<<Prev Next>> Scroll to Bottom
Stuff goes here
L1[00:00:55] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L2[00:01:04] ⇦ Quits: jakimfett (~overnet@c-73-180-36-141.hsd1.or.comcast.net) (Remote host closed the connection)
L3[00:01:12] ⇨ Joins: jakimfett (~overnet@c-73-180-36-141.hsd1.or.comcast.net)
L4[00:02:41] <FusionLord> anyone work with BlockBounds based on state?
L5[00:02:44] <FusionLord> http://puu.sh/mCuVj/4261f244e2.txt
L6[00:03:37] ⇨ Joins: iChun (~iChun@172.245.31.73)
L7[00:04:37] ⇨ Joins: pahimar (~pahimar@192.227.130.190)
L8[00:04:37] MineBot sets mode: +o on pahimar
L9[00:04:49] <FusionLord> Hello there o/
L10[00:06:58] <FusionLord> ahh bounds are not relitive, atleast what i need to supply
L11[00:10:23] ⇨ Joins: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L12[00:11:30] <tterrag|away> They ARE relative
L13[00:17:33] ⇨ Joins: Szernex (~Szernex@194-166-247-106.adsl.highway.telekom.at)
L14[00:17:41] <FusionLord> thats what i meant :P
L15[00:21:06] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be)
L16[00:21:51] <xaero> learn to not contradict yourself yo :P
L17[00:22:30] <xaero> or at least, correct mistakes
L18[00:22:56] ⇦ Quits: VikeStep (~VikeStep|@203.15.33.182) (Quit: Leaving)
L19[00:23:36] ⇦ Quits: Doty1154 (~Doty1154@2601:648:8002:c1a1:55d8:41ec:8389:93ca) (Read error: Connection reset by peer)
L20[00:24:27] <FusionLord> xD
L21[00:24:58] ⇦ Quits: gr8pefish (~gr8pefish@24.121.240.63) (Quit: Bedtime)
L22[00:25:16] ⇨ Joins: gr8pefish (~gr8pefish@24-121-240-63.flagcmtk01.res.dyn.suddenlink.net)
L23[00:26:58] ⇨ Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
L24[00:27:17] <terribleperson> is the entity tracker worldserver specific?
L25[00:27:39] <terribleperson> because it looks like it
L26[00:31:01] ⇦ Quits: Brokkoli (~Brokkoli@x55b03883.dyn.telefonica.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L27[00:35:34] ⇦ Quits: gr8pefish (~gr8pefish@24-121-240-63.flagcmtk01.res.dyn.suddenlink.net) (Quit: Bedtime)
L28[00:37:13] ⇦ Quits: cpw|out (~cpw@108.162.166.189) (Read error: Connection reset by peer)
L29[00:38:34] ⇦ Quits: H1N1theI (~h1n1thei@2601:5c2:8100:5898::4d96) (Ping timeout: 186 seconds)
L30[00:40:40] ⇨ Joins: cpw|out (~cpw@108.162.166.189)
L31[00:40:40] MineBot sets mode: +o on cpw|out
L32[00:41:04] *** cpw|out is now known as cpw
L33[00:41:35] <Dagarath> Does anyone have a suggestion for dealing with "Player moved wrongly!" ?? should I maybe just check position after movement to see if they are in the correct place, and try again?
L34[00:41:54] <killjoy> Dagarath, messing with player movement?
L35[00:42:20] <Dagarath> Yea moving the player using player.setPositionAndUpdate
L36[00:42:47] <Dagarath> I have pre-defined player start positions in my mod, so I need the player to move to said position
L37[00:42:51] <killjoy> to places inside a wall?
L38[00:43:07] <Dagarath> no, above the ground some distance away
L39[00:43:13] <killjoy> telepor
L40[00:43:15] <killjoy> teleport
L41[00:43:18] <Dagarath> it works 9/10 times, 10th time it doesnt
L42[00:43:29] <killjoy> player.teleportTo
L43[00:43:34] <killjoy> something like that
L44[00:43:48] <Dagarath> hrmm ill try it, I mean I know for certain the chunk is forced to load so its loaded
L45[00:44:04] <killjoy> teleport doesn't care about loaded chunks
L46[00:44:10] <killjoy> it will load them
L47[00:44:29] <Dagarath> hrmm yea that isnt it hrmm lol
L48[00:44:51] <Dagarath> maybe its a world thing? player has no teleport except direction etc, in 1.7.10 to clarify
L49[00:45:22] ⇦ Quits: EyeOfKoishi (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Quit: I am the forgotten eye.)
L50[00:45:30] <killjoy> playermp or playersp?
L51[00:45:44] <Dagarath> PlayerMP
L52[00:45:55] <Dagarath> doing all the movement on the server side
L53[00:45:56] ⇦ Quits: GildedGames (~GildedGam@ec2-54-166-43-252.compute-1.amazonaws.com) (Remote host closed the connection)
L54[00:46:03] ⇨ Joins: GildedGames (~GildedGam@ec2-23-22-154-174.compute-1.amazonaws.com)
L55[00:46:59] <masa> setPositionAndUpdate() should work
L56[00:47:05] <Dagarath> yea I am using that
L57[00:47:10] <Dagarath> and it only works 9/10 times
L58[00:47:22] <killjoy> present your code
L59[00:47:23] <masa> and what exactly happens on that 10th time?
L60[00:47:32] <killjoy> moved wrongly
L61[00:47:32] <Dagarath> "Player moved wrongly!"
L62[00:47:36] <masa> does it not move at all, with that message?
L63[00:47:52] <Dagarath> yea well it tries to but then goes right back to the original spot
L64[00:48:06] <masa> I've seen that in vanilla with pistons etc.
L65[00:48:38] <masa> and player movement is also client-related, so maybe the client tries to move at the same time or something?
L66[00:48:46] <Dagarath> it does the whole flash (no better explanation) that you'd get when you clear everything from the renderer, then back to the same spot
L67[00:49:38] <Dagarath> maybe.. I guess that is possible
L68[00:50:19] <masa> do you teleport them very close to some blocks?
L69[00:50:30] <Dagarath> yes within 2 blocks
L70[00:50:33] <masa> maybe the client tries to move into a block just as you teleport them?
L71[00:50:50] <masa> so then the server says wtf no, and they get sent back?
L72[00:51:16] <Dagarath> hrmm maybe... I'll just set the player WAYY above and turn off fall damage to see
L73[00:51:40] <masa> I'm basically just using setPositionAndUpdate() myself in my teleport code, and I don't remember ever seeing that error message
L74[00:52:07] <Dagarath> or rather set fall distance to 0
L75[00:52:23] <Dagarath> welp testing now
L76[00:52:52] <Dagarath> This is my last problem, and everything (except block break texture) is working...probably just gonna be some fiddling to get the #s right
L77[00:54:17] <Dagarath> got moved wrongly again... I am going to just have the method that does the moving check that the players position is correct before it removes the player from the queue
L78[00:55:03] <masa> did you check the vanilla tp command code to see if there is anything special there?
L79[00:56:12] <Dagarath> nope but I will if this does not remedy the problem
L80[00:56:59] <Dagarath> I think leaving the player enqued in the position update until the player is in the specified position SHOULD work.
L81[00:57:02] <Dagarath> enqueued
L82[01:00:47] ⇦ Quits: blood_ (unknown@ool-182e0a55.dyn.optonline.net) ()
L83[01:02:06] ⇨ Joins: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a)
L84[01:03:59] <masa> seems hacky though
L85[01:05:07] <Dagarath> Why would it be hacky? It is consistantly controllable
L86[01:05:18] <Wuppy> morning
L87[01:05:20] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Remote host closed the connection)
L88[01:05:24] <Dagarath> morning!
L89[01:05:43] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L90[01:06:08] <masa> well i mean if you just teleport the same player over and over again until they are where you want them to be...
L91[01:06:18] <masa> it should work on the first time
L92[01:06:56] <masa> how far are you teleporting them? an insude the same dimension, right?
L93[01:07:11] <Dagarath> > 2000 blocks, inside the same dimension
L94[01:07:23] <masa> are you sure none of the teleport code runs on the client?
L95[01:07:39] <Dagarath> No I said I would tkae a look if I couldnt get it to work
L96[01:08:00] <Dagarath> I've never even attempted to look at the teleporter code because it uses a literal teleporter
L97[01:08:16] <Dagarath> Now I have to lol
L98[01:08:36] <masa> oh does vanilla use a teleporter for tp?
L99[01:08:58] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout: 186 seconds)
L100[01:09:31] <Dagarath> using the vanilla code in forge does
L101[01:09:45] <Dagarath> like I said never looked at the vanilla code
L102[01:09:45] <masa> but anyway, setPositionAndUpdate() should work, as long as you only do that on the server side
L103[01:09:55] <Dagarath> doing that, doesnt work consistantly
L104[01:10:02] <masa> hmpf
L105[01:10:09] ⇨ Joins: PBlock96 (PBlock96@res404s-128-61-104-241.res.gatech.edu)
L106[01:10:37] <Dagarath> The issue is simple, client has to load the chunk, server already has it..soo theres that lag in between
L107[01:11:13] <Dagarath> I was just hoping somebody had a workaround.
L108[01:11:59] <terribleperson> what is theItemInWorld manager?
L109[01:11:59] ⇦ Quits: PBlock96 (PBlock96@res404s-128-61-104-241.res.gatech.edu) (Client Quit)
L110[01:12:59] <terribleperson> the teleportation code uses EntityPlayerMP.theItemInWorldManager.setWorld with the destination, as a worldserver
L111[01:13:23] <terribleperson> EntityPlayerMP also has .setWorld(world)
L112[01:13:40] <terribleperson> do I need to touch .setWorld?
L113[01:13:54] <terribleperson> i'm assuming not
L114[01:13:56] <masa> Dagarath: well anyway, here is my current code, it's a bit messy, but it has worked without any apparent issues
L115[01:13:59] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/util/teleport/TeleportEntity.java#L203
L116[01:14:38] <masa> you could at least test it by just adding that whole class :p
L117[01:15:55] <terribleperson> but then, it looks like nothing actually calls entity.setWorld, except the initial connection code
L118[01:16:06] ⇨ Joins: VikeStep (~VikeStep@101.184.165.77)
L119[01:17:59] ⇨ Joins: DarkEvilMac (Darkevilma@our.pi.equals-3.14.elitebnc.org)
L120[01:21:34] <terribleperson> entity.dimension is described as 'which dimension the player is in'
L121[01:21:46] <terribleperson> is that correct? because i'd expect that to be in EntityPlayer or EntityPlayerMP
L122[01:21:48] <terribleperson> not entity
L123[01:21:54] <terribleperson> as a value that all entities possess
L124[01:22:04] <DarkEvilMac> terribleperson, give it a test if it's wrong then /query MCPBot_Reborn
L125[01:22:17] <DarkEvilMac> and adjust the doc
L126[01:23:35] <DarkEvilMac> terribleperson, for docs on mcpbot see here in case you're not sure http://mcpbot.bspk.rs/help
L127[01:26:12] ⇨ Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L128[01:27:28] *** AbrarSyed is now known as Abrar|gone
L129[01:30:18] <Dagarath> Whoopeee it works
L130[01:30:49] <Dagarath> I got my system to work with a few little tweaks.
L131[01:31:07] <masa> what did you end up doing?
L132[01:31:16] <Dagarath> Totally hacky, I just send setPositionAndUpdate twice lol
L133[01:31:23] <masa> haha
L134[01:31:42] <Dagarath> and no need to keep the player queued it just works
L135[01:33:13] <Dagarath> Now one last problem, I need to resync more than I am because values aren't updated often enough to avoid complications
L136[01:33:32] <Dagarath> Either that or one of my if statements is wrong lol
L137[01:33:46] <Dagarath> (probably the later)
L138[01:36:29] *** Drullkus is now known as Drull|zzz
L139[01:37:55] ⇦ Quits: codahq (~codahq@c-174-52-130-121.hsd1.ut.comcast.net) (Ping timeout: 189 seconds)
L140[01:37:55] ⇨ Joins: Techno (~quassel@cpe-66-67-5-87.rochester.res.rr.com)
L141[01:38:09] <sham1> I just had a thought in my head about how deep ackermann functions you could execute before running out of stack
L142[01:40:12] <sham1> I guess not that big
L143[01:40:24] <Techno> So quick question on something. What would be the root cause of getting a 403 when trying to download jline-2.13.
L144[01:40:45] <Techno> When I am trying to install forge 1700-1710 for 1.8.9
L145[01:41:33] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 198 seconds)
L146[01:41:39] <sham1> The route cause could be with the maven repo
L147[01:42:13] <masa> Techno: via the forge installer, or how?
L148[01:43:09] <sham1> The MDK or trying to get it as an end user?
L149[01:43:15] <Techno> I am using the sklauncher, but that utilizes the forge installer. So yes
L150[01:43:44] <Techno> so I suppose I should dive into their source
L151[01:44:17] <masa> so it fails to install and launch, or does it just give the error?
L152[01:44:39] <Techno> http://pastebin.com/zVt88hLQ
L153[01:44:49] <Techno> Fails on download
L154[01:45:13] <Techno> Its looking for a specific link that is forbidden
L155[01:45:42] <Techno> down by line 104 or so
L156[01:45:53] <sham1> 404...
L157[01:45:53] <sham1> Can't find it from your comp
L158[01:46:27] <Techno> Well that is because it can't find it after the download :P
L159[01:46:30] <ThePsionic> 403 Forbidden*
L160[01:47:15] <Techno> Since it is looking for the file on my local computer to make sure the end user can pick it up off the distribution server.
L161[01:47:31] <Techno> But since it can't get the file in the first place, I get a 404 on the local host
L162[01:47:58] ⇦ Quits: shadekiller666 (~shadekill@adsl-108-71-38-112.dsl.lsan03.sbcglobal.net) (Quit: Leaving)
L163[01:51:19] <Techno> Figured I'd ask here if this has been a problem people have seen before. Otherwise I'll dig into the luancher itself to see if I can find a source
L164[01:51:59] ⇨ Joins: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com)
L165[01:52:10] <moog> anyone know of a mod that removes bedrock from world gen?
L166[01:53:30] <McJty> Sounds dangerous to do
L167[01:53:35] <McJty> Can easily cause massive lag
L168[01:53:44] <Techno> Worth it :>
L169[01:54:20] <killjoy> So I'm doing some windows 8.1 labs. One of my assignments is to run solitaire from xp
L170[01:54:29] <killjoy> I think I'll play a round
L171[01:55:13] <masa> Techno: well, I created a new clean installation of multimc and it manage to download and set up everything just fine, got 1.8.9 with forge 1710 running on it
L172[01:58:15] ⇨ Joins: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net)
L173[01:58:38] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L174[01:58:43] <Techno> Posted an Issued on their Github. I figured it was not a forge problem as I have already deployed a couple 1.8.9 servers. Just didn't know if someone else had already heard of something along these lines
L175[01:58:52] <Dagarath> Wouldnt a generator work? replace bedrock with air? lol
L176[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160120 mappings to Forge Maven.
L177[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160120-1.8.9.zip (mappings = "snapshot_20160120" in build.gradle).
L178[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/
L179[02:01:57] ⇨ Joins: Hgreb (~Hgrebnedn@d8D872D48.access.telenet.be)
L180[02:03:13] ⇦ Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be) (Ping timeout: 189 seconds)
L181[02:03:46] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 189 seconds)
L182[02:04:19] ⇦ Quits: armed_troop (~armedtroo@pool-98-111-142-191.phlapa.fios.verizon.net) (Ping timeout: 189 seconds)
L183[02:09:21] *** kroeser|away is now known as kroeser
L184[02:09:43] <FusionLord> tterrag|away, do you know the proper way to destroy the grave from one of the slaces?
L185[02:10:03] <tterrag|away> grab the master and let it do it
L186[02:10:06] *** tterrag|away is now known as tterrag
L187[02:10:56] <moog> oh shit that's right
L188[02:11:04] <moog> lighting breaks when the bedrock is gone doesn't it
L189[02:11:35] <McJty> moog, why would it?
L190[02:11:44] <McJty> Lighting is not related to bedrock
L191[02:11:47] <moog> I thought that was the source of the lag
L192[02:11:52] <moog> when bedrock was gone.
L193[02:11:58] <moog> vague memory from 4 yrs ago
L194[02:12:01] <McJty> No, the source of the lag is when oceans and gravel/sand falls down into it
L195[02:12:08] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L196[02:12:09] <FusionLord> i just meant is there a way to properly mark it for removal so that it fires all events?
L197[02:12:12] <McJty> Which might very well happen if you remove bedrock from the overworld
L198[02:12:39] <moog> hm, gotcha.
L199[02:13:05] <moog> ah well!
L200[02:15:19] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 189 seconds)
L201[02:16:33] <sham1> why do you want to remove bedrock
L202[02:17:15] ⇨ Joins: JustRamon (~JustRamon@168.235.88.38)
L203[02:17:29] <moog> was messing with custom terrain
L204[02:17:37] <moog> I'm a sucker for floating islands. ~ _~
L205[02:17:41] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L206[02:17:49] <moog> I think there's still a bit of land down there though. grr.
L207[02:19:16] <moog> I miss the old proper floating islands.
L208[02:25:37] <FusionLord> tterrag, is it just me or does this seem like a really round about way of doing things? new ItemInWorldManager(event.world).tryHarvestBlock(graveSlave.getMasterBlock());
L209[02:26:29] <sham1> Indeed
L210[02:26:59] <FusionLord> seems to be the only way to make sure it fires BlockEvent.BreakEvent
L211[02:27:13] <FusionLord> other than posting the event myself
L212[02:27:45] <masa> and you don't do that because?
L213[02:28:00] <FusionLord> less code :P
L214[02:28:58] *** MrKick|Away is now known as MrKickkiller
L215[02:29:16] <masa> uh, like one line?
L216[02:30:12] <tterrag> FusionLord: don't create an iteminworldmanager
L217[02:30:25] <tterrag> and, the BreakEvent should handle extra breaks just fine
L218[02:33:26] ⇨ Joins: sciguyryan (~sciguyrya@37.48.86.178)
L219[02:40:20] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L220[02:42:48] <Vorquel> Question: how might one give a custom color to armor when that color will be changing constantly?
L221[02:42:59] <VikeStep> hmm, that's odd, when I ran gradlew genPatches it removed a whole bunch of lines from a class I didn't even touch (or know existed)
L222[02:43:07] <VikeStep> the class being ServerHangWatchdog
L223[02:43:34] <VikeStep> maybe rebase screwed up somewhere...
L224[02:44:11] ⇨ Joins: Mowmaster (~Mowmaster@2600:1014:b11d:9ec5:3d:b620:a479:dc7a)
L225[02:44:16] <VikeStep> seems that file was changed 8 days ago
L226[02:45:24] <Dagarath> Anyone quite familiar with IEEP? curious if saving NBT whenever it changes is either good or bad practice or negligible
L227[02:45:34] ⇦ Quits: Szernex (~Szernex@194-166-247-106.adsl.highway.telekom.at) (Killed (NickServ (GHOST command used by Szernex_!~Szernex@178-191-98-167.adsl.highway.telekom.at)))
L228[02:45:40] ⇨ Joins: Szernex (~Szernex@178-191-98-167.adsl.highway.telekom.at)
L229[02:46:09] ⇦ Quits: Mowmaster_Mobile (~Mowmaster@67-3-191-23.omah.qwest.net) (Read error: Connection reset by peer)
L230[02:46:19] ⇨ Joins: Mowmaster_Mobile (~Mowmaster@67-3-191-23.omah.qwest.net)
L231[02:46:38] <sham1> You really should let minecraft save whenever it wants to
L232[02:47:14] <VikeStep> I pulled the version of that file from upstream and made sure it was the same as the one on MinecraftForge
L233[02:47:23] <VikeStep> ran gradlew setupForge again to double check
L234[02:47:28] <VikeStep> and it undid the patches again
L235[02:47:34] <VikeStep> this might be a bug?
L236[02:47:47] <killjoy> did you genpatches first?
L237[02:48:01] <sham1> Notify the game engine that "hey, this Entity's NBT changed! Can you save it when you go around saving the world?!"
L238[02:48:11] <Dagarath> thing is sham1 when minecraft saves whenever it wants to, it overwrites changes in the NBT so it is not syncing
L239[02:48:35] <sham1> How do you mean "overwrites"
L240[02:48:37] <killjoy> I thought there was a markDirty() method somewhere
L241[02:48:44] <sham1> ^
L242[02:48:55] <Dagarath> in IEEP? not seen it myself
L243[02:48:58] ⇦ Quits: Mowmaster (~Mowmaster@2600:1014:b11d:9ec5:3d:b620:a479:dc7a) (Ping timeout: 186 seconds)
L244[02:49:06] <VikeStep> i ran genpatches and noticed it removed a patch to a class I didn't touch Killjoy, I then checked out the file from upstream so it was the same as the one on the main github page. I checked that it the patch that it got was all correct, then ran setupForge and it didn't use the patches
L245[02:49:15] <VikeStep> genPatches I thought only applied your local changes?
L246[02:49:29] <VikeStep> and recreated the patch files that is
L247[02:49:37] <killjoy> genpatches compares the Forge project to Clean
L248[02:49:46] <VikeStep> yeah
L249[02:49:53] <VikeStep> at that point, it should have done nothing
L250[02:50:05] <killjoy> It's probably something dumb
L251[02:50:54] <VikeStep> I'll do it again just in case...
L252[02:50:56] <Dagarath> Do I have to write markDirty myself?? because it does not exist in IEEP
L253[02:51:05] ⇦ Quits: Hgreb (~Hgrebnedn@d8D872D48.access.telenet.be) (Ping timeout: 198 seconds)
L254[02:51:23] ⇨ Joins: Mowmaster (~Mowmaster@2600:1014:b10a:8658:4cb0:57e2:88e:1d02)
L255[02:52:55] <killjoy> You keep using IEEP and in this context, I don't think it's networking
L256[02:52:58] ⇦ Quits: Mowmaster_Mobile (~Mowmaster@67-3-191-23.omah.qwest.net) (Ping timeout: 186 seconds)
L257[02:53:02] <killjoy> What does that mean?
L258[02:53:35] <Dagarath> no idea that is not english to me
L259[02:53:47] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L260[02:53:57] <killjoy> I only know it in the context of IEEE 802.11
L261[02:54:09] <Dagarath> IExtendEntityProperties
L262[02:54:20] <ThePsionic> damnit killjoy
L263[02:54:28] <killjoy> wut?
L264[02:54:29] <ThePsionic> ur full of bs :^]
L265[02:54:44] <killjoy> Yeah, I bs my way through life
L266[02:54:50] <Dagarath> I am not laughing
L267[02:54:51] <killjoy> I get by
L268[02:54:51] ⇦ Quits: untamemadman (~untamemad@cpc87159-aztw31-2-0-cust77.18-1.cable.virginm.net) (Quit: Leaving)
L269[02:55:08] <ThePsionic> Dagarath: u should smile more tbh
L270[02:55:10] <Dagarath> you tell me to use something that does not exist in the context, why bother?
L271[02:55:29] <Dagarath> I smile when I am not being screwed with by someone giving me incorrect information
L272[02:55:51] <killjoy> So who are you insulting right now?
L273[02:55:55] <killjoy> It's not me, right?
L274[02:56:03] <ThePsionic> lol
L275[02:56:21] <killjoy> afaik, I wasn't assisting you.
L276[02:56:27] <Dagarath> how about we call it an infinite loop
L277[02:56:29] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 198 seconds)
L278[02:56:47] <killjoy> Except for the markDirty thing
L279[02:56:58] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout: 186 seconds)
L280[02:57:10] <Dagarath> except that doesnt exist in the context I am working within, so it isnt helpful
L281[02:57:27] <killjoy> I mentioned it because I saw it once. Never actually needed to use it.
L282[02:57:57] <Dagarath> My first question was 'Anyone quite familiar with IEEP?'
L283[02:58:16] <killjoy> Didn't catch that
L284[02:58:34] ⇨ Joins: armed_troop (~armedtroo@pool-98-114-19-239.phlapa.fios.verizon.net)
L285[02:59:56] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L286[03:01:42] <VikeStep> ok, I have done it twice now...
L287[03:01:50] <Dagarath> well I got it working.. without doing anything dirty.
L288[03:01:56] *** ghz|afk is now known as gigaherz
L289[03:01:57] <VikeStep> setupForge applies the patches to the Forge project right?
L290[03:02:11] <killjoy> VikeStep, here's what I recommend. Delete the folder. re-clone
L291[03:02:12] <gigaherz> VikeStep: among other things
L292[03:02:23] <gigaherz> gradle uses a hierarchical task system
L293[03:02:26] <VikeStep> killjoy, that would be good, if I didn't have local changes I wanted to push
L294[03:02:31] <gigaherz> where tasks are only run if they are needed
L295[03:02:40] <killjoy> Then clone elsewhere and copy the changes
L296[03:02:52] <VikeStep> sorry, i already have a fork
L297[03:03:01] <VikeStep> and I already did all the hoops
L298[03:03:02] <VikeStep> twice
L299[03:03:08] <VikeStep> that's what I was doing
L300[03:03:14] ⇦ Quits: Something12 (~Something@184.65.42.207) (Ping timeout: 198 seconds)
L301[03:03:20] <gigaherz> what's your issue VikeStep?
L302[03:03:28] <VikeStep> it's not applying one of the patches
L303[03:03:40] <VikeStep> from ServerHangWatchdog
L304[03:03:50] <gigaherz> ah no idea then
L305[03:03:53] <VikeStep> I don't even touch the class, it had a commit to it 8 days ago
L306[03:04:23] <VikeStep> also, what is it with patch files having src-base and src-work switched? is that normal?
L307[03:04:28] <VikeStep> in the very first line
L308[03:04:42] <gigaherz> I have been meaning to check out the forge dev side of things, but I can't be bothered to install eclipse and all XD
L309[03:05:34] <killjoy> VikeStep, are you trying to do a merge?
L310[03:05:36] <gigaherz> dunno my knowledge of forge dev only goes as far as "setupForge -> work in the Forge project -> genPatches -> commit"
L311[03:05:43] <VikeStep> killjoy, I rebased and made my changes
L312[03:05:51] <VikeStep> that all went well
L313[03:05:58] <VikeStep> but that class didn't apply the patches
L314[03:06:04] <VikeStep> I have the patch file right there
L315[03:06:04] <killjoy> have you tried git reset?
L316[03:06:04] <gigaherz> the intrincacies of source control are beyond me ;p
L317[03:06:07] <VikeStep> yes
L318[03:06:24] <gigaherz> wort case
L319[03:06:37] <VikeStep> I'm going to clone from MinecraftForge to a separate directory
L320[03:06:38] <gigaherz> try doing a "gradle cleanCache"
L321[03:06:42] <VikeStep> not on my fork and see if I can recreate it
L322[03:07:40] <gigaherz> you have all the changes commited right? so you wouldn't lose data even if you had to start over?
L323[03:08:00] <gigaherz> (on a separate folder, of course)
L324[03:08:03] <VikeStep> the only reason I had to rebase was because a change upstream on the same patch file caused a merge conflict
L325[03:08:10] <VikeStep> so the only change I needed to make was to reapply the patches
L326[03:14:21] *** Mowmaster is now known as Mowmaster_Mobile
L327[03:18:18] <VikeStep> I can 100% reproduce this
L328[03:18:21] <VikeStep> in a new folder
L329[03:18:28] <VikeStep> I will take it to #ForgeGradle
L330[03:19:20] <gigaherz> https://www.youtube.com/watch?v=CamiIaT4xQk
L331[03:19:25] <gigaherz> I'm somewhat disappointed
L332[03:19:29] <gigaherz> but not beyond my expectations
L333[03:20:02] ⇦ Quits: bilde2910|away (bilde2910@51.174.170.178) (Ping timeout: 195 seconds)
L334[03:22:00] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L335[03:22:50] *** bilde2910|away is now known as bilde2910
L336[03:23:56] <sham1> stop BSing through your life killjoy
L337[03:24:11] <killjoy> mmmm... nah
L338[03:24:49] <sham1> Why u no
L339[03:25:44] <sham1> x_x
L340[03:26:50] <Dagarath> so masa i found the actual fix for my problemo earlier... had to set the players motionX Y and Z to 0.0D
L341[03:27:27] <sham1> Anyway
L342[03:27:40] <sham1> I am doing a class that can make FP error handling easier in Java
L343[03:30:34] <killjoy> fp?
L344[03:30:50] <sham1> Functional Programming
L345[03:31:13] <killjoy> so java 8?
L346[03:31:23] <killjoy> do tell
L347[03:32:23] <sham1> You have a safe way to take exceptions around
L348[03:32:44] <sham1> They are in their own context in a way that if one calculation fails, all of them do
L349[03:32:52] <sham1> You can compose them
L350[03:34:19] <sham1> You can for instance use it to safely get numbers from the user and divide between them
L351[03:34:42] <sham1> Because in getting numbers you might get an error and with division you may try to divide by zero etc
L352[03:35:37] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout: 189 seconds)
L353[03:36:10] <sham1> It basically is a context where you can make calculations that may fail like for instance fetching stuff from the user or file or socket etx
L354[03:36:46] <killjoy> Remind me again when you have code. I think I'll understand it better then.
L355[03:36:53] *** tterrag is now known as tterrag|ZZZzzz
L356[03:38:03] <sham1> Ye
L357[03:38:09] <sham1> I try to make a simple test atm
L358[03:40:35] <gigaherz> yeh I'm not really getting the point/advantage either ,p
L359[03:41:33] <sham1> Similar to Optional
L360[03:43:27] <sham1> Except it gobbles up the exception and tosses it around until you either want to get the value of the computation or do something else about it
L361[03:44:00] <gigaherz> ah so it delays re-throwing
L362[03:44:30] <sham1> Indeed
L363[03:45:04] <gigaherz> so instead of Optional, or C#'s Nullable, you have an "Errorable"
L364[03:45:05] <gigaherz> XD
L365[03:45:18] <sham1> Well kinda
L366[03:45:24] <sham1> Yeh
L367[03:45:35] <sham1> Best way of putting it
L368[03:45:43] <sham1> There are still some stuff to work out on it but :P
L369[03:53:52] <McJty> Hmm. I have this crash with one of my blocks: https://bpaste.net/show/3a7b0b029d93
L370[03:53:59] <McJty> It is a block that is supposed to be TESR only
L371[03:54:06] <McJty> So I added an 'empty' model for it
L372[03:54:10] <McJty> But apparently that messes up now
L373[03:54:11] <Vorquel> Figured out my problem. Ended up using a renderPlayerEvent
L374[03:54:48] <McJty> Here is the json model: https://github.com/McJty/ImmersiveCraft/blob/master/src/main/resources/assets/immcraft/models/block/in_world_placer.json
L375[03:56:03] <gigaherz> hmmm
L376[03:57:05] <gigaherz> model.getGeneralQuads appears to be null, instead of empty
L377[03:57:12] <McJty> yes
L378[03:57:19] <gigaherz> McJty: maybe builtin/generated instead of builtin/entity?
L379[03:57:37] <gigaherz> or hmm
L380[03:58:16] <McJty> What exactly is the difference between these two?
L381[03:58:16] <gigaherz> getRenderType -1?
L382[03:58:25] <McJty> Almost :-)
L383[03:58:28] <McJty> With render type 2 it works
L384[03:58:30] <McJty> TESR only
L385[03:58:37] <gigaherz> aha
L386[03:59:16] <gigaherz> dunno exactly
L387[03:59:24] <gigaherz> builtin/generated will add layers
L388[03:59:27] <McJty> Oh nice update in forge 1710! The log spam is solved now
L389[03:59:31] <gigaherz> based on "layer#" textures
L390[04:06:32] ⇦ Quits: Techokami (Techokami@2001:19f0:6800:8161:1:be:a:7001) (*.net *.split)
L391[04:06:32] ⇦ Quits: IoP (jikuja@2001:1bc8:1004::2:0:164) (*.net *.split)
L392[04:06:32] ⇦ Quits: Maruchan (bnc@2001:41d0:1:68a3::14) (*.net *.split)
L393[04:06:32] ⇦ Quits: Szernex (~Szernex@178-191-98-167.adsl.highway.telekom.at) (*.net *.split)
L394[04:06:32] ⇦ Quits: VikeStep (~VikeStep@101.184.165.77) (*.net *.split)
L395[04:06:32] ⇦ Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (*.net *.split)
L396[04:06:32] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (*.net *.split)
L397[04:06:32] ⇦ Quits: Greenphlem (uid22276@id-22276.tooting.irccloud.com) (*.net *.split)
L398[04:06:32] ⇦ Quits: GrygrFlzr (~GrygrFlzr@2001:41d0:a:6287::6) (*.net *.split)
L399[04:06:32] ⇦ Quits: JustRamon (~JustRamon@168.235.88.38) (*.net *.split)
L400[04:06:32] ⇦ Quits: primetoxinz (~primetoxi@ip68-107-226-229.hr.hr.cox.net) (*.net *.split)
L401[04:06:32] ⇦ Quits: FusionLord (~FusionLor@ip70-190-176-197.ph.ph.cox.net) (*.net *.split)
L402[04:06:32] ⇦ Quits: KaseiFR (~KaseiFR@kasei.fr) (*.net *.split)
L403[04:06:32] ⇦ Quits: An_Angry_Brit (~AngryBrit@176.249.29.159) (*.net *.split)
L404[04:06:32] ⇦ Quits: thor12022 (thor12022@205.175.226.97) (*.net *.split)
L405[04:06:32] ⇦ Quits: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com) (*.net *.split)
L406[04:06:32] ⇦ Quits: Kolatra (~Kolatra@abrarsyed.com) (*.net *.split)
L407[04:06:32] ⇦ Quits: Corosus (~Corosus@135-23-126-120.cpe.pppoe.ca) (*.net *.split)
L408[04:06:32] ⇦ Quits: fuj1n (~fuj1n@101.190.222.175) (*.net *.split)
L409[04:06:32] ⇦ Quits: Onyx (~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net) (*.net *.split)
L410[04:06:32] ⇦ Quits: cppchriscpp (~cppchrisc@c-76-24-45-127.hsd1.nh.comcast.net) (*.net *.split)
L411[04:06:32] ⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (*.net *.split)
L412[04:06:32] ⇦ Quits: Upth (~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net) (*.net *.split)
L413[04:06:32] ⇦ Quits: jk-5 (~jk-5@D549D0E1.cm-10-1b.dynamic.ziggo.nl) (*.net *.split)
L414[04:06:32] ⇦ Quits: Katrix (~Katrix@2a02:fe0:cb10:2650:5dc3:accb:ff68:fd1c) (*.net *.split)
L415[04:06:32] ⇦ Quits: DarkEvilMac (Darkevilma@our.pi.equals-3.14.elitebnc.org) (*.net *.split)
L416[04:06:32] ⇦ Quits: illy (~illyohs@illyohs.us) (*.net *.split)
L417[04:06:32] ⇦ Quits: Magik6k (~Magik6k_@magik6k.net) (*.net *.split)
L418[04:06:32] ⇦ Quits: Forecaster (~Forecaste@83.223.1.173) (*.net *.split)
L419[04:06:32] ⇦ Quits: mallrat208 (~mallrat20@184-88-190-37.res.bhn.net) (*.net *.split)
L420[04:06:32] ⇦ Quits: Blarghedy (~Blarghedy@50-90-114-152.res.bhn.net) (*.net *.split)
L421[04:06:32] ⇦ Quits: DRedhorse (dredhorse@faris.ijestfajnie.pl) (*.net *.split)
L422[04:06:32] ⇦ Quits: Techno (~quassel@cpe-66-67-5-87.rochester.res.rr.com) (*.net *.split)
L423[04:06:32] ⇦ Quits: nxsupert (nxsupert@2001:19f0:6800:8161:1337:c0de:4:11fe) (*.net *.split)
L424[04:06:32] ⇦ Quits: glasspelican (~quassel@stanley.glasspelican.ca) (*.net *.split)
L425[04:06:32] ⇦ Quits: gratimax (~gratimax-@irc.gratimax.net) (*.net *.split)
L426[04:06:32] ⇦ Quits: simon816 (~simon816@aeons.co) (*.net *.split)
L427[04:06:32] ⇦ Quits: AEnterprise (~AEnterpri@37.ip-51-255-167.eu) (*.net *.split)
L428[04:06:32] ⇦ Quits: core (~core@ilya.xxx) (*.net *.split)
L429[04:06:32] ⇦ Quits: Vorquel (Vorquel@kiss.the.person.using.this.vho.st) (*.net *.split)
L430[04:06:32] ⇦ Quits: zml (~zml@minions.aoeu.xyz) (*.net *.split)
L431[04:06:32] ⇦ Quits: Sephiroth (~Sephiroth@sephiroth.ws) (*.net *.split)
L432[04:06:32] ⇦ Quits: MoxieGrrl (~MoxieGrrl@173-23-172-139.client.mchsi.com) (*.net *.split)
L433[04:06:32] ⇦ Quits: kroeser (~kroeser@2001:4801:7817:72:6f7c:4c10:ff10:1b85) (*.net *.split)
L434[04:06:32] ⇦ Quits: zetaPRIME (~zetaPRIME@209.141.57.4) (*.net *.split)
L435[04:06:32] ⇦ Quits: dawgeth (dawgeth@96.43.140.105) (*.net *.split)
L436[04:06:32] ⇦ Quits: Kilobyte (~kilobyte@cucumber.kilobyte22.de) (*.net *.split)
L437[04:06:32] ⇦ Quits: HassanS6000 (~nfinity@2607:5300:60:9940::) (*.net *.split)
L438[04:06:33] ⇦ Quits: K-4U|Off (~K-4U@ipv6.k-4u.nl) (*.net *.split)
L439[04:06:33] ⇦ Quits: marcoslater (~MarcoSlat@marta.marcoslater.com) (*.net *.split)
L440[04:06:33] ⇦ Quits: techbrew (sid72171@id-72171.highgate.irccloud.com) (*.net *.split)
L441[04:06:33] ⇦ Quits: LordSkittles (sid37725@id-37725.charlton.irccloud.com) (*.net *.split)
L442[04:06:33] ⇦ Quits: Jerzerak (sid60746@id-60746.brockwell.irccloud.com) (*.net *.split)
L443[04:06:33] ⇦ Quits: lxkm|afk (sid59612@id-59612.highgate.irccloud.com) (*.net *.split)
L444[04:06:33] ⇦ Quits: EmptyM (sid115453@id-115453.brockwell.irccloud.com) (*.net *.split)
L445[04:06:33] ⇦ Quits: PaleOff (~paleo@weneg.de) (*.net *.split)
L446[04:06:33] ⇦ Quits: ollieread (~ollieread@2a01:7e00::f03c:91ff:feae:5b6) (*.net *.split)
L447[04:06:33] ⇦ Quits: Mysticdrew (sid103488@id-103488.tooting.irccloud.com) (*.net *.split)
L448[04:06:33] ⇦ Quits: captainnana (sid61716@id-61716.charlton.irccloud.com) (*.net *.split)
L449[04:06:33] ⇦ Quits: ThePsionic (uid130607@id-130607.brockwell.irccloud.com) (*.net *.split)
L450[04:06:33] ⇦ Quits: TheMike_ (~Mike@2607:5300:60:47bc:1ceb:da::) (*.net *.split)
L451[04:06:33] ⇦ Quits: athie (~athaudia@athaudia.com) (*.net *.split)
L452[04:06:33] ⇦ Quits: Keridos|away (~Keridos@ironhide.stw-bonn.de) (*.net *.split)
L453[04:06:33] ⇦ Quits: IdleGandalf (~IdleGanda@harting.hosting) (*.net *.split)
L454[04:06:33] ⇦ Quits: GuntherDW (~guntherdw@ks3308665.kimsufi.com) (*.net *.split)
L455[04:06:33] ⇦ Quits: minecreatr (~minecreat@tterrag.com) (*.net *.split)
L456[04:06:33] ⇦ Quits: Rallias (~Rallias@sadmin.starasaservice.com) (*.net *.split)
L457[04:06:33] ⇦ Quits: gabizou|laptop (~gabizou@irc.spongepowered.org) (*.net *.split)
L458[04:06:33] ⇦ Quits: cindy_k (~cindy@107.170.20.212) (*.net *.split)
L459[04:06:33] ⇦ Quits: gabizou (~gabizou@irc.spongepowered.org) (*.net *.split)
L460[04:06:33] ⇦ Quits: tterrag|ZZZzzz (~tterrag@tterrag.com) (*.net *.split)
L461[04:06:33] ⇦ Quits: shadowfacts (~shadowfac@is.aww.moe) (*.net *.split)
L462[04:06:33] ⇦ Quits: Techcable (~Techcable@techcable.net) (*.net *.split)
L463[04:06:33] ⇦ Quits: MCPBot_Reborn (~MCPBot_Re@mcpbot.bspk.rs) (*.net *.split)
L464[04:06:33] ⇦ Quits: BlayTheNinth (~blay09@eiradir.org) (*.net *.split)
L465[04:06:33] ⇦ Quits: Deamon (~Deamon@ns235617.ip-192-99-21.net) (*.net *.split)
L466[04:06:33] ⇦ Quits: Sharparam (~Sharparam@do.sharparam.com) (*.net *.split)
L467[04:06:33] ⇦ Quits: Katielyn (~Katielyn@katelyn.ml) (*.net *.split)
L468[04:06:33] ⇦ Quits: masa (~masa@86-60-221-191-dyn-dsl.ssp.fi) (*.net *.split)
L469[04:06:33] ⇦ Quits: Zerot (~Zerot@wordtango.net) (*.net *.split)
L470[04:06:33] ⇦ Quits: helinus|off (~helinus@znc.helinus.se) (*.net *.split)
L471[04:06:33] ⇦ Quits: Saturn812 (~Saturn812@185.14.28.119) (*.net *.split)
L472[04:06:33] ⇦ Quits: Harry5573 (~Harry5573@46.101.12.90) (*.net *.split)
L473[04:06:33] ⇦ Quits: l4mRh4X0r (l4mRh4X0r@l4mrh4x0r.student.ipv6.utwente.nl) (*.net *.split)
L474[04:06:33] ⇦ Quits: Hobbyboy (Hobbyboy@hobbyboy.co.uk) (*.net *.split)
L475[04:06:33] ⇦ Quits: ghowden (~ghowden@publicuhc.com) (*.net *.split)
L476[04:07:48] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 198 seconds)
L477[04:08:10] ⇨ Joins: Szernex (~Szernex@178-191-98-167.adsl.highway.telekom.at)
L478[04:08:10] ⇨ Joins: JustRamon (~JustRamon@168.235.88.38)
L479[04:08:10] ⇨ Joins: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com)
L480[04:08:10] ⇨ Joins: Techno (~quassel@cpe-66-67-5-87.rochester.res.rr.com)
L481[04:08:10] ⇨ Joins: DarkEvilMac (Darkevilma@our.pi.equals-3.14.elitebnc.org)
L482[04:08:10] ⇨ Joins: VikeStep (~VikeStep@101.184.165.77)
L483[04:08:10] ⇨ Joins: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L484[04:08:10] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L485[04:08:10] ⇨ Joins: GrygrFlzr (~GrygrFlzr@2001:41d0:a:6287::6)
L486[04:08:10] ⇨ Joins: Greenphlem (uid22276@id-22276.tooting.irccloud.com)
L487[04:08:10] ⇨ Joins: primetoxinz (~primetoxi@ip68-107-226-229.hr.hr.cox.net)
L488[04:08:10] ⇨ Joins: FusionLord (~FusionLor@ip70-190-176-197.ph.ph.cox.net)
L489[04:08:10] ⇨ Joins: KaseiFR (~KaseiFR@kasei.fr)
L490[04:08:10] ⇨ Joins: An_Angry_Brit (~AngryBrit@176.249.29.159)
L491[04:08:10] ⇨ Joins: thor12022 (thor12022@205.175.226.97)
L492[04:08:10] ⇨ Joins: Kolatra (~Kolatra@abrarsyed.com)
L493[04:08:10] ⇨ Joins: Corosus (~Corosus@135-23-126-120.cpe.pppoe.ca)
L494[04:08:10] ⇨ Joins: fuj1n (~fuj1n@101.190.222.175)
L495[04:08:10] ⇨ Joins: Onyx (~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net)
L496[04:08:10] ⇨ Joins: zetaPRIME (~zetaPRIME@209.141.57.4)
L497[04:08:10] ⇨ Joins: cppchriscpp (~cppchrisc@c-76-24-45-127.hsd1.nh.comcast.net)
L498[04:08:10] ⇨ Joins: romibi (~quassel@cable-static-7-174.rsnweb.ch)
L499[04:08:10] ⇨ Joins: Upth (~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net)
L500[04:08:10] ⇨ Joins: jk-5 (~jk-5@D549D0E1.cm-10-1b.dynamic.ziggo.nl)
L501[04:08:10] ⇨ Joins: Katrix (~Katrix@2a02:fe0:cb10:2650:5dc3:accb:ff68:fd1c)
L502[04:08:10] ⇨ Joins: Magik6k (~Magik6k_@magik6k.net)
L503[04:08:10] ⇨ Joins: illy (~illyohs@illyohs.us)
L504[04:08:10] ⇨ Joins: Vorquel (Vorquel@kiss.the.person.using.this.vho.st)
L505[04:08:10] ⇨ Joins: Forecaster (~Forecaste@83.223.1.173)
L506[04:08:10] ⇨ Joins: mallrat208 (~mallrat20@184-88-190-37.res.bhn.net)
L507[04:08:10] ⇨ Joins: simon816 (~simon816@aeons.co)
L508[04:08:10] ⇨ Joins: Blarghedy (~Blarghedy@50-90-114-152.res.bhn.net)
L509[04:08:10] ⇨ Joins: BlayTheNinth (~blay09@eiradir.org)
L510[04:08:10] ⇨ Joins: DRedhorse (dredhorse@faris.ijestfajnie.pl)
L511[04:08:10] ⇨ Joins: nxsupert (nxsupert@2001:19f0:6800:8161:1337:c0de:4:11fe)
L512[04:08:10] ⇨ Joins: Techokami (Techokami@2001:19f0:6800:8161:1:be:a:7001)
L513[04:08:10] ⇨ Joins: HassanS6000 (~nfinity@2607:5300:60:9940::)
L514[04:08:10] ⇨ Joins: AEnterprise (~AEnterpri@37.ip-51-255-167.eu)
L515[04:08:10] ⇨ Joins: Sharparam (~Sharparam@do.sharparam.com)
L516[04:08:10] ⇨ Joins: glasspelican (~quassel@stanley.glasspelican.ca)
L517[04:08:10] ⇨ Joins: gratimax (~gratimax-@irc.gratimax.net)
L518[04:08:10] ⇨ Joins: core (~core@ilya.xxx)
L519[04:08:10] ⇨ Joins: Maruchan (bnc@2001:41d0:1:68a3::14)
L520[04:08:10] ⇨ Joins: IoP (jikuja@2001:1bc8:1004::2:0:164)
L521[04:08:10] ⇨ Joins: zml (~zml@minions.aoeu.xyz)
L522[04:08:10] ⇨ Joins: Sephiroth (~Sephiroth@sephiroth.ws)
L523[04:08:10] ⇨ Joins: MoxieGrrl (~MoxieGrrl@173-23-172-139.client.mchsi.com)
L524[04:08:10] ⇨ Joins: kroeser (~kroeser@2001:4801:7817:72:6f7c:4c10:ff10:1b85)
L525[04:08:10] ⇨ Joins: dawgeth (dawgeth@96.43.140.105)
L526[04:08:10] ⇨ Joins: Kilobyte (~kilobyte@cucumber.kilobyte22.de)
L527[04:08:10] ⇨ Joins: minecreatr (~minecreat@tterrag.com)
L528[04:08:10] ⇨ Joins: ghowden (~ghowden@publicuhc.com)
L529[04:08:10] ⇨ Joins: Hobbyboy (Hobbyboy@hobbyboy.co.uk)
L530[04:08:10] ⇨ Joins: l4mRh4X0r (l4mRh4X0r@l4mrh4x0r.student.ipv6.utwente.nl)
L531[04:08:10] ⇨ Joins: Harry5573 (~Harry5573@46.101.12.90)
L532[04:08:10] ⇨ Joins: Saturn812 (~Saturn812@185.14.28.119)
L533[04:08:10] ⇨ Joins: helinus|off (~helinus@znc.helinus.se)
L534[04:08:10] ⇨ Joins: Zerot (~Zerot@wordtango.net)
L535[04:08:10] ⇨ Joins: masa (~masa@86-60-221-191-dyn-dsl.ssp.fi)
L536[04:08:10] ⇨ Joins: Deamon (~Deamon@ns235617.ip-192-99-21.net)
L537[04:08:10] ⇨ Joins: Techcable (~Techcable@techcable.net)
L538[04:08:10] ⇨ Joins: MCPBot_Reborn (~MCPBot_Re@mcpbot.bspk.rs)
L539[04:08:10] ⇨ Joins: tterrag|ZZZzzz (~tterrag@tterrag.com)
L540[04:08:10] ⇨ Joins: cindy_k (~cindy@107.170.20.212)
L541[04:08:10] ⇨ Joins: Rallias (~Rallias@sadmin.starasaservice.com)
L542[04:08:10] ⇨ Joins: gabizou|laptop (~gabizou@irc.spongepowered.org)
L543[04:08:10] ⇨ Joins: Katielyn (~Katielyn@katelyn.ml)
L544[04:08:10] ⇨ Joins: gabizou (~gabizou@irc.spongepowered.org)
L545[04:08:10] ⇨ Joins: shadowfacts (~shadowfac@is.aww.moe)
L546[04:08:10] ⇨ Joins: GuntherDW (~guntherdw@ks3308665.kimsufi.com)
L547[04:08:10] ⇨ Joins: IdleGandalf (~IdleGanda@harting.hosting)
L548[04:08:10] ⇨ Joins: Keridos|away (~Keridos@ironhide.stw-bonn.de)
L549[04:08:10] ⇨ Joins: athie (~athaudia@athaudia.com)
L550[04:08:10] ⇨ Joins: TheMike_ (~Mike@2607:5300:60:47bc:1ceb:da::)
L551[04:08:10] ⇨ Joins: ThePsionic (uid130607@id-130607.brockwell.irccloud.com)
L552[04:08:10] ⇨ Joins: captainnana (sid61716@id-61716.charlton.irccloud.com)
L553[04:08:10] ⇨ Joins: Mysticdrew (sid103488@id-103488.tooting.irccloud.com)
L554[04:08:10] ⇨ Joins: PaleOff (~paleo@weneg.de)
L555[04:08:10] ⇨ Joins: EmptyM (sid115453@id-115453.brockwell.irccloud.com)
L556[04:08:10] ⇨ Joins: lxkm|afk (sid59612@id-59612.highgate.irccloud.com)
L557[04:08:10] ⇨ Joins: ollieread (~ollieread@2a01:7e00::f03c:91ff:feae:5b6)
L558[04:08:10] ⇨ Joins: Jerzerak (sid60746@id-60746.brockwell.irccloud.com)
L559[04:08:10] ⇨ Joins: LordSkittles (sid37725@id-37725.charlton.irccloud.com)
L560[04:08:10] ⇨ Joins: techbrew (sid72171@id-72171.highgate.irccloud.com)
L561[04:08:10] ⇨ Joins: marcoslater (~MarcoSlat@marta.marcoslater.com)
L562[04:08:10] ⇨ Joins: K-4U|Off (~K-4U@ipv6.k-4u.nl)
L563[04:08:10] *** nova.esper.net sets mode: +v PaleOff
L564[04:12:06] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L565[04:13:00] *** bilde2910|away is now known as bilde2910
L566[04:13:41] <ThePsionic> RIP Split
L567[04:16:29] <sham1> god damn it
L568[04:16:49] <sham1> My comp went unusable for 5 min
L569[04:18:04] *** K-4U|Off is now known as K-4U
L570[04:20:59] *** fry|sleep is now known as fry
L571[04:30:59] <sham1> But I was able to produce a working example of my little "Errorable"
L572[04:34:34] ⇦ Quits: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 186 seconds)
L573[04:35:28] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L574[04:36:24] *** iChun is now known as hipsterpig
L575[04:42:48] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L576[04:46:01] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout: 189 seconds)
L577[04:48:10] <roxox1> Is there any way to store stuff in the player's dat file?
L578[04:49:24] <sham1> You can store stuff in their NBT if that helps you
L579[04:49:36] <sham1> Which in turn gets stored in the dat files AFAIK
L580[04:50:40] ⇦ Quits: calclavia (uid15812@2001:67c:2f08:6::3dc4) (Quit: Connection closed for inactivity)
L581[04:50:57] <roxox1> I'm currently using an ArrayList to store which players are skulled, but this obviously won't across restarts..etc
L582[04:51:11] <roxox1> Would saving the data directly to their NBT solve that problem?
L583[04:51:21] <McJty> You can use WorldSavedData too
L584[04:51:44] <roxox1> I would like it to store information across worlds :P
L585[04:51:47] <McJty> yes
L586[04:51:50] <McJty> That does that
L587[04:51:55] <McJty> You have per world and global
L588[04:52:02] <roxox1> Ok, I'll take a look ;)
L589[04:52:19] <McJty> World.mapStorage is global. Even though it is stored in every world instance
L590[04:52:32] <McJty> World.perWorldStorage is per world
L591[04:52:33] <roxox1> I'm on 1.7.10, is this available on that versionN?
L592[04:52:36] <McJty> yes
L593[04:52:47] <McJty> That hasn't changed
L594[04:53:02] * sham1 queues the question we all want to know the answer to
L595[04:54:04] <xaero> but who was phone???
L596[04:54:05] <roxox1> ?
L597[04:54:13] ⇨ Joins: turmfalke_ (~turmfalke@p54A68578.dip0.t-ipconnect.de)
L598[04:54:15] <sham1> Why 1.7.x
L599[04:54:26] <roxox1> Server I'm developing the mod for is stuck on 1.7.10
L600[04:54:33] <xaero> re NBT per player, isnt' IEEP more relevant than WorldSavedData?
L601[04:54:33] <roxox1> But not nearly enough mods have updated
L602[04:54:42] <roxox1> Because*
L603[04:55:36] <roxox1> McJty, I assume that I could do something like world.mapStorage.setData(MOD_ID + PlayerName + "skulled", new WorldSavedData("true")
L604[04:55:57] <McJty> roxox1, not really. It is an abstract class
L605[04:56:03] <McJty> You have to make your own implementation of it
L606[04:56:12] <roxox1> Of worldsaveddata?
L607[04:56:16] <McJty> yes
L608[04:56:17] <gigaherz> roxox1: something like this: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/storage/RiftStorageWorldData.java
L609[04:56:21] <gigaherz> you can use mine as a template
L610[04:56:35] <gigaherz> although if you store player data
L611[04:56:39] <gigaherz> you want an IEEP instead?
L612[04:56:43] <roxox1> IEEP?
L613[04:56:57] <roxox1> I'm starting to realize how stupid I was to use an arraylist to store player data -_-
L614[04:56:59] <gigaherz> IExtendedEntityProperties
L615[04:57:06] <gigaherz> you can attach data to entities
L616[04:57:09] <gigaherz> such as players
L617[04:57:16] <gigaherz> and the data will get saved/loaded from NBT
L618[04:57:20] <roxox1> Would this save across server restarts, logouts, respawns..etc
L619[04:57:20] <gigaherz> by Forge
L620[04:57:21] <roxox1> ?
L621[04:57:22] <McJty> I have yet to figure out how to make sure that data gets persisted when the player dies however
L622[04:57:24] <gigaherz> yes
L623[04:57:33] <gigaherz> McJty: does it not?
L624[04:57:36] <McJty> gigaherz, well in rftools I have the problem that it goes away when you die
L625[04:57:40] <gigaherz> hmmm
L626[04:57:42] <McJty> Apparently you need special tricks for that
L627[04:57:47] <sham1> Yes
L628[04:57:48] <gigaherz> that's a situation I never came across
L629[04:57:52] <gigaherz> since my data is temporary
L630[04:58:02] <gigaherz> McJty: wait
L631[04:58:07] <sham1> connection.getInputStream()
L632[04:58:10] <sham1> Nope
L633[04:58:14] <sham1> https://github.com/coolAlias/Forge_Tutorials/blob/master/IExtendedEntityPropertiesTutorial.java
L634[04:58:19] <gigaherz> do you forcefully attach new data on entity creation?
L635[04:58:21] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/entitydata/SpellcastEntityData.java
L636[04:58:31] <gigaherz> I do this
L637[04:58:31] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/entitydata/SpellcastEntityData.java#L189
L638[04:58:32] <McJty> sham1, aha thanks
L639[04:59:26] <roxox1> For reference, this is the awful thing I was using to manage skulled/unskulled players. http://pastebin.com/e6BeNYx0
L640[04:59:36] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L641[04:59:43] <gigaherz> roxox1
L642[04:59:44] <gigaherz> https://gist.github.com/gigaherz/3faeb8498530c92bf954
L643[04:59:49] <gigaherz> use this as a template for your data
L644[05:00:03] <gigaherz> the way you use it
L645[05:00:06] <roxox1> You were saying that this doesn't save across respawns though?
L646[05:00:37] <sham1> it does
L647[05:00:56] <sham1> you just need to do stuff
L648[05:01:01] <gigaherz> there appears to be one extra thing you have to do
L649[05:01:03] <sham1> copy the data yourself
L650[05:01:07] <gigaherz> that isn't present in my template
L651[05:01:21] <gigaherz> https://github.com/coolAlias/Forge_Tutorials/blob/master/IExtendedEntityPropertiesTutorial.java#L839
L652[05:01:41] <sham1> ^^
L653[05:01:49] ⇨ Joins: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net)
L654[05:01:54] <roxox1> Ah, I see.
L655[05:02:01] <roxox1> Thanks for the help guys as always :)
L656[05:02:01] <gigaherz> although
L657[05:02:04] <gigaherz> that tutorial is BS
L658[05:02:10] <gigaherz> NBT does NOT imply disk reads/writes
L659[05:02:10] <gigaherz> XD
L660[05:02:14] <sham1> It does not
L661[05:02:23] <gigaherz> it's an in-memory structure
L662[05:02:30] <sham1> But it is one of the most notable things about it
L663[05:02:32] <gigaherz> so using readFromNBT is just fine
L664[05:02:47] <sham1> A binary key=>value structure that is easy to write into disk
L665[05:02:50] <gigaherz> not the most efficient, but fine
L666[05:03:04] <gigaherz> yes sham1, but the tutorial says
L667[05:03:13] <sham1> I dont care what the tutorial says
L668[05:03:19] <gigaherz> we can improve efficiency by avoiding the costly disk reads and writes resulting from the use of NBT. To do so, we simply implement a 'copy' method for our properties that sets the fields more directly:
L669[05:03:27] <gigaherz> THAT is BS
L670[05:03:30] <sham1> CoolAlias pls
L671[05:03:45] <sham1> But having that copy-method probably is better
L672[05:03:49] <gigaherz> yes
L673[05:03:51] <gigaherz> it's more efficient
L674[05:03:55] <gigaherz> but there's no disk access involved XD
L675[05:04:14] <sham1> RAM disk
L676[05:04:41] <sham1> ;P
L677[05:05:11] <terribleperson> maybe you're in swap space.
L678[05:05:17] <sham1> ^
L679[05:05:37] <gigaherz> then using NBT is the least of your problems
L680[05:05:42] <sham1> True
L681[05:05:50] <sham1> But that is an excuse to say that the tutorial is not BS
L682[05:05:56] <roxox1> Does storedData have to be a string, or can I turn it into a boolean?
L683[05:05:58] <Dagarath> Question: Is there a better way to check whether a preferable way to check that the players position is where it should be? when I do a check against a sored posX and player.playerLocation.posX I get a server tick loop
L684[05:06:05] <sham1> roxox1, what
L685[05:06:11] <gigaherz> roxox1: no, that's just an example
L686[05:06:17] <gigaherz> you can have ANY data
L687[05:06:17] <Dagarath> lol I forgot to delete the first part when I changed my wording
L688[05:06:27] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/entitydata/SpellcastEntityData.java
L689[05:06:31] <gigaherz> compare with this one
L690[05:06:42] <Dagarath> Should I be maybe making a fakeplayer and checking its position?
L691[05:07:16] <gigaherz> what do you mean "where it should be"?
L692[05:07:36] <gigaherz> you have a specific location you want t the player to be in?
L693[05:07:37] <Dagarath> I am moving the player but it isnt flawless so I have to check after that it is where it should be
L694[05:07:50] <sham1> *Nothing* is flawless
L695[05:08:08] <Dagarath> yea but 1 flaw in THIS particular mechanic means nothing works
L696[05:08:10] <gigaherz> that's not true
L697[05:08:20] <gigaherz> or actually
L698[05:08:21] <gigaherz> it is
L699[05:08:25] <gigaherz> "nothing" is flawless
L700[05:08:25] <gigaherz> as in
L701[05:08:27] <terribleperson> ah, but what if your swap space is on a storage device which is ACTUALLY an external ram disk connected through a full PCIE 4.0 x16, in which case it's capable of data throughput exceeding the max of many processor? It's a thought exercise. /pedantry
L702[05:08:32] <gigaherz> the concept of nothingness is the only thing that is flawless
L703[05:08:37] ⇦ Quits: killjoy (~killjoy@2606:a000:1118:c065:38df:3d5a:373d:7994) (Quit: Leaving)
L704[05:08:38] <sham1> yes
L705[05:08:41] <Dagarath> the player has to be on its newly spawned skyblock, but actually checking the position causes a server tick loop
L706[05:09:01] <gigaherz> Dagarath: "causes a server tick loop" makes no sense
L707[05:09:14] <gigaherz> the sentence, I mean
L708[05:09:21] <sham1> I'd rather not go into discussing philosophy in this chat, as I have a class of it in 6 mins or so
L709[05:09:31] <Dagarath> How does it not?
L710[05:09:36] <gigaherz> you mean that it throws an exception on server tick?
L711[05:09:37] <gigaherz> if so
L712[05:09:40] <gigaherz> please provide logs
L713[05:09:40] <Dagarath> it is a loop in the server tick
L714[05:09:52] <gigaherz> how does it cause a loop?
L715[05:09:58] <gigaherz> can you show your code?
L716[05:10:04] <sham1> A LOOP IN A SERVER TICK!?
L717[05:10:05] <gigaherz> pastebin the code you use to move the player?
L718[05:10:05] <Ordinastie> do you mean infinite loop ?
L719[05:10:16] <Dagarath> I fully told you already lol I am not looking FOR the problem, I know it. I don't know how to fix it
L720[05:10:30] <gigaherz> and that's why I'm asking for code
L721[05:10:33] <Ordinastie> you didn't describe a "problem"
L722[05:10:54] <gigaherz> to see WTF you are doing that causes the server to freeze
L723[05:11:21] <Dagarath> if (player.playerLocation.posX == curPlayerData.xPos ) { is whats causing the problem
L724[05:11:31] <gigaherz> posX is a float
L725[05:11:33] <Dagarath> I remove it, it works fine
L726[05:11:34] *** kroeser is now known as kroeser|away
L727[05:11:41] <gigaherz> you should never compare floats with ==
L728[05:11:42] <Dagarath> so is that why?
L729[05:12:00] *** DarkEvilMac is now known as DarkEvilMac|Away
L730[05:12:01] <Dagarath> so if I want to do this with the least pain, convert to int, and test?
L731[05:12:08] <Dagarath> well store in int variables rather
L732[05:12:15] <McJty> Dagarath, floating point is not accurate. Use Math.abs(f1-f2) < 0.00001 or something
L733[05:12:36] <gigaherz> well
L734[05:12:44] <gigaherz> you can use getPosition() to get a BlockPos
L735[05:12:49] <gigaherz> but still
L736[05:13:00] <gigaherz> it makes no sense for the server thread to get stuck
L737[05:13:04] <gigaherz> unless oyu did something VERY wrong
L738[05:13:11] <gigaherz> and that's what bothers me
L739[05:13:24] <Dagarath> cant do that gigaherz, 1.7.10
L740[05:13:36] <gigaherz> oh right
L741[05:13:38] <gigaherz> well
L742[05:13:45] <gigaherz> then either
L743[05:13:57] <Dagarath> Is there anything wrong with just pulling the integer values and testing against that?
L744[05:14:06] <gigaherz> no
L745[05:14:10] <Dagarath> ok ty =)
L746[05:14:14] <McJty> Dagarath, well then 8.99999 will not be equal to 9.00001
L747[05:14:17] <McJty> If that's ok for you then go for it
L748[05:14:34] <sham1> well 8.9999999 is not equal to 9.0000001
L749[05:14:36] <Dagarath> Yea, I only need the data for a total of 3 seconds
L750[05:14:45] <sham1> Assuming that is the amount of significant digits
L751[05:14:55] <Dagarath> rmm alright so I want to round
L752[05:15:02] <sham1> Propably
L753[05:15:03] <gigaherz> and yet
L754[05:15:16] <gigaherz> 8.9999~ IS equal to 9.000~01
L755[05:15:23] <gigaherz> they are both "9" ;P
L756[05:15:43] <gigaherz> (where ~ denotes an infinite amount of the digit before)
L757[05:16:01] <sham1> significant figures
L758[05:16:11] <sham1> sometimes you just need to round
L759[05:16:15] <gigaherz> yep
L760[05:16:28] <gigaherz> when working with floats, you don't want exact
L761[05:16:31] <gigaherz> you want "close enough"
L762[05:16:33] <sham1> ^
L763[05:16:40] <gigaherz> that's the whole premise of float numbers
L764[05:16:52] <sham1> Not that you can ever been "precise" with decimals to begin with
L765[05:17:01] <sham1> But there are things that are not fractions so...
L766[05:17:11] <McJty> Problem is also that with floats a * 2 is not always equal to a+a (for example)
L767[05:17:21] <McJty> i.e. different calculations can result in different things
L768[05:17:51] <gigaherz> I think the optimal way to compare floats was something like.... Math.abs(a-b)/Math.max(Math.abs(a),Math.abs(b)) <= float.epsilon
L769[05:18:00] <gigaherz> but I can't remember if there was another extra thing on top of that
L770[05:18:20] <gigaherz> oh yeah, comparing for 0 ;P
L771[05:18:51] <gigaherz> "if(Math.max(Math.abs(a),Math.abs(b)) == 0 || Math.abs(a-b)/Math.max(Math.abs(a),Math.abs(b)) <= float.epsilon)"
L772[05:19:12] <gigaherz> works best as a helper function ;P
L773[05:20:04] <gigaherz> although at that point it may be quicker to reinterpret the numbers into integers
L774[05:20:08] <gigaherz> and do the comparison using ints
L775[05:20:39] <gigaherz> (that is, the inderlying bits, not the number contained inside)
L776[05:20:59] <gigaherz> "if(Math.abs(toInt(a)-toInt(b)) <= 1)"
L777[05:21:43] <gigaherz> not sure how that's achieved in Java
L778[05:21:50] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 198 seconds)
L779[05:22:07] <gigaherz> the efficiency of the method changes from language to language ;P
L780[05:22:48] <gigaherz> or in short: comparing floats is hard.
L781[05:24:00] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L782[05:24:13] <Dagarath> Frak.. I just realized, I can just check player.onGround for what I am doing lol
L783[05:24:26] ⇨ Joins: mezz_ (~mezz@2601:641:4000:63:150d:c54b:18dc:20e1)
L784[05:26:22] <terribleperson> anyone know any 2d non-mob entities I can take a look at on like, github or osmething?
L785[05:26:58] ⇦ Quits: mezz (~mezz@2601:641:4000:63:1938:3919:c016:dfa2) (Ping timeout: 186 seconds)
L786[05:29:26] <gigaherz> 2D?
L787[05:30:03] <terribleperson> actually, to start: can I even make a floating entity that, visually, is a infinitesimally thin oval. A portal. Not a tile entity, I want it to be possible to orient and position it freely
L788[05:30:28] <terribleperson> a hole in space.
L789[05:30:38] <gigaherz> yes being "flat" is a property of how graphics are done on gpus
L790[05:30:57] <terribleperson> well, I mean, flat but existing in 3d.
L791[05:31:01] <gigaherz> yes
L792[05:31:07] <terribleperson> A particle is flat but looks the same no matter where you look at it from
L793[05:31:13] <gigaherz> that's done on purpose
L794[05:31:15] <gigaherz> with extra maths
L795[05:31:19] <gigaherz> if you were to remove those extra maths
L796[05:31:20] <terribleperson> okay
L797[05:31:24] <gigaherz> it would look like waht you are thinking of
L798[05:31:26] <Dagarath> Wooop it works, flaw reduced.
L799[05:31:39] *** PaleOff is now known as PaleoCrafter
L800[05:32:02] <Dagarath> except I can get setting the spawn right lol
L801[05:32:09] <Dagarath> can't
L802[05:32:10] <gigaherz> an entity is basically composed of 2 parts
L803[05:32:15] <gigaherz> the entity class itself
L804[05:32:17] <gigaherz> and a renderer
L805[05:32:28] <Dagarath> Can you not actually SET a specific spawn point without a bed or event handling?
L806[05:32:37] <gigaherz> a renderer can be shared with multiple entities, and is the same for all entities that have the same renderer assigned
L807[05:32:55] <gigaherz> Dagarath: given that adventure maps do it all the time, I would assume so ;P
L808[05:33:17] <ThePsionic> ./setspawn
L809[05:33:21] <Dagarath> hrmmm...couldnt find anything but setSpawnChunk
L810[05:33:23] <gigaherz> there's a "/setspawn" command or something like that
L811[05:33:34] <gigaherz> check the handler for that command, to see what it does
L812[05:33:41] <Dagarath> and it doesnt seem to work, thoo.. I might have applied it incorrectly, let me see
L813[05:34:11] <ThePsionic> Here
L814[05:34:11] <ThePsionic> http://minecraft.gamepedia.com/Commands#spawnpoint
L815[05:34:12] ⇨ Joins: Neon (~Neon@p200300750D1F0B0090E2D5C6609AB7C8.dip0.t-ipconnect.de)
L816[05:34:25] <ThePsionic> ./setspawn is an old Classic command
L817[05:34:43] <Dagarath> Yea it looks like its the same thing I realized I was doing wrong lol... EntityPlayerMP NOT EntityPlayer
L818[05:34:54] <gigaherz> ah
L819[05:35:41] <Dagarath> no odd, there must be something else to it
L820[05:36:25] *** TehNut is now known as TehNut|Sleep
L821[05:37:14] <terribleperson> oh, right rendering is client sight
L822[05:37:16] <terribleperson> side*
L823[05:37:24] <terribleperson> net.minecraft.client.renderer.entity?
L824[05:38:49] *** kroeser|away is now known as kroeser
L825[05:38:57] <Dagarath> heh I think I was getting the wrong coordinates, and hrmmm now the coordinates are null lol
L826[05:39:09] <terribleperson> although I think non-oriented 2d is harder than 2d in a 3d space. particles you can literally take the particle texture and scale it for distance, and apply occlusion and bam you have a particle. 3d stuff you need to account for orientation
L827[05:42:04] <gigaherz> ?
L828[05:42:19] <gigaherz> drawing a flat objecti n 3D is just drawing the flat object as you would any other
L829[05:42:26] <gigaherz> there isn't any special consideration needed
L830[05:42:41] <terribleperson> what the HELL is the XP orb doing?
L831[05:42:49] <gigaherz> you just happen to have a mesh that is composed of two quads in opposite directions (if you want it double-sided)
L832[05:43:05] <gigaherz> the XP orb is probably orienting itself toward the camera
L833[05:43:47] <terribleperson> but... why is that necessary... you can literally just draw particles pretty much in screenspace..
L834[05:44:04] <terribleperson> guh
L835[05:44:10] <terribleperson> I mean, I guess that makes my job easier
L836[05:44:13] <gigaherz> then they wouldn't be smaller when they are firther away
L837[05:44:21] <terribleperson> scaling for distance is pretty trivial
L838[05:44:22] <gigaherz> further*
L839[05:44:25] <gigaherz> yes
L840[05:44:29] <terribleperson> occlusion is harder
L841[05:44:31] <terribleperson> but.. still
L842[05:44:31] <gigaherz> but unnecessary when you can just draw in 3D space
L843[05:44:41] <terribleperson> but... but...
L844[05:44:43] <terribleperson> so inefficient
L845[05:44:45] <gigaherz> with a simple rotation
L846[05:44:53] <gigaherz> the hardware does it
L847[05:44:56] <gigaherz> it has the transistors for it
L848[05:45:01] <gigaherz> doing 3D is "free"
L849[05:45:04] <gigaherz> in fact
L850[05:45:09] <terribleperson> sure, but I've SEEN graphics get overwhelmed by legitimately 2d particles
L851[05:45:09] <gigaherz> doing 2D is doing 3D, but ignoring depth
L852[05:45:22] <gigaherz> you do extra effort to ignore depth
L853[05:45:22] <gigaherz> ;p
L854[05:45:32] ⇦ Quits: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net) (Remote host closed the connection)
L855[05:45:36] <gigaherz> (well, not really, you just disable depth testing and depth writing)
L856[05:45:48] <gigaherz> the reason particles are slow isn't the drawing
L857[05:46:05] <gigaherz> it's the dynamic nature of the particles
L858[05:46:33] <gigaherz> for static geometry youcan cache the vertex data in gpu, and just transform the vertex data based on a matrix
L859[05:46:40] <gigaherz> for particles, you need position information per particle
L860[05:46:58] ⇦ Quits: solidDoWant1 (~solidDoWa@ip-18-193.net.ksu.edu) (Ping timeout: 186 seconds)
L861[05:47:03] <gigaherz> you can do them with a static vertex buffer, but that implies updating a texture
L862[05:47:13] <gigaherz> which can also be slow
L863[05:47:20] <terribleperson> still. it just... bothers me irrationally.
L864[05:47:23] <terribleperson> but it does make my job easier.
L865[05:47:31] <gigaherz> but regardless
L866[05:47:34] <gigaherz> you aren't drawing a 2D object
L867[05:47:45] <gigaherz> you are drawing a 3D object that happens to be flat
L868[05:47:55] <gigaherz> it's still a 3D object in all regards
L869[05:48:19] <terribleperson> sorry. I guess the last time I thought about particles was second life, where as far as I know they were (at one time) actually legitimately 2d.
L870[05:48:36] <gigaherz> you mentioned a portal though, not particles?
L871[05:48:38] <terribleperson> yeah
L872[05:48:42] <PaleoCrafter> Drawing in 2D space and doing all the calculations yourself will end up in the calculations happening twice, and one round is less efficient
L873[05:49:07] <PaleoCrafter> That round doesn't happen on the GPU though xD
L874[05:49:45] <terribleperson> yeah, that I realize.
L875[05:49:45] ⇨ Joins: Raspen0 (~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
L876[05:50:09] <gigaherz> so the point for you is to stop thinking of your portal as a particle or sprite. think of it as an impossibly thin cuboid
L877[05:50:10] <gigaherz> ;p
L878[05:50:59] <terribleperson> yeah, I figured from the start that is how it would be in this case. just... seeing particles as 3d got me off topic because it was bothering the hell out of me
L879[05:51:06] ⇨ Joins: alex_6611 (~alex_6611@p5DC168CE.dip0.t-ipconnect.de)
L880[05:51:11] <terribleperson> but okay, portal. I need to figure out how to draw an ellipse of varying dimensions.
L881[05:51:25] <gigaherz> make a texture of a circle
L882[05:51:32] <gigaherz> make a model of a flat square
L883[05:51:40] <gigaherz> then in the entity renderer class
L884[05:51:47] <gigaherz> you scale it to your required size
L885[05:52:02] <gigaherz> if you make it 1x1x0
L886[05:52:14] <gigaherz> you can just use the GlStateManager.scale(width,height,1)
L887[05:52:24] <gigaherz> to set your size in world units
L888[05:55:31] <terribleperson> so I still need a model? because it looks like XP orbs just start drawing
L889[05:55:47] <terribleperson> and they're the closest preexisting analogue given that they're just a circle
L890[05:55:54] <terribleperson> a circle with a gradient, mind you.
L891[05:56:10] <gigaherz> you don't *need* a model
L892[05:56:19] <gigaherz> youcan just draw vertices with the tessellator
L893[05:56:41] <gigaherz> I just don't like hardcoding
L894[05:57:15] <terribleperson> ah.
L895[05:57:48] <terribleperson> is there a particular reason? I'm not averse to taking advice from someone on IRC as opposed to the way mojang does things, because from one day of looking at this stuff..
L896[05:58:09] <terribleperson> the xp orb just uses the tesselator
L897[05:58:18] <gigaherz> what version of mc are you coding for?
L898[05:58:27] <terribleperson> 1.8.9
L899[05:58:55] <gigaherz> make a simple .obj model, you don't really waste much by using one, and I can help you with drawing it ;P
L900[05:59:18] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/RenderingStuffs.java
L901[05:59:22] <gigaherz> I have this class for that purpose
L902[05:59:27] <terribleperson> also, is a texture even strictly necessary? I see the reason to use one for the XP orb, but hypothetically speaking, could one simply draw a solid color without one?
L903[05:59:35] <gigaherz> yes.
L904[05:59:35] <terribleperson> just, y'know, hypothetically.
L905[05:59:41] <terribleperson> I'm sure I'll want one for fancy glowing edges.
L906[05:59:52] <gigaherz> but then you couldn't use a simple quad
L907[05:59:54] <terribleperson> because looking fancy is important.
L908[05:59:59] <PaleoCrafter> Really, gigaherz, RenderingStuffs?
L909[06:00:02] *** Darkhax_AFK is now known as Darkhax
L910[06:00:08] <terribleperson> you mean, without textures i couldn't use a simple quad?
L911[06:00:11] <gigaherz> you'd have to draw the circle/ellipse using many triangles
L912[06:00:18] <gigaherz> otherwise it would look square ;P
L913[06:00:30] <gigaherz> if you have the shape drawn onto the texture
L914[06:00:54] ⇨ Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L915[06:01:01] <terribleperson> you can just apply the texture to the rectangle?
L916[06:01:05] <gigaherz> yup
L917[06:01:11] <gigaherz> and the transparent pixels become invisible
L918[06:01:17] <gigaherz> and skipped
L919[06:01:35] <terribleperson> i ASSUME i can still have an elliptical bounding box
L920[06:01:44] <gigaherz> no
L921[06:01:46] <PaleoCrafter> lol
L922[06:01:47] <terribleperson> no?
L923[06:01:50] <terribleperson> :(
L924[06:01:52] <gigaherz> bounding boxes are, by definition, boxes.
L925[06:01:55] <terribleperson> sorry
L926[06:01:58] <terribleperson> yeah, forgot
L927[06:02:02] <PaleoCrafter> Not without a lot of effort ;)
L928[06:02:30] <terribleperson> can I check for collisions inside an elliptical REGION, then? 'is center of entity inside this ellipse'
L929[06:02:45] <terribleperson> I'm averse to things being teleporter by colliding with nothing because they were at the corner of a portal.
L930[06:02:54] <gigaherz> collisions work based on bounding box
L931[06:03:01] <gigaherz> regardless of the shape of the entity
L932[06:03:08] <gigaherz> if you launch minecraft
L933[06:03:09] <gigaherz> and do
L934[06:03:11] <gigaherz> F3+B
L935[06:03:16] <gigaherz> you'll show bounding boxes
L936[06:03:32] <McJty> Note that for your own purposes you can of course do an elliptical bounds check
L937[06:03:36] <McJty> In some cases that can be useful
L938[06:03:39] <terribleperson> true
L939[06:03:40] <PaleoCrafter> You can override collision detection though
L940[06:03:41] <McJty> But then it is your custom code that does that
L941[06:04:07] <terribleperson> so okay, rectangle bounding box, and then check if the object is in the bounds of the ellipse. Which shouldn't be THAT hard, because ellipses are regular-ish.
L942[06:04:42] <PaleoCrafter> How large is said ellipse in the world?
L943[06:05:05] <McJty> In one of my mods I even do quad-tree based collision detection :-)
L944[06:05:19] <gigaherz> lol
L945[06:05:22] <terribleperson> honestly I haven't even thought about upper and lower bounds yet. Lower bound is probably 1x1 blocks, upper bound... what's the largest mobile entity you've ever seen?
L946[06:05:41] <gigaherz> ender dragon?
L947[06:05:46] <McJty> I use it to test if you are within reach of a source of radiation and no blocks are blocking the path between you and the radiation source
L948[06:05:47] <gigaherz> no wait
L949[06:05:53] <gigaherz> the largest woudl be the giant zombie
L950[06:06:05] <gigaherz> but that one is a hack
L951[06:06:06] <gigaherz> XD
L952[06:06:06] <terribleperson> yeah. so hypothetically one could create a portal large enough to fit a giant zombie.
L953[06:06:15] <terribleperson> so rendering stuffs
L954[06:06:16] <terribleperson> looking at it
L955[06:06:28] <gigaherz> ignore the custom vertex format at the top
L956[06:06:41] <terribleperson> you.. feed it a model and a color and it renders for you?
L957[06:06:44] <gigaherz> the interesting bit is the model loading cache + model drawing
L958[06:06:51] <gigaherz> yes
L959[06:06:58] <gigaherz> you give it a model and a color, and it draws
L960[06:07:26] <PaleoCrafter> McJty, how's that collision detection? :P
L961[06:07:48] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/TESREnderRift.java#L29
L962[06:07:54] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/client/TESREnderRift.java#L75
L963[06:07:59] <gigaherz> that's how I make use of it
L964[06:08:07] <gigaherz> this is a TESR, but the idea is the same in an entity
L965[06:08:22] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/RenderEssence.java
L966[06:08:25] <gigaherz> this one is an entity
L967[06:08:29] <gigaherz> note that
L968[06:08:35] <gigaherz> if you have a custom texture that's not part of a block
L969[06:09:03] <terribleperson> paleocrafter: collision detection, at it's base, is checking if one thing is inside another thing.
L970[06:09:09] <terribleperson> well, intersecting.
L971[06:09:16] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L55,L59
L972[06:09:25] <gigaherz> you'd need a texture stitch event handler
L973[06:10:17] <PaleoCrafter> Sure, but I wouldn't see the need for anything more complicated than a distance check in that example
L974[06:10:38] <PaleoCrafter> And a little raytrace, which MC does for you
L975[06:10:59] <McJty> PaleoCrafter, it is collision detection because I detect if the player collides with the shape formed by the radiation
L976[06:11:29] <PaleoCrafter> Ah, so they're not just spheres? :D
L977[06:11:30] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de)
L978[06:11:34] ⇨ Joins: codahq (~codahq@c-174-52-130-121.hsd1.ut.comcast.net)
L979[06:11:38] <McJty> <McJty> I use it to test if you are within reach of a source of radiation and no blocks are blocking the path between you and the radiation source
L980[06:11:42] <terribleperson> ...d'oh. spent a second going over why you suggest using a model and NOW it makes sense
L981[06:11:50] <McJty> PaleoCrafter, see the 'blocking the path' section
L982[06:12:36] <terribleperson> i'm thinking "but isn't it goign to end up drawing that many triangles anyways?" no. if I use a square model it literally draws the circle texture on the square, and graphics cards handle textures at a hardware level.right?
L983[06:12:47] <PaleoCrafter> Yeah, that's more like pathfinding, isn't it :P
L984[06:12:49] <terribleperson> i mean they handle vertices of shapes at a hardware level too but still.
L985[06:13:04] <gigaherz> terribleperson: yup
L986[06:13:12] <gigaherz> you can do the same in code
L987[06:13:14] <terribleperson> okay. so I want a square shape and a circle texture. With alpha.
L988[06:13:17] <gigaherz> with the tesellator
L989[06:13:17] <PaleoCrafter> Or a simple raytrace if you want a straight line
L990[06:13:27] <gigaherz> but it takes more effort with no benefit
L991[06:13:35] <McJty> PaleoCrafter, raytrace is not efficient enough as I have to test with this a lot
L992[06:13:38] <gigaherz> you can just make a basic .obj file, even if you write it by hand
L993[06:13:49] <gigaherz> and draw it
L994[06:14:08] <gigaherz> and thne you have the added bonus that if someone wants to customize your model in a resourcepack
L995[06:14:09] <gigaherz> they can.
L996[06:14:21] ⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L997[06:14:38] <terribleperson> now, on the other hand: I understand a generalized drawing tool for a mod using a bunch of things. But since the generalized drawing tool is still a per-mod thing, and I only expect to be drawing A: portals and B: normal blocks, mightn't I want to just do it in the renderer?
L998[06:15:07] <terribleperson> but you were saying something about... texture stitch event handler? I understand the words but they are making no sense to me.
L999[06:15:24] <PaleoCrafter> You test more often than MC does with ray tracing? Oo
L1000[06:15:31] <roxox1> Can I use something like.. ItemStack[] in NBT Tags?
L1001[06:15:43] <gigaherz> Minecraft optimizes drawing by stitching all the little textures into a big atlas
L1002[06:15:49] <McJty> roxox1, you can convert ItemStacks to NBT if that's what you're asking
L1003[06:15:55] <gigaherz> think of a quilt
L1004[06:16:16] <roxox1> Nah, I'm trying to store the player saved items into his NBT.. Like I am doing with the isSkulled boolean.
L1005[06:16:33] <gigaherz> then it can batch all the drawing code so that it doesn't need to switch textures so often
L1006[06:16:36] <McJty> roxox1, then you will need to convert itemstacks to NBT
L1007[06:16:37] <gigaherz> which is a rather heavy operation on the gpu
L1008[06:16:47] <McJty> roxox1, ItemStack.loadItemStackFromNBT and stack.writeToNBT
L1009[06:16:58] <PaleoCrafter> You want an NBTTagList of tag compounds from that ^
L1010[06:17:04] <terribleperson> okay, the texture atlas I know of. I need to.. have a texture stich event handler so when it stitches an atlas, my texture gets added in?
L1011[06:17:11] <gigaherz> yep
L1012[06:17:17] <gigaherz> if your texture is in a block or item
L1013[06:17:20] <gigaherz> it happens automatically
L1014[06:17:26] <terribleperson> you just add it to the.. yeah.
L1015[06:17:29] <gigaherz> but for models used outside the block/item model system
L1016[06:17:35] <terribleperson> ahhh
L1017[06:17:35] <gigaherz> you haveto add it to the list of pieces to stitch
L1018[06:17:35] <roxox1> Ah, I see. Thank you
L1019[06:17:41] <gigaherz> either that
L1020[06:17:46] <gigaherz> or you use a completely separate texture
L1021[06:17:49] <gigaherz> and you bind it separately
L1022[06:17:58] <terribleperson> xp orbs do that.
L1023[06:18:00] <gigaherz> but as I said, the atlas exists to make the process more efficient
L1024[06:18:10] <terribleperson> okay.
L1025[06:18:15] <gigaherz> so if your texture can be made to be something like 16x16 or 32x32
L1026[06:18:16] ⇨ Joins: iari (~iari@evana.futhark24.org)
L1027[06:18:21] <McJty> In OpenGL texture switching is rather inefficient
L1028[06:18:21] <gigaherz> you can just put it in th e atlas
L1029[06:18:29] <McJty> If you have everything in one texture you can render much faster
L1030[06:18:31] <gigaherz> McJty: not just opengl
L1031[06:18:35] <McJty> indeed
L1032[06:18:38] <gigaherz> when switching textures from the cpu side
L1033[06:18:45] <gigaherz> you force the gpu to flush the previous drawing operation
L1034[06:18:48] <gigaherz> and start a new one
L1035[06:18:57] <roxox1> This NBT stuff is a lot easier than it originally looks
L1036[06:19:00] <gigaherz> that's why bindless textures are so important thesedays
L1037[06:19:02] <roxox1> Once you get the hang of it
L1038[06:19:10] <gigaherz> they let you switch textures from a shader
L1039[06:19:13] <gigaherz> instead of doing it on cpu
L1040[06:19:38] <gigaherz> but Minecraft can't afford to use modern opengl
L1041[06:19:58] <gigaherz> they can't even properly rely on 2.0/2.1 to be present
L1042[06:19:58] <gigaherz> ;P
L1043[06:20:14] <diesieben07> well, they COULD
L1044[06:20:22] <diesieben07> if eveyone could just agree that MC is a game like every other
L1045[06:20:36] <diesieben07> but NOOO, its "just minecraft" so it must run on my potato!
L1046[06:20:50] <terribleperson> shit, minecraft hasn't run on potatoes in its entire existence
L1047[06:20:57] <diesieben07> oh it does
L1048[06:21:02] <diesieben07> it does so horribly, but it does
L1049[06:21:06] <gigaherz> yep
L1050[06:21:07] <terribleperson> sure, I ran it on a latitude d620, but that was fairly new at the time..
L1051[06:21:12] <terribleperson> new-ish.
L1052[06:21:26] <terribleperson> although the scary thing on the d620s was that linux had better graphics drivers..
L1053[06:21:28] <gigaherz> terribleperson: you subestimate the lengths people go to, to play minecraft
L1054[06:21:29] <gigaherz> XD
L1055[06:21:32] <gigaherz> eh
L1056[06:21:35] <gigaherz> underestimate*
L1057[06:21:48] <diesieben07> they play it on a core2duo with integrated intel graphics
L1058[06:21:52] <gigaherz> they'll put optifine, fastcraft, and other hacks
L1059[06:21:54] <diesieben07> and then complain if the loading screen breaks
L1060[06:22:19] <gigaherz> I think it was a couple years ago
L1061[06:22:31] <gigaherz> when either jeb or dinnerbone tweeted something like
L1062[06:22:33] <terribleperson> d620s HAVE a core 2 duo with integrated graphics. But minecraft didn't play great on it in 2009.
L1063[06:22:47] <terribleperson> expecting it to play on one in 2015 is..
L1064[06:22:49] <gigaherz> "I thought I could get away with switching to opengl 2.0, but it turns out over 50% of the users can only do 1.5"
L1065[06:22:50] <terribleperson> 2016..
L1066[06:22:55] <terribleperson> is obscene.
L1067[06:22:59] <gigaherz> eh
L1068[06:23:00] <gigaherz> over 5%
L1069[06:23:03] <gigaherz> that 0 wasn't meant to be typed
L1070[06:23:15] <diesieben07> you forget macs
L1071[06:23:17] <PaleoCrafter> diesieben07, and they obviously can't play with a 512x512 texture pack xD
L1072[06:23:25] <diesieben07> "i have a mac,what do you mean this is a horrible pc?"
L1073[06:23:39] <diesieben07> you bought it 5 years ago, dude.
L1074[06:23:54] <gigaherz> people like to forget that macs
L1075[06:23:59] <gigaherz> are mediocre hardware
L1076[06:24:01] <gigaherz> with a shiny case
L1077[06:24:12] <diesieben07> very true
L1078[06:24:23] <diesieben07> there is some guyy on youtube who has a mac repair shop and makes videos about it
L1079[06:24:31] <terribleperson> 5 years ago is silly. The d620 uses a 945GM integrated graphics chipset released in 2006
L1080[06:24:33] <diesieben07> he is constantly complaining how they are pieces of shit
L1081[06:24:34] <terribleperson> that's a DECADE ago.
L1082[06:24:49] <gigaherz> yeah
L1083[06:24:51] <terribleperson> expecting a modern game to play on decade-old integrated graphics in a business LAPTOP
L1084[06:24:52] <terribleperson> is
L1085[06:24:53] <gigaherz> but don't tell people that
L1086[06:24:55] <terribleperson> well, stupid.
L1087[06:25:02] <gigaherz> "alpha 1 worked, so why would 1.8 not work?"
L1088[06:25:09] <gigaherz> or in other words
L1089[06:25:19] <gigaherz> "when I paid for it, i could play, I demand to still be able to play"
L1090[06:25:40] <gigaherz> that's the biggest flaw with a continuously-evolving game
L1091[06:25:55] <terribleperson> of course nowadays you can literally play the old versions from the launcher
L1092[06:25:56] <terribleperson> so
L1093[06:26:09] <terribleperson> the answer is 'when you paid for it, it was alpha 1. go play alpha 1'
L1094[06:26:10] <diesieben07> the biggest flaw with MC is that they don't put up an actual "this is what you need" system spec list
L1095[06:26:36] <terribleperson> but okay. so a model is stored in a ...obj file, you said?
L1096[06:27:05] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 198 seconds)
L1097[06:27:24] <terribleperson> wow you can literally hand-write this
L1098[06:27:30] <diesieben07> sure :D
L1099[06:27:38] <diesieben07> but its a pain in the ass to do that
L1100[06:27:44] <PaleoCrafter> Hm, MC still doesn't have a reasonably well designed website Oo
L1101[06:28:08] <terribleperson> I'm just glad I'm allowed to keep my legacy username.
L1102[06:28:09] <diesieben07> they are still using tumblr for the launcher page :P
L1103[06:28:15] <gigaherz> terribleperson: yeah but it's easier to slaptwo flat planes one against the other in a 3d program ;P
L1104[06:28:18] <terribleperson> i'll switch over to logging in with email one day..
L1105[06:28:30] <gigaherz> and I mention 2, becauseyou probably want it double-sided
L1106[06:28:38] <gigaherz> if you don't want it double-sided (only visible from the front)
L1107[06:28:41] <gigaherz> then one plane is enough
L1108[06:28:42] <gigaherz> XD
L1109[06:28:48] <terribleperson> gigaherz: the only modelling program I use regularly is openscad, and as a CSG-based program it doesn't take well to that :P
L1110[06:28:53] <terribleperson> planes and lines are a nope.
L1111[06:28:59] <gigaherz> heh
L1112[06:29:04] <terribleperson> i do love openscad though, for exactly that reason
L1113[06:29:09] <terribleperson> models that can't exist.. can't exist.
L1114[06:29:14] <gigaherz> Blender is the top suggestion, but it has a steep learning curve
L1115[06:29:29] <gigaherz> I personally use rhinoceros3d
L1116[06:29:33] <gigaherz> but it's paidware
L1117[06:29:39] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L1118[06:29:46] <McJty> I'm a big blender fan
L1119[06:29:49] <gigaherz> but it lets me create models as a programmer
L1120[06:29:55] <roxox1> McJty, sorry I didn't quite understand your explanation earlier. To re-iterate, I have an IExtendedEntityProperites class, I want to use that to store a list of ItemStack's in my players properties. If it matters, I am also storing 2 booleans in there as well.
L1121[06:29:56] <McJty> But I have been using it a lot already in the past too
L1122[06:29:57] <gigaherz> basically the way I model is
L1123[06:29:58] <terribleperson> downloading blender for the upteenth time so I can fail to understand it again.
L1124[06:30:18] <McJty> terribleperson, it is crucial that you go through tutorials.
L1125[06:30:19] <gigaherz> I draw the basicshapes using lines andcurves
L1126[06:30:21] <McJty> There are plenty of those
L1127[06:30:29] <gigaherz> and then fill in the spaces myself
L1128[06:30:44] <gigaherz> i try to make use of geometric shapes so that I can replicate faces
L1129[06:31:05] <gigaherz> but basically instead of modelling the "standard" way, through extrusion+manipulation
L1130[06:31:13] <terribleperson> of course in the case that my model is literally a plane...Ijust need two faces and four vertices, right? two faces and 8 vertices?
L1131[06:31:25] <gigaherz> I build the models piece by piece
L1132[06:31:34] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L1133[06:31:36] <McJty> terribleperson, 4 vertices should be sufficient
L1134[06:31:44] <gigaherz> hmm
L1135[06:31:44] <terribleperson> mcjty: i've tried like... three times now. I don't blame blender, though. I LOVE function-over-form software.
L1136[06:32:01] <terribleperson> I mean, I figured out the gimp, why can't I figure out blender?
L1137[06:32:03] <McJty> I also had a few failed attempts in the past
L1138[06:32:17] ⇨ Joins: PrinceCat (~PrinceCat@124-170-179-128.dyn.iinet.net.au)
L1139[06:32:21] <McJty> You really need to sit down and say: 'now I'm going to learn this *** and do nothing else' :-)
L1140[06:32:22] <gigaherz> because blender assumes that you already know Blender
L1141[06:32:22] <gigaherz> ;P
L1142[06:32:42] <roxox1> For reference. http://pastebin.com/vyAeAVAy
L1143[06:32:43] <McJty> Once you know it it is very nice and easy to use
L1144[06:32:56] <gigaherz> I have a strong dislike for the selection system
L1145[06:33:13] <gigaherz> in order to drag an object
L1146[06:33:18] <gigaherz> you start draggin with a rightclick
L1147[06:33:22] <McJty> The blender user interface is designed around the principle: left hand on keyboard, right hand on mouse
L1148[06:33:26] <gigaherz> but thenyou have to drop it with a leftclick
L1149[06:33:30] <gigaherz> becuaserightclick cancels dragging
L1150[06:33:44] <gigaherz> that was annoying enough for me that I decided not to even bother learning
L1151[06:33:55] <McJty> It is something you get used too in the end
L1152[06:34:01] <McJty> But yes, it has a non standard UI
L1153[06:34:43] <PaleoCrafter> Isn't that the default principle for pretty much everything that isn't mainly using text? :P
L1154[06:34:58] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout: 186 seconds)
L1155[06:35:31] <gigaherz> well a nice UI you use it forthe first time, and the motions sortof flow on their own
L1156[06:35:51] <terribleperson> okay so if I hand-wrote the .obj file I would need... four vertices, then I create the two polygonal face elements with the four vertices and two separate normal indices, and I need... vertex texture coordinate indices..
L1157[06:35:54] <gigaherz> "I want to do X, oh look there's here a thing that looks like X, *click* yep okay now I want to do Y..."
L1158[06:35:57] <gigaherz> in Blender
L1159[06:36:03] <gigaherz> you need to rewire yourself first
L1160[06:36:10] ⇦ Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 186 seconds)
L1161[06:36:23] <gigaherz> most things, there's no indication that they can be done, let alone how
L1162[06:36:43] <terribleperson> basically if the xkcd tech support flowchart doesn't work something's wrong?
L1163[06:36:49] <McJty> Granted, I only know enough of Blender to do static models. Never bothered to learn animation, rigging and stuff like that
L1164[06:36:51] <gigaherz> I can do enoguh blender to load a model, andexport as .obj
L1165[06:36:58] <gigaherz> XD
L1166[06:37:13] <terribleperson> oh here's another thing
L1167[06:37:30] <terribleperson> my .obj file, do I want the origin (0,0,0) to be the corner of the model or the center of the modeL?
L1168[06:37:38] <PaleoCrafter> Blender is pretty much unusable without the spacebar search xD
L1169[06:37:45] <gigaherz> if it was a block
L1170[06:37:49] <gigaherz> I'd say a corner
L1171[06:37:52] <gigaherz> but you have an entity
L1172[06:38:03] <gigaherz> so you want 0,0,0 to be where the origin of the entitiy woudl be
L1173[06:38:06] <gigaherz> which is usually at the feet
L1174[06:38:33] <terribleperson> what does the origin of the entity effect? because in my case I suspect making it the center is easiest.
L1175[06:38:50] <terribleperson> in which case I want my .obj's origin in the middle of the square.
L1176[06:38:59] <gigaherz> it's up to you
L1177[06:39:17] <gigaherz> the advantage of making the origin the center of the feet
L1178[06:39:25] <gigaherz> is that when you spawn the entity "on top of a block"
L1179[06:39:34] <gigaherz> the entity gets spawned actually on top
L1180[06:39:37] <terribleperson> you end up on top of the block and not in it
L1181[06:39:38] <terribleperson> yeah
L1182[06:39:40] <gigaherz> if the origin of the entity was in the middle
L1183[06:39:46] <gigaherz> it would spawn halfway into the ground
L1184[06:39:56] <terribleperson> i can account for that.
L1185[06:40:03] <terribleperson> i think i'll go with center then.
L1186[06:41:59] <terribleperson> okay, for entities what is generally considered the forward direction
L1187[06:42:00] <terribleperson> X?
L1188[06:42:31] <gigaherz> Z
L1189[06:42:38] <gigaherz> I think
L1190[06:42:58] <gigaherz> minecraft is Y-up
L1191[06:43:02] <gigaherz> (as most games are)
L1192[06:43:19] <terribleperson> that forever screws with my. my first exposure to x y and z was second life. thanks, second life.
L1193[06:43:26] <terribleperson> Z-up :P
L1194[06:43:38] <gigaherz> yeah
L1195[06:43:50] <gigaherz> many 3D modelling apps, specially those originating from the CAD world, are Z-up
L1196[06:43:57] <gigaherz> it's a change of perspective
L1197[06:44:06] <sham1> In Math it usually is Z-up
L1198[06:44:14] <gigaherz> videogames originated from the idea of movies
L1199[06:44:18] <gigaherz> where the "canvas" is a camera
L1200[06:44:21] <gigaherz> it's upright
L1201[06:44:36] <gigaherz> so the XY correspond to the horizontal and upward direction
L1202[06:44:40] <gigaherz> and the Z is the distance from the camera
L1203[06:44:45] <terribleperson> but okay, so for entities you think Z is 'forward'?
L1204[06:44:46] *** Darkhax is now known as Darkhoax
L1205[06:44:57] <gigaherz> while CAD programs are seen from above
L1206[06:45:01] <terribleperson> i mean, I don't mind. I LIKE z-forward
L1207[06:45:01] <gigaherz> the canvas is the "map"
L1208[06:45:06] <gigaherz> or blueprint
L1209[06:45:16] <sham1> Like my graphing calculator renders Z up which really screws with my head
L1210[06:45:17] <gigaherz> terribleperson: I think, but I'm not certain
L1211[06:45:26] <gigaherz> so with CAD,
L1212[06:45:31] ⇦ Quits: wlhlm (~wlhlm@wilhelm.re) (Quit: Bye bye)
L1213[06:45:32] <gigaherz> X,Y is the paper on top of the table
L1214[06:45:35] <gigaherz> and Z is the elevation
L1215[06:45:38] <sham1> Mmm
L1216[06:45:51] <gigaherz> literally: perspective
L1217[06:46:01] <gigaherz> upright camera (in a movie)
L1218[06:46:01] <gigaherz> vs
L1219[06:46:03] ⇨ Joins: wlhlm (~wlhlm@wilhelm.re)
L1220[06:46:05] <roxox1> I need to write an ItemStack[] to my Player's NBT. I am already writing two booleans into the Player's NBT, but obviously NBTTagCompound has no method for adding ItemStack[].
L1221[06:46:07] <gigaherz> top-down view (in a map)
L1222[06:46:18] <McJty> roxox1, I answered that already didn't I?
L1223[06:46:30] <McJty> McJty> roxox1, ItemStack.loadItemStackFromNBT and stack.writeToNBT
L1224[06:46:32] <sham1> You can write ItemStack go NBT
L1225[06:46:38] <gigaherz> roxox1: ItemStack has methods for it
L1226[06:46:40] <diesieben07> that + NBTTagList
L1227[06:46:41] <gigaherz> you just have to store a list
L1228[06:46:44] <sham1> And there is a thing called NNBTTagList
L1229[06:46:55] <gigaherz> check the TileEntityDispenser
L1230[06:46:55] <sham1> Damn it diesieb
L1231[06:47:01] <gigaherz> how it writes the inventory to NBT
L1232[06:48:24] <terribleperson> yeah, looks like Z-forward
L1233[06:48:37] <terribleperson> okay now how to set up the texture mapping in blender..
L1234[06:48:47] <terribleperson> it shouldn't be hard, I just want 1:1 on each face..
L1235[06:49:43] <gigaherz> ask McJty
L1236[06:49:44] <gigaherz> XD
L1237[06:49:46] <sham1> Anyways, how has everyone's day been
L1238[06:49:52] <gigaherz> I never did texturing in blender myself
L1239[06:50:15] ⇦ Quits: codahq (~codahq@c-174-52-130-121.hsd1.ut.comcast.net) (Ping timeout: 198 seconds)
L1240[06:50:16] <McJty> Go to edit mode, select 'a' to select all tris or manually select the tris you want to texture
L1241[06:50:31] <McJty> Then press 'u' and chose a texture method. Reset usually works if you want a perfect quad match
L1242[06:50:36] <McJty> In the uv editing window you can load a texture
L1243[06:50:37] <roxox1> http://pastebin.com/Rwt2Njtz ?
L1244[06:50:50] <McJty> And actually move uv vertices around using same selection principles
L1245[06:52:27] <diesieben07> roxox1, you should probably check for null NBT stacks
L1246[06:52:33] <diesieben07> not nbt stacks...
L1247[06:52:35] <diesieben07> ItemStacks
L1248[06:52:58] <roxox1> Ok, other than that, is the code correct? I feel like it's too easy
L1249[06:53:14] <roxox1> Not that I find it easy, but I was expecting some complex algorithm bs
L1250[06:53:21] <diesieben07> lol no it is correct
L1251[06:54:00] <sham1> We usually don't want to do complex algo BS unless we have to
L1252[06:54:16] <McJty> Simple is Beautiful
L1253[06:54:23] <sham1> ^
L1254[06:54:45] <sham1> Yet I decided to ditch scala, so I am conflicted :C
L1255[06:54:51] <terribleperson> alright, downloading gimp to make the texture so I can SEE my mapping..
L1256[06:55:06] <McJty> Scala is both simple and complex
L1257[06:55:13] <sham1> Hey
L1258[06:55:17] <roxox1> Anybody know how to get the NBTBase type id? I assume there is an enum/list of finals somewhere
L1259[06:55:24] <sham1> I made a Web server in haskell
L1260[06:55:32] <sham1> I think I'll survive
L1261[06:55:36] <PaleoCrafter> I'd have expected the standard 'ew, Scala' answer
L1262[06:55:44] <roxox1> ew, Scala
L1263[06:55:52] <sham1> There you go
L1264[06:55:58] <roxox1> :)
L1265[06:56:30] <sham1> But 1.8.8 was the reason why I decided to do it
L1266[06:56:55] <PaleoCrafter> Generics? :P
L1267[06:57:03] <sham1> That and the fact that I can use java lambdas where scala says "no can do"
L1268[06:57:10] <terribleperson> heeey gimp still takes all eternity to look for fonts on first startup
L1269[06:57:40] <terribleperson> well okay that was actually pretty fast.
L1270[06:57:46] <sham1> Like I could make my implicit converter from scala functions to runnable and stuff but meh
L1271[06:57:49] <terribleperson> recommended texture format?
L1272[06:57:55] <sham1> Png
L1273[06:57:56] <McJty> PNG
L1274[06:58:14] <sham1> And yes paelo
L1275[06:58:19] <sham1> Generics
L1276[06:58:33] <PaleoCrafter> Oi, first scala 2.12 RC at end of Q2 :O
L1277[06:58:46] <McJty> Generics + Lambda are making my 1.8.9 modding so much nicer.
L1278[06:59:02] <sham1> Ye
L1279[06:59:24] ⇦ Quits: VikeStep (~VikeStep@101.184.165.77) (Quit: Leaving)
L1280[06:59:38] <roxox1> NBTCompound requires an int as it's second argument (NBTBase Type). How can I find this?
L1281[07:00:04] <diesieben07> wat
L1282[07:00:07] <sham1> Constants.NBT
L1283[07:00:13] <PaleoCrafter> But the only real problem in Scala are the raw types and (what I've found, at least) arrays
L1284[07:00:19] <sham1> tag.getTagList
L1285[07:00:20] <roxox1> Ah, I followed the code along, and found that private byte tagType = 0;
L1286[07:00:29] <sham1> Raw types suck in scala
L1287[07:00:39] <diesieben07> Raw types suck period
L1288[07:00:44] <PaleoCrafter> Because they shouldn't be a thing ;)
L1289[07:00:45] <sham1> True
L1290[07:00:47] <PaleoCrafter> ^
L1291[07:01:24] <terribleperson> why is the gimp doing edge softening on my bucket fill?
L1292[07:01:41] <sham1> Antialias
L1293[07:01:50] <PaleoCrafter> Just wait for the dotty stuff to get into mainstream, it'll have better raw type support, iirc
L1294[07:02:20] <PaleoCrafter> (Basically existential types will be no more)
L1295[07:02:38] <terribleperson> sham1: yep, AA in the selection tool
L1296[07:03:13] <terribleperson> ew. a 16x16 portal texture is going to be ugly as hell
L1297[07:03:14] <sham1> And the fact that I have to do my enums in java makes me Nope.Avi very quickly...
L1298[07:03:32] <diesieben07> are they fixing that in 2.12?
L1299[07:04:37] <wlhlm> Hi, I'm working on a custom WorldType/generator. Is it possible to force the initial spawnpoint to specific coordinates? I tried using world.setSpawnPoint(), but that doesn't seem to affect anything.
L1300[07:05:33] <PaleoCrafter> You don't, sham1? Oo
L1301[07:05:43] <sham1> Wait what
L1302[07:05:45] <PaleoCrafter> Don't think so, diesieben07
L1303[07:05:50] <diesieben07> ok then :D
L1304[07:05:58] <diesieben07> not switching then.
L1305[07:06:05] <sham1> Wyen did they add enums
L1306[07:06:06] <PaleoCrafter> Odersky doesn't deem it necessary
L1307[07:06:22] <diesieben07> odersky can go fuck himself
L1308[07:07:21] <PaleoCrafter> Eh, be brought you generics, so shush :P
L1309[07:07:34] <diesieben07> meh
L1310[07:07:50] <sham1> Did he also do erasure?
L1311[07:08:00] <PaleoCrafter> Nope
L1312[07:08:18] <PaleoCrafter> Pizza didn't erase, iirc
L1313[07:08:46] <PaleoCrafter> It also added pattern matching, but that unfortunately didn't make it into Java
L1314[07:08:50] <terribleperson> so a 16x16 portal texture is ugly as hell. Any suggestions? what are the limitations on textures in the atlas?
L1315[07:09:08] <sham1> Powers of 2 and square
L1316[07:09:32] <terribleperson> okay, that's pretty simple. now.. what are the SANE limits?
L1317[07:09:48] <sham1> No idea
L1318[07:09:49] <terribleperson> what is the point at which people will go "wow that guy's an asshole for using a texture that big"
L1319[07:10:05] <ThePsionic> 1024px or so? :P
L1320[07:10:13] <PaleoCrafter> You shouldn't make it too big though, as the atlas packs textures in squares the size of the largest individual texture
L1321[07:10:14] <ThePsionic> Generally 32px is fine
L1322[07:10:19] <PaleoCrafter> iirc
L1323[07:10:20] <wlhlm> terribleperson: look at gemmary xD
L1324[07:11:48] <sham1> But yeah, scala could have enums and after that it would be pretty much perfect
L1325[07:11:55] <PaleoCrafter> Jesus Christ
L1326[07:12:17] <PaleoCrafter> http://www.curse.com/mc-mods/minecraft/238256-gemmary#t1:screenshots
L1327[07:12:18] <terribleperson> paleo: what's the largest texture that's in the atlas normally?
L1328[07:12:20] <sham1> Java compatible enums that it
L1329[07:12:24] <PaleoCrafter> Look at that art
L1330[07:12:29] <terribleperson> wow
L1331[07:12:45] <PaleoCrafter> Probably 16 in vanilla, terribleperson
L1332[07:12:45] <ThePsionic> Wait
L1333[07:12:53] <ThePsionic> Did they just take Google Images results
L1334[07:12:58] <ThePsionic> And put them in Minecraft
L1335[07:13:06] <PaleoCrafter> Looks like it
L1336[07:13:10] <terribleperson> that's kinda what that looks like yeah
L1337[07:13:14] <ThePsionic> I'm laughing so hard
L1338[07:13:17] <PaleoCrafter> The ores though
L1339[07:13:20] <ThePsionic> "Artist: Allinkhantzeyar123456789"
L1340[07:13:22] <ThePsionic> yeah sure
L1341[07:13:23] <terribleperson> paleo: are mob textures not in the atlas?
L1342[07:13:32] <PaleoCrafter> They literally masked just these images
L1343[07:13:56] <PaleoCrafter> Don't think entities get stitched, no
L1344[07:14:11] <terribleperson> ew. alright, I guess I'll stick with 16x16
L1345[07:14:58] <PaleoCrafter> You can technically have multiple 16x16 textures
L1346[07:14:59] <terribleperson> well
L1347[07:15:01] <terribleperson> or i could bind it
L1348[07:15:07] <PaleoCrafter> And just subdivide your plane
L1349[07:16:44] ⇦ Quits: SomeGuyInATree (~SomeGuyIn@27-33-21-244.tpgi.com.au) (Quit: Leaving)
L1350[07:18:54] ⇨ Joins: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net)
L1351[07:20:15] ⇨ Joins: Skuli (~Skuli@107.170.86.178)
L1352[07:21:34] *** zz_SnowShock35 is now known as SnowShock35
L1353[07:22:00] <terribleperson> ugh
L1354[07:22:12] <terribleperson> 256x256 is where it starts looking nice
L1355[07:25:36] <gigaherz> then you'll want a separate texture
L1356[07:25:50] *** big_Xplosion is now known as big_Xplo|AFK
L1357[07:29:00] <terribleperson> and just bind it?
L1358[07:31:18] *** Keridos|away is now known as Keridos
L1359[07:31:29] <gigaherz> yep you bind the resourcelocation, mc takes care of the loading
L1360[07:31:44] <gigaherz> bbl
L1361[07:31:47] *** gigaherz is now known as ghz|afk
L1362[07:37:30] <AEnterprise> could someone explain to me what this new "capabilities" system if forge is suposed to be and how it could/should be used?
L1363[07:39:05] <AEnterprise> i've seen commits and people refering to it but i can't find an explanation of what it actually is
L1364[07:40:04] <fry> instead of checking (tileEntity instanceof IInventory), you would query the capability instead
L1365[07:40:22] <fry> same for ISomeMagicalEnergyModProvider
L1366[07:40:24] <fry> e.t.c.
L1367[07:40:25] <sham1> How would that work
L1368[07:40:42] <fry> it already does work
L1369[07:40:58] <sham1> Well, how does it work
L1370[07:40:59] <AEnterprise> any documentation or something similar on it then?
L1371[07:41:07] <sham1> ^
L1372[07:41:32] <fry> read the source :P
L1373[07:41:35] <AEnterprise> as google isn't showing anything to me, might be because it's a new thing and to low in the results list to be found but i can't find anything about it
L1374[07:41:43] <sham1> care to example
L1375[07:41:44] <fry> yes, it's very new
L1376[07:42:19] <fry> this is most likely how inventories would be handled: https://github.com/MinecraftForge/MinecraftForge/pull/2385
L1377[07:42:44] <fry> (if you want an example of capability implementation)
L1378[07:43:19] <AEnterprise> reading through the forge sources to figure things out isn't always that easy, i don't know much about the massive codebase, also it's filled with obfuscated functions and that doesn't help eighter
L1379[07:45:36] ⇦ Quits: PrinceCat (~PrinceCat@124-170-179-128.dyn.iinet.net.au) (Quit: My Mac has gone to sleep. ZZZzzz…)
L1380[07:45:38] <AEnterprise> so there's the 'getCapability' function that you pass the class of the capability you are trying to get and if it has the capability it returns it?
L1381[07:46:00] <sham1> https://github.com/rwtema/MinecraftForge/blob/master/src/test/java/net/minecraftforge/test/TestCapabilityMod.java
L1382[07:46:16] <sham1> so they are in if I understand you correctly fry
L1383[07:46:55] <AEnterprise> fry: i only see one problem with this: we'll still have to check for both for compatibility
L1384[07:48:14] *** V is now known as Vigaro
L1385[07:48:32] ⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L1386[07:48:59] ⇦ Quits: Cypher|Away (~Cypher121@fox.cypher.coffee) (Ping timeout: 198 seconds)
L1387[07:49:10] ⇦ Quits: athie (~athaudia@athaudia.com) (Ping timeout: 189 seconds)
L1388[07:50:03] ⇦ Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote host closed the connection)
L1389[07:52:58] <fry> yes, they are in
L1390[07:53:14] <fry> AEnterprise: check for both?
L1391[07:53:44] <AEnterprise> for example for the itemhandler in that pr, we'll have to check for both the capability and fall back to IInventory if not present
L1392[07:54:16] <fry> for now - yes
L1393[07:54:17] <AEnterprise> and i guess the intention is that mod api's don't provide interfaces anymore but capabilities instead?
L1394[07:54:37] <sham1> #InternalAPI
L1395[07:54:38] <fry> just like you have to fallback to IInventory if ISidedInventory is not present
L1396[07:54:53] <fry> and yes, the intention is for mods to only provide capabilities
L1397[07:55:13] <AEnterprise> i'm doing that ISided and the IInventory but lots of mods don't sadly
L1398[07:55:29] <sham1> Well if for instance we get a capability for fluid containers
L1399[07:55:39] <sham1> How would that work as far as the TE is concirned
L1400[07:56:29] <fry> here's the commit that added caps: https://github.com/MinecraftForge/MinecraftForge/commit/17db34ae31f281221b661b72b6831880ce31116b
L1401[07:57:08] <sham1> "INBTSerializable"
L1402[07:57:17] <sham1> nice
L1403[07:57:38] <fry> from my understanding, ideally, you should store the capability in the field
L1404[07:58:05] <fry> and do something like if(capability == SOME_CAPABILITY) return this.capabilityInstance;
L1405[07:58:17] ⇨ Joins: kimfy (~kimfy___@74.141.16.62.customer.cdi.no)
L1406[07:58:18] <sham1> This is so confusing :P
L1407[07:58:25] <AEnterprise> if this is to be used in api's i think some kind of wiki/doc thing will be needed as it'll probably become a mess otherwise
L1408[07:58:35] <fry> yes, docs are needed
L1409[07:58:44] <sham1> speaking of docs
L1410[07:58:50] <fry> this thing is barely a week old, give it time :P
L1411[07:59:23] <AEnterprise> alright, just heard people talk about it so wanted to know what it is for in case it's something i should be using in my 1.8.9 mod
L1412[07:59:32] <sham1> I'd use it
L1413[07:59:42] <sham1> If I would understand it
L1414[08:00:07] <AEnterprise> for now i don't realy need it yet so i'm not gona use it yet as my mod doesn't have an api for others to use at this point
L1415[08:00:35] <roxox1> Starting to get close to a release version for my mod :0
L1416[08:00:37] <AEnterprise> so i'll wait with looking into it in depth until later so it gets time to be fully fleshed out
L1417[08:00:43] <roxox1> Thanks again guys for all the help
L1418[08:00:52] <sham1> No problemino
L1419[08:03:43] ⇦ Quits: shishire (~shishire@pool-100-0-201-44.bstnma.fios.verizon.net) (Ping timeout: 194 seconds)
L1420[08:10:21] <Lordmau5> Uhm
L1421[08:10:37] <Lordmau5> Why does "Fluid.getLocalizedName" require a "FluidStack" parameter, if it's not going to use it anyway?
L1422[08:11:19] <McJty> Some implementations might use it
L1423[08:11:23] <Lordmau5> urgh
L1424[08:11:27] <Lordmau5> so passing null is a bad idea >_>
L1425[08:11:35] <McJty> Probably
L1426[08:11:38] <Lordmau5> grr... alright then
L1427[08:11:49] <Lordmau5> Was just wondering :p
L1428[08:11:51] <sham1> Optiona <.<
L1429[08:12:03] <sham1> fail
L1430[08:12:12] <Lordmau5> Optiona!
L1431[08:12:19] <sham1> Optional :P
L1432[08:13:04] ⇨ Joins: KanoCodex (~Giratina5@2604:180:0:368::bcd8)
L1433[08:13:12] <Lordmau5> so what, I gotta do a bloody FluidStack with amount of 1000 just to make other people happy that rely on that function or something?
L1434[08:13:31] <fry> why are you calling it anyway?
L1435[08:13:44] <Lordmau5> Locking tanks to fluids - I want to show the localized fluid name
L1436[08:14:04] <luacs1998> generating a forge workspace
L1437[08:14:13] <Lordmau5> e.g. like this, fry https://i.lordmau5.com/1453299247-563
L1438[08:14:20] <luacs1998> updating my sign event PR
L1439[08:14:27] <luacs1998> then maybe i'll look into slot events
L1440[08:14:46] <luacs1998> fry, would there be any interest in an event that fires whenever the contents of an inventory slot is changed?
L1441[08:14:57] <fry> no idea
L1442[08:15:10] <fry> don't know much about inventories
L1443[08:16:06] <fry> Lordmau5: well, you can call StatCollector.translateToLocal(fluid.getUnlocalizedName())
L1444[08:16:19] <Lordmau5> But then I'm not relying on stuff properly again, am I?
L1445[08:16:35] <Lordmau5> I changed my implementation to "FluidRegistry.getFluidStack(tag.getString(...), 1000);" now
L1446[08:16:39] <Lordmau5> as in, returning the FluidStack
L1447[08:17:19] ⇦ Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Remote host closed the connection)
L1448[08:20:33] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L1449[08:20:44] ⇨ Joins: Nitrodev (~Nitrodev@dcx0f0ydvct5z248x6z0t-3.rev.dnainternet.fi)
L1450[08:22:18] <Lordmau5> I'm coding too much stuff again... seeing the word "fluid" all the time, I'm currently unsure of whether or not it is actually a real word...
L1451[08:23:15] *** AEnterprise is now known as AEnterpriseAFK
L1452[08:24:14] <roxox1> lol.
L1453[08:24:18] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout: 198 seconds)
L1454[08:24:22] <sham1> it is
L1455[08:24:40] <sham1> It is a word that describes both liquids and gasses because they are fluid
L1456[08:24:44] <sham1> They move fluidly
L1457[08:24:51] <roxox1> Ik how you feel. I just went to the fridge to get some pop, and started trying to decipher what flavour they were by their NBT Tags.
L1458[08:25:04] <sham1> >pop
L1459[08:25:30] <roxox1> I'm from the UK, I don't actually use the word pop, but the internet is american.
L1460[08:25:47] <sham1> Well I am Finn and I never hear that word used
L1461[08:25:49] <sham1> Like ever
L1462[08:26:02] <Quetzi> pop is a northern term for it
L1463[08:26:02] <roxox1> It's american's word for fizzy drinks.
L1464[08:26:05] <sham1> I usually just hear the brand
L1465[08:26:10] <sham1> I know what it is
L1466[08:27:23] <roxox1> Anyway... I'm trying to save player NBT when they die. I have an event which is called on death, this get's the players current NBT and puts it into a hashmap temporarily
L1467[08:28:02] <roxox1> When I get the NBT back out of the hashmap when the player respawns, I get the correct NBT stuff that I want
L1468[08:28:04] <sham1> PlayerEvent.Clone is the event you want
L1469[08:28:33] <roxox1> However, immediately after that, I do a check to see if I owe the player any items (via the NBT tags), and it gives the wrong value
L1470[08:29:14] <roxox1> My apologies, the NBT data that comes out of the hashmap is incorrect.
L1471[08:29:29] <roxox1> Oh no wait, it's not
L1472[08:29:30] <roxox1> Sorry
L1473[08:29:50] <sham1> https://github.com/coolAlias/Tutorial-Demo/blob/master/src/main/java/tutorial/TutEventHandler.java#L56
L1474[08:30:03] <sham1> That's how you copy NBT over with IEEP
L1475[08:30:49] <roxox1> Wait. What the hell. I'm sitting here storing shit into a hashmap and everything, and the entire thing can be done in one line?
L1476[08:31:10] <sham1> Yep :p
L1477[08:31:23] <roxox1> Goddamn, I need to stop trying to figure stuff out myself
L1478[08:31:42] <sham1> Try to figure out and if you don't know the answer then we will
L1479[08:31:46] <sham1> Someone WILL know
L1480[08:32:54] <sham1> Speaking of
L1481[08:33:41] ⇨ Joins: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L1482[08:33:58] <sham1> I am having a real hard time figuring out this capability nonsense
L1483[08:35:11] *** Vigaro is now known as V
L1484[08:37:06] <luacs1998> !gm 180434 1.8.9
L1485[08:38:13] <simon816> Is JsonToNbt supposed to handle _real_ JSON?
L1486[08:38:26] <simon816> it doesn't seem to handle quotes properly
L1487[08:38:34] <sham1> define "Real JSON"
L1488[08:38:35] <masa> Dagarath: oh ok (a little late reply :p)
L1489[08:38:45] <sham1> BEcause any Non-javascript JSON is not real
L1490[08:38:58] <simon816> real json {"key":1}
L1491[08:39:06] <roxox1> Will PlayerClone event run before the PlayerRespawnEvent?
L1492[08:39:29] <simon816> but it takes the quotes literally
L1493[08:40:39] <simon816> so calling nbt.getInteger("key") returns 0
L1494[08:40:52] <simon816> but nbt.getInteger("\"key\"") returns 1
L1495[08:41:05] ⇦ Quits: Neon (~Neon@p200300750D1F0B0090E2D5C6609AB7C8.dip0.t-ipconnect.de) (Quit: Leaving)
L1496[08:48:09] *** Keridos is now known as Keridos|away
L1497[08:50:42] ⇦ Quits: thor12022 (thor12022@205.175.226.97) (Quit: http://www.kiwiirc.com/ - A hand crafted IRC client)
L1498[08:50:52] ⇨ Joins: thor12022 (thor12022@205.175.226.97)
L1499[08:51:32] ⇦ Quits: Hunterz (~hunterz@2001:af0:8000:1c01:6af7:28ff:fe37:5d6a) (Quit: Leaving.)
L1500[08:53:17] <yopu> Hey guys, is "onPostBlockPlaced" gone? Or just rolled into "onBlockPlacedBy"?
L1501[08:55:21] ⇦ Quits: alex_6611 (~alex_6611@p5DC168CE.dip0.t-ipconnect.de) (Ping timeout: 198 seconds)
L1502[08:56:48] <terribleperson> simon: is there no way to just escape the whole thing?
L1503[08:57:26] <simon816> I could strip quotes (") but that's a bad idea
L1504[08:57:55] <simon816> alternatively I can just use Gson
L1505[08:58:21] <simon816> but JsonToNBT is missleading if it does not accept real JSON
L1506[08:58:55] ⇨ Joins: Saereth (~Saereth@vm.solardirect.com)
L1507[09:02:06] <terribleperson> that is a little weird.
L1508[09:02:31] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be)
L1509[09:12:46] <sham1> Well in JS you can have properties like {"property": "value"}
L1510[09:13:22] <sham1> So yeah, you have to escape them with"real json"
L1511[09:15:09] <luacs1998> why am i getting this when i start the client http://puu.sh/mCS7i/5449f09e86.txt
L1512[09:15:13] <luacs1998> nothing but forge and fml
L1513[09:15:21] <luacs1998> clean workspace, usign gradlestart
L1514[09:17:59] ⇨ Joins: Chew (sid35940@id-35940.ealing.irccloud.com)
L1515[09:18:05] <luacs1998> it started properly once, now this -.-
L1516[09:18:34] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1517[09:21:52] ⇨ Joins: athie (~athaudia@athaudia.com)
L1518[09:22:19] <Skuli> I remember seeing that error ages and ages ago
L1519[09:22:35] <Skuli> it was a java version issue as I recall? Like early 1.8 java problem?
L1520[09:22:45] <luacs1998> i'm running 8u66
L1521[09:22:48] <Skuli> doubtful it's your problem though
L1522[09:22:49] <Skuli> yeah
L1523[09:23:01] *** willieaway is now known as williewillus
L1524[09:23:40] <luacs1998> trying another JDK anyway
L1525[09:23:53] <luacs1998> thank god i didn't uninstall jdk7
L1526[09:24:59] <Skuli> Maybe a mod version issue
L1527[09:25:04] <Skuli> I don't really know, sorry
L1528[09:25:10] <Skuli> i just remember encoutnering that a lot a while back
L1529[09:25:35] <luacs1998> oh what the fuck
L1530[09:25:47] <luacs1998> i just realized intellij was compiling for java 1.3 compatibility -.-
L1531[09:25:53] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L1532[09:25:56] <Skuli> well
L1533[09:25:59] <terribleperson> lol
L1534[09:26:52] <Skuli> Tell 1999 i said hello
L1535[09:27:06] <terribleperson> yep
L1536[09:27:14] <terribleperson> that's way fucking older than minecraft itself
L1537[09:27:43] <Skuli> It's way older than most people who PLAY minecraft
L1538[09:28:03] ⇨ Joins: TechDG (~TechDweeb@2601:1c0:5100:35f6:5032:b543:daf4:6747)
L1539[09:28:04] <terribleperson> yep
L1540[09:28:08] <Skuli> I do feel better knowing that it actually was a perverted sort of java version error
L1541[09:28:16] <Skuli> my gut instinct was right!
L1542[09:28:20] <terribleperson> java 5.0 (effectively 1.5) is older than minecraft
L1543[09:28:39] ⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Ping timeout: 198 seconds)
L1544[09:28:57] <TechDG> sooo I have an issue. When my mod is in eclipse everything works just fine, but when I compile the machine's gui doesn't haev its texture and it isnt processing items
L1545[09:29:00] *** big_Xplo|AFK is now known as big_Xplosion
L1546[09:30:47] <TechDG> wait might have found the issue
L1547[09:31:28] <TechDG> nope
L1548[09:31:42] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:cc3:c738:1a92:6bb3)
L1549[09:32:15] ⇦ Quits: Firedingo (~Firedingo@101.175.16.213) (Ping timeout: 198 seconds)
L1550[09:32:16] ⇦ Quits: McJty (~McJty@bluecoat2.uzleuven.be) (Quit: Poof)
L1551[09:32:22] <TechDG> any ideas?
L1552[09:33:09] <TechDG> actually its jsut the texture
L1553[09:33:17] <TechDG> forgot in testing it wasnt running cuz no RF xD
L1554[09:33:37] <Skuli> well I don't code but I'd guess it's looking for your texture in the wrong location
L1555[09:33:38] <luacs1998> lol
L1556[09:33:46] <TechDG> skuli how come it works in eclipse then
L1557[09:33:50] <TechDG> thats what I dont get
L1558[09:33:59] <TechDG> adn the other textures work fine
L1559[09:35:45] ⇨ Joins: Firedingo (~Firedingo@101.175.8.236)
L1560[09:40:03] <TechDG> got it :D ty
L1561[09:40:08] <TechDG> well ty myself :P
L1562[09:40:30] <TechDG> except dont got the energy bar :/
L1563[09:41:30] ⇦ Quits: TechDG (~TechDweeb@2601:1c0:5100:35f6:5032:b543:daf4:6747) (Quit: Leaving)
L1564[09:42:16] ⇨ Joins: shadekiller666 (~shadekill@adsl-108-71-38-112.dsl.lsan03.sbcglobal.net)
L1565[09:55:19] ⇨ Joins: alex_6611 (~alex_6611@p5DC168CE.dip0.t-ipconnect.de)
L1566[09:55:59] <luacs1998> https://github.com/MinecraftForge/MinecraftForge/pull/2391 thoughts?
L1567[09:56:21] ⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L1568[10:00:24] ⇨ Joins: Hgreb (~Hgrebnedn@d8d872d48.access.telenet.be)
L1569[10:01:12] <williewillus> are recipes supposed to be done in init?
L1570[10:02:24] ⇦ Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be) (Ping timeout: 198 seconds)
L1571[10:03:38] *** Ash|Work is now known as Ashlee
L1572[10:04:12] <sham1> Yes
L1573[10:09:29] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L1574[10:09:53] *** kroeser is now known as kroeser|away
L1575[10:10:53] *** AEnterpriseAFK is now known as AEnterprise
L1576[10:10:57] ⇨ Joins: Cooler (~CoolerExt@117.201.139.149)
L1577[10:11:14] ⇨ Joins: Brokkoli (~Brokkoli@x55b03883.dyn.telefonica.de)
L1578[10:11:41] ⇦ Quits: Cooler (~CoolerExt@117.201.139.149) (Client Quit)
L1579[10:13:12] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout: 198 seconds)
L1580[10:19:10] *** Abrar|gone is now known as AbrarSyed
L1581[10:21:18] ⇨ Joins: Mowmaster (~Mowmaster@2600:1014:b10e:fd6b:e813:8ea8:9eb5:76f1)
L1582[10:23:46] ⇦ Quits: Mowmaster_Mobile (~Mowmaster@2600:1014:b10a:8658:4cb0:57e2:88e:1d02) (Ping timeout: 186 seconds)
L1583[10:26:01] <roxox1> Is there a limit to how much stuff I put in a players NBT?
L1584[10:26:45] <diesieben07> Using IEEP
L1585[10:26:56] <diesieben07> Then no :p
L1586[10:27:48] <roxox1> Ok, I was getting worried. Starting to store quite a few things in there
L1587[10:28:27] <roxox1> K/D, Killstreaks, skulled, saved items, owed items..etc
L1588[10:28:44] ⇨ Joins: rhilenova (webchat@mb-129-83-31-2.mitre.org)
L1589[10:29:01] <diesieben07> Of course there's always hard limits like hdd space and ram
L1590[10:29:31] <roxox1> Oh, I doubt a couple int's is going to bother HDD and ram :P. Was more worried if the NBT had a specific limit
L1591[10:29:31] <Skuli> Back up the current map in each player's nbt as a safeguard.
L1592[10:29:37] <roxox1> lol ^
L1593[10:30:00] <roxox1> Wait, that's not a bad idea if it was only used for like, one player (admin)
L1594[10:30:29] <Skuli> you know that might actually be interesting for like a "private dimension" mod
L1595[10:30:34] <Skuli> a chunk is what, 7 - 10k?
L1596[10:30:54] <roxox1> I think AE does something like that, but uses the items NBT data
L1597[10:30:59] <diesieben07> Backup the world inside itself. Great idea
L1598[10:31:18] <roxox1> Oh, NBT is stored in the world files? I figured it would be stored in the player files.
L1599[10:31:34] <diesieben07> Well those are part of the world.
L1600[10:31:34] <williewillus> AE's personal dimension thing is a real dimension
L1601[10:31:40] <williewillus> the item just stores the dim number
L1602[10:31:48] <roxox1> Oh.
L1603[10:31:51] <Skuli> yeah I wonder if it'd be possible to have like a meta-dimension
L1604[10:31:59] <Skuli> And just build it out of the dim data stored in the player file
L1605[10:32:07] <Skuli> just ruminating is all.
L1606[10:32:21] <Skuli> one of the big complains with dimdoors was that you end up with 10,000 dimensions on your server
L1607[10:32:27] <Skuli> *complaints
L1608[10:32:57] <roxox1> Someone was pitching an idea to me for a ghost world earlier today. Wherein every player is theoretically in the same world, but they cannot see each other.
L1609[10:33:07] *** williewillus is now known as willieaway
L1610[10:34:57] ⇨ Joins: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L1611[10:35:39] ⇨ Joins: AndersBillLind (~anders@217-211-66-29-no23.tbcn.telia.com)
L1612[10:37:46] ⇦ Quits: sciguyryan (~sciguyrya@37.48.86.178) (Remote host closed the connection)
L1613[10:42:51] *** AEnterprise is now known as AEnterpriseAFK
L1614[10:43:13] <AndersBillLind> I want to "place" a stack on a block and when someone places it, a whole building is built
L1615[10:45:11] <modmuss50> How would I go about finding the model definition location of an item?
L1616[10:45:55] ⇨ Joins: codahq (~codahq@c-174-52-130-121.hsd1.ut.comcast.net)
L1617[10:46:29] *** Curle|Gone is now known as Curle
L1618[10:47:13] <shadekiller666> this guy built a real life light saber: https://www.youtube.com/watch?v=M1lPz7uqFHo
L1619[10:47:30] *** kroeser|away is now known as kroeser
L1620[10:47:31] <modmuss50> ive got it now, sorry :)
L1621[10:47:44] <Curle> Anders, onRightClick of the block, check the item stack, if it has >63, remove the block and build the structure
L1622[10:48:41] <AndersBillLind> I start with just placing a block of dirt, do I have to create a BlockDirt instance?
L1623[10:48:59] <AndersBillLind> It does not even have a visible ctor
L1624[10:50:04] <Curle> You've lost me already. What do you mean, DirtBlock instance? If you have a defined block, that you place in the world and right-click with a stack of blocks to build a structure, then it's like 10 lines of code
L1625[10:50:15] <Curle> If not, then explain :P
L1626[10:50:46] <AndersBillLind> Ah, I see that BlockDirt only has one instance, it is not representing a block of dirt
L1627[10:50:58] <Curle> ...
L1628[10:51:09] <AndersBillLind> Only part of registration, as items
L1629[10:54:12] <masa> every block and item class only have one instance
L1630[10:55:45] <sham1> nope
L1631[10:56:09] <masa> ?
L1632[10:56:11] <sham1> You can have multiple instances of the same block or item
L1633[10:56:34] <sham1> or the same block or item class
L1634[10:56:44] <AndersBillLind> You never told us in which occasions
L1635[10:56:45] <sham1> For reference, look at stone
L1636[10:56:51] <AndersBillLind> ok?
L1637[10:57:30] <sham1> All those stone variants are instances of BlockStone
L1638[10:57:53] <diesieben07> Think of a block instance as block type. That's the best explanation I can give
L1639[10:58:14] <AndersBillLind> I searched for extends BlockStone, did not get any hits, you only try to confuse :)
L1640[10:58:53] <sham1> <AndersBillLind> I searched for extends BlockStone, did not get any hits, you only try to confuse :)
L1641[10:58:56] <sham1> No
L1642[10:59:00] <AndersBillLind> Whats more confusing is that there is World.setBlockToAir(), but not World.setBlockTo(Block b);
L1643[10:59:04] <sham1> instance != class
L1644[10:59:18] <sham1> And also, World.setBlockState(pos)
L1645[10:59:24] <AndersBillLind> I do not appreciate getting quoted on irc
L1646[10:59:24] <Curle> anders, it's world.setBlock(x, y, z, block)
L1647[10:59:33] <AndersBillLind> Really?
L1648[10:59:39] <AndersBillLind> How did I miss that
L1649[10:59:45] <sham1> wait
L1650[10:59:52] <sham1> U ON 1.7.x!?
L1651[10:59:56] <Curle> wot
L1652[11:00:07] <Curle> I'm certain that's 1.8
L1653[11:00:07] <AndersBillLind> world.setBlock does not come up
L1654[11:00:13] <AndersBillLind> I am on 1.8
L1655[11:00:13] <Curle> Oh?
L1656[11:00:13] <Curle> Well, shit
L1657[11:00:17] <Curle> So am I
L1658[11:00:19] <Curle> :P
L1659[11:00:22] <sham1> there is no such thing in 1.8 as setBlock
L1660[11:00:32] <sham1> you set your blockstate
L1661[11:00:37] <AndersBillLind> I already concluded that, but thanks for telling :)
L1662[11:00:41] <AndersBillLind> Ah, ok
L1663[11:00:42] <Curle> :P
L1664[11:00:45] <shadekiller666> fry, i found a fairly complicated bug, and i have no idea how to fix it
L1665[11:00:58] <Curle> That has really confused me, I'll have to reconsider my modding career
L1666[11:01:01] <Curle> :P
L1667[11:01:56] *** Drull|zzz is now known as Drullkus
L1668[11:02:53] <shadekiller666> fry: specifically, if a model has vertices that are outside of 0..1, the block breaking animation doesn't get rendered correctly: https://www.youtube.com/watch?v=3p6wsdVTvw8
L1669[11:03:00] <roxox1> If I want to draw something over a players head, and have all players see it, would I be correct in using RenderLivingEvent?
L1670[11:03:23] <AndersBillLind> Is there something like a midding career?
L1671[11:03:28] <AndersBillLind> oops, modding :)
L1672[11:03:34] <roxox1> Game Development.
L1673[11:03:42] <Curle> Well, yea. I was joking fyi.
L1674[11:04:06] <Curle> I did actually join a company where I literally got paid for making a mod for the team to use in their spare time
L1675[11:04:38] ⇦ Quits: rhilenova (webchat@mb-129-83-31-2.mitre.org) (Ping timeout: 204 seconds)
L1676[11:04:58] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout: 186 seconds)
L1677[11:05:14] ⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Quit: Nii-san is watching you.)
L1678[11:05:18] ⇨ Joins: Temportalist (uid37180@id-37180.charlton.irccloud.com)
L1679[11:05:21] <AndersBillLind> :)
L1680[11:05:32] <Curle> o/ temp
L1681[11:06:08] <modmuss50> actually, How would I find the Model definition location for a stack?
L1682[11:07:22] <Temportalist> \o
L1683[11:08:09] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1684[11:08:31] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L1685[11:09:28] <roxox1> Is there any way to tell the client to render something without the client having the mod installed?
L1686[11:09:52] <Curle> ^ This. I'll need this too.
L1687[11:10:16] <roxox1> Trying to make a skull appear above skulled players heads
L1688[11:10:17] <roxox1> :P
L1689[11:10:30] ⇦ Quits: Wastl2 (~Wastl2@f053014088.adsl.alicedsl.de) (Quit: Lost terminal)
L1690[11:10:35] <Curle> I'm making just a general server-side utility mod
L1691[11:10:35] <Temportalist> roxox1: why not make it a univeral mod?
L1692[11:10:38] <AndersBillLind> Hm, BlockState does not implement IBlockState, confusing
L1693[11:10:43] <Temportalist> AndersBillLind: yes
L1694[11:10:45] <Temportalist> it is
L1695[11:10:58] <Temportalist> BlockState lets you fetch an IBlockState
L1696[11:11:06] <shadekiller666> AndersBillLind, they're two different things
L1697[11:11:12] <Temportalist> Yeah....
L1698[11:11:18] <shadekiller666> BlockState is a container for IBSs
L1699[11:11:22] <AndersBillLind> But the name suggests that one implements the other
L1700[11:11:23] <roxox1> Temportalist Because this is the only part of my mod which will need client stuff. I'd rather not install the mod on the client just for one thing.
L1701[11:11:31] <roxox1> I will if I have to, but would be nice not to have to
L1702[11:12:42] <Temportalist> roxox1: you could easily make it universal and let forge take care of which side it is loaded on
L1703[11:12:54] <Temportalist> roxox1: https://twitter.com/voxcpw/status/685901382688346112
L1704[11:13:25] <AndersBillLind> world.setBlockState(pos.up(), Blocks.dirt.getDefaultState());
L1705[11:13:26] <Temportalist> roxox1: buy I think you will need to make it universal
L1706[11:13:33] <roxox1> Hmm, ok. I need to figure out how I'm going to tell my clients which players to render then
L1707[11:14:20] <ghz|afk> roxox1: "just for one thing" > 0 things, so installing the mod is worth it
L1708[11:14:21] <ghz|afk> XD
L1709[11:14:25] *** ghz|afk is now known as gigaherz
L1710[11:15:11] ⇨ Joins: sciguyryan (~sciguyrya@37.48.80.241)
L1711[11:15:17] <roxox1> I have a feeling I'm going to have to do a bunch of packety servery connectiony stuff aren't I?
L1712[11:15:30] <Temportalist> roxox1: yup
L1713[11:15:39] <roxox1> Fun times :)
L1714[11:16:45] ⇨ Joins: kimfy (~kimfy___@74.141.16.62.customer.cdi.no)
L1715[11:22:49] ⇨ Joins: Tyler__ (~Tyler__@146.187.0.39)
L1716[11:23:13] <Tyler__> Hello
L1717[11:29:14] <Temportalist> heeeeyyyy, sooooooo my IRenderFactory is called to create a Render, but the Render.doRender is never called....
L1718[11:29:40] <AndersBillLind> Can I reuse a blockstate to place two blocks?
L1719[11:29:50] <AndersBillLind> Oh, I must be able to do that, forget the question
L1720[11:29:59] <roxox1> https://twitter.com/thesamja/status/674262352796196864
L1721[11:30:02] *** Keridos|away is now known as Keridos
L1722[11:30:18] <shadekiller666> fry you here?
L1723[11:30:26] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de)
L1724[11:30:30] <sham1> UK, go home, you're drunk
L1725[11:30:31] <Curle> https://gyazo.com/97baaa338fb1361dc02e2fe839bffb8f
L1726[11:30:33] <Curle> RIP logic
L1727[11:32:17] <roxox1> Why are you still using 1.7.10 scrub?
L1728[11:32:48] <sham1> :P
L1729[11:32:57] <gigaherz> weren't you using 1.7?
L1730[11:33:21] <roxox1> Yes :(
L1731[11:33:46] <Temportalist> what is the proper way to update forge mod environment to java 1.8?
L1732[11:33:58] <gigaherz> Temportalist: in your build.gradle
L1733[11:34:09] <Temportalist> gigaherz: more explanation?
L1734[11:34:15] <gigaherz> compileJava {
L1735[11:34:15] <gigaherz> sourceCompatibility = 1.8
L1736[11:34:15] <gigaherz> targetCompatibility = 1.8
L1737[11:34:15] <gigaherz> }
L1738[11:34:22] <gigaherz> had to copy first ;P
L1739[11:34:31] <sham1> No need to have it under compileJava
L1740[11:34:36] <sham1> You can have it in the root
L1741[11:34:37] <gigaherz> yes need
L1742[11:34:47] <sham1> of your gradle file
L1743[11:34:49] <gigaherz> unless this changed in fg2.1
L1744[11:34:50] <sham1> umn, no
L1745[11:34:56] <gigaherz> I had it in the root, and it did nothing
L1746[11:35:03] <gigaherz> hadto move it inside compileJava before it actually worked
L1747[11:35:03] <gigaherz> XD
L1748[11:35:05] <Curle> roxox1: Most mods are for 1.7.10 nowadays, and my mod is designed to compliment modpacks
L1749[11:35:07] <IoP> also check ide if it does not understand vhange jdk automatically
L1750[11:35:15] <Curle> I could only find like 3 mods for 1.8
L1751[11:35:18] ⇨ Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L1752[11:35:26] <Tyler__> If I were to import net.minecraft.util.EnumFacing and attempt to use that in my code, I get an error stating I need com.google.common.base.Predicate
L1753[11:35:27] <gigaherz> Curle: lots of people are updating
L1754[11:35:40] <Curle> Not many people have been successful, then
L1755[11:35:42] <gigaherz> thaumcraft, builcraft, blood magic, rftools
L1756[11:35:58] <gigaherz> that's just the names I know off the top of my head
L1757[11:36:00] <gigaherz> I know there's more
L1758[11:36:06] <sham1> https://docs.gradle.org/current/dsl/org.gradle.api.tasks.compile.JavaCompile.html#org.gradle.api.tasks.compile.JavaCompile:sourceCompatibility
L1759[11:36:09] ⇨ Joins: SandGrainOne (~Terje@cm-84.210.171.146.getinternet.no)
L1760[11:36:16] <sham1> You just need it in the root
L1761[11:36:27] <gigaherz> I think twilight forest was getting an update also? or am I remembering wrongly?
L1762[11:36:38] <Curle> Okay, okay!
L1763[11:36:50] <Curle> I'm just going to stick with 1.7 until a proper modpack is released
L1764[11:37:02] <gigaherz> computercraft has 1.8.9,
L1765[11:37:03] <Curle> FTB is working on one atm
L1766[11:37:19] <gigaherz> randomthings, ...
L1767[11:37:22] <sham1> http://www.feed-the-beast.com/projects/ftb-unstable-1-8
L1768[11:37:22] <sham1> :P
L1769[11:37:23] <gigaherz> http://www.curse.com/mc-mods/minecraft?filter-project-game-version=1.8.9&filter-project-sort=1
L1770[11:37:23] <gigaherz> ;P
L1771[11:37:34] <Curle> Woah, what?
L1772[11:37:40] <Tyler__> Mods are far behind on versions and always will be lol
L1773[11:37:53] <gigaherz> there's a few that didn't do 1.8.9, butexist on 1.8.0
L1774[11:37:56] <gigaherz> but they are few
L1775[11:38:01] <Tyler__> Wait until 1.9 comes out
L1776[11:38:03] <gigaherz> since 1.8.9 is almost 1:1 update
L1777[11:38:11] <gigaherz> Tyler__: 1.9 won't have Forge available from launch
L1778[11:38:20] <Tyler__> I know but I'm saying
L1779[11:38:21] <gigaherz> 1.8.9 is the next major modding platform
L1780[11:38:21] <sham1> well 1.8.9 really was insignificant as far as modding is concerned
L1781[11:38:27] <Tyler__> It will take forever for mods to catch up
L1782[11:38:33] <gigaherz> sham1: yes but 1.8.0 to 1.8.8 was not
L1783[11:38:34] <sham1> So why not start now
L1784[11:38:38] <sham1> Well yeah
L1785[11:38:39] <gigaherz> Tyler__: I doubt it
L1786[11:38:39] <sham1> Generics
L1787[11:38:47] <gigaherz> the biggest hurdle was the model system
L1788[11:38:55] <Curle> What even is the differences between 1.8.0 and 1.8.9? I've seen some people literally quit forums when people refued to update to a minor version
L1789[11:38:58] <gigaherz> and that's 1.8
L1790[11:39:07] <Curle> refused*
L1791[11:39:15] <gigaherz> Curle: generics metadata
L1792[11:39:31] <gigaherz> which allows seeing "List<String>" or "Renderer<ModEntity>"
L1793[11:39:45] <gigaherz> and some changes to the tesellator's interface
L1794[11:40:01] ⇨ Joins: Seppon (~Noppes@82-168-99-26.ip.telfort.nl)
L1795[11:40:02] <gigaherz> 1.8.8 and 1.8.9 are 99% cross-compatible
L1796[11:40:07] <gigaherz> to the point forge makes an exception to allow both
L1797[11:40:23] <gigaherz> (1.8.8 mods in 1.8.9 forge, that is)
L1798[11:40:25] <sham1> Well the change between 1.8.8 and 1.8.9 was Realms stuff
L1799[11:40:29] <Temportalist> gigaherz: so add those to the build.gradle and reimport to idea?
L1800[11:40:34] <gigaherz> Temportalist:yes
L1801[11:40:35] <sham1> ye
L1802[11:40:46] <gigaherz> well no need to reimport
L1803[11:40:48] <gigaherz> just refresh gradle
L1804[11:40:58] <gigaherz> and MAYBE, set the source level in the config
L1805[11:41:12] <Temportalist> should I install java 8?
L1806[11:41:17] <gigaherz> well
L1807[11:41:19] <sham1> YES
L1808[11:41:22] <gigaherz> if you want to compile java8... of course?
L1809[11:41:27] <Temportalist> figured ahah
L1810[11:41:27] <sham1> By god yes
L1811[11:41:30] <sham1> Lambdas man
L1812[11:41:31] <gigaherz> you'll want JDK8 with JRE
L1813[11:41:32] <Temportalist> where is this?
L1814[11:41:45] <Temportalist> https://docs.oracle.com/javase/8/docs/technotes/guides/install/install_overview.html?
L1815[11:41:57] <gigaherz> http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html
L1816[11:42:01] <gigaherz> google "jdk 8"
L1817[11:42:04] <gigaherz> first link
L1818[11:42:04] <gigaherz> XD
L1819[11:42:20] <Tyler__> Hey would someone be willing to help me? I get a error saying I need com.google.common.base.Predicate, because it is indirectly referenced. I have imported net.minecraft.util.EnumFacing for working with block directions. Am I heading the right direction or am I better off directly handling block rotation?
L1820[11:42:36] <sham1> you are heading the right direction
L1821[11:42:38] <sham1> Show your code
L1822[11:43:06] <Curle> No, it's a referenced library.
L1823[11:43:12] ⇦ Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Ping timeout: 198 seconds)
L1824[11:43:20] <Curle> Do you have Scala in your build path?
L1825[11:43:29] <Curle> I had this problem too
L1826[11:43:48] *** Curle is now known as Curle|Away
L1827[11:43:48] <sham1> Why would Scala libs go mixed up with Guava?
L1828[11:43:55] <Tyler__> ^
L1829[11:43:56] <Tyler__> http://pastebin.com/2VhKqYbn
L1830[11:44:00] <Curle|Away> Oh, damn. Was typing quickly
L1831[11:44:06] <Curle|Away> GTG
L1832[11:44:15] <Tyler__> All I have right now for that class is the basics I've gotten from tutorials
L1833[11:44:42] <Tyler__> By all means tell me if I am going about this in completely the wrong way
L1834[11:44:43] <sham1> where does it need Predicate at
L1835[11:44:54] <sham1> Because this looks okay
L1836[11:44:57] <Tyler__> Line 14
L1837[11:45:08] <Tyler__> public static final PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL);
L1838[11:45:08] ⇨ Joins: Unh0lyTigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L1839[11:45:14] <sham1> Well it already has a predicate...
L1840[11:45:19] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ (GHOST command used by Unh0lyTigg)))
L1841[11:45:48] <Tyler__> The error is
L1842[11:45:51] <Tyler__> "The type com.google.common.base.Predicate cannot be resolved. It is indirectly referenced from required .class files"
L1843[11:46:07] <sham1> Something is wrong with your setup
L1844[11:46:13] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 189 seconds)
L1845[11:46:15] *** Unh0lyTigg is now known as Unh0ly_Tigg
L1846[11:46:16] <Tyler__> Gah, I figured...
L1847[11:46:25] <sham1> Because the code is like it should be
L1848[11:47:01] <Tyler__> Alright is there any guide on getting the latest version of forge and setting up Eclipse with gradle again? Because obviously the last tutorial I followed was incorrect
L1849[11:47:45] <Tyler__> Brb moving rooms
L1850[11:48:14] <FireBall1725> Tyler__: gradew setupdecompworkspace eclipse ?
L1851[11:48:40] <FireBall1725> i mean that is all i have to do, but i use idea instead of eclipse
L1852[11:48:50] <sham1> That's mah boi
L1853[11:49:58] <Temportalist> So what are Java Lambdas?
L1854[11:50:15] <sham1> https://docs.oracle.com/javase/tutorial/java/javaOO/lambdaexpressions.html
L1855[11:50:58] ⇦ Quits: Drullkus (~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net) (Remote host closed the connection)
L1856[11:51:02] <sham1> so for instance
L1857[11:51:18] ⇦ Quits: Tyler__ (~Tyler__@146.187.0.39) (Ping timeout: 198 seconds)
L1858[11:51:23] <Temportalist> so basically some fancy scala things for java?
L1859[11:51:32] <sham1> Basically
L1860[11:52:13] <PaleoCrafter> they're just a tad more efficient and produce less clutter
L1861[11:52:32] <PaleoCrafter> but that's because Java can exploit all new JVM features just fine
L1862[11:52:47] <smbarbour> That article reads very much like "Use lambda expressions to do things you could already do that look nicer to people who aren't familar with Java"
L1863[11:52:59] <sham1> Well that is because the jvm is made java in mind mostly
L1864[11:53:31] ⇨ Joins: Unh0lyTigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L1865[11:53:34] <PaleoCrafter> it's because Scala wanted to stay Java 6 compatbile for now :P
L1866[11:53:42] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ (GHOST command used by Unh0lyTigg)))
L1867[11:53:42] <sham1> Dunno why
L1868[11:53:55] <sham1> What about Clojure
L1869[11:54:26] <PaleoCrafter> I don't know what bytecode that compiles to
L1870[11:54:35] <sham1> Mmmm
L1871[11:55:24] <sham1> But yeah
L1872[11:55:41] <sham1> As far as I am concerned, java does what it does and it does it well
L1873[11:55:44] *** Unh0lyTigg is now known as Unh0ly_Tigg
L1874[11:56:03] <PaleoCrafter> considering the backwards compatbility, yes :P
L1875[11:56:17] ⇨ Joins: Tyler__ (~Tyler__@146.187.0.39)
L1876[11:56:25] *** AEnterpriseAFK is now known as AEnterprise
L1877[11:56:26] <Tyler__> I'm back
L1878[11:56:34] <sham1> wards compatible
L1879[11:57:16] <smbarbour> I just did a cursory glance at Kotlin (JetBrains' JVM-based language)... and it looks like a bastard stepchild of Java, Perl, and Visual Basic.
L1880[11:57:37] <sham1> and scala...
L1881[11:57:44] ⇨ Joins: Drullkus (~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net)
L1882[11:57:51] <PaleoCrafter> mostly Scala xD
L1883[11:58:00] <sham1> Which already is a bastard child of Haskell and java
L1884[11:58:05] <sham1> Or would that be frege
L1885[11:58:21] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L1886[11:58:21] <PaleoCrafter> eh, there's a lot more similarities to the ML family, I think :P
L1887[11:58:31] <sham1> meh
L1888[11:59:20] <Tyler__> Hey so sham1 if my setup is incorrect could you put more towards the right direction of setting up my forge+eclipse enviroment?
L1889[11:59:42] ⇨ Joins: rhilenova (webchat@mb-129-83-31-2.mitre.org)
L1890[11:59:44] <PaleoCrafter> actually, Scala just took a fair amount of Java and added a few bits and bobs from pretty much every functional language xD
L1891[11:59:51] <sham1> gradlew setupDecompWorkspace eclipse
L1892[11:59:55] <sham1> Ye
L1893[12:00:37] <Temportalist> PaleoCrafter: it is the best
L1894[12:00:43] <Tyler__> And from Forge downloads I want MDK correct? And run that out of a console from the extracted folder set?
L1895[12:00:51] <PaleoCrafter> there are a few quirks :P
L1896[12:01:00] <sham1> indeed tyler
L1897[12:01:06] <Tyler__> Alright thanks!
L1898[12:01:37] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout: 189 seconds)
L1899[12:02:51] <gigaherz> [18:51] (Temportalist): so basically some fancy scala things for java?
L1900[12:02:56] <gigaherz> that's a funny way to describe them
L1901[12:02:56] <gigaherz> XD
L1902[12:02:57] <Tyler__> And then just to confirm Server Side and Client Side proxies are still required?
L1903[12:03:04] <sham1> yes
L1904[12:03:09] <sham1> because they are good
L1905[12:03:21] <PaleoCrafter> *necessary
L1906[12:03:50] <Tyler__> Alright thanks
L1907[12:04:00] <sham1> they might as well be required seeing as there is no reason not to have them
L1908[12:04:45] <gigaherz> theya re needed for any mod that interacts visually with the client
L1909[12:05:22] <gigaherz> the only kind of mod that would work without a proxy may be something which is only server-side
L1910[12:05:41] <gigaherz> server-thread-side, that is
L1911[12:05:48] <Tyler__> Oh okay
L1912[12:05:52] ⇨ Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L1913[12:06:12] <Tyler__> And so I would want to set my workspace in eclipse to the eclipse directory?
L1914[12:06:31] <masa> oh ffs this can't be this complicated... I better take a break and eat somethin gand come back to this, this is going nowhere...
L1915[12:06:31] <gigaherz> you can put the workspace anywhere
L1916[12:06:39] <gigaherz> then you add the existing project
L1917[12:06:42] <gigaherz> from the eclipse folder
L1918[12:06:57] <smbarbour> None of my mods have proxies.
L1919[12:07:09] <sham1> BURN THE HERETIC
L1920[12:07:20] <Tyler__> Okay, thats how I set it up last time... Strange
L1921[12:07:52] <gigaherz> smbarbour: so either you purposefully avoid registering any renderer or model
L1922[12:08:04] <gigaherz> or you limit yourself to like, command handlers and server ticking
L1923[12:08:34] <smbarbour> All of my blocks are standard full-block cubes.
L1924[12:08:38] <gigaherz> either that or your jar is client-only
L1925[12:08:54] <gigaherz> hmm actually
L1926[12:08:59] <gigaherz> you can also avoid thep roxy if you are on 1.7
L1927[12:09:24] *** Cojo is now known as Cojo|noms
L1928[12:09:24] <gigaherz> in 1.8+ you owuldn't even be able to have proper blocks
L1929[12:09:37] <gigaherz> since registering the model for the inventory variant is client-only
L1930[12:10:36] <smbarbour> Well, I haven't updated to 1.8.9 yet. I'm still watching for the inventory code to get merged in.
L1931[12:11:15] <Tyler__> Alright so just to make sure my setup is correct, I have a folder "Minecraft Modding". Inside I have a workspace folder, and my "forge" folder with gradle and all the other goodies.
L1932[12:11:33] <gigaherz> that's up to you
L1933[12:11:45] <gigaherz> although it's bad practice to have java things in folders with spaces
L1934[12:11:46] <gigaherz> ;P
L1935[12:11:53] <PaleoCrafter> and don't call it "forge"
L1936[12:11:54] <Tyler__> :P
L1937[12:11:58] <gigaherz> they have a tendency to fail
L1938[12:12:02] <gigaherz> and yeah
L1939[12:12:07] <gigaherz> cal lthe folder basedon your mod's name
L1940[12:12:12] <Tyler__> Alright
L1941[12:12:12] <gigaherz> or your internal codename at least ;P
L1942[12:12:14] <PaleoCrafter> that concept hasn't been a thing since 1.6 :P
L1943[12:12:32] <PaleoCrafter> (or 1.5 for early adopters, iirc xD)
L1944[12:12:44] <Tyler__> So rename forge to "logicgateblocks"
L1945[12:12:52] <gigaherz> in my system I have
L1946[12:13:01] <gigaherz> F:\modding\modname\...
L1947[12:13:10] <gigaherz> next to
L1948[12:13:10] <Tyler__> Oh okay
L1949[12:13:16] <gigaherz> F:\gamedev\gamename\...
L1950[12:13:37] <smbarbour> On my own system I use ~/workspace-mc/{modname}/
L1951[12:14:02] <Tyler__> And gradle and forge's files are inside of "modname"
L1952[12:14:24] <gigaherz> yes
L1953[12:14:35] <Tyler__> Aw okay, thanks
L1954[12:14:55] <gigaherz> f:\modding\modname\build.gradle, f:\modding\modname\src\
L1955[12:14:58] <gigaherz> etc
L1956[12:14:59] <smbarbour> Gradle is. Forge kinda winds up in Gradle's cache folders, but it's not something you need to concern yourself with.
L1957[12:15:28] *** Curle|Away is now known as Curle
L1958[12:15:29] <Tyler__> I noticed that earlier, but I ignored it.
L1959[12:16:13] <Tyler__> I don't entirely understand what gradle is or what it does so I've chosen to ignore it besides using it for what I need
L1960[12:16:33] <Curle> Try C:\Users\The Catalyst\Desktop\ Folder Folder Folders Folder\Folder Folders Folder\Other Folders\Coding\Java\Minecraft 1.7.10\Workspace
L1961[12:16:40] <Curle> :P
L1962[12:17:07] <Tyler__> So I would be fine setting my workspace to "modname"/eclipse correct?
L1963[12:17:30] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be)
L1964[12:18:31] ⇦ Quits: Hgreb (~Hgrebnedn@d8d872d48.access.telenet.be) (Ping timeout: 194 seconds)
L1965[12:19:03] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L1966[12:19:29] <Curle> I just noticed how unconventional my setup is
L1967[12:19:51] ⇨ Joins: untamemadman (~untamemad@cpc87177-aztw31-2-0-cust196.18-1.cable.virginm.net)
L1968[12:20:00] <smbarbour> Gradle is basically a kind of build script system that, in general, makes certain assumptions about what you want to do and you can override those assumptions.
L1969[12:20:05] <Curle> On my desk, I have my desktop, then a monitor, connected to my laptop on the other side of my monitor for my desktop :P
L1970[12:20:30] <Curle> desktop > Monitor (Laptop) > Monitor (Desktop) > laptop
L1971[12:20:41] <Curle> rip logic
L1972[12:21:00] <Tyler__> Eclipse doesn't like me trying to set my workspace to the eclipse folder. The only thing that shows up is MDKExample and I can't even open the project
L1973[12:21:37] <Curle> I believe your workspace is the root folder, where .project is
L1974[12:21:54] <Curle> the eclipse folder is used by eclipse for game files
L1975[12:22:02] <Curle> iirc
L1976[12:23:28] <Tyler__> Gah I am so noob. Oh well gotta start somewhere
L1977[12:24:51] <Curle> Don't worry, I'm really experienced and the first thing I do with a new modding setup is workspace > eclipse
L1978[12:24:52] <Curle> :P
L1979[12:25:19] <Tyler__> Lol
L1980[12:25:36] <roxox1> Ok, I gave it my best shot
L1981[12:25:42] <roxox1> I have no idea what the hell I'm doing
L1982[12:25:48] <Curle> Doing what, again?
L1983[12:26:24] *** AEnterprise is now known as AEnterpriseAFK
L1984[12:26:27] <Tyler__> Lmao, so inside my project "LogicGateBlocks" I have 2 source folders, "src/resources", and "src/java"
L1985[12:26:28] <roxox1> Trying to display something above players heads (that everyone can see), depending on whether a boolean value is true/false. The boolean value is only stored on the server
L1986[12:26:50] <Curle> Tyler_, it's src/main/java and src/main/resources
L1987[12:26:52] <Curle> :P
L1988[12:26:57] <Tyler__> God damnit
L1989[12:27:24] <Tyler__> I'm just going to start over
L1990[12:27:25] <Tyler__> Again
L1991[12:27:27] <Curle> :P
L1992[12:27:41] <Tyler__> Alright
L1993[12:27:52] <Tyler__> I have The Forge MDK Zip File
L1994[12:28:03] <Tyler__> I have a directory C:/Mod_Dev
L1995[12:28:08] ⇨ Joins: danielm59 (~IceChat9@89-168-132-160.dynamic.dsl.as9105.com)
L1996[12:28:12] <Curle> Trust me, it's more annoying when you're teaching modding to people that haven't seen the word programming before and associate it with hacking and the command prompt D:<
L1997[12:28:26] <Tyler__> Lmao
L1998[12:28:33] <Tyler__> People piss me off with that all the time.
L1999[12:28:45] <Tyler__> I'm only a Freshmen in Computer Science
L2000[12:29:14] <Curle> gg
L2001[12:29:31] <Tyler__> Anyway inside of "Mod_Dev" I have a folder "<modname>"
L2002[12:29:37] ⇨ Joins: Unh0lyTigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2003[12:29:41] <Curle> ye
L2004[12:29:48] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ (GHOST command used by Unh0lyTigg)))
L2005[12:29:54] <Curle> Inside of that, extract the MDK
L2006[12:30:13] <Tyler__> OKay
L2007[12:30:14] <Curle> And do the gradle thing
L2008[12:30:44] <Tyler__> "gradlew setupDecompWorkspace eclipse"
L2009[12:30:52] <Curle> ah
L2010[12:31:00] <Tyler__> Correct?
L2011[12:31:02] <Curle> do them separately
L2012[12:31:13] <Tyler__> ...
L2013[12:31:17] <Curle> Gradlew setupDecompWorkspace
L2014[12:31:19] <Tyler__> Okay give me a second
L2015[12:31:22] <Curle> Then gradlew eclipse
L2016[12:31:23] <gigaherz> no need
L2017[12:31:31] <gigaherz> you can give gradle both at once
L2018[12:31:35] ⇦ Quits: danielm59 (~IceChat9@89-168-132-160.dynamic.dsl.as9105.com) (Ping timeout: 198 seconds)
L2019[12:31:38] <gigaherz> and it will run the targets in a sequence
L2020[12:31:56] <Curle> i remember reading that it doesn't work if you run them both at the same time
L2021[12:32:04] <Tyler__> Alright hopefully my last noob question
L2022[12:32:06] <Tyler__> Workspace
L2023[12:32:10] <Curle> root
L2024[12:32:12] <Curle> .project
L2025[12:32:23] <Curle> <modname>
L2026[12:32:23] <Tyler__> Ohhh
L2027[12:32:29] <gigaherz> the workspace can go literally anywher you want it to be.
L2028[12:32:37] <Tyler__> So C:/Mod_Dev/<modname>
L2029[12:32:46] <Curle> Yea.
L2030[12:32:51] <Curle> Giga, shush. :P
L2031[12:32:59] <Curle> This is a noob we're talking to
L2032[12:33:05] <Tyler__> ^^
L2033[12:33:06] <Curle> No need to complicate it xD
L2034[12:33:07] <gigaherz> yes, but it's still true ;P
L2035[12:33:19] <Tyler__> Alright
L2036[12:33:27] <Tyler__> I got eclipse open from that as my workspace
L2037[12:33:33] <Tyler__> Now I need to import Forge?
L2038[12:33:52] <Curle> What I still do is just put the workspace in the folde from the download
L2039[12:33:53] <Curle> Erm
L2040[12:34:00] <Curle> It should already be imported
L2041[12:34:03] <Tyler__> ...
L2042[12:34:06] <Tyler__> It's not
L2043[12:34:27] <Tyler__> Let me double check the spelling on my workspace
L2044[12:34:28] <Curle> Well, shit
L2045[12:34:29] ⇦ Quits: Meow-J (uid69628@id-69628.highgate.irccloud.com) (Quit: Connection closed for inactivity)
L2046[12:34:30] <Curle> Anybody?
L2047[12:34:42] <Curle> That worked for me
L2048[12:34:44] <gigaherz> Tyler__: add existing project
L2049[12:34:53] <gigaherz> idon't know the exact name in eclipse
L2050[12:34:58] <gigaherz> but you can add a project into a workspace
L2051[12:35:28] <Tyler__> File>Import>General>Existing Projects Into Workspace?
L2052[12:35:33] <Curle> ye
L2053[12:35:42] <Curle> What is with these spaces :/
L2054[12:35:55] <gigaherz> ?
L2055[12:36:09] <Tyler__> It's an option, I have no spaces in my file names that's just the way I read it from eclipse
L2056[12:36:12] <Curle> Two spaces before each message
L2057[12:36:20] <Curle> On IRC
L2058[12:36:23] <Tyler__> Ph
L2059[12:36:23] <gigaherz> oh i owuldn't know
L2060[12:36:23] <Curle> wut
L2061[12:36:25] <Tyler__> Lmao
L2062[12:36:39] <gigaherz> my irc re-formatter trims all text
L2063[12:36:43] <gigaherz> and removes extra intermediate spaces
L2064[12:36:44] <gigaherz> XD
L2065[12:36:54] <Curle> reirc
L2066[12:36:55] <Curle> :P
L2067[12:37:05] <gigaherz> it's a side-effect
L2068[12:37:17] <Tyler__> Alright so do I need to tell Eclipse to Search for Nested Projects, Copy Projects into workspace, or any other option it gives me?
L2069[12:37:20] <gigaherz> the main purpose is to change the way mirc displays the chat messages
L2070[12:37:21] <gigaherz> from
L2071[12:37:25] <gigaherz> <nick> message
L2072[12:37:27] <gigaherz> to
L2073[12:37:30] <gigaherz> (nick): message
L2074[12:37:40] <gigaherz> including colors based on a hash of the nickname
L2075[12:37:46] <Curle> For me it's just nick | message
L2076[12:37:48] <Curle> rip
L2077[12:37:56] <gigaherz> I don't like that style
L2078[12:38:01] <gigaherz> XD
L2079[12:38:09] <Tyler__> Pretty sure that's how mine is
L2080[12:38:09] <Curle> I'm using Hexchat, I also have mIRC installed
L2081[12:38:13] <gigaherz> specially dislike the irc clients that show one long vertical bar
L2082[12:38:13] <Tyler__> ^
L2083[12:38:18] <gigaherz> and align nicknames to the right
L2084[12:38:32] <Tyler__> ...
L2085[12:38:37] <Curle> https://gyazo.com/97baaa338fb1361dc02e2fe839bffb8f
L2086[12:38:39] <Curle> Like this?
L2087[12:38:41] <Tyler__> I get an error trying to import Forge
L2088[12:38:56] <Curle> no, this:
L2089[12:38:57] <Curle> https://gyazo.com/65027a82fc48520afc4f57d4c5905721
L2090[12:39:01] <Curle> Gyazo glitchy
L2091[12:39:18] <Tyler__> "Some projects cannot be imported because they already exist in the workspace or their project description file is corrupted"
L2092[12:39:26] <Curle> Thought so
L2093[12:39:44] <gigaherz> yes Curle: that's my least favorite way to show irc ;P
L2094[12:40:00] <roxox1> Anyone know of a good tutorial on packet handlers?
L2095[12:40:08] <Tyler__> I cannot even get Eclipse setup...
L2096[12:40:09] <Tyler__> RIP
L2097[12:40:23] <Curle> roxox1, try the forgedocs
L2098[12:41:05] ⇨ Joins: manmaed (~Ender@bcdcce12.skybroadband.com)
L2099[12:41:13] ⇦ Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 189 seconds)
L2100[12:41:32] ⇦ Quits: rhilenova (webchat@mb-129-83-31-2.mitre.org) (Ping timeout: 204 seconds)
L2101[12:43:02] <Tyler__> Well I didn't know forgedocs existed, I'm just going to follow those for now
L2102[12:43:23] <Curle> readthedocs.forge.com iirc
L2103[12:45:37] <mikebald> http://mcforge.readthedocs.org is what you're thinking of I think
L2104[12:45:46] <Curle> ye
L2105[12:45:57] <Curle> Haven't actually used them for ages
L2106[12:46:09] <Curle> I have the javadoc for my Forge version on my comp
L2107[12:46:15] <Curle> I could actually upload them to my site
L2108[12:46:29] <Curle> Does a copy exist atm?
L2109[12:46:57] *** Cojo|noms is now known as Cojo
L2110[12:51:18] <Tyler__> Well looks like I actually got my project setup right for once
L2111[12:51:25] <Curle> :D
L2112[12:51:29] <Tyler__> :D
L2113[12:51:35] <Tyler__> Now to start from scratch on my mod ;c
L2114[12:51:43] <Curle> rip the dream
L2115[12:51:57] <roxox1> Could anyone recommend an event I would use for Rendering things to the player (i.e, on top of a players head)?
L2116[12:52:03] *** AbrarSyed is now known as Abrar|gone
L2117[12:54:00] <PaleoCrafter> roxox1, uhm... how about RenderPlayerEvent?
L2118[12:55:29] <Tyler__> Where would be a good guide to beginning a mod, IE: Main, Etc.
L2119[12:55:37] <Curle> Wuppy
L2120[12:55:42] <Tyler__> Wuppy
L2121[12:55:49] <Tyler__> Are his tutorials for 1.8+
L2122[12:55:53] <Curle> Sorry for the ping, but he has EPIC tutorials
L2123[12:55:56] <Curle> Pretty sure
L2124[12:56:05] <roxox1> When does that fire Paleo
L2125[12:56:06] <roxox1> ?
L2126[12:56:13] <Tyler__> Alright I found them before but I wasn't sure if they were for 1.8
L2127[12:56:35] <Curle> if not, TheOrangeTutorials
L2128[12:56:49] <Curle> Still by Wuppy, but updated :3
L2129[12:57:24] <Tyler__> Awesome!
L2130[12:57:29] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2131[12:57:57] <Temportalist> Hey, so I have an entityliving, but it isnt rendering....
L2132[12:57:59] <Curle> iirc he gave me permission to make a more updated version of his tutorials on my site
L2133[12:58:28] <Temportalist> but this is called during preinit: https://gist.github.com/anonymous/6dcbc9e7f435778c00ad
L2134[12:58:38] <Temportalist> gigaherz: shadekiller666 PaleoCrafter: any ideas?
L2135[13:00:12] <PaleoCrafter> I'd say that's a lot of anonymous classes :P
L2136[13:00:38] <Curle> Hey temp, do you have any released mods by any chance?
L2137[13:00:41] <Temportalist> well yeah, but the createRenderFor is called, just not doRender...
L2138[13:00:41] <sham1> Oh god
L2139[13:00:47] <Temportalist> Curle: a lot actually
L2140[13:00:47] <sham1> OH GOD
L2141[13:00:54] <Temportalist> sham1: what haha?
L2142[13:00:56] <sham1> Holy hell
L2143[13:01:07] <shadekiller666> is it getting rendered whilst the game is running?
L2144[13:01:09] <sham1> that level of indentation
L2145[13:01:25] <Temportalist> shadekiller666: no
L2146[13:01:28] <Curle> I'd say it's appropriate
L2147[13:01:33] <Temportalist> event though the entity is spawned
L2148[13:01:35] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L2149[13:01:36] <Curle> sham, don't blam :3
L2150[13:01:56] <sham1> Also, you want propably to have that inside a proxy
L2151[13:01:57] <LatvianModder> I suggest a new bucket model for forge's dynamic bucket :D http://imgur.com/NQUFql2
L2152[13:02:11] <Temportalist> sham1: it is, it is my ProxyClient
L2153[13:02:29] <sham1> preInit
L2154[13:02:34] <Temportalist> but im confused why it isnt doing the thing
L2155[13:02:39] <Tyler__> I can't stand that style of Java
L2156[13:02:41] <roxox1> If I only register an event in the client proxy, will the server not receive that event?
L2157[13:02:49] <Curle> Tyler, it's scala
L2158[13:02:49] <sham1> Tyler__, that's no java
L2159[13:02:54] <Tyler__> Oh lmao
L2160[13:03:00] <Tyler__> Shows how much I know
L2161[13:03:13] <Curle> Don't worry, I can't do scala to save my life
L2162[13:03:19] <Tyler__> Alright well thanks for the help, I'm leaving for now
L2163[13:03:20] <Curle> And I know quite a few good mods in Scala
L2164[13:03:24] <Curle> Thaumic Tinkerer
L2165[13:03:26] <Curle> erm
L2166[13:03:32] <Curle> Any others? :P
L2167[13:03:34] <sham1> Redpower
L2168[13:03:38] <Curle> ye
L2169[13:03:41] <sham1> Chicken multiparts
L2170[13:03:44] <Curle> oh bby
L2171[13:03:46] <Temportalist> sham1: should it be in the init method instead?
L2172[13:03:46] ⇦ Quits: Tyler__ (~Tyler__@146.187.0.39) (Quit: Leaving)
L2173[13:03:48] <Curle> yeah 3x is on
L2174[13:03:54] <Zaggy1024> anonymous class entity renderer...haven't seen that one before
L2175[13:04:01] <sham1> Never got why people have preInit and stuff in their proxies
L2176[13:04:03] <Temportalist> but I know createRenderFor is being called
L2177[13:04:05] <sham1> I never do that xD
L2178[13:04:16] <Curle> I always put it in my @Mod file
L2179[13:04:23] <Curle> Which I normally call Identify
L2180[13:04:26] <Curle> Don't ask
L2181[13:04:57] <PaleoCrafter> Curle, if the language made a difference in the outcome, the modder isn't worthy of it :P
L2182[13:05:11] <Curle> :P
L2183[13:05:26] <PaleoCrafter> sham1, why wouldn't you?
L2184[13:05:39] <Curle> Still, it'd be nifty to be able to write "Hello World" in Scala, just for the point of saying I know it :3
L2185[13:05:55] <Curle> Alas, no such luck. I'm a Java native :P
L2186[13:05:59] <PaleoCrafter> println("Hello World ") :P
L2187[13:06:02] <PaleoCrafter> Done
L2188[13:06:10] <sham1> object NewProgram extends App { println("Hello World!") }
L2189[13:06:11] <sham1> Also done
L2190[13:06:22] <PaleoCrafter> So verbose
L2191[13:06:24] <Temportalist> https://www.irccloud.com/pastebin/264KeiWf/
L2192[13:06:27] <Curle> object <name> extends App
L2193[13:06:27] <PaleoCrafter> xD
L2194[13:06:32] <Curle> That's the stuff :3
L2195[13:06:54] <sham1> It is somewhat verbose but not too much
L2196[13:07:02] <sham1> It is easier expanded
L2197[13:07:05] <sham1> ;P
L2198[13:07:11] <Curle> Ah
L2199[13:07:23] <sham1> But this is something: https://github.com/Frege/frege
L2200[13:07:30] <Temportalist> so does anyone know about the render entity thing?
L2201[13:07:31] <sham1> If you really like haskell that is :P
L2202[13:07:36] <Curle> riphub
L2203[13:08:07] <shadekiller666> FusionLord, you around?
L2204[13:08:23] <PaleoCrafter> Geez, when did functional stuff begin to obsess you, sham1?
L2205[13:08:39] <PaleoCrafter> Did you let fry enter your mind?
L2206[13:08:45] <sham1> Probably
L2207[13:08:49] <sham1> I also tried some Haskell
L2208[13:08:50] <Curle> that's not good
L2209[13:08:52] <Curle> :P
L2210[13:09:42] <PaleoCrafter> But really, why would you not just have preInit etc in your proxies? :P
L2211[13:10:08] <Temportalist> PaleoCrafter: but really, whats up with the render?
L2212[13:10:22] ⇦ Quits: AndersBillLind (~anders@217-211-66-29-no23.tbcn.telia.com) (Ping timeout: 189 seconds)
L2213[13:10:27] <Curle> Because it's nice to have all the main stuff in "main" and the proxies in "network"
L2214[13:10:51] <sham1> And because I like to seperate my client-only code and my main stuff
L2215[13:11:08] <sham1> For me the proxies provide bunch of methods that do side-only stuff
L2216[13:11:20] <Curle> Like mob rendering
L2217[13:11:21] <Curle> :3
L2218[13:11:22] <sham1> While the @Mod-file just there
L2219[13:11:24] <sham1> Yeah
L2220[13:12:05] <PaleoCrafter> Yeah, and you usually call the proxy from preInit, don't you?
L2221[13:12:13] <sham1> yes
L2222[13:12:27] <Curle> It's easier than calling ModBlocks from the proxy
L2223[13:12:32] <PaleoCrafter> Like proxy.registerRenderers? :P
L2224[13:12:34] <Curle> And all the other 23 main classes
L2225[13:12:43] <PaleoCrafter> I'm not doing *that*
L2226[13:12:50] <Temportalist> PaleoCrafter: I feel like you might be interested in my setup
L2227[13:12:51] <sham1> Exactly that paleo
L2228[13:13:23] <PaleoCrafter> That's cluttering a mixed environment with side side specific calls :P
L2229[13:13:25] <Temportalist> PaleoCrafter: https://github.com/TheTemportalist/Origin/blob/dev/src/main/scala/temportalist/origin/foundation/common/IMod.scala
L2230[13:13:33] <FusionLord> shadekiller666, yes
L2231[13:13:46] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ISideProxy.java
L2232[13:13:53] <sham1> >mfw calls an abstract class an I-class
L2233[13:13:53] <shadekiller666> i have some questions about that bug you found yesterday with the breaking texture
L2234[13:14:15] <PaleoCrafter> That's the way to go, gigaherz :D
L2235[13:14:23] <shadekiller666> that structure that you were breaking, is that all one model? are all of the blocks the same?
L2236[13:14:39] <FusionLord> 2 objs
L2237[13:14:52] <sham1> You can read of my setup in this doc :P
L2238[13:14:52] <PaleoCrafter> Maybe with a bit of Java 8 default methods, but eh xD
L2239[13:14:52] <sham1> https://github.com/sham1/Documentation/blob/master/docs/gettingstarted/proxies.md
L2240[13:14:55] <shadekiller666> and those are?
L2241[13:15:09] <PaleoCrafter> Fuck the docs
L2242[13:15:19] <shadekiller666> if you have a github with all of this stuff that would be nice
L2243[13:15:21] <FusionLord> so it is one block that uses a model and a sub model
L2244[13:15:27] <FusionLord> 1 sec
L2245[13:15:29] <shadekiller666> ok
L2246[13:15:32] <PaleoCrafter> Oh, that's not even official xD
L2247[13:15:43] <FusionLord> shadekiller666, https://github.com/FireBall1725/Graves/blob/master/src/main/resources/assets/graves/blockstates/gravestone.json
L2248[13:15:57] <PaleoCrafter> That's some bad practises right there, sham1 ;)
L2249[13:16:03] <sham1> :P
L2250[13:16:06] <gigaherz> my @Mod class is an OCD nightmare though
L2251[13:16:06] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/ElementsOfPower.java
L2252[13:16:25] <sham1> All the imports O_O
L2253[13:16:40] ⇨ Joins: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L2254[13:16:49] <sham1> I dont even...
L2255[13:16:53] <shadekiller666> FusionLord, and in that video you made, you're punching the gravestone_lid right?
L2256[13:17:12] <gigaherz> sham1: idea collapses the block
L2257[13:17:19] <sham1> yes
L2258[13:17:28] <gigaherz> I'm not a fan of having explicit imports like that
L2259[13:17:30] <sham1> But then I scroll down and die
L2260[13:17:30] <gigaherz> for such big chunks
L2261[13:17:32] <gigaherz> but /shrug
L2262[13:17:53] <FusionLord> shadekiller666, there is only 1 block
L2263[13:18:07] <shadekiller666> mhmm
L2264[13:18:21] <FusionLord> so i'm punching the block not the lid
L2265[13:18:34] <shadekiller666> is this a multiblock structure? or is that the only actual block and the rest is just the model?
L2266[13:19:15] <PaleoCrafter> gigaherz, you could at least arrange blocks and items into inner classes
L2267[13:19:33] <Drullkus> In IRecipe, there's the methods getCraftingResult(InventoryCrafting) and getRecipeOutput(), which are used when?
L2268[13:19:43] <FusionLord> at the time of the video it was only one block and the rest was model, now I have "slave" blocks but the model is still only bound to the one block
L2269[13:20:02] <shadekiller666> ok, thats what i expected
L2270[13:20:08] <Curle> rip
L2271[13:20:16] <shadekiller666> if you break the slaves does a similar thing happen?
L2272[13:20:49] ⇨ Joins: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2273[13:21:04] ⇦ Quits: Unh0lyTigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ (GHOST command used by Unh0ly_Tigg)))
L2274[13:21:10] <FusionLord> there is no break animation for the slave as their renderType is -1
L2275[13:22:19] ⇨ Joins: GUIpsp_ (~GUIpsp@a85-139-158-167.cpe.netcabo.pt)
L2276[13:22:28] <FusionLord> so the master renders the slaves do NOT render
L2277[13:23:31] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L2278[13:25:31] <Curle> Uploading the latest 1.7 forgedocs to my site :3
L2279[13:25:56] <Curle> For my team, don't get mad, any forge guys :P
L2280[13:26:49] <shadekiller666> FusionLord, ok
L2281[13:27:38] <FusionLord> shadekiller666, if you want to see you can here http://www.twitch.tv/fusionlord
L2282[13:27:48] <shadekiller666> i would have made it such that the "slaves" were the same block as the master, but didn't render their models (with objs you can set all groups to false, which renders nothing), and that way it would render breaking particles :P
L2283[13:28:36] <shadekiller666> i'm in
L2284[13:29:50] <shadekiller666> you know, superflat worlds on the redstone ready preset are pretty nice for test worlds :P
L2285[13:29:59] <FusionLord> :P
L2286[13:30:21] <shadekiller666> unless you're testing world gen :P
L2287[13:30:36] <FusionLord> i'm not just forgot to change the gen type
L2288[13:30:40] <shadekiller666> lol
L2289[13:31:57] <shadekiller666> i have an idea of what the problem is, i'm just not sure how to fix it yet
L2290[13:32:02] <FusionLord> I recently changed my stream settings does it look good?
L2291[13:32:13] <shadekiller666> ya looks pretty good
L2292[13:32:19] <FusionLord> ok cool
L2293[13:32:31] <shadekiller666> at least when you're in daylight, though minecraft has always been a dark game :P
L2294[13:33:14] <Curle> Brightness
L2295[13:33:15] <Curle> m8
L2296[13:34:27] ⇨ Joins: Toothwitch (~toothwitc@xdsl-87-78-38-23.netcologne.de)
L2297[13:34:39] <Curle> 1250 files left
L2298[13:34:41] <Curle> ..
L2299[13:35:39] ⇨ Joins: Unh0lyTigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2300[13:35:50] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ (GHOST command used by Unh0lyTigg)))
L2301[13:36:03] <shadekiller666> FusionLord, i'm still watching your stream, though i'm working on figuring out whats wrong, so if theres something you want to show me let me know in here
L2302[13:37:54] <FusionLord> ok
L2303[13:43:15] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L2304[13:44:30] ⇨ Joins: gr8pefish (~gr8pefish@24-121-240-63.flagcmtk01.res.dyn.suddenlink.net)
L2305[13:47:46] <shadekiller666> O.O cpu is at 65C...
L2306[13:47:52] <Curle> rip
L2307[13:47:55] <shadekiller666> be back in a bit...
L2308[13:47:58] ⇦ Quits: shadekiller666 (~shadekill@adsl-108-71-38-112.dsl.lsan03.sbcglobal.net) (Quit: Leaving)
L2309[13:49:05] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 194 seconds)
L2310[13:49:28] <Curle> anter-gerang.org/forgedocs for anyone that can't be assed to get the docs
L2311[13:49:29] ⇨ Joins: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2312[13:49:29] <Curle> :3
L2313[13:49:39] ⇨ Joins: shadekiller666 (~shadekill@108.71.38.112)
L2314[13:49:42] ⇦ Quits: Unh0lyTigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ (GHOST command used by Unh0ly_Tigg)))
L2315[13:49:54] <shadekiller666> apparently theres a bug with windows explorer...
L2316[13:49:59] <Curle> Which is?
L2317[13:50:08] <shadekiller666> some sort of memory leak or something
L2318[13:50:24] <Curle> taking RAM/disk?
L2319[13:50:30] <shadekiller666> pegged HD at 95%, and cpu at 90&
L2320[13:50:32] <shadekiller666> 90%
L2321[13:50:34] <Curle> Cmd > net stop superfetch
L2322[13:50:46] <Curle> as admin
L2323[13:51:33] <shadekiller666> killed the two explorer windows i had open, disk usage dropped to 3% instantly, and cpu to 30% right after...
L2324[13:54:49] <Curle> Was one of them by any chance indexing a drive?
L2325[13:55:04] <Temportalist> y=0.04(x^2-(l/2)^2)
L2326[13:55:07] <Curle> (was it not loading)?
L2327[13:55:17] ⇨ Joins: Cypher121 (~Cypher121@fox.cypher.coffee)
L2328[13:55:33] ⇨ Joins: Unh0lyTigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2329[13:55:44] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ (GHOST command used by Unh0lyTigg)))
L2330[13:57:31] <Temportalist> https://www.desmos.com/calculator/x4spy8dbhd
L2331[13:57:36] <Temportalist> rope bridge/line sag
L2332[13:57:45] <Temportalist> where l = length of the line/bridge
L2333[13:57:55] <Temportalist> and a= slope coefficient
L2334[14:02:24] ⇦ Quits: sciguyryan (~sciguyrya@37.48.80.241) (Remote host closed the connection)
L2335[14:05:11] ⇦ Quits: Drullkus (~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net) (Ping timeout: 198 seconds)
L2336[14:05:31] *** PaleoCrafter is now known as PaleOff
L2337[14:05:58] ⇨ Joins: Drullkus (~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net)
L2338[14:10:04] *** V is now known as Vigaro
L2339[14:10:08] ⇦ Quits: Upthorn (~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Ping timeout: 198 seconds)
L2340[14:11:09] <FusionLord> if the collision of a block is 0, 0, 0, 0, 0, 0 then should the player suffocate in the block?
L2341[14:12:08] <Temportalist> nooooo.............
L2342[14:13:39] <FusionLord> Temportalist, something happen?
L2343[14:13:53] <Temportalist> FusionLord> if the collision of a block is 0, 0, 0, 0, 0, 0 then should the player suffocate in the block?
L2344[14:13:58] ⇦ Quits: Nitrodev (~Nitrodev@dcx0f0ydvct5z248x6z0t-3.rev.dnainternet.fi) (Read error: Connection reset by peer)
L2345[14:14:04] <FusionLord> oh ok
L2346[14:14:16] <FusionLord> then why am i suffocating :P
L2347[14:14:25] <Temportalist> hahaha
L2348[14:15:02] <diesieben07> FusionLord, use null
L2349[14:15:17] <diesieben07> null means walk through like flowers, etc.
L2350[14:15:21] <heldplayer> FusionLord: Is your block an opaque cube?
L2351[14:15:28] <FusionLord> yes
L2352[14:15:29] <Curle> DIE sieben! How are you?
L2353[14:15:34] <heldplayer> (As in, does it override the method?)
L2354[14:15:45] <FusionLord> ik
L2355[14:16:00] <diesieben07> I am fine, suffering from horrible mobile internet
L2356[14:16:01] <FusionLord> i override and return false
L2357[14:16:08] <heldplayer> Hmmm, strange
L2358[14:16:12] <Curle> I'm suffering from small-desk syndrome
L2359[14:16:47] <FusionLord> Curle, been there, I feel for you
L2360[14:16:57] <diesieben07> hah
L2361[14:17:02] <diesieben07> there is no such thing as a big enoug desk, really
L2362[14:17:24] <ThePsionic> I have a sufficiently sized desk
L2363[14:17:28] <ThePsionic> Thanks Ikea
L2364[14:17:31] <Curle> I can't fit a laptop and a keyboard on my desk :/
L2365[14:17:48] ⇦ Quits: Unh0lyTigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Killed (NickServ (GHOST command used by Unh0ly_Tigg)))
L2366[14:17:50] <diesieben07> that is definitely too small then.
L2367[14:18:36] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de)
L2368[14:18:40] ⇨ Joins: Hgreb (~Hgrebnedn@d8d872d48.access.telenet.be)
L2369[14:18:41] <Curle> It was big enough for soldering
L2370[14:18:48] <Curle> Maybe I just have a big laptop :/
L2371[14:19:42] <diesieben07> are you intending to use the laptop screen?
L2372[14:20:25] <ThePsionic> Why are you using an external keyboard with your laptop
L2373[14:20:29] ⇦ Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be) (Ping timeout: 198 seconds)
L2374[14:20:41] <Curle> I have a laptop and a desktop
L2375[14:20:45] <ThePsionic> O
L2376[14:20:50] <diesieben07> because external keyboards are almost always better.
L2377[14:20:52] <Curle> Laptop not powerful enough for coding
L2378[14:21:02] <Curle> At least, running/testing the game
L2379[14:21:04] <Curle> 32 bit
L2380[14:21:09] <ThePsionic> RIP
L2381[14:21:17] <Curle> So i got an old school computer
L2382[14:21:26] <Curle> Using that now actually
L2383[14:21:34] <Curle> laptop for code reference and music
L2384[14:21:39] * diesieben07 has an i7, 8gig, 840M beast for a laptop
L2385[14:22:03] ⇦ Quits: tambre (~tambre@164e-7797-5896-6999-4301-8a22-07d0-2001.dyn.estpak.ee) (Ping timeout: 198 seconds)
L2386[14:22:07] <diesieben07> well, maybe not really a beast.
L2387[14:22:09] <diesieben07> but its nice :D
L2388[14:22:20] * Curle has a 4Ghz i7, 16GB RAM, GeForce 970 for a gaming computer in the other side of the room
L2389[14:22:29] <diesieben07> shuu
L2390[14:22:29] <Curle> This is my work computer so I use it to program
L2391[14:22:48] <diesieben07> i still need to buy & build my desktop computer
L2392[14:23:00] <diesieben07> but so muc money -.-
L2393[14:23:04] <Curle> This is a stock standard Dell Optiplex 780
L2394[14:23:09] <Curle> £60
L2395[14:23:19] <diesieben07> haha
L2396[14:23:21] <Curle> Better than a £210 laptop
L2397[14:23:24] <Curle> Somehow...
L2398[14:23:32] <diesieben07> Lenovo Z50 here
L2399[14:23:43] <Curle> Laptop is Acer Aspire
L2400[14:23:51] <diesieben07> oh god acer
L2401[14:23:52] <Curle> Forget the details
L2402[14:23:54] <diesieben07> kill it with fire
L2403[14:23:59] <Curle> can't
L2404[14:24:00] <Curle> not mine
L2405[14:24:04] <Curle> :P
L2406[14:24:12] <diesieben07> doesnt matter
L2407[14:24:12] <Curle> it was given to me by the other person in the room
L2408[14:24:17] <Curle> staring at this screen
L2409[14:24:18] <diesieben07> the owner will thank you
L2410[14:24:19] <Curle> rip
L2411[14:24:23] <Curle> not really
L2412[14:24:41] <diesieben07> acer laptops are pieces of junk
L2413[14:24:53] <Curle> that's why i'm using a desktop to code
L2414[14:24:54] <Curle> It's good for...
L2415[14:24:56] <Curle> Youtube
L2416[14:24:59] <diesieben07> haha
L2417[14:24:59] <Curle> That's about it
L2418[14:25:00] <Curle> :P
L2419[14:25:02] ⇦ Quits: Saereth (~Saereth@vm.solardirect.com) (Quit: Leaving)
L2420[14:25:12] <Curle> oh yea, WMC
L2421[14:25:17] <diesieben07> probably not even 1080@60
L2422[14:25:26] <Curle> it's 1080@50
L2423[14:25:31] <diesieben07> i mean YT
L2424[14:25:31] <Curle> Weird LCD
L2425[14:25:37] <Curle> oh, it can do that
L2426[14:25:41] <Curle> with screen tearing
L2427[14:25:45] <Curle> The screen is 50Hz
L2428[14:25:50] <diesieben07> oh wowa
L2429[14:25:53] <FusionLord> anyone know the steves factory cable that allows you to change the collision box?
L2430[14:26:04] <diesieben07> my old crappy laptop has an i3 without dedi graphics
L2431[14:26:15] <Curle> same as the acer :P
L2432[14:26:16] <diesieben07> if you watch YT 1080@60 on there it overheats and throttles and the breaks down
L2433[14:26:28] <diesieben07> breaks down as in has framedrops like crazy
L2434[14:26:42] <Curle> it can handle minecraft vanilla 1.8 at low settings
L2435[14:26:44] <Curle> say, 15 fps?
L2436[14:26:47] <diesieben07> haha
L2437[14:26:54] <Curle> Before overheating after 5 minutes
L2438[14:26:59] <Curle> The desktop?
L2439[14:27:06] <Curle> max settings 30fps
L2440[14:27:11] <diesieben07> lol
L2441[14:27:14] <Curle> Really good for a cheap school computer
L2442[14:27:22] <diesieben07> i sold this thing to my brother :D
L2443[14:27:22] <Curle> That's on the DW20 pack
L2444[14:27:37] <diesieben07> since he started to go to uni now
L2445[14:28:07] <Curle> rip
L2446[14:28:17] <diesieben07> meh its enough for him :D
L2447[14:28:23] <Curle> I think we should take this to pm, we're spamming the chat like mad :P
L2448[14:28:25] <diesieben07> athough he actually tried to play GTA V on it.
L2449[14:28:28] <diesieben07> meh
L2450[14:28:28] <Curle> wat
L2451[14:28:44] <Curle> To be fair, I bought GTA V the day it came out on Steam,
L2452[14:28:47] <Curle> tried to run it
L2453[14:28:56] <Curle> got 30FPS, but the map didn't load
L2454[14:28:58] <Curle> At all.
L2455[14:29:05] <Curle> Got peds, no map.
L2456[14:29:22] <diesieben07> ha
L2457[14:30:25] <Curle> I eventually got a refund and bought in verbis virtus
L2458[14:30:26] <Curle> :P
L2459[14:32:58] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L2460[14:33:47] <Temportalist> is there a lib which evaluates mathematical expressions from strings in java?
L2461[14:34:13] <Temportalist> so pass expression string & vars & output expression value
L2462[14:34:25] <Curle> Math?
L2463[14:34:27] <Cypher121> nashorn
L2464[14:34:28] <Cypher121> lel
L2465[14:35:20] ⇦ Quits: Toothwitch (~toothwitc@xdsl-87-78-38-23.netcologne.de) (Ping timeout: 198 seconds)
L2466[14:36:13] ⇨ Joins: Toothwitch (~toothwitc@xdsl-213-168-119-70.netcologne.de)
L2467[14:36:25] <gigaherz> Temportalist: if you do that you may as well embed lua or js
L2468[14:36:26] <gigaherz> ;P
L2469[14:36:45] <gigaherz> use the equivalent of "eval("expr")"
L2470[14:36:46] <gigaherz> XD
L2471[14:37:38] <Cypher121> as I said. nashorn -> eval
L2472[14:38:13] ⇨ Joins: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L2473[14:39:08] <gigaherz> ah nashorn is a js runtime
L2474[14:39:09] <gigaherz> XD
L2475[14:39:15] <Curle> rip
L2476[14:39:29] <diesieben07> or even just java scripting framework
L2477[14:39:34] <diesieben07> would give you Rhino in older versions
L2478[14:39:46] <diesieben07> and nashorn in newer
L2479[14:40:15] <Cypher121> or that
L2480[14:40:54] <thor12022> OpenMaple if you believe in Severe Over Kill.
L2481[14:42:26] <Cypher121> distributing a scripting engine with your mod because you want eval?
L2482[14:43:05] <diesieben07> java already comes with one for JS
L2483[14:43:15] <Cypher121> < thor12022> OpenMaple
L2484[14:43:31] <diesieben07> oh
L2485[14:43:52] <thor12022> a proprietary one at that
L2486[14:44:19] <Cypher121> bringing enterprise to modding: the best way
L2487[14:45:11] <KaseiFR> Hi. I've got some import errors from the Botania source when I try to launch mc. Is there a gradle command to setup the external dependencies (bauble, ...)?
L2488[14:48:03] <Temportalist> is there a testing profile for scala somewhere out there?
L2489[14:48:49] ⇦ Quits: Onyx (~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net) (Ping timeout: 189 seconds)
L2490[14:49:05] *** tterrag|ZZZzzz is now known as tterrag
L2491[14:49:10] ⇨ Joins: Onyx (~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net)
L2492[14:53:19] <minecreatr> how is the BakedQuad vertexData a list of ints when some of the fields are floats?
L2493[14:53:25] ⇨ Joins: Cooler (~CoolerExt@117.201.139.149)
L2494[14:53:29] ⇦ Quits: Cooler (~CoolerExt@117.201.139.149) (Remote host closed the connection)
L2495[14:53:44] <Curle> convertToInt(float)
L2496[14:54:06] <diesieben07> Float.floatToIntBits / intBitsToFloat
L2497[14:54:20] <Curle> Or that
L2498[14:54:24] <diesieben07> the int values are basically meaningless
L2499[14:54:42] <diesieben07> but they can be converted back to a float losslessly
L2500[14:54:56] <diesieben07> Double has similar methods for long
L2501[14:55:18] <minecreatr> how could I convert the int back into a float then?
L2502[14:55:33] <Cypher121> anyone here tried using idea debugger with mc on linux?
L2503[14:55:38] <diesieben07> Float.intBitsToFloat
L2504[14:55:42] <diesieben07> like I said above
L2505[14:56:31] <Cypher121> a bit of a problem with mouse. it's stuck in paused mc window
L2506[14:56:41] <Curle> any text-based tutorials for making a custom furnace in 1.7?
L2507[14:59:06] <Curle> (I hate video tutorials, most of the time they hardly get anything done, that's what makes Wuppy awesome, he puts effort into it and sits down, so people can learn :D)
L2508[14:59:09] <diesieben07> Cypher121, put MouseHelper.ungrabMouseCursor() into the "log evaluated expression" thingy of the breakpoint
L2509[14:59:13] <diesieben07> a bit of a hack but it shuld work.
L2510[14:59:51] <Cypher121> "a bit" ._.
L2511[14:59:53] <Cypher121> but thanks
L2512[15:00:10] <diesieben07> well, sadly there is no "run this whenever you suspend" box
L2513[15:00:18] <Temportalist> is there a good scala equivalent of java's enum?
L2514[15:00:27] <diesieben07> nope
L2515[15:00:39] <IoP> use use remote machine to run ide ;)
L2516[15:01:52] ⇨ Joins: AndersBillLind (~anders@217-211-66-29-no23.tbcn.telia.com)
L2517[15:02:12] <AndersBillLind> Is rotationYaw the direction a player is looking at?
L2518[15:03:08] <diesieben07> well, it is the rotation around the vertical axis
L2519[15:03:20] <diesieben07> rotationPitch is the rotation around the horizontal axis
L2520[15:04:02] <diesieben07> both in angles
L2521[15:06:19] <AndersBillLind> Seems to be degrees, where 0 is south
L2522[15:06:30] <AndersBillLind> Also, it seems to always be a negative value
L2523[15:06:35] <diesieben07> yeah thats what i meant... not angles
L2524[15:07:02] <Curle> I have an entity here, being summoned from an item onRightClick, and it doesn't render, but it does the effect :/
L2525[15:09:48] <shadekiller666> how many frames are in the block breaking animation?
L2526[15:09:52] <shadekiller666> the texture
L2527[15:09:59] ⇨ Joins: AbsentThirdEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L2528[15:10:13] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L2529[15:10:15] ⇨ Joins: Upthorn (~ogmar@69.62.144.46)
L2530[15:10:29] <Curle> Are you talking to me or am I being ignorant? :P
L2531[15:10:43] <shadekiller666> i don't car who answers :P
L2532[15:11:05] <Curle> :
L2533[15:11:09] <Curle> :P*
L2534[15:12:20] * diesieben07 is not a car either
L2535[15:12:35] <shadekiller666> care*
L2536[15:14:07] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 189 seconds)
L2537[15:16:21] ⇨ Joins: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L2538[15:17:25] <FireBall1725> 10
L2539[15:19:17] <Curle> 5/7
L2540[15:19:37] ⇦ Quits: alex_6611 (~alex_6611@p5DC168CE.dip0.t-ipconnect.de) (Ping timeout: 189 seconds)
L2541[15:21:12] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c065:dc57:1369:3817:87b1)
L2542[15:23:58] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L2543[15:24:54] ⇨ Joins: SubconsciousEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L2544[15:26:45] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be)
L2545[15:27:26] ⇨ Joins: EyeOfKoishi (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L2546[15:27:46] ⇦ Quits: AbsentThirdEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186 seconds)
L2547[15:28:34] ⇦ Quits: Hgreb (~Hgrebnedn@d8d872d48.access.telenet.be) (Ping timeout: 186 seconds)
L2548[15:30:14] ⇦ Quits: SubconsciousEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L2549[15:32:05] ⇦ Quits: [NK]Ghost (~GFt@static-72-64-90-31.dllstx.fios.verizon.net) ()
L2550[15:34:23] ⇦ Quits: DemoXin (~DemoXin@79.sub-70-193-133.myvzw.com) (Ping timeout: 194 seconds)
L2551[15:35:01] ⇨ Joins: H1N1theI (~h1n1thei@2601:5c2:8100:5898::4d96)
L2552[15:35:36] *** mezz_ is now known as mezz
L2553[15:35:46] ⇨ Joins: DemoXin (~DemoXin@243.sub-70-210-16.myvzw.com)
L2554[15:36:18] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout: 198 seconds)
L2555[15:38:26] ⇦ Quits: DemoXin (~DemoXin@243.sub-70-210-16.myvzw.com) (Killed (NickServ (GHOST command used by DemoXin-StartUp!~DemoXin@138.sub-70-197-168.myvzw.com)))
L2556[15:38:28] ⇨ Joins: DemoXin (~DemoXin@138.sub-70-197-168.myvzw.com)
L2557[15:44:46] ⇦ Quits: RedBullWasTaken (~red@2-107-192-82-static.dk.customer.tdc.net) (Remote host closed the connection)
L2558[15:45:16] <Zaggy1024> are there any vanilla blocks with models that leave block bounds?
L2559[15:45:16] <Curle> Gah, have to go.
L2560[15:45:24] ⇦ Quits: Curle (~Curle@host81-154-121-145.range81-154.btcentralplus.com) (Quit: Leaving)
L2561[15:45:35] <Zaggy1024> breaking textures on models that are larger than a block area don't work properly :\
L2562[15:46:22] <Zaggy1024> (they show the sprites that neighbor the breaking texture)
L2563[15:50:53] <Zaggy1024> and I guess the only way to override the block breaking texture is to use a TESR
L2564[15:51:19] <Zaggy1024> or perhaps to use a post render handler, but I'm not sure how well that would work..
L2565[15:52:07] <Zaggy1024> would be nice to have a hook in BlockRendererDispatcher.renderBlockDamage
L2566[15:53:14] ⇨ Joins: AtomicStryker (~AtomicStr@ip-37-201-235-93.hsi13.unitymediagroup.de)
L2567[15:53:53] <gigaherz> Zaggy1024: yo ucan access UV coords beyond the 0..1 range
L2568[15:53:54] <gigaherz> also
L2569[15:54:06] <Zaggy1024> er what?
L2570[15:54:10] <gigaherz> you can't*
L2571[15:54:30] <Zaggy1024> I'm not the one doing it, SimpleBakedModel is
L2572[15:54:38] <AtomicStryker> ahoy. what librarby could you recommend for me to get a super simple sheet printed - basically i just need 2 colums, first name second some numeric value, so i can click the numeric column and have it sorted etc
L2573[15:55:08] <AtomicStryker> apache poi is being a massive pain
L2574[15:55:50] <SkySom> Export as csv and use one of the CSV libraries.
L2575[15:56:13] <Lordmau5> Gash, I'm starting to love Java 8 - https://i.lordmau5.com/1453326915-580
L2576[15:56:31] <AtomicStryker> i need data printed, not loaded
L2577[15:56:51] <AtomicStryker> doesnt csv mean anything, anything at all, that has comma in it
L2578[15:57:17] <gigaherz> csv means plain old ascii
L2579[15:57:19] <Zaggy1024> fry, can you think of a way to make the UV mappings SimpleBakedModel creates work with models that leave block bounds?
L2580[15:57:27] <gigaherz> where data is structured as rows of text
L2581[15:57:33] <Zaggy1024> or would it be better to have a hook for drawing breaking textures for a block?
L2582[15:57:47] <gigaherz> where comma (or someother langauge in cultures where comma is used for decimal separators)
L2583[15:57:53] <gigaherz> separates thevalues
L2584[15:57:58] <gigaherz> and carraige return separates the rows
L2585[15:57:59] *** big_Xplosion is now known as big_Xplo|AFK
L2586[15:58:18] <gigaherz> but yeah it's not useful if you want to display the data in an app
L2587[15:58:28] <gigaherz> so
L2588[15:58:39] <gigaherz> do you mean display it directly in Minecraft, or elsewhere? ;P
L2589[15:58:46] <AtomicStryker> elsewhere
L2590[15:58:55] <AtomicStryker> i have a huge data set in mc i need to look at
L2591[15:59:10] <gigaherz> Swing jTable?
L2592[15:59:22] <AtomicStryker> uhm ... remotely? :P
L2593[15:59:27] <gigaherz> eh
L2594[16:00:00] <gigaherz> I assumed you wre building the app to display it, since you asked for a library
L2595[16:00:05] <AtomicStryker> i wouldnt have bothered anyone IF THIS FKIN APACHE THING WOULDNT REFUSE TO LOAD
L2596[16:00:27] <gigaherz> so wait you want it server-side or something? ;P
L2597[16:01:26] <AtomicStryker> it has to "fit" into a modfile, i call it from a server command, it receives a huge set of pairs, i want them exported to some kind of sheet or sheet-compatible file
L2598[16:01:27] <gigaherz> because if it's just save and display, you could make use of CSV or like, XLS, and load it into excel/openoffice
L2599[16:02:18] ⇦ Parts: Chew (sid35940@id-35940.ealing.irccloud.com) (Cycling))
L2600[16:02:18] ⇨ Joins: Chew (sid35940@id-35940.ealing.irccloud.com)
L2601[16:03:58] <gigaherz> (if it's really large, you could use a zip encoder and put the csv file inside the zip ;P)
L2602[16:05:02] <AtomicStryker> so what you're saying is, just print each pair to one line in a text file
L2603[16:05:06] <AtomicStryker> and get excel to do the rest
L2604[16:05:28] <mikebald> Excel will treat a CSV like an excel file [columens and rows] so... yah that'd work just fine
L2605[16:05:34] <mikebald> *columns
L2606[16:05:58] <AtomicStryker> and each comma will denote the next column? ok i see
L2607[16:09:23] ⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L2608[16:10:12] ⇨ Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L2609[16:11:46] ⇦ Quits: gr8pefish (~gr8pefish@24-121-240-63.flagcmtk01.res.dyn.suddenlink.net) (Read error: Connection reset by peer)
L2610[16:20:29] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L2611[16:20:47] ⇨ Joins: Kaiyouko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L2612[16:21:37] <Temportalist> how do you clamp the pinnacle of a quadratic function to a max/min?
L2613[16:22:44] *** Cypher121 is now known as Cypher|Away
L2614[16:22:53] ⇦ Quits: Upthorn (~ogmar@69.62.144.46) (Ping timeout: 198 seconds)
L2615[16:23:21] ⇦ Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 194 seconds)
L2616[16:26:55] ⇦ Quits: Kaiyouko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Read error: Connection reset by peer)
L2617[16:27:47] *** kroeser is now known as kroeser|away
L2618[16:27:55] ⇦ Quits: Toothwitch (~toothwitc@xdsl-213-168-119-70.netcologne.de) (Quit: Nettalk6 - www.ntalk.de)
L2619[16:27:55] <Temportalist> nvm
L2620[16:28:02] ⇨ Joins: Kaiyouko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L2621[16:41:03] ⇨ Joins: gr8pefish (~gr8pefish@24.121.240.63)
L2622[16:43:12] ⇨ Joins: SubconsciousEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L2623[16:45:13] ⇨ Joins: Mowmaster_Mobile (~Mowmaster@67-3-191-23.omah.qwest.net)
L2624[16:45:46] ⇦ Quits: EyeOfKoishi (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186 seconds)
L2625[16:45:50] *** manmaed is now known as manmaed|AFK
L2626[16:47:22] ⇦ Quits: Mowmaster (~Mowmaster@2600:1014:b10e:fd6b:e813:8ea8:9eb5:76f1) (Ping timeout: 186 seconds)
L2627[16:48:10] ⇦ Quits: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: Leaving)
L2628[16:54:47] ⇨ Joins: sciguyryan (~sciguyrya@95.211.188.225)
L2629[16:55:18] ⇨ Joins: VikeStep (~VikeStep|@203.15.33.182)
L2630[16:55:27] ⇨ Joins: EyeOfKoishi (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L2631[16:56:22] <shadekiller666> when rendering text inside of a TESR, how does one make the text not render on top of everything?
L2632[16:56:43] <tterrag> enable depth testing?
L2633[16:58:15] ⇦ Quits: Seppon (~Noppes@82-168-99-26.ip.telfort.nl) (Read error: Connection reset by peer)
L2634[16:58:26] <LatvianModder> Enable alpha blending too
L2635[16:58:27] ⇦ Quits: SubconsciousEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 194 seconds)
L2636[16:58:45] <LatvianModder> And set function to 770, 771
L2637[16:58:59] <LatvianModder> If just depth doesnt work
L2638[16:59:17] <tterrag> don't use raw numbers -.-
L2639[16:59:28] ⇦ Quits: Raspen0 (~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl) (Quit: Leaving)
L2640[16:59:42] <shadekiller666> also, how does one prevent the game from switching back to the block texture map when rendering more than one instance of text?
L2641[16:59:54] <tterrag> what?
L2642[17:00:54] <tterrag> LatvianModder: 770 = GL_SRC_ALPHA, 771 = GL_ONE_MINUS_SRC_ALPHA
L2643[17:00:57] <tterrag> please use constants
L2644[17:00:59] <shadekiller666> i'm helping FusionLord with rendering text in his TESR, and if there is more than 1 of the blocks on screen, only one of the blocks renders the text properly, and the others render the text using the block texture map
L2645[17:01:05] *** Cypher|Away is now known as Cypher121
L2646[17:01:13] <LatvianModder> Im on phone tterrag :D
L2647[17:01:17] <tterrag> shadekiller666: is he rendering a block model in between?
L2648[17:01:30] <tterrag> he needs to bind the font sheet
L2649[17:01:37] <LatvianModder> Does it?
L2650[17:01:43] <LatvianModder> Ive never done that
L2651[17:01:55] <LatvianModder> I think font renderer does it itself
L2652[17:02:07] <shadekiller666> he's rendering only the text in the TESR
L2653[17:02:16] <shadekiller666> the block model itself is handled by the game
L2654[17:02:20] <shadekiller666> via json and obj
L2655[17:02:23] <FusionLord> tterrag, I am binding the font sheet and it doesn't make a difference
L2656[17:02:33] *** K-4U is now known as K-4U|Off
L2657[17:02:38] <Cypher121> anybody here using travi? I need to take a look at a working yml
L2658[17:02:46] <Cypher121> s/travi/travis
L2659[17:02:49] <tterrag> huh
L2660[17:02:50] <tterrag> idk
L2661[17:02:53] <tterrag> Cypher121: ye
L2662[17:03:04] <tterrag> https://github.com/SleepyTrousers/EnderIO/blob/master/.travis.yml
L2663[17:03:58] *** tterrag is now known as tterrag|away
L2664[17:04:40] <Cypher121> thx
L2665[17:09:42] <Cypher121> doesn't it need workspace setup or is it done somewhere else? or is it all just in repository?
L2666[17:15:35] <tterrag|away> afaik that's all you need
L2667[17:16:04] <FusionLord> tterrag|away, anything you see that would cause the font issues? https://github.com/FireBall1725/Graves/blob/master/src/main/java/com/fireball1725/graves/client/render/TileEntityGraveStoneRenderer.java
L2668[17:21:06] ⇦ Quits: Cypher121 (~Cypher121@fox.cypher.coffee) (Quit: reload)
L2669[17:21:14] ⇨ Joins: Cypher121 (~Cypher121@fox.cypher.coffee)
L2670[17:25:29] ⇨ Joins: blood_ (unknown@ool-182e0a55.dyn.optonline.net)
L2671[17:30:10] ⇦ Quits: sciguyryan (~sciguyrya@95.211.188.225) (Remote host closed the connection)
L2672[17:34:53] <shadekiller666> fry you around?
L2673[17:36:14] ⇦ Quits: KanoCodex (~Giratina5@2604:180:0:368::bcd8) (Ping timeout: 198 seconds)
L2674[17:36:19] *** Vaht is now known as Tahg
L2675[17:37:14] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Quit: Leaving...)
L2676[17:40:01] *** Kaiyouko is now known as Kaiyouka
L2677[17:40:41] *** TehNut|Sleep is now known as TehNut
L2678[17:42:37] ⇦ Quits: AndersBillLind (~anders@217-211-66-29-no23.tbcn.telia.com) (Ping timeout: 189 seconds)
L2679[17:43:06] ⇨ Joins: RANKSHANK (~Michael@ppp121-44-70-142.lns20.syd4.internode.on.net)
L2680[17:48:37] <Cypher121> uh, travis logs are broken can't even see the error
L2681[17:50:50] ⇨ Joins: PBlock96 (~PB@lawn-143-215-63-225.lawn.gatech.edu)
L2682[17:56:02] ⇦ Quits: AtomicStryker (~AtomicStr@ip-37-201-235-93.hsi13.unitymediagroup.de) (Quit: Leaving)
L2683[17:58:14] ⇨ Joins: RhileNova (~RhileNova@pool-96-230-106-121.bstnma.fios.verizon.net)
L2684[18:02:17] *** Abrar|gone is now known as AbrarSyed
L2685[18:04:22] ⇦ Quits: Dagarath (~Dagarath@198-91-147-178.cpe.distributel.net) ()
L2686[18:08:13] ⇦ Quits: SandGrainOne (~Terje@cm-84.210.171.146.getinternet.no) (Ping timeout: 194 seconds)
L2687[18:10:03] *** gr8pefish is now known as gr8pefish|away
L2688[18:15:50] ⇦ Quits: unascribed (~aesen@everybody.do.the.net.split.unascribed.com) (Ping timeout: 198 seconds)
L2689[18:17:00] <Temportalist> \(([^\(\)\[\]\{\}\n]+)\)|\[([^\(\)\[\]\{\}\n]+)\]|\{([^\(\)\[\]\{\}\n]+)\}
L2690[18:17:06] <Temportalist> that regex der do
L2691[18:19:09] ⇨ Joins: unascribed (~aesen@everybody.do.the.net.split.unascribed.com)
L2692[18:19:13] ⇨ Joins: TechDG (~TechDweeb@2601:1c0:5100:35f6:e4ea:e968:77a7:b8e1)
L2693[18:19:24] <Ordinastie> FusionLord, make sure your renderText stuff triggers a draw
L2694[18:19:29] <TechDG> hey. my mod is fine in eclipse but when it compiles the energy bar is missing from the compressor gui. any ideas?
L2695[18:19:43] <Ordinastie> TechDG, capitalization error
L2696[18:20:07] <TechDG> how come it works in eclipse then
L2697[18:20:07] ⇨ Joins: Something12 (~Something@S010634bdfa9eca7b.vs.shawcable.net)
L2698[18:20:08] <Cypher121> Temportalist: if my laptop stops working because I threw up on it, it's on you to buy me a new one
L2699[18:20:37] <Temportalist> hahaha
L2700[18:20:50] * Temportalist is still learning regex
L2701[18:21:09] <Temportalist> but that was quick and dirty, still trying to simplify
L2702[18:21:10] <FusionLord> Ordinastie, following the rabbits hole it does call FontRenderer.doDraw
L2703[18:21:15] <TechDG> Ordinastie, how come it works in eclipse then?
L2704[18:21:40] *** SnowShock35 is now known as zz_SnowShock35
L2705[18:21:47] <VikeStep> all the escape characters o.o
L2706[18:21:56] <Temportalist> VikeStep: yeaaah
L2707[18:22:22] <FusionLord> Ordinastie, this is what is happening http://puu.sh/mDtq8/376ec9913c.png
L2708[18:22:26] <Temportalist> basically matching to anything in brackets/parenthesis but only capturing the inner most
L2709[18:23:04] <VikeStep> how does it handle [[], []]
L2710[18:23:09] <VikeStep> there are two inner-most
L2711[18:23:29] <Ordinastie> TechDG, because you're on windows and windows filesystem doesn't care about capitals ?
L2712[18:23:29] <Temportalist> doesnt match, nothing inside the brakets
L2713[18:23:33] <Drullkus> FusionLord: o.O
L2714[18:23:39] <Temportalist> https://www.irccloud.com/pastebin/9ewjKfO6/
L2715[18:23:52] ⇨ Joins: Gigabit101 (~Gigabit10@cpc76302-cosh16-2-0-cust475.6-1.cable.virginm.net)
L2716[18:23:53] <Ordinastie> FusionLord make a close up screen of the right one, with white color instead of black
L2717[18:23:59] <Temportalist> VikeStep: this matches though: [[a], [a]]
L2718[18:24:28] <VikeStep> hmm
L2719[18:25:03] <VikeStep> I'm currently trying to wrestle with Entity Framework Migrations -.-
L2720[18:25:09] <VikeStep> always a hassle
L2721[18:25:52] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:cc3:c738:1a92:6bb3) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L2722[18:26:09] <Temportalist> VikeStep: when I put that in a scala string
L2723[18:26:12] <Temportalist> oh. my. gosh.
L2724[18:26:18] <Temportalist> val regex = "\\(([^\\(\\)\\[\\]\\{\\}\\n]+)\\)|\\[([^\\(\\)\\[\\]\\{\\}\\n]+)\\]|\\{([^\\(\\)\\[\\]\\{\\}\\n]+)\\}"
L2725[18:26:30] <TechDG> Ordinastie, can the file names not be in caps?
L2726[18:26:58] <TechDG> because the gui image itself works
L2727[18:27:00] <TechDG> and thats also caps
L2728[18:27:16] <Ordinastie> make sure it matches
L2729[18:27:28] <TechDG> ok im recompiling now
L2730[18:27:32] ⇨ Joins: Sollux-Captor (~Sollux-Ca@2601:547:c400:cbbd:7d7d:e1b5:e95d:9e25)
L2731[18:28:01] <VikeStep> if only Java had raw strings Temportalist
L2732[18:28:06] <Temportalist> VikeStep: ya
L2733[18:28:07] <TechDG> poop i did setupDecompWorkspace xD instead of build
L2734[18:28:08] <TechDG> fail
L2735[18:28:22] <VikeStep> it's probably easier to do .replace("\", "\\") haha
L2736[18:28:31] <Temportalist> probs
L2737[18:29:01] <FusionLord> Ordinastie, http://puu.sh/mDtRp/42c9fe876f.png
L2738[18:29:08] <VikeStep> Temportalist, also, I don't think regex is really the right thing to be using for this haha
L2739[18:29:15] <Cypher121> aren't \ going to be replaced compile-time, before replace is called?
L2740[18:29:22] <Cypher121> also what Vike said
L2741[18:29:23] <Temportalist> VikeStep: for what?
L2742[18:29:32] <Sollux-Captor> what is a recommended forge version i should use for a 1.8.9 mod? im in the process of updating the forge
L2743[18:29:36] <VikeStep> for finding the inner-most parentheses/brackets
L2744[18:29:43] <Temportalist> VikeStep: why not? haha
L2745[18:29:52] <Temportalist> is there a better way than looping?
L2746[18:29:57] <Cypher121> usually if you use regex to solve a problem, you end up with two problems. in your case it's more like 1 problem per escaped symbol
L2747[18:30:02] <gigaherz> Sollux-Captor: so far as 1.8.9 is in beta and no recommended exists, latest.
L2748[18:30:05] ⇦ Quits: GUIpsp_ (~GUIpsp@a85-139-158-167.cpe.netcabo.pt) (Remote host closed the connection)
L2749[18:30:20] <Sollux-Captor> ok thanks
L2750[18:30:26] <TechDG> what the poop ):
L2751[18:30:33] <TechDG> still cant find texture
L2752[18:30:37] <TechDG> i copied the name directly :/
L2753[18:30:39] <TechDG> WORKKK
L2754[18:32:32] <gigaherz> can you show your code? ;P
L2755[18:32:37] <TechDG> pushing now xD
L2756[18:32:43] <tterrag|away> VikeStep: you can't do that replace
L2757[18:32:45] <Ordinastie> still doesn't work ?
L2758[18:32:53] <tterrag|away> the string errors because "\(" is not a valid escape
L2759[18:32:55] <TechDG> nope not even with direct copied name from rename
L2760[18:33:00] <tterrag|away> so you need to escape the backspace
L2761[18:33:09] <Ordinastie> TechDG, check that the file is actually inside the JAR
L2762[18:33:15] <TechDG> did
L2763[18:33:19] <Temportalist> Is there a better way to get inner most charactesr?
L2764[18:33:20] <TechDG> still nothing wrong that I can see
L2765[18:33:58] <TechDG> https://github.com/TechDweebGaming/MystTech/blob/dev/src/main/java/com/TechDweebGaming/MystTech/client/gui/GuiCompressor.java
L2766[18:34:05] <Sollux-Captor> http://i.imgur.com/rULJDOC.png what went wrong with my update?
L2767[18:34:13] <FusionLord> Ordinastie, any ideas?
L2768[18:34:24] <TechDG> ur mappings
L2769[18:34:32] <TechDG> sollux u updating to 1.8.9?
L2770[18:34:34] <TechDG> if so Il help u
L2771[18:34:40] <Sollux-Captor> ye im updating
L2772[18:34:40] <TehNut> read your log...
L2773[18:34:45] <TechDG> go to build.gradle
L2774[18:34:45] <TehNut> it tells you exactly what went wrong
L2775[18:34:55] <TechDG> find where ti sayins mappings = "someversion"
L2776[18:35:12] <TechDG> and change the stuff in quotes to snapshot_20160119
L2777[18:35:17] <TechDG> thats the build from last night
L2778[18:35:35] <TechDG> or if you want the one I use that i know works, its snapshot_20160112
L2779[18:35:51] <TechDG> then rerun setupDecompWorkspace and eclipse
L2780[18:36:18] <Sollux-Captor> it is fixed. thanks
L2781[18:36:21] <TechDG> :)
L2782[18:36:27] <Sollux-Captor> i was doing it correctly at first
L2783[18:36:32] <Sollux-Captor> forgot to change the mapping though
L2784[18:36:44] <TechDG> ah ok
L2785[18:36:57] <TechDG> any ideas yet Ordinastie or gigaherz?
L2786[18:37:11] <TechDG> its gigaherz's system for hte energy bar in the first place sooooo xD
L2787[18:38:11] <Ordinastie> TechDG, "mysttech:/textures/gui/Energy.png" <= that one ?
L2788[18:38:22] <Sollux-Captor> http://i.imgur.com/3bdDCOk.png setupDecompWorkspace failed
L2789[18:38:59] <Drullkus> gj
L2790[18:39:01] <Ordinastie> Sollux-Captor, make sure you use the right gradle version
L2791[18:39:23] <Sollux-Captor> what IS the right gradlew version
L2792[18:39:44] <TechDG> sollux looking what I use for forhe 1.8.9-11.15.0.1697
L2793[18:39:49] <TechDG> forge*
L2794[18:40:04] <Sollux-Captor> im using 1.8.9-11.15.0.1710
L2795[18:40:18] <TechDG> ok so go download the zip
L2796[18:40:18] <Ordinastie> take the one shipped with that version
L2797[18:40:22] <TechDG> yeah
L2798[18:40:40] <TechDG> download the zip and replace your gradlew and gradlew.bat with it's gradlew and gradlew.bat
L2799[18:40:55] ⇦ Quits: iari (~iari@evana.futhark24.org) (Ping timeout: 189 seconds)
L2800[18:40:56] <TechDG> Ordinastie: yes
L2801[18:41:05] <TechDG> thats the one that it cant find
L2802[18:41:28] ⇦ Quits: RhileNova (~RhileNova@pool-96-230-106-121.bstnma.fios.verizon.net) (Quit: Leaving)
L2803[18:41:49] <gigaherz> TechDG: what is it that doesn't draw?
L2804[18:41:50] <Ordinastie> TechDG, remove first /
L2805[18:41:59] <TechDG> oh god I see
L2806[18:42:05] <TechDG> gig it was the energy bar, ty Ordinastie!
L2807[18:42:18] <gigaherz> aha yeah I suspected as much
L2808[18:42:32] <Sollux-Captor> i dont see any src download for this version on files.minecraftforge.nt
L2809[18:42:36] ⇦ Quits: untamemadman (~untamemad@cpc87177-aztw31-2-0-cust196.18-1.cable.virginm.net) (Ping timeout: 198 seconds)
L2810[18:42:39] <gigaherz> the / seemed out of place but I needed to confirm ;P
L2811[18:42:41] <TechDG> sollux il link u
L2812[18:42:46] <gigaherz> Sollux-Captor: "src" was renamed to "mdk"
L2813[18:42:51] <Sollux-Captor> ok
L2814[18:42:55] <TechDG> ug i keep doing setupDecompWorkspace instead of build xD
L2815[18:43:07] <Sollux-Captor> :P
L2816[18:43:20] <TechDG> http://adfoc.us/serve/?id=27122857459675
L2817[18:43:22] <gigaherz> TechDG: well then be thankful gradle caches the results
L2818[18:43:23] <gigaherz> ;p
L2819[18:43:24] <TechDG> thats the forgedownload
L2820[18:43:29] <Sollux-Captor> guessing mdk stands for Mod Dev Kit ?
L2821[18:43:31] <TechDG> yeah
L2822[18:43:34] <gigaherz> yep
L2823[18:43:35] <TechDG> I rhink aolluz
L2824[18:43:37] <TechDG> sollux*
L2825[18:44:17] <Ordinastie> FusionLord, I don't see why it wouldn't bind
L2826[18:44:29] <Ordinastie> but first, I would fix that renderTextOnHeadstotne method :x
L2827[18:44:39] <Ordinastie> (yep, the typo isn't mine)
L2828[18:45:22] <TechDG> xD
L2829[18:45:41] <Ordinastie> and I don't mean only the typo
L2830[18:45:58] <TechDG> how hard is it to use the JEIAPI to add recipe types for machines
L2831[18:46:07] <Ordinastie> bind the texture only once, remove all the uncessary pushMatrix
L2832[18:46:09] <tterrag|away> not hard
L2833[18:46:13] *** tterrag|away is now known as tterrag
L2834[18:46:15] <TechDG> is there any documentation/
L2835[18:46:26] *** Cypher121 is now known as Cypher|Away
L2836[18:46:45] <tterrag> yes, plenty of javadocs and examples
L2837[18:46:48] <TechDG> ok
L2838[18:46:54] <TechDG> brb gotta go do something, how do I do the away thing?
L2839[18:47:19] <TechDG> wait ik
L2840[18:47:24] *** TechDG is now known as TechDG|Away
L2841[18:47:26] <TechDG|Away> ok worked
L2842[18:47:27] <TechDG|Away> brb
L2843[18:48:10] <Temportalist> VikeStep: how well do you know regex?
L2844[18:50:03] <Sollux-Captor> thx i got it up
L2845[18:53:12] <Temportalist> http://regexr.com/3ckjh
L2846[18:53:20] ⇨ Joins: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2847[18:53:24] <Temportalist> so, trying to match groupings of math expressions
L2848[18:53:25] <TechDG|Away> back
L2849[18:53:30] *** TechDG|Away is now known as TechDG
L2850[18:53:38] <Sollux-Captor> eclipse is saying there is an error within my project but it isnt pointing it out :I
L2851[18:53:41] <Temportalist> need to fix for that last one though
L2852[18:54:24] <Sollux-Captor> http://i.imgur.com/VLutAEz.png
L2853[18:55:12] <Unh0ly_Tigg> go to the problems tab at the bottom.
L2854[18:55:49] <Sollux-Captor> http://i.imgur.com/reMy9Wr.png
L2855[18:55:52] *** gr8pefish|away is now known as gr8pefish
L2856[18:56:15] *** willieaway is now known as williewillus
L2857[18:57:47] <Sollux-Captor> ye idk how to fix buildpath errors :/
L2858[18:57:52] <Unh0ly_Tigg> ok, so, you're going to want to open the Navigator view (Window > Show View > Navigator), then you're going to want to open up the .classpath file listed there. and there should be 2 lines that say "<classpathentry ..." that include "
L2859[18:57:55] <Unh0ly_Tigg> woops
L2860[18:58:02] <Sollux-Captor> probably a good thing to learn i guess
L2861[18:58:17] <shadekiller666> i never noticed just how broken the block breaking texture animation is...
L2862[18:59:39] <Unh0ly_Tigg> ok, so, you're going to want to open the Navigator view (Window > Show View > Navigator), then you're going to want to open up the .classpath file listed there. and there should be 2 lines that say "<classpathentry ..." that include "org.eclipse.jdt.launching.JRE_CONTAINER" on the line, you're going to want to remove only 1 of those lines (I prefer to keep the one that doesn't have "exported" on it). And then just save
L2863[18:59:39] <Unh0ly_Tigg> the file, and it should fix your error.
L2864[19:00:14] <TechDG> tterrag can u link me to a javadoc?
L2865[19:00:18] <TechDG> for JEIAPI?
L2866[19:00:23] <TechDG> or an example
L2867[19:00:47] <tterrag> um...javadoc is in the code
L2868[19:00:51] <tterrag> examples are in JEIAddons
L2869[19:00:56] <TechDG> k
L2870[19:01:14] <Unh0ly_Tigg> https://github.com/mezz/JustEnoughItems has the source for JEI
L2871[19:02:26] <TechDG> yeah there now
L2872[19:02:44] <VikeStep> Temportalist, I usually have to use google when I do anything apart from searching a basic string tbh
L2873[19:02:53] <Sollux-Captor> Unh0ly_Tigg, thanks. that worked
L2874[19:03:15] <Unh0ly_Tigg> Sollux-Captor, no problem, that issue tends to arise with gradle a lot for me.
L2875[19:03:16] <VikeStep> although, I can usually try and understand a regex string if I see one
L2876[19:03:35] <Sollux-Captor> welp. . . time to browse the Fluid API so i can utilize mB
L2877[19:04:01] <shadekiller666> tterrag, i'm trying to think of a good way to fix that breaking texture bug that i was talking about yesterday, and i'm wondering what should happen if the model of the block being broken is larger than 1x1x1
L2878[19:04:46] <tterrag> shadekiller666: it should tile the texture, like it does on the chest, no?
L2879[19:05:00] <shadekiller666> thats what i was thinking
L2880[19:05:13] ⇦ Quits: Szernex (~Szernex@178-191-98-167.adsl.highway.telekom.at) (Read error: Connection reset by peer)
L2881[19:05:20] <shadekiller666> but chests handle their own breaking animation
L2882[19:05:28] <shadekiller666> and they also handle it wrong btw
L2883[19:05:46] <shadekiller666> none of the faces on a chest render the breaking animation correctly
L2884[19:09:59] <tterrag> really?
L2885[19:10:00] <tterrag> pic?
L2886[19:10:20] <gigaherz> shadekiller666: didn't fry say that blocks > 1x1x1 are not a supported scenario?
L2887[19:10:51] <FusionLord> tterrag, the faces render them off 1px on singles and 2px on doubles
L2888[19:10:55] <tterrag> shadekiller666: honestly for now you should just disable breaking anim if a vert is outside the block bounds
L2889[19:11:29] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Quit: Leaving)
L2890[19:12:00] ⇦ Quits: TechDG (~TechDweeb@2601:1c0:5100:35f6:e4ea:e968:77a7:b8e1) (Quit: Leaving)
L2891[19:12:34] <shadekiller666> tterrag: http://imgur.com/a/ZemjG
L2892[19:13:04] <tterrag> well, that's almost correct, it'
L2893[19:13:09] <tterrag> it's just not offset to match the model
L2894[19:13:16] <tterrag> it should be translated over 2px
L2895[19:13:18] <shadekiller666> no thats not it
L2896[19:13:30] <shadekiller666> its actually scaled 4x
L2897[19:13:42] <shadekiller666> 8x for double chests... because hardcoded :/
L2898[19:13:54] <tterrag> I don't see that
L2899[19:14:34] <Sollux-Captor> do fluid tanks need nbt? like what are the specifics for fluid containers?
L2900[19:14:46] <shadekiller666> well, it does need translation yes, but i think its also a bit larger
L2901[19:15:03] <gigaherz> Sollux-Captor: fluidcontainers work a bit like inventory stacks
L2902[19:15:12] <gigaherz> there's FluidStacks that can be transferred around
L2903[19:15:17] <gigaherz> and when you save/load the fluid
L2904[19:15:17] <tterrag> !gm func_177586_a
L2905[19:15:20] *** gr8pefish is now known as gr8pefish|gone
L2906[19:15:25] <gigaherz> you of course save/load the fluid from NBT
L2907[19:15:48] <Sollux-Captor> transferred in what way?
L2908[19:15:59] <gigaherz> pipes, buckets, ...
L2909[19:16:07] <Sollux-Captor> i see
L2910[19:16:18] <shadekiller666> for the double chest, TileEntityChestRenderer cheats and tells the neighbor to also render its breaking texture
L2911[19:16:34] *** MrKickkiller is now known as MrKick|Away
L2912[19:16:39] <Sollux-Captor> would using FluidStack be the more versitile of the two?
L2913[19:16:44] <Sollux-Captor> as in mre to utilize?
L2914[19:16:48] <Sollux-Captor> more*
L2915[19:16:49] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:71dd:5aa6:f456:6e74)
L2916[19:17:56] <gigaherz> shadekiller666: the chest breaking textureisn't scaled wrongly
L2917[19:17:57] <gigaherz> it's just offset
L2918[19:18:30] <gigaherz> the pixels still match 1:1 with the chest texture
L2919[19:18:34] <gigaherz> it's just not drawing centered
L2920[19:18:40] <shadekiller666> ahh
L2921[19:18:50] <tterrag> as I said
L2922[19:19:27] <gigaherz> weirdly
L2923[19:19:36] <gigaherz> it's offset in such a way that it overflows into the next face
L2924[19:20:16] <gigaherz> hmmm
L2925[19:20:26] <gigaherz> is the breaking texture rendered using the lightmap channel?
L2926[19:23:06] ⇨ Joins: SubconsciousEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L2927[19:23:14] <shadekiller666> uhh
L2928[19:23:22] <shadekiller666> don't think so
L2929[19:23:27] <williewillus> wtf I just reset my gradle workspace like I've done millions of times
L2930[19:23:33] <williewillus> but this time none of the libraries got pulled in
L2931[19:23:41] <gigaherz> then I have no idea how it manages to wrap around
L2932[19:23:44] <williewillus> welp jk nvm
L2933[19:23:47] <williewillus> idea lagged
L2934[19:24:26] ⇨ Joins: AbsentThirdEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L2935[19:25:08] ⇦ Quits: heldplayer (heldplayer@2001:1af8:2100:a006:1::1) (Ping timeout: 198 seconds)
L2936[19:25:10] <gigaherz> night ppl
L2937[19:25:16] *** gigaherz is now known as ghz|afk
L2938[19:26:02] ⇦ Quits: EyeOfKoishi (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L2939[19:26:34] ⇦ Quits: SubconsciousEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186 seconds)
L2940[19:26:36] <shadekiller666> well, the chest model extends ModelBase, so i'm guessing that has something to do with it
L2941[19:27:02] <Sollux-Captor> FluidContainerRegistry.class is that for initialization or when ever a container intakes/outakes a liquid?
L2942[19:28:48] <shadekiller666> tterrag, unfortunately disabling the breaking animation requires that your block either extend one of the BlockChest classes, BlockSign, or BlockSkull, or that it has a TileEntity that overrides canRenderBreaking()
L2943[19:28:59] <shadekiller666> because the TileEntity is the perfect place to put that...
L2944[19:31:04] ⇨ Joins: heldplayer (heldplayer@2001:1af8:2100:a006:1::1)
L2945[19:31:47] <FusionLord> shadekiller666, shouldn't that be in the json somewhere ? just a thought
L2946[19:31:49] <tterrag> shadekiller666: I mean add a forge patch
L2947[19:31:50] <tterrag> .-.
L2948[19:32:49] <shadekiller666> FusionLord, at least in the block...
L2949[19:33:40] <netz> tterrag: mechanical keyboard!!!
L2950[19:36:20] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:71dd:5aa6:f456:6e74) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L2951[19:37:10] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:71dd:5aa6:f456:6e74)
L2952[19:40:43] *** gr8pefish|gone is now known as gr8pefish
L2953[19:42:51] ⇦ Quits: gr8pefish (~gr8pefish@24.121.240.63) (Read error: Connection reset by peer)
L2954[19:43:03] ⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Quit: off to whatever)
L2955[19:43:19] ⇨ Joins: gr8pefish (~gr8pefish@24-121-240-63.flagcmtk01.res.dyn.suddenlink.net)
L2956[19:44:12] <Sollux-Captor> so should i use nbt to store the ammount of liquid an item is holding?
L2957[19:48:11] <williewillus> yes
L2958[19:50:01] <Sollux-Captor> ok
L2959[19:50:08] <Sollux-Captor> welp time to learn how to use nbt xD
L2960[19:52:04] ⇨ Joins: dmf444 (~dmf444@192-0-250-222.cpe.teksavvy.com)
L2961[19:53:56] ⇦ Quits: Something12 (~Something@S010634bdfa9eca7b.vs.shawcable.net) (Ping timeout: 198 seconds)
L2962[19:55:56] <dmf444> How can I change the particles that spawn when a block breaks? Specifically, it's a TESR and the particles are currenlty Missingo
L2963[19:56:43] <williewillus> dmf444: theres overrides in Block class
L2964[19:57:39] <williewillus> add{Hit/Landing/Destroy}Effects
L2965[19:58:44] <dmf444> didn't notice, thanks!
L2966[20:01:44] ⇨ Joins: xampp (~xampp@c-98-243-68-246.hsd1.mi.comcast.net)
L2967[20:05:00] *** TehNut is now known as TehNut|Gone
L2968[20:08:30] <Sollux-Captor> how do you apply nbt to an item?
L2969[20:09:22] ⇦ Quits: yopu (~yopu@184-89-171-53.res.bhn.net) (Ping timeout: 186 seconds)
L2970[20:09:28] <williewillus> NBT is through NBTTagCompound objects
L2971[20:09:41] <williewillus> stacks have get/setNBTTagCompound
L2972[20:09:44] <unascribed> yeah, there's a method on ItemStack to get the tag
L2973[20:09:47] <unascribed> but it can return null
L2974[20:09:49] ⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Quit: Nii-san is watching you.)
L2975[20:09:53] <williewillus> so if it's null
L2976[20:09:54] <williewillus> make a new one
L2977[20:09:57] <williewillus> :p
L2978[20:10:18] ⇨ Joins: sinkillerj (~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
L2979[20:10:19] ⇨ Joins: Hgreb (~Hgrebnedn@d8D872D48.access.telenet.be)
L2980[20:10:22] <unascribed> sorry for the redundancy, I didn't notice your message about stacks :P
L2981[20:10:46] <Sollux-Captor> ok thanks
L2982[20:11:46] ⇦ Quits: gr8pefish (~gr8pefish@24-121-240-63.flagcmtk01.res.dyn.suddenlink.net) (Read error: Connection reset by peer)
L2983[20:12:50] ⇦ Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be) (Ping timeout: 198 seconds)
L2984[20:13:00] <Sollux-Captor> where can i find a tutorial on nbt? im a noob to it but i want to find out how to use it to store the ammount of liquid in an item im making
L2985[20:14:30] <williewillus> vanilla
L2986[20:14:42] <Sollux-Captor> well i mean like uses in code
L2987[20:15:16] <tterrag> vanilla
L2988[20:20:13] *** williewillus is now known as willieaway
L2989[20:21:10] ⇨ Joins: SubconsciousEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L2990[20:21:34] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping timeout: 189 seconds)
L2991[20:23:05] ⇦ Quits: VikeStep (~VikeStep|@203.15.33.182) (Quit: Leaving)
L2992[20:23:18] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L2993[20:23:46] ⇦ Quits: AbsentThirdEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186 seconds)
L2994[20:24:24] *** willieaway is now known as williewillus
L2995[20:25:18] *** Cypher|Away is now known as Cypher121
L2996[20:26:48] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:71dd:5aa6:f456:6e74) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L2997[20:28:14] <FusionLord> shadekiller666, found out what the issue with the font was
L2998[20:29:03] <shadekiller666> ya?
L2999[20:29:38] <FusionLord> yeah there was some code that I didn't write that was restoring the block sheet
L3000[20:35:20] <shadekiller666> of course there was
L3001[20:35:22] ⇦ Quits: unascribed (~aesen@everybody.do.the.net.split.unascribed.com) (Quit: Your warranty is now void.)
L3002[20:35:51] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:71dd:5aa6:f456:6e74)
L3003[20:36:10] <FusionLord> anyone know how to flip a face in blender?
L3004[20:40:46] <Sollux-Captor> how do i go from item to ItemStack?
L3005[20:41:08] <FusionLord> new ItemStack(item, amount, meta);
L3006[20:41:57] <Drullkus> Let's say I want to do a custom renderer on an item
L3007[20:42:21] <Drullkus> As in, I have an item that's actually a wrapper containing a different item
L3008[20:42:27] <Drullkus> How would I render that different item?
L3009[20:42:36] <williewillus> steal its model and combine it with yours
L3010[20:42:38] <killjoy> Like repeaters?
L3011[20:42:50] <Drullkus> williewillus: How would I do it?
L3012[20:42:53] <williewillus> yeah like repeaters or do you mean something else
L3013[20:43:21] <Drullkus> Basically, I have a mod that lets you put RF Equipment onto a tool
L3014[20:43:26] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:71dd:5aa6:f456:6e74) (Ping timeout: 198 seconds)
L3015[20:43:32] <Drullkus> I want to render the tool then an overlay
L3016[20:43:38] <Drullkus> This is 1.8 btw
L3017[20:44:06] <williewillus> okay so, the botania floating flowers. Are composed of an "island" model and of some arbitrary special flower model. I basically have a smart model that loads all the island models, then it grabs the item model it needs, transforms it, combines it with the island, then caches it. I'll get the code, hold on
L3018[20:44:34] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L3019[20:45:23] <williewillus> Drullkus: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/model/FloatingFlowerModel.java
L3020[20:45:48] <Drullkus> Oooh, botania is on 1.8, ok
L3021[20:46:19] <Drullkus> Thank you for your help williewillus, I'll have a look at it :D
L3022[20:46:24] <williewillus> no prob
L3023[20:46:28] <williewillus> botania is basically a 1.8 case study lol
L3024[20:46:32] <williewillus> so many good examples of things
L3025[20:48:24] ⇨ Joins: unascribed (~aesen@everybody.do.the.net.split.unascribed.com)
L3026[20:51:35] <Drullkus> Wait
L3027[20:51:37] <Drullkus> Er...
L3028[20:51:48] <williewillus> not waht you were looking for? :p
L3029[20:51:50] <Drullkus> What I'm using is an Item -- This class is for a model?
L3030[20:51:56] <williewillus> yes
L3031[20:51:58] <Drullkus> Block, not model, sorry
L3032[20:52:08] <williewillus> it's for both the block and model
L3033[20:52:15] <williewillus> just ignore the block parts
L3034[20:52:19] <williewillus> *block and item
L3035[20:52:45] <williewillus> the item/block forms of the floating flowers share models
L3036[20:55:55] <SSBlur> To have multiple models for different damage values on an item in 1.8, one would use [RenderItem].getItemModelMesher().register([Item], [Damage/Metadata], new ModelResourceLocation([Domain] + ":" + [Model Path (without the /item)], "inventory"));, correct?
L3037[20:56:04] <williewillus> nope
L3038[20:56:07] <SSBlur> Ah
L3039[20:56:09] <williewillus> dammit who's teaching that ;p
L3040[20:56:12] ⇨ Joins: EyeOfKoishi (~Subconcio@cpe-65-28-43-97.wi.res.rr.com)
L3041[20:56:13] <shadekiller666> has anyone had issues with FG2.1 and windows firewall?
L3042[20:56:17] <SSBlur> Knew I was doing something wrong
L3043[20:56:28] <williewillus> its not wrong, it's just way outdated
L3044[20:56:32] <SSBlur> Really?
L3045[20:56:32] <williewillus> like from the early days of 1.8.0
L3046[20:56:34] <SSBlur> Huh
L3047[20:56:48] <SSBlur> How might I go about updating this?
L3048[20:56:51] <Drullkus> williewillus: Ok so I can't use this if I want to have a tool Icon with an overlay?
L3049[20:57:05] <williewillus> read this https://gist.github.com/williewillus/57d7093efa80163e96e0 (ctrl+f "getting item models up and running")
L3050[20:57:11] <williewillus> Drullkus: why can't you?
L3051[20:57:20] <williewillus> take the base model of the tool and combine it with whatever overlay
L3052[20:57:21] <SSBlur> @Williewillus Thanks
L3053[20:57:25] <Drullkus> oooh
L3054[20:57:39] <Drullkus> How would I render the 2d icon then? :S
L3055[20:58:02] <williewillus> the 2d icon is the 3D model, it's just facing you flat-on :p
L3056[20:58:02] <Drullkus> I'm literally new to 1.8, this is my first 1.8 mod
L3057[20:58:07] <Drullkus> Wha-
L3058[20:58:09] <Drullkus> Wow, ok
L3059[20:58:17] <Drullkus> That's really fucking weird but ok thanks XD
L3060[20:58:26] <williewillus> that's what the "isgui3d" call in those model classes are
L3061[20:58:36] <williewillus> if it's false mc rotates it to face you, I think
L3062[20:58:42] <Drullkus> oooh
L3063[20:58:48] <FusionLord> williewillus, i think it is called orthographic...
L3064[20:58:56] <Drullkus> What is 'isAmbientOcclusion'?
L3065[20:58:58] ⇦ Quits: SubconsciousEye (~Subconcio@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 189 seconds)
L3066[20:58:58] <Temportalist> is there a way to have an IProperty which is not used in the blockstate json aside from IUnlistedProperty?
L3067[20:59:12] <williewillus> Temportalist: custom statemapper ignore it
L3068[20:59:18] <Temportalist> ?
L3069[20:59:48] <williewillus> https://gist.github.com/williewillus/57d7093efa80163e96e0 (ctrl + f "statemapping")
L3070[21:00:10] ⇦ Quits: Sollux-Captor (~Sollux-Ca@2601:547:c400:cbbd:7d7d:e1b5:e95d:9e25) (Quit: Leaving)
L3071[21:01:22] <williewillus> ambient occlusion is the darkening of inner corners of the model, it's usually more used for blocks and their itemblock models
L3072[21:01:29] <williewillus> not as much for items since those rarely have corners to darken
L3073[21:04:14] <shadekiller666> does anyone else have to turn off windows 10 firewall when running gradlew setupForge or setupDecompWorkspace?
L3074[21:04:27] <dmf444> nope
L3075[21:04:30] <SSBlur> @williewillus: Thanks, that cleaned up my code quite a bit. From what I have read, it takes identical parameters to the other function?
L3076[21:04:32] <williewillus> i dont, the first time it just warns me and then I let it through
L3077[21:04:38] <williewillus> SSBlur: yep
L3078[21:04:47] ⇨ Joins: Cojo (~Cojosan@2606:a000:1126:8048:75b4:2f3d:cce4:85ef)
L3079[21:04:57] <SSBlur> Hmm
L3080[21:05:13] <SSBlur> Just loaded it up after switching, every custom inventory model is gone.
L3081[21:05:17] <SSBlur> Debug time
L3082[21:05:37] <williewillus> are there errors in the log?
L3083[21:06:14] <SSBlur> Absolutely none.
L3084[21:06:31] <SSBlur> Do I need to add the item/ prefix now?
L3085[21:06:52] <SSBlur> No, it does appear to be the same
L3086[21:06:58] <Temportalist> williewillus: even though I call ModelLoader.setcustomStatemapper in preinit, it isnt going into effect
L3087[21:07:01] <SSBlur> Thank you for the help, nonethe less.
L3088[21:07:03] <shadekiller666> williewillus, it doesn't even tell me that it blocked gradle...
L3089[21:07:15] <williewillus> Temportalist: what kind of statemapper do you pass it?
L3090[21:07:22] <Temportalist> https://www.irccloud.com/pastebin/3RS57cZm/
L3091[21:07:26] <shadekiller666> i just have to turn off the firewall before running the command
L3092[21:07:28] <williewillus> if you use ignore() itll treat the block like it doesnt even have that property
L3093[21:07:38] <Temportalist> exectly
L3094[21:07:45] <williewillus> errors in the log?
L3095[21:07:55] <williewillus> also define "going into effect" :P
L3096[21:07:57] <Temportalist> hold on, i might ahve derped
L3097[21:08:04] <Temportalist> nope
L3098[21:08:05] <williewillus> make sure your blockstate json is updated to support this change
L3099[21:08:19] <Temportalist> https://www.irccloud.com/pastebin/A0JK5hw1/
L3100[21:08:41] <Temportalist> https://gist.github.com/anonymous/8647723d8b34b84e9072
L3101[21:08:44] <williewillus> are you doing BlockRope or BlockRopeBridge
L3102[21:08:54] <Temportalist> both
L3103[21:08:56] <Temportalist> same thing
L3104[21:09:07] <Temportalist> https://gist.github.com/anonymous/c3147e781598bba65207
L3105[21:09:11] <Temportalist> rope bridge extended rope
L3106[21:09:33] <williewillus> and you ignored both bridge_length and bridge_index?
L3107[21:09:39] <Temportalist> yes
L3108[21:10:24] <williewillus> idk, that should work. Check it's actually beign called
L3109[21:10:31] <Temportalist> i did
L3110[21:10:37] <Temportalist> println("load mapper\n")
L3111[21:10:57] <Temportalist> https://www.irccloud.com/pastebin/A0JK5hw1/
L3112[21:11:35] <williewillus> idk then, doing that always works for me, show the code where you do that?
L3113[21:12:11] <Temportalist> https://gist.github.com/anonymous/b19d35a172da888a527a#file-proxyclient-scala-L29
L3114[21:13:05] <williewillus> not sure if this matters, but try instantiating a new one instead reusing the old one
L3115[21:14:08] <Temportalist> Nope
L3116[21:14:54] <FusionLord> model specified in json, block shows fine, item is missing textured cube_all https://github.com/FireBall1725/Graves/blob/master/src/main/resources/assets/graves/blockstates/headstone.json
L3117[21:15:30] <williewillus> FusionLord: setCustomMRL?
L3118[21:16:00] <FusionLord> i'll double chheck
L3119[21:18:22] <FusionLord> that is the one step i missed
L3120[21:18:24] <FusionLord> ty
L3121[21:20:38] <FusionLord> how about that for a headstone? http://puu.sh/mDDMv/d792c50362.png
L3122[21:20:56] <williewillus> nice
L3123[21:21:08] <williewillus> a little too un-boxy / un-minecrafty but still good
L3124[21:21:11] <williewillus> *for my taste
L3125[21:22:05] <FusionLord> no i have to learn Smartmodels to render text on my item, is the lexicabonania doing that yet?
L3126[21:22:22] <williewillus> no, I'm waiting on the animation API
L3127[21:22:37] <FusionLord> oh for page flipping?
L3128[21:23:14] <williewillus> and for the rendering text on smartmodel thing ask fry, I don't think it's completed yet, or I don't remember how to do it :p
L3129[21:23:41] <FusionLord> ahh, well it isn't that big of a deal as of yet
L3130[21:24:10] ⇦ Quits: blood_ (unknown@ool-182e0a55.dyn.optonline.net) (Read error: Connection reset by peer)
L3131[21:26:22] <FusionLord> to continue working or go to bed
L3132[21:26:32] ⇨ Joins: calclavia (uid15812@richmond.irccloud.com)
L3133[21:26:57] <williewillus> rwesists urge to keep working on botania 1.8 and do hw for school :p
L3134[21:27:08] <FusionLord> lol
L3135[21:27:30] *** Vigaro is now known as V
L3136[21:27:45] <FusionLord> I don't work til 2:15 tomorrow so I'm in a real debate, I could go to bed now and get up early and start up again tomorrow
L3137[21:27:55] <FusionLord> and I did get tons done today
L3138[21:28:35] <williewillus> !gm func_70184_a
L3139[21:29:26] <FusionLord> I also streamed today for 5 hours @ 60fps, 1920x1080 just looked at the local recording and its 8.1GB
L3140[21:32:33] ⇦ Quits: Firedingo (~Firedingo@101.175.8.236) (Killed (NickServ (GHOST command used by Firedingo5)))
L3141[21:32:37] ⇨ Joins: Firedingo (~Firedingo@101.175.8.236)
L3142[21:32:51] <netz> fun :P
L3143[21:33:31] <dmf444> How do you get a boundingbox to properly fit a model? I return an AABB that's smaller than the block, but it still gets "selected" when I'm pointing to an area outside the AABB
L3144[21:35:31] <SSBlur> Hate to ask you again @williewillus, but according to this guide I should use ModelLoader.setCustomModelResourceLocation, is there any difference at all between its arguments and the arguments to the previous function, or any prepwork I have to do? It is not playing nicely with the parameters I had used for Item models before.
L3145[21:35:40] <SSBlur> Again, hate to bug you so much about this.
L3146[21:35:52] <williewillus> no problem. it should work exactly same. WHat forge version are you using?
L3147[21:36:05] <williewillus> dmf444: getSelectionBoundingBox?
L3148[21:36:08] <SSBlur> 1699
L3149[21:36:19] <FusionLord> dmf444, https://github.com/FireBall1725/Graves/blob/master/src/main/java/com/fireball1725/graves/block/BlockHeadStone.java#L58-L84
L3150[21:36:54] <SSBlur> I updated and rerolled models in case those were issues.
L3151[21:36:59] <williewillus> not sure then, that should be exactly the same. are you defining your item model inside the forge blockstate json or separately?
L3152[21:37:09] <dmf444> thanks again!
L3153[21:37:15] <williewillus> also, no errors in the log at all?
L3154[21:37:31] <FusionLord> again did you thank a first time :P
L3155[21:37:51] <williewillus> sp demanding ;p
L3156[21:38:01] <FusionLord> s/again/again?
L3157[21:38:08] <FusionLord> aww
L3158[21:39:06] *** AbrarSyed is now known as Abrar|gone
L3159[21:39:08] <SSBlur> Um, I am defining the model using the json format, but I am referring to the models directly. Models are located in "[domain]/models/item", I am calling [modelname] for [modelname].json, with variant "inventory" and no "item/" prefix.
L3160[21:39:34] <SSBlur> In the ModelResourceLocation, that is
L3161[21:39:49] <SSBlur> ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(i), 0, new ModelResourceLocation(ParcelsAndPackagesMod.MODID + ":" + i.getName(), "inventory"));
L3162[21:39:54] <SSBlur> This is an example
L3163[21:40:08] <SSBlur> Where my Custom Block Base has a property .getName()
L3164[21:40:12] <williewillus> is there an error in the log?
L3165[21:40:19] <SSBlur> Which corresponds to item name.
L3166[21:40:30] <SSBlur> And no, the models *appear* to load fine.
L3167[21:40:37] <FusionLord> is that code getting called at all? debug messages
L3168[21:40:38] <SSBlur> No errors/
L3169[21:40:44] <williewillus> what shows up in world?
L3170[21:40:48] <SSBlur> Yes, debug messages are going off
L3171[21:40:54] <SSBlur> And the models load fine in the world
L3172[21:41:09] <SSBlur> But in the inventory they are default p/b cubes
L3173[21:41:46] <williewillus> no idea currently, I define all my itemblock models using the blockstate json, so there might be some additional caveat I'm not aware of. But afaik that should've worked
L3174[21:41:55] <FusionLord> SSBlur, do you have this before registering the model to the block? OBJLoader.instance.addDomain(ModInfo.MOD_ID);
L3175[21:42:04] <FusionLord> or the like
L3176[21:42:08] <williewillus> of course
L3177[21:42:15] <williewillus> or else the block form wouldn't load right
L3178[21:42:20] ⇦ Quits: sinkillerj (~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net) (Quit: Leaving)
L3179[21:42:29] <SSBlur> Yeah, my domain is properly added.
L3180[21:42:29] <williewillus> unless you used some sort of smartmodel for the block
L3181[21:42:56] <FusionLord> SSBlur, can you pastebin your log
L3182[21:43:23] <SSBlur> One second, I am going to try one more thing.
L3183[21:43:33] <SSBlur> If this doesn't work I will pastebin.
L3184[21:45:48] <SSBlur> http://pastebin.com/yfVHb4V7
L3185[21:47:10] <SSBlur> That is the log
L3186[21:49:09] ⇨ Joins: TechDg (~TechDweeb@2601:1c0:5100:35f6:e4ea:e968:77a7:b8e1)
L3187[21:49:12] *** TechDg is now known as TechDG
L3188[21:49:13] <TechDG> hey
L3189[21:49:39] <SSBlur> Hello
L3190[21:50:34] <FusionLord> SSBlur, may i see one of your blockstates
L3191[21:50:43] <TechDG> fusion how is your mod going?
L3192[21:51:07] <FusionLord> its going good
L3193[21:51:26] <FusionLord> mostlikly a new release in a little while
L3194[21:51:35] <TechDG> nice! can't wait to check it out
L3195[21:51:47] <FusionLord> and it's not 'my' mod, it more FireBall1725's mod
L3196[21:51:51] <TechDG> oh
L3197[21:51:54] <TechDG> well still
L3198[21:51:58] <TechDG> you seem to be doing a lot of work on it
L3199[21:52:33] <TechDG> I did an alpha release of whats in my mod so far (so almost nothing) :P
L3200[21:52:34] <FusionLord> i am :P
L3201[21:52:39] <TechDG> yeah
L3202[21:52:59] <SSBlur> Here is one of the Item Models
L3203[21:53:00] <SSBlur> http://pastebin.com/v8T21D1B
L3204[21:53:27] <SSBlur> Accidentally put Java highlighting on it
L3205[21:53:32] <SSBlur> Instead of JSON
L3206[21:53:37] <FusionLord> its fine
L3207[21:54:18] <dmf444> Is there a way to reflect a TextureAtlasSprite on the Y axis?
L3208[21:54:19] <FusionLord> i don't see anything wrong
L3209[21:54:46] <SSBlur> The JSON isn't broken, I know that the model works.
L3210[21:54:59] <SSBlur> Its something in registration, I suppose.
L3211[21:55:09] <SSBlur> I will poke around and look for a cause.
L3212[21:55:17] <FusionLord> can i see the client proxy
L3213[21:56:44] <williewillus> dmf444: in what context?
L3214[21:56:55] <williewillus> if you're drawing it in the tessellator just switch some of the vertices around
L3215[21:56:59] <williewillus> *uv's
L3216[21:58:54] <dmf444> It's an ISmartItemModel, under getFaceQuads
L3217[21:59:25] <williewillus> uhh unpack the quad and reverse the uv's
L3218[22:00:20] <williewillus> https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/model/FloatingFlowerModel.java#L122-L146
L3219[22:00:20] ⇦ Quits: thebadshepperd (~tbs@hecate.8bitrebellion.net) (Quit: Go-go gadget Docker)
L3220[22:00:34] <williewillus> instead of POSITION put whatever that enum is for UV's (I think it's TEX?)
L3221[22:00:42] <williewillus> and then swap them around someohow
L3222[22:01:35] <williewillus> and ignore the stuff about TRSR's and matrices. and itll probably be a vector2f or something for uv's
L3223[22:02:02] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L3224[22:02:02] <dmf444> ty
L3225[22:02:37] ⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L3226[22:03:22] <SSBlur> For the moment, I have switched back to the older registration method
L3227[22:03:35] *** TehNut|Gone is now known as TehNut
L3228[22:03:37] <SSBlur> I will toy around with the newer one at a later date.
L3229[22:04:22] <moog> hmmm.
L3230[22:04:35] <moog> how feasibly do yall think it would be to like
L3231[22:04:46] <moog> make water more opaque the deeper it is
L3232[22:04:48] <SSBlur> Also, @TehNut, I fixed the issue you encountered with P&P. Terribly sorry about that.
L3233[22:05:05] <shadekiller666> dmf444, just set each uv to (uv.u, 1 - uv.v)
L3234[22:05:06] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout: 198 seconds)
L3235[22:05:16] <moog> like there's the fog effect underwater but it feels a little immersion breaking to be in a glass bubble and be able to see the surface of the water
L3236[22:05:34] <williewillus> eh the fog is already annoying enough to me :p
L3237[22:05:56] <williewillus> they actually removed the ability to see the top face but then people bitched so they put it back
L3238[22:06:09] <moog> really? grrr.
L3239[22:06:25] <moog> I want my underwater dome to feel properly underwater.
L3240[22:06:27] <moog> its like
L3241[22:06:32] <moog> theres no light down there
L3242[22:06:38] <moog> but you can look up and see bright blue
L3243[22:08:59] <TechDG> whats a good example of a block that rotates (no special model, just a block) with how you place it htat I can reference?
L3244[22:09:23] <moog> furnace?
L3245[22:09:30] <TechDG> oh xD good point
L3246[22:11:54] ⇨ Joins: Wastl2 (~Wastl2@f052064106.adsl.alicedsl.de)
L3247[22:12:12] <williewillus> if you're doing models don't look at vanilla ones
L3248[22:12:25] <williewillus> they split everything out and have 3x more jsons than you actually need
L3249[22:13:46] <TechDG> Im doing it with 3 jsons xD
L3250[22:13:49] <TechDG> cuz its how I leanrd
L3251[22:13:55] <TechDG> im just trying to do rotating textures
L3252[22:14:06] <williewillus> you need one
L3253[22:14:21] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping timeout: 194 seconds)
L3254[22:14:31] <williewillus> people still not knowing the fact that you can literally cut your json count in a third with the forge format make me sad
L3255[22:14:45] <williewillus> or more than a third even
L3256[22:15:42] <williewillus> this thing https://raw.githubusercontent.com/williewillus/Botania/MC18/src/main/resources/assets/botania/blockstates/altGrass.json defines 6 block and 6 item models. do it the vanilla way? 13 jsons vs 1 :p
L3257[22:15:58] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L3258[22:18:29] <TechDG> woot! it rotates :D
L3259[22:19:00] ⇨ Joins: VikeStep (~VikeStep@101.184.165.77)
L3260[22:19:12] <TechDG> williewillus, how do I make it so the particles it uses when it breaks aren't the missing texture particles :P
L3261[22:19:17] ⇦ Quits: Lathanael|Away (~Lathanael@p54961DF0.dip0.t-ipconnect.de) (Ping timeout: 198 seconds)
L3262[22:19:23] <TechDG> cuz its rlly annoying
L3263[22:19:25] <williewillus> set the "particle" texture in your json
L3264[22:19:37] <williewillus> though that shouldve been done for you
L3265[22:19:42] <TechDG> hm
L3266[22:19:44] <williewillus> if you used block/orientable
L3267[22:19:53] <TechDG> which I dont think i did
L3268[22:19:59] <williewillus> did your model ahve a parent?
L3269[22:20:06] <TechDG> yes, block/cube_all
L3270[22:20:28] <williewillus> uh
L3271[22:20:36] <williewillus> how did you rotate the textures if you used cube all.....
L3272[22:20:47] <TechDG> blockstates
L3273[22:20:58] <TechDG> varients per how its rotated
L3274[22:21:02] <williewillus> that's not roating the texture that's rotating the model :p
L3275[22:21:04] <williewillus> anyways
L3276[22:21:06] <TechDG> still
L3277[22:21:09] <TechDG> it works
L3278[22:21:10] <williewillus> the particle should ahve been set
L3279[22:21:14] <TechDG> they wern't
L3280[22:21:23] <TechDG> :/
L3281[22:21:25] <williewillus> i don't know how you did it so idk what to say
L3282[22:21:33] <williewillus> you're doing everything the hard, 50 million json way ;p
L3283[22:21:34] ⇦ Quits: dmf444 (~dmf444@192-0-250-222.cpe.teksavvy.com) (Quit: Leaving)
L3284[22:21:44] <TechDG> which file do you need?
L3285[22:21:53] <williewillus> blockstate and block model
L3286[22:22:58] <TechDG> model: http://pastebin.com/QqKAqw0v state: http://pastebin.com/9JCcZQsq
L3287[22:23:23] <williewillus> lol
L3288[22:23:28] <williewillus> that's not how you use cube_all
L3289[22:23:39] <TechDG> what did I do wrong
L3290[22:23:40] <williewillus> cube_all means that "ALL" the textures on every side are the same
L3291[22:23:48] <TechDG> well how do I do it like this then :/
L3292[22:23:49] <TechDG> cuz this works
L3293[22:24:22] <williewillus> inherit from cube
L3294[22:24:23] <killjoy> This guy used to review tech. Now he just eats Oreos. https://www.youtube.com/watch?v=U9enY5Af4mk
L3295[22:24:27] <williewillus> not cube_all
L3296[22:24:40] <TechDG> so block/cube?
L3297[22:25:17] ⇨ Joins: Lathanael|Away (~Lathanael@p54961E2F.dip0.t-ipconnect.de)
L3298[22:25:20] <TechDG> do I need to add other stuff then?
L3299[22:25:37] <williewillus> yes, and then define texture "particle" to be whatever you want to be the particle texture
L3300[22:25:49] <williewillus> it can be one of the other texture vars too
L3301[22:26:05] <williewillus> e,g, "particle": "#west" and it'll use the texture for "west" as particle
L3302[22:26:12] <TechDG> ok
L3303[22:26:13] <TechDG> ty
L3304[22:26:25] <TechDG> do I do it between parent and textures?
L3305[22:26:36] <williewillus> wat
L3306[22:26:41] <TechDG> where I set it
L3307[22:26:41] <williewillus> no, particle is the name of a texture
L3308[22:26:46] <TechDG> ok
L3309[22:26:47] <williewillus> so it goes in textures
L3310[22:28:00] <TechDG> that makes it not haev a texture
L3311[22:28:12] <TechDG> nvm i see
L3312[22:28:15] <TechDG> comma issue :P
L3313[22:28:18] <williewillus> lol no way, jsonlint your thing
L3314[22:28:20] <williewillus> yeah :p
L3315[22:28:36] <TechDG> I h8 json xD
L3316[22:28:52] <TechDG> so much easier then 1.7 once u learn it but annoying to format
L3317[22:29:04] <TechDG> well texture is back but no particle
L3318[22:29:21] <williewillus> you did it wrong then :p
L3319[22:29:27] <TechDG> http://pastebin.com/KrjNrmLP
L3320[22:29:49] <TechDG> [20:28:27] [Client thread/WARN]: Unable to resolve texture due to upward reference: #north in mysttech:models/block/Compressor
L3321[22:29:57] <TechDG> do I just use like west or something?
L3322[22:29:59] <williewillus> actually...I'm not sure if the stupid vanilla system knows how to do that
L3323[22:30:03] <williewillus> so sepcify a full texture path
L3324[22:30:05] <williewillus> not a var
L3325[22:30:22] <williewillus> the forge json is probably smart enough to figure that out
L3326[22:30:30] <williewillus> but since youre using the vanilla way :p
L3327[22:31:01] <TechDG> i gtg in 10 mins so I cant now, but if you can help il migrate it tomorrow
L3328[22:31:07] <TechDG> yay particles!
L3329[22:31:28] <williewillus> its great, youll save many jsons going forward :p
L3330[22:31:45] <TechDG> yay, 6 bytes worth of space saved! xD
L3331[22:31:54] <williewillus> well it can pile up
L3332[22:31:54] <TechDG> on my 2.36 TB comp :P
L3333[22:32:11] <TechDG> one of which TB's is enterprise quality SSD :p
L3334[22:32:11] <williewillus> if I didnt use the forge json on botania 1.8 whoo boy
L3335[22:32:19] <TechDG> well yeah botania is huge
L3336[22:32:22] <williewillus> we'd probably have about 15x more jsons
L3337[22:32:25] <williewillus> no kidding
L3338[22:32:31] <TechDG> this is what, 2 blocks? xd
L3339[22:32:38] <williewillus> i know ;p
L3340[22:32:39] <TechDG> 2 blocks and 2 items :/
L3341[22:32:43] <TechDG> cuz im a noob
L3342[22:32:48] <williewillus> just saying that it's good to ditch the stupid vanilla system early
L3343[22:32:50] <TechDG> I wanna make a generator soon
L3344[22:32:55] <TechDG> and a power conduit
L3345[22:33:00] <TechDG> so its standalone without any other mods
L3346[22:33:07] <TechDG> shouldn't be as hard as a machine
L3347[22:33:22] <TechDG> but I got away with intant processing with the machine, generator cant to dhtat
L3348[22:33:39] <TechDG> thats also something I hate, how I process items
L3349[22:33:54] <TechDG> if u think how I use jsons is bad u will h8 this
L3350[22:34:12] <williewillus> its not bad, I'm just saying there's a less tedious path ;p
L3351[22:34:33] <sham1> The vanilla json stuff is decent
L3352[22:34:49] <williewillus> not really
L3353[22:34:50] <TechDG> http://pastebin.com/u8KLtx64
L3354[22:35:10] <williewillus> each stupid subtype of a block need two more jsons
L3355[22:35:37] <TechDG> notice anything wrong with that system?
L3356[22:35:38] <williewillus> got a block with a full 16 different variants? better have 32 jsons to back it up + the blockstate json!
L3357[22:35:43] <sham1> Well if you don't have subtypes...
L3358[22:35:57] <williewillus> its still beneficial to use the forge one
L3359[22:35:58] <sham1> Yeah
L3360[22:36:06] <williewillus> because you can declare the inventory variant in it
L3361[22:36:13] <TechDG> that is just about the WORST crafting handler I have ever seen
L3362[22:36:13] <williewillus> and skip the item model json as well
L3363[22:36:13] <sham1> Your recipe registering happens every tick
L3364[22:36:18] <williewillus> lol
L3365[22:36:21] <TechDG> its not really registering :P
L3366[22:36:24] <TechDG> its more like checking
L3367[22:36:40] <TechDG> because IDK how to do it the right way
L3368[22:36:44] <TechDG> that isnt stupid
L3369[22:37:04] <TechDG> because of how I do it I cant process over time :/
L3370[22:37:07] ⇦ Quits: Brokkoli (~Brokkoli@x55b03883.dyn.telefonica.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L3371[22:37:18] <williewillus> sham1: there is no registering, it just checks
L3372[22:37:41] <williewillus> and check out some open source mods on how to do machine recipes
L3373[22:37:47] <williewillus> EnderIO, Botania, etc.
L3374[22:37:56] <TechDG> botania has gui machines?
L3375[22:38:08] <TechDG> and ender IO is all weird because of its buttons nad multi slots and stuff
L3376[22:38:10] <TechDG> thats my issue
L3377[22:38:20] <TechDG> theres nothing thats just a simple machine like this (why cant ic2 be opensource D:)
L3378[22:38:29] <williewillus> it doesnt matter that it has a gui or not
L3379[22:38:32] <TechDG> or thermal expansion
L3380[22:38:33] <williewillus> it has a recipe system
L3381[22:38:36] <williewillus> which is what you want
L3382[22:38:39] <TechDG> really? what block should I look at
L3383[22:39:05] <williewillus> any of them, the SAG Mill, Brewery, mana infusion, etc.
L3384[22:39:05] ⇨ Joins: keybounce (~keybounce@45-25-230-67.lightspeed.bkfdca.sbcglobal.net)
L3385[22:39:17] <TechDG> k
L3386[22:39:36] <SSBlur> Got the item variants working, I had forgotten to register Variants for one of my items, so it didn't render correctly.
L3387[22:39:38] <SSBlur> :|
L3388[22:40:33] <TechDG> anyway I gtg, maybe I can unfail this failed recipe system tomorrow and do it the proper way so I can have an api and do stuff over time
L3389[22:40:34] <TechDG> ok cya!
L3390[22:40:46] ⇦ Quits: TechDG (~TechDweeb@2601:1c0:5100:35f6:e4ea:e968:77a7:b8e1) (Quit: Leaving)
L3391[22:53:23] *** fry is now known as fry|sleep
L3392[22:53:29] ⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L3393[22:53:56] *** kirby|gone is now known as mrkirby153
L3394[23:03:19] ⇦ Quits: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Ping timeout: 194 seconds)
L3395[23:08:23] ⇨ Joins: tambre (~tambre@3c45-cc36-bea1-b42f-4301-8a22-07d0-2001.dyn.estpak.ee)
L3396[23:14:17] <Zaggy1024> can anyone think of vanilla blocks with models that exceed 1x1x1 bounds?
L3397[23:14:31] <Drullkus> williewillus: How do I get the model from a different item?
L3398[23:14:32] <Drullkus> xD
L3399[23:14:49] ⇦ Quits: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com) (Ping timeout: 189 seconds)
L3400[23:14:54] <williewillus> MInecraft.getMinecraft.getRenderItem.getItemMOdelMesher.getModelForItemStack(stack). or something like that
L3401[23:15:13] <FusionLord> Zaggy1024, double chest if that isn't what you want then no there isn't one
L3402[23:15:17] <Drullkus> Jesus that's a long string of stuff
L3403[23:15:18] <williewillus> Zaggy1024: afaik there aren't any
L3404[23:15:26] <williewillus> FusionLord: chests arent models though :p
L3405[23:17:49] <Drullkus> How do I register it...?
L3406[23:19:30] <williewillus> your smartmodel?
L3407[23:19:54] <williewillus> https://gist.github.com/williewillus/57d7093efa80163e96e0
L3408[23:20:14] <williewillus> most everything to do with 1.8 rendering basics is there :p (ctrl + f smartmodel)
L3409[23:22:21] *** Abrar|gone is now known as AbrarSyed
L3410[23:26:33] ⇨ Joins: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L3411[23:30:22] <Zaggy1024> guess we really need a hook for normal blocks to render their breaking textures
L3412[23:30:31] <williewillus> ?
L3413[23:30:42] <williewillus> what do you mean?
L3414[23:31:05] <Drullkus> williewillus: n-none of this makes sense to me ;-;
L3415[23:31:12] <williewillus> the gist?
L3416[23:31:15] <Drullkus> yeah
L3417[23:31:22] <williewillus> did you do 1.7 modding?
L3418[23:31:34] <Drullkus> It's a lot of information, I seriously do not know what to actually read from
L3419[23:31:36] <Drullkus> Yes
L3420[23:31:43] <williewillus> it was kinda targeted at people porting :p what part do you not get?
L3421[23:31:46] <Drullkus> I barely touched GL stuff
L3422[23:31:53] <williewillus> you still won't ahve to :p
L3423[23:32:39] <Drullkus> I don't see anything about binding the ISmartItemModel class to an item
L3424[23:32:52] <williewillus> ctrl +f "registering your smartmodel"
L3425[23:33:02] <Drullkus> :|
L3426[23:33:29] ⇦ Quits: Temportalist (uid37180@id-37180.charlton.irccloud.com) (Quit: Connection closed for inactivity)
L3427[23:33:38] <williewillus> baked models are mapped to variants, you have to map item+meta to variants yourself using setCUstomModelResourceLocation
L3428[23:33:51] <killjoy> http://2new.fjcdn.com/movies/The_b190b5_5804644.mp4
L3429[23:34:04] <williewillus> I think if you read the whole thing top to bottom it'll be easier to understand
L3430[23:34:08] <williewillus> instead of cherry picking the midle
L3431[23:34:53] ⇦ Quits: Cojo (~Cojosan@2606:a000:1126:8048:75b4:2f3d:cce4:85ef) (Ping timeout: 198 seconds)
L3432[23:35:28] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L3433[23:35:29] <Drullkus> It's a big wall of text, kinda intimidating tbh lol
L3434[23:35:45] <williewillus> it's not formatted perfectly rn
L3435[23:35:52] <williewillus> because it was copied from google docs
L3436[23:36:02] <williewillus> but just read it it'll all be good :
L3437[23:36:03] <williewillus> :p
L3438[23:36:13] ⇦ Quits: RANKSHANK (~Michael@ppp121-44-70-142.lns20.syd4.internode.on.net) (Read error: Connection reset by peer)
L3439[23:37:01] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read error: Connection reset by peer)
L3440[23:37:48] <minecreatr> williewillus, I noticed that your botania platform dosn't take into acount if the model it is mimicking is a weighted model :P
L3441[23:38:05] <williewillus> there is no way to really
L3442[23:38:16] <williewillus> I can't just hardcode a case for every special model type :p
L3443[23:38:32] <williewillus> i have support for smartmodels rn, but what if that smartmodel is actually a container for other smartmodels? etc.
L3444[23:38:48] <minecreatr> well, just every special model type that the dispatcher supports williewillus
L3445[23:38:58] <minecreatr> it really is only smart and weighted
L3446[23:39:11] <williewillus> I'll see then
L3447[23:39:19] <williewillus> what method in what class does that?
L3448[23:40:32] <minecreatr> look in BlockRendererDispatcher.renderBlockDamage
L3449[23:40:36] <minecreatr> williewillus, ^
L3450[23:41:00] <minecreatr> actually wait, maybe I am wrong
L3451[23:41:08] <minecreatr> maybe I was thinking of an old version of forge xD
L3452[23:41:44] <minecreatr> actually its BlockRendererDispatcher.getModelFromBlockstate williewillus
L3453[23:41:47] <minecreatr> it checks for smart and weighted
L3454[23:53:47] *** williewillus is now known as willieaway
<<Prev Next>> Scroll to Top