinastie> and 2 nightstands
L482[07:49:23] <Ordinastie> worst thing is, you have to screw in screws in metal plates, but the holes are way too small
L483[07:49:38] <Ordinastie> and the metal plates are thougher than the screws themselves
L484[07:49:42] <Ordinastie> so, no way to make it work
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L486[07:49:44] <Wuppy> I had to make a bed where there weren't even any screw holes
L487[07:49:54] <Wuppy> and of course we put it on the wrong way around
L488[07:50:06] <Wuppy> and the material was 0.1cm thick
L489[07:50:53] <Ordinastie> you're confusing it with the cardboard box :p
L490[07:51:44] <Wuppy> at least this kit only has 2 types of screws :)
L491[07:51:51] <Wuppy> instead of 10 different things
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L493[08:00:29] <sham1> Hmm
L494[08:00:41] <sham1> Apparently Guava has some unsigned integer stuff going on
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L500[08:18:39] <Wuppy> and it's done :D
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L502[08:19:05] <Wuppy> this is some really clever design :o
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L505[08:21:48] <Ordinastie> Wuppy, what? 2 wheels, a saddle and a handlebar ? :p
L506[08:22:19] <Wuppy> 5 wheels, 5 wheel sticks, a wheel stick center, height stick, sadle, 2 arm rests and a back rest
L507[08:22:38] <Wuppy> and in the back of the back rest is a compartment to hide the tools you need to build it :P
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L510[08:34:20] MineBot sets mode: +o on LexLap
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L513[08:48:16] <kimfy> What is the "particle" key in models\block\crafting_table.json for?
L514[08:48:33] <sham1> So the crafting bench has particles
L515[08:48:43] <sham1> When you break it or dash over it for instance
L516[08:48:51] <kimfy> Ohhh when you break it, gotcha!
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L527[09:12:31] <noninc> Good evening! I am trying to learn forge related gradle stuffs and am running into 'Could not find method srgExtra()'. Is it gone in ForgeGradle:2.0-SNAPSHOT?
L528[09:13:09] <Cypher121> noninc: go to #forgegradle
L529[09:13:20] <noninc> oh, I'm sorry. Gonna ask #ForgeGradle too.
L530[09:13:27] <Cypher121> you're more likely to get answer there
L531[09:14:42] <sham1> they know better about this fancy gradle magic
L532[09:15:04] <sham1> And my grammar there was fucked up
L533[09:15:13] <sham1> The hell did I do, stutter in text?
L534[09:15:47] <noninc> Fancy indeed :D Is that channel "new"? Did not remember having that in the /topic here.
L535[09:19:05] <ghz|afk> depends on when was the last time you were here
L536[09:19:11] <Cypher121> it was there for at least 6 months
L537[09:19:18] <ghz|afk> it was in the topic over a year ago
L538[09:19:36] <ghz|afk> when I got started with modding 1.8
L539[09:19:47] <ghz|afk> (late december 2014)
L540[09:23:00] <Wuppy> damn I'm happy with my new chair <3
L541[09:23:29] <Wuppy> if anyone is looking for a desk chair, Malkolm from Ikea comes highly suggested, just 80 euros and it's great :D
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L543[09:24:05] <Wuppy> as in, comparing it to the like 400 euro chairs we have in school, this one is as good if not better :O
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L545[09:25:05] <XDjackieXD> Wuppy: there are actually schools which have good chairs? o.O
L546[09:25:08] <Cypher121> got myself a vps for $5
L547[09:25:31] <Wuppy> XDjackieXD, we got new chairs at the beginning of this year, so atm, yeah
L548[09:25:37] <Wuppy> although were short a few
L549[09:25:51] <XDjackieXD> wait are you a student or a teacher? xD
L550[09:25:56] <Wuppy> I'm a studnet
L551[09:26:09] <Wuppy> but out school is really unique anyway, we don't really have lectures
L552[09:26:16] <Cypher121> >studnet
L553[09:26:17] <Wuppy> we work on games while supervised by teachers
L554[09:26:26] <Wuppy> close enough Cypher121
L555[09:26:29] <Cypher121> I'll write that word down
L556[09:26:37] <Wuppy> why?
L557[09:26:39] <XDjackieXD> Wuppy: I would love school like this :3
L558[09:26:47] <Wuppy> XDjackieXD, it's amazing <3
L559[09:27:15] <Wuppy> our teachers worked on pretty much all of the GTA projects
L560[09:27:36] <Wuppy> and a guy also worked for 15 years at Dice, he's insanely smart
L561[09:27:42] <XDjackieXD> O.O wannahave
L562[09:27:54] <XDjackieXD> I'm in a technical school but it's extremely boring if you already know how to code and how to do electronics :3
L563[09:28:30] <Wuppy> that's too bad
L564[09:29:03] <XDjackieXD> Wuppy: in what country are you?
L565[09:29:12] <Wuppy> I work reasonably often with that teacher from Dice and he literally knows everything about C++, engines and cpu's, it's almost scary at times :P
L566[09:29:22] <Wuppy> XDjackieXD, the Netherlands
L567[09:29:41] <XDjackieXD> well I think I should move there xD (I live in Austria)
L568[09:30:10] <Wuppy> our school & city is very international so it's certainly possible
L569[09:30:32] <Wuppy> in my team I have people from america, bulgaria and a few other places
L570[09:30:36] <gr8pefish> What is the school called wuppy?
L571[09:30:41] <Wuppy> NHTV IGAD
L572[09:31:38] <Wuppy> currently we are also developing for Playstation 4 using their dev kits
L573[09:31:38] <XDjackieXD> the "interactive brochure" is flash based :P
L574[09:31:49] <Wuppy> there are only a handful of schools in the world which can do that :P
L575[09:32:06] <Wuppy> XDjackieXD, yeah... our school is pretty bad at advertising itself
L576[09:32:14] <Wuppy> on the other hand, it doens't have to
L577[09:32:29] <Wuppy> I think the year I joined there were 200 spots and about 800 people tried getting in
L578[09:32:39] <XDjackieXD> I only wnat PC or multiplatform development... (I don't like modern consoles because performance and things like pay extra for multiplayer...)
L579[09:32:48] <XDjackieXD> :P
L580[09:33:00] <Wuppy> we had to do mobile development last block, but it's a good thing to learn
L581[09:33:26] <XDjackieXD> how to handle limited performance? :P
L582[09:33:35] <Wuppy> it sucks, but it is useful
L583[09:33:58] <XDjackieXD> the showcase videos on the homepage won't play and the interactive brochures only display a white image :(
L584[09:34:07] <Wuppy> aw dang :P
L585[09:34:34] <XDjackieXD> I found a vid that loads \o/
L586[09:34:47] <gr8pefish> Still looks like a cool place. What year are you wup?
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L588[09:34:50] <Wuppy> inb4 I know the people in that video :P
L589[09:34:53] <Wuppy> second year atm
L590[09:37:49] <XDjackieXD> I just got unreal editor 4 to run natively on linux and I want to get into game dev (I have some ideas. anyone knows how to randomly generate textured low-poly terrain in ue4? :P)
L591[09:38:03] <Wuppy> Ue4 is great
L592[09:38:07] <Wuppy> but also a bitch
L593[09:38:29] <XDjackieXD> UE4 is great. haven't found the bitchy side so far :P
L594[09:38:45] <Wuppy> you havent done any C++ then have you?
L595[09:39:12] <Wuppy> hmm I actually know a way to do what you want
L596[09:39:15] <XDjackieXD> I started to code using C on AVRs when I was 10 but I only used the object oriented part of C++ once :P
L597[09:39:15] <Wuppy> maybe
L598[09:39:30] <Wuppy> if your C++ code crashes in unreal, the entire editor crashes
L599[09:39:36] <XDjackieXD> wow :P
L600[09:39:38] <Wuppy> also, code help from VS is broken
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L602[09:39:51] <Wuppy> and the editor crashes when you double click certain things sometimes
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L604[09:39:58] <Wuppy> the blueprint system is awesome though
L605[09:40:01] <Wuppy> and the ai system
L606[09:40:08] <XDjackieXD> Wuppy: I don't think the linux editor has this issues.
L607[09:40:22] <XDjackieXD> Yeah I played around with the blueprint system lately
L608[09:40:29] <Wuppy> https://wiki.unrealengine.com/Procedural_Mesh_Generation
L609[09:40:41] <Wuppy> that system should be perfect
L610[09:40:45] <Wuppy> even runs on mobile :O
L611[09:41:35] <XDjackieXD> my plan is to build as much as possible using blueprints so my 2 friends who want to help can help (they don't know how to code) and later rewrite it in C++ when everything is working to improve performance (C++ is about 10 times faster according to epicgames)
L612[09:41:45] <PaleoCrafter> why wouldn't it run on mobile? :P
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L614[09:41:55] <Wuppy> PaleoCrafter, 2 reasons
L615[09:42:10] <Wuppy> 1. Unreal has many limits on mobile, such as only having 4 dynamic lights
L616[09:42:18] <Wuppy> 2. dynamic meshes are heavy
L617[09:42:42] <Wuppy> XDjackieXD, we had a guest lecture from a guy who made a complete game in Unreal and almost all of it was done in blueprints
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L619[09:42:43] <XDjackieXD> yes because you can't pre-calc shaders.
L620[09:43:08] <XDjackieXD> Wuppy: you can even create your own blueprint modules using c++
L621[09:43:24] <Wuppy> basically, only heavy code has to be done in C++, BP is really quite fast as well
L622[09:43:30] <Wuppy> XDjackieXD, I know, it's an amazing system
L623[09:43:49] <XDjackieXD> it's the best block-based programming i've seen so far
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L626[09:44:18] <Wuppy> it's the only one I've tried, but it's great
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L629[09:45:21] <PaleoCrafter> eh, nothing compares to Scratch, XDjackieXD xD
L630[09:46:01] <Wuppy> so many XDs
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L635[09:47:19] <XDjackieXD> PaleoCrafter: scratch... /me shudders
L636[09:48:29] <sham1> I know what compares to Scrach. The LEGO EV3 Mindstorm programming "language"
L637[09:49:00] <XDjackieXD> ._. just program it using C/C++!
L638[09:49:20] <sham1> But cross-compiling sucks
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L640[09:52:45] <ghz|afk> you can always use C#/MonoGame, VS2015 comes with android compilation ;P
L641[09:53:21] <ghz|afk> (MonoGame being a crossplatform recreation of the XNA runtime)
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L643[09:54:53] <Nitrodev> hii all
L644[09:55:03] <XDjackieXD> ghz|afk: just... no... use a good game engine (XNA was crappy... Also I would never use VS... C-Lion <3)
L645[09:55:30] <ghz|afk> XNA was nice
L646[09:55:34] <ghz|afk> it just wasn't a full game engine
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L649[09:55:47] <ghz|afk> can't compare XNA to like, Unity or Unreal
L650[09:55:51] <Penguin> Hi :)
L651[09:56:11] <ghz|afk> in fact some years ago I started creating a proper game engine on top of XNA, but I just meh'd and started using Unity instead
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L654[09:56:25] <ghz|afk> all the issues that Unity has, are still better than reinventing all the wheels involved in a game engine
L655[09:56:25] <ghz|afk> XD
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L657[09:56:40] <Nitrodev> i can't use unreal even the main scene puts my GPU temp at 90
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L659[09:56:44] <XDjackieXD> ghz|afk: ok. it was a framework but there are still better ones that have better cross platform support...
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L662[09:57:00] <ghz|afk> sure
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L664[09:57:08] <XDjackieXD> Nitrodev: wtf? I got unreal4 games to run on my laptop (first gen i5 with intel GMA card...)
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L667[09:57:42] <Nitrodev> XDjackieXD, i haven't EVEN opened my pc in like 3 years so :P
L668[09:57:49] <XDjackieXD> :P
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L670[09:57:56] <XDjackieXD> what gpu?
L671[09:58:06] <gigaherz> Nitrodev: then you need to remove the dust from the case ;p
L672[09:58:18] <Nitrodev> yeah
L673[09:58:24] <XDjackieXD> that would be a good idea :P
L674[09:58:34] <Nitrodev> i'm just so lazy
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L676[09:58:43] <gigaherz> XDjackieXD: I remember someone made an actual proper game engine in C#, but I can't remember the name -- they put it up on github XD
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L679[09:58:50] <Nitrodev> i'll clean it after the passive temp goes near 60
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L682[09:59:31] <Nitrodev> XDjackieXD, i got a FTX 760
L683[09:59:36] <Nitrodev> 192-bit
L684[09:59:39] <XDjackieXD> gigaherz: why C#? D:
L685[10:00:16] <XDjackieXD> Nitrodev: GTX or FTX? o.O
L686[10:00:28] <Nitrodev> GTX
L687[10:00:32] <Nitrodev> sorry
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L689[10:00:48] <XDjackieXD> that should be more than enough to run the ue4 editor o.O
L690[10:00:48] <Penguin> Do you know if there's a way to retrieve the clicked block from a PlayerInteractEvent? Or from some other event, by the way
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L693[10:01:08] <XDjackieXD> Penguin: raytracing maybe?
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L696[10:02:13] <Penguin> I'll try it, but isn't there a easier way?
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L699[10:02:36] <Cypher121> can't you get MovingObjectPosition from player's sight?
L700[10:02:39] <XDjackieXD> idk. probably not if you don't get the coords the player clicked at
L701[10:02:54] <Cypher121> although it's probably not going to work for things that do remote clicking
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L703[10:03:42] <Penguin> Yes, I see
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L706[10:03:48] <Penguin> Thanks :)
L707[10:05:21] <Temportalist> Cypher121: yes you can
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L709[10:05:25] <Nitrodev> what classes do i need for a multiblock structure
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L712[10:06:12] <Temportalist> Cypher121: https://github.com/TheTemportalist/Origin/blob/dev/src/main/scala/temportalist/origin/api/common/utility/Cursor.scala#L91
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L715[10:06:34] * Cypher121 clicks, sees scala and nopes out
L716[10:06:37] <PaleoCrafter> get rid of those type annotations, Temportalist D:
L717[10:06:42] <Temportalist> Nitrodev: that depends on how you are handling it, usually its lots of custom classes
L718[10:06:59] <Temportalist> PaleoCrafter: I know haha, that was in my earlier scala days
L719[10:07:24] <Nitrodev> handling?
L720[10:07:26] <PaleoCrafter> assumed so :D
L721[10:07:36] <Nitrodev> like what is the functionality of it?
L722[10:08:01] <Temportalist> Nitrodev: vanilla MC has no multiblock structures, you have to write custom code to do all the parent/controller code for it
L723[10:08:07] <Temportalist> Nitrodev: yes
L724[10:08:10] <Nitrodev> ah
L725[10:08:32] <Nitrodev> wait isn't the double chest kind of a multiblock?
L726[10:08:53] <Temportalist> Nitrodev: *kinda* same goes for enchanting table
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L732[10:11:11] <Temportalist> PaleoCrafter: I removed them... in that class...
L733[10:11:13] <Nitrodev> okay because the multiblocks i will be adding are only storage ones
L734[10:11:14] <gigaherz> Nitrodev: there's no concept of "multiblock"
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L737[10:11:18] <gigaherz> the double-chest is a hack
L738[10:11:19] <Nitrodev> nothing else special
L739[10:11:37] <gigaherz> it just detects when you place one chest next to another
L740[10:11:39] <Nitrodev> and there's the word again
L741[10:11:43] <gigaherz> and merges their TileEntities
L742[10:11:46] <Nitrodev> yeah i got that
L743[10:11:57] <PaleoCrafter> everybody forgets about portals :D
L744[10:12:11] <gigaherz> nether portals aren't really multiblocks
L745[10:12:21] <gigaherz> each portal piece acts independently
L746[10:12:21] <gigaherz> XD
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L749[10:12:35] <PaleoCrafter> uhm... they act as one big portal :P
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L751[10:13:09] <Temportalist> hey, can any of you give me a hand with some world rendering?
L752[10:13:17] <Nitrodev> yet you can place the portals separetly in creative :P
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L755[10:13:31] <PaleoCrafter> they'll go away immediately, iirc
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L758[10:13:53] <PaleoCrafter> and you can place most multiblock parts individually in creative/with commands
L759[10:14:03] <Nitrodev> wellyeah
L760[10:14:22] <PaleoCrafter> lol, Spotify has a whole genre dedicated to the Beatles :D
L761[10:14:26] <gigaherz> a portal block only stays if it's surrounded by a valid portal
L762[10:14:35] <Nitrodev> how do i have 32 followers o.O
L763[10:14:53] <IoP> creepers!
L764[10:15:36] <Nitrodev> or people who wan tme to follow 'em back
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L767[10:15:44] <Nitrodev> nice try
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L772[10:17:00] <Wuppy> heh, I may actually be able to play Laser Tag as a useful educational experience for school xD
L773[10:17:27] <XDjackieXD> Wuppy: we may do this too ^^
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L775[10:17:47] <Wuppy> I may be making laser tag with an Arduino
L776[10:17:51] <madcrazydrumma> Is there a sign event?
L777[10:17:59] <Wuppy> otherwise, flying quad copters through the school building sounds pretty cool as well
L778[10:18:10] <XDjackieXD> :D
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L786[10:18:48] <XDjackieXD> laser tag with arduinos is pretty easy. just buy some cheap lasermodules from dealextreme (like 10 pieces cost 5€) and ,odulate them
L787[10:19:02] <XDjackieXD> *modulate
L788[10:19:13] <Wuppy> I haven't really looked at it a lot so far, I've been trying to make a custom game controller using Arduino
L789[10:19:19] <Wuppy> and linking it to Unreal
L790[10:20:30] *** willieaway is now known as williewillus
L791[10:21:37] <Temportalist> a chunk's position starts in negative and goes to positive, right?
L792[10:21:53] <Temportalist> so a chunk at (0,0) would start at 0, 0 and go to 15, 15
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L794[10:22:01] <PaleoCrafter> yes
L795[10:22:15] <XDjackieXD> Wuppy: get a arduino leonardo or use v-usb and emulate an xbox gamepad.
L796[10:22:31] <Wuppy> XDjackieXD, we have an Arduino Uno
L797[10:22:44] <Temportalist> And axis' look like this?
L798[10:22:48] <Temportalist> https://www.irccloud.com/pastebin/LwU4Tbl3/
L799[10:22:49] <XDjackieXD> then use v-usb
L800[10:23:03] <Temportalist> Or is the z the other way?
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L806[10:24:37] <madcrazydrumma> How can i check if the player put certain words on a sign?
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L808[10:25:09] <Nitrodev> i don't think ya can
L809[10:25:31] <madcrazydrumma> aw what, i swear there used to be a sign event or something
L810[10:26:07] <Upthorn> you might be thinking of bukkit?
L811[10:26:35] <madcrazydrumma> Yea maybe
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L814[10:26:41] <madcrazydrumma> But there must be a way
L815[10:28:14] <Upthorn> You could definitely do it by making your own sign to replace Vanilla's
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L817[10:28:45] <Nitrodev> yeah that's a choice
L818[10:28:47] <williewillus> can't you just listen for the sign container to open
L819[10:28:50] <williewillus> and then chekc the te
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L822[10:29:03] <Cypher121> does sign even have a container? I can't find it
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L825[10:30:47] <gigaherz> no the sign doesn't use a container-based gui
L826[10:31:04] <gigaherz> it's just the TileEntity, TESR, and commands
L827[10:31:10] <gigaherz> packets I meant
L828[10:31:53] <madcrazydrumma> So there's no way?
L829[10:32:02] <madcrazydrumma> without a new sign*
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L834[10:32:27] <Temportalist> Does this look right to you rendering peeps?
L835[10:32:28] <Temportalist> https://gist.github.com/anonymous/fb5fe492547cee266cb2
L836[10:32:37] <Temportalist> cc fry
L837[10:32:55] <Cypher121> why is there GuiOpenEvent but no GuiCloseEvent?
L838[10:33:18] <diesieben07> GuiOpenEvent with screen==null is the close event :P
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L842[10:33:57] <Cypher121> seriously?
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L845[10:34:07] <Cypher121> I hope that it's not
L846[10:34:10] <Temportalist> it should be renamed GuiChangeEvent...
L847[10:34:53] <Cypher121> even like that, what use can it possibly have if it provides no information about what gui/te/player/whatever fired it?
L848[10:35:35] <diesieben07> because thats not possible to kno
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L850[10:35:47] <diesieben07> Minecraft.displayGuiScreen doesn't have any context
L851[10:35:52] <Upthorn> Well, you get that information when the GUI actually opens, right?
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L854[10:36:38] <Cypher121> and I guess it's not like that event even exists serverside
L855[10:36:45] <diesieben07> indeed it does not
L856[10:36:50] <Upthorn> Oh, I see what you're saying
L857[10:37:10] <Cypher121> well, I mean it's probably possible to do it like this
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L860[10:37:37] <Cypher121> if sign gui opened, set flag. if flag and gui closed, send packet for server to check... what?
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L863[10:38:19] <Cypher121> I wonder if that guy will ever get that his connection is bad
L864[10:38:47] <williewillus> :p
L865[10:40:27] <noninc> Would it be possible to create a block dynamically at runtime on the client after startup but before joining a world?
L866[10:40:35] <PaleoCrafter> Cypher121, I think there's a way to hook into vanilla's packet handling
L867[10:40:44] <Temportalist> Hey, so I am using WorldRenderer.color, but it isnt coloring my texture (blend at 771)
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L869[10:41:17] <diesieben07> noninc, no, blocks & items have to be created in preInit.
L870[10:41:21] <PaleoCrafter> you're only coloring one vertex, Temportalist :P
L871[10:41:29] <Temportalist> Im coloring them all
L872[10:41:30] <diesieben07> why?
L873[10:41:32] <PaleoCrafter> WorldRenderer.color is not the same as the old one
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L876[10:41:47] <PaleoCrafter> just use GlStateManager.color
L877[10:41:58] <Temportalist> https://gist.github.com/anonymous/947e7f8859f98ed9d387
L878[10:41:59] <PaleoCrafter> oh
L879[10:42:02] <PaleoCrafter> that was a function :D
L880[10:42:24] <Temportalist> its a white texture
L881[10:42:28] <PaleoCrafter> but yeah, just use the state manager if they all will have the same color anyway
L882[10:42:31] <Temportalist> but is rendering black
L883[10:42:48] <Temportalist> oh, maybe divide by 255
L884[10:42:52] <noninc> diesieben07: any place I can look up what info must be there at preInit and what can be changed later. So I can maybe reserve a generic block and customize it later?
L885[10:43:04] <Temportalist> yup, that was it
L886[10:43:04] <diesieben07> yes, that would be what to do.
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L889[10:43:51] <noninc> as to the first part, you know any place? I find it hard looking for information for forge internals
L890[10:44:11] <PaleoCrafter> but keep in mind that you won't be able to create totally different blocks with that generic one
L891[10:44:22] <diesieben07> not sure what you are looking for.
L892[10:44:43] <PaleoCrafter> as of 1.8, pretty much everything goes into pre-init, noninc
L893[10:45:16] <PaleoCrafter> integration with other mods and things like that would go into later stages
L894[10:45:20] <noninc> so it is more or less a trial and error thing to try what I can do after preinit?
L895[10:45:29] <diesieben07> uh, no not really
L896[10:45:41] <diesieben07> you register your things when your mod starts up, most things in preInit, recipes in init
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L899[10:45:50] <diesieben07> don't try to register stuff later,
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L902[10:46:04] <PaleoCrafter> right, why *do* you register recipes in init? xD
L903[10:46:15] <sham1> so you can use some other stuff
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L905[10:46:18] <diesieben07> because OreDict recipes are slighly broken
L906[10:46:23] <noninc> but the again minetewaker changes recipes at runtime, even when server is ticking
L907[10:46:24] <diesieben07> they capture the ordict state at the time of creation
L908[10:46:25] <PaleoCrafter> lol
L909[10:46:37] <Temportalist> PaleoCrafter: how do I switch the direction the texture is facing?
L910[10:46:47] <Temportalist> without changing the position
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L912[10:47:04] * Temportalist knows it is some sort of vertex order change
L913[10:47:19] <PaleoCrafter> yeah, reverse the order
L914[10:47:28] <PaleoCrafter> or disable culling if you want it to be visible on either side
L915[10:48:11] <Temportalist> PaleoCrafter: no, need different colors on each side. Just invert the order so 1234 is 4321?
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L920[10:48:56] <PaleoCrafter> yeah
L921[10:49:43] <Temportalist> hmmm, I got yellow and green things...
L922[10:49:48] <Temportalist> instead of blue
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L927[10:51:25] <Darva> Only one last part to port to 1.8.9... and it's the complicated part that does weird stuff with blocks and metas.
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L932[10:54:17] <Temportalist> Darva: HA
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L942[10:59:31] <Temportalist> is there a way to prevent blends from increasing overlapping opacity?
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L952[11:05:24] <g> Hey guys, looking for some troubleshooting help
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L954[11:05:32] <g> crash report: https://gist.githubusercontent.com/anonymous/0c2af4badd74932b2b84/raw/789f57e4acd18f002caab94de23903da43d4bdf1/crash-2016-01-16_12.02.48-server.txt
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L958[11:05:54] <g> it looks to me like there's some mod breaking here, was hoping someone would have a better way to figure out which mod it is rather than "load them one at a time"
L959[11:06:07] <g> since I can't figure the mod from the traceback
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L964[11:09:09] <g> (a clean world doesn't fix it, but removing all mods does, so it's almost 100% one of the mods)
L965[11:09:29] <Temportalist> PaleoCrafter: can you set the engine to render a texture by tileing instead of stretching?
L966[11:09:33] <mikebald> EnderIO: Found the following problem(s) with your installation:
L967[11:09:33] <mikebald> * An unknown AE2 API is installed (rv3 from appliedenergistics2-rv3-beta-5.jar).
L968[11:09:40] <mikebald> That part will probably help you out
L969[11:09:44] <g> I saw that
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L971[11:09:47] <g> removing AE doesn't help
L972[11:09:58] <g> shall I do that again and get a new crash report?
L973[11:10:01] <PaleoCrafter> if it isn't on the texture map, yes, Temportalist
L974[11:10:06] <mikebald> Might be helpful
L975[11:10:10] <Temportalist> like a resource location
L976[11:10:14] <g> m'kay
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L982[11:11:37] <Temportalist> PaleoCrafter: how do?
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L986[11:12:16] <PaleoCrafter> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
L987[11:12:28] <PaleoCrafter> and use UVs that are larger than the 0..1 range
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L989[11:13:50] <Temportalist> PaleoCrafter: that didnt do anything?
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L992[11:13:59] <mikebald> g, if that doesn't work try removing threadedlighting; you'll need to remove Aether 2 too probably as I think that's a dependency.
L993[11:14:31] <g> mikebald, Threaded Lighting comes from minecraft.jar though?
L994[11:14:38] <williewillus> 0.o
L995[11:14:38] <g> ah, no
L996[11:14:41] <PaleoCrafter> do you call it after binding the texture, Temportalist?
L997[11:14:42] <g> I'm not sure where that one comes from
L998[11:14:44] <g> hmm
L999[11:14:47] <williewillus> it's gildedgamesutil
L1000[11:14:51] <Temportalist> PaleoCrafter: should it be before?
L1001[11:14:58] <PaleoCrafter> I don't think so xD
L1002[11:15:01] <g> ah, yeah, that's there because aether
L1003[11:15:05] <g> alright, I can try that
L1004[11:15:37] <Temportalist> PaleoCrafter: https://gist.github.com/anonymous/c92c8c11b6fb5b44e46b
L1005[11:15:55] <Temportalist> I tried moving them apart (like push and pop) and that didnt do anything either
L1006[11:16:22] <PaleoCrafter> btw, use GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA instead of 770, 771 :P
L1007[11:16:58] <Temportalist> so thats what those numbers are
L1008[11:16:59] <PaleoCrafter> and use GlStateManager.enableBlend :P
L1009[11:17:06] <g> yeah, removing aether and gilded doesn't fix it
L1010[11:17:11] <PaleoCrafter> you can look stuff up here: http://legacy.lwjgl.org/javadoc/constant-values.html
L1011[11:17:28] <g> I guess I'm going to have to do this the hard way, eh
L1012[11:17:33] <Temportalist> PaleoCrafter: meh
L1013[11:17:42] <Temportalist> Want them to tilesies
L1014[11:17:44] <PaleoCrafter> hm... try putting it before the bind call
L1015[11:17:58] <PaleoCrafter> oh...
L1016[11:17:59] <Temportalist> nope
L1017[11:18:05] <PaleoCrafter> your UVs are in the 0..1 range :P
L1018[11:18:06] <g> is there a method in bash that would let me move 50% of files, eg with a range regex for starting letter?
L1019[11:18:19] <PaleoCrafter> you have to use some multiply of 1 for your max U/V
L1020[11:18:27] <Temportalist> gotcha
L1021[11:18:27] <PaleoCrafter> or anything larger than 1, really
L1022[11:18:35] <PaleoCrafter> that defines how often it will get repeated
L1023[11:18:40] <g> oh, mv [L-Zl-z]*
L1024[11:18:41] <g> well then
L1025[11:19:30] <Temportalist> PaleoCrafter: in my case, maxY / 256
L1026[11:20:25] <Temportalist> PaleoCrafter: that did nothing
L1027[11:20:38] <PaleoCrafter> and where are the texture param calls now? :D
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L1030[11:20:58] <Temportalist> I move them back to after...
L1031[11:21:02] <Temportalist> Ill put them back before
L1032[11:21:40] <Temportalist> there we go...
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L1034[11:22:32] <PaleoCrafter> does it work? :D
L1035[11:22:34] <Temportalist> PaleoCrafter: doing color counds on forced chunks
L1036[11:22:46] <PaleoCrafter> hm?
L1037[11:23:03] <Overreacted> How would I go about making my own FontRenderer?
L1038[11:23:16] <Overreacted> as in I want a custom font to appear on my Gui
L1039[11:23:29] <Darva> Ooh, i just realized, i can get rid of my only tile entity in this mod... I only needed it for rendering purposes.
L1040[11:24:53] <Flenix> I'm having weird issues with rayTraceBlocks - something is changing my player coordinate Vec3. Can anyone help? http://pastebin.com/fmxseW3j
L1041[11:25:17] <williewillus> in 1.7 there's a client/server bug
L1042[11:25:23] <Flenix> Yup, accounted for that
L1043[11:25:49] <Flenix> It's all three values changing and they're correct before I call rayTraceBlocks. I println the values directly before and after
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L1046[11:27:05] <Temportalist> PaleoCrafter: https://gyazo.com/48a204bf113fd3bf7341104a08825737
L1047[11:27:14] <PaleoCrafter> ah, cool
L1048[11:27:33] <Overreacted> nvm I found how to make my own font
L1049[11:27:39] <PaleoCrafter> I'd never have thought about doing that with a texture
L1050[11:27:46] <Overreacted> but is there perhaps a way to increase the maximum size of a letter?
L1051[11:27:54] <Overreacted> as In a 32x32 font instead of what it is now
L1052[11:27:55] <Darva> Odd, when i do: block.getMetaFromState(world.getBlockState(new BlockPos(tx,ty,tz))), it hits my block, and appears to call the vanilla getMetaFromState (instead of the one on the block itself), and gripe because it doesn't know how to transform that state to meta.
L1053[11:28:11] <Temportalist> PaleoCrafter: next up is persistent forcing (between world loads)
L1054[11:28:20] <Flenix> Overreacted, stab in the dark as I have no idea what you're doing but if it's in GL just use glScalef?
L1055[11:28:27] <Overreacted> no
L1056[11:28:32] <Overreacted> I mean the actual texture
L1057[11:28:36] <Overreacted> I want to make a fancy font
L1058[11:28:48] <Flenix> Ah - doesn't it just scale automatically like block/item textures?
L1059[11:29:01] <Flenix> I've seen resource packs using fancy textures before and they obviously don't touch code
L1060[11:29:01] <Overreacted> idk rly
L1061[11:29:08] <Overreacted> I'll try
L1062[11:29:21] <Flenix> Worth a shot, just double the size in paint and see if it still loads
L1063[11:29:40] <g> alright, it seems to be galacticraft
L1064[11:30:07] <g> just confirming my hunch..
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L1066[11:33:23] <g> yu
L1067[11:33:25] <g> yup*
L1068[11:33:30] <g> alright, guess I'll report it to their team
L1069[11:33:35] <g> thanks for the tips though, guys
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L1071[11:36:47] <Tenrys> hello
L1072[11:37:13] <Tenrys> how would I make my command's caller launch himself in the air when he runs it?
L1073[11:37:52] <williewillus> in the processCommand method of your command
L1074[11:38:21] <Tenrys> I'm using 1.8
L1075[11:38:23] <Tenrys> so execute
L1076[11:38:35] <Tenrys> Entity ent = sender.getCommandSenderEntity();
L1077[11:38:36] <Tenrys> Vec3 look = ent.getLookVec().normalize();
L1078[11:38:36] <Tenrys> ent.addVelocity(look.xCoord * 300, look.yCoord * 300, look.zCoord * 300);
L1079[11:38:41] <Tenrys> this is my code right now
L1080[11:38:41] <Tenrys> would that wokr?
L1081[11:38:48] <Tenrys> work*
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L1084[11:39:06] <williewillus> not sure because clients handle all movement normally, and idk if you need a special server call to override that
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L1086[11:43:58] <Flenix> AH that's it, I was forgetting to addVector with the range! Thanks for your unintentional help Tenrys ;)
L1087[11:44:19] <Tenrys> lol no problem i guess
L1088[11:44:21] <Tenrys> I come from garry's mod
L1089[11:44:42] <Flenix> As for "would that work" - You seen the new star wars? If so, just think what Han said before taking off in the millenium falcon after he gets it back.
L1090[11:45:31] <Temportalist> PaleoCrafter: should I use json or NBT to load/save data on world load and save?
L1091[11:45:45] <PaleoCrafter> WorldSavedData ;)
L1092[11:45:47] <PaleoCrafter> i.e. NBT
L1093[11:45:57] <PaleoCrafter> unless you want it to be easily editable by users
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L1095[11:47:12] <Darva> if (OreDictionary.itemMatches(item.getEntityItem(), new ItemStack(Blocks.log),false) && !world.isRemote) Isn't doing what i want. It matches oak logs, but no other kind of log.
L1096[11:47:27] <Temportalist> PaleoCrafter: well I only need it to load once on server load (because its all in the same file)
L1097[11:47:34] <Temportalist> so maybe not worldsaveddata
L1098[11:47:35] <Tenrys> i didn't see any star wars lol
L1099[11:47:42] <Temportalist> or maybe worldsaveddata just for dim 0?
L1100[11:48:33] <PaleoCrafter> yeah, you can have WorldSavedData for all dimensions
L1101[11:48:38] <PaleoCrafter> it is by default, I think
L1102[11:48:50] <Temportalist> PaleoCrafter: but i dont want it per dimension
L1103[11:49:08] <Temportalist> although maybe thats a good idea....
L1104[11:49:50] <diesieben07> Darva, getOreID("logWood") in your mod init and store it in a static field. then when you wnat to check: Ints.contains(OreDictionary.getIDs(stack), <id_from_step_one>)
L1105[11:50:26] <PaleoCrafter> Temportalist, that's what I mean, it's one for all dimensions by default
L1106[11:50:30] <PaleoCrafter> unless I got that wrong, diesieben07? :D
L1107[11:50:43] <diesieben07> i didn't pay attention :D
L1108[11:50:46] <Temportalist> PaleoCrafter: no, you are correct. I just have all my dimensions in the same map right now
L1109[11:50:47] * diesieben07 is setting up a webserver
L1110[11:50:54] <diesieben07> and its a pain in the buttock
L1111[11:50:56] <diesieben07> *s
L1112[11:50:58] <Temportalist> PaleoCrafter: so I am going to have to split them, although that is probably for the best
L1113[11:51:45] <Darva> diesieben07: K, trying.
L1114[11:52:02] <mikebald> diesieben07 I hear you, I spent like 4 hours just setting up FTP on a windows server the other day...
L1115[11:52:14] <diesieben07> whaa? :D that doesn't sound too hard
L1116[11:52:29] <diesieben07> but getting the correct binaries for apache php and all that shit is a pain
L1117[11:52:37] <diesieben07> but, i guess
L1118[11:53:02] <mikebald> Well, IIS doesn't save passive FTP port ranges until you tell the service to stop and restart... it's not documented =/
L1119[11:53:19] <mikebald> If you tell the FTP site to restart, it doesn't update the settings. . .
L1120[11:53:21] <diesieben07> well... IIS.
L1121[11:53:25] <mikebald> yeah =)
L1122[11:53:31] <diesieben07> the name tells you already that it cannot be good :D
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L1125[11:54:57] <Darva> diesieben07: That method works, but looks to be a pain in the butt with oredictionary entries that aren't known at compile time... Which i will be dealing with.
L1126[11:55:16] <diesieben07> then you just have to call getOreID directly instead of storing it
L1127[11:55:27] <diesieben07> it's not that expensive, but you can do it ahead of time if the entry is statically known
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L1129[11:55:47] <Darva> getOreId only works on the oredictionary name though doesn't it? Or does it work on the basic item name as well?
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L1131[11:56:08] <mikebald> I tried using Apache 2.4 recently and eventually just gave up and installed lighttpd
L1132[11:56:16] <diesieben07> it works on the oredict entry name
L1133[11:56:18] <diesieben07> haha
L1134[11:56:21] <mikebald> [different system of course]
L1135[11:56:25] <diesieben07> but my production env is apache
L1136[11:56:28] <diesieben07> so i want to replicate it
L1137[11:56:39] <Darva> mikebald: Really? Apache is so easy... It's the only thing we never have to troubleshoot at work.
L1138[11:56:49] <diesieben07> yes, it's easy once it runs
L1139[11:56:58] <Darva> Jboss on the other hand... *sighs*
L1140[11:57:04] <mikebald> Darva Apache was easy, they introduced some changes from 2.2 to 2.4 that completely breaks the configs IIRC
L1141[11:57:56] <Darva> Ahh. We're still on 2.2, the only thing in 2.4 we want, we can't use because of security concerns.
L1142[11:58:14] <Temportalist> PaleoCrafter: scala question
L1143[11:58:20] <PaleoCrafter> go ahead
L1144[11:58:47] <Temportalist> I want a function which is called by: Object.foo[ClassA](world)
L1145[11:58:56] <diesieben07> whooo http://i.imgur.com/FPvvvX4.png
L1146[11:58:59] <Temportalist> But ClassA must extend WorldSavedData
L1147[11:59:11] <Temportalist> so far, I have def forWorld[T: TypeTag](world: World): T
L1148[11:59:38] <Temportalist> How do I write it so the compiler knows that T: TypeTag must extend WorldSavedData?
L1149[11:59:46] <mikebald> diesieben07 yay! now all we need to see is phpinfo(); =D
L1150[11:59:59] <Temportalist> where TypeTag is scala.reflect.runtime.universe.TypeTag
L1151[12:00:45] <PaleoCrafter> T <: WorldSavedData: TypeTag iirc
L1152[12:00:57] <diesieben07> there you go :Dhttp://i.imgur.com/ffaVd92.png
L1153[12:01:01] <Temportalist> PaleoCrafter: YUP!
L1154[12:01:03] <Temportalist> thanks!
L1155[12:01:08] <PaleoCrafter> np
L1156[12:01:22] <diesieben07> why is the php.ini in C:\Windows :O
L1157[12:02:15] <mikebald> diesieben07 Apache on windows?! You heathen! =)
L1158[12:02:24] <diesieben07> it's not for prod lol
L1159[12:03:20] <Temportalist> PaleoCrafter: https://gist.github.com/anonymous/4f7bcb58fd4ffdc0a9ba
L1160[12:03:58] <Darva> Heh, I've used apache on windows at work to make incoming queries look like they're coming from the local box, so ServiceV will actually respond to them. Like using a 747 to help a grandma cross the street, but it works.
L1161[12:04:12] <diesieben07> lol
L1162[12:05:32] <Darva> What can i say, give me a dumb goal, and i'll give you a sarcastic but workable answer.
L1163[12:05:41] <PaleoCrafter> Temportalist, do dataClass.cast(null) and dataClass.cast(data)
L1164[12:05:53] <PaleoCrafter> looks a bit nicer, imo
L1165[12:10:43] <mikebald> So, I'm running into some oddities with GameRegistry.addSubstitutionAlias... I've replaced the Vanilla snowball with my own [yay!] but it's having some odd results..
L1166[12:11:17] <mikebald> First: Even though I don't list a creative tab for my replacement item, it shows up and there's 2 versions... both work exactly the same
L1167[12:11:45] <mikebald> And for debugging, onItemRightclick I added an output... it outputs twice when throwing 1 snowball.
L1168[12:12:18] <mikebald> Anyone know if GameRegistry.addSubstitutionAlias is. . . kinda funky at the moment? [1.8 latest]
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L1170[12:19:38] * mikebald isn't sure if that's normal behavior or not, but here: https://github.com/mikebald/snowball/
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L1172[12:20:19] MineBot sets mode: +o on LexLap
L1173[12:20:27] * dangranos shudders
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L1175[12:20:43] <dangranos> wikipedia pages about diseases
L1176[12:20:52] <dangranos> worse than any horror films
L1177[12:24:03] <gigaherz> why do you think doctors are often distant and detached?
L1178[12:24:10] <gigaherz> they didn't just look at wikipedia, they had to study it
L1179[12:24:18] <gigaherz> and then work with patients that had shit like that
L1180[12:24:19] <gigaherz> XD
L1181[12:25:19] <Wuppy> okay what the fuck...
L1182[12:25:38] <Wuppy> the steam discovery list is so stupid that it's asking if I'm interested in buying a game I've already purhcased and played....
L1183[12:26:07] <Wuppy> I can make a better discovery list than valve appernatly
L1184[12:26:12] <Wuppy> in fact, I even made one for movies :P
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L1187[12:28:42] <williewillus> what was the call to tell if we have deobf environment?
L1188[12:28:49] <williewillus> Launch.blackboard.something
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L1191[12:31:56] <Temportalist> williewillus: why?
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L1193[12:32:08] <Temportalist> I don't know it, but curious I am
L1194[12:32:20] <williewillus> found it, ((Boolean) Launch.blackboard.get("fml.deobfuscatedEnvironment")). It tells you if you're in a dev env or not
L1195[12:32:24] <williewillus> so you can enable debug stuff
L1196[12:32:25] <Ordinastie> jadedcat, is there a way to permanently delete uploaded files ?
L1197[12:33:34] <Ordinastie> because I uploaded some files to the wrong project, but now, on the right on they get rejected because they're considered as duplicate
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L1200[12:38:10] <Temportalist> Ordinastie: plus projects which one might have deleted and are now just sitting on their profile
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L1212[12:55:33] <Ordinastie> Temportalist, I have one of those too *_*
L1213[12:56:08] <Temportalist> Ordinastie: I think I have like 3..........
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L1220[13:10:05] <Soni> can we get multithreaded coremodding?
L1221[13:10:16] <PaleoCrafter> wat
L1222[13:11:08] <tterrag> that's not how it works Soni. you can't just smash two programming words together and hope it means something
L1223[13:11:10] <Soni> multithreaded class transformers, so e.g. if 2 coremods change the same class but different methods, they can modify each method separately and at the same time
L1224[13:11:36] <Soni> (without blocking eachother)
L1225[13:11:58] <Lumien> How would you know how to put the two different byte code results back together?
L1226[13:12:01] <IoP> Why?
L1227[13:12:33] <Soni> IoP, faster load times
L1228[13:12:45] <Soni> Lumien, uhh because they're separate methods
L1229[13:13:01] <Soni> you're supposed to lock on the method object
L1230[13:13:11] <tterrag> ASM is not nearly the largest contributor to load times
L1231[13:13:13] <Lumien> If you abstract it away it could probably work like that
L1232[13:13:13] <IoP> How much does it currently use from total load time?
L1233[13:13:15] * heldplayer twitches
L1234[13:13:24] <Soni> IoP, depends on how many coremods you have
L1235[13:13:34] <PaleoCrafter> numbers or gtfo :P
L1236[13:13:40] <IoP> PaleoCrafter: <3
L1237[13:13:44] <Lumien> I made a mod for that let me check
L1238[13:14:03] <Soni> PaleoCrafter, with every other mod out there adding a coremod, it starts to get slow
L1239[13:14:16] <tterrag> that's not numbers
L1240[13:14:30] <MrKickkiller> ^^
L1241[13:14:47] <williewillus> lol
L1242[13:14:50] <Soni> FZ, CCC, NoteBetter, Framez, Forge, CoFH Core, etc
L1243[13:14:54] <heldplayer> The problem is that mods are adding a coremod while they shouldn't
L1244[13:14:56] <williewillus> that's not how it works...
L1245[13:15:02] <williewillus> 1. coremods aren't slow
L1246[13:15:18] <IoP> Timings for those mods?
L1247[13:15:24] <williewillus> 2. multithreading would introduce 50000x more problems than it would solve
L1248[13:15:25] <MrKickkiller> Soni, you code something to prove core mods are what's actually slowing things down, and people will probably listen.
L1249[13:15:35] <Soni> heldplayer, well what do I do replace vanilla noteblocks using the new block replacement mechanism? (which didn't exist when I made it)
L1250[13:15:36] <williewillus> ^hint: they aren't slow
L1251[13:15:53] <Temportalist> PaleoCrafter: does match remove the null?
L1252[13:15:55] <williewillus> it's raw byte manipulation, often of very very small regions
L1253[13:16:02] <Temportalist> aka a null wont match a GameProfile
L1254[13:16:14] <Soni> williewillus, well you have the whole parsing and then reassembling thing
L1255[13:16:19] <PaleoCrafter> nope, Temportalist
L1256[13:16:22] <heldplayer> Soni: Block replacement mechanism? You mean the registry methods for replacing a mod aren't good enough?
L1257[13:16:31] <PaleoCrafter> eh, yes
L1258[13:16:32] <PaleoCrafter> xD
L1259[13:16:37] <Temportalist> Ok goooood
L1260[13:16:38] <Temportalist> haha
L1261[13:16:39] <williewillus> I don't get why you're suggesting such a ridiculous idea :p
L1262[13:16:45] <Soni> heldplayer, I couldn't replace the note block when I started my mod
L1263[13:17:01] <heldplayer> Why not?
L1264[13:17:16] <Soni> because there was no block/item/registry object replacement system
L1265[13:17:19] <heldplayer> If the answer is, "forge didn't support it", my answer is "make a PR"
L1266[13:17:59] <Soni> and I still need ASM for WorldServer.sendQueuedBlockEvents, to emulate a stupid vanilla bug
L1267[13:18:17] <heldplayer> Make a PR to fix it
L1268[13:18:35] <MrKickkiller> If it's a bug in vanilla, go report it at the bug tracker, so they can review and potentially fix things .. No reason to complain about stuff
L1269[13:18:36] <heldplayer> NOTE: Make a PR, NOT an issue saying "fix this"
L1270[13:19:03] <heldplayer> And as Kick says, head over to their bug tracker, see if it has been reported and if not report it
L1271[13:19:28] <Soni> MrKickkiller, I already reported it
L1272[13:19:32] <Soni> but I need to emulate it
L1273[13:19:43] <MrKickkiller> Link to the issue on the Mojang Bug tracker?
L1274[13:19:46] <Soni> because it gets abused quite a lot by the japanese community (main users of my mod)
L1275[13:19:48] <heldplayer> Explain the bug
L1276[13:20:00] <heldplayer> Or give a link to the report
L1277[13:20:07] <Soni> heldplayer, activating noteblocks with pistons lets you play notes at 20 TPS
L1278[13:20:17] <PaleoCrafter> http://s.mineformers.de/numbers.png took me way to long xD
L1279[13:20:30] <PaleoCrafter> *too
L1280[13:20:32] <heldplayer> lol PaleoCrafter
L1281[13:20:37] <MrKickkiller> Paleo, nah. Still on time
L1282[13:22:44] <heldplayer> Also, when you say "emulate a vanilla bug", do you mean the bug is not present with Forge? Or do you mean you need ASM for the bug to happen at all?
L1283[13:22:58] <Soni> the bug exists with forge
L1284[13:23:06] <Soni> I'd call it more of a quirk than bug
L1285[13:23:08] <Soni> because pistons
L1286[13:23:34] <williewillus> when did it get fixed?
L1287[13:23:38] <Soni> https://github.com/eNByeX/NoteBetter/blob/master/src/main/java/com/github/soniex2/notebetter/Workarounds.java
L1288[13:23:57] <Soni> williewillus, never?
L1289[13:24:07] <Soni> but my method of playing notes doesn't trigger the bug
L1290[13:24:27] <heldplayer> So what's the problem then?
L1291[13:24:36] <heldplayer> You _want_ your mod to contain a bug?
L1292[13:24:40] <Soni> moving sendQueuedBlockEvents to the end of the update tick (after tileentities) would fix the bug (and potentially a few others)
L1293[13:24:56] <williewillus> Soni: that would most definitely break things that you would've never thought of
L1294[13:25:06] <Lumien> Soni all (mod) transformers together take around 7 seconds in latest FTB infinity
L1295[13:25:07] <williewillus> you just don't move things around inside the tick cycle and expect nothing to break :p
L1296[13:25:08] <diesieben07> jesus that code
L1297[13:25:11] <Soni> williewillus, it'd fix pistons
L1298[13:25:12] * diesieben07 cringes hard
L1299[13:25:19] <Soni> and pistons activating repeaters
L1300[13:25:27] <diesieben07> Lumien, you can't measure that, classes are loaded when needed.
L1301[13:25:31] <Soni> and a bunch of piston-related bugs
L1302[13:25:41] <Lumien> I measure how long transformers take to transform classes
L1303[13:25:51] <diesieben07> ah ok
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L1305[13:27:50] <Soni> https://twitter.com/wiwawokun/status/667430390202765313
L1306[13:30:35] <Temportalist> PaleoCrafter: compiler says "class type required by T found" for "val dataClass = classOf[T]" where declaration is "def forWorld[T <: WorldData : TypeTag](world: World): T = {"
L1307[13:31:06] <PaleoCrafter> typeTag[T].runtimeClass, iirc
L1308[13:31:41] <Temportalist> nope
L1309[13:31:46] <Temportalist> not runtimeClass
L1310[13:32:42] <PaleoCrafter> classTag[T].runtimeClass then :D
L1311[13:33:25] <Temportalist> doesnt exist
L1312[13:33:30] <Temportalist> classTag
L1313[13:33:53] <PaleoCrafter> impossibru
L1314[13:34:17] <Temportalist> import scala.reflect.runtime.universe._
L1315[13:34:20] <PaleoCrafter> http://docs.scala-lang.org/overviews/reflection/typetags-manifests.html#obtaining-a-typetag
L1316[13:34:45] <Temportalist> ah, I need import scala.reflect._
L1317[13:34:56] <Temportalist> you silly derp you PaleoCrafter
L1318[13:35:04] <PaleoCrafter> meh
L1319[13:35:16] <Temportalist> that returns Class[_]
L1320[13:35:27] <Temportalist> should I just asInstanceOf?
L1321[13:35:58] <Temportalist> val dataClass = classTag[T].runtimeClass.asInstanceOf[Class[T]]
L1322[13:36:19] <Temportalist> oh, by the way, "No ClassTag available for T"
L1323[13:36:42] <PaleoCrafter> you need to change the type annotation as well, T <: WorldSavedData : ClasstAg
L1324[13:36:50] <PaleoCrafter> and yes, cast it
L1325[13:37:08] <Temportalist> PaleoCrafter: https://gist.github.com/anonymous/5c63cb6deb7c9c07f5b6
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L1327[13:47:33] <Temportalist> PaleoCrafter: is there a better way to do this? https://gist.github.com/anonymous/64218dea88572f65e696
L1328[13:48:22] <PaleoCrafter> write a proper serialisation framework :P
L1329[13:48:43] <Temportalist> a what? haha
L1330[13:49:20] <PaleoCrafter> well, I assume that's for reading packets? :P
L1331[13:49:43] <Temportalist> in this case, yes. But in general, the structure of the TypeTag to match
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L1333[13:49:58] <Temportalist> More interested in a better way to do the matching to a typetag right now
L1334[13:50:37] <PaleoCrafter> does 'case typeOf[Boolean]' etc not work?
L1335[13:50:49] <Temportalist> I dont think so
L1336[13:51:06] <PaleoCrafter> then there's no easier way
L1337[13:51:18] <Temportalist> thats unfortunate
L1338[13:51:18] <PaleoCrafter> should probably use a normal if-else then
L1339[13:51:24] <Temportalist> why?
L1340[13:52:14] <homac> is there a way to prevent the gradle build to contact maven repositories each time, or do I have to setup a repository proxy?
L1341[13:54:30] <PaleoCrafter> because the pattern match probably is more expensive, Temportalist
L1342[13:57:20] <Temportalist> PaleoCrafter: better? https://gist.github.com/anonymous/7cad65b710ab66a2f60f
L1343[13:57:30] <PaleoCrafter> yeah
L1344[13:57:39] <PaleoCrafter> you want =:= though, I think :D
L1345[13:59:32] <Temportalist> ; or :
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L1348[14:03:24] <PaleoCrafter> :
L1349[14:07:17] <Temportalist> PaleoCrafter: this is why I was asking:
L1350[14:07:17] <Temportalist> https://gist.github.com/anonymous/113808bf7324ae876d4a
L1351[14:08:51] <Wuppy> I never thought I'd say this, but a nazi zombie alien conspiracy hobo is pretty powerful xD
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L1355[14:11:45] <Temportalist> When a server loads (WorldSavedData.readFromNBT), do you have to forceload your chunks?
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L1359[14:13:50] <Temportalist> @all: what is the best way to test if a chunk is chunkloaded?
L1360[14:14:35] <PaleoCrafter> chunkloaded as in loaded with ForgeChunkManager?
L1361[14:14:48] <Temportalist> PaleoCrafter: yes
L1362[14:14:52] <mikebald> Soni, wouldn't GameRegistry.addSubstitutionAlias be your solution to replacing the vanilla note block?
L1363[14:15:18] <Soni> mikebald, yes, that didn't exist before
L1364[14:15:26] <Soni> doesn't solve the WorldServer issue
L1365[14:15:38] <PaleoCrafter> Temportalist, I suppose you could keep track of it with ForceChunkEvent
L1366[14:16:15] <diesieben07> Temportalist, world.getPersistentChunks
L1367[14:16:58] <Temportalist> Another question, diesieben07 maybe you can help. I need to force chunks on world start (I have a WorldSavedData I am reading nbt in)
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L1370[14:18:11] <diesieben07> WorldEvent.Load?
L1371[14:18:56] <Temportalist> okay
L1372[14:21:55] <Temportalist> ChunkCommander is so close to being testable
L1373[14:22:12] <diesieben07> question though, just to be clear
L1374[14:22:18] <diesieben07> why do you need to load chunks on world load?
L1375[14:22:37] <Temportalist> because my abstract chunk loader saves which chunks it is loading via a WorldSavedData
L1376[14:23:02] <diesieben07> oh so you want to re-force the chunks when the world is loaded
L1377[14:23:02] <Temportalist> and therefore, if the chunks should persist (like an other chunkloader would do) they need to be chunkloaded when the game starts
L1378[14:23:07] <Temportalist> diesieben07: yes
L1379[14:23:23] <diesieben07> setForcedChunkLoadingCallback
L1380[14:23:28] <diesieben07> you should have that already
L1381[14:23:32] <diesieben07> it's exactly for this purpose
L1382[14:23:34] <Temportalist> oh
L1383[14:23:38] <Temportalist> haha okay then
L1384[14:23:49] <diesieben07> because if you aren't calling that method, you cannot force chunks :D
L1385[14:23:57] <Temportalist> yeah, thats done
L1386[14:24:10] <Temportalist> now I need to update the client with all forced chunks... mhmm
L1387[14:24:34] <diesieben07> thats not hard
L1388[14:24:42] <diesieben07> send all forced chunks in player login event
L1389[14:24:43] <Temportalist> is PlayerLoggedInEvent called after ticketsLoaded
L1390[14:24:52] <Temportalist> im doing that, but they arent persisting
L1391[14:24:54] <diesieben07> well probably
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L1393[14:25:12] <diesieben07> that is because you don't re-force them yet
L1394[14:25:21] <diesieben07> nothing to do with client syncing
L1395[14:25:40] <Temportalist> Okay, so I am re-forcing in the ticketsLoaded
L1396[14:26:01] <Temportalist> And on playerLoginevent, I am updating the client with which chunks are being forced (packet full of ints)
L1397[14:26:03] <diesieben07> i suggest you read the javadoc on that method and on the LoadingCallback class
L1398[14:27:31] <Temportalist> there is no javadoc on PlayerLoggedInEvent haha
L1399[14:28:12] <diesieben07> i should really make that huge doc update PR i have been planning to do...
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L1401[14:30:23] <Temportalist> Okay, so logged is after tickets loaded, the tickets ARE loaded, but aren't being sent... hmmm
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L1406[14:36:34] <Temportalist> diesieben07: strange, my WorldSavedData doesnt seem to be loading...
L1407[14:36:49] <diesieben07> define not loading
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L1409[14:37:24] <Temportalist> readFromNBT never being called, even when I do:
L1410[14:37:27] <Temportalist> https://www.irccloud.com/pastebin/J0IrYbEz/
L1411[14:38:00] <diesieben07> jesus christ what is it
L1412[14:38:03] <diesieben07> kill it with fire
L1413[14:38:19] <Wuppy> dear lord
L1414[14:38:20] <Temportalist> hahahahaha
L1415[14:38:22] <Temportalist> cc PaleoCrafter
L1416[14:38:33] <Wuppy> that can't be java?
L1417[14:38:34] <Temportalist> maybe it jsut isnt saving...
L1418[14:38:38] <Temportalist> Wuppy: scala
L1419[14:38:57] <Wuppy> haven't used it so far
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L1422[14:39:05] <Wuppy> and from that snippet, not planning on it :P
L1423[14:41:12] <Temportalist> Sooooo, I was never marking my data as dirty...
L1424[14:42:53] <diesieben07> jesus christ sethbling. https://www.youtube.com/watch?v=t4e7PjRygt0
L1425[14:43:12] <Wuppy> what the fuck
L1426[14:43:20] <Wuppy> what the actual fuck
L1427[14:44:01] <Temportalist> wtf....
L1428[14:44:38] <diesieben07> we can now truly have minecraft in minecraft
L1429[14:44:45] <diesieben07> someone needs to write a java to basic transpiler
L1430[14:46:08] <Wuppy> I cannot even
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L1432[14:49:20] <Cypher121> I'm not sure what I want to know more: why or WHY?
L1433[14:49:39] <Wuppy> why not?
L1434[14:51:42] <Temportalist> there. is. a. turtle. what the literal...
L1435[14:52:15] <sham1> BASIC in MC
L1436[14:52:18] <sham1> The hell
L1437[14:52:43] <sham1> why would someone even...
L1438[14:52:50] <Soni> <diesieben07> jesus christ sethbling. https://www.youtube.com/watch?v=t4e7PjRygt0
L1439[14:52:57] <Soni> inb4 he writes a compiler
L1440[14:53:05] <sham1> :P
L1441[14:53:11] <Soni> optimizing compiler, even
L1442[14:53:19] <sham1> Lexixal stuff
L1443[14:53:40] <diesieben07> what would that even mean in mc
L1444[14:53:48] <diesieben07> compile into a bunch of command blocks? :D
L1445[14:53:49] <Soni> diesieben07, commandblock output
L1446[14:53:51] <Soni> yep
L1447[14:53:55] <sham1> :D
L1448[14:53:58] <sham1> No
L1449[14:54:01] <sham1> Compile to redstone
L1450[14:54:02] <Soni> and redstone
L1451[14:54:18] <sham1> But really
L1452[14:54:24] <sham1> What the actual fuck
L1453[14:54:28] <Wuppy> alright, alright, due to massive demand I'll write a BASIC programming in Minecraft in 24 hours book :P
L1454[14:54:33] <sham1> Why would anyone do this
L1455[14:54:43] <sham1> Oh wow
L1456[14:54:47] <sham1> Sellout much xD
L1457[14:55:58] <sham1> Well at least he did make some premature optimization in that he only checks the odd numbers
L1458[14:56:16] <Soni> sham1, x-1 instead of x/2 tho
L1459[14:56:27] <Wuppy> just kidding, I'm already busy with developing an app for Android and iOS, publishing it, creating an engine for Ludum Dare, work on my project, join the rising star competition, learn CryEngine, learn Stingray, learn Godot.....
L1460[14:56:37] <Soni> wastes about x/2-1 cycles
L1461[14:56:40] <sham1> Well x/2 would be better
L1462[14:57:10] <sham1> because you cannot have any integers that make up your number above x/2
L1463[14:57:45] <Temportalist> sham1: tru tho
L1464[14:57:50] <Temportalist> if I think about it...
L1465[14:58:51] <MattDahEpic> do translated strings not handle colors?
L1466[14:59:08] <sham1> yes they do
L1467[14:59:22] <sham1> Have at it
L1468[14:59:22] <sham1> http://minecraft.gamepedia.com/Formatting_codes
L1469[14:59:24] <tterrag> but...don't put colors in lang files
L1470[14:59:31] <sham1> Why not
L1471[14:59:44] <tterrag> because colors are not part of language
L1472[15:00:23] <sham1> But having them there is the only way you can have your strings with customizable formatting
L1473[15:00:39] <tterrag> do it another way, lang files contain language
L1474[15:00:51] <sham1> Well what way would you propose
L1475[15:01:05] <sham1> That would also be editable to the users if they so wish
L1476[15:01:21] <tterrag> why would formatting need to be editable?
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L1478[15:01:25] <tterrag> that doesn't seem useful at all
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L1480[15:01:43] <sham1> does it have to
L1481[15:01:46] <diesieben07> my.lang.key=%1$sImporant:%2$s Bla
L1482[15:01:55] <diesieben07> first entry is code for red, 2nd entry is code for reset
L1483[15:02:02] <diesieben07> s/entry/placeholder
L1484[15:02:04] <tterrag> ^^
L1485[15:02:12] <tterrag> but that doesn't allow CHANGING what the formatting is
L1486[15:02:20] <tterrag> which is apparently what they want
L1487[15:02:22] <tterrag> (why, idk)
L1488[15:02:24] <diesieben07> no
L1489[15:02:36] <diesieben07> i think he means that other languages might have the highlighted word at the ned
L1490[15:02:43] <tterrag> oh yeah
L1491[15:02:45] <Temportalist> Chunkloading via command is WORKING!
L1492[15:02:50] <diesieben07> nice :)
L1493[15:02:51] <sham1> nice
L1494[15:02:52] <tterrag> well I figured formatted strings were pretty well-known .-.
L1495[15:03:01] <sham1> They really arent
L1496[15:03:06] <diesieben07> really? :O
L1497[15:03:42] <sham1> wait
L1498[15:03:51] <sham1> Thinking of the wrong thing, damn it
L1499[15:04:04] <sham1> printf formats are well known to programming at the very least
L1500[15:04:22] <diesieben07> yes
L1501[15:04:28] ⇦ Quits: Meow-J (uid69628@id-69628.highgate.irccloud.com) (Quit: Connection closed for inactivity)
L1502[15:04:33] <sham1> but not outside of that
L1503[15:05:03] <Soni> learn Lua
L1504[15:05:07] <Soni> you'll be using string.format everywhere
L1505[15:05:16] <diesieben07> lol lua
L1506[15:05:17] <sham1> rather not
L1507[15:05:40] <diesieben07> i once wrote a pathfinder for computercraft turtles
L1508[15:05:41] <diesieben07> not fun
L1509[15:05:55] <sham1> pathfinding in LUA
L1510[15:05:59] <sham1> Must have been painful
L1511[15:06:07] <diesieben07> it even had OOP in it
L1512[15:06:12] <diesieben07> you can teach LUA classes
L1513[15:06:40] <sham1> Eww
L1514[15:06:41] <gr8pefish> ugh lua classes
L1515[15:06:42] <sham1> OOP lua
L1516[15:06:58] <sham1> Just barelly above C OOP
L1517[15:07:04] <diesieben07> haha
L1518[15:07:06] <sham1> But not by much
L1519[15:07:09] <diesieben07> well, its not even real OOP
L1520[15:07:12] <diesieben07> its just ... tables
L1521[15:07:16] <diesieben07> everything is fucking tables in lua
L1522[15:07:16] <gr8pefish> yup
L1523[15:07:32] <sham1> Well to be fair, it is tables in C and C++ as well
L1524[15:07:39] <sham1> Or not tables per say
L1525[15:07:50] <sham1> Chunks of data where stuff is in specific order
L1526[15:07:55] <diesieben07> i have never touched c or c++ :D
L1527[15:08:09] <sham1> Really?
L1528[15:08:21] <diesieben07> really
L1529[15:08:38] <mikebald> You're not missing anything special IMO
L1530[15:08:40] <diesieben07> never done any actual compiled language programming :D
L1531[15:08:59] <diesieben07> java is the "biggest" language I've used
L1532[15:09:10] <sham1> Well C has that status of being the "Latin" of programmign
L1533[15:09:15] <diesieben07> yeah
L1534[15:09:53] <diesieben07> i need to check out c#/.net one day, but... i really dont wanna
L1535[15:09:59] <sham1> Well that's odd to say the least
L1536[15:10:10] ⇦ Quits: Doty1154 (~Doty1154@2601:648:8002:c1a1:e534:e360:1c8:b569) (Ping timeout: 186 seconds)
L1537[15:10:10] <diesieben07> how so?
L1538[15:10:23] ⇨ Joins: Doty1154 (~Doty1154@2601:648:8002:c1a1:19db:7f32:f137:9ab9)
L1539[15:10:25] <mikebald> Well, moving from C you can throw things like pointers right out the window, unless you can think of a parallel in another language
L1540[15:10:42] <diesieben07> i really dont want to deal with pointers
L1541[15:10:59] <sham1> Or manual memory management
L1542[15:11:06] <diesieben07> god yeah please no
L1543[15:11:56] <sham1> alloc() and free() / new and delete really do make you appreciate garbage collection
L1544[15:12:40] <diesieben07> because really if you are writing a big application ultimatel you are writing a primitive garbage collector
L1545[15:12:45] <diesieben07> so why not leave it to the experts
L1546[15:13:19] <sham1> It could be worse seeing as C and C++ are mostly portable
L1547[15:13:39] <sham1> But then we get into the really raw stuff of registers and stuff
L1548[15:14:05] <diesieben07> fun :D
L1549[15:14:20] <sham1> Where to call a function there are many conventions
L1550[15:14:29] <sham1> Especially if that function has been written in C
L1551[15:14:46] ⇨ Joins: Vasher (~Vasher@c-50-173-49-36.hsd1.ca.comcast.net)
L1552[15:15:33] *** Firedingo|zzzz is now known as Firedingo
L1553[15:15:43] <sham1> where you may have to pass your params right to left into the stack
L1554[15:15:50] <sham1> (Thank you GCC you bastard)
L1555[15:16:07] <diesieben07> lol
L1556[15:16:18] <diesieben07> this sounds like a world i do not want to touch with a ten foot pole
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L1558[15:16:38] <sham1> Well that is why I got somewhat into OsDEV
L1559[15:16:45] <sham1> I am a masochist in a way
L1560[15:16:50] <diesieben07> lol
L1561[15:16:53] <mikebald> It's not that bad.... unless you do yeah that ^ ^
L1562[15:17:01] <diesieben07> bootloaders sound like fun
L1563[15:17:07] <diesieben07> i looked at that once... yeah no
L1564[15:19:39] <sham1> Well BIOS is there to help you, until you get into Protected Mode at any rate
L1565[15:22:16] <Temportalist> ServerStoppingEvent isnt called when the player leaves a SSP world.
L1566[15:22:19] <Temportalist> Why not?
L1567[15:22:27] *** K-4U is now known as K-4U|Off
L1568[15:23:34] <mikebald> My guess is that ServerStoppingEvent is dedicated only
L1569[15:23:42] <diesieben07> its not... it should fire...
L1570[15:24:17] <Temportalist> if on an integrated server, it only fires on client side...
L1571[15:24:29] <diesieben07> wat
L1572[15:24:42] <diesieben07> its a state event, logical side doesnt matter
L1573[15:24:49] <Temportalist> apparently it does
L1574[15:24:58] <Temportalist> https://www.irccloud.com/pastebin/yC5jnDjc/
L1575[15:25:03] <Temportalist> wouldnt print as is
L1576[15:25:15] <Temportalist> but remove that if, and it runs, albeit client side
L1577[15:25:31] <diesieben07> getSide always gives you the "jar" side
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L1579[15:25:41] <diesieben07> CLIENT for the mc client
L1580[15:25:46] <diesieben07> SERVER for dedi server
L1581[15:25:51] <Temportalist> oh
L1582[15:25:53] <Temportalist> darn
L1583[15:25:54] <Temportalist> haha
L1584[15:26:00] <Temportalist> time to use FMLCommonHandler
L1585[15:26:04] <diesieben07> samee there
L1586[15:26:10] <Temportalist> whyyyy
L1587[15:26:12] <diesieben07> getside is just an alias for FMLCommonHandler.getside
L1588[15:26:24] <diesieben07> if that confuses you, you do not understand how mc works.
L1589[15:26:37] <Temportalist> haha, you are right, i dont know all about how mc works :P
L1590[15:26:54] <diesieben07> integrated server is just a thread running in the same VM
L1591[15:27:02] <diesieben07> how do you expect a method to return twodifferent values in the same VM? :D
L1592[15:27:11] <mikebald> Magic! =)
L1593[15:27:13] <LatvianModder> getEffectiveSide() = not server or client, but currently effective world's side
L1594[15:27:20] <diesieben07> getEffectiveSide is a dirty hack
L1595[15:27:23] <Temportalist> what would be the best way to run something when the client world shuts down or a server is stopped?
L1596[15:27:25] <diesieben07> don't use it except for debugging
L1597[15:27:33] <LatvianModder> uh oh
L1598[15:27:34] <diesieben07> FMLServerStopping
L1599[15:27:48] <LatvianModder> I rarely use it, I use worldObj.isRemote whenever I can
L1600[15:27:51] <diesieben07> good :P
L1601[15:28:00] <diesieben07> Temportalist, don't treat singleplayer different from multiplayer. its just confusing if you do.
L1602[15:28:01] <LatvianModder> I know its a dirty hack :P
L1603[15:28:04] <diesieben07> its the exact same thing.
L1604[15:28:28] <sham1> Better to use world
L1605[15:28:38] <LatvianModder> Temportalist: Welcome to minecraft - Singleplayer worlds are servers, Servers are servers, both are also both
L1606[15:28:42] <Temportalist> haha
L1607[15:29:39] * Temportalist goes and changes everything to isRemote that he didnt already have
L1608[15:29:52] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L1609[15:29:54] <sham1> When all you have is a world reference, everything starts to look like a server
L1610[15:30:04] <ThePsionic> Guys, does anyone know of an online queue type of thing
L1611[15:30:24] <ThePsionic> Just a thing for people to punch their name in and for me to give them their turn
L1612[15:31:06] * mikebald shrugs.
L1613[15:32:42] <Mraof> I just noticed the class ModelBlock exists in 1.7.10
L1614[15:32:49] <Mraof> Does it actually work?
L1615[15:33:03] <LatvianModder> Temportalist: Thats why I have a lib. Whenever I know I fucked up, I just delete the reference from lib, it throws an error whenever I have used it and I fix it all
L1616[15:33:16] <LatvianModder> I could also use search, but thats for pussies
L1617[15:33:17] <Temportalist> LatvianModder: what i am doing right now
L1618[15:33:26] <diesieben07> it doesnt for me Mraof
L1619[15:33:29] <Temportalist> because Origin
L1620[15:34:11] <Mraof> Okay
L1621[15:34:30] <diesieben07> meaning it doesnt exist :P
L1622[15:34:31] <Mraof> Because if I was able to use that now it'd make the transition to 1.8 later a lot easier
L1623[15:34:35] <Mraof> Hmm?
L1624[15:34:41] <diesieben07> i do not have that class in 1.7
L1625[15:34:42] <Mraof> It looks like it exists to me
L1626[15:34:55] <Mraof> Yeah, it definitely exists for me
L1627[15:35:17] <diesieben07> http://i.imgur.com/aKYX10Y.png
L1628[15:36:04] <Mraof> Huh
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L1631[15:38:13] <Mraof> http://mraof.com/temp/2016-01-16-163615_323x663_scrot.png
L1632[15:38:30] ⇨ Joins: Cooler (~CoolerExt@59.88.245.234)
L1633[15:38:35] <diesieben07> that is *definitely* 1.8 cde
L1634[15:38:38] <diesieben07> something fucked up :D
L1635[15:38:41] <Temportalist> Anyone interested in testing ChunkCommander for 1.8.9?
L1636[15:38:46] ⇦ Quits: Cooler (~CoolerExt@59.88.245.234) (Client Quit)
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L1638[15:40:09] <sham1> Mraof, apparently F-secure thinks your website is dangerous
L1639[15:40:24] <LatvianModder> Temportalist: depends on how interesting it is
L1640[15:40:30] <LatvianModder> what does it do?
L1641[15:40:32] ⇦ Quits: MattDahEpic (~MattDahEp@71-218-166-154.hlrn.qwest.net) (Quit: sleep, school, or food)
L1642[15:40:43] <sham1> Well it is chunk loading with a command
L1643[15:40:44] <Temportalist> No block chunkloading
L1644[15:40:46] <Mraof> Haha
L1645[15:40:48] <Temportalist> ^^
L1646[15:40:51] <Mraof> What is F-secure?
L1647[15:41:13] *** Cypher|Away is now known as Cypher121
L1648[15:41:17] <LatvianModder> Temportalist: Im afraid I was first :D
L1649[15:41:29] <sham1> https://en.m.wikipedia.org/wiki/F-Secure
L1650[15:41:32] <Temportalist> LatvianModder: how so?
L1651[15:41:35] <sham1> Seriously
L1652[15:41:55] <LatvianModder> https://www.reddit.com/r/feedthebeast/comments/3ybr3g/late_xmas_present/
L1653[15:42:06] <Mraof> That's weird
L1654[15:42:09] <sham1> One of the most known IT companies here
L1655[15:42:09] <LatvianModder> How long have your mod been out?
L1656[15:42:31] <LatvianModder> mine was planned and added to To-Do list since september
L1657[15:42:43] <Temportalist> LatvianModder: a few day project, nearly finished
L1658[15:42:44] <Mraof> I've never heard of F-secure, but I don't really care about tech companies
L1659[15:42:51] <Temportalist> LatvianModder: but you need to claim your chunks via a gui
L1660[15:43:01] <Temportalist> Mine is configged, command controlled, and has an API
L1661[15:43:21] ⇨ Joins: Something12 (~Something@184.65.42.207)
L1662[15:43:31] <LatvianModder> The key word is "Gui" - You see, people like shiny things and guis are more shiny than commands :P
L1663[15:43:46] <LatvianModder> But since my mod wont be out for few days, you better start the race!
L1664[15:44:03] <Temportalist> LatvianModder: but they also need to "claim" chunks
L1665[15:44:10] <Temportalist> LatvianModder: mine is more of a server utility
L1666[15:45:28] <Mraof> This is definitely 1.7.10
L1667[15:45:53] <Mraof> So now I'm confused
L1668[15:45:58] <diesieben07> no, that code you showed is not 1.7, even if it's in a 1.7 jar
L1669[15:46:05] <diesieben07> something is messed up with your workspace
L1670[15:46:07] <Mraof> Huh
L1671[15:46:23] <LatvianModder> lol
L1672[15:46:52] <Mraof> How did that happen
L1673[15:47:46] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout: 186 seconds)
L1674[15:54:25] <sham1> You done goof'd
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L1677[16:01:46] <Mraof> Well I did gradle clean && gradle setupDecompWorkspace --refresh-dependencies
L1678[16:01:55] <Mraof> (Idk if gradle clean was necessary but may as well)
L1679[16:02:07] <Mraof> And it still has that class somehow
L1680[16:05:18] <Mraof> Huh
L1681[16:05:54] <Mraof> Yeah it doesn't exist normally, but gradle thinks it does, that's weird
L1682[16:07:14] <Soni> Mraof, build.gradle?
L1683[16:08:27] <Soni> (also try cleanIdea or w/e)
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L1685[16:09:52] <Mraof> One second
L1686[16:10:26] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L1687[16:14:18] <kimfy> Hey Lumien did you see my reply?
L1688[16:14:42] <Lumien> ?
L1689[16:15:01] <kimfy> on CF?
L1690[16:15:21] <Mraof> Okay, manually deleting the folder in the gradle cache got rid of the stuff that shouldn't be there
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L1693[16:16:39] <Mraof> Not sure how that happened in the first place, but oh well
L1694[16:16:49] <Lumien> Oh yeah, you need a mcp folder in the root of your dev environment
L1695[16:17:00] <Lumien> Which contains fields.csv & methods.csv
L1696[16:17:11] <Lumien> http://export.mcpbot.bspk.rs/
L1697[16:17:15] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 198 seconds)
L1698[16:17:18] <diesieben07> whooohooo https://youtu.be/q0WWcrrBwWo
L1699[16:17:42] <kimfy> Ahh, I'll give that a go. Just slap RL in the mods folder or libs?
L1700[16:18:11] ⇦ Quits: gr8pefish (~gr8pefish@24.121.240.63) (Quit: Leaving)
L1701[16:19:03] <Flenix> In Tinkers Construct when you kill someone with the weapon, it prints the item's name in chat and you can hover over it, to see the tooltip for the item. I can't find it in their code at all - does anyone know how that is done?
L1702[16:19:32] <sham1> I think you can access the item used to kill the person
L1703[16:19:46] <sham1> Also, that's awesome diesieb
L1704[16:19:56] <sham1> Or whoever did it
L1705[16:19:58] <Flenix> Yeah, I've got the item name printing in chat. It's just the hover tooltip I can't figure out
L1706[16:20:52] <sham1> You check if you are hovering over the text
L1707[16:21:05] <sham1> And if you are, render some hovering text
L1708[16:21:08] ⇨ Joins: Dries007 (~DriesZNC@abrarsyed.com)
L1709[16:22:37] <diesieben07> i did it :D
L1710[16:22:39] <Flenix> The only way I can think of doing that though would be a generic event, which wouldn't know who triggered it or what item was used? or maybe I'm missing something
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L1712[16:24:04] <diesieben07> Flenix, that's a vanilla feature afaik.
L1713[16:24:34] <Flenix> Oh really? Any idea what it's called, as that'd save a hell of a lot of time
L1714[16:24:42] <gigaherz> hmmm is there some easy way in java to get a sortof "histogram" from a list?
L1715[16:24:48] <gigaherz> as in, a Map<value, count>
L1716[16:24:59] <Lumien> diesieben didn't you have a workaround for the asm stackmap issue?
L1717[16:25:05] * mikebald hits his "Calc" button after upgrading to windows 10. "Calculator can't be opened using the Built-in Administrator account." GG Microsoft, GG...
L1718[16:25:33] <gigaherz> calculator is now a metro app, mikebald
L1719[16:25:43] <gigaherz> it's not a bad app
L1720[16:25:52] <mikebald> So, admins can't open metro apps? that seems... stupid
L1721[16:25:54] <gigaherz> but it's still not a desktop program
L1722[16:25:55] <gigaherz> nono
L1723[16:25:56] <Darva> Those two sentences seem like contradictions together.
L1724[16:26:00] <gigaherz> the default Administrator account
L1725[16:26:02] <gigaherz> can't use metro
L1726[16:26:28] <mikebald> I'm not on the default admin account though lols, it's a user account that is in the Administrator group =)
L1727[16:26:28] <gigaherz> the default Administrator account isn't meant to be used normally
L1728[16:26:32] <gigaherz> it's like using root in linux
L1729[16:26:41] <gigaherz> well that shouldn't break it
L1730[16:26:47] <gigaherz> I'm also in the Administrators group
L1731[16:26:47] <diesieben07> gigaherz, multiset = HashMultiset.create(); multiset.addAll(list)
L1732[16:26:47] <gigaherz> ;P
L1733[16:26:59] <gigaherz> diesieben07: aha thx
L1734[16:27:15] <mikebald> Time to figure out what's upset then I guess, might give me calculator access again =)
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L1736[16:35:29] *** bilde2910 is now known as bilde2910|away
L1737[16:37:28] <kimfy> Thanks Lumien, working perfectly now
L1738[16:37:37] <Lumien> great :)
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L1740[16:40:25] <LatvianModder> forge: any idea why GuiButton.drawButtonForegroundLayer is never used in vanilla code?
L1741[16:40:43] <williewillus> does world.rayTraceBlocks no longer return null?
L1742[16:42:37] <gigaherz> it may return MISS instead
L1743[16:43:46] <gigaherz> yes it returns null
L1744[16:43:54] <gigaherz> MISS is used by the player thing
L1745[16:44:32] <gigaherz> ah no it's also used by rayTraceBlocks
L1746[16:44:35] <gigaherz> but only in certain cases
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L1749[16:46:20] <williewillus> if I add something to the player inv how do I send it ot the client
L1750[16:46:55] <diesieben07> just that one client? or do nearby players need to knwo as well?
L1751[16:47:07] <williewillus> that one player
L1752[16:47:18] <diesieben07> send the whole data over in PlayerloggedInEvent
L1753[16:47:21] <diesieben07> then send any changes that occur
L1754[16:47:31] <williewillus> wat
L1755[16:47:43] <williewillus> I mean I call player.inventory.addItemStackToInventory
L1756[16:47:49] <williewillus> but it doesnt show clientside until I relog
L1757[16:47:58] <Lordmau5> this is good, right?
L1758[16:47:58] <Lordmau5> https://i.lordmau5.com/1452984473-557
L1759[16:47:59] <diesieben07> jeez i read that totally wrong
L1760[16:48:03] <Lordmau5> I like this amount of chunk updates per tick.
L1761[16:48:04] <diesieben07> that should happen autmatically
L1762[16:48:30] <sham1> 200 chunk updates
L1763[16:48:37] <williewillus> 0.o it doesn't for me, and that method seems to just modify the inv array
L1764[16:48:39] <sham1> Jesus tap dancing christ
L1765[16:48:49] <williewillus> yeah don't do that
L1766[16:48:53] <Lordmau5> fixed already, haha
L1767[16:49:02] <diesieben07> ys, but mc sends the current container every tick if it chnged
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L1769[16:49:12] <diesieben07> and the current contianer is your inv if oyu dont have a chest or so open
L1770[16:49:25] <diesieben07> but player.sendContainerToPlayer(player.openContainer) should force it
L1771[16:50:38] <williewillus> yup calling detectAndSendChanges fixed it
L1772[16:50:55] <diesieben07> how the FUCK
L1773[16:51:02] <diesieben07> MC calls that every single tick ....
L1774[16:51:19] <sham1> Don't question it
L1775[16:51:25] <sham1> Just accept the fact
L1776[16:51:25] <williewillus> *shrugs*
L1777[16:52:01] <sham1> Trying to understand these bugs just makes your head go numb
L1778[16:52:15] <tterrag> can confirm that calling detectAndSendChanges manually usually fixes it
L1779[16:52:25] <tterrag> I think it's some kind of state issue, it doesn't detect the change when it should
L1780[16:52:26] <tterrag> *shrug*
L1781[16:52:31] <williewillus> it does make no sense, it's right there in onUpdate of EntityPlayerMP
L1782[16:52:33] <williewillus> oh well
L1783[16:52:46] <sham1> *shrug*
L1784[16:52:47] <williewillus> anyways, why does the server need to tell the client to unload chunks? 0.
L1785[16:52:48] <tterrag> yeah, the only thought I have is that by the time it's run again it somehow doesn't see the change
L1786[16:52:58] <williewillus> always found that was weird that the client doesn't unload on its own if out of range
L1787[16:53:15] <diesieben07> willie shhhhhh
L1788[16:53:28] <diesieben07> that is actually really useful for me right now
L1789[16:53:43] <williewillus> how so :p
L1790[16:54:18] <diesieben07> https://www.youtube.com/watch?v=q0WWcrrBwWo
L1791[16:56:11] <Dries007> Is there a client side event for someone joining a server in 1.8 or should I still just send a packet from the server to the client?
L1792[16:56:23] <diesieben07> EntityJoinWorldEvent should fire
L1793[16:56:28] <Dries007> (the issue with that is that I need leaving too)
L1794[16:57:13] <diesieben07> you could hack into S38PacketPlayerListItem
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L1797[16:57:27] <sham1> Hacks
L1798[16:57:33] <sham1> Sounds dangerous
L1799[16:57:38] <diesieben07> or check NetHandlerPlayClient#getPlayerInfoMap every so often
L1800[16:57:39] <Dries007> well, you used that evil word there :p
L1801[16:57:56] <sham1> Hacking is not evil per say
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L1803[16:58:11] <sham1> It is just misuse derstood
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L1805[16:59:14] <williewillus> diesieben07: what happens if the chunk is unloaded on the server in that video, it force loads it?
L1806[16:59:20] <diesieben07> no
L1807[16:59:27] <diesieben07> it only works because those are spawnchunks
L1808[16:59:44] <diesieben07> this will eventually be an API
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L1810[16:59:59] <diesieben07> if you want to view unloaded chunks you need to force them with ForgeChunkManager separately.
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L1815[17:02:56] <Darva> ROFL, the one piece of code that i expected to have to re-write from scratch... works perfectly.
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L1818[17:03:28] <Darva> The part that handles transformation between one block and another, with all kinds of metadata checking and such... still works.
L1819[17:05:46] <williewillus> well of course it does
L1820[17:05:52] <williewillus> metadata didn't change at all
L1821[17:06:00] <williewillus> but future proofing it would be migrating it all to states :p
L1822[17:06:11] <williewillus> so people don't have to trudge through a bunch of bit manipulation to see what's happening
L1823[17:06:52] <Darva> How do you go about representing states in a text configuration file?
L1824[17:08:01] <diesieben07> {prop=value,prop2=value2} i would say
L1825[17:08:07] <diesieben07> tahts probably the best
L1826[17:08:09] <diesieben07> or just metadata
L1827[17:08:18] <Darva> I think i'll stick with metadata for config files. Heh.
L1828[17:08:39] <Darva> I do need to rewrite my configuration system from the ground up tho. It's a horrible bodge.
L1829[17:09:07] <williewillus> i'd use the vanilla state string format, or meta :p
L1830[17:09:21] <williewillus> modid:blckname[prop1=value,prop2=value] etc.
L1831[17:09:30] <williewillus> skipping properties that are unlisted/don't impact meta
L1832[17:11:07] <Darva> I'm doing modid:blockname:meta
L1833[17:11:25] <Darva> which seems to be a standard in at least some mods.
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L1846[17:27:58] <M4thG33k> Hello! I'm trying to learn more about the OBJ system with 1.8 and have been looking at some Botania code; I don't understand what "#pylon" refers to in this line: https://goo.gl/Bhs93M Can anyone help shed some light on the situation?
L1847[17:28:32] <williewillus> heyo that's mine hehe, #pylon is the name of the texture I want to remap
L1848[17:28:42] <gigaherz> M4thG33k: that's the name of the texture "channel"
L1849[17:28:43] <williewillus> calling "retexture" in that case
L1850[17:29:00] <williewillus> is essentially the same as doing "textures": { "pylon": "blah" } in the json
L1851[17:29:04] <williewillus> but I do it dynamically
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L1853[17:29:33] <M4thG33k> So is there no json for this, then, since it is dynamic?
L1854[17:29:33] <williewillus> I only do it that way
L1855[17:29:46] <williewillus> because the TESR has some special requirements
L1856[17:29:48] <williewillus> there is a json
L1857[17:29:57] <williewillus> (i think?) :p
L1858[17:30:16] <williewillus> i think i only have it so that the texture gets stitched for me :p
L1859[17:30:45] <williewillus> because the itme model is a smartmodel and the TESR has special requirements so for both of them I load and bake the OBJ myself
L1860[17:31:02] <M4thG33k> I've been trying to get my TESR to work using that code as a guideline, but that one line is messing with me...I don't think my textures are being loaded correctly
L1861[17:31:15] <williewillus> did you stitch them?
L1862[17:31:26] <williewillus> either through TextureStitchEvent.Pre or a json
L1863[17:31:49] <M4thG33k> Probably not; I'm learning too much too quickly...haha. Oh boy...
L1864[17:32:56] <williewillus> currently the obj loader expects that the textures its using to come from the atlas, which is where all item and block models are combined during startup
L1865[17:33:06] <williewillus> if you declare a texture in a json it's already done for you
L1866[17:33:12] <williewillus> but otherwise you have to do it yourself
L1867[17:33:26] <M4thG33k> Which method do you prefer/recommend?
L1868[17:33:51] <williewillus> either is fine really
L1869[17:34:00] <M4thG33k> Do you have an example for doing it yourself?
L1870[17:34:25] <M4thG33k> I've been scanning the repository for Botania but can't seem to find one (if it exists)
L1871[17:34:39] <williewillus> listen to TextureStitchEvent.Pre and then do evt.map.registerSprite(<path>)
L1872[17:35:04] <williewillus> where path assumes textures/, i.e. "botania:model/pylon" expands to assets/botania/textures/model/pylon"
L1873[17:35:22] <williewillus> and in your tesr be sure to bind the atlas before rendering
L1874[17:36:06] <M4thG33k> Of course - I've made that mistake before. Haha. Thanks! I'll see if I can work with this! :)
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L1877[17:41:57] <Simeon> how do you assign a particle break texture to a blockstate json with a custom .obj model
L1878[17:42:25] <gigaherz> "textures": {"particle": {texture}}
L1879[17:42:27] <gigaherz> eh
L1880[17:42:32] <gigaherz> "textures": {"particle": "texture"} *
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L1882[17:42:39] <Simeon> it doesn't work
L1883[17:43:20] <williewillus> what do you mean custom OBJ model?
L1884[17:43:24] <williewillus> as in you load and bake it yourself?
L1885[17:43:29] <Simeon> no
L1886[17:43:36] <Simeon> just a .obj model
L1887[17:43:48] <Simeon> as the model in the .json file
L1888[17:43:49] <williewillus> then you do it in the json
L1889[17:44:26] <Simeon> is the defaults state ok ?
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L1891[17:44:56] <williewillus> sure
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L1895[17:47:45] <gigaherz> ugh
L1896[17:47:54] <gigaherz> I think I'm done with fortresscraft
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L1898[17:47:56] <Simeon> the particle texture is still purple
L1899[17:48:12] <FF_Fire> hello. does anyone know who codes botania
L1900[17:48:30] <gigaherz> I just right-clicked my laboratory to try to get the results of a research, which broke the laboratory and I lost the whole research progress XD
L1901[17:48:35] <gigaherz> i'll go backto modding XD
L1902[17:48:55] <FF_Fire> xD gigaherz
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L1904[17:49:38] <FF_Fire> who works on botania? anyone here?
L1905[17:50:08] <williewillus> Vazkii does 1.7
L1906[17:50:09] <williewillus> I'm doing 1.8
L1907[17:50:11] <williewillus> for now
L1908[17:50:13] <williewillus> what do you need
L1909[17:50:52] <FF_Fire> your the developer
L1910[17:50:58] <williewillus> no, I port
L1911[17:51:02] <williewillus> just ask your question :p
L1912[17:51:09] <FF_Fire> nvm
L1913[17:51:19] <Vazkii> Hm?
L1914[17:51:24] <FF_Fire> Vaskii: can i get u in a skype call
L1915[17:51:27] <Vazkii> No.
L1916[17:51:30] <FF_Fire> :(
L1917[17:51:39] <Vazkii> Just ask here or in a PM if you want it to be private.
L1918[17:51:52] <williewillus> :p
L1919[17:53:35] <M4thG33k> Going back to my rendering issues here; I'm still not getting textures to work. I know I shouldn't be using "#pylon" as in your example; what do I use instead? (Sorry for my extreme ignorance with this; 1.7.10 was so much easier in this aspect...)
L1920[17:54:40] <williewillus> whatever texture name you specified in your OBJ's MTL file
L1921[17:54:56] <M4thG33k> wow...ok
L1922[17:55:06] <gigaherz> M4thG33k: if your material name is Default, you use #Default
L1923[17:55:18] <williewillus> is there a way to use git blame inside idea?
L1924[17:55:48] <gigaherz> git has blame?
L1925[17:56:11] <M4thG33k> So, if my mtl file has "newmtl None", I should be using "#None", correct?
L1926[17:56:17] <gigaherz> yup
L1927[17:56:19] <gigaherz> ugly name though
L1928[17:56:23] <gigaherz> XD
L1929[17:56:29] <williewillus> git blame? yeah it prints the whole file and specifies who modified which lines last
L1930[17:56:30] <M4thG33k> Yeah, I know...haha. I made the file in a rush before
L1931[17:56:32] <williewillus> and the commit it was changed at
L1932[17:56:46] <williewillus> made so you can blame broken shit on other people :p
L1933[17:58:53] <gigaherz> yes I'm aware of the blame command from svn
L1934[17:58:57] <gigaherz> I jsut didn't know git had the feature ;p
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L1936[17:59:52] <killjoy> git has everything
L1937[17:59:54] <killjoy> it even has git svn
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L1949[18:21:10] <M4thG33k> Is there any way I can check if my model is being rendered to the correct location (just lacking textures) vs the textures not working at all?
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L1951[18:24:50] <killjoy> M4thG33k, remove the textures. They'll be replaced with pink/black
L1952[18:25:31] <M4thG33k> Even if i'm baking the model myself?
L1953[18:25:39] <killjoy> should
L1954[18:25:46] <williewillus> just remove the call to retexture
L1955[18:25:52] <M4thG33k> ...right
L1956[18:25:54] <killjoy> when I say "remove the textures", I mean to remove them from your resources
L1957[18:26:00] <williewillus> or that too
L1958[18:26:11] <williewillus> but the OBJ loader doesnt use the normal purple/black missing texture
L1959[18:26:25] <williewillus> any texture it can't find it substitutes with a blank white one
L1960[18:27:29] <M4thG33k> all right
L1961[18:28:30] <M4thG33k> welp, textures aren't the problem...now to figure out why the model isn't rendering...
L1962[18:28:37] <williewillus> how do you render it?
L1963[18:29:16] <M4thG33k> I've basically tried to follow the same idea for the botania pylons, substituting my own methods/textures/models where appropriate
L1964[18:30:21] <M4thG33k> I'm definitely no expert at GL either, so that doesn't help at all...
L1965[18:30:33] <M4thG33k> Here's the renderer class: https://goo.gl/tOBstW
L1966[18:31:15] <M4thG33k> And the associated model class: https://goo.gl/HqFlVU
L1967[18:34:58] <M4thG33k> One of the big differences is that I've noticed the "begin()" method here: https://goo.gl/PbWV3a is not able to be found in my dev environment...
L1968[18:35:25] <M4thG33k> I substituted it with "func_181668_a" since they had the same input arguments...
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L1971[18:37:58] <williewillus> you're on older mappings
L1972[18:38:12] <williewillus> those methods received names in lateish december i think
L1973[18:39:18] <M4thG33k> that's odd, because I'm using forge version 1.8.9-11.15.0.1699
L1974[18:39:49] <M4thG33k> (which was the most recent version as of a few days ago)
L1975[18:39:56] <williewillus> what mappings version?
L1976[18:40:30] <M4thG33k> snapshot_20151122
L1977[18:40:48] <M4thG33k> yup...outdated.
L1978[18:41:15] <M4thG33k> I'm assuming if I update that string and rerun my setup scripts it will be fixed?
L1979[18:45:41] <Zaggy1024> hm, maybe I should make a utility class to contain properties that exist for each EnumFacing
L1980[18:45:58] <Zaggy1024> so setting those properties can be done in iteration
L1981[18:47:24] <williewillus> Zaggy1024: what kinds of properties?
L1982[18:47:30] <williewillus> M4thG33k: yeah
L1983[18:47:34] <Zaggy1024> like fence connections
L1984[18:47:46] <williewillus> ah
L1985[18:47:52] <M4thG33k> Already had it done. Haha. Still no idea why the model isn't rendering though :/
L1986[18:48:07] <williewillus> just a static final EnumMap will do :p
L1987[18:48:10] <williewillus> or immutablemap
L1988[18:48:14] <williewillus> M4thG33k: post tesr code?
L1989[18:48:51] <M4thG33k> I already did: https://goo.gl/tOBstW and the corresponding model class: https://goo.gl/HqFlVU
L1990[18:49:23] <M4thG33k> (ignore the giant scaling - I was attempting to check if the translation was the issue...)
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L1993[18:53:02] <M4thG33k> I noticed that when parsing the .obj, I get that "command 's' ... is not currently supported, skipping"; I'm assuming that skips just that line in the file and doesn't skip the entire file...
L1994[18:54:06] <williewillus> yeah that's fine
L1995[18:55:04] <shadekiller666> yes M4thG33k, thats the "this command is unused" message
L1996[18:55:34] <shadekiller666> if it skipped the whole model, then it would be replaced with the missing model in-game, so you'd know about it :P
L1997[18:55:57] <M4thG33k> Ok
L1998[18:56:00] <shadekiller666> you can remove any lines from your .obj file that trigger that message if you want
L1999[18:56:49] <M4thG33k> I'll probably write a script to do that for me later...assuming I can get the objs to actually render in my tesr...
L2000[18:57:15] <shadekiller666> ok
L2001[18:57:21] <shadekiller666> what is currently happening?
L2002[18:58:17] <M4thG33k> I'm not completely sure; I've been trying to follow the 1.8 rendering of the Botania pylons, but the rendering isn't happening. Here are the two main classes I'm using: the tesr: https://goo.gl/tOBstW and the corresponding model class: https://goo.gl/HqFlVU
L2003[19:00:58] <shadekiller666> is it not rendering at all?
L2004[19:01:53] <M4thG33k> Oh, I think the problem is that I don't have any objects defined in my OBJ file (botania has "Crystal", "Ring_Panel0x", etc"...maybe that's the issue? (And no, it's not rendering at all...)
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L2006[19:02:33] <shadekiller666> well, the obj loader will load models that don't have groups defined
L2007[19:02:44] <williewillus> yeah that's only since the model has groups
L2008[19:02:50] <williewillus> dos yours have groups?
L2009[19:02:57] <shadekiller666> but if you try and make a group visible that wasn't defined it won't know what you're talking about
L2010[19:03:10] <M4thG33k> Not at the moment, but it will...
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L2012[19:03:50] <shadekiller666> I assume that the "new OBJModel.OBJState(ImmutableList.of("Valves"), false)" means that you want the group "Valves" to be visible?
L2013[19:04:37] <M4thG33k> Yes. I'm assuming I have to create the group in the obj file (either enter it manually or go back in to Blender and create one)?
L2014[19:04:42] <shadekiller666> if thats the case, and theres no "g Valves" or "o Valves" in your .obj then it won't know what to do and will most likely not render any faces
L2015[19:04:50] <shadekiller666> you can enter it manually
L2016[19:05:12] <shadekiller666> or, if thats the only group you have, you can just omit it and let the obj loader use its default one
L2017[19:05:37] <shadekiller666> and just pass either TRSRTransformation.identity() or null to the OBJState constructor
L2018[19:07:53] <M4thG33k> w00t
L2019[19:08:12] <M4thG33k> After hours of being on the struggle bus, I finally have rendering working!
L2020[19:09:00] <M4thG33k> Thank you so much for your help! I honestly have no idea what I would do without this resource...
L2021[19:13:43] <shadekiller666> lol, no problem
L2022[19:14:36] <M4thG33k> On a related note, since we no longer have IIcons, what would be the appropriate way to get an image/block icon (for use as a uv map, for example)?
L2023[19:15:50] <diesieben07> TextureAtlasSprite
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L2025[19:18:26] <M4thG33k> That is basically the giant "stitched" texture map, correct?
L2026[19:19:10] <diesieben07> No
L2027[19:19:16] <diesieben07> it is the class that used to implement IIcon
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L2029[19:19:22] <diesieben07> just the interface is gone, the rest is still there
L2030[19:20:45] <M4thG33k> I'm not sure if I understand how to use it...is there an example I can study?
L2031[19:21:00] <diesieben07> you use it just like IIcon.
L2032[19:21:03] <diesieben07> the method names are the same.
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L2034[19:23:10] <M4thG33k> I see that, but how do I get the TextureAtlasSprite given a block? I used to be able to use .getIcon(), but that no longer exists...
L2035[19:23:46] <diesieben07> a block does not use exactly one TAS. it can use 0-n
L2036[19:23:54] <gigaherz> you can't just get "the texture"
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L2038[19:24:01] <gigaherz> you can get the model
L2039[19:24:02] <diesieben07> what are you trying to achieve?
L2040[19:25:00] <M4thG33k> I understand you have to know which side/state the block is in; I wish to use the texture of items/blocks in my TESR class to render the items in the world
L2041[19:25:10] <tterrag> so get the model and then render it
L2042[19:25:13] <tterrag> icons are not your concern
L2043[19:25:36] <M4thG33k> I don't necessarily want to render the entire block though...maybe just one face of it
L2044[19:25:53] <diesieben07> blocks are not necessarily normal cubes
L2045[19:26:12] <diesieben07> you could make a sub-model though based on IBakedModel.getFaceQuads
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L2047[19:27:24] <M4thG33k> Okay; I still don't see the method to grab a block's model. Which class has this method?
L2048[19:28:02] <diesieben07> BlockRendererDispatcher#getModelFromBlockState
L2049[19:28:52] <M4thG33k> Cool. Thanks! I'll see what I can do with this! :)
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L2051[19:39:49] <M4thG33k> what replaced the Tessallator for adding vertices with uv?
L2052[19:42:25] <BlayTheNinth> M4thG33k, tesselator.getWorldRender() .pos(), .tex(), .endVertex()
L2053[19:42:28] <gigaherz> you do
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L2055[19:43:04] <gigaherz> worldrenderer.begin(GL11.GL_QUADS, vertex format);
L2056[19:43:20] <gigaherz> wr.pos(xyz).tex(uv).endVertex();
L2057[19:43:24] <gigaherz> for each vertex
L2058[19:43:24] <gigaherz> then
L2059[19:43:32] <gigaherz> tess.draw()
L2060[19:43:42] <M4thG33k> all right. That sounds tedious, but doable...
L2061[19:44:26] <gigaherz> it's just "wr.pos(xyz).tex(uv).endVertex();" instead of addVertexWithUV
L2062[19:44:34] <gigaherz> not really THAT different ;P
L2063[19:44:56] <M4thG33k> Yeah...it's just formatting. I'll just write a script to change all my 1.7.10 files...haha
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L2065[19:46:45] <CSxKING> hellu! \(^_^)/
L2066[19:47:08] <CSxKING> I am having crashing issues when porting back to 1.7.10 from 1.8 :\
L2067[19:47:09] <CSxKING> http://pastebin.com/CRUBQDzF
L2068[19:47:14] <CSxKING> Pls halp
L2069[19:47:16] <M4thG33k> Is there a location with a list/description of VertexFormats?
L2070[19:48:10] <gigaherz> CSxKING: why are you backporting? XD
L2071[19:48:42] <CSxKING> gigaherz :: because 1.8 has very little mods, and no IC2 or BuildCraft
L2072[19:48:49] <gigaherz> BC is being ported already
L2073[19:48:54] <gigaherz> not sure about IC2
L2074[19:48:58] <CSxKING> By third party to 1.8.8 :\
L2075[19:49:05] <gigaherz> by the time you are done backporting to 1.7.10
L2076[19:49:10] <gigaherz> everyone will switch to 1.8+
L2077[19:49:12] <CSxKING> for now, 1.7.10 is the better option for mai mods :\
L2078[19:49:31] <CSxKING> I just want to backport my modpack from 1.8 to 1.7.10
L2079[19:49:40] <CSxKING> I've already got the mods and such
L2080[19:49:52] <gigaherz> well the log seems to indicate that something instantiated an abstract method
L2081[19:50:02] <diesieben07> yeah the code should not even compile
L2082[19:50:28] <gigaherz> do you have some lib or coremod that's meant for 1.8?
L2083[19:50:38] <CSxKING> Hmm
L2084[19:50:38] <gigaherz> there may be a mismatch
L2085[19:50:41] <CSxKING> I can check :\
L2086[19:50:50] <gigaherz> something that wasn't abstract before, but is abstract now
L2087[19:50:54] <gigaherz> also
L2088[19:50:56] <CSxKING> Could be iChunUtils
L2089[19:50:58] <gigaherz> you didn't paste the whole log
L2090[19:51:09] <gigaherz> it's impossible to tell what could be wrong without the rest
L2091[19:51:15] <CSxKING> Whats the latest 1.7.10 version of iChunUtil?
L2092[19:51:53] <gigaherz> http://minecraft.curseforge.com/projects/ichunutil/files
L2093[19:51:54] <CSxKING> Full log: http://pastebin.com/W1M7ATTN
L2094[19:51:57] <gigaherz> check the version column
L2095[19:52:39] <CSxKING> Ok so its not iChunUtils then :\
L2096[19:52:43] <gigaherz> well
L2097[19:52:46] <CSxKING> I'm using v4.1
L2098[19:52:49] <gigaherz> the best I can say is
L2099[19:52:56] <gigaherz> at cpw.mods.fml.relauncher.CoreModManager.loadCoreMod(CoreModManager.java:502) ~[forge-1.7.10-10.13.4.1614-1.7.10.jar:?]
L2100[19:52:59] <gigaherz> it must be a coremod :/
L2101[19:53:18] <diesieben07> mhm, i am on FIRE tonight! :D https://goo.gl/Oeya1P
L2102[19:53:26] <CSxKING> Alright
L2103[19:53:29] <M4thG33k> Can someone briefly explain what "VertexFormat" is?
L2104[19:53:44] <gigaherz> diesieben07: what's that?
L2105[19:53:54] <diesieben07> me being in the nether and having a view of the overworld
L2106[19:53:57] <diesieben07> which is being updated :D
L2107[19:54:02] <gigaherz> M4thG33k: a vertex format describes the elements in the vertex data
L2108[19:54:06] <gigaherz> and their order
L2109[19:54:08] <gigaherz> so like
L2110[19:54:16] <gigaherz> DefaultVertexformats.POSITION_TEX
L2111[19:54:22] <shadekiller666> when squashing commits, you want the oldest one on top right?
L2112[19:54:27] <gigaherz> will have 3 floats for the position, and 2 floats for the texcoords
L2113[19:54:53] <gigaherz> and I mention DefaultVertexformats.POSITION_TEX
L2114[19:54:56] <gigaherz> because if you want to use
L2115[19:54:58] <M4thG33k> Thanks! That class is basically what I've been looking for
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L2117[19:55:04] <gigaherz> .pos(xyz).tex(uv), that's the one you want
L2118[19:55:10] <M4thG33k> Yup!
L2119[19:55:10] <gigaherz> ;P
L2120[19:55:27] <gigaherz> diesieben07: ah
L2121[19:55:30] <shadekiller666> Attributes.DEFAULT_VERTEX_FORMAT is the one that works best for obj models, btw
L2122[19:55:44] <shadekiller666> no idea why thats not in DefaultVertexFormats, but whatever
L2123[19:55:52] <diesieben07> so the client can now have a world for every dimension and render arbitrary views in any of them
L2124[19:56:00] <williewillus> ou mean Attributes.DEFAULT_BAKED_FORMAT
L2125[19:56:00] <gigaherz> diesieben07: nice
L2126[19:56:09] <shadekiller666> 6
L2127[19:56:12] <shadekiller666> ^
L2128[19:56:34] <gigaherz> so, now make it draw the ender pearl's point of view while the entity is in the air :D
L2129[19:56:36] <M4thG33k> Thanks to both/all of you...I'm too tired to count...
L2130[19:56:38] <M4thG33k> XD
L2131[19:56:57] <shadekiller666> anyway, i'm trying to squash my 25 commits on my OBJ_Loader branch into one, do i want the oldest commit on top, with the newest on bottom?
L2132[19:57:21] <gigaherz> shadekiller666: no idea what you mean
L2133[19:57:26] <CSxKING> Bam!
L2134[19:57:28] <CSxKING> Found it!
L2135[19:57:31] <CSxKING> Micnoodlecore
L2136[19:57:39] * gigaherz never squashed using git cmdline
L2137[19:57:42] <diesieben07> micnoodle haha
L2138[19:57:44] <shadekiller666> i'm trying to turn 25 commits into one larger commit
L2139[19:57:53] <gigaherz> in tortoisegit, I just go to the log
L2140[19:57:55] <CSxKING> Damn Galacticraft!
L2141[19:57:57] <gigaherz> choose a series of commits
L2142[19:57:57] <shadekiller666> i'm not in the git command line, i'm in sourcetree, which is similar
L2143[19:58:03] <gigaherz> and do "merge into one"
L2144[19:58:14] <gigaherz> and poof, squashing done ;P
L2145[19:58:23] <shadekiller666> sourcetree does it via interactive rebase, like the cmdline
L2146[19:58:27] <gigaherz> yeah
L2147[19:58:40] <gigaherz> never managed to do a squashing that way XD
L2148[19:58:47] <shadekiller666> diesieben07, do i want the oldest commit on top and the newest on bottom?
L2149[19:59:22] <CSxKING> All versions of micnoodlecore seem to cause crashes.
L2150[19:59:23] <diesieben07> you have a list of commits
L2151[19:59:23] <CSxKING> :|
L2152[19:59:28] <diesieben07> you dont change the order
L2153[19:59:37] <shadekiller666> ok
L2154[19:59:43] <diesieben07> you do squash for all except one
L2155[19:59:48] <diesieben07> that one determines the commit message
L2156[20:00:02] <diesieben07> (this is from memory i havent done this in a while)
L2157[20:00:52] <shadekiller666> right, but doesn't it execute top->bottom, meaning the one non-squash has to be on top
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L2159[20:01:36] <diesieben07> uhhh idk maybe?
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L2161[20:09:50] <williewillus> does idea have a builtin diff viewer / merge conflict resolver?
L2162[20:10:14] <tterrag> shadekiller666: yes
L2163[20:10:21] <diesieben07> yes willie
L2164[20:10:24] <tterrag> you can rename the commit once it's done rebasing though
L2165[20:10:28] <tterrag> so the name isn't really important
L2166[20:10:40] <tterrag> (infact you can even rename it on the rebase step, as long as the ish is the same)
L2167[20:10:54] <shadekiller666> so i do want the oldest on top?
L2168[20:10:54] <williewillus> where is it :p
L2169[20:11:14] <shadekiller666> with most recent on bottom?
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L2171[20:11:38] <williewillus> ah nvm found it
L2172[20:11:41] <diesieben07> williewillus, VCS menu. for merge conflicts i think it only opens when you merge from within idea
L2173[20:12:00] <diesieben07> the merge conflict resolver is amazing btw
L2174[20:14:46] <shadekiller666> tterrag?
L2175[20:15:04] <tterrag> shadekiller666: if there are any squashed commits without a previous commit to squash INTO the rebase will fail
L2176[20:15:05] <tterrag> so, yes
L2177[20:15:36] <shadekiller666> ok, hence why my privious attempts did absolutely nothing...
L2178[20:16:08] <shadekiller666> why does it list them newest->latest... when squashing wants latest->newest...
L2179[20:16:45] <tterrag> what?
L2180[20:16:46] <tterrag> it doesn't
L2181[20:17:19] <tterrag> also those words mean the same thing
L2182[20:18:50] <tterrag> it goes old -> new
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L2185[20:23:50] <killjoy> What's the proper file extension for hocon? .conf?
L2186[20:24:20] <killjoy> And does github support highlighting of it?
L2187[20:28:23] <gigaherz> they don't seem to care what the extension is
L2188[20:28:34] <gigaherz> https://github.com/typesafehub/config/blob/master/HOCON.md#include-semantics-file-formats-and-extensions
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L2192[20:42:34] <yurikoster1> hey guys im making my first mod and im making it for 1.8.9 are there any tutorials on how to make a sapling and tree?
L2193[20:43:42] <gigaherz> can't say I know any link specifically about saplings
L2194[20:43:56] <gigaherz> best suggestion I can give is to look at the code for the vanilla saplings
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L2196[20:44:16] <yurikoster1> ok ill do that tnks
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L2200[21:01:09] <M4thG33k> in the TESR<~>#renderTileEntityAt method, what do "partialTicks" and "destroyStage" represent?
L2201[21:02:29] <williewillus> destroystage is how destroyed the block is
L2202[21:02:33] <williewillus> used to render digging on chests
L2203[21:02:40] <williewillus> partialticks is so you can animate things faster than 20fps
L2204[21:02:56] <gigaherz> not just faster
L2205[21:03:01] <gigaherz> it's simply so that rendering is smooth
L2206[21:03:09] <williewillus> the only game-based timing we have available in a tesr is world time
L2207[21:03:14] <williewillus> but that's only 20 per second max
L2208[21:03:40] <williewillus> partial ticks provides you the "time between ticks" from 0 to 1 (0.9999... whatever) so you can animate smoothly
L2209[21:04:48] <M4thG33k> all right
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L2215[21:15:27] <shadekiller666> fry: OBJLoader Updates: https://github.com/MinecraftForge/MinecraftForge/pull/2382
L2216[21:16:42] <shadekiller666> lots of changes! :D
L2217[21:17:49] <shadekiller666> williewillus, did you find the link to the gist i sent you last night with the final state of the pylon test block that i had before removing it?
L2218[21:19:08] <shadekiller666> williewillus, if not: https://gist.github.com/shadekiller666/21e0c892cccc5618dec8
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L2220[21:25:09] <fry> shadekiller666: you shouldn't update mappings in the PR like that
L2221[21:25:25] <fry> also, forge uses stable ones
L2222[21:26:35] <M4thG33k> if a texture looks darker than it ought to, what GL settings would affect that?
L2223[21:27:18] <gigaherz> color, lighting
L2224[21:27:29] <shadekiller666> fry, had i not i wouldn't have been able to run the game, some classes were trying to use obf names for non-obfed methods...
L2225[21:27:58] <fry> what?
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L2227[21:28:20] <gigaherz> eh isn't stable_20 1.8.8?
L2228[21:28:58] <gigaherz> I guess it doesn't matter that much though
L2229[21:29:01] <fry> shouldn't matter, yes
L2230[21:29:12] <gigaherz> shadekiller666: eh even if you were to run without mappings
L2231[21:29:17] <gigaherz> you'd still have srg-named stuff
L2232[21:29:31] <shadekiller666> some push from you or cpw or someone a few days ago on the main forge branch made changes to forge or fml files that were using obfed names of vanilla methods or something like that
L2233[21:29:35] <gigaherz> (I think)
L2234[21:29:44] <shadekiller666> eclipse wouldn't compile because of it
L2235[21:29:45] <cpw> ?
L2236[21:29:59] <fry> ah, you got the eclipse stackmap snafu probably
L2237[21:30:00] <cpw> wut?
L2238[21:30:05] <cpw> most likely yes
L2239[21:30:08] <fry> set compile level to java6
L2240[21:30:11] <fry> and try again :P
L2241[21:30:16] <shadekiller666> its fine now lol
L2242[21:30:16] <cpw> make sure you have java 6 as your compile level in eclipse
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L2245[21:32:39] <panda_2134> Is TE ported to 1.8.9?
L2246[21:32:44] <tterrag> no
L2247[21:32:51] <gigaherz> assuming you mean Thermal Expansion
L2248[21:33:00] <gigaherz> no, so far as I know, the cofh people don't have plans to port
L2249[21:33:09] <panda_2134> It seems that many mod has stopped development of 1710
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L2251[21:33:42] <panda_2134> Neither does IC
L2252[21:34:10] <fry> give them time, they may port eventually :P
L2253[21:34:12] <panda_2134> Is there any famous tech mod in189?
L2254[21:34:36] <fry> why do you want a famous mod? go find some small, but fun mod :P
L2255[21:35:19] <shadekiller666> fry, cpw, i believe what happened was that ForgeHooksClient and GuiIngameForge had changes added to them on the main forge branch, which the 'stable_20' mappings didn't have mappings for, as 'stable_20' was the last 1.8.8 mapping
L2256[21:35:24] <panda_2134> Because I'm familar with them XD
L2257[21:35:47] <tterrag> progressive automation is updated
L2258[21:35:53] <tterrag> I'm not a fan, but it's an automation mod
L2259[21:35:55] <fry> then you should be able to answer that question yourself :P
L2260[21:35:55] <shadekiller666> EnderIO(?)
L2261[21:36:05] <tterrag> nope
L2262[21:36:08] <fry> also, BC mostly works
L2263[21:36:13] <panda_2134> Immersive engineering is at 189
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L2265[21:36:50] <shadekiller666> so those mapping changes were a result of the 1.8.8 to 1.8.9 jump
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L2267[21:37:58] <shadekiller666> oh, and LightUtil
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L2269[21:39:01] <fry> 181720 is still unmapped in stable_20
L2270[21:39:08] <fry> not sure what you're talking about
L2271[21:39:30] <shadekiller666> its the fact that it was unmapped in stable_20 that prompted the change
L2272[21:39:50] <shadekiller666> its mapped in snapshot_20160107
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L2274[21:40:02] <fry> why are you using snapshot_20160107?
L2275[21:40:19] <shadekiller666> because it was the most recent 1.8.9 mapping at the time
L2276[21:40:29] <fry> why did you change it at all?
L2277[21:41:21] <shadekiller666> because eclipse wouldn't compile because it didn't know what func_181720_blah was
L2278[21:42:06] <fry> you probably didn't setup forge correctly
L2279[21:42:09] <shadekiller666> ...
L2280[21:42:19] <gigaherz> out of curiosity, is there any specific reason that forge is kept on old/stable mappings? or just to avoid having extra changes in diffs?
L2281[21:42:19] <fry> cause it's working fine for everyone else
L2282[21:42:32] <shadekiller666> this is the same dev env i've been using for development of the obj loader since the beginning
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L2284[21:42:54] <gigaherz> you started in 1.8 though, maybe the update broke something
L2285[21:42:55] <gigaherz> ;P
L2286[21:42:59] <cpw> shadekiller666, what we'll probably do is get a stable mapping for 1.8.9 soon
L2287[21:43:10] <cpw> depends when bspkrs is next around i think
L2288[21:43:15] <cpw> then we'll update forge to it
L2289[21:43:22] <cpw> then you can redo your PR with that
L2290[21:43:26] <cpw> k?
L2291[21:43:27] <shadekiller666> let me see if i can find the commit on the main forge branch that broke it
L2292[21:44:49] <gigaherz> hmmm if you were to revert to the older mappings and refresh the envirionment, I wonder if it would break again...
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L2296[21:49:46] <bspkrs> wat
L2297[21:49:56] <bspkrs> stable mappings? pssshhhh
L2298[21:50:09] <bspkrs> we don't need no stable mappings
L2299[21:50:42] <fry> we don't need no source control
L2300[21:50:46] <shadekiller666> fry, i believe this was the change you made that broke it: https://github.com/MinecraftForge/MinecraftForge/commit/56eba05237e02041f964060d4e80972b53bf7ad7
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L2302[21:51:33] <gigaherz> shadekiller666: that's the 1.8.9 update XD
L2303[21:51:41] <shadekiller666> gigaherz, i tried that :P, it failed, then i came in here and ran !gm <unobf name> 1.8.8 and it didn't find it
L2304[21:51:49] <shadekiller666> but the 1.8.9 mappings did
L2305[21:51:55] <shadekiller666> gigaherz, i know
L2306[21:52:11] <shadekiller666> that was fry's commit to update TO 1.8.9
L2307[21:52:26] <gigaherz> yes that was a while ago
L2308[21:52:34] <shadekiller666> mhmm
L2309[21:52:35] <gigaherz> everyone seems to ahve been using forge dev just fine after that
L2310[21:52:40] <fry> ^
L2311[21:52:47] <shadekiller666> and thats when my dev env stopped compiling
L2312[21:52:54] <gigaherz> yeah so something glitched out
L2313[21:52:58] <fry> you didn't update properly then
L2314[21:53:06] <fry> somehow
L2315[21:53:36] * gigaherz now has "the wall" stuck in his head ¬¬
L2316[21:53:46] <fry> good. :P
L2317[21:54:25] <gigaherz> dun dun dun dun another mod in the forge
L2318[21:54:57] <shadekiller666> when that update came in: I committed any changes that were pending on the OBJ_Loader branch, pushed them, checked out the master, pulled in the changes, pushed to my fork, checked out OBJ_Loader, rebased back onto the master branch, and pushed
L2319[21:55:10] <shadekiller666> at which point eclipse stopped compiling
L2320[21:55:52] <shadekiller666> so i ran gradlew setupForge again, with and without --refresh-dependencies, and nothing happened
L2321[21:56:25] <shadekiller666> i selected the "Forge" package in eclipse and clicked Refresh in the context menu, and it still wasn't compiling
L2322[21:56:53] <gigaherz> well since you just pushed that, you could take this chance to refresh/reecreate the environment
L2323[21:57:00] <fry> try making a new setup, in a new folder
L2324[21:57:04] <fry> see if that works
L2325[21:59:53] <williewillus> how many render passes do TE's have?
L2326[22:00:05] <williewillus> there's a shouldRenderInPass in TE but nothing overrides it
L2327[22:00:10] <williewillus> and no javadoc :p
L2328[22:01:56] <gigaherz> opaque, cutout, translucent ?
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L2330[22:02:56] <williewillus> that's the block render passes :p
L2331[22:03:09] <gigaherz> yes, TESR runs after each block pass
L2332[22:04:06] <fry> are you sure?
L2333[22:04:31] <gigaherz> renderWorldPass calls renderEntities which draws the TESRs that return true for it?
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L2335[22:04:59] <gigaherz> hmmm
L2336[22:05:19] <fry> renderWorldPass != render 1 block layer
L2337[22:05:25] <fry> so, TESRs render only once
L2338[22:05:32] <fry> or twice if you have anaglyph enabled
L2339[22:05:42] <williewillus> ah
L2340[22:05:43] <gigaherz> oh?
L2341[22:05:52] <williewillus> was just curious since they have a shouldRenderInPass(int) method
L2342[22:05:57] <fry> if I'm reading the code correctly
L2343[22:06:23] <gigaherz> oh I see
L2344[22:06:29] <gigaherz> each pass renders all world layers
L2345[22:06:33] <fry> yup
L2346[22:06:36] <gigaherz> but this makes no sense
L2347[22:06:45] <fry> it does :P
L2348[22:06:47] <gigaherz> I have "pass==1" and my TESR draws even without anaglyph
L2349[22:06:47] <gigaherz> XD
L2350[22:07:12] <luacs1998> !gf currentGameType 1.8.9
L2351[22:07:26] <fry> you mean in your TE?
L2352[22:07:32] <gigaherz> yes
L2353[22:07:41] <luacs1998> !gf getBlockReachDistance 1.8.9
L2354[22:07:45] <luacs1998> !gm getBlockReachDistance 1.8.9
L2355[22:07:46] <gigaherz> shouldRenderInPass, I have return pass==1;
L2356[22:08:15] <gigaherz> shouldRenderInPass gets called for 0,1,0,1
L2357[22:08:17] <gigaherz> :/
L2358[22:09:02] <fry> ah, here we go
L2359[22:09:17] <gigaherz> and yeah it's .renderWorldPass(2, ... XD
L2360[22:09:19] <fry> pass that's passed to the TE check != pass of renderWorldPass
L2361[22:09:24] <gigaherz> ahh
L2362[22:09:31] <shadekiller666> great... sourcetree can't even figure out how to clone the main forge repo...
L2363[22:09:36] <fry> it's ForgeHooksClient.renderPass
L2364[22:09:38] <williewillus> whats the purpose of TE render pass 1 though?
L2365[22:09:43] <williewillus> nothing uses it in Forge/Vanilla
L2366[22:09:45] <gigaherz> williewillus: if you do it in pass 0
L2367[22:09:50] <gigaherz> it shows always in front of water
L2368[22:09:51] <fry> so, there are indeed 2 TESR passes
L2369[22:09:53] <M4thG33k> does anyone know of any 1.8.9 mods out that have new fluids?
L2370[22:09:56] <gigaherz> if you do it in pass 1, it's always behind water
L2371[22:09:59] <gigaherz> ... or the otherway around
L2372[22:10:04] <williewillus> huh
L2373[22:10:15] <gigaherz> the TESR doesn't get sorted with transparent blocks
L2374[22:10:23] <gigaherz> (translucent world layer)
L2375[22:10:39] <gigaherz> either you draw them before, always (pass 0), or after always (pass 1)
L2376[22:10:42] <fry> pass 0 is right after CUTOUT layer
L2377[22:10:44] <gigaherz> or that was my understanding
L2378[22:10:53] <fry> pass 1 is after TRANSLUCENT
L2379[22:11:14] <gigaherz> ah so it's not quite what I said originally, it's offset by 1
L2380[22:11:42] <gigaherz> makes sense, cutout doesn't have the issue
L2381[22:12:35] <gigaherz> williewillus: if you use "pass==0", water will always draw in front of the TESR image, if you use "pass==1", the TESR will always draw in front of water, gpu-wise of course
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L2383[22:13:33] <shadekiller666> omg
L2384[22:13:45] <gigaherz> williewillus: pass==1: https://dl.dropboxusercontent.com/u/743491/2016-01-17_05.13.24.png
L2385[22:14:30] <shadekiller666> why can't the "Folder In Use" error window actually fucking show WHICH program a file/folder is opened in...
L2386[22:14:39] <tterrag> how are blocks sorted properly?
L2387[22:14:43] <tterrag> especially inside chunks?
L2388[22:14:52] <gigaherz> williewillus: pass==0: https://dl.dropboxusercontent.com/u/743491/2016-01-17_05.14.25.png
L2389[22:14:53] <tterrag> and why can't that same logic be applied to TESRs?
L2390[22:15:14] <killjoy> check the resource monitor
L2391[22:15:17] <gigaherz> blocks are only sorted within chunks, and the chunks are simply drawn far-to-near
L2392[22:15:23] <gigaherz> IIRC
L2393[22:15:30] <fry> tterrag: because TESRs are arbitrary GL
L2394[22:15:34] <shadekiller666> instead of just saying "the folder or a file in it is open in another program." tell me what fucking program...
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L2396[22:15:44] <tterrag> fry: and? is that special?
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L2398[22:15:50] <tterrag> I mean, when it comes down to it, so are blocks
L2399[22:15:51] <gigaherz> TESR's polygon data isn't batched
L2400[22:15:54] <tterrag> everything ends in a draw() call :P
L2401[22:16:03] <fry> you can't render the TESR inbetween the chunk quad array
L2402[22:16:04] <gigaherz> no, TESRs don't get into the batched VBOs
L2403[22:16:09] <gigaherz> they draw separately
L2404[22:16:12] <tterrag> fry: what about inside individual chunks?
L2405[22:16:24] <tterrag> blocks still sort fine then
L2406[22:16:28] <fry> that's what I'm talking about
L2407[22:16:32] <tterrag> regardless of perspective
L2408[22:16:37] <tterrag> but /how/ does that work at all
L2409[22:16:42] <fry> if you have some blocks infront of and some block behind that TESR
L2410[22:16:48] <fry> you need to render them in 2 calls
L2411[22:16:52] <gigaherz> they could however draw each chunk's TESRs with the chunk
L2412[22:16:57] <shadekiller666> individual chunks shove all of the quad data of every block in it into a single array
L2413[22:17:05] <shadekiller666> then passes that to opengl
L2414[22:17:10] <gigaherz> maybe
L2415[22:17:26] <tterrag> and it's sorted where? my understanding was that it used displaylists, which are constant
L2416[22:17:31] <tterrag> unless GL has some builtin sorting for lists?
L2417[22:17:35] <fry> rendering TESR simply with the containing chunk won't help much
L2418[22:17:47] <gigaherz> it would avoid this: https://dl.dropboxusercontent.com/u/743491/2016-01-17_05.14.25.png
L2419[22:17:56] <gigaherz> that's why I chose to have pass==1
L2420[22:17:59] <fry> tterrag: WorldRenderer.sortVertexData
L2421[22:18:09] <fry> called for the TRANSLUCENT layer
L2422[22:18:16] <gigaherz> I'd rather my TESR always draws after water, than that ;P
L2423[22:18:28] <tterrag> !gm sortVertexData
L2424[22:18:44] <fry> and there's a chunk update each time chunk crosses the "player axis", mostly
L2425[22:19:17] <tterrag> ok, so that method runs every frame after a chunk renders (in pass 1)
L2426[22:19:22] <tterrag> yes?
L2427[22:19:26] <fry> not every frame
L2428[22:19:40] <fry> and don't think in pass numbers for static renderer
L2429[22:19:41] <tterrag> then how can it possibly sort based on perspective
L2430[22:19:45] <fry> it's block layers now
L2431[22:20:05] <tterrag> I can look at blocks in a different order within one chunk
L2432[22:20:07] <fry> a chunk update is fired each time player crosses the chunk boundary
L2433[22:20:10] <tterrag> so chunk boundary sorting isn't sufficient
L2434[22:20:12] <fry> yes, you could
L2435[22:20:38] <gigaherz> you mean ANY chunk boundary?
L2436[22:20:40] <fry> which is why glitches like this still happen: http://i.imgur.com/fy5RlZu.png
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L2438[22:21:07] <fry> here you can see water being drawn before the ice
L2439[22:21:25] <fry> or smth like that
L2440[22:21:35] <gigaherz> order-independent transparency is one of the biggest "problems" in game engine development
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L2444[22:23:07] <tterrag> http://puu.sh/myDu7.jpg http://puu.sh/myDui.jpg
L2445[22:23:09] <tterrag> within the same chunk
L2446[22:23:12] <tterrag> rendering works both ways
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L2448[22:23:29] <shadekiller666> fry, other than the mappings, how do the changes look
L2449[22:23:48] <fry> tterrag: the chunk player is in is updated every frame, I think
L2450[22:23:54] <fry> shadekiller666: no idea
L2451[22:24:00] <tterrag> ok then
L2452[22:24:02] <fry> will need time to look at them
L2453[22:24:13] <gigaherz> hmmm
L2454[22:24:19] <tterrag> hmmm
L2455[22:24:31] <gigaherz> thinking about it, could this be related to the issue where far away flowing water doesn't update the rendering often enough?
L2456[22:25:13] <tterrag> even from here it still works both ways http://puu.sh/myDAP.jpg
L2457[22:25:43] <fry> if (this.isPositionInRenderChunk(blockpos, renderglobal$containerlocalrenderinformation2.renderChunk)) ... this.renderDispatcher.updateChunkNow(renderchunk4);
L2458[22:26:04] <fry> you're licky, tterrag
L2459[22:26:09] <fry> make a flat world
L2460[22:26:15] <tterrag> I'm what?!
L2461[22:26:18] <fry> with water under the ice
L2462[22:26:21] <Temportalist> From an efficiency during render tick standpoint, which is better: few if checks, or fewer loops of 1-15?
L2463[22:26:23] <tterrag> I know the ice bug
L2464[22:26:27] <fry> and you'll eventually get it
L2465[22:26:36] <tterrag> but I don't understand why THAT EXAMPLE works at all
L2466[22:26:38] <fry> ice bug = incorrect sorting
L2467[22:26:40] <tterrag> because by what you've said, it shouldn't
L2468[22:26:56] <M4thG33k> there's no way to implement a parallel of the ForgeDirection.UNKNOWN with EnumFacing, is there?
L2469[22:26:56] <fry> because, again, chunk is updated if you move sufficiently
L2470[22:27:21] <shadekiller666> M4thG33k, use null
L2471[22:27:40] <tterrag> and sufficiently is?
L2472[22:27:40] <M4thG33k> why didn't I think of that? -_-
L2473[22:28:21] <PrinceCat> Hey guys, I think I've asked this before but I'm not sure if it changed for 1.8 due to the rendering changes. Does anyone have an example or know how I would go about rendering item and block icons and then exporting them as files?
L2474[22:28:24] <tterrag> I find it hard to believe that all frustum chunks are being re-rendered every few steps
L2475[22:28:29] <tterrag> FPS would dive when you move
L2476[22:28:37] <shadekiller666> for the same reason most people updating from 1.7.10 to 1.8 don't think of it
L2477[22:28:49] <tterrag> shadekiller666: they did think about it, actually
L2478[22:28:54] <tterrag> passing around nulls is dangerous and ugly
L2479[22:29:01] <tterrag> it's not the same as a dedicated value
L2480[22:29:06] <tterrag> you can't perform operations on null
L2481[22:29:10] <tterrag> it makes for uglier and slower code
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L2484[22:29:47] <gigaherz> not re-rendered, the baked quads are still there
L2485[22:29:49] <shadekiller666> 1 blame mojang, 2 i wasn't the one that decided not to patch it in :P
L2486[22:29:54] <gigaherz> jsut re-sorted
L2487[22:29:56] <gigaherz> also
L2488[22:29:56] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-17-0528-33.mp4
L2489[22:30:05] <gigaherz> things don't update as often as they seem
L2490[22:30:10] <gigaherz> look at the water ;P
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L2492[22:30:21] <tterrag> gigaherz: that's been a bug for ages
L2493[22:30:32] <tterrag> like...forever
L2494[22:30:34] <gigaherz> I didn't notice it until updating to 1.8.9
L2495[22:30:47] <Cazzar> Yeah, that isn't uncommon
L2496[22:30:48] <tterrag> like, make a slime block machine
L2497[22:30:50] <tterrag> that moves
L2498[22:30:52] <tterrag> then go far away
L2499[22:30:54] <tterrag> and watch it bug out
L2500[22:30:57] <fry> tterrag: RenderChunk.resortTransparency
L2501[22:30:57] <gigaherz> I don't have any memory of this happening to waterballs in 1.8.0
L2502[22:31:03] <fry> sorts without rebuilding
L2503[22:32:32] <tterrag> huh
L2504[22:32:43] <tterrag> on a side note, interesting that they use manual locks instead of synchronized blocks
L2505[22:32:49] <tterrag> or is that a decompiler artifact?
L2506[22:33:00] <tterrag> no, it's part of the class
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L2509[22:36:02] <fry> tterrag: basically, transparency is resorted each time you move 1 meter, but no more than 15 chunks total
L2510[22:36:11] <fry> for magical reasons
L2511[22:36:55] <shadekiller666> omg
L2512[22:38:05] <shadekiller666> so i downloaded the zip of the main forge master branch, copied the files to a normal folder, opened the command prompt, ran gradlew setupForge, and now it can't download FG2.1...
L2513[22:38:08] <shadekiller666> >:(
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L2515[22:38:50] <tterrag> fry: 15 closest chunks?
L2516[22:38:58] <tterrag> probably to save FPS freezes
L2517[22:39:00] <gigaherz> worked for me just a little while ago, in the MDK
L2518[22:39:01] <gigaherz> Download http://files.minecraftforge.net/maven/net/minecraftforge/gradle/ForgeGradle/2.1-SNAPSHOT/ForgeGradle-2.1-20160116.192356-17.jar
L2519[22:39:19] <fry> those updates are threaded
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L2521[22:40:03] <shadekiller666> this was after setupForge got stuck on 1.57/13.0 MB in a previous attempt
L2522[22:40:13] <fry> and no idea if they're sorted by distance ot the camera or not
L2523[22:40:18] <shadekiller666> i'll be back in an hour or so'
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L2527[22:43:57] <Darkevilmac> Would anyone here be willing to help with some bug testing of a mod? I've been fiddling around trying to break it but I made it so I'm not really sure what an end user is going to do.
L2528[22:44:33] <M4thG33k> Darkevilmac: Depending on how much content, I could give it a spin
L2529[22:45:23] <Darkevilmac> M4thG33k, It's Archimedes Ships so not a whole lot of content, just a matter of tile entities not making it crash the entire game.
L2530[22:45:39] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L2531[22:45:42] <Darkevilmac> And the console will be a bit spammy fyi lot of debug methods are still in from dev time.
L2532[22:46:39] <Darkevilmac> M4thG33k, this is just a zip with the mod + it's dependency. https://up1.ca/#341z7YPqRvaVxXaabiCNsg
L2533[22:46:49] <M4thG33k> for 1.8.8 or 1.8.9?
L2534[22:46:54] <Darkevilmac> 1.8.9
L2535[22:46:59] <M4thG33k> kk
L2536[22:48:01] *** Vigaro is now known as V
L2537[22:48:53] <M4thG33k> umm...which version of forge and which snapshot of the mappings are you using? I can't load it with my current setup...
L2538[22:49:10] ⇦ Quits: sinkillerj (~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net) (Quit: Leaving)
L2539[22:49:29] <Darkevilmac> M4thG33k, that's for a compiled environment.
L2540[22:49:34] <Darkevilmac> as in minecraft launcher.
L2541[22:50:08] <M4thG33k> I was just going to dump it in my /mods folder and run it...
L2542[22:50:47] <Darkevilmac> Are you running it in a dev environment or just the regular minecraft launcher?
L2543[22:51:01] <Darkevilmac> Cause if you're using just the regular launcher give me the log so I can look at it.
L2544[22:51:20] <M4thG33k> I was just going to use my dev environment for convenience...hold on, I'll get the launcher
L2545[22:52:13] *** fry is now known as fry|sleep
L2546[22:54:15] <M4thG33k> This would be so much easier if 1.8.9 was on curse...
L2547[22:56:28] <tterrag> er
L2548[22:56:30] <tterrag> is it not?
L2549[22:56:50] <gigaherz> Darkevilmac: forge recently got support for running non-dev jars in the development enviornment, I believe
L2550[22:56:59] <McJty> M4thG33k, it is
L2551[22:57:25] <Darkevilmac> gigaherz, I very much doubt it would work with Mixins either way.
L2552[22:57:28] <M4thG33k> I can't select 1.8.9 under "version" when creating a custom profile...
L2553[22:57:47] <McJty> M4thG33k, I have heared someone say you need to reinstall the client
L2554[22:57:53] <McJty> Haven't tried it myself but apparently that solves that
L2555[22:57:59] <M4thG33k> Of course I would...
L2556[22:58:35] <gigaherz> remember you ahve to run the minecraft version at least oncefirst, before installing forge for that version
L2557[22:58:43] <gigaherz> (IIRC)
L2558[22:58:43] ⇨ Joins: PrinceCat (~PrinceCat@124-170-179-128.dyn.iinet.net.au)
L2559[22:58:48] <McJty> Quote: Since no one else is polite enough to answer, the solution for 1.8.9 not showing up is to reinstall the client. There was an updating issue with a version of the client, and the only fix is to manually download the newest version off the site.
L2560[22:59:03] <McJty> From a reply on this subject at reddit
L2561[23:00:48] ⇨ Joins: codahq (~codahq@c-174-52-130-121.hsd1.ut.comcast.net)
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L2563[23:05:56] <M4thG33k> Finally launching it...haha
L2564[23:08:45] ⇨ Joins: Meow-J (uid69628@id-69628.highgate.irccloud.com)
L2565[23:12:31] <killjoy> I need recommendations for keyboards
L2566[23:12:40] <killjoy> I require rollover
L2567[23:13:32] <Darkevilmac> killjoy, WASD Code
L2568[23:13:35] <gigaherz> i'm happy with my cherry G80-3000, but it's not NKRO
L2569[23:13:54] <Darkevilmac> WASD Code is really nice for me at least.
L2570[23:14:00] <killjoy> as a touch typist, it's a requirement
L2571[23:14:05] <Darkevilmac> goes on massdrop from time to time with a good price.
L2572[23:15:11] <M4thG33k> Darkevilmac: Crash report: http://goo.gl/kRI0or working on getting the log for you too...it was over the limit for pastebin...
L2573[23:15:20] <gigaherz> how does touch-typing relate to the number of keys pressed at once? ;P
L2574[23:15:52] <M4thG33k> Darkevilmac: the log: https://docs.google.com/document/d/1ZMV5POaDsORE0R2eidj_S-SKi-KIMK-Z1QIUnDSMhP0/edit?usp=sharing
L2575[23:16:02] <Darkevilmac> lel a google doc
L2576[23:16:15] <Darkevilmac> warned you that it would be spammy as fuck lol
L2577[23:16:24] <M4thG33k> It was the dirtiest way to get it to you... haha
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L2580[23:18:23] <Sandra> there are definitely pastebins that don't have limits.
L2581[23:18:32] <Sandra> or that have reasonable limits.
L2582[23:18:37] <M4thG33k> only if you go pro
L2583[23:18:41] <gigaherz> I just use gist these days
L2584[23:18:45] <gigaherz> won't even bother pasting on pastebin
L2585[23:19:41] <Darkevilmac> killjoy, just in case you don't know already https://mechanicalkeyboards.com/ you can view the key rollover on every product page.
L2586[23:19:56] <M4thG33k> I didn't even know about gist/github a year ago...I have a lot of learning to do...
L2587[23:19:59] <killjoy> I'm not a huge fan of mechanical keyboards. Convince me otherwise
L2588[23:20:06] <gigaherz> o_O
L2589[23:20:13] <Darkevilmac> you mean the site or the product
L2590[23:20:14] <gigaherz> but but
L2591[23:20:19] <killjoy> in general
L2592[23:20:21] <gigaherz> mechanicals rule
L2593[23:20:36] <gigaherz> you just need to find your preferred type of switch
L2594[23:20:41] <Darkevilmac> ^
L2595[23:20:45] <gigaherz> I fell in love with MX Black
L2596[23:20:59] <Sandra> yeah, I don't mean on pastebin.com. I mean there's pastebins, that don't have such low limits.
L2597[23:21:06] <Darkevilmac> go to best buy or whatever your local big box store is, you can ask to try one of the mechs odd are they'll let you.
L2598[23:21:13] <Darkevilmac> If not that get a switch tester and find what you like.
L2599[23:21:19] <killjoy> Yeah, mine has a few on display
L2600[23:21:32] <gigaherz> it's rare to see a mechanical keyboard here
L2601[23:21:37] <Zaggy1024> oh, crap
L2602[23:21:45] <Zaggy1024> cullface doesn't get rotated in forge blockstates
L2603[23:21:46] <Darkevilmac> Even if they're not all on display odds are they'll let you open and try it as long as you don't take off the plastic.
L2604[23:21:47] <Zaggy1024> D:
L2605[23:21:48] <Sandra> also I don't think I've ever really seen a need for the fml log file.
L2606[23:22:23] <Sandra> the stdout log and context has been all I've ever seen needed.
L2607[23:22:55] <Sandra> would be good if Forge stored the same log as stdout in a file too.
L2608[23:22:57] <Darkevilmac> Sandra, then you obviously don't use loggers you just use System.out or something
L2609[23:23:09] <Darkevilmac> if you use logger.debug you need log files.
L2610[23:23:35] <Sandra> yes, but I've never seen any need to have those to report a bug or crash or anything.
L2611[23:23:36] <gigaherz> killjoy: there's 3 main types of switches for mechanicals, the non-clicky, the clicky, and the two-level switches
L2612[23:23:42] <Sandra> i mean I can see some use.
L2613[23:23:46] <killjoy> two level?
L2614[23:23:49] <gigaherz> yes
L2615[23:23:50] <Darkevilmac> gigaherz, also topre
L2616[23:23:55] <gigaherz> the click for pressing is lower
L2617[23:23:58] <gigaherz> than the click for releasing
L2618[23:24:04] <Sandra> but like.... if I log something, I'm gonna test it then remove the log later once I fix the issue.
L2619[23:24:09] <Sandra> and log to stdout.
L2620[23:24:29] <gigaherz> http://www.keyboardco.com/blog/wp-content/uploads/2012/10/Blue.gif
L2621[23:24:31] <gigaherz> like this
L2622[23:24:34] <Darkevilmac> I only do that for things I know I want to remove later.
L2623[23:24:40] <Darkevilmac> Odds are I'll keep it in as a log.debug.
L2624[23:24:43] <gigaherz> they are rather bad for gaming
L2625[23:24:52] <gigaherz> but supposedly really good for typists
L2626[23:25:02] <Darkevilmac> gigaherz, I game with MX Green get on my level
L2627[23:25:17] <Darkevilmac> not razer mind you, cherry.
L2628[23:25:35] <gigaherz> I have black
L2629[23:25:38] <gigaherz> my flatmate has red
L2630[23:25:46] <Sandra> yeah, I guess so.
L2631[23:26:05] * Sandra uses whatever keyboard she has available for her computer.
L2632[23:26:06] <gigaherz> I prefer the black, the red keys are too light
L2633[23:26:19] <Sandra> and in the specific situation I have.
L2634[23:26:37] <gigaherz> I tend to rest my hands on the keyboard, so I'd type by mistake with a MX Red keyboard
L2635[23:26:42] <Darkevilmac> killjoy, here's one on sale on massdrop right now. https://www.massdrop.com/buy/v60-mini-mechanical-keyboard not a full size but it has cherry switches.
L2636[23:26:49] <gigaherz> ah here
L2637[23:26:49] <gigaherz> http://www.keyboardco.com/blog/index.php/2012/12/an-introduction-to-cherry-mx-mechanical-switches/
L2638[23:26:54] <gigaherz> that was the nice page I was looking for
L2639[23:27:07] <gigaherz> shows the comparison of each switch's activation mode
L2640[23:27:36] <Darkevilmac> killjoy, also this. https://www.reddit.com/r/MechanicalKeyboards/wiki/buying_guide
L2641[23:27:46] <Darkevilmac> tons of info on that subreddit.
L2642[23:28:00] <Darkevilmac> don't really like reddit much myself but there's lots of info.
L2643[23:28:17] <gigaherz> Darkevilmac: I'm looking at those topre things
L2644[23:28:19] <gigaherz> they look fancy
L2645[23:28:28] <Darkevilmac> topre is pricey as hell
L2646[23:28:31] <Darkevilmac> but I really want them
L2647[23:28:37] <gigaherz> "The Topre switch feels at first like a refined rubber dome; and then, in some ways, reminiscent of some mechanical-contact switches such as the Cherry MX Red "
L2648[23:28:38] <gigaherz> ahh
L2649[23:28:40] <gigaherz> I wouldn't like, then
L2650[23:28:45] <Darkevilmac> Going to Japan in March, might pick one up so I don't have to pay extra on customs.
L2651[23:28:50] <gigaherz> probably too smooth for me
L2652[23:29:36] <gigaherz> "Some Topre keys are very light. This, combined with their lack of tactile feedback, can cause inadvertent keypresses by users unaccustomed to them"
L2653[23:29:37] <gigaherz> yup
L2654[23:29:42] <gigaherz> that's exactly why I wouldn't like them XD
L2655[23:30:00] <codahq> how do you turn off online mode when you are opening a single player game to lan?
L2656[23:30:14] <gigaherz> you don't?
L2657[23:30:24] <codahq> i'm trying to test a potion affect but i can't tell what it's doing unless i open two mc's and throw it from one playe rto another
L2658[23:30:24] <gigaherz> I haven't had any need to do so while debugging in my dev env
L2659[23:30:34] <gigaherz> that works just fine
L2660[23:30:43] <codahq> not for me
L2661[23:30:47] <gigaherz> :/
L2662[23:30:55] <codahq> i can't join the other mc because it won't authenticate
L2663[23:30:58] <gigaherz> weird
L2664[23:30:59] <codahq> do i just add my account?
L2665[23:31:00] <gigaherz> hmmm
L2666[23:31:08] <gigaherz> maybe because I have a server.properties in it
L2667[23:31:11] <gigaherz> but I doubt that
L2668[23:31:29] <gigaherz> try to run the server and configure it for offline mode, and see if that fixes LAN ;P
L2669[23:31:29] <codahq> i found the only server.properties in the saves folder and put online-mode=false
L2670[23:31:36] <codahq> yeah, maybe i'll do that.
L2671[23:31:42] <M4thG33k> is there a method for items anymore that tells whether or not the item leaves a crafting grid?
L2672[23:31:45] <codahq> good call
L2673[23:31:55] <gigaherz> M4thG33k: the recipe has a thing for it
L2674[23:31:58] <gigaherz> calls the item to ask
L2675[23:32:15] ⇦ Quits: gr8pefish (~gr8pefish@24.121.240.63) (Quit: I must depart at once)
L2676[23:32:47] <gigaherz> Item#getContainerItem
L2677[23:33:08] <gigaherz> you can return an ItemStack from there
L2678[23:33:22] <gigaherz> you can use it to choose not to consume an input
L2679[23:33:42] <gigaherz> remember to also override hasContainerItem
L2680[23:33:43] <gigaherz> and return true
L2681[23:33:48] <M4thG33k> All right; I have that implemented. In 1.7.10 I also had to override the Item#doesContainerItemLeaveCraftingGrid method too, so I was just checking
L2682[23:34:03] <gigaherz> just hasContainerItem+getContainerItem
L2683[23:34:30] <gigaherz> vanilla 1.8+ has the ability to keep items inthe crafting grid by itself
L2684[23:34:35] <gigaherz> so it doesn't need as many hacks for this ;p
L2685[23:34:39] <M4thG33k> awesome. Thanks!
L2686[23:35:02] <codahq> gigaherz, still didn't work....
L2687[23:35:05] <codahq> hm.
L2688[23:35:18] <codahq> i could i could run three instances
L2689[23:35:22] <codahq> a server and two clients
L2690[23:35:24] <codahq> shrug
L2691[23:36:06] <gigaherz> note also that there was a bug in the packets stuff until earlier today
L2692[23:36:36] <gigaherz> which broke sending mod packets in LAN
L2693[23:37:05] <codahq> oh
L2694[23:37:25] <codahq> maybe i should update jsut in case?
L2695[23:38:08] <gigaherz> well if oyu are modding in 1.8+, it's good to stay in the latest version
L2696[23:38:14] ⇨ Joins: Wastl2 (~Wastl2@f052066020.adsl.alicedsl.de)
L2697[23:38:20] <gigaherz> specially for 1.8.8/9, which are still beta ;p
L2698[23:40:22] ⇨ Joins: Mraof (~mraof@2601:642:4400:49a7:ba27:ebff:fea5:e37e)
L2699[23:43:03] <gigaherz> night ppl
L2700[23:43:07] *** gigaherz is now known as ghz|afk
L2701[23:43:54] ⇨ Joins: dmf444 (~dmf444@192-0-250-222.cpe.teksavvy.com)
L2702[23:45:11] <dmf444> Is there a replacement in 1.8.9 for IItemRenderer?
L2703[23:49:22] <killjoy> model json?
L2704[23:50:28] <dmf444> i'd prefer it to be generated with a model I'm using
L2705[23:50:37] <McJty> dmf444, you can also use OBJ models
L2706[23:53:41] <dmf444> eh... Played around with obj's and couldn't quite get it to work. Either way, most of the models i use are from Tabula->Java. If I can stay w/in java, i'd be happy
L2707[23:53:59] <killjoy> do the switch to obj
L2708[23:54:10] <killjoy> you can create them using blender
L2709[23:54:28] <McJty> Make sure you add your MODID as a domain for the object loader
L2710[23:54:49] <dmf444> i followed your Mod tutorial, iirc
L2711[23:55:04] <McJty> That should have worked. It works for me :-)
L2712[23:55:07] <dmf444> the texture was just always horrible off, flip-v or not
L2713[23:55:36] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2714[23:56:18] <Sandra> would be good to have a converter from techne style model to either .obj or .json.
L2715[23:56:29] <dmf444> there is one to obj i believe
L2716[23:57:02] <Sandra> in that case, why don't you just use that?
L2717[23:57:25] <dmf444> because i haven't be able to get .obj to load properly
L2718[23:57:25] *** tterrag is now known as tterrag|ZZZzzz
L2719[23:58:22] <dmf444> and three of the models i need to add are basted off the MC chichen, pig and cow models
L2720[23:58:22] <Sandra> dmf444, in client side preinit, you go 'OBJLoader.{Something like register}("domain")'
L2721[23:58:47] <Sandra> and then you can just load an obj the same way you load any other model.
L2722[23:59:30] <dmf444> however for TESR, the obj's mess up
L2723[23:59:45] <Sandra> dmf444, what are you using a TESR for anyway?
L2724[23:59:57] <Sandra> there shouldn't be much need for them.
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