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L18[00:48:13] <unascribed> I need to make a GlassPane successor at some point
L19[00:59:48] <SomeGuyInATree> I like glass pane.
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L21[01:02:33] <Wuppy> o/
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L23[01:03:31] <asie> glass pain
L24[01:03:39] <tterrag> unascribed: glass pane requires that kitchensink lib?
L25[01:03:44] <unascribed> yeah
L26[01:03:50] <unascribed> as I said
L27[01:03:57] <unascribed> it's old abandoned and got a sloppy 1.8 port
L28[01:04:10] <tterrag> oh :(
L29[01:04:15] <SomeGuyInATree> The documentation on it wasn't great at all either..
L30[01:04:26] <unascribed> yeah, I never got around to writing it
L31[01:04:31] <unascribed> I tried to comment everything and have javadocs
L32[01:04:37] <unascribed> I ended up commenting a bit too much
L33[01:04:38] <unascribed> but still
L34[01:04:51] <SomeGuyInATree> T'was nice :p
L35[01:05:20] <asie> KitchenSink is a good lib name
L36[01:05:45] <SomeGuyInATree> I've only got a single instance of it left in my mod though these days on a deprecated machine. lel
L37[01:06:04] <unascribed> wait, people actually used GlassPane?
L38[01:06:20] <SomeGuyInATree> ..ye
L39[01:06:23] <SomeGuyInATree> hi
L40[01:06:24] <tterrag> I was thinkin about it until you said the 1.8 version sucked >.>
L41[01:06:30] <unascribed> yeah it's absolutely awful
L42[01:06:34] <unascribed> doesn't use GlStateManager
L43[01:06:40] <unascribed> so it fscks up the state all the time
L44[01:06:59] <unascribed> I've been intending to rewrite it for a while
L45[01:07:08] <unascribed> but I didn't know anyone actually used/was interested in using it
L46[01:07:11] <unascribed> so it was low priority
L47[01:07:16] <SomeGuyInATree> Thing you know.
L48[01:07:20] <tterrag> I just remembered it existed
L49[01:07:36] <tterrag> and I have a mod that could do with a cleaner GUI system (uses a lot of overlays and changing layouts)
L50[01:08:22] <unascribed> for the hell of it the rewrite will probably have a compile method on the components
L51[01:08:29] <unascribed> so if you have a static gui you can compile it into a display list
L52[01:08:34] <SomeGuyInATree> I could never make sexy guis as simple as Glasspane.
L53[01:08:35] <unascribed> to squeeze all the possible performance out of your GUI
L54[01:08:36] <unascribed> :P
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L56[01:12:00] <SomeGuyInATree> I used it's Icon button feature to make a 'press a button and the recipe is placed into the crafting table' feature to make GT5 tools. (Since I tend to forget how to make a screwdriver or soldering iron)
L57[01:13:24] <unascribed> yeah, I always liked how simple it made difficult things
L58[01:13:34] <unascribed> honestly those things should be simple to begin with
L59[01:13:54] <unascribed> after I finish reading "Tales from the knife store" I'll start on Laminate :P
L60[01:14:14] <SomeGuyInATree> Considering it's the first 'machine' I ever made and I didn't understand GUIs at all..
L61[01:14:24] <SomeGuyInATree> It was godly :p
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L74[01:27:30] <williewillus> !gm LayerArmorBase.renderArmorLayer
L75[01:27:38] <williewillus> !gm LayerArmorBase.renderLayer
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L81[01:50:20] <unascribed> !latest 1.8.8
L82[01:51:44] <xaero> I need to update a few mods to 1.8.9 as well ..
L83[01:51:48] <Lordmau5> \o
L84[01:51:56] <unascribed> oh
L85[01:51:56] <unascribed> right
L86[01:51:58] <unascribed> 1.8.9
L87[01:52:00] <unascribed> !latest 1.8.9
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L89[01:53:22] <unascribed> does anyone happen to know how to do a gradle maven publish via scp?
L90[01:54:01] <Lordmau5> I know what all of these terms mean, but I've never heard that combination before, sorry :p
L91[01:54:07] <unascribed> heh
L92[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160122 mappings to Forge Maven.
L93[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160122-1.8.9.zip (mappings = "snapshot_20160122" in build.gradle).
L94[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L98[02:10:51] <SomeGuyInATree> So. if I were to overwrite one of the materials already in the array on both the server and client.. I'd effectively be adding my own and removing the useless metallurgy ones, right?
L99[02:18:56] <Zaggy1024> would crash if something tried to get the old constants
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L101[02:22:44] <SomeGuyInATree> Zaggy, I'll see how I go.
L102[02:25:40] <tterrag> what's the proper partialTick math for something that is spinning, and spinning at an increasing rate each tick?
L103[02:26:00] <Lordmau5> *=
L104[02:26:03] <Lordmau5> my assumption
L105[02:26:08] <tterrag> wat
L106[02:26:23] <Lordmau5> bad explanation, yup. My idea would be to have a variable that stores the current speed
L107[02:26:33] <Lordmau5> and then apply that to the rotation
L108[02:26:41] <tterrag> hm...
L109[02:26:42] <Lordmau5> + you apply the *= to it
L110[02:26:43] <tterrag> ok, I have an idea
L111[02:26:43] <tterrag> thanks
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L114[02:27:38] <killjoy> It's 330am and I'm bored. What should I do?
L115[02:27:54] <Lordmau5> sleep?
L116[02:27:56] <Lordmau5> sleep.
L117[02:27:58] <killjoy> pfft
L118[02:28:15] <Lordmau5> do you even realize
L119[02:28:18] <Lordmau5> how amazing sleep is?
L120[02:28:21] <Lordmau5> apparently not
L121[02:28:45] <killjoy> But I want to be up when the snow starts in 30 minutes
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L123[02:29:21] <Lordmau5> ...
L124[02:29:26] <Lordmau5> watch videos or something then?
L125[02:29:33] <killjoy> I am
L126[02:29:35] <xaero> stare at wundermap.com
L127[02:29:39] <killjoy> watching Snape's memories
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L145[02:51:41] <unascribed> hm
L146[02:51:56] <unascribed> for APIs I generally use a shorter package name, but there's no good way to shorten "unascribed"
L147[02:52:08] <unascribed> "unascribed.laminate" isn't much better than "com.unascribed.laminate" :P
L148[02:52:53] <SomeGuyInATree> usb.laminate?
L149[02:53:17] <unascribed> I'll give you a moment to think about why that package name is bad :P
L150[02:53:48] <unascribed> I guess I could do aesen
L151[02:53:52] <unascribed> aesen.laminate
L152[02:53:52] <SomeGuyInATree> just trying to be helpful :p Also, Line 11 here is asking me for brackets.. - http://pastebin.com/fkyPzdKe
L153[02:54:14] <unascribed> you put code in a class
L154[02:54:19] <unascribed> it needs to go in a method
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L156[02:54:44] <SomeGuyInATree> ...time to go find a tree and some rope D:
L157[02:54:48] <unascribed> pfft
L158[02:55:13] <SomeGuyInATree> I didn't notice that didn't copy..
L159[02:57:22] <unascribed> I think one of the main things I'm going to do differently in the Laminate API
L160[02:57:28] <unascribed> is instead of "new MyPane().overlay()"
L161[02:57:40] <unascribed> it'll be "Laminate.addOverlay(new MyPane());"
L162[02:58:03] <unascribed> since methods in an object probably shouldn't be mutating global state
L163[02:58:31] <unascribed> either way, to avoid spamming up this channel with Laminate decisions I'm going to hop over to #unascribed
L164[02:58:46] <unascribed> so if anyone is interested in Laminate and wants to see my idiotic rants while writing it, join that channel :P
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L166[03:00:42] <tterrag> unascribed: ehh...imo static is uglier
L167[03:00:48] <tterrag> then you have more state issues
L168[03:01:08] <unascribed> Laminate.getLaminate().getOverlayManager().addOverlayToCurrentScreen(new MyPane())
L169[03:01:13] <unascribed> obviously better
L170[03:01:53] <unascribed> :P
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L172[03:02:55] <unascribed> idk, I feel like a big thing is to not overthink the API
L173[03:02:58] <unascribed> it can always be fixed later
L174[03:03:27] <unascribed> at the moment this seems like the best course of action, at the very least it's better than the backwards way of doing things in GlassPane
L175[03:06:33] <tterrag> hey uh, this is 1.7 but I don't think it's changed, why would my non-opaque block be making the AO around it very dark?
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L177[03:06:56] <tterrag> I am overriding isOpaqueCube and renderAsNormalBlock
L178[03:07:41] <Lordmau5> what about the other methods? e.g. wasn't there isFullCube or similar?
L179[03:08:01] <tterrag> not in 1.7
L180[03:08:07] <tterrag> and all the other methods I can see reference one of thsoe two
L181[03:08:10] <tterrag> I'm getting a screenshot
L182[03:08:13] <Lordmau5> yes in 1.7
L183[03:08:17] <Lordmau5> give me a second
L184[03:08:52] <Lordmau5> isNormalCube*, sorry - https://github.com/Lordmau5/FFS/blob/1.7.10/src/main/java/com/lordmau5/ffs/blocks/BlockTankFrame.java#L171
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L186[03:09:16] <Lordmau5> both with and without parameters
L187[03:09:23] <tterrag> return this.blockMaterial.isOpaque() && this.renderAsNormalBlock() && !this.canProvidePower();
L188[03:09:27] <tterrag> that's the default code in isNormalCube
L189[03:09:38] <tterrag> so, since I override renderAsNormalBlock, it should be fine
L190[03:09:45] <Lordmau5> hmm
L191[03:09:49] <Lordmau5> true
L192[03:10:04] <tterrag> here's what it looks like http://puu.sh/mF8Bv.jpg
L193[03:10:12] <tterrag> I disabled the TESR because it just gets in the way
L194[03:10:52] <unascribed> isn't this light opacity?
L195[03:10:56] <tterrag> maybe?
L196[03:11:08] <tterrag> lightOpacity is 0 though, as specified by isOpaqueCube in the constructor
L197[03:11:18] <unascribed> hm
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L199[03:11:40] <unascribed> I've never tried to make invisible blocks that aren't isAir, so idk
L200[03:11:41] <tterrag> oh I think I know
L201[03:13:05] <tterrag> hmmm thought it might be useNeighborBrightness
L202[03:13:06] <tterrag> doesn't seem so
L203[03:14:12] <shadekiller666> isVisuallyOpaque?
L204[03:14:27] <McJty> tterrag, I had the same issue in RFTools invisible shield but it was in 1.7.10. Haven't tried to port it yet
L205[03:14:30] <McJty> But I fixed it there
L206[03:14:32] <McJty> Hold on
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L208[03:15:13] <McJty> public boolean renderAsNormalBlock() {
L209[03:15:13] <McJty> return false;
L210[03:15:13] <McJty> }
L211[03:15:19] <McJty> That I added to my block and it fixed it
L212[03:15:25] <McJty> Just have to find the equivalent 1.8.9 thing :-)
L213[03:15:33] <tterrag> yep, I have that
L214[03:15:42] <tterrag> http://puu.sh/mF8P3.txt
L215[03:15:43] <unascribed> he's in 1.7
L216[03:16:21] <McJty> Ok, here is the full code: https://bpaste.net/show/0da910d58974
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L218[03:19:14] <tterrag> McJty: I have all that
L219[03:19:19] <tterrag> I think the issue is it emitting light
L220[03:19:24] <McJty> hmm
L221[03:20:14] <tterrag> however, looking at BlockTorch it does nothing different
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L225[03:31:37] <tterrag> ah holy crap this might be a vanilla bug
L226[03:31:50] <tterrag> see ChunkCache getLightBrightnessForSkyBlocks
L227[03:31:53] <tterrag> int j1 = this.getSkyBlockTypeBrightness(EnumSkyBlock.Block, p_72802_1_, p_72802_2_, p_72802_3_);
L228[03:32:00] <tterrag> that returns 9 in this case
L229[03:32:14] <tterrag> but theh "light level" of the block is 105 (since it's on a 0-255 scale, not 0-15)
L230[03:32:25] <tterrag> which I think messes up their bit-shifting logic
L231[03:33:35] <tterrag> yep
L232[03:33:38] <tterrag> definitely a vanilla bug
L233[03:33:39] <tterrag> how odd
L234[03:33:49] <tterrag> overriding getLightValue() to return the proper 7, instead of 105, fixes it
L235[03:33:56] <tterrag> McJty unascribed ^ :P
L236[03:34:02] * unascribed claps
L237[03:34:29] <unascribed> either unsarcastically at your debugging success, or sarcastically at mojang
L238[03:34:31] <unascribed> you choose
L239[03:35:09] <McJty> ok :-)
L240[03:35:12] <McJty> Glad you found it at least
L241[03:37:50] <tterrag> yeah, it's bizzare
L242[03:37:59] <tterrag> I'm not sure why vanilla even uses 0-255 in the block for light levels
L243[03:38:11] <tterrag> but SOMEWHERE it is expecting a 0-255 value and geting a 0-15 value (or vice versa)
L244[03:38:17] <tterrag> I'm not really 100% sure but this fixes it so whatever :P
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L247[03:41:03] <unascribed> lighting is so inconsistent in that regard
L248[03:41:09] <unascribed> some places it's a float from 0-1
L249[03:41:11] <unascribed> some places it's 0-255
L250[03:41:15] <unascribed> some places it's 0-15
L251[03:41:42] <Lordmau5> quality programming, obviously
L252[03:41:46] <unascribed> yep
L253[03:41:48] <unascribed> 15/10
L254[03:41:57] <unascribed> or should I say
L255[03:41:58] <unascribed> 255/15
L256[03:42:11] <Lordmau5> 255/1 :p
L257[03:42:33] <unascribed> 15/255?
L258[03:42:46] <unascribed> 1/15.
L259[03:42:50] <unascribed> 15/1?
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L261[03:43:50] <unascribed> does a package private mod work?
L262[03:43:54] <unascribed> i.e. will Forge load it and everything
L263[03:44:24] <unascribed> I'll just test it
L264[03:45:14] <unascribed> no.
L265[03:45:18] <unascribed> it immediately crashes
L266[03:45:57] <unascribed> you can have a private init method though
L267[03:53:43] <Zaggy1024> why would you?
L268[03:53:49] <Zaggy1024> who's gonna construct a mod container?
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L270[03:57:32] <unascribed> I'm writing a mod where the fact it's a mod is mainly an implementation detail
L271[03:57:39] <unascribed> as it's only an API
L272[03:57:45] <unascribed> the mod is just to receive events
L273[03:58:12] <unascribed> and I want to have the least visibility possible on all the internal classes
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L275[04:02:09] <Zaggy1024> meh, seems pointless to me :P
L276[04:02:19] <unascribed> never said it was particularly pointful :P
L277[04:02:59] <tterrag> unascribed: go full java, use @CallerSensitive and check the stack map
L278[04:03:06] <unascribed> lol
L279[04:03:37] <Zaggy1024> wow, never heard of that annotation
L280[04:03:47] <Zaggy1024> sounds dangerous
L281[04:04:56] <Zaggy1024> or what it means is dangerous anyway
L282[04:05:16] <tterrag> it is dangerous
L283[04:05:22] <tterrag> it's only used on sun internal classes really
L284[04:05:23] <unascribed> the annotation itself does nothing
L285[04:05:24] <tterrag> like Unsafe
L286[04:05:28] <tterrag> yeah, it's just a marker
L287[04:05:39] <unascribed> it's just used to indicate that the method uses reflection magic to change it's behavior based on the caller
L288[04:05:55] <tterrag> reflection?
L289[04:05:58] <unascribed> well
L290[04:05:59] <unascribed> stack
L291[04:06:14] <tterrag> Thread.currentThread().getStackTrace()
L292[04:06:16] <unascribed> yeah
L293[04:06:22] <unascribed> not really magic but slow nonetheless
L294[04:06:51] <unascribed> it's 5 am give me a break >.>
L295[04:09:20] <Zaggy1024> why would they use getStackTrace 0.o
L296[04:09:26] <Zaggy1024> that method is slooooow
L297[04:09:32] <unascribed> what are they going to use? :P
L298[04:09:35] <tterrag> and the alternative is?
L299[04:09:37] <Zaggy1024> *why would anyone use
L300[04:09:44] <Zaggy1024> :P
L301[04:09:51] <unascribed> if you have a method that for security reasons needs to check it's caller
L302[04:09:56] <unascribed> you'd use that
L303[04:10:09] <unascribed> or if you have a print method that you want to show who called it
L304[04:10:21] <unascribed> even though people should be using a logger
L305[04:11:01] <Zaggy1024> Thread.dumpStack isn't it?
L306[04:11:13] <unascribed> that prints it to stdout
L307[04:11:40] <Zaggy1024> yeah, but for debugging that should be fine
L308[04:11:56] <Zaggy1024> if you need to print a stack trace it's usually during debugging or when it crashes :P
L309[04:12:13] <unascribed> no
L310[04:12:18] <unascribed> by print method I mean
L311[04:12:19] <unascribed> [04:45:32] [Client thread/INFO] [STDOUT]: [com.unascribed.laminate.internal.LaminateMod:onInit:18]: Hello, World!
L312[04:12:43] <Zaggy1024> oh, yeah
L313[04:14:07] <Zaggy1024> hm, I wonder how much performance is eaten in Class just by getting the stack trace
L314[04:14:34] <Zaggy1024> looks like it gets the caller in possibly all of the methods in it
L315[04:15:45] <Zaggy1024> huh..looks like getCallerClass is native
L316[04:15:52] <Zaggy1024> does it really get the whole stack trace?
L317[04:15:59] <unascribed> might not
L318[04:16:02] <unascribed> maybe it's optimized
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L345[05:36:57] <terribleperson> can I get a link to a github with an example of a 1.8.9 entity (mob or otherwise), entity, render, and model? still trying to figure it out :(
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L350[05:56:23] <FusionLord> terribleperson, pretty sure they haven't change from 1.7 as mine worked in just copying my code...
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L352[05:56:38] <terribleperson> i'm so lost with entities
L353[05:57:00] <terribleperson> i'll just keep reading renderxporb until I actually understand it, I guess..
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L355[05:58:47] <terribleperson> wait
L356[05:58:56] <terribleperson> what actually CALLS doRender?
L357[05:59:39] <terribleperson> oh
L358[05:59:45] <terribleperson> something calls the generic doRender?
L359[05:59:54] <terribleperson> and it casts the entity to the proper entity?
L360[05:59:56] <McJty> alt-f7? if you have intellij
L361[06:00:00] <McJty> Find usages that is
L362[06:00:11] <terribleperson> renderManager calls doRender..
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L364[06:03:11] <terribleperson> so renderManager gets a entity and finds the render for it by...getEntityRenderObject? so it's passed an entity, and it... gets the class of the entity?
L365[06:04:16] <terribleperson> and it calls entity's class .doRender?
L366[06:04:53] <FusionLord> it calls a RenderEntity that you bind to your entity
L367[06:05:24] <FusionLord> terribleperson, https://github.com/FusionLord/RPGLoot/blob/master/src/main/java/net/fusionlord/rpgloot/client/rendering/CorpseRenderer.java
L368[06:05:28] <terribleperson> how does it GET that? and how do you bind the render entity?
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L370[06:07:29] <FusionLord> well looks like my method has been deprecated since i last updated I'll get back to you gonna update that now
L371[06:10:53] <terribleperson> i want to understand how entities work, but most of them are so complicated I'm getting lost. I wish I had somewhere simple to start. XP orbs are the simplest I've found, but i'm still not understanding how the render is connected to the entity :(
L372[06:11:06] <terribleperson> xp orbs are a nice example entity though.
L373[06:11:57] <terribleperson> do experience orbs have their own texture atlas? because that's what it kinda looks like
L374[06:14:28] <FusionLord> terribleperson, i would suggest BoP repository and look at their wasp
L375[06:14:31] <terribleperson> ..oh?okay, is it matching the render to the entity with uh
L376[06:14:38] <terribleperson> the render map?
L377[06:14:45] <terribleperson> oh, BoP has a wasp?
L378[06:14:47] <terribleperson> i'll take a look
L379[06:15:25] <terribleperson> also it's all in one folder nice
L380[06:15:30] <FusionLord> in your client proxy you bind the renderer with the entity using RenderingRegistry
L381[06:17:45] <terribleperson> oh
L382[06:17:52] <terribleperson> BoP does that in ModEntities?
L383[06:18:18] <terribleperson> or
L384[06:18:19] <terribleperson> no
L385[06:18:23] <terribleperson> that's the entityregistry
L386[06:20:02] <terribleperson> oh
L387[06:20:04] <terribleperson> clientproxy.java
L388[06:20:44] <terribleperson> okay I see thank you.
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L396[06:27:57] <terribleperson> yesss thank you things are starting to make sense
L397[06:28:28] <terribleperson> going to go to bed now. tomorrow I shall make my entity work.
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L401[06:40:53] <SomeGuyInATree> I managed to melt my brain on the Materials Enum today.. Another look tomorrow perhaps I'll take.
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L411[07:17:29] <FusionLord> anyone know off hand where the player skin cache is located?
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L414[07:25:39] <Ordinastie> does somebody have an idea about what the SEAMLESS property affects in BlockStoneSlab ?
L415[07:28:06] <PaleoCrafter> I think it makes the top texture appear on all sides
L416[07:28:54] <Ordinastie> well, doesn't do it for me though : http://puu.sh/mFimC.jpg
L417[07:29:18] <Ordinastie> or is there a special way to have it ?
L418[07:29:23] <FusionLord> Ordinastie, debug menu status of that block
L419[07:29:42] <FusionLord> check the property in the debug menu is what i meant
L420[07:30:07] <Ordinastie> it is not seamless, that's why I ask how to have it
L421[07:30:24] <FusionLord> give yourself this Ordinastie "double_stone_slab:8"
L422[07:30:40] <PaleoCrafter> Yeah, no way to do it in vanilla
L423[07:30:53] <FusionLord> PaleoCrafter, unless given
L424[07:30:53] <Ordinastie> ah, ok
L425[07:31:43] <PaleoCrafter> Yeah, should have said "without commands" or something xD
L426[07:31:44] <FusionLord> anyone know the class name of the skull renderer
L427[07:31:49] <FusionLord> :P
L428[07:32:14] <Nitrodev> try first anything related to that
L429[07:32:25] <Nitrodev> like RenderSkull or somthing
L430[07:32:51] *** ShadowChild is now known as ShowerChild
L431[07:32:57] <FusionLord> just manualy looked :P
L432[07:33:43] <Nitrodev> TileEntitySkullRenderer
L433[07:33:48] <Nitrodev> i think
L434[07:33:55] <FusionLord> yeah
L435[07:33:57] <Ordinastie> I can't give that double stone apparently
L436[07:33:58] <FusionLord> got it thanks
L437[07:34:08] <Nitrodev> okay
L438[07:34:24] <FusionLord> Ordinastie, really? try the set block command
L439[07:34:35] <FusionLord> then pickblock it
L440[07:35:41] <Ordinastie> yeah : http://puu.sh/mFiFK.jpg
L441[07:35:59] <Ordinastie> well, pickblock obviously won't give it to you
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L443[07:36:28] <FusionLord> wow complete lock out
L444[07:36:35] <FusionLord> thats lame
L445[07:39:10] <Ordinastie> I love it how because they didn't make the right method block state sensitive, they're stuck with 2 different block instance of half slabs and double slabs :x
L446[07:40:50] <Ordinastie> and why the hell did they decide to have 2 subclasses each time just to implement isDouble() -_-
L447[07:42:18] <FusionLord> anyone know what ModelPlayer.smallArms is?
L448[07:42:32] <ghz|afk> FusionLord: the other skin type
L449[07:42:38] <ghz|afk> with thinner arms
L450[07:42:43] *** ghz|afk is now known as gigaherz
L451[07:42:43] <FusionLord> the new model?
L452[07:42:55] <gigaherz> yes?
L453[07:42:55] <FusionLord> alex i thihnk
L454[07:43:03] <FusionLord> vs steve
L455[07:43:18] <gigaherz> yes
L456[07:43:21] <FusionLord> ok
L457[07:43:32] <FusionLord> how to get that information...
L458[07:43:46] <FusionLord> i'll figure it out
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L461[07:48:12] <FusionLord> is there a way to make a suggestion for a mapping change?
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L463[07:49:00] <PaleoCrafter> !!issues
L464[07:49:01] <MCPBot_Reborn> Submit bot and/or mapping issues here: https://github.com/ModCoderPack/MCPBot-Issues
L465[07:49:10] <FusionLord> ModelPlayer.setInvisible() should be ModelPlayer.setVisible()
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L469[07:55:04] <asie> what
L470[07:57:38] <sham1> whay
L471[07:57:40] <PaleoCrafter> wat what
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L473[08:01:01] <Nitrodev> hi all
L474[08:01:31] <ThePsionic> Bought an XBox controller for my PC, finally
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L478[08:06:32] <FusionLord> gigaherz, is the GameProfile.isLegacy what determines what model gets used
L479[08:06:47] <FusionLord> or do you know?
L480[08:07:57] <PaleoCrafter> It's the UUID, afaik
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L482[08:11:06] <FusionLord> PaleoCrafter, what is the command for reverse lookup i need the unmapped name of a field
L483[08:11:24] <PaleoCrafter> It's the same
L484[08:11:40] <FusionLord> !gf smallArms
L485[08:16:09] <FusionLord> oh ty btw
L486[08:16:13] <PaleoCrafter> np
L487[08:16:51] <FusionLord> strange that mcp bot says it is public but infact it is private
L488[08:17:00] <PaleoCrafter> The AT line?
L489[08:17:12] <FusionLord> oh :P
L490[08:17:34] <PaleoCrafter> Yeah, that just shows what a potential AT would look like ;)
L491[08:17:53] <FusionLord> yeah got that, didn't read in front of it
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L493[08:18:58] <PaleoCrafter> People tend to get confused by that line
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L495[08:19:41] <FusionLord> I wasn't confused just lazy and didn't read the descriptor for that line :P
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L515[08:52:15] <FusionLord> in a look vec what would be the yaw?
L516[08:52:43] <FusionLord> y right?
L517[08:53:05] <PaleoCrafter> The look vec doesn't give away that information immediately
L518[08:53:19] <PaleoCrafter> It just describes the line of sight
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L520[08:54:56] <PaleoCrafter> The yaw would be the angle between one of the horizontal axes (I can't remember which) and the horizontal components of the look vec
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L522[08:58:47] *** Ash|Work is now known as Ashlee
L523[09:01:11] <FusionLord> yeah idk why i thought it was y
L524[09:02:59] <FusionLord> welp that was a fail wrote a NBTtag but forgot to write that tag to the main tag -.-
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L530[09:13:50] <knoxz> Hi, what could be the problem if a drawTexturedModalRect only shows white with one resource, but works with another. Same assets folder both created with paint.
L531[09:14:33] <knoxz> working on a overlay with different pictures
L532[09:15:57] <knoxz> its not drawing the transparent png at all. like there is no arrow inside the png I created >_<
L533[09:16:04] <McJty> knoxz, perhaps show some code + the two textures?
L534[09:18:36] <knoxz> http://imgur.com/a/OaWKa Album. The Transparent arrows do not appear at all, the one with background is only white
L535[09:18:42] <knoxz> http://pastebin.com/08BNv7r3
L536[09:18:44] <knoxz> code
L537[09:18:56] <knoxz> but its just a simple drawing.
L538[09:19:52] <knoxz> I was thinking about making a background for it, but I think i'll go without it.
L539[09:20:41] <knoxz> its called with the experience render event
L540[09:20:57] *** PaleOff is now known as PaleoCrafter
L541[09:20:58] <McJty> Hmm, double check all filenames I suppose and also check in the log
L542[09:21:06] <McJty> Can't see anything wrong from here
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L544[09:21:38] <knoxz> me neither. if the fillname is wrong it would crash with a nullpointer :x
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L546[09:22:01] <knoxz> its just not drawing the black arrow. NO idea why :D
L547[09:22:28] <knoxz> i'll make another set with paint and not gimp and see if that helps.
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L549[09:23:03] <knoxz> it is also not drawing the thaumcraft aspects I get from the api.
L550[09:23:14] <PaleoCrafter> knoxz, drawTexturedModalRect only works with 256x256 textures
L551[09:23:24] <PaleoCrafter> you want drawModalRectWithCustomSizedTexture ;)
L552[09:23:37] <knoxz> is this new?
L553[09:24:18] <PaleoCrafter> at least 1.7
L554[09:25:01] <PaleoCrafter> I don't think you watn RenderGameOverlayEvent as constructor param, btw :P
L555[09:25:09] <PaleoCrafter> or in fact, do anything of that in a constructor
L556[09:25:22] <knoxz> jeah, I was try and erroring
L557[09:25:25] <knoxz> wont need it
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L559[09:26:29] <knoxz> look at some different overlay codes and a decent amount of tutorials, they never used the customeSized Method there.
L560[09:26:41] <knoxz> I'll try that one. thx for the help
L561[09:26:48] <PaleoCrafter> no problem
L562[09:27:03] <PaleoCrafter> and most likely the textures had appropriately sized textures :P
L563[09:27:24] <knoxz> can I scale the image even further? I have them at 32x32 which is still to big I think for my purpose
L564[09:28:24] <PaleoCrafter> can't do that with that method, afaik
L565[09:28:57] <PaleoCrafter> drawScaledCustomSizeModalRect should do that, though
L566[09:29:07] <knoxz> whats the u and v for? u know?
L567[09:29:19] <PaleoCrafter> x/y coordinates on your texture, basically
L568[09:29:31] <PaleoCrafter> so for you probably 0, 0
L569[09:29:48] <PaleoCrafter> and don't get confused by tileWidth and tileHeight, it's really textureWidth and textureHeight
L570[09:30:05] *** kroeser is now known as kroeser|away
L571[09:30:11] <PaleoCrafter> whoever named that shallbe burned
L572[09:31:11] <knoxz> and the 2 floats?
L573[09:31:19] <knoxz> some kind of scaling?
L574[09:31:31] <PaleoCrafter> which 2 floats? :P
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L576[09:31:36] <PaleoCrafter> there are 4 floats in that method
L577[09:31:51] <PaleoCrafter> for tileWidth/tileHeight look up :P
L578[09:32:11] <knoxz> u,v
L579[09:32:24] <PaleoCrafter> uhm... I already explained that? :P
L580[09:33:03] <knoxz> you did?
L581[09:33:10] <PaleoCrafter> <PaleoCrafter> x/y coordinates on your texture, basically
L582[09:33:10] <PaleoCrafter> <PaleoCrafter> so for you probably 0, 0
L583[09:35:17] <knoxz> float tileWidth, float tileHeight thats not these 2?
L584[09:35:23] <PaleoCrafter> no
L585[09:35:40] <PaleoCrafter> that's really textureWidth and textureHeight, i.e. the size of your texture
L586[09:35:46] <PaleoCrafter> as I've explained above...
L587[09:36:18] <knoxz> sorry, just wondering where the 2 extra parameter come from ;)
L588[09:36:36] <PaleoCrafter> uWidth and vHeight are new
L589[09:37:10] <PaleoCrafter> they are the width and height of the area you want to take from the texture
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L591[09:38:18] <knoxz> so if I want the whole picture is 32x32?
L592[09:38:25] <PaleoCrafter> yep
L593[09:38:27] <knoxz> from 0,0 to 32,32
L594[09:38:29] <knoxz> kk thx
L595[09:38:36] <PaleoCrafter> no problem
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L597[09:39:56] <knoxz> this took me literally half the day to figure out. If it works now and I finish the project I will give you some credit!
L598[09:40:24] <knoxz> and there is the arrow... what a stupid mistake. >_<
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L605[09:47:51] <FusionLord> PaleoCrafter, this is what you were trying to explain correct? http://puu.sh/mFpam/93f4a4bdc8.png
L606[09:48:08] <PaleoCrafter> yes
L607[09:48:34] <PaleoCrafter> although that kinda suggests that uWidth and vWidth are coordinates though
L608[09:48:40] <FusionLord> no there is a ref image :P
L609[09:48:45] <FusionLord> now*
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L624[10:15:31] <HassanS6000> Forge 1.8.9
L625[10:15:36] <HassanS6000> Something is wrong with Packets..?
L626[10:15:37] <HassanS6000> http://pastebin.com/0X7xS5Su
L627[10:15:56] <HassanS6000> Getting that error regarding "SandPacket", when firing a completely different packet, called "FlyPacket"
L628[10:16:11] <HassanS6000> FlyPacket has a single int
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L630[10:17:18] <gigaherz> can you paste your packet class?
L631[10:17:43] <PaleoCrafter> and also the code were you register the message to your SimpleNetworkWrapper
L632[10:17:53] <PaleoCrafter> *where
L633[10:18:28] <FusionLord> would the placer of a block ever be an entity other than EntityPlayer?
L634[10:18:39] <PaleoCrafter> endermen
L635[10:19:30] <FusionLord> how ever endermen cannot pick up a TileEntityProvider correct
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L639[10:29:46] <HassanS6000> Other Packet: https://gist.github.com/hsyyid/2fd1d3a0a02189b4279c
L640[10:29:48] <FusionLord> no shadekiller -.-
L641[10:30:04] <HassanS6000> https://gist.github.com/hsyyid/227d49b12817f7e81043
L642[10:30:27] <HassanS6000> Packet: https://gist.github.com/hsyyid/75e98dcef5b03525b8c9
L643[10:30:46] <HassanS6000> Packet: https://gist.github.com/hsyyid/a0894f8e25da3422c000
L644[10:31:17] <HassanS6000> register: https://gist.github.com/hsyyid/16135a2dc36eb05ae2ed
L645[10:31:20] <EeB> Question about the new forge capability system: Is forge also responsible for the "standardisation" of capabilities or does it only provide the interfaces/ways to use them?
L646[10:31:28] <HassanS6000> PaleoCrafter, gigaherz ^
L647[10:31:38] <HassanS6000> btw: it worked fine on 1.8, just borked when I updated
L648[10:31:42] <diesieben07> HassanS6000, you register 2 packets with the same packet ID...
L649[10:32:12] * HassanS6000 facepalms
L650[10:32:14] * HassanS6000 kills himself
L651[10:32:16] * HassanS6000 is dead
L652[10:32:31] <FusionLord> tisk tisk :P
L653[10:32:33] *** Keridos|away is now known as Keridos
L654[10:32:36] <HassanS6000> diesieben07, thanks, I'm such a dumbass
L655[10:33:08] * diesieben07 wonders why that doesn't immediately blow up on registration
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L657[10:33:35] * sham1 thinks because of some failsafe
L658[10:33:54] <diesieben07> wat
L659[10:34:02] <sham1> Yeah, I dont know eithr
L660[10:34:04] <diesieben07> failsafe would be if it WOULD blow up immeditately
L661[10:34:27] * EeB wonders if someone will spot his question when its hidden in the middle of other ppl's conversation
L662[10:34:30] <sham1> Or maybe it did but it never notified anyone
L663[10:34:44] <sham1> We are like the magic 8-ball
L664[10:34:49] <sham1> Try asking again
L665[10:35:00] <PaleoCrafter> EeB, your message hasn't even left the first third of my backlog
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L667[10:35:30] <sham1> I'd guess Forge's not responsible for standardising the capabilities
L668[10:35:33] <gigaherz> EeB: forge provides vanilla capabilities
L669[10:35:38] <sham1> Because why would they be
L670[10:35:39] <gigaherz> anything else is up to the mods
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L672[10:35:57] <kroeser> A 'machine' capability for example would be useful for a lot of mods
L673[10:36:01] <EeB> then... isn't that a pretty big flaw in capabilitises?
L674[10:36:07] <gigaherz> no?
L675[10:36:16] <gigaherz> a capability is the existance of an interface
L676[10:36:25] <gigaherz> like
L677[10:36:38] *** K-4U|Fitness is now known as K-4U
L678[10:36:41] <gigaherz> if the RF api was adapted to use capabilities
L679[10:36:47] <gigaherz> you'd expect something like
L680[10:37:12] <gigaherz> class EnergyReceiverCapability implements Capability<IEnergyReceiver>
L681[10:37:28] <gigaherz> on the API itself
L682[10:37:36] <gigaherz> and the nyou'd just check for that capability on request
L683[10:37:42] <FusionLord> fry are you doing anything on the obj loaderr or is it just shadekiller
L684[10:37:43] <gigaherz> and if so, you return the right IEnergyProvider reference
L685[10:37:51] ⇨ Joins: shadekiller666 (~shadekill@adsl-108-71-38-112.dsl.lsan03.sbcglobal.net)
L686[10:38:05] <FusionLord> speaking of shadekiller
L687[10:40:02] <shadekiller666> da fuck am i supposed to do about it?
L688[10:40:09] <shadekiller666> idk how mipmapping works
L689[10:40:45] <gigaherz> what?
L690[10:40:47] <EeB> but isn't the whole idea of capabilities that you DONT't have to code against every single api that could provide something?
L691[10:41:02] <gigaherz> no
L692[10:41:04] <shadekiller666> http://puu.sh/mFrye/9e027eae1b.jpg
L693[10:41:18] <gigaherz> the idea of capabilities is that you don't have to expose every single interface right there in the TileEntity
L694[10:41:31] <gigaherz> you can use something like a generic EnergyBuffer class
L695[10:41:35] <sham1> I think someone is misunderstanding the capabilities
L696[10:41:38] <gigaherz> in place of implementing IEnergyReceiver yourself
L697[10:41:50] <gigaherz> so that you can expose different APIs based on each face
L698[10:41:55] <sham1> (to be fair I dont understand them either but meh)
L699[10:41:57] <gigaherz> like one face being energy, another being items
L700[10:42:00] <PaleoCrafter> capabilities are basically an entity component system as far as I can tell
L701[10:42:09] <sham1> Yeah, seems like it
L702[10:42:11] <gigaherz> it decouples the primary object, with the APIs it provides
L703[10:42:35] <gigaherz> "does WEST expose energy? yes, here it is."
L704[10:42:43] <gigaherz> that's all the capability system is supposed to do
L705[10:43:05] <kroeser> But it could do so much more right?
L706[10:43:07] <EeB> I understand the fact that it works as an entity component system, but couldn't it be more when used correctly?
L707[10:43:14] <kroeser> Like certain mods could share capabilities
L708[10:44:04] <gigaherz> it's not the scope, though
L709[10:44:07] <PaleoCrafter> Lex is accepting suggestions for vanilla capabilities
L710[10:44:17] <gigaherz> that too
L711[10:44:17] <PaleoCrafter> but stuff like energy etc is out of scope
L712[10:44:34] <PaleoCrafter> especially because people just can't settle on a standard
L713[10:44:40] <gigaherz> the idea of the capability system is to avoid things like
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L715[10:44:47] <sham1> Because RF would be a shitty standard IMO
L716[10:44:54] <shadekiller666> fucking really? can't load a 480p video fast enough to watch without buffering?
L717[10:45:10] <gigaherz> class MachineTileEntity implements IEnergyProviderFromOneApi, IEnergyReceiverFromAnotherAPI, IInventory, IAnotherApiInventory, ...
L718[10:45:21] <FusionLord> shadekiller666, sounds like the server
L719[10:45:28] <gigaherz> "energy" is too generic
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L721[10:45:34] <gigaherz> there's many ways to implement energy
L722[10:45:41] <EeB> I think RF is probably the worst of examples
L723[10:45:42] <gigaherz> none of them are better than others
L724[10:45:56] <EeB> because indeed energy standardisation is really hard
L725[10:46:04] <sham1> God damn it F#
L726[10:46:20] <sham1> why cant I use fold per default as long as I have the instance
L727[10:46:33] <EeB> but some things like maybe the idea of how a wrench or machine that takes liquids could be standardized right?
L728[10:46:41] <gigaherz> some APIs just have simple values, others have tiers, others have a separate concept of voltage and power
L729[10:46:48] <EeB> *how a wrench works
L730[10:46:49] <gigaherz> liquids ARE standarized
L731[10:46:54] <gigaherz> forge has the Fluid system
L732[10:46:58] <gigaherz> with FluidStacks
L733[10:47:04] <gigaherz> and fluid inventories
L734[10:47:08] <EeB> ... yeah I suck at example
L735[10:47:15] <gigaherz> wrench, sure
L736[10:47:15] <EeB> suppose for now that forge didn't have that xd
L737[10:47:26] <gigaherz> but
L738[10:47:33] <gigaherz> what is the scope of the wrench?
L739[10:47:42] <gigaherz> if it's just to rotate machines
L740[10:47:45] <gigaherz> that's standarized too
L741[10:47:50] <gigaherz> Block.rotateBlock()
L742[10:48:16] <gigaherz> if it's to show a configuration interface, well that opens up a whole bunch of thignswhere people will disagree
L743[10:48:17] <EeB> hmmm
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L745[10:48:42] <EeB> I think I'm starting to see why standarization commities have such a hard time pushing new standardds :p
L746[10:48:52] <sham1> yes
L747[10:48:54] <gigaherz> yep
L748[10:49:08] <gigaherz> basically asking forge to manage capability registartion
L749[10:49:14] <gigaherz> is telling Lex he has to doextra work ;P
L750[10:49:21] <athie> especially standards that try to unify things...
L751[10:49:24] <EeB> yeah.. I'm not saying forge needs to do it
L752[10:49:32] <gigaherz> so I think it's a good tradeoff
L753[10:49:41] <gigaherz> the capability system allows face-specific capabilities
L754[10:49:48] <gigaherz> and removes the need to implement interfaces explicitly
L755[10:50:12] <gigaherz> just create a new Capability<Interface> singleton in your API
L756[10:50:17] <gigaherz> and allow people to accept requests for it
L757[10:50:36] <gigaherz> and because it's face-specific, you can simplify the API
L758[10:50:45] <gigaherz> since you don't need to have "EnumFacing face" in all methods
L759[10:50:48] <shadekiller666> can't even fucking load an ad without buffering wtf
L760[10:50:52] <shadekiller666> >:(
L761[10:50:57] <EeB> you don't need to explain, I understand the system ;)
L762[10:51:01] ⇨ Joins: nullifiedcat (nullifiedc@188.244.37.186)
L763[10:51:10] <EeB> I was just wondering how "deep/far" the system went
L764[10:51:19] <gigaherz> that said
L765[10:51:23] <gigaherz> as PaleoCrafter mentioned
L766[10:51:40] <gigaherz> Lex plans to release a 1.8.9 recommended build by monday
L767[10:51:53] <gigaherz> if anyone has any suggestions for vanilla capabilities
L768[10:51:55] ⇦ Quits: marcoslater (~MarcoSlat@marta.marcoslater.com) (Read error: Connection reset by peer)
L769[10:51:58] <gigaherz> the time is running out.
L770[10:52:00] <nullifiedcat> hello
L771[10:52:18] <shadekiller666> fry, can we get the obj loader changes in by then too?
L772[10:52:39] <fry> probably not
L773[10:52:52] <EeB> well anyway thx for you guys' input, appreciate it
L774[10:52:55] <shadekiller666> :/
L775[10:53:21] * sham1 sighs
L776[10:53:29] <nullifiedcat> how can i generate textures on the fly?
L777[10:53:34] <shadekiller666> fry, can we at least try?
L778[10:53:46] <sham1> nullifiedcat, you can draw with OpenGL into a texture
L779[10:54:00] <shadekiller666> there is DynamicTexture
L780[10:54:04] <nullifiedcat> for example i have grayscale png and want to apply different colors to it
L781[10:54:38] <gigaherz> nullifiedcat: explain your context, please
L782[10:54:45] <gigaherz> this may be something you can do with tints
L783[10:54:56] <LatvianModder> then use it in TESR and use GlStateManager.color() on it
L784[10:54:58] <gigaherz> what would the texture be applied to?
L785[10:55:01] <gigaherz> item?
L786[10:55:02] <gigaherz> block?
L787[10:55:04] <gigaherz> TESR?
L788[10:55:05] <gigaherz> entity?
L789[10:55:08] <nullifiedcat> items and blocks
L790[10:55:09] <LatvianModder> gui?
L791[10:55:19] <gigaherz> for items and blocks
L792[10:55:22] <gigaherz> you can use the tint system
L793[10:55:28] <gigaherz> the same used for leaves and grass
L794[10:55:36] <gigaherz> for blocks
L795[10:55:39] <LatvianModder> an item using it.. a potion?
L796[10:55:42] <gigaherz> and the same used in spawn eggs for items
L797[10:55:47] <LatvianModder> ah, spawn eggs
L798[10:56:00] <nullifiedcat> thanks
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L800[10:56:24] <gigaherz> the one for blocks is implemented in the Block class, there's a couple methods that define the color gradient, and the specific color to be used per block
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L802[11:04:41] <shadekiller666> so
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L804[11:05:08] <shadekiller666> turns out that the best toothpaste to use before drinking orange juice, is orange flavored
L805[11:05:26] <illy> that was random
L806[11:05:42] <ThePsionic> #FactsWithShade
L807[11:05:47] <shadekiller666> was it? https://www.youtube.com/watch?v=leJjVsPuiYk
L808[11:05:56] <ThePsionic> Yes it definitely was
L809[11:05:57] <solidDoWant1> humans reproducing asexually would be terrifying
L810[11:06:29] <nullifiedcat> what is limit of item metadata?
L811[11:06:39] <nullifiedcat> 0-15 or 0-?
L812[11:06:55] <ThePsionic> solidDoWant1: humans reproducing asexually would be great news for asexuals
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L814[11:06:58] <PaleoCrafter> Short.MAX_VALUE - 1
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L816[11:07:15] <nullifiedcat> thanks
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L819[11:08:11] <roxox1> This packet stuff is confusing the hell out of me :(
L820[11:08:13] <solidDoWant1> ThePsionic: but wouldn't that be terrifying? You're walking around a park and somebody starts to split in half right down the middle, and then each piece regrows the other half
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L822[11:09:51] <gigaherz> that's not how asexual reproduction works on the large scale
L823[11:09:51] <gigaherz> XD
L824[11:10:04] <gigaherz> it's more akin to cloning
L825[11:10:15] <roxox1> Could someone explain to me how I could send IEEP Data about Player1, to Player2 when Player1 comes into rendering range? People have explained it like, 2-3 times on here, and I've read like a million tutorials.. But I'm still confused as fuck.
L826[11:10:32] <sham1> with packets
L827[11:10:37] <solidDoWant1> lol
L828[11:10:46] <gigaherz> roxox1: first create a packet class
L829[11:10:48] <gigaherz> with handler and such
L830[11:10:54] <gigaherz> and register it to your simple channel
L831[11:10:57] <gigaherz> then
L832[11:11:11] <gigaherz> the first step is,
L833[11:11:19] <gigaherz> when the IEEP state changes, you use
L834[11:11:32] <gigaherz> channel.sendToAllAround(new PacketWhatever(), player)
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L836[11:11:51] <gigaherz> and when you receive this packet
L837[11:11:57] <gigaherz> you update the corresponding IEEP
L838[11:12:07] <gigaherz> the packet will of course have to contain all the necessary data
L839[11:12:21] <gigaherz> to find the entity, and update the contents
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L842[11:12:50] <gigaherz> my packets usually contain "int dimension; int entityId;" and the IEEP data
L843[11:13:07] <gigaherz> then
L844[11:13:10] <gigaherz> a separate thing
L845[11:13:31] <gigaherz> is how to notify players that get in range (or join the game), about OTHER players who were already there
L846[11:13:37] <gigaherz> but their state didn't change
L847[11:14:12] <gigaherz> I don't know what events exist for that
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L849[11:16:35] <knoxz> I have proably an easier question: How do I draw colored Textures. Like thaumcraft has only the White aspect png and colors them as necessary.
L850[11:16:53] <gigaherz> I answered that like 10 minutes ago
L851[11:16:54] <gigaherz> XD
L852[11:16:55] <sham1> where do you draw it
L853[11:16:58] <gigaherz> what areyou drawing?
L854[11:17:06] <gigaherz> blocks? items? TESR? entity?
L855[11:17:20] <sham1> If it is TESR you can just set the colour of the vertices
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L857[11:17:28] <knoxz> http://pastebin.com/S9zjeXdR
L858[11:17:32] <knoxz> just an overlay
L859[11:17:53] <gigaherz> see that GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f);
L860[11:17:57] <gigaherz> try changing those numbers
L861[11:17:57] <gigaherz> ;P
L862[11:18:02] <knoxz> well I do
L863[11:18:10] <knoxz> but it isnt affecting the drawing
L864[11:18:25] <knoxz> wait
L865[11:18:26] <sham1> well why is it there
L866[11:18:36] <knoxz> let me see if I dreped again
L867[11:18:43] <knoxz> ups >_<
L868[11:19:04] <knoxz> wait no
L869[11:19:15] <knoxz> I change them, and change it back to white
L870[11:19:31] <knoxz> GlStateManager.color(red, green, blue);
L871[11:20:10] <knoxz> already checked the input. thaumcraft api gives you an int for the color you can make into a color for the rgb values
L872[11:20:33] <gigaherz> and is it actually returning the right color?
L873[11:20:36] <gigaherz> becuase it should work
L874[11:20:38] <knoxz> it is
L875[11:20:58] <knoxz> i also tried coloring manually. it does not affect the drawing :(
L876[11:21:25] <sham1> but does it effect it
L877[11:21:38] <solidDoWant1> is uuid the same across servers
L878[11:21:52] <gigaherz> player uuid is unique for each account
L879[11:22:01] <gigaherz> and yes, across servers
L880[11:22:08] <gigaherz> (IIRC)
L881[11:22:24] <knoxz> still everything is white. even if I enter random floats
L882[11:22:48] <knoxz> I must miss something
L883[11:22:49] <solidDoWant1> if I wanted to send data between two separate servers, would I be able to without opening a new port?
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L887[11:24:02] <diesieben07> solidDoWant1, no, you have to do somthing custom, open a connectino of some sort.
L888[11:24:16] <solidDoWant1> alright, thanks
L889[11:24:18] <diesieben07> either a direct connection between the two or via a man in the middle (e.g. a webserver of yours)
L890[11:24:58] <solidDoWant1> hmm, what if I used ssl over irc?
L891[11:25:13] <diesieben07> uh what
L892[11:25:16] <sham1> ^
L893[11:25:23] <sham1> first of all
L894[11:25:30] <sham1> dont you mean IRC over SSL
L895[11:25:33] <sham1> Second of all, what
L896[11:25:34] <solidDoWant1> no
L897[11:25:45] <solidDoWant1> ssl over irc, ill explain, let me type it out
L898[11:25:46] <gigaherz> using IRC woudl be the WORST possible choice
L899[11:25:53] <sham1> that
L900[11:25:55] <dangranos> ah
L901[11:26:04] <dangranos> using IRC as a transport protocol?
L902[11:26:09] <sham1> Indeed
L903[11:26:09] <gigaherz> yes, that's BAD
L904[11:26:13] <dangranos> ^
L905[11:26:20] <dangranos> try dcc
L906[11:26:27] <solidDoWant1> what if I had servers join an irc channel, then when the servers would create a ssl connection (so nobody could intercept/prevent MITM), then send data over the connction
L907[11:26:32] <solidDoWant1> dcc?
L908[11:26:40] <gigaherz> that's a really stupid way to do it
L909[11:26:59] <sham1> why not just create sockets and communicate that way
L910[11:27:02] <solidDoWant1> hehe I specialize in stupid
L911[11:27:04] <gigaherz> you'd just be using IRc as a discovery protocol
L912[11:27:05] <sham1> No reason to use IRC
L913[11:27:12] <gigaherz> there's better ways to create a hub
L914[11:27:48] <dangranos> https://www.exploit-db.com/exploits/39277/ fancy
L915[11:27:52] <knoxz> http://imgur.com/xOK03a4 still everything is white :D
L916[11:28:26] <gigaherz> knoxz: I just added a GlStateManager.color call in my own code
L917[11:28:27] <gigaherz> and it works
L918[11:28:36] <roxox1> http://pastebin.com/Unn1HPwF Now how would I go about packaging my three variables (isSkulled, entityID, dimension) into the one packet?
L919[11:28:42] <diesieben07> solidDoWant1, seriously, simplest way: make a webserver running node.js / php / wahteverthefuck and open HTTP connectsion to that. slightly more complicated: learn netty and open your own connection
L920[11:28:52] <diesieben07> learning netty is a good idea anyways, so ... i'd go for that.
L921[11:28:56] <gigaherz> knoxz: wait
L922[11:28:57] <gigaherz> wait
L923[11:29:04] <gigaherz> yo uare passing the byte directly to .color
L924[11:29:06] <gigaherz> it works with floats
L925[11:29:09] <gigaherz> range is 0..1
L926[11:29:10] <solidDoWant1> yea, but then I'd have to host something
L927[11:29:15] <gigaherz> you needto divide by 255.0f
L928[11:29:17] <diesieben07> not with the 2nd option.
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L930[11:29:17] <solidDoWant1> or whoever uses the mod
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L932[11:29:31] <diesieben07> what is this connection for?
L933[11:29:56] <solidDoWant1> sending items between servers
L934[11:30:04] <solidDoWant1> just thinking of ideas for mods
L935[11:30:15] <diesieben07> aha.
L936[11:30:16] <sham1> oh damn
L937[11:30:18] <gigaherz> roxox1: just use buf.write* and buf.read*
L938[11:30:19] <diesieben07> yeah, learn netty.
L939[11:30:24] <gigaherz> make sure you read in the same order you wrote
L940[11:30:31] <solidDoWant1> I know lots of other stuff would have to be done to ensure same item, not-hostile server etc
L941[11:30:34] <knoxz> see there is my issue. :D
L942[11:31:00] <Fjolnir|afk> @diesieben07: never use http...
L943[11:31:11] <knoxz> thx again... shouldnt have skipped the graphic classes :(
L944[11:31:13] <diesieben07> over SSL of course
L945[11:31:18] <roxox1> I assume .read is in fromBytes and .write is in toBytes?
L946[11:31:20] <diesieben07> not just plain HTTP for important stuff
L947[11:31:30] <K-4U> What are all the builtin entries i can use for inventory model?
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L949[11:31:35] <K-4U> I need it to render a TESR
L950[11:31:36] * diesieben07 should have said https
L951[11:31:44] <gigaherz> roxox1: yes
L952[11:31:46] <sham1> HTTP as a protocol is interesting, but annoying at the same time
L953[11:31:53] <K-4U> gigaherz: still don't have it working :(
L954[11:32:06] <diesieben07> well, thankfully we have http2 now
L955[11:32:07] <gigaherz> K-4U: what was your issue? ;P
L956[11:32:16] <K-4U> gigaherz: trying to render a TESR as an item
L957[11:32:19] <gigaherz> http2 is even more annoying to use
L958[11:32:24] <gigaherz> it's only more efficient for large pages ;P
L959[11:32:30] <gigaherz> K-4U: ah
L960[11:32:34] <diesieben07> its more efficient for split up pages :P
L961[11:32:36] <sham1> Does HTTP2 make requests any less annoying to parse
L962[11:32:36] <diesieben07> not large
L963[11:32:42] <gigaherz> I meant large as in
L964[11:32:50] <gigaherz> pages containing lots of separate images and css and js files
L965[11:32:50] <diesieben07> why would you want to parse requests yourself? :O
L966[11:32:52] <diesieben07> yeah
L967[11:33:00] <diesieben07> it jut makes it much less of a pain to make those
L968[11:33:02] <gigaherz> sham1: you don't do http manually
L969[11:33:04] <gigaherz> you use a library.
L970[11:33:06] <diesieben07> no need to make spritesheets
L971[11:33:09] <diesieben07> no need to concat js files, etc.
L972[11:33:18] <roxox1> And now I assume that in the fromBytes method, I need to be saving the results of these reads?
L973[11:33:20] <Fjolnir|afk> parse requests? Just use librarys to parse requests. No not do that yourself
L974[11:33:27] <gigaherz> roxox1: of course.
L975[11:33:45] <roxox1> Should I save them to the same variables I used for sending, or should they be saved elsewhere?
L976[11:33:53] <sham1> I dont like using other people's libraries
L977[11:34:08] <diesieben07> so you write your own webserver?
L978[11:34:14] <sham1> I did
L979[11:34:21] <diesieben07> that is a horrible idea.
L980[11:34:28] <sham1> I wanted to experiment damn it
L981[11:34:34] <diesieben07> that is something else :p
L982[11:34:47] <diesieben07> but don't complain then :D
L983[11:35:38] <sham1> Well it has that problem where the requests don't give the size of the header let alone the size of the POST request for instance
L984[11:35:41] <roxox1> This is what I have now. http://pastebin.com/r6S7YFk8
L985[11:36:10] <sham1> Like I don't know how large your web page's form stuff is
L986[11:36:25] <Fjolnir|afk> And please do everyone else a favour: If you want create a service, never programm a server yourself. Use APIs and libs. There are so many security issues. You can not know everything you need to look at...
L987[11:36:35] <diesieben07> roxox1, you need to actually do something with the results of readBoolean / readByte, etc.
L988[11:36:45] <sham1> Again, experimenting
L989[11:36:54] <sham1> I wanted to see if someone like me could do it
L990[11:37:01] <roxox1> Should I just create some variables in the packet class and assign them?
L991[11:37:10] <diesieben07> you already have them...
L992[11:37:18] <diesieben07> skullStatus, entityID, dimensionID
L993[11:37:30] <diesieben07> although I am not sure why you are sending the dimensino in the firsst place.
L994[11:37:30] <roxox1> Oh. So I should just assign them to the variables I used to send
L995[11:37:50] <diesieben07> yes and then you access that data in your message handler.
L996[11:37:51] <roxox1> 'my packets usually contain "int dimension; int entityId;" and the IEEP data'
L997[11:37:55] <diesieben07> ?
L998[11:38:14] <sham1> Those quotes are not escaped
L999[11:38:15] <roxox1> Giga was saying that he contains dimension and entityID.
L1000[11:38:22] <sham1> Yeah, and?
L1001[11:38:24] <roxox1> So I assumed that I was going to need them at some point
L1002[11:38:24] <diesieben07> sending the dimensino is useless
L1003[11:38:32] <diesieben07> the client only knows abotu 1 dimension
L1004[11:38:35] <roxox1> Ok, I'll get rid of the dimension
L1005[11:39:26] <sham1> The packet names look like something out of 1.7.x
L1006[11:39:32] <roxox1> Now, I assume I can cast IMessage in the onMessage method to my own class?
L1007[11:39:54] <roxox1> So that I can get the variables stored within
L1008[11:40:07] <sham1> IMessageHandler is an generic interface where you have your package be the first param
L1009[11:40:20] <sham1> IMessageHandler<Packet, IMessage>
L1010[11:40:27] <sham1> That would be it in your case
L1011[11:40:45] <roxox1> Oh
L1012[11:41:01] <sham1> Did you even look at the interface definition...
L1013[11:41:09] <roxox1> No :(
L1014[11:41:22] <roxox1> I suck dude. I've been messing with this for like 3 days
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L1016[11:41:30] <roxox1> Never even thought to look at the interface's themselves.
L1017[11:41:37] <sham1> How much Java do you know may I ask
L1018[11:41:37] <roxox1> Damn, that makes everything much easier
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L1021[11:42:06] <roxox1> A little bit, or well.. I couldn't get a job in programming, but I'm not too bad at java
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L1023[11:42:31] <sham1> sounds decent
L1024[11:43:04] <roxox1> Generally, I can understand other people's code easily, but I get a little confused when I don't have documentation/examples for something
L1025[11:44:00] <roxox1> Now, I assume I can somehow get an EntityPlayer object using the entityID?
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L1027[11:44:57] <HassanS6000> How to make it so you cannot walk through entities?
L1028[11:45:38] <diesieben07> roxox1, world.getEntityById
L1029[11:45:51] <diesieben07> HassanS6000, look at minecarts
L1030[11:46:11] <HassanS6000> diesieben07, kk
L1031[11:46:13] <roxox1> But I don't have a world object available to me in the IMessageHandler -_-
L1032[11:46:21] <sham1> yes you do
L1033[11:46:24] <sham1> You are on the client
L1034[11:46:28] <HassanS6000> diesieben07, this.setSize(0.98F, 0.7F);? I did that
L1035[11:46:45] <roxox1> Wait, so can I do Minecraft.getMinecraft() now?
L1036[11:46:49] <sham1> Yes
L1037[11:46:53] <roxox1> Woo.
L1038[11:46:54] <sham1> Because you are on the client side
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L1040[11:48:53] <HassanS6000> diesieben07, https://gyazo.com/ac2b6008b23b6f57961c4d0685d8407b
L1041[11:49:08] <HassanS6000> Bounding box, but you can walk right thru it
L1042[11:49:34] <gigaherz> [18:38] (roxox1): Giga was saying that he contains dimension and entityID.
L1043[11:49:40] <gigaherz> yeah sorry Iwas thinking of a client->server packet ;p
L1044[11:49:47] <roxox1> Looking good? http://pastebin.com/Y514Ecp8
L1045[11:50:19] <sham1> yes
L1046[11:50:29] <roxox1> Thank fuck for that :)
L1047[11:50:37] <sham1> Rather not
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L1049[11:52:51] <solidDoWant1> roxo1: you might look at this if you're still having trouble. It's probably not related to your mod but at least it's an example of what you're trying to do. https://github.com/sinkillerj/ProjectE/tree/master/src/main/java/moze_intel/projecte/network
L1050[11:55:10] <diesieben07> HassanS6000, agian, minecarts.
L1051[11:55:41] <diesieben07> namely getCollisionBox(Entity)
L1052[11:55:50] <diesieben07> (at least i think thats it, only boats and minecarts have it)
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L1056[12:01:41] <roxox1> OMG it's fuckin working :0
L1057[12:01:44] <roxox1> I <3 you guys
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L1059[12:03:42] <Lordmau5> O/
L1060[12:04:40] <sham1> d'aww
L1061[12:08:37] <Wuppy> o/
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L1063[12:11:27] <bilde2910> There's probably a very obvious solution to this but when I'm setting up Forge it throws a Java heap space warning at me on :decompileMc. How much RAM does it need, and how can I allocate that much
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L1065[12:11:48] <bilde2910> This would be Forge 1709 on a Windows 8 x86 virtualbox
L1066[12:12:32] <gigaherz> 3gb appears to work for most people
L1067[12:12:49] <bilde2910> Mmkay, I'll modify the VBox to give it ~4
L1068[12:13:03] <gigaherz> and I mean give gradle that much
L1069[12:13:05] <gigaherz> not just the VM
L1070[12:13:13] <diesieben07> here's how: https://docs.gradle.org/current/userguide/build_environment.html
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L1072[12:13:42] <gigaherz> the gradle-spawned jvms normally have slightly less than required by the decompiler
L1073[12:14:07] <bilde2910> Just running setupDecompWorkspace has always worked for me out of the box. I'll try running with 4GB on the VM, and if it doesn't work I'll follow the instructions in that link (thanks diesieben07)
L1074[12:14:23] <diesieben07> yes it has worked before
L1075[12:14:37] <diesieben07> but since 1.8.8 introduced generics the decompilation has become much more complex
L1076[12:14:42] <diesieben07> and thus it needs more memory now than before
L1077[12:14:51] <bilde2910> Interesting
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L1080[12:17:19] <bilde2910> Also, is there some way to keep everything inside one directory? As in, move .gradle somewhere else
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L1082[12:17:39] <diesieben07> set GRADLE_USER_HOME
L1083[12:17:46] <diesieben07> the environment variable that is
L1084[12:17:57] <bilde2910> Neat, thanks
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L1092[12:29:38] <bilde2910> If I run gradlew setupDecompWorkspace in a .bat script, all commands following that line in the batch script will not be executed. The bat just simply aborts after gradlew has run. Is there some way to avoid this?
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L1096[12:31:31] <HassanS6000> diesieben07, it's setup correctly...
L1097[12:31:48] <HassanS6000> https://gist.github.com/hsyyid/d1b4005af49dce166903
L1098[12:32:00] <HassanS6000> Does the same thing as Minecarts
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L1102[12:35:11] <diesieben07> bilde: that... should not happen :D
L1103[12:36:03] <diesieben07> HassanS6000, ?
L1104[12:36:28] <HassanS6000> diesieben07, what? You told me to look at Minecarts, I'm telling you I did everything correctly.
L1105[12:36:51] <HassanS6000> It worked on MC 1.8 without issue
L1106[12:36:55] <Wuppy> hackerrank.com is pretty cool :)
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L1108[12:37:30] <diesieben07> so you are telling me it worked? cool.
L1109[12:37:35] <bilde2910> diesieben07, it does, for some reason
L1110[12:37:44] <bilde2910> I'll try with cmd /k and see if that works better
L1111[12:37:58] <diesieben07> yah, maybe the gradlew script calls exit or something
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L1113[12:40:39] <bilde2910> `start cmd /k` runs it asychronously
L1114[12:41:25] <shadekiller666> what is the easiest way to make an Iterable<Integer> with every number [0-5)
L1115[12:41:38] <bilde2910> adding a /wait makes it run synchronously instead, but gradlew doesn't exit the command prompt.
L1116[12:42:43] <bilde2910> As in, doesn't close it, so everything hangs until it's closed manually. :P
L1117[12:42:57] <diesieben07> shadekiller666, ContiguousSet.create(Range.closedOpen(0, 5), DiscreteDomain.integers());
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L1119[12:43:12] <shadekiller666> ok, thats what i thought, thanks
L1120[12:44:29] <bilde2910> `start /wait cmd /c gradlew setupDecompWorkspace` success!!
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L1123[12:50:34] <roxox1> Where should mod resources be stored?
L1124[12:50:49] <roxox1> I thought it was resources/assets/modid
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L1128[12:55:54] <Curle> Guess who!
L1129[12:58:17] <masa> so in 1.7.10 there is no "onLoad()" on tile entities, is there any other way of doing a one time init after the TE has the worldObj, other than a dummy onUpdate first tick?
L1130[12:58:50] <gigaherz> people misuse validate()
L1131[12:58:51] <illy> umm ok I guess Mikhail Gorbachev
L1132[12:59:01] <gigaherz> but dunno if there's a better choice
L1133[12:59:09] <diesieben07> validate is horrible :D
L1134[12:59:14] <gigaherz> yeah
L1135[12:59:17] <diesieben07> use a boolean and check in onTick
L1136[12:59:27] <masa> ugh
L1137[12:59:29] <gigaherz> weren't all TEs tickable in 1.7?
L1138[12:59:37] <masa> I don't want my chest to tick though... :D
L1139[12:59:57] <Curle> rip
L1140[13:00:07] <masa> well at least there is canUpdate() so I asuume setting that to false means it won't tick
L1141[13:00:13] <gigaherz> ah right
L1142[13:00:46] <masa> bleh, should I then use separate TE classes for my different chest tiers, or what...
L1143[13:01:17] <masa> oh wait no derp
L1144[13:01:18] <gigaherz> store the number of slots in the NBT?
L1145[13:01:32] <gigaherz> or the tier itself
L1146[13:01:36] <masa> I forgot that I don't currently set the tier anywhere in the first place, haha
L1147[13:01:47] <masa> I just read and write it to/from NBT
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L1149[13:02:24] <gigaherz> heh
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L1151[13:03:19] <Curle> efficiency, efficiency, efficiency.
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L1155[13:10:48] <sham1> efficiency * (1.0/0.0)
L1156[13:16:55] <masa> you don't achieve any efficiency like that
L1157[13:17:25] <sham1> Well that produces infinity
L1158[13:17:38] <gigaherz> infinite efficiencyt
L1159[13:17:41] <gigaherz> means all the work with 0 effort
L1160[13:17:46] <gigaherz> so it's basically
L1161[13:17:51] <gigaherz> delegating the job to someone else
L1162[13:18:49] <HassanS6000> diesieben07, I'm telling you that it did not work, despite doing what you said..
L1163[13:19:12] <sham1> heh
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L1165[13:19:59] <diesieben07> but you said it does the same thing as minecarts.
L1166[13:21:43] <diesieben07> there is also canBeCollidedWith and canBePushed, not sure whihc of htese is needed
L1167[13:22:24] <masa> sham1: well doesn't that usualy crash, so your program won't execute past that point anyway
L1168[13:22:25] <sham1> just use them all
L1169[13:22:40] <masa> or does float/double just give NaN or something?
L1170[13:23:02] <sham1> dividing 1 by 0 while they are both floating point gives you Infinity
L1171[13:23:07] <diesieben07> floats and doubles will give you infinity
L1172[13:23:22] <sham1> Which makes no sense but whatever
L1173[13:23:26] <diesieben07> 0/0 will give you NaN
L1174[13:23:38] <diesieben07> and NegativeNumber / 0 will give you -Infinity
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L1177[13:24:01] <sham1> 0/0 gives you an exception if they are not floating point
L1178[13:24:10] <diesieben07> well, yes
L1179[13:24:16] <diesieben07> this is all assuming FP
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L1181[13:24:33] <gigaherz> I have a script for that
L1182[13:24:36] <gigaherz> !!c -1/0
L1183[13:24:37] <gigaherz> gigaherz: Result(s): NEGATIVE INFINITY
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L1185[13:24:49] <gigaherz> it uses the C math.h functions for that ;P
L1186[13:24:55] <gigaherz> !!c 0/0
L1187[13:24:55] <gigaherz> gigaherz: Result(s): NOT A NUMBER
L1188[13:25:33] <diesieben07> slightly related: https://www.destroyallsoftware.com/talks/wat
L1189[13:25:59] <masa> and what the hell does Infinity then mean in practice, or what can you use that for? :D
L1190[13:26:01] <sham1> I dont want to destroy all software
L1191[13:26:06] <sham1> Nothing
L1192[13:26:16] <diesieben07> seriously, if you dont know that talk, watch it. now.
L1193[13:26:23] <mikebald> diesieben07 love that talk =)
L1194[13:26:26] <masa> the resolution must be quite low from Infinity to the next smaller value a float can represent :D
L1195[13:26:34] <diesieben07> :D
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L1197[13:26:39] <sham1> what plugin do I need with that
L1198[13:26:51] <diesieben07> it just plays with the browser's html5 player for me
L1199[13:26:53] <sham1> Because "No video with supported format and MIME type found"
L1200[13:27:13] <masa> bleh I really don't like where my tile entity class is going...
L1201[13:27:25] <sham1> Bloody hell FireFox
L1202[13:27:26] * mikebald clicks the download button under it and opens it in VLC.
L1203[13:27:28] <masa> I should just rip out the modular inventory to its own class
L1204[13:27:41] <diesieben07> it's Firefox
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L1206[13:27:46] <diesieben07> not FireFox :P
L1207[13:27:51] <sham1> I Know
L1208[13:27:55] <diesieben07> :D
L1209[13:28:02] <sham1> I Like To Talk Like This Sometimes
L1210[13:29:11] <sham1> Hmm, I have Mono installed
L1211[13:29:47] <gigaherz> heh there's going to be a tv series called "Feed the beast"
L1212[13:29:48] <gigaherz> XD
L1213[13:30:10] <gigaherz> Feed the Beast is a drama about two best friends, Tommy Moran (Schwimmer), and Dion Patras (Sturgess) who take one last shot at their dream of opening a restaurant. Production will begin in New York City in February 2016 and the 10 one-hour episodes are set to premiere in May 2016.
L1214[13:30:26] <sham1> :P
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L1216[13:32:57] <sham1> Wat
L1217[13:33:56] <sham1> Oh god
L1218[13:34:00] <HassanS6000> diesieben07, I implemented everything correctly, it's almost the same as EntityBoat.. but u can fall right through them lol
L1219[13:34:28] <diesieben07> no idea man... :D
L1220[13:34:53] <sham1> that was some of the most hilarious stuff I've had to watch
L1221[13:34:57] <sham1> :P
L1222[13:35:01] <diesieben07> yeah
L1223[13:35:02] <diesieben07> its great :D
L1224[13:36:08] <sham1> "Wat" - 1
L1225[13:36:11] <sham1> Javascript pls
L1226[13:36:24] <diesieben07> :D
L1227[13:36:45] <diesieben07> [] + [] == "" is the best :D
L1228[13:36:51] <sham1> That makes no sense
L1229[13:37:00] <diesieben07> NOTHING in that talk makes sense.
L1230[13:37:31] <sham1> Except the picture of the rubber ducky
L1231[13:37:49] <diesieben07> i use that thing all the time on the forums :D
L1232[13:39:27] <mikebald> You could do [].concat([]) instead of [] + [] =)
L1233[13:40:04] <diesieben07> you could also not use javascript.
L1234[13:40:26] <mikebald> And live in a world where I do != instead of !== ? never!
L1235[13:40:51] <diesieben07> haha
L1236[13:41:44] <sham1> Why is it that so many languages nowadays do not include foreach as a thing
L1237[13:41:51] <sham1> Or "so many"
L1238[13:42:15] <diesieben07> do you mean the keyword foreach or the construct?
L1239[13:42:17] <sham1> Only ones I've seen thus far are F#, Rust and Haskell and even with Haskell I can understand it because it is pure
L1240[13:42:23] <diesieben07> becuase foreach as a keyword is awful
L1241[13:42:27] <sham1> the higher order function
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L1243[13:42:48] <sham1> The one that takes a Consumer in Java
L1244[13:42:54] <diesieben07> Oh
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L1246[13:43:34] <sham1> Like it is easy to implement with fold but seriously
L1247[13:43:36] <sham1> That bugs me
L1248[13:43:57] * gigaherz likes foreach keyword
L1249[13:44:16] <gigaherz> foreach(var item in collection)
L1250[13:44:22] <gigaherz> C# :3
L1251[13:44:22] <diesieben07> oh jesus
L1252[13:44:25] <diesieben07> go play with PHP
L1253[13:44:30] <gigaherz> I did
L1254[13:44:35] <diesieben07> why not for?
L1255[13:44:38] <sham1> collection.foreach pls
L1256[13:44:41] <gigaherz> my game uses php for cloud saving
L1257[13:44:41] <diesieben07> javascript is the worst at this
L1258[13:44:44] <mikebald> I don't like foreach because in javascript if you do that on an object you also get the object's prototype being returned...
L1259[13:45:00] <diesieben07> JS has: for... in, for...of, for...iamstupid and 20 more i'm sure
L1260[13:45:08] <mikebald> array.forEach =D
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L1262[13:45:26] <solidDoWant1> roxo1: what mod are you working on?
L1263[13:45:44] <solidDoWant1> roxox1 *
L1264[13:46:22] <sham1> like using "for i in collection" works but that is not as chainable with other methods like map
L1265[13:46:46] <diesieben07> yes, a foreach loop is nice, but i also want .forEach(lambda)
L1266[13:46:56] <sham1> That's what I mean
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L1268[13:47:13] <sham1> It just is absent on some of these languages
L1269[13:47:35] <sham1> One that especially made me sad was the fact that rust didnt have that
L1270[13:48:10] <sham1> so no daisychaining list.map(..).filter(..).map(..).for_each(..)
L1271[13:48:21] <diesieben07> ohgod please no underscores
L1272[13:48:42] <sham1> or camelCase
L1273[13:48:48] <mikebald> for_Each? =D
L1274[13:48:54] <sham1> oh no
L1275[13:48:56] * diesieben07 dies
L1276[13:49:11] <PaleoCrafter> For_Each x)
L1277[13:49:30] <sham1> Well I named it "for_each" because it would be called that in rust if it existed
L1278[13:49:32] <sham1> But sadly no
L1279[13:50:04] * mikebald will stick with his $.each(), works fine.
L1280[13:50:24] <PaleoCrafter> JS can go die in a hole, even with jQuery :P
L1281[13:51:03] <sham1> I have to do .fold( (), |_, x| *do something* )
L1282[13:51:06] <mikebald> I imagine you don't like server-side JS then? [personally, I don't]
L1283[13:51:18] <PaleoCrafter> no, I don't
L1284[13:51:23] <sham1> javascript does not belong to the server side
L1285[13:51:24] <diesieben07> i would imagine serverside js is better than php
L1286[13:51:27] <diesieben07> but i have never used it
L1287[13:52:01] <diesieben07> i just haven't found my ideal scripting language yet, they all have their stupidities
L1288[13:52:04] <gigaherz> javascript does not belong on anything important.
L1289[13:52:08] <diesieben07> lol
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L1291[13:52:52] <PaleoCrafter> yeah, there doesn't seem to be a scripting language which doesn't have at least one terrible quirk
L1292[13:53:14] <sham1> Most of them having to do with dynamic typing but whatever
L1293[13:53:23] <diesieben07> python: go away with your whitespace. js: no. perl: wat? what hole did you crawl out of? php: phpsadness.com
L1294[13:53:24] <PaleoCrafter> not necessarily :P
L1295[13:53:34] <diesieben07> lua: one based indizes? wat? please no.
L1296[13:53:48] <diesieben07> ruby: idk, you are just ... weird.
L1297[13:53:56] <PaleoCrafter> :D
L1298[13:54:00] * mikebald isn't hearing anything he disagrees with.
L1299[13:54:03] <sham1> I had to use Excel at school
L1300[13:54:04] <asie> lua is good
L1301[13:54:08] <asie> better than many
L1302[13:54:14] <diesieben07> i will give you that.
L1303[13:54:16] <sham1> Having the tables be one-based
L1304[13:54:17] <sham1> Wat
L1305[13:54:19] <gigaherz> anything where dynamic typing is one of the main features is a poor choice for production software.
L1306[13:54:21] <asie> that's a very minor complaint
L1307[13:54:23] <sham1> I was so confused
L1308[13:54:30] <asie> in the grand scheme of things
L1309[13:54:34] <diesieben07> gigaherz, that is not true. :D
L1310[13:54:39] <PaleoCrafter> gigaherz, Groovy is fine :P
L1311[13:54:59] <sham1> This
L1312[13:55:02] <gigaherz> even javascript and php are just overgrown toy languages
L1313[13:55:21] <sham1> JavaScript has really gotten too large
L1314[13:55:26] <PaleoCrafter> oh, diesieben07, what don't you like about Groovy? :P
L1315[13:55:30] <sham1> And I do not understand why
L1316[13:55:34] <diesieben07> it runs on the jvm
L1317[13:55:45] <diesieben07> which means it has horrible startup time.
L1318[13:55:53] <diesieben07> which immediately disqualifies it as a scripting language
L1319[13:56:12] <sham1> You could use Haskell as an scripting language with ghci :P
L1320[13:56:22] <diesieben07> go away. :D
L1321[13:56:41] <sham1> :D
L1322[13:56:45] <sham1> It's true
L1323[13:56:57] <diesieben07> No. :D
L1324[13:57:02] <sham1> http://www.haskellforall.com/2015/01/use-haskell-for-shell-scripting.html
L1325[13:57:04] <sham1> Yes
L1326[13:57:21] *** V is now known as Vigaro
L1327[13:57:27] <diesieben07> Haskell is cool and all, but I would not ever see myself writing something quick and dirty in it :D
L1328[13:57:34] <mikebald> There's a lot of things you could do, but you probably shouldn't do them... e.g. eating bleach.
L1329[13:57:37] <diesieben07> which is what scripting languages are for.
L1330[13:57:44] <diesieben07> also that. ^
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L1332[13:57:50] <sham1> Perl?
L1333[13:57:59] <PaleoCrafter> diesieben07, most Haskell code will dirty :P
L1334[13:58:04] <PaleoCrafter> +look
L1335[13:58:05] <diesieben07> please no perl :D
L1336[13:58:05] <PaleoCrafter> xD
L1337[13:58:08] <unascribed> Perl is fine for quick one-liners
L1338[13:58:10] <diesieben07> i used it once, its ... kinda cool
L1339[13:58:12] <EeB> Is an ISmartItemModel supposed handle 3rd person transforms by default or are you supposed to use an IFlexibleBakedModel and supply an explicit TRSRTransformation ?
L1340[13:58:15] <sham1> It will be dirty with all the IO () you have to use
L1341[13:58:16] <unascribed> anything you're going to use multiple times should not be perl
L1342[13:58:17] <diesieben07> but the code is just... unreadable after a while
L1343[13:58:36] <diesieben07> but: it is the best i can think of at the moment :D
L1344[13:58:51] <sham1> Islands of purity on an ocean of impurity
L1345[13:59:01] <PaleoCrafter> sham1, there's also that terrible amount of hacks people use just to make their code more 'concise'
L1346[13:59:01] <mikebald> To be fair, that'd happen to most languages that you tried to shrink down to 1 line =)
L1347[14:00:08] <sham1> Do share
L1348[14:01:12] <solidDoWant1> hmm, could a java program be converted into a single (really long) line?
L1349[14:01:19] <PaleoCrafter> yes
L1350[14:01:28] <solidDoWant1> I don't think java ever requires a /n character to compile right
L1351[14:01:33] <solidDoWant1> \n
L1352[14:01:37] <unascribed> nope
L1353[14:01:39] <unascribed> just semicolons
L1354[14:01:43] <sham1> yeah
L1355[14:01:49] <unascribed> but since java has bytecode
L1356[14:01:50] <sham1> Java does not care about whitespaces
L1357[14:01:56] <unascribed> it's pointless to obfuscate java source
L1358[14:02:00] <unascribed> just obfuscate the bytecode
L1359[14:02:09] <sham1> Thanks Notch...
L1360[14:02:13] <solidDoWant1> hmm, what about reflection?
L1361[14:02:24] <PaleoCrafter> what about it? :P
L1362[14:02:24] <solidDoWant1> is there anything in reflection that can grab stuff by line?
L1363[14:02:31] <PaleoCrafter> not really
L1364[14:02:31] <sham1> What? no
L1365[14:02:34] <unascribed> wat
L1366[14:02:40] <diesieben07> well, stacktraces
L1367[14:02:47] <diesieben07> but thats about it.
L1368[14:02:48] <PaleoCrafter> there are line references in bytecode though, yeah
L1369[14:02:57] <sham1> Yeah
L1370[14:03:14] <sham1> But I imagine those are for stackstraces
L1371[14:03:14] <Curle> ye
L1372[14:03:38] <solidDoWant1> so if you used reflection to grab a line it'd screw up the program if you turned it all into one line
L1373[14:03:49] <Curle> rip
L1374[14:04:00] <diesieben07> you can't do that though :p
L1375[14:04:01] <solidDoWant1> by screw up I mean you wouldn't get the same output/some var would change
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L1379[14:09:07] <solidDoWant1> what's the difference between isRemote true/false?
L1380[14:09:15] <solidDoWant1> if it's remote does that mean it's the server?
L1381[14:09:46] <diesieben07> if it's remote means that the world is a *view* of a remote world
L1382[14:09:51] <diesieben07> read isRemote as isClient
L1383[14:09:56] <solidDoWant1> hmm
L1384[14:09:58] <Curle> yea, it's the better version of SideOnly
L1385[14:09:58] <solidDoWant1> alright, thnks
L1386[14:10:13] <diesieben07> no its not Curle
L1387[14:10:16] <tterrag> it's not really comparable to SideOnly at all
L1388[14:10:21] <diesieben07> the two do entirely different things
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L1390[14:10:25] <tterrag> isRemote is not physical side, it is contextual side
L1391[14:10:27] <sham1> @SideOnly really is kinda... I don't know
L1392[14:10:49] <Curle> Okay, we had a MASSIVE argument last night over using isRemote over SideOnly, and now it's that they're COMPLETELY differnent?!?
L1393[14:10:56] <sham1> People like to misuse it sometimes
L1394[14:10:59] <solidDoWant1> lol
L1395[14:11:18] <diesieben07> Curle, read this: http://www.minecraftforge.net/forum/index.php/topic,22764.0.html
L1396[14:11:25] <tterrag> the only time you should use SideOnly is when a superclass method also has it
L1397[14:11:34] <tterrag> i.e. you are inheriting it
L1398[14:11:41] <tterrag> now, idk why it's not just @Inherited, but meh
L1399[14:11:46] <Curle> ^ yea, that was what we ended on
L1400[14:11:49] <sham1> I thought that annotations also get inherited
L1401[14:11:56] <diesieben07> nope
L1402[14:12:04] <diesieben07> tterrag, @Inherited is for class annotations only
L1403[14:12:07] <tterrag> ah right
L1404[14:12:09] <tterrag> well, still
L1405[14:12:13] <tterrag> it would at least be nice for class extensions
L1406[14:12:34] <diesieben07> for newly written classes @SideOnly is completely pointless
L1407[14:12:45] <tterrag> not really, if you extend an @SideOnly class you will crash
L1408[14:12:50] <tterrag> oh, nvm
L1409[14:13:00] <diesieben07> :)
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L1411[14:13:26] <tterrag> but yeah, I still think having @Inherited on @SideOnly would be nice
L1412[14:13:33] <tterrag> dunno if it would break stuff though
L1413[14:13:35] <diesieben07> why? :D
L1414[14:13:43] <diesieben07> it serves 0 purpose
L1415[14:13:49] <tterrag> extend Gui -> automatically makes class sideonly
L1416[14:14:00] <diesieben07> but the class being sideonly is ponitless
L1417[14:14:08] <diesieben07> if you have it sideonly accessingit on the wrong side will crash
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L1419[14:14:22] <diesieben07> if you do NOT have it sideonly accessing it on the wrong side will crash because the superclass is sideonly
L1420[14:14:35] <solidDoWant1> So when updateEntity() is ran on the server, everything works great, however the client field's aren't automatically updated when the server changes them. Does that mean anything I want the client to "know" needs to be sent to it via packet from the server?
L1421[14:14:47] <diesieben07> yes.
L1422[14:14:50] <tterrag> w...well....well what about anon classes?
L1423[14:14:59] <tterrag> err, inner classes
L1424[14:15:06] <Curle> ooh tterag's stammering
L1425[14:15:10] <Curle> we've cornered 'im!
L1426[14:15:10] <diesieben07> inner classes are no different from normal classes :D
L1427[14:15:11] <tterrag> because you know we all have inner GUI classes :P
L1428[14:15:11] <Curle> :3
L1429[14:15:21] <sham1> All anon classes are inner classes :P
L1430[14:15:24] <diesieben07> they just have a name prefix
L1431[14:15:24] <tterrag> diesieben07: except that they are loaded with the outer class so you can't avoid classloading
L1432[14:15:25] <diesieben07> thats all.
L1433[14:15:29] <diesieben07> no they are not.
L1434[14:15:32] <solidDoWant1> diesieben07 what that yes to me or yalls argument?
L1435[14:15:37] <diesieben07> it was a yes to you
L1436[14:15:40] <solidDoWant1> thanks!
L1437[14:15:41] <tterrag> inner classes absolutely are (not talking about nested classes)
L1438[14:15:52] <sham1> How do you have an anon class that is not an inner class
L1439[14:15:59] <diesieben07> inner classes will load their outer class, yes
L1440[14:16:03] <diesieben07> (nested classes won't)
L1441[14:16:05] <diesieben07> but not the other way around
L1442[14:16:22] <tterrag> really? hm...wonder why it was then
L1443[14:16:25] <tterrag> must have been something else
L1444[14:16:28] <solidDoWant1> is 256 the limit for network channels?
L1445[14:16:29] <gigaherz> you can't even instantiate an inner class without an instance of the outer?
L1446[14:16:31] <tterrag> anyways, I was mostly being sarcastic :P
L1447[14:16:41] <diesieben07> exactly giga
L1448[14:16:43] <gigaherz> I meant it's like "x.new Y()"
L1449[14:16:49] <gigaherz> mean*
L1450[14:16:56] <diesieben07> yup
L1451[14:16:58] <Curle> EntityFX is also SideOnly, I just noticed#
L1452[14:18:20] <PaleoCrafter> of course it is :P
L1453[14:18:43] <tterrag> @SideOnly on vanilla classes is purely a marker
L1454[14:18:53] <tterrag> it means "this class was only ever referenced on one side so the stripper removed it for the other"
L1455[14:19:11] <tterrag> it's why seemingly random stuff is @SideOnly purely because mojang never HAPPENED to use it on the server
L1456[14:19:16] <tterrag> like a bunch of the FoodStats methods
L1457[14:19:42] <PaleoCrafter> or various methods in BlockPos/Vec3 iirc
L1458[14:19:56] <sham1> Or on enumfacing
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L1460[14:20:24] <tterrag> EnumFacing flat out has methods missing
L1461[14:20:27] <tterrag> because they never use them
L1462[14:20:39] <PaleoCrafter> hm ... drawScaledCustomSizeModalRect definitely needs an update mapping-wise
L1463[14:20:44] <tterrag> like there's rotateYCCW() but none of the other CCW methods
L1464[14:21:15] <sham1> God damn it mojang
L1465[14:22:40] <Tyler__> Would someone mind taking a look at a model file I have? For some reason my custom texture on the up face is displaying as a hopper with netherrack
L1466[14:23:01] <PaleoCrafter> don't ask to ask :P
L1467[14:23:05] <sham1> Well care to show
L1468[14:23:27] <Tyler__> http://pastebin.com/NGAdddfy
L1469[14:23:49] <Tyler__> Okay PaleoCrafter
L1470[14:24:19] <PaleoCrafter> some UVs are out of the 0..16 range :P
L1471[14:24:33] <Tyler__> :P
L1472[14:24:49] <Tyler__> So they must be between 0..16?
L1473[14:24:53] <PaleoCrafter> yes
L1474[14:24:55] <sham1> Yes
L1475[14:25:00] <PaleoCrafter> otherwise you'll get other textures bleeding into your face
L1476[14:25:08] <PaleoCrafter> because everything's on that big ol' atlas
L1477[14:25:15] <Tyler__> Haha, alright that makes sense.. I had no idea
L1478[14:25:17] <sham1> [0,16]
L1479[14:25:40] <sham1> Let's go all mathematical
L1480[14:25:47] <Tyler__> Ready
L1481[14:26:13] <solidDoWant1> did somebody say math?
L1482[14:26:18] <sham1> I did
L1483[14:26:31] <Tyler__> Does it involve Calculus or Discrete Math?
L1484[14:27:11] <sham1> Calculus
L1485[14:27:12] <solidDoWant1> I can do calc, but not discrete :(
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L1487[14:27:51] <Tyler__> I'm in discrete math right now, and it is the most confusing thing of my life sometimes
L1488[14:27:54] ⇦ Quits: Curle (~head@host81-154-121-145.range81-154.btcentralplus.com) (Ping timeout: 198 seconds)
L1489[14:28:39] <sham1> I like calculus
L1490[14:29:10] <solidDoWant1> Calc is fun
L1491[14:29:13] <sham1> Especially the differential kind
L1492[14:29:31] <solidDoWant1> haven't (and probably wont get to) take discrete math for my degree
L1493[14:29:58] <solidDoWant1> I kinda like integrals more, they make you think more
L1494[14:30:15] <solidDoWant1> differential calc is pretty much just the chain rule w/ a few others thrown in
L1495[14:31:03] <sham1> The chain rule is useful
L1496[14:31:16] <sham1> Even in some programming
L1497[14:31:23] <Tyler__> Integrals make you think...
L1498[14:31:41] <solidDoWant1> in programming? Where?
L1499[14:31:41] <Tyler__> I only have the baiscs of integrals from Calculus in HS, but I'm in Calc 1 right now
L1500[14:32:01] <solidDoWant1> tyler integrals get even better aftere calc 1
L1501[14:32:04] <sham1> Well if you want to compose 2 functions together
L1502[14:32:45] <sham1> From type a to the type b and from the type b to the type c
L1503[14:33:02] <sham1> That can be expressed as an function that goes from type a to c
L1504[14:33:14] <solidDoWant1> huh, never thought of it like that before
L1505[14:34:10] <PaleoCrafter> sham1, and where does the chain rule come in? :P
L1506[14:34:33] <sham1> f :: a -> b and g :: b -> c
L1507[14:34:42] <sham1> f . G
L1508[14:34:49] <sham1> So you chain em
L1509[14:34:57] <PaleoCrafter> and then? :P
L1510[14:35:06] <Tyler__> The magic happens :P
L1511[14:35:56] <sham1> Those functions might be 2x^2 and x+2
L1512[14:36:09] <sham1> Then you derive them using the chain rule :P
L1513[14:36:22] <PaleoCrafter> how often do you derive functions in programming? :P
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L1515[14:36:54] <solidDoWant1> how often do any of you guys use calc for programming?
L1516[14:36:54] <Tyler__> Not unless you need to calculate the instantaneous slope of something, but could be useful for modeling I feel like
L1517[14:36:55] <sham1> I misremembered the term :p
L1518[14:37:00] <PaleoCrafter> :P
L1519[14:37:05] <solidDoWant1> differential/integral calc that is
L1520[14:37:16] <PaleoCrafter> I think the go-to solution would just be a numerical solution
L1521[14:37:18] <Tyler__> If you're modeling I feel like integrals and differentials could help.
L1522[14:37:35] <sham1> I was thinking of function composition
L1523[14:37:38] <sham1> Fail
L1524[14:38:00] <sham1> Disregard what I said above
L1525[14:38:23] <solidDoWant1> I could kinda see how you'd use it if you were doing functional analysis or something maybe
L1526[14:38:55] <sham1> That would work
L1527[14:39:49] <PaleoCrafter> yeah, it is useful for specific domains
L1528[14:40:04] <solidDoWant1> off topic, wtf is rust and why should I care/use it?
L1529[14:40:11] <solidDoWant1> the language not oxidation
L1530[14:40:25] <PaleoCrafter> you should neither care about it nor use it
L1531[14:40:28] <PaleoCrafter> it's weird xD
L1532[14:41:01] <solidDoWant1> I keep seeing things on programming subreddits about it, just wondered why/where it should be used
L1533[14:41:30] <PaleoCrafter> afaik, it's basically a C++ alternative, in a way
L1534[14:41:47] <sham1> Anyway
L1535[14:43:24] <Lordmau5|Live> gigaherz, you there?P
L1536[14:44:48] <unascribed> rust is sort of like a safe version of C-like languages
L1537[14:44:53] <unascribed> and that winds up making it weird
L1538[14:45:15] <gigaherz> i'm here but I got a headache
L1539[14:45:16] <gigaherz> so just ask
L1540[14:45:20] <Lordmau5|Live> oh :<
L1541[14:45:21] <gigaherz> and let everyone read the question
L1542[14:45:28] <gigaherz> you don't need to ask ME specifically ;P
L1543[14:45:39] <Lordmau5|Live> Uhm, weren't you the one that helped me out on the dual-side rendering on the texture for my mod?
L1544[14:45:44] <PaleoCrafter> we need Overbot back or an alternative :/
L1545[14:45:49] <gigaherz> maybe
L1546[14:45:52] <Lordmau5|Live> well, but YOU were the one that helped me with that json file, if I remember correctly :>
L1547[14:45:57] <unascribed> overbot?
L1548[14:45:58] <gigaherz> but that doesn't mean I'm the only person worthy to help you ;P
L1549[14:46:07] <unascribed> ^
L1550[14:46:11] <Lordmau5|Live> well, alright.
L1551[14:46:11] <unascribed> this is a support channel
L1552[14:46:15] <unascribed> for the most part
L1553[14:46:17] <Lordmau5|Live> I know :3
L1554[14:46:20] <Lordmau5|Live> And chillout and such, hehe
L1555[14:46:22] <unascribed> so that basically means
L1556[14:46:24] <unascribed> 1) don't ask to ask
L1557[14:46:27] <unascribed> 2) don't ask someone specifically
L1558[14:46:28] <PaleoCrafter> a bot with some useful commands and it was the only one allowed in here
L1559[14:46:33] <unascribed> ah
L1560[14:46:36] <unascribed> why did it get nuked?
L1561[14:46:49] <PaleoCrafter> dunno, Overmind would know
L1562[14:46:56] <unascribed> oh, Overbot, Overmind
L1563[14:46:58] <unascribed> that makes sense now
L1564[14:47:00] <PaleoCrafter> ;)
L1565[14:47:13] <Lordmau5|Live> So, basically, what'd be the best way to check for a proper inside variable on the texture? - I can set a EnumFacing on the blockstate fine, that's not the issue.
L1566[14:47:26] <PaleoCrafter> but it had stuff like ?ask (= don't ask to ask with a useful link), sed, ?learnjava and a few more
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L1568[14:48:15] <EeB> fry: Is an ISmartItemModel supposed to handle 3rd person transforms by default or are you supposed to use an IFlexibleBakedModel and supply an explicit TRSRTransformation ?
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L1570[14:48:47] <solidDoWant1> is the max size of a minecraft work Integer.MAX_VALUE/Integer.MIN_VALUE?
L1571[14:49:06] <unascribed> the max size of a Minecraft world is 32000000
L1572[14:49:15] <unascribed> that is hardcoded in a number of places
L1573[14:49:37] <masa> 30,000,000
L1574[14:49:45] <PaleoCrafter> that's the world border for players
L1575[14:49:50] <solidDoWant1> why that size?
L1576[14:49:52] <unascribed> yeah, and is only as of 1.8
L1577[14:50:00] <solidDoWant1> that seems like kinda an odd number
L1578[14:50:04] <unascribed> you get kicked for "Illegal position" if you're outside 32,000,000
L1579[14:50:10] <unascribed> yeah, there used to not be a limit
L1580[14:50:22] <unascribed> so blocks disappeared at Integer.MAX_VALUE
L1581[14:50:29] <unascribed> and stuff got weird when doubles were imprecise
L1582[14:50:32] <diesieben07> world.setBlock does not allow numbers outside -30000000 / 30000000
L1583[14:50:41] <solidDoWant1> but why that limit?
L1584[14:50:41] <unascribed> huh, okay
L1585[14:50:46] <unascribed> solidDoWant1, no particular reason
L1586[14:50:47] <solidDoWant1> why not 32,000,001?
L1587[14:50:48] <unascribed> mojang.
L1588[14:50:52] <solidDoWant1> :/
L1589[14:51:01] <unascribed> 32000000 is a pretty sane number though
L1590[14:51:15] <PaleoCrafter> it's not like you'll ever reach that by foot :D
L1591[14:51:18] <diesieben07> 30000000 is probably because they can then squeeze xyz coords into a single long :D
L1592[14:51:18] <unascribed> yeah
L1593[14:51:22] <unascribed> see also: kurtjmac
L1594[14:51:23] <solidDoWant1> ah
L1595[14:51:32] <heldplayer> Kurt!
L1596[14:51:33] <diesieben07> although you could allow a bit more i think
L1597[14:51:49] <unascribed> probably
L1598[14:52:00] <gigaherz> they just chose a round number
L1599[14:52:02] <gigaherz> ;P
L1600[14:52:04] <solidDoWant1> I see
L1601[14:52:19] <solidDoWant1> I mmean I don't really see people going 30M blocks out but just wondered
L1602[14:52:26] <unascribed> y is byte, so 8, leaving 56 for x and z, so 28 per
L1603[14:52:32] <unascribed> meaning the "true" limit for packing into a long is 134217727
L1604[14:52:45] <unascribed> is a byte*
L1605[14:52:52] <solidDoWant1> hmm, that's a little higher I guess:P
L1606[14:53:06] <unascribed> 134,217,727
L1607[14:53:11] <unascribed> to make it a bit easier to compare
L1608[14:53:51] <Lordmau5|Live> which model: would I have to take in my json to set different textures for each side?
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L1611[14:54:33] <unascribed> wouldn't that be the blockstates file
L1612[14:54:40] <unascribed> I haven't really done 1.8 blocks so I'm not sure
L1613[14:54:46] <Lordmau5|Live> yes, the blockstates json file
L1614[14:54:54] <Lordmau5|Live> or what do you mean...? :p
L1615[14:55:37] <unascribed> you want to set different textures for each si- oh
L1616[14:55:38] <unascribed> as in
L1617[14:55:40] <unascribed> each side of the block
L1618[14:55:42] <unascribed> not each orientation
L1619[14:56:11] <Lordmau5|Live> yup
L1620[14:56:12] <unascribed> if your model is currently a cube_all you'll probably need to rewrite it manually
L1621[14:56:27] <unascribed> not sure if you can still specify faces individually or if it's boxes
L1622[14:56:45] <unascribed> does my IRC client have a /shrug?
L1623[14:56:47] <unascribed> no.
L1624[14:56:56] * mikebald shrugs.
L1625[14:57:14] * solidDoWant1 slaps solidDoWant1
L1626[14:57:19] ⇦ Quits: roxox1 (~roxox1@cpc5-bigg3-2-0-cust11.9-2.cable.virginm.net) (Quit: Leaving)
L1627[14:57:43] <unascribed> /\_(ツ)_/¯
L1628[14:57:44] <unascribed> now it does
L1629[14:57:46] <unascribed> wait wat
L1630[14:57:49] <unascribed> what the hell did it do
L1631[14:58:06] <PaleoCrafter> Lordmau5|Live, just use cube rather than cube_all :P
L1632[14:58:19] <Lordmau5|Live> aaah, that, thanks
L1633[14:58:36] * unascribed ¯\_(ツ)_/¯
L1634[14:58:38] <unascribed> there
L1635[14:58:40] <unascribed> that works better
L1636[14:58:40] ⇦ Quits: robotbrain (~quassel@2604:a880:800:10::94a:d001) (Quit: http://quassel-irc.org - Chat comfortably. Anywhere.)
L1637[14:58:41] <unascribed> not sure why
L1638[14:58:47] ⇦ Quits: Tyler__ (~Tyler__@c-73-169-160-192.hsd1.wa.comcast.net) (Ping timeout: 194 seconds)
L1639[14:58:52] <unascribed> test
L1640[14:59:05] <unascribed> ¯\_(ツ)_/¯
L1641[14:59:06] <unascribed> there
L1642[14:59:10] <unascribed> now I can stop copy pasting it
L1643[15:01:12] <solidDoWant1> wtf is that thing
L1644[15:02:02] <unascribed> it's a shruggie!
L1645[15:02:19] ⇨ Joins: MattDahEpic (~MattDahEp@71-218-166-154.hlrn.qwest.net)
L1646[15:02:28] <unascribed> don't you know them internet memes
L1647[15:03:23] <Lordmau5|Live> cube_all not overriding cube?
L1648[15:03:37] <Lordmau5|Live> as in, I want my block to show some "invalid" texture on "all" sides if it's not valid.
L1649[15:03:46] <Lordmau5|Live> do I have to put *that* check at the end of the blockstates file?
L1650[15:04:17] <JustRamon> unascribed, which client are you using?
L1651[15:04:23] <unascribed> Quassel
L1652[15:04:36] <unascribed> wait
L1653[15:04:38] <unascribed> JustRamon
L1654[15:04:41] <unascribed> as in JustRamon Videos?
L1655[15:04:49] <JustRamon> :O
L1656[15:04:51] <unascribed> lol
L1657[15:04:52] <JustRamon> Yes
L1658[15:04:54] <JustRamon> Haha
L1659[15:04:59] <JustRamon> That's my youtube
L1660[15:05:06] <unascribed> I'm referring to your Google+
L1661[15:05:10] <unascribed> I'm the Hyperchat dev
L1662[15:05:13] <JustRamon> Yes!!
L1663[15:05:15] <JustRamon> Haha
L1664[15:05:25] <JustRamon> Small internet
L1665[15:05:26] <JustRamon> Heh
L1666[15:05:31] <unascribed> :P
L1667[15:05:59] <Lordmau5|Live> https://i.lordmau5.com/1453496723-589.txt - So it's happily setting all the sides to a specific texture in the default. But then, when I'm checking if the tile is invalid at the bottom ("tile_valid" -> "false"), it's just not applying the model + texture?
L1668[15:07:53] <solidDoWant1> what does the dcc command do?
L1669[15:08:04] <unascribed> opens a DCC connection to the bot
L1670[15:08:09] <unascribed> that is, a peer-to-peer connection
L1671[15:08:13] <solidDoWant1> oh, cool
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L1674[15:14:47] <solidDoWant1> wtf does this even mean? Caused by: java.lang.NoSuchMethodException: com.solidDoWant.ExtraE.network.packets.EMCEngineSyncPacket$EMCEngineSyncPacketHandler.<init>()
L1675[15:14:59] <killjoy> missing constructor
L1676[15:15:15] <killjoy> internally, a constructor is void <init>() {}
L1677[15:15:47] <killjoy> static blocks are static void <cinit> {}
L1678[15:16:24] <diesieben07> *<clinit> but yeah :D
L1679[15:16:26] <PaleoCrafter> missing parameterless constructor, to be specific ;)
L1680[15:16:36] <diesieben07> also it needs to be public
L1681[15:16:45] <solidDoWant1> so I have to explicitly define an empty constructor?
L1682[15:16:50] <diesieben07> yes
L1683[15:16:58] <solidDoWant1> wtf
L1684[15:17:03] <unascribed> ...
L1685[15:17:07] <solidDoWant1> isnt java supposed to take care of this shit for you
L1686[15:17:08] <diesieben07> yeah, the packet system is not the best in this regard
L1687[15:17:11] <killjoy> Only if you have a constructor already
L1688[15:17:15] <diesieben07> it does, if you have no other constructor
L1689[15:17:18] <unascribed> how do you expect Forge to make the class without a noarg constructor??
L1690[15:17:23] <solidDoWant1> I dotn have one
L1691[15:17:31] <killjoy> class.newInstance()
L1692[15:17:33] <unascribed> I mean, they could use UnsafeAllocator, but that is such a horrifying hack
L1693[15:17:38] <diesieben07> better would be: no readBytes but instead a constructor with a ByyteBuf arg
L1694[15:17:43] <diesieben07> then you could have final fields.
L1695[15:17:46] <solidDoWant1> here ill post code one sec
L1696[15:18:12] <solidDoWant1> https://gist.github.com/solidDoWant/a0d4e980c8b0e02f08cc
L1697[15:18:29] <diesieben07> if you are using an inner class make sure it's marked static
L1698[15:18:30] <solidDoWant1> its a subclass
L1699[15:18:33] <solidDoWant1> oh yea
L1700[15:18:34] <solidDoWant1> thanks
L1701[15:18:37] <solidDoWant1> that was dumb
L1702[15:18:38] <diesieben07> otherwise it has an implicit cstr argument
L1703[15:18:45] <solidDoWant1> right, forgot about that
L1704[15:23:21] <Mateon1> Hi, I found a serious crash involving Forge multipart and botania, where should I report it?
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L1706[15:25:28] <ollieread> #vazkii and wherever multipart calls home I'd imagine
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L1708[15:33:48] <solidDoWant1> if I have a reference Object someObject, that never points to an instance or is even touched, will the compiler remove the reference competely from the code?
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L1710[15:36:54] <knoxz> What am I doing wrong when my Experience bar is scrambled when my overlay is drawn? Code: http://pastebin.com/1skjiEvK
L1711[15:37:09] <tterrag> solidDoWant1: if it's private...maybe? otherwise, definitely not
L1712[15:37:35] <solidDoWant1> cool, thanks tterrag
L1713[15:37:40] <JustRamon> http://www.twitter.com/MultiBlockTrump
L1714[15:37:41] <diesieben07> javac is very dumb, it does not optimize anything at all, really
L1715[15:37:46] <JustRamon> Just throwing this in here
L1716[15:38:04] <diesieben07> the JVM will inline things and get rid of unused stuff based on what it knows at runtime tough
L1717[15:38:29] <diesieben07> private and stuff has nothing to do with that
L1718[15:38:49] <solidDoWant1> lol JustRamon
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L1720[15:43:06] <knoxz> What am I doing wrong when my Experience bar is scrambled when my overlay is drawn? Code: http://pastebin.com/1skjiEvK anyone? its my last error I try to clear :D
L1721[15:43:47] <gigaherz> that means you forget to undo what you did
L1722[15:43:56] <knoxz> but I did undo it
L1723[15:44:18] <knoxz> its just popping the state attribute isnt it?
L1724[15:44:18] <gigaherz> id you enableBlend, do a disableBlend at the end
L1725[15:44:29] <gigaherz> popAttrib is stupid
L1726[15:44:39] <gigaherz> GlStateManager sends it to opengl directly
L1727[15:44:43] <gigaherz> but it doesn't pop its internal state
L1728[15:44:58] <gigaherz> so if you don't disableBlend/enableLighting
L1729[15:45:07] <gigaherz> it will think they are still in the old state
L1730[15:45:14] <gigaherz> so it will ignore subsequent attempts to set them
L1731[15:45:21] <knoxz> no change when disable or enableing
L1732[15:45:31] <tterrag> mc.getTextureManager().bindTexture(as.getImage());
L1733[15:45:36] <tterrag> you need to rebind the inventory texture
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L1735[15:45:39] <tterrag> otherwise it's using your texture
L1736[15:45:54] <gigaherz> so .color(1,1,1), bindTexture, disableBlend enableLighting as needed
L1737[15:46:02] <gigaherz> blame mojang
L1738[15:46:07] <gigaherz> for doing things half-assed
L1739[15:46:17] <gigaherz> they added the GlStateManager, which is a good idea
L1740[15:46:25] <gigaherz> but then went and didn't really make use of it properly
L1741[15:46:33] <gigaherz> they keep relying on the satte being set beforehand
L1742[15:46:44] <knoxz> it has do with the the texture loading. How "undo" I that?
L1743[15:46:53] <gigaherz> set back the previous one
L1744[15:46:55] <gigaherz> as tterrag said
L1745[15:47:18] <knoxz> how do I rebind it?
L1746[15:47:20] <knoxz> save it
L1747[15:47:24] <knoxz> and rebind it?
L1748[15:47:44] <gigaherz> you have to know which one was meant to be there
L1749[15:48:51] <knoxz> why isnt there just a getActiveTexture method?
L1750[15:48:57] ⇨ Joins: AforAnonymous (bitch2k@212.108.38.219)
L1751[15:49:19] <knoxz> non of the codes I found on the internet had to do this... why do I?
L1752[15:49:22] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L1753[15:50:05] <diesieben07> you can use glPushAttrib
L1754[15:50:49] <diesieben07> with GL_TEXTURE_BIT
L1755[15:51:25] <tterrag> tbh the GlStateManager's pushAttrib is stupid and limited
L1756[15:52:25] ⇨ Joins: Pennyw95 (~Dr.Benway@151.36.95.148)
L1757[15:52:53] <diesieben07> GlStateManager is a bit retarded anyways
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L1759[15:53:29] <knoxz> that work thx.
L1760[15:53:47] <knoxz> lots must have changed with 1.8 I guess.
L1761[15:54:02] <knoxz> never saw that one on any code I reviewed.
L1762[15:54:31] <minecreatr> is there any way to add and keep nbt on an Item that is not from my mod?
L1763[15:54:43] <diesieben07> sure, you can add NBT data to any ItemStack
L1764[15:57:42] <Pennyw95> diesienbe07: why do you say it's retarded?
L1765[15:58:10] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 186 seconds)
L1766[15:58:11] <diesieben07> because it's just piling even more stuff on outdated code without actually fixing it.
L1767[16:00:20] <solidDoWant1> is there a newer/better version of net.minecraftforge.common.config.Configuration from forge or COFH or something?
L1768[16:00:37] <diesieben07> wut? no. why?
L1769[16:00:48] <solidDoWant1> well its kinda dumb,
L1770[16:01:13] <diesieben07> how so?
L1771[16:02:06] <solidDoWant1> for one I can set category names with the getCategory method, but if I use getFloat/string/whathaveyou it takes the category parameter and turns it to lowercase, making it not be put into the right category
L1772[16:02:27] <solidDoWant1> so if I say config.getCategory("EMC Engine").setComment("Set values for the EMC Engine.");
L1773[16:02:39] <solidDoWant1> then MCEngineTile.maxEMC = config.getFloat("Maxmium stored EMC", "EMC Engine", 100000f, 1, (float) Double.MAX_VALUE, null);
L1774[16:03:10] <solidDoWant1> it takes the "EMC Engine" on getFloat and turns it into lowercase, so when it compares the strings its fucked
L1775[16:03:50] <diesieben07> use the constructor that takes a boolean caseSensitiveCustomCategories and set that to true
L1776[16:03:53] <solidDoWant1> I end up with an empty EMC Engine category and a "emc engine" category
L1777[16:03:57] <MattDahEpic> also the min and max are just for show, they don't actually clamp the value
L1778[16:04:19] <solidDoWant1> also there's not getDouble method
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L1780[16:04:32] <solidDoWant1> thanks diesieben07, will try that
L1781[16:04:41] <diesieben07> get the Property, call getDouble on that
L1782[16:04:43] <solidDoWant1> MattDahEpic thats good to know
L1783[16:04:49] <diesieben07> but seriously, in configs nobody needs the precision of doubles.
L1784[16:05:41] <solidDoWant1> double is longer than long, right?
L1785[16:05:49] <solidDoWant1> or are they the same max value?
L1786[16:06:14] <killjoy> I heard your daddy went into a resturant and ate everything in the resturaunt and they had to close the resturant. https://www.youtube.com/watch?v=E2dmfnSarDI
L1787[16:06:16] <diesieben07> MattDahEpic, that is not true... https://goo.gl/m2oj3r
L1788[16:06:24] <diesieben07> if that's not clamping i don't know what is
L1789[16:06:43] <MattDahEpic> well, it used to not
L1790[16:07:05] <diesieben07> solidDoWant1, Long can hold bigger numbers
L1791[16:07:35] <diesieben07> by design, because long and double both have 64 bits but double needs to encode more information per number so to speak
L1792[16:07:39] <solidDoWant1> oh, thakns
L1793[16:07:45] <solidDoWant1> that makes sense
L1794[16:08:34] <Mraof> I wish there was a good way to have more complex entity hitboxes
L1795[16:08:40] <Mraof> Without just making multiple entities
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L1797[16:10:02] <gigaherz> eh double can hold numbers as large as 10^330ish
L1798[16:10:07] <gigaherz> technically they are bigger
L1799[16:10:15] <gigaherz> they just won't have any more than 10-12 digits of precision
L1800[16:10:34] <diesieben07> uh
L1801[16:10:35] <diesieben07> right
L1802[16:10:40] <gigaherz> so if you want to store an integer
L1803[16:10:42] <diesieben07> FP is hard
L1804[16:10:54] <gigaherz> a long will always hold the least significant digit
L1805[16:11:04] <gigaherz> while a double will happily discard them
L1806[16:11:17] <gigaherz> 12341234123412341243
L1807[16:11:17] <gigaherz> vs
L1808[16:11:32] <gigaherz> 1.2341234123e+15(or whatever)
L1809[16:11:55] <gigaherz> !!c 12341234123412341243
L1810[16:11:55] <gigaherz> gigaherz: Result(s): 1.234123412e+019
L1811[16:11:58] <gigaherz> 19 XD
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L1813[16:12:49] <gigaherz> its a matter of contrast
L1814[16:12:56] <gigaherz> double lets you have tiny differences
L1815[16:12:59] <gigaherz> or giant distances
L1816[16:13:00] <gigaherz> but
L1817[16:13:02] <gigaherz> you can have both at once
L1818[16:13:05] <gigaherz> can't**
L1819[16:13:17] <gigaherz> why the fuck has my muscle memory decided to start skipping the "'t" in can't
L1820[16:13:25] <gigaherz> it has happened a bunch of times lately
L1821[16:13:28] <gigaherz> it's VERY annoying
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L1823[16:14:08] <gigaherz> so if you were to use a double for the position in a space sim
L1824[16:14:14] <gigaherz> and you didn't take into account "local coordinates"
L1825[16:14:20] ⇨ Joins: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::2d)
L1826[16:14:29] <gigaherz> and you use your ship's FTL engines to travel to another galaxy
L1827[16:14:35] <diesieben07> you get jitter when you are far away ;D
L1828[16:14:40] <diesieben07> happened in old minecraft
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L1830[16:14:56] <gigaherz> then the game would suddenly find itself unable to use increments smaller than like, meters, or even kms
L1831[16:15:30] <gigaherz> yeah
L1832[16:15:32] <gigaherz> same would happen in mc
L1833[16:15:37] <gigaherz> if you were to use floats for distance
L1834[16:15:44] <gigaherz> a lfoat has 6 digits of precision approximately
L1835[16:15:45] <gigaherz> so
L1836[16:15:57] <gigaherz> at around +-10 000 000
L1837[16:16:09] <gigaherz> mc owuld be unable to have sub-block positions
L1838[16:16:11] <gigaherz> you'd "jump around"
L1839[16:16:22] <gigaherz> because the smallest number bigger than your current position
L1840[16:16:30] <gigaherz> would be a large distance away
L1841[16:17:16] <gigaherz> with a double, you start seeing that after around 10 billion
L1842[16:17:21] <gigaherz> or more accurately
L1843[16:17:31] *** Lordmau5|Live is now known as Lordmau5
L1844[16:17:35] <gigaherz> the jitter would grow progressively
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L1846[16:17:41] <gigaherz> until it was unbearable
L1847[16:17:46] <diesieben07> this: https://youtu.be/38zUq-Rw_AU?t=63
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L1849[16:18:00] <gigaherz> yep
L1850[16:18:20] <gigaherz> that's not as bad as the increments being 1 block away
L1851[16:18:29] <gigaherz> but even like 0.1 blocks per increment is still highly noticeable
L1852[16:18:37] <diesieben07> yeah
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L1854[16:21:37] <unascribed> would a layout manager system be useful in a Minecraft gui lib?
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L1861[16:34:26] <MattDahEpic> is sea level always 64 or is there a WorldProvider.getHeight() equilivant for sea level?
L1862[16:35:27] <gigaherz> there's probably something
L1863[16:35:30] <PaleoCrafter> MattDahEpic, World.getSeaLevel
L1864[16:35:32] <gigaherz> since the "sea level" in the nether is different
L1865[16:35:40] <smbarbour> I know Twilight Forest sets the sea level different as well.
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L1867[16:37:02] <MattDahEpic> PaleoCrafter, that doesnt exist in 1.8
L1868[16:37:09] <PaleoCrafter> yes it does
L1869[16:37:34] <PaleoCrafter> update your mappings :P
L1870[16:38:01] <MattDahEpic> !latest
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L1873[16:42:22] <solidDoWant1> if I compute a static variable c so that c= a * b, then I later change a so that a=d, will c now be equal to a*b or d*b?
L1874[16:42:58] <gigaherz> numbers are by value
L1875[16:43:06] <gigaherz> they don't remember where the calculation came from
L1876[16:43:27] <gigaherz> if you want the value to be interpreted on the fly
L1877[16:43:29] <gigaherz> you need a function
L1878[16:43:30] <solidDoWant1> alright, so if I wanted to change it to a*d I'd need to recompute it after every time a or b changes?
L1879[16:43:32] <solidDoWant1> I see
L1880[16:43:40] <gigaherz> or a different language that has properties (which are hidden functions)
L1881[16:43:55] <tterrag> or store C as an IntFunction :P
L1882[16:44:06] <tterrag> functional programming \o/
L1883[16:44:10] ⇨ Joins: PBlock96 (~PB@lawn-143-215-49-128.lawn.gatech.edu)
L1884[16:44:26] <unascribed> retrolambda+streamsupport
L1885[16:44:29] <unascribed> best thing ever
L1886[16:45:34] <tterrag> gigaherz: all of java is by value, btw
L1887[16:45:41] *** big_Xplosion is now known as big_Xplo|AFK
L1888[16:45:41] <tterrag> not just primitives
L1889[16:46:01] <gigaherz> well yes, the references are also by value
L1890[16:46:18] <gigaherz> but yeah
L1891[16:46:18] <gigaherz> XD
L1892[16:46:24] ⇦ Parts: Mateon1 (Mateon1@bouncer.epickitty.uk) ())
L1893[16:46:25] <gigaherz> I co9uld rephrase
L1894[16:46:29] <gigaherz> could*
L1895[16:46:33] <gigaherz> Java is not a functional language
L1896[16:46:58] <gigaherz> when you say a=b+c, a contains the result, not the operation
L1897[16:47:02] <unascribed> is it important for a serialized GUI format to be plain-text (like XML or JSON) or would an opaque binary format mainly for network use be acceptable
L1898[16:47:30] <gigaherz> the same can be said of any serialization ever:
L1899[16:47:31] <tterrag> solidDoWant1: I made a mistake, it would simply be an IntSupplier
L1900[16:47:39] <unascribed> or an IntBiFunction
L1901[16:47:42] <tterrag> no---
L1902[16:47:45] <unascribed> that accepts two ints
L1903[16:47:47] <gigaherz> it's nice for debugging to be ableto inspect the contents
L1904[16:47:52] <tterrag> public static final IntSupplier c = () -> a * b;
L1905[16:48:13] <tterrag> he was saying a and b was already defined, and could change
L1906[16:48:16] <unascribed> gigaherz, yeah, and I plan to have a verbose toString method that prints the heirarchy
L1907[16:48:17] <gigaherz> but it's better for efficiency to keep the actual low-level representation binary
L1908[16:48:17] <tterrag> ^^ solves that :P
L1909[16:48:33] <unascribed> but I really do not like any of the XML APIs I am finding
L1910[16:48:39] <unascribed> and a JSON gui format sounds... bad
L1911[16:48:40] <solidDoWant1> tterrag: what? I wasn't paying attention to chat
L1912[16:48:55] <tterrag> well....then read up
L1913[16:48:57] <gigaherz> this reminds me of an idea I had ages ago
L1914[16:49:05] <gigaherz> the idea was to make a semantic UI system
L1915[16:49:16] <solidDoWant1> oh I see my bad
L1916[16:49:18] <gigaherz> where the layout would be defined by the current style
L1917[16:49:20] <solidDoWant1> thanks
L1918[16:49:21] <gigaherz> and not by the UI contents
L1919[16:49:51] <gigaherz> the UI description would simply consist of data, and actions
L1920[16:50:06] <gigaherz> an hierarchy of elements with associated verbs
L1921[16:50:50] <gigaherz> then the display library would decide to use a menu, a groupbox, a combobox, or whatever, depending on the priority of the elements, the number, and the type of contents
L1922[16:50:59] <MattDahEpic> PaleoCrafter, still nothing on latest mappings https://i.imgur.com/5sulNwX.png
L1923[16:51:08] <gigaherz> I never actually developed anything about that though
L1924[16:51:09] <gigaherz> XD
L1925[16:51:41] <PaleoCrafter> you're on 1.8.9, right, MattDahEpic?
L1926[16:51:49] <MattDahEpic> yes
L1927[16:52:31] <tterrag> !gm getSeaLevel
L1928[16:52:37] <tterrag> it's there :P
L1929[16:52:42] <tterrag> mcpbot doesn't lie!
L1930[16:52:58] <gigaherz> MattDahEpic: do you actually have a World
L1931[16:53:01] <gigaherz> or an IBlockAccess?
L1932[16:53:09] <tterrag> it's showing him setBlockToAir
L1933[16:53:11] <tterrag> so it's a world
L1934[16:53:13] <gigaherz> aha
L1935[16:54:00] <gigaherz> I can see World#getSeaLevel and World#setSeaLevel(int)
L1936[16:54:06] <tterrag> MattDahEpic: try func_181545_F
L1937[16:54:43] <unascribed> https://gist.github.com/unascribed/42e8439defedc9dcecce
L1938[16:54:47] <gigaherz> did you rerun setupDecompWorkspace after changing mappings MattDahEpic? and did you refresh the gradle projects after that?
L1939[16:54:49] <unascribed> basic concept of the two text formats
L1940[16:55:00] <unascribed> XML just works so much better for this
L1941[16:55:08] <unascribed> but XML libs suck ;_;
L1942[16:55:23] * gigaherz lovs XAML ui language
L1943[16:55:25] <gigaherz> loves*
L1944[16:55:31] <MattDahEpic> gigaherz, im trying all the things. atm its cleaning
L1945[16:55:36] <unascribed> XML-based languages where they make sense are fine
L1946[16:55:38] <unascribed> but XML libs are horrible
L1947[16:55:39] <tterrag> there was some XML lib that henry was going on about
L1948[16:55:41] <tterrag> let me see if I can find it
L1949[16:57:31] <gigaherz> unascribed: XML libs try to follow the standard interfaces ;P
L1950[16:57:44] <unascribed> well the standard interfaces suck
L1951[16:58:03] <gigaherz> https://www.w3.org/2002/07/26-dom-article.html
L1952[16:58:04] *** bilde2910 is now known as bilde2910|away
L1953[16:58:14] <gigaherz> there's two major sets
L1954[16:58:19] *** SnowShock35 is now known as zz_SnowShock35
L1955[16:58:19] <gigaherz> those that work at DOM level
L1956[16:58:25] <gigaherz> where you have elements with sub-elements
L1957[16:58:32] <gigaherz> and can do stuff lile XPath queries
L1958[16:58:40] <gigaherz> and those that work at token level
L1959[16:58:47] <gigaherz> where you can scan the elements as they are parsed
L1960[16:58:53] <gigaherz> and obtaining a DOM element is optional
L1961[16:59:00] <gigaherz> the latter is optimized for scanning huge files
L1962[16:59:08] <unascribed> why can't I have the Gson of XML
L1963[16:59:15] <gigaherz> you can
L1964[16:59:17] <unascribed> where
L1965[16:59:26] <gigaherz> but you need to find some sort of wrapper that dumbs down xml
L1966[16:59:32] <unascribed> >.>
L1967[16:59:40] <unascribed> finding said wrapper is where I'm having troubl
L1968[16:59:41] <unascribed> e
L1969[16:59:55] <gigaherz> did you check JDOM?
L1970[17:00:01] <gigaherz> Ididn't use any of those in Java
L1971[17:00:09] <gigaherz> in C#, my personal choice is the XElement api
L1972[17:00:15] <gigaherz> which integrates with linq
L1973[17:00:38] <gigaherz> but I don't know how the Java libs look like
L1974[17:01:38] <unascribed> JDOM looks nice
L1975[17:01:46] <unascribed> I'm fine with low level as long as I can actually use it
L1976[17:01:47] <gigaherz> http://simple.sourceforge.net/
L1977[17:01:52] <gigaherz> check this one out
L1978[17:02:01] <unascribed> the W3C DOM API uses interfaces for *****EVERYTHING***** and it is so painful to use
L1979[17:02:33] <gigaherz> it seems optimized for serialization
L1980[17:02:39] <gigaherz> works mostly through annotations
L1981[17:02:52] <unascribed> :o
L1982[17:02:59] <solidDoWant1> !minebot help
L1983[17:03:02] <unascribed> this is like exactly what I thought JAXB was supposed to be
L1984[17:03:05] <unascribed> solidDoWant1, wat
L1985[17:03:17] <solidDoWant1> isnt that what you guys do to get info on method params?
L1986[17:03:22] <gigaherz> no
L1987[17:03:23] <unascribed> MCPBot_Reborn,
L1988[17:03:25] <gigaherz> it'sj ust !help
L1989[17:03:28] <unascribed> yeah
L1990[17:03:28] <gigaherz> and it's MCPBot_Reborn
L1991[17:03:31] <solidDoWant1> !help
L1992[17:03:47] <unascribed> !gm Minecraft.getMinecraft
L1993[17:04:00] <solidDoWant1> !gm Minecraft.getMinecraft
L1994[17:04:16] <solidDoWant1> !gc Minecraft.getMinecraft
L1995[17:04:22] <unascribed> gc = get class
L1996[17:04:24] <unascribed> gm = get method
L1997[17:04:25] <gigaherz> gc is for a class
L1998[17:04:26] <unascribed> gf = get field
L1999[17:04:28] <solidDoWant1> oh cool
L2000[17:04:29] <solidDoWant1> thanks
L2001[17:04:47] <solidDoWant1> what if I want it for 1.7.10 not 1.8.9?
L2002[17:04:52] <gigaherz> add the version at the end
L2003[17:05:00] <solidDoWant1> !gc Minecraft.getMinecraft 1.7.10
L2004[17:05:08] <solidDoWant1> :/
L2005[17:05:10] <unascribed> gm.
L2006[17:05:15] <solidDoWant1> im dumb
L2007[17:05:21] <solidDoWant1> !gm Minecraft.getMinecraft 1.7.10
L2008[17:05:26] <solidDoWant1> there we go thanks
L2009[17:05:35] <MattDahEpic> 1.8.9 is the future and/or present
L2010[17:06:07] <solidDoWant1> I know but im staying on 1.7.10 for the time being
L2011[17:06:10] <unascribed> 1.8.9 is the present
L2012[17:06:12] <gigaherz> MattDahEpic: Lex wants to release a recommended build for 1.8.9 on monday
L2013[17:06:12] <unascribed> 1.7.10 is the past
L2014[17:06:15] <unascribed> 1.9 is the future
L2015[17:06:15] <gigaherz> 1.8.9 is now.
L2016[17:06:16] ⇨ Joins: sinkillerj (~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
L2017[17:06:28] <solidDoWant1> yep
L2018[17:06:28] <unascribed> 1.7.10 has EOL'd, people
L2019[17:06:32] <unascribed> get with the times
L2020[17:06:34] <LatvianModder> and 1.8 is shit
L2021[17:06:37] <unascribed> no
L2022[17:06:38] <unascribed> it's not
L2023[17:06:39] <killjoy> don't dwell on the past and don't fret aabout the future. The present is nnow
L2024[17:06:42] <unascribed> you're shit for not giving it a chance
L2025[17:06:58] <MattDahEpic> 1.8.0 is worse then 1.8.9
L2026[17:06:58] <LatvianModder> I did lol
L2027[17:07:11] <unascribed> have you tried the new Forge blockstates + smart models, etc, etc?
L2028[17:07:15] <LatvianModder> I ported 3 of my mods to 1.8.0
L2029[17:07:15] <solidDoWant1> ill stay on 1.7.10 until my modpack is mostly on 1.8
L2030[17:07:23] <LatvianModder> dude, im on 1.8.9 now
L2031[17:07:28] <gigaherz> solidDoWant1: your modpack can't possibly be partial
L2032[17:07:29] <LatvianModder> I was talking about 1.8.0
L2033[17:07:33] <gigaherz> either your modpack is all 1.8, or all 1.7
L2034[17:07:33] <gigaherz> XD
L2035[17:07:45] <gigaherz> the recent 1.8.0 were not that bad
L2036[17:07:49] <solidDoWant1> gigahertz I mean when most of the mods are updated to 1.8
L2037[17:07:51] <gigaherz> they had the forge blockstates
L2038[17:07:57] <Darva> It might be EOL, but the community likes still having it on Life Support.
L2039[17:08:12] <Darva> Java 1.6 has been EOL for how long, but we're still all using it?
L2040[17:08:19] <MattDahEpic> because mojang
L2041[17:08:20] <PaleoCrafter> I'm not using it :P
L2042[17:08:23] <LatvianModder> 01:07:27 <gigaherz> solidDoWant1: your modpack can't possibly be partial
L2043[17:08:23] <LatvianModder> Not with that attitude!
L2044[17:08:36] <unascribed> inb4 Intermediary for 1.7.10 mods on 1.8
L2045[17:08:44] <gigaherz> ewh
L2046[17:08:58] <PaleoCrafter> you should be ashamed for using Java 6 these days, Darva (unless you're Forge)
L2047[17:09:11] <Darva> That was actually my point, i thought i was less subtle than that. *sigh*
L2048[17:09:15] <gigaherz> if MC runs on it, Forge runs on it
L2049[17:09:23] <gigaherz> xcept for when the gpu drivers don't support hte loading progressbar
L2050[17:09:27] <Darva> So... My android tablet?
L2051[17:09:29] <MattDahEpic> wasnt there something going on about coremods not being a thing in 1.8.9?
L2052[17:09:36] <gigaherz> Darva: if it runs java mc, sure?
L2053[17:09:37] <gigaherz> ;p
L2054[17:09:48] <gigaherz> MattDahEpic: lol no
L2055[17:09:50] <unascribed> it does thanks to this horrifying hacky mess known as Boardwalk
L2056[17:10:04] <unascribed> it recompiles Minecraft to dex format at runtime e.e
L2057[17:10:09] <gigaherz> there's still need for them in special circumstances
L2058[17:10:10] <unascribed> it's so terribly laggy
L2059[17:10:17] <gigaherz> they are just not "well regarded"
L2060[17:10:27] ⇦ Quits: sciguyryan (~sciguyrya@37.48.80.232) (Remote host closed the connection)
L2061[17:10:28] <gigaherz> unascribed: ewh ;P
L2062[17:10:30] <gigaherz> although
L2063[17:10:37] <solidDoWant1> is there any way to get a copy of the player's camera/create a new instance of the camera object
L2064[17:10:45] <gigaherz> IKVM is the same xcept it compiles to .net
L2065[17:10:57] <PaleoCrafter> there may be a more sane coremodding API (or actually an API in the first place) in the future though
L2066[17:11:08] ⇦ Quits: knoxz (~knoxz@p548EE564.dip0.t-ipconnect.de) (Quit: Leaving)
L2067[17:11:17] <PaleoCrafter> the player *is* the camera, solidDoWant1
L2068[17:11:36] <gigaherz> solidDoWant1: all mc does is render from the player's head position
L2069[17:11:38] <gigaherz> or if third person
L2070[17:11:41] <gigaherz> head+Z
L2071[17:11:57] <LatvianModder> minus the player model
L2072[17:12:00] <LatvianModder> + the hand
L2073[17:12:09] <MattDahEpic> gigaherz, lol yes? https://youtu.be/wFzwIiS24fQ?t=32m37s
L2074[17:12:09] <gigaherz> yeah the rendering path is different
L2075[17:12:30] <gigaherz> ?
L2076[17:12:45] <LatvianModder> lol yes? lol yes indeed
L2077[17:14:09] <gigaherz> jsut because they WANT to get rid of coremods (for good reasons), doesn't mean it has landed yet
L2078[17:14:10] <gigaherz> ;P
L2079[17:14:40] <unascribed> https://gist.github.com/unascribed/42e8439defedc9dcecce
L2080[17:14:40] <unascribed> https://strawpoll.me/6612459
L2081[17:14:43] <unascribed> please vote and help me decide :P
L2082[17:14:44] <tterrag> unascribed: http://x-stream.github.io/
L2083[17:14:58] <tterrag> usage https://github.com/HenryLoenwind/EnderIOAddons/blob/master/src/main/java/info/loenwind/enderioaddons/machine/waterworks/engine/ConfigProvider.java
L2084[17:15:14] <unascribed> interesting
L2085[17:15:29] <gigaherz> unascribed: -1 to json
L2086[17:15:33] <gigaherz> not sure about the other options
L2087[17:15:47] <unascribed> yeah, I don't like the JSON one either
L2088[17:15:52] <unascribed> but a lot of people I've asked do
L2089[17:15:53] <unascribed> so
L2090[17:15:57] ⇦ Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Read error: Connection reset by peer)
L2091[17:16:15] <gigaherz> Id' propose my own language
L2092[17:16:16] <gigaherz> https://github.com/gigaherz/GDDL-Java
L2093[17:16:30] <gigaherz> but it's not really polished
L2094[17:17:13] <gigaherz> and I have no serializer ;P
L2095[17:17:30] <unascribed> >.>
L2096[17:17:49] <solidDoWant1> what version of opengl does mc use?
L2097[17:18:01] <gigaherz> 1.4ish
L2098[17:18:18] <gigaherz> the most advanced feature it makes use of, are VBOs
L2099[17:18:26] ⇨ Joins: Tyler__ (~Tyler__@c-73-169-160-192.hsd1.wa.comcast.net)
L2100[17:18:37] <unascribed> added a Java example to the gist
L2101[17:18:54] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 198 seconds)
L2102[17:19:05] <solidDoWant1> the fuck 1.4 what is this 2000?
L2103[17:19:11] <unascribed> yes
L2104[17:19:12] <gigaherz> for some users, yes
L2105[17:19:22] <gigaherz> XD
L2106[17:19:58] <solidDoWant1> so it doesnt even support buffer arrays?
L2107[17:20:14] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L2108[17:20:16] <unascribed> everything in pre-1.8 is display lists
L2109[17:20:36] <unascribed> 1.8 has VBO support but that's about it
L2110[17:21:16] <unascribed> well, the JSON format is winning
L2111[17:21:27] <unascribed> that'd be the easiest to write which is convenient
L2112[17:21:34] <gigaherz> unascribed: btw in my language, that would be: https://gist.github.com/gigaherz/c56f683fd6e6fda1d3ca
L2113[17:21:36] <gigaherz> XD
L2114[17:21:55] <gigaherz> oops forgot a couple commas
L2115[17:22:15] <unascribed> -4
L2116[17:22:17] <unascribed> no version field
L2117[17:22:27] <gigaherz> oops I forgot that
L2118[17:22:45] <gigaherz> done
L2119[17:23:06] <unascribed> well it's certainly interesting
L2120[17:23:24] <gigaherz> the basic element of my langauge is the "set"
L2121[17:23:29] <gigaherz> it's an ordered list of elements
L2122[17:23:33] <unascribed> >set
L2123[17:23:34] <gigaherz> but where some of them can be optionally named
L2124[17:23:34] <unascribed> >ordered
L2125[17:24:05] <gigaherz> I couldn't think of a better name at the time, so it stuck
L2126[17:24:10] <unascribed> it's a list :P
L2127[17:24:28] <gigaherz> more liek a collection
L2128[17:24:36] <gigaherz> like*
L2129[17:24:49] <gigaherz> a list sortof implies sameness, and the elements are varied
L2130[17:24:54] <gigaherz> anyhow
L2131[17:24:54] <unascribed> well, it looks like JSON won
L2132[17:25:04] <unascribed> I'll do binary and JSON for now
L2133[17:25:05] <solidDoWant1> is it even remotely feasible to create a camera type mod?
L2134[17:25:06] <gigaherz> seriuously?
L2135[17:25:10] <unascribed> solidDoWant1, yes
L2136[17:25:18] <gigaherz> people chose json?! >_<
L2137[17:25:23] <solidDoWant1> without rewriting all of minecraft that is
L2138[17:25:27] <unascribed> well
L2139[17:25:31] <unascribed> if you mean a camera from the player's viewpoint
L2140[17:25:33] <unascribed> it's simple
L2141[17:25:34] ⇨ Joins: VikeStep (~VikeStep@101.184.165.77)
L2142[17:25:37] <unascribed> if you mean from an arbitrary viewpoint
L2143[17:25:39] <unascribed> no not really
L2144[17:25:43] <solidDoWant1> arbitrary
L2145[17:25:48] <unascribed> unless you changed the renderViewEntity
L2146[17:25:49] <gigaherz> someone made a mod for that
L2147[17:25:51] <unascribed> drew it to the back buffer
L2148[17:25:56] <unascribed> and then continued with normal drawing
L2149[17:25:58] <unascribed> but that'd be super slow
L2150[17:25:59] <gigaherz> lets the player have more than one "view entity"
L2151[17:26:04] <gigaherz> even in different dimensions
L2152[17:26:08] <gigaherz> was it Ordinastie?
L2153[17:26:14] <solidDoWant1> yea, back in 1.2.5
L2154[17:26:17] <gigaherz> no
L2155[17:26:19] <gigaherz> for 1.8.9
L2156[17:26:27] <solidDoWant1> ? link?
L2157[17:26:39] <gigaherz> I'd have to scan the logs
L2158[17:26:47] <Ordinastie> what?
L2159[17:26:47] <unascribed> Ordinastie confirmed god
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L2163[17:27:44] <solidDoWant1> actually I might remember something like that , but it was per client
L2164[17:27:49] <Ordinastie> gigaherz, if you mean camera stuff, it's not me, it's diesiebot
L2165[17:27:49] <solidDoWant1> or something like that
L2166[17:27:55] <gigaherz> Ah
L2167[17:28:06] <gigaherz> you both are thesame color in my irc client
L2168[17:28:06] <gigaherz> ;P
L2169[17:28:09] *** kirby|gone is now known as mrkirby153
L2170[17:28:15] <unascribed> diesie is blue for me and ordinastie is orange
L2171[17:28:20] <unascribed> so
L2172[17:28:25] <gigaherz> they are tan here
L2173[17:28:35] *** K-4U is now known as K-4U|Off
L2174[17:32:08] <solidDoWant1> so, if I wanted to create a camera mod or similar, I'd have to create a new renderer, tie it to a camera block/tile entity/whatever, then check whenever a screen is being rendered, and if so, take any render data from the camera, adjust it for the block's view angle on the player's screen, then send the data to the normal renderer?
L2175[17:32:24] *** MrKickkiller is now known as MrKick|Away
L2176[17:32:35] <unascribed> no
L2177[17:32:39] <gigaherz> or speak with diesieben07 and use his lib? ;P
L2178[17:32:41] <unascribed> set the renderViewEntity to your camera
L2179[17:32:47] <unascribed> render it on RenderTickEvent PRE
L2180[17:32:52] <unascribed> set it back to the player
L2181[17:32:53] <unascribed> and return
L2182[17:33:03] <unascribed> and somewhere in there do a glReadPixels
L2183[17:33:05] <unascribed> or bind an FBO
L2184[17:34:01] <solidDoWant1> wont that slow down the render way more though?
L2185[17:34:04] <unascribed> yes
L2186[17:34:08] <unascribed> what did you expect
L2187[17:34:15] <unascribed> you're now rendering two frames per frame
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L2189[17:35:07] <gigaherz> I gave up searching the logs
L2190[17:35:11] <unascribed> 10/10
L2191[17:35:48] <gigaherz> but I did find a comment there where diesieben said how he had found more than one instance where things assumed that the camera is tied to an entity
L2192[17:35:52] <PaleoCrafter> LookingGlass can be used as a reference
L2193[17:35:59] <asie> or Morph
L2194[17:36:07] <asie> the older version is still up on GitHub AFAIK
L2195[17:36:15] <solidDoWant1> well instead of rendering the whole thing, I'd get what's in the frustrum, cull it, then for every object in the frustrum that needs to be rendered, I'd take/intercept it's data before it gets sent to opengl shaders/gpu and send it to the shaders/gpu when the render is normally done
L2196[17:36:54] <unascribed> or you could just use the standard render pipeline
L2197[17:36:59] <unascribed> which already does all this for you
L2198[17:37:12] <solidDoWant1> but then itd be rendering the same data twice
L2199[17:37:18] <unascribed> no..
L2200[17:37:22] <unascribed> it'd render what's at your camera once
L2201[17:37:25] <unascribed> put that in a texture
L2202[17:37:28] <unascribed> then render what's at the player
L2203[17:37:35] <unascribed> and render the texture on the camera display
L2204[17:37:48] <gigaherz> solidDoWant1: wait do you want just something that modifies the camera, or you want a mod that adds cameras and can show you what they are drawing?
L2205[17:37:57] <gigaherz> what they are seeing*
L2206[17:38:00] <solidDoWant1> the second gigahertz
L2207[17:38:16] <gigaherz> that's already done, then
L2208[17:38:16] <gigaherz> https://github.com/diesieben07/CameraCraft3
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L2210[17:40:12] <unascribed> well, I'm going to go with JSON and binary formats
L2211[17:40:20] <unascribed> maybe later I'll add XML or a PR can add it
L2212[17:40:41] <killjoy> json is the future
L2213[17:40:55] <gigaherz> there's some tasks where json is NOT optimal
L2214[17:40:56] <killjoy> it should be called ajaj
L2215[17:40:58] <unascribed> https://gist.github.com/unascribed/42e8439defedc9dcecce
L2216[17:41:02] <gigaherz> sone of those are UI descriptions.
L2217[17:41:02] <unascribed> this is what I'm talking about, killjoy
L2218[17:41:14] <killjoy> pfft, css
L2219[17:41:51] <unascribed> feel free to vote: https://strawpoll.me/6612459
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L2221[17:44:47] <unascribed> hm
L2222[17:44:51] <unascribed> an interesting side effect of this
L2223[17:44:59] <unascribed> is that resource packs can override guis
L2224[17:45:24] <killjoy> maybe merge them?
L2225[17:45:31] <unascribed> ?
L2226[17:45:39] <killjoy> like with sounds.json
L2227[17:45:42] <unascribed> oh
L2228[17:46:00] <unascribed> not entirely sure how you'd do that
L2229[17:46:05] <unascribed> sounds.json merging is pretty well defined
L2230[17:46:09] <killjoy> use the resourcemanager
L2231[17:46:11] <unascribed> GUIs... not so much
L2232[17:46:39] <killjoy> but you really should think about using css. It's much better for gui
L2233[17:46:46] <unascribed> ??
L2234[17:46:52] <unascribed> CSS is for styling
L2235[17:46:56] <unascribed> you can't make an entire GUI in CSS
L2236[17:47:08] <killjoy> do html too
L2237[17:47:20] <unascribed> >.>
L2238[17:47:29] <killjoy> ;p
L2239[17:48:04] <solidDoWant1> that project is exactly what i was looking for, thanks
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L2242[17:54:52] <Darva> Is the way RenderItemFrame does rendering items on the itemframe a reasonable way to do it? I know vanilla doesn't always do things in the most efficient ways.
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L2245[18:07:52] <TehNut> Darva: That's how we render items for the altar in BM, seems fine
L2246[18:08:04] <TehNut> Could also look at the Crystal Chest in IronChests
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L2248[18:09:37] <Darva> kk, thanks.
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L2253[18:20:52] <unascribed> I just traced the glass texture into an SVG
L2254[18:20:54] <unascribed> I don't know why
L2255[18:21:11] <gigaherz> lol
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L2257[18:23:48] <MattDahEpic> is there a way to detect if a block was placed by a player or if it's worldgen?
L2258[18:26:56] <unascribed> not without special handling on the block
L2259[18:27:34] <Darva> (horrible evil, bad sarcasm) Regen the chunk and see if it's still there? hehe.
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L2261[18:31:41] <unascribed> nopls
L2262[18:34:16] <MattDahEpic> but is there a way to just get the populated chunk object and compare it to the world?
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L2264[18:34:50] <unascribed> uh
L2265[18:34:50] <unascribed> no
L2266[18:34:54] <unascribed> not without generating it again
L2267[18:34:57] <unascribed> which is super slow
L2268[18:35:00] <unascribed> and has all sorts of side effects
L2269[18:35:26] * Darva points at the bit in ()'s. BAAAD.
L2270[18:38:50] <gigaherz> oh hey that's nice
L2271[18:38:51] <gigaherz> http://minecraft.curseforge.com/projects/packing-tape/files
L2272[18:38:56] <gigaherz> 0.3 got over 500 downloads :D
L2273[18:39:06] <unascribed> +500
L2274[18:40:52] <masa> I only have 167 downloads on my best mod of all time ;D
L2275[18:40:54] <masa> http://minecraft.curseforge.com/projects/underp-hangables
L2276[18:41:18] <gigaherz> I have more days in it though ;P
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L2278[18:41:31] <gigaherz> nice mod though
L2279[18:41:32] <Darva> Hehe. My current project barely breaks 300, and less than 50 on the 1.8.9 versions.
L2280[18:42:21] <masa> I have 345k on my main mod
L2281[18:42:41] <masa> although it is mostly useless atm
L2282[18:42:53] <masa> all the useful stuff is in the dev version
L2283[18:43:00] <gigaherz> which one was it?
L2284[18:43:05] <gigaherz> Ihave a hard time associating people to projects
L2285[18:43:06] <gigaherz> XD
L2286[18:43:08] <masa> http://minecraft.curseforge.com/projects/ender-utilities
L2287[18:43:27] <Darva> I've got two over 3000... But one's a dry boring utility, and the other i decided a long time ago i didn't really like the concept. :(
L2288[18:43:35] <gigaherz> ah, i'm not familiar with it
L2289[18:43:56] <gigaherz> well my biggest mod is by far
L2290[18:43:56] <gigaherz> http://minecraft.curseforge.com/projects/ender-rift/files
L2291[18:43:59] <gigaherz> but
L2292[18:44:08] <gigaherz> the 1.7.10 version simply was there for longer
L2293[18:44:30] <Darva> That 5k+ does look nice tho. hehe.
L2294[18:45:07] <Darva> The only mod i've ever done that had a chance of getting big numbers was a bugfix patch on TE back in 1.6.4, and they released an official fix like 2-3 days later, so no go.
L2295[18:45:22] <gigaherz> heh
L2296[18:45:47] <Darva> Of course, for like the first two weeks, their fix caused MC to crash. *sighs*
L2297[18:45:56] <gigaherz> I need to finish this one: http://minecraft.curseforge.com/projects/elements-of-power
L2298[18:45:57] <masa> hehe
L2299[18:46:07] <gigaherz> there's some essential missing features
L2300[18:46:14] <gigaherz> that I need to get done before I can make it beta/release
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L2302[18:47:20] <Darva> I actually think people would enjoy my current mod if it got some attention. It's a skyblock resouces mod, designed not to be easily automatable.. But not irritating about it either. heh.
L2303[18:47:30] <Darva> Hopefully as i get some more features.
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L2305[18:56:18] <masa> I'm planning to start a new mod at some point, which will add vanilla-style simple things
L2306[18:56:41] <masa> probably won't get much attention or use since most modded players go for the mainstream hi-tech stuff
L2307[18:56:51] <gigaherz> I quite enjoy "rustic" mods
L2308[18:56:56] <gigaherz> stuff that adds new mechanics
L2309[18:56:59] <gigaherz> but no magic or high-tech
L2310[18:57:02] <gigaherz> or subtle magic
L2311[18:57:25] <gigaherz> but for me to truly enjoy that kind of mod
L2312[18:57:32] <gigaherz> it needs to fit the Minecraft feel
L2313[18:57:37] <gigaherz> like
L2314[18:57:55] <gigaherz> Ancient Warfare 2 was fun up to a certain point, but the machine models were too fancy
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L2319[19:20:45] <shadekiller666> if a class is overriding a method that is defined as the default implementation of a method in an interface, how would the overriding method call the default implementation?
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L2321[19:22:31] <williewillus> I don't think you can
L2322[19:22:38] <williewillus> default methods are very weak by design
L2323[19:22:51] <williewillus> does super not work?
L2324[19:23:08] <mikebald> ^ ^
L2325[19:23:18] <shadekiller666> super does not work
L2326[19:23:35] <williewillus> yeah then there isn't a way
L2327[19:24:01] <mikebald> you should be able to do interfacename.super.functionName() I thought
L2328[19:24:16] <williewillus> i thought that was only if you had a name clash
L2329[19:24:19] <williewillus> idk
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L2333[19:26:51] <FusionLord> How are all of my favorite people!
L2334[19:27:05] <tterrag> yes, you can call super
L2335[19:27:08] <tterrag> just like mikebald said
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L2338[19:30:14] <shadekiller666> yep
L2339[19:30:18] <shadekiller666> that worked
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L2342[19:31:05] <shadekiller666> the class i'm @Overriding in implements multiple child interfaces of the one that defines the default implementation
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L2347[19:35:20] <Darva> Hrrm, someone with more thaumcraft experience than me... Is the thaumcraft Obelisk necessary to progress in the mod? (In 1.8.9)
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L2349[19:38:46] <gigaherz> Darva: eventually
L2350[19:38:57] <gigaherz> there's two "phases" in thaumcraft
L2351[19:39:07] <gigaherz> the nice phase
L2352[19:39:20] <gigaherz> where you do nice knowledge stuff
L2353[19:39:22] <Darva> Heh, i'm not trying to play it, i'm trying to add support for it, so it's possible to get access to all the stuff necessary to progress in a world with no worldgen.
L2354[19:39:39] <gigaherz> and the eldritch phase
L2355[19:39:55] <gigaherz> where you start unlocking forbidden knowledge and making use of the dark side of thaumaturgy
L2356[19:40:08] <gigaherz> I remain in the light.
L2357[19:40:15] <gigaherz> so I don't know exdactly what you need and when
L2358[19:40:45] * Darva has never actually enjoyed thaumcraft..
L2359[19:40:49] <unascribed> the dark side is the only side
L2360[19:40:55] <unascribed> the light side is only useful to unlock the dark side
L2361[19:40:58] <gigaherz> I enjoy the wands bit
L2362[19:41:07] <unascribed> I have never played TC5 though so I don't know how that goes
L2363[19:41:08] <gigaherz> Thaumcraft5 research system is nice enough
L2364[19:41:15] <unascribed> I know end end end end end game TC4 requires the obelisk
L2365[19:41:39] <Darva> Hrrm. I guess i'll have to go search and see if anyone has a spotlight that goes further than DW's.
L2366[19:41:56] <Darva> So far i'm only providing ways to get the saplings, the plants, the ores, and the crystals.
L2367[19:41:59] <gigaherz> so I generally get a nice staff with some upgraded cores, as a weapon
L2368[19:42:24] <unascribed> I should set my mod's names as pingwords
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L2370[19:43:49] <unascribed> tgere
L2371[19:43:50] <unascribed> there*
L2372[19:43:58] <M4thG33k> Is there a way to check if the player is using any shaders during rendering?
L2373[19:44:18] <unascribed> do you mean super secret settings shaders, or shaders mod shaders
L2374[19:44:28] <M4thG33k> mod shaders
L2375[19:48:09] <gigaherz> ask the shader mod people if they have an api for that?
L2376[19:48:10] <gigaherz> ;p
L2377[19:48:35] <M4thG33k> Yeah...well, I think I may have found another work-around for what I was trying to do...
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L2379[20:00:49] <FusionLord> what is the proper way to reverse GlStateManager.scale?
L2380[20:01:14] <unascribed> push and pop matrix
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L2382[20:01:23] <unascribed> so pushMatrix(); scale(); popMatrix()
L2383[20:02:29] <tterrag> yes
L2384[20:02:30] <tterrag> well
L2385[20:02:38] <tterrag> also render things :P
L2386[20:02:54] <M4thG33k> ^^
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L2390[20:22:38] <williewillus> asking again in hopes someone knows :p some praticles in botania that were manually added to EffectRenderer are now culled approx 170 ish blocks from the player, however I need them to be visible at ALL ranges
L2391[20:22:50] <williewillus> does anyone know where this culling happens and if I can get around it?
L2392[20:23:32] <williewillus> context: the mana beacon shoots out particles that spawn at y 256 do not use depth, and thus are visible basically anywhere within render distance of the beacon
L2393[20:23:51] <williewillus> except if you're anywhere below 256 - 170 ish the top particles get culled away
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L2404[20:51:18] <TechDG> hey hows it going
L2405[20:51:33] <PitchBright> g'day
L2406[20:51:45] <TechDG> hi
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L2408[20:58:32] <TechDG> wow quite tonight
L2409[20:59:38] <mikebald> it's quiet too
L2410[20:59:53] <M4thG33k> ^^
L2411[21:00:10] <TechDG> there I killed quietness :P
L2412[21:00:30] <mikebald> quite =D
L2413[21:00:31] <TechDG> I should make a banana gun cuz who doesnt want that
L2414[21:00:52] <TechDG> wow jus trealized that typo xD fail
L2415[21:00:58] <mikebald> ohh, is it going to shoot the bananas like from Worms?
L2416[21:01:11] <TechDG> not my worst typo though, at one time I was typing something and it turned into sex xD
L2417[21:01:14] <TechDG> might have been "sux"
L2418[21:01:33] <TechDG> no its gonna be a banna that u left click to pealt he front then its a gun :P
L2419[21:01:34] <TechDG> xD
L2420[21:01:56] <mikebald> that's... uhm... creative =)
L2421[21:02:00] <M4thG33k> Does anyone know if it's possible to retexture an OBJModel with a solid color that is determined by a variable input?
L2422[21:02:17] <TechDG> m4th I would imagine, im assuming u mean without seperate models?
L2423[21:02:25] <TechDG> and the variable determaning which model it uses
L2424[21:02:47] <M4thG33k> Yeah - I just want to retexture the same model with different colors depending on certain parameters
L2425[21:03:19] <TechDG> tbh I havnt used OBJModel yet
L2426[21:03:25] <TechDG> but does it use a texture map?
L2427[21:03:35] <TechDG> or is it stored int he model file
L2428[21:05:03] <gigaherz> M4thG33k: "retexture" and "solid color" don't really make sense
L2429[21:05:04] <gigaherz> ;P
L2430[21:05:15] <gigaherz> you can specify the "minecraft:white" texture as a base
L2431[21:05:19] <gigaherz> and then use block/item tint
L2432[21:05:33] <gigaherz> or in a TESR/Entity
L2433[21:05:34] <TechDG> I have an idea but IDK if it works with OBJModel
L2434[21:05:39] <gigaherz> you can draw it with a color directly
L2435[21:05:43] <gigaherz> so...
L2436[21:05:44] <gigaherz> which is it?
L2437[21:05:49] <TechDG> wait m4 what about using blockstates?
L2438[21:06:03] <TechDG> just a thought
L2439[21:06:22] <M4thG33k> would I use "minecraft:white" then as the second parameter in my immutablemap for the input of the #retexture method?
L2440[21:06:44] <M4thG33k> and blockstates are of no use to me in this specific application, but thanks for the idea :)
L2441[21:06:56] <TechDG> ok
L2442[21:07:06] <TechDG> my other idea was just use texture maps
L2443[21:07:15] <TechDG> but gig's seems better
L2444[21:08:00] <gigaherz> M4thG33k: question is, where do you use the model? XD
L2445[21:08:21] <M4thG33k> I have the model being used in a TESR
L2446[21:09:20] <M4thG33k> Basically I want to repaint the model with the color of the fluid inside. I can do this using the texture of the fluid easily enough...until people start using shaders...
L2447[21:09:33] <gigaherz> o_O
L2448[21:09:46] <gigaherz> how so?
L2449[21:09:55] <M4thG33k> My model then fails to render completely. Haha
L2450[21:10:16] <TechDG> is it possible to detect if people are using shaders? if so you can just say if they arent use the fluid then if they are log that it is unsupported then use a water texture, but thats just a worst case
L2451[21:10:19] <TechDG> if you cant figure this out
L2452[21:10:28] <TechDG> at least untill u can some up with something
L2453[21:11:09] <M4thG33k> My plan is to have a config option so they can toggle the use of the fluid texture or a solid color; I just need to figure out how to apply that solid color
L2454[21:11:18] <TechDG> oh
L2455[21:11:25] <TechDG> well hmm
L2456[21:11:50] <TechDG> if its fluid, are you trying to do fluid levels or just a solid cube
L2457[21:12:00] <M4thG33k> and now I did something to my code and don't know what I did...haha
L2458[21:12:08] <M4thG33k> I don't understand your question
L2459[21:12:14] <TechDG> xD
L2460[21:12:21] <TechDG> ok so you said it holds a fluid
L2461[21:12:27] <TechDG> and thats how u normally render it
L2462[21:12:39] <TechDG> are you trying to change how it renders per how much fluid is inside?
L2463[21:12:51] <TechDG> when doing it the solid way
L2464[21:12:55] <TechDG> or just a solid cubiod
L2465[21:13:49] <M4thG33k> I already have that much sorted out - here's the current project page so you can see a picture of what I currently have - http://goo.gl/OblVeR
L2466[21:14:13] <TechDG> btw nice models
L2467[21:14:31] <M4thG33k> Thanks! It was a tad of a pain getting that much to work in 1.8...
L2468[21:14:42] <TechDG> ok well in this case could you nust just do multiple layers? and have an inner layer for color of the fluid then the outer layer for other stuff?
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L2470[21:14:48] <TechDG> yeah I would imagine
L2471[21:15:37] <M4thG33k> I'm afraid I haven't had much training in this whole modeling/texture thing - everything I've done is basically self-taught up to this point, so I'm not sure how I would go about doing that
L2472[21:17:15] <TechDG> yeah I know layers are possible but i dont know how
L2473[21:17:25] <TechDG> and your objects are circles which can make it harder
L2474[21:18:23] <M4thG33k> Well, assuming I can figure out how to add color that won't be an issue. I've been able to turn them white now :)
L2475[21:19:11] <TechDG> thats good
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L2477[21:19:39] <MattDahEpic> how would one go about adding a shader in 1.8.9?
L2478[21:19:44] <TechDG> yeah Id ont know nearly as much as all of u, but I feel bad asking for help and not giving help so I do my best to think of logical things even if Id ont know exact methods
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L2480[21:19:58] <TechDG> here goes nothing
L2481[21:20:07] <TechDG> please dont crash mc please dont crash... xD
L2482[21:20:36] <TechDG> well it didnt crash
L2483[21:20:40] <TechDG> but its returning two items...
L2484[21:20:42] <TechDG> oh IK
L2485[21:20:44] <M4thG33k> Sometimes you just need to bounce ideas off people for them to figure things out. :)
L2486[21:20:49] <TechDG> yeah
L2487[21:21:20] <mikebald> it's like Rubber Duck debugging... but, with people! =)
L2488[21:21:58] <TechDG> xD
L2489[21:22:11] <TechDG> lets see if that fixes it
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L2492[21:22:43] <TechDG> oks o it fixes that
L2493[21:22:53] <TechDG> how is it returning that else...
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L2495[21:23:04] <TechDG> ah I see
L2496[21:23:26] <TechDG> derp xD
L2497[21:24:01] <terribleperson> okay, I'm looking at renderXPOrb. what is going on here? I understand how it is connected to the entity, and the model, and how it gets called and so on now, but what's doRender actually doing? I think I understand the stuff it's doing with worldrenderer
L2498[21:24:17] <terribleperson> but I have no idea what it's doign with glstatemanager, or why.
L2499[21:24:33] <TechDG> sorry, but I have no clue xD
L2500[21:24:47] <EwyBoy> Anyone know where I can find some info or examples on overrideing events such as onPlayerJoinWorld?
L2501[21:25:07] <MattDahEpic> overriding?
L2502[21:25:07] <TechDG> ewy I do that
L2503[21:25:09] <TechDG> what are u trying to do?
L2504[21:25:17] <MattDahEpic> or subscribing?
L2505[21:25:22] <TechDG> yeah I subscriber
L2506[21:25:31] <TechDG> are you trying ot make something happen when a player joins?
L2507[21:25:41] <EwyBoy> I just need to find out how I can do somehting when a playe rjoins and leaves a world
L2508[21:25:48] <EwyBoy> yes indeed
L2509[21:26:00] <TechDG> ok so first make a new class called (ModID)EventHandler in your main package
L2510[21:26:00] <MattDahEpic> subscribe to join and leave events
L2511[21:26:01] <terribleperson> you start drawing quadrilaterals (in this case, only one), the world render draws four vertexes, sets a normal, sets a color for the quad (at least, i assume it's for the quad. since you tell it that you're drawing quadrilaterals it probably breaks things up on a per-quad basis)
L2512[21:26:08] <EwyBoy> okey
L2513[21:26:46] <TechDG> now in your init do MinecraftForge.EVENT_BUS.register(new theclassyoujustcreated());
L2514[21:26:49] <williewillus> terribleperson: what part is confusing?
L2515[21:26:59] <EwyBoy> yeah
L2516[21:27:26] <TechDG> now let me get an example in pastebin
L2517[21:27:34] <EwyBoy> ohh fanzy :D
L2518[21:27:46] <terribleperson> i have no idea what the glstatemanager stuff is doing. pushmatrix, translate (why are you tellign it to translate to the position of the entity?), set a color (white), do some rotations (I assume it's rotating to face the player, but rotating WHAT?)
L2519[21:28:03] <gigaherz> "the world"
L2520[21:28:04] <williewillus> uhh
L2521[21:28:08] <williewillus> the entire viewport
L2522[21:28:11] <gigaherz> opengl transforms change the world
L2523[21:28:16] <williewillus> you aren't translating an object
L2524[21:28:17] <gigaherz> everything that's drawn afterward
L2525[21:28:19] <williewillus> you are trnalsating the viewpoint
L2526[21:28:21] <terribleperson> why
L2527[21:28:25] <terribleperson> is the xp orb translating the viewpoint?
L2528[21:28:26] <gigaherz> that's how opengl works
L2529[21:28:29] <TechDG> EwyBoy, http://pastebin.com/ZhMXkWc4
L2530[21:28:36] <EwyBoy> thanks!
L2531[21:28:37] <TechDG> thats for on player logged in
L2532[21:28:40] <gigaherz> well
L2533[21:28:40] <terribleperson> is.. that oh
L2534[21:28:43] <terribleperson> ooohhh
L2535[21:28:44] <gigaherz> that's how computer graphics work
L2536[21:28:48] <TechDG> for logged out its the same thing, but you already have the lass and the event bus
L2537[21:28:51] <terribleperson> you're setting the viewpoint to the entity
L2538[21:28:57] <TechDG> so just subscribeevent to the logging out event
L2539[21:29:03] <terribleperson> and that's why the worldrenderer stuff is all relative coordinates?
L2540[21:29:23] <terribleperson> okay
L2541[21:29:34] <EwyBoy> thanks a lot TechDG
L2542[21:29:41] <williewillus> i guess you could call it that lol
L2543[21:30:02] <terribleperson> ..but why do that? what happens if I, say, set the viewpoint 100 meters off
L2544[21:30:11] <gigaherz> it won't show up
L2545[21:30:12] <TechDG> yup :) I think thats the first time I have actually helped someone on this! :)
L2546[21:30:14] <terribleperson> and then do my addVertex stuff -100 meters
L2547[21:30:20] <gigaherz> thne it will show up again
L2548[21:30:33] <gigaherz> the thing is
L2549[21:30:37] <gigaherz> doing addVertex yourself is "wrong"
L2550[21:30:39] <terribleperson> so is setting the viewpoint to the entity's position just for.. convenience?
L2551[21:30:45] <gigaherz> normally
L2552[21:30:51] <gigaherz> games use models
L2553[21:30:54] <gigaherz> that have been calculated beforehand
L2554[21:31:01] <gigaherz> so the coordinates are constant numbers
L2555[21:31:09] <gigaherz> while the position of the objects on screen changes
L2556[21:31:14] <terribleperson> i am drawing two quadrilaterals. I HAVE the .obj, I just.. two quadrilaterals. two.
L2557[21:31:26] <TechDG> great my compressor is stuck on chicken nuggets xD
L2558[21:31:34] <gigaherz> if you didn't use opengl transforms
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L2560[21:31:48] <gigaherz> you'd have to have one model for each possible location of the object on screen
L2561[21:31:51] <gigaherz> it wouldn't work.
L2562[21:31:57] <terribleperson> ah.
L2563[21:32:03] <gigaherz> so you shift the location of the object accordingly
L2564[21:32:13] <TechDG> ok thats strange
L2565[21:32:20] <TechDG> its stuck on whatever recipe I check last
L2566[21:32:28] <terribleperson> but in the case of renderXPOrb it IS drawing the vertexes (all four of them) manually
L2567[21:32:33] <terribleperson> so settign the viewpoint is just convenience?
L2568[21:32:34] <gigaherz> yes
L2569[21:32:42] <terribleperson> okay.
L2570[21:32:50] <gigaherz> pretty much
L2571[21:33:30] <williewillus> wait if you have an obj..
L2572[21:33:36] <terribleperson> because it's two quadrilaterals
L2573[21:33:37] <terribleperson> Two!
L2574[21:33:38] <williewillus> why deal with the tess by hand? :p
L2575[21:33:41] <terribleperson> Two!
L2576[21:33:43] <williewillus> wat
L2577[21:33:54] *** Abrar|gone is now known as AbrarSyed
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L2579[21:34:13] <williewillus> I don't get what an OBJ model has to do with quadrilaterals and the tessellators? :v
L2580[21:34:19] <terribleperson> the entire thing i'd have to draw
L2581[21:34:23] <terribleperson> if i throw away the model
L2582[21:34:24] <M4thG33k> I'm still trying to figure out how to add a solid color to a rendered OBJModel over here...any ideas?
L2583[21:34:26] <terribleperson> is two quadrilaterals.
L2584[21:34:40] <TechDG> so anyone know why recipes only produce the output of hte recipe I check last? :http://pastebin.com/5txmx5SX
L2585[21:34:55] <EwyBoy> @TechDG will the SubscribeEvents just trigger automaticly because of the new eventbus thing? or do I have to call those functions?
L2586[21:35:00] <williewillus> M4thG33k: Im not sure, but do OBJ's have a way to tint faces?
L2587[21:35:01] <TechDG> M4thG33k, I really have no clue... Not really a good reference in vinill aso
L2588[21:35:09] <williewillus> there's a way in vanilla
L2589[21:35:10] <TechDG> EwyBoy yes it will
L2590[21:35:14] <terribleperson> although if I use my model I'll just ask about borrowing renderingstuffs..
L2591[21:35:15] <EwyBoy> okey tahnks
L2592[21:35:16] <williewillus> you use tinted faces in the model json
L2593[21:35:23] <TechDG> ik but theres not a good example
L2594[21:35:30] <williewillus> Botania 1.8 mana pools
L2595[21:35:32] <williewillus> :p
L2596[21:35:39] <TechDG> in vinilla :P
L2597[21:35:45] <TechDG> xD
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L2599[21:35:48] <williewillus> *vanilla :p
L2600[21:35:53] <TechDG> w/e :P
L2601[21:35:55] <M4thG33k> it always comes back to Botania...
L2602[21:36:00] <TechDG> "same difference"
L2603[21:36:05] <williewillus> botania is a case study in 1.8 :p
L2604[21:36:07] <TechDG> yeah, or if its a machine EnderIO xD
L2605[21:36:20] <M4thG33k> haha
L2606[21:36:20] <unascribed> EIO is 1.8?
L2607[21:36:21] <unascribed> :o
L2608[21:36:28] <williewillus> render camo blocks? you got it. render any arbitrary model in one block id? got it
L2609[21:36:32] <TechDG> except enderio isnt for 1.8 *looks at tterra(dontwanttopokesoiwontsaythelastletter)*
L2610[21:36:34] <williewillus> mashing models together? got that too
L2611[21:36:37] <TechDG> no its not
L2612[21:36:38] <tterrag> too bad
L2613[21:36:42] <TechDG> oh you are here
L2614[21:36:44] <unascribed> lol
L2615[21:36:45] <williewillus> lol
L2616[21:36:48] <TechDG> then *looks at tterrag*
L2617[21:36:49] <unascribed> generally nobody cares about pinging
L2618[21:36:50] <unascribed> except lex
L2619[21:36:51] <williewillus> ping avoidance fails
L2620[21:36:55] <EwyBoy> Does anyone know if Minecraft have a way to know if it is the first time a new player joins a world? Or do I have to fix that myself?
L2621[21:36:56] <unascribed> lex will stab you with a rusty spork if you ping him
L2622[21:37:05] <tterrag> patience padawan
L2623[21:37:06] <TechDG> ewy probably
L2624[21:37:08] <williewillus> EwyBoy: most mods use a nbt tag on the player
L2625[21:37:16] <williewillus> to give them books and stuff
L2626[21:37:22] <EwyBoy> ahh okey
L2627[21:37:28] <TechDG> ewyboy you could probably check if its a newly generated player.dat
L2628[21:37:35] <williewillus> TechDG: and how would you do that
L2629[21:37:37] <williewillus> :p
L2630[21:37:38] <TechDG> through UUID
L2631[21:37:41] <williewillus> no
L2632[21:37:50] <TechDG> no clue, I would be suprised if forge doesnt haev it though
L2633[21:37:51] <EwyBoy> hmm or I can just list em in a Json
L2634[21:37:57] <TechDG> yeah that too
L2635[21:37:58] <tterrag> no...pls
L2636[21:38:03] <tterrag> just use an NBT tag like a sane person
L2637[21:38:03] <williewillus> doing file I/O for that purpose is 1. slow 2. unreliable
L2638[21:38:06] <williewillus> just use a an NBT
L2639[21:38:07] <EwyBoy> hahaha
L2640[21:38:19] <terribleperson> but williewillus: Since I only have one entity, and it's getting drawn manually SOMEWHERE regardless (either by myself, or in renderingstuffs (if I were to ask if I could use it)) or an alternative, and there are only two quadrilaterals I need to draw..
L2641[21:38:27] <tterrag> https://github.com/TPPIDev/Modpack-Tweaks/blob/master/src/main/java/modpacktweaks/event/BookHandler.java#L24
L2642[21:38:32] <terribleperson> If i had more than one entity I'd consider generalizing it
L2643[21:38:37] <EwyBoy> thanks
L2644[21:38:47] <williewillus> terribleperson: I have no idea about your context and why you're talking about quadrilaterals :p
L2645[21:38:52] <TechDG> soi anyone know why this only uses the last recipe checked's output even if hte input is for a different one? :http://pastebin.com/5txmx5SX
L2646[21:38:57] <williewillus> background? what kind of mod is this? what kind of entity?
L2647[21:39:05] <gigaherz> terribleperson: if you want to do it manually
L2648[21:39:07] <gigaherz> do it manually
L2649[21:39:09] <terribleperson> well, you asked if I have a .obj why am I talkign about drawling manually
L2650[21:39:10] <gigaherz> no need to behere sulking
L2651[21:39:11] <gigaherz> XD
L2652[21:39:18] <terribleperson> drawling*
L2653[21:39:20] <terribleperson> drawing*
L2654[21:39:22] <williewillus> I would just use a model lol
L2655[21:39:25] <terribleperson> not sulking :P
L2656[21:39:28] <williewillus> the point of models is so that you don't have to do manual shit
L2657[21:39:37] <terribleperson> mostly i'm in here so I can listen to the things people say and try to understand what's going on
L2658[21:39:43] <terribleperson> which, for the most part, i don't.
L2659[21:39:56] <TechDG> im here because I have questions every 2.5 minutes :P
L2660[21:40:01] <terribleperson> but now I know what glstatemanager is doing
L2661[21:40:16] <terribleperson> which is the other reason I'm in here. I don't like calling things that I don't understand.
L2662[21:40:19] <williewillus> TechDG: you are running all three of your recipes every tick
L2663[21:40:26] <williewillus> :p
L2664[21:40:34] <TechDG> so I should every tick go downt he list?
L2665[21:40:41] <williewillus> no you don't even verify the recipe
L2666[21:40:49] <williewillus> where do you compare the input to the reqInput?
L2667[21:40:52] <williewillus> to make sure they're equal?
L2668[21:40:58] <williewillus> you don't :p
L2669[21:41:03] <TechDG> oh xD
L2670[21:41:10] <TechDG> when i redid the method I forgot that
L2671[21:41:12] <TechDG> xD fail
L2672[21:41:52] <TechDG> if (parItemStackInput == reqItemStackInput) {, will that work?
L2673[21:42:12] <williewillus> no
L2674[21:42:17] <TechDG> I feel like I used to use another way of compairing
L2675[21:42:20] <TechDG> cuz us aid htat was bad
L2676[21:42:24] <williewillus> not bad
L2677[21:42:29] <williewillus> just the wrong one to use in this case
L2678[21:42:30] <terribleperson> one last xporb question: why does it scale the viewpoint by (0.3,0.3,0.3)? What effect does that have? I assume that means that two vertexes that are 1 apart are in fact 0.3m apart?
L2679[21:42:31] <terribleperson> or what
L2680[21:42:32] <williewillus> that's reference equality
L2681[21:42:40] <williewillus> terribleperson: sure
L2682[21:42:40] <TechDG> would you reccomend?
L2683[21:42:52] <terribleperson> oh right and what the heck are push and popmatrix
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L2685[21:42:52] <TechDG> for comparing itemstacks regardless of quantity
L2686[21:42:53] <williewillus> I would try to avoid attempting to understand every line
L2687[21:42:57] <gigaherz> TechDG: when you use == in java, it checks if it's the same "thing"
L2688[21:43:02] <williewillus> you are reading deobfuscating decompiled code
L2689[21:43:03] <gigaherz> not "one that's equivalent"
L2690[21:43:05] <gigaherz> just "the same"
L2691[21:43:15] <TechDG> yeah now it doesnt work
L2692[21:43:16] <williewillus> ItemStack has static methods
L2693[21:43:19] <williewillus> to check equality
L2694[21:43:41] <gigaherz> terribleperson: you know how in order to get the object in the right position, you shift things?
L2695[21:43:44] <williewillus> terribleperson: push and pop matrix restore changes to the transform matrix of the render
L2696[21:43:56] <gigaherz> pushmatrix saves the state of the transforms
L2697[21:44:01] <gigaherz> and popmatrix restores it
L2698[21:44:02] <williewillus> e.g. if I translate , push matrix, then rotate, then pop matrix, then it's like the rotate is undone
L2699[21:44:03] <terribleperson> ah
L2700[21:44:04] <unascribed> and only the transforms
L2701[21:44:07] <TechDG> does isItemEqual require equal quantity?
L2702[21:44:13] <TechDG> or just the same itemtype?
L2703[21:44:15] <williewillus> look at the source :p
L2704[21:44:23] <unascribed> don't try to use it to save the state of stuff like GL_LIGHTING
L2705[21:44:28] <unascribed> because it doesn't do that
L2706[21:44:31] <unascribed> hence matrix
L2707[21:44:35] <TechDG> fineeee
L2708[21:44:44] <terribleperson> gigaherz: so the xp orb (and renderingstuffs) push the matrix, change the viewpoint, draw their stuff, then restore the viewpoint back to where it was?
L2709[21:44:48] <gigaherz> TechDG: I suggest using ItemStack.areItemsEqual instead of stack1.isItemEqual
L2710[21:44:53] <TechDG> ok
L2711[21:44:53] <gigaherz> since the static one will check for nulls
L2712[21:45:07] <gigaherz> terribleperson: yes
L2713[21:45:19] <gigaherz> that's how opengl programs work
L2714[21:45:26] <gigaherz> you backup the previous state
L2715[21:45:28] <gigaherz> do work
L2716[21:45:30] <gigaherz> then restore it
L2717[21:45:35] <terribleperson> ...what happens if you don't do that? you screw up everything else's rendering?
L2718[21:45:42] <gigaherz> yup
L2719[21:45:43] <unascribed> yes.
L2720[21:45:46] <unascribed> extremely badly
L2721[21:45:57] <terribleperson> okay, cool. Thank you.
L2722[21:46:07] <gigaherz> imagine you have an object at 2,2 then one at 2,3
L2723[21:46:09] <gigaherz> if you didn't pop
L2724[21:46:17] <gigaherz> you may end up moving the second one to 4,5
L2725[21:46:56] <gigaherz> and that's if you just move, imagine when you also do rotations and scales
L2726[21:46:59] <gigaherz> thigns go bad, quick
L2727[21:47:13] <TechDG> ok so im doing somethign wrong, but bug is better then crash
L2728[21:47:16] <TechDG> cuz then I can experiment
L2729[21:48:08] <TechDG> aha found it
L2730[21:48:21] <tterrag> matrix transformations are easy to solve with a matrix push/pop
L2731[21:48:35] <tterrag> attrib transformations are trickier, you can use attrip push/pop but it's expensive
L2732[21:49:02] <gigaherz> and it messes up the gl state regardless
L2733[21:49:08] <gigaherz> the glstatemanager state*
L2734[21:49:19] <gigaherz> if you do
L2735[21:49:24] <gigaherz> pushattrib
L2736[21:49:25] <gigaherz> enableBlend
L2737[21:49:29] <gigaherz> popattrib
L2738[21:49:36] <gigaherz> the gpu will have blending disabled
L2739[21:49:40] <gigaherz> but glstatemanager still thinks it's on
L2740[21:49:51] <tterrag> then why does the statemanager even have a push/pop attrib method?
L2741[21:49:55] <gigaherz> no idea
L2742[21:49:59] <TechDG> andddd crash
L2743[21:50:01] <gigaherz> but it forwards directly to ogl
L2744[21:50:12] <williewillus> it's incomplete
L2745[21:50:28] <williewillus> GlStateManager is obviously the start of some sort of gl refactor
L2746[21:50:34] <williewillus> but we don't get to see that in progress
L2747[21:50:36] <unascribed> yeah, but only the start
L2748[21:50:44] <williewillus> we just see a wrapper right now
L2749[21:50:54] <gigaherz> it feels like they learned about gl state trackers
L2750[21:51:00] <gigaherz> but half-assed their own
L2751[21:51:06] <TechDG> error: http://pastebin.com/KvSyh6QT code: http://pastebin.com/fBdQcveQ
L2752[21:51:06] <williewillus> probably because mog left :p
L2753[21:51:10] <TechDG> any ideas?
L2754[21:51:24] <williewillus> reading the stacktrace would be good ;p
L2755[21:51:28] <unascribed> nice twitch access token
L2756[21:51:44] ⇦ Quits: gr8pefish|away (~gr8pefish@24.121.240.63) (Quit: I'm outta here)
L2757[21:51:50] <williewillus> rip
L2758[21:51:50] <unascribed> you're dereferencing a null at line 319 of CompressorTileEntity
L2759[21:52:04] <williewillus> l169 170 in the log
L2760[21:52:13] <terribleperson> Okay. I see you (in tesrenderrift) call disablelighting,disablealpha,disablerescalenormal, enableblend. XPOrb calls disableblend and disablerescalenormal, but at the end, before popmatrix. it never enables blend in the first place.You never disable blend.
L2761[21:52:15] <williewillus> also go invalidate your twitch token because you just publicized it
L2762[21:52:30] <TechDG> oh poop 0-0
L2763[21:52:31] <gigaherz> XD
L2764[21:52:35] <williewillus> why are you using the builtin twitch anyway, moreover in dev env?
L2765[21:52:35] <TechDG> how do I do that? xD I dont use twitch so
L2766[21:52:40] <williewillus> then why is it in there....
L2767[21:52:46] <TechDG> oh u mean my login
L2768[21:52:46] <gigaherz> go to twitch
L2769[21:52:47] <TechDG> ?
L2770[21:52:50] <gigaherz> reset your token from there
L2771[21:52:51] <gigaherz> no
L2772[21:53:02] <gigaherz> the twitch token allows others to stream to your channel without knowing your user/pass
L2773[21:53:02] <TechDG> oh yeah at one point I linke dit with my account
L2774[21:53:04] ⇨ Joins: Cojo (~Cojosan@2606:a000:1126:8048:45b5:f9f9:96a4:905)
L2775[21:53:06] <terribleperson> what is blend, and what is the affect of didsablelighting, alpha? I assume it prevents those things from being applied to the rendering you're doing in tesrenderrift?
L2776[21:53:11] <gigaherz> yeah so go to twitch
L2777[21:53:14] <gigaherz> and reset yourtoken
L2778[21:53:14] <williewillus> blend, well, blends
L2779[21:53:17] <williewillus> alpha is transparency
L2780[21:53:24] <terribleperson> yeah, I know what alpha is, at least.
L2781[21:53:25] <williewillus> lighting is...lighting
L2782[21:53:25] <gigaherz> unless you want others to stream theyr dicks on your channel
L2783[21:53:26] <gigaherz> ;P
L2784[21:53:32] <gigaherz> their*
L2785[21:53:34] <terribleperson> and lighting :P
L2786[21:53:36] <terribleperson> but why disable?
L2787[21:53:47] <williewillus> if you don't want things affected by the ambient lighting?
L2788[21:53:50] <gigaherz> blend is alpha blending (transparency)
L2789[21:53:53] <unascribed> it's faster to have it disables when not needed
L2790[21:53:55] <unascribed> for alpha at least
L2791[21:53:57] <gigaherz> alpha is alpha testing (cutoff)
L2792[21:54:00] <unascribed> disabled*
L2793[21:54:09] <gigaherz> you enable/disable as needed
L2794[21:54:15] <TechDG> what line is it showing my token anyway?
L2795[21:54:18] <terribleperson> what happens when you disable them, and since you don't reenable them, why doesn't that affect things rendered afterwards?
L2796[21:54:26] <terribleperson> or is 'good practice' to enable them whenever you need them?
L2797[21:54:34] <gigaherz> TechDG: line 3
L2798[21:54:44] <TechDG> damn ok
L2799[21:54:54] <gigaherz> as we said
L2800[21:54:57] <terribleperson> or is that among the things reverted by popmatrix
L2801[21:55:05] <unascribed> matrix **only** reverts transforms
L2802[21:55:06] <gigaherz> log into the twitch website, go to the channel management stuff
L2803[21:55:09] <gigaherz> and reset your token
L2804[21:55:10] <unascribed> like translate, scale, rotate, etc
L2805[21:55:19] <unascribed> as I said
L2806[21:55:20] <TechDG> i am
L2807[21:55:23] <TechDG> iuf I can remember my login xD
L2808[21:55:28] <unascribed> disabling alpha test, blending, etc is faster when you don't need it
L2809[21:55:35] <unascribed> and all the code expects it to be off when it starts rendering
L2810[21:55:42] <unascribed> so they turn it on if they need it
L2811[21:55:46] <unascribed> and turn it back off when they're done
L2812[21:55:51] <terribleperson> ah. okay.
L2813[21:55:56] <terribleperson> and you just disable it anyways to be sure it IS off?
L2814[21:56:01] <terribleperson> because someone probably didn't?
L2815[21:56:04] <unascribed> ?
L2816[21:56:08] <unascribed> if you enable it it has to be disabled again
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L2818[21:56:51] <gigaherz> TechDG: wait, that actually doesn't look like a twitch stream key
L2819[21:56:57] <terribleperson> gigaherz's? tesreenderrift enables blend, and doesn't disable it (that i can see), unless calling blendfunc disables it. XpOrb for some strange reason disables it without ever enabling it.
L2820[21:57:08] <unascribed> weird
L2821[21:57:10] <terribleperson> as in, disables it at the very end.
L2822[21:57:25] <gigaherz> you may still want to reset yours
L2823[21:57:28] <TechDG> gigaherz I am
L2824[21:57:29] <gigaherz> but it may just be an auth token
L2825[21:57:34] <gigaherz> in which case it would be ok
L2826[21:58:07] <TechDG> i dont remember my ligin xD
L2827[21:58:15] <TechDG> login*
L2828[21:58:16] <gigaherz> terribleperson: most code enables/disables the blend mode at the beginning
L2829[21:58:21] <gigaherz> so it's "ok"
L2830[21:58:25] <gigaherz> but it's not fully correct
L2831[21:58:39] <TechDG> andd I foudn it
L2832[21:58:42] <gigaherz> this is annoying to explain correctly
L2833[21:59:03] <gigaherz> the gl state manager is a tool that caches state changes
L2834[21:59:12] <gigaherz> so that if someone sets the same thing twice
L2835[21:59:19] <gigaherz> it doesn't do unnecessary opengl calls
L2836[21:59:30] <gigaherz> when people use state managers
L2837[21:59:39] <gigaherz> they usually set all the states at the beginning
L2838[21:59:40] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L2839[21:59:50] <williewillus> anyways from now on pastebin things under a user or use gist
L2840[21:59:52] <gigaherz> so that they don't need to turn things off at the end
L2841[21:59:56] <williewillus> so if this happens you can just delete it :p
L2842[22:00:00] <gigaherz> but Minecraft doesn't always do that
L2843[22:00:05] <gigaherz> so you have to reset things
L2844[22:00:06] <gigaherz> sometimes
L2845[22:00:15] <terribleperson> okay, so if I'm manually rendering I should (properly) always turn things on at the start and off at the end?
L2846[22:00:22] <terribleperson> or
L2847[22:00:24] <gigaherz> yeah
L2848[22:00:24] <terribleperson> things I need, anyways
L2849[22:00:28] <gigaherz> leave things as they were before
L2850[22:00:34] <gigaherz> if you need something on
L2851[22:00:35] <gigaherz> set it on
L2852[22:00:41] <gigaherz> and then set it back off
L2853[22:01:04] <gigaherz> unless that doesn't work
L2854[22:01:06] <gigaherz> then leave it on ;P
L2855[22:01:12] <gigaherz> it's a bit hit&miss
L2856[22:01:40] <gigaherz> TechDG: if you go to your dashboard -> stream key
L2857[22:01:48] <gigaherz> you'll probably notice that the key you see there is NOT the "token"
L2858[22:01:59] <terribleperson> and it's faster to turn off things you don't need. if you don't need lighting (for this particular stuff), turn it off, if you don't need alpha, turn it off, if you don't need blending, turn it off,.. what the hell is rescale normal?
L2859[22:02:02] <TechDG> I forgot my twitch login xD sending them a support now
L2860[22:02:15] <gigaherz> actually TechDG: do it from minecraft
L2861[22:02:19] <terribleperson> gigaherz: because sometimes minecraft's internal stuff doesn't actually SET things at the start?
L2862[22:02:22] <gigaherz> unlink it so that the token is invalidated
L2863[22:02:23] <terribleperson> for.. some reason
L2864[22:02:25] <TechDG> oh
L2865[22:02:37] <gigaherz> terribleperson: exactly
L2866[22:02:39] <terribleperson> ...
L2867[22:02:43] <gigaherz> since THEY do not always set things at the start
L2868[22:02:46] <terribleperson> that is so dumb.
L2869[22:02:54] <gigaherz> yo ucan't just "do it right" yourself
L2870[22:03:00] <TechDG> says im not connected to a twitch account
L2871[22:03:04] <terribleperson> ..can I check the state of the values and return them? or is that slow.
L2872[22:03:07] <gigaherz> hmf
L2873[22:03:14] <TechDG> that good?
L2874[22:03:29] <gigaherz> ah
L2875[22:03:35] <gigaherz> once you can login to the website,
L2876[22:03:36] <gigaherz> https://secure.twitch.tv/settings/connections
L2877[22:03:38] <gigaherz> go there
L2878[22:03:42] <gigaherz> see if you ahve Minecraft in it
L2879[22:04:01] <TechDG> ok well first i gotta get them to reset my email
L2880[22:04:01] <gigaherz> under "authorized apps"
L2881[22:04:08] <gigaherz> sure
L2882[22:04:23] <gigaherz> but if Minecraft is in it, you could de-authorize it
L2883[22:04:24] <gigaherz> ;P
L2884[22:04:49] <TechDG> when I enter my login it just says reset your password and gives me a way to send to an email I dontr habve anymore
L2885[22:05:14] <TechDG> https://passport.twitch.tv/authentications/new is the login right?
L2886[22:05:47] <terribleperson> so I can at least be sure *I* am not the one who broke something, if it ends up broken? but.. really, what is rescalenormal? also, disabling lighting: what does that actually mean? If I disable lighting, and then render something, will it be unlit, or is that disabling it (potentially) being a light source? If I disable lighting and it leaves my rendering unlit, what does that actually result in? completely black?
L2887[22:05:47] <terribleperson> fullbright (second life term for ignoring lighting on an object and making it permanently lit), what?
L2888[22:06:10] <TechDG> but only if I use a certian email
L2889[22:06:27] <unascribed> disabling lighting makes everything render full brightness
L2890[22:06:30] <unascribed> well
L2891[22:06:32] <unascribed> if it's not a block
L2892[22:06:36] <gigaherz> terribleperson: disableLighting ensures that the lighting system is off, which means your pixels render full brightness always
L2893[22:06:38] <TechDG> password*
L2894[22:07:07] <gigaherz> never sen that website, I just login from the front page
L2895[22:07:08] <TechDG> so gig it says my pass is wrong unless I enter a certian one
L2896[22:07:11] <TechDG> then it wants me to reset it
L2897[22:07:18] <TechDG> :/
L2898[22:07:20] <TechDG> what od I do
L2899[22:07:25] <gigaherz> no idea
L2900[22:07:30] <terribleperson> gigaherz: Okay, cool. so they will be subject neither to shadow nor light, and the texture will look.. exactly as it does? So perfect for my portal.
L2901[22:07:42] <gigaherz> yup
L2902[22:07:50] <TechDG> if I make a new account I link MC to will it unlink fromt he old?
L2903[22:08:17] <gigaherz> I don't even know if the token is still valid
L2904[22:08:33] <terribleperson> also, i asked up there but can I check the values of things like alpha or blend so I can return them to their starting values at the end, or is that slow? Or am I just stuck with 'i might be breaking stuff by disabling things, might now'
L2905[22:08:33] <gigaherz> Idon't even know if the token can be used without your mc account
L2906[22:08:41] <gigaherz> I don't even know if the token works outside your computer
L2907[22:08:54] <TechDG> damn
L2908[22:09:28] <gigaherz> terribleperson: you just try
L2909[22:09:36] <gigaherz> if other things look wrong when your stuff is drawing
L2910[22:09:40] <gigaherz> that means you messed up ;P
L2911[22:09:49] <gigaherz> like
L2912[22:09:52] <gigaherz> i had a funny issue
L2913[22:09:55] <gigaherz> where the debug overlay
L2914[22:09:58] <gigaherz> (the F3 stuff)
L2915[22:10:06] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Remote host closed the connection)
L2916[22:10:07] <gigaherz> wouldn't be properly transparent
L2917[22:10:14] <gigaherz> becuase I forgot to call disableBlend
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L2920[22:11:11] <gigaherz> gotta sleep
L2921[22:11:12] <gigaherz> night
L2922[22:11:15] <terribleperson> alright
L2923[22:11:17] <terribleperson> 'night
L2924[22:11:21] *** gigaherz is now known as ghz|afk
L2925[22:13:40] *** lxkm|sleep is now known as lxkm
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L2927[22:14:36] <TechDG> there mailed twitch
L2928[22:14:49] <TechDG> ima go for the night, cya
L2929[22:14:53] ⇦ Quits: TechDG (~TechDweeb@2601:1c0:5100:35f6:e4ea:e968:77a7:b8e1) (Quit: Leaving)
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L2933[22:18:22] <M4thG33k> what does the GLStateManager#color method do exactly?
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L2935[22:21:01] <terribleperson> that's.. a really good question :P
L2936[22:21:04] <terribleperson> i should have asked
L2937[22:21:05] <terribleperson> s
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L2939[22:22:44] <terribleperson> renderXPOrb sets it to 1,1,1,1, so I'd assume that it's setting it back to a 'default' state. But what is it setting? Since XP Orb doesn't actually use it, I'd guess maybe it's a tint? but I have no idea.
L2940[22:23:02] <terribleperson> or it's the current color of the thing it's drawing, but that makes no sense because you can't have color without textures, right?
L2941[22:23:25] <terribleperson> unless you can tint a section of a model?
L2942[22:23:47] <M4thG33k> yeah, I have no idea; I see people using it all over the place but it doesn't seem to do anything for me...
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L2944[22:24:44] <unascribed> color 1,1,1,1 is white
L2945[22:24:47] <unascribed> R, G, B, A
L2946[22:24:47] <terribleperson> yeah, I know
L2947[22:24:53] <terribleperson> that's why my thought was a default setting :P
L2948[22:24:58] <unascribed> the color is a tint, yes
L2949[22:25:08] <unascribed> textures are multiplied by it
L2950[22:25:18] <terribleperson> awesome! so I wasn't far off, then.
L2951[22:25:19] <unascribed> so a white texture with color 1, 0, 1 is a bright magenta
L2952[22:25:30] <williewillus> you can't use glColor on baked models though
L2953[22:25:31] <williewillus> just an fyi
L2954[22:25:40] <williewillus> not directly at least
L2955[22:25:45] <terribleperson> but you CAN use it on stuff you're drawing yourself?
L2956[22:25:48] <williewillus> yes
L2957[22:26:20] <unascribed> this is probably a terrible idea
L2958[22:26:33] <unascribed> but I'm going to try to make this mod use one jar and work on 1.7.10-1.8.0
L2959[22:26:35] <unascribed> 1.8.9*
L2960[22:26:51] <unascribed> first step: abstracting GL calls
L2961[22:27:10] <williewillus> it is a terrible idea
L2962[22:27:15] <terribleperson> ...yep, xporb uses it.
L2963[22:27:17] <williewillus> how are you going to deal with states?
L2964[22:27:19] <M4thG33k> how would you go about applying a color to a baked model then? I've been reading for the last few hours and can't figure it out...
L2965[22:27:23] <unascribed> I'm not
L2966[22:27:26] <unascribed> this mod doesn't add blocks or items
L2967[22:27:28] <unascribed> it's a GUI lib
L2968[22:27:31] <terribleperson> or no, it doesn't..
L2969[22:27:38] <unascribed> and guis have changed very very little between 1.7 and 1.8
L2970[22:27:53] <williewillus> M4thG33k: Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelRenderer().renderModelBrightnessColor(bakedmodel, brightness, packed color)
L2971[22:28:11] <williewillus> see: botania mana pool TESR
L2972[22:28:17] <M4thG33k> I did that, but it did not have the desired effect at all
L2973[22:28:25] <williewillus> how did you pack the color?
L2974[22:28:31] <unascribed> "see: botania" is williewillus' mantra
L2975[22:28:40] <williewillus> literally it has all the examples
L2976[22:28:40] <M4thG33k> I was assuming you use hex
L2977[22:28:44] <unascribed> it does!
L2978[22:28:46] <unascribed> but still
L2979[22:28:50] <williewillus> :p
L2980[22:29:08] <williewillus> I learned basically everything I know about 1.8 rendering from one port, which means it's a pretty great example
L2981[22:29:15] <williewillus> hold on lemme fetch code
L2982[22:29:32] <unascribed> botania is a big and complicated mod
L2983[22:29:40] <terribleperson> okay, so if xporb could set its color through opengl, why does it use worldrenderer.SetColorRGBA_I instead?
L2984[22:29:52] <williewillus> M4thG33k: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/render/tile/RenderTilePool.java#L74-L89
L2985[22:30:09] <terribleperson> woah woah woah wait does botania have a github? botania has a github? aweeeesome.
L2986[22:30:10] <williewillus> the color is hex AARRGGBB
L2987[22:30:13] <unascribed> yeah
L2988[22:30:30] <williewillus> it's been open source since its birth in the 1.6 days, but yeah :p
L2989[22:31:11] <M4thG33k> Yup...that does not add any color at all...it shades my model different colors of grey on different sides of the block though...
L2990[22:31:25] <williewillus> did you divide by 255?
L2991[22:31:32] <williewillus> show code
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L2993[22:31:44] <M4thG33k> I'm manually entering RGB values between 0 and 1 for testing
L2994[22:31:51] <M4thG33k> just a sec
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L2998[22:33:33] <M4thG33k> Here's where I'm calling the code: https://goo.gl/WwxSv9
L2999[22:34:49] <M4thG33k> And here's what it looks like: http://imgur.com/L7lSAfn
L3000[22:34:56] <M4thG33k> Those aren't supposed to be grey...
L3001[22:35:04] <williewillus> try glcoloring to white before you render
L3002[22:35:35] <M4thG33k> didn't change anything
L3003[22:36:20] <williewillus> ?shrug
L3004[22:36:21] <unascribed> enablePolygonOffset??
L3005[22:36:31] <unascribed> the hell
L3006[22:36:31] <williewillus> oh woops vaz's bot isn't here :p
L3007[22:36:36] <unascribed> ¯\_(ツ)_/¯
L3008[22:36:41] <williewillus> there we go
L3009[22:37:16] <M4thG33k> that didn't do anything either...you'd think this wouldn't be that difficult...haha
L3010[22:37:38] <williewillus> idk why, the same thing is working for me
L3011[22:38:36] <M4thG33k> I know...I was staring at the Botania code for a good long time...
L3012[22:38:43] <MattDahEpic> i cant seem to figure out why https://github.com/MattDahEpic/MDECore/blob/1.8.8/src/main/java/com/mattdahepic/mdecore/command/logic/TPSLogic.java#L33 is giving me https://i.imgur.com/MRU4TCE.png any help?
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L3014[22:39:02] <terribleperson> oh
L3015[22:39:03] <terribleperson> OH!
L3016[22:39:11] <terribleperson> you're the person handling botania in 1.8?
L3017[22:39:17] <williewillus> yes
L3018[22:39:18] <terribleperson> unofficially but with blessing?
L3019[22:39:27] <terribleperson> what's up with that, anyways?
L3020[22:39:27] <williewillus> will be official soon(tm)
L3021[22:39:40] <williewillus> vaz tried to but gave up so I did
L3022[22:39:44] <williewillus> that's basically it
L3023[22:39:53] <williewillus> it's really hard to port something existing than start something new
L3024[22:40:00] <terribleperson> is.. is botania changing hands? or are you just basically handling the refactor
L3025[22:40:04] <williewillus> so while I was porting he started Psi
L3026[22:40:08] <williewillus> no I'm giving it back after it's done
L3027[22:40:16] <terribleperson> ah
L3028[22:40:22] <unascribed> yeah, and vazkii loves 1.8 now
L3029[22:40:25] <williewillus> he seems to have a good handle on 1.8 modding now
L3030[22:40:27] <williewillus> ;p
L3031[22:40:37] <unascribed> I don't care for psi but it has convinced vazkii that 1.8 is The Way
L3032[22:40:42] <terribleperson> then i have to thank you because botania is like... one of the coolest mods ever and the idea that it might have died in transition is..
L3033[22:40:48] <unascribed> ^
L3034[22:41:01] <williewillus> i'm sure someone else would've done it :p
L3035[22:41:06] <unascribed> ¯\_(ツ)_/¯
L3036[22:41:09] <terribleperson> also if all the code i'm reading is anything to go by, 1.8 is still a mess. if 1.7 was worse... jeeze.
L3037[22:41:21] <terribleperson> not botania, i mean
L3038[22:41:23] <terribleperson> but minecraft
L3039[22:41:28] <terribleperson> minecraft is a giant mess.
L3040[22:41:45] <williewillus> it's deobfuscated decompiled code
L3041[22:41:50] <williewillus> can't really judge
L3042[22:41:50] <terribleperson> oh i know
L3043[22:42:04] <terribleperson> but decompiling still leaves some clues to the function of the original code
L3044[22:42:11] <williewillus> MattDahEpic: I don't see where you actually use your DecimalFormat
L3045[22:42:17] <williewillus> yeah, but it's in transition
L3046[22:42:29] <unascribed> but keep in mind
L3047[22:42:33] <unascribed> Mojang's obfuscator also optimizing
L3048[22:42:35] <unascribed> optimizes*
L3049[22:42:38] <unascribed> and that means a lot of inlining
L3050[22:42:43] <williewillus> it does?
L3051[22:42:45] <unascribed> and other such strangifying of everything
L3052[22:42:59] <williewillus> static java tools almost never do things like inlining
L3053[22:43:00] <unascribed> well, 98% of obfuscators also optimize
L3054[22:43:04] <unascribed> because while we're in the code, why not
L3055[22:43:05] <williewillus> you're supposed to leave it to the JIT
L3056[22:43:06] <williewillus> oh
L3057[22:43:06] <unascribed> see: Proguard
L3058[22:43:13] <williewillus> well, they use proguard so I guess it does
L3059[22:43:35] <terribleperson> also yeah I thought NOT leaving things to the JIT was frowned upon
L3060[22:43:39] <unascribed> it is
L3061[22:43:45] <unascribed> but the obfuscators generally do help
L3062[22:43:54] <unascribed> especially for newer VMs like ART and Dalvik
L3063[22:44:06] <unascribed> more the thing
L3064[22:44:15] <williewillus> why though
L3065[22:44:16] <unascribed> is writing crap like "<< 2" in your code is frowned upon
L3066[22:44:27] <unascribed> or "myBoolean ^ yourBoolean" as opposed to !=
L3067[22:44:31] <unascribed> because the JIT will do that
L3068[22:44:37] <unascribed> but doing it in the bytecode is okay
L3069[22:44:37] <williewillus> stripping unused classes and bytecode won't make your program that much slower
L3070[22:44:40] <williewillus> before JIT kicks in
L3071[22:44:43] <unascribed> nobody has to read the bytecode (usually)
L3072[22:44:43] <williewillus> *faster
L3073[22:45:01] <unascribed> (and yes, for booleans XOR is equivalent to !=)
L3074[22:45:21] <unascribed> (this is why I advocate calling the XOR gate a DIFFERS gate in redstone)
L3075[22:46:13] <williewillus> hm
L3076[22:46:23] <williewillus> I can't seem to render a semi-transparent ghost baked model
L3077[22:46:27] <williewillus> since glcoloring doesn't work on them
L3078[22:46:34] <unascribed> 11/10
L3079[22:46:51] <shadekiller666> but an XOR gate's primary use isn't to compare two booleans, its to be part of an adder or ALU
L3080[22:46:55] <MattDahEpic> williewillus, its a holdover from old, pre-translated versions. any idea whats causing the format error though?
L3081[22:47:20] <unascribed> shadekiller666, sure, but it helps the newbies know what it does if you call it a DIFFERS gate
L3082[22:47:26] <unascribed> and my main endeavour in redstone was running a server
L3083[22:47:32] <shadekiller666> lol
L3084[22:47:34] <unascribed> and we had people all the time like "TECH ME TEH REDSOTNEZZZZ"
L3085[22:47:36] <unascribed> and we did
L3086[22:47:40] <unascribed> and it actually went rather well
L3087[22:47:47] <terribleperson> redstone was fun
L3088[22:47:49] <shadekiller666> what server was that?
L3089[22:47:52] <williewillus> I don't like vanilla redstone just because of all the strange rules and how uncompact it is
L3090[22:47:55] <williewillus> I love logic tiles though
L3091[22:48:04] <williewillus> let you think at a high level conceptually without the cruft
L3092[22:48:06] <unascribed> old brand I've abandoned and wish not to associate with anymore
L3093[22:48:08] <terribleperson> learning complex circuits WITHOUT reading guides was the most fun I ever had
L3094[22:48:14] <terribleperson> in redstone, anyways.
L3095[22:48:23] <unascribed> yeah, we always did something we called the "hall light challenge"
L3096[22:48:27] <terribleperson> but I think most stuff I would have done with redstone in vanilla I would just use CC or OC for.
L3097[22:48:29] <unascribed> the answer was a differs gate
L3098[22:48:41] <shadekiller666> williewillus, see, figuring out how to compact an ALU into a 2x10x5 space is where the fun begins
L3099[22:48:49] <unascribed> so if you came on and demanded building permissions, not tutoring
L3100[22:48:52] <unascribed> we'd give you the challenge
L3101[22:49:02] <terribleperson> and if you passed you got em? :P
L3102[22:49:02] <williewillus> MattDahEpic: https://github.com/MattDahEpic/MDECore/blob/1.8.8/src/main/resources/assets/mdecore/lang/en_US.lang#L31
L3103[22:49:02] <unascribed> if you passed, you probably know your stuff because XORs are complicated
L3104[22:49:05] <shadekiller666> lol
L3105[22:49:09] <williewillus> if you use printf or string.format
L3106[22:49:12] <shadekiller666> uhhh
L3107[22:49:12] <williewillus> you need to escape the %
L3108[22:49:14] <unascribed> and you got perms
L3109[22:49:16] <unascribed> if not
L3110[22:49:19] <unascribed> we suggested tutoring
L3111[22:49:31] <unascribed> it was fun watching people struggle with it :D
L3112[22:49:36] <williewillus> or else it thinks you want "%)" as a format code
L3113[22:49:42] <shadekiller666> i was a member of the Redstone Development Foundation, which became the Open Redstone Engineers
L3114[22:49:57] <shadekiller666> regarded by many as being the bleeding edge of redstone innovation
L3115[22:50:02] <unascribed> honestly never heard of them other than the other time you mentioned this
L3116[22:50:03] <unascribed> so
L3117[22:50:27] <unascribed> probably just not with the times :P
L3118[22:50:35] <unascribed> I've always sort of just hung out in my own little corner of the internet
L3119[22:50:39] <shadekiller666> the test required to get into that server was to build at least a 4 bit ALU in an hour
L3120[22:50:43] <unascribed> lol
L3121[22:50:52] <unascribed> I ran a really casual redstone inventions server
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L3123[22:50:58] <unascribed> we had a few ALUs
L3124[22:51:07] <williewillus> MattDahEpic: see my msgs above ^
L3125[22:51:14] ⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L3126[22:51:14] <unascribed> but most stuff was 7seg displays, fun sand stuff, etc
L3127[22:51:25] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L3128[22:51:29] <unascribed> 90% of the complicated stuff was built by our lead admin Falkreon
L3129[22:51:32] <shadekiller666> all the designs that are standard with regards to logic gates, alus, calculators, cpus, were all invented on the RDF/ORE
L3130[22:51:36] <unascribed> who hops in here from time to time
L3131[22:52:06] <terribleperson> shadekiller: did this have a connection to the ORIGINAL great redstone thread, which was the original heart of people figuring out stuff with redstone?
L3132[22:52:33] <williewillus> im too late to the game for that ;p
L3133[22:52:38] <williewillus> joined at release
L3134[22:52:43] <VikeStep> what operation set did the ALU need to be able to do?
L3135[22:52:48] <williewillus> started playing modded in 1.2/4, started modding in 1.7
L3136[22:53:47] <terribleperson> the original redstone thread was so old it had people bitching about the 1.0.2_01 change
L3137[22:53:53] <terribleperson> because it killed certain compact circuits
L3138[22:54:22] <shadekiller666> terribleperson, uhhh, possibly, i don't remember what the RDF was before it was the RDF, but it had been around for a loooong time; around the release of 1.7 a bunch of the members of the RDF decided to make their own server, for various admin-related reasons, and started ORE
L3139[22:54:26] <terribleperson> I am not QUITE that old, minecraft-wise
L3140[22:54:45] <unascribed> I joined right when they made chickens not take fall damage :P
L3141[22:54:56] <terribleperson> I think I joined around.. 1.1?
L3142[22:55:06] <unascribed> I don't remember the exact version but I remember seeing a chicken fall off a cliff and die on day one
L3143[22:55:12] <unascribed> and the next day they floated gracefully down
L3144[22:55:22] <williewillus> fry: is there a way to render a semi-transparent "ghost" bakedmodel like this: https://imgur.com/urfFtd2? glcoloring doesn't work obviously for bakedmodels
L3145[22:55:23] <shadekiller666> vikestep, add, sub, xor, or, and, not, nor, nand, extra points for implies, mult, div, and bit shifting
L3146[22:55:30] <VikeStep> all that in an hour?
L3147[22:55:32] <VikeStep> damn
L3148[22:55:35] <terribleperson> heh
L3149[22:55:48] <shadekiller666> well, wasn't THAT strict
L3150[22:56:00] <fry> williewillus: TESR?
L3151[22:56:04] <VikeStep> I know on a surface level how to implement a few in logic gates
L3152[22:56:09] <williewillus> no, but I have GL control
L3153[22:56:12] <williewillus> (RenderWorld event)
L3154[22:56:21] <VikeStep> like how you can make any gate from xnor gates
L3155[22:56:40] <VikeStep> or was it NAND
L3156[22:56:51] <shadekiller666> the point was, show that you're competent enough to A: build the thing, B: explain how it works, and C: extra points for designs of your own
L3157[22:58:24] <terribleperson> it's sad but the last time I was on a public server was when multiplayer was still called SMP. My first server was when you couldn't die by drowning :P
L3158[22:58:28] <shadekiller666> an alu is typically 2 xnor gates -> an adder (xor | xor + and for carry logic) -> xnor
L3159[22:58:42] <terribleperson> actually you couldn't die at all, iirc..
L3160[22:58:58] <williewillus> they still call it SMP :p
L3161[22:59:02] <williewillus> even though its not survival
L3162[22:59:05] <VikeStep> I'm doing a course this semester where I will be learning about ALUs and stuff I believe
L3163[22:59:07] <terribleperson> sorry, SMP was all there was :P
L3164[22:59:12] <VikeStep> well, you also learn C and assembly at the same time
L3165[22:59:19] <shadekiller666> i miss being active on ORE... that was fun :/
L3166[22:59:21] <williewillus> VikeStep: architecture?
L3167[22:59:41] <VikeStep> it's Intro to CompSci at my uni haha
L3168[22:59:46] <terribleperson> my first server was Hexagon, a european server that I believe is still around (but its later incarnations became German only, I think)
L3169[22:59:48] <williewillus> ah, cool
L3170[22:59:50] <williewillus> what university?
L3171[22:59:55] <VikeStep> University of Queensland
L3172[22:59:58] <shadekiller666> one of hte other members and i built this massive sudoku board
L3173[23:00:10] <shadekiller666> had everything except for puzzle generation
L3174[23:00:20] <VikeStep> I've already done a year at uni though, where I covered other stuff like discrete maths and python
L3175[23:00:22] <terribleperson> I never had the patience for large redstone projects..
L3176[23:00:39] <VikeStep> but now I'm getting into the stuff I didn't know already :D
L3177[23:00:53] <shadekiller666> it was really cool because we did this right after comparators were added
L3178[23:01:30] <williewillus> yeah not much of a redstoner myself
L3179[23:01:41] <williewillus> I like making contraptions that exploit werid vanilla mechanics though
L3180[23:02:03] <shadekiller666> so we had to figure out how to get 4 bits worth of data 128+ block distances without adding crazy amounts of redstone delay
L3181[23:02:07] ⇨ Joins: flappy (~flappy@a88-113-155-120.elisa-laajakaista.fi)
L3182[23:02:09] <terribleperson> my biggest redstone project was making a non-sticky-piston door with a toggle button :P
L3183[23:02:19] <Darva> I'm always amused how rarely modded players know that you can make water flow uphill with stairs and signs.
L3184[23:02:19] <terribleperson> 1 wide 2 high, 2 pistons on each side :P
L3185[23:02:19] <williewillus> my favorite was using projecte philstone to transmute the obsidian platform in the end into lava, then using ic2 pumps to suck it up. Since the obsidian platform regenerates every time ANY entity enters the portal
L3186[23:02:20] <williewillus> man
L3187[23:02:21] <shadekiller666> (hint: analog with comparators :P)
L3188[23:02:24] <williewillus> so much lava
L3189[23:02:36] <williewillus> but then my teammates patched it out x-x
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L3191[23:03:33] <flappy> williewillus: wait, you can't untransmute obsidian?
L3192[23:03:56] <terribleperson> *but* i did design the t flip-flop without looking at outside references.
L3193[23:04:03] <flappy> that's a downgrade :V
L3194[23:04:04] <terribleperson> darva: vanilla minecraft has and had so many weird quirks
L3195[23:04:09] <terribleperson> which most people never know about
L3196[23:04:12] <terribleperson> even if they ONLY play vanilla
L3197[23:04:37] <Darva> Very true.
L3198[23:05:08] <terribleperson> also, if you're the sort of person who learns about those things
L3199[23:05:11] <williewillus> flappy: idk who removed it but apparently it was removed
L3200[23:05:15] <terribleperson> you generally end up being one of those people who goes and installs mods
L3201[23:05:20] <terribleperson> especially now that mods are so easy to install
L3202[23:05:21] <shadekiller666> the board itself was roughly 120 blocks wide and tall
L3203[23:05:36] <terribleperson> and you don't have to drop them into a jar file :P
L3204[23:05:54] <Darva> I didn't get into modded until 1.6.4, and i started playing in alpha... so i spent a decent amount of time with vanilla.
L3205[23:05:58] <terribleperson> or use *gasp* hmod.
L3206[23:06:05] <shadekiller666> the control room was somewhere between 1/4 and 1/2 a plot in front of that (a plot was 256x256)
L3207[23:06:14] <williewillus> fry: I have GL access from a renderworld event, could I just copy renderModelBrightnessColor and change it to accept alpha? or is there a better way :p
L3208[23:06:15] <terribleperson> ...does anyone even remember hmod?
L3209[23:06:19] <Darva> Yes.
L3210[23:06:22] <williewillus> I've only ever heard of it
L3211[23:06:24] <williewillus> :p
L3212[23:06:34] * fry is looking stuff up
L3213[23:06:38] <Darva> I actually set up a server running it.
L3214[23:06:46] <terribleperson> nice
L3215[23:06:50] <terribleperson> i'm told it was terrible
L3216[23:06:56] <terribleperson> I didn't mess with server admin at all until bukkit
L3217[23:06:59] <shadekiller666> do you guys know about the trick with glowstone/slabs to run redstone wire upwards?
L3218[23:07:03] <Darva> It wasn't too bad.
L3219[23:07:12] <williewillus> started playing in 1.0, managed a bukkit server from 1.1 to 1.2, then a modded 1.2 server, then I played ultimate alone, skipped 1.5/6 mostly, and came back to 1.7 with infinity and started modding
L3220[23:07:12] <terribleperson> but my first server was a very small server running hmod so we got to hear the complaints of the admin :P
L3221[23:07:16] <shadekiller666> that trick was discovered on ORE :P
L3222[23:07:38] <Darva> I loved the minecart mod i had on my hmod server... oh how i miss old style boosters.
L3223[23:07:49] <shadekiller666> oh ya
L3224[23:07:53] <terribleperson> yessss
L3225[23:07:55] <williewillus> there isn't a good "bring back the old behaviors" mod for 1.7/8
L3226[23:07:56] <shadekiller666> there was something about them
L3227[23:08:03] <Darva> They were just cool.
L3228[23:08:06] <williewillus> legacycraft is one, but that being "good" is subjective
L3229[23:08:10] <Darva> The felt minecrafty.
L3230[23:08:14] <williewillus> plus, the dragonAPI dep :p
L3231[23:08:17] <terribleperson> we had a massive minecart 'subway'
L3232[23:08:34] <shadekiller666> williewillus, problem is, a lot of code has been put in place to *fix* those bugs :P
L3233[23:08:39] <terribleperson> the original Hexagon server had enormous land area, even by modern standards
L3234[23:09:01] <williewillus> shadekiller666: which bugs would players likely want back?
L3235[23:09:17] <terribleperson> so there had to be a way to get between (very, very far apart) towns in the days when diamonds were rare-ish and the nether didn't work on servers
L3236[23:09:26] <shadekiller666> couldn't you get minecarts moving at like 10 chunks per second or some rediculously high speed with boosters?
L3237[23:09:31] <williewillus> reminds of that super hacky mod in 1.6
L3238[23:09:48] <williewillus> called OldDays, that required an EXTREMELY hacky jarmod to rip out the internal server
L3239[23:09:50] <terribleperson> i don't really MISS old minecraft
L3240[23:09:52] <terribleperson> I miss some mods
L3241[23:09:56] <flappy> williewillus: afaict, it's still a two-way lava-obsidian transmute
L3242[23:09:57] <williewillus> what mods?
L3243[23:10:09] <shadekiller666> williewillus, well, the booster minecart bug
L3244[23:10:09] <williewillus> flappy: i think the lava->obsidian didn't work in 1.7 so someone just axed it
L3245[23:10:13] <williewillus> I might sneak it back into 1.8
L3246[23:10:16] <terribleperson> I miss towny, the original 'property management' mod
L3247[23:10:20] <terribleperson> craftbook
L3248[23:10:25] <flappy> williewillus: https://github.com/sinkillerj/ProjectE/blob/master/src/main/java/moze_intel/projecte/utils/WorldTransmutations.java#L23
L3249[23:10:30] <terribleperson> mcmmo (think it's still around, kinda)
L3250[23:10:39] <terribleperson> craftbook is.. obsolete.
L3251[23:10:42] <terribleperson> but it sure was fun :P
L3252[23:10:53] <shadekiller666> williewillus, "didn't work"? how could one specific type of transmutation not work where every other one works?
L3253[23:10:57] <terribleperson> that was the ORIGINAL 'complex machines' mod, pretty much.
L3254[23:11:01] <shadekiller666> how much hardcoding was there?
L3255[23:11:04] <williewillus> flappy: notice there's no reverse recipe
L3256[23:11:22] <williewillus> shadekiller666: 1.7 had a VERY minor MOP bug
L3257[23:11:31] <shadekiller666> you'd think that the system would consist of turning arbitrary block A into arbitrary block B
L3258[23:11:32] <sinkillerj> I still say its a odd transmutation to begin with
L3259[23:11:38] <williewillus> ping
L3260[23:11:39] <williewillus> :p
L3261[23:11:44] <shadekiller666> and wouldn't give a shit about what those blocks were :P
L3262[23:11:46] <williewillus> I still want it back for dah exploits
L3263[23:11:46] <shadekiller666> MOP?
L3264[23:11:50] <williewillus> MovingObjectPosition
L3265[23:11:58] <flappy> williewillus: there's no reverses for any of the others
L3266[23:12:01] <terribleperson> williewillus ping?
L3267[23:12:09] <williewillus> flappy: that's because there aren't any
L3268[23:12:10] <sinkillerj> For the exploits is not a valid reason, outside of your own personal builds lol
L3269[23:12:19] <flappy> wait what
L3270[23:12:21] <shadekiller666> what was the bug?
L3271[23:12:34] <williewillus> shadekiller666: shifting at the edge of a block screws up raytrace in 1.7
L3272[23:12:44] <williewillus> stupid bug an dstupid reason to remove a transmute but ?shrug
L3273[23:13:03] <williewillus> flappy: all the "reverse recipes" are hardcoded there
L3274[23:13:06] <sinkillerj> Its less a bug issue for me and more a logic issue
L3275[23:13:09] <shadekiller666> well
L3276[23:13:09] <flappy> williewillus: i didn't notice the 5 topmost ones somehow
L3277[23:13:10] <williewillus> every register call is a forward recipe
L3278[23:13:20] <flappy> tiredness is making me blind
L3279[23:13:22] <shadekiller666> it raytraced slightly differently...
L3280[23:13:29] <flappy> i should really sleep at times
L3281[23:13:39] <williewillus> "logic issue" the whole mod is a logic issue in that regard lol
L3282[23:13:52] <sinkillerj> A fact which drives me nuts every day
L3283[23:13:58] <shadekiller666> ?
L3284[23:14:02] <flappy> williewillus: i assumed they were cyclical due to not looking at it fully
L3285[23:14:05] <fry> williewillus: how did you do it in 1,7 anyway?
L3286[23:14:05] <sinkillerj> One of these days I'm gonna go mad and make a overhauled fork
L3287[23:15:15] <williewillus> fry: literally glColor4f
L3288[23:15:17] <williewillus> https://github.com/Vazkii/Botania/blob/8b40d7420c980ed92fe634b97e3ed3a28d7a6255/src/main/java/vazkii/botania/client/core/handler/MultiblockRenderHandler.java#L155-L186
L3289[23:15:23] ⇦ Quits: psxlover (psxlover@ppp-2-84-86-66.home.otenet.gr) (Ping timeout: 194 seconds)
L3290[23:15:41] <unascribed> https://unascribed.com/i/470a0f17.png
L3291[23:15:43] <unascribed> maybe this will work
L3292[23:15:45] <unascribed> MAYBE
L3293[23:15:52] <fry> ah, so the original color wasn't used
L3294[23:15:56] <williewillus> unascribed: wtf
L3295[23:15:59] <terribleperson> should I do glstatemanager.scale(1,1,1) or something at the start of my rendering?
L3296[23:16:03] <fry> you can probably try glSecondaryColor
L3297[23:16:04] <sinkillerj> Hackey alert
L3298[23:16:28] <terribleperson> meh, enderrift doesn't so it must not be needed..
L3299[23:16:31] <williewillus> eh secondary color didn't work last time, but we'll see
L3300[23:17:02] <unascribed> no
L3301[23:17:02] <unascribed> scale(1,1,1) has absolutely no effect
L3302[23:17:10] <williewillus> also, secondary color doesn't take alpha
L3303[23:17:10] <williewillus> lol
L3304[23:17:16] <terribleperson> unascribed: it's relative?
L3305[23:17:21] <unascribed> yes
L3306[23:17:32] <shadekiller666> by definition...
L3307[23:17:53] <terribleperson> what affect does scaling have? It must have an affect since it's used, but you'd expect there to be some way to restore otherwise behaviour would be unpredictable..
L3308[23:18:05] <terribleperson> what does scale actually mean in the context of glstatemanager?
L3309[23:18:12] <tterrag> it scales the matrix
L3310[23:18:17] <williewillus> it scales the view
L3311[23:18:17] <tterrag> multiplicatively
L3312[23:18:17] <shadekiller666> same thing it means everywhere else
L3313[23:18:19] <williewillus> :p
L3314[23:18:36] <tterrag> the reason 1,1,1 does nothing is because that's multiplying the matrix by [1, 1, 1]
L3315[23:18:44] <tterrag> aka the identity matrix...aka does nothing
L3316[23:19:10] <terribleperson> yeah, okay, but how do I know that the view hasn't already been scaled elsewhere?
L3317[23:19:16] <tterrag> you don't
L3318[23:19:19] <shadekiller666> if the matrix has a box thats 32x32x32, and something calls scale(0.5, 0.5, 0.5), the box becomes 16x16x16
L3319[23:19:53] <terribleperson> so if I draw something, and then scale
L3320[23:19:57] <terribleperson> oh
L3321[23:19:57] <tterrag> terribleperson: the view has always been "scaled"
L3322[23:20:01] <shadekiller666> to get back to the 32x32x32 you'd call scale(2, 2, 2)
L3323[23:20:06] <terribleperson> it's applied to stuff that already exists?
L3324[23:20:10] <tterrag> no
L3325[23:20:35] <williewillus> the only "thing" it applies to is the entire view matrix
L3326[23:20:36] <tterrag> it's applied to the current matrix...when you do something like glVertex3f that adds a vertex and applies the current matrix to it
L3327[23:20:46] <shadekiller666> also, glPushMatrix and glPopMatrix as the first and last gl calls is generally a good thing to do
L3328[23:20:57] <tterrag> remember, OpenGL is a state machine. once you've added something you can't "change" it
L3329[23:21:48] <terribleperson> but then, how do I make sure that my current scale is 'normal'? oh. is that insured by pushing the matrix?
L3330[23:21:51] <terribleperson> ensured?
L3331[23:21:52] <terribleperson> *
L3332[23:22:12] <terribleperson> i want one to be one, not two or 0.5 :P
L3333[23:24:28] <williewillus> that's not how it works
L3334[23:24:32] <williewillus> it's all relative
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L3336[23:24:38] <fry> williewillus: try glBlendFunc(GL_SRC_ALPHA, GL_ONE)
L3337[23:25:34] <tterrag> terribleperson: no, you're effected by any matrix that was pushed onto the stack before you render
L3338[23:25:41] <tterrag> which is good - because you need to render relatively
L3339[23:25:44] <unascribed> (which is how *all* the rendering works)
L3340[23:25:44] <unascribed> yeah
L3341[23:26:02] <tterrag> if you were rendering on the identity matrix you'd be WAAYYY off
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L3343[23:26:16] <unascribed> ohhh, that's what glLoadIdentity means
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L3345[23:26:39] <shadekiller666> you'd be centered on the player's feet
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L3348[23:27:24] <tterrag> really? I figured you'd be centered on the camera
L3349[23:27:42] <shadekiller666> uhh
L3350[23:28:00] <shadekiller666> might be the camera
L3351[23:28:04] <unascribed> yeah, camera
L3352[23:28:28] <shadekiller666> hard to tell since, you know, its kinda difficult to move them separate
L3353[23:28:48] <unascribed> I wonder how broken the game would look if you blanked the method bodies of translate, scale, etc
L3354[23:29:54] <williewillus> fry: hm, it's transparent now, but everything is blindingly white, code for reference: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/core/handler/MultiblockRenderHandler.java#L178
L3355[23:31:42] <shadekiller666> unascribed, likely wouldn't see anything, as the camera would be inside of things
L3356[23:31:47] <unascribed> shh
L3357[23:32:25] <williewillus> actually this could work
L3358[23:32:32] <williewillus> need to toy around with the alpha and brighness a bit
L3359[23:32:56] <williewillus> actually eh
L3360[23:33:05] <williewillus> passing alpha 1 for an opaque render for the lexicon makes it disappear
L3361[23:33:13] <williewillus> or not
L3362[23:33:59] <shadekiller666> how does one "subdivide" a line into N number of equal parts
L3363[23:34:20] <shadekiller666> with the line being two Vector3f endpoints
L3364[23:34:20] <solidDoWant1> shade a string or a some mc object?
L3365[23:34:38] *** Darva is now known as darvaSleep
L3366[23:34:54] <williewillus> oh seems like the alpha value I pass in has no effect
L3367[23:34:55] <unascribed> where J is 1/subdivisions
L3368[23:35:01] <williewillus> *I color with
L3369[23:35:04] <unascribed> vectorA.lerp(vectorB, J)
L3370[23:35:12] <unascribed> there's probably not a lerp method
L3371[23:35:15] <unascribed> but it'd be super easy to write
L3372[23:35:28] <solidDoWant1> whats lerp stand for again??
L3373[23:35:32] <unascribed> linear interpolation
L3374[23:35:41] <solidDoWant1> there we go
L3375[23:35:49] <unascribed> so 0 is the first vector, 1 is the second, 0.5 is halfway between the two
L3376[23:35:51] <solidDoWant1> yall talking about opengl via lwjgl?
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L3378[23:38:08] <M4thG33k> williewillus, I can't find where you bake the mana pool models, could you point me in the right direction?
L3379[23:38:13] <williewillus> I don't
L3380[23:38:15] <williewillus> they're json
L3381[23:38:46] <M4thG33k> so Minecraft bakes them for you. okay
L3382[23:38:46] <williewillus> I use the straight json model for the item form, I just need a tesr in world for the coloring of the fab pool, and to render the mana level
L3383[23:38:55] <williewillus> and any overlays
L3384[23:39:20] <M4thG33k> I'm still trying to figure out why these models of mine just want to stay white...
L3385[23:39:46] <shadekiller666> M4thG33k, what kind of models
L3386[23:39:56] <shadekiller666> and are you assigning them a texture?
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L3388[23:40:13] <williewillus> he's trying to dynamically recolor bakedmodels using renderModelBrightnessColor, but they're always gray
L3389[23:40:20] <M4thG33k> I have OBJ models that I'm trying to dynamically apply a solid color to
L3390[23:40:58] <shadekiller666> ok
L3391[23:41:18] <shadekiller666> so you want them to be white, thats the base texture for vertex coloring
L3392[23:41:19] <williewillus> as a side note: my json pool model needed to specify "tintindex"
L3393[23:41:24] <williewillus> for the dynamic recoloring to work
L3394[23:41:34] <williewillus> idk how that works in OBJ
L3395[23:41:39] <shadekiller666> uhh
L3396[23:41:40] <M4thG33k> that may be something I can do...
L3397[23:41:46] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L3398[23:41:56] <williewillus> idk how to declare that in an OBJ model
L3399[23:42:04] <williewillus> or even at all
L3400[23:42:07] <shadekiller666> well i think tintIndex is needed (?) obj models don't touch tintIndex directly
L3401[23:42:33] <shadekiller666> tintIndex is a variable for all IBakedModels isn't it?
L3402[23:43:00] <williewillus> yea, it's in BakedQuad
L3403[23:45:07] *** mrkirby153 is now known as kirby|gone
L3404[23:45:46] <shadekiller666> M4thG33k, you may or may not have to rebake the OBJBakedModel with the color changes applied via OBJState
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L3406[23:47:32] <M4thG33k> I'm not sure I follow. That could just be because I'm tired though -_
L3407[23:47:34] <M4thG33k> -_-
L3408[23:48:27] <shadekiller666> obj models have built-in color remapping
L3409[23:49:30] <M4thG33k> ok
L3410[23:49:38] <shadekiller666> done by passing an OBJState into OBJBakedModel's constructor (or passing one back from getExtendedState()), you essentially give OBJState a material name and a color vector
L3411[23:50:00] <shadekiller666> for the white texture, the name is OBJModel.Material.WHITE_NAME
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L3413[23:54:39] <M4thG33k> Ok, I'm still not understanding OBJState - are there default ones I'm supposed to pass in or create my own?
L3414[23:54:50] <M4thG33k> wait...you already said that...
L3415[23:55:40] <M4thG33k> I'm too tired for this tonight. Thanks for the help!
L3416[23:56:07] <shadekiller666> lol
L3417[23:56:07] <shadekiller666> no there are no default ones
L3418[23:56:26] ⇦ Quits: M4thG33k (~M4thG33k@173-29-128-244.client.mchsi.com) (Quit: I've derivatives to take...adios!)
L3419[23:56:42] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L3420[23:57:46] <terribleperson> coding while sleepy
L3421[23:57:48] <terribleperson> don't work.
L3422[23:58:51] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
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