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L1[00:00:31] <dmf444> I animate parts of the model with TESR
L2[00:00:46] <Sandra> mmmkay.
L3[00:00:56] <McJty> Sandra, still plenty of need for TESR if you need animation (for now)
L4[00:01:06] <Sandra> McJty, yes..... waiting on fry for that.
L5[00:01:09] <McJty> Sandra, also if you want to render items in the world itself like a barrel does
L6[00:01:21] <Sandra> mmm, that too.
L7[00:01:45] <Sandra> however animation and rendering items should be the /only/ things to use a TESR for.
L8[00:02:01] <Sandra> specifically the animated parts and the rendering item parts.
L9[00:02:38] <McJty> Not the only. I have another case
L10[00:02:56] <McJty> In Deep Resonance I have a laser beam which is a quad that always faces the player
L11[00:03:19] <Sandra> ok fine there's a reason too.
L12[00:03:22] <McJty> :-)
L13[00:03:34] <Sandra> MOST things shouldn't need a TESR.
L14[00:03:40] <McJty> That is true
L15[00:03:56] <Sandra> McJty, you do render the rest of whatever that block is using models, correct?
L16[00:04:02] <McJty> Well ONE other reason. If you have a model that changes a lot then a TESR is probably better too
L17[00:04:11] <McJty> Because otherwise you'll end up updating the entire chunk a lot
L18[00:04:13] <Sandra> yes, that's also true.
L19[00:04:18] <McJty> Sandra, yes
L20[00:04:30] <McJty> I only do TESR for what I really need and the rest static
L21[00:04:55] <Sandra> McJty, something like a TE Energy Cell is fine for a model probably.
L22[00:05:41] <Sandra> or you have some readouts and /that's/ probably fine.
L23[00:06:14] <Sandra> if it changes > 4 times a second, a TESR would be better.
L24[00:06:46] <Sandra> or maybe let's make that 2 times.
L25[00:07:19] <Sandra> idk.
L26[00:08:18] <dmf444> but can you load models instead of .json?
L27[00:08:55] <Sandra> dmf444, of course.
L28[00:09:10] <Sandra> you just reference a .obj instead of a .json.
L29[00:09:16] <Sandra> in your blockstate.json file.
L30[00:10:10] <dmf444> and how would i get a pig.obj?
L31[00:12:08] <Sandra> I don't think mobs are modelled in a .json format /yet/.
L32[00:12:25] <M4thG33k> I heard that forge created a "replacement" for the vanilla bucket; if this is true, what is the class name?
L33[00:12:49] <McJty> Something with dynamic bucket I think
L34[00:13:07] <McJty> ModelDynBucket
L35[00:13:37] <M4thG33k> thanks! :)
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L37[00:17:30] <Sandra> yeah, dmf444 entity models are sadly still code-based.
L38[00:18:52] <dmf444> any way to bake those models?
L39[00:23:51] <Sandra> entities seem to have a completely separate pipeline.
L40[00:23:53] <Sandra> no idea.
L41[00:24:02] <Sandra> *so no idea
L42[00:26:11] <dmf444> ok. Thanks for the help
L43[00:26:42] <dmf444> I'm going to try .objs one more time
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L50[00:40:11] <codahq> does anybody know where the code is that determines walking speed? i would like to see what it does.
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L66[01:22:54] <killjoy> So who decided to name guava's new objects class MoreObjects instead of Objects2 (Collections2)?
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L76[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160117 mappings to Forge Maven.
L77[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160117-1.8.9.zip (mappings = "snapshot_20160117" in build.gradle).
L78[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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L83[02:21:10] <luacs1998> !gm 152652 1.8.9
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L85[02:23:08] <luacs1998> !gm 180343 1.8.9
L86[02:23:23] <luacs1998> !gm 178782 1.8.9
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L88[02:24:05] <luacs1998> !gm 146097 1.8.9
L89[02:24:35] <Wuppy> good mornin guys
L90[02:24:46] <luacs1998> !gm 148883 1.8.9
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L92[02:28:58] <luacs1998> !gm 180467 1.8.9
L93[02:29:21] <Wuppy> luacs1998, !dcc
L94[02:29:44] <luacs1998> doesn't like mmy bouncer or something
L95[02:30:11] <Wuppy> hmm, too bad
L96[02:31:24] <Wuppy> time to rewatch How I met your mother :D
L97[02:34:02] <LatvianModder> Naah, its time to rewatch The Nightmare Before Christmas :D
L98[02:34:47] <Wuppy> I have a shirt from that movie :D
L99[02:35:16] <Wuppy> when I got it I hadn't even seen it :P
L100[02:40:29] <Wuppy> time for some more game design....
L101[02:40:53] <Wuppy> how does one pick an art style
L102[02:40:59] <Wuppy> and a character & game name
L103[02:43:59] <LatvianModder> You have a shirt.. From TNBC?!
L104[02:44:16] <LatvianModder> I request a picture!
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L106[02:46:48] <Wuppy> I'm looking for a game I only know because of a tiny aspect of its art style how am I possibly going to find it from that xD
L107[02:47:07] <Wuppy> LatvianModder, https://cdn.qwertee.com/images/designs/full/63846.jpg
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L109[02:47:36] <killjoy> I would like there to be an interface for the added methods in a few classes.
L110[02:47:39] <LatvianModder> Thats cool
L111[02:47:47] <killjoy> Mainly Item
L112[02:47:53] <LatvianModder> I expected the spiral hill, but this looks good
L113[02:48:14] <LatvianModder> Like what, killjoy?
L114[02:48:43] <Wuppy> I doubt this is going to work, but lets try :P
L115[02:48:58] <Wuppy> so I'm looking for this game which has platforms with 2 colors
L116[02:49:09] <Wuppy> for example blue with green
L117[02:49:13] <killjoy> I want to be able to reference getModel and getArmorTexture without having to patch
L118[02:49:18] <Wuppy> and the shape between those colors is quite round
L119[02:49:28] <Wuppy> it kind of looks like a wave between the two
L120[02:49:38] <killjoy> not getmodel, getarmormodel
L121[02:49:42] <Wuppy> does anybody have any clue which game I'm talking about? xD
L122[02:49:58] <LatvianModder> Ermm. Er... Tag the power of paint? :D
L123[02:50:21] <LatvianModder> Platforms, colors, round things - close enough
L124[02:50:32] <Wuppy> hmm I could actually make an impression of it quite easily
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L126[02:50:54] <LatvianModder> If it has to do with lemons.. Its Portal 2
L127[02:51:36] <killjoy> I could always just mixin the interface there
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L129[02:52:29] <LatvianModder> Doesnt the item rendeder have getItemModel() method? Or thats not what you want
L130[02:52:33] <fillefilip8> does events fire on multiplayer servers (mod is not on the server. just client) (livinghurtevent)?
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L132[02:52:42] <killjoy> Like I said, not getModel, getArmorModel
L133[02:52:55] <killjoy> I mistyped
L134[02:53:27] <Wuppy> alright so it's a longshot, but platforms somewhat like this: http://i.imgur.com/eTCp77V.png
L135[02:53:47] <LatvianModder> Hmm.. I have.... Nope, never seen it.
L136[02:54:01] <Wuppy> it isn't really 1 game, more of a style
L137[02:54:07] <LatvianModder> Cant you throw that in google images search?
L138[02:54:15] <Wuppy> I can? how?
L139[02:54:39] <LatvianModder> Type in aything in search, click Images, then drag-n-drop your pic in search bar
L140[02:55:05] <fillefilip8> does events fire on multiplayer servers (mod is not on the server. just client) (livinghurtevent)?
L141[02:55:23] <LatvianModder> I think it only does that on server side
L142[02:55:45] <fillefilip8> is there a way to listen to events when you get hited?
L143[02:55:54] <Wuppy> I did not know that, that's cool LatvianModder
L144[02:55:55] <fillefilip8> like when i get hit do something
L145[02:55:56] <LatvianModder> You can check by adding System.out.println(FMLCommonHandler.instance().getEffectiveSide());
L146[02:56:22] <fillefilip8> LatvianModder, where?
L147[02:56:28] <LatvianModder> If it never shows CLIENT in your console, then it onlt does that on servee
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L149[02:56:35] <LatvianModder> Inside the event method
L150[02:56:43] <fillefilip8> the event never gets called tho
L151[02:56:53] <fillefilip8> on multiplayer
L152[02:57:07] <LatvianModder> Then it doesnt, I guess
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L154[02:57:54] <LatvianModder> You can add a small network system, that sends packet with that Entity's ID to your client when its hurt
L155[02:58:28] <LatvianModder> And add acceptedRemoteVersions="*" in @Mod
L156[02:58:39] <fillefilip8> what will that do?
L157[02:58:50] <LatvianModder> That way you wont need client to have that mod to join the server
L158[02:59:11] <LatvianModder> But if both sides has the mod, it will work
L159[02:59:12] <fillefilip8> i just want to have a forge mod on my client
L160[02:59:23] <fillefilip8> not on the server
L161[02:59:26] <LatvianModder> If Just on client.. Well I dunno
L162[02:59:53] <fillefilip8> there is EntityPlayer, EntityPlayerMP, EntityPlayerSP
L163[03:00:03] <fillefilip8> whats the differens?
L164[03:00:37] <LatvianModder> EntityPlayer is common abstaract class
L165[03:00:40] <LatvianModder> Like Block
L166[03:01:27] <LatvianModder> EntityPlayerMP is called on server side, EntityPlayerSP (actually, its superclass is AvstractClientPlayer) is called on client side
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L168[03:02:16] <fillefilip8> do you think clientSideOnly() will do anything different?
L169[03:02:26] <LatvianModder> Only EntityPlayerMP can be changed, if you want to move it, make it jump, teleport it etc. The client will just reset ever few seconds
L170[03:02:40] <LatvianModder> At the event function?
L171[03:03:10] <fillefilip8> at the @Mod
L172[03:03:14] <LatvianModder> It wont. Events doesnt care about the @SideOnly
L173[03:03:26] <Wuppy> anybody got an idea on how to come up with a name for your game?
L174[03:03:38] <luacs1998> anyone has an idea of what changed in WorldRenderer between 1.8.0 and 1.8.9?
L175[03:03:39] <LatvianModder> What type of game?
L176[03:03:56] <LatvianModder> luacs1998: sec
L177[03:04:35] <Wuppy> a commercial version of this game: http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=60596
L178[03:04:47] <LatvianModder> Look at the drawTexturedRectD(...) https://github.com/LatvianModder/FTBLib/blob/1.8.9/src/main/java/ftb/lib/gui/GuiLM.java
L179[03:04:48] <Wuppy> but not with christmas graphics, with actual proper looking cartoony graphics
L180[03:04:58] <Wuppy> and it'll be for mobile
L181[03:05:48] <LatvianModder> Ha, LudumDare. I made my games in hours, and never submitted any, I did it for myself :P
L182[03:06:25] <LatvianModder> This is my fav https://youtu.be/L5ztt2WCkLg
L183[03:06:47] <LatvianModder> I never designed more than 5 levels, I gave up because it was too hard for me xD
L184[03:07:03] <fillefilip8> LatvianModder, there should be a way to have events just on client
L185[03:07:07] <Wuppy> cool :D
L186[03:07:27] <luacs1998> fillefilip8, what do you mean
L187[03:07:56] <fillefilip8> luacs1998, i just want the client to listen to events. like using the mod on just client and the server not need it
L188[03:08:16] <luacs1998> what are you trying to do
L189[03:08:24] <luacs1998> some events are server only and some are client only
L190[03:08:26] <fillefilip8> trying to listen to LivingHurtEvent
L191[03:08:40] <LatvianModder> That is server only I think
L192[03:08:44] <fillefilip8> i want to listen when you get hit by something
L193[03:08:53] <fillefilip8> like when you get attacked in pvp
L194[03:08:55] <fillefilip8> do something
L195[03:09:05] <LatvianModder> That means, if Forge wanted to have this on client, they would have to send extra packet
L196[03:09:49] <fillefilip8> so LivingHurtEvent just calls on server?
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L200[03:11:15] <fillefilip8> but damageindicators listens when you get hit?
L201[03:11:22] <fillefilip8> or is it when you hit someone?
L202[03:11:26] <Wuppy> welp... I have no clue for the game name, none at all
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L206[03:14:33] <fillefilip8> LatvianModder, what do u mean with that?
L207[03:14:50] <luacs1998> it meas that
L208[03:15:03] <luacs1998> a mod that runs only on the client won't get the LivingHurtEvent
L209[03:15:28] <fillefilip8> so a client cant know when he gets hited?
L210[03:15:39] <LatvianModder> Yes
L211[03:15:51] <fillefilip8> doesnt sound good but okay :P
L212[03:15:55] <fillefilip8> rip my idea then XD
L213[03:16:14] <LatvianModder> I mean. You can steal some code from DamageIndicators
L214[03:16:42] <luacs1998> lol
L215[03:16:55] <luacs1998> and LatvianModder what did you mean by that piece of code you linked me?
L216[03:17:17] <luacs1998> (i know crap about rendering - porting someone else's code)
L217[03:17:53] <LatvianModder> Check drawTexturedRectD - it has Tessellator example
L218[03:18:00] <Wuppy> woop woop, 1 hour before drinking time :P
L219[03:18:07] <LatvianModder> For both texrured and untextured rexts
L220[03:18:10] <LatvianModder> Rects*
L221[03:18:11] <fillefilip8> i cant even download damage indicators
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L223[03:18:12] <fillefilip8> Error (403)
L224[03:18:15] <fillefilip8> i cri
L225[03:19:14] <LatvianModder> Wuppy shame on you! Wanna hear a horror story? I am a programmer, but I dont drink, do not smoke, and even dont drink coffee or energy drinks
L226[03:19:16] *** Jared|Away is now known as Jared
L227[03:19:24] <LatvianModder> Also, no teas or smth
L228[03:19:41] <LatvianModder> I consume water and homemade apple juice :D
L229[03:20:17] <Wuppy> LatvianModder, keep in mind it's 10AM here atm :P
L230[03:20:46] <LatvianModder> 11AM here
L231[03:21:11] <fillefilip8> i cant even download damage indicators
L232[03:21:12] <fillefilip8> wow
L233[03:21:18] <LatvianModder> Houseparty, or your daily "ItsWuppysTimeToDrinkAloneAndBeSad"? :P
L234[03:21:55] <luacs1998> well, then by the looks of it, LatvianModder thanks, but it seems to be a fat load of help for me
L235[03:22:08] <luacs1998> i'm rendering wireframe models - something like worldeditcui
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L237[03:22:42] <LatvianModder> Then just add more vertices
L238[03:23:14] <LatvianModder> And change "7" to GL11.GL_LINES (if that is what you need)
L239[03:23:29] <LatvianModder> Because 7 is GL11.GL_QADS
L240[03:23:40] <LatvianModder> QUADS*
L241[03:24:33] <Wuppy> LatvianModder, I never drink alone and sad
L242[03:24:50] <Wuppy> there's a massive pre-carnaval party in the city today
L243[03:24:53] <Wuppy> which has to be celebrated
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L264[04:14:26] <masa> what are the magic GL calls to make fake blocks render slightly translucent?
L265[04:14:56] <masa> I have them rendering as opaque now with RenderBlocks#renderBlockAsItem()
L266[04:15:26] <masa> is it just enable blend and then set the correct blend mode?
L267[04:15:36] <masa> but I have no idea what that would be and how to do it
L268[04:16:38] <sham1> you can make the color in a way that it is in RGBA 255, 255, 255, anything under 255
L269[04:16:46] <sham1> You need to have some blending stuff as well
L270[04:17:29] <masa> well setting the alpha with glColor4f() didn't seem to do it
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L274[04:22:15] <Mraof> http://mraof.com/temp/2016-01-17_05-20-08.mp4
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L276[04:22:58] <sham1> Oh lo
L277[04:23:51] <Mraof> I made the gui for my mob spawners show a preview
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L282[04:29:21] <masa> :o
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L287[04:37:41] <fillefilip8> u guys sure there is not a event in forge that allows me to do stuff when i get hit by something without having the mod on the server?
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L289[04:39:17] <masa> depends what that "do something" is I guess
L290[04:39:39] <fillefilip8> like i wanna run a process
L291[04:39:48] <fillefilip8> or send debug to console
L292[04:39:56] <fillefilip8> just basic stuff
L293[04:42:49] <fillefilip8> beacuse "livinghurtevent" just calls on serverside
L294[04:42:54] <fillefilip8> :(
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L296[04:49:57] <noninc> I don't think there is a event on the clientside for entities being about to be hit. Then again if you want to reduce it on the player having taken damage you could just hook into netty, watching for http://wiki.vg/Protocol#Update_Health
L297[04:51:11] <fillefilip8> i just broke java
L298[04:51:18] <fillefilip8> i tried to update java path
L299[04:51:23] <masa> wouldn't it be easier to check for changes in a player tick event or something?
L300[04:51:29] <fillefilip8> Error occurred during initialization of VM
L301[04:51:29] <fillefilip8> java/lang/NoClassDefFoundError: java/lang/Object
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L303[04:53:13] <fillefilip8> cant even start minecraft now
L304[04:53:15] <fillefilip8> rip this pc
L305[04:55:33] <masa> well fix the java path...
L306[04:55:41] <noninc> masa: sure easy, also simple, but adding to every tick? I guess it's up to him, but I think it should always be a last resort to worsen ticktime
L307[04:55:53] <fillefilip8> :O it started to work now
L308[04:55:54] <fillefilip8> wierd
L309[04:56:20] <fillefilip8> but what do you mean with hook up to netty?
L310[04:57:21] <noninc> a easy way to say: google how to watch for minecraft network packets in forge that are since 1.7 iirc handled by netty
L311[04:57:28] <noninc> i dunno sry
L312[05:01:21] <fillefilip8> my idea seems to more complex then i thought
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L314[05:01:41] <noninc> fillefilip8: look at the minecraft source at /client/network/NetHandlerPlayClient.java
L315[05:01:46] <noninc> handleUpdateHealth
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L317[05:02:13] <fillefilip8> noninc, i will when eclipse wants to open...
L318[05:03:13] <noninc> https://gist.github.com/NonsenseInc/9320fa8c37b258483cec
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L320[05:03:38] <noninc> line 973
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L322[05:04:23] <fillefilip8> you want me to modify mc source?
L323[05:04:29] <fillefilip8> or?
L324[05:04:56] <noninc> no, just look how it's handled. maybe you'll find a function to use
L325[05:05:15] <noninc> sorry I do not have a solution, just want to help
L326[05:05:17] <Ordinastie> jadedcat, are you around by any chance ?
L327[05:07:14] <fillefilip8> my eclipse doesnt want to open
L328[05:07:15] <fillefilip8> :D
L329[05:07:24] <noninc> fillefilip8: that's it http://jabelarminecraft.blogspot.de/p/minecraft-forge-modding.html
L330[05:07:58] <noninc> what's the error say?
L331[05:08:18] <fillefilip8> Error occurred during initialization of VM
L332[05:08:18] <fillefilip8> java/lang/NoClassDefFoundError: java/lang/Object
L333[05:08:26] <fillefilip8> it wants to use my old java home path
L334[05:08:34] <fillefilip8> i tried adding my own argument
L335[05:08:39] <fillefilip8> -vm (my new java home)
L336[05:09:43] <noninc> can you post the whole command you used?
L337[05:10:26] <fillefilip8> i use eclipsec -consoleLog -debug
L338[05:10:29] <fillefilip8> to start it up
L339[05:10:36] <fillefilip8> beacuse clicking the icon just closes it
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L343[05:14:00] <fillefilip8> noninc, i think i got my eclipse working now tho
L344[05:14:10] <fillefilip8> time to look at that source u sent
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L347[05:17:30] <noninc> you said you were using the -vm argument?
L348[05:17:35] <noninc> kk
L349[05:17:46] <fillefilip8> noninc, i now got a channel handler
L350[05:17:51] <noninc> great
L351[05:17:52] <fillefilip8> but i cant see anything useful
L352[05:17:58] <Nitrodev> hi
L353[05:18:03] <noninc> hello Nitrodev
L354[05:18:13] <fillefilip8> http://pastebin.com/8myDELhT
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L356[05:19:20] <fillefilip8> noninc, look at that
L357[05:19:44] <noninc> just a sec, reading up on netty myself
L358[05:20:15] <fillefilip8> haha
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L360[05:23:55] <Overreacted> when I try to make my own font using the following code (http://pastebin.com/ggi8Fa0f), it gives me the following error (http://pastebin.com/juQ3NBMw). Anyone know what the issue is?
L361[05:25:08] <fillefilip8> noninc, got any idea? :D
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L363[05:25:26] <noninc> fillefilip8 still on it
L364[05:26:50] <noninc> http://netty.io/4.0/api/io/netty/channel/ChannelInboundHandlerAdapter.html
L365[05:27:19] <SomeGuyInATree> (1.7) Where would I be looking to make sure my models are animating? I have a heap of birds just gliding around.
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L367[05:28:47] <Overreacted> probably the setRotationAngles() in your Model class
L368[05:28:51] <Overreacted> should be at the bottom
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L370[05:31:48] <noninc> fillefilip8 as far as I understand it you want to register a ChannelInboundHandlerAdapter as your ChannelHandler and override channelRead. then switch over the the packettypes and call your code when it's a relevant updatehealth packet
L371[05:32:08] <fillefilip8> noninc, okay
L372[05:32:21] <fillefilip8> noninc, trying to cooldown my pc it is hot :P
L373[05:32:53] <noninc> you should move to outside, i hear it's cold atm
L374[05:33:57] <fillefilip8> it is cold in sweden :D
L375[05:34:08] <sham1> where in there
L376[05:36:40] <fillefilip8> forge uses alot of cpu when starting the game
L377[05:36:45] <fillefilip8> thats why it is so hot
L378[05:37:59] <fillefilip8> @SubscribeEvent
L379[05:38:00] <fillefilip8> public void onConnect(ClientConnectedToServerEvent e){
L380[05:38:00] <fillefilip8> e.manager.channel().pipeline().addLast(new ListenToPackets());
L381[05:38:00] <fillefilip8> System.out.println("Joined a server. Reading the packets...");
L382[05:38:00] <fillefilip8> }
L383[05:38:02] <fillefilip8> that doesnt work?
L384[05:38:03] <fillefilip8> :O
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L386[05:38:47] <fillefilip8> oh maybe i use wrong event
L387[05:38:48] <fillefilip8> hehe
L388[05:39:40] <sham1> :P
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L390[05:41:48] <fillefilip8> doesnt work
L391[05:41:49] <fillefilip8> RIP
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L393[05:43:06] <fillefilip8> noninc,
L394[05:43:07] <fillefilip8> @SubscribeEvent
L395[05:43:07] <fillefilip8> public void onConnect(ClientConnectedToServerEvent e){
L396[05:43:07] <fillefilip8> e.manager.channel().pipeline().addLast(new ListenToPackets());
L397[05:43:07] <fillefilip8> System.out.println("Joined a server. Reading the packets...");
L398[05:43:08] <fillefilip8> }
L399[05:43:09] <fillefilip8> @SubscribeEvent
L400[05:43:11] <fillefilip8> public void onConnect2(ServerConnectionFromClientEvent e){
L401[05:43:13] <fillefilip8> e.manager.channel().pipeline().addLast(new ListenToPackets());
L402[05:43:15] <fillefilip8> System.out.println("Joined a server. Reading the packets..................");
L403[05:43:18] <fillefilip8> }
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L405[05:47:45] <asie> thinking on the best way to initialize a new capability instance
L406[05:48:07] <asie> that is, i have an item which is supposed to have its capability done in a certain way on first init... thinking on where to initialize it right
L407[05:49:55] <fillefilip8> you still here noninc?
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L409[05:50:56] <PaleoCrafter> I still don't completely get the capability system, is it basically an ECS?
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L412[06:01:13] <fillefilip8> woo progress
L413[06:01:17] <fillefilip8> i got the event to fire
L414[06:01:18] <fillefilip8> but
L415[06:01:26] <fillefilip8> my handler doesnt read anything :(
L416[06:01:27] <fillefilip8> i cri
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L421[06:11:55] <fillefilip8> my client debugs: [13:10:22] [Netty Client IO #10/INFO] [FML]: Unexpected packet during modded negotiation - assuming vanilla or keepalives : net.minecraft.network.play.server.S46PacketSetCompressionLevel
L422[06:11:55] <fillefilip8> [13:10:22] [Netty Client IO #10/INFO] [FML]: Unexpected packet during modded negotiation - assuming vanilla or keepalives : net.minecraft.network.play.server.S02PacketChat
L423[06:17:42] <fillefilip8> it doesnt do "read" it just sends me "read completed"
L424[06:18:11] <fillefilip8> http://pastebin.com/9a60uhd5
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L427[06:24:36] <fillefilip8> noninc, Hey???
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L429[06:26:58] <noninc> oh sry, yah fillefilip8?
L430[06:27:09] <fillefilip8> i got the channel working
L431[06:27:09] <noninc> im reading up
L432[06:27:18] <fillefilip8> it is giving me UnpooledUnsafeDirectByteBuf
L433[06:27:39] <fillefilip8> trying to find a way to see if it is a "packet"
L434[06:27:44] <fillefilip8> "updatehealthpacket"
L435[06:29:27] <noninc> yah, i'm looking at it, jjust a sec
L436[06:29:36] <fillefilip8> UnpooledUnsafeDirectByteBuf buf = (UnpooledUnsafeDirectByteBuf) msg;
L437[06:29:37] <fillefilip8> S06PacketUpdateHealth p = new S06PacketUpdateHealth();
L438[06:29:37] <fillefilip8> PacketBuffer buffer = new PacketBuffer(buf);
L439[06:29:37] <fillefilip8> p.readPacketData(buffer);
L440[06:29:48] <fillefilip8> ik it is going to spam my console with errors
L441[06:29:54] <fillefilip8> if it cant parse it
L442[06:29:54] <fillefilip8> :D
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L444[06:31:44] <fillefilip8> yup
L445[06:31:50] <fillefilip8> it makes new errors everytime
L446[06:31:57] <fillefilip8> like to big packet... int is to long :D
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L448[06:32:17] <noninc> it is a _byte_buffer xD
L449[06:32:23] <noninc> http://netty.io/4.0/api/io/netty/buffer/UnpooledUnsafeDirectByteBuf.html
L450[06:32:50] <noninc> atm I'm looking at how minecrafft natively handles things and how that thing ist supposed to be read
L451[06:33:02] <fillefilip8> UnpooledUnsafeDirectByteBuf buf = (UnpooledUnsafeDirectByteBuf) msg;
L452[06:33:02] <fillefilip8> S06PacketUpdateHealth p = new S06PacketUpdateHealth();
L453[06:33:02] <fillefilip8> PacketBuffer buffer = new PacketBuffer(buf);
L454[06:33:02] <fillefilip8> p.readPacketData(buffer);
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L456[06:34:45] <noninc> yah but not every packet fits S06
L457[06:34:55] <fillefilip8> yeah i know
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L459[06:35:43] <fillefilip8> but shouldnt a packet contain like packet id
L460[06:35:58] <noninc> on what function do you get the UnpooledUnsafeDirectByteBuf
L461[06:36:13] <fillefilip8> public void channelRead(ChannelHandlerContext ctx, Object msg)
L462[06:36:55] <fillefilip8> UnpooledUnsafeDirectByteBuf buf = (UnpooledUnsafeDirectByteBuf) msg;
L463[06:37:41] <noninc> your handler extends what class?
L464[06:37:53] <fillefilip8> extends ChannelInboundHandlerAdapter
L465[06:38:44] <noninc> let's try SimpleChannelInboundHandler because minecraft uses it....
L466[06:39:05] <noninc> use channelRead0
L467[06:39:18] <noninc> protected void channelRead0(ChannelHandlerContext p_channelRead0_1_, Packet p_channelRead0_2_)
L468[06:40:01] <noninc> then we get a packet object
L469[06:40:36] <noninc> atm I'm looking at the code in github, so it's hard to look up the class hierarchy
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L471[06:42:04] <fillefilip8> public class ListenToPackets extends SimpleChannelInboundHandler<Packet> {
L472[06:42:05] <fillefilip8> @Override
L473[06:42:05] <fillefilip8> protected void channelRead0(ChannelHandlerContext p_channelRead0_1_, Packet p_channelRead0_2_)
L474[06:42:05] <fillefilip8> throws Exception {
L475[06:42:05] <fillefilip8> try {
L476[06:42:05] <fillefilip8> System.out.println("GOT: " + p_channelRead0_2_);
L477[06:42:07] <fillefilip8> super.channelRead(p_channelRead0_1_, p_channelRead0_2_);
L478[06:42:09] <fillefilip8> } catch (IOException e) {
L479[06:42:11] <fillefilip8> }
L480[06:42:13] <fillefilip8>
L481[06:42:16] <fillefilip8> }
L482[06:42:17] <fillefilip8> }
L483[06:42:43] <noninc> mhh, use pastebin or gist
L484[06:42:54] <noninc> just a sec, loading mc source in ide
L485[06:45:43] <fillefilip8> brb
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L487[06:46:28] <noninc> Packet is a net.minecraft.network.Packet
L488[06:46:57] <noninc> abstract
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L501[07:24:14] <Temportalist> PaleoCrafter: would yielding a tuple of two from a for loop create a map? If not, it should.
L502[07:24:27] <PaleoCrafter> it kinda does
L503[07:24:35] <PaleoCrafter> you manually have to call toMap on the result
L504[07:24:49] <PaleoCrafter> unless you already iterate over another map, iirc
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L507[07:27:24] <Temportalist> Okay
L508[07:27:26] <Temportalist> Cool
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L510[07:27:46] * Temportalist isn't coding, just thinking about scala
L511[07:27:52] <PaleoCrafter> hehe
L512[07:28:06] <Temportalist> By the way, I got chunk rendering done
L513[07:28:24] <Temportalist> I ended up finding some GL line code and using that, very very similar to chicken bones NEI
L514[07:28:44] <Temportalist> no longer using texture
L515[07:28:50] <PaleoCrafter> hehe
L516[07:28:57] <Temportalist> Just have to optimize it yet
L517[07:29:13] <Temportalist> And finish off configuration variables, then ready for texting and release.
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L528[07:57:46] <fillefilip8> noninc, u here? :
L529[07:57:48] <fillefilip8> :D
L530[07:58:36] <Cazzar> GL line code is easy
L531[07:59:47] <Cazzar> glBegin(GL_LINES); glVertex3d(x, y, z); glVertex3d(x2, y2, z2); glEnd();
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L536[08:12:47] <AEnterprise> shadowfacts: you here?
L537[08:12:53] <shadowfacts> aye
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L539[08:13:08] <AEnterprise> thanks for the demo link on twitter but got a question
L540[08:13:31] <shadowfacts> no prob
L541[08:13:43] <AEnterprise> is there also a thing to pass a function to that doesn't take any args and returns no result?
L542[08:15:26] <shadowfacts> Runnable
L543[08:15:59] <AEnterprise> alright thanks :)
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L546[08:31:15] <fillefilip8> anyone know anything about packets/pipeline/netty in forge?
L547[08:32:51] <ghz|afk> I know how to use the simpleimpl
L548[08:32:58] <ghz|afk> that seems to be enough for anything I have ever needed
L549[08:33:25] <diesieben07> fillefilip8, what you wnat to know?
L550[08:33:54] <Cazzar> What's the specific question about?
L551[08:34:07] <fillefilip8> i got like bytebuffer but idk how to see what packet it is
L552[08:34:28] <diesieben07> wat
L553[08:34:58] <fillefilip8> im listening when a client gets data
L554[08:35:02] <fillefilip8> on netty
L555[08:35:07] <fillefilip8> and i want to parse the data
L556[08:35:10] <fillefilip8> and see what packet it is
L557[08:35:11] <diesieben07> you shouldn't get the byteBuf
L558[08:35:22] <diesieben07> because on a local connection those dont even exist
L559[08:35:33] <diesieben07> if you do it correctly you get the packet
L560[08:35:34] <fillefilip8> well it is kind of a bytebuffer
L561[08:35:43] <fillefilip8> "unpooledUnsafeDirectByteBuf"
L562[08:35:45] <diesieben07> then you are doing it wrong
L563[08:36:02] <fillefilip8> how should i do it then?
L564[08:36:10] <ghz|afk> fillefilip8: out of curiosity, what are you doing nthat needs low-level packet/netty access?
L565[08:36:41] <diesieben07> you need to look at where vanilla creates it's pipeline
L566[08:36:44] <fillefilip8> check if the client gets hited by something
L567[08:36:51] <diesieben07> then insert yourself *after* the decoder but before the packet handler
L568[08:37:41] <fillefilip8> and "how"
L569[08:37:43] <fillefilip8> to do that?
L570[08:38:05] <fillefilip8> at the moment i have e.manager.channel().pipeline().addLast("readpackets", new ListenToPackets());
L571[08:38:16] <fillefilip8> e.manager.channel().pipeline().addFirst("readpackets", new ListenToPackets());
L572[08:38:18] <fillefilip8> i mean
L573[08:38:22] <diesieben07> NetworkManager.func_181124_a for example
L574[08:38:30] <diesieben07> see, addFirst
L575[08:38:35] <diesieben07> thats before *any* vanilla handling
L576[08:38:52] <diesieben07> look at that method and understand the pipeline, then insert yourself where you need to be
L577[08:39:30] <fillefilip8> im looking at networkmanager
L578[08:39:32] <fillefilip8> i cant see .func_181124_a
L579[08:39:34] <fillefilip8> func_181124_a
L580[08:39:51] <diesieben07> what is your MC version?
L581[08:39:55] <fillefilip8> 1.8
L582[08:40:13] <diesieben07> i think basically you want addBefore with "packet_handler"
L583[08:40:29] <diesieben07> also "readpackets" is a horrible handler name. include your modID
L584[08:41:18] <fillefilip8> so
L585[08:41:19] <fillefilip8> e.manager.channel().pipeline().addBefore("readpackets", "packet_handler", new ListenToPackets());
L586[08:41:39] <diesieben07> no.
L587[08:41:45] <diesieben07> read the javadocs on addBeefore
L588[08:41:56] <fillefilip8> i did
L589[08:42:04] <fillefilip8> * @param baseName the name of the existing handler
L590[08:42:05] <fillefilip8> * @param name the name of the handler to insert before
L591[08:42:05] <fillefilip8> * @param handler the handler to insert before
L592[08:42:06] <diesieben07> then you did not understand it.
L593[08:42:10] <diesieben07> and dont paste shit in here.
L594[08:42:19] <diesieben07> the name of the existing handler
L595[08:42:24] <diesieben07> you put "readpackets" for that.
L596[08:42:48] <fillefilip8> so
L597[08:42:57] <fillefilip8> "packet_handler","readpackets"
L598[08:43:04] <fillefilip8> or?
L599[08:43:10] <diesieben07> yes, but: diesieben07> also "readpackets" is a horrible handler name. include your modID
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L601[08:43:38] <fillefilip8> i did..
L602[08:43:58] <diesieben07> ?!
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L604[08:46:05] <fillefilip8> now i get "stackoverflow"
L605[08:46:06] <fillefilip8> :(
L606[08:46:08] <fillefilip8> i cri
L607[08:46:56] <diesieben07> full crash. not here, on pastebin.
L608[08:47:00] <diesieben07> and your code, too
L609[08:48:42] <fillefilip8> minecraft doesnt crash :D
L610[08:48:47] <fillefilip8> http://pastebin.com/8A8Me5Mw
L611[08:48:51] <fillefilip8> well thats the code
L612[08:49:13] <PaleoCrafter> why do you call super.channelRead?
L613[08:49:22] <fillefilip8> tbh idk
L614[08:49:25] <fillefilip8> if i remove it
L615[08:49:28] <diesieben07> also wtf are those param names
L616[08:49:28] <fillefilip8> i cant join the server
L617[08:49:51] <fillefilip8> diesieben07, :D
L618[08:50:12] <fillefilip8> you dont like the bootyful params? :D
L619[08:50:16] <diesieben07> no i dont.
L620[08:50:21] <diesieben07> call context.fireChannelRead(msg)
L621[08:50:27] <diesieben07> that forwards it to the next handler
L622[08:51:36] <Cazzar> Also
L623[08:51:57] <Cazzar> Why are you constructing one to get the event and then another just for the read
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L626[08:53:13] <fillefilip8> what?
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L630[08:59:10] <Cazzar> onConnect, 2nd code line, the new call could easily be replaced with "this" with no detriment :P
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L632[09:00:51] <PaleoCrafter> Cazzar, I don't think onConnect is inside ListenToPackets (look at the braces) :P
L633[09:01:07] <fillefilip8> i got it working tho :D
L634[09:01:09] <Cazzar> I stand corrected :P
L635[09:01:27] <Cazzar> PaleoCrafter: I'm WAY too used to fucked up indenting
L636[09:01:49] <Cazzar> actually
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L638[09:02:14] <Cazzar> Nope
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L641[09:07:00] <madcrazydrumma> How can i ensure that a command can only be run on the server?
L642[09:07:53] <madcrazydrumma> Like so they cant run it in singleplayer
L643[09:08:27] <diesieben07> MinecraftServer.getServer() instanceof DedicatedServer
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L645[09:09:48] <madcrazydrumma> so like this diesieben07 http://pastebin.com/EU2uiDvc ?
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L655[09:18:05] <diesieben07> yes
L656[09:19:04] <AEnterprise> shadowfacts: you where right, lambada's and such realy make gui's alot easier
L657[09:19:17] <sham1> >alot
L658[09:19:42] <PaleoCrafter> look at JavaFX for some really great use of it, AEnterprise :P
L659[09:19:42] <sham1> http://thewritepractice.com/wp-content/uploads/2012/05/Alot-vs-a-lot1-600x450.png
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L661[09:20:03] <sham1> You can use Lambdas with the old AWT/Swing stuff
L662[09:20:32] <PaleoCrafter> they're shit all by themselve though :P
L663[09:20:44] <sham1> What are
L664[09:20:46] <sham1> Lambdas?
L665[09:20:50] <PaleoCrafter> AWT/Swing
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L667[09:21:15] <madcrazydrumma> Getting an error diesieben07
L668[09:21:18] <sham1> They're easier
L669[09:21:28] <madcrazydrumma> http://pastebin.com/GEBsGdk4
L670[09:21:54] <Temportalist> madcrazydrumma: I suggest using FMLCommonHandler.instance().getEffectiveSide().isServer()
L671[09:22:01] <diesieben07> ohgodno
L672[09:22:16] <diesieben07> event.getSide should do it actually
L673[09:22:16] <Temportalist> diesieben07: no?
L674[09:22:19] <diesieben07> cehck if that is server
L675[09:22:26] <diesieben07> getEffectiveSide gives you SERVER for integrated
L676[09:22:46] <diesieben07> its also a big hack.
L677[09:22:49] <Temportalist> Ohhhhhh
L678[09:22:53] <Temportalist> Gotcha
L679[09:22:54] <PaleoCrafter> if anything, you'd want getSide :P
L680[09:23:16] <madcrazydrumma> So if(event.getSide() == Side.SERVER)?
L681[09:23:19] <diesieben07> yes
L682[09:23:23] <Temportalist> Yeah, madcrazydrumma: do event.getSide == Server
L683[09:23:50] * Temportalist has to learn about how the different sides work one day
L684[09:24:01] * madcrazydrumma agrees
L685[09:24:03] * Temportalist instead of just spitting out his thoughts
L686[09:24:22] <Temportalist> That's what diesieben07 is here for :P
L687[09:24:26] <diesieben07> lol
L688[09:24:46] <madcrazydrumma> that is very true haha
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L717[10:31:35] <williewillus> Temportalist: not sure if this is the clearest explanation of sides but here https://github.com/williewillus/Documentation/blob/sides/docs/concepts/sides.md :p
L718[10:34:35] <Temportalist> williewillus: check out readthedocs.org
L719[10:35:02] <williewillus> wat
L720[10:35:11] <williewillus> that link is to my readthedocs PR
L721[10:35:13] <williewillus> :p
L722[10:35:42] <Temportalist> hahaha
L723[10:35:49] <Temportalist> gotcha :P
L724[10:38:57] <Temportalist> williewillus: super informative, thanks!
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L726[10:40:57] <Temportalist> williewillus: you have random stuff at the end of the doc...
L727[10:41:08] <williewillus> oops forgot to remove the example stuff lol
L728[10:41:37] <Temportalist> lol
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L731[10:50:05] <shadekiller666> Undercover Boss: Star Killer Base edition: https://www.facebook.com/snl/videos/10153853992226303/
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L737[11:25:32] <Temportalist> shadekiller666: +1
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L747[11:38:16] <Pennyw95> given a MIN and MAX height constants, how do I animate a quad so that it slowly rises from min to max?
L748[11:39:07] <williewillus> translate using some wave function of the world time + partialticks
L749[11:40:14] <williewillus> e.g. translate(0, a * sin( b * (worldtime + partialticks)), 0), adjust a for amplitude b for frequency
L750[11:40:50] <Pennyw95> wait, sin would make it go down after having risen, right?
L751[11:41:20] <Pennyw95> I just want it to slowly rise and stay there
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L755[11:42:27] <Nitrodev> where would i find a good example on multiblocks?
L756[11:42:50] <ghz|afk> multiblocks you mean using the same block for multiple machines?
L757[11:42:56] <gr8pefish> Can anyone tell me the proper naming convention for items? Which would be better: modid:example or modid:ItemExample? Because mods like blood magic do the latter while vanilla does the former.
L758[11:43:11] <ghz|afk> gr8pefish: it's irrelevant
L759[11:43:15] <ghz|afk> but I prefer camelCase
L760[11:43:31] <ghz|afk> and unprefixed
L761[11:43:39] <ghz|afk> modid:magicStaff
L762[11:43:50] <Nitrodev> no ghz|afk i mean like a block that is constructed from multiple blocks
L763[11:44:02] <ghz|afk> Nitrodev: aha so structures
L764[11:44:07] <Nitrodev> yeah
L765[11:44:15] <ghz|afk> I'd show you how I did my ender-rift
L766[11:44:18] <ghz|afk> but I'm not proud of it ;p
L767[11:44:20] <gr8pefish> ghz|afk, thanks, but is there an accepted norm?
L768[11:44:32] <ghz|afk> gr8pefish: as you said, each mod does their own thing
L769[11:44:32] <ghz|afk> ;P
L770[11:44:44] <gr8pefish> okay, just wanted to do it right this time
L771[11:44:47] <ghz|afk> jsut do wahtever feels best to you
L772[11:44:56] <gr8pefish> kay
L773[11:44:58] <gr8pefish> ty sir
L774[11:45:00] <ghz|afk> so long as you don't use getUnlocalizedName().substring
L775[11:45:00] <Nitrodev> ghz|afk, i've checkd your code out on multiple occasions
L776[11:45:02] <ghz|afk> ;P
L777[11:45:08] <gr8pefish> haha ofc
L778[11:45:25] <ghz|afk> Nitrodev: but my multiblock system is horrible XD
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L780[11:45:56] <ghz|afk> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/blocks/BlockEnderRift.java#L131
L781[11:46:05] <ghz|afk> this is NOT what I'd suggest someone to do for their multiblock structures
L782[11:46:06] <ghz|afk> XD
L783[11:46:07] <Pennyw95> Nitrodev: I think the usual procedure is having a block with a TE iterate through a cube and check if the requirements are fulfilled and then swap the blocks
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L785[11:46:43] <Pennyw95> ghz!afk what the hell man xD
L786[11:46:43] <ghz|afk> the basic idea is the same regardless of waht you do
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L788[11:47:00] <gigaherz> you choose one block as the master
L789[11:47:04] <gigaherz> the rest become slaves
L790[11:47:16] <gigaherz> and delegate all interface calls to the master
L791[11:47:22] <gr8pefish> sorry one more question ghz, when you said unprefixed you mean *not* include item.whatever, or should that item.* be included?
L792[11:47:48] <gigaherz> gr8pefish: I mean *I* prefer to not include block/item in the name
L793[11:47:55] <gr8pefish> haha okay
L794[11:47:55] <gigaherz> so not "blockRock", just "rock"
L795[11:48:23] <gr8pefish> so all personal preference is what I'm hearing, there is no universal convention yet
L796[11:48:37] <Nitrodev> yeah
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L798[11:49:01] <williewillus> gigaherz: registry names are conventionally python style :p
L799[11:49:04] <williewillus> lowercase underscore
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L801[11:49:23] <gigaherz> williewillus: I never used underscores in registry names
L802[11:49:33] <williewillus> going off vanilla at least :p
L803[11:49:37] <Nitrodev> me neither
L804[11:49:42] <Nitrodev> either*
L805[11:50:06] <williewillus> neither was right :p
L806[11:50:26] <JustRamon> Hey, For some reason the item "gumball" gets the texture of the item "chocolate_bar" in this mod. Here's my Items init/registry class: https://paste.ee/p/gKS0S
L807[11:50:41] <JustRamon> I did check the models and they both seem to use the right textures
L808[11:50:51] <williewillus> JustRamon: use the new way
L809[11:50:59] <williewillus> idk what tutorial is teaching that method but it needs to be updated :p
L810[11:51:09] <williewillus> ModelLoader.setCustomModelResourceLocation instead of the mesher stuff
L811[11:51:10] <gigaherz> JustRamon: ewh, substring
L812[11:51:14] <gigaherz> ;P
L813[11:51:20] <JustRamon> lol
L814[11:51:22] <gr8pefish> yup my thought exactly
L815[11:51:24] <JustRamon> alright
L816[11:51:24] <gigaherz> upgrade forge and use the registry name stuff, please
L817[11:51:28] <gigaherz> ;P
L818[11:51:48] <williewillus> anyways are the two items subitems?
L819[11:51:54] <williewillus> e.g. share the same id distinguished by meta
L820[11:52:07] <gigaherz> no he's registering two items
L821[11:52:09] <gigaherz> using the same class
L822[11:52:18] <JustRamon> yes
L823[11:52:35] <JustRamon> Want the SweetFood class aswell? It's just an easy conversion for food
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L825[11:52:56] <JustRamon> (Double 0.5 >> 1 conversion)
L826[11:53:01] <JustRamon> oh hey shadow
L827[11:53:04] <JustRamon> haha
L828[11:53:15] <Nitrodev> looking at that code i'm pretty sure the tutorial is bedrockjimbos
L829[11:53:21] <ShadowChild> Hey ramon
L830[11:53:28] <JustRamon> mix of that & Mrcrayfish's
L831[11:53:36] <JustRamon> Tried to make it a bit cleaner myself
L832[11:53:54] <Nitrodev> ah
L833[11:53:55] <gigaherz> JustRamon: forge got a nice system now where, you can use setRegistryName in your item/block constructor
L834[11:54:06] <JustRamon> hmm
L835[11:54:10] <gigaherz> and then just call registerItem/Block(item)
L836[11:54:15] <gigaherz> and it gets the name itself
L837[11:54:16] <Nitrodev> well i've had issues iwth bedrocks tutorials so they aren't reliable
L838[11:54:22] <JustRamon> ah
L839[11:54:31] <JustRamon> hmm
L840[11:54:35] <Nitrodev> but that depends on the version
L841[11:54:41] <JustRamon> wanna have all the classes?
L842[11:54:45] <gigaherz> lets you remvoe that horrible horrible getUnlocalizedName().substring
L843[11:54:48] <JustRamon> I can upload it to github if you want
L844[11:54:50] <JustRamon> :P
L845[11:54:51] <gigaherz> without having to add hardcoded strings
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L847[11:55:10] <gigaherz> (even without it, I still think hardcoding is less ugly XD)
L848[11:56:17] <JustRamon> which version of forge adds the registry names?
L849[11:58:35] <diesieben07> 1.8.9
L850[11:58:52] <Nitrodev> diesieben07, he asked the FORGE version
L851[11:59:04] <Nitrodev> not the mc one
L852[11:59:11] <diesieben07> doesn't matter, you should be on latest :D
L853[11:59:24] <Nitrodev> oh
L854[12:01:05] <JustRamon> hmm
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L856[12:04:12] <JustRamon> I'm a bit confused. where can I call .setRegistryName? item.setRegistryName() isn't a thing for me :P
L857[12:04:28] <diesieben07> then you need to update.
L858[12:04:34] <JustRamon> weird
L859[12:04:41] <JustRamon> I downloaded the mdk today...
L860[12:04:43] <JustRamon> Hmm
L861[12:04:51] <JustRamon> maybe "Latest" wasn't the latest
L862[12:04:52] <JustRamon> xD
L863[12:05:14] <JustRamon> oh yea
L864[12:05:14] <diesieben07> uhh
L865[12:05:16] <JustRamon> I see
L866[12:05:18] <diesieben07> then you should have it
L867[12:05:21] <JustRamon> It gave me the 1.8 latest
L868[12:05:40] <JustRamon> (That's the one on the files homepage)
L869[12:05:43] <Temportalist> How does CommandBase.getPermissionLevel world?
L870[12:05:46] <Temportalist> work*?
L871[12:07:16] <diesieben07> Temportalist, see "op-permission-level" here: http://goo.gl/FwRbjI
L872[12:07:31] <Temportalist> thanks
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L874[12:09:37] <Temportalist> Is there a way to allow certain ops to run certain commands?
L875[12:09:50] <JustRamon> hmm
L876[12:09:57] <Temportalist> As in, can I get a certain permission level from a ICommandSender
L877[12:10:04] <diesieben07> you can override canCommandSenderUseCommand
L878[12:10:08] <diesieben07> and get complete control
L879[12:10:48] <JustRamon> I updated the version in build.gradle to the latest one, "version = "1.8.9-11.15.0.1705"", but getting this error when trying to clear the cache: > This mapping 'snapshot_20141130' exists only for MC 1.8!
L880[12:10:56] <Temportalist> Oh, parts of that will work
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L882[12:11:13] <JustRamon> so, where do I find the new snapshot thingy?
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L885[12:11:48] <McJty> JustRamon, !mapping
L886[12:11:57] <McJty> Sorry I mean !latest
L887[12:12:02] <diesieben07> !!exports
L888[12:12:08] <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/
L889[12:12:10] <diesieben07> ^there
L890[12:12:16] <McJty> !!latest
L891[12:12:16] <MCPBot_Reborn> === Latest Mappings ===
L892[12:12:17] <MCPBot_Reborn> MC Version Forge Gradle Channel
L893[12:12:18] <MCPBot_Reborn> 1.8.9 snapshot_20160117
L894[12:12:18] <MCPBot_Reborn> 1.8.8 snapshot_20151229
L895[12:12:19] <MCPBot_Reborn> 1.8.8 stable_20
L896[12:12:19] <McJty> That works too :-)
L897[12:12:20] <MCPBot_Reborn> 1.8 snapshot_20151128
L898[12:12:20] <MCPBot_Reborn> 1.8 stable_18
L899[12:12:21] <MCPBot_Reborn> 1.7.10 snapshot_20140925
L900[12:12:22] <MCPBot_Reborn> 1.7.10 stable_12
L901[12:12:24] <JustRamon> :P
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L903[12:13:04] <gigaherz> also you can do
L904[12:13:13] <Temportalist> does /op <player> have a specified perm level?
L905[12:13:14] <gigaherz> .. !latest 1.8.9
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L907[12:13:18] <gigaherz> so only get one version
L908[12:13:31] <JustRamon> great
L909[12:13:58] <gigaherz> Temportalist: IIRC /op is level 4?
L910[12:14:28] <Temportalist> op is determined by server config
L911[12:14:29] <AEnterprise> /op is the lvl defined in the MC server options
L912[12:14:38] <Temportalist> but there is also a separate getPermissionLevel
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L914[12:15:05] <Temportalist> op perm level is only called if the user perms are not set
L915[12:15:13] <Temportalist> return userlistopsentry != null ? userlistopsentry.getPermissionLevel() >= permLevel : this.mcServer.getOpPermissionLevel() >= permLevel;
L916[12:15:29] <diesieben07> the op perm level is awfully used in vanilla :D
L917[12:15:30] <JustRamon> https://paste.ee/p/ppHBW << Another error, this time while re-decompiling
L918[12:15:32] <diesieben07> its all inconsistent
L919[12:17:29] <Temportalist> there has to be a way to have different levels of OP
L920[12:17:38] <Temportalist> otherwise there is no point to the op level in the server config
L921[12:17:47] <diesieben07> the op level is what OPs can do
L922[12:17:48] <diesieben07> thats all
L923[12:18:02] <diesieben07> and getPermissionlevel defines in which category (1-4) a command falls
L924[12:18:28] <diesieben07> if you want different levels per player, you have to have your own setting (IEEP) and command
L925[12:18:36] <Temportalist> is tehre another type of OP?
L926[12:18:58] <diesieben07> no, not in vanilla.
L927[12:19:03] <Temportalist> because if everyone has the same level, what's the point in having different types of levels....
L928[12:19:20] <diesieben07> you can change it globally.
L929[12:19:26] <diesieben07> yes, everyone has the same level.
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L931[12:19:37] <Temportalist> then you can only execute commands above a lower level via the server interface
L932[12:19:44] <diesieben07> exactly.
L933[12:19:50] <Temportalist> thats silly
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L935[12:20:57] <gigaherz> [19:14] (Temportalist): op is determined by server config
L936[12:20:57] <gigaherz> [19:14] (AEnterprise): /op is the lvl defined in the MC server options
L937[12:21:03] <gigaherz> nono the effective level of ops is defined in there
L938[12:21:08] <gigaherz> the /op command is always highest level
L939[12:21:14] <gigaherz> IIRC
L940[12:21:19] <diesieben07> no its not
L941[12:21:24] <diesieben07> oh wait
L942[12:21:27] <diesieben07> yeah thats what you mean
L943[12:21:33] <diesieben07> commands fall into one of the categories
L944[12:21:33] <Temportalist> what?
L945[12:21:39] <diesieben07> you chose which categories OPs can access
L946[12:21:41] <gigaherz> if you set in the config that ops are level 0
L947[12:21:43] <gigaherz> they have no right
L948[12:21:47] <gigaherz> even if you /op them
L949[12:22:01] <Temportalist> so is there another level above op for, say, in game server admins?
L950[12:22:02] <gigaherz> ifyou say they are 4, then ops can also /op otherp eople
L951[12:22:17] <Temportalist> *op level 3 can run /op
L952[12:22:29] <Temportalist> *level 4 is /stop
L953[12:22:34] <gigaherz> ah was it /stop that was level 4?
L954[12:22:44] <Temportalist> http://minecraft.gamepedia.com/Server.properties#Minecraft_server_properties
L955[12:23:33] <gigaherz> yeah makes sense ;P
L956[12:24:26] <Temportalist> If I were to use reflection, could I change the value of a final integer?
L957[12:24:37] <gigaherz> yes. BUT
L958[12:24:49] <Temportalist> or would it just be easier to override the class?
L959[12:24:53] <gigaherz> static final values are often inlined by the compiler
L960[12:25:08] <Temportalist> nope, final is relative to the instance in this case
L961[12:25:13] <gigaherz> aha
L962[12:25:15] <Temportalist> it is a private final int
L963[12:25:27] <Temportalist> Talking about UserListOpsEntry
L964[12:25:28] <gigaherz> then I'm not sure
L965[12:25:43] <diesieben07> you can do it
L966[12:25:49] <JustRamon> net/minecraftforge/forge/1.8.9-11.15.0.1705/userdev/dev.json could not be parsed << Anyone? I really wanna continue modding :P
L967[12:25:51] <Temportalist> if I did ObfuscationReflectionHelper, I can do the private field
L968[12:25:52] <diesieben07> but: th people making the VM will hate you for it,
L969[12:26:01] <Temportalist> haha
L970[12:26:17] <Temportalist> what if I overrode the UserListOpsEntry class?
L971[12:26:25] <gigaherz> is it protected?
L972[12:26:28] <diesieben07> just change the field
L973[12:26:29] <diesieben07> its fine
L974[12:26:42] <Temportalist> okay
L975[12:26:42] <gigaherz> I mean, if it's not private it should be fine
L976[12:27:01] <diesieben07> that is not relevant
L977[12:27:07] <gigaherz> hmm true
L978[12:27:09] <Temportalist> it was either reflect and change field, or reflect and change map to add an override class
L979[12:27:14] <gigaherz> the most the compiler/jvm could do
L980[12:27:16] <gigaherz> is cache the value
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L982[12:27:20] <diesieben07> yes
L983[12:27:21] <gigaherz> it's still an instance field
L984[12:27:22] <Temportalist> plus, it is only called in a get after assignment in constructor
L985[12:27:26] <diesieben07> they tuned that on once
L986[12:27:29] <gigaherz> so ifyou change it during construction
L987[12:27:32] <diesieben07> trusting the "final" on instance fields
L988[12:27:34] <diesieben07> and inling stuff
L989[12:27:38] <diesieben07> and a LOT of libraries broke
L990[12:27:40] <gigaherz> heh
L991[12:27:45] <diesieben07> so its off again
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L994[12:32:37] <Temportalist> Luckily, it is just changing this one field that can get this working
L995[12:38:53] <Lordmau5> hmm
L996[12:39:01] <Lordmau5> So I'm having Comparator support in my block
L997[12:39:13] <Lordmau5> but it doesn'T want to update the comparator even though it should :<
L998[12:39:42] <Lordmau5> I tried to update the comparator by offsetting the position of my block - I tried calling .notifyBlockOfStateChange on both, my block and the comparator - those options didn't work
L999[12:40:39] <gigaherz> comparator should detect thechange just by doing markDirty()
L1000[12:40:56] <Lordmau5> hmm
L1001[12:41:03] <gigaherz> if you have a TE, that is
L1002[12:41:21] <Lordmau5> nope, doesn't want to do it
L1003[12:41:39] <gigaherz> no idea then, that's the only comparator-related thing I know ;P
L1004[12:41:45] <Lordmau5> hehe, alright
L1005[12:41:47] <Cypher121> so how relevant/correct is this: http://greyminecraftcoder.blogspot.com/2015/01/thread-safety-with-network-messages.html ?
L1006[12:42:29] <gigaherz> it applies to anything 1.8+
L1007[12:42:57] <gigaherz> I just call my proxy from my packets
L1008[12:43:04] <gigaherz> and thep roxy does the addScheduledTask
L1009[12:43:13] <gigaherz> either on server or client as needed
L1010[12:45:11] <Cypher121> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L51-L55 ?
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L1015[12:52:00] <gigaherz> Cypher121: yeah, that packet is client-only so I schedule on the client
L1016[12:52:15] <gigaherz> while a server-side packet would get scheduled on the dimension world object
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L1019[12:53:40] <Cypher121> ok, thanks!
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L1025[13:03:38] <Lordmau5> ah derp
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L1027[13:03:44] <Lordmau5> there we go, now it does the comparator output update :P
L1028[13:03:48] ⇨ Joins: mind (~mind@p54A964C0.dip0.t-ipconnect.de)
L1029[13:04:06] <Lordmau5> getWorld().updateComparatorOutputLevel(BlockPos, Block);
L1030[13:04:42] <masa> how should I check if a world wants to unload, so that I'm not leaking it?
L1031[13:05:05] <masa> basically I have a task scheduler that runs inside a server tick event
L1032[13:06:18] <JustRamon> Even after deleting my .gradle folder I still get the error. Something tells me that the download is broken
L1033[13:06:48] <diesieben07> masa, WorldEvent.Unload
L1034[13:07:07] <masa> hmm, right
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L1036[13:07:51] <JustRamon> wait no
L1037[13:07:56] <JustRamon> It's still a project of mine
L1038[13:07:57] <masa> and how about a player leaving a world, should I also listed for playerlogoutevent or whatever, or just get the player from the world by his UUID each tick?
L1039[13:08:38] <gigaherz> anyone up for helping me with design choices about my magic system?
L1040[13:09:00] <JustRamon> https://paste.ee/p/IYA8A << This is the stacktrace of ./gradlew setupDecompWorkspace after clearing my .gradle folder
L1041[13:09:02] <diesieben07> why would you care abotu that exactly masa? :D
L1042[13:09:18] <masa> care about what?
L1043[13:09:23] <diesieben07> when a player unloads
L1044[13:09:49] <masa> basically I'm running a task that takes items from the player's inventory and places those blocks in the world
L1045[13:09:58] <diesieben07> PlayerTickEvent
L1046[13:09:59] <masa> ie. a builder's wand
L1047[13:10:04] <diesieben07> then you dont even need a reference to the player
L1048[13:10:06] <masa> hmm, right..
L1049[13:10:54] <masa> but hen I need a reference to the world :D
L1050[13:10:58] <diesieben07> player.worldObj
L1051[13:11:12] <masa> no I mean, the correct world... :p what if he teleports
L1052[13:11:27] <sham1> you can get the world from DimentionManager
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L1054[13:11:45] <masa> yeah, I think I'll ahve to use that
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L1056[13:12:05] <masa> or well the MinecraftServer one anyway
L1057[13:12:09] <sham1> As long as you know dim dimention
L1058[13:12:14] <sham1> dimid*
L1059[13:12:15] <sham1> Bah
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L1062[13:18:14] <masa> bleh, my task scheduler design goes out the window if I have to use the playetickevent for it
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L1064[13:22:15] <masa> hm, well maybe not completely, I just have to change the task list into a Map<UUID, ITask>
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L1068[13:25:08] <gigaherz> meh I'll explain anyway in case someone has any idea
L1069[13:25:14] <gigaherz> in the spell system I was designing,
L1070[13:25:25] <gigaherz> each element would have had a shape
L1071[13:25:36] <gigaherz> and the last element in the sequence would dictate the final shape of thespell
L1072[13:25:45] <gigaherz> while the first one would dictate the spell's basic effect
L1073[13:25:57] <sham1> how does elements have shapes
L1074[13:25:57] <gigaherz> but doesn't feel right
L1075[13:26:10] <sham1> They are pretty abstract as far as magic goes
L1076[13:26:15] <sham1> Like what shape is water
L1077[13:26:20] <gigaherz> a ball
L1078[13:26:25] <sham1> Okay
L1079[13:26:27] <sham1> What about fire
L1080[13:26:35] <gigaherz> fire's a sphere around the caster
L1081[13:26:42] <gigaherz> wind is a cone
L1082[13:26:48] <gigaherz> light is a beam
L1083[13:27:41] <gigaherz> but as I said
L1084[13:27:49] <gigaherz> it just doesn't feel right
L1085[13:27:59] <gigaherz> it means in order to make a fireball
L1086[13:28:05] <gigaherz> you have to use fire AND water in the same spell
L1087[13:28:14] <gigaherz> and then the whole b eing a ball of fire feels stupid
L1088[13:28:25] <PaleoCrafter> can't you make the player draw symbols? :P
L1089[13:28:42] <gigaherz> no that's not in my plans XD
L1090[13:28:53] <sham1> water and fire
L1091[13:28:59] <sham1> That would be awesome
L1092[13:29:00] <WJ44> maybe some kind of other modifier for the shapes
L1093[13:29:10] <gigaherz> yeah my issue is how to make it happen
L1094[13:29:24] <gigaherz> I have already decided that using the last element's shape won't do
L1095[13:29:35] <WJ44> aha
L1096[13:29:59] <gigaherz> note: the spell system is akin to magicka's
L1097[13:30:10] <PaleoCrafter> if you don't want the player to draw symbols, have them as prepared hotkeys or whatever, just like your elements ;)
L1098[13:30:12] <gigaherz> you holdright-click on a wand/staff
L1099[13:30:16] <gigaherz> type in a series of elements
L1100[13:30:24] <gigaherz> and then release
L1101[13:30:48] <gigaherz> I'm wondering if I should use left-click for casting instead
L1102[13:30:54] <gigaherz> right-click to change spell
L1103[13:31:01] <gigaherz> then left-click to cast the configured spell
L1104[13:31:08] <gigaherz> using modifier keys to choose shape
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L1106[13:32:30] <gigaherz> another option may be to make the first action be the choice of shape
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L1108[13:32:37] <gigaherz> then the spell elements would follow
L1109[13:33:04] <gigaherz> like you'd have... 1:Self, 2:Ball, 3:Beam, ..., then afterward 1:Fire, 2:Water, ...
L1110[13:33:36] <gigaherz> a third choice would be to make it even more magicka-ish
L1111[13:33:46] <gigaherz> where spells have a shape based on their effect
L1112[13:34:10] <gigaherz> and your choices are reduced to self-cast and normal cast
L1113[13:34:20] <Cypher121> magicka-ish would be right/left click + shift to determine shape
L1114[13:34:27] <Cypher121> which is, imo, best option
L1115[13:34:40] <gigaherz> IIRC, magicka has the spell shape determined by the spell
L1116[13:34:50] <Cypher121> minimally
L1117[13:34:55] <gigaherz> and left/right/shift determines the way in which it's applied?
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L1119[13:35:02] <gigaherz> with self-cast, cast, and apply to weapon?
L1120[13:35:15] <Cypher121> ice = small projectiles, stone = large projectile
L1121[13:35:22] <gigaherz> balls, beams, walls, etc are degined by the spell though
L1122[13:35:43] <gigaherz> defined*
L1123[13:36:00] <Cypher121> self, around self, targeted, imbue weapon are all key-based
L1124[13:36:22] <gigaherz> yeah
L1125[13:36:35] <gigaherz> thing is, I can't just have 8 keybinds working all the time
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L1127[13:36:45] <Cypher121> yeah
L1128[13:36:47] <gigaherz> so I take over the hotbar keys
L1129[13:36:57] <gigaherz> while the wand is held right-clicked
L1130[13:37:20] <gigaherz> then the (default) 1..8 keys become the 8 elements
L1131[13:37:33] <gigaherz> and unlike magicka
L1132[13:37:48] <gigaherz> I don't have stuff like "shield" as a choice of element
L1133[13:37:49] <gigaherz> XD
L1134[13:38:05] <Cypher121> shield = best element
L1135[13:38:09] <gigaherz> mine are simply, Fire, Water, Air, Earth, Light, Darkness, Life and Death
L1136[13:38:26] <Cypher121> especially when someone casts beam perpendicularly to it
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L1138[13:45:33] <Zaggy1024> heh, guess I was wrong about face culling not working on forge block models
L1139[13:45:37] <Zaggy1024> I'm just a derp, like usual
L1140[13:46:44] <Zaggy1024> do obj models have a way to specify cullface?
L1141[13:46:56] <PaleoCrafter> don't think so
L1142[13:47:04] <Zaggy1024> ah yep
L1143[13:47:05] <PaleoCrafter> that was something fry eventually wants to add :D
L1144[13:47:16] <Zaggy1024> this is pretty conclusive
L1145[13:47:16] <Zaggy1024> http://i.imgur.com/yT67Btb.png
L1146[13:47:18] <Zaggy1024> :P
L1147[13:47:30] <Mraof> Do obj models still work in 1.8?
L1148[13:47:36] <Mraof> Or do they need to be converted into b3d
L1149[13:47:50] <Cypher121> more so, they even work much better now
L1150[13:48:03] <Mraof> Oh, okay
L1151[13:48:35] <Mraof> I looked it up and people said they didn't work anymore or something, maybe I just looked in the wrong place
L1152[13:49:12] <PaleoCrafter> the loader probably took about 100 times longer than the one pre-1.8, Cypher121 :P
L1153[13:50:32] *** MrKick|Away is now known as MrKickkiller
L1154[13:50:57] <Zaggy1024> yeah, takes a while to understand the new model system to be able to add to it :P
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L1156[13:51:13] <Zaggy1024> speaking of that, it would be nice to have an API to add blockstates deserializers
L1157[13:51:22] <PaleoCrafter> shade just took ages ._.
L1158[13:51:42] <PaleoCrafter> yeah, that'd be cool, Zaggy1024
L1159[13:51:46] <PaleoCrafter> fry ^ :D
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L1161[13:52:24] <Cypher121> I wonder if it would be faster to write a new engine than fix minecraft one :D
L1162[13:52:26] <fry> no, it woudln't be cool
L1163[13:52:37] <fry> it would make blockstates impossible to read
L1164[13:52:48] <fry> because who knows how they may be parsed
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L1166[13:53:44] <Zaggy1024> true...
L1167[13:53:49] <JustRamon> alright
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L1169[13:54:00] <Zaggy1024> but hopefully people wouldn't be adding them willy nilly
L1170[13:54:10] <Zaggy1024> although you can't trust some modders not to :P
L1171[13:54:33] <JustRamon> I changed .setUnlocalizedName into .setRegistryname, but how do adress lang entries now? They're all item.null.name now :P
L1172[13:55:34] <diesieben07> you need to call *both*.
L1173[13:55:39] <JustRamon> ah
L1174[13:55:40] <JustRamon> :P
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L1176[13:55:55] <JustRamon> the javadoc says otherwise -.-
L1177[13:55:59] <fry> Zaggy1024: what would custom blockstate deserializers be useful for?
L1178[13:56:19] <diesieben07> wat? how does it say otherwise?
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L1180[13:57:05] <JustRamon> "This is the valid replacement for the atrocious 'getUnlocalizedName().substring(6)' stuff that everyone does. " << Now that I read it again it might only be meant for GameRegistry stuff
L1181[13:57:25] <diesieben07> that is what people used to determin the registry name befor.
L1182[13:57:30] <JustRamon> Ik
L1183[13:57:47] <diesieben07> because certain people (cough cough pahi) made a tutorial with it...
L1184[13:58:31] <JustRamon> "replacement" is a bit misleading then, I would rather say "cleaner way to register stuff :P"
L1185[13:59:01] <JustRamon> Because you still need it
L1186[13:59:20] <diesieben07> you don't need getUnlocalizedName().substring
L1187[13:59:28] <JustRamon> oh right
L1188[13:59:30] <diesieben07> (you never did... but well)
L1189[13:59:38] <JustRamon> I was reading it as unlocalized name being useless
L1190[13:59:44] <JustRamon> nvm then :P
L1191[13:59:47] <gigaherz> JustRamon: the point is that using getUnlocalizedName for ANYTHING other than getting the translation string, is the wrong use ;P
L1192[13:59:55] <JustRamon> alright
L1193[14:02:06] <gigaherz> so you can just do something like... public BlockWhatever(final String blockName) { setRegistryName(blockName); setUnlocalizedName(MODID + "." + blockName); }
L1194[14:02:11] <gigaherz> and by the way
L1195[14:02:19] <gigaherz> it's best to include your modid in the unlocalized name
L1196[14:02:24] <gigaherz> because translations are NOT namespaced
L1197[14:02:25] <Zaggy1024> fry, not much, really
L1198[14:02:31] <JustRamon> hmm
L1199[14:02:41] <gigaherz> so any other mod using the same translation string as yours could replace your texts
L1200[14:02:44] <JustRamon> Also: blockstate errors :P yay
L1201[14:02:46] <gigaherz> oryou could replace theirs
L1202[14:02:51] <JustRamon> hmm
L1203[14:02:53] <JustRamon> true
L1204[14:03:04] <gigaherz> I always do setUnlocalizedName(MODID + "." + blockName);
L1205[14:03:08] <gigaherz> then it shows up in the lang file as
L1206[14:03:17] <gigaherz> "item.modname.itemName.name"
L1207[14:03:19] <gigaherz> or
L1208[14:03:24] <Zaggy1024> I'm planning to make a new blockstates loader but that should be a Forge PR when I'm doing it
L1209[14:03:27] <gigaherz> "tile.modname.blockName.name"
L1210[14:03:32] <JustRamon> hmm
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L1212[14:06:03] <zetaPRIME> Does 1.8+forge have the facilities in place to add a non-block entity to the alpha-blend presort?
L1213[14:06:33] <gigaherz> I don't think so
L1214[14:06:42] <JustRamon> Alright
L1215[14:06:47] <gigaherz> or at least
L1216[14:06:55] <gigaherz> TESRs are not "sorted"
L1217[14:06:59] <gigaherz> I presume entities aren't either
L1218[14:07:19] <JustRamon> Hmm
L1219[14:07:37] <JustRamon> Do I need blockstates for items now? I'm getting some errors in my console
L1220[14:07:41] *** kroeser is now known as kroeser|away
L1221[14:08:03] <JustRamon> Wait
L1222[14:08:10] <JustRamon> It seems to be getting my modid twice?
L1223[14:08:27] <JustRamon> Exception loading model for variant sweet:sweet:gumball#inventory
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L1226[14:13:12] <zetaPRIME> hmm. are custom IBakedModel implementations the 1.8 replacement for ISimpleBlockRenderingHandler?
L1227[14:13:24] <diesieben07> yes
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L1230[14:18:53] <gigaherz> zetaPRIME: note that you don't always need custom baked models at all
L1231[14:19:08] <gigaherz> many of the uses for an ISBRH can be done wit just obj/b3d/json models
L1232[14:19:11] <gigaherz> and blockstates
L1233[14:19:47] <gigaherz> you only need custom models if your models are too dynamic to represent all possible combinations in advance
L1234[14:20:30] <dmf444> Can a .obj be use for an item in inventory?
L1235[14:20:34] <gigaherz> yes
L1236[14:20:34] <zetaPRIME> like how utterly ridiculous it would be to have blockstates for BC pipes according to that one post?
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L1238[14:20:46] <MalkContent> how did you have to dimension the texture of blender models?
L1239[14:20:51] <gigaherz> zetaPRIME: for pipes it's just fine
L1240[14:20:55] <MalkContent> just square or did it have to be power of 2, too?
L1241[14:21:06] <gigaherz> forge blockstates lets you combine submodels
L1242[14:21:15] <gigaherz> so you can have just one model for the central piece
L1243[14:21:19] <gigaherz> and one model for the "arm"
L1244[14:21:29] *** Abrar|gone is now known as AbrarSyed
L1245[14:21:34] <gigaherz> and use submodels with rotation to add the side connections
L1246[14:22:07] <gigaherz> MalkContent: for atlas sprites, they have to be square,
L1247[14:22:09] <zetaPRIME> ooh, so forge massively upgraded the format from how vanilla works?
L1248[14:22:11] <gigaherz> and preferably powers of 2
L1249[14:22:14] <gigaherz> zetaPRIME: yes
L1250[14:22:21] <zetaPRIME> should have expected that
L1251[14:22:23] <gigaherz> forge blockstates extends vanilla json files with extra features
L1252[14:22:41] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockStructure.json
L1253[14:22:46] <gigaherz> you can havethings like this
L1254[14:23:08] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/essentializer.json
L1255[14:23:09] <gigaherz> or this
L1256[14:23:19] * MalkContent googles atlas sprites
L1257[14:23:37] <gigaherz> MalkContent: Minecraft stitches all item and block textures into a large texture called an "atlas"
L1258[14:23:44] <gigaherz> each piece of the atlas is called a sprite
L1259[14:23:46] <MalkContent> a.
L1260[14:23:48] <MalkContent> okay
L1261[14:23:54] <gigaherz> a sprite in terms of graphics literally means "little thing that moves"
L1262[14:24:10] <MalkContent> that counts for textures meant for blender stuff, too?
L1263[14:24:14] <gigaherz> but in this case it's applied to mean a piece of a biggerthing
L1264[14:24:24] <gigaherz> what do you mean "blender stuff"?
L1265[14:24:31] <gigaherz> minecraft doesn't care if you used blender to model
L1266[14:24:41] <gigaherz> what matters is if you are loadingthe texture into an atlas
L1267[14:24:44] <gigaherz> (blocks and items)
L1268[14:24:52] <MalkContent> k
L1269[14:24:53] <gigaherz> or you are using a separate texture (GUIs and entities)
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L1271[14:25:03] <MalkContent> imo that goes not without saying :P
L1272[14:25:38] <simon816> Quick question: what's the best way to check if a world is actually loaded?
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L1275[14:26:44] <dmf444> So, how do I get a .obj file to load as an item? Any examples?
L1276[14:26:52] <gigaherz> dmf444: sec
L1277[14:27:07] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicWand.json
L1278[14:27:08] <gigaherz> like this
L1279[14:27:12] <gigaherz> you need a blockstates file
L1280[14:27:21] <gigaherz> with the same name as the item's registration name
L1281[14:27:24] <gigaherz> and then
L1282[14:27:39] <gigaherz> you can specify variants that match the ones you used in setCustomModelResourceLocation
L1283[14:27:40] *** Lex|Afk is now known as LexManos
L1284[14:27:40] <gigaherz> so like
L1285[14:27:44] <gigaherz> if you wrote "inventory"
L1286[14:27:50] <gigaherz> you'd have "inventory": [{}]
L1287[14:28:00] <gigaherz> but thanks to forge, youcan specify any variant string
L1288[14:28:21] <gigaherz> and it will query the appropriate entry in the blockstates json file
L1289[14:28:30] <MalkContent> gigaherz: but the thing doesn't care if it's 16*n pixels width or anything, yes?
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L1291[14:28:44] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L107
L1292[14:29:06] <gigaherz> MalkContent: if the texture isn't 16*n, it will prevent mipmaps from working
L1293[14:29:08] <dmf444> Thanks!
L1294[14:29:20] <gigaherz> or was it power of 2?
L1295[14:29:23] <gigaherz> one ofthose
L1296[14:29:53] <MalkContent> dammit. summoning fry.
L1297[14:30:12] <gigaherz> note I'm speaking about atlas textures
L1298[14:30:17] <gigaherz> custom textures don't have that limitation
L1299[14:30:33] <gigaherz> the limitation exists because if you have 4 levels of mipmaps
L1300[14:30:38] <gigaherz> each level divides thesize by 2
L1301[14:30:47] <gigaherz> so if it's not a multiple of 2
L1302[14:30:54] <fry> MalkContent: what? :P
L1303[14:30:56] <gigaherz> the second mipmap would cause sprites to bleed
L1304[14:31:10] <gigaherz> if it's not multiple of 4, the third mipmap would cause sprites to bleed, etc
L1305[14:31:14] <MalkContent> oh mighty fry, I'm just a halfwit that wants to draw up a prettie texture for a custom model done in blender
L1306[14:31:15] <gigaherz> eh
L1307[14:31:20] <gigaherz> first mipmap, second mipmap**
L1308[14:31:24] <gigaherz> I had a mental off-by-one
L1309[14:31:33] <MalkContent> currently making UV map
L1310[14:31:49] <MalkContent> what are the limitations i have for the dimensions of the texture?
L1311[14:33:00] <fry> power of two, square
L1312[14:33:14] <fry> you can also easily use multiple textures
L1313[14:33:30] <fry> it should load correctly
L1314[14:33:34] <Wuppy> o/
L1315[14:33:37] <MalkContent> hmm
L1316[14:33:44] <MalkContent> on what level?
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L1318[14:33:59] <MalkContent> during uv mapping or when you implement it in mc?
L1319[14:34:07] <fry> former
L1320[14:34:15] * MalkContent sighs
L1321[14:34:31] * Wuppy is broken :V
L1322[14:34:34] <MalkContent> thanks :)
L1323[14:34:54] <MalkContent> is the explanation on how to do that quick?
L1324[14:35:20] * gigaherz hands Wuppy the ductape
L1325[14:35:49] <Wuppy> it's 9PM and I've been drinking and partying for 9 hours already
L1326[14:35:57] <Wuppy> what's wrong with dutch people....
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L1328[14:36:16] * gigaherz hands Wuppy a bottle of water and an ibuprofen
L1329[14:36:44] <Wuppy> apperantly, the one club which opened at 11AM was completely filled at that time XD
L1330[14:36:51] <Wuppy> on a sunday morning :P
L1331[14:36:56] <gigaherz> heh
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L1333[14:39:09] <Wuppy> every single bar in the city couldn't take a single additional person at around 3AM today :P
L1334[14:39:33] <Wuppy> all of the 26 in the event and the other 20 as well
L1335[14:40:58] <MalkContent> that's what you get when you tell people they can't drink at work on mondays. binging on sundays
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L1338[14:44:09] <Wuppy> tehcnically I can drink on monday, and I usually never drink on sunday
L1339[14:44:15] <Wuppy> but this was a special party
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L1341[14:45:39] <Wuppy> this was the pre-party to what probably is the biggest party in this country
L1342[14:45:43] <Wuppy> and certainly of this city
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L1365[15:19:33] <shadekiller666> is it normal for the download of FG2.1 to hang in the command line during a setup/setupForge execution?
L1366[15:20:22] <williewillus> it's happened to me before
L1367[15:20:31] <PaleoCrafter> blame Abrar
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L1369[15:20:51] <shadekiller666> its currently stopped at 81KB/13.08MB
L1370[15:23:26] <shadekiller666> will it eventually start moving again?
L1371[15:24:16] <williewillus> eh I killed and restarted :p
L1372[15:25:06] <Cypher121> never happened to me. it does love skipping compile task on build tho >_<
L1373[15:25:11] <shadekiller666> should i turn windows firewall off before running it?
L1374[15:25:19] <shadekiller666> probably wouldn't hurt
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L1376[15:26:01] <Wuppy> I'm not sure if they're selling it internationally, but the new cheesburger pizza by Dominos is just incredibly good
L1377[15:27:07] <PaleoCrafter> ^ material for the website, ollieread? xD
L1378[15:27:54] <Wuppy> o__0
L1379[15:28:10] <ollieread> Which one?
L1380[15:28:12] <ollieread> CH?
L1381[15:28:48] <PaleoCrafter> do they have the cheeseburger pizza as well? :D
L1382[15:29:04] <ollieread> Not afaik, well I wasn't given it for the db
L1383[15:29:57] <Wuppy> idk if they do, but it's just so insanely incredibly good
L1384[15:30:05] <Wuppy> like, seriously, I cannot even
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L1387[15:35:43] <shadekiller666> yep, turning off windows firewall fixed it
L1388[15:43:20] <Cypher121> does anyone know what idea is written in?
L1389[15:43:52] <PaleoCrafter> Java
L1390[15:44:21] <Cypher121> so they managed to get a memory leak in java, it seems. and only on linux, while at it
L1391[15:44:40] <Cypher121> like "fuck your GC, fuck your VM, and fuck you"
L1392[15:44:59] <PaleoCrafter> getting a memory leak in Java isn't hard :P
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L1394[15:45:28] <Cypher121> could be easier :D
L1395[15:46:01] <williewillus> idea doesn't leak much for me
L1396[15:46:23] <williewillus> I leave it on all day and it gets up to 600M max, usually satying around 350 ish
L1397[15:46:30] <williewillus> 200 right now since I'm doing nothing
L1398[15:47:05] <PaleoCrafter> mine goes up to 1G max, but that's probably mostly due to the Scala plugin :D
L1399[15:47:52] <Cypher121> williewillus: it leaks a lot during refactoring and inspections. goes up to 2-3G sometimes, then starts lagging awfully, so I restart it
L1400[15:48:10] <Cypher121> that's also Ultimate, so maybe it's something unique to it
L1401[15:48:18] <PaleoCrafter> are you sure it isn't caused by some plugin?
L1402[15:48:37] <williewillus> really? I run idea ultimate and full inspection on the botania codebase (which is huge) doesn't lag me any more after it's done
L1403[15:49:10] <Cypher121> I only installed 1 plugin, aside from default ones and it's for Markdown highlight only
L1404[15:49:35] <shadekiller666> so, i just setup this forge dev env with gradlew setupForge, opened eclipse (pointed it to the projects/ folder), imported Clean and Forge, and tried to launch the Forge Client, and it printed this: https://gist.github.com/shadekiller666/a6497876337cd5c51dce
L1405[15:49:46] <shadekiller666> and crashed
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L1409[15:51:17] <Giraffestock> hey, is there an event for when a GUI loads? so I can implement my own GUI in-place of a vanilla one?
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L1411[15:51:53] <PaleoCrafter> GuiOpenEvent
L1412[15:52:05] <shadekiller666> any ideas
L1413[15:53:00] <fry> shadekiller666: set compiler level to java6
L1414[15:53:03] <PaleoCrafter> are you sure you need to completely replace the vanilla GUI though, Giraffestock?
L1415[15:53:11] <Giraffestock> PaleoCrafter: yes
L1416[15:53:15] <Giraffestock> Commandblock IDE-type thing
L1417[15:53:22] <Zaggy1024> is java 6 required now
L1418[15:53:24] <Zaggy1024> ?
L1419[15:53:43] <Giraffestock> I could use a coremod (if those still exist?) or w/e, but that seems unnecessary
L1420[15:53:55] <Zaggy1024> yes they do
L1421[15:53:56] <PaleoCrafter> yeah, no need for a coremod
L1422[15:54:04] <fry> it always was, Zaggy1024
L1423[15:54:18] <fry> there's an issue related to eclipse compiler now though
L1424[15:54:19] <PaleoCrafter> but what IDE-type functionality do you want to implement?
L1425[15:54:24] <fry> that's being worked on :P
L1426[15:54:32] <Zaggy1024> you mean 7 and 8 don't work anymore?
L1427[15:54:47] <Giraffestock> multiple lines, regex (if commandblocks currently support that), auto-close brackets/parenthesis, etc
L1428[15:54:57] <Giraffestock> I need to do some research beforehand, just curious if its possible atm
L1429[15:55:10] <PaleoCrafter> you technically don't need to replace the entire thing for that, I think
L1430[15:55:27] <Giraffestock> but i dont want to make a coremod or something, and I'd like it to be client-side
L1431[15:55:40] <Giraffestock> (so it doesn't do anything different in the end, just easier for the user)
L1432[15:55:49] <Giraffestock> if that makes sense
L1433[15:55:57] <PaleoCrafter> replacing GuiCommandBlock.commandTextField should be sufficient
L1434[15:56:14] <Giraffestock> again, dont want to change source code or anything
L1435[15:56:20] <Giraffestock> (or modify at runtime)
L1436[15:56:41] <PaleoCrafter> you're modifying at runtime when replacing the whole GUI as well
L1437[15:56:49] <shadekiller666> fry, i set the compliance level to 1.6, though its still using the 1.8.0_66 jre, and same crash
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L1439[15:57:12] <Giraffestock> I was planning to just open the new GUI "over" the old one
L1440[15:57:20] <PaleoCrafter> it's the same :P
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L1442[15:57:31] <PaleoCrafter> replacing the text field only is the least invasive
L1443[15:58:12] <fry> shadekiller666: what eclipse version?
L1444[15:58:25] <Giraffestock> PaleoCrafter would I use an AT?
L1445[15:58:29] <Pennyw95> what are the retromappings inside projectDir\build\retromapping\retromappedReplacedmain.jar? It's making my build fail..
L1446[15:58:30] <PaleoCrafter> reflection
L1447[15:58:36] <Temportalist> Since ItemStack doesnt implement equals or hashcode, can it really be used as a key in a HashMap?
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L1449[15:59:04] <PaleoCrafter> TCustomHashMap, Temportalist
L1450[15:59:30] <PaleoCrafter> that allows you to specify your own hashCode and equals implementation
L1451[15:59:56] <shadekiller666> fry, Luna 4.4.2
L1452[15:59:58] <Temportalist> like this?
L1453[16:00:02] <Temportalist> https://www.irccloud.com/pastebin/dBqNi1x9/
L1454[16:00:28] <Giraffestock> thanks PaleoCrafter
L1455[16:00:35] <PaleoCrafter> no, look at the parameters for TCustomHashMap :P
L1456[16:00:57] <PaleoCrafter> you pass it a HashingStrategy
L1457[16:01:26] <Temportalist> https://www.irccloud.com/pastebin/IIJ6RlMv/
L1458[16:01:52] <PaleoCrafter> yeah, although you probably shouldn't use Object :P
L1459[16:01:59] <PaleoCrafter> you're storing ItemStacks after all
L1460[16:02:01] <Temportalist> gotta in this case
L1461[16:02:06] <Temportalist> it is storing more than ItemStacks
L1462[16:02:10] <PaleoCrafter> ah, well
L1463[16:02:16] <Temportalist> But stacks were the ones that popped out first
L1464[16:02:20] <Pennyw95> "Failed to capture snapshot of input files for task 'sourceJar' during up-tp-date check". What's causing this?
L1465[16:02:26] <Temportalist> most are enums
L1466[16:02:58] <Temportalist> PaleoCrafter: what about IBlockStates
L1467[16:03:08] <Temportalist> cause those are keys as well
L1468[16:03:09] <Giraffestock> PaleoCrafter I also plan to add buttons, a settings menu, etc, so I think a custom gui is the way to go
L1469[16:03:39] <PaleoCrafter> those do have a proper equals and hashCode implementation, I think
L1470[16:03:49] <PaleoCrafter> TObjectFloatHashMap would be best for your purpose, btw ;)
L1471[16:04:06] <PaleoCrafter> *TObjectFloatCustomHashMap xD
L1472[16:04:18] <PaleoCrafter> Valhalla better come quickly
L1473[16:04:25] <PaleoCrafter> Giraffestock, still all doable without a custom GUI :P
L1474[16:04:35] <Giraffestock> but would a custom gui really hurt?
L1475[16:04:41] <Giraffestock> seems a lot more simple
L1476[16:04:48] <PaleoCrafter> imagine another mod trying to add a button
L1477[16:05:07] <Giraffestock> would probably look bad/be out of place/overlap anyways
L1478[16:05:26] <PaleoCrafter> that's easily fixable though
L1479[16:05:26] <Giraffestock> would it be tough to write the mod as a custom GUI then switch to reflection?
L1480[16:05:40] <Giraffestock> The reason im against reflection is I have 0 experience with it
L1481[16:05:45] <Giraffestock> I do, however, have experience with gui's
L1482[16:06:18] <PaleoCrafter> you have to reflectively set exactly one field, the rest can be achieved with other Forge evnts
L1483[16:06:19] <Temportalist> PaleoCrafter: I dont think IBlockStates do. None of their inheiritors override the equals or hashcode
L1484[16:06:29] <PaleoCrafter> well, they don't really need to
L1485[16:06:49] <PaleoCrafter> referential equality and the internal hashCode should be fine for them
L1486[16:06:59] <Temportalist> nevermind
L1487[16:07:07] <Temportalist> StateImpl does
L1488[16:07:16] <Temportalist> I just missed it cause the class was folded
L1489[16:08:02] <williewillus> blockstates are immutable, and only one is ever made for each distinct combination of property/values
L1490[16:08:11] <williewillus> so they can get away with not implementing equals/hascode :p
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L1494[16:09:28] <williewillus> fry: I figured out my AO pool color rendering thing, if I didn't tell you already :p simply used BlockModelRenderer.renderModelBrightnessColor and it worked lol
L1495[16:09:45] <fry> well, good :P
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L1497[16:10:07] <shadekiller666> fry, i'm on eclipse luna 4.4.2
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L1499[16:10:27] <fry> I saw
L1500[16:10:29] <shadekiller666> currently downloading the fancy new eclipse installer for Mars
L1501[16:10:38] <shadekiller666> or whatever the latest is
L1502[16:10:45] <fry> that might help, but I'm not sure it will
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L1504[16:12:05] <Giraffestock> as this GUI is completely client side, do I still need to send a packet or something to the server?
L1505[16:13:05] <Temportalist> PaleoCrafter: how would I hashcode an Item?
L1506[16:13:08] <gigaherz> depends on what you want to do, but generally speaking, yes
L1507[16:13:08] <williewillus> id stick with whateer vanilla does
L1508[16:13:14] <gigaherz> you want to talk to the server
L1509[16:13:18] <Temportalist> would internal be sufficent?
L1510[16:13:23] <PaleoCrafter> Yep
L1511[16:13:31] <PaleoCrafter> You want referential equality
L1512[16:13:45] <gigaherz> Giraffestock: well actually
L1513[16:13:50] <gigaherz> you can keep a gui purely client-side
L1514[16:13:51] <Pennyw95> "Failed to capture snapshot of input files for task 'sourceJar' during up-tp-date check". What's causing this?
L1515[16:13:53] <Giraffestock> gigaherz im replacing the commandblock gui, so I dont see a need fo rit
L1516[16:13:57] <gigaherz> such as config screens
L1517[16:14:05] <gigaherz> but
L1518[16:14:16] <PaleoCrafter> Giraffestock, with the non invasive solution you don't need packets :P
L1519[16:14:16] <gigaherz> at some point you want to save the contents of the commandblock, don't you?
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L1521[16:14:25] <Giraffestock> PaleoCrafter link to point me in the right direction?
L1522[16:14:42] <Giraffestock> I dont see how I only need to modify one method and use other events
L1523[16:14:48] <PaleoCrafter> On my phone, so not really
L1524[16:15:07] <PaleoCrafter> Not method, field :P
L1525[16:15:21] <Giraffestock> -_-
L1526[16:15:34] <Giraffestock> ill throw together a mockup
L1527[16:16:33] <williewillus> I thought they fixed this? :/ https://i.gyazo.com/0de00f30c4ea94a41c300f50f5edb352.png
L1528[16:16:41] <williewillus> (ugly white artifacts between cubes)
L1529[16:16:42] <Temportalist> PaleoCrafter: https://gist.github.com/010afc9e9ee6c4edb7d2
L1530[16:16:52] <williewillus> *between edges of cubes
L1531[16:17:12] <XDjackieXD> williewillus: I have the same problem
L1532[16:17:18] <PaleoCrafter> Not white, transparent :P
L1533[16:17:19] <williewillus> it's a vanilla bug
L1534[16:17:25] <williewillus> since 1.5 i think
L1535[16:17:38] <williewillus> but I'm pretty sure they said they fixed it in 1.7
L1536[16:17:48] <williewillus> though knowing mojang "fix" probably just meant bandaid until it breaks again
L1537[16:17:51] <williewillus> or rewrite :p
L1538[16:18:04] <PaleoCrafter> Could use Objects.hash, Temportalist
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L1540[16:18:14] <Temportalist> ?
L1541[16:18:28] <Temportalist> oh
L1542[16:18:44] <Temportalist> even if Im only testing 3 fields?
L1543[16:19:10] <Temportalist> Ooooohhh I understand
L1544[16:19:15] <Temportalist> yay for new things
L1545[16:19:21] <PaleoCrafter> Haha
L1546[16:20:00] <Temportalist> https://www.irccloud.com/pastebin/qFwh2J16/
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L1548[16:20:45] <shadekiller666> fry, have you gotten a chance to look at the PR at all?
L1549[16:20:55] <fry> no
L1550[16:21:14] <shadekiller666> ok
L1551[16:22:11] <Zaggy1024> wow.
L1552[16:22:18] <Zaggy1024> git just ate my fricken commit
L1553[16:22:28] <PaleoCrafter> https://bugs.mojang.com/plugins/servlet/mobile#issue/MC-1794 williewillus
L1554[16:23:16] <PaleoCrafter> Zaggy1024, I'm sorry, but you'll have to check git's poop for your commit now
L1555[16:23:43] <PaleoCrafter> It'll come out eventually
L1556[16:23:58] <Zaggy1024> heh
L1557[16:24:00] <Zaggy1024> if only
L1558[16:24:17] <Zaggy1024> I guess I should be glad it's not something that'll take me days to rewrite
L1559[16:24:31] <williewillus> PaleoCrafter: of ourse it's reopened, like every major bug :p
L1560[16:24:35] <williewillus> they "fix" it
L1561[16:24:36] <williewillus> but not really
L1562[16:24:39] <williewillus> so the ticket gets reopened :p
L1563[16:24:51] <fry> Zaggy1024: git reflog
L1564[16:25:16] <Zaggy1024> oh hye, there's the commit
L1565[16:25:25] <Zaggy1024> so what should I do, save a patch?
L1566[16:26:15] <PaleoCrafter> Oh hey, Prof looked at it xD
L1567[16:26:55] <williewillus> it is weird looking at the top bugs list
L1568[16:26:58] <williewillus> and not seeing the boat desync ticket
L1569[16:27:20] <williewillus> probably the most well known ticket in that tracker :p
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L1572[16:30:49] <dmf444> is there a list of all the valid .json transformations?
L1573[16:31:21] <Zaggy1024> what kind of json?
L1574[16:31:56] <dmf444> item model .json, for "transform"
L1575[16:32:07] <Temportalist> PaleoCrafter: tada: https://gist.github.com/bfcd528324231a3076d9
L1576[16:32:09] <Zaggy1024> perspective transforms?
L1577[16:32:22] <Zaggy1024> there is no way to list them, there's a near-infinite number of possibilities :P
L1578[16:32:51] <PaleoCrafter> Oh, btw, why no Scala? :P
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L1580[16:33:00] <williewillus> dmf444: https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L1581[16:33:06] <Temportalist> PaleoCrafter: it is in an API class
L1582[16:33:14] <PaleoCrafter> Ah
L1583[16:33:19] <Temportalist> I do my APIs in java so that other's can actually implement
L1584[16:33:21] <williewillus> line 32 to the end
L1585[16:33:27] <williewillus> defines all the possible transforms
L1586[16:33:44] <dmf444> thanks
L1587[16:33:44] <williewillus> note that translations using the forge json format are 1/16 of the translations the vanilla model format uses
L1588[16:34:49] <dmf444> what root-transform represents when the item is tossed on the ground?
L1589[16:35:12] <fry> GROUND
L1590[16:35:25] <fry> didn't exist in 1.8, when I wrote that gist :P
L1591[16:35:34] <fry> should be "ground" in the json
L1592[16:35:38] <williewillus> what is FIXED? :p
L1593[16:36:14] <fry> I think item frames
L1594[16:36:53] <fry> "fixed refers to item frames, while the rest are as their name states." http://minecraft.gamepedia.com/Model
L1595[16:40:01] <Temportalist> PaleoCrafter: :P https://gist.github.com/67f411e61b65d8b6c1cf
L1596[16:40:45] <PaleoCrafter> lol
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L1600[16:46:28] <Giraffestock> also working on an older mod: any thoughts on the orbit colors? http://gfycat.com/ImpeccableUniqueAcouchi vs http://gfycat.com/ThunderousTenderAtlanticblackgoby
L1601[16:46:35] <Giraffestock> (colored vs opaque orbits)
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L1603[16:47:59] <williewillus> opaque
L1604[16:48:11] <williewillus> it's a little more cut out but it doesn't look invisible :p
L1605[16:50:27] <Pennyw95> weird...my en_us.lang isn't saving the § symbol properly...why could that be? (notepad++)
L1606[16:50:54] <Lumien> Try to save it in ascii
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L1612[16:52:38] <Pennyw95> how? you mean changing symbol?
L1613[16:54:54] <Lumien> no, encoding -> ansi
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L1617[16:59:37] <dmf444> so i'm not entirely sure, but i don't think "ground" works in the .json
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L1619[17:01:02] <Pennyw95> Lumien well it's better now...it doesn't delete the symbol in the .lang file, but it shows up with a black ? in-game
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L1622[17:09:49] <MalkContent> fry: I just do 2 different materials to unwrap on, don't I?
L1623[17:12:21] <Pennyw95> what if I try standard UTF-8?
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L1630[17:21:15] <williewillus> how do I set the position of an entity on server and force it to immediately get sent to the client?
L1631[17:21:21] <williewillus> setPositionAndUpdate doesn't seem to do anything
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L1633[17:28:12] <netz> Pennyw95: try using the escape sequence for the character
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L1635[17:31:38] <Pennyw95> netz like \"?
L1636[17:32:12] <diesieben07> utf8 should be fine
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L1638[17:32:28] <Pennyw95> my current is ANSI
L1639[17:32:45] <Pennyw95> UTF8 without ROM or the normal UTF8?
L1640[17:32:46] <diesieben07> eww :
L1641[17:32:48] <diesieben07> :D
L1642[17:32:54] <diesieben07> you mean BOM
L1643[17:32:58] <diesieben07> and dont use BOM
L1644[17:33:11] <Pennyw95> oops lol
L1645[17:34:14] <Pennyw95> switching to UTF-8 encoding changed all the '§' with 'xA7'
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L1647[17:34:32] <Temportalist> CTRL-Z all the way
L1648[17:34:32] <diesieben07> wut
L1649[17:34:44] <Pennyw95> is that okay? Or do I have to paste the §s back?
L1650[17:35:08] <diesieben07> it should be §
L1651[17:35:55] <Pennyw95> I checked encode in instead of convert to...it was probably that
L1652[17:36:02] <diesieben07> yeah :D
L1653[17:37:40] <Pennyw95> it works...thanks man :)
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L1655[17:38:14] <diesieben07> np :)
L1656[17:38:24] <diesieben07> just use utf8 everywhere and you'll be fine
L1657[17:39:02] <netz> Pennyw95: something like \uDEADBEEF
L1658[17:39:08] <netz> yeah, fuck BOM
L1659[17:39:13] <netz> and utf8 everything
L1660[17:39:15] <Pennyw95> what is bom anyway
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L1662[17:39:52] <diesieben07> ByteOrderMark
L1663[17:39:58] <diesieben07> not even sure what its used for anymore
L1664[17:40:09] <diesieben07> something with little endian / big endian
L1665[17:40:29] <diesieben07> if a file has a BOM you can detect whether its LE or BE but nobody uses that anymore
L1666[17:40:31] <diesieben07> something like that.
L1667[17:41:08] <netz> its a bit of data appended to the front of a text file
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L1669[17:41:16] <netz> sort of like a magic number/shebang
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L1671[17:41:27] <Pennyw95> oh, ok
L1672[17:41:34] <Giraffestock> should command block docs (in the textbox) be tooltip-mousehover based, tooltip-cursor based (where you text cursor is), or cursor/tooltip-popup base like on platinumgod.co.uk?
L1673[17:41:48] <netz> Pennyw95: just use utf8 for everything you can
L1674[17:42:07] <Pennyw95> will do, thanks :)
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L1676[17:46:54] <Pennyw95> I can't compile my mod...can you see what's wrong with this? http://pastebin.com/jgc3sjVh
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L1678[17:49:48] <netz> Pennyw95: build.gradle please :)
L1679[17:50:50] <Pennyw95> http://pastebin.com/04PCSrm0
L1680[17:52:21] <killjoy> try clean
L1681[17:52:57] <Pennyw95> gradle clean?
L1682[17:53:00] <killjoy> yes
L1683[17:54:44] <Pennyw95> didn't work, I'm getting the same error...it may be important that I'm currently with this trickery http://bedrockminer.jimdo.com/modding-tutorials/set-up-minecraft-forge/set-up-advanced-setup/
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L1685[17:55:53] <killjoy> >manually importing forge
L1686[17:55:53] <killjoy> wut?
L1687[17:55:56] <shadekiller666> anyone know of an eclipse mars.1 java decompiler?
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L1689[17:56:42] <shadekiller666> why it doesn't have a built-in one is beyond me... but it makes debugging a pain in the ass
L1690[17:56:43] <diesieben07> Pennyw95, ABANDON SHIP!!!
L1691[17:57:26] <killjoy> "advanced"
L1692[17:57:31] <Pennyw95> I realized too late it wasn't useful at all but heh
L1693[17:57:42] <killjoy> More like "I don't know what gradle can do"
L1694[17:57:57] <killjoy> It's advanced in it has more steps than needed
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L1697[17:59:17] <Pennyw95> so I must interpret "abandon ship" as "create a new workspace/forge setup and paste the code"?
L1698[17:59:43] <killjoy> abandon ship meaning "delete and start over"
L1699[18:00:43] <diesieben07> yup
L1700[18:00:54] <diesieben07> the forge download is an *example* workspace for YOUR mod
L1701[18:01:01] <diesieben07> it does not contain anything related to forge :P
L1702[18:01:06] <Pennyw95> so making the forge environment from scratch and pull from git :\
L1703[18:01:23] <diesieben07> no
L1704[18:01:25] <killjoy> if you saw my build scripts, you'd probably be dissuaded from modding forever.
L1705[18:01:27] <diesieben07> you pull from git
L1706[18:01:29] <diesieben07> thats all :D
L1707[18:01:34] <diesieben07> then you run the setup tasks
L1708[18:01:59] <killjoy> pull for the forge project or a mod?
L1709[18:01:59] <Pennyw95> that is, setupDecompWorkspace and redownloading all the thing, isn't it?
L1710[18:02:04] <Pennyw95> mod
L1711[18:02:09] <Pennyw95> src
L1712[18:02:25] <diesieben07> define "all the thing"
L1713[18:02:41] <killjoy> yes, just do setupDecompWorkspace
L1714[18:02:46] <diesieben07> yup
L1715[18:02:55] <killjoy> it does "all the things"
L1716[18:03:03] <killjoy> then you can eclipse and build
L1717[18:03:03] <Pennyw95> ok then....I'll do that tomorrow with the library's wifi
L1718[18:03:08] <shadekiller666> fry, using Mars didn't work
L1719[18:03:17] <Pennyw95> this also means new folder and workspace
L1720[18:03:22] <killjoy> Penny, if you've already downloaded everything, it doesn't redownload it again
L1721[18:03:33] <shadekiller666> i set the compiler compliance level to 1.6, same error, why wasn't this an issue yesterday?
L1722[18:03:34] <killjoy> they're all stored in ~/.gradle
L1723[18:03:43] <shadekiller666> or on the OBJ_Loader workspace...
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L1728[18:13:59] <Pennyw95> there's no gradlew inside my folder, of course. So the steps are downloading the forge mdk, and then running setupDecompWorkspace and I guess it's done?
L1729[18:15:26] <netz> Pennyw95: if you have gradle installed globally, gradle wrapper command installs it.
L1730[18:15:37] <netz> Pennyw95: erm, places the wrapper scripts into the folder
L1731[18:16:06] <shadekiller666> !gm func_152455_a
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L1735[18:19:24] <Pennyw95> netz: erm I don't think I got what you mean, is it that I can just run 'gradle setup..' instead of gradlew because I setup the gradle PATH?
L1736[18:21:30] <shadekiller666> fry, any ideas at all?
L1737[18:21:48] <shadekiller666> do i dare open the OBJ_Loader workspace?
L1738[18:22:08] <fry> that error is being fixed
L1739[18:22:20] <shadekiller666> right now?
L1740[18:22:20] <fry> you can try to run idea for now, but it's not easy
L1741[18:22:28] <fry> yes, right now
L1742[18:22:35] <shadekiller666> ok
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L1744[18:22:38] <fry> no idea if it'll be fixed today though
L1745[18:22:48] <netz> Pennyw95: yeah, if gradle is setup in PATH and such properly you don't need the wrapper, but many people stick it on their repo for those that do not have it.
L1746[18:22:52] <shadekiller666> was this caused by a bad build of FG2 or something?
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L1750[18:25:31] <Pennyw95> netz: sorry, I think my connection temporarely crashed. anyway can I use gradle setupDecomp as well?
L1751[18:26:46] <gigaherz> Pennyw95: gradlew just makes sure gradle is installed, and if not, downloads it first
L1752[18:26:51] <gigaherz> then sends the args to gradle
L1753[18:27:06] <gigaherz> so yes, anything you do with gradlew, can be done directly with gradle
L1754[18:27:14] <gigaherz> it just won't download gradle for you
L1755[18:27:28] <Pennyw95> and since the dude's trickery had me download gradle 2.10 and add the var PATH, i can use that?
L1756[18:28:13] <netz> Pennyw95: yeah, assuming its setup right.
L1757[18:28:51] <Pennyw95> gradle -v gives 2.10 back, so I think it is
L1758[18:29:48] <Pennyw95> so where does setupDecompWorkspace get the info from?
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L1760[18:31:42] <netz> Pennyw95: build.gradle
L1761[18:32:12] <Pennyw95> oh...sure, that was silly to ask
L1762[18:32:23] <shadekiller666> fry, what is the cause of the error?
L1763[18:32:58] <dmf444> is it considered a bug when something works in dev, but not in "normal" play?
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L1766[18:37:34] <netz> dmf444: yeah
L1767[18:37:42] <netz> I'd say so, at least.
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L1773[18:48:21] <gigaherz> :3
L1774[18:48:22] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-18-0146-55.mp4
L1775[18:48:25] <gigaherz> cone spell rendering
L1776[18:48:56] <Pennyw95> nice :)
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L1779[18:53:17] <gigaherz> ugh
L1780[18:53:35] <gigaherz> rendering it was fun, but I'm notsure how I'll do the actual checks XD
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L1782[19:01:16] <killjoy> gigaherz, how's it look from the side?
L1783[19:02:27] <gigaherz> I didn't check XD
L1784[19:02:34] <gigaherz> I mean, I know how it is meant to look
L1785[19:02:48] <gigaherz> let me boot a couple instances and take a screenshot from LAN ;P
L1786[19:04:34] <gigaherz> ugh opening 2 mc instances while ARK is open, bad idea
L1787[19:05:04] <gigaherz> 97% memory usage
L1788[19:06:43] <williewillus> minecreatr: is there a maven for chisel 1.8?
L1789[19:07:50] <gigaherz> killjoy: https://dl.dropboxusercontent.com/u/743491/2016-01-18-0207-16.mp4
L1790[19:08:18] <killjoy> looks like a backwards mach cone
L1791[19:08:38] <gigaherz> each successive cone is thinner but slightly longer
L1792[19:09:57] <shadekiller666> fry, let me know when its been unfucked, whatever it is...
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L1800[19:44:15] <Darva> Hrrm. What event should i be listening to to change out the basic worldgen classes in time? I've tried a number, and keep getting errors because vanilla worldgen gets upset at what i've done.
L1801[19:44:29] <Darva> It works fine when i create the world, the problem is when i reload the world, after restarting minecraft.
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L1803[19:45:25] <Darva> Specifically, it's erroring out inside vanilla getRandomizedSpawnPoint, because the void world type generation is causing math to wind up negative that shouldn't be negative.
L1804[19:47:33] <Cazzar> Wouldn't it possibly be easier to implement your own world type, like BoP
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L1808[19:51:27] <Darva> I did...
L1809[19:52:23] <Darva> However, nowhere in doing that do you specify the worldprovider, you have to do that elsewhere.
L1810[19:53:24] <Darva> It works fine for world creation, it's only in reloading the world that i can't figure out where to interrupt, and replace the worldprovider before any calls are made to the old one.
L1811[19:53:29] <Zaggy1024> fry, do faces transformed so that they're not lined up with any side of the block keep their cullFace?
L1812[19:54:23] <fry> no
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L1815[20:05:01] <netz> man fuck I'm in so far over my head ;-;
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L1817[20:07:18] <Darva> Oddly, right after i do DimensionManager.providers.registerProviderType(0, VoidWorld.class, true), if i check DimensionManager.getProvider(0), i get a null pointer.
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L1819[20:08:45] <Darva> I'd rather be in over my head and confused, rather than apparently following the intended path in the API, and receiving seemingly incorrect results. Heh.
L1820[20:08:47] <gigaherz> Darva: getProvider doesn't work unless the world is actually loaded
L1821[20:08:57] <gigaherz> it basically does getWorld(0).provider
L1822[20:10:33] <williewillus> ugh I hate vanilla mc
L1823[20:10:40] <williewillus> not a single enderman
L1824[20:10:48] <Darva> But the world is loaded, because it's in the middle of choosing a frigging spawn point.
L1825[20:10:49] <gigaherz> lol they are just rare
L1826[20:10:49] <gigaherz> XD
L1827[20:10:56] <gigaherz> they'll all spawn when you don't need them anymore
L1828[20:11:01] <williewillus> mojang hates farms and automation so much but you wonder why people build giant farms for everything
L1829[20:11:07] <williewillus> because the mechanic to acquire them is terrible
L1830[20:11:33] <gigaherz> it's not so much that they "hate" farms
L1831[20:11:53] <gigaherz> they just think creating giant farms too easily removes the challenge
L1832[20:11:55] <williewillus> they don't like them at least, I recall a post about a dev stating that the game is meant for you to mine and gather everything yourself
L1833[20:12:25] <gigaherz> then they shouldn't include blocks that help with automation ;P
L1834[20:12:34] <williewillus> like when they nerfed the iron golems for a half a snapshot before people raged :p
L1835[20:12:54] <williewillus> some people actually need a shitton of iron, but get super little play time, so they build a farm for it
L1836[20:12:56] <gigaherz> if they really hated farms
L1837[20:12:59] <williewillus> but nooooo you have to mine everything
L1838[20:13:05] <gigaherz> they'd make items NOT get carried by water
L1839[20:13:20] <Darva> Hopper chains...
L1840[20:13:28] <gigaherz> they'd make mobs not drop anything if they die on their own
L1841[20:13:39] <gigaherz> etc
L1842[20:13:46] <gigaherz> the fact that they added stuff that helps with automation
L1843[20:13:52] <gigaherz> means they can't really hate people making farms
L1844[20:13:57] <gigaherz> ;P
L1845[20:14:19] <gigaherz> Darva: exactly, they owuldn't have added hoppers if they thought automation was bad ;P
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L1849[20:18:07] <williewillus> just gonna make a mod to double the enderman spawn rate :p
L1850[20:20:03] <Darva> Gonna try the bruteforce and ignorance method around this issue. Will access transformers remove final, or do i need to use reflection?
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L1854[20:22:48] <Darva> !dm field_73011_w
L1855[20:22:58] <Darva> blah..
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L1861[20:27:49] <FF_Fire> help.
L1862[20:27:52] <FF_Fire> lol
L1863[20:28:13] <gigaherz> just ask, you make us waste extra keypresses if you wait for someone to say something
L1864[20:28:28] <FF_Fire> im getting posting the gist now
L1865[20:28:48] <echosa> Hi. I’m trying to make a simple command that uses the ticks count from stats.playOneMinute. However, the code I’m using always returns 0 for the stat value. https://gist.github.com/echosa/b51fb84b9e000b91b944#file-timeplayedcommand-java-L48-L49
L1866[20:29:17] <FF_Fire> https://gist.github.com/creepymooy/baf5618ee59bad9be160 all my items are valid. they are not void
L1867[20:29:27] <echosa> I can’t figure out why or how to get the actual value of the stat.
L1868[20:29:32] <FF_Fire> null***
L1869[20:29:35] <killjoy> Why are you referencing client stuff ina command?
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L1871[20:30:03] <killjoy> You have an instance of player given to you in the params of execute. Use it.
L1872[20:30:21] <gigaherz> why do you override compareTo with return 0?
L1873[20:30:22] <gigaherz> XD
L1874[20:30:35] <echosa> taht was default generated code from IntelliJ
L1875[20:30:40] <echosa> I left it for now
L1876[20:30:45] <echosa> (the compareTo)
L1877[20:30:46] <killjoy> if (sender instanceof EntityPlayer) player = ((EntityPlayer)sender);
L1878[20:31:03] <FF_Fire> i feel like saying hi to l e x for the lols
L1879[20:31:04] <echosa> as for the instance of player given… is that sender?
L1880[20:31:10] <killjoy> yes
L1881[20:31:11] <echosa> ah
L1882[20:31:17] <echosa> I didn’t konw that relationship
L1883[20:31:26] <killjoy> that method would crash the server anyway
L1884[20:31:39] <killjoy> because net.minecraft.CLIENT
L1885[20:31:40] <FF_Fire> https://gist.github.com/creepymooy/baf5618ee59bad9be160 all my items are valid. they are not void
L1886[20:32:10] <killjoy> EntityPlayer implements ICommandSender
L1887[20:32:11] <FF_Fire> oh great LexManos! please help me. i need a java god!!!
L1888[20:32:25] <killjoy> You don't need a god
L1889[20:32:30] <killjoy> a prophet will work fine
L1890[20:32:34] <FF_Fire> lol
L1891[20:32:40] <killjoy> heck, even a priest could work
L1892[20:32:51] <FF_Fire> LexManos:^^^^^
L1893[20:32:58] <killjoy> Stop saying his name.
L1894[20:33:02] <FF_Fire> ok
L1895[20:33:20] <killjoy> He's like voldemort
L1896[20:33:22] <echosa> is this one of those “even though you’re playing single player, you still need to work with the server” type of situations? I assumed that since the stats file is local, it would be a client thing. I’m obviously terribly mistaken. (New to this whole modding thing, obviously.)
L1897[20:33:25] <FF_Fire> can u help me killjoy
L1898[20:33:36] <killjoy> I need code.
L1899[20:33:41] <FF_Fire> voldemort voldemort voldemort
L1900[20:33:43] <FF_Fire> lol
L1901[20:33:45] <echosa> You don’t say his name. That’s like rule number 1 or something on the wiki.
L1902[20:33:45] <FF_Fire> kk
L1903[20:33:57] <FF_Fire> unless u need him
L1904[20:34:01] <FF_Fire> it says.
L1905[20:34:08] <killjoy> echosa, stats file was local... in 1.5
L1906[20:34:09] <echosa> Sorry, it’s rule number 2. http://www.minecraftforge.net/wiki/IRC_Channel_Rules
L1907[20:34:13] <killjoy> it's server in 1.6 and onward
L1908[20:34:29] <echosa> I never played Minecraft before 1.6. :-P
L1909[20:34:40] <Darva> Even if it's not on the wiki, it's in the freakin channel topic.
L1910[20:34:47] <FF_Fire> echosa lol
L1911[20:34:59] <echosa> so, when I try that code, getStatFileWriter() isn’t a method on EntityPlayer
L1912[20:34:59] <killjoy> don't laugh at the newbies
L1913[20:35:08] <FF_Fire> :(
L1914[20:35:14] <killjoy> !gm getStatFileWriter
L1915[20:35:24] <FF_Fire> i played alpha. when it came out
L1916[20:35:30] <killjoy> hm
L1917[20:35:32] <echosa> it’s only on EntityPlayerSP, it seems
L1918[20:35:38] <FF_Fire> its ok echosa
L1919[20:35:57] <killjoy> it's getStatFile
L1920[20:36:07] <Darva> ... So, i went and directly set worldProvider in the World class, and it's still somehow calling the vanila one that it doesn't have a reference to anymore.
L1921[20:36:16] <killjoy> !gm getStatFile
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L1923[20:36:32] <killjoy> why does sp need a statfilewriter?
L1924[20:36:52] <FF_Fire> cause it does.
L1925[20:36:53] <echosa> I don’t see getStatFile() either.
L1926[20:37:00] <killjoy> EntityPlayerMP
L1927[20:37:39] <echosa> Ah, cast to EntityPlayerMP
L1928[20:37:42] <echosa> instead of EntityPlayer
L1929[20:37:46] <echosa> trying that now
L1930[20:38:18] <killjoy> https://git.io/vzWim
L1931[20:39:22] <killjoy> note that this uses older mappings and is for 1.7.10
L1932[20:39:37] <killjoy> though there is 1.8
L1933[20:41:04] *** FF_Fire was kicked by LexManos (Your Shit Be Null LIKE THE FUCKING ERROR SAYS))
L1934[20:41:30] <killjoy> he never said it wasn't null. he said it wasn't void. lol
L1935[20:42:18] <gigaherz> well null is a valid value
L1936[20:42:19] <gigaherz> XD
L1937[20:42:42] <LexManos> No not in this context. Hence the error
L1938[20:42:57] <killjoy> it compiles
L1939[20:43:02] <gigaherz> yeah I know
L1940[20:43:05] <LexManos> doesn't mean its valid.
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L1942[20:43:29] <killjoy> echosa, it worked, yes?
L1943[20:43:34] <echosa> Sort of.
L1944[20:43:39] <echosa> The code works, as in I get a number.
L1945[20:43:57] <killjoy> yeah, ticks is actually seconds for that stat
L1946[20:44:00] <echosa> But the number I”m getting is the number of ticks since I starting the game.
L1947[20:44:14] <echosa> not all the time I’ve spent in that map ever, every day.
L1948[20:44:25] <killjoy> are you in dev?
L1949[20:44:34] <echosa> I don’t understand what you’re asking.
L1950[20:44:41] <killjoy> are you running in eclipse?
L1951[20:44:45] <echosa> IntelliJ
L1952[20:44:49] <gigaherz> (or IDEA)
L1953[20:44:52] <echosa> ^
L1954[20:44:52] <killjoy> using --username program arg?
L1955[20:45:07] <Darva> Gah, i finally got it fixed... But the solution is so ugly.
L1956[20:45:11] <echosa> Oh, no. I didn’t kow about that arg.
L1957[20:45:20] <killjoy> Well of course that's what it's showing
L1958[20:45:20] <echosa> Where does that come into play?
L1959[20:45:28] <gigaherz> forge uses a random player name
L1960[20:45:31] <killjoy> each time you start minecraft in dev, you get a new player
L1961[20:45:33] <gigaherz> every time you launch
L1962[20:45:38] <echosa> ಠ_ಠ
L1963[20:45:42] * echosa feels like an idiot now
L1964[20:45:54] <killjoy> well, minecraft uses Player{$rand.substring(0,3)}
L1965[20:46:03] <killjoy> sort of
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L1967[20:47:20] <killjoy> echosa, I just noticed your generic list.
L1968[20:47:29] <killjoy> What's wrong with you?
L1969[20:47:35] <echosa> So, do I need to setup my actual Minecraft username? Or can I get a fake user?
L1970[20:47:49] <killjoy> just use anything
L1971[20:48:10] <killjoy> You can use --username youremail@gmail.com --password yourpassword
L1972[20:48:15] <killjoy> to log into services
L1973[20:48:38] <Zaggy1024> Does Minecraft load faster the more buttons I press?
L1974[20:48:43] <killjoy> YES
L1975[20:48:47] <killjoy> It's a proven fact
L1976[20:49:04] <Zaggy1024> I'll be sure to smash my keyboard to bits next time
L1977[20:49:08] <killjoy> in tf2 when building a sentry, I hit it a few times with my wrench to make it go faster
L1978[20:49:20] <killjoy> Use a wrench
L1979[20:50:28] <Darva> But which kind? An ic2 wrench, a TE wrench, an omniwrench?
L1980[20:50:31] <echosa> “ust noticed your generic list.”
L1981[20:50:40] <echosa> more copy/pasta code just to get going
L1982[20:50:53] <killjoy> Whoever you're copying from, stop it
L1983[20:51:03] <killjoy> copy from someone else
L1984[20:52:31] <echosa> http://www.minecraftforge.net/wiki/Server_Command
L1985[20:53:56] <killjoy> well then
L1986[20:55:44] <killjoy> Just go and add <String> to that List
L1987[20:56:01] <killjoy> It's for your own protection
L1988[20:56:08] <echosa> yeah, already on it
L1989[20:56:17] <echosa> this was more just exploratory code
L1990[20:56:24] <echosa> so I was lax in things like that
L1991[20:56:36] <killjoy> bad habit
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L1993[20:56:45] <Darva> It shouldn't matter in the declaration if it's list<string>, only in the instantiation...
L1994[20:57:02] <killjoy> generics don't matter in instantiation
L1995[20:57:18] <killjoy> Only if there's args
L1996[20:57:24] <echosa> in other news, after adding my username and password to the Minecraft Client runtime configuration (had to use my real account, or I got auth errors), it works. I have to use that runtime configuration and not the gradle runClient command, though, which is what I was using before.
L1997[20:58:51] <killjoy> in your build.gradle: minecraft.clientRunArgs += [--arg1, arg2]
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L1999[20:58:58] <LexManos> http://www.dollartimes.com/inflation/inflation.php?amount=1&year=1915 :(
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L2001[20:59:43] <killjoy> $ has increased by 2c in the past 2 years
L2002[20:59:50] <Darva> My biggest twitch on the whole list bit is a silly one. Using an arraylist for less than 6 items that will never change wastes the space of 3 pointers. Heh.
L2003[21:00:18] <killjoy> ImmutableList.of("a","b")
L2004[21:00:26] <echosa> Is there any reason to use the gradle runClient instead of the Minecraft Client run config? They both seem to work, and I dont’ have to modify build.gradle for the latter to login.
L2005[21:00:45] <Darva> I'd just use a linked list... It's not like it needs random access to the list.
L2006[21:00:46] <killjoy> if you don't want to use an ide
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L2008[21:01:58] <echosa> Fair point.
L2009[21:03:03] <Darva> I will never get why the dev environment loves to spawn me underwater.
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L2011[21:03:29] <killjoy> Because mojang fixed it in 1.7
L2012[21:03:54] <Darva> My sarcasm detector is failing me...
L2013[21:04:22] <Darva> I'm working with 1.8.9
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L2015[21:07:06] <Darva> Does this seem like a decent idea for a modded block with associated tools? A chest with 9 slots, each slot holds up to 10 stacks of one item. Then a pickaxe that when breaking blocks checks to see if those blocks are in that chest, and if so and there's space, places it directly into the chest, and a wand that functions similarly to the builders wand, but pulls from the chest?
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L2019[21:12:12] <echosa> Awesome. This seems to be working rather well now. Thanks for all the help!
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L2021[21:14:46] <primetoxinz> anyone know why forge server can't find the logger? when I start it this is all that is logged http://pastebin.com/kuQjXzYm
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L2023[21:15:29] <killjoy> what is your term emulator?
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L2025[21:15:49] <primetoxinz> terminator
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L2029[21:21:18] <primetoxinz> I just tried other term emulators, does the same thing
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L2032[21:29:58] <killjoy> could log4j.xml be missing?
L2033[21:30:58] <primetoxinz> from where?
L2034[21:31:54] <Darva> Hrrm, my blocks are showing up extremly large in third person view...
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L2036[21:35:41] <Darva> I know if i set up item jsons for each block i can prevent that, but i was told that with recent updates to 1.8.9 that wasn't necessary anymore. Was i told wrong?
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L2040[21:39:45] <M4thG33k> I'm still learning how JSON files are formatted; if I want to translate the render of a block in an inventory, how would I go about doing that?
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L2042[21:40:34] <shadekiller666> well, if you use forge blockstate jsons you can define the item camera transforms in the same file as the blockstates for the block
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L2044[21:41:20] <M4thG33k> is there somewhere with a list of all those forge blockstate jsons?
L2045[21:42:37] <shadekiller666> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L2046[21:42:45] <shadekiller666> thats the spec for forge blockstate jsons
L2047[21:43:07] <shadekiller666> for examples, take a look at the example mods on the forge github repo
L2048[21:43:37] <shadekiller666> https://github.com/MinecraftForge/MinecraftForge/tree/master/src/test/resources/assets/forgedebugmodelloaderregistry/blockstates
L2049[21:43:50] <M4thG33k> sweet. Thanks!
L2050[21:44:20] <Darva> So you can take the display block of json from the item jsons, and stick it in the blockstate json instead?
L2051[21:44:21] <shadekiller666> mhmm
L2052[21:44:29] <shadekiller666> what
L2053[21:44:31] <shadekiller666> yes
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L2055[21:44:50] <shadekiller666> its "transform": {}
L2056[21:44:59] <shadekiller666> instead of "display": {}
L2057[21:45:08] <Darva> k.
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L2060[21:49:33] <Darva> Yay!
L2061[21:50:17] <Darva> That was the last issue before the version port was complete. Off to compile, final testing and release.
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L2067[22:08:26] <Temportalist> what is the best way to perform regression in java?
L2068[22:08:51] <primetoxinz> so I redownloaded minecraft-server and it works now killjoy
L2069[22:08:58] <Temportalist> I need to do quadratic regression on changing data
L2070[22:09:02] <killjoy> cool
L2071[22:09:18] <killjoy> Temportalist, what do you mean?
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L2073[22:09:35] <sprtnsniper553> Hello all
L2074[22:09:43] <killjoy> Something like this? https://github.com/killjoy1221/jEasing
L2075[22:10:27] <sprtnsniper553> Would someone be able to help me figure out why my inventory blocks aren't rendering a texture, but the blocks in the world render their models just fine?
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L2077[22:10:53] <Temportalist> I am replicating/reviving the Zipline mod, and one of the really neat things done with rendering was dynamic sagging of rope. so I would have an array of points (x, y) and I *need* to perform quadratic regression on the data in order to find the slope at which to angle each block of rope
L2078[22:11:23] <Temportalist> killjoy: https://www.desmos.com/calculator/nccf9w8yv6
L2079[22:12:09] <killjoy> Well there's your equation
L2080[22:12:15] <Temportalist> killjoy: if I am to use that, I need to update my mc environment to java8... 0_0 (im not opposed, just havent done so yet)
L2081[22:12:25] <Temportalist> killjoy: but that is just sample data, not the actual data
L2082[22:12:32] <killjoy> You can just use it for reference
L2083[22:12:35] <Temportalist> I need to perform regression within the MC environment (java/scala)
L2084[22:12:37] <killjoy> it's easily portable for j6
L2085[22:13:05] <killjoy> or use retrolambda
L2086[22:13:27] <Temportalist> What the heck are Easings?
L2087[22:13:40] <killjoy> think tweening
L2088[22:13:46] <killjoy> start slow, end fast
L2089[22:14:30] <Temportalist> weird
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L2091[22:15:12] <killjoy> http://easings.net/
L2092[22:16:34] <killjoy> This one gives has an interactive thing. http://gizma.com/easing/
L2093[22:16:57] <Temportalist> Basically you are doing regression though
L2094[22:17:26] <killjoy> if I understand what that is, yes
L2095[22:18:38] <killjoy> see the types class for implementation equations
L2096[22:18:44] <killjoy> s/class/package
L2097[22:19:58] <VikeStep> you can use least squares fitting
L2098[22:20:16] <killjoy> I'm not sure what that is.
L2099[22:20:30] <Temportalist> VikeStep: explain?
L2100[22:20:41] <VikeStep> http://mathworld.wolfram.com/LeastSquaresFitting.html
L2101[22:21:19] <VikeStep> there is probably a library online which implements it
L2102[22:21:31] <Temportalist> that is a lot of math I am not prepared to do...
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L2104[22:22:26] <VikeStep> apparently Apache Commons has a "SimpleRegression" class
L2105[22:22:49] <Temportalist> VikeStep: it is, but I am not sure how exactly to include it in my project
L2106[22:22:59] * Temportalist is not super used to gradle yet
L2107[22:25:20] <killjoy> apache commons is already a dep
L2108[22:25:24] <killjoy> no action required
L2109[22:25:28] <Temportalist> not the math lib
L2110[22:25:31] <VikeStep> ^
L2111[22:25:52] <VikeStep> if I remember correctly, there is a very easy way to implement least squares with matrix maths
L2112[22:25:54] <tterrag> apache commons is a collection of like 20 libs
L2113[22:26:12] <killjoy> dependencies.compile 'org.apache.commons:commons-math3:3.6'
L2114[22:26:26] <killjoy> That's the latest (Jan, 2016)
L2115[22:26:28] <tterrag> that won't be sufficient out of dev :P
L2116[22:26:30] <killjoy> you may want 3.5
L2117[22:26:35] <killjoy> well yeah
L2118[22:26:42] <killjoy> you'll also need to shade it
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L2120[22:28:49] * Temportalist just throws it in lib folder for now
L2121[22:30:08] <M4thG33k> If my block textures aren't as bright as I think they should be (I'm baking my own models), I know I should use lighting/color to help with this, but I don't know exactly the best way to go about it. Can anyone recommend a good tutorial/example for how to use them?
L2122[22:31:36] <tterrag> pics?
L2123[22:32:49] <shadekiller666> when you're putting the color data into the large data array, you want to have "double d = LightUtil.diffuseLight(<normal>.x, <normal>.y, <normal>.z)", and then multiply the r,g,b values with d
L2124[22:33:15] <M4thG33k> Here's a pic: http://imgur.com/wkZw4YK The block should have the same color as the held item
L2125[22:33:17] <McJty> Hmm, is there an event for when loot is generated for a chest (as opposed to using ChestGenHooks)?
L2126[22:33:42] <shadekiller666> ohhhh
L2127[22:33:58] <VikeStep> yeah, Temportalist, if that doesn't work out, there is an easy way to do it with matrix multiplication. You need to make a Vandermonde matrix (very simple), and then compute (X'X)^-1 * X'y where X is the vandermonde matrix and y is the output of the approximation for the quadratic function
L2128[22:34:16] <VikeStep> it is the fastest method I know of quadratic regression apart from some kind of gradient descent
L2129[22:34:30] <shadekiller666> M4thG33k, in your block, override isOpaqueCube(), isFullCube() and isNormalCube() or whatever the 3 are that the forge examples override
L2130[22:34:34] <shadekiller666> and return false from them
L2131[22:35:14] <M4thG33k> I'll try that; I was missing one of those
L2132[22:35:57] <M4thG33k> nope...didn't change anything :/
L2133[22:36:24] <M4thG33k> wait...
L2134[22:37:20] <M4thG33k> nope. didn't change. (I had used isFullBlock() before...correcting that didn't change anything)
L2135[22:37:40] <McJty> So there is no event it seems. Pity
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L2137[22:38:07] <shadekiller666> :/
L2138[22:38:20] <Temportalist> VikeStep: how do I make that matrix?
L2139[22:38:48] <VikeStep> firstly, do you know how matrix multiplication works?
L2140[22:38:55] <Temportalist> vaguely
L2141[22:39:09] <Temportalist> yes
L2142[22:39:16] <Temportalist> https://www.mathsisfun.com/algebra/matrix-multiplying.html1
L2143[22:39:20] <Temportalist> https://www.mathsisfun.com/algebra/matrix-multiplying.html
L2144[22:39:48] <VikeStep> is the quadratic equation you end up with in a 2D place? aka y=ax^2+bx+c
L2145[22:39:57] <Temportalist> yes
L2146[22:40:00] <M4thG33k> no other ideas as to why my blocks are rendering "darker" than the texture actually is?
L2147[22:40:11] <Temportalist> VikeStep: sample is https://www.desmos.com/calculator/vaazgptqvo
L2148[22:40:12] <VikeStep> so you have a list of x and y points?
L2149[22:40:15] <Temportalist> yes
L2150[22:41:00] <VikeStep> so basically you will have 3 columns in the matrix and a row for each x value
L2151[22:41:08] <VikeStep> and the row is given by [1, x, x^2]
L2152[22:41:10] <tterrag> M4thG33k: code?
L2153[22:41:31] <Temportalist> does they Y matter?
L2154[22:41:36] <VikeStep> that matrix is X, the matrix Y is a column vector of all the y values
L2155[22:41:39] <VikeStep> yes
L2156[22:41:51] <Temportalist> okay, one second
L2157[22:41:59] <Temportalist> question: are you okay looking over scala?
L2158[22:42:20] <VikeStep> coefficients = inv(transpose(X)*X) * transpose(X)*y
L2159[22:42:24] <VikeStep> Temportalist, sure
L2160[22:42:36] <Temportalist> let me make the matrix first
L2161[22:43:07] <M4thG33k> tterrag, here's the code for the renderer class: https://goo.gl/tOBstW and here's the code that takes care of the model rendering itself: https://goo.gl/HqFlVU
L2162[22:43:35] <tterrag> wait, you aren't even using an ISBM?
L2163[22:43:58] <VikeStep> coefficients will be a 3x1 matrix corresponding to [a b c] in y=ax^2+bx+c
L2164[22:44:20] <tterrag> I dunno then
L2165[22:44:35] <M4thG33k> No...? The last person to help me just threw Botania code in my face so I learned from that...
L2166[22:45:10] <tterrag> is it a static model?
L2167[22:45:42] <M4thG33k> define "static" in this case
L2168[22:46:09] <tterrag> not animated
L2169[22:46:10] <VikeStep> Temportalist, i should note that I don't know the library for matrix maths you should be using that is already in the libs
L2170[22:46:23] <VikeStep> but whatever it is, it needs to support psuedoinverse, because sometimes matrices have no inverses
L2171[22:46:58] <M4thG33k> The textures are not animated, per se, but the model is dynamically adapting according to the TE
L2172[22:47:10] <tterrag> not textures
L2173[22:47:13] <tterrag> the model itself
L2174[22:47:14] <tterrag> is it animated
L2175[22:47:36] <Temportalist> VikeStep: this is what I have: https://gist.github.com/anonymous/0bcb2ff829800f8842b7
L2176[22:47:42] <M4thG33k> Yes - specifically the sphere changes size/rotates/translates
L2177[22:47:58] <tterrag> but only the sphere?
L2178[22:48:15] <M4thG33k> For this specific block, yes
L2179[22:48:22] <VikeStep> Temportalist, yes that is correct
L2180[22:48:25] <tterrag> then only the sphere should be done in TESR
L2181[22:48:33] <tterrag> as for the lighting, I don't really know
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L2183[22:49:20] <VikeStep> Temportalist, btw if you wanted to fit to cubic you would add another column for x^3
L2184[22:49:23] <M4thG33k> I'm not sure how to render the tank and sphere separately unless I combine them both within a TESR
L2185[22:49:37] <tterrag> er
L2186[22:49:41] <tterrag> you do the sphere in TESR
L2187[22:49:47] <tterrag> and write a normal block model for the rest of the block
L2188[22:49:48] <Temportalist> VikeStep: cool, not gonna worry about it right now tho
L2189[22:50:06] <Temportalist> VikeStep: what next?
L2190[22:50:19] <M4thG33k> I'll see if I can manage that...
L2191[22:50:47] <VikeStep> Temportalist, you need to find a library that does matrix maths
L2192[22:50:52] <VikeStep> i know minecraft uses it sometimes
L2193[22:51:20] <VikeStep> you need to be able to do: matrix multiplication, transpose, and get pseudoinverse
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L2195[22:52:51] <shadekiller666> pseudoinverse?
L2196[22:53:07] <VikeStep> sometimes a matrix can't be inversed
L2197[22:53:18] <VikeStep> so it has a pseudoinverse
L2198[22:53:37] <shadekiller666> for the other two i think java.util and/or the apache(?) libs would suffice
L2199[22:53:53] <shadekiller666> do the guava libs have matrix classes?
L2200[22:54:12] <VikeStep> I'm at work, so I don't have my modding environment open
L2201[22:54:13] <tterrag> lwjgl and stdlib (javax.vecmath) both have matrix classe
L2202[22:54:43] <M4thG33k> tterrag, It's just as I had thought: the standard block model isn't rendering...
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L2204[22:55:21] <tterrag> oh actually javax.vecmath is from a lib
L2205[22:55:28] <shadekiller666> they are both designed for 3d translation/scale/rotation matrix manipulations, but i think they should work regardless
L2206[22:55:29] <tterrag> java3d
L2207[22:55:54] <Temportalist> shadekiller666: use javax.vecmath for matricies
L2208[22:55:55] <Temportalist> ?
L2209[22:55:56] <M4thG33k> wait...I may have figured it out...
L2210[22:55:59] <tterrag> M4thG33k: is your render type -1?
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L2212[22:56:33] <shadekiller666> Temportalist, i tend to use the lwjgl one more i think, but either one should do
L2213[22:57:12] <Temportalist> shadekiller666: do you know the class path for the matrix of lwjgl?
L2214[22:57:21] <M4thG33k> I had changed it, but I guess hot swapping didn't actually update anything. Restarting seems like it will work
L2215[22:57:26] <Temportalist> ohp shadekiller666 found it
L2216[22:58:01] <shadekiller666> its named the same as the java3d one so just type the name and select the one from lwjgl :P
L2217[22:58:18] <echosa> Welp, I’m back. My mod works when I run the client from IDEA, but when I copy the jar into a MultiMC instance with the same Minecraft version and Forge version, I get this exception: https://gist.github.com/echosa/1f1b7502349991e29cec
L2218[22:58:48] <tterrag> !gm func_71560_a
L2219[22:59:05] <echosa> Apparently there’s something abstract I haven’t implemented, but if that were the case, why would it work when I run the client from IDEA?
L2220[22:59:10] <Temportalist> shadekiller666: how do I instatiate data?
L2221[22:59:18] <shadekiller666> ?
L2222[22:59:20] <tterrag> echosa: code?
L2223[22:59:34] <Temportalist> shadekiller666: set the indices
L2224[22:59:38] <echosa> one moment
L2225[22:59:42] <shadekiller666> oh
L2226[23:00:06] <shadekiller666> there should be a set method for the individual fields
L2227[23:00:17] <Temportalist> there are variables
L2228[23:00:28] <shadekiller666> or one set method for all of the variables
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L2230[23:01:16] <echosa> Here’s all the custom code I wrote. 3 classes. https://gist.github.com/echosa/8e994553df3dc4f028b6
L2231[23:01:30] <McJty> Bah, I hate testing chest loot
L2232[23:01:40] <McJty> Can't find a dungeon/village anywhere :-)
L2233[23:01:46] <shadekiller666> Temportalist, the variables are m## right?
L2234[23:01:54] <tterrag> echosa: why is your forge so outdated
L2235[23:01:58] <Temportalist> shadekiller666: correct
L2236[23:02:06] <Temportalist> I know how it workls, just hate doing by hand
L2237[23:02:20] <echosa> It’s the recommended for 1.8
L2238[23:02:34] <shadekiller666> ...
L2239[23:02:43] <Temportalist> https://www.irccloud.com/pastebin/mF7WrTh4/
L2240[23:02:52] <shadekiller666> "recommended" just means that someone has decided to label it as such
L2241[23:03:01] <shadekiller666> update to latest
L2242[23:03:14] <shadekiller666> and make sure its latest for 1.8.9
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L2244[23:04:09] <echosa> MultiMC has given me issues with 1.8.9 before, so I’ve avoided. I can try it again, I suppose.
L2245[23:04:14] <tterrag> don't use 1.8 lol...
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L2248[23:04:21] <McJty> Works fine for me. 1.8.9 is what you should do
L2249[23:04:24] <shadekiller666> temportalist, are there not any other convienient constructors?
L2250[23:04:26] <echosa> Anyway, that doesn’t explain why it works when run from IDEA but not a MultiMC instance.
L2251[23:04:32] <Temportalist> shadekiller666: nope
L2252[23:04:46] <shadekiller666> :/
L2253[23:05:01] <echosa> If I make the mod with 1.8.9 forge, will it only work for Minecraft 1.8.9? Or is there some backwards compatibility?
L2254[23:05:22] <tterrag> it will work with 1.8.8 or 1.8.9 (if you specify it as such)
L2255[23:05:27] <shadekiller666> as long as you don't touch the Realms GUI code, you should be compatible with 1.8.8
L2256[23:05:36] <shadekiller666> and what tterrag said
L2257[23:05:45] <tterrag> but 1.8.9 is the latest release and there's no reason to not support it
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L2259[23:06:26] <shadekiller666> and there is almost never an "unstable" latest release
L2260[23:07:07] <Temportalist> shadekiller666: what is the function to mutliply matricies?
L2261[23:07:18] <echosa> So, 11.15.0.1707 then?
L2262[23:07:19] <shadekiller666> mul()?
L2263[23:07:26] <Temportalist> oh, wait, read the javadocs...
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L2265[23:07:31] <shadekiller666> lol
L2266[23:07:46] <echosa> and just ignore the “Warning\: Forge Beta” (slash is actually in the message” at the top?
L2267[23:07:49] <shadekiller666> open the class and look through it :P
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L2269[23:07:57] <shadekiller666> yep
L2270[23:07:59] <McJty> echosa, of course
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L2272[23:08:32] <echosa> Ok. Let me try getting the latest, copy my source over, build, and try it again.
L2273[23:08:38] <shadekiller666> ...
L2274[23:08:48] <McJty> echosa, copy source over? Just update your build.gradle
L2275[23:08:57] <McJty> And let gradle handle the upgrade for you
L2276[23:09:19] <echosa> I figured I’d keep an untouched copy as is, but I suppose there’s not more reason.
L2277[23:09:21] <shadekiller666> change the version in your build.gradle and rerun gradlew setup (is that what you run?)
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L2279[23:09:47] <Temportalist> VikeStep: what is 'y'?
L2280[23:09:48] <shadekiller666> you can always change the version number back if something goes wrong :P
L2281[23:10:04] <VikeStep> so you said you have a lot of x and y points right?
L2282[23:10:16] <VikeStep> y is a column vector of all the y points
L2283[23:10:23] <Temportalist> okay
L2284[23:10:30] <VikeStep> can't be a row vector btw
L2285[23:10:33] <VikeStep> because of how matrix maths works
L2286[23:10:39] <shadekiller666> well
L2287[23:10:46] <shadekiller666> a vector is a vector
L2288[23:11:02] <shadekiller666> you just need to make sure you multiply in the right order with the right indices :P
L2289[23:11:07] <VikeStep> yeah, it was my bad terminology
L2290[23:11:13] <echosa> @shadekiller666 rerun setupDecompWorkspace?
L2291[23:11:19] <shadekiller666> ya
L2292[23:11:26] <VikeStep> but to make it works, X needs to be nx3 and y needs to be nx1
L2293[23:11:34] <shadekiller666> yep
L2294[23:11:38] <shadekiller666> well
L2295[23:12:18] <shadekiller666> if you're doing X*Y then X would have to be Nx3 and Y would have to be 3x1
L2296[23:12:35] <shadekiller666> wouldn't it?
L2297[23:12:52] <echosa> > This mapping 'snapshot_20141130' exists only for MC 1.8!
L2298[23:13:00] <shadekiller666> !latest
L2299[23:13:08] <shadekiller666> !!latest
L2300[23:13:09] <MCPBot_Reborn> === Latest Mappings ===
L2301[23:13:09] <MCPBot_Reborn> MC Version Forge Gradle Channel
L2302[23:13:10] <echosa> I like that it’s still 2014 :-P
L2303[23:13:10] <MCPBot_Reborn> 1.8.9 snapshot_20160117
L2304[23:13:11] <MCPBot_Reborn> 1.8.8 snapshot_20151229
L2305[23:13:12] <MCPBot_Reborn> 1.8.8 stable_20
L2306[23:13:12] <MCPBot_Reborn> 1.8 snapshot_20151128
L2307[23:13:13] <MCPBot_Reborn> 1.8 stable_18
L2308[23:13:14] <MCPBot_Reborn> 1.7.10 snapshot_20140925
L2309[23:13:14] <MCPBot_Reborn> 1.7.10 stable_12
L2310[23:13:23] <VikeStep> shadekiller666, its not doing X*Y
L2311[23:13:25] <shadekiller666> use the top-most one
L2312[23:13:30] <Darva> Is there a way to get a list of the available commands?
L2313[23:13:31] <echosa> I’m surprised it was 2014 with 1.8
L2314[23:13:36] <Darva> like the ! commands.
L2315[23:13:38] <VikeStep> we are doing coefficients = inv(transpose(X)*X) * transpose(X)*y
L2316[23:13:41] <VikeStep> shadekiller666, ^
L2317[23:13:47] <Temportalist> VikeStep: shadekiller666: yes? https://gist.github.com/anonymous/8c9b4ba83128a65aa8ff
L2318[23:13:49] <VikeStep> it is least squares regression
L2319[23:14:17] <shadekiller666> right but doesn't that still end up doing X*Y?
L2320[23:14:29] <VikeStep> nope
L2321[23:14:39] <shadekiller666> and isn't trans(X) * X == I ?
L2322[23:14:49] <VikeStep> if X is m by n
L2323[23:14:54] <VikeStep> then transpose X is n by m
L2324[23:15:07] <shadekiller666> so you'd get nxn
L2325[23:15:12] <VikeStep> and no, that is not correct shadekiller666
L2326[23:15:19] <VikeStep> X * inverse(X) = I
L2327[23:15:24] <shadekiller666> oh
L2328[23:15:27] <shadekiller666> right
L2329[23:15:35] * Temportalist is tired and just wants to get this working :P
L2330[23:15:42] * Temportalist has class in 8 hours
L2331[23:15:42] <VikeStep> yeah, I'll look at it now shadekiller666
L2332[23:15:54] <shadekiller666> ok
L2333[23:16:30] <shadekiller666> temportalist, be glad you don't have to do this matrix math by hand...
L2334[23:16:43] <VikeStep> that seems alright Temportalist
L2335[23:16:47] * Temportalist was thinking about it for a bit
L2336[23:16:47] <VikeStep> although I personally don't know scala
L2337[23:17:01] <VikeStep> Temportalist, I had to learn this stuff in my machine learning course
L2338[23:17:08] <VikeStep> it's all very useful :D
L2339[23:17:19] <shadekiller666> wait
L2340[23:17:41] <shadekiller666> in your getMatrix3f, you have m11 and m12 both set to matrix(1)(1)
L2341[23:17:41] <Temportalist> no crashes this time: https://gist.github.com/anonymous/2efe9c896a4e7597dab8
L2342[23:17:59] <Temportalist> well i fixed that too
L2343[23:18:51] <VikeStep> the only possible issue, is if tranpose(X) * X is non-invertible
L2344[23:19:03] <VikeStep> but, lwjgl might handle that
L2345[23:19:12] <Temportalist> VikeStep: that looks funny...
L2346[23:19:30] <VikeStep> ah, I made a small mistake, the coefficients are different
L2347[23:19:30] <Temportalist> https://www.irccloud.com/pastebin/L8CtuRPZ/
L2348[23:19:43] <VikeStep> if you get [a b c] coefficients, then that maps to cx^2 + bx + c
L2349[23:19:50] <VikeStep> cx^2 + bx + a
L2350[23:19:56] <Temportalist> what?
L2351[23:20:08] <VikeStep> for the quadratic equation output
L2352[23:20:17] <VikeStep> why are there 9 values?
L2353[23:20:19] <Temportalist> which ones are abc?
L2354[23:20:30] <Temportalist> because Matrix3f.mul(outMatrix, this.getMatrix3f(yData), coefficients)
L2355[23:21:03] <Temportalist> Matrix3f.mul only accepts Matrix3f instances
L2356[23:21:19] <shadekiller666> what are the dimensions of your input matrices and vectors
L2357[23:21:33] <VikeStep> I thought matrix 3f meant it was a 3 dimensional matrix actually
L2358[23:21:35] <shadekiller666> 3x3 and 3x1?
L2359[23:21:35] <VikeStep> not 3 columns
L2360[23:21:50] <echosa> @shadekiller666 Got an error I’ve not seen before: https://gist.github.com/echosa/f39a5cc8c207e166960c
L2361[23:22:00] <shadekiller666> that is a 3 dimensional matrix?
L2362[23:22:03] <echosa> while trying to update the forge version
L2363[23:22:03] <Temportalist> VikeStep: you are right, it seems to be only square
L2364[23:22:17] ⇦ Quits: LexLap2 (~LexManos@172.76.2.58) (Ping timeout: 198 seconds)
L2365[23:22:23] <VikeStep> ehhh, so your vandermonde matrix will not be 3x3
L2366[23:22:26] <shadekiller666> echosa, uhhh
L2367[23:22:27] <VikeStep> it will be nx3
L2368[23:22:33] <VikeStep> where n is number of x values
L2369[23:22:54] <VikeStep> i looked it up and matrix3f is a 3x3 matrix
L2370[23:22:57] <Temportalist> uuhhhhhhhhhhh
L2371[23:22:59] <VikeStep> not 3-dimensional
L2372[23:23:07] <shadekiller666> well ya
L2373[23:23:12] <shadekiller666> echosa, no idea
L2374[23:23:18] <Temportalist> so what is wrong with the math exactly?
L2375[23:23:36] <echosa> Ok. Download new sources form website and transfer src directory it is :-P
L2376[23:23:58] <VikeStep> Temportalist, apparently GMatrix can be an nxm matrix
L2377[23:23:58] <netz> echosa: just compare before and after
L2378[23:24:20] <shadekiller666> GMatrix?
L2379[23:24:27] <VikeStep> javax.vecmath.GMatrix
L2380[23:24:29] <Temportalist> shadekiller666: vecmath
L2381[23:24:35] <shadekiller666> O.o
L2382[23:24:38] <echosa> netz: compare what before and after?
L2383[23:24:41] * shadekiller666 didn't know that was a thing
L2384[23:24:41] <VikeStep> https://docs.oracle.com/cd/E17802_01/j2se/javase/technologies/desktop/java3d/forDevelopers/j3dapi/javax/vecmath/GMatrix.html
L2385[23:25:08] <McJty> Would there be a chance of Forge adding an event for when chest loot is generated?
L2386[23:25:31] <VikeStep> Temportalist, i gotta get back to work, sorry about that
L2387[23:25:36] ⇨ Joins: tambre (~tambre@b361-381f-22b5-41e9-4301-8a22-07d0-2001.dyn.estpak.ee)
L2388[23:25:39] <Temportalist> mhmmmm
L2389[23:25:40] *** Abrar|gone is now known as AbrarSyed
L2390[23:25:46] <Temportalist> thanks for what help you could provide
L2391[23:26:10] <netz> echosa: build.gradle; and you may need to clean your cache if its breaking that bad
L2392[23:26:12] <VikeStep> Temportalist, double check that matrix.invert returns the new matrix
L2393[23:26:17] <VikeStep> i think it does it in place
L2394[23:26:30] <echosa> just `gradlew clean`?
L2395[23:26:33] <VikeStep> that's probably why your current math doesn't work
L2396[23:26:38] <netz> echosa: yeah.
L2397[23:27:51] <VikeStep> there is an overload for invert which has an out paramter
L2398[23:28:05] ⇨ Joins: GildedGames (~GildedGam@ec2-54-211-190-10.compute-1.amazonaws.com)
L2399[23:31:05] <Temportalist> https://gist.github.com/anonymous/8b39ee2b9ccec5fa31a8
L2400[23:31:14] <Temportalist> getting there, mixmatch at 43
L2401[23:32:29] <shadekiller666> VikeStep, said that the output maps to [a,b,c] == cx^2+bx+a
L2402[23:32:31] <shadekiller666> i think
L2403[23:32:31] <VikeStep> I don't know how scala works, but could it be because assigning is pass by reference?
L2404[23:32:51] <Temportalist> the first transposed printed like this:
L2405[23:32:54] <Temportalist> https://www.irccloud.com/pastebin/vgKqLL5g/
L2406[23:32:56] <VikeStep> that is, on line 41 it is also transposing matrix_X
L2407[23:34:44] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L2408[23:38:26] <Temportalist> https://gist.github.com/anonymous/b7703db548b8ea7895f4
L2409[23:38:37] <Temportalist> https://www.irccloud.com/pastebin/Ks3JnrpT/
L2410[23:38:55] <Temportalist> cc shadekiller666 VikeStep
L2411[23:39:03] <Temportalist> if either are around
L2412[23:39:41] <shadekiller666> uhh
L2413[23:40:04] <shadekiller666> what are the parameters for valid matrix sizes for mul()?
L2414[23:40:39] <Temportalist> https://www.irccloud.com/pastebin/9CiRMpPY/
L2415[23:41:14] <VikeStep> well you can see that this.nCol == var1.nRow && this.nCol == var1.nCol is false
L2416[23:41:29] <Temportalist> but the prints say otherwise
L2417[23:41:39] <VikeStep> can you print just before mul?
L2418[23:41:45] <VikeStep> not before the transpose
L2419[23:41:54] <VikeStep> I still think it is an issue of pass by reference
L2420[23:42:45] <Temportalist> no luck so far: https://gist.github.com/anonymous/aee9fd492cd6b6dad258
L2421[23:42:49] <VikeStep> Temportalist, there is a method called GMatrix.mulTransposeLeft
L2422[23:42:55] <VikeStep> which is exactly what you want
L2423[23:43:37] <Temportalist> what do i pass?
L2424[23:44:32] <echosa> Well, I’m using the latest forge on 1.8.9 now. I updated my code to match the new ICommand interface. The mod works when run from IDEA, but still gives the AbstractMethodError when I try it in a MultiMC instance.
L2425[23:44:55] <echosa> so the forge version wasn’t causing that
L2426[23:45:07] <shadekiller666> sounds like you're not building it correctly or something
L2427[23:45:07] <echosa> but it’s a good thing I updated anyway, since the ICommand interface has changed
L2428[23:45:25] <echosa> I’m just running the “jar” command from gradle
L2429[23:45:37] ⇨ Joins: cookta2012 (Elite15290@ipv6.3.rho.elitebnc.org)
L2430[23:45:49] <cookta2012> how is io.netty.handler.codec.DecoderException: The received string length is longer than maximum allowed (21 > 20) this possible?
L2431[23:46:06] <M4thG33k> Is there a simple way to check if any mods have been added/removed since the last time the game was run?
L2432[23:47:14] <Temportalist> https://gist.github.com/anonymous/e8871647fa9f45cc98a9
L2433[23:48:42] <Temportalist> what would be the mult of dims [11x3] & [3x11] be?
L2434[23:48:52] <shadekiller666> 11x11
L2435[23:49:16] <shadekiller666> matrices can be multiplied if the column size of the left == the row size of the right
L2436[23:49:34] <Zaggy1024> ...the heck? http://i.imgur.com/jWjc0ku.png
L2437[23:49:47] <echosa> Welp… “gradle build” is what I wanted, not “gradle jar”. :-/
L2438[23:49:47] <shadekiller666> and you get a matrix with row size of the left one, and column size of the right
L2439[23:49:54] <Zaggy1024> apparently furnace experience is spawned on +0.5 z
L2440[23:49:56] <echosa> The good news is: it works.
L2441[23:50:19] <echosa> The bad news is: It too me way to long to figure that out.
L2442[23:50:26] <VikeStep> Temportalist, I gotta head off now, (driving home), good luck
L2443[23:50:30] ⇦ Quits: VikeStep (~VikeStep|@203.15.33.144) (Quit: Leaving)
L2444[23:50:53] <echosa> I’ve had to piece info form various sources. Still, finally got it working, so yay for that!
L2445[23:51:35] ⇨ Joins: calclavia (uid15812@2001:67c:2f08:6::3dc4)
L2446[23:55:57] <Temportalist> shadekiller666: there is something funky here, but i need bed: https://gist.github.com/46f284223a025251ea19
L2447[23:56:04] <Temportalist> https://www.irccloud.com/pastebin/Xi4cNweS/
L2448[23:56:20] <Temportalist> https://www.irccloud.com/pastebin/ajfe6gYC/
L2449[23:57:43] ⇦ Quits: sprtnsniper553 (sprtnsnipe@autoreg-707713.res.wpi.net) (Quit: I'm not a quitter! ...okay maybe just this once.)
L2450[23:59:10] <shadekiller666> couldn't tell ya :P
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