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L3[00:05:48] <VikeStep> how can we overwrite the ModMetadata programatically in our mod?
L4[00:06:08] <VikeStep> modifying the @Mod.Metadata property doesn't seem to work for me
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L6[00:23:34] <VikeStep> hmm, figured it out turns out you can
L7[00:23:42] <VikeStep> didn't meant to press enter woops
L8[00:24:06] <VikeStep> i didn't figure it out, that was in my search bar when I thought I figured it out
L9[00:26:07] <Matthew> VikeStep, what exactly do you want to overwrite?
L10[00:26:23] <VikeStep> I'm not using a mcmod.info file, I believe you can edit it programatically
L11[00:27:12] <Matthew> ahh ok. FMLPreInit.getModMetadata
L12[00:27:25] <Matthew> you should be able to edit that
L13[00:27:35] <VikeStep> I am, but it doesn't work either
L14[00:27:45] <VikeStep> it still shows up as empty on the Mods list in game
L15[00:28:00] <VikeStep> I'm just pushing to git to show the code I am using
L16[00:28:32] <Matthew> why not just use mcmod.info? you can have gradle fill everything in for you
L17[00:29:53] <VikeStep> I know I can, but I would rather just do it in code because I know it can be done
L18[00:30:17] <Matthew> just tested: http://i.imgur.com/aiYXcTt.png
L19[00:30:20] <Matthew> works fine on my end
L20[00:30:32] <VikeStep> are you on 1.8.9?
L21[00:30:35] <Matthew> yup
L22[00:33:56] <VikeStep> hmm, still not working :/
L23[00:37:25] <VikeStep> Are you able to edit the description from there?
L24[00:37:47] <VikeStep> It seems I can edit the mod name, but I can'
L25[00:37:52] <VikeStep> can't edit other things*
L26[00:38:00] <VikeStep> such as author list, URL, description
L27[00:39:11] <Matthew> yup I just tested changing description, authorList, and url
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L29[00:40:10] <Matthew> ahh ok VikeStep, it only works if you have a mcmod.info
L30[00:40:49] <Matthew> so you could create a dummy one, but then we get back to the point of: why not just use it like it's designed?
L31[00:40:54] <VikeStep> it seems that it can't be empty either
L32[00:42:32] <VikeStep> so it seems that there must be a modid value filled in the mcmod.info as minimum
L33[00:45:14] <VikeStep> Matthew, to answer your question, I could, but again it's just a choice I made
L34[00:45:28] <VikeStep> since you have to set the ID/version and stuff in the @Mod annotation anyways
L35[00:45:38] <VikeStep> it will be in 2 places regardless, that is gradle and in the mod
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L38[01:00:34] <killjoy1> The first 2 posts on reddit is snow diving
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L40[01:04:05] <sham1> Eugh
L41[01:04:25] <sham1> The effect of f.lux just stopped and now my eyes are burning
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L43[01:05:33] <killjoy1> Were you wearing goggles?
L44[01:05:41] <killjoy1> Glasses?
L45[01:06:02] <sham1> no
L46[01:06:12] <killjoy1> So they did nothing?
L47[01:06:19] * unascribed sighs
L48[01:06:30] <sham1> What?
L49[01:07:14] <killjoy1> http://cdn.makeagif.com/media/9-29-2015/ajXqp5.gif
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L51[01:19:00] *** minecreatr is now known as Mine|away
L52[01:20:17] <fry> PSA: https://github.com/MinecraftForge/MinecraftForge/pull/2331
L53[01:22:40] <sham1> nice
L54[01:23:02] <sham1> It looks weird how those things are spinning
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L57[01:36:21] <Corosus> hawt
L58[01:37:23] <Corosus> also i guess dev environments bombard mojang auth servers now "com.mojang.authlib.exceptions.AuthenticationException: The client has sent too many requests within a certain amount of time"
L59[01:37:43] <luacs1998> blame --accesstoken FML
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L61[01:38:30] <Corosus> will do!
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L66[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160124 mappings to Forge Maven.
L67[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160124-1.8.9.zip (mappings = "snapshot_20160124" in build.gradle).
L68[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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L103[03:40:00] <unascribed> is a patch to fix GlStateManager::pushAttrib and popAttrib within the scope of Forge?
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L106[03:47:42] <AndersBillLind> Should the json file an item model specify "parent": "builtin/generated"?
L107[03:47:56] <AndersBillLind> I have two items defined in my mod, and only one of the textures shows up
L108[03:48:08] <AndersBillLind> Getting the default cube for the other
L109[03:49:13] <sham1> show them...
L110[03:52:20] <AndersBillLind> Oh, missed a line in the client proxy
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L115[04:09:06] <VikeStep> I was thinking of making another PR to forge that allows mods to register blocks as valid beacon bases
L116[04:09:22] <VikeStep> however, I'm not sure if we should make it an event, or some registry in forge
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L118[04:09:42] <VikeStep> any ideas?
L119[04:09:49] <AEnterprise> isn't there already a method for that in the Block class?
L120[04:09:50] <Nitrodev> On what?
L121[04:10:32] <VikeStep> oh, actually... I'm stupid
L122[04:10:38] <VikeStep> yes you can override it
L123[04:11:01] <VikeStep> hmmm, I was actually planning on adding the ability to register blocks from vanilla/other mods via config
L124[04:11:05] <VikeStep> not sure how I'd go about that
L125[04:11:11] <VikeStep> that is, that ability in my mod
L126[04:11:30] <Nitrodev> Interesting idea
L127[04:12:53] <Nitrodev> So you're trying to make a mod where players can make their own blocks?
L128[04:13:04] <VikeStep> nope, my mod adds a config for vanilla
L129[04:13:06] <AndersBillLind> Which event handler will run when I left click a block with an item?
L130[04:13:13] <Nitrodev> Ah
L131[04:13:15] <VikeStep> AndersBillLind, PlayerInteractEvent
L132[04:13:23] <AndersBillLind> Oh, thanks
L133[04:13:37] <VikeStep> there is a variable in the event for what type of interaction it is
L134[04:13:47] <VikeStep> and you can check if the player is holding an item
L135[04:14:05] <Nitrodev> gigaherz: i may have found a way to make q multiblock structure
L136[04:14:23] <Nitrodev> a*
L137[04:14:59] <Nitrodev> Using for loops
L138[04:17:18] <Nitrodev> Might prove tricky though
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L140[04:20:42] <AndersBillLind> VikeStep: Can I put that event handler in my item class?
L141[04:21:24] <AndersBillLind> Hm, lets see here, it will fire for any item, I suppose
L142[04:21:37] <AndersBillLind> Not just my redstone pickaxe :)
L143[04:22:28] <VikeStep> yeah
L144[04:23:14] <VikeStep> AndersBillLind, here is how I have used it to stop ender pearls throwing for example https://github.com/VikeStep/sprinkles_for_vanilla/blob/1.8.9/src/main/java/io/github/vikestep/sprinklesforvanilla/common/modules/items/EnderPearlHandler.java#L28-L38
L145[04:23:30] <AndersBillLind> Cool
L146[04:23:35] <VikeStep> however that checks if it is not a left click
L147[04:23:39] <VikeStep> so you will need to do the opposite
L148[04:23:42] <AndersBillLind> yeah
L149[04:23:57] <AndersBillLind> I will be able to break bedrock with my redstone pickaxe, cant be hard to code
L150[04:27:32] <VikeStep> I wonder why there is a maximum distance from the bed to sleep in it
L151[04:27:39] <AndersBillLind> Cool, I added a command that puts 64 bedrock blocks in my inventory, could build with it
L152[04:27:47] <AndersBillLind> hehe
L153[04:27:52] <VikeStep> it's closer than the distance that you can click on the block from
L154[04:28:39] *** PaleOff is now known as PaleoCrafter
L155[04:30:01] <AndersBillLind> Ah, true
L156[04:30:07] <AndersBillLind> Now when you say it
L157[04:30:15] <AndersBillLind> You do not check if the world is remote in your code
L158[04:30:17] <AndersBillLind> Should I do that?
L159[04:30:38] <VikeStep> no, because you want it to update on both the server and the client
L160[04:30:47] <VikeStep> you only use that if you want things to run specifically on one side
L161[04:31:32] <VikeStep> if you run it only on the server, then the client doesn't know that the block was mined
L162[04:33:18] <AndersBillLind> Aha
L163[04:34:11] <AndersBillLind> Maybe I should set the event as consumed in some way?
L164[04:34:20] <AndersBillLind> I saw there was a setResult method
L165[04:35:24] <AndersBillLind> Or I should cancel it
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L169[04:40:45] <VikeStep> you shouldn't need to cancel it
L170[04:40:48] <VikeStep> just let it be
L171[04:41:13] <VikeStep> I only cancel it because I want to stop the vanilla code from continuing
L172[04:41:21] <AndersBillLind> ok
L173[04:42:27] <AndersBillLind> The bedrock is not impressed by my attempts to harvest it
L174[04:44:00] <AndersBillLind> https://gist.github.com/AndersBillLinden/ab3b97b92951f3aff319
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L176[04:44:55] <AndersBillLind> Oh, I can get the block in an easier way
L177[04:45:43] <AndersBillLind> Or should be able to
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L179[04:53:54] <AndersBillLind> I registered the item in the event bus in the items ctor
L180[04:54:17] <AndersBillLind> works, blocks are harvested, which only seems to mean it drops an item, but stays there
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L187[05:01:39] <Wuppy> I'm quite impressed with the shitty technology our school uses considering we're a game devleopment education...
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L189[05:02:08] <Wuppy> you'd expect websites made by our school to at least work on mobile :V
L190[05:03:15] <AndersBillLind> :)
L191[05:05:25] <Twilycane> they're not even using bootstrap?
L192[05:05:55] <Wuppy> no clue, it just doesnt scale to mobile sized screens
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L194[05:06:34] <Wuppy> and a lot of other systems are probably government mandatory
L195[05:07:05] <Wuppy> and I don't think there are any governments which actually know enough about ICT
L196[05:08:25] <Twilycane> seeing you name i can presume you're dutch, in that case, ICT isn't the forte of the government in holland
L197[05:08:47] <Wuppy> yep, but from what I've heard USA is much worse
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L199[05:09:41] <Twilycane> keep in mind that the computer age isn't for everyone, not everyone kan keep up with it
L200[05:10:07] <Wuppy> governments should though
L201[05:10:43] <Twilycane> they should, but they are quite stubborn most of the time for accepting new things
L202[05:11:10] <ollieread> A lot of sites that don't work on mobile, don't work on mobile simply because they don't want people to use it on mobile
L203[05:11:24] <ollieread> A lot of time the features and functionality are far too complicated for a mobile screen
L204[05:11:40] <ollieread> You either sacrifice functionality or make people use real machines
L205[05:12:35] <Twilycane> very true, it truly depends on your intention of the website and the audiance you make it for
L206[05:13:18] <Wuppy> ollieread, our school has 1 day filled with lectures and workshops in about 8 rooms, being able to see where your workshops are when you're in school is kinda required
L207[05:13:37] <Wuppy> and having to grab your laptop is annoying
L208[05:13:53] <ollieread> You're a game development student
L209[05:14:04] <ollieread> Why are you in uni without it?
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L212[05:14:19] <ollieread> Also, shouldn't you know these things ahead of time?
L213[05:14:21] <Wuppy> we have it with us, but I dont want to have to drag it across the building
L214[05:14:43] <Wuppy> because they announce workshops like 1 or 2 days before they start and remembering where they are is a waste of time
L215[05:14:58] <Wuppy> especially because the workshops tend to move around a lot in time/location at the last minute
L216[05:15:27] <PaleoCrafter> The right solution for this would be a proper mobile app then :P
L217[05:15:51] <Wuppy> yeah, probably
L218[05:15:56] <VikeStep> or, view the page as desktop on your mobile browser
L219[05:16:05] <Wuppy> VikeStep, there is no mobile version
L220[05:16:13] <Wuppy> just a desktop version which doesnt fit on the screen
L221[05:16:14] <Wuppy> they don'
L222[05:16:26] <VikeStep> you can't zoom out?
L223[05:16:26] <Wuppy> the website doesn't scale at all, they just use px for their element sizes
L224[05:16:45] <Wuppy> hmm probably, but making non-scaling websites is really, really dumb at this point
L225[05:16:57] <Wuppy> unless it's impossible to do otherwise, but it isn't in this case
L226[05:17:42] <PaleoCrafter> Propose it as a project :P
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L228[05:18:00] <ollieread> Wuppy> the website doesn't scale at all, they just use px for their element sizes
L229[05:18:37] <VikeStep> there are positives and negatives of using px
L230[05:18:42] <VikeStep> same with percentages
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L235[05:19:49] <ollieread> Like I said, they may have intentionally not made a scaling site
L236[05:20:04] <ollieread> People expect every site to scale, which is just ridiculous
L237[05:20:39] <VikeStep> at work a lot of our CSS issues are with windows scaling
L238[05:21:00] <ollieread> window scaling or windows scaling?
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L240[05:21:18] <VikeStep> different sized windows and resizing windows
L241[05:21:30] <ollieread> Ahh window scaling then :P
L242[05:21:42] <VikeStep> ah, that's what you mean
L243[05:21:55] <VikeStep> we use ASP.NET though, we'd have no issues with windows anyways :P
L244[05:22:19] <ollieread> Wait..what
L245[05:22:31] <VikeStep> I thought you meant microsoft windows
L246[05:22:36] <VikeStep> as a joke
L247[05:22:37] <ollieread> You use microsoft framework on a microsoft language and won't use microsoft windows?
L248[05:22:38] *** fry is now known as fry|sleep
L249[05:22:50] <VikeStep> we ... do use windows
L250[05:23:04] <ollieread> I don't understand how you'd have no issues with windows then lol
L251[05:23:14] <ollieread> Surely all of your issues with ASP.net are technically windows related
L252[05:23:20] <VikeStep> ?
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L254[05:24:37] <VikeStep> it was more of a joke since it comes down to the browser anyways
L255[05:24:46] <VikeStep> not the OS
L256[05:25:15] <ollieread> lol
L257[05:25:20] <ollieread> I avoid all things browser related
L258[05:25:23] <ollieread> CSS and JS can fuck right off
L259[05:25:44] <VikeStep> I too, only deal with backend
L260[05:26:05] <unascribed> JS isn't that bad
L261[05:26:08] <unascribed> but CSS is horrifying
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L263[05:26:33] <ollieread> CSS is far better than JS
L264[05:26:45] <unascribed> let me rephrase
L265[05:26:49] <unascribed> JS, the language, isn't that bad
L266[05:26:56] <unascribed> the browser APIs are the worst goddamn thing in existence
L267[05:27:59] <fry|sleep> no, WINAPI is the worst goddamn thing in existence, but browsers come close :P
L268[05:28:10] <unascribed> I have never used winapi so I'll take your word for
L269[05:28:11] <unascribed> it
L270[05:28:35] * unascribed switched to Linux pretty much immediately after starting to write software
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L274[05:30:10] <VikeStep> I pretty much have to stay on windows since we use the microsoft/azure development stack at work
L275[05:30:22] <VikeStep> I've found that when you get their paid services it's pretty decent
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L277[05:39:16] <gigaherz> [12:27] (@fry|sleep): no, WINAPI is the worst goddamn thing in existence, but browsers come close :P
L278[05:39:22] <gigaherz> as a ReactOS developer, I'd like to disagree
L279[05:39:33] <gigaherz> but I can't really think of anything worse than some parts of the win32 api ;P
L280[05:39:34] <unascribed> >ReactOS
L281[05:39:37] <SomeGuyInATree> Travel laptop runs Debian 7, Work laptops Dual boots 7 & Debian 8.
L282[05:40:10] <unascribed> fwiw the ReactOS site is really confusing
L283[05:40:20] <gigaherz> it's being worked on
L284[05:40:36] <unascribed> "Community Edition" makes it sound like it's being split into a closed source and open source variant
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L286[05:40:47] <gigaherz> we have a guy working on a new website
L287[05:40:49] <unascribed> which confused me when I tried to catch up on ReactOS after not looking at it for a few years
L288[05:40:52] <gigaherz> and I never liked that name
L289[05:41:12] <gigaherz> Community Edition shouldreally be called a "collector's edition"
L290[05:41:31] <gigaherz> it's nothing but a special exclusive prize for the people who gave money on the IGG campaign
L291[05:42:21] <gigaherz> there will be no actual code or features exclusive to it
L292[05:42:32] <gigaherz> just some cosmetic things
L293[05:42:51] <SomeGuyInATree> People love reskins though.
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L295[05:45:12] <gigaherz> thing is, the win32 api at its core isn't bad
L296[05:45:29] <gigaherz> it's clearly a different design than say, posix
L297[05:45:34] <gigaherz> but not bad per se
L298[05:45:57] <gigaherz> problem is the api was designed for windows 1
L299[05:46:02] <gigaherz> and has been getting upgrades ever since
L300[05:46:17] <gigaherz> including a conversion to 32bit in windows 95
L301[05:46:28] <gigaherz> anda conversion to unicode (ucs2) in NT
L302[05:46:59] <gigaherz> so you see a lot of "oops we did this function wrong" cases with Ex functions
L303[05:49:14] <SomeGuyInATree> That sounds dirty :(
L304[05:50:21] <gigaherz> there's a few instances of SomeFunctionEx2 and even SomeFunctionEx3
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L306[05:53:06] <SomeGuyInATree> I guess it happens when you don't make anything obsolete though..
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L308[05:56:30] <gigaherz> yeah
L309[05:57:22] <gigaherz> but imagine if every time they found a design flaw in the API, they had to make a new API altogether
L310[05:57:39] <gigaherz> people already complain that the win32 api is bloated.
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L320[06:11:48] <masa> crap, I just accidentally pressed some key combo in eclipse and it reorganized all the imports in all the classes
L321[06:12:13] <gigaherz> why's that bad? ;P
L322[06:12:22] <gigaherz> it woudl be worse if it reordered all the methods
L323[06:12:25] <gigaherz> THAT's annoying
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L325[06:12:46] <masa> well now I have all this extra diff in my commit that adds a new block
L326[06:13:09] <gigaherz> I try to always include some unnecessary formatting changes in all commits
L327[06:13:09] <gigaherz> ;p
L328[06:13:18] <masa> I guess I'll just selectively add stuff and then reset the rest
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L330[06:13:53] <masa> would be nice to know the key combo for the soon-to-be 1.8 port though... :D
L331[06:16:12] <masa> how would I get the width and height of the currently bound texture?
L332[06:17:34] <masa> well actually I can work around this issue by moving those buttons to the main sheet...
L333[06:19:17] <gigaherz> minecraft expects you to know what size your textures are ;P
L334[06:19:51] <gigaherz> in C opengl it can be done with
L335[06:19:52] <gigaherz> glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_WIDTH, &amp;w);
L336[06:19:52] <gigaherz> glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_HEIGHT, &amp;h);
L337[06:19:53] <masa> well some of my guis are so big that the buttons and stuff can't fit on the same background sheet
L338[06:20:05] <gigaherz> (yes I copypasted from an old forum post)
L339[06:20:11] <masa> heh
L340[06:20:17] <gigaherz> then make your life easier and add another 256x256 sheet
L341[06:20:18] <gigaherz> ;P
L342[06:20:31] <masa> but the wasted space!
L343[06:20:50] <gigaherz> alternatively drawModalRectWithCustomSizedTexture with hardcoded numbers
L344[06:20:51] <gigaherz> XD
L345[06:20:54] <masa> actually I could then use that for all the widgets in all the guis...
L346[06:21:12] <gigaherz> but yeah, a second sheet lets you have all the extra stuff in it
L347[06:21:37] <masa> well yes I just changed to using that for my GUI widget stuff, byt my GuiButtinIcon clas uses the regular drwaTextureModalRect()
L348[06:21:53] <masa> all dem typos
L349[06:22:03] <masa> you can have them for free
L350[06:22:17] <gigaherz> nothx I have all my own to give
L351[06:23:02] <masa> :p
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L354[06:28:27] <masa> aww crap but this doesn't still fix everything, some of the buttons are still on the smaller sheet
L355[06:28:32] <masa> bleh
L356[06:28:47] <masa> I should just make a separate common button widgets sheet
L357[06:29:02] <masa> but then changing all the guis to use that will take ages
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L366[06:43:27] <roxox1> What would be a good way to stop a mob spawning completely?
L367[06:44:07] <gigaherz> remove it from the spawn list?
L368[06:44:11] <roxox1> I can't find an event for when an entity spawns, only one which checks if the entity should spawn, which isn't cancel-able.
L369[06:44:17] <roxox1> Oh, there is a spawn list? Thanks :)
L370[06:44:32] <diesieben07> LivingSpawnEvent and setResult(DENY)
L371[06:44:43] <gigaherz> well it controls the automatic spawning in the world
L372[06:45:00] <roxox1> I just want to completely remove slimes from my creative flat worlds :P
L373[06:45:00] <gigaherz> they can still spawn through other means
L374[06:45:15] <gigaherz> slime chunks are controlled by other means
L375[06:45:29] <roxox1> Wait, wut?
L376[06:45:40] <gigaherz> slimes spawn in two different ways
L377[06:45:44] <roxox1> I assume they spawn the same way as like, Skeletons and stuff.
L378[06:45:49] <gigaherz> one way is the normal biome-based spawning
L379[06:45:51] <unascribed> if you just want to stop it from spawning in you test world
L380[06:45:56] <unascribed> /gamerule doMobSpawning false
L381[06:46:05] <roxox1> But I want other mobs ^
L382[06:46:08] <gigaherz> which is light-dependant
L383[06:46:13] <gigaherz> the other way is the slime chunks
L384[06:46:15] <unascribed> doMobSpawning only affects natural mobs
L385[06:46:20] <gigaherz> which have different rules
L386[06:46:21] <unascribed> summon and other things still work
L387[06:46:41] <roxox1> @unascribed I still want other mobs to spawn normally, every other mob.
L388[06:46:48] <unascribed> okay
L389[06:46:49] <roxox1> Slime chunks?
L390[06:46:51] <gigaherz> also
L391[06:46:56] <gigaherz> mobs never just "not spawn"
L392[06:47:04] <gigaherz> even in peaceful mode
L393[06:47:12] <gigaherz> if you try to spawn a mob, it will live for a tick then die
L394[06:47:42] <gigaherz> well i suppose doMobSpawning rule does avoid creating the mobs altogether
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L397[06:49:52] <masa> some time ago one of my friends used to play on peaceful on a server, and at night you could see mobs spawning and then instantly despawning all the time all over the place
L398[06:50:00] <masa> it was somewhat hilarious and also creepy
L399[06:50:24] <gigaherz> XD
L400[06:52:00] <masa> it was like they bleed through from whatever other realm and then leave after one tick
L401[06:52:24] <masa> not sure if that still happens on the current versions
L402[06:54:26] <gigaherz> dependso n how they implemented doMobSpawning ;P
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L411[07:24:30] <moog> getting an error decompiling about java heap space.
L412[07:24:37] <moog> what do
L413[07:25:36] <moog> do I need to allocate more memory by fucking with the BAT?
L414[07:25:44] <gigaherz> are you running inside IDEA?
L415[07:25:49] <gigaherz> or in a cmd window?
L416[07:25:51] <moog> cmd window
L417[07:26:00] <gigaherz> then yes, you'll have to mess with the gradle config
L418[07:26:19] <gigaherz> the "proper" version uses gradle.properties and such
L419[07:26:37] <gigaherz> but a quick fix can be to open the .bat file and where it says "DEFAULT_JVM_OPTIONS=" add -Xmx3G
L420[07:28:01] <moog> there isn't a line for it yet so I'm gonna plug it in right before the execute and pray it works
L421[07:28:27] <gigaherz> there isn't?
L422[07:28:31] <gigaherz> in gradlew?
L423[07:28:41] <moog> nope
L424[07:28:51] <gigaherz> there's no
L425[07:28:51] <moog> oh
L426[07:28:52] <gigaherz> @rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
L427[07:28:52] <gigaherz> set DEFAULT_JVM_OPTS=
L428[07:28:52] <gigaherz> ?
L429[07:28:54] <moog> it's OPTS
L430[07:28:58] <moog> not options sorry
L431[07:29:02] <gigaherz> eh
L432[07:29:04] <moog> I just ctrl f'd what you said
L433[07:29:04] <gigaherz> that's what I meant
L434[07:29:13] <gigaherz> just because I misspelled, doesn't mean the option doesn't exist
L435[07:29:13] <gigaherz> XD
L436[07:29:28] <moog> tell that to your compiler
L437[07:29:34] <moog> see how it handles D:
L438[07:29:37] <gigaherz> IRC isn't a compiler though
L439[07:29:37] <gigaherz> XD
L440[07:29:47] <sham1> yes it is
L441[07:30:00] <gigaherz> Internet Relay Compiler?
L442[07:30:00] <gigaherz> XD
L443[07:30:10] <IoP> it compiles bitching from whines
L444[07:30:22] <masa> it compiles random ramblings from strangers into hurt feelings :p
L445[07:30:45] <unascribed> https://esolangs.org/wiki/IRP
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L448[07:32:19] <IoP> Whining: damn ftb 1.8 unstable creates too much log
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L450[07:38:48] <moog> woo, it worked.
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L455[07:43:41] <Wuppy> everybody, Utomik is soon coming out of closed beta so everybody can join, I highly suggest it :)
L456[07:45:22] <unascribed> well that was a dumb end to a Spelunky run
L457[07:45:40] <unascribed> I killed Olmec, and falling down the pit I went a bit too far
L458[07:45:47] <unascribed> and instead of landing on him I fell straight into the lava
L459[07:45:51] <unascribed> 10/10 would spelunky again
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L474[08:29:49] <laci200270> who is familiar with gradle?
L475[08:30:32] <unascribed> you want to "pack depedencies to [your] jar"
L476[08:30:48] <unascribed> https://forgegradle.readthedocs.org/en/FG_1.2/user-guide/shading/
L477[08:30:53] <unascribed> it's basically the same in regular gradle
L478[08:30:59] <unascribed> just skip the srg
L479[08:31:24] <moog> okay the wiki says the the documentation is with the downloads but I ain't seein it
L480[08:31:55] <laci200270> unascribed, it is possible without extracting the jar?
L481[08:32:09] <unascribed> ?
L482[08:32:11] <laci200270> i mean like the old eclipse way put jars to jar
L483[08:32:22] <laci200270> without extract them
L484[08:32:29] <unascribed> oh, you mean "packaging" rather than shading
L485[08:32:35] <unascribed> I guess you could do that
L486[08:32:38] <unascribed> but I don't see why you'd want to
L487[08:32:57] <laci200270> I want to keep my jar organized :D
L488[08:33:06] <unascribed> >.>
L489[08:33:15] <gigaherz> that's such a pointless effort
L490[08:33:16] <gigaherz> XD
L491[08:33:20] <unascribed> I think Gradle's built-in application plugin is what you want then
L492[08:33:26] <unascribed> each dependency gets it's own jar
L493[08:33:36] <unascribed> apply plugin: "application"
L494[08:33:40] <unascribed> that's it
L495[08:33:48] <laci200270> ok thnaks I'll look it
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L497[08:37:26] <Wuppy> this is a cool typing game :O http://zty.pe/
L498[08:37:34] <Wuppy> programmers battle :P
L499[08:38:58] <moog> im gonna shoot myself
L500[08:39:02] <moog> why cant i find the javadocs
L501[08:39:08] <unascribed> ?
L502[08:39:10] <laci200270> unascribed, thats not exactly what I'm looking for
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L504[08:39:41] <unascribed> maybe Capsule, then? https://github.com/danthegoodman/gradle-capsule-plugin
L505[08:39:45] <Ministry> Anyone point me in the right direction to go about storing a 'durability' of sort on blocks? I can't figure out if blockstates will allow me to store an integer > 100
L506[08:39:49] <unascribed> in FatCapsule mode
L507[08:40:00] <unascribed> Ministry, blocks use metadata, which is 4 bits
L508[08:40:02] <unascribed> so 0-15
L509[08:40:35] <Ministry> Yeah, that's the conclusion I arrived at but wasn't sure if I was overlooking something, is there a way to store semi-large ints to a block?
L510[08:40:38] <unascribed> you're responsible for converting your properties to/from metadata, and you can have "unlisted" properties which aren't part of the metadata
L511[08:40:50] <unascribed> if you need to store a lot of data, it sadly has to be a TileEntity
L512[08:41:20] <unascribed> where "a lot" is anything you can't fit in 4 bits >.>
L513[08:41:31] <Ministry> Yeah heh. Fun times.
L514[08:42:11] <moog> obviously the best option is to only allow 16 of that block in the world and use the block data to dereference to some global value :-D
L515[08:42:24] <unascribed> >.>
L516[08:42:27] <unascribed> what're you storing, anyway?
L517[08:42:33] <Ministry> yield/quantity
L518[08:42:40] <unascribed> of?
L519[08:42:42] <Ministry> ore
L520[08:42:52] <moog> I still can't find the javadocs tho srsly
L521[08:43:01] <moog> the wiki page telling me where they are on the forge site is 2 yrs old
L522[08:43:40] <sham1> The javadocs are in the source
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L524[08:44:04] <moog> ...oh
L525[08:44:12] <moog> ' w '
L526[08:44:31] <moog> ¯\_(ツ)_/¯
L527[08:44:35] <moog> OH GOD MY FACE
L528[08:44:43] <laci200270> thanks unascribed that was that :D
L529[08:44:50] <laci200270> it works like charm
L530[08:45:19] <unascribed> yeah, capsule is awesome
L531[08:45:25] <unascribed> the maven mode is especially interesting
L532[08:46:16] <laci200270> but there is a little problem
L533[08:46:24] <laci200270> I only can use version 1.0.0
L534[08:46:47] <moog> okay, and you promise that there's info on all the methods in here, yeah?
L535[08:47:08] <moog> I am bad at everything pls kill me
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L537[08:47:37] <laci200270> unascribed, if I use above I get this: http://pastebin.com/Epi1ZsFc
L538[08:47:56] <unascribed> wat
L539[08:48:26] <laci200270> only the 1.0.0 version works
L540[08:48:33] ⇨ Joins: Kobata_ (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L541[08:48:54] <unascribed> what version of java are you on
L542[08:49:39] <laci200270> http://pastebin.com/fsx7zd2D
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L544[08:51:16] <laci200270> unascribed, any ideas?
L545[08:51:34] <unascribed> none
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L549[08:53:53] <laci200270> ok a better question
L550[08:54:02] <laci200270> why it isn'T includeing my source codes?
L551[08:54:12] <laci200270> it only inlcide the libraries
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L555[08:57:40] <laci200270> oh I found it
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L557[08:59:23] <moog> god I hate being fucking stupid
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L560[08:59:49] <moog> what the fuck does the guide mean when it says "...Then simply import your project folder as a project, everything will be done automatically.
L561[09:00:06] * moog screams
L562[09:01:01] <Ministry> it means what it says ( ͡° ͜ʖ ͡°)
L563[09:01:07] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L564[09:01:21] <moog> I've literally dropped out of college like 5 times explain it like you're trying to teach an ape
L565[09:01:32] <moog> I don't use java
L566[09:01:44] <moog> like I know the syntax but idkwtf working eclispe
L567[09:02:33] <moog> I am literally about to scream and flip my desk and destroy a few hundred dollars of electronics and then shove the broken bits into my eyes
L568[09:02:35] <Ministry> I'd help but I use Intellij so I'd make it harder.
L569[09:02:42] <gigaherz> moog: eclipse's main concept is the workspace
L570[09:02:49] <gigaherz> in that workspace, you can have multiple projects loaded at once
L571[09:02:55] <gigaherz> if you look at the File menu
L572[09:03:18] <gigaherz> there's an option in it to import an existing folder as a project
L573[09:03:39] <moog> what folder do I choose
L574[09:03:44] <moog> the one titled eclipse?
L575[09:03:47] <gigaherz> the eclipse folder, yes
L576[09:04:17] <moog> oh
L577[09:04:21] <moog> I forgot to take my meds
L578[09:04:30] <moog> that explains the outburst.
L579[09:04:36] <moog> uhhhh fuck how do I work this shid
L580[09:05:20] <grondag> java is just too damned big, with all the libraries, tools and miscellaneous crap it takes to get anything done
L581[09:05:23] <sham1> just calm down my friend
L582[09:05:24] <gigaherz> have you considered making use of one of these
L583[09:05:24] <gigaherz> https://www.youtube.com/results?search_query=minecraft+modding+for+beginners+1.8
L584[09:05:28] <grondag> at least it isn’t perl
L585[09:05:31] <sham1> Everything will be fine
L586[09:06:18] <gigaherz> sham1: you don't tell someone to calm donw, that just makes it worse, you tell someone to take a deep breath and hold it in for a few seconds ;P
L587[09:06:37] <sham1> That's the plan :P
L588[09:06:42] <Ministry> or 'slow ur roll bro'
L589[09:07:37] <moog> okay properly medicated now
L590[09:07:48] <moog> I can't remember the last time I slept and I've been up all night reading programming books so
L591[09:07:50] <moog> < w >
L592[09:08:00] <gigaherz> that's... not generally healthy
L593[09:08:06] <moog> I'm not a healthy person
L594[09:08:09] <moog> but hey.
L595[09:08:17] <Ministry> you'll sleep and sit down tomorrow with fresh eyes and everything will seem simple.
L596[09:08:17] <moog> I'm in a manic swing so I'm gonna take advantage of it??
L597[09:08:24] * gigaherz shrugs
L598[09:08:28] <grondag> moog: it takes time to absorb the concepts
L599[09:08:45] <moog> I already know C++ so it was mostly trivial knowledge
L600[09:08:46] <moog> well
L601[09:08:48] <moog> what I read anyway
L602[09:09:01] <moog> I dont know jack about the standard library stuff
L603[09:09:23] <gigaherz> anyhow, di you look at my link? ;P
L604[09:09:36] <laci200270> unascribed, now I get this: CAPSULE EXCEPTION: Connection reset while processing null null: null (for stack trace, run with -Dcapsule.log=verbose)
L605[09:09:49] <unascribed> have you tried running it with -Dcapsule.log=verbose
L606[09:09:59] <laci200270> yes
L607[09:10:04] <unascribed> send the output
L608[09:10:24] <moog> also as far as beginners guides go I'd probably prefer something in text if anyone knows of one cuz I have auditory processing issues
L609[09:10:34] <laci200270> http://pastebin.com/KXT92pT6
L610[09:10:35] <gigaherz> ah
L611[09:10:45] <grondag> I thought I was so clever generating my own colored quads for my block models...
L612[09:11:00] <grondag> but now I have to handle perspective for items...
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L614[09:11:08] <grondag> not feeling quite so clever now
L615[09:11:31] <gigaherz> I actually prefer text myself, just suggested videos because they are move "step by step" than text-based tutorials
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L617[09:11:47] <moog> eh, I can manage
L618[09:11:51] <moog> I'll manage or die, I guess.
L619[09:12:14] <gigaherz> that seems a bit drastic to me, just for modding ;P
L620[09:12:29] <unascribed> laci, I have no clue
L621[09:12:32] <unascribed> you broke *something*
L622[09:12:35] <unascribed> I don't know what or how
L623[09:12:48] <laci200270> yeah
L624[09:12:53] <laci200270> maybe the old version
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L626[09:13:47] <moog> okay I'm looking through some text 'n...
L627[09:13:52] <moog> I dont think I imported right
L628[09:14:06] <moog> http://puu.sh/mHR9z/876857c266.png this is what the project I have looks like which is missing stuff like
L629[09:14:14] <moog> supposedly a minecraft directory in there?
L630[09:14:35] <gigaherz> nah
L631[09:15:09] <moog> why does it feel like stuff is missing then
L632[09:16:10] <gigaherz> I don't use eclipse for modding,but that seemsto contain everything I'd expect from it
L633[09:16:23] <gigaherz> if you use the run/debug buttons now
L634[09:16:35] <gigaherz> does it load up with the example mod loaded?
L635[09:17:35] <moog> I have an examplemod.java
L636[09:17:48] <gigaherz> yes
L637[09:17:59] <moog> the project is supposed to come pre configured to launch into minecraft when you hit the run button I think
L638[09:17:59] <gigaherz> but I mean if you run the debugging minecraft
L639[09:18:14] <gigaherz> if everything is configured correctly
L640[09:18:16] <gigaherz> when you use the run button
L641[09:18:21] <gigaherz> it should load up Minecraft
L642[09:18:28] <gigaherz> and if you then click on the Mods button
L643[09:18:28] <moog> just gives me this
L644[09:18:37] <gigaherz> you should see the example mod in the list
L645[09:18:41] <moog> http://puu.sh/mHRun/4785966ecc.png
L646[09:18:51] <moog> god I love being stupid
L647[09:18:59] <gigaherz> hmf
L648[09:19:14] <gigaherz> I have no idea about eclipse, so no idea how to help you
L649[09:19:28] <gigaherz> maybe someone else can
L650[09:19:30] <moog> I'm gonna delete everything and re build
L651[09:19:32] <moog> fuck it
L652[09:20:38] <moog> uhhhh
L653[09:20:39] <moog> mmmm
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L655[09:25:55] <Nitrodev> Hi
L656[09:27:16] <grondag> moog: when i rebuild forge I have to go into run configurations and reselect the project in each run config
L657[09:27:42] <moog> I can't parse that but
L658[09:27:45] <grondag> Run / Run Configurations
L659[09:27:47] <moog> I just deleted everything and started over
L660[09:27:53] *** Kobata_ is now known as Kobata
L661[09:28:04] <grondag> choose yourmod_Client and then select your project
L662[09:28:07] <Nitrodev> Oh dear god...
L663[09:28:26] <Nitrodev> moog: wht would you do that...
L664[09:28:32] <grondag> You will may have the same problem. Don’t know why it derps. Hasn’t been enough of a bother to troubleshoot.
L665[09:29:06] <moog> because I have a premium of processor time and a deficit of brain cells
L666[09:29:25] <Nitrodev> Lol
L667[09:30:01] <grondag> It may make you feel better to know that eclipse why designed by hypermalevolent radioactive space walruses from space who hate all human life.
L668[09:30:10] <grondag> That’s a scientific fact that I just made up.
L669[09:30:24] <unascribed> s/eclipse/intellij/
L670[09:30:27] <moog> well
L671[09:30:31] <moog> I'm in run configurations
L672[09:30:34] <unascribed> >space walruses from space
L673[09:30:50] <grondag> well, they are
L674[09:31:00] <moog> there's forge client and server...
L675[09:31:05] <moog> aaaand we have minecraft now
L676[09:31:10] <moog> cool I guess so it is all here
L677[09:31:13] <grondag> yay!
L678[09:31:27] <moog> sometimes beating your head against the same wall works
L679[09:31:48] <Nitrodev> For some odd reason.
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L681[09:31:55] <moog> okay now where the heck do I find the documentation of all the methods I'm going to drive myself batty with
L682[09:32:30] <Nitrodev> The javadocs?
L683[09:32:50] <Nitrodev> Just go to a mc class
L684[09:33:04] <Nitrodev> Any class and they should be there
L685[09:33:11] <grondag> well, if it is any kind of standard library stuff you can hover or open declaration and there will likely be some commentary.
L686[09:33:18] ⇨ Joins: gr8pefish (gr8pefish@24.121.80.148)
L687[09:33:21] <moog> the problem is that I can't find any classes
L688[09:33:24] <moog> < _ >
L689[09:33:24] <grondag> For forge classes it is hit or miss - sometimes you just gotta read the code
L690[09:33:37] <moog> ah wait is it in here
L691[09:33:38] <moog> yes it is
L692[09:33:45] <Nitrodev> Are you using eclipse?
L693[09:33:48] <moog> yea
L694[09:33:48] <Nitrodev> Oh nvm
L695[09:34:32] <masa> bleh, why can't I implement another clas... now I need to copypaste all the code from one of my classes
L696[09:34:45] <Nitrodev> Then i can't help you with IDE related issues moog
L697[09:34:49] <moog> I found it
L698[09:34:51] <moog> I'm just an idiot
L699[09:34:55] <Nitrodev> Ah
L700[09:35:11] <moog> yeah idk how I feel about java class inheritance yet
L701[09:35:18] <Nitrodev> And are there comments above the methods?
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L703[09:35:29] <grondag> I’ve heard others say that Idea is a better IDE, but I’ve almost become kinda sorta minimally competent with eclipse and my brain hurts at the thought of another learning curve right now.
L704[09:35:48] <Nitrodev> Idea is pretty neat
L705[09:36:02] *** kroeser|away is now known as kroeser
L706[09:36:08] <moog> I'm looking at block.class rn
L707[09:36:16] <grondag> I will probably give it another try when all the gradle issues are sorted out and it is fully supported.
L708[09:36:16] <moog> it definitely has comments on it, yup
L709[09:36:17] <masa> all I have seen from idea just seems that it would make my life more difficult
L710[09:36:28] <Nitrodev> Cant say if its better, since i have only used eclipse for a bit
L711[09:36:46] <grondag> eclipse is way better than it used to be when I first tried it years ago
L712[09:36:49] <grondag> I’ll give it that
L713[09:37:17] <Nitrodev> If you have used eclipse a lot then intellij would be harder ofc
L714[09:37:38] <grondag> Any new IDE is hard at first
L715[09:37:49] <Nitrodev> Yeah
L716[09:37:58] <grondag> Except maybe for emacs which stays hard forever
L717[09:38:14] <Nitrodev> What's that?
L718[09:38:39] <grondag> unix editor infamous for its customizability and unusability for mere mortals
L719[09:39:11] <Nitrodev> Okay
L720[09:39:57] <moog> haha, emacs
L721[09:40:05] <moog> it's interesting in theory
L722[09:40:08] <moog> in practice it's
L723[09:40:15] <moog> a wall scroll of hotkeys
L724[09:40:17] <Nitrodev> Dont
L725[09:41:39] <grondag> According to wikipedia emacs has been described as "a great operating system, lacking only a decent editor".
L726[09:41:56] <moog> fuuuck
L727[09:41:58] <grondag> lawl
L728[09:41:59] <moog> blown the fuck out
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L733[09:47:59] <moog> high level languages are great
L734[09:48:03] <moog> encapsulation and shit
L735[09:48:11] <K-4U> Does anybody know if Buildcraft for 1.8.9 has a maven nowadays?
L736[09:48:13] <moog> I don't have to know what the actual implementation of something is!
L737[09:48:24] <moog> but boy god damn do I worry about what the actual implementation is!
L738[09:48:28] <heldplayer> K4: I'd suggest asking asie
L739[09:48:53] <asie> ask AlexIIL, but I think he said "no until 7.2.0 stable"
L740[09:49:09] <K-4U> oh that's annoying D:
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L742[09:51:27] <K-4U> Where do i even download buildcraft? O_o
L743[09:51:43] <sham1> From the Internet
L744[09:52:00] <K-4U> And the price for the most unhelpfull answer goes to: sham1
L745[09:52:14] <sham1> Stupid question gets a stupid answer :P
L746[09:52:19] <heldplayer> ^
L747[09:52:26] <grondag> K-4U: go the Internet. It’s on the left. Is that better?
L748[09:52:46] <K-4U> I searched mod-buildcraft, i searched curse
L749[09:52:53] <K-4U> i'm sorry for not being a know it all
L750[09:53:20] <wlhlm> K-4U: mod-buildcraft has downloads doesn't it?
L751[09:53:27] <K-4U> not for 1.8.9
L752[09:53:42] <wlhlm> why not not say that earlier?
L753[09:53:42] <sham1> http://mod-buildcraft.com/forums/showthread.php?tid=1853
L754[09:54:01] <moog> well
L755[09:54:06] <moog> I met my goal for the day I guess
L756[09:54:12] <K-4U> thanks
L757[09:54:13] <moog> I did a thing
L758[09:54:18] <moog> I got this shit workin
L759[09:54:24] <moog> I should sleep maybe
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L764[10:18:34] <Nitrodev> I wonder if i could use for loops in checking if a structure of blocks is complete?
L765[10:18:54] <PaleoCrafter> generally yes :P
L766[10:19:03] <gigaherz> loops are a tool
L767[10:19:11] <gigaherz> you can use them in any situation you elieve they are appropriate
L768[10:19:11] <gigaherz> ;p
L769[10:19:13] <Nitrodev> Really???
L770[10:19:32] <diesieben07> lol
L771[10:19:33] <PaleoCrafter> you could technically use a loop to do an if :P
L772[10:19:59] <gigaherz> while(condition) { something; break }
L773[10:20:06] <Nitrodev> Yeah i just got it
L774[10:20:09] ⇦ Quits: grondag (~grondag@99-100-53-175.lightspeed.clmboh.sbcglobal.net) (Quit: grondag)
L775[10:20:12] <K-4U> Nitrodev: How else would you do it? :P
L776[10:20:23] <Nitrodev> Now i understand gow i can do it
L777[10:20:34] <Nitrodev> Like gigaherz does it
L778[10:20:47] <gigaherz> I changed my code from whatyou saw last ;P
L779[10:20:48] <Nitrodev> With too many if statements
L780[10:20:52] <Nitrodev> Oh
L781[10:21:27] <Nitrodev> I just need to remember the way for about 30 min
L782[10:21:31] <PaleoCrafter> hm, is there a nice method somewhere in Guava (or any other library shipped with MC) that gets *all* fields from a class (i.e. like getDeclaredFields but with inherited ones)?
L783[10:21:53] <gigaherz> my multiblock helper now looks like this: https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/rift/RiftStructure.java
L784[10:22:58] <Nitrodev> Oooh fancu
L785[10:23:02] <Nitrodev> Fancy*
L786[10:23:38] <diesieben07> PaleoCrafter, ImmutableSet.builder().add(getDeclaredFields()).add(getFields()).build() :P
L787[10:24:00] <PaleoCrafter> nah, that wouldn't cover inherited private fields ;)
L788[10:24:25] <gigaherz> Gson may have something in the serializer?
L789[10:24:26] <Nitrodev> But gigaherz i was referring to your blockEnderRift class
L790[10:24:41] <gigaherz> Nitrodev: I moved things there ;P
L791[10:24:41] <diesieben07> oh, you want those, too
L792[10:24:54] <Nitrodev> Oh
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L794[10:25:50] <Nitrodev> I have nothing else to do atm so ilk just study your codr
L795[10:25:58] <Nitrodev> Damn phonw
L796[10:26:01] <Nitrodev> ...
L797[10:26:21] <diesieben07> PaleoCrafter, StreamSupport.stream(ClassUtils.hierarchy(clazz, Interfaces.INCLUDE).spliterator(), false).flatMap(cl -> Arrays.stream(cl.getDeclaredFields())
L798[10:26:36] <PaleoCrafter> k, thanks
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L802[10:28:58] <PaleoCrafter> gotta love dem streams
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L804[10:29:20] <diesieben07> you could even do .map(Class::getDeclaredFields).flatMap(Arrays::stream) which is a bit nicer imo :D
L805[10:30:06] <PaleoCrafter> definitely looks cleaner
L806[10:30:45] <diesieben07> also don't test this on swing classes.
L807[10:30:48] <Nitrodev> Home soon :D
L808[10:30:53] <PaleoCrafter> why? :P
L809[10:31:45] <diesieben07> all the fields
L810[10:31:48] <Wuppy> I can't list to Seth Macfarlane without seeing Brian in my head xD
L811[10:31:58] <PaleoCrafter> oh well
L812[10:32:16] <diesieben07> also this will list overridden methods twice
L813[10:32:24] <diesieben07> or however often they occur in the hierarchy
L814[10:32:32] <Wuppy> am I the only one with this problem? :P
L815[10:32:41] <diesieben07> no. :D
L816[10:32:51] <PaleoCrafter> good thing I only need this for fields xD
L817[10:32:53] <diesieben07> Seth Macfarlane is his characters
L818[10:32:56] <diesieben07> right :D
L819[10:33:16] <Wuppy> a million ways to die in the west would be an interesting movie with actually Brian in it :P
L820[10:33:30] <EeB> Question: is there anyone here who can explain the format of a baked quad?
L821[10:33:34] <PaleoCrafter> oh, Wuppy, I've found a few mistakes in your book :P
L822[10:33:48] <Nitrodev> His?
L823[10:33:53] <Wuppy> :o
L824[10:33:56] <Wuppy> what? where?
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L826[10:34:22] <EeB> I'm having some issues with shading and I wanna check if I'm using it wrong or if its a possible bug in forge
L827[10:34:41] <PaleoCrafter> I didn't keep a list (will do that maybe) but two were in the end of the first Item chapter
L828[10:35:01] <Wuppy> code mistakes I presume?
L829[10:35:07] <PaleoCrafter> nope
L830[10:35:11] <Wuppy> spelling?
L831[10:35:14] <PaleoCrafter> one probably was just a editing error for the second edition, but you refer to the icon register
L832[10:35:29] <Wuppy> woops, that's a problem, yeah
L833[10:36:04] <PaleoCrafter> another one was in the Q&A, the question was "Can items belong to multiple creative tabs" and you answered "no", but that actually is possible :P
L834[10:36:08] <PaleoCrafter> and has been for a fairly long time, I think
L835[10:36:12] <Wuppy> o___0
L836[10:36:19] <Wuppy> I honestly didn't know
L837[10:36:21] <Wuppy> how
L838[10:36:25] <PaleoCrafter> Item.getCreativeTabs
L839[10:36:43] <Wuppy> and just overwrite that method I'd assume?
L840[10:37:09] <PaleoCrafter> yep
L841[10:37:19] <PaleoCrafter> oh, another thing was in the tools chapter, I think
L842[10:37:38] <PaleoCrafter> in the Q&A you said that you can still use metadata just fine, but I don't think you actually can :P
L843[10:38:07] <unascribed> considering you can freely convert between meta and state
L844[10:38:11] <unascribed> it's basically true
L845[10:38:27] <Wuppy> everybody says something different about that, I honestly don't konw at this point :V
L846[10:38:38] <PaleoCrafter> unascribed, talking items ;)
L847[10:38:44] <diesieben07> you can either use metadata for the durability or NBT
L848[10:38:50] <diesieben07> if you use NBT its a bit more work
L849[10:38:56] <diesieben07> and usually just metadata is used
L850[10:39:01] <diesieben07> then you can NOT use metadata for something else
L851[10:40:09] <PaleoCrafter> well, then you just have to change the phrasing, Wuppy
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L854[10:42:46] <Wuppy> diesieben07, default tools use NBT for it, right?
L855[10:43:02] <gigaherz> lol apparently xBCrafted booted his FTB Unstable 1.8 world on a more recent version of FTB Unstable
L856[10:43:03] <PaleoCrafter> nope
L857[10:43:08] <diesieben07> ehh no they dont
L858[10:43:17] <gigaherz> https://twitter.com/xBCrafted/status/691295162308304896
L859[10:43:19] <Wuppy> aw crap, then I should chagne that as well :V
L860[10:43:30] <gigaherz> https://twitter.com/xBCrafted/status/691297738135199744
L861[10:43:33] <gigaherz> his results were interesting
L862[10:43:33] <gigaherz> XD
L863[10:43:35] <diesieben07> why are mods always so broekn -.-
L864[10:43:59] <diesieben07> what is so hard to get right abotu backwards compatibility
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L866[10:44:36] <Wuppy> also, why we're talking about problems with my book, are there a lot of changes required to update from 1.8 to 1.8.8?
L867[10:44:45] <gigaherz> no
L868[10:44:55] <gigaherz> the biggest change from a modder perspective
L869[10:44:57] <gigaherz> is the tesellator
L870[10:44:59] <PaleoCrafter> GENERICS
L871[10:45:05] <Wuppy> and what was the proper way to register renders now?
L872[10:45:06] <gigaherz> generics added are nice
L873[10:45:11] <gigaherz> but they don't affect porting that much
L874[10:45:26] <gigaherz> entity renderers changed from a direct instance, to a factory
L875[10:45:26] <PaleoCrafter> eh, you get quite a few warnings :P
L876[10:45:36] <gigaherz> TESR are the same
L877[10:45:48] <Wuppy> I mean the ItemModelMesher crap
L878[10:45:57] <gigaherz> that didn't really change in 1.8.9
L879[10:46:00] <gigaherz> it changed in 1.8 itself
L880[10:46:07] <gigaherz> ModelLoader.setCustomModelResourceLocation
L881[10:46:10] <Wuppy> I know, but that chnage wasnt added in my book yet
L882[10:46:14] <PaleoCrafter> but Wuppy, that was another thing in your tool chapter, you put @SuppressWarnings("unchecked") on the blocks set for the paxel instead of typing it correctly q.q
L883[10:46:16] <gigaherz> and it calls ModelBakery.addVAriantName for you
L884[10:46:17] <grondag> Eeb: I may be able to help. What’s the question?
L885[10:46:25] <gigaherz> so you don't have to use the bakery manually anymore
L886[10:46:58] <Wuppy> thanks gigaherz, I'll replace it
L887[10:48:35] <grondag> if you are having shading issues, you probably need to call net.minecraftforge.client.ForgeHooksClient.fillNormal() after you’ve populated your array.
L888[10:49:08] <PaleoCrafter> and I generally don't like the Paxel and Spax implementations, they're way too hardcoded :P
L889[10:50:01] <asie> diesieben07: depends
L890[10:50:20] <asie> BuildCraft is probably one of the most compatible backwards mods, and probably one of the few you can actually move from 1.7.10 to 1.8.9 mostly flawlessly
L891[10:50:39] <diesieben07> i am not even talking cross major version
L892[10:50:47] <diesieben07> the thing that was linekd above is same MC version
L893[10:52:47] <heldplayer> asie: I think Mystcraft has a pretty good record of being backwards compatible
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L896[10:54:37] <grondag> Does anyone here actually understand how IPerspectiveAwareModel actually works?
L897[10:55:06] <SomeGuyInATree> unascribed: How went your glasspane replacement?
L898[10:55:15] <unascribed> it's going well
L899[10:55:22] <unascribed> attempting the Spelunky daily right now
L900[10:56:00] <diesieben07> grondag, you mean how to implement it or how it is being handled by MC?
L901[10:56:11] <grondag> how to implement
L902[10:56:29] <grondag> I’m not extending on of Fry’s classes so I think I need to roll my own implementation.
L903[10:57:18] <grondag> Seems like it should be relatively simple, looking at the various implemtations already there, but they are all subtly different.
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L905[10:57:47] <grondag> I guess I’d like to know which class to use as an example.
L906[10:57:48] <diesieben07> well, it just allows you to specify a transform matrix based on where the item is rendered (e.g. first person, inventory, third person, etc.)
L907[10:57:55] <Nitrodev> okay i'm back
L908[10:58:02] <Nitrodev> on my pc now
L909[10:59:04] <grondag> yes, but doesn’t it also have to apply the matrix?
L910[10:59:17] <diesieben07> no, that's done for you, that is the point :D
L911[10:59:48] <grondag> okay, but it assumes that your baked model is an IFlexibleBakedModel, right?
L912[10:59:55] <grondag> That’s how it does its magic.
L913[11:00:06] <diesieben07> there is no "magic" :D
L914[11:00:27] <diesieben07> forge just checks before items are rendered if they are perspective aware, and if so, query their matrix and transform by that matrix
L915[11:00:38] <diesieben07> yes, it needs to be flexible, which all models should be
L916[11:00:58] <diesieben07> if yours (for some reason) is not and you cannot change that, use IFlexibleBakedModel.Wrapper
L917[11:01:12] <grondag> Aha!
L918[11:01:59] <grondag> Yes, mine is not, because I need to colorize my quads and handle face permutations in a space-efficient way.
L919[11:02:10] <diesieben07> that doesn't mean you can't be flexible
L920[11:02:17] <diesieben07> just implement IFlexibleBakedModel instead of IBakedMode
L921[11:02:28] <grondag> I had not thought to use the IFBM wrapper class. I’ll take a look at that.
L922[11:03:16] <Nitrodev> i don't think it matters where i'll check for the structure right?
L923[11:05:19] <diesieben07> you should not use the wrapper class if the model you are wrapping is yours
L924[11:05:32] <diesieben07> if that is the case, just change implements IBakedModel to implements IFlexibleBakedModel
L925[11:05:36] <diesieben07> grondag ^
L926[11:05:57] <grondag> yes, I just figured that out - I’m only missing one member
L927[11:06:07] <grondag> I thought it was doing more than that
L928[11:06:37] <grondag> I don’t have an IModelState and I’m guessing I’ll need one somehow.. but we’ll see.
L929[11:07:45] <diesieben07> IFlexibleModel does not reuire an IModelstate...
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L931[11:08:43] <EeB> grondag: sorry for late answer, had to make some food ;). I was just wondering what the individual ints in a baked quad mean
L932[11:09:19] <EeB> I don't 100% understand how they work, and I'm currently using a shading color which seems to apply to block models but does not seem to work when the item is rendered in the inventory
L933[11:09:50] <EeB> so I'm kinda wondering: am I using them wrong, or is it a forge bug?
L934[11:09:54] <grondag> well, I clearly don’t yet understand how IModelState works yet, I just saw it show up frequently in the other IPerspectiveAware stuff I looked at. I’m assuming you’re correction, which is great.
L935[11:10:14] <grondag> Eeb: there are some comments that describe it. Gimme a sec.
L936[11:10:54] <diesieben07> IModelState is for more advanced models like OBJ etc as far as I understand it
L937[11:13:38] <grondag> Eeb: look at the header for the BakedQuad class.
L938[11:14:25] <grondag> And also in FaceBakery.storeVertexData()
L939[11:15:04] <grondag> However, I think fry is using the “unused” int to store vertex normals for his lighting model.
L940[11:15:28] <EeB> yeah I already looked at those
L941[11:15:35] <gigaherz> :3 yay my "Rift Browser" block is able to display the contents of the rift, including "large stacks" mode
L942[11:15:41] <grondag> That’s why you need to call that hook I mentioned earlier after you’ve populated your array with vertex data.
L943[11:15:42] <EeB> there's not really much to go off from whats there
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L945[11:18:37] <gigaherz> no scrollingyet, or removing/adding items
L946[11:18:37] <gigaherz> but \o/ regardless
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L949[11:18:37] <gigaherz> next step: draw a "pretty" label instead of the default one, so that it shows "1k" instead of 1000 or "1m" instead of 100000
L950[11:18:37] <gigaherz> +0
L951[11:18:37] <EeB> grondag: oh, I didn't see the hook you mentioned before
L952[11:18:37] <grondag> yeah, took me a couple hours to figure out why my shading was wrong
L953[11:18:37] <EeB> I actually think my issue might be related to lighting because the model seems to be darker in the inventory aswel
L954[11:18:37] <grondag> that’s what I saw, too
L955[11:18:37] <Nitrodev> oh the fun in changing a blocks name...
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L957[11:18:37] <Nitrodev> darn the item model isnt showing
L958[11:18:37] <K-4U> Is it possible to use TESR rendering depending on blockstate?
L959[11:18:49] <PaleoCrafter> sure
L960[11:18:51] <K-4U> so either render using a tesr or render using a normal cube defined in json?
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L962[11:19:15] <PaleoCrafter> oh, that way
L963[11:19:20] <Nitrodev> what are the reasons for a block to not have an item model
L964[11:19:37] <grondag> All you need to do is call net.minecraftforge.client.ForgeHooksClient.fillNormal with your vertex array (28 integers) and the side of the face.
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L966[11:19:46] <grondag> If it isn’t a cube, you’ll need to compute a normal to derive the face.
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L968[11:19:59] <PaleoCrafter> K-4U, you can definitely do it using the new FastTESR stuff introduced with fry's animation system
L969[11:20:04] <williewillus> woo animation api
L970[11:20:15] <williewillus> except I have no idea how to use it without a full grammar for the jsons :p
L971[11:20:20] <PaleoCrafter> yeah
L972[11:20:22] <grondag> The FastTESR looks really interesting, as does the animation API.
L973[11:20:28] <grondag> Fry is a beast.
L974[11:20:38] <PaleoCrafter> we don't want fry to document it, though
L975[11:20:39] <K-4U> PaleoCrafter: Wouldn't it just be a case of telling it to use a different model based on a blockstate?
L976[11:20:51] <williewillus> the only reason I understood the forge json is because of his full grammar :p
L977[11:21:21] <PaleoCrafter> well, you could make the TESR not draw anything when the state is correct and just have the 'empty' model in your blockstates when the TESR should be used
L978[11:21:29] <grondag> williewillus: ditto that
L979[11:21:30] <PaleoCrafter> but you can't swap the rendering method on demand (without removing the TE)
L980[11:22:04] <K-4U> nah, it does need a TE
L981[11:22:27] <K-4U> Just trying to figure out what's the proper way of checking for a boolean in the blockstates json
L982[11:23:00] <PaleoCrafter> "variants": { "property": { "true": {...}, "false": {...} } } .P
L983[11:23:03] <PaleoCrafter> assuming forge JSON
L984[11:23:22] <K-4U> ah yes, thanks :)
L985[11:24:03] <PaleoCrafter> and you can use builtin/generated as "empty" model
L986[11:24:24] <grondag> I built an amazingly complicated forge JSON to handle connected texture blocks using 386 different transforms rotations on 12 or so distinct models.
L987[11:24:37] <williewillus> woulda just smartmodeled at that point :p
L988[11:24:55] <K-4U> Yeah, i'm still looking for a proper connectedTexture Code
L989[11:25:00] <grondag> It worked, but yep, at that point I decided I’d go ahead and do smartmodel.
L990[11:25:07] <grondag> Much more powerful.
L991[11:25:08] <williewillus> but yeah excited for this animation api, botania has several good use cases for it (like everything else in 1.8 ;p)
L992[11:25:22] <EeB> grondag: that fixed the lighting issue, but shading color still seems to be ignored
L993[11:25:29] <williewillus> K-4U: tterrag/minecreatr/Drullkus' Chisel 1.8?
L994[11:25:45] <grondag> There is CTM code for 1.8 now.
L995[11:25:50] <grondag> Forgot where I saw it.
L996[11:25:56] <williewillus> the chisel fork
L997[11:26:13] <K-4U> williewillus: haven't looked there yet. thanks ;)
L998[11:27:06] <minecreatr> yeah, that CTM code took 2 months to write xD
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L1000[11:27:40] <grondag> Right, though now that I’m thinking back I’m nore sure it’s a separate lib any more.
L1001[11:28:00] <grondag> I have my own implementation that works for me but it isn’t general purpose.
L1002[11:28:20] <Nitrodev> i forgot where do i set the blocks display name?
L1003[11:28:24] <minecreatr> yeah, it is going to be a seperate lib once we finish chisel development grondag
L1004[11:28:27] <Nitrodev> like in the GUI
L1005[11:29:08] <Nitrodev> found it
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L1007[11:29:41] <williewillus> getDisplayName or similar
L1008[11:29:54] <Nitrodev> yeah i knew that
L1009[11:29:56] <williewillus> hm also need to check out the new capabilities thing since I'm still fuzzy on what it does
L1010[11:29:57] <bilde2910> If I'm installing Forge MDK in a multi user environment on Windows, is there any way I can have the Forge folder placed in a directory shared by all users, and keeping the src folder separately in the user's profile folder (%USERPROFILE%)?
L1011[11:30:01] <williewillus> / how to do it
L1012[11:30:08] <Nitrodev> i emant where i write the name itself
L1013[11:30:11] <Nitrodev> meant*
L1014[11:30:18] <Nitrodev> but i found it now
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L1023[11:36:52] <masa> what is the addBlockEvent in TileEntityChest for? does the numPlayersUsing get synced to clients via that?
L1024[11:38:27] <williewillus> yeah
L1025[11:39:14] <masa> ywah just found some sync stuff in WorldServer that happens because of the blockEvents
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L1027[11:41:17] <shade_phone> Hello
L1028[11:41:21] <tustin2121> hello?
L1029[11:41:49] <shade_phone> Good it worked.. can never be too sure with irccloud...
L1030[11:42:35] <tustin2121> 300 people in here, I'm guessing this is one of those chats that's just usually dead
L1031[11:43:37] <gigaherz> it has its moments
L1032[11:43:59] <tustin2121> I'm on one of those all the time over on freenode, so I know how that goes
L1033[11:44:04] <tustin2121> next question is if I ask my MC modding question, if anyone will actually respond
L1034[11:44:47] <shade_phone> Only way to find out is to ask, you'll likely get an answer if someone knows
L1035[11:44:57] <tustin2121> fair enough
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L1037[11:46:42] <tustin2121> I have forge for 1.8.9 latest. And I have a handful of mods. I try to place down an OpenComputer screen in the world, and a CustomNPCs Banner is placed (invisible) in the world instead. How do I go about possibly fixing this? (Since block ids apparently aren't a thing anymore)
L1038[11:46:58] <gigaherz> starting to take shape :3 https://dl.dropboxusercontent.com/u/743491/2016-01-24_18.46.26.png
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L1041[11:47:44] <williewillus> tustin2121: that is really weird, sounds like hte idmap is corupted
L1042[11:47:59] <williewillus> have mods been added/removed to this world?
L1043[11:48:27] <gigaherz> now.... adding and removing
L1044[11:48:29] <gigaherz> that'll be "fun"
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L1046[11:48:50] <tustin2121> I have OpenComputer on, then added CustomNPCs to it just now, and I only recently noticed the screens were all identifying as some other block (via WAILA)
L1047[11:49:05] <williewillus> need to resist urge to check out the capabilities and animation API, have hw to do xP
L1048[11:50:09] <PaleoCrafter> gigaherz, I'd use the dot as decimal separator :P
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L1050[11:50:31] <tustin2121> I don't suppose the idmap is something I can simply regenerate properly or something... :/
L1051[11:50:57] <williewillus> no, sounds like customnpcs did some hacky things
L1052[11:51:06] <tustin2121> yay
L1053[11:51:14] <williewillus> did you backup before adding it?
L1054[11:51:21] <tustin2121> yes
L1055[11:51:25] <williewillus> good :p
L1056[11:51:29] <tustin2121> lol
L1057[11:51:38] <tustin2121> though, I would hate to remove it :/
L1058[11:52:38] <gigaherz> PaleoCrafter: eh /shrug, I removed the decimals with exceptions ;P
L1059[11:53:18] <gigaherz> it now hows 0..899, then ".9k" until "1k" then "2k", "3k" etc until ".9M"
L1060[11:53:24] <gigaherz> shows*
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L1062[11:53:38] <shade_phone> So in my tinkering with the breaking animation, i made a fancy Edge class that can be divided into n segments
L1063[11:53:47] <tustin2121> oh... that apparently only happens in my world. Everything is fine is I place down an OpenComputer screen in a new world *facepalm*
L1064[11:54:38] <PaleoCrafter> shade_phone, that's pretty straightforward, isn't it? :P
L1065[11:54:39] <shade_phone> Yep, customnpcs borked things
L1066[11:55:50] <tustin2121> on a completely unrelated note... recommend any way to copy a large mansion into a new world...? :P
L1067[11:56:10] <shade_phone> If youve done it before, now i have to figure out how to make a model with these Edges
L1068[11:56:33] <gigaherz> tustin2121: mcedit?
L1069[11:56:47] <PaleoCrafter> it's basic linear algreba
L1070[11:56:50] <shade_phone> tustin2121: world edit, or mcedit
L1071[11:56:51] <tustin2121> does mcedit work with mods?
L1072[11:56:51] <gigaherz> alternatively
L1073[11:56:57] <gigaherz> worldedit save schematic + laod schematic
L1074[11:57:08] <gigaherz> "modern" versions of mcedit are mod-agnostic
L1075[11:57:17] <tustin2121> ah, ok
L1076[11:57:19] <shade_phone> tustin2121: it *should*
L1077[11:57:19] <gigaherz> they will accept ANY block id/meta combination
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L1079[11:57:34] <gigaherz> and save worlds using the SAME id/meta
L1080[11:57:35] <gigaherz> so
L1081[11:57:38] <PaleoCrafter> Schematica or Recurrent Complex are other options
L1082[11:57:49] <gigaherz> as long as your worlds maintain the ID maps, it would work
L1083[11:57:54] <gigaherz> if they do not, then it will probably break
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L1085[11:58:07] <Doomworks> Is there a doc that show all the changes to stuff like setBlockTextureName()?
L1086[11:58:08] <tustin2121> hm, the id maps are the problem here though
L1087[11:58:31] <Doomworks> Trying to port an old project to 1.8 and I'm sitting here tial and erroring
L1088[11:58:36] <gigaherz> I don't know if anyo f those will store the registration names for things
L1089[11:58:44] <gigaherz> you'd have to try
L1090[12:01:22] <williewillus> Doomworks: I think I plug this thing like 5 times a day but here you go https://gist.github.com/williewillus/57d7093efa80163e96e0
L1091[12:02:29] <Doomworks> Sorry, I've only recently wanted to try and get back into modding. You'll probably see me in here a bit from now on asking obvious questions :S
L1092[12:02:38] <Doomworks> And thank you as well :)
L1093[12:02:42] <PaleoCrafter> http://sbnc.khobbits.co.uk/log/stats/minecraftforge.htm it's occupying third and second place XD
L1094[12:03:06] <gigaherz> wat I'm #1 already?
L1095[12:03:06] <williewillus> whoa we have a stats page
L1096[12:03:07] <williewillus> cool
L1097[12:03:11] <williewillus> and woohoo #2
L1098[12:03:17] <PaleoCrafter> hah, I've beaten fry in the smiling category
L1099[12:03:33] <williewillus> also, why is my away nick #17...
L1100[12:03:38] <williewillus> I never talk with that :p
L1101[12:03:49] <PaleoCrafter> it's quite weird, I'm listed twice as well
L1102[12:04:44] <williewillus> lol my primer combined has 23 links in the chan
L1103[12:04:53] <Doomworks> You're in the most referenced urls bit willie, guess there are a lot of people who need guidence haha
L1104[12:04:59] <masa> oh wow I'm near the top too
L1105[12:05:31] <masa> second highest words per line too :p
L1106[12:05:32] <williewillus> aw there's not counter for ':p"
L1107[12:05:50] <williewillus> back when #FTB was cool I had the highest ':p' count by an enormous marging haha
L1108[12:05:56] <williewillus> *margin
L1109[12:06:10] <masa> heh
L1110[12:06:50] <PaleoCrafter> williewillus, I think that's included in smiling
L1111[12:07:46] <Ivorius> tustin2121: If the ID maps are not the same, schematics won't work
L1112[12:07:54] <Ivorius> So no WorldEdit, no MCEdit
L1113[12:07:59] <tustin2121> :(
L1114[12:08:09] <tustin2121> that's what I was about to try, worldedit
L1115[12:08:15] <Ivorius> Schematica has a id table hack for its exports
L1116[12:08:26] <Ivorius> Recurrent Complex uses a different file type, which also works
L1117[12:08:59] <masa> I think mcedit2 also understands forge id maps, right?
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L1119[12:09:26] <Ivorius> I stopped following its development
L1120[12:09:39] <Ivorius> Last time I checked, which was a good while ago, it didn't
L1121[12:09:44] <Nitrodev> Woo X-Files comes today at nien pm
L1122[12:09:51] <Nitrodev> nine*
L1123[12:09:58] <Nitrodev> almost wrote nein
L1124[12:09:59] <tustin2121> looks like both of those are 1.7 :/
L1125[12:10:02] <Nitrodev> now i did
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L1127[12:10:31] <Ivorius> Luna hasn't updated either yet? :D
L1128[12:11:28] <Ivorius> Then you might want to try mcedit2
L1129[12:11:31] <tustin2121> So there's no way to make forge, like, regenerate the idmap?
L1130[12:11:33] <tustin2121> make a new idmap, loop through all the generated chunks in the world, and replace ids from the old map with ids in the new map?
L1131[12:11:56] <tustin2121> for a given save world?
L1132[12:12:08] <Ivorius> If you do it yourself, sure, but that's a lot of wasted effort :P
L1133[12:12:20] <SomeGuyInATree> How does one increase this stat? Nobody beat anyone up. Everybody was friendly.
L1134[12:12:34] <tustin2121> well, it might be, if CustomNPCs hadn't screwed with the id map
L1135[12:13:09] <tustin2121> ...how might I do it myself...? :j
L1136[12:13:26] <tustin2121> I guess that would be making a mod...
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L1139[12:16:19] <gr8pefish> So I'm trying to kick back an item to the crafting grid like empty buckets after you craft a cake. I am doign this during the event PlayerEvent.ItemCraftedEvent, but I think the crafting grid is automatically cleared, is there any way I can override this (the event isn't cancelable either)?
L1140[12:17:03] <gr8pefish> ^ Just let me know if you need to see my specific code
L1141[12:17:51] <tustin2121> I've seen mods just dump the residual items into your inventory (or the ground, I guess, and it auto picks up)
L1142[12:17:55] <tustin2121> you could do that
L1143[12:18:01] <gigaherz> is this 1.8 gr8pefish?
L1144[12:18:05] <gr8pefish> Yeah I can do it into the player's inventory easily enough
L1145[12:18:08] <gr8pefish> gigaherz, yes
L1146[12:18:23] <gigaherz> 1.8 has a system in place for deciding which items remain in the grid
L1147[12:18:28] <WJ44> there is a method in the IRecipe class for this
L1148[12:18:35] <gigaherz> if you have your own Item that you want to remain
L1149[12:18:44] <gigaherz> there's a hasContainersomething and getContainersomething
L1150[12:18:45] <shade_phone> fry|sleep: have you gotten a chance to look at the obj loader updates?
L1151[12:18:52] <gr8pefish> Well I need to add an item, not have it remain. is that still doable?
L1152[12:19:07] <gigaherz> and if you need it on a custom recipe, you can implement it in the IRecipe
L1153[12:19:12] <gigaherz> ADD an item?
L1154[12:19:26] <gigaherz> you can return the "output stack"
L1155[12:19:29] <gigaherz> which ever it may be
L1156[12:19:36] <gigaherz> like
L1157[12:19:45] <gigaherz> the full bucket can be converted into an empty one
L1158[12:19:59] <gigaherz> you could have a "full magic ball" turn into a "depleted magic ball"
L1159[12:20:09] <gr8pefish> ah I see it now, public ItemStack[] getRemainingItems(InventoryCrafting inv)
L1160[12:20:12] <gigaherz> that's supported by the containerthing
L1161[12:20:19] <gigaherz> and by the IRecipe
L1162[12:20:22] <Doomworks> Ok, first run of my mod on 1.8 *crosses fingers*
L1163[12:20:25] <gr8pefish> I have an IRecipe already, I think I can just use that
L1164[12:20:30] <gigaherz> yep
L1165[12:20:34] <gr8pefish> ty for your help
L1166[12:20:43] <gr8pefish> had no idea 1.8 added that :3
L1167[12:21:27] <gigaherz> it's a vanilla feature so far as I know
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L1169[12:23:22] <williewillus> here we go lol https://gist.github.com/williewillus/0aa03cffcbacd8de999b
L1170[12:24:08] <PaleoCrafter> y u no work on the rtd :P
L1171[12:24:54] <williewillus> making PR's for everything is a pain in the ass
L1172[12:24:59] <kashike> also, `` around the iface/class names will improve readability
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L1174[12:26:09] <williewillus> that's my main problem with rtd, if I find a mistake in say my rendering primer I can just pop in and fix it, if it were on RTD i wouldve had to make a whole pr and format it all nicely, etc.
L1175[12:26:34] <Doomworks> Well...it's a start :D http://puu.sh/mI2H6/c04eb950d9.png
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L1178[12:27:16] <PaleoCrafter> williewillus, you could technically become a contributor, so you wouldn't need to PR :P
L1179[12:27:44] <williewillus> Doomworks: hey the shapes look right at least :p
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L1181[12:28:43] <Doomworks> williewillus: Haha yeah, I should probably convert them to forge json though. Techne format is probably not the best going forward
L1182[12:28:55] <williewillus> probably
L1183[12:28:58] <williewillus> it's going to be faster
L1184[12:29:03] <Doomworks> Indeed
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L1187[12:29:32] <Doomworks> Also I could never get them to face the player when place which is why I stopped working on it
L1188[12:29:39] <Doomworks> placed*
L1189[12:29:42] <williewillus> I'm excited to understand this anim api since even more things in botania will now be able to become json
L1190[12:30:08] <williewillus> off the top of my head the pump can become json, bellows can too, Mayyyyyybe the brewery? An possibly the spreader if I try hard enough
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L1192[12:31:23] <Doomworks> willie: Is there anythiong to do with block direction setting in that redering guide? I could never figure it out and wasn't able to find a tut in 1.7
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L1194[12:31:54] <williewillus> you probably wanna store that in meta / blockstates
L1195[12:32:00] <williewillus> have a PropertyEnum<EnumFacing>
L1196[12:32:20] <Doomworks> Ah ok, Thanks :D
L1197[12:32:21] <williewillus> and rotate your model in json accordingly or using a GlStateManager.rotate in your TESR
L1198[12:32:31] <williewillus> hm I should probably add a GlStateManager section ot that primer
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L1202[12:34:38] <Cypher121> wouldn't Enum<EnumFacing> be PropertyDirection?
L1203[12:35:58] <williewillus> oh, yeah forgot about that :p
L1204[12:36:39] <williewillus> if you have a machine that only faces the cardinal directions youd do PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL)
L1205[12:36:44] <tustin2121> yay mcediting my house over causes fun crashes on pasting! Thanks CustomNPCs \o/
L1206[12:38:02] *** Darkhax_AFK is now known as Darkhax
L1207[12:38:03] <tustin2121> (not mcedit, the one in game with the wand)
L1208[12:39:33] *** Cojo is now known as Cojo|noms
L1209[12:41:14] <Doomworks> Duhdoi, forgot to add resources as Resource Root in idea, textures work now :D http://puu.sh/mI3Ac/c7a4840fa2
L1210[12:41:18] <gr8pefish> gigaherz, I'm still having trouble. I override public ItemStack[] getRemainingItems(InventoryCrafting inv), but it seems to never be called (I currently just have a print method in the body under said method, and it never prints). It isn't the class as a whole, because the recipe works. Could it be a forge bug? Not sure if you have used it before, I am just asking you since you knew about the method.
L1211[12:44:03] <WJ44> I´m using it, it works for me
L1212[12:44:12] <WJ44> it´s called by the crafting manager
L1213[12:45:21] <WJ44> in the crafting manager*
L1214[12:45:56] <gr8pefish> Hmm, I'm registering the recipe as a special one, it works, but it is just that method that seems to do nothing.
L1215[12:46:01] <gr8pefish> I'm a bit confused :P
L1216[12:46:16] <WJ44> what are you trying to do
L1217[12:46:25] <WJ44> are you overriding a vanilla recipe?
L1218[12:46:39] <gr8pefish> No, adding my own recipe. Let me push and link my code.
L1219[12:48:23] <gr8pefish> Here it is exactly. https://github.com/gr8pefish/IronBackpacks/blob/f471e0488a1b5295b35108036293e0b7153e3102/src/main/java/gr8pefish/ironbackpacks/crafting/BackpackRemoveUpgradeRecipe.java#L109
L1220[12:49:01] <gr8pefish> HEre is where I register it: https://github.com/gr8pefish/IronBackpacks/blob/f471e0488a1b5295b35108036293e0b7153e3102/src/main/java/gr8pefish/ironbackpacks/registry/recipes/RecipeRegistry.java#L38
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L1222[12:49:56] <gr8pefish> The recipe itself works, so 90% of that code you can ignore.
L1223[12:51:19] <WJ44> try GameRegistry.addRecipe
L1224[12:52:37] <gr8pefish> I do already: https://github.com/gr8pefish/IronBackpacks/blob/f471e0488a1b5295b35108036293e0b7153e3102/src/main/java/gr8pefish/ironbackpacks/registry/recipes/RecipeRegistry.java#L98
L1225[12:52:46] <gr8pefish> well, for each backpack
L1226[12:53:04] <gr8pefish> could you link your code and I can look for a difference?
L1227[12:53:17] <WJ44> aha sorry didn´t look through the whole file
L1228[12:54:44] <WJ44> i just have some simple stuff in place
L1229[12:54:52] <WJ44> here is where i register the recipe https://github.com/WJ44/ElementalChemistry/blob/master/src/main/java/com/wj44/echem/init/ModRecipes.java
L1230[12:55:30] <WJ44> here´s the recipe class https://github.com/WJ44/ElementalChemistry/blob/master/src/main/java/com/wj44/echem/item/crafting/RecipeElementContainerCombining.java
L1231[12:55:39] <Lordmau5> \o
L1232[12:56:18] <gr8pefish> Hmm I guess it could be beacuse I extend ShapelessOreRecipe, that is the only substantial difference I spot immidiately
L1233[12:56:52] <WJ44> I don´t think that should make a difference
L1234[12:56:57] <gr8pefish> I don't either xD
L1235[12:57:05] <gr8pefish> But I don't know what else it could be
L1236[12:57:56] <masa> wtf... what can cause the Container#crafters list size to be 0 part of the way through detectAndSendChanges(), and then suddenly it becomes one?
L1237[12:58:27] <masa> I already wasted an hour looking through my inventory code because it isn't syncing the slots properly
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L1239[12:58:45] <PaleoCrafter> well, networking is threaded in 1.8
L1240[12:58:49] <PaleoCrafter> might have something to do with that ;)
L1241[12:58:58] <masa> 1.7.10 still...
L1242[12:59:09] <masa> last block I'm working on before I start the port to 1.8.9
L1243[12:59:17] <PaleoCrafter> ah
L1244[12:59:26] <PaleoCrafter> well, still shame on you :P
L1245[12:59:51] <asie> roadmaps are not reasons for shaming
L1246[12:59:53] <WJ44> gr8pefish, there´s is a method that is called in onPickupFromSlot in the SlotCrafting, func_180303_b, inside of that method it should get called
L1247[13:00:43] <masa> so basically I'm looking at this, scratching my head: http://puu.sh/mI4UZ/5018acc7fa.png
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L1249[13:04:05] <masa> oh, wait a second
L1250[13:04:44] <masa> nope, made it worse, wtf
L1251[13:05:21] <PaleoCrafter> are you sure it actually happens in the same call to detectAndSendChanges?
L1252[13:06:56] <masa> well it runs through the slot list once
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L1254[13:07:02] <masa> hmm
L1255[13:07:32] <WJ44> gr8pefish, i figured it out
L1256[13:07:35] <WJ44> i think
L1257[13:07:44] <gr8pefish> Really?
L1258[13:08:00] <WJ44> i think it´s the matches method in IRecipe
L1259[13:08:15] <gr8pefish> agreed, that's what I found out too
L1260[13:08:43] <gr8pefish> It might actually have something to do with the fact that it is a ShapelessOreRecipe
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L1262[13:08:56] <Doomworks> There doesn't happen to be a .tcn to .json converter does there?
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L1266[13:10:11] <WJ44> you probably have to override matches
L1267[13:10:33] <masa> PaleoCrafter: oh you are right, it doesn't...
L1268[13:10:38] <PaleoCrafter> :P
L1269[13:10:41] <masa> thanks for that :D
L1270[13:10:45] <PaleoCrafter> no problem
L1271[13:10:52] <masa> now to figure out why it's broken
L1272[13:11:00] <gr8pefish> WJ44, yeah that's what I'm testing right now
L1273[13:11:05] <gr8pefish> thanks for the help :)
L1274[13:11:15] <WJ44> no problem
L1275[13:11:37] <PaleoCrafter> Doomworks, I don't think so, but writing one should be reasonably easy
L1276[13:12:23] <Doomworks> I tried to upload the .tcn files to the online tool but it uses a newer format (.tc2)
L1277[13:13:04] <Doomworks> I'll go dig around in the bit bucket repo and see if I can find anything
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L1282[13:18:59] <gr8pefish> WJ44, Yup, that seems to work. I just overrode it, copying the matches code directly from ShapelessOreRecipe, and it works. So I think it actually might be some sort of forge bug where those recipes aren't registered properly, or it doesn't call the OreRecipes correctly or something else, I'm not sure.
L1283[13:19:32] <WJ44> hmm that seems strange
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L1288[13:21:55] <Pennyw95> If i override isOpaque() to true, does it mean that no light goes through the block's shape or just a 1x1x1 space?
L1289[13:22:20] <masa> oh baby it works now <3
L1290[13:23:08] <PaleoCrafter> Pennyw95, the cube space, MC's lighting isn't very sophisticated :P
L1291[13:23:19] <masa> PaleoCrafter: not sure why I was hitting that bug/issue now and not in any of my older containers, but I now added a syncAllSlots() method which kind of was missing compared to vanilla code
L1292[13:24:05] <Pennyw95> Hmm....well I need to understand this well...I have many json models which are smaller than a full cube and they are arranged to form a multiblock. I currently have isOpaque() = false but this hits the FPS
L1293[13:24:12] <PaleoCrafter> well, maybe you just never noticed? :P
L1294[13:24:27] <Pennyw95> If I change it to false, though, the whole thing becomes dark and not realistic
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L1296[13:24:58] <PaleoCrafter> you can change the light opacity directly
L1297[13:25:09] <Pennyw95> .setLightOpacity()?
L1298[13:25:11] <PaleoCrafter> yes
L1299[13:25:24] <Pennyw95> okay, I'll look at it after my ide loads
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L1303[13:30:46] <Pennyw95> PaleoCrafter: lightOpacity is just how much light gets through the block, right? isOpaque() = true sets it to 255, false to 0
L1304[13:30:56] <PaleoCrafter> yes
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L1310[13:44:33] <masa> I had to restart eclipse, it started to get weird sticky "line modified" color markers on the line number column, although all the changes were saved already
L1311[13:44:44] <masa> it had only been running for 3 weeks at max
L1312[13:47:28] <Pennyw95> PaleoCrafter: this is the situation with isOpaque true and false http://imgur.com/a/dq5fx
L1313[13:47:56] <Pennyw95> even TESR drawn elements become dark...
L1314[13:48:22] <PaleoCrafter> oh, well, you need to have isOpaque return false in this case :P
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L1316[13:49:13] <Pennyw95> yes, but then I have a FPS drop...I assume lightning is the cause, since leaves do a similar trick as far as I know
L1317[13:49:45] <Pennyw95> Why on earth are the lower walls dark too, there's nothing above lol
L1318[13:49:59] <WJ44> well you can awlays just turn smooth lighting of i guess
L1319[13:50:14] <PaleoCrafter> by just how much do your FPS drop, Pennyw95?
L1320[13:50:49] <Pennyw95> well I actually didn't notice that much because I'm coding on a laptop, and they are always low, 10-20
L1321[13:51:00] <Pennyw95> a friend of mine is helping with beta-testing and said he goes from 60 to 30
L1322[13:51:11] <PaleoCrafter> that's... not normal
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L1324[13:51:42] <PaleoCrafter> btw, are you still on 1.7? :P
L1325[13:52:08] <Pennyw95> 1.8.9
L1326[13:52:17] <PaleoCrafter> gud
L1327[13:52:31] <Pennyw95> oh, another thing: My tessellated quad with water_flowing texture overrides actual water on the background
L1328[13:52:41] <PaleoCrafter> you need to use the second rende rpass
L1329[13:52:52] <Pennyw95> in the TESR?
L1330[13:53:02] <PaleoCrafter> yes
L1331[13:53:09] <PaleoCrafter> override TileEntity.shouldRenderInPass
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L1333[13:53:38] <PaleoCrafter> and check for MinecraftForgeClient.getRenderPass() == 1 when drawing the water
L1334[13:53:42] <gigaherz> note that when you return pass==1, your tesr water will ALWAYS render in front
L1335[13:53:57] <Pennyw95> there's no such thing in the tesr class
L1336[13:54:03] <gigaherz> not tesr
L1337[13:54:05] <gigaherz> the TileEntity
L1338[13:54:10] <Pennyw95> oh, sorry
L1339[13:55:20] <Pennyw95> so the method returns 0 by itself
L1340[13:55:35] <Pennyw95> just kidding, true if 0
L1341[13:55:46] <PaleoCrafter> you can just always return true
L1342[13:56:04] <Pennyw95> okay but what does it do?
L1343[13:56:25] <PaleoCrafter> it will call your TESR in both passes :P
L1344[13:56:39] <PaleoCrafter> opaque things go into the first one, transparent in the second
L1345[13:56:44] <Pennyw95> is this a performance hit?
L1346[13:56:54] <PaleoCrafter> not really
L1347[13:57:05] <PaleoCrafter> unless your name is ltp and you know that ifs are terribly slow xD
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L1350[13:58:34] <mikebald> Well, ifs are slow... if your proc doesn't support branch prediction =)
L1351[13:58:39] * mikebald chuckles.
L1352[13:58:52] <Xilef11> on the topic of 1.8.9 TESRs, can someone guess why mine dosen't render anything? https://gist.github.com/Xilef11/060ac32f847c5a169e88
L1353[14:00:57] <Pennyw95> PaleoCrafter: I make shouldRenderInPass always returns true but the TESR still removes water behind it...am I missing a steP?
L1354[14:01:20] <PaleoCrafter> do you have the if( MinecraftForgeClient.getRenderPass() == 1) around rendering the water?
L1355[14:01:26] <Wuppy> anybody here joining Global Game Jam this weekend?
L1356[14:01:45] <PaleoCrafter> the weekend is pretty much over? :P
L1357[14:01:54] <Wuppy> next weekend then
L1358[14:02:10] <Pennyw95> around rendering the water? I mean vanilla fluids
L1359[14:02:16] <mikebald> huh, I didn't realize you could exclude the catch with at try statement, interesting...
L1360[14:02:22] <mikebald> *a try
L1361[14:02:47] <Pennyw95> My worldrenderer hologram makes fluids behind it that are placed in the world not visible
L1362[14:02:59] <PaleoCrafter> Pennyw95, yes, and you should render your water only in the second pass
L1363[14:03:17] <PaleoCrafter> hence, put the code rendering the "hologram" inside an if
L1364[14:03:31] <PaleoCrafter> (and all the rest of your rendering in an else)
L1365[14:03:34] <Pennyw95> Oh, so my hologram renders after water?
L1366[14:03:46] <diesieben07> mikebald, only if you have a finally
L1367[14:04:53] <Pennyw95> what are the valid numbers for the pass? Only 0 and 1?
L1368[14:05:03] <PaleoCrafter> yes
L1369[14:05:07] <mikebald> diesieben07 ah interseting; always have done try, catch, finally... good to know =)
L1370[14:05:45] <diesieben07> it's basically for when you want to execute something ALWAYS, even if your code throws something, but you don't want to catch it
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L1373[14:05:58] <Pennyw95> but what is a renderpass?
L1374[14:06:28] <PaleoCrafter> well... it's another round for rendering :P
L1375[14:06:37] <PaleoCrafter> the first pass is for solid stuff, the second for transparent things
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L1377[14:06:43] <PaleoCrafter> prevents issues like the one you have
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L1379[14:07:12] <diesieben07> but since stuff is not sorted you still get issues :P
L1380[14:07:13] <PaleoCrafter> because depth and alpha tests only can do so much for deciding what to draw
L1381[14:07:16] <PaleoCrafter> yeah
L1382[14:07:16] <Pennyw95> oh...so it's all in the same tick
L1383[14:07:26] <diesieben07> *frame
L1384[14:07:30] <Pennyw95> right
L1385[14:07:35] <Pennyw95> okay, I got it :)
L1386[14:09:25] <SatanicSanta> Is there some way to place fluids without the use of World#setBlock(int, int, int, Block)?
L1387[14:09:49] <SatanicSanta> It doesn't seem to be working anyway, but I'd imagine it wouldn't work the way I'd want because I can't set certain values relating specifically to the Fluid version.
L1388[14:10:00] <PaleoCrafter> uhm... no, why would there?
L1389[14:10:23] <SatanicSanta> PaleoCrafter: To place a fluid with a specific amount set
L1390[14:10:31] <SatanicSanta> via FluidStack
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L1392[14:11:06] <Pennyw95> I'm doing FLuidStack.getFluid.getBlock.getDefaultState
L1393[14:11:11] <Pennyw95> with world.setBlockState
L1394[14:11:18] <SatanicSanta> 1.7
L1395[14:11:24] <Pennyw95> oh, sorry then
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L1397[14:11:28] <Pennyw95> I don't know
L1398[14:11:43] <SatanicSanta> but I guess I could do essentially that...
L1399[14:11:59] <SatanicSanta> World#setBlock(int, int, int, FluidStack#getFluid#getBlock)
L1400[14:12:03] <williewillus> I just deleted the commented out ISBRH package from the botania port, feels good man
L1401[14:12:19] <Pennyw95> use a loop that has the fluid.getAmount as limit?
L1402[14:12:25] <williewillus> and all the IItemRenderers besides the book one which hasn't been done yet
L1403[14:12:54] <AndersBillLind> Is it possible to find the code for player interaction using pickaxe on a block?
L1404[14:13:13] <diesieben07> using as in mining?
L1405[14:13:42] <diesieben07> anyways, all that code is in ItemInWorldManager resp. PlayerControllerMP
L1406[14:13:51] <diesieben07> (server / client)
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L1408[14:16:19] <AndersBillLind> yes
L1409[14:16:29] <AndersBillLind> As in mining
L1410[14:16:45] <diesieben07> which part exactly do you mean?
L1411[14:17:16] <Pennyw95> PaleoCrafter: I solved the water issue, thanks :)
L1412[14:17:26] <AndersBillLind> I am creating a redstone pickaxe, I want it to behave like a normal pickaxe but it should also be possible to harvest bedrock
L1413[14:18:38] <SatanicSanta> what.
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L1415[14:19:55] <williewillus> lol bedrock harvesting
L1416[14:20:28] <Pennyw95> I'm trying to work out opacity with my multiblock...if I override isOpaque to return true the thing gets all messed up....but isOpaque = false light goes through the multiblock's floor....are there other ways? http://imgur.com/a/dq5fx
L1417[14:21:07] <PaleoCrafter> Pennyw95, I already told you that there's no way around having it return false
L1418[14:21:09] <Pennyw95> maybe something like shouldSide...
L1419[14:21:21] <gigaherz> Pennyw95: you have a model that spans many blocks
L1420[14:21:23] <AndersBillLind> williewillus: yeah :) I created a command that adds a stack of 64 bedrock to the inventory, seems that I can place those blocks without problems
L1421[14:21:28] <PaleoCrafter> whatever is dropping your FPS, it isn't *primarily* caused by that
L1422[14:21:37] <gigaherz> that means the light of the block that renders the TESR
L1423[14:21:40] <gigaherz> is applied to ALL the model
L1424[14:21:56] <gigaherz> so when you make it opaque, ALL the textures use the light level 0 that the "master" has
L1425[14:22:28] <Pennyw95> So I can't prevent the multiblock's floor to pass light underneath?
L1426[14:22:52] <gigaherz> you'd have to only make the bottom layer opaque
L1427[14:22:56] <gigaherz> make the rest translucent
L1428[14:23:08] <Pennyw95> but they are multiple instances of only one block
L1429[14:23:22] <PaleoCrafter> there's a state-sensitive version of getLightOpacity
L1430[14:23:48] <diesieben07> AndersBillLind, sadly bedrock is set to hardness -1 which triggers a whole lot of hardcoded "this is not harvestable" checks. I am not sure if there's an easy way to override it.
L1431[14:24:10] <williewillus> reflect its hardness ;)
L1432[14:24:19] <AndersBillLind> diesieben07: ah, ok
L1433[14:24:19] <diesieben07> no need to reflect anything :D
L1434[14:24:32] <diesieben07> but if you cahnge it, you change it for *everyone* thats the thing
L1435[14:25:10] <Pennyw95> PaleoCrafter: I see...I can that instead of isOpaque?
L1436[14:25:34] <PaleoCrafter> yes, or in addition to it
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L1438[14:26:24] <Pennyw95> But then is the floor is opaque it will become dark because the light will not go through the 1x1x1 cube and the floor is lower than that...
L1439[14:26:52] <PaleoCrafter> what is your master block?
L1440[14:27:05] <Pennyw95> the one that spawns the TESR?
L1441[14:27:09] <PaleoCrafter> yes
L1442[14:27:17] <Pennyw95> It's the top pillar...the tallest block http://imgur.com/a/dq5fx
L1443[14:27:20] <bilde2910> Another question! Is it safe to delete the build/tmp folder in Forge?
L1444[14:27:28] <Pennyw95> the lower center is the slave
L1445[14:27:31] <PaleoCrafter> so it's the one at the very top?
L1446[14:27:39] <diesieben07> bilde2910, yes
L1447[14:27:45] <Pennyw95> the block with the master TE, yes
L1448[14:27:47] <PaleoCrafter> then light opacity is not your problem
L1449[14:27:53] <Pennyw95> but how is it related to opacity?
L1450[14:27:54] <bilde2910> Awesome, thanks! Contained all the Minecraft .java's, so was a bit unsure,.
L1451[14:28:05] <diesieben07> its temp :D
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L1453[14:28:16] <bilde2910> Cool :D
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L1455[14:29:34] <Xilef11> I tried updating my TESR for 1.8.9, but it dosen't render anything... https://gist.github.com/Xilef11/060ac32f847c5a169e88
L1456[14:29:36] <gigaherz> it works!
L1457[14:29:37] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-01-24-2128-57.mp4
L1458[14:29:40] <Pennyw95> okay I'll leave this is as is....now to the FPS drop. If lighting is only calculated with 1x1x1 cubes thatc an't be the cause, right?
L1459[14:29:42] <gigaherz> still can't remove/insert
L1460[14:29:46] <gigaherz> but scrolling works :3
L1461[14:30:00] <Pennyw95> nice man
L1462[14:30:11] <Pennyw95> you're working on 2 mods simultaneously?
L1463[14:30:18] <gigaherz> technically 3
L1464[14:30:23] <gigaherz> but PackingTape isn't really big ;P
L1465[14:30:30] <Pennyw95> cool
L1466[14:30:50] <Pennyw95> I guess too many world.markBlockForUpdate and maybe MarkDirty can hit the FPS hard?
L1467[14:30:50] <gigaherz> ah oops I forgot to eanble recording the mouse cursor
L1468[14:31:02] <Pennyw95> I should check if I have been too generous
L1469[14:31:14] <diesieben07> markBlockForUpdate resends the block or potentially the whole chunk to the client
L1470[14:31:22] <diesieben07> which potentially triggers a re-render of the chunk
L1471[14:31:38] <Pennyw95> so that may be it?
L1472[14:31:46] <diesieben07> probably, depending on how much you call it
L1473[14:31:51] <diesieben07> markDirty is just updating comparators and the like, serverside
L1474[14:31:52] <gigaherz> meanwhile, markDirty notifies neighbours, which can cause neigbours to do work
L1475[14:31:52] <Pennyw95> I'll check now
L1476[14:31:56] <gigaherz> but that work is usually much less
L1477[14:32:04] <Pennyw95> I thought it was saving to nbt
L1478[14:32:08] <diesieben07> that, too
L1479[14:32:14] <diesieben07> it's not the usual neighbour check though
L1480[14:33:13] <Pennyw95> well, there's one every 2 seconds when the device is active...that too much?
L1481[14:33:28] <diesieben07> markBlockForUpdate?
L1482[14:33:34] <Pennyw95> and markDirty
L1483[14:33:40] <diesieben07> why? :)
L1484[14:34:02] <Pennyw95> well I was more focused on making the thing work then...maybe I should focus on efficiency now
L1485[14:34:20] <Pennyw95> maybe a markDirty every 2 will suffice
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L1487[14:34:45] <diesieben07> again, why are you calling these?
L1488[14:34:53] <diesieben07> don't just call them because, call them if you have a reason to.
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L1490[14:35:03] <Pennyw95> changing values
L1491[14:35:15] <PaleoCrafter> ya know, shits and giggles, the usual thing
L1492[14:35:27] <diesieben07> if the values are saved to disk or affect comparators: call markDirty
L1493[14:35:36] <diesieben07> if you need to re-send the description packet call markBlockForUpdate
L1494[14:35:43] <diesieben07> those are the only situations you should call them.
L1495[14:36:21] <Pennyw95> yes I can find some useless calls
L1496[14:38:08] <Pennyw95> Oh look there's also one called every tick %5==0
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L1504[14:49:33] <AndersBillLind> I tried to extend ItemPickAxe and override some methods from both ItemPickAxe and ItemTool/Item, no luck
L1505[14:50:18] <diesieben07> for making new tools i suggest starting fresh, just extend Item
L1506[14:50:43] <diesieben07> then use getToolClasses, getHarvestLevel, etc. to configure it
L1507[14:51:37] <AndersBillLind> Ah, ok
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L1512[14:58:40] <AndersBillLind> Hm, getting default texture again, wtf
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L1514[15:05:32] <LatvianModder> https://www.reddit.com/r/feedthebeast/comments/2ni6av/eli5_the_18_block_model_change/cmdwld9 ;D
L1515[15:06:28] <diesieben07> lol
L1516[15:07:55] <shadekiller666> has anyone updated to java 8 71 yat?
L1517[15:09:23] <grondag> I’m scared :-)
L1518[15:10:37] <grondag> Can anyone confirm that the item renderer isn’t going to honor colors on my pre-baked quads?
L1519[15:11:25] <grondag> I’m custom-baking them with colors on each vertex and that works fine on blocks but item render is always full white.
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L1521[15:12:04] <shadekiller666> ’ what character set are you using? this is what your appostrophe looks like to me
L1522[15:12:35] <shadekiller666> a <euro sign> <trademark>
L1523[15:13:01] <grondag> I’m looking at renderQuads in RenderItem class. That seems to be the offender.
L1524[15:13:45] <grondag> Don’t see any way around it other than tintindex and related.
L1525[15:14:40] <masa> oh ffs I just spent half an hour debugging why my item stacks are null every other time the method executes
L1526[15:14:51] <masa> then I remembered og eyah, I have two of the blocks in the world
L1527[15:14:58] <masa> maybe I should take a break
L1528[15:15:19] <masa> every other time in a debug print that is
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L1531[15:18:57] <EeB> https://github.com/MinecraftForge/MinecraftForge/issues/2412
L1532[15:19:14] <EeB> could someone tell me if its just me that doesn't get ColorBakedQuad to work?
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L1535[15:25:04] <grondag> EeB: I’m basically having the same issue, though I’m not using ColorBakedQuad.
L1536[15:25:49] <EeB> yeah, follow the advice in that issue and try ColorBakedQuad
L1537[15:27:30] <grondag> ColoredBakedQuad is just an interface to let the rendering pipeline know the quads are colored.
L1538[15:27:45] <grondag> But it isn’t referenced anywhere that I can find in the code that renders items.
L1539[15:28:05] <grondag> I have colors baked into my quads and they render fine in world. Reder white in inventory.
L1540[15:28:52] <grondag> ColoredBakedQuad isn’t referenced and has not methods of its own - so I don’t see how it could help, and apparently it doesn.t
L1541[15:28:57] <grondag> What forge version are you on?
L1542[15:29:13] <EeB> https://github.com/MinecraftForge/MinecraftForge/blob/dd365d72202c3a5f1a4172dcc4393a075bcaf585/src/main/java/net/minecraftforge/client/model/pipeline/UnpackedBakedQuad.java
L1543[15:29:36] <EeB> it is referenced in UnpackedBakedQuad which I would think would be used for both item and block models
L1544[15:30:02] <EeB> but I have honestly no idea what forge's rendering pipeline looks like
L1545[15:30:09] <williewillus> fry: full grammar spec for ModelBlockAnimation and AnimationStateMachine jsons (like you did with forge blokcstate v1) soon? :D so I can start documenting ;p
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L1547[15:30:44] <EeB> grondag: I was on forge 11.15.0.1715, now trying it out with 1718
L1548[15:30:44] <grondag> Ive read that whole class. UnpackedBakedQuad.Colored is just a constructor. The interface is only used for instanceof checks.
L1549[15:31:12] <masa> baah frickin thunder storms in minecarft... iwas fiddling around in eclipse, then I hear a creeper walking into a cactus behind me and before I have time to go back to minecraft, BOOM and a huge crater in my testing area :D
L1550[15:31:14] <grondag> Maybe Fry changed something. Lemme know if it helps. Wanted to get some things done before I took the next update.
L1551[15:31:48] <grondag> peaceful mode, maybe? ;-)
L1552[15:31:58] <fry> williewillus: you can start by looking at serialization code, I think it's far more readable than other json code :P
L1553[15:31:59] <masa> naah, I need mobs
L1554[15:32:11] <fry> I might wheep out a grammar though
L1555[15:32:22] <williewillus> kk, that'd be great though
L1556[15:32:24] <masa> I have it set to doDaylightCycle false and time set 6000, but thunder storms still spawn mobs every now and then
L1557[15:32:46] <williewillus> /weahter clear 3000000 or whatever the max is
L1558[15:33:03] <williewillus> or have a daylight sensor on a command block that turns off weather/time sets day automatically :p
L1559[15:33:04] <masa> wasn't that broken in 1.7 still, or is it even working in 1.8?
L1560[15:33:09] <masa> the time limit I mean
L1561[15:33:12] <williewillus> idk :p
L1562[15:33:43] <EeB> grondag: yeah no changes
L1563[15:34:42] <grondag> fry: are you sure Colored BakedQuads render on items as colored? I don’t see how they can.
L1564[15:35:03] <fry> yes, they should
L1565[15:35:11] <EeB> well they don't :p
L1566[15:35:24] <fry> how are you using them?
L1567[15:35:25] <shadekiller666> grondag, they do, but they don't interpolate
L1568[15:36:03] <EeB> fry: https://github.com/MinecraftForge/MinecraftForge/issues/2412 take the example code and replace my BakedQuads with ColoredBakedQuads, thats how I'm using them right now
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L1570[15:36:21] <EeB> as per your suggestion
L1571[15:37:18] <fry> well, that should work
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L1573[15:37:30] <grondag> this.renderModel(model, -1, stack);
L1574[15:37:37] <EeB> well, try it out and see for yourself :p
L1575[15:37:50] <grondag> That’s in RenderItem.renderModel()
L1576[15:38:06] <grondag> Which as far as I can tell is used for rendering except for effects.
L1577[15:38:19] <EeB> http://cl.ly/3m1e1O3c2K1L
L1578[15:38:28] <grondag> The -1 param forces a color of 0xFFFF unless tintindex is on.
L1579[15:38:31] <williewillus> try using renderModel(stack, TransformType)
L1580[15:38:33] <EeB> I'm actually holding an item in the first slot ^
L1581[15:38:39] <fry> ah
L1582[15:38:45] <williewillus> it might not be mapped in older versions of forge but there should be one that takes stack and Transform
L1583[15:39:07] <fry> set alpha to 255
L1584[15:39:10] <fry> and not to 0 :P
L1585[15:39:40] <grondag> that would almost make sense in a tragic way. I will try it.
L1586[15:39:53] <EeB> oh god
L1587[15:41:42] <EeB> alpha, transparency, opacity - why do I always mix these guys up >.<
L1588[15:42:07] <grondag> didn’t help me, EeB, did it help you?
L1589[15:42:27] <EeB> Yeah it did
L1590[15:42:43] <grondag> fascinating
L1591[15:42:58] <gigaherz> EeB: because they are the same concept, jsut different ways to look at it
L1592[15:42:59] <gigaherz> XD
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L1594[15:44:18] <grondag> gonna try switch to UnpackedBakedQuads / Colored and see if that does the trick then
L1595[15:44:20] <EeB> still had some lighting issues, but fixed those with ForgeHooksClient.fillNormal()
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L1598[15:44:55] <EeB> grondag: so you still didn't get it to work?
L1599[15:45:13] <Doomworks> Ok, I'm sick of trying to find tools that will convert .tcn files to Json. I'll just ahve to remodle stuff
L1600[15:45:19] <grondag> No, but I’m using vanilla BakedQuads
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L1602[15:45:56] <grondag> I’m assuming fry has applied his black arts in UnpackedBakedQuads to make it work somehow.
L1603[15:46:07] <grondag> Can’t see what else would be different.
L1604[15:46:10] <fry> what's the problem you have, grondag?
L1605[15:46:29] <grondag> same, block renders fine in world but full white in inventory
L1606[15:47:12] <fry> switch to ColoredBakedQuad
L1607[15:47:44] <williewillus> Doomworks: yeah, tcn/java models aren exactly 'real' models ;p
L1608[15:47:51] <grondag> that’s what I’m going to try.
L1609[15:48:02] <williewillus> I ended remaking a lot of things in botania, there's also a script floating around to convert the java to json
L1610[15:48:05] <williewillus> but it's a little hit or miss
L1611[15:48:07] <grondag> I don’t know how it can work, but I don’t care if it does. :-)
L1612[15:48:49] <Doomworks> williewillus: Could you like me to it if you can find it, I'll give it a shot and if it turns out to be a dud I'll just remodel
L1613[15:48:56] <Doomworks> link*
L1614[15:49:24] <williewillus> Doomworks: run this on the Model's java class https://gist.github.com/ljfa-ag/cd137f5c741a0cfb0ead
L1615[15:49:45] <fry> there was something somewhere to convert .tcn to something, but I can't find it :P
L1616[15:49:49] <williewillus> perl convert_modelbase.perl mymodel.java > mymodel.json
L1617[15:50:12] <Doomworks> Oh wow, not used perl in a while hahaha
L1618[15:50:19] <williewillus> you might wanna remake it though, so avoid giant techne texturemaps in the atlas...
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L1620[15:50:46] <fry> https://github.com/GloomyFolken/tcn2obj
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L1622[15:54:02] <williewillus> fry: do you want me to make a pr for this like asie suggested? its just moving one line up two lines and I don't want to go through having to using eclipse ;p https://github.com/MinecraftForge/MinecraftForge/issues/2400
L1623[15:56:37] <Doomworks> Well the perl script didn't work, got stuck with a bunch on uninitalized values
L1624[15:56:44] * fry looks
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L1626[15:57:42] <Doomworks> And I have a feeling that trying to use .obj is just asking for trouble so onwards to remodeling I go!
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L1628[15:59:43] <shadekiller666> excuse me?
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L1630[16:00:00] <williewillus> lol
L1631[16:00:12] <shadekiller666> the 1.8 obj loader is waaaaay better than the 1.7 one :P
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L1633[16:00:22] <shadekiller666> and is nearly plug-and-play
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L1635[16:00:35] <shadekiller666> and will be even more so once the new changes are pulled
L1636[16:01:02] <Tyler__> Hello
L1637[16:01:05] <Doomworks> What advantages does it have over a regular json model?
L1638[16:01:12] <williewillus> it's OBJ :p
L1639[16:01:18] <williewillus> it's just a different format
L1640[16:01:21] <williewillus> internally it's the exact same
L1641[16:01:25] <shadekiller666> well, you don't have to make everything out of cubes
L1642[16:01:48] <killjoy> triangles?
L1643[16:01:52] <Doomworks> Haha
L1644[16:02:03] <shadekiller666> triangles and quads are both accepted
L1645[16:02:57] <shadekiller666> it has group visibility support, vertex coloring support
L1646[16:02:58] <Doomworks> I browsed through the ee3 repo a while back and saw that most of the models in there were objs
L1647[16:03:03] <fry> williewillus: https://github.com/MinecraftForge/MinecraftForge/blob/1.7.10/patches/minecraft/net/minecraft/client/renderer/entity/RenderBiped.java.patch#L30
L1648[16:03:12] <shadekiller666> and its an actual model format... unlike json
L1649[16:03:19] <fry> in 1.7 some of the model stuff was set before the hook
L1650[16:03:25] <fry> and some after
L1651[16:03:28] <williewillus> 0.o
L1652[16:03:42] <williewillus> currently my custom armor modelbase isn't receiving the proper sitting / block breaking state though
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L1654[16:03:50] <williewillus> in 1.8
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L1656[16:04:09] <fry> yes
L1657[16:04:18] <fry> setModelAttributes is doing that
L1658[16:04:28] <fry> but in 1.8 it's called before setLivingAnimations
L1659[16:04:45] <williewillus> would there be problems if the hook was just moved all the way up? so it receives all information
L1660[16:04:48] <fry> and, I think, that's the code that was before the hook in 1.7
L1661[16:05:02] <fry> I have no idea how mods are using that hook already
L1662[16:05:24] <fry> what you can do
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L1664[16:05:32] <fry> is call setModelAttributes manually
L1665[16:05:53] <fry> since you do get the old model passed in
L1666[16:06:00] <williewillus> okay
L1667[16:06:14] <fry> I'm not sure moving the hook is a good idea
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L1671[16:15:55] <fry> williewillus: tell me if it works :P
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L1678[16:28:10] <williewillus> fry: we don't get passed the old model
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L1680[16:28:36] <williewillus> it gets passed all the way to ForgeHooksClient.getArmorModel but then is used as the default if the mod returns null
L1681[16:28:41] <tterrag|away> fry: the animation stuff looks great...should probably write something down about how to use it before moving on to the next thing
L1682[16:29:03] <fry> hmm
L1683[16:29:20] <gigaherz> hmf
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L1685[16:29:30] <gigaherz> funno how to approach adding/removing items
L1686[16:29:42] <williewillus> for what?
L1687[16:29:51] <gigaherz> my inventory browser interface
L1688[16:30:02] <gigaherz> I have the scrolling part working
L1689[16:30:04] <gigaherz> but readonly
L1690[16:30:48] <PaleoCrafter> Just do it like AE? :P
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L1692[16:31:43] <williewillus> huh gson doesn't support the immutable collections by default?
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L1700[16:43:52] <mikebald> That seems... odd
L1701[16:45:09] <killjoy> http://stackoverflow.com/questions/7706772/deserializing-immutablelist-using-gson
L1702[16:45:24] <fry> williewillus: https://gist.github.com/RainWarrior/964ed4692f4da1fd4964
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L1704[16:46:22] <fry> killjoy: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/common/util/JsonUtils.java#L21 :D
L1705[16:46:37] <killjoy> huh
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L1707[16:47:33] <mikebald> hmm do they register the adapter with gson? nvm... they do
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L1709[16:47:52] <fry> williewillus: also, you should be able to get the old model if you add a custom layer to the entity
L1710[16:48:01] <fry> idk exactly how that works though
L1711[16:49:05] <williewillus> i think you have to pass the renderplayer to the constructor and hold on to it
L1712[16:49:11] <williewillus> then you can get the biped modle
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L1714[16:51:18] <gigaherz> meh can't be bothered to implement that right now
L1715[16:51:23] <gigaherz> readonly will have to do
L1716[16:51:23] <gigaherz> XD
L1717[16:53:31] <williewillus> i think I'm starting to get the animation thing :p
L1718[16:53:46] <williewillus> maybe
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L1727[17:06:47] <williewillus> fry: I think the animation system is mostly making sense, but one thing - where/how do you "bind" a model to a joint? how does the animation system know what parts of a model to apply the trsr to?
L1728[17:07:35] <fry> ModelBlockAnimation
L1729[17:07:42] <fry> (+ armatures folder with json)
L1730[17:07:48] <fry> (for vanilla models)
L1731[17:08:06] <fry> b3d loader loads the clip from the b3d model :P
L1732[17:09:21] <williewillus> so are "ring", "chamber", and "trunk" all variants? https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgedebugmodelanimation/armatures/block/engine_ring.json#L3
L1733[17:10:07] <fry> they are 0th, 1st and 2nd elements in "engine_ring" model
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L1735[17:10:20] <fry> this model: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgedebugmodelanimation/models/block/engine_ring.json
L1736[17:10:48] <williewillus> ah
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L1742[17:16:12] <grondag> fry: I switched to using UnpackedBakedQuads with setQuadColored and my blocks have an interesting disco look http://imgur.com/OHDGVvC
L1743[17:16:29] <grondag> but my item model is still stubbornly white as snow
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L1745[17:16:40] <grondag> I’m sure I derped it up somewhere, but funny to look at
L1746[17:16:46] <williewillus> heh
L1747[17:16:52] <grondag> Going to take a break and look at it again
L1748[17:17:41] <fry> http://stream1.gifsoup.com/view6/2553762/disco-elevator-o.gif
L1749[17:18:41] <Doomworks> Are textures set as individual sides now then rather than having their own seperate texture sheet that wraps around the parts?
L1750[17:21:09] <gigaherz> what?
L1751[17:21:44] <grondag> Doom: yes, you can do that in plain ol json models
L1752[17:22:08] <williewillus> yea, it's encouraged to separate your textures into individual ones
L1753[17:22:12] <williewillus> and not have giant texture sheets
L1754[17:22:22] <grondag> And while you could import textures that way,… what williewillus said.
L1755[17:22:30] <Doomworks> Cool
L1756[17:22:35] <grondag> Although I am breaking that rule with the thing I’m trying to fix now.
L1757[17:23:00] <grondag> These blocks have a seamless texture that is 16x16 blocks across
L1758[17:23:21] <williewillus> wasting space on the atlas is boo (see these petal apothecaries): https://twitter.com/williewillus/status/687153057335910401/photo/1
L1759[17:23:26] <williewillus> I'm working on destitching them :p
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L1761[17:23:38] <grondag> And it appears seamless in every plane on every face, and is rotated and offset at each step to prevent repeats.
L1762[17:23:41] <williewillus> also no idea why the spark icons are so giant
L1763[17:24:10] <williewillus> all the blank space you see below all those spritesheets is basically wasted
L1764[17:24:28] <grondag> For that one it seemed easier to fuss with uv coordinates on a large, square texture instead of creating 256 individual textures.
L1765[17:24:29] <Doomworks> Yeah, had loads of whitespace in my textures
L1766[17:24:50] <grondag> That’s why it has to be tinted, because can’t afford to use that much texture memory for just one block.
L1767[17:25:00] <williewillus> I'm just wary because the atlases got combined in 1.8
L1768[17:25:17] <grondag> yeah, it’s pretty big though
L1769[17:25:18] <williewillus> if modders aren't careful and just throw giant sheets onto the atlas it might cause problems for people with toaster gpu's
L1770[17:25:54] <williewillus> biggest I've seen it get in a 1.8 pack so far is 4096x2048, not sure what mod did that :p
L1771[17:25:55] <grondag> people with toasters prolly shouldn’t be playing big mods :-)
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L1773[17:26:35] <gigaherz> not just toaster cpus
L1774[17:26:37] <gigaherz> gpus*
L1775[17:26:38] <Doomworks> But they do anyway (see my sister on a packard-bell laptop -_-)
L1776[17:27:07] <williewillus> :p
L1777[17:27:12] <gigaherz> the bigger the atlas, the more work Minecraft has to do ;P
L1778[17:27:14] <grondag> That’s really not that big, given that GPUs nowadays are sporting 2GB ram
L1779[17:27:25] <williewillus> eh my intel igpu has 8192 max texture size
L1780[17:27:35] <williewillus> from 2013, so toasters probably have less
L1781[17:27:42] <gigaherz> nah
L1782[17:27:49] <williewillus> 1.7 is unplayable for me on this computer
L1783[17:27:52] <gigaherz> 8192 has been the "standard" for like 6 years
L1784[17:27:53] <williewillus> 1.8 is great
L1785[17:28:10] <killjoy> Do these toasters also toast hot dog buns?
L1786[17:28:15] <gigaherz> it's not a matter of memory, anyhow
L1787[17:28:25] <killjoy> How many slots in the toaster?
L1788[17:28:30] <williewillus> first goal for the animation api in botania: mana pump
L1789[17:28:40] <gigaherz> 8192x8192x4 is still just 256mb
L1790[17:28:44] <williewillus> it'll be a good foot wetter, and more case studies for other people porting!
L1791[17:28:48] <williewillus> :D
L1792[17:28:59] <williewillus> the not fun part: turning the techne model into json
L1793[17:29:48] <Doomworks> ^^^^
L1794[17:30:12] *** SnowShock35 is now known as zz_SnowShock35
L1795[17:30:38] <Doomworks> I did fiannly find something that could read .tcn on a mac and export it...but it only exports to .java so fat lot of good that does
L1796[17:30:43] <williewillus> fry: if we have a tesr that does nothing but just spawn particles based on the TE's variables we should still mark it as a "fast TE" right?
L1797[17:30:55] <williewillus> then you can use the java to json script I linked
L1798[17:30:56] <williewillus> ?
L1799[17:31:05] <Doomworks> It didn't work for me
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L1801[17:31:21] <williewillus> the texture uv's will be screwed
L1802[17:31:24] <williewillus> but it gets the general shape
L1803[17:31:25] <williewillus> :p
L1804[17:31:25] <Doomworks> perl errors all over the place
L1805[17:31:28] <williewillus> oh
L1806[17:31:45] <grondag> Doom: doesn’t exactly help you convert but I found Cheetah 3D to work well for OBJ models on a mac.
L1807[17:31:47] <fry> if TESR does no GL calls it can be a fast TESR
L1808[17:31:59] <grondag> But you’d have to redo them in Cheetah.
L1809[17:32:00] <fry> make sure you extend FastTESR though
L1810[17:32:14] <williewillus> but if I'm just spawning particles, wouldn't extending fastTESR be pointless?
L1811[17:32:19] <williewillus> since it does a bunch of WR setup for nothing
L1812[17:33:10] <williewillus> also, what changes happen when you mark something "fast"? :p just curious
L1813[17:33:15] <Doomworks> grondag: Looks good but I don't have £75 to spend haha
L1814[17:33:21] <Doomworks> Thanks anyway though :D
L1815[17:33:38] <grondag> Yeah, I forgot about that.
L1816[17:33:40] <fry> williewillus: renderTileEntityAt won't be called
L1817[17:33:47] <fry> only renderTileEntityFast
L1818[17:34:06] <fry> the former is for backwards compatibility only
L1819[17:34:12] <grondag> After two days trying to grok Blender though it seemed like a great deal.
L1820[17:36:09] <gigaherz> and here I was worried that I had found a bug in my mod
L1821[17:36:14] <gigaherz> turns out vanilla does it too
L1822[17:36:26] <gigaherz> if you rightclick a pickaxe on the ground, it "shakes"
L1823[17:36:54] <gigaherz> well not just pickaxe, ANY item that doesn't have a rightclick use
L1824[17:37:18] <williewillus> TE.hasFastRenderer says that the TESR gets "batched in" with other renderers
L1825[17:37:21] <williewillus> where's that happen?
L1826[17:38:02] <gigaherz> so FastTESR is basically an ISBRH?
L1827[17:38:59] <fry> ISBRH refreshed each tick
L1828[17:38:59] <diesieben07> no, just all the fast TESR for that frame get batched into one draw batch
L1829[17:39:06] <williewillus> not really
L1830[17:39:18] <williewillus> it's more like where you don't need fancy gl stuff
L1831[17:39:26] <fry> I prefer to think about it as an animated world layer :P
L1832[17:39:27] <williewillus> but you can still draw stuff like bakedmodels dynamically
L1833[17:39:32] <fry> ^
L1834[17:39:50] <williewillus> so a bunch of botania's things can become fast tesrs :p
L1835[17:40:06] <williewillus> ugh great, the pump modelbase won't load in tabula >.<
L1836[17:40:21] <grondag> I wish I remembered something of my linear algebra class.
L1837[17:40:30] <fry> lol
L1838[17:40:57] <williewillus> I wish my LA class got more into the details (we stopped after eigenvals/vecs) but I guess the details are for graphics classes
L1839[17:40:57] <fry> luckily for me I knew it'll be useful for gamedev :P
L1840[17:41:00] <grondag> petty sure I derped up my normals
L1841[17:41:51] <grondag> In my defense, I was a music major. But yeah, very necessary for the rendering stuffs.
L1842[17:42:17] <williewillus> cool, what'd you play?
L1843[17:42:30] <williewillus> ugh stupid modelbase load pls
L1844[17:42:49] <grondag> various low brass, cello, a bit of percusion and piano
L1845[17:42:54] <fry> nice
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L1847[17:43:21] <grondag> was fun, but after playing a few gigs and seeing the crap you had to deal with I decided I needed to get paid
L1848[17:43:29] <grondag> thus… a career in IT
L1849[17:43:39] <grondag> no regrets
L1850[17:44:00] <fry> you have to deal with a plenty of crap in IT too though :P
L1851[17:44:16] <grondag> that’s true, but I get paid handsomely for my troubles
L1852[17:44:34] <williewillus> wait fry I just confused myself, if I need to "still draw stuff like bakedmodels dynamically", but I need to position the models in certain ways, I actually can't use a fasttesr right
L1853[17:44:40] <williewillus> since I have to glstranslate
L1854[17:44:44] <williewillus> boo
L1855[17:44:59] <fry> you don't have to use gltranslate
L1856[17:45:07] <fry> worldRenderer.setTranslation
L1857[17:47:17] <williewillus> so would something like this be able to be fast? It basically rotates based on the blockstate, scales down and shifts around a bit, then renders a single itemstack: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/render/tile/RenderTileIncensePlate.java
L1858[17:47:49] <williewillus> (there's a lot of cruft in there I didn't remove when removing the modelbase)
L1859[17:48:03] <fry> yup, move rotations to json
L1860[17:48:28] <williewillus> well the rotation of the static model is in json
L1861[17:48:37] <williewillus> but the tesr rendered item needs to rotate with the static model
L1862[17:49:39] <fry> what can be in the item stack?
L1863[17:50:29] <williewillus> anything iirc
L1864[17:50:46] <fry> then you can't have a fast TESR
L1865[17:50:57] <fry> since there are items that are themselves TESRs
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L1867[17:51:17] <fry> which can all arbitrary GL
L1868[17:51:31] <williewillus> ah
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L1871[17:56:32] <grondag> oh jeez I made it worse
L1872[17:56:44] <grondag> day-glow rainbow colors all over the place
L1873[17:57:16] <williewillus> lol
L1874[17:57:17] <grondag> Fry, if I’m using the UnpackedBakedQuad builder, I don’t need to call net.minecraftforge.client.ForgeHooksClient.fillNormal(aint, side);
L1875[17:57:19] <grondag> Is that right?
L1876[17:57:40] <fry> you still need to supply the normal information
L1877[17:57:50] <grondag> yes, well, I’m trying :-)
L1878[17:57:56] <fry> also, make sure you call setColored
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L1880[17:58:14] <grondag> One would think computing normals for a standard cube wouldn’t be so hard, but apparently I’m inventing new ways to fail.
L1881[17:58:37] <gigaherz> it isn't
L1882[17:59:01] <grondag> giga: I know. That’s the embarassing part. ;-)
L1883[17:59:15] <gigaherz> computing normals for a triangle (or quad), is just cross(v2-v1,v3-v2)
L1884[17:59:16] <gigaherz> XD
L1885[17:59:22] <fry> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/client/model/pipeline/VertexLighterFlat.java#L93-L108
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L1887[17:59:45] <fry> gigaherz: that won't catch all ways you make quad of a triangle
L1888[17:59:49] <gigaherz> eh v3-v1*
L1889[17:59:54] <fry> what I posted should :P
L1890[18:00:23] <gigaherz> fry: true, although if you don't duplicate the last vertex, I consider that an erroneous way to do it ;P
L1891[18:00:26] <grondag> Vec3 faceNormal = v1.subtract(v2).crossProduct(v3.subtract(v2)); is what I’m using.
L1892[18:00:45] <williewillus> lol calling rotateBlock on random blocks has amusing result
L1893[18:01:02] <williewillus> since it got retrofitted in 1.8 to just cycle the value of any property with the name "facing"
L1894[18:01:05] <williewillus> so you can rotate bed halves
L1895[18:01:05] <grondag> That *should* work unless I’m blind.
L1896[18:01:07] <fry> (4-2)x(3-1) is what I use :P
L1897[18:01:11] <williewillus> and chests and stuff
L1898[18:01:31] <grondag> I tried it your way before Fry but I was using different data types and I think derped it up when I adjusted.
L1899[18:02:25] <fry> also, don't forget to normalize :P
L1900[18:07:35] <Doomworks> Hmmm, sleep before work tomorrow or stay up and remodel/retexture all night?
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L1902[18:07:53] <grondag> thanks, that wasn’t it. Think I just spotted it though.
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L1909[18:29:47] <diesieben07> what am I doing... https://youtu.be/48anFtegG0g
L1910[18:30:45] <gigaherz> lol
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L1914[18:37:06] <grondag> beats me
L1915[18:37:45] <diesieben07> why? :D
L1916[18:38:21] <Elexorien> you are posting youtube links, obviously :)
L1917[18:38:53] <diesieben07> beats me
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L1921[18:55:44] <grondag> fry: I finally got it working. My normals were inverted because my vertex order is apparently strange.
L1922[18:56:08] <grondag> Also, I was still using integer values 0 to 255 for my colors, casted as floats. :-P
L1923[18:56:25] <grondag> But items now render colored as they are supposed to. Thanks for the help.
L1924[18:56:25] <fry> heh
L1925[18:56:28] <fry> \o/
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L1928[18:58:24] <Doomworks> Ok, two models recreated...not to texture every face
L1929[18:58:28] <Doomworks> now*
L1930[18:59:22] <grondag> much better now http://imgur.com/f5GQhSN
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L1932[19:02:23] <Elexorien> those blocks look cool grondag
L1933[19:03:09] <grondag> thanks, there are cool mechanics that go with them if ever get past all the rendering stuff :-p
L1934[19:03:27] <gigaherz> so much derp: https://www.youtube.com/watch?v=uC7GRejlTOM
L1935[19:03:29] <grondag> would be hopeless if Fry hadn’t done all the heavy lifting already.
L1936[19:05:50] <shadekiller666> why didn't mojang just combine EnumFacing and EnumFaceDirection
L1937[19:06:40] <grondag> giga: I would probably watch that. Maybe not in theater, but on video yeah.
L1938[19:07:10] <grondag> oh derp, I thought you were talking about the movie trailer
L1939[19:07:21] <gigaherz> shadekiller666: because one's global, the other is client-specific
L1940[19:07:55] <shadekiller666> doesn't really need to be though
L1941[19:09:02] <shadekiller666> the actual values are 4-index arrays containing Vec3i-type objects who's x, y, and z values are indices of EnumFacing...
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L1952[19:34:22] <Cypher121> how do I store/get some persistent data for a player?
L1953[19:34:35] <Cypher121> e.g. research unlocks
L1954[19:34:49] <diesieben07> IExtendedEntityProperties
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L1956[19:35:33] <Cypher121> it persists on leave/join/restart?
L1957[19:36:41] <diesieben07> if you save your data to NBT, yes
L1958[19:36:47] <diesieben07> it provides methods to do that
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L1960[19:37:11] <Cypher121> oh, cool
L1961[19:37:12] <Cypher121> thanks
L1962[19:37:20] <gigaherz> Cypher121: I made a little skeleton for that
L1963[19:37:20] <gigaherz> https://gist.github.com/gigaherz/3faeb8498530c92bf954
L1964[19:37:35] <gigaherz> replace "storedData" with whatever you want to store in the IEEP
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L1966[19:37:58] <gigaherz> call register during initialization, and .get() whenever you want to query/change the data
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L1968[19:38:55] <gigaherz> note that IEEPs do not sync with the clients, doing the sync is fully up to you
L1969[19:39:37] <Cypher121> huh, now that's a problem. I need to get them client-side when I open GUI
L1970[19:39:53] <VikeStep> if it's useful, here is how I learnt how to use IEEP https://github.com/coolAlias/Forge_Tutorials/blob/master/IExtendedEntityPropertiesTutorial.java
L1971[19:40:02] <diesieben07> well, then you need to send packets
L1972[19:40:02] <VikeStep> goes quite indepth
L1973[19:42:11] <Cypher121> I guess it's time to learn how networking works in 1.8
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L1976[19:46:45] <Cypher121> I wonder how much of a problem concurrency will be here
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L2007[19:56:15] <grondag> How quick can you spot what’s wrong here?
L2008[19:56:17] <grondag> sprite.getInterpolatedU(v.u),
L2009[19:56:17] <grondag> sprite.getInterpolatedU(v.v),
L2010[19:56:47] <tterrag> awful variable naming?
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L2014[19:57:32] <grondag> true
L2015[19:58:11] <Unh0ly_Tigg> getting two interpolated U values?
L2016[19:58:15] <Unh0ly_Tigg> instead of U and V
L2017[19:58:24] <grondag> yup
L2018[19:58:48] <grondag> tterrag if right, if I’d cleaned up those names would likely have spotted it sooner.
L2019[19:59:44] <Unh0ly_Tigg> Ok, so I'm looking for some help on this: I'm working with asm on something, and I've got a field signature that looks similar to "Ljava/util/Map<LTypeOne;LTypeTwo;>;" when I use org.objectweb.asm.Type.getType(String) on it, I get the "Ljava/util/Map<LTypeOne;" part, but not the "LTypeTwo;>;" part, does anyone know how I could get around this?
L2020[20:00:29] <Unh0ly_Tigg> And I don't want to have to deal with a SignatureVisitor...
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L2046[20:20:14] <williewillus> Cypher121: basically, IMessageHandlers may or may not be invoked on the main thread (usually not). if you do something that accesses main thread data (any world, entity, te, player, etc.) you must schedule a runnable/callable
L2047[20:20:21] <williewillus> otherwise you can just run it in the network thread
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L2049[20:22:43] <shadekiller666> is there an implementation of Table that returns the same value for (object1, object2) as (object2, object1) without having to put() the same value in for both cases?
L2050[20:23:31] <shadekiller666> like, the order of the two keys is interchangable
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L2054[20:24:24] <Unh0ly_Tigg> Tables.transpose
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L2057[20:24:32] <grondag> Fry, putQuadColor with coloredQuads has a small performance hit, is that right?
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L2060[20:24:49] <fry> yes
L2061[20:25:23] <grondag> ok, I noticed it in my profiling. I’ll use it just for the item models then. Thanks.
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L2063[20:25:35] <grondag> it will matter in my use case
L2064[20:26:48] <Cypher121> williewillus: how long may it take for task to go through the queue? If I'm sending it along player.openGui(), I want it to be synced by the time gui is open
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L2066[20:27:21] <tterrag> Cypher121: it'll be called on the next tick, whenever that is
L2067[20:27:37] <tterrag> packets are ordered, so whatever you want to happen first, send first
L2068[20:27:46] <tterrag> (player.openGui is a packet, in the end)
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L2070[20:28:28] <williewillus> yup next tick at the latest
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L2076[20:30:35] <MoxieGrrl> williewillus: Is the crash that you're talking about in the latest release the one that happens with functional flowers?
L2077[20:31:04] <Cypher121> yeah, I guess back to whiteboard I go. trying to make a framework for researches/unlocks/whatever, similar to what thaumcraft and ars magica do, but easy to use from any mod
L2078[20:31:23] <williewillus> MoxieGrrl: yes
L2079[20:31:33] <MoxieGrrl> Kay. I'll keep an eye out.
L2080[20:31:59] <williewillus> thanks
L2081[20:38:08] <gigaherz> Cypher121: isn't that sortof what the statistics/achievements system does? ;P
L2082[20:39:09] <Cypher121> maybe
L2083[20:39:18] <MoxieGrrl> I think he/she means that he wants to do a customizeable research system similar to Thaumcraft. :P
L2084[20:39:35] <Cypher121> he and yes
L2085[20:39:47] <MoxieGrrl> Would be fun for pack makers.
L2086[20:40:47] <Cypher121> uh-huh, except I have no idea how to allow packmakers make researches that, for example, unlock crafting recipes, unless they're a bit familiar with programming too
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L2088[20:41:57] <MoxieGrrl> Yeah, I can see that being a problem.
L2089[20:42:03] <williewillus> json!
L2090[20:42:14] <MoxieGrrl> ...i think i just hung 1.8.9. \o/
L2091[20:42:49] <Cypher121> williewillus: yeah, I can serialize research id/name, its prerequisites, but it's effect?
L2092[20:43:05] <williewillus> idk, maybe have a predefined set
L2093[20:43:08] <williewillus> that mappers/packers can use
L2094[20:43:14] <Cypher121> I think I can implement few standard once
L2095[20:44:22] <Cypher121> like locked recipe, unwearable armor, permanent status effect. a lot of possibilities, but I REALLY need to think this through
L2096[20:44:35] <Cypher121> s/once/ones
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L2098[20:45:31] <grondag> if I want to render translucent and solid layers on items is that doable with TESR? Thought it was but can’t find it.
L2099[20:45:39] <grondag> er, without I mean
L2100[20:46:26] <tterrag> grondag: what?
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L2102[20:46:47] <williewillus> what kind of item omdel are you talking about?
L2103[20:46:55] <grondag> I have a block that renders in both solid and tranlucent layers.
L2104[20:47:08] <williewillus> using multilayermodels?
L2105[20:47:12] <grondag> Would like to have it look the same in inventory.
L2106[20:47:14] <solidDoWant1> tterrag are you the ender io dev?
L2107[20:47:22] <tterrag> one of, yes
L2108[20:47:22] <gigaherz> \o/ got the item insertion/extraction partially working
L2109[20:47:35] <williewillus> grondag: if you are using multilayermodels for the block it should work exactly same for the item?
L2110[20:47:40] <solidDoWant1> is there any api for adding new conduits?
L2111[20:47:43] <grondag> Looked at multilayer - didn’t see how to apply it. I’ll look again.
L2112[20:47:54] <williewillus> how are you doing your block then? 0.o
L2113[20:48:01] <williewillus> that's the only way to mix solid + transparent
L2114[20:48:06] <gigaherz> I can now use the browser panel without shift-clicking the way you use the creative panel :D
L2115[20:48:13] <williewillus> unless you're rendering the whole thing onto transparent
L2116[20:48:20] <tterrag> solidDoWant1: not at the moment
L2117[20:48:25] <gigaherz> now shift-clicking....
L2118[20:48:27] <tterrag> though, it's pretty close
L2119[20:48:27] <williewillus> *translucent
L2120[20:49:15] <solidDoWant1> tterrag: if I want to a conduit I should just extend/copy paste from current conduit classes?
L2121[20:49:52] <tterrag> you can try to do it as an addon
L2122[20:50:00] <tterrag> if you find any places which you can't, make a PR to fix it
L2123[20:50:16] <solidDoWant1> thats what I mean, as addon
L2124[20:50:18] <tterrag> like I said, it's really close to being possible from an outside mod
L2125[20:50:18] <solidDoWant1> alright, thanks
L2126[20:50:27] <tterrag> but there might be some hardcoded vestiges
L2127[20:50:30] <tterrag> you'll have to try :P
L2128[20:50:38] <solidDoWant1> yea, thats what I was concerned about
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L2130[20:52:53] <grondag> block has two models and each renders in a different layer. The smart model knows which quads to return by checking EnumWorldBlockLayer layer = MinecraftForgeClient.getRenderLayer();
L2131[20:53:00] <GeoDoX> !!latest 1.8.8
L2132[20:53:01] <MCPBot_Reborn> === Latest Mappings ===
L2133[20:53:02] <MCPBot_Reborn> MC Version Forge Gradle Channel
L2134[20:53:02] <MCPBot_Reborn> 1.8.8 snapshot_20151229
L2135[20:53:03] <MCPBot_Reborn> 1.8.8 stable_20
L2136[20:53:20] <grondag> I’m not assuming that hook works for item rendering.
L2137[20:53:37] <williewillus> grondag: if you use a smartmodel to do that you need a smart item as well....but what you're doing is exactly what the multilayermodel was written for :p
L2138[20:54:19] <grondag> Are we talking about the same class? I don’t see anything in there to control the render layer.
L2139[20:54:36] <williewillus> you can specify multi render layer omdels all in json
L2140[20:54:55] <grondag> MultiLayerModel, right?
L2141[20:55:08] <williewillus> yes
L2142[20:55:32] <williewillus> if you do soemthing like this you dont need a smartmodel at all? https://raw.githubusercontent.com/williewillus/Aura-Cascade/MC188/src/main/resources/assets/aura/blockstates/fortifiedStone.json
L2143[20:55:35] <grondag> well, none of these are buit with json. I guess I’ll wade through the parser and see what it’s doing. I’m sure I’ve seen an example of this already though.
L2144[20:57:37] <Cypher121> I have a feeling that if I'm going to add hooks for map/packmakers, I'll also have to add some kind of a book, and then a default research system... and in the end I'll have a clone of HQM
L2145[20:57:53] <williewillus> just do it better ;p
L2146[20:58:30] <Cypher121> anyway, I'll make an API first, and then all json->research stuff as a separate mod
L2147[21:00:30] <Cypher121> and to think about it, every research can be summed up with 2 ints: ID and state (hidden, locked, unlocked, etc.). this makes working with packets much easier
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L2149[21:04:10] <solidDoWant1> tterrag so looking at https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/conduit/TileConduitBundle.java if I want to add a conduit type then that class has to extend any classes that a "pipe" would normally need to extend. Is there any way of doing this without using reflection?
L2150[21:04:32] <tterrag> sadly there is no way to do that
L2151[21:04:43] <tterrag> and really, there's not really any way to provide that via an API
L2152[21:05:00] <solidDoWant1> yea, thats what I was thinking
L2153[21:05:31] <tterrag> what kind of conduit are you thinking of adding?
L2154[21:05:43] <solidDoWant1> well I *think* I might be able to do it with reflection, but thats a PITA and hard to maintain/use/read
L2155[21:05:58] <solidDoWant1> emc conduits for my mod: http://minecraft.curseforge.com/projects/extrae
L2156[21:06:25] <solidDoWant1> forge needs an api for things that use an active push system like items or fluids or energy or whatnot
L2157[21:06:54] <tterrag> why does the conduit need to implement anything for that?
L2158[21:07:04] <tterrag> couldn't the conduit just look for EMC providing blocks?
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L2160[21:07:32] <solidDoWant1> is uses an active push system, needs to extend this interface from projecte:
L2161[21:08:20] <tterrag> then yeah, there's no way to do that outside of ASM
L2162[21:08:21] <solidDoWant1> https://github.com/sinkillerj/ProjectE/blob/master/src/main/java/moze_intel/projecte/api/tile/IEmcProvider.java and https://github.com/sinkillerj/ProjectE/blob/master/src/main/java/moze_intel/projecte/api/tile/TileEmcAcceptor.java
L2163[21:08:28] <tterrag> this, I believe, is the purpose of the new capabilities system
L2164[21:08:32] <tterrag> someone correct me if I'm wrong
L2165[21:08:41] <solidDoWant1> new capabilities system?
L2166[21:08:57] <tterrag> yes
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L2168[21:09:01] <solidDoWant1> whats that?
L2169[21:09:12] <tterrag> I'm not very familiar with it myself but it seems to be a way to tell other mods that your block/TE supports something
L2170[21:09:12] <VikeStep> I'm also interested in learning about what the new capabilities are
L2171[21:09:15] <tterrag> without the use of interfaces
L2172[21:09:30] <tterrag> you'll have to ask someone else about specifics (fry maybe)
L2173[21:09:33] <tterrag> I really don't know
L2174[21:09:35] <williewillus> same here, they look interesting but confusing at the same time
L2175[21:09:44] <williewillus> lex/ama/asie are probably the most familiar with it
L2176[21:09:52] <VikeStep> I know that EntityPlayer has capabilities that let you set whether they are in creative mode or not
L2177[21:10:05] <VikeStep> when I was looking at that code last night
L2178[21:10:05] <solidDoWant1> thats something to do with 1.8 I assume?
L2179[21:10:05] <williewillus> not that kind
L2180[21:10:14] <williewillus> yes its 1.8.9
L2181[21:10:17] <tterrag> not specifically to do with 1.8
L2182[21:10:20] <tterrag> it's just a forge feature
L2183[21:10:21] <Cypher121> basically, from what I understood is you have capabilities, which are singletons that correspond to classes
L2184[21:10:23] <tterrag> but yes, it's only in 1.8 versions
L2185[21:10:38] <solidDoWant1> :/ well maybe ill look at it in a few months
L2186[21:10:50] <tterrag> how I HOPE it works is, that you can say a block "has" a capability (like a property) and then get some kind of "handler" for that capability to actually do the work it needs
L2187[21:11:00] <tterrag> like if my TE has the item holder capability, it would provide an inventory object
L2188[21:11:02] <solidDoWant1> that sounds nice
L2189[21:11:05] <williewillus> its something like that
L2190[21:11:10] <Cypher121> and you get an instance of the Capability and return instance of its class
L2191[21:11:19] <tterrag> this way, you could, say, add the "EMC" capability to the conduits from outside
L2192[21:11:28] <solidDoWant1> thatd be great
L2193[21:11:35] <tterrag> as long as you provided the conduit some logic as what to do with the EMC (what is currently TileEmcAcceptor)
L2194[21:11:51] <solidDoWant1> right
L2195[21:11:54] <solidDoWant1> that sounds cool
L2196[21:12:01] <tterrag> this would go well with functional stuff from j8, but sadly we can't use that yet (in forge)
L2197[21:12:02] <tterrag> :P
L2198[21:12:23] <Cypher121> well, guava is always there
L2199[21:12:39] <tterrag> guava doesn't have lambdas
L2200[21:12:47] <Cypher121> you just don't have syntax sugar that is lambdas
L2201[21:12:53] <Cypher121> it has functional interfaces
L2202[21:12:55] <tterrag> lambdas are more than syntax sugar
L2203[21:12:57] <tterrag> for once
L2204[21:12:58] <williewillus> ^
L2205[21:13:10] <williewillus> lambdas are not anon function wrappers :p
L2206[21:13:11] <solidDoWant1> another solution would be to have any mod that wants conduits implement an interface but then thered have to be a decent sized rewrite of enderio
L2207[21:13:16] <solidDoWant1> at least the conduit part
L2208[21:13:19] <williewillus> unless they capture, but that's only the impl for now
L2209[21:13:30] <williewillus> the way they did it they can swap out the implementation whenever they want
L2210[21:13:39] <tterrag> solidDoWant1: there's no way to dynamically add interfaces outside ASM
L2211[21:13:46] <tterrag> and I'm not committed enough to write that kind of code >.>
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L2213[21:14:06] <solidDoWant1> tterrag: well I guess ASM it is, ill write something like that
L2214[21:14:27] <solidDoWant1> if forge will have that new capability thing I wont bother making a pr for enderio, ill just modify my mod
L2215[21:14:38] <tterrag> williewillus: yeah, but I'd just like to have something like block.addCapability(MY_CAPABILITY, this::handleThingy)
L2216[21:14:43] <tterrag> :D
L2217[21:14:51] <williewillus> idk if it works that way :p
L2218[21:14:54] <tterrag> or something along those lines
L2219[21:14:56] <solidDoWant1> wtf is that :: thing? seen it in c# but not in java
L2220[21:14:57] <tterrag> I don't know either
L2221[21:14:58] <williewillus> I'm more excited for animation api than capas
L2222[21:15:01] <tterrag> method reference
L2223[21:15:02] <williewillus> method ref
L2224[21:15:23] <tterrag> if I have a method that matches the signature of a functional interface
L2225[21:15:29] <tterrag> I can use it AS that functional interface
L2226[21:15:32] <Mraof> Would anything break if I used my own WorldServer class for a dimension?
L2227[21:15:42] <solidDoWant1> weird
L2228[21:15:46] <solidDoWant1> is that a java 8 thing?
L2229[21:15:49] <Cypher121> yes
L2230[21:15:55] <williewillus> Mraof: what for?
L2231[21:16:13] <tterrag> you can do awesome stuff like this https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/java/team/chisel/Features.java#L1143
L2232[21:16:21] <tterrag> a constructor that acts as a functional interface \o/
L2233[21:16:36] <solidDoWant1> im gunna have to learn that thats kinda weird
L2234[21:16:47] <tterrag> it is weird
L2235[21:16:57] <tterrag> but j8 is a tough habit to drop once you figure it out
L2236[21:17:07] <Cypher121> I like how they can accept argument as instance to call method from
L2237[21:17:14] <Mraof> I might want to do some unusual things, but if doing that will just break stuff I don't want to bother figuring out the specifics
L2238[21:17:19] <solidDoWant1> cool
L2239[21:17:38] <solidDoWant1> I learned java at 1.5/1.6 and never really bothered to learn new stuff
L2240[21:17:46] <williewillus> havent missed much :p
L2241[21:17:52] <tterrag> and lambdas are just shorthand for declaring anon classes (though not quite that under the hood)
L2242[21:17:56] <Mraof> One reason is custom chunk management or whatever, like easily deleting several chunks
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L2244[21:18:05] <Mraof> But possibly more things
L2245[21:18:06] <solidDoWant1> tterrag thats what ive heard
L2246[21:18:16] <Cypher121> like Integer::intValue is the same as (i) -> i.intValue()
L2247[21:18:25] <tterrag> foo -> doThing(foo); == new Consumer<Foo>() { public void consume(Foo foo) { doThing(foo); }};
L2248[21:18:33] <tterrag> it can be much cleaner
L2249[21:18:35] <tterrag> Cypher121: yep
L2250[21:18:47] <solidDoWant1> Cypher why would I want to do that?
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L2252[21:18:52] <Mraof> Like in my mod I have a dimension that I'll use for instanced dungeons or whatever
L2253[21:18:57] <tterrag> also, parentheses are not needed for single argument lambdas
L2254[21:18:59] <williewillus> if your lambda doesn't capture its actually faster than anon classes
L2255[21:19:03] <tterrag> only for 0, or 2 or more
L2256[21:19:04] <williewillus> since it gets converted into a static method call
L2257[21:19:16] <Mraof> Like players play through them and then are sent back to the overworld after beating them/deciding to quit
L2258[21:19:24] <Cypher121> solidDoWant1: my example is if you want to unbox Integers as ints, so you can use IntStream, for example
L2259[21:19:31] <Mraof> And the dungeon will be deleted once the players are done
L2260[21:19:33] <solidDoWant1> oh cool
L2261[21:19:39] <Cypher121> like if you have List<Integer> list, you do
L2262[21:19:58] <Cypher121> list.stream.mapToInt(Integer::intValue).sum();
L2263[21:20:23] <Cypher121> instead of calling reduce() on Integer objects
L2264[21:20:24] <solidDoWant1> and it treats them as int not Integer objects?
L2265[21:20:28] <Cypher121> yes
L2266[21:20:32] <solidDoWant1> thats neat
L2267[21:20:38] <solidDoWant1> ill have to learn that stuff
L2268[21:20:49] <tterrag> well, the mapToInt function can be anything
L2269[21:20:53] <Cypher121> it's very easy and VERY worth learning
L2270[21:20:58] <tterrag> if I have a List<String> I could use s::hashCode
L2271[21:20:59] <tterrag> :P
L2272[21:21:08] <williewillus> the only pain is checked exceptions in lambdas
L2273[21:21:08] <Cypher121> yeah, it just went hand to hand with my previous example
L2274[21:21:12] <tterrag> williewillus: yeah :(
L2275[21:21:24] <tterrag> I wish it would throw to the enclosing method
L2276[21:21:27] <Mraof> So would using my own class that extends WorldServer cause problems?
L2277[21:21:39] <Mraof> For example, if people wanted to use my mod with Sponge
L2278[21:21:49] <Cypher121> why are you even doing that?
L2279[21:21:50] <mikebald> Mraof you could do like Compact Machines and use different locations in the dimensions vs removing things / recreating
L2280[21:21:59] <mikebald> *in the dimension
L2281[21:22:20] <SomeGuyInATree> CM is nice ^^
L2282[21:22:30] <Mraof> Hmm
L2283[21:22:37] <Cypher121> ThaumCraft does that with its dimension
L2284[21:22:46] <tterrag> CM is a neat idea but I find it pointless
L2285[21:22:54] <tterrag> you live in a world with virtually infinite room
L2286[21:22:55] <Mraof> Seems like the dimension could get a lot of stuff it doesn't need over time
L2287[21:22:55] <Cypher121> makes for an awkward pause when you see your previous death markers
L2288[21:23:09] <mikebald> Mraof, what does it matter if it's not loaded?
L2289[21:23:25] <SomeGuyInATree> tterrag: They're handy to hide your base in if you're playing a pvp server and don't have any dimensions..
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L2291[21:24:06] <Cypher121> tterrag: I've seen people using it on mobile bases (Archimedes Ships, that mad is called, I think) for stuff that doesn't behave well or just takes too much space
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L2293[21:24:16] <Darva> I really think CM would be awesome for an HQM map.
L2294[21:24:17] <SomeGuyInATree> Or you can put each machine system into one. One large CM can be entirely for ore processing.
L2295[21:24:33] <Mraof> Well I'll have to store all the areas dungeons have taken up
L2296[21:24:39] <Darva> Put mazes/challenges in various CM spaces, and then given the player the access block for them as rewards from quests.
L2297[21:24:54] <Mraof> Instead of just the areas active dungeons are in
L2298[21:25:16] <mikebald> Mraof, not really; you could set a standard of that your dungeons take up a 32x32 chunk square...
L2299[21:25:42] <Cypher121> keep their quantity and calculate start from that
L2300[21:25:49] <mikebald> ^ ^
L2301[21:26:07] <Cypher121> like (x, y, z + quantity * zSize)
L2302[21:26:38] <Cypher121> which isn't exactly the best way, I guess, but it should make my point clear
L2303[21:26:44] <Mraof> Hmm
L2304[21:26:57] <mikebald> Compact Machines would be much cooler if it allowed you to go into the internals of machines and tweak them =).. [IMO of course]
L2305[21:27:10] <Mraof> I'd rather clean up afterwards
L2306[21:28:02] <Mraof> Hmm
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L2308[21:28:36] <Mraof> I guess taking up a 32x32 chunk square and storing the total size would still allow for about 8.4 million dungeons
L2309[21:28:43] <Mraof> Which no reasonable person should ever reach
L2310[21:29:05] <Cypher121> is that a challenge?
L2311[21:29:14] <solidDoWant1> lol
L2312[21:32:31] <Mraof> I doubt you'd be able to do it and still meet the criteria of "reasonable person"
L2313[21:32:53] <Cypher121> someone will
L2314[21:32:57] <Cypher121> almost certainly
L2315[21:34:36] <solidDoWant1> maybe I could write a bot to go through them all
L2316[21:35:43] <GeoDoX> Anyone know how to render a beacon beam? Not on a block?
L2317[21:37:19] <williewillus> look at the beacon tesr?
L2318[21:37:21] <mikebald> I imagine the vanilla code would provide some insight...
L2319[21:43:02] <Cypher121> vanilla code is 50% reference code and 50% f_48342394324_z
L2320[21:43:38] <williewillus> still you can usually extract out the general idea of what =needs to be done
L2321[21:43:54] <Cypher121> well, at least mojang were kind enough to make it in easily decompileable language
L2322[21:44:07] <williewillus> "easy decompileable language"
L2323[21:44:08] <williewillus> like ?
L2324[21:44:20] <williewillus> as if Java wasn't already easy as hell to decompile
L2325[21:44:32] <Cypher121> that's what I said
L2326[21:44:45] <williewillus> ah I misread, sry :p
L2327[21:44:48] <williewillus> but yeah they obfuscate
L2328[21:44:51] <williewillus> which is the problem
L2329[21:45:46] <GeoDoX> yeah, I can't gather anything knowledgeable from it
L2330[21:45:56] <williewillus> why not?
L2331[21:45:59] <Cypher121> yeah, but that's fixable, although with giant effort. good luck making mcp for something written in C++
L2332[21:46:01] <williewillus> it's just a bunch of BeamSegments
L2333[21:46:06] <williewillus> and then tessellator just renders them all
L2334[21:47:17] <GeoDoX> I can't find anything about a tessellator
L2335[21:47:27] <williewillus> tesellaotr worldrenderer whatever
L2336[21:48:01] <Cypher121> ugh, I have 2 windows with 1.7 and 2 with 1.8, can't find shit in them
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L2338[21:49:41] <Cypher121> GeoDoX: TileEntityBeaconRenderer. line 30 and to the end
L2339[21:50:43] <GeoDoX> I found TileEntityBeacon, but not a renderer
L2340[21:50:49] <Cypher121> I guess NSFL because not a single variable is mapped
L2341[21:50:58] <Cypher121> package net.minecraft.client.renderer.tileentity;
L2342[21:51:04] <Cypher121> what IDE are you using?
L2343[21:52:56] <Mraof> I wonder if people will be able to make a modding system for the version that is currently called the windows 10 beta
L2344[21:53:25] <GeoDoX> Do I need to make a call to the renderer
L2345[21:54:37] <williewillus> no
L2346[21:54:44] <williewillus> you probably are going to have to copy the code in it
L2347[21:54:51] <williewillus> Mraof: most likely not
L2348[21:54:58] <Mraof> Okay
L2349[21:54:59] <williewillus> cpp is much more of a pain to reverse engineer
L2350[21:55:14] <williewillus> it's going to become a MS dictated json paradise garden most likely
L2351[21:55:23] <williewillus> judging by what the PE devs were tweeting
L2352[21:55:55] <Darva> Aren't there mods for PE? And aren't they the same codebase?
L2353[21:56:08] <williewillus> only a handful
L2354[21:56:11] *** Vigaro is now known as V
L2355[21:56:11] <williewillus> on not even big ones
L2356[21:56:18] <Darva> Still.
L2357[21:56:26] <williewillus> it's highly unviable
L2358[21:56:40] <williewillus> you will see nothing like the likes of what we have now
L2359[21:56:48] <williewillus> and same codebase how so?
L2360[21:57:07] <williewillus> PE and W10 share a codebase, consoles share a codebase, + PC, and that's it
L2361[21:57:52] <Cypher121> isn't w10 written in C-something?
L2362[21:58:00] <williewillus> wi10 is PE
L2363[21:58:14] <Darva> They're both written in c++, they're the same codebase, pe and windows 10
L2364[21:58:41] <Cypher121> huh, didn't even know you could do c++ for android
L2365[21:58:43] <williewillus> either way, I'm not optimistic about the future of that path, I'll stay on the java version :p
L2366[21:59:08] <Darva> Just a quick search reveals at least a few interesting PE mods. A quarry mod appears to be the most downloaded on the site i found.
L2367[22:00:10] <Darva> There's a NEI/JEI equivilent too.
L2368[22:00:52] <Cypher121> I wonder what did mojang add from, let's say, 1.5 to 1.8.9, that mods didn't do much better already?
L2369[22:01:10] <Cypher121> content-wise, performance changes are cool, but that's not my question
L2370[22:01:29] <Cazzar> Mind you, mods are a great way for Mojang to get ideas
L2371[22:01:31] <williewillus> comparators were and are pretty big
L2372[22:01:44] <williewillus> not many mods had a simple state scanning redstone device like that
L2373[22:01:48] <williewillus> besides maybe BC gates
L2374[22:02:11] <williewillus> horses are terrible
L2375[22:02:21] <williewillus> hoppers were pretty well done
L2376[22:02:32] <Darva> ... I may actually have to mod my copy of MCPE. Hell, someone even added java style crafting back in.
L2377[22:02:34] <Cazzar> IMHO better than the BC ones.
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L2379[22:02:56] <Cypher121> there's one thing I love about hoppers
L2380[22:03:18] <Cypher121> actually, let me check something, I may be wrong
L2381[22:03:43] <williewillus> but yeah actual content has been skimpy from mojang for quite a while, lots of internal things shuffling
L2382[22:04:00] <williewillus> if you consider the technical side instead of the content side major things have happened every version since 1.4
L2383[22:04:05] <Cypher121> !gm addCollisionBoxesToList
L2384[22:04:24] <moog> I dont understand minecraft's development at all
L2385[22:04:35] <moog> and I don't understand the content direction
L2386[22:04:38] <Cypher121> so it IS done by minecraft itself
L2387[22:05:01] <Cypher121> alright, so hopper consists of 3 boxes, more or less
L2388[22:05:26] <williewillus> 1.5 destitched things, support for HD textures and animated textures; 1.6 resource packs (HUGE) 1.7 stat system finally works, resource packs cascade, no more int ids (HUGE) 1.8 no more hardcoded everything for shapes and multithreaded rendering (HUGE)
L2389[22:05:51] <Cypher121> and no one actually bothered to use addCollisionBoxesToList(). Instead they made it full block, collision-wise
L2390[22:06:13] <moog> yeah I get that it just
L2391[22:06:21] <Cypher121> williewillus: isn't id removal done by forge?
L2392[22:06:28] <williewillus> ..no?
L2393[22:06:30] <moog> idk I guess it makes sense taking it from one guy with sloppy coding practices to a big company and all
L2394[22:06:31] <williewillus> string id's were mojang in 1.7
L2395[22:06:40] <Cazzar> Cypher121: it was vanilla
L2396[22:06:49] <Cypher121> ok then, I thought it was forge for some reason
L2397[22:07:01] <williewillus> forge makes it a lot nicer
L2398[22:07:12] <williewillus> auto-assigning for mods and syncing across the network, etc.
L2399[22:07:57] <moog> a few mods did automatic finding of open IDs before
L2400[22:08:01] <moog> like redpower
L2401[22:08:08] <williewillus> hardly comparable to string id's :p
L2402[22:08:09] <moog> but that was on a per mod basis
L2403[22:08:11] <moog> yeah
L2404[22:08:15] <Cazzar> That wasn't too hard to do anywayy
L2405[22:08:34] <Darva> Last thing i'm gonna say about MCPE modding: https://www.youtube.com/watch?v=yZSW8UNYQng Portal gun mod. If you can do that, i suspect you can do just about anything you want, and that's from a year ago.
L2406[22:08:38] <moog> I'm very scared of the forge library
L2407[22:08:38] <Cazzar> just scan the registry, which is something that I did in one of my mods if it detected a conflict on first run
L2408[22:08:55] <Cypher121> moog: did you mean MS by "big company"?
L2409[22:09:27] <williewillus> Darva: still is going to be a pain compared to some of the things we have in the java world
L2410[22:09:32] <moog> I guess
L2411[22:09:36] <Darva> Of course. So was java when it started.
L2412[22:09:38] <williewillus> especially on the side of intermod compat
L2413[22:09:38] <moog> and in general notch not working on it either
L2414[22:10:04] <Cypher121> because, iirc, ms doesn't interfere at all with main version development
L2415[22:11:32] <moog> oh goodness
L2416[22:11:44] <moog> Im feeling jightheaded from looking at all these packages
L2417[22:11:53] <williewillus> what packages?
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L2419[22:11:59] <moog> everything in forge
L2420[22:12:03] <williewillus> :p
L2421[22:12:08] <moog> I just started trying to poke around with it and I'm like
L2422[22:12:11] <williewillus> generally people go look when they need something
L2423[22:12:17] <williewillus> not just read it top down :p
L2424[22:12:18] <moog> oh good loads of shit I can't even conceptually understand
L2425[22:12:20] <moog> well
L2426[22:12:23] <moog> I know that but
L2427[22:12:27] <moog> my brain is dumb
L2428[22:12:39] <williewillus> what things did you not "conceptually understand"?
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L2430[22:13:06] <moog> idk looking at renderer and server stuff
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L2434[22:13:44] <moog> hypothetically I might need to know this stuff blah blah.
L2435[22:13:44] <williewillus> if its not events or hooks its probably stuff you dont need to understand :p
L2436[22:14:05] <moog> I guess I'll fuck that elephant in the room when I get to it
L2437[22:14:07] <moog> or something
L2438[22:14:10] <infinitefoxes_> How does one set a custom icon for an inventory slot when it's empty? (ex. armor slots)
L2439[22:14:12] <williewillus> lolwat
L2440[22:14:15] <infinitefoxes_> I looked in net.minecraft.inventory.Slot
L2441[22:14:30] <infinitefoxes_> but that requires me to have the resource loaded before hand
L2442[22:14:40] <williewillus> what do you mean have it loaded before hand?
L2443[22:14:43] <moog> isnt that part of the base gui texture?
L2444[22:14:46] <williewillus> no
L2445[22:14:54] <williewillus> its drawn using drawTexturedModelRect iirc
L2446[22:15:02] <infinitefoxes_> ^
L2447[22:15:09] <moog> huh
L2448[22:15:12] <Cypher121> there's a forge-added background icon I think
L2449[22:15:15] <moog> I've been out of the loop for a while
L2450[22:15:22] <Cypher121> I dealt with that few months ago
L2451[22:15:28] <infinitefoxes_> the Forge stuff requires me to have the icon loaded
L2452[22:15:35] <infinitefoxes_> I cant just pass a ResourceLocation for some reason
L2453[22:15:50] <Cypher121> yeah, it takes icon from the same texture
L2454[22:15:53] <williewillus> of course
L2455[22:15:56] <moog> oh yeah uh
L2456[22:16:04] <williewillus> icons are stitched into the atlas
L2457[22:16:06] <moog> where is the source file that has the metadata tags
L2458[22:16:10] <williewillus> you can bind your own texture and draw
L2459[22:16:14] <Cypher121> actually there is a way to do that, I think
L2460[22:16:29] <infinitefoxes_> I would prefer to add it to the atlas or whatever
L2461[22:16:42] <williewillus> you want to use TextureStitchEvent.PRe then
L2462[22:16:42] <infinitefoxes_> rather than overriding that huge drawSlot method in GuiContainer
L2463[22:16:52] <Cypher121> setBackgroundLocation(net.minecraft.util.ResourceLocation texture)
L2464[22:16:55] <Cypher121> that's in Slot
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L2466[22:17:48] <williewillus> yeah you just want to stitch an icon into the atlas
L2467[22:18:03] <williewillus> i think
L2468[22:18:04] <infinitefoxes_> Cypher121: when it renders, it looks for whether or not getBackgroundSprite is null
L2469[22:18:21] <infinitefoxes_> and since it's not actually stiched into the atlas it doesn't even try
L2470[22:18:31] <infinitefoxes_> (even though it doesn't need to be in the atlas if it's using a ResourceLocation anyways... ?)
L2471[22:19:05] <williewillus> well TextureAtlasSpriets only make sense if you're using the atlas
L2472[22:19:23] <williewillus> a TextureAtlasSprite is only a pair of uv's
L2473[22:19:32] <williewillus> pointing to a square region on the atlas
L2474[22:19:41] <infinitefoxes_> https://i.imgur.com/IvUmvFE.png
L2475[22:20:07] <infinitefoxes_> didn't mean to paste that
L2476[22:20:10] <williewillus> wat
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L2478[22:20:40] <Cypher121> honestly, I'd just extend slot and overridden all the needed stuff
L2479[22:21:16] <williewillus> well those methods are all added by forge
L2480[22:21:19] <williewillus> why not use them
L2481[22:21:24] <infinitefoxes_> my question is
L2482[22:21:31] <infinitefoxes_> how do I get a TextureAtlasSprite for my slot
L2483[22:21:59] <infinitefoxes_> as that seems to be the way Forge wants me to do it
L2484[22:22:28] <williewillus> when you stitch you get one back
L2485[22:22:33] <williewillus> it's the same as an IIcon
L2486[22:22:46] <williewillus> or rather, it is the implementation of IIcon, the interface just got removed :p
L2487[22:22:59] <infinitefoxes_> alrighty then
L2488[22:23:15] <williewillus> listen to TextureStitchEvent.Pre and do evt.map.registerSprite(resourcelocation)
L2489[22:23:17] <williewillus> and you get the sprite back
L2490[22:23:44] <moog> oh also I want to try using the thaumcraft api a bit. I should just drop the API folder into my project?
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L2492[22:23:58] <infinitefoxes_> doesn't thaumcraft have a maven for the API?
L2493[22:24:01] <williewillus> put it under src/api/java/
L2494[22:24:03] <williewillus> I don't think so
L2495[22:24:56] <Cypher121> https://bitbucket.org/cout970/magneticraft/src/951681721bfdd6adfdc79759829d6ced18ccc178/src/main/java/com/cout970/magneticraft/client/gui/GuiShelvingUnit.java?at=master&fileviewer=file-view-default#GuiShelvingUnit.java-130
L2496[22:25:13] <moog> the heck is a maven
L2497[22:25:34] <Darva> I know i pull in thaumcraft to my current mod using Ivy, i stole the address used from the JEIAddons mods github.
L2498[22:25:40] <williewillus> dependency resolution system
L2499[22:25:47] <williewillus> and probably one of the best things to happen to java
L2500[22:25:54] <infinitefoxes_> ^
L2501[22:25:58] <infinitefoxes_> you should use it when possible
L2502[22:26:03] <infinitefoxes_> local dependencies are bad
L2503[22:26:06] <moog> how does one use it then
L2504[22:26:20] <moog> god I hate being stupid
L2505[22:26:36] <Cypher121> https://bitbucket.org/cout970/magneticraft/src/951681721bfdd6adfdc79759829d6ced18ccc178/build.gradle?at=master&fileviewer=file-view-default
L2506[22:26:43] <Darva> https://github.com/mezz/JEIAddons/blob/1.8.8/build.gradle
L2507[22:26:54] <Darva> Ignorant and stupid are two different things. Ignorant can be fixed. Heh.
L2508[22:26:54] <Cypher121> moog: note repositories and dependencies blocks
L2509[22:28:13] <Cypher121> stupid bitbucket does not allow hilighting multiple lines
L2510[22:29:12] <Cypher121> wait, isn't that patreon dropbox folder for thaumcraft?
L2511[22:30:10] <Darva> No idea.
L2512[22:30:17] <williewillus> if you ask him and prove that you need the api he usually lets you into the beta dropbox
L2513[22:30:19] <Cypher121> lel
L2514[22:30:27] <infinitefoxes_> why on earth would you host your Patreon stuff on Dropbox
L2515[22:30:28] <Darva> I know it works. *shrugs* Like i said, i copied it from github.
L2516[22:30:32] <infinitefoxes_> bandwidth caps gr
L2517[22:30:45] <mezz> dropbox link is from his minecraft forum post
L2518[22:31:06] <Cypher121> oh ok
L2519[22:31:49] <moog> okay so want to have a similar block of code that uses the TC5 api's git?
L2520[22:32:20] <moog> god I hate being stupid
L2521[22:32:55] <Cypher121> you want to pull the artifact you want. if you're doing 1.8.9, it's probably the same one mezz used
L2522[22:33:51] <Cypher121> ugh, I really should get to writing stuff
L2523[22:34:12] ⇦ Quits: grondag (~grondag@99-100-53-175.lightspeed.clmboh.sbcglobal.net) (Quit: grondag)
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L2525[22:35:18] <Cypher121> huh, haven't left irc in almost a week
L2526[22:35:35] <moog> I don't know what any of this means
L2527[22:35:38] <moog> fucking
L2528[22:35:38] <moog> shit
L2529[22:35:48] <williewillus> calm down just a block game
L2530[22:35:50] <williewillus> :p
L2531[22:35:57] <Cypher121> moog: https://maven.apache.org/guides/getting-started/maven-in-five-minutes.html
L2532[22:36:12] <moog> I mean everything is "just" whatever it is
L2533[22:36:26] <moog> we're all hurtling swiftly towards the void and this is what I choose to spend my time on
L2534[22:36:45] <moog> also I literally have nothing else in my life besides sleeping and eating ramen someone bought for me so
L2535[22:36:50] <moog> might as well use the time
L2536[22:36:56] <mezz> gradle sucks, copy mine, I suffered already
L2537[22:37:03] <Kolatra> ^^
L2538[22:37:46] <killjoy> gradle's great
L2539[22:37:50] <moog> where is it
L2540[22:37:58] <williewillus> killjoy: in the beginning it sucked though ;p
L2541[22:37:59] <moog> I dont see where you posted a lenk
L2542[22:38:04] <williewillus> do you remember the rage?
L2543[22:38:05] <Cypher121> "Gradle sucks" -anyone who never used Ant
L2544[22:38:18] <williewillus> haha
L2545[22:38:24] <mezz> https://github.com/mezz/JEIAddons/blob/1.8.8/build.gradle
L2546[22:38:28] <Cypher121> I never got it to work
L2547[22:38:38] <williewillus> change that to "Change sucks" ;p but we all cope fine
L2548[22:38:48] <williewillus> see: 1.3, 1.5, 1.7, 1.8, gradle
L2549[22:39:14] <infinitefoxes_> Gradle is great haha
L2550[22:39:21] <infinitefoxes_> I use it for even super small projects
L2551[22:39:37] <infinitefoxes_> outside of Forge aswell
L2552[22:40:09] <killjoy> with small projects, you only need 4 lines in your build script
L2553[22:40:17] <moog> I keep hyperventilating and getting lightheaded over this
L2554[22:40:17] <killjoy> apply plugin: 'java'
L2555[22:40:22] <killjoy> apply plugin: 'eclipse'
L2556[22:40:30] <Cypher121> ^pleb
L2557[22:40:38] <killjoy> then version and archivesBaseName
L2558[22:41:12] <Cypher121> apply plugin: 'idea'
L2559[22:41:16] <infinitefoxes_> lol
L2560[22:41:18] <williewillus> idea plugin is unneeded
L2561[22:41:21] <williewillus> :p
L2562[22:41:23] <infinitefoxes_> use IntelliJ's import
L2563[22:41:23] <killjoy> yup
L2564[22:41:32] <Cypher121> yeah
L2565[22:41:51] <Cypher121> if only running gradle tasks from within idea wasn't so painfully slow
L2566[22:42:14] ⇦ Quits: Giraffestock (~shuouser@198.206.13.135) (Ping timeout: 198 seconds)
L2567[22:42:15] <infinitefoxes_> is there a way to up the amount of RAM Idea gives Gradle tasks?
L2568[22:42:21] <Cypher121> actually it isn't slow, but while gradle configures the project, IDEA doesn't write ANYTHING to log
L2569[22:42:22] <infinitefoxes_> i.e. setupDecompWorkspace implodes on itself
L2570[22:42:33] <Cypher121> uhh, there is
L2571[22:43:02] <infinitefoxes_> oh, awesome
L2572[22:43:11] <infinitefoxes_> the texture stitching stuff works just fine
L2573[22:43:18] <infinitefoxes_> https://i.imgur.com/hq34N7D.png
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L2575[22:44:31] <Cypher121> Add the following line to ~/.gradle/gradle.properties: org.gradle.jvmargs=-Xmx3G
L2576[22:44:36] <Cypher121> infinitefoxes_: ^
L2577[22:44:56] <infinitefoxes_> do I need to restart Idea?
L2578[22:45:07] <infinitefoxes_> I assume probably not
L2579[22:47:11] <Cypher121> anyone has a cool name for research tree API?
L2580[22:47:11] <killjoy> I'm watching the weirdest movie right now
L2581[22:47:16] <Cypher121> scholar api?
L2582[22:47:34] <killjoy> skills?
L2583[22:47:59] <Cypher121> skills
L2584[22:48:19] <Cypher121> I'll take that I guess
L2585[22:49:39] <williewillus> what do you call the part of some piston that actually moves?
L2586[22:49:43] <Cypher121> why gihub doesn't have wtfpl in license list? :(
L2587[22:49:44] <williewillus> not an mc piston just in general
L2588[22:49:57] <killjoy> arm?
L2589[22:50:00] <Cypher121> head?
L2590[22:50:40] ⇦ Quits: vsg1990 (~vsg1990@pool-74-110-57-203.bflony.fios.verizon.net) (Quit: Leaving)
L2591[22:50:47] <williewillus> head it is :p
L2592[22:51:04] <williewillus> was naming a model file, didnt know what to put besides "pump_movingpartthingy"
L2593[22:51:09] <Cypher121> wikipedia says that this thing is what's called piston
L2594[22:52:04] <Cypher121> piston -> piston rod -> crankshaft
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L2596[22:57:01] <Cypher121> why did I only find this now xD https://www.youtube.com/watch?v=vGx7LJFLF-g
L2597[22:57:22] ⇦ Quits: Mraof (~mraof@2601:642:4400:49a7::93ed) (Ping timeout: 186 seconds)
L2598[22:57:24] <killjoy> You should look up "It's Such a Beautiful Day" on netflix
L2599[22:57:34] <killjoy> http://www.netflix.com/watch/70259089
L2600[22:57:52] <Cypher121> can't watch netflix now
L2601[22:58:06] <killjoy> It's a very interesting movie
L2602[22:58:15] <killjoy> emphasis on interesting
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L2604[23:01:01] <Cypher121> killjoy: http://i.imgur.com/X062c45.png
L2605[23:01:17] <killjoy> use chrome
L2606[23:03:07] <Cypher121> nah, I should start coding
L2607[23:03:34] <Cypher121> I already got a second week ban in CS:GO in a row, time to stop procrastinating
L2608[23:05:04] <infinitefoxes_> Cypher121: make sure you have the codecs installed ;)
L2609[23:05:10] <infinitefoxes_> and the DRM stuff
L2610[23:05:17] <infinitefoxes_> don't think Ubuntu's default installation does that
L2611[23:05:30] <infinitefoxes_> (for good reason, that stuff is nasty)
L2612[23:06:00] <Cypher121> I'll prefer not to
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L2617[23:10:02] <Cypher121> I want irc sound notifications back =\
L2618[23:10:44] <killjoy> try that netflix ppa
L2619[23:10:52] <killjoy> runs firefox with silverlight in wine
L2620[23:11:25] <Cypher121> q_p
L2621[23:11:45] <infinitefoxes_> ew wine
L2622[23:11:49] <Cypher121> Ь_P
L2623[23:12:02] <SomeGuyInATree> HexChat can sound notify ;)
L2624[23:12:08] <Cypher121> yeah
L2625[23:12:14] <Cypher121> now here's the catch
L2626[23:12:27] <infinitefoxes_> oh so people actually use HexChat
L2627[23:12:33] <infinitefoxes_> I just downloaded the first open source one off Google
L2628[23:12:41] <williewillus> i use hexchat :p
L2629[23:12:43] <killjoy> I use it
L2630[23:12:45] <Cypher121> my irc client is running on a vps somewhere in Netherlands
L2631[23:12:58] <illyohs> weechat <3
L2632[23:12:59] <Cypher121> on GNU screen
L2633[23:13:14] <Cypher121> so it's irssi -> screen -> ssh -> me
L2634[23:13:47] <Cypher121> it's possible to forward hardware beeps through that, but there's another problem
L2635[23:14:00] <Cypher121> my motherboard doesn't have a speaker
L2636[23:14:57] <Cypher121> anyone still following?
L2637[23:15:20] <infinitefoxes_> why is registerTESRItemStack in ForgeHooksClient soon to be deprecated?
L2638[23:15:25] <Cazzar> Most SSH software on clients, convert \a to a system tone not a mobo beep
L2639[23:15:47] <SomeGuyInATree> Cypher, whyyyy
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L2642[23:29:27] <williewillus> infinitefoxes_: because you're not supposed to use it :p
L2643[23:29:34] <williewillus> its only for migration purposes
L2644[23:29:42] <Cypher121> can someone ping me?
L2645[23:29:51] <williewillus> Cypher121: ping
L2646[23:30:21] <Cypher121> !gm
L2647[23:30:26] <Cypher121> woop
L2648[23:30:29] <Cypher121> it's working
L2649[23:32:34] <Cypher121> Cazzar: you were right. had to mess with pulseaudio to make system tones work
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L2655[23:55:29] <williewillus> man so close to having the anim api working
L2656[23:55:39] <fry> heh
L2657[23:55:42] <williewillus> idk what I'm doing and I guessed halfway through it :p
L2658[23:55:44] <fry> copy the example :P
L2659[23:56:03] <williewillus> in armature what is "samples" for?
L2660[23:56:18] <fry> those are values of the parameter
L2661[23:56:19] <fry> over time
L2662[23:57:06] <fry> 0, 0.08, 0.25, 0.42, 0.5, 0.42, 0.25, 0.08 is the sequence of the ring vertical offset, for example
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L2665[23:57:40] <williewillus> wait but then whats the parameters of ASM for? i thought those can be dynamically bound to tesr fields. or is "samples" like pre declaring the possible vaules of your params ahead of time?
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L2668[23:57:54] <fry> something like that, yes
L2669[23:58:10] <fry> ideally, you should have as little as possible in the TE
L2670[23:58:22] <fry> and most things in the model/ASM
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L2672[23:59:59] <fry> (since you can hot-swap those)
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