<<Prev Next>> Scroll to Bottom
Stuff goes here
L1[00:00:17] <Ekho> ok im over there
L2[00:03:00] ⇨ Joins: Turkey (~Turkey@cpe-24-95-73-99.columbus.res.rr.com)
L3[00:03:04] *** mrkirby153 is now known as kirby|gone
L4[00:18:10] ⇦ Quits: PieGuy128 (~PieGuy128@69.157.254.15) (Remote host closed the connection)
L5[00:18:58] ⇦ Quits: H1N1theI (~h1n1thei@c-73-12-21-14.hsd1.va.comcast.net) (Ping timeout: 186 seconds)
L6[00:21:38] ⇦ Quits: covers1624 (~covers162@2001:8003:a219:6f00:4dd3:1374:34e1:59c6) (Read error: Connection reset by peer)
L7[00:25:27] ⇨ Joins: Naiten (Naiten@77.34.222.111)
L8[00:28:38] ⇦ Quits: Brokkoli (~Brokkoli@f054020172.adsl.alicedsl.de) (Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen und das T�ten angemessen wirkt. (George Orwell))
L9[00:43:27] ⇨ Joins: agowa338 (~Thunderbi@p5491879B.dip0.t-ipconnect.de)
L10[00:45:39] ⇦ Quits: gr8pefish (~gr8pefish@24-121-80-148.flagcmtk01.res.dyn.suddenlink.net) (Quit: I'm outta here)
L11[00:56:22] *** williewillus is now known as willieaway
L12[00:59:00] ⇨ Joins: Jezza (~Jezza@185.44.151.105)
L13[01:00:42] <thecodewarrior> I got a texture composter working finally, now I can shove in a set of textures and have them composited at runtime. :D No more ten billion textures for all the different combinations!
L14[01:00:56] <thecodewarrior> *compositor
L15[01:03:18] ⇦ Quits: MattDahEpic (~MattDahEp@65-128-97-30.hlrn.qwest.net) (Ping timeout: 198 seconds)
L16[01:06:49] <killjoy> does TiC have that or is it all a texture?
L17[01:08:11] ⇦ Quits: killjoy (~killjoy@2606:a000:1118:c049:147b:3ff2:6008:2184) (Quit: Leaving)
L18[01:08:55] *** Techcable is now known as Techcable|away
L19[01:11:02] <thecodewarrior> I believe TiC uses multiple passes.
L20[01:17:29] ⇨ Joins: Ashlee (~AshleeRee@2a02:2b88:2:1::2d2e:1)
L21[01:20:30] ⇨ Joins: Drullkus (~Drullkus@2601:646:8301:8947:4c73:f9aa:186a:af15)
L22[01:21:14] ⇨ Joins: alex_6611 (~alex_6611@p5DE7B869.dip0.t-ipconnect.de)
L23[01:21:35] *** AbrarSyed is now known as Abrar|gone
L24[01:22:18] ⇦ Quits: Naiten (Naiten@77.34.222.111) (Quit: Leaving)
L25[01:55:37] <Upthorn> I liked the idea of a texture composter
L26[01:56:24] <Upthorn> Where you could, like, garbage collect textures that haven't been used recently
L27[01:56:45] <Upthorn> and recycle their memory space for some kind of neural-network generated imagery.
L28[01:57:05] <Upthorn> For no real purpose.
L29[01:57:58] ⇨ Joins: covers1624 (~covers162@ppp118-210-106-168.lns20.adl2.internode.on.net)
L30[01:59:42] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L31[01:59:59] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Read error: Connection reset by peer)
L32[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160131 mappings to Forge Maven.
L33[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160131-1.8.9.zip (mappings = "snapshot_20160131" in build.gradle).
L34[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/
L35[02:01:04] <thecodewarrior> Anybody know their way around pixels and compositing? It works fine until I have partial transparency, then it just gives me garbage. purple, red, yellow, etc.
L36[02:01:17] ⇦ Quits: RANKSHANK (~Michael@ppp121-44-70-142.lns20.syd4.internode.on.net) (Read error: Connection reset by peer)
L37[02:11:21] <thecodewarrior> I ended up using Graphics2D, which simplified it a lot.
L38[02:15:00] <unascribed> I just use Graphics2D for my compositor
L39[02:15:22] <unascribed> but alpha blending is a lot simpler than it seems
L40[02:15:30] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de)
L41[02:15:40] <unascribed> I don't have the formulas on hand
L42[02:15:49] <unascribed> but the source code for Paint.NET 3.x and GIMP may be useful
L43[02:23:31] ⇦ Quits: Temportalist (uid37180@id-37180.charlton.irccloud.com) (Quit: Connection closed for inactivity)
L44[02:27:44] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L45[02:29:11] <thecodewarrior> Where was that code to export the texture sheet every time you shoot a bow, I can't find it.
L46[02:29:37] <unascribed> wot
L47[02:29:56] <unascribed> why not like
L48[02:30:01] <unascribed> every time the resource manager reloads
L49[02:30:08] <unascribed> you know, when it actually needs to be dumped
L50[02:30:13] <thecodewarrior> IDK
L51[02:30:14] <thecodewarrior> I think it was either wiresegal or williewillus. I can't remember.
L52[02:30:40] <unascribed> there used to be debug code to dump the stitched textures
L53[02:30:46] <unascribed> not sure if it was removed or put behind a system property
L54[02:31:30] <unascribed> it was commented out because TextureUtil.saveGlTexture is gone
L55[02:31:31] * unascribed sighs
L56[02:32:25] <thecodewarrior> It sucks that you can't search forks on GitHub.
L57[02:32:39] <unascribed> well, you could listen for TextureStitchEvent.Post
L58[02:32:43] <unascribed> and dump the texture to a file
L59[02:33:14] <thecodewarrior> found it.
L60[02:34:01] <thecodewarrior> https://github.com/williewillus/Botania/blob/c8d9764fe3acede9da74f20ecae7021fd67618a7/src/main/java/vazkii/botania/client/core/handler/MiscellaneousIcons.java#L142
L61[02:34:19] <unascribed> pingpingpingpingpingpingpingping
L62[02:39:57] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Quit: Leaving...)
L63[02:43:07] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 194 seconds)
L64[02:55:22] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L65[02:56:00] *** AEnterpriseAFK is now known as AEnterprise
L66[03:04:14] ⇦ Quits: ChJees (~ChJees@h211n5-sv-a13.ias.bredband.telia.com) (Ping timeout: 189 seconds)
L67[03:13:30] ⇨ Joins: Neon (~Neon@p200300750D3CD200F91698C4852817AB.dip0.t-ipconnect.de)
L68[03:16:10] ⇨ Joins: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L69[03:26:40] ⇨ Joins: Naiten (Naiten@77.34.222.111)
L70[03:30:30] ⇦ Quits: blood_ (unknown@ool-182e0a55.dyn.optonline.net) (Read error: Connection reset by peer)
L71[03:33:28] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L72[03:33:52] ⇨ Joins: Nitrodev (~Nitrodev@dcx0f0yh4q1qgl84d06lt-3.rev.dnainternet.fi)
L73[03:35:29] *** Darkhax is now known as Darkhax_AFK
L74[03:36:49] ⇨ Joins: fuj1n (~fuj1n@101.190.14.210)
L75[03:40:38] ⇦ Quits: Naiten (Naiten@77.34.222.111) (Read error: Connection reset by peer)
L76[03:42:33] <Nitrodev> hi
L77[03:58:15] ⇨ Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L78[03:58:35] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de) (Ping timeout: 198 seconds)
L79[04:03:19] ⇨ Joins: cppchriscpp (~cppchrisc@c-76-24-45-127.hsd1.nh.comcast.net)
L80[04:04:42] ⇨ Joins: Szernex (~Szernex@178-191-100-28.adsl.highway.telekom.at)
L81[04:10:49] ⇨ Joins: sciguyryan (~sciguyrya@37.48.86.160)
L82[04:15:50] *** PaleOff is now known as PaleoCrafter
L83[04:18:54] ⇨ Joins: Naiten (~Naiten@82.162.0.77)
L84[04:21:53] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de)
L85[04:24:08] * Naiten pokes fry
L86[04:41:18] ⇨ Joins: BerciTheBeast (BerciTheBe@77-111-11-55.ipv4.tusmobil.si)
L87[04:47:41] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L88[04:48:53] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L89[04:50:32] ⇨ Joins: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L90[04:54:41] ⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L91[04:56:11] <Naiten> Hi. Can somebody help me out with .obj blockstate texturing?
L92[04:56:47] <LatvianModder> 1:1 texture, 2^x
L93[04:57:33] ⇨ Joins: turmfalke_ (~turmfalke@p54a6817c.dip0.t-ipconnect.de)
L94[04:57:38] <LatvianModder> Then use whichever modeling soft you like (I myself prefer Wings3D), draw objects and set UVs. Done
L95[04:58:13] <PaleoCrafter> x ∈ ℕ
L96[04:58:18] <Naiten> Welp, i know how to model, unwrap and draw. I can't attach texture to my model...
L97[04:58:59] <PaleoCrafter> you have to export the mtl file and then in your blockstates use the the #<materialName> variable for binding the textures
L98[05:00:51] <Naiten> PaleoCrafter, is there a simple example of that? And what's the sense of exporting mtl if i use no materials while modelling?
L99[05:01:03] <PaleoCrafter> the materials determine the texture :P
L100[05:01:28] <Naiten> in good old times .obj was loaded and renders without any materials...
L101[05:01:33] <Naiten> *rendered
L102[05:01:46] <PaleoCrafter> you also had to bind the texture manually...
L103[05:01:57] <PaleoCrafter> and were able to use only one texture unless you did some additional work
L104[05:02:02] ⇨ Joins: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net)
L105[05:02:09] <PaleoCrafter> https://github.com/PaleoCrafter/Allomancy/blob/feature/metal-extractor-decoration/src/main/resources/assets/allomancy/models/block/metal_extractor.mtl that's what the mtl might look like
L106[05:02:22] <Naiten> Which was quite handy in terms of dynamic texturing
L107[05:02:32] <PaleoCrafter> in your blockstates file you would then do "#extractor": "modid:blocks/whatever"
L108[05:02:57] <Naiten> and what Kd 1 1 1 stands for?
L109[05:03:15] <PaleoCrafter> diffuse lighting, I think
L110[05:03:26] <PaleoCrafter> you can basically tint the texture with that
L111[05:03:42] <PaleoCrafter> I don't know if it's actually required, lol
L112[05:03:50] <PaleoCrafter> I just edited the mtl blender gave me
L113[05:05:22] <LatvianModder> What? I really doubt mtl is needed
L114[05:05:36] <LatvianModder> Just bind texture before rendering your model
L115[05:05:40] <PaleoCrafter> no...
L116[05:05:56] <PaleoCrafter> that's the whole point of the system, you shouldn't do anything manually anymore :P
L117[05:06:03] <LatvianModder> Booo!
L118[05:06:12] <Naiten> I'd prefer doing stuff manually.
L119[05:06:58] <LatvianModder> Right? Its not like anyone making resourcepacks will remake that model anyway
L120[05:07:54] <Naiten> Loading .obj models and textures in the code allowed me to do perfect animations and stuff
L121[05:08:21] <PaleoCrafter> that's still possible
L122[05:08:24] *** zz_SnowShock35 is now known as SnowShock35
L123[05:09:38] <Naiten> i wish forge gets thorough tutorials and docs one day
L124[05:10:12] <PaleoCrafter> then help writing them https://github.com/MinecraftForge/Documentation :P
L125[05:10:52] <Naiten> i'm a bad writer :/
L126[05:11:17] <Nitrodev> i'm a good one but i'm really noob
L127[05:11:30] <PaleoCrafter> this is for loading a obj models from code btw: https://github.com/PaleoCrafter/Allomancy/blob/feature/metal-extractor-decoration/src/main/java/de/mineformers/investiture/client/util/Modeling.java#L102-L117
L128[05:11:45] <PaleoCrafter> rendering it: https://github.com/PaleoCrafter/Allomancy/blob/feature/metal-extractor-decoration/src/main/java/de/mineformers/investiture/client/util/Rendering.java#L98
L129[05:12:17] <PaleoCrafter> you might want to consider using fry's animation system though :P
L130[05:12:43] <Naiten> idk if there's any
L131[05:12:50] <Naiten> and how do i use that?
L132[05:13:47] <PaleoCrafter> what exactly now? the animation system?
L133[05:14:22] <Naiten> welp, both of that >_>
L134[05:14:34] <fry> PaleoCrafter: why are you casting to OBJModel?
L135[05:14:42] <PaleoCrafter> I dunno
L136[05:15:09] <PaleoCrafter> I've copied that code from somewhere else :P
L137[05:15:19] <fry> don't link your code as an example if you "dunno", please
L138[05:15:33] <PaleoCrafter> well, I cast it because I need an obj model anyway :P
L139[05:16:18] <fry> not according to that code
L140[05:16:42] <fry> you never use the fact that it's an OBJModel
L141[05:16:50] <PaleoCrafter> I use OBJState, so eh
L142[05:17:02] <fry> not relevant
L143[05:18:30] <PaleoCrafter> enlighten me on how to generalise it then :P
L144[05:18:41] ⇦ Quits: yopu (~yopu@184-89-171-53.res.bhn.net) (Ping timeout: 198 seconds)
L145[05:19:11] <fry> cast to the base types that contain .retexture and .customData
L146[05:19:44] <PaleoCrafter> Guess I can do that
L147[05:20:09] * fry will someday kill all this obj hardcoding, but can't do anything about everything else for now
L148[05:20:35] ⇨ Joins: DjSams (~DjSams@5-13-175-83.residential.rdsnet.ro)
L149[05:20:44] <PaleoCrafter> well, global visibility handing would be kinda handy :P
L150[05:24:50] <PaleoCrafter> better, fry? https://github.com/PaleoCrafter/Allomancy/blob/feature/metal-extractor-decoration/src/main/java/de/mineformers/investiture/client/util/Modeling.java#L101
L151[05:25:10] <fry> yes, thankyou
L152[05:26:10] <masa> started my port for 1.8.9... so many errors! :D (from 1.7.10)
L153[05:26:35] <masa> almost half of them were gone after re-organizing the imports, but still almost 1500 left after it
L154[05:34:43] ⇦ Quits: Something12 (~Something@s010634bdfa9eca7b.vs.shawcable.net) (Ping timeout: 194 seconds)
L155[05:35:50] <Cazzar> Well, that's an interesting game nonethelesss..
L156[05:38:09] <Naiten> Tried porting my mod from 1.7.10 to 1.8 half a year ago for the first time. Result still close to zero.
L157[05:39:08] <Cazzar> oh nice, visualstudio.com actually promotes VSCode
L158[05:40:03] <Nitrodev> 'okay i need an example on the items holding an inventory
L159[05:40:52] <Naiten> Tried loading my old model with texture, everything UV is fkd up now. Sigh...
L160[05:41:57] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L161[05:42:28] <Naiten> okay, gtg, thanks everybody, bye
L162[05:42:57] ⇦ Quits: Naiten (~Naiten@82.162.0.77) (Quit: Leaving)
L163[05:43:11] ⇦ Quits: l4mRh4X0r (l4mRh4X0r@l4mrh4x0r.student.ipv6.utwente.nl) (Ping timeout: 189 seconds)
L164[05:45:45] ⇨ Joins: l4mRh4X0r (l4mRh4X0r@l4mrh4x0r.student.ipv6.utwente.nl)
L165[05:47:15] ⇨ Joins: kimfy (~kimfy@9.12.34.95.customer.cdi.no)
L166[06:01:01] *** K-4U|Off is now known as K-4U|Fitness
L167[06:01:11] *** amadornes[OFF] is now known as amadornes
L168[06:02:46] ⇦ Quits: Neon (~Neon@p200300750D3CD200F91698C4852817AB.dip0.t-ipconnect.de) (Quit: Leaving)
L169[06:07:39] ⇨ Joins: SomeGuyInATree (~SomeGuyIn@27-33-23-120.tpgi.com.au)
L170[06:10:23] *** Lathanael|Away is now known as Lathanael
L171[06:19:35] ⇦ Quits: DjSams (~DjSams@5-13-175-83.residential.rdsnet.ro) (Quit: Bye !)
L172[06:20:08] *** AEnterprise is now known as AEnterpriseAFK
L173[06:22:10] *** MrKick|Away is now known as MrKickkiller
L174[06:27:14] ⇨ Joins: Zaggy1024 (~Zaggy1024@174-20-167-106.mpls.qwest.net)
L175[06:28:10] ⇨ Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L176[06:28:15] <masa> hm, what causes all the minecraft/forge code in eclipse to be without syntax hilighting?
L177[06:28:28] <masa> I think I had that before, but can't remember how I fixed it then
L178[06:29:41] <masa> oh wait a second..
L179[06:30:39] <masa> aha, somehow I didn't have the system jre in the build path anymore
L180[06:30:58] <PaleoCrafter> > eclipse
L181[06:35:14] <masa> well no, it was there twice bfore so I removed the other one, seems that it removed both...
L182[06:41:29] ⇦ Quits: Jezza (~Jezza@185.44.151.105) (Ping timeout: 189 seconds)
L183[06:46:12] <Zaggy1024> paleo, forever the eclipse hater :P
L184[06:52:16] ⇨ Joins: ghz|afk (gigaherz@80.30.37.219)
L185[06:52:58] ⇦ Quits: gigaherz (gigaherz@80.30.37.219) (Ping timeout: 186 seconds)
L186[06:54:47] ⇨ Joins: BerciTheBeast_ (~BerciTheB@77-111-11-55.ipv4.tusmobil.si)
L187[06:57:14] ⇦ Quits: BerciTheBeast (BerciTheBe@77-111-11-55.ipv4.tusmobil.si) (Ping timeout: 198 seconds)
L188[07:02:39] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L189[07:04:51] <unascribed> I maintain that IDEs are purely a matter of opinion and anyone participating in IDE wars is being extremely obnoxious and petty
L190[07:06:16] <masa> yep
L191[07:06:56] ⇦ Quits: DemoXin (~DemoXin@155.sub-70-210-2.myvzw.com) ()
L192[07:07:30] <diesieben07> not completely. IDEs have different featuresets. BUT IDE wars are still stupid.
L193[07:10:39] <shadowfacts> When using F3+S in-game, the game attempts to reload the resources for everything, even blocks that are no-longer present (i.e. the owner mods have been removed), I presume this is not supposed to happen?
L194[07:11:11] <diesieben07> what do you mean by "owner mods have been removed"?
L195[07:12:29] <shadowfacts> I'm working on porting my mod to 1.8.9, and I removed EnderIO and IC2 from it, however when I press F3+S it still tries to load models like ic2:blockWall#normal
L196[07:12:42] <diesieben07> huh, that is strange
L197[07:12:48] <shadowfacts> this doesn't occur during normal startup, only when F3+S is pressed
L198[07:12:50] *** bilde2910|away is now known as bilde2910
L199[07:12:57] <unascribed> isn't F3+S meant for reloading the sound engine?
L200[07:13:05] <unascribed> still shouldn't do that regardless
L201[07:13:06] <diesieben07> it reloads all resources
L202[07:13:10] <unascribed> but does F3+T do anything different?
L203[07:13:53] <diesieben07> T is "textures and models" according to minecraftwiki
L204[07:14:00] <diesieben07> S is all resources + sound engine
L205[07:14:47] ⇦ Quits: kimfy (~kimfy@9.12.34.95.customer.cdi.no) (Ping timeout: 198 seconds)
L206[07:15:18] <shadowfacts> I'm pretty sure they do the same thing, they both call Minecraft#refreshResources
L207[07:15:22] ⇦ Quits: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net) (Ping timeout: 186 seconds)
L208[07:15:35] ⇨ Joins: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net)
L209[07:16:19] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de)
L210[07:18:20] <ghz|afk> it USED to be different
L211[07:18:37] <ghz|afk> when they unified the resourcepack system they also unified the refreshing
L212[07:19:35] *** ghz|afk is now known as gigaherz
L213[07:19:55] *** gigaherz is now known as gigaherz2
L214[07:19:59] <gigaherz2> I hare mirc right now
L215[07:20:01] *** gigaherz2 is now known as gigaherz
L216[07:20:15] ⇨ Joins: DjSams (~DjSams@5-13-175-83.residential.rdsnet.ro)
L217[07:20:16] <gigaherz> it decided that my main nickname was suddenly "ghz|afk", and "gigaherz" was my alt
L218[07:20:19] <gigaherz> so I fix it
L219[07:20:30] <gigaherz> and chooses TO KEEP using the one in alt
L220[07:20:36] <gigaherz> even though clearly I moved the alt to main
L221[07:25:09] <masa> hm, what replaced World#canPlaceENtityOnSide in 1.8?
L222[07:26:04] <masa> ah canBlockBePlaced I assume
L223[07:26:17] <gigaherz> that would be for blocks? XD
L224[07:27:22] <masa> uh, was the other one for itemframes and such? lol
L225[07:27:39] <masa> well then I have a funny bug in my 1.7.10 version then I guess
L226[07:29:10] <gigaherz> lol
L227[07:37:16] ⇦ Quits: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net) (Read error: Connection reset by peer)
L228[07:37:20] ⇨ Joins: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net)
L229[07:38:59] ⇨ Joins: Dark (~MrDark@cpe-76-181-157-113.columbus.res.rr.com)
L230[07:38:59] <PaleoCrafter> get a bouncer, gigaherz :P
L231[07:39:16] <masa> is he not bouncing enough?
L232[07:39:29] <masa> (I have joins/quits etc ignored)
L233[07:40:25] <gigaherz> nah just the nickname bounced a couple times
L234[07:41:17] <masa> bleh, I should get a shower and go to the market soon-ish (out of some food stuffs), but I would rather just keep working on this port
L235[07:42:50] *** BerciTheBeast_ is now known as BerciTheBeast
L236[07:47:08] *** kroeser|away is now known as kroeser
L237[07:47:41] ⇦ Quits: sciguyryan (~sciguyrya@37.48.86.160) (Remote host closed the connection)
L238[07:51:24] ⇨ Joins: AbsentThirdEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L239[07:57:55] *** SnowShock35 is now known as zz_SnowShock35
L240[07:59:55] ⇨ Joins: covers1624_ (~covers162@1.125.48.138)
L241[08:02:15] ⇦ Quits: covers1624 (~covers162@ppp118-210-106-168.lns20.adl2.internode.on.net) (Ping timeout: 198 seconds)
L242[08:03:21] ⇨ Joins: covers1624 (~covers162@ppp118-210-106-168.lns20.adl2.internode.on.net)
L243[08:06:32] ⇦ Quits: covers1624_ (~covers162@1.125.48.138) (Ping timeout: 198 seconds)
L244[08:11:29] ⇦ Quits: psxlover (psxlover@athedsl-4413370.home.otenet.gr) (Ping timeout: 198 seconds)
L245[08:16:13] ⇨ Joins: kimfy (~kimfy@9.12.34.95.customer.cdi.no)
L246[08:16:38] ⇨ Joins: psxlover (psxlover@athedsl-4413370.home.otenet.gr)
L247[08:17:13] *** kroeser is now known as kroeser|away
L248[08:20:10] ⇦ Quits: psxlover (psxlover@athedsl-4413370.home.otenet.gr) (Ping timeout: 186 seconds)
L249[08:20:15] ⇦ Quits: agowa338 (~Thunderbi@p5491879B.dip0.t-ipconnect.de) (Ping timeout: 198 seconds)
L250[08:21:52] ⇨ Joins: agowa338 (~Thunderbi@p5491879B.dip0.t-ipconnect.de)
L251[08:21:54] ⇨ Joins: psxlover (psxlover@athedsl-4413370.home.otenet.gr)
L252[08:22:45] ⇨ Joins: Raspen0 (~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
L253[08:24:16] ⇦ Quits: VikeStep (~VikeStep@101.184.165.77) (Quit: Leaving)
L254[08:29:17] ⇦ Quits: ThuGie (~ThuGie@2a01:4f8:150:70c2::2) (Remote host closed the connection)
L255[08:29:17] ⇦ Quits: gakai (~gakai@2a01:4f8:150:70c2::2) (Remote host closed the connection)
L256[08:31:25] ⇨ Joins: ThuGie|off (~ThuGie@2a01:4f8:150:70c2::2)
L257[08:31:25] ⇨ Joins: gakai|off (~gakai@2a01:4f8:150:70c2::2)
L258[08:31:31] *** ThuGie|off is now known as ThuGie
L259[08:31:41] *** gakai|off is now known as gakai
L260[08:33:45] ⇦ Quits: kimfy (~kimfy@9.12.34.95.customer.cdi.no) (Ping timeout: 198 seconds)
L261[08:35:44] ⇨ Joins: Mossyblog (~mossyblog@58-7-237-186.dyn.iinet.net.au)
L262[08:39:31] *** kroeser|away is now known as kroeser
L263[08:44:32] *** kroeser is now known as kroeser|away
L264[08:50:12] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping timeout: 189 seconds)
L265[08:51:45] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L266[08:54:52] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L267[09:13:00] ⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L268[09:18:48] *** fry is now known as fry|sleep
L269[09:31:02] ⇨ Joins: Brokkoli (~Brokkoli@f054020172.adsl.alicedsl.de)
L270[09:35:10] ⇨ Joins: axelandre42_ (webchat@host-109-89-243-181.dynamic.voo.be)
L271[09:36:23] ⇦ Parts: axelandre42_ (webchat@host-109-89-243-181.dynamic.voo.be) ())
L272[09:36:54] ⇨ Joins: axelandre42__ (webchat@host-109-89-243-181.dynamic.voo.be)
L273[09:40:09] *** Kolatra[away] is now known as Kolatra
L274[09:40:42] ⇦ Quits: axelandre42__ (webchat@host-109-89-243-181.dynamic.voo.be) (Ping timeout: 204 seconds)
L275[09:40:51] ⇨ Joins: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9)
L276[09:41:05] <raoulvdberge> !gm func_180657_a
L277[09:41:06] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de)
L278[09:41:26] <raoulvdberge> !gm func_175698_g
L279[09:43:56] ⇨ Joins: Lord_Ralex (~Ralex@i.am.a.devilincarnate.net)
L280[09:53:13] ⇦ Quits: Szernex (~Szernex@178-191-100-28.adsl.highway.telekom.at) (Killed (NickServ (GHOST command used by Szernex_!~Szernex@91-113-38-234.adsl.highway.telekom.at)))
L281[09:53:20] ⇨ Joins: Szernex (~Szernex@91-113-38-234.adsl.highway.telekom.at)
L282[10:15:52] ⇨ Joins: PieGuy128 (~PieGuy128@69.157.254.15)
L283[10:24:22] ⇨ Joins: Lothendal (~Lothendal@ip5b42d1b2.dynamic.kabel-deutschland.de)
L284[10:27:18] ⇨ Joins: IoP (jikuja@irc.ioppi.info)
L285[10:28:09] <IoP> uhhh Does someone know answer for grum's question: https://github.com/LWJGL/lwjgl/issues/127#issuecomment-177506110 ?
L286[10:30:21] ⇨ Joins: Jezza (~Jezza@185.44.151.105)
L287[10:36:14] *** Keridos|away is now known as Keridos
L288[10:41:29] ⇦ Quits: Isi (~Isi@cpc73928-walt17-2-0-cust74.13-2.cable.virginm.net) (Quit: Leaving)
L289[10:45:31] ⇦ Quits: agowa338 (~Thunderbi@p5491879B.dip0.t-ipconnect.de) (Read error: Connection reset by peer)
L290[10:45:35] ⇨ Joins: covers1624_ (~covers162@1.125.48.16)
L291[10:45:37] ⇨ Joins: agowa338 (~Thunderbi@p5491879B.dip0.t-ipconnect.de)
L292[10:47:38] ⇦ Quits: covers1624 (~covers162@ppp118-210-106-168.lns20.adl2.internode.on.net) (Ping timeout: 198 seconds)
L293[10:49:35] ⇨ Joins: H1N1theI (~h1n1thei@2601:5c2:8100:5898:daeb:97ff:fee9:f781)
L294[10:50:11] ⇦ Quits: covers1624_ (~covers162@1.125.48.16) (Ping timeout: 194 seconds)
L295[10:50:56] ⇨ Joins: gr8pefish (~gr8pefish@24.121.80.148)
L296[10:56:16] ⇨ Joins: solarapple (webchat@216.246.161.128)
L297[11:00:30] ⇦ Quits: solarapple (webchat@216.246.161.128) (Ping timeout: 204 seconds)
L298[11:02:23] ⇨ Joins: solarapple (~solarappl@216.246.161.128)
L299[11:03:22] ⇦ Quits: GUIpsp (~GUIpsp@c-75-73-112-194.hsd1.mn.comcast.net) (Ping timeout: 186 seconds)
L300[11:03:24] ⇨ Joins: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L301[11:04:08] ⇨ Joins: blood_ (unknown@ool-182e0a55.dyn.optonline.net)
L302[11:05:02] ⇦ Quits: AbsentThirdEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Killed (NickServ (GHOST command used by SubconsciousEye)))
L303[11:06:02] ⇦ Quits: Lothendal (~Lothendal@ip5b42d1b2.dynamic.kabel-deutschland.de) (Quit: leaving)
L304[11:08:17] ⇦ Quits: DjSams (~DjSams@5-13-175-83.residential.rdsnet.ro) (Quit: Bye !)
L305[11:08:49] ⇨ Joins: GUIpsp (~GUIpsp@c-75-73-112-194.hsd1.mn.comcast.net)
L306[11:14:15] *** helinus|off is now known as helinus
L307[11:14:33] *** willieaway is now known as williewillus
L308[11:16:22] ⇦ Quits: solarapple (~solarappl@216.246.161.128) (Quit: Leaving)
L309[11:17:08] <raoulvdberge> How can I make the blockstate JSON support metadata values for the item rendering?
L310[11:18:11] <williewillus> you're using forge blockstate format right?
L311[11:18:21] <williewillus> if so, you just provide another variant to setCustmoModelResourceLocation
L312[11:18:59] <williewillus> aka setCustomMRL(item, metea, new ModelResourceLocation("<modid>:<blockstatejson>", "facing=east")) or something like that
L313[11:19:37] <raoulvdberge> And I can use a statemapper to ignore certain properties right? And then after that use your method.
L314[11:19:45] <williewillus> yep
L315[11:20:04] <raoulvdberge> Do I still have to include the properties in the JSON, if I ignored them?
L316[11:20:15] <williewillus> no, ignored properties are completely removed from the json
L317[11:20:24] <williewillus> or I should say, completely disregarded
L318[11:23:27] *** kroeser|away is now known as kroeser
L319[11:26:40] *** Abrar|gone is now known as AbrarSyed
L320[11:29:22] ⇨ Joins: Kobata_ (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L321[11:30:06] ⇨ Joins: sciguyryan (~sciguyrya@37.48.81.227)
L322[11:30:10] ⇦ Quits: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 186 seconds)
L323[11:32:02] <gigaherz> raoulvdberge: the contents of the json and the list of things to read
L324[11:32:05] <gigaherz> are built independently
L325[11:32:15] <gigaherz> from the block properties
L326[11:32:29] <gigaherz> Minecraft creates strings that look like "prop1=value1,prop2=value2,..."
L327[11:32:34] <gigaherz> and the blockstate file loader
L328[11:32:42] <gigaherz> create a list of variants from the contents
L329[11:32:45] <gigaherz> that also look like that
L330[11:33:04] <gigaherz> so when MC needs a model, it will look for "prop1=value,..." on the list of loaded variants
L331[11:33:12] <gigaherz> and if it finds it, get the associated model
L332[11:33:18] <gigaherz> so all that matters
L333[11:33:26] <gigaherz> is that the properties you specify in the json
L334[11:33:32] ⇦ Quits: Jezza (~Jezza@185.44.151.105) (Ping timeout: 189 seconds)
L335[11:33:33] <gigaherz> match up with the properties you specify on the blockstates
L336[11:33:41] <gigaherz> (or the state mapper in your case)
L337[11:33:51] <raoulvdberge> alright
L338[11:34:21] <raoulvdberge> So I did the steps that williewillus said I should do, but the blocks are just rendering purple now. The items too.
L339[11:34:28] <raoulvdberge> JSON: http://pastebin.com/Sk0w3xex, Java: http://pastebin.com/w9KZnVNW
L340[11:35:08] <williewillus> missing models errors in the log?
L341[11:35:11] <raoulvdberge> No
L342[11:35:47] <raoulvdberge> DIRECTION, CONNECTED, TYPE are the only properties on the block
L343[11:36:17] <williewillus> that's strange
L344[11:36:26] <williewillus> usually you should get "Model definition for <x> not found"
L345[11:37:20] <raoulvdberge> I guess there is a problem rendering the actual model
L346[11:39:53] <williewillus> if you switch the model does it change shape?
L347[11:39:58] <williewillus> if so then something's up with textures
L348[11:40:18] <raoulvdberge> What do you mean with "change shape"?
L349[11:42:55] <Nitrodev> from flat item like to block i think is what he means
L350[11:43:08] <williewillus> no, like if you changed cube_all to "half_slab" (or whatever the model is called) do the blocks change shape in the game?
L351[11:43:13] <raoulvdberge> ooh ok
L352[11:43:17] <williewillus> if yes, then the blockstate json is fine it's textures
L353[11:43:20] <williewillus> if not, idk what's wrong
L354[11:43:41] ⇨ Joins: Naiten (Naiten@77.34.105.85)
L355[11:45:57] <raoulvdberge> it's not a texture issue, it worked before I added the state mapper (block rendering in world wise)
L356[11:46:16] ⇨ Joins: KanoCodex (~Giratina5@2604:180:0:368::bcd8)
L357[11:48:35] *** kirby|gone is now known as mrkirby153
L358[11:49:09] <raoulvdberge> Moving the setCustomStateMapper call to preInit instead of init makes it work in the world, but not in item
L359[11:49:21] <williewillus> oh
L360[11:49:28] <williewillus> absolutely all model stuff must be in preinit
L361[11:49:29] <williewillus> must
L362[11:50:46] <williewillus> model loading/registration/baking happens after preinit and before init, so if you do it during init it's not aware of it because everything's already loaded and ready to go
L363[11:50:52] <raoulvdberge> Fiiiiixed it :)
L364[11:50:59] <raoulvdberge> Thanks for the directions.
L365[11:51:02] ⇨ Joins: EyeOfKoishi (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L366[11:51:03] <williewillus> no prob
L367[11:53:40] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L368[11:53:47] ⇦ Quits: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L369[11:54:33] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L370[11:55:39] <raoulvdberge> So I've been using Minecraft.getMinecraft().getRenderItem().getItemModelMesher() to register most basic items in init(), but it's not available in preInit. Should I use ModelLoader instead?
L371[11:56:41] *** Keridos is now known as Keridos|away
L372[11:59:38] <gigaherz> raoulvdberge: ModelLoader.setCustomModelResourceLocation()
L373[11:59:41] <gigaherz> in pre-init
L374[11:59:46] <gigaherz> the other method is obsolete
L375[12:01:51] *** blood_ is now known as blood|away
L376[12:01:53] <williewillus> outdated tutorials >.>
L377[12:02:07] <williewillus> need to go around and find everyone with old 1.8 tutorials and tell them to update that
L378[12:02:52] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L379[12:03:15] <Nitrodev> yeah
L380[12:03:16] <gigaherz> or you know, we could spend that effort making official docs ;P
L381[12:03:20] <Nitrodev> like bedrocjimbo
L382[12:03:25] <Nitrodev> nah
L383[12:04:47] <raoulvdberge> gigaherz: that's the thing Forge really needs imo :p
L384[12:05:00] <raoulvdberge> "read the code" is just insufficient
L385[12:05:36] <gigaherz> we have the repository and the site that shows it
L386[12:05:40] <gigaherz> all we need is to write the files
L387[12:05:40] <gigaherz> XD
L388[12:05:42] <gigaherz> http://mcforge.readthedocs.org/en/latest/
L389[12:06:13] <gigaherz> https://github.com/MinecraftForge/Documentation/
L390[12:10:06] ⇦ Quits: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::2d) (Quit: ZNC - http://znc.in)
L391[12:11:02] ⇨ Joins: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::2d)
L392[12:11:18] <williewillus> except it's not very friendly to public contributors
L393[12:11:28] <williewillus> convenience wise
L394[12:11:39] ⇦ Quits: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::2d) (Client Quit)
L395[12:11:51] <gigaherz> eh youcan edit right there from github, if that's not friendly... XD
L396[12:12:06] <gigaherz> sure you can't just go and edit from the rtd site
L397[12:12:17] <gigaherz> but anyone who is able to write docs
L398[12:12:18] <gigaherz> is a coder
L399[12:12:28] <williewillus> well yeah you need a markdown editor, but you also need push access
L400[12:12:28] <gigaherz> who most probably has git experience
L401[12:12:39] <gigaherz> no you need to create pull requests
L402[12:12:48] <gigaherz> so that the forge people can review the contents
L403[12:12:48] <raoulvdberge> A GH wiki could work too technically
L404[12:12:56] <williewillus> nah gh wikis suck
L405[12:13:14] ⇨ Joins: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::2d)
L406[12:13:24] <williewillus> if I find a mistake or improvement to my gist primer I can edit it in less than 2 mins and be done instead of making apr
L407[12:13:31] <williewillus> and waiting until someone merges it
L408[12:13:45] ⇨ Joins: AbsentThirdEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L409[12:13:51] <diesieben07> well, but ONLY YOU can do that
L410[12:14:05] <diesieben07> if anyone could do taht on the forge docs, it would go to shit.
L411[12:14:12] <gigaherz> hmf I'm bored enough, I'll try to write a couple docs about IEEPs and WorldSavedData
L412[12:16:17] ⇦ Quits: EyeOfKoishi (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L413[12:16:43] <williewillus> look over my sides PR and see if any of that can be expressed more concisely :p
L414[12:17:29] <diesieben07> link plox?
L415[12:20:11] *** Techcable|away is now known as Techcable
L416[12:22:25] <masa> what should I do for the TileEntity#getDescriptionPacket() to get rid of the raw type warning?
L417[12:22:30] *** K-4U|Fitness is now known as K-4U
L418[12:23:29] <diesieben07> not use raw types? :D
L419[12:23:58] <williewillus> https://github.com/williewillus/Documentation/blob/sides/docs/concepts/sides.md
L420[12:24:28] <masa> yeah, but WHAT DOES IT MEAN? :D
L421[12:24:37] <diesieben07> wait, even vanilla has a raw type there
L422[12:24:42] <diesieben07> screw you vanilla.
L423[12:25:05] ⇨ Joins: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L424[12:25:09] <diesieben07> Packet<INetHandlerPlayClient> for server->client packets, Packet<INetHandlerPlayServer> for client->server packets
L425[12:26:10] <masa> but that is always server -> client right?
L426[12:26:21] <masa> the getDescriptionPacket() in TE I mean
L427[12:27:20] <diesieben07> yeah
L428[12:27:59] ⇦ Quits: AbsentThirdEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L429[12:28:27] <diesieben07> williewillus, "Make sure your server proxy does not reference any classes that only exist on the physical server." - that is exactly what a server proxy is for.
L430[12:28:38] <williewillus> yeah I just reread that :p
L431[12:29:22] <diesieben07> and suggesting to make client proxy extend server proxy is not very goood imho. if anything have a common proxy, but then what is the point of putting the code in the proxy.
L432[12:29:58] <diesieben07> also, maybe you want to move getEffectiveSide up so that logical/physical side checks are togther
L433[12:30:25] <williewillus> kk
L434[12:30:43] <williewillus> but other than that the explanation/distinction of logical/physical was pretty clear right?
L435[12:30:46] <diesieben07> yeah
L436[12:31:00] <diesieben07> and I would mention @SideOnly earlier, explaining that it means that the annotated element is only available on that physical side so than later you can reference that in the @SidedProxy explanantion
L437[12:32:07] <diesieben07> another thing for common problems: checking isRemote == true to check whether you are on the physical clinet (which you are) and then calling clinet-only code directly
L438[12:32:23] <diesieben07> will still crash, the proper solution would be to check isRemote == true and then call into the proxy
L439[12:33:42] <Nitrodev> okay i need help with inventory items
L440[12:33:55] <Nitrodev> i.e. items that hold an inventory
L441[12:34:12] *** TheSecretPanda is now known as TSP|Away
L442[12:34:42] <diesieben07> well, how far have you gotten?
L443[12:36:38] <Nitrodev> i got the classes done
L444[12:36:45] <Nitrodev> like the gui and container
L445[12:37:22] <diesieben07> do you have the IInventory that writes into an ItemStack?
L446[12:37:27] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186 seconds)
L447[12:37:35] <masa> hm, suddenly vanilla TIleEntities implement hald a dozen different interfaces...
L448[12:38:11] <Nitrodev> the what?
L449[12:38:39] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L450[12:38:42] <diesieben07> the IInventory. for like a block based storage (like a chest) it is the TileEntit
L451[12:38:54] <diesieben07> but here you need an implementatino that saves to an ItemStack so the inventory is stored in the Item
L452[12:39:12] *** TSP|Away is now known as TheSecretPanda
L453[12:39:17] <TheSecretPanda> Hey quick question.
L454[12:39:37] <williewillus> quick answer
L455[12:39:48] <Nitrodev> ah so i need to make a class that implements IInventory?
L456[12:39:54] <TheSecretPanda> Is it just me, or is it weird that java AffineTransform does circles clockwise.
L457[12:40:39] <TheSecretPanda> Like rotating. (Clarification)
L458[12:42:15] <williewillus> java AffineTransform, you mean vecmath?
L459[12:42:27] <TheSecretPanda> Images.
L460[12:43:10] <TheSecretPanda> AffineTransform playerRot = new AffineTransform(); playerRot.rotate(player.getRotation() * (Math.PI / 180), image.getHeight()/2, image.getWidth()/2); Kind of baffled me when I drew a circle and did math for rotating, and forgot I set starting rotation to 90*..
L461[12:43:13] <diesieben07> Nitrodev, yes. you can see my version here: https://goo.gl/Hg293J You will have to call canTakeStack (at the bottom) from a custom Slot class for the player inventory so that the Item containing the inventory cannot be picked up. and you will need to rename this method (https://goo.gl/jzQAsU) and call it from your container constructor.
L462[12:45:12] <TheSecretPanda> I guess it's just me. :/
L463[12:46:42] <Nitrodev> okay thanks
L464[12:47:59] ⇨ Joins: Doty1154 (~Doty1154@2601:648:8002:c1a1:bcde:2227:1e7c:5f29)
L465[12:48:08] ⇦ Quits: Doty1154 (~Doty1154@2601:648:8002:c1a1:bcde:2227:1e7c:5f29) (Remote host closed the connection)
L466[12:50:00] ⇨ Joins: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L467[12:51:22] ⇦ Quits: Kobata_ (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 186 seconds)
L468[12:51:33] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de)
L469[12:55:59] ⇨ Joins: ChJees (~ChJees@h211n5-sv-a13.ias.bredband.telia.com)
L470[12:57:59] ⇦ Quits: turmfalke_ (~turmfalke@p54a6817c.dip0.t-ipconnect.de) (Quit: turmfalke_)
L471[12:58:04] <Wuppy> o/
L472[12:58:21] <TheSecretPanda> \o
L473[12:58:40] <ChJees> Oh hai
L474[12:58:40] <TheSecretPanda> So here's a physics question, I guess. Which is better in a car based game: Speed or Velocity?
L475[12:58:40] <Wuppy> how're y'all?
L476[12:58:47] <TheSecretPanda> Good, and yourself?
L477[12:58:48] ⇦ Quits: l4mRh4X0r (l4mRh4X0r@l4mrh4x0r.student.ipv6.utwente.nl) (Ping timeout: 198 seconds)
L478[12:58:54] <Wuppy> dead
L479[12:59:02] <Wuppy> just finished global game jam
L480[12:59:08] <TheSecretPanda> Nice.
L481[12:59:25] <Wuppy> 48 hours, 6 of sleep
L482[12:59:37] <TheSecretPanda> Even better. What was the outcome?
L483[13:00:17] ⇨ Joins: turmfalke (~turmfalke@p54A6817C.dip0.t-ipconnect.de)
L484[13:01:42] ⇨ Joins: l4mRh4X0r (l4mRh4X0r@l4mrh4x0r.student.ipv6.utwente.nl)
L485[13:01:52] <williewillus> TheSecretPanda: depends on what kind of game it is
L486[13:02:05] <TheSecretPanda> It's a top-down racing game.
L487[13:02:14] <gr8pefish> Is there a way to make th config file order the stuff by what it is in the code instead of alphabetically by category?
L488[13:02:27] <gigaherz> hmm is there anythign else that needs to be done to create a RTD page, other than add the .md file, and add it to the .yml file?
L489[13:02:32] <Wuppy> TheSecretPanda, we made an awesome game of course :)
L490[13:02:45] <Wuppy> it wasn't the best of our location, but it's really unique
L491[13:02:48] <TheSecretPanda> That's good. :) Perhaps I could try it when I get home from work. :P
L492[13:02:49] <Wuppy> and reasonably fun
L493[13:03:23] <Wuppy> http://globalgamejam.org/2016/games/monday-man
L494[13:03:40] <williewillus> gr8pefish: categories are ordered alphabetically and every key within the category is based on the order you call it in code. I think.
L495[13:03:46] <Wuppy> I also learned a massive amount of things and had an incredible time
L496[13:03:51] <williewillus> since if it's not present it writes it to the file
L497[13:03:55] <Wuppy> like, this was one of the most awesome things I've ever done
L498[13:04:02] <Wuppy> and I've done many incredible things alreadey
L499[13:04:33] <gr8pefish> williewillus, it's all alphabetical, even the keys.
L500[13:04:46] <gr8pefish> I'll just get fancy with the categories
L501[13:05:54] <TheSecretPanda> Wuppy: That's look fun as anything. :P
L502[13:06:04] <TheSecretPanda> It may appease my need for something different gameplay wise.
L503[13:06:13] <Wuppy> the artists did an incredible fucking job, insane
L504[13:06:18] <TheSecretPanda> They did. :D
L505[13:06:30] <Wuppy> really sad I missed the recording of the audio though :(
L506[13:06:39] <diesieben07> gigaherz, Exmplanation? is that Example + Explanation? Or what? :D
L507[13:06:47] <Wuppy> I go away for 6 hours and I miss an awesome thing
L508[13:06:59] <Wuppy> when I returned there were about 50000000 new things in the game though, which was great
L509[13:07:00] <gigaherz> oops
L510[13:07:09] <Wuppy> also, after 26 hours of programming, you really, really need sleep :V
L511[13:07:25] <gigaherz> diesieben07: fixed ;P
L512[13:07:28] <TheSecretPanda> I agree there. :D
L513[13:07:40] <Wuppy> can't wait for the next global game jam
L514[13:07:43] <gigaherz> wait that's the commit name
L515[13:07:44] <gigaherz> hmmm
L516[13:07:47] <gigaherz> force-push time
L517[13:07:58] <diesieben07> also, you might want to explain that the IEEP object actually holds the data.
L518[13:08:30] *** TheSecretPanda is now known as TSP|Work
L519[13:08:34] ⇦ Quits: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 186 seconds)
L520[13:09:26] <diesieben07> also your NBT saving is not idea, since you save directly into the entity's data, instead of a ModID-named sub compound
L521[13:10:09] ⇨ Joins: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L522[13:10:20] <diesieben07> and those null (resp. not-null in register) checks are not a good idea. IF they fail that is a serious bug and you should crash instead of silently ignoring.
L523[13:11:15] <diesieben07> for WorldSavedData I would elaborate on that "global" thing now.
L524[13:11:34] <gigaherz> thx
L525[13:11:35] <gigaherz> and hmmm
L526[13:11:39] <Wuppy> I had one of the worst crunch times ever today, incredible
L527[13:11:40] <diesieben07> also typo on worldsaveddata line 19
L528[13:11:44] <Wuppy> 2 hours of extreme stress
L529[13:11:49] <gigaherz> so the IEEP save method gets the raw entity nbt?
L530[13:11:52] <gigaherz> that I didn't know ;P
L531[13:12:15] <diesieben07> and rather than mentioning ticking (not that important imho) i would much rather mention client syncing
L532[13:12:33] <diesieben07> and why are all your fields package-local? :D
L533[13:12:40] <gigaherz> true I completely forgot about that bit
L534[13:13:46] ⇦ Quits: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 186 seconds)
L535[13:13:56] <Wuppy> we messed up a bit and didn't make a test build 2 hours before the deadline :V
L536[13:15:16] <Wuppy> so we had to add about 20 sounds, 5 models, 10+ animations and fix about 10 bugs
L537[13:15:20] <Wuppy> in 2 hours with 2 programers
L538[13:17:32] ⇨ Joins: EyeOfKoishi (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L539[13:17:39] <Wuppy> adding that to a 200MB level we had to upload and download through our school perforce at about half a MB a second = dev hell
L540[13:19:18] <Wuppy> but, it was the most finished game I've ever made :o
L541[13:19:38] <Wuppy> only 1 bug in the game
L542[13:19:42] <Wuppy> and all features in
L543[13:20:38] ⇦ Quits: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L544[13:24:00] ⇦ Quits: gravityfox (~gravityfo@cpe-23-242-168-28.socal.res.rr.com) (Ping timeout: 198 seconds)
L545[13:24:38] ⇨ Joins: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L546[13:24:42] *** zz_SnowShock35 is now known as SnowShock35
L547[13:26:40] ⇨ Joins: DjSams (~DjSams@5-13-175-83.residential.rdsnet.ro)
L548[13:27:10] <Wuppy> now I just want my damn pizza to arrive and go to sleep.....
L549[13:27:21] <Wuppy> it's 8PM here and I've been awake for 17 hours already :V
L550[13:27:23] ⇦ Quits: EyeOfKoishi (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 189 seconds)
L551[13:27:34] <Wuppy> 18*
L552[13:29:31] ⇨ Joins: shadekiller666 (~shadekill@108.71.32.134)
L553[13:42:42] <gigaherz> diesieben07: hmm question, is the World#getMapStorage() shared between client and server when running in singleplayer, or do they get separate MapStorage instances?
L554[13:42:56] <diesieben07> separate
L555[13:43:00] <gigaherz> good ;p
L556[13:43:08] <diesieben07> everything else would break a lot of things horribly :D
L557[13:45:39] <gigaherz> the typo in line 19, was that an @?
L558[13:45:50] <gigaherz> because I fixed that a few seconds after pushing ;P
L559[13:47:37] <diesieben07> no, you have "THere" there
L560[13:48:39] <gigaherz> ah
L561[13:48:40] <gigaherz> that's gone then
L562[13:49:17] <diesieben07> no it's not :D
L563[13:49:23] <gigaherz> in my local copy
L564[13:49:30] <diesieben07> ah D
L565[13:51:47] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 186 seconds)
L566[13:54:33] * gigaherz BRBs
L567[13:56:17] *** manmaed is now known as manmaed|AFK
L568[13:56:56] <sham1> So you made "BRB" a verb
L569[13:56:57] <sham1> Hmm
L570[13:57:15] ⇨ Joins: N9199 (~N9199@pc-104-222-241-201.cm.vtr.net)
L571[13:57:59] ⇦ Quits: N9199 (~N9199@pc-104-222-241-201.cm.vtr.net) (Remote host closed the connection)
L572[13:58:00] <Nitrodev> interesting
L573[13:58:21] <diesieben07> well, technically it is a verb since it's be right back...
L574[13:58:43] <diesieben07> but then it would be like: X IRB for is right back
L575[13:58:48] <diesieben07> /nerd-mode
L576[13:58:57] <sham1> Well the word back is the verb in BRB
L577[13:59:07] <diesieben07> wat.
L578[13:59:14] <williewillus> wat
L579[13:59:18] <sham1> vat
L580[13:59:20] <williewillus> it's "to be"
L581[13:59:42] <williewillus> I "will be" right back
L582[13:59:50] <diesieben07> back is an adverb
L583[14:00:30] <sham1> Well adding the 's'-suffix makes it sound weird if you spell "BRB" in your mind as "be right back" instead of "BRB"
L584[14:00:37] <sham1> Like what even is it
L585[14:00:37] ⇦ Quits: sciguyryan (~sciguyrya@37.48.81.227) (Remote host closed the connection)
L586[14:00:41] <sham1> "Be right backs"
L587[14:02:32] ⇨ Joins: Cooler (~CoolerExt@117.207.163.109)
L588[14:03:44] ⇦ Quits: Cooler (~CoolerExt@117.207.163.109) (Client Quit)
L589[14:07:51] <gr8pefish> Is there an easy way to "highlight" a word by changing just that word's color when using minecraft.fontRendererObj.drawString(localizeString(unlocalizedString), x, y, defaultColor); ?
L590[14:08:09] <diesieben07> EnumChatFormatting
L591[14:09:07] <diesieben07> really you should pass EnumChatFormatting.COLOR and ECF.RESET as arguments to the translate call
L592[14:09:12] ⇦ Quits: DjSams (~DjSams@5-13-175-83.residential.rdsnet.ro) (Quit: Bye !)
L593[14:09:16] <diesieben07> so that the lang entry can then use them as like %1 and %2
L594[14:09:38] ⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L595[14:12:31] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L596[14:14:47] <gr8pefish> Thanks. Would you mind being a little more specific? So in the lang file I would have: my setence, color %1this%2 word. How would I use EnumChatFormatting to parse that?
L597[14:15:18] <diesieben07> I18n.translate("my.lang.key", EnumChatFormatting.RED, EnumChatFormatting.RESET)
L598[14:15:42] <diesieben07> actually not %1, %2, it would be %s for both or %1$s / %2$s
L599[14:15:51] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Remote host closed the connection)
L600[14:15:57] <gr8pefish> Thank you!
L601[14:18:03] ⇦ Quits: GildedGames (~GildedGam@ec2-54-198-50-230.compute-1.amazonaws.com) (Remote host closed the connection)
L602[14:18:09] ⇨ Joins: GildedGames (~GildedGam@ec2-54-205-68-28.compute-1.amazonaws.com)
L603[14:20:08] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L604[14:22:36] ⇨ Joins: FusionLord (~FusionLor@ip70-190-176-197.ph.ph.cox.net)
L605[14:29:29] ⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L606[14:32:01] <FusionLord> anyone know how I would stop my entity from suffocating?
L607[14:32:20] ⇨ Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L608[14:33:31] <diesieben07> as in disable the normal suffocation mechanics or ...?
L609[14:34:23] <FusionLord> yes
L610[14:34:32] <sham1> you make them need no air
L611[14:35:10] <diesieben07> override isEntityInsideOpaqueBlock, return false
L612[14:38:33] ⇦ Quits: Nitrodev (~Nitrodev@dcx0f0yh4q1qgl84d06lt-3.rev.dnainternet.fi) (Read error: Connection reset by peer)
L613[14:38:55] ⇨ Joins: AbsentThirdEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L614[14:40:28] ⇨ Joins: Temportalist (uid37180@id-37180.charlton.irccloud.com)
L615[14:40:44] ⇦ Quits: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L616[14:41:54] <williewillus> does the server auto-sync nbt changes to clients?
L617[14:41:59] <williewillus> actually I think it does, but where's that happen
L618[14:42:21] <PaleoCrafter> nbt changes of what? :P
L619[14:43:00] <Temportalist> williewillus PaleoCrafter: so the game is crashing when I try to look at the block states client side...
L620[14:43:00] * diesieben07 cringes at "nbt changes"
L621[14:43:13] <diesieben07> NBT is for saving to disk (and ItemStacks becuase they stupid).
L622[14:43:25] <williewillus> fine, "changing nbt of itemstacks" ;p
L623[14:43:34] <williewillus> Temportalist: what do you mean look at the blockstates clientside
L624[14:43:40] <diesieben07> Yes, ItemStacks in containers viewed by the player are synced atuomatically
L625[14:43:42] <Temportalist> getActualState iteration
L626[14:43:49] <williewillus> with what kind of crash
L627[14:44:13] <Temportalist> https://gist.github.com/anonymous/eda3b674a85c4ad7dfad
L628[14:45:18] <FusionLord> ty diesieben07
L629[14:45:47] <Temportalist> it loops 13 times then crashes
L630[14:48:01] <williewillus> no idea, is it always the same pos that crashes?
L631[14:48:15] <williewillus> probably a better question to ask fry|sleep when he wakes up :p
L632[14:49:29] ⇨ Joins: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L633[14:51:18] *** Darkhax_AFK is now known as Darkhax
L634[14:52:26] ⇦ Quits: AbsentThirdEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198 seconds)
L635[14:53:19] <Temportalist> could it be a chunk thing?
L636[14:53:28] <Temportalist> like going over the chunk boundary on render?
L637[14:55:34] ⇨ Joins: ruseman (~ruseman@2604:6000:b1c0:f800:9527:1e20:652a:688b)
L638[14:55:40] <williewillus> potentially
L639[14:58:40] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L640[15:04:17] ⇨ Joins: poiuy_qwert (~poiuy_qwe@24-212-226-243.cable.teksavvy.com)
L641[15:08:11] ⇦ Quits: airbreather (~airbreath@d149-67-99-43.nap.wideopenwest.com) (Ping timeout: 198 seconds)
L642[15:11:50] <Temportalist> https://gist.github.com/anonymous/7e417be410a69ce8f2a5
L643[15:11:50] <Temportalist> https://gist.github.com/anonymous/985ab8b7e9523b3e0112
L644[15:12:13] ⇨ Joins: EyeOfKoishi (~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L645[15:14:02] ⇦ Quits: ruseman (~ruseman@2604:6000:b1c0:f800:9527:1e20:652a:688b) (Ping timeout: 198 seconds)
L646[15:14:58] ⇦ Quits: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186 seconds)
L647[15:15:32] <williewillus> yeah its probably rendering checking outside its chunk section
L648[15:15:43] <williewillus> but that makeks me wonder how fences on chunk borders not crash
L649[15:20:09] <Temportalist> williewillus: yes
L650[15:25:08] ⇨ Joins: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L651[15:28:34] ⇦ Quits: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 186 seconds)
L652[15:29:26] *** bilde2910 is now known as bilde2910|away
L653[15:30:44] ⇨ Joins: kimfy (~kimfy___@74.141.16.62.customer.cdi.no)
L654[15:31:43] <HassanS6000> shadekiller666, you around? Getting an error when using OBJ loader. http://pastebin.com/U7DHW5ri
L655[15:32:10] <PaleoCrafter> HassanS6000, set a breakpoint on the crashing line
L656[15:32:37] <PaleoCrafter> and then read the currentLine variable with your debugger
L657[15:32:55] <HassanS6000> kk
L658[15:33:20] <PaleoCrafter> change that offending line then
L659[15:33:53] <PaleoCrafter> ( shadekiller666, that's information the crash should contain, btw)
L660[15:38:03] <Lunatrius> So, what's the proper way to register a mod channel to please Spigot?
L661[15:39:56] ⇦ Quits: alex_6611 (~alex_6611@p5DE7B869.dip0.t-ipconnect.de) (Ping timeout: 189 seconds)
L662[15:43:05] <gigaherz> so anyone else has any comments on https://github.com/MinecraftForge/Documentation/pull/34
L663[15:43:06] <gigaherz> ?
L664[15:43:20] <gigaherz> did I even paste the link earlier? XD
L665[15:43:22] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping timeout: 186 seconds)
L666[15:43:26] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc3c340.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L667[15:43:37] <gigaherz> it seems I did not XD
L668[15:43:49] <PaleoCrafter> I'd want that to cover capabilities as well :P
L669[15:43:50] <Temportalist> williewillus: fences just straight up check the state, regardless of chunk boundaries. I think the issues has to do with my loop some how
L670[15:44:05] <gigaherz> PaleoCrafter: that's for another day ;P
L671[15:44:13] <gigaherz> I'd have to properly understand capabilities first
L672[15:44:40] <PaleoCrafter> lol
L673[15:44:51] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L674[15:44:58] <gigaherz> i do get the idea, I meant "best practices" and such ;p
L675[15:45:11] <PaleoCrafter> yeah, sure
L676[15:45:24] <PaleoCrafter> tbh, I'd wait a bit with that anyway, things may or may not change
L677[15:45:32] <PaleoCrafter> you should explain that people need to sync manually, though
L678[15:45:40] <gigaherz> I do?
L679[15:45:44] <Temportalist> gigaherz: +1
L680[15:45:46] <PaleoCrafter> I'd say so
L681[15:45:52] <gigaherz> I mean
L682[15:45:53] <gigaherz> I already do
L683[15:45:54] <gigaherz> XD
L684[15:45:56] <PaleoCrafter> oh
L685[15:46:08] <gigaherz> line 34 on the IEEP one
L686[15:46:14] <PaleoCrafter> I only skimmed it ^^
L687[15:46:21] <gigaherz> and line 21 on the WorldSavedData one
L688[15:46:38] <PaleoCrafter> syncing
L689[15:46:51] <PaleoCrafter> oh
L690[15:46:52] ⇦ Quits: poiuy_qwert (~poiuy_qwe@24-212-226-243.cable.teksavvy.com) (Quit: This computer has gone to sleep)
L691[15:46:59] <PaleoCrafter> shouldn't have just looked at the first commit xd
L692[15:47:05] <gigaherz> lol
L693[15:47:12] <PaleoCrafter> yeah, looks fine then :D
L694[15:47:18] <gigaherz> oh yeah is there a "proper" way to link between pages?
L695[15:47:30] <gigaherz> like the bit whre I tell people to look at the Networking stuff
L696[15:47:37] <gigaherz> to make that point to Simpleimpl
L697[15:47:41] <diesieben07> i would tell a bit more about syncing
L698[15:47:48] <diesieben07> like which players you need to send it to when
L699[15:48:02] <diesieben07> mention EntityTracker#getTrackingPlayers and PlayerEvent.StartTracking
L700[15:48:25] <gigaherz> I'll have to read about that first, since I never used those
L701[15:48:25] <gigaherz> XD
L702[15:48:42] <diesieben07> getTrackingPlayers gives you all players that can see an entity
L703[15:48:51] <diesieben07> StartTracking fires when a new player is added to that list
L704[15:49:08] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout: 198 seconds)
L705[15:49:18] <gigaherz> ah
L706[15:49:24] <diesieben07> so if you want an IEEP visible to all clients, you have to send it to getTrackingPlayers when the entity spawns and the data changes
L707[15:49:33] <diesieben07> and also send it in StartTracking to the new player
L708[15:49:36] <PaleoCrafter> gigaherz, the mkdocs docs appear to use this: [project license](license.md)
L709[15:49:57] *** helinus is now known as helinus|off
L710[15:51:45] <gigaherz> ah so isntead of channel.sendToAllAround, manually send to each player in getTracking?
L711[15:51:55] <diesieben07> yeah
L712[15:53:30] ⇦ Quits: kimfy (~kimfy___@74.141.16.62.customer.cdi.no) (Quit: off to whatever)
L713[15:54:30] ⇨ Joins: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com)
L714[15:55:36] <gigaherz> in StartTracking, .target is the player being tracked, or the player watching? XD
L715[15:56:44] <diesieben07> since target is not a player... :D
L716[15:58:35] <gigaherz> I'm not sure I understand who tracks what XD
L717[15:59:00] <gigaherz> i blame my ongoing headache
L718[15:59:51] <diesieben07> player tracks entities around it
L719[16:00:01] <diesieben07> event.entityPlayer is the player now tracking, entity.target is the entity now being tracked
L720[16:00:31] ⇦ Quits: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: Leaving)
L721[16:00:43] <PaleoCrafter> how about calling it trackedEntity? :P
L722[16:00:45] <PaleoCrafter> names be descriptive
L723[16:01:07] <gigaherz> so "target" would be the entity the IEEP is attached to
L724[16:01:14] <gigaherz> and "playerEntity" the client that needs the packet ;P
L725[16:01:30] <diesieben07> yes
L726[16:06:17] <gigaherz> https://gist.github.com/gigaherz/92993dcc159c40d4953f
L727[16:06:22] <gigaherz> woudl this be an acceptable implementation?
L728[16:06:28] ⇦ Quits: Darva (Darva@97-85-183-91.static.stls.mo.charter.com) (Read error: Connection reset by peer)
L729[16:07:07] <gigaherz> ah I forgot to sync after the entity spawns
L730[16:07:48] <gigaherz> (Exmaple->Example)
L731[16:07:48] <diesieben07> yeah and you don't need to construct a new packet for every single player
L732[16:07:57] <gigaherz> true
L733[16:08:00] <diesieben07> and the insanceof EntityPlayerMP check is not needed
L734[16:08:22] <diesieben07> and you don't necessarily always need to sync to all trackign players
L735[16:10:06] *** K-4U is now known as K-4U|Off
L736[16:14:16] ⇨ Joins: killjoy (~killjoy@2606:a000:1118:c049:3163:b946:7c47:51b5)
L737[16:14:42] <Temportalist> so. confused....
L738[16:14:43] <killjoy> Does anyone know of any modpacks that feel like mmorpgs?
L739[16:15:14] ⇦ Quits: Naiten (Naiten@77.34.105.85) (Read error: Connection reset by peer)
L740[16:15:19] <gigaherz> Temportalist: by what? ;P
L741[16:15:25] <gigaherz> hopefully not my code ;P
L742[16:15:29] <Temportalist> this crash i am dealing with
L743[16:15:32] <gigaherz> ah ;p
L744[16:15:59] <Temportalist> https://gist.github.com/anonymous/b2168ddf484888f8ea92
L745[16:16:02] <Temportalist> https://gist.github.com/anonymous/6260b5b2a9c7324b285a#file-blockrope-scala-L99
L746[16:16:21] <gigaherz> diesieben07: hmmm entityJoinWorldEvent for sending spawn messages?
L747[16:16:38] <diesieben07> yeah probably
L748[16:23:03] <Temportalist> how bad are tile entities if they dont tick in 1.8.9?
L749[16:23:30] <PaleoCrafter> if you have a bunch of them and associate a TESR with them, VERY bad :P
L750[16:25:09] ⇨ Joins: poiuy_qwert (~poiuy_qwe@24-212-226-243.cable.teksavvy.com)
L751[16:26:43] <gigaherz> hmf
L752[16:26:55] <masa> ugh, generics still confuse me big time...
L753[16:27:05] <gigaherz> when I wrote this example, I wrote it thinking about IEEPs attached to a player
L754[16:27:09] <gigaherz> but I wanted to make it more generic
L755[16:27:13] <gigaherz> which means "TickEvent.PlayerTickEvent" makes no sense
L756[16:27:30] <PaleoCrafter> LivingUpdateEvent
L757[16:28:35] *** manmaed|AFK is now known as manmaed
L758[16:28:40] <gigaherz> that works for players too?
L759[16:28:58] <PaleoCrafter> I think so
L760[16:29:07] <killjoy> player is a living
L761[16:29:14] <killjoy> but not living base (I think)
L762[16:29:31] <PaleoCrafter> other way around :P
L763[16:29:32] <gigaherz> it's called from EntityLivingBase#onUpdate
L764[16:29:37] <PaleoCrafter> yeah
L765[16:30:16] <gigaherz> which the player overrides... xD
L766[16:30:23] <gigaherz> without super
L767[16:30:39] <PaleoCrafter> the super doesn't have to be called at the start :P
L768[16:30:44] <PaleoCrafter> it's called somewhere in the middle
L769[16:30:51] <gigaherz> I searched super ;P
L770[16:31:05] <PaleoCrafter> then your search was borked :P
L771[16:31:07] <gigaherz> there's no "super" in that method
L772[16:31:14] <gigaherz> there's on on "onUpdateEntity"
L773[16:31:17] <gigaherz> wait
L774[16:31:21] <gigaherz> it's super.onupdate
L775[16:31:24] * gigaherz facepalms
L776[16:31:26] <PaleoCrafter> ...
L777[16:31:32] <PaleoCrafter> u nub
L778[16:31:59] <gigaherz> I did say I have a headache, my brain isn't at its best ;P
L779[16:33:45] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L780[16:35:09] ⇨ Joins: sejsel (~sejsel@10.174.broadband5.iol.cz)
L781[16:37:26] *** Lathanael is now known as Lathanael|Away
L782[16:38:15] ⇦ Quits: agowa338 (~Thunderbi@p5491879B.dip0.t-ipconnect.de) (Quit: agowa338)
L783[16:40:02] *** gr8pefish is now known as gr8pefish|away
L784[16:41:16] <gigaherz> okay it's not THAT smart
L785[16:43:14] <gigaherz> apparently [name][] works to link to other pages on the same folder, but not on other folders
L786[16:43:36] <PaleoCrafter> [project license](../about/license.md) ?
L787[16:44:45] <gigaherz> https://github.com/gigaherz/Documentation/blob/master/docs/datastorage/extendedentityproperties.md
L788[16:44:49] <gigaherz> this works in github
L789[16:44:58] <masa> oh wow, I created my first "fancy" generics method... now I feel dirty
L790[16:44:59] <gigaherz> I hope it will work on rtd
L791[16:45:07] <masa> that is just some weird syntactic shit
L792[16:45:15] <PaleoCrafter> it should http://mkdocs.readthedocs.org/en/0.9/user-guide/writing-your-docs/
L793[16:45:37] <PaleoCrafter> masa, yeah, Java's syntax for generic methods is stupid
L794[16:45:49] <gigaherz> ah yes then
L795[16:45:50] <gigaherz> :D
L796[16:46:27] <PaleoCrafter> thanks god Java at least has some basic type inference
L797[16:46:45] <shadekiller666> HassanS6000, if you're still around, that error doesn't exist in the pr that is awaiting aproval
L798[16:46:59] <gigaherz> I find the "forward" inference funny
L799[16:47:18] <gigaherz> i'm used to C#'s "var x = something" rather than "Something<Type> = whatever<>"
L800[16:47:29] <tterrag> well this is obnoxious
L801[16:47:30] <PaleoCrafter> well, that's two different levels of inference :P
L802[16:47:34] <tterrag> there's no way to open a GUI from a client command
L803[16:47:40] <PaleoCrafter> wat
L804[16:47:47] <PaleoCrafter> sure about that?
L805[16:47:48] <gigaherz> o_O
L806[16:47:50] <tterrag> positive
L807[16:47:54] <PaleoCrafter> Minecraft.displayGuiScreen ?
L808[16:47:57] <tterrag> because it calls displayGuiScreen(null) after processing the command
L809[16:48:03] <gigaherz> LOL
L810[16:48:04] ⇨ Joins: Vasher (~Vasher@c-50-173-49-36.hsd1.ca.comcast.net)
L811[16:48:14] <PaleoCrafter> that's hilarious
L812[16:48:21] <tterrag> good thing using a command wasn't my final plan for this feature
L813[16:48:22] <gigaherz> Minecraft.getMinecraft().addScheduledTask(() -> { displayGuiScreen } );
L814[16:48:24] <tterrag> but it's annoying for now
L815[16:48:27] <tterrag> gigaherz: lol tried that
L816[16:48:39] <tterrag> it checks if its on the client thread and then just immediately runs the callable
L817[16:48:47] <PaleoCrafter> spawn a separate thread :P
L818[16:48:48] <gigaherz> d'oh
L819[16:48:52] <tterrag> hahaha
L820[16:49:21] <PaleoCrafter> why PR forge, we have hax
L821[16:49:36] <tterrag> yeah it's a pretty simple fix
L822[16:49:44] ⇨ Joins: primetoxinz (~primetoxi@ip68-107-226-229.hr.hr.cox.net)
L823[16:49:44] <tterrag> check that the currentScreen == this
L824[16:49:53] <gigaherz> questio nis, is that there for some security concern?
L825[16:49:58] <tterrag> no
L826[16:50:03] <tterrag> it's there because the chat closes when you enter a command
L827[16:50:10] <gigaherz> ah
L828[16:50:43] <killjoy> Not if you use tabbychat :p
L829[16:51:18] *** manmaed is now known as manmaed|AFK
L830[17:03:21] *** Darkhax is now known as Darkhax_AFK
L831[17:05:11] ⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping timeout: 189 seconds)
L832[17:08:32] ⇨ Joins: Cooler (~CoolerExt@117.207.163.109)
L833[17:09:41] ⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L834[17:10:21] ⇦ Quits: Katrix (~Katrix@2a02:fe0:cb10:2650:3dee:7372:aa77:73b) (Ping timeout: 198 seconds)
L835[17:10:28] ⇨ Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L836[17:11:56] ⇦ Quits: KanoCodex (~Giratina5@2604:180:0:368::bcd8) (Ping timeout: 198 seconds)
L837[17:12:33] ⇨ Joins: Mathe172 (~Mathe172@89.248.154.95)
L838[17:13:44] ⇦ Quits: Cooler (~CoolerExt@117.207.163.109) (Quit: Leaving)
L839[17:15:13] ⇨ Joins: vsg1990 (~vsg1990@pool-74-110-57-203.bflony.fios.verizon.net)
L840[17:15:19] *** PaleoCrafter is now known as PaleOff
L841[17:15:50] <killjoy> Will anything bad happen if I switch a renderer while ingame?
L842[17:18:37] ⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Read error: Connection reset by peer)
L843[17:19:29] ⇦ Quits: poiuy_qwert (~poiuy_qwe@24-212-226-243.cable.teksavvy.com) (Quit: This computer has gone to sleep)
L844[17:19:55] <IoP> Requesting help again: if someone knows about opengl, textures etc, please comment: https://github.com/LWJGL/lwjgl/issues/127
L845[17:20:40] *** Darkhax_AFK is now known as Darkhax
L846[17:23:10] <gigaherz> IoP: what's the problem exactly?
L847[17:23:16] <unascribed> as someone with a little GL knowledge (but not a lot)
L848[17:23:23] <unascribed> the cost is probably swizzling the texture into the internal format
L849[17:23:29] <unascribed> but that shouldn't be that slow
L850[17:23:37] <unascribed> even a software swizzle is pretty fast
L851[17:23:39] ⇦ Quits: ChJees (~ChJees@h211n5-sv-a13.ias.bredband.telia.com) (Ping timeout: 194 seconds)
L852[17:23:53] <unascribed> (swizzle == rearranging the order of color components)
L853[17:23:59] <gigaherz> ah so it's slow while loading?
L854[17:24:02] <gigaherz> once it loads it's ok?
L855[17:24:15] <IoP> 2 x true
L856[17:24:23] <gigaherz> and I guess this happens with forge even if there are no mods?
L857[17:24:23] <unascribed> and Spasi is right on it not being an LWJGL issue
L858[17:24:30] <unascribed> the choice of texture format is Minecraft's, not LWJGL's
L859[17:24:37] <gigaherz> yeah
L860[17:24:56] <gigaherz> it is a known fact that some GPUs simply prefer RGBA while others prefer BGRA
L861[17:25:10] <unascribed> LWJGL is just a GL binding for Java, not an engine
L862[17:25:21] <gigaherz> but lwjgl hasn othing to do with that
L863[17:25:29] <gigaherz> yeah
L864[17:25:41] <unascribed> and it's pretty universally known that Intel GPUs are utter garbage in many many ways
L865[17:25:48] <IoP> Do not know if that happens only with forge. (no hardware to test :/)
L866[17:26:01] <Disconsented> Iris pro aint that bad
L867[17:26:04] <williewillus> killjoy: define "swich a renderer"
L868[17:26:10] <IoP> I just collected info from various support requests
L869[17:26:13] <unascribed> it's probably exaggerated by Forge
L870[17:26:14] <gigaherz> well I have a laptop with nvidia optimus
L871[17:26:15] <unascribed> because more textures
L872[17:26:18] <williewillus> unascribed: 1.8 is being pretty nice to my 2013 moile i7 :P
L873[17:26:20] <gigaherz> which means i can run mc with the Intel gpu if needed
L874[17:26:33] <unascribed> I'm about 80% sure this is regarding 1.7
L875[17:26:39] <unascribed> 1.8 is pretty good on all hardware thanks to VBOs
L876[17:26:41] <williewillus> I get 40+ in all my modded 1.8's :p
L877[17:26:53] <IoP> also notice things were ok with really old driver version
L878[17:26:57] <williewillus> infinity 1.7 runs at 20-30 at all times
L879[17:27:03] <killjoy> williewillus, I want to re-register an entity renderer ingame
L880[17:27:13] <williewillus> that's not going to work :p
L881[17:27:24] <williewillus> i don't think
L882[17:27:34] <williewillus> unless you edit the map yourself but undefined behavior there
L883[17:27:47] <killjoy> I guess I'll find out
L884[17:28:11] <unascribed> s/undefined/well defined but iffy
L885[17:28:53] <IoP> Current workaround for bad performance are worse for end-users. "Sorry your hardware is crap. Buy better or wait patiently until it loads"
L886[17:29:51] <unascribed> pretty much
L887[17:30:15] <unascribed> or, switch to Linux, install the Oibaf PPA, and enjoy your infinitely more efficient Intel driver
L888[17:30:26] <williewillus> what is that
L889[17:30:27] <gigaherz> IoP: is it with ALL intel gpus? or some specific models?
L890[17:30:39] <unascribed> (seriously, I guided someone on a crappy Pentium laptop through installing Linux the other day, his performance in my modpack tripled)
L891[17:30:39] <williewillus> unascribed: I'm on arch on the vanilla intel driver, what is this oibaf
L892[17:30:46] <unascribed> williewillus, not relevant on Arch
L893[17:30:48] <IoP> gigaherz: 4th, 5th and 6th gen core CPUs
L894[17:30:54] <unascribed> Oibaf is just optimized cutting-edge drivers
L895[17:30:58] <unascribed> on Arch, you want mesa-git from the AUR
L896[17:31:00] <gigaherz> aha then my sandy bridge laptop wouldn't help
L897[17:31:01] <williewillus> lol
L898[17:31:02] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 189 seconds)
L899[17:31:17] ⇨ Joins: MattDahEpic (~MattDahEp@65-128-97-30.hlrn.qwest.net)
L900[17:31:21] <gigaherz> if it was affected I'd have tried to load MC there with a java profiler
L901[17:31:31] <IoP> but don't worry. Older core generations has other bug(s) :P
L902[17:31:32] <gigaherz> to see which exact function was the cause
L903[17:31:46] <Lord_Ralex> just the sandy bridge ones actually, lol
L904[17:31:55] <Lord_Ralex> (with the older having other bugs)
L905[17:32:00] <gigaherz> SB's gpu was just too slow either way
L906[17:32:09] <gigaherz> I forced java.exe to run using the nvidia dedicated ;p
L907[17:32:13] <Lord_Ralex> old and dead now anyways
L908[17:32:22] <gigaherz> not dead
L909[17:32:27] <gigaherz> my laptop still works just fine
L910[17:32:27] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L911[17:32:27] <gigaherz> ;P
L912[17:32:30] <Lord_Ralex> intel is not supporting them anymore
L913[17:32:33] <gigaherz> I just don't play mc there
L914[17:32:46] <gigaherz> maybe so, but the gpus still work XD
L915[17:32:52] <williewillus> anyone use nvidia cards on linux? how do those run?
L916[17:33:15] <gigaherz> mc-wise no idea
L917[17:33:25] <gigaherz> generally speaking, not bad, assuming oyu use the proprietary drivers
L918[17:33:34] <MattDahEpic> is there a way to tell if a player has joined a dimension before or if its a first join to that dimension?
L919[17:34:04] <gigaherz> either store a map of dimensions in an IEEP, or write data into the entity NBT
L920[17:34:37] <MattDahEpic> is there an IEEP wor worlds?
L921[17:34:41] <MattDahEpic> for*
L922[17:35:14] <gigaherz> there's WorldSavedData
L923[17:35:21] <gigaherz> but it's best to store a list of dimensions in the player
L924[17:35:23] <williewillus> i would write it to each player
L925[17:35:25] <gigaherz> rather than a list of players in a dimension
L926[17:38:00] ⇨ Joins: ChJees (~ChJees@h211n5-sv-a13.ias.bredband.telia.com)
L927[17:38:15] *** kroeser is now known as kroeser|away
L928[17:42:49] ⇨ Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L929[17:44:10] ⇦ Quits: C0deMaver1ck (~C0deMaver@host-184-174-150-34.FAROLT1.epbfi.com) (Ping timeout: 186 seconds)
L930[17:49:05] <IoP> I have GT620 in my linux. GPU seems to be fine but my 8 years old CPU cries in pain if running MC.
L931[17:49:20] <killjoy> because mc is a cpu intensive game
L932[17:49:28] <killjoy> it still uses opengl 1.1
L933[17:49:45] <IoP> for other gaming I don't know.
L934[17:49:47] <killjoy> mostly
L935[17:49:59] <killjoy> most games don't heavily utilize the cpu like mc does
L936[17:50:39] <killjoy> Lots of procedural generating
L937[17:51:21] <gigaherz> the way mc is designed is kindof inefficient
L938[17:52:02] <gigaherz> doing it right would take like 10x the effrot so if notch had tried to do it right, mc wouldn't exist
L939[17:52:02] <gigaherz> XD
L940[17:52:07] <gigaherz> effort*
L941[17:52:49] <killjoy> Yes. I said "heavily" not "properly" lol
L942[17:52:59] <gigaherz> ofc XD
L943[17:56:14] ⇦ Parts: Firedingo (~Firedingo@101.175.19.164) (AFK Or My Internet Threw a hissy fit))
L944[17:57:20] ⇦ Quits: Raspen0 (~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl) (Quit: Leaving)
L945[17:57:51] <unascribed> and then we have 3,000,000,000 MC clones
L946[17:57:54] <unascribed> that try to be more efficient
L947[17:57:56] <unascribed> and fail horribly
L948[18:00:10] <williewillus> well some of them *are* more efficient
L949[18:00:13] <williewillus> they just aren't MC :p
L950[18:00:22] <williewillus> just doesn't feel the same
L951[18:00:35] <gigaherz> yeah that's the most common issue
L952[18:00:45] <williewillus> minetest runs super fast but it feels extremely off, terasology is like shader overload and even with everything on minimum still runs worse than MC
L953[18:00:48] <gigaherz> Win10 edition gets relatively close though
L954[18:00:49] <gigaherz> ;P
L955[18:01:01] <williewillus> no mods so screw that :p
L956[18:01:03] <gigaherz> (they do have the java sources though ;P)
L957[18:01:20] <unascribed> yeah, I wish I could like minetest
L958[18:01:26] <williewillus> still interesting because I can't find json models in the windows 10 version's assets
L959[18:01:33] <unascribed> but 99.9% of their decisions seem to be based on the idea "We have to be different from Minecraft"
L960[18:01:45] <unascribed> so they make really small tweaks just to be different and it feels... wrong
L961[18:01:51] <killjoy> Do what minecraft does. It obviously works
L962[18:01:53] <williewillus> theres jsons describing their gui's and everything but I can't find models
L963[18:02:10] <unascribed> exactly, killjoy :P
L964[18:02:17] <unascribed> I may or may not be becoming part of the problem
L965[18:02:43] <gigaherz> no, what Minecraft does only works because it's Minecraft
L966[18:03:02] <gigaherz> if mc did it differently, then what Minecraft does now would feel wrong
L967[18:05:29] <killjoy> Yeah.
L968[18:05:35] <killjoy> I remember when Minecraft changed a thing
L969[18:05:45] <killjoy> Felt wrong, then I got used to it, then the old felt wrong
L970[18:05:50] <killjoy> pigs
L971[18:06:09] <killjoy> Those things are monsters back in infdev
L972[18:06:27] ⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Read error: Connection reset by peer)
L973[18:07:31] *** williewillus is now known as willieaway
L974[18:07:46] ⇦ Quits: FusionLord (~FusionLor@ip70-190-176-197.ph.ph.cox.net) (Ping timeout: 186 seconds)
L975[18:08:23] ⇨ Joins: Something12 (~Something@184.65.42.207)
L976[18:08:53] ⇨ Joins: sinkillerj (~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
L977[18:13:16] ⇨ Joins: FusionLord (~FusionLor@ip70-190-176-197.ph.ph.cox.net)
L978[18:15:55] *** cat5e was kicked by LexMobile (soni))
L979[18:16:35] *** SnowShock35 is now known as zz_SnowShock35
L980[18:18:59] ⇦ Quits: BerciTheBeast (~BerciTheB@77-111-11-55.ipv4.tusmobil.si) (Quit: Ta-ta)
L981[18:30:18] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:2908:de01:b585:40a2)
L982[18:33:50] ⇦ Quits: Mathe172 (~Mathe172@89.248.154.95) (Ping timeout: 198 seconds)
L983[18:37:02] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 189 seconds)
L984[18:39:02] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L985[18:41:05] *** MrKickkiller is now known as MrKick|Away
L986[18:41:50] ⇦ Quits: ChJees (~ChJees@h211n5-sv-a13.ias.bredband.telia.com) (Killed (NickServ (GHOST command used by CookingApple)))
L987[18:41:59] ⇨ Joins: ChJees (~ChJees@h211n5-sv-a13.ias.bredband.telia.com)
L988[18:43:08] ⇦ Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Read error: Connection reset by peer)
L989[18:43:52] ⇨ Joins: Firedingo5 (~Firedingo@101.175.19.164)
L990[18:45:50] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Ping timeout: 189 seconds)
L991[18:48:58] ⇦ Quits: kashike (kashike@is.a.miserable.ninja) (Remote host closed the connection)
L992[18:49:01] <MattDahEpic> does anyone have an example of IEEPs? i cant figure it out
L993[18:49:13] <gigaherz> MattDahEpic: https://github.com/MinecraftForge/Documentation/pull/34
L994[18:49:16] <gigaherz> I wrote this earlier ;P
L995[18:49:44] <gigaherz> https://github.com/gigaherz/Documentation/blob/master/docs/datastorage/extendedentityproperties.md
L996[18:50:58] ⇨ Joins: kashike (kashike@is.a.miserable.ninja)
L997[18:51:46] ⇦ Quits: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping timeout: 186 seconds)
L998[18:57:20] ⇦ Quits: kashike (kashike@is.a.miserable.ninja) (Remote host closed the connection)
L999[19:00:14] ⇦ Quits: Firedingo5 (~Firedingo@101.175.19.164) (Quit: Sleeps And Stuff!)
L1000[19:00:37] ⇨ Joins: kashike (kashike@is.a.miserable.ninja)
L1001[19:16:58] *** blood|away is now known as blood_
L1002[19:21:22] *** willieaway is now known as williewillus
L1003[19:22:35] <williewillus> gigaherz: in your persisting across player deaths thing you have to note that it's copied for you by vanilla when isDeath in that event is false
L1004[19:22:40] <williewillus> if isDeath is true you have to copy yourself
L1005[19:22:51] <williewillus> just an intracacy with where that hook is positioned in the vanilla source
L1006[19:23:41] <williewillus> might not matter but for PE for a short bit everytime someone went end->overworld it would dupe their knowledge :p
L1007[19:26:12] <gigaherz> hm?
L1008[19:26:20] <gigaherz> I didn't know that ;P
L1009[19:27:31] <diesieben07> uhhh
L1010[19:27:36] <diesieben07> that does not sound right willie
L1011[19:27:51] <diesieben07> Clone event is fired when there is a new player object constructed
L1012[19:27:56] <diesieben07> which in any case means you need to copy
L1013[19:28:06] <diesieben07> vanilla does not copy IEEPs, it doesnt care about them :D
L1014[19:28:16] <gigaherz> does it even know they exist?
L1015[19:28:24] <diesieben07> well, forge patches it in
L1016[19:28:30] <gigaherz> so no ;P
L1017[19:28:35] <diesieben07> in the NBT IO methods
L1018[19:28:41] <gigaherz> aha
L1019[19:29:11] <williewillus> i've very much run into that bug in practice before
L1020[19:29:18] <williewillus> i'm not just guessing when I say that :p
L1021[19:29:18] <diesieben07> which bug?
L1022[19:30:04] <gigaherz> uhh
L1023[19:30:11] <gigaherz> clone happens in two situations
L1024[19:30:15] <williewillus> ieeps are copied when isDeath is false
L1025[19:30:16] <diesieben07> actually you are right willie
L1026[19:30:17] <gigaherz> either you die, or you return from the end
L1027[19:30:18] <williewillus> by vanilla
L1028[19:30:19] <diesieben07> the heck
L1029[19:30:26] <diesieben07> i did not know that, that must be new
L1030[19:30:29] <williewillus> because the end to overworld teleport is specialcased as fuck
L1031[19:30:31] <diesieben07> and no, that is not vanilla :D
L1032[19:30:34] ⇦ Quits: Szernex (~Szernex@91-113-38-234.adsl.highway.telekom.at) (Read error: Connection reset by peer)
L1033[19:31:10] <gigaherz> so... the if() is necessary
L1034[19:31:12] <gigaherz> good to know ;P
L1035[19:31:23] <diesieben07> well
L1036[19:31:32] <diesieben07> you might WANT the data to get lost on death
L1037[19:32:01] <gigaherz> in that case you do not apply the "persisting data through death" part of the page
L1038[19:32:02] <gigaherz> ;P
L1039[19:32:10] <diesieben07> :)
L1040[19:37:37] ⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Read error: Connection reset by peer)
L1041[19:38:02] ⇨ Joins: PrinceCat (~PrinceCat@124-170-157-203.dyn.iinet.net.au)
L1042[19:38:18] ⇦ Quits: raoulvdberge (uid95673@2001:67c:2f08:6::1:75b9) (Quit: Connection closed for inactivity)
L1043[19:42:42] <MattDahEpic> do IEEPs persist across instances? or is there a way to make them so they do?
L1044[19:43:52] <williewillus> instances of what?
L1045[19:44:19] <MattDahEpic> save IEEP, close game, open game, is IEEP still there with same data?
L1046[19:47:06] <gigaherz> that's like, the whole point
L1047[19:47:55] <gigaherz> ah this reminds me, I forgot to explain that the NBT data contains the data for the whole entity, so the IEEP should always use a nested tag
L1048[19:49:41] ⇨ Joins: VikeStep (~VikeStep|@203.15.33.190)
L1049[19:56:46] <gigaherz> MattDahEpic: I added a new section to the page
L1050[19:56:47] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 189 seconds)
L1051[19:59:39] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L1052[20:03:31] ⇦ Quits: Temportalist (uid37180@id-37180.charlton.irccloud.com) (Quit: Connection closed for inactivity)
L1053[20:03:46] ⇦ Quits: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net) (Ping timeout: 186 seconds)
L1054[20:06:05] ⇦ Quits: iceman11a (icemna11a@cpe-74-141-48-157.neo.res.rr.com) (Ping timeout: 198 seconds)
L1055[20:06:35] <GeoDoX> If anyone is looking for a good idea for a mod, A client side mod that adds a Creative Tab for your favourite blocks
L1056[20:06:53] ⇨ Joins: iceman11a (icemna11a@cpe-74-141-48-157.neo.res.rr.com)
L1057[20:07:02] <killjoy> so a favorites tab?
L1058[20:07:05] <GeoDoX> Yes
L1059[20:07:10] <killjoy> TMI has that
L1060[20:07:18] <killjoy> but it's not a creative tab
L1061[20:07:21] <williewillus> implying anyone uses tmi anymore
L1062[20:07:22] ⇨ Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L1063[20:07:32] <GeoDoX> that ^
L1064[20:07:35] <williewillus> I'm surprised to see it alive every update
L1065[20:07:40] *** gr8pefish|away is now known as gr8pefish
L1066[20:07:45] <killjoy> Can you put an item in more than 1 creative tab?
L1067[20:07:55] <gigaherz> hmmm
L1068[20:08:07] <gigaherz> shouldn't be too hard to implement?
L1069[20:08:08] <GeoDoX> Well, it could simply be a reference, couldn't it?
L1070[20:08:16] <gigaherz> I have too many ongoing projects though
L1071[20:08:20] <gigaherz> won't be adding yet another one
L1072[20:08:38] <GeoDoX> I was just suggesting if anyone was looking for anything
L1073[20:08:40] <williewillus> briefly glancing at it, Item only has one creativetab field
L1074[20:08:45] <williewillus> but I'm sure there's ways around it
L1075[20:08:50] <williewillus> if you hook into the creative gui itself
L1076[20:08:52] <gigaherz> that one is the default one
L1077[20:09:10] <GeoDoX> Also, would anyone be interested in it?
L1078[20:09:22] <GeoDoX> Like is it actually a decent idea
L1079[20:09:22] <gigaherz> there's a displayAllReleventItems in the tab clas
L1080[20:09:23] <gigaherz> s
L1081[20:09:34] <gigaherz> that you could override
L1082[20:09:44] <williewillus> ah yes that's how you populate your creative tab
L1083[20:09:45] <gigaherz> and fill in the list given to you with the list of favorites
L1084[20:10:00] <gigaherz> there's also a typo in the name
L1085[20:10:00] <gigaherz> XD
L1086[20:10:46] <williewillus> how woudl you mark something as favorite
L1087[20:11:18] <GeoDoX> perhaps a star in the corner of every item?
L1088[20:11:24] <gigaherz> I'd add a little "button" on a corner of the hovered item
L1089[20:11:30] <GeoDoX> ^
L1090[20:11:33] <gigaherz> only the hovered item, else it would be horrible
L1091[20:11:34] <gigaherz> XD
L1092[20:11:38] <GeoDoX> yes
L1093[20:11:39] <GeoDoX> lol
L1094[20:11:48] <gigaherz> well, and a filled start on all items favorited
L1095[20:11:51] <gigaherz> star*
L1096[20:11:57] <gigaherz> as I said
L1097[20:12:00] <gigaherz> it doesn't seem hard
L1098[20:12:03] <williewillus> is there an event for when slots are drawn?
L1099[20:12:16] <gigaherz> nah
L1100[20:12:30] <gigaherz> but you can copypaste the slot drawing code, remove the actual drawing from it
L1101[20:12:35] <gigaherz> and make use of the rest ;P
L1102[20:12:40] <GeoDoX> Not sure if it's relevant but theres a HoverEvent
L1103[20:12:40] <williewillus> ew
L1104[20:12:51] ⇨ Joins: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net)
L1105[20:12:55] <williewillus> nah that's for clickable chat thingies
L1106[20:12:56] <gigaherz> it'sn ot as bad as it sounds XD
L1107[20:13:00] <GeoDoX> ah :P
L1108[20:13:14] <GeoDoX> (decent mod or?)
L1109[20:13:43] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/GuiBrowser.java#L121,L171
L1110[20:13:49] <gigaherz> this is what I did to draw custom labels on items
L1111[20:14:03] <gigaherz> in my inventory viewer
L1112[20:14:40] <gigaherz> (as you can hopefully tell, most of the code is just to setup the string to draw ;P)
L1113[20:16:12] <williewillus> hm, there isn't an event for /title commands
L1114[20:16:15] <Cazzar> hmm that could be interesting...
L1115[20:16:16] <williewillus> I should PR one
L1116[20:16:27] <williewillus> because those are annoying as fuck on minigame servers
L1117[20:17:59] <gigaherz> I left a plotworld server when they added a "banner" for the VIP access
L1118[20:18:10] <gigaherz> as if having it in the middle of the screen wasn't annoying enoguh
L1119[20:18:19] <gigaherz> they made it rotate R,G,B,R,G,B
L1120[20:18:27] <gigaherz> it made playing impossible for me
L1121[20:19:11] <gigaherz> so I joined one last time with World Downloader, dumped my plot into a file, and left.
L1122[20:19:51] <GeoDoX> haha
L1123[20:20:17] <GeoDoX> What if you just "put" an item into the tab?
L1124[20:20:24] <GeoDoX> If there an event for that?
L1125[20:20:37] <williewillus> the creative menu is .... interestingly designed to say the least
L1126[20:20:41] <williewillus> you can't put things into it
L1127[20:21:03] <williewillus> how it works is whenever you click any ietm with that gui open the server immediately deletes it
L1128[20:21:14] <williewillus> then your client tells the server to recreate it when you place it down or toss it
L1129[20:21:30] <GeoDoX> hmm, I thought there would be because getting another single item or stack would have to be handled
L1130[20:21:46] <williewillus> nah the slots in the creative menu are all fake
L1131[20:21:57] <williewillus> the item isnt created serverside until its placed into your inventory
L1132[20:21:57] <GeoDoX> altright
L1133[20:22:07] <GeoDoX> okay
L1134[20:24:08] ⇨ Joins: Hobbits|away (~khm@2600:3c03::21:1001)
L1135[20:24:08] <gigaherz> creative mode menu is horrible ;P
L1136[20:24:24] <GeoDoX> Theres no way to make your tab have priority in order that they're sorted is there?
L1137[20:24:38] <williewillus> idk
L1138[20:24:48] <GeoDoX> hmmm
L1139[20:24:59] <williewillus> funnily enough the creative tabs are held in an array....that auto expands itself when full. Not sure why it's not an arraylist xP
L1140[20:25:01] <gigaherz> not really
L1141[20:25:11] <gigaherz> well
L1142[20:25:15] <gigaherz> there's a constructor that takes an int
L1143[20:25:25] <gigaherz> but it's for an "id" so they should probably not be repeated
L1144[20:25:29] <GeoDoX> Would you be able to stick it to the side?
L1145[20:25:40] <williewillus> that would require cuistom gui stuff
L1146[20:25:40] <GeoDoX> custom rendering?
L1147[20:25:44] <GeoDoX> yeah
L1148[20:25:46] <gigaherz> maybe make the mod before:*
L1149[20:26:32] <GeoDoX> yeah lol :P
L1150[20:26:37] <GeoDoX> good first step
L1151[20:26:48] ⇨ Joins: Darva (Darva@97-85-183-91.static.stls.mo.charter.com)
L1152[20:28:58] <GeoDoX> Is there a fake item or something that I can set for the icon?
L1153[20:30:27] <gigaherz> you could create an actual item, but in getSubItems, not add anything
L1154[20:30:40] <gigaherz> so it doesn't show up in the list
L1155[20:30:48] <williewillus> is it bad form to fire events in vanilla packet handlers?
L1156[20:30:53] <williewillus> not sure, haven't written many of these
L1157[20:31:23] <GeoDoX> I wanted to avoid doing that :P
L1158[20:31:25] <gigaherz> no idea
L1159[20:31:32] <williewillus> the client chat event is posted from the packethandler, so guess its fair game
L1160[20:31:44] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L1161[20:31:55] <GeoDoX> I hate rendering in 1.8, gotta deal with models
L1162[20:32:11] <williewillus> I love rendering in 1.8, gotta deal with models
L1163[20:32:17] <GeoDoX> hahaha
L1164[20:32:19] <williewillus> :D
L1165[20:32:27] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Client Quit)
L1166[20:32:31] <GeoDoX> If you wanna make a star, by all means
L1167[20:32:47] <williewillus> why would you need a model for the star icon?
L1168[20:32:57] <williewillus> you can still use TExtureAtlasSprite for that kind of thing
L1169[20:32:58] ⇦ Quits: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Ping timeout: 186 seconds)
L1170[20:33:05] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 189 seconds)
L1171[20:33:16] <williewillus> anyways it makes more sense for this evt to happen in guiingame anyway so not gonna do it in the packethandler
L1172[20:34:35] <masa> I'm now down to 145 errors from about 1500 when I started, after re-organizing teh imports
L1173[20:35:03] <masa> GUI and inventory/containers stuff still to fix
L1174[20:35:22] <masa> maybe tomorrow I'll then get to figuring out the 1.8 rendering stuff
L1175[20:35:41] ⇨ Joins: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net)
L1176[20:35:44] ⇨ Joins: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300)
L1177[20:36:27] <williewillus> read my gist and it'll all me fine ;P
L1178[20:37:33] *** amadornes is now known as amadornes[OFF]
L1179[20:37:39] <gigaherz> GeoDoX: you should make it an obtainable item, with recipe and such
L1180[20:37:46] <gigaherz> so that people can put it on an item frame
L1181[20:37:47] <gigaherz> ;P
L1182[20:37:57] <GeoDoX> the Star?
L1183[20:38:00] <gigaherz> yes
L1184[20:38:00] <gigaherz> XD
L1185[20:38:28] <GeoDoX> I'd rather not because I want it to be client ONLY (to support non forge servers)
L1186[20:39:09] <gigaherz> ah
L1187[20:39:19] <gigaherz> then use the nether star as your icon
L1188[20:39:22] <gigaherz> maybe
L1189[20:39:28] <GeoDoX> That totally works actually
L1190[20:39:38] <GeoDoX> Is there a way to register an Item IF you can?
L1191[20:39:45] <gigaherz> ?
L1192[20:40:56] <gigaherz> hmm the sunflower icon would also work
L1193[20:41:13] <GeoDoX> I'm not entirely sure what happens when you try to join a non forge server with a mod that adds items/blocks
L1194[20:41:23] <gigaherz> oh yeah you shouldn't do that
L1195[20:41:53] <GeoDoX> Yeah, so that's why I said what I said, because I got confused
L1196[20:41:55] <gigaherz> what I wonder is, if you can somehow use an ItemStack with an item that hasn't been registered....
L1197[20:42:06] <GeoDoX> Yeah
L1198[20:43:59] *** Vigaro is now known as V
L1199[20:46:53] ⇨ Joins: RANKSHANK (~Michael@ppp121-44-70-142.lns20.syd4.internode.on.net)
L1200[20:57:04] *** fry|sleep is now known as fry
L1201[21:03:08] *** williewillus is now known as willieaway
L1202[21:03:14] ⇦ Quits: yopu (~yopu@184-89-171-53.res.bhn.net) (Ping timeout: 198 seconds)
L1203[21:05:13] ⇨ Joins: gravityfox (~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
L1204[21:06:35] *** gravityfox is now known as foxy
L1205[21:08:56] ⇦ Quits: sinkillerj (~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net) (Quit: またね)
L1206[21:09:27] ⇦ Quits: fuj1n (~fuj1n@101.190.14.210) (Read error: Connection reset by peer)
L1207[21:15:23] ⇦ Quits: Delaxarnyazer (~Delaxarny@2a02:a44e:91ce:0:215:5dff:fe02:300) (Ping timeout: 198 seconds)
L1208[21:17:47] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L1209[21:20:10] <masa> yay all errors are gone and the game launches, but crashes on world load still :p
L1210[21:20:10] *** willieaway is now known as williewillus
L1211[21:22:11] ⇨ Joins: grondag (~grondag@99-100-53-175.lightspeed.clmboh.sbcglobal.net)
L1212[21:25:23] ⇨ Joins: Cooler (~CoolerExt@117.207.163.109)
L1213[21:25:36] ⇦ Quits: Cooler (~CoolerExt@117.207.163.109) (Client Quit)
L1214[21:26:22] <grondag> I think what forge really needs is more different ways to register items.
L1215[21:26:45] <grondag> I should write a core mode to add 57 new item registration methods.
L1216[21:26:55] <grondag> Because I’m just not confused enough already.
L1217[21:27:44] <williewillus> ? :p
L1218[21:27:51] <williewillus> GameRegistry.registerItem?
L1219[21:29:41] <grondag> ah, but do you want to register an item that is an ItemBlock without using the block registration method.
L1220[21:30:07] <grondag> in that case, you have to use the block registration method #4.
L1221[21:30:20] <grondag> And be sure it is a full moon and not a tuesday when you call register item.
L1222[21:30:34] <grondag> God help you if you have custom item models.
L1223[21:30:53] <williewillus> no, you just use a custom Item class, or the one vanilla has for that exact case :p
L1224[21:30:54] <masa> progress! https://player.me/feed/3691161
L1225[21:31:11] <williewillus> complaining about block registration is a new one, it's been the same for ages (since 1.7, at least) :p
L1226[21:31:18] <grondag> that one won’t work for me
L1227[21:31:23] ⇨ Joins: Cooler (~CoolerExt@117.207.163.109)
L1228[21:31:23] <williewillus> so use your own
L1229[21:31:27] <grondag> I did
L1230[21:32:14] <williewillus> I count 2-3 ways of registering items :p
L1231[21:32:30] <grondag> Pretty sure it’s three.
L1232[21:32:49] <grondag> With various flavors and oddities to each.
L1233[21:33:06] <williewillus> no, it's 1. register item 2. register without an item form 3. make your own itemblock
L1234[21:33:14] ⇦ Quits: Cooler (~CoolerExt@117.207.163.109) (Client Quit)
L1235[21:33:28] <grondag> Block registration is comparatively straightforward. RegisterBlock, custom Blockstate mapper, done.
L1236[21:33:33] <mikebald> You can register an alias too, though I guess technically that's not registering the item.
L1237[21:33:55] <grondag> I still have forge yelling at me that it can’t find my item json model when there isn’t one.
L1238[21:34:08] <williewillus> were you expecting otherwise? :p
L1239[21:34:12] <williewillus> it can't find it so it tells you
L1240[21:34:14] <williewillus> also, that' vanilla
L1241[21:34:17] <grondag> It is finding the ISmartItemModel just fine.
L1242[21:34:40] <williewillus> because those are inserted after the model registry inits and loads
L1243[21:34:47] <grondag> But I guess I’ll need to call registerItemVariant so that it doesn’t look for the models that aren’t there, even though it isn’t going to use them.
L1244[21:36:46] <williewillus> just setcustomMRL like you normally would but point it to where the smartmodel will eventually be
L1245[21:36:59] <williewillus> I do that and I don't get any missing model errors
L1246[21:37:20] <grondag> yes, I did that last time, was hoping the recent changes made it unecessary.
L1247[21:37:43] <williewillus> why would you? setCustomMRL establishes the binding between your item and a model path
L1248[21:37:51] <williewillus> how else would that connection be made known?
L1249[21:38:06] <grondag> so now there is registerItemVariants, setCustomMeshDefinition and ModelLoader.setCustomModelResourceLocation
L1250[21:38:17] <williewillus> you don't need to care about registerItemVariants
L1251[21:38:25] <williewillus> unless you're overriding getModel or using a custom mesh definition
L1252[21:39:05] <grondag> I am overriding getModel and I’m also calling setCustomeModelResourceLocation with the model location that is returned by getModel
L1253[21:39:13] <grondag> And it is still yelling at me.
L1254[21:39:28] ⇨ Joins: covers1624 (~covers162@ppp118-210-106-168.lns20.adl2.internode.on.net)
L1255[21:40:09] <grondag> They all just need to point to the same ISmartItemModel. It will dispatch the right baked model based on the itemStack.
L1256[21:40:17] <MattDahEpic> has anyone had trouble with their sounds playing twice and overlapping eachother?
L1257[21:40:20] <williewillus> then why are you overriding getModel....
L1258[21:40:30] <williewillus> that's completely unnecessary if the smartmodels goign to handle it all
L1259[21:40:35] <williewillus> MattDahEpic: vanilla bug
L1260[21:40:52] <williewillus> if you have a smartmodel all you need is setCustomMRL
L1261[21:40:54] <MattDahEpic> williewillus, link so i can vote/watch it?
L1262[21:41:07] <williewillus> and to insert the smartmodel in the right path during the ModelBakeEvent
L1263[21:41:14] <fry> grondag: are you doing all that in preInit?
L1264[21:41:25] <grondag> I actually overrode it because I wanted a single place to build the model name. It is needed elsewhere in some of the helper classes.
L1265[21:41:43] <grondag> setCustomModelResourceLocation is during init
L1266[21:41:47] <grondag> the rest is preinit
L1267[21:41:52] <grondag> should it be earlier?
L1268[21:41:54] <fry> move everything to preInit
L1269[21:41:55] <williewillus> yes
L1270[21:41:58] <grondag> bah
L1271[21:42:00] <MattDahEpic> models should be in preinit
L1272[21:42:12] <grondag> so much for reading things on the internet
L1273[21:42:18] <williewillus> stupid outdated tutorials
L1274[21:42:33] <williewillus> 1. using the ancient getItemModelMesher method to register models and 2. telling people to do it in init
L1275[21:42:44] <MattDahEpic> fry's model debugging steps: 1. preinit, 2. json, 3. its broken
L1276[21:42:50] <williewillus> lol
L1277[21:43:16] <williewillus> mine is 1. errors in log? 2. json 3. preinit 4. read my gist
L1278[21:44:04] <williewillus> as a side note, if your getModel isn't player and use time dependent it should be in a custom mesher
L1279[21:44:37] <williewillus> MattDahEpic: https://bugs.mojang.com/browse/MC-35714
L1280[21:45:16] <williewillus> in typical mojang fashion, the community has provided full source for a fix but no noise on it since it was introduced in 1.7 :p
L1281[21:45:43] ⇨ Joins: Naiten (~Naiten@81.2.61.94)
L1282[21:47:13] <masa> yep that one ^
L1283[21:47:22] <masa> so frustrating
L1284[21:47:51] <williewillus> a large portion of the most voted bugs have community produced source code fixes that are verified working
L1285[21:47:56] <williewillus> *sighs*
L1286[21:47:58] ⇨ Joins: Wastl2 (~Wastl2@f052144149.adsl.alicedsl.de)
L1287[21:48:29] <masa> it has been broken like two years now(?), it is the most noticable bug in regular gameplay imo, and they haven't ficed it, but then they have time to fix some frickin one pixel error in some font...
L1288[21:49:49] ⇦ Quits: Cojo (~Cojo@2606:a000:1126:8048:2908:de01:b585:40a2) (Quit: If we wish to explore, if we wish to see what's over the next hill, wonders unfold before us; all we have to do is want it enough.)
L1289[21:49:57] <williewillus> it's also sad when half the tickets at the top are in "REOPENED" status, which means whatever half assed fix they tried didn't work
L1290[21:51:45] <tterrag> is there an easier way to write this pattern?
L1291[21:52:01] <tterrag> sec...puush being slow
L1292[21:52:13] <tterrag> http://puu.sh/mRoyp.txt
L1293[21:52:44] <fry> (int)(Math.ceil(rows))
L1294[21:52:48] <unascribed> (rowsExact % 1) < EPSILON ?
L1295[21:52:55] <fry> *(int)(Math.ceil(rowsExact))
L1296[21:52:56] <unascribed> oh
L1297[21:52:57] <unascribed> wait
L1298[21:52:58] <unascribed> nevermind
L1299[21:53:15] <unascribed> yeah, ceil
L1300[21:53:29] <unascribed> I thought you were checking for if it was a whole number >.>
L1301[21:54:12] <tterrag> ah right, ceil
L1302[21:56:13] ⇦ Quits: FusionLord (~FusionLor@ip70-190-176-197.ph.ph.cox.net) (Quit: Leaving)
L1303[21:59:29] <Naiten> Hi. Can anybody remind me how to hardcode blockstate rendering? Matrix transform and stuff...
L1304[22:01:58] <grondag> Hmmm, moved call setCustomModelResouceLocation to preInit, yet ModelLoader still yelling at me because can’t find json models.
L1305[22:03:14] <grondag> Naiten: … doesn’t seem like a brief thing to explain. What are you trying to do?
L1306[22:04:31] ⇨ Joins: gravityfox_ (~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
L1307[22:04:53] ⇦ Quits: Lathanael|Away (~Lathanael@p549605A8.dip0.t-ipconnect.de) (Ping timeout: 198 seconds)
L1308[22:05:48] ⇦ Quits: foxy (~gravityfo@cpe-23-242-168-28.socal.res.rr.com) (Killed (NickServ (GHOST command used by gravityfox_)))
L1309[22:05:53] *** gravityfox_ is now known as foxy
L1310[22:06:18] <Naiten> grondag, render this without TESR http://i.imgur.com/8qphRAu.png http://i.imgur.com/OKU6hYj.png http://imgur.com/o6Cjdhs.png
L1311[22:08:01] <grondag> Are you rendering it as TESR now?
L1312[22:09:02] <Naiten> grondag, no. That was made in 1.7 with IBSRH. TESR is wrong on so many levels...
L1313[22:09:47] ⇦ Quits: bilde2910|away (bilde2910@51.174.170.178) (Ping timeout: 195 seconds)
L1314[22:10:00] <Naiten> I just can't use TESR to render railways because that will turn into tons ot TE in the render zone and a severe fps drop.
L1315[22:10:18] <Naiten> *ISBRH
L1316[22:10:44] <grondag> well, how many different block states are there? I can’t tell from the screen shots.
L1317[22:11:07] <unascribed> virtually infinite considering it's a spline
L1318[22:11:22] <williewillus> if it used isbrh in 1.7 it almost definitely can be done *wthout* frame killers
L1319[22:11:24] ⇨ Joins: bilde2910|away (bilde2910@51.174.170.178)
L1320[22:11:25] <williewillus> aka TESRs
L1321[22:11:27] <Naiten> I don't need blockstates. I need one single model of a 0.5 meter long track and matrix transform.
L1322[22:11:44] <williewillus> that's easy, load the model and wrap it with a TRSR
L1323[22:11:49] <williewillus> then cache the result
L1324[22:11:55] <Naiten> >_>
L1325[22:11:56] ⇨ Joins: Lathanael|Away (~Lathanael@p54961AB1.dip0.t-ipconnect.de)
L1326[22:12:14] *** bilde2910|away is now known as bilde2910
L1327[22:12:15] <williewillus> well "easy" in terms of the capabilities of the system, not in tterms of a newcomer, haha
L1328[22:12:29] <grondag> yeah, using fast render with TESR might work.
L1329[22:12:47] <Naiten> wth is 'wrap it with tesr and cache the result' >_>
L1330[22:12:53] <williewillus> don't use a tesr please xP
L1331[22:12:56] <williewillus> I said TRSR not TESR
L1332[22:13:01] <williewillus> hold on getting an example
L1333[22:13:06] <Naiten> omg
L1334[22:13:16] <Naiten> what even TRSR stands for?
L1335[22:13:33] <williewillus> it's a convenience class in 1.8 representing a transformation matrix
L1336[22:13:36] <grondag> Or I suppose you could use in ISmartBlockModel with a tile entity to hold the render state for each block.
L1337[22:13:37] <williewillus> in other wrods, exactly what you want
L1338[22:13:57] <grondag> You’d still need to dynamically generate and cache the baked models.
L1339[22:14:16] <grondag> It would be easier to do it the way williewillus is describing, I think.
L1340[22:15:10] <Naiten> I know how to generate spline with transforms, i just don't want to do that every tick, and idk how to implement that >_>
L1341[22:15:18] <williewillus> yeah it's definitely possible
L1342[22:15:23] <unascribed> I think he asking you to tell him what a TRSR is
L1343[22:15:27] <Naiten> reading Forge code is NOT helpfull >_<
L1344[22:15:29] <williewillus> idk how to explain in short without explaining the whole model system though
L1345[22:15:41] ⇦ Quits: foxy (~gravityfo@cpe-23-242-168-28.socal.res.rr.com) (Ping timeout: 198 seconds)
L1346[22:15:46] <Naiten> example will be fine
L1347[22:15:48] <unascribed> I'm pretty sure it's not a TruffleResidentSandwishReplacer
L1348[22:16:07] <Naiten> TranslateRotateScaleRotate IIRC
L1349[22:16:15] <Naiten> ik
L1350[22:16:20] <williewillus> yes
L1351[22:16:47] <grondag> The latest forge has an option to cache the quads you generate - don’t need to produce them every frame.
L1352[22:17:05] <Naiten> well, how do i code that?
L1353[22:17:09] <williewillus> this is a basic overview of 1.8 rendering https://gist.github.com/williewillus/57d7093efa80163e96e0, you need a smartmodel, specfically a perspective aware model. a perspective aware model is able to take another model and return a matrix that should be applied before the model is rendered.
L1354[22:18:00] <williewillus> grondag: really?
L1355[22:18:03] <williewillus> where is that?
L1356[22:18:57] <grondag> yes, I believe it went in with the animation system - was in the changelog - lemme find it, can’t remember the name exactly
L1357[22:20:16] <grondag> From the Jan1 commits: TESRs can now be batched - look at TESR.renderTileEntityFast +
L1358[22:20:16] <grondag> TE.hasFastRenderer.
L1359[22:20:38] ⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout: 198 seconds)
L1360[22:20:41] <williewillus> oh that means batched together in one render call
L1361[22:20:56] <williewillus> I don't think the quad caches used for animation persist long
L1362[22:21:28] <Naiten> Erm. Does that mean it will be rendered only once but not every tick?
L1363[22:21:41] <williewillus> yes that's how isbrh's used to work as well
L1364[22:21:51] <williewillus> they're only updated when the chunk section rerenders
L1365[22:22:33] <Naiten> Welp, that's great i think.
L1366[22:23:12] <Naiten> FINALLY can update my railways from 1.7.10 to 1.8! :D
L1367[22:24:01] <fry> just to clarify: use smart models, don't use batched TESRs
L1368[22:24:07] <williewillus> anyways look at that gist and in the general direction of IPerspectiveAwareModel
L1369[22:24:16] <williewillus> I would give an example but mine doesn't really demonstrate them well in this case
L1370[22:24:35] <Naiten> fry, what's smart model?
L1371[22:25:01] <williewillus> a model that can be decided in-code
L1372[22:25:07] <williewillus> read the gist and you'll understand (mostly)
L1373[22:25:11] <williewillus> I haven't finished some parts of it :p
L1374[22:25:39] <Naiten> sigh. And why is batched TESR bad?
L1375[22:25:49] <williewillus> its a tesr
L1376[22:26:00] <williewillus> those murder performance
L1377[22:26:16] <fry> it'll still update every frame
L1378[22:26:34] <Naiten> okay
L1379[22:27:11] <williewillus> fry: unrelated note, didn't catch your answer to mcjty's question a couple days ago - is block.getLightValue called from render threads? Because I also get NPE crashes accessing my TE's in there
L1380[22:27:37] <fry> yes, it should be called from render threads
L1381[22:27:47] <fry> and you should always check before accessing TEs
L1382[22:27:59] <fry> there's no guarantees that they'll be there
L1383[22:29:00] <grondag> Is the position-aware getLightValue new?
L1384[22:29:16] ⇦ Quits: nallar (~nallar@198.91.88.237) (Quit: ZNC - http://znc.in)
L1385[22:29:33] <williewillus> i don't think so
L1386[22:30:22] <grondag> Ah, that is light emitted by the block?
L1387[22:30:32] <williewillus> yeah
L1388[22:30:48] <grondag> bummer
L1389[22:31:04] <williewillus> ?
L1390[22:31:10] <GeoDoX> gigaherz, what method was it to get the Items to display in Creative Tab
L1391[22:31:13] ⇦ Quits: vsg1990 (~vsg1990@pool-74-110-57-203.bflony.fios.verizon.net) (Quit: Leaving)
L1392[22:31:23] <williewillus> GeoDoX: CreativeTabs.displayReleventItems
L1393[22:31:25] <williewillus> or something like that
L1394[22:31:33] ⇨ Joins: fuj1n (~fuj1n@101.190.14.210)
L1395[22:31:37] <GeoDoX> ah :)
L1396[22:31:52] <williewillus> yeah displayAllReleventItems, just add everything to the list passed in
L1397[22:32:30] <GeoDoX> Add or set them?
L1398[22:32:38] <williewillus> just add it to the list
L1399[22:32:42] <GeoDoX> Alright
L1400[22:32:48] <williewillus> if you set it the item will disappear from its real creative tab
L1401[22:33:08] <williewillus> on a side note, did not know that individual creative tabs were allowed to have a searchbox
L1402[22:33:18] <williewillus> always thought the botania tabs search bar was hacked in :p
L1403[22:34:06] <GeoDoX> haha :) is it easy to do?
L1404[22:34:46] <williewillus> yeah you override one method
L1405[22:34:48] <williewillus> lol
L1406[22:35:15] ⇦ Quits: EyeOfKoishi (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Quit: I am the forgotten eye.)
L1407[22:35:43] <GeoDoX> best way of storing the favourites locally?
L1408[22:35:54] <GeoDoX> Just ids in a files?
L1409[22:35:57] <GeoDoX> file*
L1410[22:36:09] <williewillus> I'd store it in the player's NBT data
L1411[22:36:22] <williewillus> actually hm
L1412[22:36:27] <williewillus> do you want this to be clientside only?
L1413[22:36:30] <GeoDoX> Yes
L1414[22:37:00] <williewillus> not sure the best way then, probably just write to a .dat file somewhere in the minecraft directory, probably in your config folder
L1415[22:37:11] <williewillus> but whatever you do I'd say use NBT as its easy to write and read from files
L1416[22:37:42] <GeoDoX> So NBT -> DAT File to write?
L1417[22:38:06] <williewillus> yeah and reverse to read
L1418[22:38:24] <williewillus> just have a tag compound with a tag array containing a bunch itemstacks in compound form
L1419[22:38:34] <williewillus> idk how that handles items that aren't present though
L1420[22:39:48] <tterrag> hey diesieben07, how can I get a ListenableFuture from an Executor.submit call?
L1421[22:39:54] <tterrag> or, what should I use instead?
L1422[22:40:18] <GeoDoX> willie, what do you mean that aren't present?
L1423[22:40:40] ⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L1424[22:42:41] <tterrag> ah, ListeningExecutorService
L1425[22:42:41] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L1426[22:44:18] <GeoDoX> When would you suggest the reading and writing occur? I was thinking open/close inventory?
L1427[22:44:23] <williewillus> GeoDoX: i start a modpack, set a few favorites on the client, shut down the game, remove half the mods, then start again. do the old entries get deleted or remembered or?
L1428[22:44:38] <williewillus> probably something like that, yeah
L1429[22:45:00] <GeoDoX> that would solve the issue that you just mentioned?
L1430[22:45:08] <GeoDoX> ohh wait
L1431[22:45:10] <GeoDoX> nvm...
L1432[22:45:25] <GeoDoX> I'd say remembered but ignored?
L1433[22:45:43] <GeoDoX> Unless its actually unfavourited, it stays
L1434[22:48:18] <GeoDoX> Is there a convenience class for .DAT writing?
L1435[22:48:35] <williewillus> no, the file extension is arbitrary
L1436[22:48:43] <williewillus> it's just NBT, you can give it whatever extension you want
L1437[22:48:46] <GeoDoX> ahm alright
L1438[22:49:02] <williewillus> CompressedStreamTools give you NBT<->Input/OutputStream
L1439[22:49:07] ⇦ Parts: grondag (~grondag@99-100-53-175.lightspeed.clmboh.sbcglobal.net) ())
L1440[22:49:24] <GeoDoX> sweet, that's what I was looking for
L1441[22:49:29] ⇦ Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 189 seconds)
L1442[22:51:02] * Naiten wants to say "screw it" to he json system
L1443[22:51:37] <GeoDoX> willie, which set method in NBTTagCompound?
L1444[22:53:34] <GeoDoX> I know I could set Strings, but is there not a way to store an Array?
L1445[22:53:48] <GeoDoX> like, different strings with the same key?
L1446[22:54:22] <williewillus> Naiten: too early for that, stick with it a bit longer ;p
L1447[22:54:40] <williewillus> GeoDoX: I was thinking compound containing an array of compounds (stacks)
L1448[22:55:18] <GeoDoX> How would you do that
L1449[22:55:26] <Naiten> williewillus, omg, i read all that wall of text and still don't get what and how to implement D:
L1450[22:55:50] <williewillus> i think you just do toplevelcompound.setTag("stacks", <nbttaglist here>)
L1451[22:56:05] <williewillus> Naiten: but you get the concepts behind how the model system works, kinda, right?
L1452[22:57:01] <williewillus> now, you need a smartmodel. a smartmodel is something that is inserted at runtime to replace a specific modelresourcelocation variant. you want a smartmodel that applies an additional transform on the model before rendering it. How do you get the transform matrix, from a TE?
L1453[22:58:10] <Naiten> I calculate it from marking blocks positions. Just a bezier curve equations or something like that.
L1454[22:58:46] <GeoDoX> The Unlocalized name returns the modid:itemName?
L1455[22:59:08] <GeoDoX> In ItemStack?
L1456[22:59:15] <williewillus> GeoDoX: no, do item.getRegistryName
L1457[22:59:53] <GeoDoX> Item doesn't have a getRegistryName?
L1458[22:59:58] <williewillus> Naiten: so you would use unlisted properties/extended state to stuff the transformation matrix inside the IBLockState, which would then get handed to your smartmodel. your smartmodel then takes the original model, applies the matrix onto it using IPerspectiveAwareModel, then returns it
L1459[23:00:09] <williewillus> what forge build are you on?
L1460[23:00:21] <GeoDoX> 15.1655
L1461[23:00:24] <Naiten> 1722 i guess
L1462[23:00:27] <GeoDoX> Latest 1.8.8
L1463[23:00:34] <williewillus> i think that got added later
L1464[23:00:39] <williewillus> we're also on 1.8.9 btdubs :p
L1465[23:01:16] <GeoDoX> Yeah, I know but I didn't wanna update at the moment :P
L1466[23:01:29] <GeoDoX> Is there another way to do it?
L1467[23:01:41] <williewillus> but GameData.getItemRegistry.getNameForObejct(item) should do as well. You sholdn't need to do this manually by the way
L1468[23:01:45] <williewillus> there's methods to write stacks to nbt
L1469[23:02:08] ⇨ Joins: Mraoffle (~mraof@2601:642:4400:49a7::93ed)
L1470[23:02:28] <GeoDoX> There is?
L1471[23:02:36] <williewillus> itemstack.writeStackToNBT :P
L1472[23:03:23] ⇦ Quits: Mraof (~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Ping timeout: 198 seconds)
L1473[23:04:27] <GeoDoX> You need to pass in the nbt?
L1474[23:04:36] <GeoDoX> but it returns it?
L1475[23:04:42] <williewillus> it returns it back to you, just do stack.writeToNBT(new NBTTagCompound()) :p
L1476[23:04:45] <GeoDoX> Why doesn't it just make one?
L1477[23:04:55] <williewillus> idk
L1478[23:04:59] <williewillus> probably was a use case for it
L1479[23:05:58] <GeoDoX> So I have to do File IO myself using CompressedStreamTools?
L1480[23:06:08] <williewillus> yeah
L1481[23:06:15] ⇦ Quits: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net) (Ping timeout: 186 seconds)
L1482[23:06:41] <GeoDoX> Which way would you suggest?
L1483[23:08:11] ⇦ Quits: Brokkoli (~Brokkoli@f054020172.adsl.alicedsl.de) (Ping timeout: 189 seconds)
L1484[23:08:13] <GeoDoX> I was thinking DataOutput/InputStream
L1485[23:09:01] <GeoDoX> nvm, checked out the methods
L1486[23:09:20] <williewillus> FileINputSream/FileOutputStream
L1487[23:09:38] ⇦ Quits: PrinceCat (~PrinceCat@124-170-157-203.dyn.iinet.net.au) (Quit: My Mac has gone to sleep. ZZZzzz…)
L1488[23:09:41] <GeoDoX> Minecraft has a way to get a file from the modids resource location right?
L1489[23:10:01] <GeoDoX> Can't think of what it is
L1490[23:10:35] <GeoDoX> I don't think you wrap CompressedStreamTools in anything
L1491[23:10:52] <GeoDoX> It has methods to directly read and write NBT to a file
L1492[23:11:04] <williewillus> you can't write to a mod's reousrce path, that's inside the jar
L1493[23:11:16] <williewillus> you can get the config path though, I don't remember the exact call
L1494[23:12:25] *** glass is now known as glasspelican
L1495[23:13:12] ⇨ Joins: Brokkoli (~Brokkoli@f054096238.adsl.alicedsl.de)
L1496[23:13:26] <Naiten> williewillus, can you explain me this rendering stuff taking me as a very dumb person pls? The only yhing i got was 'Listen for ModelBakeEvent' ... What resourcelocation am i to put there? >_>
L1497[23:13:36] ⇨ Joins: poiuy_qwert (~poiuy_qwe@24-212-226-243.cable.teksavvy.com)
L1498[23:13:45] <williewillus> have you done 1.8 rendering with normal blocks before?
L1499[23:14:51] <Naiten> i made this via blockstates http://i.imgur.com/gLl71VW.png
L1500[23:15:38] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1501[23:16:06] <GeoDoX> FMLPreInit has a getModConfigurationDirectory?
L1502[23:16:24] <williewillus> okay, so you have some ideas of how it works. A MoedlResourceLocation refers to a variant in a blockstate json. when the game loads, it takes the blockstate json, loads all the models it specifies, then inserts them into a map from ModelResourceLocation-> Bakedmodel. During ModelBakeEvent, you're going to replace the value of the ModelResourceLocation for your rail block with your smartmodel object
L1503[23:17:17] *** Kolatra is now known as Kolatra[away]
L1504[23:17:19] <GeoDoX> I guess I have to capture that directory?
L1505[23:17:30] <williewillus> yeah
L1506[23:18:09] <Naiten> where's syntax for modelresourcelocation?
L1507[23:18:20] ⇨ Joins: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L1508[23:19:30] <Naiten> do i just write "row:blockTrack" meaning assets/row/blockstates/blockTrack.json ?
L1509[23:19:43] <williewillus> you need to specify the variant as well
L1510[23:19:49] <williewillus> does your track block have any blockstate properties?
L1511[23:19:53] <williewillus> I assume not
L1512[23:20:31] <Naiten> welp, i guess no http://pastebin.com/6gzrCqEb
L1513[23:20:55] <williewillus> if a block has no listed properties it uses the "normal" variant so you want to insert your smartmodel into "normal"
L1514[23:21:18] <williewillus> more precisely new MRL(<modid>:<registryname>, "normal")
L1515[23:21:47] <Naiten> should i put <modid>:<registryname> in quotes too maybe?
L1516[23:22:01] <Naiten> thanks
L1517[23:22:05] <GeoDoX> Uhh, so apparently I don't register my creative tab in my other mod?
L1518[23:22:08] <williewillus> of course
L1519[23:22:12] <williewillus> GeoDoX: ?
L1520[23:22:32] <GeoDoX> I was looking in my other mod to remember how to register a ctab
L1521[23:22:40] <GeoDoX> and I just don't in it
L1522[23:22:45] <williewillus> you don't, you just instantiate it and its registered
L1523[23:22:59] <GeoDoX> oh lol
L1524[23:23:59] ⇨ Joins: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de)
L1525[23:28:32] ⇦ Quits: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl) (Ping timeout: 189 seconds)
L1526[23:29:04] <Naiten> williewillus, so do i want a custom class implementing ISmartBlockModel now?
L1527[23:29:25] <williewillus> yes and IPerspectiveAwareModel
L1528[23:29:58] ⇨ Joins: Delaxarnyazer (~Delaxarny@ip56572345.direct-adsl.nl)
L1529[23:30:03] <Naiten> what's that >_>
L1530[23:31:22] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 186 seconds)
L1531[23:31:37] <williewillus> the part that makes your whole thing work, allows you to return a matrix to be applied to the model
L1532[23:31:46] <williewillus> before it renders
L1533[23:34:12] <Naiten> i don't get what i have to do now <_<
L1534[23:34:24] <Naiten> exampleless
L1535[23:34:48] <williewillus> did you read the section on unlisted properties in the gist?
L1536[23:35:06] <williewillus> you need to override getExtendedState in your block and stuff the matrix into an unlisted property
L1537[23:35:15] <GeoDoX> williewillus, you can't set a list of NBT in setTag, if I do it multiple times will it overwrite?
L1538[23:35:16] <williewillus> then you can get it back out in the smartmodel
L1539[23:35:27] <williewillus> GeoDoX: why can't you? 0.o
L1540[23:35:30] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L1541[23:35:32] <williewillus> it takes NBTBase
L1542[23:35:45] <GeoDoX> Doesn't accept a list...
L1543[23:35:59] <williewillus> and nbt list
L1544[23:36:01] <williewillus> not a list of nbt
L1545[23:36:05] <williewillus> the actual type called NBTList
L1546[23:36:07] <williewillus> :p
L1547[23:36:17] <GeoDoX> TagList?
L1548[23:36:19] <GeoDoX> :P
L1549[23:36:22] ⇦ Quits: Naiten (~Naiten@81.2.61.94) (Read error: Connection reset by peer)
L1550[23:36:31] <williewillus> sure, that
L1551[23:36:34] <williewillus> NBTTagList
L1552[23:37:00] <GeoDoX> ah
L1553[23:45:45] <GeoDoX> What are the values stored in NBTBase.NBT_TYPES?
L1554[23:45:58] <GeoDoX> I need it for getTagList
L1555[23:46:13] <williewillus> look in Constants.NBT
L1556[23:46:55] <GeoDoX> Ah, thank you
L1557[23:48:36] <GeoDoX> Will TAG_STRING work for a compound that was written with ItemStack.writeToNBT?
L1558[23:48:53] <GeoDoX> I looked at the code and noticed it's adding other data too
L1559[23:48:57] <williewillus> no, you want compound with a list of compounds
L1560[23:49:02] ⇨ Joins: Jezza (~Jezza@185.44.151.105)
L1561[23:49:33] <williewillus> compound { list[<each stack in its own compound here>] }
L1562[23:50:17] <GeoDoX> williewillus, this is what I have http://hastebin.com/uyokoyubic.java
L1563[23:50:25] ⇦ Quits: PieGuy128 (~PieGuy128@69.157.254.15) (Remote host closed the connection)
L1564[23:50:52] <williewillus> ah, no. that second arguments specifies the type of nbt that the list contains
L1565[23:50:56] <williewillus> you would put TAG_COMPOUND there
L1566[23:51:02] <williewillus> because the list has compounds in it
L1567[23:51:26] <GeoDoX> Ah, okay
L1568[23:53:00] <GeoDoX> How do you iterate over an NBTTagList?
L1569[23:53:24] <GeoDoX> Theres no size or length? and you can't directly access the contents using a foreach
L1570[23:54:05] <GeoDoX> wait, is it tagCount?
L1571[23:54:30] <GeoDoX> yup
L1572[23:56:22] <GeoDoX> favourites.add(new ItemStack(Item.getByNameOrId(itemStacks.getStringTagAt(i)))); should work, correct?
L1573[23:56:50] <williewillus> wat
L1574[23:56:59] <williewillus> you stored the stack as a compound, why are you trying to get strings back out?
L1575[23:57:07] <williewillus> get a compound out of the list then use ItemStack.readStackFromNBT
L1576[23:57:15] <GeoDoX> to put them back in the favourites list
L1577[23:57:17] *** AbrarSyed is now known as Abrar|gone
L1578[23:57:22] <GeoDoX> oh
L1579[23:59:01] <MattDahEpic> god i hate when Failed to login: The server encountered an unexpected condition which prevented it from fulfilling the request. and the logs give no errors to go on whatsoever
L1580[23:59:34] <MattDahEpic> and its the most undescriptive error message on the client, HEH IT DIDNT WORK, NO REASON WHY DOE
L1581[23:59:59] <williewillus> eh users generally don't ened to see that
<<Prev Next>> Scroll to Top