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L1[00:00:59] <williewillus> hm
L2[00:01:11] <RANKSHANK> ?
L3[00:01:24] <williewillus> I want to save bandwidth in my packet because sometimes some fields can be ommitted and calculated clientside (random value)
L4[00:01:31] <williewillus> how would I do that without making a new packjet class?
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L7[00:02:31] <RANKSHANK> start with a flavor byte... adds a single byte to max payload but switching it allows you to operate on the packet contents dynamically
L8[00:02:40] <killjoy1> use a varint
L9[00:03:04] <killjoy1> could also use a form of ids
L10[00:06:23] <williewillus> i wish java had default arguments >.<
L11[00:09:58] <Zaggy1024> wow, a complex model (although made only with a json) causes the game to freeze for like a quarter of a second when the chunk re-renders
L12[00:10:09] <Zaggy1024> with only maybe 5-6 of the models in the chunk
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L14[00:12:25] <tterrag> williewillus: overloads \o/ :(
L15[00:12:41] <williewillus> Zaggy1024: yeah I've noticed
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L17[00:12:58] <williewillus> was in a mineshaft with a resource pack that gave wood planks and fences extra bumpy models
L18[00:13:09] <williewillus> and mining stutters when re rendering
L19[00:13:18] <Zaggy1024> it even stutters in vanilla
L20[00:13:24] <Zaggy1024> especially with fire -_-
L21[00:13:32] <williewillus> heh also, that resource pack
L22[00:13:43] <williewillus> gave all nether bricks bumpy models
L23[00:13:50] <Zaggy1024> oh heck
L24[00:13:57] <Zaggy1024> as if the nether wasn't laggy enough :P
L25[00:14:02] <williewillus> in the nether at 60fps+, see a nether fortress, immediately drop to 20
L26[00:14:06] <williewillus> over lava no less :p
L27[00:14:11] <Zaggy1024> haha
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L29[00:16:01] <Zaggy1024> need threaded chunk updates :\
L30[00:16:13] <Zaggy1024> I'm assuming that's what causes the stutter
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L32[00:16:29] <shadekiller666> williewillus, does it give the lava actual bubble models?
L33[00:16:39] <shadekiller666> or make the lava bumpy
L34[00:16:48] <Zaggy1024> can't change lava model
L35[00:16:48] <williewillus> Zaggy1024: isnt that precisely already what's threaded?
L36[00:16:50] <williewillus> i'm not sure actually
L37[00:17:01] <williewillus> vanilla liquids are hardcoded models so no
L38[00:17:09] <Zaggy1024> I don't see why it would stutter every time the chunk is baked if it's threaded
L39[00:17:11] <shadekiller666> oh right
L40[00:17:53] <Zaggy1024> would be cool if the top of liquids could be a warped block model :D
L41[00:18:41] <shadekiller666> so today i did some hardcoding to tinker with the block breaking animation
L42[00:19:08] <Zaggy1024> oh, did you come up with anything good?
L43[00:20:38] <shadekiller666> made a 3x3x3 block model, then spent most of the day making a TestModel that has 3 faces for every EnumFacing
L44[00:21:02] <shadekiller666> with each face rendering the breaking texture as if it were a standard block
L45[00:21:08] <Zaggy1024> automatically created faces?
L46[00:21:13] <shadekiller666> well
L47[00:21:14] <Zaggy1024> or did you create them manually?
L48[00:21:19] <shadekiller666> that was the hardcoded part
L49[00:22:10] <shadekiller666> but auto-generating may not be too far off, though the TestModel i wrote only rendered as a cube, regardless of the actual block model
L50[00:22:55] <shadekiller666> thats where what vanilla does is better atm, their ignoring of the uv data meant that the breaking texture gets projected onto the surface of the model
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L53[00:27:33] <shadekiller666> to get the game to actually use my fancy hard coded cube, i put a new method into IBakedModel called getBreakingModel(), which by default returns the standard breaking model, but having it as a method in IBakedModel allows IBakedModels to return their own
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L76[01:51:49] <Wuppy> morning
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L79[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160123 mappings to Forge Maven.
L80[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160123-1.8.9.zip (mappings = "snapshot_20160123" in build.gradle).
L81[02:00:17] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L83[02:17:33] <Zaggy1024> shade, having the breaking model in the model code (IModel or IBakedModel) isn't helpful for us people that only use resources to define our models though :\
L84[02:18:16] <Zaggy1024> would be kind of all right if the model was split up as necessary, but that may make rendering a bit inefficient
L85[02:18:44] <Zaggy1024> would have to cache it, I guess
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L87[02:20:35] <DarkEvilMac> Hey would anyone happen to know off the top of their head where region .mca files are written to disk? I've been looking around in the code but all I've been able to find is the conversion to .mca from .mcr
L88[02:22:00] <unascribed> AnvilSaveHandler iirc
L89[02:22:24] <unascribed> hm, doesn't look like it
L90[02:22:33] <DarkEvilMac> Ya not much going on in there :P
L91[02:22:51] <unascribed> AnvilChunkLoader
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L99[02:47:57] <AndersBillLind> How do I register a command?
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L101[02:49:36] <AndersBillLind> Ir add an event listener for commands
L102[02:49:53] <DarkEvilMac> http://jabelarminecraft.blogspot.com/p/minecraft-forge-172.html
L103[02:49:58] <DarkEvilMac> AndersBillLind, google is your friend
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L106[02:50:34] <AndersBillLind> DarkEvilMac: thx :)
L107[02:51:44] <Corosus> lol
L108[02:51:47] <Corosus> [03:49:40] [Client thread/WARN] [FML]: MOD HAS DIRECT REFERENCE System.exit() THIS IS NOT ALLOWED REROUTING TO FML! ---- [03:49:40] [Client thread/WARN] [FML]: Offendor: com/sun/jna/Native.main([Ljava/lang/String;)V
L109[02:51:57] * Corosus pats fml on head
L110[02:55:55] <DarkEvilMac> That should be fixed one of these days
L111[02:56:18] <DarkEvilMac> could probably just do a hack and check the class and package and if it's that one ignore it.
L112[02:56:44] <Corosus> yeah i think they have a whitelist somewhere, for all i know its fixed now
L113[02:56:51] <Corosus> im quite a few versions behind, still in 1.8.8
L114[02:56:57] <DarkEvilMac> I'm on a pretty recent build.
L115[02:57:04] <DarkEvilMac> Still happens last time I checked lol
L116[02:57:08] <Corosus> ah lol
L117[02:57:22] <Corosus> i assume its cause im force exiting it via debug mode as i am working on fixing code still
L118[02:57:49] <DarkEvilMac> Here it is, http://i.imgur.com/Ei59NiB.png
L119[02:57:55] <Corosus> D:
L120[02:57:59] <DarkEvilMac> 1.8.9-11.15.0.1695 lol
L121[02:58:03] <DarkEvilMac> not that far behind
L122[02:58:03] <Corosus> derp
L123[02:58:10] <DarkEvilMac> maybe a week.
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L125[02:59:25] <killjoy1> DarkEvilMac, I think a simple (or at least better) way to handle that is to exclude classpath jars.
L126[02:59:33] <killjoy1> i.e. only warn if it's an actual mod.
L127[03:00:54] <Corosus> fml automatically injects non mods in the mods folder into the classpath
L128[03:02:18] <killjoy1> Doesn't mean it can't take the source into account
L129[03:03:06] <Corosus> yeah assuming it only has to once, shouldnt be too taxing
L130[03:03:42] <killjoy1> I know you can do it with the class instance.
L131[03:05:05] <killjoy1> yeah, using the protectionDomain
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L138[03:20:51] <Corosus> hrm
L139[03:21:12] <Corosus> thats 3 times now ive had to re-turn down the damn audio and turn off music, i hope its only related to crashes
L140[03:22:23] <PaleoCrafter> Corosus, you have to close the game properly once for it to get saved
L141[03:22:32] <Corosus> i have already D:
L142[03:23:22] <PaleoCrafter> with the quit game button? :P
L143[03:23:26] <Corosus> yep
L144[03:23:30] <PaleoCrafter> weird
L145[03:26:05] <AndersBillLind> I run event.registerServerCommand in my server load event handler, and it seems like execution halts there
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L147[03:26:28] <AndersBillLind> So the world generation phase when I enter the world takes forever
L148[03:27:14] <Corosus> oh i see whats going on, for some reason now the game runs depending on what project i happen to have selected at the time
L149[03:27:18] <Corosus> instead of always the one i setup first
L150[03:27:47] <Corosus> this is gonna get weird to get used to considering i import many projects to a main workspace
L151[03:27:52] <Corosus> maybe theres a way to lock it.....
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L153[03:33:22] <AndersBillLind> Seems like my command class is not found by the sorta class loader
L154[03:34:27] <Corosus> could always pause the thread and see whats making it take so long
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L156[03:36:33] <AndersBillLind> It fails finding my FooCommand class
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L160[03:40:53] <AndersBillLind> Ok, execution stops on the line event.registerServerCommand so I have to F8 it and then the game starts
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L162[03:40:59] <AndersBillLind> With my command working
L163[03:41:34] <AndersBillLind> Seems like my ctor was marked with having a breakpoint, but there is not ctor any longer
L164[03:41:42] <AndersBillLind> So eclipse thought it was a breakpoint
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L166[03:43:54] <AndersBillLind> removed that breakpoint from the list of breakpoints in the breakpoints window and tada
L167[03:43:57] <AndersBillLind> :)
L168[03:44:28] <unascribed> hm
L169[03:44:41] <unascribed> abstracting the tessellator I have to decide if I want to use the 1.7-style API or the 1.8-style API
L170[03:44:51] <unascribed> the 1.8-style API is better, but it'd be hard to backport
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L174[03:50:33] <unascribed> actually, would it?
L175[03:50:43] <unascribed> probably not actually
L176[03:50:48] <unascribed> since endVertex
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L183[04:02:09] <asie> unascribed: if you abstract down to quads then APIs won't be an issue... lighting might tho
L184[04:02:26] <unascribed> oh, that's why I got a stickychan notification
L185[04:02:32] <unascribed> It's a gui lib
L186[04:02:33] <unascribed> nothing else
L187[04:02:35] <unascribed> no lighting
L188[04:02:43] <unascribed> hence why I don't think it's 18723% insane to do this
L189[04:03:44] <asie> it's not, so just do it
L190[04:03:51] <unascribed> mainly referring to my kick
L191[04:03:55] <asie> you learn a lot more by doing than by writing out loud
L192[04:04:02] <asie> as for your kick, that's normal in this channel, get used to it
L193[04:04:08] <unascribed> I know both of these things :P
L194[04:04:12] <asie> good
L195[04:04:16] <unascribed> hence why I'm sticked
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L197[04:10:46] <terribleperson> asie: I dunno, talking in a relevant IRC is how I learn a lot of thigns.
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L210[04:57:33] <terribleperson> how can I orient my render so that I can use a global rotation? The best I've got so far is that I could grab playerViewX and playerViewY, grab the player's rotation, and use that to figure out where 0,0, is so I can render with the proper orientation regarding my entity.i could also try reimplementing renderyawoffset from EntityLivingBase
L211[04:58:43] <terribleperson> because my entity does NOT possess those things
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L223[05:32:48] <Wuppy> time for a 90 minute C++ exam online soon :<
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L225[05:38:39] <sham1> God damn it VisualC++ for forcing me to implement my own Optional as I cannot find it from the standard libs
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L227[05:40:45] <terribleperson> wuppy: i start getting mentally fatigued when a test drags on that long :(
L228[05:41:03] <terribleperson> that's miserable.
L229[05:41:07] <fry> sham1: http://www.boost.org/doc/libs/1_60_0/libs/optional/doc/html/index.html
L230[05:41:13] <sham1> No thanks
L231[05:41:36] <sham1> it should have been here as this is c++11
L232[05:41:59] <Wuppy> terribleperson, if I do it properly I'll get great chances from it so it's worth it
L233[05:42:27] *** fry is now known as fry|sleep
L234[05:42:51] <terribleperson> but uh..glstatemanager.rotate is it relative? because if so, how do you orient stuff relative to the world, so you can render models with the proper orientation? I'd assume it's relative, but translate doesn't seem to be...
L235[05:42:57] <terribleperson> also, what the heck sort of rotation format is that?
L236[05:43:00] <terribleperson> please tell me it's not quaternions.
L237[05:43:12] <PaleoCrafter> it's euler angles :P
L238[05:43:13] <unascribed> everything is relative
L239[05:43:15] <unascribed> and yeah
L240[05:43:19] <unascribed> first arg is angle (in degrees)
L241[05:43:26] <unascribed> the other three are multipliers for X, Y, and Z
L242[05:43:36] <unascribed> it's weird because it's old as hell
L243[05:43:37] <PaleoCrafter> they are technically the axis
L244[05:43:39] <terribleperson> oh thank god it's euler angles? in DEGREES?
L245[05:43:42] <unascribed> yes.
L246[05:43:46] <terribleperson> also that is WEIRD
L247[05:43:51] <unascribed> it's weird because it's old as hell
L248[05:44:00] <unascribed> GL11 is ancient
L249[05:44:01] <terribleperson> okay, so how do I orient stuff relative to the world?
L250[05:44:08] <sham1> you push and pop matrices
L251[05:44:19] <PaleoCrafter> I don't get the question, terribleperson :P
L252[05:44:27] <PaleoCrafter> also, what's the context
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L254[05:44:33] <terribleperson> ...wait, when I push the matrix does the world-relative rotation and translation start at 0
L255[05:44:39] <terribleperson> because suddenly everything makes sense
L256[05:44:40] <terribleperson> if so
L257[05:44:54] <PaleoCrafter> no
L258[05:45:11] <terribleperson> but okay
L259[05:45:12] <PaleoCrafter> pushing a matrix just stores the current state which will be restored by the pop
L260[05:45:17] <terribleperson> okay, that's what I thought
L261[05:45:30] <PaleoCrafter> such that your transformations don't affect anybody else
L262[05:45:35] <terribleperson> so I want to draw my quadrilaterals so that they match up with the actual rotation of my entity
L263[05:45:51] <terribleperson> but how can I do that if I don't know what the rotation of the viewpoint is relative to the entity?
L264[05:45:58] <terribleperson> or the world?
L265[05:46:16] *** MrKickkiller is now known as MrKick|Away
L266[05:46:37] <PaleoCrafter> so you're inside a subclass of Render? :P
L267[05:46:38] *** MrKick|Away is now known as MrKickkiller
L268[05:46:56] <terribleperson> my own 'RenderDimensionalPortal extends render'
L269[05:46:57] <terribleperson> so yes
L270[05:47:16] <terribleperson> same for translations. if translation is relative, how can I draw my model ON my entity
L271[05:47:20] <terribleperson> and not.. somewhere indeterminate.
L272[05:47:35] <unascribed> because the location of the matrix when your render method is called is deterministic
L273[05:47:40] <unascribed> so you translate relative to that point
L274[05:47:43] *** manmaed|AFK is now known as manmaed
L275[05:48:31] <terribleperson> deterministic in what way? and what does that have to do with the x, y, and z doRender gets passed?
L276[05:48:34] <PaleoCrafter> doRender gets x, y and z coordinates passed, translate by those and everything will be relative to your entitie's position
L277[05:48:44] <terribleperson> okay, that's good to know
L278[05:49:05] <terribleperson> so those are the difference between the viewpoint and your entity's location
L279[05:49:55] <PaleoCrafter> usually, yes, but the point is that you don't care about them :P
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L282[05:51:03] <terribleperson> so now how about rotation? renderLivingBase has a renderYawOffset but I have no idea what's going on there and am not even sure it's what I'd need, so I'd have to reimplement that from scratch.
L283[05:52:12] <terribleperson> so my own entity may be rotated at varying angles. how do I make sure my quadrilaterals match it?
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L289[05:59:28] <knoxz> Hi, anybody know why my forge workspace does not start Minecraft? I added Thaumcraft and Baubles to the buildpath and always get this error: [12:49:30] [Client thread/ERROR] [FML]: Caught exception from Baubles
L290[05:59:28] <knoxz> java.lang.NoSuchMethodError: baubles.common.items.ItemRing.func_77625_d(I)Lnet/minecraft/item/Item;
L291[05:59:45] <knoxz> I also tried just putting them into the eclipse mods folder
L292[06:00:26] *** manmaed|AFK is now known as manmaed
L293[06:03:05] <unascribed> well then
L294[06:03:11] <unascribed> I now have a mod compiled for 1.8.9 that's running on 1.7.10
L295[06:03:13] <unascribed> this is cool
L296[06:03:23] <unascribed> inb4 kicked again
L297[06:03:51] <unascribed> knoxz, you're using the obfuscated build of baubles in a dev env
L298[06:03:54] <unascribed> you need a deobfuscated build
L299[06:04:19] <sham1> why u do this
L300[06:04:49] <knoxz> ok
L301[06:05:15] <unascribed> sham1, because I'm writing a GUI lib
L302[06:05:29] <unascribed> and it was surprisingly little effort to abstract GL and tessellator in a way that works across versions
L303[06:05:31] <knoxz> but I used the obfuscated version of thaumcraft for testing aswell. I am not adding baubles code
L304[06:05:46] <unascribed> knoxz, that works fine until something tries to call an obfuscated method
L305[06:06:34] <knoxz> ill try the other version thx
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L307[06:09:47] <knoxz> I cant get an thaumcraft deopfuscated version aswell can I?
L308[06:10:10] <knoxz> because now thaumcraft is giving me the same error :D
L309[06:10:32] <knoxz> with 1.8.9 this was working just fine :(
L310[06:10:36] <knoxz> stupid 1.7
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L313[06:10:55] <unascribed> yeah, obf/deobf is a much more important distinction on 1.7
L314[06:11:00] <unascribed> you could try running BON2 on it
L315[06:11:07] <unascribed> https://github.com/Parker8283/BON2
L316[06:11:39] *** manmaed|AFK is now known as manmaed
L317[06:11:46] <knoxz> I could also just setup a quick normal forge enviroment and just build every time I need to test it. :(
L318[06:12:07] <knoxz> no idea what BON2 is >_<
L319[06:12:29] <unascribed> deobfuscates mods
L320[06:12:47] <knoxz> isnt there like a legal issue?
L321[06:12:56] <knoxz> if they dont give you source code anywhere
L322[06:13:18] <unascribed> no, it just turns srg names like func_187472_a into getBlock
L323[06:13:55] <unascribed> it's not a decompiler
L324[06:14:01] <unascribed> it just reverses Forge's reobf step
L325[06:14:08] <knoxz> hmm
L326[06:14:58] <knoxz> if I need deeper faster testing I consider it. for now I just backported my research helper mod and if I wasnt too stupid with the drawing part there shouldnt be any errors
L327[06:15:01] <fuj1n> Hey, K-4U, when you have time, mind PRing RecMod?
L328[06:16:04] <K-4U> fuj1n: Sure, hang on.
L329[06:16:25] <K-4U> I did found a bug btw, which only happens when you load a single player world for the second time
L330[06:17:34] <fuj1n> Please inform me, I'll correct it ASAP
L331[06:18:20] <K-4U> Let me launch intellij
L332[06:21:37] <K-4U> i haven't looked into it a lot though. seeing as the mod was mostly intended to be used on a server
L333[06:22:02] <fuj1n> Still, I'd prefer it functional in any environment :p
L334[06:22:35] <K-4U> there's an NPE in PacketUpdatePlayerStatus.java:46
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L336[06:23:03] <K-4U> the argument player is null
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L338[06:24:32] <K-4U> it happens just before the world loads, so that may have something to do with it
L339[06:24:49] <fuj1n> I'll look into it, thanks
L340[06:25:08] <K-4U> Although, you can probably get rid of the PacketPipeline alltogether
L341[06:25:38] <K-4U> https://github.com/K-4U/k4lib/blob/master/src/k4unl/minecraft/k4lib/network/NetworkHandler.java
L342[06:26:12] <K-4U> and https://github.com/K-4U/k4lib/tree/master/src/k4unl/minecraft/k4lib/network/messages
L343[06:26:30] <K-4U> iirc, the packetPipeline had some memory leaks in it
L344[06:26:45] <unascribed> fair warning
L345[06:26:51] <unascribed> you're pulling in classes from BluePower
L346[06:26:53] <unascribed> which is under the GPL
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L348[06:27:04] <unascribed> and your lib is under the MMPL, a horrifyingly bad crayon license, which is incompatible with the GPL
L349[06:27:34] <unascribed> so it is technically illegal for you to bundle BluePower code unless you relicense under a compatible license
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L351[06:27:42] <fuj1n> I think SlimeKnights fixed the leaks back a while back, PacketPipeline was the most common way to do it back at some point
L352[06:28:12] <K-4U> unascribed: thanks for the warning. :)
L353[06:28:19] <unascribed> welcome
L354[06:28:36] <unascribed> there's a lot of other issues with the MMPL as well
L355[06:28:40] <unascribed> such as being entirely useless
L356[06:28:50] <K-4U> Although i doubt that any of the bluepower devs will have at me, seeing as i'm one of them :P
L357[06:28:56] <unascribed> so you should relicense under a GPL-compatible OSI license like MIT, GPL, etc
L358[06:29:08] <unascribed> sure, but it's still an issue :P
L359[06:29:29] <K-4U> Honestly though, i have had so many trouble with licenses, i don't even know what the best one would be :P
L360[06:29:37] <unascribed> I usually recommend going with the MIT
L361[06:29:43] <unascribed> it's short, simple, and permissive
L362[06:29:59] <unascribed> http://tldrlegal.com/ is useful
L363[06:30:18] <K-4U> I'll have a look. Thanks :)
L364[06:31:26] <K-4U> fuj1n: let me know when and if you want me to remove my CF project
L365[06:32:37] <fuj1n> Its fine for now, you may remove it as soon as I get the public builds working
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L368[06:34:46] <amadornes> hm... not sure why I forgot about this channel when the bouncer got reset >.<
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L375[06:48:07] <fuj1n> Git sometimes just plain confuses me
L376[06:48:24] <K-4U> what do you need to know?
L377[06:49:11] <fuj1n> Just merged two branches, according to history, they are in sync, but in actuality, they aren't
L378[06:49:26] <fuj1n> My problem was that there was a conflict so I had to manually merge them
L379[06:49:47] <K-4U> which client did you use to merge?
L380[06:50:00] <fuj1n> Used just plain git bash
L381[06:50:27] <K-4U> what does the status command say?
L382[06:50:30] <unascribed> did you 'git add' the merged files?
L383[06:50:35] <unascribed> and then commit the merge?
L384[06:50:58] <fuj1n> That was done automatically apparently
L385[06:52:22] <fuj1n> Even GitHub is confused now https://gyazo.com/a5e6f3addd22ababb3a0fd8eb697bee1
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L388[06:55:56] <masa> which rbanch did you merge into the other?
L389[06:56:27] <fuj1n> Just fixed it by reverting the state of master to the state of 1.8, which is just plain weird, but it worked
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L392[06:57:43] <fuj1n> Now github is yelling at me that I basically demolished a commit
L393[06:57:47] <fuj1n> But that's fine
L394[06:59:28] <terribleperson> but
L395[06:59:38] <terribleperson> ...i thought rotation was relative?
L396[07:00:12] <terribleperson> why is RenderArrow calling GlStateManager.rotate(p_180551_1_.prevRotationYaw + (p_180551_1_.rotationYaw - p_180551_1_.prevRotationYaw) * p_180551_9_ - 90.0F, 0.0F, 1.0F, 0.0F);
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L398[07:01:35] <AndersBillLind> Is there a potion offect of fall immunity?
L399[07:01:48] <terribleperson> never mind the fact that it's taking x + (y - x) * p_180551_9_, which is... partialTicks?
L400[07:01:51] <terribleperson> what?
L401[07:02:12] <fuj1n> AndersBillLind: your best bet is jump boost, but that also gives you extra jump height
L402[07:02:13] <masa> what?
L403[07:02:16] <terribleperson> why is it multiplying the value of rotationYaw by partialTicks
L404[07:02:25] <unascribed> because it animates the rotation
L405[07:02:27] <unascribed> so it wants to interpolate it
L406[07:02:31] <masa> ^
L407[07:02:40] <unascribed> that's the purpose of partialTicks
L408[07:02:46] <masa> otherwise all the motion would be very stuttery
L409[07:02:47] <unascribed> interpolating changes in yaw, position, etc
L410[07:02:49] <AndersBillLind> fuj1n: Maybe I cannot achieve that without overloading an event handler then...
L411[07:03:01] <unascribed> yeah, because the game would run at 60FPS and the world simulates at 20TPS
L412[07:03:22] <terribleperson> i wondered if it had something to do with animation the first time I saw it, but... how is the arrow rendering being aligned to the arrow entity, then?
L413[07:03:53] <terribleperson> i don't understand
L414[07:04:12] <unascribed> I don't understand what you're asking
L415[07:04:27] <terribleperson> if the rotation of the viewpoint prior to doRender is indeterminate, how is it that the viewpoint is aligned with the arrow?
L416[07:04:34] <unascribed> it's *determinate*
L417[07:04:41] <terribleperson> in what way?
L418[07:04:52] <unascribed> it's effectively the same between frames
L419[07:05:07] <unascribed> so if you translate something by 45 degrees X
L420[07:05:15] <unascribed> it will look right from any angle
L421[07:05:24] <fuj1n> AndersBillLind: your best bet is net.minecraftforge.event.entity.living.LivingHurtEvent, that gives you the damage source and the entity objects to play with
L422[07:05:28] <unascribed> s/translate/rotate
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L424[07:05:49] <fuj1n> And you can cancel it to negate the damage
L425[07:06:15] <AndersBillLind> ok
L426[07:06:22] <AndersBillLind> thx
L427[07:06:26] <terribleperson> i... really don't understand at all. Couldn't the current rotation of the viewpoint be... basically anything?
L428[07:06:41] <terribleperson> wait. but if everything pushes the matrix, and EVERYTHING pops the matrix
L429[07:06:47] <terribleperson> it's never going to change
L430[07:06:49] <unascribed> stop thinking about this relative to the viewpoint
L431[07:06:54] <unascribed> think of this relative to the entities position
L432[07:07:04] <unascribed> it's less true, but it's easier to understand
L433[07:07:08] <terribleperson> but... everything I do is relative to the viewpoint. I *want* it to be relative to the entity
L434[07:07:11] <terribleperson> I'm trying to figure out how to get there.
L435[07:07:18] <unascribed> so you translate with the xyz values passed to doRender
L436[07:07:26] <unascribed> and then you are at your entity
L437[07:07:34] <terribleperson> yeah, that I got after it was explained earlier
L438[07:07:44] <unascribed> the rotation is essentially 0,0,0 by default
L439[07:07:58] <terribleperson> because everything pushes the matrix, and everything pops it?
L440[07:08:05] <unascribed> the matrix is a stack
L441[07:08:08] <unascribed> if you push the matrix
L442[07:08:11] <unascribed> and then push it again
L443[07:08:14] <unascribed> you have two saved matrices
L444[07:08:21] <unascribed> and you can then pop to walk up the stack once
L445[07:08:28] <unascribed> and pop again to walk up to the top
L446[07:08:35] <masa> hmm so HashSet isn't ordered... what would be an ordered data structure for integers?
L447[07:08:42] <unascribed> BitSet? :P
L448[07:08:44] <terribleperson> but wow okay if the rotation is 0,0,0 with respect to the world then
L449[07:08:46] <terribleperson> thank you
L450[07:08:48] <masa> hmm
L451[07:08:50] <terribleperson> i can actually do that
L452[07:08:56] <PaleoCrafter> List if you don't need uniqueness, masa :P
L453[07:09:19] <PaleoCrafter> but the only set which retains insertion order is LinkedHashSet iirc
L454[07:09:26] <PaleoCrafter> (in the standard library, that is)
L455[07:10:31] <terribleperson> unascribed: is there a recommended value for the angle in .rotate that maintains maximum sanity? :P
L456[07:10:48] <unascribed> generally the last three values
L457[07:10:53] <unascribed> should be one 1, and two zeroes
L458[07:11:01] <unascribed> and the angle can be anything from 0-360
L459[07:11:05] <unascribed> well
L460[07:11:08] <unascribed> 359.9999999999999999999999999999999999
L461[07:11:10] <unascribed> 360 wraps to 0
L462[07:11:33] <unascribed> behaviors start to get weird if you use stuff like "0.2, 0.1, 0.8" for the last three "axis" values
L463[07:11:38] <unascribed> but otherwise it's just degrees
L464[07:11:41] <terribleperson> but it's a single angle and 3 multipliers, right? one for each axis. so if I want to turn it around... oh. Rotate it around each axis individually?
L465[07:11:46] <terribleperson> oh it IS a fucking quaternion
L466[07:11:57] <unascribed> no
L467[07:12:03] <unascribed> quaternions are much more complicated
L468[07:12:07] <unascribed> this is just euler angles
L469[07:12:19] <masa> PaleoCrafter: okay, well if I use a list then I need to re-create it every time I insert stuff, since the order I add the values can be anything
L470[07:12:20] <unascribed> if you have an axis of 0, 1, 0
L471[07:12:22] <unascribed> and rotate by 45
L472[07:12:33] <AndersBillLind> When I build a door, do I need to set the block state for two blocks?
L473[07:12:38] <terribleperson> you rotate around y by 45 degrees?
L474[07:12:41] <unascribed> it is now diagonally rotated around an imaginary pole aligned with the Y axis
L475[07:12:48] <unascribed> that's how I usually think ofi t
L476[07:12:49] <unascribed> of it*
L477[07:12:58] <terribleperson> well, yeah, that's how sane people think of rotations :P
L478[07:13:20] <terribleperson> but okay so I want to rotate each axis individually. For sanity.
L479[07:13:28] <unascribed> you seem to have a (somewhat irrational) fear of quaternions
L480[07:13:30] <unascribed> so let me just say
L481[07:13:34] <unascribed> minecraft does not have quaternions.
L482[07:13:38] <terribleperson> thank you
L483[07:13:45] <terribleperson> because I tried for... four or five years to understand them
L484[07:13:53] <unascribed> one does not simply understand quaternions
L485[07:13:54] <terribleperson> and it was just hitting my head against a brick wall over and over again
L486[07:14:00] <unascribed> generally you just convert euler angles to them
L487[07:14:01] <unascribed> it's just easier
L488[07:14:15] <unascribed> the gimbal lock is usually not noticable
L489[07:14:16] <terribleperson> the most recent explanation I saw today was that basically you CAN'T intuitively understand them. they're a tool.
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L491[07:14:20] <unascribed> yeah
L492[07:14:28] ⇨ Joins: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L493[07:14:30] <unascribed> four dimensions is not something you can comprehend with any efficiency
L494[07:14:45] <unascribed> quaternions are excellent for math though.
L495[07:15:23] <unascribed> anyway
L496[07:15:30] <unascribed> yes, you want to do axes individually
L497[07:15:33] <unascribed> if you don't it gets really iffy
L498[07:15:44] <unascribed> it's well defined, but harder to understand
L499[07:16:11] <unascribed> something else to keep in mind is that translate *also* gets rotated
L500[07:16:24] <terribleperson> it's relative, so that makes sense.
L501[07:16:27] <unascribed> so let's say you translate x by 1
L502[07:16:37] <unascribed> and let's assume you're at 0,0,0 for simplicity
L503[07:16:43] <unascribed> without rotation, you're now at 1,0,0
L504[07:16:52] ⇨ Joins: danielm59 (~IceChat9@89-168-132-160.dynamic.dsl.as9105.com)
L505[07:16:54] <unascribed> with a rotation of 45°y, you're now at 0.5,0,0.5
L506[07:16:57] <terribleperson> but if I translated ahead of time I should be fine, yeah?
L507[07:17:05] <fuj1n> The public build is done, might consider actually going to CF myself
L508[07:17:06] <unascribed> yes, and that's one of the things that usually bites people
L509[07:17:11] <unascribed> you need to translate to your origin point first
L510[07:17:13] <unascribed> do your rotate
L511[07:17:18] <unascribed> and then translate to your render location
L512[07:17:28] <terribleperson> meh. While I'm having a lot of trouble with openGL, my time in second life left me with a pretty good understanding of 3d space, at least.
L513[07:17:46] <unascribed> heh
L514[07:17:55] <unascribed> meanwhile I learned scientific numbers, decimal, and 3D from Roblox
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L516[07:18:14] <terribleperson> but quaternions were the rotation type in SL. the variable TYPE, rotation, was literally a quaternion
L517[07:18:16] <unascribed> (which is by the way a horrible game, do not play it)
L518[07:18:27] <terribleperson> you asked somethign for its rotation, you got a quat. applied a rotation, you got a quat.
L519[07:18:37] <unascribed> no math helper methods?
L520[07:18:42] <terribleperson> eventually there were
L521[07:18:48] <terribleperson> but.. most of them were limited in capability?
L522[07:19:04] <terribleperson> if you wanted sane behaviour in some situations there was no choice but to work directly in quaternions?
L523[07:19:20] <terribleperson> i did a lot of work to avoid ever having to touch them.
L524[07:19:34] <unascribed> heh
L525[07:19:50] <terribleperson> Second Life is a terrible game built on a terrible engine run by a terrible company.. with oh so much potential.
L526[07:19:59] <terribleperson> so much potential that the end result is painful.
L527[07:20:55] <unascribed> yeah, i tried playing it once
L528[07:20:59] <unascribed> it just didn't really make sense
L529[07:21:10] <terribleperson> it's not really a game
L530[07:21:12] <terribleperson> no sense to make of it
L531[07:21:15] <terribleperson> it's a sandbox with a toolset
L532[07:21:25] <AndersBillLind> I try to place akacia doors in my mod, but they all show up as dropped items
L533[07:21:44] <terribleperson> much like minecraft in creative mode, really.
L534[07:21:57] <unascribed> AndersBillLind, acacia doors are two blocks
L535[07:22:02] <unascribed> you need to place both or they'll break
L536[07:22:11] <terribleperson> doors are weird.
L537[07:22:16] <unascribed> extremely.
L538[07:22:17] <AndersBillLind> Do I need to place them using one function call?
L539[07:22:20] <unascribed> no
L540[07:22:22] <unascribed> two setBlock calls
L541[07:22:31] <AndersBillLind> I tried that
L542[07:22:33] <unascribed> you'll want to go read how the metadata on them works on the minecraft wiki
L543[07:22:42] <unascribed> because setting the right metadata is mandatory
L544[07:23:12] <PaleoCrafter> AndersBillLind, ItemDoor.placeDoor
L545[07:23:15] <PaleoCrafter> you're welcome :P
L546[07:23:39] <AndersBillLind> Oh, is it that easy?
L547[07:24:00] <PaleoCrafter> yes
L548[07:24:32] <terribleperson> the difference between giving someone what they asked for and what they actually want. now i get why someone asked for what I was trying to DO the other day :P
L549[07:25:10] <terribleperson> i don't even know who it was :(
L550[07:25:31] <terribleperson> and now my irc client is set on 10,000 scrollback lines.
L551[07:25:33] <unascribed> well, I didn't know about ItemDoor::placeDoor
L552[07:25:33] <unascribed> :P
L553[07:25:40] <terribleperson> I hope this client handles that sort of thing well
L554[07:25:49] <terribleperson> I'm sure BitchX would be fine but I honestly can't get it working on windows :(
L555[07:25:50] <unascribed> what client?
L556[07:25:54] <terribleperson> hexchat
L557[07:26:01] <ghz|afk> woah went to sleep with unascribed and terribleperson talking
L558[07:26:06] <ghz|afk> wake up with unascribed and terribleperson walking
L559[07:26:07] <unascribed> heh
L560[07:26:10] *** ghz|afk is now known as gigaherz
L561[07:26:13] <unascribed> wait, walking?
L562[07:26:15] <gigaherz> talking**
L563[07:26:19] <terribleperson> ey
L564[07:26:25] <gigaherz> muscle memory still not awake
L565[07:26:27] <terribleperson> oh crap it's been a whole night's sleep
L566[07:26:29] <terribleperson> and I'm still awake
L567[07:26:33] <terribleperson> *sigh*
L568[07:26:35] <unascribed> rip
L569[07:26:50] <unascribed> sorry for indirectly encouraging you to stay awake :P
L570[07:26:56] <unascribed> I'm on a backwards schedule
L571[07:27:02] <gigaherz> me too
L572[07:27:09] <gigaherz> when I went to sleep, it was 5am here
L573[07:27:17] <unascribed> 0830 here right now
L574[07:27:19] <terribleperson> also, how can I grab an entity's actual rotation?
L575[07:27:24] <unascribed> I got up at 1400 yesterday :P
L576[07:27:29] <terribleperson> I can get pitch and yaw, is there no roll?
L577[07:27:33] <unascribed> terribleperson, nope
L578[07:27:33] <gigaherz> 14:27 right now
L579[07:27:35] * gigaherz yawns
L580[07:27:36] <terribleperson> I can live if there's no roll but I'd prefer that there was.
L581[07:27:43] <unascribed> if you want roll
L582[07:27:45] <unascribed> you'll have to
L583[07:27:50] <unascribed> roll your own
L584[07:27:52] <gigaherz> there's no such thing as roll in minecraft
L585[07:28:01] <unascribed> until 1.8
L586[07:28:03] <unascribed> with the Elytra
L587[07:28:03] <terribleperson> yeah no fuck that I suspect that would be VERY complicate
L588[07:28:06] <gigaherz> 1.9*
L589[07:28:11] <unascribed> I thought I typed 1.9
L590[07:28:14] <terribleperson> 1.9 can't come fast enough
L591[07:28:14] <unascribed> >.>
L592[07:28:21] <unascribed> 1.9 can't come slow enough
L593[07:28:30] <terribleperson> except that modders are still dealing with 1.8 shock.
L594[07:28:30] <unascribed> :P
L595[07:28:43] <terribleperson> and some of them need more time :P
L596[07:28:48] <unascribed> yeah, I think part of it is a lot of modders just decided "oh we'll wait for 1.9 and skip 1.8"
L597[07:28:56] <unascribed> and then a year passed
L598[07:29:00] <gigaherz> terribleperson: well you'll need "prevRotationRoll", "rotationRoll", you'll need to update the values on the entity's update method
L599[07:29:03] <gigaherz> and then on the entity renderer
L600[07:29:10] <gigaherz> you'll need to apply the roll rotation
L601[07:29:24] <gigaherz> or in other words: roll your own roll.
L602[07:29:27] <terribleperson> it'd be a meeeesss
L603[07:29:38] <gigaherz> I'm not denying that ;P
L604[07:29:44] <AndersBillLind> ItemDoor.placeDoor did its job
L605[07:30:01] <terribleperson> i've already rolled my own teleportation function (that i'm not even sure works because I haven't tested it et), not looking to 'roll my own' more stuff
L606[07:30:09] <unascribed> roll all the things
L607[07:30:35] <terribleperson> if it DOES work, though, it's probably going to work better than the default one :P and with less weird crap like making a fake portal
L608[07:30:37] <terribleperson> because that is dumb.
L609[07:31:16] <unascribed> yeah, Teleporter is both poorly deobfuscated and a really annoying class to work with
L610[07:31:32] <terribleperson> but i'm doing a very ill-advised thing and writing everything at once before running anything.
L611[07:31:38] <unascribed> should probably be NetherPortal something
L612[07:31:50] <unascribed> theorycode!
L613[07:31:56] <unascribed> I did that just yesterday
L614[07:31:57] <terribleperson> theory code indeed.
L615[07:31:59] <unascribed> it went excellently
L616[07:32:00] <unascribed> I was amazed
L617[07:32:03] <terribleperson> heh
L618[07:32:26] <unascribed> I did it again just a few hours ago with abstracting version differences
L619[07:32:30] <unascribed> again, went excellently
L620[07:32:38] <unascribed> I have a mod compiled with 1.8.9 that runs on anything from 1.7.10 to 1.8.9
L621[07:32:47] <terribleperson> that's when you start going 'okay surely something is wrong somewhere'
L622[07:32:51] <unascribed> granted, it's a simple GUI library mod
L623[07:33:01] <unascribed> and 90% of the differences between those versions are blocks and items
L624[07:33:25] <terribleperson> also your talking about that made me wonder, why hasn't Mojang abstracted all their rendering stuff and made it so minecraft can render for MULTIPLE versions of openGL?
L625[07:33:34] <terribleperson> have a 'your computer is a potato' compatibility mode.
L626[07:33:36] <unascribed> because it's not worth their effort?
L627[07:33:43] <unascribed> GL11 runs fine for the most part
L628[07:33:45] <gigaherz> you don't realize how complex that is
L629[07:33:45] <gigaherz> XD
L630[07:33:48] <unascribed> yeah.
L631[07:33:50] <terribleperson> no i really don't :P
L632[07:33:53] <unascribed> they kind of did it with the VBOs in 1.8
L633[07:34:02] <unascribed> but that took a *long* time and there were many, *many* teething problems
L634[07:34:11] <gigaherz> it would be almost like writing multiple client jars
L635[07:34:20] <terribleperson> buuut the fact that many (maybe even most?) large games DO that sort of thing
L636[07:34:20] <gigaherz> xcept they have to pretend it's all one thing
L637[07:34:21] <unascribed> yeah, you'd have entire rendering subsystems
L638[07:34:30] <unascribed> terribleperson, because they have infinite manpower to throw at the problem
L639[07:34:36] <gigaherz> change one thing in the rendering process?
L640[07:34:38] <terribleperson> pretending that minecraft doesn't have infinite manpower or money is
L641[07:34:42] <unascribed> you have a DX11 team, a DX10 team, a GL4 team, a GL3 team, and a console team
L642[07:34:47] <gigaherz> well sucks to be you, it means you have to change 5 different things in 5 different codebases
L643[07:34:49] <unascribed> they all write their own subsystems
L644[07:35:00] <unascribed> minecraft has limited manpower and infinite money at this point
L645[07:35:02] <unascribed> but a big thing
L646[07:35:06] <unascribed> is it wasn't like this originally
L647[07:35:11] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc2d086.dynamic.kabel-deutschland.de)
L648[07:35:12] <unascribed> so the entire game is designed around one rendering subsystem
L649[07:35:17] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Read error: Connection reset by peer)
L650[07:35:30] <unascribed> it would take a major rework and effectively a rewrite of the entire rendering engine to have switchable backends
L651[07:35:34] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L652[07:35:38] <gigaherz> terribleperson: just because you have lots of money doesn't mean you magically have lots of good developers working for you ;P
L653[07:35:41] <unascribed> VBOs were pretty close to a rewrite already.
L654[07:35:50] <terribleperson> at the point where you're the #3 best selling game of all time your money BUYS infinite manpower. Now, yes, I know that manpower isn't linear
L655[07:35:50] <unascribed> gigaherz++
L656[07:35:53] <gigaherz> also Noth took most of that money when he left ;P
L657[07:35:57] <terribleperson> true :P
L658[07:36:05] <unascribed> see: The Mythical Man Month
L659[07:36:09] <terribleperson> seen.
L660[07:36:20] <terribleperson> but refactoring (if you have proper management)
L661[07:36:31] <unascribed> there *was* a Rewrite The Client project
L662[07:36:32] <terribleperson> is one of the areas 'more money! more men!' works surprisingly well
L663[07:36:37] <unascribed> lead by Grum
L664[07:36:39] <unascribed> but they dropped it
L665[07:36:57] <terribleperson> :(
L666[07:36:59] <unascribed> yeah, as I said, you can feasibly have separate teams for writing rendering subsystems
L667[07:37:05] <unascribed> because they're entirely different
L668[07:37:18] <unascribed> DX9 code is different from GL3 code is different from DX11 code is different from...
L669[07:37:31] <terribleperson> i mean, minecraft is behind only Wii Sports and Tetris, and Wii Sports doesn't really count at all, being a pack in
L670[07:37:39] <terribleperson> i guess there's just no interest at upper level
L671[07:37:41] <terribleperson> s?*
L672[07:37:45] <PaleoCrafter> they *are* rewriting stuff xD
L673[07:37:57] <terribleperson> although ain't no one catching up to tetris
L674[07:38:04] <terribleperson> not in... oh, 20 or 30 years at least
L675[07:39:15] <terribleperson> also, if I ever get all my stuff working, i shall be engaging in another ill-advised thing that will require me to learn more about openGL
L676[07:39:22] <unascribed> good
L677[07:39:24] <unascribed> learn all the things
L678[07:39:28] <unascribed> and then go learn GL3
L679[07:39:30] <unascribed> because GL1 is useless
L680[07:39:39] <gigaherz> yeah learning how opengl works may allow you to learn why some of the mc code is so messy
L681[07:39:40] <gigaherz> ;P
L682[07:39:46] <unascribed> learn all the things, then forget all the things, then learn GL3
L683[07:40:03] <gigaherz> yeah you should look at opengl < 3 in terms of historical design
L684[07:40:06] <gigaherz> not good design
L685[07:40:12] <unascribed> even >3 is bad design.
L686[07:40:14] ⇨ Joins: Jezza (~Jezza@185.44.151.107)
L687[07:40:17] <unascribed> OpenGL in general has horrifying design
L688[07:40:32] <terribleperson> bad design is rampant in anything even remotely gaming-related, in my limited experience
L689[07:40:33] <gigaherz> the pre-3.0 choices have been antiquated for like 20 years
L690[07:40:35] <sham1> Well now Kronos group can redesign everything
L691[07:40:48] <sham1> Thanks to Vulkan
L692[07:40:54] <unascribed> except we know adoption for Vulkan will be low
L693[07:40:54] <gigaherz> sadly, 3.0 still kept backwards compatibility
L694[07:40:56] <unascribed> only big engines will use it
L695[07:41:07] <unascribed> if you think writing shaders is bad
L696[07:41:16] <sham1> it's not but whatever
L697[07:41:23] <terribleperson> look if you get Vulkan in Unreal and Unity
L698[07:41:25] <terribleperson> that's all you need
L699[07:41:30] <terribleperson> that's like... so many games.
L700[07:41:38] <gigaherz> the Vulkan-Metal-DX12 trinity is designed for low-level use
L701[07:41:38] <unascribed> isn't Epic a member of the board for Vulkan?
L702[07:41:50] <gigaherz> the average person won't be coding for them directly
L703[07:41:50] <sham1> Indeed it is
L704[07:41:58] <unascribed> gigaherz++
L705[07:41:59] <sham1> But that does not mean you can't use the api
L706[07:42:08] ⇦ Quits: danielm59 (~IceChat9@89-168-132-160.dynamic.dsl.as9105.com) (Quit: BYE)
L707[07:42:50] <gigaherz> of course
L708[07:43:09] <gigaherz> but they never delivered on what they promised back in the days 3.0 was being designed
L709[07:43:14] <gigaherz> which was a clean break from the old API
L710[07:43:19] <unascribed> GL5.0 hype?
L711[07:43:23] <unascribed> :P
L712[07:43:58] <terribleperson> man, I htink i have some cards somewhere that say OpenGL 2.1 on them..
L713[07:44:04] <gigaherz> when you use modern opengl with AZDO techniques
L714[07:44:20] <gigaherz> it's almost like using one of the new APIs
L715[07:44:25] <gigaherz> xceptyou have to achieve the same using workarounds
L716[07:44:47] <gigaherz> instead of binding textures, you use bindless texture arrays
L717[07:45:01] <terribleperson> what's the order of the axes in rotate?
L718[07:45:04] <gigaherz> instead of drawing buffers, you use MultiDrawArraysIndirect, which takes something akin to command chains
L719[07:45:07] <terribleperson> x,y,z? y,x,z?
L720[07:45:13] <gigaherz> usually, y,x,z
L721[07:45:13] <unascribed> x, y, z
L722[07:45:16] <unascribed> ?
L723[07:45:18] <sham1> https://www.opengl.org/sdk/docs/man2/xhtml/glRotate.xml
L724[07:45:21] <gigaherz> y=yaw, x=pitch, z=roll
L725[07:45:24] <gigaherz> you apply them inthat order
L726[07:45:44] <unascribed> it's xyz.
L727[07:45:46] <gigaherz> but I think mc has thme in x,y,z
L728[07:45:52] <unascribed> s/mc/gl
L729[07:45:54] <unascribed> gigaherz--
L730[07:46:02] <gigaherz> wait
L731[07:46:04] <gigaherz> glRotate
L732[07:46:07] <gigaherz> nevermind
L733[07:46:15] <sham1> so we have 2 unused values
L734[07:46:20] <gigaherz> I misunderstood the question ;P
L735[07:46:22] <sham1> gigaherz++ and gigaherz--
L736[07:46:27] <sham1> Why you no assign them
L737[07:46:30] <terribleperson> gigaherz: my bad
L738[07:46:34] <unascribed> it was assigned when gigaherz joined
L739[07:46:36] <unascribed> and initialized to 0
L740[07:46:46] <sham1> but it is immutable
L741[07:46:55] <terribleperson> GlStateManager.rotate(entity.rotationYaw,0,1,0);
L742[07:46:55] <terribleperson> GlStateManager.rotate(entity.rotationPitch,1,0,0); all good?
L743[07:47:05] <gigaherz> sham1: actually, I'm very much mutable
L744[07:47:07] <terribleperson> oh sorry forgot to cut the line breaks.
L745[07:47:15] <unascribed> ¯\_(ツ)_/¯
L746[07:47:17] <unascribed> as long as it's not like
L747[07:47:18] <unascribed> 50000 lines long
L748[07:47:19] <gigaherz> in fact, my body is getting tiny random mutations all the time
L749[07:47:19] <sham1> Are you now
L750[07:47:26] <gigaherz> which the body can usually defend from
L751[07:47:54] <gigaherz> yo udon't need to clone me
L752[07:47:54] <terribleperson> here, have some mutagen. speed up the process :P
L753[07:48:00] <gigaherz> if you want a version of me with one less arm
L754[07:48:05] <gigaherz> yo ucan just chop it off
L755[07:48:08] <gigaherz> so yes, I'm mutable
L756[07:48:09] <gigaherz> ;p
L757[07:48:25] <sham1> Or you may appear mutable
L758[07:48:36] <sham1> And the only thing that changes is the context
L759[07:48:44] <sham1> Every time you change the world changes'
L760[07:48:45] <terribleperson> and now we're getting into philosophy.
L761[07:48:46] <unascribed> i.e. you don't change, the world changes
L762[07:48:49] <sham1> You get a new world
L763[07:48:58] <unascribed> this is why quantum bogosort is the best sorting algorithm
L764[07:49:03] <unascribed> O(1) sorting for literally anything
L765[07:49:14] <sham1> Intelligent design sorting
L766[07:49:22] <gigaherz> i'm not a monad, kthx
L767[07:49:30] <sham1> But the world can be a monad
L768[07:49:32] <AEnterprise> >.< i have a guy emailing me that keeps asking me to make OP mods for the MC console edition
L769[07:49:37] <sham1> and you are a part of it
L770[07:49:57] <gigaherz> the world is most definitely not a functional system
L771[07:49:58] <gigaherz> XD
L772[07:50:04] <terribleperson> why are people asking for mods for the MC console edition? can you even HAVE mods for it? no?
L773[07:50:09] <sham1> And how would that be proven
L774[07:50:13] <sham1> if it isnt
L775[07:50:22] <terribleperson> ...why would you play MC on a console? vanilla gets so old, so fast..
L776[07:50:24] <gigaherz> terribleperson: sortof
L777[07:50:32] <AEnterprise> making mods for the console isn't possible atm without massive hacks
L778[07:50:44] <terribleperson> and hacks required hacked xboxes?
L779[07:50:46] <gigaherz> in order to ahve mods for console edition
L780[07:50:49] <AEnterprise> and i realy mean massive
L781[07:50:50] <gigaherz> you' have to hack the console
L782[07:50:52] <terribleperson> and since I don't think the xbone one is hacked
L783[07:50:55] <sham1> xbones or playstations
L784[07:50:56] <terribleperson> the 360 is, though.
L785[07:50:57] <gigaherz> and inject unlicensed code into the console
L786[07:50:58] <unascribed> >xbone one
L787[07:51:04] <AEnterprise> yep
L788[07:51:08] <terribleperson> same for ps3/ps4
L789[07:51:15] <terribleperson> well, the ps4 is probably close though.
L790[07:51:22] <unascribed> three of you have purple names right now
L791[07:51:22] <gigaherz> there was an exploit for ps4
L792[07:51:29] <gigaherz> someone managed to run linux on it
L793[07:51:30] <AEnterprise> hack the console and that do ASM injections and other black magic
L794[07:51:32] <terribleperson> yeah, saw that
L795[07:51:38] <unascribed> https://unascribed.com/i/f22fd184.png
L796[07:51:39] <terribleperson> once you've got access like that it's only a matter of time
L797[07:51:40] <unascribed> the purple is real
L798[07:51:45] <gigaherz> nah
L799[07:51:50] <gigaherz> they patched the bug in the next version
L800[07:51:51] <sham1> Why cant the console vendors set up something like Steam Workshop up where they caan select mods for games and sell them
L801[07:51:57] <AEnterprise> it would be even worse then the old MC mods where you had to edit the jar file
L802[07:52:03] <terribleperson> heh
L803[07:52:03] <sham1> Eww
L804[07:52:07] <sham1> I remember that
L805[07:52:15] <terribleperson> sham1: effort that doesn't result in increased sales at this point
L806[07:52:19] <unascribed> I remember manually patching the items.png
L807[07:52:20] <unascribed> ;_;
L808[07:52:21] <gigaherz> sham1: well rule #1, you can't let the user run code
L809[07:52:28] <gigaherz> so mods would have to be very high level things
L810[07:52:36] <AEnterprise> would be much worse as that isn't possible here, would be pure ASM to hook into vanilla
L811[07:52:44] <gigaherz> scripte,d maybe, but not compiled
L812[07:52:53] <sham1> i386 ASM hook into vanilla :C
L813[07:53:01] <sham1> The idea scares me
L814[07:53:01] <unascribed> inb4 a "How We Turned JSON Into A Full Programming Language" situation... again
L815[07:53:08] <terribleperson> that's
L816[07:53:08] <terribleperson> nope.
L817[07:53:10] <gigaherz> so if they ever did mods for console/mcpe
L818[07:53:10] <terribleperson> nope.
L819[07:53:16] <gigaherz> they would be using javascript/lua
L820[07:53:21] <sham1> >JS'
L821[07:53:31] ⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L822[07:53:57] <terribleperson> there's a reason a lot of people hate XML: it's because it ended up being abused in the ways that JSON is starting to be abused..
L823[07:54:05] <gigaherz> extending json to be a programming language
L824[07:54:09] <gigaherz> means you reinvent javascript?
L825[07:54:10] <gigaherz> XD
L826[07:54:12] <unascribed> which is why we should all use GDDL
L827[07:54:23] <unascribed> so that it starts getting abused in the same ways
L828[07:54:33] <sham1> Yeah, if you want to program with JSON,you might as well have all JavaScript be usable
L829[07:54:36] <gigaherz> GDDLscript!
L830[07:54:55] <sham1> And stop calling it JSON at that point
L831[07:55:02] <unascribed> sham1, I'm referring to this insane company, who since the app store didn't allow interpreters, they didn't write an "interpreter"... they just made JSON turing complete
L832[07:55:07] <gigaherz> if { condition=..., false={}, true={} }
L833[07:55:09] <unascribed> (this actually happened)
L834[07:55:17] <unascribed> they've since taken down the blog post
L835[07:55:20] <terribleperson> xmpp is the result of abuse of xml
L836[07:55:20] <unascribed> because they got a huge backlash
L837[07:55:30] <sham1> "Turing-complete JSON"
L838[07:55:32] <sham1> Wat
L839[07:55:32] ⇦ Quits: manmaed (~Ender@5ec222da.skybroadband.com) (Ping timeout: 195 seconds)
L840[07:55:33] <sham1> Why
L841[07:55:35] <terribleperson> that's pretty clever, honestly?
L842[07:55:35] <gigaherz> GDDL was meant to be turing complete at some point
L843[07:55:54] <unascribed> https://d262ilb51hltx0.cloudfront.net/max/1200/1*MKOG-aKAAbMq4lACKA6qvg.png
L844[07:55:59] <gigaherz> I started designing a "templating engine"
L845[07:56:08] <gigaherz> that would have given GDDL all the power of Lambda calculus
L846[07:56:17] <sham1> unascribed, thanks, now I am puking blood
L847[07:56:21] <unascribed> :P
L848[07:56:41] <gigaherz> ewh ;P
L849[07:57:09] <gigaherz> FOX Orders The Exorcist TV Series Pilot
L850[07:58:27] ⇨ Joins: xverion (~xverion@dhcp-089-098-111-168.chello.nl)
L851[07:58:38] <terribleperson> further proof that if you give someone a tool they will abuse it?
L852[07:58:51] <sham1> indeed
L853[07:59:00] ⇨ Joins: manmaed|AFK (~Ender@5ec222da.skybroadband.com)
L854[07:59:21] <terribleperson> the only sane option is to accept that reality and design your tools to be abused :P
L855[07:59:45] *** manmaed|AFK is now known as manmaed
L856[08:00:24] ⇨ Joins: Twilycane (webchat@250-53-132-5.ftth.glasoperator.nl)
L857[08:00:31] <gigaherz> better than wrestling: https://www.youtube.com/watch?v=K_9u-KF3BqI
L858[08:01:21] <terribleperson> a bounding box is just two vectors, right?
L859[08:01:29] <terribleperson> fantastic.
L860[08:01:56] <sham1> well bouding boxes are the space between 2 locations in space
L861[08:02:10] <sham1> at least in MC
L862[08:02:29] <sham1> where it is actually a box
L863[08:02:37] *** zz_SnowShock35 is now known as SnowShock35
L864[08:02:52] <unascribed> in MC it's essentially two vectors
L865[08:02:55] <unascribed> which is the point
L866[08:03:05] <unascribed> x1,y1,z1,x2,y2,z2
L867[08:03:10] <sham1> position vecs
L868[08:03:13] <sham1> Yeh
L869[08:03:15] <unascribed> aka minX,minY,minZ,maxX,maxY,maxZ
L870[08:04:20] <Wuppy> someone please suggest me a simple (so no strategy) fast paced fun game :)
L871[08:04:41] <terribleperson> so from the bounding box of my RECTANGULAR entity I should be able to derive my normals
L872[08:04:59] <terribleperson> perfect.
L873[08:05:01] <sham1> Indeed
L874[08:05:14] <terribleperson> wuppy: what TYPE of game?
L875[08:05:26] <Wuppy> terribleperson, a fun one :P
L876[08:05:27] <unascribed> Spelunky is sort of like that if you don't rob the shopkeepers
L877[08:05:33] <unascribed> and you don't go for a hell run
L878[08:05:40] <PaleoCrafter> could you stop using caps, terribleperson? I always think you're referring to some constant q.q
L879[08:05:41] <Wuppy> I didn't enjoy Spelunky to be honest
L880[08:05:54] <Wuppy> xD Paleo
L881[08:05:55] <terribleperson> Paleo: I'll try to tone it down
L882[08:06:05] <unascribed> TerriblePerson.RECTANGULAR_ENTITY
L883[08:06:17] <terribleperson> I dunno about simple, but my favorite 'fast paced fun game' is Revengeance
L884[08:06:19] <gigaherz> Wuppy: what do yo uconsider fun?
L885[08:06:27] <gigaherz> Timberman is fast-paced, and can be considered fun
L886[08:06:28] <gigaherz> XD
L887[08:06:44] <terribleperson> i.. don't really play many fast paced games, now that I think about it.
L888[08:06:48] <terribleperson> except when I play shooters.
L889[08:07:00] <sham1> Play CS :P
L890[08:07:02] <unascribed> maybe this matches your criteria: http://www.lexaloffle.com/bbs/?tid=2145&autoplay=1#pp
L891[08:07:05] <Wuppy> I like all kinds of games, that's the problem
L892[08:07:07] <unascribed> fast paced 2d platformer
L893[08:07:13] <unascribed> simple but difficult
L894[08:07:24] <unascribed> z is jump, x is dash, hold arrows to move and direct your dash
L895[08:07:28] <terribleperson> Titanfall, AW, Black Ops 3... mainstream shooters are heading towards twitch shooters
L896[08:07:35] <Wuppy> I have about 400 games on steam, wnant to pick one :P
L897[08:07:47] <terribleperson> wuppy: take a look at revengeance?
L898[08:07:56] <Wuppy> metal gear?
L899[08:08:02] <terribleperson> not made by kojipro
L900[08:08:05] <terribleperson> made by Platinum
L901[08:08:08] <terribleperson> but yes
L902[08:08:32] <terribleperson> it only has one stealth section in the whole game :P
L903[08:08:35] <Wuppy> I've been wanting to try that out for a while now, but that wont run on my laptop I think :(
L904[08:08:39] <terribleperson> aw :(
L905[08:08:52] <terribleperson> it really is fantastic but I will admit the PC version is not perfect.
L906[08:09:04] <terribleperson> blade mode is hard with a mouse.
L907[08:09:16] <Wuppy> yep, gotta wait till I get back to my desktop to play that
L908[08:09:30] <terribleperson> it's workable with a steam controller though
L909[08:09:30] <gigaherz> or play Super Hexagon
L910[08:09:35] <terribleperson> yeessss super hexagon
L911[08:09:36] <gigaherz> doesn't get more fast-paced than that
L912[08:09:37] <gigaherz> XD
L913[08:09:39] <terribleperson> so cheap, so fast
L914[08:09:41] <terribleperson> i am very bad at it
L915[08:09:50] <gigaherz> I managed to reach hyper-hexagonest
L916[08:09:54] <unascribed> I beat Hyper Hexagonest >.>
L917[08:09:55] <gigaherz> but I can't complete it
L918[08:09:58] <Wuppy> I honestly don't understand why people like super hexagon :V
L919[08:10:06] <Wuppy> or timberman
L920[08:10:13] <unascribed> because good music and extremely simple and fast paced gameplay?
L921[08:10:17] <gigaherz> they are a game of self-improvement
L922[08:10:22] <terribleperson> what type can I stick a vector in?
L923[08:10:22] <gigaherz> games*
L924[08:10:32] <unascribed> terribleperson, Vec3
L925[08:10:33] <gigaherz> Vec3?
L926[08:10:35] <Wuppy> gigaherz, I prefer games with some kind of goal in the end
L927[08:10:45] <gigaherz> Wuppy: the goal in super hexagon is last 60 seconds
L928[08:10:46] <gigaherz> ;P
L929[08:10:58] ⇦ Quits: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::2d) (Ping timeout: 186 seconds)
L930[08:10:58] <gigaherz> but yeah
L931[08:10:59] <gigaherz> hmmm
L932[08:11:01] <Wuppy> a goal which you keep progressing towards even if you die
L933[08:11:14] <unascribed> how do you play the game if you're dead
L934[08:11:18] <unascribed> :P
L935[08:11:26] <gigaherz> do you enjoy roguelikes?
L936[08:11:30] <Wuppy> that's why I enjoyed rogue legacy, but crypt of the necrodancer less so
L937[08:11:34] <terribleperson> ...i am suddenly curious what DF looks like if you force the game to progress every x seconds
L938[08:11:40] <Wuppy> yes, but there needs to be progress over deaths
L939[08:11:47] <Wuppy> rogue legacy did it perfectly
L940[08:11:59] <terribleperson> :( so no sharing my favorite roguelike, then
L941[08:12:07] <unascribed> share it anyway
L942[08:12:09] <Wuppy> which is?
L943[08:12:12] <terribleperson> Cataclysm, Dark Days Ahead
L944[08:12:13] <gigaherz> rogue legacy is the one where you get random descendants?
L945[08:12:28] <Wuppy> yes
L946[08:12:32] <unascribed> and you buy upgrades, equipment, etc
L947[08:12:38] <Wuppy> but you always get something new
L948[08:12:41] <Wuppy> well, 90% of the time
L949[08:12:52] <gigaherz> yeah I don't know many like that
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L951[08:13:00] <TechDG> hwy
L952[08:13:04] <terribleperson> open source roguelike set in.. all the apocalypses. all of them ever. Imagine if a zombie apocalpyse, nuclear war, robot uprising, extradimensional invasion, giant insects, etc all happened at once. In a cyberpunk future setting.
L953[08:13:07] ⇨ Joins: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::2d)
L954[08:13:22] <terribleperson> half-cyberpunk, anyways.
L955[08:13:29] <unascribed> that sounds like a horrible motley of incompatible genres
L956[08:13:34] <terribleperson> unascribed: you would think so
L957[08:13:38] <terribleperson> but no
L958[08:13:45] <gigaherz> extradimensional beings create an army of robots with nuclear weapons
L959[08:13:46] <terribleperson> there's a pretty clear way they all go together
L960[08:13:50] <gigaherz> that mutate people into zombies
L961[08:13:53] <terribleperson> spoilers, though
L962[08:14:01] <gigaherz> and I haven't played the game
L963[08:14:04] <gigaherz> so I can't spoil things
L964[08:14:05] <gigaherz> ;P
L965[08:14:07] <terribleperson> no i mean
L966[08:14:09] <terribleperson> I could
L967[08:14:12] <terribleperson> but i would spoil thing
L968[08:14:12] <gigaherz> I know
L969[08:14:14] <gigaherz> I mean I can't
L970[08:14:15] <gigaherz> XD
L971[08:14:35] <unascribed> well, I'm going to log off for now
L972[08:14:38] <unascribed> cya
L973[08:14:40] <gigaherz> cya
L974[08:14:50] <terribleperson> but no, the robot uprising is accidental, the nuclear war is.. an attempt at staving off the other apocalpyses, the extradimensional invasion is the catalyst, the zombie apocalpyse is a result, the giant insects are related to the zombie apocalpyse..
L975[08:14:51] <terribleperson> seeya
L976[08:15:30] <terribleperson> also there's an IRC which is always a plus to me.
L977[08:15:35] <terribleperson> I love IRC.
L978[08:15:41] <gigaherz> aha so there's an alien invasion, an humanity tries to defend itself creating giant robots, but when the robots go rogue
L979[08:15:48] <terribleperson> no the robots are preexisting
L980[08:15:50] <gigaherz> huamnity tries to use nuclear weapons to defend themselves
L981[08:16:03] <gigaherz> and cause the mutations that create giant insects
L982[08:16:12] <gigaherz> while the aliens turn humans into zombies
L983[08:16:21] <gigaherz> by sucking out their brains
L984[08:16:27] <TechDG> I think this is the weirdest conversation I have ever walked into on this IRC xD
L985[08:16:38] <gigaherz> XD
L986[08:16:45] <TechDG> error: http://pastebin.com/Y7Lb9etn, class: http://pastebin.com/V1yKcVLY
L987[08:16:47] <TechDG> help plz
L988[08:17:02] <TechDG> whats causing it at 319
L989[08:17:09] <terribleperson> but it's worth a try if anyone likes roguelikes. either compile from git or grab a jenkins build. it was also my introduction to jenkins
L990[08:17:12] <terribleperson> which is wonderful
L991[08:17:14] <gigaherz> at com.TechDweebGaming.MystTech.tileentity.CompressorTileEntity.processCompression(CompressorTileEntity.java:319)
L992[08:17:21] <TechDG> see my last message gig
L993[08:17:29] <TechDG> I dont get why thats erroring
L994[08:17:32] <gigaherz> it's obvious
L995[08:17:36] <gigaherz> one of the two stacks is null
L996[08:17:51] <gigaherz> either the input slot or the output slot are null
L997[08:17:59] <gigaherz> which means they are empty
L998[08:18:08] <gigaherz> you have to check for nulls when working with stacks
L999[08:18:17] <gigaherz> since minecraft uses null to indicate an empty slot
L1000[08:18:19] <TechDG> k
L1001[08:20:26] <fuj1n> Hey, K-4U, could I please use the RecMod icon from your CF project?
L1002[08:20:49] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1003[08:21:51] <K-4U> fuj1n: sure, let me put it online
L1004[08:22:21] <K-4U> https://www.dropbox.com/s/fzcpzgg42eqylv6/logo.png?dl=0
L1005[08:23:31] <fuj1n> Thanks
L1006[08:25:35] <TechDG> it works :D :D
L1007[08:26:07] <terribleperson> wait a second i don't even need to derive my normals.. I decided already that the 'forward' of my entity is Z. My viewpoint's rotation is the entity's rotation. The two faces of my entity are the Z faces. From the viewpoint, therefore, my normals are <0,0,1> and <0,0,-1>
L1008[08:26:18] <terribleperson> assuming x,y.z
L1009[08:29:07] <terribleperson> is it x,y,z? is addvertexwithuv also x,y,z?
L1010[08:30:20] <terribleperson> yeah it is
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L1012[08:33:25] <TechDG> yes it works! WOO HOO
L1013[08:36:10] <TechDG> would it be possible to use a picture of a mcdonalds chicken nugget as a texture? xD
L1014[08:36:35] <terribleperson> now for the fun bit that makes everything work, the actual entity.
L1015[08:37:15] ⇦ Parts: Cooler (~CoolerExt@61.3.247.29) (Leaving))
L1016[08:37:38] <terribleperson> wow entities have a lot of mandatory methods
L1017[08:37:53] <gigaherz> ?
L1018[08:38:03] <TechDG> nvm about the nugget
L1019[08:38:07] <terribleperson> init,and the two nbt things
L1020[08:38:09] <terribleperson> not that many really
L1021[08:38:13] <terribleperson> but more than I've seen in minecraft so far
L1022[08:38:21] ⇦ Quits: AndersBillLind (~anders@217-211-66-29-no23.tbcn.telia.com) (Ping timeout: 189 seconds)
L1023[08:38:31] <terribleperson> eclipse is like nope you gots to have these things
L1024[08:39:07] <terribleperson> i dunno why I used to dislike eclipse. maybe because it's a bloated toy that dragged down my old laptop, I guess.
L1025[08:39:13] <TechDG> MystTech Chicken Nuggets: Fast, Easy, Cheap, Poisonious
L1026[08:39:16] <TechDG> xD
L1027[08:40:02] <terribleperson> i think you'd be better off with BK as a texture :P. Their nuggets remind me of the OLD Mcdonalds nuggest
L1028[08:40:08] <TechDG> xD
L1029[08:40:09] <terribleperson> you know, when they were mostly non-edible.
L1030[08:40:37] <TechDG> I downloaded an old MC texture that someone had in a texture pack that has since then been abandonded
L1031[08:40:56] <terribleperson> probably some licensing issues there..
L1032[08:40:57] <TechDG> and it also was on a public repo so free to copy :P
L1033[08:41:01] <terribleperson> ah okay
L1034[08:41:03] <TechDG> it was on novaskin
L1035[08:42:27] <TechDG> ug I rlly wanna put in a JEI handler for my machine but idk how\
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L1037[08:44:50] <terribleperson> but I am almost out of iced tea so I shall go to bed soon
L1038[08:45:09] <TechDG> k :/
L1039[08:45:15] <TechDG> IK what im making: A wet noodle
L1040[08:45:17] <TechDG> thats a sword
L1041[08:45:18] <TechDG> xD
L1042[08:45:27] <TechDG> gotta love that
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L1045[08:49:24] <terribleperson> oh my GOD there's SNOW outside
L1046[08:49:31] <TechDG> nice
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L1048[08:51:03] <LatvianModder> Yeah here too for weeks now :P
L1049[08:51:21] <LatvianModder> Ofc, only 3 days or so after 1st jan. You know. So we can have nice, muddy new year's eve and christmas
L1050[08:52:54] <TechDG> is it possible to have an item in multiple creative tabs?
L1051[08:53:26] <LatvianModder> ofc
L1052[08:53:40] <LatvianModder> either add it from tab class or from item class
L1053[08:54:21] <TechDG> k ty
L1054[08:55:18] ⇦ Quits: VikeStep (~VikeStep@101.184.165.77) (Read error: Connection reset by peer)
L1055[08:56:08] <LatvianModder> CreativeTabs.displayAllReleventItems()
L1056[08:58:48] <PaleoCrafter> Item.getCreativeTabs is a bit easier, I think :P
L1057[08:59:34] <TechDG> ty
L1058[08:59:46] <TechDG> damn now I gotta texture a wet noodle xD
L1059[09:00:02] <TechDG> but first, the recipe should be a bucket of water, eggs, and wheat I think. Would u agree?
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L1061[09:04:19] <terribleperson> christmas was WARM this year :(
L1062[09:04:22] <terribleperson> was like summer weather
L1063[09:04:23] <terribleperson> did not like
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L1065[09:04:39] <terribleperson> 74 and rainy
L1066[09:04:47] <terribleperson> but
L1067[09:04:52] <terribleperson> going to bed
L1068[09:04:56] <terribleperson> night, y'all.
L1069[09:05:30] <TechDG> night
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L1078[09:30:29] <McJty> Is there a recent tutorial on how to make a new PotionEffect?
L1079[09:30:43] <McJty> All I find is old tutorials that seem to be doing reflection to add new effects
L1080[09:30:47] <McJty> And I wonder if that's still required
L1081[09:32:52] <Lumien> Are you sure you want a PotionEffect?
L1082[09:32:59] <Lumien> You generally just create new Potion instances
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L1084[09:33:37] <McJty> Well I don't want an actual potion
L1085[09:33:42] <McJty> Just an effect that I can apply to the player
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L1087[09:34:12] <Lumien> Yes new instances of Potion are basically the effects
L1088[09:34:40] <McJty> So is there a tutorial or example on that?
L1089[09:35:53] <Lumien> You just extend Potion
L1090[09:36:22] <Lumien> And make one instance of your clas
L1091[09:36:24] <Lumien> class
L1092[09:36:31] <Lumien> You don't have to register them or anything like that
L1093[09:37:14] <Lumien> https://github.com/lumien231/Random-Things/blob/master/src/main/java/lumien/randomthings/potion/effects/EffectCollapse.java
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L1095[09:41:38] <McJty> ok thanks
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L1110[10:25:59] <LatvianModder> Lumien: so you make Random Things? What are those beans for?
L1111[10:26:15] <Lumien> You can eat them
L1112[10:26:17] <Lumien> :D
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L1114[10:26:55] <LatvianModder> I couldnt...
L1115[10:27:24] <Lumien> You can make bean stew out of them
L1116[10:27:35] <Lumien> Or magical beans that grow you climable bean stalks
L1117[10:27:51] <Lumien> *climbable
L1118[10:29:05] <LatvianModder> Oh
L1119[10:29:39] <LatvianModder> JEI didnt show proper usages then, because it showed nothing last time weeks ago I checked :D
L1120[10:30:01] <Wuppy> can't wait for Trackmania Turbo...
L1121[10:30:35] <Wuppy> they really need to give a release date
L1122[10:34:08] <gigaherz> I tried some trackmania ages ago
L1123[10:34:14] <gigaherz> I think it was Nations back then?
L1124[10:34:22] <Wuppy> great game, wasn't it?
L1125[10:34:38] <gigaherz> it was sold to me as a spiritual successor to 4D Stunts racing
L1126[10:34:40] <gigaherz> it wasn't.
L1127[10:34:42] <gigaherz> XD
L1128[10:34:49] <Wuppy> it is a good game though
L1129[10:34:56] <gigaherz> it was somewhat fun for a little while
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L1131[10:36:01] <gigaherz> ah yeah
L1132[10:36:06] <gigaherz> Nations was the free to play one
L1133[10:36:27] <Wuppy> yep, but you got some nice extra stuff when you payed for it
L1134[10:36:31] <Wuppy> the online stuff was awesome
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L1136[10:37:27] <sham1> Meh
L1137[10:37:49] <sham1> God damn it VS, why you no give UTF8
L1138[10:37:58] <gigaherz> ?
L1139[10:38:06] <Wuppy> I'm really llokoing forward to the new one
L1140[10:38:09] <sham1> Or the windows CMD rather
L1141[10:38:19] <gigaherz> in the Windows world
L1142[10:38:23] <Wuppy> the random track generator looks awesome
L1143[10:38:23] <gigaherz> utf8 is a secondary format
L1144[10:38:24] <PaleoCrafter> still working with F#, sham1? :P
L1145[10:38:33] <sham1> Not at the moment
L1146[10:38:33] <Wuppy> and the new track type is only the best racing game idea ever :P
L1147[10:38:39] <gigaherz> the primary players are ANSI (local codepages)
L1148[10:38:45] <gigaherz> and UTF16
L1149[10:38:51] <sham1> Now I try to do something in C++ that may involve files with Unicode
L1150[10:39:07] <gigaherz> thne you'll haveto set the ANSI codepage to utf8
L1151[10:39:25] <gigaherz> or use conversion functions to transform into utf16 before working
L1152[10:39:54] <gigaherz> annoyingly
L1153[10:40:02] <sham1> Like I can read and display utf8 text fine with wstring and all that
L1154[10:40:09] <gigaherz> screen I/O functions will not work with utf8
L1155[10:40:33] <gigaherz> so at the very least ifyou want to print unicode or read unicode input
L1156[10:40:40] <gigaherz> you'll have to use the W functions
L1157[10:40:47] <sham1> Mmm
L1158[10:40:50] <gigaherz> and convert to utf8 manually
L1159[10:41:08] <sham1> wait no
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L1161[10:41:20] <sham1> It didn't show 'ä' correctly
L1162[10:41:22] <sham1> Bloody hell
L1163[10:41:36] <gigaherz> yep
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L1165[10:41:50] <PaleoCrafter> yeah, why are there dots above that 'a' xD
L1166[10:41:56] <sham1> <.<
L1167[10:42:00] <gigaherz> ä
L1168[10:42:15] <gigaherz> â á à
L1169[10:42:18] <gigaherz> ã
L1170[10:42:19] <sham1> It was the closest charecter I know in UTF8 that takes that 2 bytes
L1171[10:42:37] <gigaherz> that's all I can type with the spanish keyboard
L1172[10:42:37] <gigaherz> XD
L1173[10:42:44] <sham1> å
L1174[10:42:54] <gigaherz> that's not a thing in the spanish keymap
L1175[10:43:02] <gigaherz> we do however have
L1176[10:43:04] <gigaherz> ºª
L1177[10:43:12] <gigaherz> and çÇ
L1178[10:43:35] <sham1> But seriously, why did microsoft decide to use UTF16 instead of UTF8 which would have been more compatible with ASCII
L1179[10:43:42] <PaleoCrafter> now, does anybody have ß? :P
L1180[10:43:46] <gigaherz> they didn't
L1181[10:43:49] <Wuppy> just germans
L1182[10:43:52] <PaleoCrafter> ;)
L1183[10:43:53] <gigaherz> windows NT was designed before UTF
L1184[10:43:55] <sham1> And austrians
L1185[10:43:59] <gigaherz> they didn't choose UTF16
L1186[10:44:01] <gigaherz> they chose UCS2
L1187[10:44:06] <Wuppy> I cant even "e
L1188[10:44:09] <gigaherz> which was a precursor to the UTF standards
L1189[10:44:11] <Wuppy> or 'e
L1190[10:44:16] <gigaherz> after the release of NT
L1191[10:44:21] <sham1> ë
L1192[10:44:22] <gigaherz> the UTF standards were finalized
L1193[10:44:29] <sham1> Meh
L1194[10:44:31] <gigaherz> and Microsoft was left with a middle ground
L1195[10:44:36] <gigaherz> unlike UTF16
L1196[10:44:42] <gigaherz> UCS2 didn't have a concept for surrogate pairs
L1197[10:44:51] <Wuppy> I cant do anything more fancy than normal letters :P
L1198[10:44:55] <gigaherz> but unlike UTF8, it was 16bit units
L1199[10:44:59] <Wuppy> dont mind much though
L1200[10:45:02] <gigaherz> but it was too late int he design to change that
L1201[10:45:05] <gigaherz> the*
L1202[10:45:15] <gigaherz> so instead of redoing everything over into UTF8
L1203[10:45:23] <gigaherz> they extended the W functions to handle UTF16 implicitly
L1204[10:45:27] <sham1> Mmm
L1205[10:45:32] <gigaherz> the way linux chose tohandle utf8 implicitly
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L1207[10:45:39] <gigaherz> windows' W functions take 16bit units
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L1209[10:45:44] <gigaherz> but the printing system is aware of surrogate pairs
L1210[10:45:54] <gigaherz> even if the "wcslen" function doesn't know about them
L1211[10:46:01] <gigaherz> same happens in linux
L1212[10:46:05] <gigaherz> strlen will return the number of bytes
L1213[10:46:09] <PaleoCrafter> Wuppy, sure you can't do é? make sure not to use the apostrophe key :P
L1214[10:46:11] <gigaherz> not the number of actual unicode codepoints
L1215[10:46:23] <gigaherz> sadly
L1216[10:46:31] <gigaherz> Microsoft didn't implement a UTF8 locale
L1217[10:46:37] <gigaherz> for use in ANSI APIs
L1218[10:46:39] <Wuppy> PaleoCrafter, the only way I can do it is probably the alt + number way
L1219[10:46:45] <gigaherz> so the only way to do Unicode
L1220[10:46:49] <sham1> Which means I cannot print out UTF8 text to their CMD for instance
L1221[10:47:03] <Nitrodev> alright i'm going back to modding
L1222[10:47:06] <gigaherz> is to manually convert any utf8 into utf16
L1223[10:47:08] <gigaherz> before printing
L1224[10:47:12] <gigaherz> there's libraries for that
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L1226[10:47:18] <Wuppy> Nitrodev :D hai
L1227[10:47:26] <Nitrodev> hai :)
L1228[10:47:27] <sham1> That must be a nightmare for cross-platform stuff that deals with text
L1229[10:47:32] <PaleoCrafter> is that your keyboard layout, Wuppy? https://upload.wikimedia.org/wikipedia/commons/thumb/2/24/Nederlandse_toetsenbordindeling_-_tekst_als_paden.svg/2000px-Nederlandse_toetsenbordindeling_-_tekst_als_paden.svg.png
L1230[10:47:32] <gigaherz> yes
L1231[10:47:34] <gigaherz> that's why there's libraries
L1232[10:47:35] <gigaherz> ;P
L1233[10:47:45] <gigaherz> the library will do the conversion in windows
L1234[10:47:55] <gigaherz> and skip the conversion in other platforms
L1235[10:47:55] <Wuppy> nop
L1236[10:47:58] <sham1> Well it does not matter, all text is just streams of bytes anyway until they are printed out
L1237[10:48:14] <Wuppy> this is mine: http://www-01.ibm.com/software/globalization/topics/keyboards/images/fig1.gif
L1238[10:48:20] <gigaherz> sham1: yep, it's the printing out that matters
L1239[10:48:23] <gigaherz> that's what libraries do
L1240[10:48:23] <gigaherz> ;P
L1241[10:48:25] <sham1> Ye
L1242[10:48:33] <PaleoCrafter> ah, so US
L1243[10:48:44] <WJ44> the nthe dutch ketboard layout is never used
L1244[10:48:50] <sham1> We have this: http://i.stack.imgur.com/leHzl.png
L1245[10:49:06] <WJ44> us international not the normal us
L1246[10:49:10] <Wuppy> good oll US keyboard
L1247[10:49:12] <Nitrodev> sham1, where's the numpad?
L1248[10:49:14] <gigaherz> sham1: look at Boost.Nowide
L1249[10:49:22] <sham1> I don't have a numpad :P
L1250[10:49:25] <gigaherz> it's a Boost-based library that adds UTF8 processing
L1251[10:49:35] <Nitrodev> oh
L1252[10:49:36] <PaleoCrafter> and I don't think there are different numpad layouts :P
L1253[10:49:41] <Nitrodev> yeah
L1254[10:49:42] <sham1> And that
L1255[10:49:44] <gigaherz> sham1: to me a keyboard without numpad is a disgrace, and goes straight into the trash
L1256[10:49:44] <gigaherz> XD
L1257[10:49:56] <sham1> This is more compact though
L1258[10:49:59] <Nitrodev> and DAMN this indexoutofbounds error...
L1259[10:50:13] <sham1> Also I can just get myself an USB numpad if I wanted
L1260[10:50:18] <gigaherz> https://www.terena.org/activities/multiling/ml-mua/test/img/kbd_spanish.gif
L1261[10:50:24] <gigaherz> this is the spanish keyboard layoutbtw
L1262[10:50:31] <sham1> Then I could write the "German double-s"
L1263[10:50:33] <gigaherz> lots of alt-gr codes ;P
L1264[10:50:37] <sham1> As well as some other stuff
L1265[10:50:44] <gigaherz> wait that's the old one
L1266[10:50:47] <gigaherz> doesn't include the two euro
L1267[10:50:48] <gigaherz> XD
L1268[10:51:06] <gigaherz> both altgr-5 and altgr-e give an euro sign
L1269[10:51:16] <PaleoCrafter> sharp S, sham1 :P
L1270[10:51:27] <Wuppy> neither of them do for me
L1271[10:51:52] <gigaherz> do you have an euro key at all?
L1272[10:51:52] <gigaherz> ;P
L1273[10:51:53] <sham1> Don't you mean the "Eszett"
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L1275[10:52:18] <PaleoCrafter> that's another name, yes
L1276[10:52:27] <PaleoCrafter> but double s only is the capitalisation
L1277[10:52:46] <sham1> And the letter does get pronounced as singular [s] as far as the IPA is concerned
L1278[10:52:56] <Nitrodev> do you guys find an error in this code? http://pastebin.com/gkkYLywH
L1279[10:53:04] <Nitrodev> something like a indexoutofbounds
L1280[10:53:10] <sham1> what line
L1281[10:53:29] <Nitrodev> the console isn't saying
L1282[10:53:30] <Ivorius> tfw you wonder why UIView won't recognize markDirty
L1283[10:54:01] <PaleoCrafter> go away with your Apple shit :P
L1284[10:54:04] <Nitrodev> the console doesn't give me any info as to where in my code i made a mistake
L1285[10:54:15] <PaleoCrafter> just post the log, Nitrodev
L1286[10:54:39] <Nitrodev> http://pastebin.com/1Q0CYHUw
L1287[10:55:05] <Nitrodev> line 152
L1288[10:55:15] <Nitrodev> that's where the first exception is
L1289[10:55:38] <sham1> Something's really wrong
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L1291[10:56:24] <Nitrodev> i figured
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L1293[11:00:03] <PaleoCrafter> Nitrodev, I assume you're using IGuiHandler?
L1294[11:00:19] <Nitrodev> yup
L1295[11:00:28] <PaleoCrafter> paste your implementation please
L1296[11:01:00] <Nitrodev> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/gui/GuiHandler.java
L1297[11:01:04] <LatvianModder> pfft, better to use LMGuiHandler <.< https://github.com/LatvianModder/FTBUtilities/blob/1.8.9/src/main/java/ftb/utils/mod/FTBUGuiHandler.java
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L1299[11:01:45] <Wuppy> dutch advertisements; https://scontent-ams2-1.xx.fbcdn.net/hphotos-xpf1/v/t1.0-9/1013619_10152961742399034_1509831448375028589_n.jpg?oh=52ab9fa992e99898e776e1b704e06dfd&oe=57348803
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L1301[11:02:15] <PaleoCrafter> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/gui/GuiWoodencrate.java#L18
L1302[11:02:21] <PaleoCrafter> you have the wrong container on the client side
L1303[11:02:48] <Nitrodev> okay
L1304[11:02:58] <McJty> I don't suppose there is a way to (in code) find out which meta values for a block are valid?
L1305[11:02:58] <PaleoCrafter> Wuppy, they should add "or German" :P
L1306[11:02:59] <Nitrodev> changed
L1307[11:03:07] <Wuppy> haha yep
L1308[11:03:24] <PaleoCrafter> McJty, why would you be dealing with meta? :P
L1309[11:03:47] <Nitrodev> thanks Paleo
L1310[11:03:57] <Nitrodev> it was so simple i feel dumb
L1311[11:04:21] <McJty> PaleoCrafter, or which states. Doesn't matter. I need meta because it has to be persisted as a string
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L1313[11:04:51] <McJty> i.e. minecraft:wool@3 is the kind of string I need for my dimlets
L1314[11:04:55] <McJty> (just an example)
L1315[11:05:02] <PaleoCrafter> the game creates a list of valid states
L1316[11:05:09] <McJty> ah really? Where is that?
L1317[11:05:36] <PaleoCrafter> block.getBlockState().getValidStates()
L1318[11:05:44] <PaleoCrafter> but you should change that notation maybe :P
L1319[11:05:50] <McJty> To what?
L1320[11:06:05] <PaleoCrafter> like minecraft:wool{color=red} or something ;)
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L1323[11:07:34] <Ivorius> var minecraft: wool! ? :P
L1324[11:07:55] <Ivorius> Or more like
L1325[11:08:08] <Unh0ly_Tigg> So, I'm working on a project, and I made my own sort of node tree/graph, and I seem to be getting an error that doesn't seem to make sense... https://gist.github.com/Unh0lyTigg/443922e95f53f4e193cc#file-error-log
L1326[11:08:10] <PaleoCrafter> lol
L1327[11:08:17] <Ivorius> let minecraft: wool { color { return red } }
L1328[11:08:17] <McJty> That notation might end up to be extremely verbose
L1329[11:08:24] <Unh0ly_Tigg> does anyone know what's causing the error.
L1330[11:08:27] <McJty> It is for generating unique id's for my dimlets
L1331[11:08:27] <Unh0ly_Tigg> ?*
L1332[11:08:58] <PaleoCrafter> oh, I thought it's for some UI
L1333[11:09:04] <PaleoCrafter> if it's internal, meta is fine, I guess
L1334[11:09:24] <McJty> Unh0ly_Tigg, remember that streams are lazy
L1335[11:09:55] <Unh0ly_Tigg> yeah, I get that, but what I don't get is why collect(Collectors.toSet()) is the erroring part...
L1336[11:10:00] <McJty> Because of that
L1337[11:10:07] <McJty> It is actually only then that it will start processing the stream
L1338[11:10:10] <McJty> And doing all the operations on it
L1339[11:10:18] <Nitrodev> does hotswapping work when changing textures of a gui?
L1340[11:10:26] <PaleoCrafter> the filter should take care of that though :P
L1341[11:10:32] <Unh0ly_Tigg> https://gist.github.com/Unh0lyTigg/443922e95f53f4e193cc#file-alphanodegraph-java-L53 that's where the stream is created...
L1342[11:11:22] <masa> Nitrodev: it should, unless you had the missing texture when you started the game, I believe
L1343[11:12:16] <Unh0ly_Tigg> oh, it's erroring in flatMap... wut
L1344[11:12:39] <PaleoCrafter> are your nodes null perhaps? :P
L1345[11:12:50] <Unh0ly_Tigg> oh... derp...
L1346[11:13:19] <Unh0ly_Tigg> it works now...
L1347[11:13:26] <Unh0ly_Tigg> added a filter where the stream is made...
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L1349[11:14:32] <PaleoCrafter> you like ellipses, don't you? :P
L1350[11:14:51] <Unh0ly_Tigg> ok, so switching from a list of container structures, iterating through it to find my data (with keys being a file/class name), to this, I was able to go from ~5.5 second execution time to ~0.75 seconds.
L1351[11:15:02] <Unh0ly_Tigg> also, sort of... :P
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L1353[11:15:55] <Unh0ly_Tigg> also, the old list-of-containers was several thousand entries, iirc.
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L1356[11:18:31] <Unh0ly_Tigg> actually, ~2900 classes.
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L1358[11:18:47] <Nitrodev> in your program?
L1359[11:19:11] <Unh0ly_Tigg> classes that get loaded from an input file.
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L1361[11:19:30] <Unh0ly_Tigg> a post-1.8 minecraft jar to be specific.
L1362[11:20:03] <Nitrodev> ah
L1363[11:20:05] <Nitrodev> okay
L1364[11:21:08] <Nitrodev> now how do i hotswap again
L1365[11:21:13] <Nitrodev> in intellij
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L1367[11:21:18] <Unh0ly_Tigg> debug run?
L1368[11:21:28] <gigaherz> jsut build
L1369[11:21:29] <diesieben07> you just press ctrl-f9 to recompile
L1370[11:21:30] <gigaherz> idea will ask
L1371[11:21:33] <Nitrodev> i remember there was something else than that
L1372[11:21:39] <gigaherz> build -> make project
L1373[11:21:41] <gigaherz> and idea asks
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L1375[11:22:11] <gigaherz> that's F7 for me, but I use VS-style keybinds
L1376[11:22:22] <Nitrodev> damn it
L1377[11:22:28] <Nitrodev> my gui is messed up
L1378[11:22:38] <Nitrodev> the player inv that is
L1379[11:23:21] <Nitrodev> each line of slots in the player inv has a different y location
L1380[11:23:46] <diesieben07> show your Container & GuiContainer
L1381[11:24:23] <diesieben07> and a screenshot of the problem would be nice
L1382[11:24:37] <gigaherz> Nitrodev: that means your X/Y locatiosn in your container are wrong ;P
L1383[11:24:43] <Nitrodev> i know that
L1384[11:24:48] <gigaherz> so pastebin ;P
L1385[11:24:52] <Nitrodev> but this time it's different
L1386[11:24:55] <Nitrodev> hld on
L1387[11:25:19] <Nitrodev> nvm i got it now
L1388[11:25:26] <Nitrodev> i was changing the wrong number
L1389[11:25:30] <masa> "each line of slots in the player inv has a different y location" isn't that how it's supposed to be? :D
L1390[11:25:45] <masa> or does line here not mean row
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L1392[11:28:14] <Nitrodev> row
L1393[11:28:26] <Nitrodev> like there was a big gap between the rows
L1394[11:28:31] <Nitrodev> not just one pixel
L1395[11:29:33] <masa> ok
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L1399[11:44:02] <Wuppy> I can't stop playing mini metro :O
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L1404[11:46:56] <Nitrodev> is breakBlock the method i should use to make the block drop its contents on destroyed
L1405[11:47:23] <diesieben07> Yes, look at e.g. the furnace
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L1407[11:47:56] * mikebald loves it when people use i.e. and e.g. correctly =)
L1408[11:48:41] <Nitrodev> okay good
L1409[11:49:19] <williewillus> you can also pass it false to not do drops
L1410[11:49:25] <williewillus> but still get the sound and particles for free
L1411[11:49:29] <diesieben07> wat
L1412[11:49:47] <williewillus> destroyBlock/breakBlock/func_<whatever it was in 1.7> takes a boolean :p
L1413[11:50:08] <diesieben07> breakBlock is a method in Block
L1414[11:50:11] <williewillus> oh lol
L1415[11:50:16] <williewillus> was thinking about the one in world
L1416[11:50:17] <sham1> what does i.e. even stand for
L1417[11:50:29] <Nitrodev> eli
L1418[11:50:32] <mikebald> it's latin meaning id est...
L1419[11:50:38] <mikebald> translated, "it is"
L1420[11:50:42] <Nitrodev> sham1, it's eli in finnish
L1421[11:50:42] <gigaherz> i.e means "that is"
L1422[11:50:46] <gigaherz> e.g means "for example"
L1423[11:50:56] <mikebald> exmpli gratia IIRC...
L1424[11:51:11] <sham1> it could also be interpited as example given
L1425[11:51:17] <sham1> Well that is exactly what it is
L1426[11:51:17] <Nitrodev> yeah
L1427[11:51:18] <mikebald> exemplī grātiā sry =)
L1428[11:51:33] <sham1> god damn it latin
L1429[11:53:27] <masa> http://theoatmeal.com/comics/ie
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L1433[11:58:55] <McJty> Lumien, still here?
L1434[11:59:00] <Lumien> yes
L1435[11:59:15] <McJty> How do I get a PotionEffect out of that EffectCollapse?
L1436[11:59:44] <Lumien> You make a new instance of PotionEffect
L1437[12:00:06] <Lumien> https://github.com/lumien231/Random-Things/blob/master/src/main/java/lumien/randomthings/handler/RTEventHandler.java#L469
L1438[12:00:34] <McJty> Where do you get that potion ID from?
L1439[12:01:12] <Lumien> From the EffectCollapse (Potion) instance
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L1442[12:02:39] <McJty> Bah, disconnected
L1443[12:02:47] <McJty> My last question was: how does that id get there?
L1444[12:02:57] <McJty> I mean, how should it get registered and so on?
L1445[12:03:17] <diesieben07> you don't use the constructor that takes an ID
L1446[12:03:37] <diesieben07> the ID is assigned by forge.
L1447[12:04:00] <McJty> ok
L1448[12:04:30] <McJty> And I assume I create the potion in init.
L1449[12:04:51] <Nitrodev> okay my first time making blocks iwth different textures for different sides
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L1451[12:05:30] <Nitrodev> and it works
L1452[12:05:45] <Nitrodev> well i have some textures missing like the bottom of the block and particles but till
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L1456[12:09:35] <Nitrodev> and done
L1457[12:09:46] <Nitrodev> my mods first storage block works
L1458[12:10:11] <Nitrodev> it's only a single block which was somethign i don't intend to keep
L1459[12:10:28] <Nitrodev> but some people here suggested me to make a single block first
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L1461[12:12:59] <Nitrodev> now to the multiblocks
L1462[12:13:35] <Nitrodev> or maybe i'll change my mid about those
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L1468[12:40:46] <McJty> How can I make the potion effect have a limited duration? It seems to last forever
L1469[12:40:56] <McJty> Even though I did: mob.addPotionEffect(new PotionEffect(FreezePotion.freezePotion.getId(), 200, 4));
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L1475[12:46:00] <darvaSleep> I've got a vague tingle in the back of my head that potions don't wear off of mobs.
L1476[12:46:25] <McJty> Hmm
L1477[12:46:31] <McJty> That would be strange I think
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L1479[12:48:40] <McJty> No that's not the case. Slowness potion lasted 1 minute 30 seconds
L1480[12:48:41] <McJty> As it should
L1481[12:48:50] <McJty> But my potion effects lasts forever it seems
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L1483[12:49:09] <darvaSleep> Ok, only thing that came to mind. Sorry.
L1484[12:50:25] <tterrag|away> McJty: perhaps a sync issue?
L1485[12:50:44] <McJty> tterrag|away, sync how?
L1486[12:50:54] <tterrag|away> like, potion runs out on the server but never tells the client
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L1488[12:51:00] <tterrag> idk, all I can think of
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L1490[12:51:20] <McJty> Well the effect (which is applied server side) keeps on running too
L1491[12:51:27] <McJty> i.e. the mob is frozen
L1492[12:51:58] <tterrag> huh no idea
L1493[12:51:59] <williewillus> maybe you have to manually do stuff in your potion object
L1494[12:52:00] <williewillus> ?
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L1517[13:44:29] <thecodewarrior> I am working on porting Catwalks to 1.8.9, and I want to know, should I do what I did before and have crap-tons of block IDs, have Tile Entities, or come up with my own way of storing information seperatly from the block. Probably just a map of block => long
L1518[13:45:11] <thecodewarrior> Basically are Tile Entities still slow and not a good idea for decorative blocks or with the introduction of ITickable are they fast enough that it doesn't really matter
L1519[13:46:09] <williewillus> eh I wouldn't use TE's, just use metas/block id's
L1520[13:47:33] <gigaherz> thecodewarrior just how many variations do you have? ;P
L1521[13:48:00] <gigaherz> note that things like neighbour connectiosn can be done on thefly
L1522[13:48:04] <gigaherz> without storing on metadata
L1523[13:48:26] <thecodewarrior> Well, the thing is, I need 32 block ids for one block. Five faces on/off, caution tape on/off, lights on/off. so 128. I though I needed 32 for some reason.
L1524[13:48:58] <williewillus> yeah that totally can be done with states
L1525[13:49:01] <williewillus> at least partially
L1526[13:49:04] <gigaherz> yeah
L1527[13:49:07] <gigaherz> question is storage
L1528[13:49:13] <gigaherz> how much of that depends on neighbours
L1529[13:49:19] <thecodewarrior> But still, would an event listener for storing extended information be possible/practical? I would love to be able to store more information.
L1530[13:49:35] <gigaherz> no it's not possible to store more information, besides a TE
L1531[13:49:41] <thecodewarrior> None. The sides can be open or closed regardless of the neighbors.
L1532[13:49:45] <gigaherz> aha
L1533[13:50:03] <masa> well afaik having a tile entity doesn't really slow anything down, as long as it's not ticking, right? especially without a TESR rendere and just using 1.8 models
L1534[13:50:06] <williewillus> use a nonticking TE to store the extra info then use extended states to read that info
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L1536[13:50:12] <gigaherz> here is the thing
L1537[13:50:17] <gigaherz> TileEntities don't cause slowdowns
L1538[13:50:18] <Nitrodev> i have a big decison
L1539[13:50:20] <Nitrodev> to make
L1540[13:50:22] <gigaherz> but they do increase the RAM usage
L1541[13:50:25] <williewillus> Nitrodev: what :p
L1542[13:50:44] <gigaherz> but at the same time, so does having a lot of possible states
L1543[13:50:50] <Nitrodev> whether or not to make the storage blocks in my mod be only multiblocks so the recipes are cheaper
L1544[13:50:53] <gigaherz> xcept the states are only stored once
L1545[13:50:58] <gigaherz> while the TE is stored per block
L1546[13:51:03] <Nitrodev> OR make hard recipes but the storages are single block
L1547[13:51:08] <thecodewarrior> What if I just had a single long in it. How much would that effect stuff. That's plenty of states.
L1548[13:51:20] <williewillus> well TE's are needed regardless
L1549[13:51:22] <gigaherz> hmmm
L1550[13:51:28] <williewillus> there's no other way to attach more than 4 bits of info to a block
L1551[13:51:30] <gigaherz> well a Te in memory is something like 32 bytes each
L1552[13:51:35] <gigaherz> TE*
L1553[13:51:47] <gigaherz> I mean without any extra data
L1554[13:51:54] <gigaherz> it's a rough number
L1555[13:51:56] <gigaherz> but
L1556[13:52:03] <williewillus> I think it's negligible
L1557[13:52:06] <gigaherz> just how many catwalks do you expect per chunk?
L1558[13:52:09] <williewillus> use TE's and extended states
L1559[13:52:10] <masa> so completeöy irrelevant, unless they are world gen blocks
L1560[13:52:21] <gigaherz> these aren't carpenter's blocks
L1561[13:52:28] <gigaherz> so it shouldn't really be too bad
L1562[13:52:32] <williewillus> masa: tell that to Gregtech's tile entity oregen ;p
L1563[13:52:39] <masa> wtf :o
L1564[13:52:40] <gigaherz> you won't build a whole castle's roof with catwalks
L1565[13:52:55] <thecodewarrior> They appear to have three references (world, pos, block) an int, and a boolean.
L1566[13:52:56] <williewillus> last time I checked (quite a while ago, GT5?) the ores were all TE's
L1567[13:53:00] <williewillus> and they appear in enormous veins
L1568[13:53:01] <gigaherz> so I don't think you should worry about using TEs
L1569[13:53:05] <williewillus> ^
L1570[13:53:09] <thecodewarrior> So TE it is?
L1571[13:53:10] <asie> TE fears are sooo 2013
L1572[13:53:15] <gigaherz> yep tyhat's our recommendation
L1573[13:53:18] <gigaherz> that's*
L1574[13:53:29] <thecodewarrior> Ok. Thanks. It has been most enlightening.
L1575[13:54:19] <gigaherz> you don't need to pack things into a single long though
L1576[13:54:36] <masa> oh btw, mcedit2 can do NBT search and replace, right? can the tag be at any depth?
L1577[13:54:40] <williewillus> yeah i'd take readability
L1578[13:54:48] <williewillus> theres mcedit 2 now? :p
L1579[13:54:51] <gigaherz> just store all the values you need to choose the right blockstate in getActualState
L1580[13:54:54] <williewillus> is it still slow as shit
L1581[13:54:55] <masa> alpha
L1582[13:54:56] <gigaherz> make your life simpler
L1583[13:54:59] <gigaherz> ;P
L1584[13:55:04] <williewillus> not store, retrieve ;p
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L1586[13:55:30] <gigaherz> let merephrase: store in the TE, all values you'll retreieve in getActualState
L1587[13:55:48] <gigaherz> ;P
L1588[13:56:02] <gigaherz> ifyou can make your getActualState be just something like
L1589[13:56:09] <thecodewarrior> Should I just ignore the metadata of the block? It seems simpler than splitting it all up.
L1590[13:56:26] <gigaherz> I'd keep the primary facing in the metadata
L1591[13:56:44] <gigaherz> it will make the logic easier for deciding things like if you should behave as a ladder
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L1593[13:57:59] <gigaherz> then the decorative details can go on the TE
L1594[13:58:22] <thecodewarrior> Thanks.
L1595[14:01:48] <Nitrodev> what are needed for multiblock structures?
L1596[14:02:08] <Nitrodev> other than the blocks and TE
L1597[14:02:57] <gigaherz> you programming the logic that makes them work
L1598[14:03:09] <Nitrodev> no kiddin
L1599[14:03:33] <Nitrodev> anything else
L1600[14:03:36] <masa> there is no magical "this is how this becomes a multiblock", it is all in how you handle the blocks and logic
L1601[14:04:08] <Nitrodev> okay
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L1603[14:04:14] <gigaherz> Nitrodev: the block and the TE is what Minecraft knows about
L1604[14:04:15] <masa> you check for certain conditions and then decide if you structure is valid, and perhaps then et a flag "isValid"
L1605[14:04:22] <gigaherz> the multiblock is just a bunch of separate blocks behaving as one
L1606[14:04:26] <gigaherz> it's up to you to make that happen
L1607[14:04:27] <asie> united in one
L1608[14:04:29] <asie> against the forces of
L1609[14:04:31] <gigaherz> there's no one solution
L1610[14:04:32] <asie> MAGIC BLOCKS
L1611[14:04:54] <gigaherz> in my mod I used a blockstate property
L1612[14:04:56] <gigaherz> "ASSEMBLED"
L1613[14:05:05] <Nitrodev> i know that
L1614[14:05:08] <gigaherz> to indicate if the block should behave as a structure, or as one of the individual parts
L1615[14:05:21] <gigaherz> then I had a function that, when activated with an item
L1616[14:05:30] <gigaherz> would turn the individual parts into the structure pieces
L1617[14:05:37] <gigaherz> and tell each piece its own location in the structure
L1618[14:05:56] <gigaherz> then each piece would check its own state, see that it's this piece, and forward the logic to the master piece
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L1626[14:27:24] <williewillus> man cVim is amazin
L1627[14:27:27] <williewillus> *amazing
L1628[14:27:48] <williewillus> vim bindings for chrome, literally nothing has to be mouse done anymore, hinting is amazing
L1629[14:27:59] <williewillus> and it's better than vimperator for ff since it can hover hint
L1630[14:31:13] <sham1> >vim
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L1633[14:36:38] <williewillus> sham1: whats wrong? :D
L1634[14:36:44] <sham1> Vim
L1635[14:36:52] <williewillus> and you propose instead
L1636[14:36:53] <williewillus> ?
L1637[14:37:10] <williewillus> something that lets me not move my hands from the keyboard at all when using chrome, go!
L1638[14:38:31] <masa> I'd rather get something that lets me not my my hand from the mouse at all :D
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L1640[14:38:58] <gigaherz> why are people so obsessed with trying to not use a mouse?
L1641[14:39:04] <williewillus> because it's slow
L1642[14:39:07] <masa> in browser anyway, not so much while coding etc
L1643[14:39:11] <gigaherz> no it isn't XD
L1644[14:39:18] <williewillus> yeah it is :p
L1645[14:39:33] <williewillus> tiling wm, vim bindings for chrome, etc. etc. I hate having to click my windows around
L1646[14:39:41] <masa> eh, how the hell can you use something like a browser quicker without a mouse? O_o
L1647[14:39:48] <williewillus> hinting
L1648[14:39:55] <masa> wut?
L1649[14:40:01] <gigaherz> you can navigate links by typing letters in the links
L1650[14:40:07] <williewillus> and I don't have to move my hands to the keyboard every time I want to type
L1651[14:40:13] <williewillus> and then back to the mouse to navigate
L1652[14:40:17] <gigaherz> or browse sections through a TOC
L1653[14:40:19] <masa> hm
L1654[14:40:26] <gigaherz> or whatever else they made up to make keyboard navigation less bad
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L1656[14:40:49] <gigaherz> these are all workarounds that need to exist to balance the lack of a pointing device
L1657[14:40:53] <williewillus> wtf
L1658[14:40:58] <gigaherz> because it's just simply not the right tool
L1659[14:41:04] <williewillus> sure
L1660[14:41:08] <williewillus> but it's slow as hell
L1661[14:41:19] <gigaherz> no it isn't, get a mouse with an unlocked scrollwheel already ;P
L1662[14:41:27] <williewillus> you can't deny moving your hand from your mouse to the keyboard to type and back is slower
L1663[14:41:30] <williewillus> than just using your kb
L1664[14:41:30] <masa> those are terrible
L1665[14:41:47] <gigaherz> my default state is one hand on the mouse
L1666[14:41:54] <gigaherz> and moving them osue to the keyboard takes a fraction of a second
L1667[14:42:13] <gigaherz> heck I'm left, handed and I use my mouse with the right hand
L1668[14:42:17] <williewillus> fraction of a second is still time :p once you're familiar with this way of doing things I'm just as fast as a mouse user :p
L1669[14:42:21] <gigaherz> I could presumably be even more efficient than I am
L1670[14:42:34] <gigaherz> possibly
L1671[14:42:52] <gigaherz> there's a tool for each job
L1672[14:43:09] <gigaherz> I prefer to use the most convenient one ;P
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L1674[14:43:29] <gigaherz> and for my attention, a mouse works best
L1675[14:43:52] <williewillus> the only problem i have is websites with dumb javascript that constantly capture all keyboard input
L1676[14:43:55] <williewillus> facebook messenger >.>
L1677[14:43:59] <gigaherz> the only time I truly remove my hand from the mouse, is when I'm coding
L1678[14:44:11] <gigaherz> and even then
L1679[14:44:16] <gigaherz> I'd rather press the save button
L1680[14:44:19] <gigaherz> than do like ctrl-s or similar
L1681[14:44:34] <williewillus> ew ;p heh well it's just a different environment, since I use a tiling wm I rarely use my mouse *unless* I'm playing games
L1682[14:45:49] <gigaherz> so, fortresscraft evolved,
L1683[14:45:52] <gigaherz> I'm done with that game
L1684[14:45:56] <gigaherz> 17 hours
L1685[14:46:33] <gigaherz> I reached a point where the only way to progress is to build automated "factories"
L1686[14:46:37] <gigaherz> for processing ores and such
L1687[14:46:40] <masa> what, pressing save rather than ctrl+s? :o
L1688[14:46:54] <masa> that just seems really slow
L1689[14:46:56] <gigaherz> but gathering the resources for that just feels like a chore
L1690[14:47:03] <gigaherz> so /me shrugs
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L1692[14:48:23] <Darva> The UI felt really really clunky to me for Fortress craft evolved.
L1693[14:48:47] <gigaherz> masa: it's a bad habit I have
L1694[14:49:09] <gigaherz> or more accurately
L1695[14:49:19] <gigaherz> I have a limited number of tasks I'll ever do with the keyboard
L1696[14:49:33] <gigaherz> copypaste, some refactorings
L1697[14:49:45] <gigaherz> generally, "save" is not on the list
L1698[14:49:45] <gigaherz> XD
L1699[14:50:17] <gigaherz> instead of trying to remember more key combinations
L1700[14:50:24] <gigaherz> I just use the menus/toolbars for the rest
L1701[14:50:40] <gigaherz> so an UI that removes those in favor of keyboard shortcuts
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L1703[14:50:48] <gigaherz> is making me remember extra key combinations, which is annoying for me
L1704[14:53:33] <masa> you must really love sublime text then ;D then again it does have a lot of teh stuff in the menus as well
L1705[14:53:53] <masa> I guess vi/vim/whatever are the ultimate keyboard-driven software
L1706[14:54:23] <williewillus> masa: not really, given that almost every software with a menu bar has ALT key hinting :p
L1707[14:55:22] <gigaherz> masa: it baffles me that anyone likes that program
L1708[14:55:28] <gigaherz> let alone enough to PAY for it
L1709[14:55:36] <williewillus> you don't have to pay for it :p
L1710[14:55:50] <gigaherz> no, but people DO
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L1712[14:55:58] <williewillus> it costs money in the same way winRAR does
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L1714[14:56:04] <williewillus> :p
L1715[14:56:05] <gigaherz> I paid for WinRAR
L1716[14:56:06] <gigaherz> and mIRC
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L1718[14:56:12] <gigaherz> ;P
L1719[14:56:14] <williewillus> forreal? :p
L1720[14:56:17] <gigaherz> yes
L1721[14:56:29] <gigaherz> when I got my first job
L1722[14:56:31] <masa> gigaherz: sublime text?
L1723[14:56:37] <williewillus> https://www.reddit.com/r/PaidForWinRAR/
L1724[14:56:41] <masa> it's just a really frickin awesome text editor
L1725[14:56:42] <williewillus> I hope you've posted there
L1726[14:56:46] <gigaherz> I decided I had to give back for all the hours already used
L1727[14:56:46] <masa> and I did pay for it :p
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L1729[14:56:55] <gigaherz> masa: with a stupidly minimalistic UI
L1730[14:56:59] <gigaherz> that's counter-productive to me
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L1732[14:57:06] <gigaherz> I need as many buttons and actions as I can on screen
L1733[14:57:07] <gigaherz> ;P
L1734[14:57:08] <williewillus> lol
L1735[14:57:09] <masa> ah, so hat's why you don't like it :D
L1736[14:57:25] <masa> I kind of also like it for that
L1737[14:57:59] <masa> and you can configure all the keybindings, and settings per filetype or per workspace etc. <3
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L1739[14:58:45] <masa> AND it runs on windows AND linux, so I can use the same editor on both my PCs, that is really nice too
L1740[14:59:17] <masa> it's just good ,mmkay :p
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L1742[15:00:41] <masa> do I have to use the interact event LEFT_CLICK_BLOCK or is there another way to detect block clicks on my own blocks?
L1743[15:01:15] <williewillus> htere's a method
L1744[15:01:20] <williewillus> onBlockClicked or something
L1745[15:01:25] <williewillus> you don't get passed a lot of info though
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L1748[15:01:41] <williewillus> yeah onBlockClicked(World, Pos, Player)
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L1750[15:02:05] <AOA> hello?
L1751[15:02:24] <williewillus> hi
L1752[15:02:37] <AOA> ok, I can speak now
L1753[15:02:55] <AOA> what were you talking about before, an IDE?
L1754[15:03:44] <mikebald> *reads up* I bought winrar and mIRC at one point too =)
L1755[15:03:53] <mikebald> I use 7zip now though lols
L1756[15:04:03] <gigaherz> I use both
L1757[15:04:11] <gigaherz> for quick compressing/browsing, winrar
L1758[15:04:14] <gigaherz> for packing things, 7zip
L1759[15:04:27] <mikebald> ah, neat
L1760[15:04:51] <AOA> oh well, is there a 1.8.9 tutorial on entities with custom model?
L1761[15:05:07] <williewillus> entities haven't changed at all since 1.7 besides Layers
L1762[15:05:43] <AOA> I can't get it to render anything but a white box
L1763[15:06:30] <williewillus> when and how do you register it?
L1764[15:06:34] <williewillus> and what forge build
L1765[15:08:31] <AOA> 11.14.4.1563 and this called by init
L1766[15:08:32] <AOA> http://pastebin.com/6DNzufA4
L1767[15:09:05] <Wuppy> o/
L1768[15:09:40] <williewillus> I think the IRenderFactory method needs to be done in preinit
L1769[15:09:43] <williewillus> not sure entirely
L1770[15:09:45] <AOA> hi Wuppy
L1771[15:09:55] <Wuppy> hey, what's up
L1772[15:10:28] <AOA> Wuppy, happen to know when and how to register custom renders for entites?
L1773[15:10:44] <williewillus> AOA: try moving it to preinit
L1774[15:10:47] <Wuppy> nop, has been ages since I did programming :P
L1775[15:10:50] <AOA> ok
L1776[15:10:55] <Wuppy> modding*
L1777[15:11:05] <Wuppy> I actually do programming every day, no time for modding anymore though
L1778[15:11:08] <AOA> williewillus, also item renders?
L1779[15:12:07] <Tyler__> Wuppy, you're tutorials on modding are great
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L1781[15:12:12] <Wuppy> thanks :)
L1782[15:12:22] <Tyler__> No problem :) That's how I ended up here
L1783[15:12:29] <Wuppy> hmm I'm thinking about going to tomorrowland..... it's so expensive though
L1784[15:12:37] <williewillus> AOA: item renders are all registered in preinit
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L1786[15:13:08] <AOA> williewillus, why is it crashing then?
L1787[15:13:19] <Wuppy> and with expensive, I mean really expensive, like 1000 euros for 4 days :o
L1788[15:13:19] <williewillus> crash log? :p
L1789[15:13:21] <PaleoCrafter> I hear you have to get a pin to get there, Wuppy
L1790[15:13:25] <williewillus> I can't answer that without one
L1791[15:13:39] <Wuppy> PaleoCrafter, a what now?
L1792[15:14:28] <Tyler__> Question about a way of doing my block, would I be better off inheriting from BlockRedstoneDiode and overriding methods to make it work the way I want to, or starting from scratch on the way my block handles redstone?
L1793[15:15:10] <PaleoCrafter> this thing, Wuppy, http://overmental.com/wp-content/uploads/2015/05/tomorrowland-pin.png
L1794[15:15:13] <williewillus> well is your block a repeater?
L1795[15:15:26] <Wuppy> nope
L1796[15:15:28] <williewillus> only use inheritance if your block *is* a repeater
L1797[15:15:30] <Tyler__> It's going to act kind of like one. Take input on two sides and an output on one
L1798[15:15:50] <Wuppy> you need a tomorrowland bracelet: http://i.imgur.com/AeVNlcd.jpg
L1799[15:15:52] <AOA> williewillus, null pointer in the line with model mesher
L1800[15:15:53] <williewillus> idk, I would opt to make my own
L1801[15:15:59] <PaleoCrafter> lol
L1802[15:16:02] <williewillus> AOA: crashlog pls
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L1805[15:16:16] <AOA> items work in init
L1806[15:16:29] <williewillus> they should never
L1807[15:16:34] <williewillus> they'll be missing model if you do that
L1808[15:16:41] <williewillus> show code or show a crashlog or something lol
L1809[15:16:42] <Wuppy> really cool though, that thing is your entrance ticket, camping ticket and facebook friend make bracelet in one
L1810[15:16:44] <AOA> lol, the tutorial said so too
L1811[15:16:45] <AOA> wait
L1812[15:16:53] <Wuppy> they do so much cool stuff there....
L1813[15:17:00] <Tyler__> Darn. Alright, and question, why doesn't Mojang clean up the code for redstone lol. It looks like it could be simplified so much.
L1814[15:17:07] <AOA> rip another crash without log
L1815[15:17:17] <williewillus> Tyler__: because its deobfed and decompiled
L1816[15:17:20] <Wuppy> it really sounds like tomorrowland is the most awesome weekend you can have but it's just so expensive
L1817[15:17:32] <williewillus> Tyler__: also, backwards compat :p
L1818[15:17:39] <Tyler__> :P
L1819[15:18:06] <Tyler__> Alright so looks like I'll start from scratch and try and write nice looking methods for redstone. Which will be a long learning experience haha
L1820[15:20:52] <Wuppy> fuck why dont I have enough money to go to tomorrowland :V
L1821[15:21:00] <AOA> williewillus, http://pastebin.com/1rvncJtX
L1822[15:21:17] <williewillus> god dammit
L1823[15:21:20] <williewillus> what tutorial is teaching that
L1824[15:21:23] <williewillus> that line is old
L1825[15:21:27] <AOA> williewillus, really?
L1826[15:21:30] <williewillus> yeah
L1827[15:21:35] <Nitrodev> gigaherz, where do you check for the assembled in your code
L1828[15:21:36] <williewillus> it's ModelLoader.setCustomModelResourceLocation
L1829[15:21:39] <Nitrodev> for structures
L1830[15:21:44] <williewillus> that one was used in the really really early 1.8.0 days
L1831[15:21:50] <Nitrodev> just so i get a basic idea where i should do stuff
L1832[15:21:51] <williewillus> idk if it even works anymore
L1833[15:22:02] <AOA> williewillus, send me a tutorial that works pls?
L1834[15:22:29] <williewillus> AOA: I wrote this, but it's not really a tutorial, more like a guide. Some people say it's kinda a giant wall of text, but it's worked for others
L1835[15:22:31] <williewillus> ?shrug
L1836[15:22:31] <williewillus> https://gist.github.com/williewillus/57d7093efa80163e96e0
L1837[15:22:59] <williewillus> skip to the item part
L1838[15:23:48] <Tyler__> I've heard that "wall of text" is like a bible for different things lol
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L1840[15:26:11] <Wuppy> okay, question, would you guys borrow money to have the most awesome weekend you can possibly have?
L1841[15:26:29] <PaleoCrafter> nope
L1842[15:26:49] <Wuppy> why not PaleoCrafter?
L1843[15:27:24] <AOA> williewillus, I'm getting crashes without any log output, what could it be?
L1844[15:27:34] <williewillus> no idea, check the fml log maybe
L1845[15:27:41] <PaleoCrafter> would you borrow money just for buying a yacht, just for shits and giggles, Wuppy?
L1846[15:28:03] <Wuppy> it's not like that, that's way out of proportion
L1847[15:28:51] <Wuppy> would you say that a debt of like 1000 euros is worth having the best weekend you can have?
L1848[15:29:00] <PaleoCrafter> not at all
L1849[15:29:06] <solidDoWant1> ^
L1850[15:29:14] <AOA> well, seems to be entity related
L1851[15:29:21] <Wuppy> why not?
L1852[15:29:31] <PaleoCrafter> because you don't get anything out of it but 'fun' :P
L1853[15:29:40] <Wuppy> (keep in mind that students in NL can basically borrow money for free with extremely relaxed payback rules)
L1854[15:29:45] <williewillus> if you don't have a log how do you think its entity related?
L1855[15:30:00] <Wuppy> PaleoCrafter, most people who go say that going there really changed their lives
L1856[15:30:07] <AOA> because when I comment out the entity registration it doesn't crash anymore
L1857[15:30:38] <solidDoWant1> if you have to borrow 1k euros then theres probably other things you should be spending money on
L1858[15:30:53] <AOA> It seems to be completetly fucked up Entities
L1859[15:31:01] *** Darkhax is now known as Darkhax_AFK
L1860[15:31:34] <williewillus> no idea
L1861[15:31:40] <williewillus> item registration doesn't touch entities at all
L1862[15:31:56] <AOA> when I typed /kill @e there were like 20 entity not founds
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L1864[15:32:44] <AOA> another question, how can I change an item model on rightclick?
L1865[15:33:16] <PaleoCrafter> Wuppy, I'd argue that investing those 1000 euros into a new PC or something would change my life more substantially :P
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L1867[15:33:30] <Wuppy> I already have that though :P
L1868[15:33:57] <AOA> Wuppy, why 1k for 1 weekend?
L1869[15:34:10] <AOA> seems to be pretty expensive
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L1871[15:34:25] <Wuppy> and a weekend you keep thinking back to as "the coolest thing ever" even after 70 years sounds more important to me than a new pc
L1872[15:34:33] <williewillus> AOA: does it change meta?
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L1874[15:34:37] <Wuppy> AOA, the biggest and most incredible festival in the world
L1875[15:34:40] <williewillus> if so just register a different model for a different meta
L1876[15:35:21] <AOA> williewillus, how can I change the meta? currently using nbt data and overriding the getModel method
L1877[15:35:22] <Sawaic> hello
L1878[15:35:30] <williewillus> that works too
L1879[15:35:49] <williewillus> if you use getModel you need to declare the models you use in preinit using registerItemVariants
L1880[15:35:55] <williewillus> otherwise the game wouldn't know to load them
L1881[15:36:12] <AOA> uhm...
L1882[15:36:20] <AOA> also with the ModelLoader?
L1883[15:36:49] <williewillus> yes
L1884[15:36:58] <williewillus> look up the section on getModel in my gist ;p
L1885[15:37:02] <PaleoCrafter> Wuppy, if you'll think of it like that in 70 years, there's nothing wrong with waiting a few more years and then adding the feeling of having pulled it off with your own money
L1886[15:37:26] <Wuppy> that's the thing, I'm not 100% sure if I have the money for it
L1887[15:37:43] <Wuppy> I mean, I wrote 2 books so I have money, but that may run out before I'm finished being a student
L1888[15:37:53] <PaleoCrafter> 2?
L1889[15:37:58] <Wuppy> well, 2 editions
L1890[15:38:17] <AOA> williewillus, is there a tl;dr? xD
L1891[15:38:19] *** Darkhax_AFK is now known as Darkhax
L1892[15:38:24] <williewillus> that's as tldr as it gets lol
L1893[15:38:31] <williewillus> ctrl +f "getModel"
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L1895[15:39:45] <AOA> in the example there is no modID, is that included in the getNameForObject return?
L1896[15:40:37] <williewillus> getNameForObject returns a resourcelocation
L1897[15:41:11] <AOA> oh
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L1899[15:44:20] <Sawaic> hey Lex i was directed here by one of moderators from forum
L1900[15:44:22] <Sawaic> We ( me and my team) wanted to create custom launcher for our project and i have some formal questions
L1901[15:44:42] <asie> Sawaic: just ask
L1902[15:44:44] <asie> don't ask to ask
L1903[15:44:49] <asie> as nobody will ever care
L1904[15:44:55] <asie> and if you ask someone else might answer too
L1905[15:45:32] <AOA> asie, that was the first thing I learned on IRC, never ask to ask
L1906[15:45:43] <Sawaic> we have problem with forge adfly system that get in a way of automatic installation of forge
L1907[15:45:52] <asie> Sawaic: just redistribute the JARs
L1908[15:46:00] <williewillus> see: how multimc scrapes forge versions
L1909[15:46:04] <Sawaic> and i wanted to ask for permission to use direct link
L1910[15:46:05] <asie> don't link to them directly. that way you force forge to pay for the bandwidth
L1911[15:46:09] <asie> but not give anything in return
L1912[15:46:11] <asie> just mirror it
L1913[15:46:24] <asie> that's the kinder of two routes
L1914[15:46:35] <asie> most people, however, just use the direct link
L1915[15:46:39] <asie> even without asking...
L1916[15:46:57] <Sawaic> i know but i feel that it will be nice to ask
L1917[15:47:05] <asie> you're in for a ride
L1918[15:47:09] <Sawaic> after all its shit tone of work to create forge
L1919[15:47:15] <asie> yes, so you should fairly ask every contributor.
L1920[15:48:29] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L1921[15:49:10] <Sawaic> mhm
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L1925[15:50:45] <Sawaic> i have strange feeling that it wont be fast and easy ride...
L1926[15:51:56] *** SnowShock35 is now known as zz_SnowShock35
L1927[15:52:15] <LexManos> My stance is that you can mirrior/use the direct links but please dont. As its how I make money. Simple as that.
L1928[15:52:42] <Sawaic> so what about donation from my side
L1929[15:52:44] <Sawaic> ?
L1930[15:53:27] <LexManos> Tho thats always apreciated, that type of attitude {'let me pay you for shit!'} gets messy quickly.
L1931[15:54:41] <Sawaic> i see
L1932[15:54:47] <Sawaic> i have idea
L1933[15:55:13] <gigaherz> direct link sounds like the worst option to me, since you still use up the server bandwidth, but contribute nothing in return
L1934[15:55:23] <Sawaic> how about that you will provide a adfly link to our project
L1935[15:55:38] <Sawaic> or we will send player to your adfly
L1936[15:55:43] <sham1> Wait, didn't you actually have a patreon lex
L1937[15:55:44] <gigaherz> is there some reason why you need a launcher, as opposite to like, distributing the pack through cursevoice?
L1938[15:55:48] <Sawaic> yet downloawing it from direct link
L1939[15:56:00] <gigaherz> out of curiosity.
L1940[15:56:20] <LexManos> What is your project and why do you need a custom launcher?
L1941[15:56:23] <gigaherz> as a MC player, it tends to annoy me to require "yet another launcher"
L1942[15:56:36] <williewillus> gigaherz: they still don't have a linux or mac client for one ;p
L1943[15:56:42] <LexManos> I have a paetron yes
L1944[15:56:49] <LexManos> Almost nobody uses it
L1945[15:56:53] <Sawaic> http://www.planetminecraft.com/member/alderune_team/
L1946[15:57:07] <Sawaic> its rpg project with custom crafted world and mods
L1947[15:57:29] <LexManos> So a mod pack...
L1948[15:57:33] <Sawaic> and since we aming for nice expirience and get quite a problems with instaling mods raw
L1949[15:57:35] <LexManos> Why not just use Curse?
L1950[15:57:45] <Sawaic> it will be nice to have lancher that wil ldo it for you
L1951[15:57:49] <gigaherz> Sawaic: yeah hence why I suggested curse's own system
L1952[15:58:06] <sham1> Curse's system does that
L1953[15:58:16] <gigaherz> you get the cursevoice app, and find the pack on the list
L1954[15:58:31] <gigaherz> and they give a tiny little reward for it
L1955[15:58:37] <AOA> williewillus, mind me stealing some of your code?
L1956[15:58:48] <LexManos> Curse also does all that shit properly, mirrioring Forge, hosting and compensating modders, Giving them credit and power over their own mods.
L1957[15:58:49] <mikebald> IMO you'll find a much larger audience on Curse
L1958[15:59:01] <Sawaic> im not coder
L1959[15:59:04] <williewillus> AOA: from the example? sure. if it's from the botania port it's under the botania license so follow that
L1960[15:59:14] <sham1> why not Sawaic
L1961[15:59:18] <LexManos> Larger audiance, less work, and less effort
L1962[15:59:19] <gigaherz> you don't need to be
L1963[15:59:21] <gigaherz> http://minecraft.curseforge.com/projects
L1964[15:59:23] <gigaherz> just go here
L1965[15:59:31] <gigaherz> create a modpack "project"
L1966[15:59:33] <AOA> williewillus, some of the ModelHandler methods
L1967[15:59:34] <gigaherz> and upload the zip
L1968[15:59:37] <Sawaic> let me take a look
L1969[15:59:59] <gigaherz> IIRC, the zip contains some metadata files to show the description and such
L1970[16:01:02] <Sawaic> brb
L1971[16:01:03] <gigaherz> and cursevoice, then acts as a launcher
L1972[16:01:05] <gigaherz> and voice chat system
L1973[16:01:06] <williewillus> AOA: yeah thats fine, just follow the botania license
L1974[16:01:08] <williewillus> for code reuse
L1975[16:01:19] <gigaherz> if anything, the only downside is, as williewillus mentioned,
L1976[16:01:24] <gigaherz> lack of mac/linux client
L1977[16:01:33] <gigaherz> doesn't prevent using the pack in another launcher, though
L1978[16:02:06] <gigaherz> yo ucan unpack the "overrides" folder inside any vanilla launcher folder where you installed forge beforehand
L1979[16:02:35] <williewillus> anyone know where onEntityWalking went in 1.8?
L1980[16:02:50] <AOA> williewillus, oh, has to be open source
L1981[16:02:53] ⇦ Quits: romibi (~quassel@cable-static-7-174.rsnweb.ch) (Ping timeout: 194 seconds)
L1982[16:03:00] <AOA> that's fine with me
L1983[16:03:22] <Sawaic> back
L1984[16:03:28] <Sawaic> open source
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L1986[16:03:34] <Sawaic> i need to as my coders
L1987[16:03:40] <Sawaic> about that
L1988[16:03:53] <Sawaic> *ask
L1989[16:06:49] <asie> Sawaic: If you need a custom launcher with custom branding etc just use MCUpdater
L1990[16:06:56] <asie> it's been maintained for what, 4 years now?
L1991[16:07:01] <asie> fairly easy to configure and has a friendly community at #MCUpdater
L1992[16:07:30] <Sawaic> well lancher is nearly done now
L1993[16:07:42] <Sawaic> its just ask for maually forge download
L1994[16:08:01] ⇨ Joins: Tiktalik (~tiktalik@2607:fcd0:daaa:1400:f::4)
L1995[16:08:11] <LexManos> I still say for a end user experiance more launcher == bad.
L1996[16:08:37] <LexManos> INSTALLERS however are a different story
L1997[16:08:49] <Sawaic> still my coders need to agree on open source
L1998[16:09:00] <asie> I actually prefer having ten launchers to having ten installers.
L1999[16:09:24] <Tiktalik> minecraft mod installers are terrible
L2000[16:09:32] <asie> Launchers are generally per-modpack or per-server, while a modpack can require arbitrary amounts of installers at times
L2001[16:09:35] <LexManos> He was refering to people using the Botania API. However, on a personal note, I do suggest anything you do In the MC community be open source.
L2002[16:09:42] <LatvianModder> Nah, vanilla launcher for 1.2.5 ftw
L2003[16:09:47] <LexManos> Its just better for the community and for overall trust.
L2004[16:09:49] <asie> oh the old vanilla launcher
L2005[16:09:56] <asie> remember the old technic launcher from 1.2.5 days?
L2006[16:10:03] <LatvianModder> Ahhh
L2007[16:10:05] <LexManos> Minecraft Mod Installers that we TYPICALLY have are horrible.
L2008[16:10:05] <Tiktalik> I miss the old minecraft launcher that looked good
L2009[16:10:12] <asie> this one at least works
L2010[16:10:20] <LexManos> Because they are adloaded peices of shit coming from unrepuitable websites.
L2011[16:10:39] <LatvianModder> I miss the old title screen with falling "Minecraft" animation and dirt background
L2012[16:10:41] <asie> i still need to work on a better download interface for my mod, the current one for selecting modules is horrible
L2013[16:10:46] <asie> also, yeah, that animation/background was great
L2014[16:10:47] <Tiktalik> LatvianModder: me too
L2015[16:10:49] <LexManos> But thats because 99% of mods DONT need a installer, all they are are 'put this file in thsi folder'
L2016[16:10:53] <Tiktalik> ^
L2017[16:10:59] <LatvianModder> I played beta minecraft the other day, it was so good
L2018[16:11:00] <asie> the only ones which do are what, Forge and LiteLoader?
L2019[16:11:06] <sham1> But that is too hard for your average user
L2020[16:11:10] <asie> in the old days there were a few more, like MCPatcher
L2021[16:11:13] <Tiktalik> and personally, as an elitist prick who's been here since alpha, I disagree with catering to average users who can't copy and paste
L2022[16:11:41] <LexManos> Typically yes, the only ones who need installers are mod loading systems themselves.
L2023[16:11:52] <LexManos> Because we have to hook in more deeply to you know.. load shit.
L2024[16:12:00] <LatvianModder> Which ones need installer? o_O
L2025[16:12:06] <asie> Forge and LiteLoader?
L2026[16:12:10] <Tiktalik> yeah, which is acceptable these days because we're gone from ye good old days of just being able to casually delete meta-inf and call it good
L2027[16:12:15] <LatvianModder> Well, aside from those
L2028[16:12:17] <asie> Unless you use a launcher which supports the mbuilt-in, like CurseVoice or MultiMC or MCUpdater...
L2029[16:12:18] <LexManos> Ya Forge and LiteLoader
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L2031[16:12:38] <LexManos> NO other mod should require a installer.
L2032[16:13:20] <asie> I need to get a new domain
L2033[16:13:27] <LatvianModder> How is LiteLoader better than Forge? Anyone here used it that can explain? Ive never looked into it, but I dont think its worth either
L2034[16:13:32] <asie> just because a British ISP blocked my current one for unknown reasons and was very uncooperative in trying to get that fixed
L2035[16:13:42] <LatvianModder> asie.pl.. You dont live in poland aymore?
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L2037[16:14:12] <asie> also an American workplace had it blocked too... but just the domain, not the IP
L2038[16:14:16] <LexManos> LiteLoader isn't better then Forge, it's different.
L2039[16:14:25] <asie> LiteLoader is a lightweight client-side-mod-only thing
L2040[16:14:33] <asie> separate mainly as it is of use to people who like having a very vanilla experience
L2041[16:14:42] <LatvianModder> So, bukkit for client
L2042[16:14:45] <LexManos> No
L2043[16:14:50] <asie> not really, bukkit is an abstraction layer
L2044[16:14:53] <Ivorius> Sounds like
L2045[16:14:56] <LexManos> More like JUST FML
L2046[16:15:00] ⇦ Quits: alex_6611 (~alex_6611@p5DC164E6.dip0.t-ipconnect.de) (Ping timeout: 198 seconds)
L2047[16:15:02] <Ivorius> 'LiteLoader isn't dumb, it's just different'
L2048[16:15:14] <LexManos> I have my personal opinions
L2049[16:15:19] <LexManos> But thats a different story
L2050[16:15:54] <LatvianModder> Im gonna read this, I guess https://www.assembla.com/spaces/liteloader/wiki
L2051[16:16:23] <asie> LiteLoader might die down in 1.8.9, unless VoxelModPack chugs along, though
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L2053[16:16:29] <asie> they provided most of the LiteLoader mods
L2054[16:16:40] <asie> and don't seen to care about moving, or even updating their existing mods
L2055[16:16:59] <williewillus> hm onEntityWalking seems to be triggering in a different way in 1.8 vs 1.7
L2056[16:17:01] <asie> 12.1 was around for months if not a year
L2057[16:17:53] <williewillus> this works in 1.7: https://github.com/Vazkii/Botania/blob/9cf015ee972bb8568f65128fa7b84c12c4a7cfff/src/main/java/vazkii/botania/common/block/decor/BlockDirtPath.java#L48-L57 , but using the 1.8 version (misnamed onEntityCollidedWithBlock(World, Pos, Entity)) it repeatedly applies the acceleration
L2058[16:17:55] <LexManos> Ya, LiteLoader is mainly a custom loader written by and for the Voxel team.
L2059[16:17:55] <LatvianModder> williewillus: i bet its touching block from to vs standning directly on it?
L2060[16:18:50] <LatvianModder> Hm
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L2063[16:19:47] <LatvianModder> Oh, LexManos, does Forge now in 1.8 work as bukkit (just server side, without client required) or that never was finished?
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L2065[16:20:00] <LatvianModder> I heard smth like that ages ago
L2066[16:20:05] <killjoy1> yes
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L2068[16:20:09] *** agowa339 is now known as agowa338
L2069[16:20:10] <LexManos> Dont ping me
L2070[16:20:20] <LexManos> and yes, its been working like that seince the beginning of 1.8
L2071[16:20:29] <LatvianModder> Nice
L2072[16:20:32] <killjoy1> there was a need, so it was done
L2073[16:20:54] <LexManos> And there are some good mods coming out that do all the protection systems that are needed for servers
L2074[16:21:03] <LexManos> FTBUtils seemed to work great when I tried it
L2075[16:21:30] <PaleoCrafter> I heard the author is a prick though xD
L2076[16:21:30] <Sawaic> lex can i talk to you in private?
L2077[16:21:59] <LatvianModder> Its designed so. I made it server only, only allows client to connect if it either doesnt have FTBu or the version matches
L2078[16:22:13] <LexManos> Why private?
L2079[16:22:42] <Sawaic> i feel like littering on main channel
L2080[16:22:58] <LexManos> Just talk and if you're dumb i'll kick you
L2081[16:23:09] <Sawaic> xD
L2082[16:23:12] <LatvianModder> If you ask here, there could be more people that could / would want to (more the last part) help you
L2083[16:23:24] <Sawaic> so coders dosent agree really
L2084[16:23:29] <williewillus> woops jvm segfaulted
L2085[16:23:29] <Sawaic> but there is idea
L2086[16:23:32] <williewillus> 0.o
L2087[16:23:45] <LexManos> Doesnt agree to what?
L2088[16:23:57] <LatvianModder> Tabs vs spaces.
L2089[16:24:01] <Sawaic> waht about our lancher will oper your adfly site in backgroud during first download
L2090[16:24:11] <williewillus> LatvianModder: 4 spaces master race ;p
L2091[16:24:14] <Sawaic> and still download it frim direct link
L2092[16:24:15] <asie> users will love you for that
L2093[16:24:17] <LatvianModder> Aaaand the convo is over.
L2094[16:24:20] <LexManos> No
L2095[16:24:26] <LexManos> Just use the curse launcher
L2096[16:24:27] <williewillus> LatvianModder: though in general I just stick with what the language tutorial states
L2097[16:24:34] <LatvianModder> williewillus: die in a fire. :D
L2098[16:24:38] <asie> what if he has users on linux or os x?
L2099[16:24:42] <asie> well, linux, mostly.
L2100[16:24:51] <asie> i think there's a cursevoice os x alpha or something.
L2101[16:24:54] <Sawaic> one of my builders is using mac
L2102[16:24:55] <LexManos> There are options for installing packs through curse on those OS's
L2103[16:24:59] <LatvianModder> What does it say? There is even a formatting tutorial from Java?
L2104[16:25:27] <heldplayer> Did somebody say... tabs vs spaces?
L2105[16:25:27] <killjoy1> most use google's formatting style
L2106[16:25:32] <williewillus> LatvianModder: all the oracle java examples use 4 spaces, same line braces, one space after the if, etc.
L2107[16:25:38] <LatvianModder> Uh oh. What have I done..
L2108[16:25:48] <williewillus> but for example MS's C# documentation uses nextline
L2109[16:25:51] <williewillus> so I do that :p
L2110[16:25:51] <heldplayer> Exactly, what have you done
L2111[16:26:04] <AOA> williewillus, is this correct? https://gist.github.com/PCMRStudio/e19ca8c154f22c9fd17d
L2112[16:26:10] <killjoy1> https://www.youtube.com/watch?v=zoyZSjwqgHc
L2113[16:26:35] <williewillus> AOA: yes, but remember to registerItemVariants for those two modelresourcelocations
L2114[16:26:38] <williewillus> so the game knows to load them
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L2116[16:26:49] <LatvianModder> Wil: its probably for better viewability for browsers / IDEs, really. In reality.. It doesnt matter. Only uses (spaces * 3) less bytes in files if you use tabs xP
L2117[16:26:55] <AOA> yeah
L2118[16:27:32] <williewillus> yeah I was just joking :p
L2119[16:27:36] <williewillus> I have much stronger feelings about braces
L2120[16:27:50] <LatvianModder> You mean next line vs the same line end?
L2121[16:27:56] *** Lordmau5|Away is now known as Lordmau5
L2122[16:27:59] <williewillus> yes
L2123[16:28:03] <LatvianModder> Hoe you write it?
L2124[16:28:13] <williewillus> PE uses next line and it drives me nuts
L2125[16:28:15] <williewillus> sameline
L2126[16:28:24] <LatvianModder> I use nextline >:D
L2127[16:28:43] <williewillus> *inb4 flamewar*
L2128[16:28:44] <PaleoCrafter> they arguably are the best
L2129[16:28:47] <PaleoCrafter> see http://www.infoq.com/presentations/7-ineffective-coding-habits :P
L2130[16:28:58] <LatvianModder> Lol yes *picks up a torch*
L2131[16:29:14] <asie> if (...) { and tabs
L2132[16:29:40] <williewillus> another pet peeve is an excessive amount of spaces inside method parameter lists or if statements
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L2135[16:31:55] <gigaherz> PaleoCrafter: watching
L2136[16:31:57] <gigaherz> but it will take a while
L2137[16:31:58] <gigaherz> ;p
L2138[16:32:00] <PaleoCrafter> hehe
L2139[16:32:05] <heldplayer> PaleoCrafter: Is there a breakdown of the presentation?
L2140[16:32:14] <gigaherz> heldplayer: you can download the slides
L2141[16:32:15] <PaleoCrafter> don't think so
L2142[16:32:30] <PaleoCrafter> I don't remember where he gets to code formatting
L2143[16:32:53] <LexManos> Why are people arguing over style?
L2144[16:33:05] <PaleoCrafter> presumably because we're bored :P
L2145[16:33:07] <heldplayer> Blame LatvianModder
L2146[16:33:15] <Sawaic> ok after consulting with coder there wont be problem with downloading it from adfly yet is there a way to tell forge to instal on specific localization
L2147[16:33:34] <Sawaic> not on normal minecraft localization
L2148[16:33:52] <heldplayer> There will be a problem with downloading from adly
L2149[16:34:17] <LatvianModder> The problem usually is licence
L2150[16:34:17] <Sawaic> ?
L2151[16:34:24] <heldplayer> 1. You either have to show the adfly page or not, and seeing as you want to automate the process you'll have to hide it most likely
L2152[16:34:41] <LexManos> Again, Why MUST you be unique?
L2153[16:34:50] <heldplayer> 2. If you hide adfly, you're basically cheating them, the modders won't get revenue, and you'll get a C&D
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L2155[16:34:59] <LexManos> You can use the FTB launcher, it's java so all OS's
L2156[16:35:06] <Sawaic> there wont be any hiding
L2157[16:35:07] <LatvianModder> Be unique. Just like everyone else.
L2158[16:35:11] <asie> I reember when I wrote my own launchere
L2159[16:35:13] <LatvianModder> And that ^^
L2160[16:35:17] <asie> just because my users could not understand how to use MCUpdater
L2161[16:35:19] <Sawaic> player will download it form ad fly like normal forge
L2162[16:35:19] <asie> but that was in 2012
L2163[16:35:20] <LatvianModder> I think we all did
L2164[16:35:21] <DrDisconsented> Or you could modify technic or mcu
L2165[16:35:23] <asie> before Curse's launcher or even FTB's launcher was around
L2166[16:35:25] <asie> in 1.2.5 days
L2167[16:35:29] <LatvianModder> I wrote my own too :P
L2168[16:35:32] <asie> I used MCUpdater; in 1.4.7 days I wrote my own
L2169[16:35:53] <asie> I still use it or MCUpdater as those are the best tools I know of that work on all platforms, can easily have packs added to them and can easily accept delta updates
L2170[16:35:53] <heldplayer> And to add to that, why do you have to reinvent something that's been made countless times? Aren't the current launchers good enough for you? Do you really need absolute control over everything?
L2171[16:36:02] <Sawaic> problem is that we need force forge to instal on another localization
L2172[16:36:06] <LexManos> I hacked my own in from the vanilla one back in the day that added the 'multiple profiles' that the new one has
L2173[16:36:10] <Sawaic> well acording to my coder
L2174[16:36:25] <LexManos> your 'coder' is most likely wrong
L2175[16:36:36] <asie> you probably will end up writing your own installer, like I had to :P, and then you will run into issues every time forge or vanilla refactors something in the launcher comms
L2176[16:36:51] <asie> i know how much pain was the 1.7 assets format change
L2177[16:36:55] <heldplayer> I modified the old vanilla launcher so I could log in with my account in dev :P
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L2179[16:36:58] <asie> or the authsystem change, or...
L2180[16:37:23] <heldplayer> Sawaic: Seriously, just use CurseVoice, or FTB, or ATLauncher
L2181[16:37:23] <asie> pretty much every minecraft version broke /something/, and then there were things that broke mid-minecraft-version once, with the version .json handling
L2182[16:37:33] <heldplayer> Or heck, even Technic
L2183[16:37:37] <asie> Sawaic: and if you really need a custom branded launcher without any middleman, use MCUpdater
L2184[16:37:54] <asie> if you code your own you're asking for pain and suffering
L2185[16:37:58] <asie> i wrote one, so i know
L2186[16:37:59] <LatvianModder> Sewaic: You sound like 15, but still try to talk business. At least Try to use proper grammar and spelling >.< just use the one that already Exists, Works, has Support and wont be forgotten after 3 weeks
L2187[16:38:32] *** Vigaro is now known as V
L2188[16:38:48] <IoP> "force forge to instal on another localization" wat?
L2189[16:39:02] <heldplayer> Best choice you can make is the CurseVoice launcher, as it gives modders Curse points which they can exchange for money
L2190[16:39:11] *** V is now known as Vigaro
L2191[16:39:19] <LatvianModder> Yes $
L2192[16:39:27] <asie> actually, the best choice you can make is not making your own launcher
L2193[16:39:46] <heldplayer> asie: Using CV implies not making your own launcher :P
L2194[16:39:54] <LatvianModder> Thats the second best :P
L2195[16:40:00] <asie> Using CV implies I have to use hacky scripts to run the pack, as MultiMC also refuses to work for me
L2196[16:40:09] <asie> due to a bug reported to Qt developers which they blame on Mojang's SSL configuration
L2197[16:40:31] <asie> aka https://bugreports.qt.io/browse/QTBUG-42134
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L2199[16:41:03] <LatvianModder> CV has poor performance for me, but just the interface, everything else works fine
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L2201[16:45:33] <Sawaic> LatvianModder: Sawaic ;) Here is Trek - I'm "coder" for launcher. The problem I have is I want to install Forge into different loc (inside APPDATA ofc), but I do not know how to download all the files required (as Forge installer does). I want to do it giving credits to You[FORGE] without player forced to download and install it manually. And yes - we want to have our own launcher. If
L2202[16:45:33] <Sawaic> it is possible I will code the player to mark AdFly enter that You will get credits.
L2203[16:46:19] <diesieben07> even if you do this... the installer is open source. just look at it.
L2204[16:46:21] <asie> if you're so desperate, you need to parse the version.json in the Forge JAR( which requires you to parse the parent JSON you acquire from minecraft.net's servers), get all the libraries (with workarounds for a few specific ones which are usually provided by the forge installer JAR and don't download correctly with the JSON alone)
L2205[16:46:43] <asie> then use the libraries to create a classpath...
L2206[16:47:09] <asie> don't forget about the parts the vanilla launcher does, though - authentication (mojang will hate you for that alone), assets, updates, etc.
L2207[16:47:12] <asie> those are fun
L2208[16:47:26] <asie> and don't forget half of this breaks when minecraft updates from time to time.
L2209[16:47:30] <heldplayer> Be like CurseVoice, use the vanilla launcher to authenticate
L2210[16:47:56] <asie> 1.6 changed authentication, 1.7 changed asset format, mid-1.7.10 the "parent JSON" thing got added, not sure if 1.8 did anything
L2211[16:47:59] <Sawaic> the clean MC is being downloadaded via mine launcher with MC json files (for lib and assets). Also auth is working (client token and access token)
L2212[16:48:10] <LatvianModder> Asie, that sounds great. Maybe we team up and make one launcher that everyone would use instead of those 14 others! Result: we have 15 launchers.
L2213[16:48:28] <asie> LatvianModder: that launcher already exists and it's called MCUpdater, it's the launcher anyone needing branding/custom stuff should use
L2214[16:48:30] <asie> seriously.
L2215[16:48:40] <LatvianModder> :P
L2216[16:48:46] <asie> if you can't deal with Curse/FTB/ATLauncher/Technic just use that, no other alternative
L2217[16:49:13] <asie> AsieLauncher is a worthless piece of junk not even I use anymore
L2218[16:49:22] <PaleoCrafter> <insert obligatory xkcd 927 here>
L2219[16:49:25] <LexManos> Seriously this is dumb
L2220[16:49:29] <LatvianModder> I uh... Wa referencing this https://xkcd.com/927/
L2221[16:49:50] <asie> But yeah this is dumb. I haven't heard any legitimate argument for wasting dozens if not a hundred hours of time coding a new launcher
L2222[16:49:59] <LatvianModder> PaleoCrafter: at leat someone gets it!
L2223[16:50:03] <terribleperson> asie: the way both mojang and qt were acting in those bug reports is just so..
L2224[16:50:05] <terribleperson> childish.
L2225[16:50:13] <asie> terribleperson: qt just said "mojang's fault we don't care"
L2226[16:50:20] <PaleoCrafter> I know the id of it by heart by now, LatvianModder :P
L2227[16:50:20] <asie> and mojang said "hahaha qt is doing it worse"
L2228[16:50:27] *** Sawaic was kicked by LexManos (You have your answer, Respect it or not its up to you. We the people with WAY more experiance then you are advising you to NOT do what you're doing.))
L2229[16:50:34] <LexManos> Simple as that end of discussion.
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L2231[16:50:42] <asie> lex, wait
L2232[16:50:47] <asie> Sawaic: ty polakiem jestes? (you're polish?)
L2233[16:50:54] <Sawaic> tak
L2234[16:50:57] <asie> query
L2235[16:51:02] <LatvianModder> This is gonna be fun
L2236[16:51:12] <asie> maybe i'll get to explain it in his native
L2237[16:51:12] <PaleoCrafter> query doesn't sound particularly polish xD
L2238[16:51:16] <asie> PaleoCrafter: shoo!
L2239[16:51:22] <LatvianModder> XD
L2240[16:51:35] <LexManos> Do it via pms if you're leaving english
L2241[16:51:42] <asie> we already are
L2242[16:53:16] <asie> problem solved.
L2243[16:53:32] <terribleperson> i have to admit that mojang's answer is... really bad
L2244[16:53:46] <asie> there's no answer
L2245[16:53:54] <terribleperson> no answer on whether THEY have configuration problems, no indication of an intent to fix it
L2246[16:53:58] <terribleperson> just
L2247[16:54:07] <terribleperson> "qt's certs are broke haha"
L2248[16:57:47] <LexManos> Still watching that presentiation...
L2249[16:57:51] <LexManos> he started off strong
L2250[16:58:00] <LexManos> hes getting stupid tho
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L2252[16:59:51] <asie> honestly, i'd trust qt folks over mojang folks on whether ssl certs are broken or not
L2253[17:00:19] <PaleoCrafter> yeah, Lex, some of his points are a bit ridiculous
L2254[17:00:26] <LexManos> Who is qt? I had issues reported on qt shit a while back...
L2255[17:00:30] *** kroeser is now known as kroeser|away
L2256[17:00:35] <asie> it's an entire team
L2257[17:00:53] <Sawaic> well, gnight sorry for bothering
L2258[17:01:18] <LexManos> http://www.qt.io/ ?
L2259[17:01:32] <LexManos> Also, qt is a dumb name, qt is QuickTime nothing else.
L2260[17:01:33] <asie> yes
L2261[17:01:41] <diesieben07> lol quicktime
L2262[17:01:46] <asie> Qt has existed since 1992
L2263[17:01:46] <diesieben07> nobody cares abotu quicktime
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L2265[17:01:57] <asie> QuickTime since late 1991
L2266[17:02:04] <asie> I'd argue that might've been coincidental, not intentional.
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L2268[17:02:21] <LexManos> Meh, either way qt is stupid they need better name
L2269[17:02:21] <asie> yep, Qt was started pre-QuickTime
L2270[17:02:31] <LatvianModder> Neither of them probably were popular enough to hear about each other back then :P
L2271[17:02:47] <asie> yeah, i'd argue projects of this size don't change names on a whim
L2272[17:02:53] <LexManos> Im fine with acrynyms, but qt means nothing...
L2273[17:02:54] <asie> especially as its competitor on Linux is called GTK
L2274[17:03:01] <asie> which at least means something tho
L2275[17:03:13] <diesieben07> lol how he picks on Hello World
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L2277[17:03:26] <asie> but the name selection process was a bit silly
L2278[17:03:28] <asie> "The toolkit was called Qt because the letter Q looked appealing in Haavard's Emacs typeface, and "t" was inspired by Xt, the X toolkit."
L2279[17:03:58] <LexManos> Uess so they are retarded
L2280[17:04:14] <LexManos> Also their website is very unintuitive and hodes a lot of information
L2281[17:04:20] <LexManos> Why does Mojang/Java use it?
L2282[17:04:23] <asie> it doesn't
L2283[17:04:25] <asie> MultiMC does
L2284[17:04:27] <asie> and half of Linux does
L2285[17:04:29] <asie> half of Linux GUI*
L2286[17:04:31] <asie> the other half uses GTK
L2287[17:04:34] <asie> also, Nokia did for a few years
L2288[17:04:45] <PaleoCrafter> the website looks fancy though xD
L2289[17:05:05] <asie> Kindles use Qt, for example
L2290[17:05:16] <asie> VLC does, lots of companies also do
L2291[17:05:21] <asie> and of course KDE is based around Qt.
L2292[17:06:00] <LexManos> Anywho whats the issue?
L2293[17:06:07] <asie> Qt's SSL handling is more picky than Java's
L2294[17:06:12] <asie> causing it to reject Mojang's certs
L2295[17:06:19] <asie> https://bugreports.qt.io/browse/QTBUG-42134
L2296[17:06:22] <asie> here's the issue in greater detail
L2297[17:06:58] <LexManos> Also i gave that presnetation a half hour god he got stupid
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L2304[17:07:18] <PitchBright> are you guys talking about qt?
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L2308[17:07:20] <asie> yes
L2309[17:07:23] <PitchBright> I love QuickTime!
L2310[17:07:27] <asie> not funny
L2311[17:07:34] <PitchBright> ah c'mon man
L2312[17:07:38] <PitchBright> ;)
L2313[17:07:40] <asie> also, it most likely seems to be tied to something about how SSL gets configured, which probably differs from distro to distro
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L2315[17:07:43] MineBot sets mode: +o on AbrarSyed
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L2317[17:07:49] <asie> some distros are more hardened than others
L2318[17:08:16] <asie> and some reject non-standard-compliant-but-otherwise-alright certs in fear of potential bugs found in them, which has been the case before with SSL
L2319[17:08:26] <asie> found in their handling*
L2320[17:08:32] <PitchBright> been using macs for 29 years. As soon as I saw "qt" I thought you guys were talking about QuckTime
L2321[17:08:32] *** amadornes is now known as amadornes[OFF]
L2322[17:08:43] <asie> so how's your Mac Plus?
L2323[17:09:01] <asie> ;)
L2324[17:09:06] ⇨ Joins: Cazzar (~CazzarZNC@vocaloid.lovers.at.cazzar.net)
L2325[17:09:08] <asie> i actually have a Macintosh Classic in my small collection
L2326[17:09:11] ⇨ Joins: captainshadows (~Captain_S@ipv6.abrarsyed.com)
L2327[17:09:20] <PitchBright> oh no kiddin!
L2328[17:09:22] <PitchBright> kew kew
L2329[17:09:28] <asie> http://asie.pl/Battlestation.jpg
L2330[17:09:38] <PitchBright> sweeeeet!
L2331[17:09:43] <PitchBright> external hd :)
L2332[17:09:45] <PitchBright> SCIS?
L2333[17:09:47] ⇨ Joins: diesieben07 (~diesieben@abrarsyed.com)
L2334[17:09:48] <PitchBright> SCSI*
L2335[17:09:49] ⇨ Joins: Dries007 (~DriesZNC@abrarsyed.com)
L2336[17:09:49] <asie> yes, SCSI
L2337[17:09:52] <PitchBright> beauty
L2338[17:10:06] <PitchBright> member daisy chain' that stuff to laserwriters?
L2339[17:10:07] <Darva> Aren't sha1 certs in the process of being EOL'd? I thought i remembered reading that several large groups were dropping support for them.
L2340[17:10:11] <asie> i don't, because i'm 19
L2341[17:10:14] <asie> i got this one because i'm lucky
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L2343[17:10:21] <PitchBright> you scored nice
L2344[17:10:30] <asie> got it for an amiga 600 and a macintosh LCIII
L2345[17:10:41] <heldplayer> But the question is, what do you use it for?
L2346[17:10:55] <asie> i used to write blog posts on it
L2347[17:10:59] <heldplayer> o.o
L2348[17:11:00] <LexManos> Humm I doubt mojang will ever 'fix' it
L2349[17:11:08] <asie> and I doubt linux distros will ever 'work around' it
L2350[17:11:13] <LexManos> because they do not want 3rd parties using auth info
L2351[17:11:16] <LexManos> so meh
L2352[17:11:20] <masa> Darva: yeah I believe so, I remember doing new certs for my web server recently because of that
L2353[17:11:27] <PitchBright> Mac Paint and ResEdit!! oh that's awesome
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L2355[17:11:48] <asie> 4MB of RAM on this one, earlier
L2356[17:11:51] <asie> now i only have 2MB
L2357[17:12:15] <PitchBright> lucky you… my mac plus has 256KB I think. External HD was 20mb
L2358[17:12:16] <PitchBright> IIRC
L2359[17:12:35] <asie> the plus always has 1MB standard...
L2360[17:12:43] <asie> and you can upgrade it
L2361[17:12:47] <PitchBright> hm, wonder why i remember it different
L2362[17:12:52] <asie> if it has 256K it probably hardly boots
L2363[17:12:54] <PitchBright> old age i guess xD
L2364[17:13:08] <asie> or maybe you have a rare prototype!
L2365[17:13:10] <asie> you never know
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L2367[17:13:46] <asie> anyhow
L2368[17:13:47] <asie> off to sleep
L2369[17:14:48] <PitchBright> you are correct sir… 1mb stock
L2370[17:14:53] <PitchBright> o/ gn
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L2373[17:20:11] <LexManos> Speaking of ram, one reason I like 1.8+
L2374[17:20:28] <LexManos> Im able to run FC1 on 22 view distance for ~4 hours on 1GB of ram
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L2376[17:20:38] <LexManos> 60fps even in the most built up areas
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L2380[17:23:11] <williewillus> yup the performance is incredible
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L2383[17:23:23] <williewillus> though rerendering a chunk with complex models in it gives a pretty noticeably stutter
L2384[17:23:30] <williewillus> ~quarter of a second full pause
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L2386[17:23:40] <LexManos> well less so then what it would of taken before
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L2388[17:23:51] <LexManos> and depends on what you mean by 'complex' models
L2389[17:24:40] <williewillus> had a resource pack that gave ores, wood planks and fences "bumpy" models (extra cubes) and any time I was in a mineshaft mining anything there would be a pause after I break a block
L2390[17:25:43] <diesieben07> "use the correct curly bracket arrangement" - ok mister. byebye.
L2391[17:26:16] <PaleoCrafter> That's the ridiculous part ;)
L2392[17:27:22] <PaleoCrafter> His 'Cool code' talk is fun though
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L2396[17:29:22] <masa> yay I finished my Handy Chest block, now only one more thing to do and I finally get to porting to 1.8.9
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L2404[17:38:28] <gigaherz> PaleoCrafter: love that talk :3
L2405[17:40:06] <gigaherz> [00:26] (+PaleoCrafter): That's the ridiculous part ;)
L2406[17:40:09] <gigaherz> that's the BEST part ;P
L2407[17:40:19] <PaleoCrafter> xD
L2408[17:41:37] <PaleoCrafter> He's right, I suppose, but the code will just look weird if you follow all his rules
L2409[17:41:42] <gigaherz> (for the simple reason that if you remove all empty lines, that code is still readable, which is not true of java-style braces)
L2410[17:42:27] <gigaherz> not necessarily true*
L2411[17:42:45] <diesieben07> yes but nobody removes all empty lines
L2412[17:42:52] <gigaherz> I know
L2413[17:42:53] <diesieben07> and also nobody looks at just the outline of the code...
L2414[17:43:07] <gigaherz> the dude at the end says
L2415[17:43:13] <diesieben07> if you look at what he does its obvious why he does this
L2416[17:43:16] <diesieben07> he is not actually a coder :
L2417[17:43:18] <diesieben07> :D
L2418[17:43:32] <gigaherz> "if you don't disagree with anything I said, you probably didn't have enough coffee yet, but I hope it still gave you things to think about"
L2419[17:43:44] <diesieben07> lol
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L2424[17:55:23] <unascribed> heh
L2425[17:55:28] <unascribed> also hi
L2426[17:55:33] <gigaherz> o/
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L2432[18:02:17] <MattDahEpic> for some reason my fallingsands wont actually fall, they just stay floating where is spawned them. any help? code is at https://github.com/MattDahEpic/SuperHardMode/blob/1.8.8/src/main/java/com/mattdahepic/superhardmode/helper/FallingBlockHelper.java
L2433[18:05:14] <diesieben07> MattDahEpic, don't set the blck to air yourself, the Entity expects the block to still be there and destroys it. if its not there, the Entity destroys itself.
L2434[18:05:19] <diesieben07> see EntityFallingBlock.onUpdate
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L2437[18:10:02] <unascribed> if you're summoning the block without a block for it to come from, you can set the field to 2
L2438[18:12:23] <DrDisconsented> Are faces of a block that are not seen automatically culled?
L2439[18:12:29] <DrDisconsented> Probably wrong term
L2440[18:12:57] <diesieben07> yes they are
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L2442[18:13:09] <DrDisconsented> Awesome
L2443[18:13:45] <diesieben07> With custom models there are separate quads for culled and non-culled facs
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L2454[18:49:27] <yopu> [1.8.9] If I'm checking for a fluid block, both vanilla and mod, should I check instance of BlockLiquid or IFluidBlock?
L2455[18:49:35] <yopu> Or is there a helper method?
L2456[18:49:40] <yopu> Their*
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L2459[18:50:45] <diesieben07> you probably have to special-case vanilla fluids
L2460[18:51:20] <yopu> So check for both?
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L2462[18:51:38] <diesieben07> sadly, yes
L2463[18:51:58] <yopu> Alright, thanks!
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L2468[19:00:02] <Darva> Grr, just realized how irritating it's going to be to keep NBT data representing an inventory synced between a block and a player, when the block can be accessed when the player is offline.
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L2473[19:01:17] <unascribed> store the data in the block instead of the player?
L2474[19:01:29] <shadekiller666> Darva, does the block have to exist for the player to use it?
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L2476[19:01:46] <shadekiller666> if so, you can just store the data in the block
L2477[19:01:48] <MattDahEpic> is there an event or way to tell when a crop grows?
L2478[19:02:55] <Darva> It does, but it also has to be able to handle being stored to while not loaded.
L2479[19:03:27] <Darva> I think my best bet is to store it in the world's NBT data, instead of the players, or the blocks, use UUID's to assosiate between them, and write a seperate manager class.
L2480[19:04:37] <diesieben07> best bet is to not duplicate data, thats always an absolute pain in the ass
L2481[19:04:44] <diesieben07> WorldSavedData could work
L2482[19:05:31] <Darva> I was looking at world.getWorldInfo.getNBTTagCompound.
L2483[19:05:40] <diesieben07> no :D
L2484[19:06:18] <Darva> No? Ok. *laughs* I'll go look for info on WorldSavedData then.
L2485[19:06:19] <diesieben07> that will not remember anything
L2486[19:06:29] <diesieben07> you can put stuff in, but it will vanish into nowhere
L2487[19:06:43] <Darva> so world.getPerWorldStorage should be what i'm paying attention to?
L2488[19:07:01] <diesieben07> perWorldStorage means per dimensino, world.mapStorage means for the whole save file
L2489[19:07:31] <diesieben07> an (old but still applicable) example: https://github.com/Questology/Questology/blob/master/src/main/java/demonmodders/questology/QuestologyWorldData.java
L2490[19:08:39] <Darva> So it's just like IExtendedEntityProperties, but for worlds?
L2491[19:08:47] <diesieben07> pretty much, yes
L2492[19:08:57] <diesieben07> the mechanics are a bit different but it does the same thing
L2493[19:09:29] <unascribed> remember to mark dirty
L2494[19:09:32] <diesieben07> ye
L2495[19:09:43] <Darva> For forcing updates sent to the client?
L2496[19:09:57] <diesieben07> no, so it saves to disk
L2497[19:10:05] <Darva> Ohhh. Heh.
L2498[19:10:06] <diesieben07> sending updates to the client is completely your job, mc does none of that
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L2501[19:11:04] <Darva> Good, as the data the client will need will only be a small subset of the data that the server needs.
L2502[19:13:57] <gigaherz> this is how I did mine
L2503[19:13:58] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/storage/RiftStorageWorldData.java
L2504[19:14:32] <gigaherz> it implements an ender-storage-like inventory, which is shared for all dimensions
L2505[19:15:24] <Darva> Yup, that's almost exactly what i planned to do. Yay, i'm on the right track.
L2506[19:15:24] <gigaherz> in fact I have no client updates at all ;P
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L2508[19:16:06] <Darva> I'll have to have client updates, because there's a block that will display which of the 9 slots it provides is in use, and what's in it, as well as some of the tools will display which block is currently selected.
L2509[19:16:14] <Darva> err, last block was meant to be slot.
L2510[19:16:28] <unascribed> if only metadata was 9 bits :P
L2511[19:17:04] <gigaherz> XD
L2512[19:17:18] <gigaherz> if only metadata didn't exist
L2513[19:17:43] <gigaherz> and mc just stored the index into the list of blockstates
L2514[19:18:06] <unascribed> I guess that could work if it was a varint
L2515[19:18:18] <unascribed> or some sort of horrifying tinyvarint that used nibbles
L2516[19:18:34] <gigaherz> the only annoyance would be the difference between persistent data and contextual data
L2517[19:18:45] <gigaherz> but that could be some flag in the Property
L2518[19:19:01] <gigaherz> PropertyBool.create().noPersist()
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L2522[19:26:23] <gigaherz> Hmf
L2523[19:26:37] <gigaherz> is it ok to rely on something to NOT be referenced until after MC initializes? ;P
L2524[19:26:45] <gigaherz> (static initialization)
L2525[19:26:58] <gigaherz> nah i'd be bothered by it
L2526[19:27:04] <gigaherz> I'll add a .init method
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L2539[20:07:41] <Cypher121> what is called when player left clicks? trying to make an auto-clicker and I have no idea where to look at
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L2542[20:09:49] <gigaherz> onBlockClicked
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L2545[20:12:45] <Cypher121> gigaherz: that's assuming you hit the block. it can also be entity, then there's also a call to item, then a call to entity. also there are probably playerinteract events being fired. that's why I want to see what exactly vanilla does, but I can't find it
L2546[20:13:26] <killjoy1> There's a field in Minecraft that says what block/entity you're looking at.
L2547[20:13:56] <Cypher121> it's a fake player
L2548[20:14:04] <Cypher121> it doesn't have a client
L2549[20:14:44] <blood_> server side? mojang will always fire an animation packet
L2550[20:14:58] <blood_> but no actual click packet for left clicks on air
L2551[20:15:18] <blood_> you would have to raytrace after receiving an animation packet
L2552[20:15:54] <blood_> or you could send your own packet from client -> server
L2553[20:16:02] <Cypher121> let's assume I already know what entity I've hit
L2554[20:16:25] <Cypher121> or I just don't care and selected random one in front of my clicker block
L2555[20:16:32] <gigaherz> Cypher121: go the declaration of onBlockClicked, then find usages
L2556[20:16:35] <gigaherz> and navigate upward
L2557[20:16:44] <gigaherz> that's what i meant
L2558[20:16:53] <blood_> so this is a block in the world?
L2559[20:16:58] <blood_> with a fakeplayer attached?
L2560[20:17:09] <blood_> one of these years ill get my tracking into Forge =)
L2561[20:19:33] <Cypher121> oh, I found it, there's a bunch of methods in PlayerControllerMP that handle that stuff
L2562[20:25:55] <blood_> i thought you wanted server side
L2563[20:26:02] <blood_> PlayerControllerMP is client side
L2564[20:27:44] <Cypher121> yeah, but at least I found where it starts now
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L2567[20:34:20] <shadekiller666> i wish the methods in java.util.vecmath.Vector#f could be chained...
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L2569[20:35:08] <shadekiller666> like, new Vector3f().scale(s, a)
L2570[20:35:19] <shadekiller666> instead of having to instantiate and then scale
L2571[20:35:24] <shadekiller666> or whatever
L2572[20:39:02] <Cypher121> isn't it javax.vecmath?
L2573[20:39:36] <shadekiller666> ya, that
L2574[20:40:52] * gigaherz scratches head
L2575[20:41:05] <gigaherz> I thought I had guessed how the capability system works
L2576[20:41:17] <gigaherz> but I was just trying to make use of it, and I really have no idea
L2577[20:41:18] <gigaherz> XD
L2578[20:42:31] * gigaherz looks at the IItemHandler
L2579[20:43:17] <gigaherz> aaah I had guessed better than I thought
L2580[20:45:13] <gigaherz> hmf
L2581[20:45:25] <gigaherz> so the capability system requires a "default implementation"? :/
L2582[20:48:43] <gigaherz> I'm sortof disappointedi nthe capability system now XD
L2583[20:48:51] <gigaherz> it has a whole layer of complexity that I didn't realize was there
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L2592[21:39:38] <VikeStep> I remember I said earlier that I was going to not use ASM at all, but instead make forge PRs, but it's a little disheartening when the first PR you make has been open for 21 days and not accepted :(
L2593[21:40:08] <VikeStep> I don't mean to cause any trouble, I'd just like to know if there is any reason why it takes so long.
L2594[21:41:06] <shadekiller666> !gm func_178408_a
L2595[21:41:45] <fry> VikeStep: there are only 3 people handling everything. it takes time.
L2596[21:42:15] <VikeStep> I know, just a little comment would be nice.
L2597[21:42:51] <VikeStep> I understand the time it takes is a lot. It's just I can't get anywhere with upgrading my mod to 1.8.9 without being able to make PRs if I want to avoid ASM
L2598[21:42:54] <VikeStep> given the nature of my mod
L2599[21:44:26] <gigaherz> VikeStep: couldn't you create a temporary coremod that asms this event into olderforge, so that you can do the porting while you wait?
L2600[21:44:33] <gigaherz> older forge*
L2601[21:44:53] <fry> also, you can build your patched version locally
L2602[21:44:58] <fry> and develop against that
L2603[21:45:22] <luacs1998> VikeStep, i feel your pain
L2604[21:45:33] <luacs1998> gigaherz, want to see my temporary coremod?
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L2606[21:46:09] <luacs1998> fry, that's not really a solution if you've got people clamouring for a port - you'd still need to wait for forge to release
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L2608[21:47:17] <gigaherz> luacs1998: no Idon't want to see your temporary coremod ;p
L2609[21:47:28] <luacs1998> kek
L2610[21:47:32] <luacs1998> you wouldn't want to lol
L2611[21:47:46] <VikeStep> I have a lot of events I need haha
L2612[21:48:07] <VikeStep> I started off with one to see how the process goes
L2613[21:48:38] <luacs1998> VikeStep, have a list?
L2614[21:48:40] <luacs1998> what mod is that
L2615[21:48:59] <VikeStep> it's my mod sprinkles_for_vanilla, it adds a config for vanilla haha
L2616[21:49:18] <VikeStep> so it's intent is to be able to change constants/cancel vanilla events
L2617[21:49:39] <VikeStep> I don't have a list right now sorry
L2618[21:49:56] <luacs1998> https://github.com/ForgeEssentials/ForgeEssentials/tree/develop/src/main/java/net/minecraftforge/fe/event
L2619[21:49:58] <luacs1998> not a lot now
L2620[21:50:04] <RANKSHANK> You're going to know the SRG tables off by heart haha
L2621[21:50:06] <luacs1998> but there's probably going to be more
L2622[21:50:23] <luacs1998> i need to find a good way to do a croptramplingevent :X
L2623[21:50:32] <VikeStep> RANKSHANK, I actually didn't know that you can do coremodding with srg names back when I made my coremods
L2624[21:50:37] <VikeStep> and I used the obfuscated names
L2625[21:51:08] <killjoy1> RES supports pastebin?
L2626[21:51:18] <killjoy1> hm. Learn something every day
L2627[21:51:19] <VikeStep> luacs1998, what's the benefit of mixins? I've never actually looked into how they work
L2628[21:51:29] <killjoy1> VikeStep, compared to?
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L2630[21:51:37] <VikeStep> regular coremods?
L2631[21:51:42] <VikeStep> I don't exactly know how a mixin works
L2632[21:51:58] <killjoy1> Basically it's a more direct way of modifying classes
L2633[21:52:03] <luacs1998> it saves me from having to asm-instruction all the way
L2634[21:52:21] <killjoy1> basically you tell it where to inject a method
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L2636[21:52:43] <killjoy1> and all the "asm instructions" are written in java
L2637[21:53:06] <VikeStep> here is how I used to do asm -.- https://github.com/VikeStep/sprinkles_for_vanilla/blob/master/src/main/java/io/github/vikestep/sprinklesforvanilla/asm/SprinklesForVanillaTransformer.java
L2638[21:53:10] <VikeStep> yes I know it is awful
L2639[21:53:20] <VikeStep> but it worked well
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L2641[21:53:44] <VikeStep> I'll be right back
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L2643[21:54:16] <killjoy1> Try to write that as a mixin
L2644[21:54:22] <killjoy1> it becomes much simpler
L2645[21:54:44] <gigaherz> can mixins add code in themiddle of a method?
L2646[21:54:48] <killjoy1> yes
L2647[21:54:50] <gigaherz> I was under the impressio nthey just "replaced" them
L2648[21:55:04] <gigaherz> I'll have to read on them then
L2649[21:55:13] <gigaherz> happen to have some link around? ;P
L2650[21:55:22] <killjoy1> use @At(value = "INVOKE", target = "some/class;method(Largs;)V")
L2651[21:55:27] <luacs1998> https://github.com/SpongePowered/Mixin/wiki
L2652[21:55:44] <killjoy1> does FML support the mixins yet?
L2653[21:56:11] <killjoy1> Probably need to add the mixin transformer
L2654[21:56:18] <luacs1998> you need to implement it yourself
L2655[21:56:27] <luacs1998> and if i were you i wouldn't talk so much about it on here
L2656[21:56:58] <killjoy1> why not?
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L2658[21:58:05] <VikeStep> it's better if you can avoid them altogether
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L2666[22:15:19] <unascribed> mixins have their package hardcoded basically everywhere
L2667[22:15:22] <unascribed> if you have two mods that use mixin
L2668[22:15:25] <unascribed> it'll explode horribly
L2669[22:15:34] <unascribed> and you can't shade
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L2672[22:18:03] <VikeStep> yeah, I can't say issues with ASM don't occur, I ran into a couple of times where I had conflicts and I had to contact the dev to sort it out between our coremods
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L2674[22:24:41] <unascribed> I kinda want to write an "easier ASM" lib but put the download behind a questionnaire on what you're going to use it for :P
L2675[22:25:09] <VikeStep> one of the main things I recommend is to never delete a node, as someone else might want to use that node for something
L2676[22:25:18] <VikeStep> using a GOTO to skip over the nodes is better
L2677[22:25:26] <unascribed> I thought that was a given :P
L2678[22:25:46] <VikeStep> the two cases where I had compat issues was with someone else deleting the nodes I was looking for
L2679[22:25:52] <unascribed> -.-
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L2681[22:32:32] <Darva> was... was that a positive reference to a goto?
L2682[22:32:38] <VikeStep> in bytecode yes
L2683[22:32:41] <VikeStep> all if statements are goto
L2684[22:33:13] <VikeStep> but, you have no reason to use them manually in Java
L2685[22:33:15] <Darva> That's just as true in a higher level language, it's just abstracted away so you can pretend it isn't.
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L2687[22:33:42] <VikeStep> I think the argument against GOTO in coding is that it makes your code unreadable iirc
L2688[22:33:58] <VikeStep> or not unreadable, but less readable
L2689[22:34:10] <Darva> That's the argument against indiscriminate use. I agree with that bit, it's the violent opposition of all usage of goto that amuses and somewhat irritates me.
L2690[22:34:17] <unascribed> goto is a reserved keyword
L2691[22:34:20] <unascribed> but it's always an error
L2692[22:34:32] <unascribed> so you can't "use them manually in Java"
L2693[22:34:39] <VikeStep> yeah
L2694[22:34:49] <unascribed> just like const
L2695[22:35:10] <VikeStep> I should have said "use them manually in a high level language"
L2696[22:35:24] <unascribed> I wonder how hard it would be to write a "preprocessor" for java that made const work
L2697[22:35:34] <unascribed> as well as making "package" required and 'default' visibility and error
L2698[22:36:06] <unascribed> i.e. "public const int" -> "public static final int"
L2699[22:36:16] <unascribed> "package const int" -> "static final int"
L2700[22:36:23] <unascribed> "package void doThings()" -> "void doThings()"
L2701[22:36:57] <unascribed> it wouldn't need any special highlighting support either
L2702[22:37:01] <VikeStep> you can always make your own preprocessor in a buildscript or something
L2703[22:37:02] <unascribed> since const and package are already keywords
L2704[22:37:07] <VikeStep> which just edits the .java file
L2705[22:37:12] <unascribed> you'd just need to switch out the compiler in the IDE
L2706[22:37:17] <unascribed> which I think you can do with a plugin
L2707[22:37:21] <VikeStep> but, it's more hassle than it's worth imo
L2708[22:37:24] <Darva> const and static final are somewhat different tho.
L2709[22:37:30] <unascribed> yeah, virtually no advantage
L2710[22:37:32] <unascribed> but it'd be interesting
L2711[22:37:52] <unascribed> maybe the next thing to do would be a 'readonly' keyword
L2712[22:37:58] <unascribed> that automatically generated a getter
L2713[22:38:01] <unascribed> but no setter
L2714[22:38:12] <killjoy1> so @Getter?
L2715[22:38:15] <unascribed> at this rate though
L2716[22:38:18] <unascribed> why not Lombok :P
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L2718[22:38:28] <killjoy1> might as well use it
L2719[22:38:52] <unascribed> I would really like a "package" access modifier though
L2720[22:38:58] <unascribed> with no modifier generating a warning
L2721[22:39:08] <unascribed> or defaulting to private
L2722[22:39:16] <VikeStep> how would you define access?
L2723[22:39:18] <VikeStep> to the package
L2724[22:39:21] <unascribed> package.
L2725[22:39:31] <unascribed> "package void doTheThing()"
L2726[22:39:49] <unascribed> heh
L2727[22:39:51] <VikeStep> oh, I see
L2728[22:40:09] <unascribed> "package class MyClass default private"
L2729[22:40:25] <unascribed> where "default private" means that no access modifier becomes private
L2730[22:40:51] <Cypher121> now add a superclass and 3 interfaces
L2731[22:41:15] <unascribed> "package class MyClass extends SuperClass implements IA, IB, IC default private
L2732[22:41:16] <unascribed> "
L2733[22:41:48] <VikeStep> I believe if you don't define an access modifier it is available at a package level only
L2734[22:41:52] <VikeStep> http://docs.oracle.com/javase/tutorial/java/javaOO/accesscontrol.html
L2735[22:41:57] <VikeStep> look at the access levels table
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L2737[22:42:11] <unascribed> yes
L2738[22:42:18] <Cypher121> yeah, and it's sometimes a problem, because it's easy to forget about it
L2739[22:42:18] <unascribed> this is what I have an issue with
L2740[22:42:23] <unascribed> so
L2741[22:42:26] <unascribed> I want a special javac
L2742[22:42:26] <VikeStep> oh, I see what you mean
L2743[22:42:29] <unascribed> that uses "package"
L2744[22:42:44] <unascribed> and generates a warning if the class does not have "default <level>" and has fields or methods with no access modifier
L2745[22:42:54] <unascribed> but defaults to package access
L2746[22:42:56] <unascribed> for compatibility
L2747[22:43:26] <unascribed> are there any OpenJDK forks?
L2748[22:43:41] <unascribed> I've never heard of one and that surprises me
L2749[22:44:02] <mikebald> I think IcedTea is a port of OpenJDK
L2750[22:44:10] <unascribed> it's a set of tools to build it
L2751[22:44:13] <unascribed> plus a webstart plugin
L2752[22:44:56] <mikebald> *fork not port =)
L2753[22:45:14] <unascribed> "IcedTea is a build and integration project for OpenJDK launched by Red Hat in June 2007."
L2754[22:46:21] <williewillus> man..I've tried to bandaid this bug about 6 times
L2755[22:46:39] <williewillus> and it's always showed up again and I'm hating it right now
L2756[22:46:54] <VikeStep> williewillus, want to rubber duck debug on us?
L2757[22:47:05] <williewillus> ?
L2758[22:47:13] * mikebald sees; aways thought it was a fork. interesting.
L2759[22:47:26] <VikeStep> basically by explaining the problem you find where the issue is
L2760[22:47:36] <VikeStep> https://en.wikipedia.org/wiki/Rubber_duck_debugging
L2761[22:48:23] <williewillus> ok 1. 1.7 is fine 2. 1.8 has had about 12(? maybe more) client crashes because a TE NPE's in a comparator update call
L2762[22:48:27] <williewillus> and I can repro 0 times
L2763[22:48:34] <williewillus> no code changes
L2764[22:48:56] <VikeStep> these 12 crashes are from other users? (Thus not being able to repro?)
L2765[22:49:01] <williewillus> yes
L2766[22:49:38] <VikeStep> and can they reproduce it reliably?
L2767[22:51:01] <unascribed> https://gist.github.com/unascribed/6e3c3baafabc146f090b
L2768[22:51:02] <unascribed> like this
L2769[22:51:18] <unascribed> it highlighted correctly in the editor, but it doesn't show up right in the actual gist >.>
L2770[22:52:18] <Cypher121> I guess it knows that package keyword shouldn't be there
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