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L1[00:00:40] <Ri5ux> What time does MCPBot
do his shit?
L2[00:00:54] <xaero> 3 EDT
L3[00:01:06] <TehNut> 12 PST
L4[00:01:12] <xaero> two more hours
L5[00:01:19] <bspkrs> 8GMT
L6[00:01:34] <Ri5ux> Alright, thanks
L7[00:02:11] <sham1> you should use
UCT
L8[00:02:27] <Ri5ux> UCT?
L9[00:02:27] <bspkrs> you mean UTC?
L10[00:02:49] <bspkrs> and no
L11[00:02:50] <sham1> yes
L12[00:02:58] <sham1> Why not
L13[00:03:04] <bspkrs> because
L14[00:03:10] <bspkrs> :p
L15[00:03:14] *
Ri5ux submitted his first set of mappings
L16[00:03:38] <VikeStep> You should all use
Australian time. It's hard living in the future -.-
L17[00:03:49] <Ri5ux> Lets user Lunar
time.
L18[00:03:54] <Ri5ux> use*
L19[00:04:29] ⇨
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L24[00:07:54] <Naiten> yay, set my
wordpress site up
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L26[00:12:46] <unascribed> UCT is correct
in that UTC is Universal Coordinated Time
L27[00:12:51] <unascribed> but for some
reason UTC is the official acronym
L28[00:13:14] <unascribed> ...or it's
Coordinated Universal Time?
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L33[00:15:12] <unascribed> yes, I'm already
reading it
L34[00:15:19] <unascribed> that timezone
map is horrifying
L35[00:15:39] <EmptyM> hmm, there's a Mars
Time Coordinated, MTC....
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L37[00:16:35] <EmptyM> it's a bit annoying
here in Aus, three timezones in winter, 5 in summer...
L38[00:17:10] <Cazzar> Fuck DST
though
L39[00:17:57] <VikeStep> EmptyM, did you
know there is a town in Western Australia which has a constant 45
minute timezone offset?
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L41[00:18:29] <EmptyM> really?
L42[00:18:35] <VikeStep> yep, the town is
Eucla
L43[00:18:48] <VikeStep> UTC+8:45
L44[00:19:02] <Ri5ux> That's weird.
L45[00:19:20] <unascribed> +X:30 was weird
enough >.>
L46[00:20:04] <EmptyM> hmmm
L48[00:20:42] <EmptyM> just had a look on
wikipedia, it's observed as utc+8:45 but it's not officially
sanctioned
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L52[00:23:04] <Ri5ux> I've got particles
that wont render inside of a model I'm rendering unless
GL_DEPTH_TEST is disabled.... and of course that messes with
everything else in terms of what I'm rendering renders on top of
absolutely everything else
L53[00:23:14] <Ri5ux> Im basically trying
to render bubbles inside of a tube
L54[00:23:32] <Ri5ux> The tube being
partially transparent... but the particles wont render at all
behind it
L55[00:23:39] <Ri5ux> Ideas?
L56[00:24:16] <Ri5ux> behind meaning
inside.
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L61[00:28:20] <tterrag|ZZZzzz> particles
are always behind the translucent layer
L62[00:28:22] <tterrag|ZZZzzz> it's a
bug
L63[00:28:27] <tterrag|ZZZzzz> anyways...I
should be sleeping
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L65[00:29:23] <sham1> nah
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L68[00:31:20] <Ri5ux> Any way i can work
around the bug?
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L71[00:32:55] <sham1> sort the rendering
order
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L78[00:36:43] <Ri5ux> How am I supposed to
sort the rendering order of the particles? Minecraft handles all
that itself.
L79[00:37:10] <elucent> ri5 i saw your
question earlier, but this is my first time on irc so i couldn't
send messages
L80[00:37:10] <sham1> you'll find a
way
L81[00:37:20] <elucent> you should try a
custom TileEntityCustomRenderer
L82[00:37:38] <sham1> He should not be
using TileEntitySpecialRenderer
L83[00:37:44] <elucent> make some EntityFX
in the custom renderer for your particles
L84[00:37:56] <elucent> i mean, there might
be other ways
L85[00:38:08] <elucent> but you could just
specially render bubble particles in a custom renderer
L86[00:38:20] <elucent> and disable
gl_depth_test specifically for the particles
L87[00:38:48] <Ri5ux> elucent, The bubbles
would just render on top of the surroundings
L88[00:39:02] <Ri5ux> And sham, I shouldnt
be using a TESR for this?
L89[00:39:19] <sham1> I wouldn't if I were
you
L90[00:39:25] <sham1> But then again, I am
not a rendering expert
L91[00:39:29] <elucent> oh, i wasnt aware
that you wanted the bubbles totally inside the thing
L92[00:39:30] <Ri5ux> Well, what *should* I
use then?
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L94[00:40:02] <Ri5ux> Yes elucent, Bubbles
inside of the tube, but able to see them through the texture.
L95[00:40:12] <Drullkus> I'm just sitting
here, completely oblivious to how the fuck GLSL even works
L96[00:40:14] <elucent> im pretty sure that
if you disable gl_depth_test, but render the tube after them
L97[00:40:24] <elucent> the tube will
render over the bubbles
L98[00:40:45] <elucent> because when
gl_depth_test is off, more recent renders paint over previous
ones
L99[00:40:49] <elucent> i might be wrong
though
L100[00:40:50] <Ri5ux> But then the
bubbles render over all of the surroundings... so you could see
them through the walls
L101[00:41:05] <Ri5ux> I tried that with
the tube itself, but you can see the tube through the walls
L102[00:41:44] <elucent> yeah that would
be a problem
L103[00:42:20] <elucent> what if you
rendered the whole thing in a different rendering step
L104[00:42:37] <Ri5ux> What do you
mean?
L105[00:42:39] <elucent> like define
canrenderinlayer in the block so it can only render in the
translucent layer or something
L106[00:42:53] <elucent> that way, you
might overlap some transparent stuff, but not the world
L107[00:43:04] <elucent> similar to how
vanilla minecraft has graphical glitches with particles
L108[00:43:35] <xaero> Drullkus: if fry
were around, he'd link you to hundred pages+ PDF and tell you to
read up :P
L109[00:43:53] <Ri5ux> elucent, You mean
canRenderInPass?
L110[00:44:03] <elucent> yeah i think
so
L111[00:44:08] <Ri5ux> If so, then I've
gotta figure out which pass transparency is handled in
L112[00:44:29] <elucent> i'm using 1.8, so
it's canrenderinlayer, and there's a nice layer enum
L113[00:44:45] <Drullkus> xaero: I....
Actually would maybe take up on that
L114[00:44:50] <Ri5ux> Appears there's
also getRenderBlockPass
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L116[00:45:11] <Ri5ux> All based on ints.
Not seeing an enum, but will look for one
L117[00:45:32] <elucent> yeah i dont think
there's an enum in 1.7.10
L118[00:45:41] <elucent> but i'm pretty
sure that the translucent layer is 3
L119[00:45:53] <Ri5ux> Will try
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L121[00:47:15] <elucent> you probably want
to only render part of your model in that layer though
L122[00:47:40] <elucent> i'll check if
there's a way to render a tileentityspecialrenderer in a certain
pass
L123[00:48:04] <Ri5ux> Alright, and thanks
for the help. More than I was expecting
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L125[00:49:13] <elucent> opengl is a pain
when it comes to transparency
L126[00:49:26] <Ri5ux> I've noticed.
L127[00:50:18] <Darkevilmac> Quick
question, are server starting loading etc events called on the
client as well?
L128[00:50:25] <Darkevilmac> As in for
Integrated servers.
L129[00:52:33] <killjoy> yes.
L130[00:52:41] <Darkevilmac> killjoy,
thanks!
L131[00:52:50] <killjoy> no dedicated
server events, no integrated events either.
L132[00:52:52] <killjoy> only server
events
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L134[00:53:00] <killjoy> like when the
world loads
L135[00:53:00] <Darkevilmac> Ah, makes
sense.
L136[00:53:15] <Darkevilmac> Just wanted
to be sure before I rely on it with incorrect expectations.
L137[00:54:05] <killjoy> the server events
are not called on the client when you join a world
L138[00:54:12] <killjoy> ie
multiplayer
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L140[00:54:35] <Darkevilmac> Ya, figured
that one.
L141[00:54:55] <killjoy> but the network
events are called in singleplayer
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L151[01:15:37] <elucent> do i have to do
anything to save nbt for an itemstack, or does it automatically
save any tags i give it
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L153[01:19:49] <TehNut> Automatic
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L156[01:24:48] <elucent> thanks
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L164[01:45:49] <Curle> ...
L165[01:46:02] <Curle> How do you set the
unlocalized name of things?
L166[01:46:29] <McJty>
getUnlocalizedName()?
L167[01:46:32] <Curle> set
L168[01:46:55] <McJty> Well use set
then
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L170[01:47:01] <McJty> Curle, for 1.7 or
1.8?
L171[01:47:11] <Curle> 1.8.9
L172[01:47:16] <Curle> setBlockName is not
there
L173[01:47:41] <Curle> nor
setUnlocalizedName (can't be found, extending Item)
L174[01:47:42] <McJty> Curle,
setUnlocalizedName(name);
L175[01:47:47] <McJty> Ah for item
L176[01:47:56] <McJty> Still the
same
L177[01:48:00] <McJty>
setUnlocalizedName() is there
L178[01:48:01] <McJty> I'm using it
L179[01:48:04] <PaleoCrafter> setBlockName
shouldn't even be there in 1.7 with the most recent mappings
:P
L180[01:48:32] <Curle> it errors,
"The method setBlockName(String) is undefined for the
type"
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L182[01:48:39] <Curle> + name of
item
L183[01:48:41] <McJty> Curle, look at what
we say
L184[01:48:46] <PaleoCrafter> I changed
that stupid thing myself back in the day
L185[01:48:47] <McJty> Curle,
setUnlocalizedName
L186[01:48:48] <Curle> yea, just saw
L187[01:48:49] ***
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L188[01:48:56] <Curle> Went too fast for
me to spot it at first
L189[01:50:00] <Curle> So it's the same
for blocks and items? That's handy
L190[01:50:11] <Curle> Textures.... I
assume jsons?
L191[01:50:17] <McJty> yep
L192[01:50:19] <Curle> time to get the
generator
L193[01:50:19] <Curle> :P
L194[01:50:38] <McJty> Curle, my tutorial
which I linked you yesterday covers textures for blocks and
items
L195[01:52:22] <Curle> The wiki
L196[01:52:31] <Curle> yea
L197[01:54:40] <Curle> Ah, I see.
L198[01:55:10] <Curle> You no longer do
setTextureName, you make a file that says blockstate 1 (or 0) has
this texture
L199[01:55:24] <Curle> BlockStates are
gonna be confusing, I take it
L200[01:55:30] <McJty> But very
powerful
L202[01:57:04] <Lordmau5> >
rftools:modular_storage#overlay_g5
L204[01:57:13] <Lordmau5> that kinda
stuff, is there no way to shrink that down code-wise?
L205[01:57:29] <McJty> Lordmau5, this is
the most optimal that I could get. Maybe it can be done better but
no idea
L206[01:57:56] <Curle> So all that is for
the multiple-texture front?
L207[01:58:03] <Lordmau5> no idea either,
but I could *imagine* there would be an easier way
L208[01:58:05] <Curle> And the indicator
bar?
L209[01:58:09] <McJty> yes, there are two
overlays which is what is making this complicated
L210[01:58:19] <McJty> One for the
indicator on the left and one for the horizontal indicator
L211[01:58:26] <Curle> Yea, thought
so
L212[01:58:59] <McJty> Besides its
complication it does end up in a fully static model so it is more
efficient then using a TESR for this (which is what I was doing in
1.7.10)
L213[01:59:29] <Curle> What even is a
static model?
L214[01:59:59] <McJty> A static model is
rendered together with the rest of the chunk
L215[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160205 mappings to Forge Maven.
L216[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160205-1.8.9.zip
(mappings = "snapshot_20160205" in build.gradle).
L217[02:00:08] <McJty> So after the chunk
is generated it doesn't add any rendering overhead.
L218[02:00:15] <McJty> A TESR is rendered
again every frame
L219[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/
L220[02:00:21] <McJty> You typically try
to avoid TESR's
L221[02:00:28] <Curle> That was a main
point on TESR
L222[02:00:36] <Curle> Very laggy if made
in bulk
L223[02:00:46] <Curle> Tell that to
Reika
L224[02:00:57] <McJty> For some things you
cannot avoid TESR
L225[02:01:11] <McJty> Especially if there
is animation and such
L226[02:01:16] <Curle> I have a base made
entirely of Rotary/Electri/ReactorCraft blocks
L227[02:01:16] <McJty> And most of Reika's
models animate in some way
L228[02:01:20] <unascribed> but if there's
animation
L229[02:01:36] <unascribed> then you can
use a static model for the, well, static part
L230[02:01:41] <unascribed> and a TESR for
the animated part
L231[02:01:49] <McJty> unascribed, yes
that's how you should do it
L232[02:01:50] <Curle> You can combine
them?
L233[02:01:54] <McJty> Curle, sure
L234[02:01:55] <Curle> :O
L235[02:01:59] <unascribed> and even then
you can use a display list in the TESR for even less rendering
overhead
L236[02:02:08] <unascribed> using
Tessellator directly will cause ridiculous lag
L237[02:02:09] <McJty> That's the best
way. Static for the static part and the rest TESR
L238[02:02:23] <McJty> unascribed, it is
not *that* bad really.
L239[02:02:31] <Curle> Okay, that's good
to know
L240[02:02:32] <McJty> unascribed, TESR's
are used a lot even in Vanilla
L241[02:02:43] <McJty> And they cause
overhead but not that extremely
L242[02:02:56] <unascribed> depends on the
driver.
L243[02:03:08] <Curle> Only 30+ is enough
to cause a FPS drop, on a 2005 primary school pc
L244[02:03:10] <unascribed> for example,
I'm on Linux on the open-source Mesa driver
L245[02:03:15] <unascribed> VBOs are
ridiculously fast
L246[02:03:18] <Curle> So I don't think
many people are concerned
L247[02:03:20] <unascribed> immediate mode
TESRs are slow
L248[02:03:25] <unascribed> display list
TESRs are fast
L249[02:03:42] <unascribed> I had 5 TESRs
rendering a single cuboid in immediate mode
L250[02:03:54] <unascribed> had a
noticable framerate drop
L251[02:04:01] <unascribed> using models
(i.e. display lists) is so little effort
L252[02:04:07] <unascribed> so do your
users a favor and use them :P
L253[02:04:44] <Curle> So "immediate
mode" is hardcoding the model into the renderer?
L254[02:04:54] <unascribed> in essence,
yes
L255[02:05:08] <unascribed> it actually
refers to a specific kind of GL rendering where you stream every
vertex every frame
L256[02:05:08] <Curle> "display
list" is a class stating what needs to be rendered?
L257[02:05:19] <Curle> Yea, I was using
that for one block
L258[02:05:31] <Curle> model for the
others
L259[02:05:34]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L260[02:05:38] <Curle> Unless it was a
full block
L261[02:05:40] <unascribed> display lists
are a compiled list of vertexes, so instead of sending 70 floats
per frame for your cuboid
L262[02:05:43] <unascribed> you send 1
int
L263[02:05:50] <Curle> gotcha
L264[02:05:51] <unascribed> well, it's a
compiled list of instructions
L265[02:05:53] <unascribed> but usually
vertexes.
L266[02:06:16] <Curle> I will use this
information to save the world
L267[02:06:21] <Curle> Or a few graphics
card
L269[02:07:46] <Ri5ux> Still having
difficulties trying to get a custom particle to render through a
transparent face. Can anyone help with that?
L270[02:07:55] <Ri5ux> The transparent
face is being rendered in a TESR.
L271[02:08:14] <Curle> I'd have though
TESRs render after particles
L272[02:08:23] <Curle> You can see water
through fire
L273[02:08:33] <Curle> fire
particles
L274[02:08:43] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 189
seconds)
L275[02:09:03] <Ri5ux> Yeah, but I cant
figure out how I'd go about making the TESR render after the
particles.
L276[02:09:09] <Ri5ux> Been trying to do
that
L277[02:09:21] <Curle> TESRs render after
particles
L278[02:09:29] ***
kroeser|away is now known as kroeser
L279[02:09:29] <Curle> Does it have
animation?
L280[02:09:40] <Ri5ux> The TESR?
L281[02:09:45] <Curle> The block
L282[02:09:51] <Ri5ux> No, no
animations
L283[02:09:54] <Curle> Does it need to be
a TESR?
L284[02:10:03] <Curle> Use a
"static" model
L285[02:10:12] <Ri5ux> Kinda needs to be a
TESR.
L286[02:10:20] <Ri5ux> The TESR calls upon
a model dynamically
L287[02:10:26] <Curle> Ah
L288[02:10:44] <Curle> By the very
function of TESRs, they render after particles
L289[02:10:57] <Curle> Unless you reflect
it after
L290[02:11:00] <Curle> (don't)
L291[02:11:07] <Ri5ux> Lol, I wouldnt do
that
L292[02:11:42] <Ri5ux> So in terms of
getting particles to render inside a tube that is drawn using a
TESR, I'm kinda screwed?
L293[02:11:59] <Curle> inside a
tube...
L294[02:12:24] <Curle> Can you make it
hybrid
L295[02:12:29] <Curle> and have a static
viewing window
L297[02:12:34] ⇦
Quits: H1N1theI (~h1n1thei@2601:5c2:8100:5898::4d96) (Ping timeout:
186 seconds)
L298[02:12:36]
⇨ Joins: Elec332
(~Elec332@ip5456d4a5.speed.planet.nl)
L299[02:12:53] <Ri5ux> You've confused
me.
L300[02:13:17] <Curle> TESR what you need
to, and make a static transparent plate
L301[02:13:18] ***
PaleoCrafter is now known as PaleOff
L302[02:13:26] <Curle> the particles will
go through the static part
L303[02:13:34] <Ri5ux> Eh, not quite. Let
me show you a screenshot.
L304[02:13:44] <Curle> :/
L305[02:13:50] <Curle> Let's see
L306[02:14:07] <unascribed> huh?
L307[02:14:14] <unascribed> don't TESRs
draw after particles?
L308[02:14:19] <Curle> Yea
L309[02:14:21] <unascribed> oh
L310[02:14:21] <unascribed> wait
L311[02:14:23] <Curle> On to of
L312[02:14:25] <unascribed> I
misinterpreted what you said
L313[02:14:27] <Curle> top*
L314[02:14:39] <Ri5ux> I think imgur is
broken
L315[02:14:41] <Ri5ux> ...
L316[02:14:43] <unascribed> wait
L317[02:14:54] <McJty> Curle, are you sure
of that because that seems weird
L318[02:14:57] <unascribed> it doesn't
matter due to depth test
L319[02:15:12] <unascribed> particles that
are logically in front of tesrs will render in front of them
L320[02:15:13] <Curle> It's always been
what I see
L321[02:15:16] <McJty> Well particles can
use transparency in which case it does matter.
L322[02:15:16] <unascribed> because that's
how depth test works
L323[02:15:20] <unascribed> well yes
L324[02:15:28] <unascribed> but
transparency has never been Minecraft's strong suit
L326[02:15:57] <Curle> Particles!
L327[02:15:57] <Ri5ux> In that image, you
can see it works, but thats because the tube is rendered without
depth testing...
L328[02:16:02] <Curle> Oh
L329[02:16:05] <Curle> Right
L330[02:16:21] ⇦
Quits: Turkey (~Turkey@cpe-24-95-73-99.columbus.res.rr.com) (Read
error: Connection reset by peer)
L331[02:16:22] <unascribed> isn't there a
getRenderPass method on TE to fix this?
L332[02:16:36] <Ri5ux> I haven't found it,
will check again
L333[02:16:38]
⇨ Joins: Turkey
(~Turkey@cpe-24-95-73-99.columbus.res.rr.com)
L334[02:16:56] <Curle> IIcon is my next
problem
L335[02:17:18] <Curle> I had an icon
register
L336[02:17:24] <Curle> -zip-
L337[02:17:27] *
Ri5ux isn't seeing getRenderPass or anything similar.
L338[02:17:28] <McJty> Curle, json
L339[02:17:54] <Curle> Applying an item
texture to an entity
L340[02:18:00] ⇦
Quits: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:3df5:891a:44af:a42a) (Ping timeout:
198 seconds)
L341[02:18:07] <Curle> Say json, I'll
murder you. :P
L342[02:18:16] <Kolatra> json
L343[02:18:26] <Curle>
AWGRAWRASRGAWERAWRG
L344[02:18:28] <unascribed> IIcon
represents a region on the texture atlas
L345[02:18:36] <Ri5ux> jason likes
jsons.
L346[02:18:47] <Curle> He would
L347[02:18:49] <unascribed> if you bind
TextureMap.locationBlockTexture, you can use minU, minV, maxU, maxV
to render the icon wherever you want
L348[02:18:57]
⇨ Joins: RedBullWasTaken
(~red@2-107-192-82-static.dk.customer.tdc.net)
L349[02:19:00] <unascribed> fun fact: some
people insist on pronouncing "JSON" as
"Jason"
L350[02:19:01] ⇦
Quits: PrinceCat (~PrinceCat@106-69-108-76.dyn.iinet.net.au) (Quit:
My Mac has gone to sleep. ZZZzzz…)
L351[02:19:08] <McJty> In 1.8.9 it is
actually called 'sprite' now
L352[02:19:17] <McJty>
TextureAtlastSprite
L353[02:19:17] <unascribed> even though
it's obviously "Jay-sawhn"
L354[02:19:19] <Curle> Fun fact: I haven't
heard anything different
L355[02:19:23] <McJty> But you rarely need
to use it directly
L356[02:19:31] <Curle> J-Sun
L357[02:19:33] <unascribed>
TextureAtlasSprite is an implementer of IIcon
L358[02:19:43] <McJty> unascribed, except
that IIcon is gone
L359[02:19:46] <unascribed> ah
L360[02:19:47] <unascribed> okay
L361[02:19:53] <Curle> That's my
point
L362[02:20:02] <Curle> I had an icon
register relying on IIcon
L363[02:20:11]
⇨ Joins: Delaxarnyazer
(~Delaxarny@2a02:a44e:91ce:0:3df5:891a:44af:a42a)
L364[02:20:17] <Curle> Now I'll need to
make about 300+ jsons
L365[02:20:23] <unascribed> uh, why
L366[02:20:32] <unascribed> if you just
want to render a block texture on an entity
L367[02:20:37] <Curle> item
L368[02:20:40] <unascribed> ah
L369[02:20:40] ***
PaleOff is now known as PaleoCrafter
L370[02:20:41] <unascribed> then yes
L371[02:20:41] <Curle> Same thing, really,
but eh
L372[02:20:43] <unascribed> make 3000
jsons
L373[02:21:06] ***
Vigaro is now known as V
L374[02:21:36] <unascribed> for i in `cat
my-items.txt`; do echo
'{"parent":"builtin/generated"}' >>
src/main/resources/assets/curlesmod/models/items/$i.json;
done
L375[02:21:38] <unascribed> or something
like that
L376[02:21:52] <Curle> cat?
L377[02:21:56] <unascribed> bash.
L378[02:21:57] <TehNut> meow
L379[02:22:05] <Curle> Bourne?
L380[02:22:08] <unascribed> cat =
concatinate
L381[02:22:14] <unascribed> yes, Bourne
Again SHell
L382[02:22:15] <unascribed> the only
shell
L383[02:22:16] <Curle> God, haven't heard
that in ages
L384[02:22:22] *
McJty uses that every day
L385[02:22:25] <unascribed> as someone who
runs Linux I am offended
L386[02:22:31] <McJty> I use it on windows
too
L387[02:22:34] *
Curle doesn't have linux
L388[02:22:35] <unascribed> bash is
3895t6756756t576t58654786576576576576576576576576576% more useful
than command.com
L389[02:22:49] <unascribed> the ts are
because it doesn't have proper integer processing
L390[02:22:54] <unascribed> but it's still
better than command.com
L391[02:22:57] <Curle> but
3895t6756756t576t58654786576576576576576576576576576% more
confusing
L392[02:23:01] <unascribed> uh
L393[02:23:01] <unascribed> no
L394[02:23:07] <unascribed> bash is
extremely straightforward
L395[02:23:18] <unascribed> all the
confusing advanced functionality is only needed if you need to do
advanced confusing things
L396[02:23:32] <unascribed> everyone I've
ever talked to dreads Linux due to the command line
L397[02:23:36] <unascribed> but then they
actually try using bash
L398[02:23:41] <unascribed> and realize
it's so simple compared to Windows
L399[02:24:00] <Curle> command.com: tree
C:\ , bash: for i in the doodah, write to this temporary file until
you hit a null, then read the file and write it in a confusing
way
L400[02:24:02] <Cazzar> cat isn't bash
specific
L402[02:24:04] <unascribed> um
L403[02:24:04] <unascribed> no
L404[02:24:08] <unascribed> ls -lR
/cygdrive/c/
L405[02:24:09] <unascribed> done
L406[02:24:11] <Curle> Overly
emphasising
L407[02:24:13] <EmptyM> well, as a systems
admin, i'd prefer linux over windows administration any day
L408[02:24:13] <unascribed> or if you
fancy long options
L409[02:24:18] <unascribed> ls --long
--recursive /cygdrive/c/
L410[02:24:33] <unascribed> (note the long
options are a GNU extension and as such probably don't work on OS
X)
L411[02:24:39] <McJty> I use msys myself
for basn on windows. Prefer it over cygwin
L412[02:24:45] <unascribed> MSYS is
fine
L413[02:24:55] <unascribed> I usually go
with Cygwin when I'm forced to use Windows since it's more
complete
L414[02:25:03] <Ri5ux> bin cat got fat
because he sat on a rat.
L415[02:25:10] <Curle> I'm used to
command, I'm sticking with it
L416[02:25:25] <Cazzar> Curle: but
powershell!
L417[02:25:35] <Curle> Cazzar: But windows
7!
L418[02:25:39] <Ri5ux> powerbash.com
L419[02:25:45] <Cazzar> windows 7 HAS
powershell
L420[02:25:48] <Curle> Does it?
L421[02:25:52] <Ri5ux> Yes^
L422[02:25:53] <McJty> Curle, of
course
L423[02:25:54] <EmptyM> particularly liked
suggesting to the dev at my old job to rm -rf / on their systems
when they "annoyed" me
L424[02:25:57] <Curle> o-o
L426[02:26:11] <Cazzar> First appeared
November 14, 2006; 9 years ago
L427[02:26:16] <Curle> I'll be
damned
L428[02:26:30] <Curle> powershell into
command gives me powershell :O
L429[02:26:38] <Cazzar> noshit
L430[02:26:42] <Curle> Anyway, item on
entity
L431[02:26:46] <Cazzar> Since it uses the
same conemu
L432[02:28:16] <Curle> Okay
L433[02:28:39] <Curle> I'm gonna assume
Powershell is similar to bash?
L434[02:29:00] <unascribed> no
L435[02:29:01] <unascribed> not at
all
L436[02:29:07] <unascribed> it has
POSIX-like aliases
L437[02:29:11] <unascribed> but that's
where the similarities end
L438[02:29:23] <Curle> Great!
L439[02:29:32] <Cazzar> Also
L441[02:29:36] <Cazzar> <3
L442[02:29:48]
⇨ Joins: Noppes
(~Noppes@82-168-99-26.ip.telfort.nl)
L443[02:29:55] <unascribed> oh god you're
using the full syntax
L444[02:30:00] <unascribed> I didn't know
anyone could stand actually typing that
L445[02:30:07] <unascribed> if you're
writing an actual program, sure
L446[02:30:13] <unascribed> but ephemeral
shell commands... why all the extra characters
L447[02:30:28] <Cazzar> unascribed: with
some aliases, it's abusing tab complete
L448[02:30:37] ***
kroeser is now known as kroeser|away
L449[02:30:42] <Cazzar>
ConvertF<tab>
L450[02:30:55] <unascribed> cat bu[tab] |
jq
L451[02:31:01] <Ri5ux> Windows Vista 2016
Home Premium Edition 6.0 SP4
L452[02:31:10] <unascribed> granted jq
with no arguments doesn't do anything except pretty-print the
input
L453[02:31:15] <unascribed> but
still
L454[02:31:16] <Cazzar> unascribed:
Yes.
L455[02:31:32] <Cazzar> ConvertFrom-Json
returns a PSObject
L456[02:31:53] <Ri5ux> Vote now to bring
back Windows Vista.
L457[02:32:14] *
Cazzar votes to kick Ri5ux
L458[02:32:14] <Curle> OH HELL NO
L459[02:32:25] <Ri5ux> lmao
L460[02:32:50] *
Curle votes to rip Ri5ux's throat out and force-feed it to
him
L461[02:32:55] <unascribed> ._.
L462[02:33:03] <Ri5ux> How would I eat my
own throat if you rippd it out
L463[02:33:12] <Curle> We'll shove it down
what's left of it
L464[02:33:34] <Ri5ux> You'd have better
luck feeding me my own anus
L465[02:33:50] <PaleoCrafter> Don't give
him ideas
L466[02:33:52] <RANKSHANK> That can be
arranged ;)
L467[02:33:53] <Curle> I'd have to change
my name to Ben
L468[02:34:11] <RANKSHANK> Pink sock, it's
what's for dinner
L469[02:34:13] <Curle> :)
L470[02:34:26]
⇨ Joins: PrinceCat
(~PrinceCat@106-69-108-76.dyn.iinet.net.au)
L471[02:34:58] <Ri5ux> All this, just
becaues I want Windows Vista 2016 Home Premium Edition 6.0
SP4
L472[02:35:29] <PaleoCrafter>
"just"
L473[02:35:54] ⇦
Quits: blood_ (unknown@ool-182e0a55.dyn.optonline.net)
()
L475[02:38:38] <RANKSHANK> Loic that
link
L476[02:38:42] <Ri5ux> I don't see a 43Bit
version!
L477[02:39:01] <RANKSHANK> Lol
L478[02:39:03] <Cazzar> And I don't see
sanity coming from Ri5ux, so we are all fine
L479[02:39:15] <unascribed> why would you
loic Let Me DuckDuckGo That For You
L480[02:39:19] <unascribed> it's the best
thing ever
L481[02:39:44] <Cazzar>
lmfypobgtfy.com?
L482[02:40:01] <Cazzar> Let Me Fuck Your
Privacy Over By Googling That For You.com
L483[02:40:23] <Cazzar> unascribed: new
alias for lmgtfy.com?
L484[02:40:36] <unascribed> if you buy
it
L485[02:40:38] <unascribed> sure
L487[02:41:07] <Cazzar> let's see the
cost.
L488[02:41:10] <Cazzar> $13
L489[02:41:17] <Lordmau5> that's Stan
Lee's role in the Deadpool movie, lmao
L491[02:42:29] <unascribed> I still see
those errors on 10 :L
L492[02:42:39] <Ri5ux> ?!?
L493[02:42:45] <unascribed> and don't
forget the "Something happened" error in the
installer
L494[02:42:53] <unascribed> I was
installing 10 for someone
L495[02:42:53] <Cazzar> Or, an error on
the login shell
L496[02:42:55] <Cazzar> (I have
that)
L497[02:42:56] <unascribed> and I got a
dialog
L498[02:42:58] <unascribed> it literally
said
L499[02:43:00] <unascribed>
"Something happened"
L500[02:43:02] <unascribed>
"Something happened"
L501[02:43:03]
⇨ Joins: JC52
(~JC52@host81-154-121-145.range81-154.btcentralplus.com)
L502[02:43:09] <unascribed> most useful
error ever.
L503[02:43:13] <Ri5ux> lol
L504[02:43:43] <Cazzar> Error: an error
occurred in the exception handler while trying to handle the
error.
L505[02:43:50] <unascribed> I think it was
caused by some update service being stopped
L506[02:43:53] <unascribed> idr
L507[02:44:17] <Ri5ux> I admit, I believe
I've seen that in the past year
L508[02:44:21] <unascribed> Cazzar, that
is a perfectly valid error message and you know it
L509[02:44:47] ⇦
Quits: Naiten (~Naiten@5.143.49.190) (Read error: Connection reset
by peer)
L510[02:44:51] <Cazzar> Who runs an
apache2 daemon?
L511[02:45:12] <unascribed> I used
to
L512[02:45:57] <Cazzar> IIRC the default
500 error is actually an error, about a 404 error while trying to
find the 500 error page.
L513[02:46:07] <unascribed> oh, yeah, I've
seen that
L514[02:46:21] <unascribed>
"Additionally, a 404 Not Found error occurred while attempting
to use an ErrorDocument to handle this request."
L515[02:46:47] <unascribed> probably not
exactly that
L516[02:46:55] <Cazzar> It is
L517[02:46:55] <unascribed> because that's
from memory, and again, haven't run apache recently
L519[02:47:02] <Curle> get on my
level
L521[02:47:19] <unascribed> it is not
exactly what I said
L522[02:47:25] <Ri5ux> Something that's
true, and that is really, really sad, is that people still have
Vista, and actually like it...
L523[02:47:26] <unascribed> this page
shows the real error message
L524[02:47:32] <unascribed>
"Additionally, a 404 Not Found error was encountered while
trying to use an ErrorDocument to handle the request."
L525[02:48:04] <unascribed> and yeah, that
page is useful
L526[02:48:09] <unascribed> I think I used
it to install Windows 98 in a VM once
L527[02:48:58] <Ri5ux> A few months ago, I
was bored and installed Windows 3.1 from DOS on a really old Dell
dimension desktop.
L528[02:49:14] <unascribed> how fast was
it
L529[02:49:31] <Ri5ux> Yeah.........
L530[02:49:55] <Ri5ux> If that word could
even describe it, it couldn't.
L531[02:50:25] <Ri5ux> Felt like I was
installing vista on any computer ever.
L532[02:52:12] <unascribed> I can't find a
release year on the Dimension 900
L533[02:52:15] <unascribed> but they
aren't that old
L534[02:53:05] <Curle> Christ on a
bike
L535[02:53:20] <Ri5ux> Actually, it felt
more like an upgrade from vista to 7.
L536[02:53:21] ⇦
Quits: jakimfett (~overnet@c-73-180-36-141.hsd1.or.comcast.net)
(Remote host closed the connection)
L537[02:53:28] <Ri5ux> On a computer with
500MB of ram.
L538[02:53:30] <Curle> Somehow my name on
all of Curse is "SuccessKidVsBadLuckBrian"
L539[02:53:32] <Curle> wtf
L540[02:54:42] <Curle> I sent a support
ticket to change my name but it did nothing
L541[02:54:44] <unascribed> member for
only 8 days 10 hours?
L542[02:54:55] <Curle> I registered 6
years ago...
L544[02:55:56] <Curle> ...
L545[02:56:17] <Curle> curse is officially
broken
L546[02:56:45]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L547[02:56:53] <Curle> Okay, it changed on
Curse.com
L548[02:57:05] <Curle> Nothing on
CurseForge or CurseVoice
L549[02:57:51] ⇦
Quits: Ri5ux (~Ri5ux@ip68-106-209-194.om.om.cox.net) (Remote host
closed the connection)
L550[02:57:59] <McJty> Does anyone here
know www.votable.com? Just got a message from the admin there about
one of my mods
L551[02:58:04] <McJty> But I never heard
of that site before
L552[02:58:24] <Curle> Maybe they saw it
on Curseforge?
L553[02:58:28] <unascribed> never heard of
it
L554[02:58:36] <McJty> yes, that's where I
got the message
L555[02:58:58] <McJty> The admin basically
invited me to make a page there for my mod
L556[02:59:03] <McJty> Which doesn't seem
too bad
L557[02:59:08] <McJty> Just wondering what
the site is all about
L558[02:59:14] <unascribed> their site
seems like a Google+ clone
L559[03:00:16] <unascribed> most of the
communities are Minecraft-themed
L560[03:00:21] <Curle> I don't like
it
L561[03:00:21] <Curle> :/
L562[03:00:46] <Curle> The Diamond Society
is a pretigious whitelisted server
L563[03:00:53] <Curle> More secure than
HermitCraft
L564[03:01:05] <Curle> No way is it on
this shithole
L565[03:02:47] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 198
seconds)
L566[03:02:54] <unascribed> they seem to
have a relatively popular UHC event
L567[03:02:58] <unascribed> but that's all
I can find searching for them
L568[03:03:01] <unascribed> and I've never
heard of them before now
L569[03:03:15] <Curle> Must be local
L570[03:03:19] <Curle> lemme see
L571[03:03:34]
⇨ Joins: jakimfett
(~overnet@c-73-180-36-141.hsd1.or.comcast.net)
L572[03:05:30]
⇨ Joins: extrememist
(webchat@ip-118-90-41-107.xdsl.xnet.co.nz)
L573[03:05:34] <unascribed> they seem to
be pushing really hard for popularity though
L574[03:05:41] <unascribed> clickbait
twitter account and everything
L575[03:06:29]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L576[03:06:35] <Curle> registered to
Joseph Winterhalter
L577[03:06:37] <Curle> known troll and
scammer
L578[03:06:48] <Curle> knew there was
something fishy
L579[03:07:08] <McJty> Well I am wondering
in what way this could cause issues
L580[03:07:13]
⇨ Joins: hypermist
(~hypermist@ip-118-90-41-107.xdsl.xnet.co.nz)
L581[03:07:18] <McJty> I'm trying it out
and it is not that they repost mods themselves
L582[03:07:25] <McJty> You as the mod
author has to add your own mod
L583[03:07:28] <McJty> So that's good at
least
L584[03:07:37] <hypermist> So, is there
any good mod out there for timelapse so far every single one i've
tried has failed me horribly >.> only reason i ask here is
because it needs to be forge haha
L585[03:07:45] <Curle> But once it's on
the site it's their data
L586[03:08:34] <Curle> They can do what
they want with the mod, please don't upload it
L588[03:09:07] <Curle> I have an
IDEA
L589[03:09:11] <Curle> Get IDEA
L590[03:09:11] <Curle> :P
L591[03:09:17] <unascribed> ...that is
IDEA.
L592[03:09:22] <unascribed> I can tell
because it's ugly.
L593[03:09:23] <hypermist> and the fact
yes i could just record it, and then speed it up and a later date
but i'd rather have it in the proper time lapse sort of stuff
L594[03:09:39] <unascribed> hypermist,
what are you asking for?
L595[03:09:40] ⇦
Quits: extrememist (webchat@ip-118-90-41-107.xdsl.xnet.co.nz) (Ping
timeout: 204 seconds)
L597[03:09:53] <Curle> There was a mod
that rendered everything three times, slowing the game down
L598[03:10:07] <Curle> And it recorded
frame-by-frame, the end video was 3x speed
L599[03:10:08] <unascribed> if you mean a
mod that speeds up world simulation
L600[03:10:10] <Cazzar> Curle: I could do
that easy,
L601[03:10:14] <unascribed> it will
actually slow down world simulation
L602[03:10:20] <unascribed> because you
can only get so much single-core performance
L603[03:10:26] <hypermist> a good
timelapse mod thats already out for minecraft unascribed cause so
far i've tried pixel cam, multishot, camera studio and well i
either have been to retarded. because i've used camera studio
before but its just being horrible haha
L604[03:10:27] <McJty> Curle, like
what?
L605[03:10:29] <Curle> it slows down the
game, not simulation
L606[03:10:46] <Curle> NovaLapse, i
believe it was called
L607[03:10:49] <unascribed> doesn't that
defeat the purpose
L608[03:10:57] <unascribed> just record it
at normal speed and speed it up afterward
L609[03:10:59] <unascribed> takes less
time..
L610[03:11:08] <Curle> he said he doesn't
want to
L611[03:11:23] <Cazzar> \o/ 6310 issues in
net.minecraftforge itself.
L612[03:11:29] *
Cazzar ignores all of them but javadoc
L613[03:12:30] <Curle> 667 issues in my
mod
L614[03:12:42] <hypermist> its just making
me bang my head on my desk because i just want it to work so i can
damn start recording the timelapse XDD
L615[03:12:55] <Curle> ...
L616[03:12:57] <Curle> tesselator?
L618[03:13:06] <Curle> y u no have
methods
L619[03:13:09] <unascribed> what're you
trying to do, hypermist
L620[03:13:20] <hypermist> record a time
lapse unascribed ..
L622[03:13:27] <unascribed> yes but what
does that entail
L623[03:13:29] <unascribed> what kind of
timelapse
L624[03:13:39] <unascribed> why can't you
just sit it looking at whatever you're timelapsing
L625[03:13:40] <unascribed> hit
record
L626[03:13:41] <unascribed> then go to
bed
L627[03:13:49] <hypermist> a building time
lapse. that i need to go on a circle path around the building area
but every mod is being horrible and not working like it
L628[03:14:04] <unascribed> ah, so you
just want something to record following a path, not something to
speed up the game
L629[03:14:23] <Curle> not speed up the
game, he wants to build!
L630[03:14:29] <unascribed> it sounded
like you were looking for a mod to make the game run faster
L631[03:14:40] <hypermist> yea i can speed
it up after. but i would rather like it timelapse properly instead
of being HORRIBLE
L632[03:14:41] <Curle> a slow-record
thing
L633[03:14:49] <hypermist> i've tired like
5mods and they all failed to do the simple task :|
L634[03:14:50] <unascribed> what's wrong
with camerastudio?
L635[03:14:59] <hypermist> the paths arent
working haha
L636[03:15:01] <unascribed> I haven't used
it extensively but from what I've seen it works
L637[03:15:05] <unascribed> explain
"aren't working"
L638[03:15:18] <hypermist> i set the
circular path, and then it goes nope, and flies off the area that i
set circular xD
L639[03:15:34] <unascribed> have you tried
re-reading the tutorial? :P
L640[03:15:36] <hypermist> but in a circle
motion but flies out atleast 100+ blocks more
L641[03:15:50] <hypermist> so it makes it
look stupid as heck xD
L642[03:15:59] <hypermist> I just need a
simple circle but it wont do it XD
L643[03:16:15] <hypermist> i spent a whole
hour screwing around with it to come back to it still failing
:|
L644[03:16:15]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@198-84-224-94.cpe.teksavvy.com)
L645[03:16:25] <unascribed> I wonder if
there's a simple freecam-like mod that just uses Math.sin to go in
a circle
L646[03:17:03] <Cazzar> Circle
L647[03:17:09] <unascribed> at that rate,
may as well put it on the server so it's ensured correct and not
cheating
L648[03:17:16] <Cazzar> only using sin,
did you even do trig?
L649[03:17:20] <unascribed> sin and
cos.
L650[03:17:24] <Cazzar> ty <3
L651[03:17:27] <unascribed> you get the
point ..>
L652[03:17:28] <unascribed>
>.>*
L653[03:17:49] <Curle> sin + c-sin
L654[03:18:01] <Curle> u wot
L655[03:18:04] <unascribed> if you're
going to use the nonabbreviated mods
L656[03:18:08] <unascribed> sine and
cosine
L657[03:18:11] <unascribed> mods?
L658[03:18:11] <unascribed> names
L659[03:18:13] <Curle> do u even raspberry
pi m8
L660[03:18:14] <unascribed> how the hell
did i get mods
L661[03:20:00] ***
kroeser|away is now known as kroeser
L662[03:20:39] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 194
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L663[03:21:48]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L664[03:22:18] <Curle> erm
L665[03:22:25] <Curle> does Git not upload
errored code?
L666[03:22:34] <unascribed> git doesn't
care
L667[03:22:38] <unascribed> maybe IDEA
didn't?
L668[03:22:44] <McJty> IDEA doesn't care
either
L670[03:22:50] <McJty> I commit not
compiling code often
L671[03:22:53] <unascribed> IDEA has some
sort of ridiculous verification hook
L672[03:22:58] <Curle> I was gonna ask for
help with some code but it's not there
L674[03:24:00] <JC52> rip
L675[03:24:18] <Curle> o.o
L676[03:24:19] <unascribed> I'm tempted to
make a cooking mod
L677[03:24:24] <unascribed> sort of like
Pam's HarvestCraft but not horrible
L678[03:24:30]
⇨ Joins: Szernex
(~Szernex@91-115-13-252.adsl.highway.telekom.at)
L679[03:24:51] <unascribed> seriously,
what kind of mod anymore allocates 100+ item ids
L680[03:25:02] <Curle> METADATA
L681[03:25:20] <Curle> I remember seeing
one mod that put all blocks and items onto the same id
L682[03:25:27] <Curle> and there was about
150+ of each
L683[03:25:35] <unascribed> >every
block in your mod being a tile entity
L684[03:25:41] <unascribed> I suppose if
you don't have any decor blocks that's fine
L685[03:25:43] <Curle> it loaded
ridiculously fast
L686[03:25:45] <JC52> yea, gg
L687[03:25:53] <unascribed> if your mod
only adds machines
L688[03:25:55] <unascribed> that's
actually a good idea
L689[03:25:57] <hypermist> like what i
mean happens with my camera studio unascribed is that it'll start
of in a circle then sprawl out wards then stay like that then when
it gets to the last point it comes in haha
L690[03:25:57] <unascribed> I mean, why
not
L691[03:26:26] <hypermist> making it in
relation to the most derpiest circle ever
L692[03:26:28] <unascribed> I suppose I
should finish Laminate some time this millenium
L693[03:26:37] <unascribed> hypermist, are
you sure the points you set are actually a circle?
L694[03:26:45] <unascribed> or is there
some sort of circle mode you're using
L695[03:26:46] <hypermist> well i just
made a circle haha
L696[03:28:56] <killjoy> Someone's been
selling my browsing habits.
L697[03:29:17] <killjoy> I've been
searching how to do things on a web server using python. Now I got
an ad about designing web pages
L698[03:29:27] <hypermist> im defining the
points then using the /cam cr command unascribed
L699[03:29:43] <unascribed> killjoy, that
would be how google ads works.
L700[03:30:42] <Curle> They didn't sell
it, it's in the terms of service
L701[03:30:53] <unascribed> and it's in
the privacy policy of the website you visited
L702[03:33:04] <JC52> heh
L703[03:33:16] <JC52> Curle, I figured it
out
L704[03:33:41] <hypermist> blah nope still
no luck with this -.-
L705[03:35:10] <hypermist> why is it
literally so hard to make a moving timelapse lol
L706[03:35:24] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 198
seconds)
L707[03:36:23] <unascribed> ugh, how do I
retrieve an offscreen window that isn't shown in the pager on
Linux
L708[03:36:45] ***
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L709[03:37:37]
⇨ Joins: Lothendal
(~Lothendal@ip5b41e87a.dynamic.kabel-deutschland.de)
L710[03:38:08] <unascribed> why is this
even legal, my window manager should force it back
onscreen...
L711[03:38:10] <JC52> explore all the
classes and it should upload
L712[03:39:41]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L713[03:41:01] <Cazzar> unascribed
solution replace your wm with i3wm
L714[03:41:20] <unascribed> is that the
tiling with compositing features or a pure tiling
L715[03:41:29] ***
kroeser is now known as kroeser|away
L716[03:42:45] <unascribed> meh, might as
well just try it
L717[03:42:48] <unascribed> sudo pacman -S
i3wm
L718[03:43:07] <unascribed> apparently
it's i3-wm.
L719[03:43:23] <unascribed> untrusted PGP
key.
L720[03:43:24] <unascribed>
wonderful.
L721[03:43:53] <Cazzar> sudo pacman -S
i3
L723[03:44:19] <unascribed> that installs
i3-wm, i3lock, and i3status
L724[03:44:31] <unascribed> also does not
fix the untrusted key
L725[03:44:39] <hypermist> gah this sucks
/me ragequits
L726[03:44:41] ⇦
Quits: hypermist (~hypermist@ip-118-90-41-107.xdsl.xnet.co.nz)
(Quit: Leaving)
L727[03:44:44] <Cazzar> might be because
of the pacman update?
L728[03:44:52] <unascribed> probably
L729[03:44:59] <unascribed> but I have 150
updates pending and can't tell which one is for the PGP keys
L730[03:45:22] <Cazzar> sudo pacman-key
--init
L731[03:45:48] <unascribed> fixed
nothing
L732[03:46:10] <unascribed> sudo pacman -S
archlinux-keyring
L733[03:46:19] <unascribed> that fixed
it.
L735[03:46:49] <unascribed> i3 appears to
be tiling only
L736[03:47:30] <unascribed> oh god not
another one of these vim wms
L737[03:47:34] <unascribed> everything is
keyboard shortcuts
L738[03:47:51] <unascribed> I'll stick
with kwin thank you
L739[03:48:02] <Cazzar> i3 is fine
:P
L740[03:51:25] <Curle> scite
L741[03:51:26] <Curle> :3
L742[03:51:33] <JC52> scite is love, scite
is life
L743[03:51:45] <unascribed> I thought
scite was an editor component, not a window manager
L744[03:51:58] <JC52> it has one
L745[03:52:08] <unascribed> ._.
L746[03:57:00]
⇨ Joins: hypermist
(~hypermist@ip-118-90-41-107.xdsl.xnet.co.nz)
L747[03:58:16] <hypermist> I do have an
idea i could setup 2 more minecraft clients to catch 2 different
angles
L748[03:58:32] <hypermist> idk, i just
really need a good time lapse setup xD
L749[04:01:33] <Lordmau5> what are you
trying to do, hypermist?
L750[04:01:48] <hypermist> setup a
minecraft building timelapse area, but stuff isnt working out for
me Xd
L751[04:02:11] <Lordmau5> there was some
mod that I can't remember that helped with it...
L752[04:02:30] <hypermist> I've tried
camera studio
L753[04:02:49] <hypermist> Pixel cam,
multishot v3 and well so afar they all fail to do a the simple task
a constant circle xD
L754[04:09:15] ⇦
Quits: killjoy (~killjoy@2606:a000:1118:c049:5016:63b8:8416:d477)
(Quit: Leaving)
L755[04:15:33] <sham1> The hell is
scite
L756[04:16:19] <Lordmau5> ^
L757[04:17:21] <Curle> it's an ide for
AutoIT
L758[04:17:36] ***
kroeser|away is now known as kroeser
L759[04:17:39] <Curle> but it also has
syntax support for all other languages in existence
L760[04:17:45] <Curle> Even one I
made
L761[04:18:10] <sham1> Who needs an IDE
when you have text editors
L762[04:18:26] <Curle> it is one, if
you're not doing autoit
L763[04:18:26] <Curle> :3
L764[04:18:43] <Curle> it also has a
utility library that includes a window manager
L765[04:18:55] <Curle> it's the
omni-editor
L766[04:18:55] <sham1> And AutoIT is
L767[04:19:04] <sham1> I cannot check
because mobile
L768[04:19:08] <Curle> BASIC-inspired
everything-script
L769[04:19:24] <sham1> Ah, so it's
perl
L770[04:19:27] <sham1> I get ya
L771[04:19:29] <Curle> you can make a
window pop up with one line of code
L772[04:19:32] <Curle> ONE LINE
L773[04:19:35] <Curle> IT COMPILES
L774[04:19:41] <Curle> AND RUNS
L775[04:19:45] <Curle> IT'S AMAZING!
:D
L776[04:19:55] <sham1> You can do that in
haskell with right libraties
L777[04:20:01] <Curle> No libraries
L778[04:20:07] <Curle> It works with
notepad
L779[04:20:25] <Curle> autoit is made for
automating things
L780[04:20:32] <sham1> If the language has
some runtime...
L781[04:20:33] <Curle> but it works for
everything
L782[04:20:42] <sham1> It has a
library
L783[04:20:53] <sham1> So does
assembly
L784[04:20:55] <Curle> it uses
windows-native libraries
L785[04:21:12] <Curle> but you can modify
it to use linux and osx libraries too
L786[04:21:15] <Lordmau5> AutoIT ->
"auto it" => No shit it's automating things, lol
L787[04:21:16] <Lordmau5> :D
L788[04:21:19] <sham1> Assembly does also
w0rk on anything
L789[04:21:26] <Curle> so the same code
will work on any os
L790[04:21:35] <sham1> Even without an
OS
L791[04:21:45] <Curle>
Windows.System.printToConsole will work on bash
L792[04:21:48] <Curle> as far as I
testedc
L793[04:21:54] <Curle> c:
L794[04:24:02] <sham1> But is it turing
complete
L795[04:24:13] ***
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L796[04:25:08] ***
kroeser is now known as kroeser|away
L798[04:26:07] <Ordinastie> and you can do
that with 10 LOC for the blocks :)
L799[04:26:25] ***
kroeser|away is now known as kroeser
L800[04:26:26] <sham1> di(
L801[04:26:31] <sham1> Meh
L802[04:26:53] <sham1> Nice looking
L803[04:27:25] <Mossyblog> Is there a
method that i'm issing which converts EnumFacing to GL11.glRotatef
rotations? ..or do i need to write an IF/ELSE of my own that does
it every 90?
L804[04:27:53] <sham1> not really no
L805[04:29:02] <hypermist> *goes and does
the easy timelapse way and just records with obs)
L806[04:29:20] ***
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L807[04:35:57]
⇨ Joins: AforAnonymous
(bitch2k@dyn-042-184.vix1.mmc.at)
L808[04:49:11] <Ordinastie> damn, having
to debug deep to find out why the nothing is dropped when I break
the block in survival
L809[04:49:21] <Ordinastie> to realise I
set the material to rock, so it needs a pick :x
L810[04:57:03] ***
AbrarSyed is now known as Abrar|gone
L811[04:58:23] <sham1> Hmm
L812[04:58:33] <sham1> I have a feeling
these indentations are not correct
L813[05:00:46] ⇦
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L815[05:05:20] <Lordmau5> poor Ordinastie
:D
L816[05:05:35] <Lordmau5> sometimes it's
the small things that you don't pay attention to
L817[05:05:38] <sham1> :P
L818[05:05:40] <sham1> Indeed
L819[05:06:03] <Ordinastie> now, should I
make my StairComponent now or later ?
L820[05:06:14] <Ordinastie> shouldn't take
me too long
L821[05:06:50] <sham1> I'm not the only
one who thinks that the indentation is being weird, right?
L823[05:07:44] ***
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L824[05:09:14] ***
PaleoCrafter is now known as PaleOff
L825[05:09:49] <Ordinastie> sham1, it's
the font + egyptian style ><
L826[05:10:28] <sham1> Lets not get into
egyptians
L827[05:10:41] <sham1> but the @Override
is very much displaced
L828[05:10:47] <sham1> Either that or the
methods are
L829[05:10:50] <sham1> Cant tell
L830[05:11:11] <Ordinastie> and 2 spaces
tabs too
L831[05:11:16] <Ordinastie> I still don't
see the appeal of optional :s
L832[05:11:43] <sham1> No need for
null
L833[05:12:00] <sham1> It makes you check
if it is empty and will yell at you if you dont
L834[05:12:15] <sham1> by form of throwing
an exception
L835[05:12:35] <Ordinastie> I don't see
the benefit of doing optStack.ifPresent(stack -> some stuff)
over if(stack == null) return; some stuff
L836[05:13:32] <Ordinastie> (and you
should use MalisisCore!)
L837[05:13:36] <sham1> (Nah)
L838[05:13:48] <Ordinastie> StairComponent
or StairsComponent ?
L839[05:14:08] <sham1> StairComponent
makes more sense
L840[05:14:11] ⇦
Quits: Hoshiko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
(Ping timeout: 198 seconds)
L841[05:15:37] <sham1> And as far as me
doing optStack.ifPresent(stack -> *stuff*) is just me trying to
be fancy with Optional
L842[05:15:46] <sham1> I could have done
it with an id
L843[05:15:48] <sham1> if*
L844[05:16:02] <sham1> But then I would
have had to check it manually and extract the value manually
L845[05:16:06] <sham1> While this does it
for me
L846[05:20:04]
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L847[05:26:37] <unascribed> "This is
tricky to get correct if multiple instances are being
manipulated"
L848[05:26:41] <unascribed> but FindBugs,
there aren't
L849[05:26:48] <unascribed> It's an @Mod
singleton >.>
L850[05:28:25] <unascribed> wow, Eclipse
crashed when I tried to exit.
L851[05:28:28] <unascribed> I've never
seen that before
L852[05:28:44] *
unascribed sets an autoignore filter on anyone who says
"IDEA" for the next few minutes
L853[05:28:53] <McJty> IntelliJ :-)
L854[05:29:03] <sham1> Vim :-)
L855[05:29:05] <sham1> ;P
L856[05:29:26] <sham1> It actually works
for modding believe or not
L857[05:29:34] <unascribed> ed also works
for modding
L858[05:29:35] <unascribed> but I don't
use it
L859[05:29:42] <gigaherz> so does VS, and
that doesn't mean it's a good choice
L860[05:29:43] <gigaherz> XD
L861[05:29:44] <unascribed> and I can't
imagine anyone does
L862[05:29:46] <sham1> But ed is the
standard editor
L863[05:29:53] <unascribed> ed is the line
editor.
L864[05:30:30] <McJty> I have done x86
assembly in edlin once
L865[05:30:35] <McJty> But that's ages
ago
L866[05:30:45] <sham1> <sham1> but
the @Override is very much displaced
L867[05:30:46] <sham1> Bah
L869[05:32:02] <sham1> But Vim can
interface with Eclipse to give you code completion
L870[05:32:06] <sham1> So that works
L871[05:32:15] <sham1> (Then again, so can
Atom)
L872[05:32:29] <sham1> And Emacs, and
VS...
L873[05:32:39] <McJty> I have extensively
used gvim in the past to work on C++/python projects
L874[05:32:49] <McJty> But for Java a
proper IDE like IntelliJ or Eclipse helps that much
L875[05:33:22] <sham1> Well I have
configured this beast to be an IDE that could be used over SSH if
need be
L876[05:34:36] <McJty> For some of the
more complicated repetitive editing work I still occasinoally
switch to vim
L877[05:34:49] <sham1> sysadmin stuff I
presume
L878[05:34:58] <McJty> No even java
L879[05:35:15] <McJty> i.e. having to do
the same editing operation on hundreds of lines
L880[05:35:28] <McJty> With vim that's
pretty easy as you can just start record, do one line, and
repeat
L881[05:35:57] <sham1> dot to do
everything
L882[05:36:02] <McJty> yep
L883[05:36:06] <McJty> Or 100.
L884[05:36:13] <sham1> jeez
L885[05:40:30] ⇦
Quits: Cooler (~CoolerExt@117.204.120.224) (Ping timeout: 198
seconds)
L886[05:50:43]
⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L887[05:50:43] <Cazzar> I wonder how hard
the eclipse autocompletion stuff is...
L888[05:50:51] <Cazzar> Because, maybe
have it for VSCode :P
L889[05:52:51]
⇨ Joins: DebugsPeople
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L890[05:55:20] <unascribed> VSCode is just
a text editor, hence why it doesn't have autocomplete
L891[05:55:38] <unascribed> they want you
to buy full VS for IntelliSense
L892[05:56:19] <Cazzar> unascribed:
bullshit
L893[05:56:35] <unascribed> ?
L894[05:57:22] ⇦
Quits: Szernex (~Szernex@91-115-13-252.adsl.highway.telekom.at)
(Killed (NickServ (GHOST command used by
Szernex_!~Szernex@194-166-120-67.adsl.highway.telekom.at)))
L896[05:57:27] <gigaherz> VS Community is
free
L897[05:57:30]
⇨ Joins: Szernex
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L898[05:57:31] <gigaherz> and supports
forge development
L899[05:57:32] <gigaherz> XD
L900[05:57:37] <unascribed> huh,
okay
L901[05:57:41] <Cazzar> VScode is
free
L902[05:57:54] <gigaherz> VSCode is not
just free, it's opensource
L903[05:57:57] <Cazzar> and officially
supports FULL Roslyn linting and compilation.
L904[05:57:57]
⇨ Joins: Jezza (~Jezza@185.44.151.5)
L905[05:58:16] <unascribed> wait, VS has a
Community version now?
L906[05:58:17] <gigaherz> it's built on
the same backend as the atom editor, I believe?
L907[05:58:18] <unascribed> is it open
source?
L909[05:58:32] <gigaherz> VS Community is
not opensource, just free
L910[05:58:35] <unascribed> boo
L911[05:58:42] <unascribed> community
makes it sound opensource
L913[05:58:47] <gigaherz> VSCode is
opensource, but not the same software
L914[05:58:55] <Ordinastie> what's
"linting" ?
L915[05:59:02] <gigaherz> Ordinastie:
being pedantic about code
L916[05:59:03] <unascribed> it's like
compiling
L917[05:59:07] <unascribed> but for
languages without a compiler
L918[05:59:11] <gigaherz> checks for
syntax, grammar, and such
L919[05:59:15] <unascribed> and without
the compiling part
L920[05:59:17] <unascribed> just the error
checking
L921[05:59:27] <Cazzar> unascribed: it's
not for languages without compilers.
L923[05:59:32] <Ordinastie> ah, ok
L924[05:59:36] <gigaherz> linters often
also notify you of whitespace errors and such
L925[05:59:36] <gigaherz> XD
L926[05:59:39] <Cazzar> Since, there are
many C linters.
L927[06:00:01] <Cazzar> It's literally
just static analysis of code.
L928[06:00:15] <unascribed> and they are
almost never called linters for compiled code
L929[06:00:17] <Cazzar> IDEs: Glorified
linters, if they do AOT error detection.
L930[06:00:19] <unascribed> FindBugs is a
static analysis tool
L931[06:00:25] <unascribed> (for
example)
L932[06:00:28] <unascribed> they don't
call it a linter
L933[06:00:37] <gigaherz> linters work on
soruce
L934[06:00:39] <unascribed> C linting has
effectively been folded into the compiler with -pendantic
L935[06:00:41] <gigaherz> source*
L936[06:00:46] <Cazzar> Yes, but linting
can be used as a general term
L937[06:00:46] <unascribed> PMD is also a
static analysis tool.
L938[06:00:48] <gigaherz> static analyzers
work on compiled code
L939[06:00:49] <unascribed> works on
source code.
L940[06:01:07] <Cazzar> gigaherz:
"Lint-like tools generally perform static analysis of source
code."
L941[06:01:22] <Cazzar> Last sentence,
first paragraph of that wikipedia link before.
L942[06:01:25] <unascribed> yeah, static
analysis just means analysing... statically
L943[06:01:30] <unascribed> doesn't matter
what it's analyzing
L944[06:02:19] <Cazzar> But yeah, VSCode
has intellisense capabilities.
L945[06:02:47] <Cazzar> Protip: Don't
install a plugin in one VSCode window, then start another
L946[06:03:51] ⇦
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L947[06:03:54] <gigaherz> I installed
vscode once, opened it, closed it, then uninstalled
L948[06:04:00] <gigaherz> it's just not my
type of app ;P
L949[06:04:00] <Wuppy> o/
L950[06:04:09] <Cazzar> It's plugin model
is nice
L951[06:04:19] <gigaherz> maybe, but the
UI is too minimalistic for my tastes
L952[06:04:22] <Cazzar> Then again, I am
not in the right mood to put up with shit today.
L953[06:04:25] <gigaherz> like with
sublime and other similar editors
L954[06:05:03]
⇨ Joins: Benimatic
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L955[06:06:44] <Wuppy> welp... that was
one crazy first carnaval day :o
L956[06:09:32] ⇦
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L957[06:10:42] <Ordinastie> hum, when
making my stair block in 1.7, I managed to refactor the vanilla
mess into like 150 LOC for determining the AABBs
L958[06:10:50] <Ordinastie> in 1.8,
vanilla code is even bigger and messier
L959[06:10:59] <Ordinastie> now mine is
more like 60 LOC
L960[06:11:03] <Ordinastie> scary
L961[06:11:20] <Ordinastie> (if it works
><)
L962[06:11:30] <unascribed> keep in mind a
lot of that is probably the optimizer inlining method calls
L963[06:11:42] <unascribed> so stuff that
looks copy-pasted is probably just inlined
L964[06:12:05] <Cazzar> So, I found a
goth-lolita version of babymetal thanks to youtube... okay.
L965[06:12:19] <unascribed> that sounds
terrifying
L966[06:12:52] <Ordinastie> unascribed, in
that case, I doubt it
L967[06:13:08] <unascribed> I don't know
the code block you're talking about, so just making guesses
:P
L969[06:14:39] <unascribed> vocals are too
real 7/10
L970[06:15:47] <Cazzar> ...
L971[06:16:13] <Ordinastie> really sounds
like every anime opening/ending ever ><
L972[06:18:01] ***
Darkhax is now known as Darkhax_AFK
L973[06:18:50] <Ordinastie> ok, lets see
if the stairs work
L974[06:19:27] <Ordinastie> first, maybe
it will if I change the name after copy pasting :x
L975[06:22:29]
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L976[06:22:40] <Ordinastie> well, if you
wonder, it doesn't ><
L977[06:22:59] <Ordinastie> forgot to
account for no world available when in inventory <<
L978[06:23:15] ⇦
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L979[06:23:54] <Cazzar> Eventually YouTube
is going to start reccomending me again J-Pop
L980[06:27:29] <Zaggy2048> man, why the
heck is EntityDiggingFX's constructor protected -__
L981[06:27:30] <techkid6> is there any to
add arguments to chat target selectors?
L982[06:29:33]
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L983[06:34:42] <Zaggy2048> hm,
addDestroyEffects seems like it would be rather unreliable because
the block state of the block being broken isn't passed...
L985[06:39:19] <Nitrodev> how so?
L986[06:39:28] <Ordinastie> that's
supposed to be stairs
L987[06:39:34] <Ordinastie> Zaggy2048,
what are you trying to do ?
L988[06:39:58] <Zaggy2048> make a block
with smaller parts that break have proper particles
L989[06:40:18] <Zaggy2048> specifically
four pebbles in one block, one in each corner
L991[06:42:00]
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L992[06:42:13] <Ordinastie> or maybe
not
L993[06:42:38] <Cazzar> This could have an
interesting... combination
L994[06:42:39] <Ordinastie> it works for
me because I have different states to get the texture from
L995[06:43:01] <Cazzar> Play the visual
novel, sound of drop - fall into poison - whilst in this
mood.
L996[06:46:25] <Zaggy2048> ah yeah, I
forgot about the factories
L997[06:46:46] <Zaggy2048> sadly that
doesn't help with the second problem, figuring out which subsection
was broken
L998[06:46:49] ⇦
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L999[06:47:04]
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L1003[07:02:12] ***
PaleOff is now known as PaleoCrafter
L1004[07:04:31]
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L1005[07:07:20] <Ordinastie> Zaggy2048,
yeah, no way to know, I was looking for it for the slab, because I
thought it would be neat if you could break only the one slab
you're aiming at instead of the full doubleSlab block
L1006[07:11:15] <Nitrodev> hi
L1007[07:11:16]
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L1008[07:11:21]
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L1010[07:18:25] <DebugsPeople> is
movingobjectposition kind of like a raycast?
L1011[07:18:36] <McJty> yes
L1012[07:19:17] <PaleoCrafter> It's the
result of a raycast :P
L1014[07:21:07] <DebugsPeople> should
this work?
L1015[07:21:44] <McJty> only on
client
L1016[07:23:27] <DebugsPeople> it seems
to only give the block
L1017[07:23:34] <DebugsPeople> not the
entity I'm pointing at
L1018[07:23:36] <McJty> yes, it only
works for blocks
L1019[07:23:59] <DebugsPeople> why is the
type of entity availble?
L1020[07:24:17] <DebugsPeople> and is
there something for entitys
L1021[07:24:25] <DebugsPeople>
*entities
L1022[07:25:12] ***
zz_SnowShock35 is now known as SnowShock35
L1023[07:29:57] <DebugsPeople> is there
another raycast that returns a movingobjectpostion?
L1024[07:30:55] <McJty> DebugsPeople,
doesn't waila show entity information? You could look at the source
of that
L1025[07:31:02] <PaleoCrafter> You can
get an MOP from Minecraft (the class) directly
L1026[07:31:15] <McJty> PaleoCrafter, he
wants for entities
L1027[07:31:20] <McJty> PaleoCrafter, I
think that only gives blocks
L1028[07:31:24] ***
V is now known as Vigaro
L1029[07:31:41] <PaleoCrafter> Nah
L1030[07:33:09] ***
K-4U is now known as K-4U|Off
L1031[07:33:30] ***
Kolatra is now known as Kolatra[away]
L1032[07:33:46] ***
willieaway is now known as williewillus
L1033[07:33:52] ***
cpw|out is now known as cpw
L1034[07:34:51] <DebugsPeople>
PaleoCrafter, where to get it from?
L1035[07:35:08] <DebugsPeople> oh, object
mouseover?
L1036[07:36:13] <DebugsPeople> works
ty
L1037[07:37:10] <sham1> Boredom
L1038[07:37:15]
⇦ Quits: Javaschreiber
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L1039[07:39:55] <PaleoCrafter> The
quintessence of my existence, sham1
L1040[07:40:44] <sham1> :P
L1041[07:42:10]
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L1042[07:42:42] <sham1> staying at the
homerow
L1043[07:42:48] <sham1> hard...
L1044[07:46:17] <Ordinastie>
PaleoCrafter, I could think of stuff to make you do :p
L1045[07:47:15] <PaleoCrafter> Can still
be a boring task ;)
L1046[07:47:54] <Ordinastie> nah, it's
making an OBJ model, it's not boring :p
L1047[07:49:19] <PaleoCrafter> Why don't
you try modeling the darn thing yourself? :P
L1048[07:50:35] <Ordinastie> I'm not
really good at modeling, I takes me ages to get something remotely
decent, and I have too much to do already :s
L1049[07:50:48] <Ordinastie> it's on my
TODO list, but not a priority
L1050[07:51:22]
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L1051[07:52:42] <masa> shiiit
L1052[07:53:11] <masa> I've spent many
hours tinkering with the model stuff again, and it seems that it
just won't work the way I wanted it to
L1053[07:55:17]
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L1055[07:56:47] <Ordinastie>
hahahahah
L1056[07:56:50] <Ordinastie>
(sorry)
L1057[07:57:25]
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L1058[07:57:46] <masa> ;_;
L1059[07:58:15] <williewillus> what were
you aiming for?
L1060[07:58:28] <masa> well fuckit, I can
do the stuff in code in a couple of lines, I just wanted it to be
ediatble via jsons but no luck there
L1061[07:58:49] <williewillus> what were
you doing again?
L1062[07:59:04] <masa> I was trying to
get the module positions and scale for the modules in my tools
editable via jsons
L1063[07:59:21] <williewillus> yeah thats
a little difficult
L1064[07:59:27] <williewillus> probably
would need a custom model loader
L1065[07:59:29] <williewillus> to pass
that info in
L1066[07:59:37] <williewillus> through
the "custom": {} section
L1067[07:59:46]
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L1068[08:00:01] <masa> oh
L1069[08:00:03] <masa> right
L1070[08:00:11] <masa> ffs why did I not
think of that :D
L1071[08:00:12]
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L1073[08:00:22] <williewillus> have are
your submodule models not be normal models, make them loadable by a
custom model loader
L1074[08:00:22] <masa> because I do have
a custom laoder and all already for it
L1075[08:00:30] <williewillus> that takes
the transforms through "custom"
L1076[08:01:18] <masa> I was just trying
to force the modules via the blockstate system and have the display
properties in the per-module jsons, but those get applied after the
module is baked I'm assuming?
L1077[08:01:39] <williewillus> not sure,
that's part of the vanilla system
L1078[08:01:42] <masa> because those had
no efefct when i stole the baked module models and took the quads
from them and merged them to the tool
L1079[08:01:54] <williewillus> yeah i
think they're applied at the site of rendering
L1080[08:02:13]
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L1081[08:02:20] <masa> yeah looks like
it, but thanks for the "custom" data tip, I'll try that
now
L1082[08:02:33] <williewillus> you
probably want your module transforms to be relative to the tool
itself, idk how that might be performed though
L1083[08:03:37] <masa> well it seems to
work really well when I just feed a custom TRSR with some
scaling
L1084[08:03:46] <masa> one sec...
L1085[08:04:17]
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L1088[08:05:11] <masa> the modules are a
bit thicker than the rest of the tool
L1089[08:05:59] <williewillus> i think
that's a pretty good look to be honest :P but that's just messing
with your transforms more
L1090[08:06:10] <masa> and now I can use
just one texture per module type, before I had to have one per each
tool type as wel since they are in different positions, but now I
can just rtanslate them
L1091[08:08:44] ***
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L1092[08:09:34]
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Client: www.textualapp.com)
L1093[08:12:47] <masa> hmm so the custom
data comes in as a String, String mapping...
L1094[08:15:14] <williewillus> yes you
control the whole process with a custom loader
L1095[08:16:33] <gigaherz> masa: looks
nice
L1096[08:16:53] <sham1> Boredom++
L1097[08:17:03] <masa> thanks :p
L1098[08:17:14] <williewillus> sham1:
learn x86 assembly
L1099[08:17:19] <williewillus> then you
will never be bored ;p
L1100[08:17:25] <unascribed>
s/never/always
L1101[08:17:34] <unascribed> nothing will
ever compare to the difficulty of writing assembly
L1102[08:17:36] <gigaherz> best bit of
x86: the LEA instruction
L1103[08:17:44] <unascribed> and
programming will no longer be fulfilling unless you write
everything in assembly
L1104[08:17:53] <sham1> Lea amd then jmp
into it
L1105[08:18:00] <unascribed> and you will
spend the rest of your (now shortened) life writing an assembly
adapter for Minecraft mods
L1106[08:18:00]
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L1107[08:18:05] <gigaherz> nah nah
L1108[08:18:10] <gigaherz> LEA is free
maths
L1109[08:18:12] <unascribed> with the
Java side being written in bytecode directly
L1110[08:18:12] <gigaherz> ;P
L1111[08:18:25] <gigaherz> no need to use
it for pointers at all ;P
L1112[08:18:38] <sham1> You can also do
that
L1113[08:18:46] <gigaherz> you cando
stuff like "a = b<<2 + c" in one instruction
;P
L1114[08:18:50] <unascribed> eventually
you will sell your soul to the gods of programming in exchange for
an assembly generator
L1115[08:18:52] <unascribed> and shortly
thereafter
L1116[08:18:54] <unascribed> you will
realize
L1117[08:18:57] <williewillus> jvm
bytecode is so easy compared to hardware assemblies :P
L1118[08:19:07] <unascribed> you have
re-created C through a bargain with a dubious deity.
L1119[08:19:25] <sham1> If I were to live
forever at a desert
L1121[08:19:45] <sham1> With nothing but
sands and rocks
L1122[08:19:51] <unascribed> way ahead of
you
L1123[08:20:01] <sham1> Thank you for
getting the reference
L1124[08:22:21]
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L1132[08:35:48] <hypermist> masa, yep it
was me
L1133[08:36:10] <hypermist> can't believe
you actually managed to track me down on twitter xD
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L1135[08:37:24] <masa> I just googled
hypermist twitter and saw that your latest tweet talked about
minecarft time lapses, so it was a pretty good bet it was you
:D
L1136[08:37:39] <hypermist> ;)
L1137[08:37:46] <masa> if you had used a
different nick here then obviously no luck
L1138[08:37:47] <LatvianModder>
#detectiveMasa
L1139[08:37:50] <hypermist> but yea
having a bit of trouble.
L1140[08:37:59] <hypermist> well i was
extrememist at one point ;p
L1141[08:38:25] <masa> but yeah anyway,
I'm the author of Multishot v3, and was just wondering how it
failed for you? the circle mode should work really well
L1142[08:38:38] <hypermist> the multishot
v3 wont add points properly. it just doesnt work haha. dont know
how to explain it, i can add the red dot and the blue dot, but
nothing else works.
L1143[08:39:05] <masa> and also the path
linear mode, but unfortunately the smooth path mode is still
missing... haven't really worked o nthat mod for ages, other than
porting it to new versions
L1144[08:39:11] <hypermist> the circle
when i turn it on its just dead. xD
L1145[08:39:21] ***
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L1146[08:39:34] <masa> well in circle
mode you only add the center and optionally the camera target
points
L1147[08:39:52] <masa> then you move to
the distance from the center that you want to b oat, and then you
start the motion
L1148[08:39:53] <hypermist> well it wasnt
really doing anything xD, it was mostly just sitting there
L1149[08:40:07] <masa> *be at
L1150[08:40:19] <masa> and you need to
also set the motion speed in the menu
L1151[08:40:34] <hypermist> I crashed my
minecraft a fair amount of times too haha.
L1152[08:40:40] <hypermist> i think it
was shift + p or whatever
L1153[08:40:41] <masa> and I think there
were also the "master disable" settings for motion and
recording
L1154[08:41:08] <hypermist> let me boot
multimc haha.
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L1159[08:43:25] <masa> I can demonstrate
it quickly if you like
L1160[08:43:41] <hypermist> that'd be
nice haha ;0
L1161[08:43:53] <hypermist> if. my
internet works ;D
L1162[08:43:57] <hypermist> alright i see
it
L1163[08:44:23] <masa> whoops I had two
OBSs running, sec
L1164[08:44:27] <hypermist> xD
L1165[08:45:12] *
hypermist waits for it to load
L1166[08:46:14] <hypermist> alright see
it now
L1167[08:47:58] <hypermist> can't tell if
your just sitting there or my streams froze
L1168[08:49:10] <hypermist> def my end
holy boy is the lagging :D
L1169[08:49:31] <masa> mmkay
L1170[08:49:45] <hypermist> yea i potato
internet :D
L1171[08:50:41] <hypermist> i'll try once
again and see if anything happens haha
L1172[08:51:14] <masa> I stopeed the
stream, you should now be able to watch that stream from the
beginning
L1173[08:51:32] <hypermist> alright, i
blame thy self for being a noob :p
L1174[08:51:35] <hypermist> aka me
;D
L1175[08:51:39] <masa> heh
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L1177[08:52:55] <hypermist> is the only
way to record timelapse with that to use the multishot aka
screenshots masa ?
L1178[08:53:28] <masa> wel lthat is the
only built in option
L1179[08:53:37] <hypermist> alright
L1180[08:53:42] <masa> of course you can
also use fraps/dxtory/obs/whatever
L1181[08:54:35] <hypermist> then import
that into sony vegas and then YEY timelapse video xD
L1182[08:54:38] <masa> the idea of taking
screenshots is mainly that the mod is mainly emant for timelapses,
so the final timelapse will usually only use one frame every x
seconds of gameplay
L1183[08:54:59] <masa> so taking
screenshots accomplishes that
L1184[08:55:21] <masa> although it is a
bit awkaward dealing with 50000 screenshots after a long timelapse
:D
L1185[08:55:33] <hypermist> ;)
L1186[08:55:46] <hypermist> problem is i
got so grumpy it put me off doing it xD
L1187[08:55:52] <masa> haha
L1188[08:56:51] <masa> yep so for the
circle mode set the center and the target points, move to the
distance you want to circle at, make sure you have the proper
motion speed in the settings and then start the
motion/multishotting whichever you are using
L1189[08:57:10] <masa> id the interval is
not OFF, then starting motion also starts multishotting aka taking
screenshots
L1190[08:57:13] <masa> *if
L1191[08:57:38] <hypermist> yea i managed
to set it up now ...
L1192[08:58:00] <masa> ok good
L1193[08:58:15] <hypermist>
#noobmist
L1194[08:58:16] <hypermist> :3
L1195[08:58:23] <masa> heh
L1196[09:00:15] <hypermist> well maybe
tommorow i'll do the timelapse but now i gotta decide what ;\
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L1198[09:00:56] <masa> derp tower
L1199[09:01:50] ***
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L1200[09:01:59] <masa> that's what we did
once anyway :p
L1202[09:05:21] <masa> hmm wtf is up with
the audio on that one... I think some asshats copyright claimed it
a while back so I used the youtube feature to remove the adio or
something, but there is still some faint audio left, wtf
L1203[09:06:24] <hypermist> xD
L1204[09:07:43] <hypermist> im no way a
good builder im horrible my brain can't even think what to design
tbh xD
L1205[09:09:02] <masa> I'm also a
terrible builder, then again I also almost never build anything but
mob farms :p
L1206[09:09:18] <hypermist> i dont even
bearly build anything
L1207[09:09:22] <masa> maybe because I
suck at it
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L1210[09:10:40] <hypermist> haha :D
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L1212[09:11:32] <masa> and I haven't
player any survival minecraft in 3 months ;_;
L1213[09:11:42] <masa> pretty bad
withdrawal effects already
L1214[09:11:57] <hypermist> i actually
havent played minecraft for like 4-5months+ xD
L1215[09:11:57] <LatvianModder> I rarely
play
L1216[09:12:03] <masa> but I've spent the
last month straight working on my mods, every single day
L1217[09:12:07] <hypermist> the last 2
days is only being trying to get timelapses to work haha
L1218[09:12:17] <masa> heh
L1219[09:12:22] <LatvianModder> Ive been
making mods for 5 years, and played only like 1/10th of that
:D
L1220[09:12:25] <LatvianModder> Or even
less
L1221[09:12:34] <LatvianModder> Outside
dev env, survival
L1222[09:12:50] <hypermist> well i
recently took ownership of my brothers/my minecraft account we had
it for 6 years :D
L1223[09:13:52] <LatvianModder> You can
buy one.. For like 20 eur
L1224[09:14:05] <LatvianModder> That is,
mostly Max one day's minimal wage
L1225[09:14:17] <hypermist> i only had to
pay 5$ to get my brothers ;D
L1226[09:14:34] <LatvianModder> You work
for One day and you have minecraf account for life. Your own
L1227[09:14:47] <hypermist> i dont have a
job. :p
L1228[09:15:19] <masa> I have 3 minecraft
accounts, plus I bought one for a friend and I think I still have
one gift code as well
L1229[09:15:21]
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L1230[09:15:41] <hypermist> haha
L1231[09:15:41] <LatvianModder> I have 2
and I plan to buy at least one more
L1232[09:15:48] <hypermist> its around
35$+ for me to buy an account
L1233[09:15:55] <LatvianModder> One for
friend, one for me and one camera account
L1234[09:16:10] <hypermist> im using
cracked minecraft to just record the timelapse since i dont have
the money to buy another account xD
L1235[09:16:19] <masa> hehe yeah, I even
made a "camera man" skin for one of my accounts :p
L1236[09:16:35] <hypermist> XD
L1237[09:17:01] <masa> hypermist: if you
play on single player, I think you can still launch the other
isnatnce in offline mode...
L1238[09:17:14] <LatvianModder> I eat
lunch for 3€ a day. Dont eat lunch for a week and you have a
minecraft account :D
L1239[09:17:14] <masa> or is that not
possible anymore?
L1240[09:17:21] <hypermist> i didn't
wanna host a local server + 2 minecraft accounts masa haha
L1241[09:17:41] <hypermist> i'd rather
host 2 minecraft accounts + a server on my server/pc in the spare
room
L1242[09:17:48] <hypermist> aka save ram
cause i bearly have any ram out of my 10gb left :|
L1243[09:17:55] <gigaherz> hypermist:
couldn't you record the timelapse using something like the replay
mod?
L1244[09:17:55] <masa> well the server
can be in offline mode too
L1245[09:18:13] <masa> that too
L1246[09:18:17] <LatvianModder> It should
be a Lan world anway
L1247[09:18:20] <hypermist> indeed the
server is in offlice mode masa
L1248[09:18:28] <LatvianModder> Otherwise
you have 3 java programs open
L1249[09:18:32] <unascribed> certified
100% lice-free
L1250[09:18:37] <hypermist> well the
server is lan haha. but not on my pc ;D
L1251[09:18:52] <unascribed> he means
that horrifying expose-the-integrated-server feature
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L1260[09:38:13] <unascribed> *a hail of
crickets rains from the skies, covering the entire IRC
channel*
L1261[09:38:49] <hypermist> lol
L1262[09:39:21] <unascribed> suggestions
for the name of a class that renders pixellated ellipsoids
L1263[09:39:26] <unascribed> other than
PixellatedEllipsoid
L1264[09:39:55] <hypermist> PES :D?
L1265[09:40:10] <Keridos> does anyone
have COFHCore in a maven repo somewhere?
L1266[09:40:10] <tterrag|away> What does
that even mean
L1267[09:40:18] <tterrag|away> No
keridos
L1268[09:40:24] <unascribed> an ellipsoid
would render ellipsoids according to screen pixels
L1269[09:40:30] <Keridos> lemme guess,
because license etc?
L1270[09:40:32] <unascribed> a pixellated
ellipsoid would render according to scaled pixels
L1271[09:40:45] <hypermist> anyway imma
vanish cya :D
L1272[09:40:48]
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L1273[09:42:16] <tterrag|away> Well cofh
isn't doing it so who else would?
L1274[09:42:36] <Keridos> I need cofhcore
on travis and my jenkins
L1275[09:42:42] ***
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L1276[09:42:55] <Keridos> so I'd need to
make it into some form of publically available download
somewhere
L1277[09:43:12] <unascribed> you can use
the download url as an ivy repository
L1278[09:43:28] <Keridos> since dep
resolution via curseforge does notwork for me
L1279[09:43:57] <Keridos> i cannot get
the curse as maven thing to work and then again I'd need to set my
curse api key on the travis thingie somewhere
L1280[09:44:08] <unascribed> use a
private field
L1281[09:44:11]
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L1282[09:44:15] <unascribed> or whatever
it's called
L1283[09:44:17] <unascribed> private env
var
L1284[09:44:35] <unascribed> point is
it's an encrypted env var
L1285[09:44:43] <unascribed> and only
travis can decrypt it and use the api key
L1286[09:45:29]
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L1287[09:46:04] <tterrag|away> Pretty
sure the curse maven is defunct anyways
L1288[09:46:07] <tterrag|away> Do the ivy
thing
L1289[09:46:20] <unascribed> so no ideas
for alternate names for a pixellated ellipsoid
L1290[09:46:20] <unascribed> ?
L1291[09:50:42] <unascribed> actually, it
could just be a "pixellated" flag and have the type be
separate
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L1293[09:54:11] <Nitrodev> hi
willie
L1294[09:54:51] <Wuppy> o/
L1295[09:54:52]
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L1296[09:55:02] <diesieben07> how would
you call a class that contains dimension, coordinates, block +
meta?
L1297[09:55:10] <diesieben07> BlockInfo?
but that sounds stupid
L1298[09:55:24]
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L1299[09:55:43] <grishnax_> I have a kind
of dumb question that I was hoping someone here might be able to
answer
L1300[09:55:45] <Wuppy> how's peeps
L1301[09:56:01] <diesieben07> just
ask
L1302[09:56:09] <grishnax_> I want to get
into making modpacks, but I don't know much about a lot of the
larger mods. What's the most efficient way to learn about them?
(things like Thaumcraft, Immersive Engineering, Forestry,
etc.)
L1303[09:56:32] <diesieben07> you mean
how to use them?
L1304[09:56:41] <grishnax_> Yeah, pretty
much
L1305[09:56:43] <unascribed> thaumcraft:
just play with it, all you need to know is how to make a wand, and
that's shown in it's forum post
L1306[09:56:52] <diesieben07> well, there
are wikis for a lot of these
L1307[09:56:56] <unascribed> for
basically every other mod, the answer is "read the wiki until
your eyes bleed"
L1308[09:57:04] <grishnax_> oh
L1309[09:57:09] <unascribed> Botania has
an in-game wiki in the form of the Lexica Botania
L1310[09:57:20] <Ordinastie> diesieben07,
I would call that BlockState but you know... :p
L1311[09:57:25] <diesieben07> haha
L1312[09:57:43] <Ordinastie> it fits
though :(
L1313[09:57:44] <diesieben07> well, it's
more like a PositionState, because it's a state that a position is
in
L1314[09:57:46] <diesieben07> but...
yeah
L1315[09:59:33] <unascribed> why is
Class::getSimpleName returning the empty string??
L1316[09:59:44] <williewillus> anonymous
class?
L1317[09:59:53] <unascribed> oh.
L1318[10:00:11] <unascribed> I was about
to say "nope, it's a conc- wait, no, it's abstract, and I'm
making an anonymous for debugging..."
L1319[10:00:17] <unascribed> well
L1320[10:00:21] <unascribed> more that
was my thought process
L1321[10:00:22] <unascribed> but
still
L1322[10:00:33] <williewillus> how about
just getClass().getName() :P
L1323[10:00:37]
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L1324[10:00:45] <unascribed> but that
includes the package
L1325[10:01:04] <unascribed>
"aesen.laminate.component.Component.main(Component.java:125)
is using the mutator aesen.laminate.component.Component$1::setY on
a compiled component; the change will not be reflected!"
L1326[10:01:10] <unascribed> that's quite
a long log message
L1327[10:01:57] <diesieben07> maybe use
getContainingClass?
L1328[10:02:09] <diesieben07> since
anonymous classes are not really thought of as individual
classes?
L1329[10:02:10] <diesieben07> idk
L1330[10:02:19] <unascribed> the class
isn't neccessarily anonymous
L1331[10:02:22] <unascribed> in fact it's
usually not
L1332[10:03:12] <diesieben07> or
getName().subtring(getName().lastIndexOf('.'))
L1334[10:03:15] <unascribed> there
:P
L1335[10:04:23] <Ordinastie>
StringUtils.isEmpty(str)
L1336[10:04:33] <unascribed> >apache
commons
L1337[10:04:43] <Ordinastie> yes, and
?
L1338[10:04:54] <unascribed>
Strings.isNullOrEmpty(name)
L1339[10:04:56] <williewillus> its
shipped with MC
L1340[10:05:21] <Ordinastie> it's not
like you used that one either :p
L1341[10:05:28] <unascribed> also isEmpty
no longer does what you intend
L1342[10:05:30] <unascribed> isBlank
does
L1343[10:05:44] <unascribed> (this kind
of weird retrofitting that breaks meaningful behavior is why I
avoid commons)
L1344[10:06:11] <diesieben07> apache
commons is really weird overall
L1345[10:06:34] <sham1> It is the
Boost/jQuery of java world
L1346[10:06:35] <diesieben07> don't look
at ArrayUtils, it's cringeworthy
L1347[10:06:45] <diesieben07> jQuery at
least has a nice API
L1348[10:07:01] <unascribed> spamming
dollar-signs everywhere is hardly nice :P
L1349[10:07:04] <sham1> It has
L1350[10:07:20] <sham1> But when
stackoverflow answers with jQuery to your answers...
L1352[10:07:25] <unascribed> yes, it's
better than the horror show that is the default DOM
L1353[10:07:28] <unascribed> but it's not
"nice"
L1354[10:07:41] <sham1> And that is an
actual screenshot someone took a while back
L1355[10:07:47]
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L1356[10:07:54] <unascribed> uh
L1357[10:07:55] <unascribed> no it's
not
L1358[10:08:08] <sham1> It aint?
L1359[10:08:09] <diesieben07> or those
people are trolling :D
L1360[10:08:10] <unascribed> the UI
elements are too large, the background is too yellow, and even if
it's not manually drawn, it's modified
L1361[10:08:11] <sham1> Hmm
L1362[10:08:16] ***
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L1363[10:08:28] <sham1> Well it
illustrates a real problem with SOF
L1364[10:08:40] <unascribed> more
recently jQuery answers get downvoted to hell
L1365[10:08:50] <unascribed> if the
question isn't tagged jquery, don't answer it with jquery
L1366[10:08:54] <sham1> Mmm
L1367[10:08:58] <Ordinastie> I really
love Mootools personnaly
L1368[10:09:13] <unascribed> I like
modern vanilla JS >.>
L1369[10:09:15] <sham1> Well that problem
still exists with java and apache commons and C++ and Boost
L1370[10:09:25] <Ordinastie> I felt how
it was done was way smarter
L1371[10:09:26] <unascribed> if you
simply decide IE9- is not worth caring about, all the features you
want are in vanilla JS
L1372[10:09:43]
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L1373[10:09:58] <unascribed> unless you
want to do heavy DOM manipulation
L1374[10:10:03] <unascribed> then for the
love of all things good use jquery
L1375[10:11:32] <sham1> I also like me
some good vanilla JS
L1376[10:11:43] <sham1> Or any ECMAScript
impl for that matter
L1377[10:12:43] <sham1> But what I also
like is Java and C++ not obscured by Apache Commons and Boost
libs
L1378[10:12:54] <sham1> They do their job
well but I also want to understand the underlying code
L1379[10:12:58] <mikebald> I prefer
things like $.each vs a javascript for in, or the standard for loop
for iterating through an array.
L1380[10:13:12] <unascribed>
[1,2,3,4].forEach(console.log)
L1381[10:13:17] <sham1> vanilla ES6 has
forEach
L1382[10:13:19] <sham1> Like so
L1383[10:13:40]
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L1384[10:14:19]
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L1385[10:14:24] <sham1> Also you have
fold in JS
L1386[10:14:26]
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L1387[10:14:28] <mikebald> Some of my
clients don't have IT departments, so they're still on XP. ES6
isn't available to me unfortunatly
L1388[10:14:30] <sham1> So even if you
didnt have foreach
L1389[10:14:49]
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L1390[10:15:27] <sham1> forEach has been
there since ECMAScript 5
L1391[10:16:01]
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L1392[10:16:18] <mikebald> $.each works
for both arrays and array-like objects... I think .forEach is for
arrays only
L1393[10:16:36] ***
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L1394[10:17:55] <sham1> God damn it
L1395[10:17:57] <mikebald> I've just
found that jQuery makes my life easier when writing JS. YMMV of
course
L1396[10:18:05] <sham1> I keep writing :W
instead of :w
L1397[10:18:19] <Pennyw95> So in 1.8.9
ModelBakery.addVariantName is deprecated? my IDE says so
L1398[10:18:25] ***
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L1399[10:18:27] <sham1> Yes
L1400[10:18:41] <Pennyw95> what took its
place?
L1401[10:19:03] <sham1>
ModelLoader.setCustomMDL
L1402[10:19:06] <sham1> I think
L1403[10:19:08] <sham1> Not sure
L1404[10:19:59] <sham1> But it is a
method called in preInit
L1405[10:19:59]
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L1407[10:20:23] <Pennyw95> ok, I'll look
into it
L1408[10:20:45] <sham1> But yeah
L1409[10:20:59] <sham1> Annoying when I
try to save my file and I type :W instead of :w
L1411[10:22:06] <sham1> I know
L1412[10:22:12] <sham1> But I should not
be doing that
L1413[10:22:38] <sham1> because :W shows
me workspace settings
L1414[10:22:55] <mikebald> Ah, fair
enough =)
L1415[10:23:04] <sham1> Because I mod in
Vim
L1416[10:23:16]
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L1418[10:23:22] <unascribed> because I
believe in making debugging easier
L1419[10:27:27] <gigaherz> [17:18]
(Pennyw95): what took its place?
L1420[10:27:32] <gigaherz> setCustomMRL
calls it for you, now
L1421[10:27:52] <gigaherz> no needto make
two separate calls
L1422[10:28:26] <Pennyw95> Two separate
calls?
L1423[10:28:40] <Pennyw95> Oh, hj
L1424[10:29:04] <Pennyw95> the
addVariantName + registerItemMesher or whatever it was
called?
L1425[10:29:12] <gigaherz> the original
method was
L1426[10:29:21] <gigaherz> item mesher +
addVariantName
L1427[10:29:23] <gigaherz> then it
changed into
L1428[10:29:32] <gigaherz>
ModelLoader.setCustomModelResourceLocation+addVariantName
L1429[10:29:40] <gigaherz> now it's just
ModelLoader.setCustomModelResourceLocation
L1430[10:29:50] <gigaherz> it registers
the variant names for you
L1431[10:29:53] <Pennyw95> cool, thanks
:)
L1432[10:30:09]
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L1434[10:38:25] <Nitrodev> hi all
L1435[10:42:21]
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L1436[10:43:37] <Nitrodev> where would i
find the meaning for the return statements marks (?, : etc.)
L1437[10:43:58] <Pennyw95> it's a ternary
operator
L1439[10:44:59] <Nitrodev> ah okay
thanks
L1440[10:45:07]
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L1441[10:46:16] <Curle> aha!
L1442[10:46:28] <AtomicStryker> did not
know the word for that
L1443[10:46:59]
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L1444[10:47:05] <unascribed> probably the
least imaginative name for an operator ever
L1445[10:47:18] <Curle> ternary?
L1446[10:47:19] <unascribed> "uh, it
has 3 arguments. let's call it the ternary"
L1447[10:47:24] *
AtomicStryker looks up ternary
L1448[10:47:28] <AtomicStryker> oh.
L1449[10:47:47] <Curle> contains 3
L1450[10:47:48] <AtomicStryker> why not
the trinity operator then
L1451[10:47:48] <Curle> :P
L1452[10:47:48] <gigaherz> well it IS the
only C-style operator with 3 args
L1453[10:47:49] <unascribed> it literally
means "having three variables" or "made up of three
things"
L1454[10:47:49] <gigaherz> XD
L1455[10:48:15] <AtomicStryker> ive
literally never heard that word
L1456[10:48:18] <mikebald> I've always
just called it an inline if...
L1457[10:48:21] <Keridos> mmh my ivy
curseforge thinng wontwork
L1458[10:48:30] <unascribed> meanwhile we
have Elvis and Spaceship operators
L1459[10:48:31] <gigaherz> in vb it was
an iif(cond, a, b) function
L1460[10:48:41] <unascribed> yeah, Inline
IF
L1461[10:48:43] <diesieben07> vb...
L1462[10:48:44] <Keridos> ok wait
L1463[10:48:48]
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L1464[10:49:00] <unascribed> petition to
add VB support to Forger
L1465[10:49:01] <unascribed> Forge*
L1466[10:49:10] <diesieben07> lol
L1467[10:49:15] <gigaherz> diesieben07: I
learned to program with BASIC, so VB was the obvious choice for
me
L1468[10:49:22] <gigaherz> I also knew
some pascal, but Delphi was meh
L1469[10:49:33] <gigaherz> eventually
learned C, C++ ,and then moved on to C#
L1470[10:49:34] <unascribed> I hope
there's a language called COMPLEX
L1471[10:49:38] <mikebald> gigaherz same
here; started with Basic, then VB, then C, etc...
L1472[10:49:40] <gigaherz> whlie at uni I
was taught Java
L1473[10:50:05] <sham1> gigaherz, did you
make any GUI interfaces using VB?
L1474[10:50:09] <gigaherz> ofc
L1475[10:50:18] <gigaherz> it was almost
impossible not to
L1476[10:50:19] <gigaherz> XD
L1477[10:50:26] <sham1> To track the bad
guy's IP adress?
L1478[10:50:26] <mikebald> *click &
drag* yay, UI elements in VB =D
L1479[10:50:32] <gigaherz> you had to
purposefully work around it to make a console app in vb
L1480[10:50:45] <gigaherz> edit the
executable to make it console and shit likethat
L1481[10:50:54] <sham1> Hmm
L1482[10:51:07] <sham1> For some reason
my detectAndSendChanges is not always called
L1483[10:51:16] <sham1> Let me commit so
we may ponder upon it
L1484[10:51:28] <diesieben07> i learned
with basic as well
L1485[10:51:34] <sham1> So did I
L1486[10:51:37] <Curle> Are you committed
to making useful codE?
L1487[10:51:43] <diesieben07> but VB
is... not basic
L1488[10:51:54] <sham1> Curle, ofc
L1489[10:52:02] <Curle> gud
L1490[10:52:12] <thor12022> VB 1 was much
closer to QuickBASIC, but with an event framework
L1491[10:52:13]
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L1492[10:52:23] <sham1> QBASIC is
cool
L1493[10:52:28] <mikebald> well, learning
VB made the transition to ASP easy =D
L1494[10:52:35] <thor12022> QBASIC that's
what I learned with
L1495[10:52:36] <gigaherz> I still havea
QB45 folder around
L1496[10:52:38] <sham1> You can draw 256
VGA rainbows
L1497[10:52:43] <diesieben07> yup qbasic
is fun
L1498[10:52:52] <gigaherz> but when I say
I started with basic, I mean Amstrad BASIC 1.1, in a CPC464
machine
L1499[10:52:53] <diesieben07> i learned
with gwbasic
L1500[10:52:58] <thor12022> I spent way
too much time with Mendelbrot set generators in QB
L1501[10:53:01] <gigaherz> that my uncle
had in their basement taking dust
L1502[10:53:01] <gigaherz> XD
L1503[10:53:06] <Curle> gigaherz: You
mean a Sinclair?
L1504[10:53:10] <gigaherz> nope
L1505[10:53:12] <Curle> I love Spectrums
:3
L1506[10:53:13] <gigaherz> Amstrad
CPC464
L1507[10:53:15]
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L1508[10:53:21] *
mikebald 's book was GWbasic, but I used QBasic... guess they're
close enough.
L1509[10:53:38] <Curle> Yea, they got
merged into the Spectrum +18Q
L1510[10:53:39] <gigaherz> I launched
gwbasic once
L1511[10:53:42] <gigaherz> I had to
reboot the computer
L1512[10:53:48] <gigaherz> because I
couldn't figure out how to exit it
L1513[10:53:50] <thor12022> it was an
extension effectivly wasn't it I remember dabbling with it
L1514[10:53:51] <Curle> It has the CPC464
architecture
L1515[10:53:59] <diesieben07> haha
L1516[10:54:13] <diesieben07> gwbasic is
pretty much te basicest of the basics
L1517[10:54:20] <Keridos> oh wow my
dependency resolution ingradle is soo slow again
L1518[10:54:21] <diesieben07> in dos that
is
L1519[10:54:22] <mikebald> I ... uh...
have work software that's still maintained using QBasic . . .
L1520[10:54:27] <diesieben07> haha
L1521[10:54:30] <gigaherz> lol
L1522[10:54:34] <sham1> Even with sending
this package, the number in my GUI does not increase even though I
am syncing it
L1524[10:54:44] <gigaherz>
mikebald:
L1526[10:54:51] <gigaherz> so you could
improve that to run your software?
L1527[10:54:51] <gigaherz> Xd
L1528[10:55:08] <thor12022> @mikebald,
that's pretty bad, the worst I have is Delphi 2 at work
L1529[10:57:03] <mikebald> thor12022 ah
that's not too bad... in the very least, we're rewriting it in
python [soon tm]...
L1530[10:57:36] <shadekiller666> O.O
visual studio can open FBX files and display them in 3D...
L1531[10:57:39] <mikebald> gigaherz
that's pretty interesting actually =)
L1532[10:57:53] <Nitrodev> masa you
here?
L1533[10:58:20] <Nitrodev> wait
nevermind
L1534[10:58:20]
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L1535[10:58:20] <sham1> So, does anyone
have a solution to my silly probelm
L1536[10:58:30] <sham1> Because I have
not
L1537[10:59:40] <masa> yes
L1538[10:59:52]
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L1539[10:59:53] <Keridos> ok ic2 maven
seems to be offline
L1540[10:59:58]
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L1541[11:00:03]
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L1542[11:00:05] <sham1> ...you depend on
IC2?
L1543[11:00:07]
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L1544[11:00:17]
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L1545[11:00:27] <Keridos> my mods
do
L1546[11:02:03] <masa> sham1: have you
verified that the message arrives and is used properly?
L1547[11:02:12] <diesieben07> sham1,
first of all, that can be
filter(EntityPlayerMP.class::isInstance).map(EntityPlayerMP.class::cast)
which is cleaner imho
L1548[11:03:06] <sham1> it can?
L1549[11:03:07] <sham1> TIL
L1550[11:04:32] <masa> is that syntax
some java 8 shit?
L1551[11:04:36] <masa> looks
strange
L1552[11:04:52] <AtomicStryker> anonymous
functions yea
L1553[11:04:58] <diesieben07> method
references
L1554[11:04:58] <sham1> Not even
L1555[11:05:00] <AtomicStryker> id be
more interested in how much IDE help with that
L1556[11:05:09] <sham1> good help
L1557[11:05:10] <diesieben07> define help
with that
L1558[11:05:35] <AtomicStryker> well a
lot of my actual coding is using the autocomplete
L1559[11:05:40] <AtomicStryker> this
looks a bit difficult to do
L1560[11:06:07] <diesieben07> it
autocompletes just like a method call once you do
"::<ctrl-space>"
L1561[11:06:14] <AtomicStryker>
idea?
L1562[11:06:22] <sham1> And Eclipse
L1563[11:06:24] <diesieben07> yes but
should be the same in eclipse
L1564[11:06:27]
⇨ Joins: Techcable (~Techcable@techcable.net)
L1565[11:06:43] <sham1> Eclim has a bit
of a problem with methods of Class<?> but meh
L1566[11:06:51] <sham1> Might be
YCM
L1567[11:07:03] <AtomicStryker> im not
even brave enough to use the j7 <>
L1568[11:07:29] <unascribed> and here I
am using J8 on J6 due to the magical powers of Retrolambda
L1569[11:07:45] <sham1> h0h
L1570[11:08:04] <sham1> ok diesieb, did
that change
L1571[11:08:09] <sham1> Looks so
good
L1572[11:08:36]
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L1575[11:12:42] <sham1> Apart from that,
I don't see anything wrong with my code
L1576[11:13:07] <Mraof> What would be the
best way to send textures from a server to the client?
L1577[11:13:08] <diesieben07> me
neither
L1578[11:13:28] <sham1> yet it only gets
updated when I re-enter the world which is evidence of it not being
done correctly
L1579[11:13:47] <Mraof> Basically I'm
going to make a sort of quest creation system and I don't want to
have to make a new version every time a new one is made to add the
new textures
L1580[11:14:02] <sham1> Send it over a
socket
L1581[11:15:10] <Mraof> Well of
course
L1583[11:15:51] <Mraof> But I'm wondering
if it would be best to just send a png, or as base 64 or what
L1584[11:16:12] <diesieben07> png
L1585[11:16:18] <diesieben07> probably
cant do much beyond that
L1586[11:16:24] <sham1> pack it
L1587[11:16:27] <sham1> With gzip
L1588[11:16:36] <diesieben07> png already
does that doesnt it
L1589[11:17:01] <Mraof> Okay
L1590[11:17:05] <Nitrodev> okay now i
have copy typed code i got no idea what it does
L1591[11:17:19] <Nitrodev> well i'm gonna
use this only once so i got time to understand it
L1592[11:17:59] <masa> sham1: did you
plaster the code with debug prints to find out what it actually
does and where it fails?
L1593[11:18:40]
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L1594[11:20:51] <Nitrodev> did a normal
chest have 9 slots vertically?
L1595[11:20:54] <Nitrodev>
horizontally*
L1596[11:21:24] <Nitrodev> on each row
that is
L1597[11:21:58] ***
cpw|out is now known as cpw
L1598[11:22:04] *
Naiten got Curse premium for making a project for his
mod
L1599[11:22:34] <masa> Nitrodev: yes 9 x
3
L1600[11:22:52] <Mraof> What are you even
supposed to do with Curse premium
L1601[11:22:54] <Mraof> I got it a while
ago
L1602[11:23:18] <Nitrodev> okay
good
L1603[11:23:37] <Mraof> For putting a mod
on there even though mods.io is where I actually keep my mods
updated
L1604[11:23:46] <masa> omfg it works
=_o
L1605[11:23:51] <masa> *O_o
L1606[11:24:04] <masa> QUICKLY! COMMIT
BEFORE IT BREAKS!
L1607[11:24:47] <Nitrodev> lol
L1608[11:24:53]
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L1609[11:25:04] <Nitrodev> i never quite
get how i'm supposed to add the index when making a container
L1610[11:25:11] <Nitrodev> for a
slot
L1611[11:25:12]
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L1612[11:25:38] <masa> what do you mean
how?
L1613[11:26:35] <masa> the index you give
to the Slot constructor is the index that it will use in the
underlying IInventory
L1614[11:27:07] <masa> so you set it up
so that (usually) it goes from 0 to length - 1 for that particular
inventory
L1615[11:27:44] <Nitrodev> hmm
L1616[11:27:48] <masa> so in teh
COntainer when you add the slots, usually some of them are for your
"external"/custom inventory, and then the rest are the
player's inventory
L1617[11:27:57] <Nitrodev> the game would
error if i did it wrong right?
L1618[11:28:02] <masa> yes
L1619[11:28:05] <Nitrodev> okay
good
L1620[11:28:15] <Nitrodev> then i'll just
do it the trial and error way
L1621[11:28:41] <masa> so you set up the
for loops that add the slots so that player inventory slots index
goes from 0 to max - 1, and then again your custom inventory slots
also go from 0 to max - 1
L1622[11:29:06] <masa> don't just trial
and error ;_;
L1623[11:29:10] <masa> I just explained
it
L1624[11:29:39] <Nitrodev> i know
L1625[11:30:19] <Nitrodev> and i'll just
do it like "row slots plus columns"
L1626[11:30:25] <masa> basically in the
end, that index usually is the index in the ItemStack[] array in
the IInventory implementation
L1627[11:30:32]
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L1629[11:31:23] <masa> yep usually it is
(row * columnlength) + column
L1630[11:31:52] <Nitrodev> oh
L1631[11:32:35] <masa> and in that link
you'll see that the first nested loops have an offset of +9,
because the player hotbar slots are slots 0-8 n the player's
inventory, and those are added in the second single for loop
L1632[11:33:06] <masa> could add then
first too but whatever
L1634[11:33:38] <masa> the order you add
the slots to the container usually defines in what order the
itemstacks will get moved/merged when you shift + click stuff
L1635[11:33:49]
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L1636[11:33:53] <Nitrodev> so the index
should be something like "y*x + 9"?
L1637[11:33:59] <Nitrodev> in my current
setup
L1638[11:34:32] ***
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L1639[11:34:35] <masa> y * 9 + x
L1640[11:35:17] <Nitrodev> oh
L1641[11:35:30] <masa> x in your setup is
the column ie. the "left-right" position, and y is the
row
L1642[11:35:45] <masa> so the index
increments by one each time you move to the right
L1643[11:36:19] <Nitrodev> ah got
it
L1644[11:36:27] <masa> and then when you
hop to the next row, then the row increment bt one, meaning that
the index "start position" on that row will be 9 mroe
than the last row
L1645[11:37:42]
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L1646[11:39:08] <Nitrodev> i just need to
make a testing setup so if i right click with my item the game
either erros or gives my the inv/container
L1647[11:40:30] <masa> wait what?
L1648[11:41:11] <Nitrodev> nothing
L1649[11:41:24]
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L1651[11:43:47] <masa> if you want to see
the NBT of the item, then my debug mod can do that
L1652[11:43:55] <Pennyw95> so instead of
having addVariantName inside preInit and
Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register
inside init(), there's only
ModelLoader.setCustomModelResourceLocation inside preInit(),
correct?
L1653[11:44:21] <masa> yep
L1654[11:44:55] <masa> depending on how
your item works and if it needs different textures based on NBT or
something
L1655[11:45:02] <Pennyw95> but it takes a
ResourceLocation instead of a string..
L1656[11:45:13] <masa> so?
L1658[11:46:16] <Pennyw95> nothing
L1659[11:46:28] <Pennyw95> so it
resourceLocation with the json name as argument
L1660[11:47:06] <Pennyw95> oh, the name
too? ok
L1661[11:48:17]
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L1662[11:48:19] <masa> well the json
model and the name should usually be the same
L1663[11:48:28] <masa> name as in item
registry name
L1664[11:48:42] <Pennyw95> sure
L1665[11:48:48] <Pennyw95> so I guess I
can skip the name?
L1666[11:48:58] <masa> skip?
L1667[11:49:19] <Pennyw95>
ModelResourceLocation also has a constuctor with only a
string
L1668[11:49:31] <masa> the
resourcelocation needs to be valid, which means that it will
usually be the registry name of you item anyway
L1669[11:49:50] <Pennyw95> so if the item
name and the json name match it's ok
L1670[11:50:52] <masa> well if you look
at the MoelResourceLocation constructors
L1671[11:51:06] ***
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L1672[11:51:07] <masa> if you only give
it one string, then it will use "normal" as the variant
name
L1673[11:51:26] ***
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L1674[11:51:46] <Pennyw95> Oh,
right
L1675[11:52:04] <masa> not sure if that
will work with items unless you then always specify that your item
will use that "normal" variant
L1676[11:52:17] <masa> I think items
default to "inventory", right?
L1677[11:52:24] <Pennyw95> yes
L1678[11:52:37] <Pennyw95> that applies
to item versions of block naturally
L1679[11:53:52]
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L1680[11:54:21] <Pennyw95> default to
inventory...they did in getItemModelMesher.register()
L1681[11:54:35] <gigaherz>
setCustomModelResourceLocation will make mc look at the blockstates
file, even for items, for any variant string you specify
L1682[11:54:58]
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L1683[11:55:13] <Pennyw95> Ok, I'll put
that in preInit and remove ItemModelMesher.register and
addVariantName and see what happens
L1684[11:55:48] <gigaherz> you can even
make use of forge blockstates fancyness
L1686[11:55:56] <gigaherz> by specifying
a full variant string
L1688[11:56:40] <Pennyw95> oh, sure
L1689[11:56:47] <gigaherz> notethat in
order for it to work, the "properties" in the variant
string have to be sorted alphabetically
L1690[11:57:00] <Curle> Masa made
enderUtilities?
L1691[11:57:05] <Curle> Wow, til
L1692[11:57:23]
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L1693[11:57:46] <unascribed> welcome to
the modder channel
L1694[11:57:48] <unascribed> modders hang
out here
L1695[11:58:00] <Curle> o/
L1696[11:58:08] <Curle> Also people that
don't mod
L1697[11:58:12] <Curle> for some
reason
L1698[11:58:47] <masa> Curle: umm yes?
:D
L1699[11:58:59]
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L1700[11:59:15] <Curle> EU is like my
third favourite mod (to the ones i made, ofc :P)
L1701[11:59:32] <masa> wow, cool... what
exactly in it if I may ask? :p
L1702[11:59:40] <Curle> The concept
L1703[11:59:41] <Curle> :3
L1704[11:59:56] <Curle> And the way it
actually is implemented
L1705[11:59:56] <masa> the concept of
"a bunch of random stuff"? :D
L1706[12:00:00] <Curle> And you're a cool
guy :£
L1707[12:00:01]
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L1708[12:00:06] <masa> :D thanks
L1709[12:00:20] <masa> have you tried
0.5.0 release btw?
L1710[12:00:22] <unascribed> I should
release my "a bunch of random stuff" mod
L1711[12:00:29] <Curle> I better stop
before someone accuses me of sucking your dick :(
L1712[12:00:40] <unascribed> lenguage, +b
pls
L1713[12:00:54] <Curle> the
profanities
L1714[12:00:55] <Pennyw95> uhm, I had
separate classes for block and item renderRegister....how
pointless
L1715[12:00:57] <masa> currently working
on porting said 0.5.0 release to MC 1.8.9
L1716[12:01:07] <Curle> :D
L1717[12:01:19] <PaleoCrafter>
unascribed, +b for you for spelling 'language' wrong :P
L1718[12:01:23] <masa> fiddling with the
tool module models has taken me like 2-3 days already ;_;
L1719[12:01:29] <unascribed> misspelled
intentionally to show it was a joke :L
L1720[12:01:32] <Curle> Wouldn't that be
B+?
L1721[12:01:36] <unascribed> wat
L1722[12:01:46] <unascribed> + = set
mode
L1723[12:01:48] <unascribed> - = unset
mod
L1724[12:01:49] <unascribed> e
L1725[12:01:50] <unascribed> b =
ban
L1726[12:01:53] <unascribed> +b = set
ban
L1727[12:01:56] <PaleoCrafter> +b for
making a bad joke
L1728[12:01:57] <Curle> oh
L1729[12:02:05] <unascribed> +b Curle =
set ban on Curle
L1730[12:02:10] <Curle> dunt
L1731[12:02:14] <Curle> pls no
L1732[12:02:27] <PaleoCrafter> anyways,
all my mods tend to devolve into "a bunch of random
stuff" mods xD
L1733[12:02:28] <Curle> plaeo y u do
dis
L1734[12:02:45] <unascribed> anyone
willing to make ~100 food sprites
L1735[12:02:54] <unascribed> I want to
make an un-awful cooking mod
L1736[12:03:00] <Curle> I would but I'm
rubbish at texturing
L1737[12:03:08] <unascribed> and I don't
want to just swipe it from painterly
L1738[12:03:14] <unascribed> but that
seems to be the Cool Thing To Do these days
L1739[12:03:36] <PaleoCrafter> take
pictures from google and scale them down xD
L1740[12:03:40] <unascribed> lolnop
L1742[12:03:44] <unascribed> s/p//
L1743[12:03:57] <unascribed> see, the
problem with that texture
L1744[12:04:00] <unascribed> is it's too
damn small
L1745[12:04:09] <Curle> 16^
L1746[12:04:18] <unascribed> yes but it
only uses an 8x8 box in the corner
L1747[12:04:27] <Curle> Couldn't scale
it
L1748[12:04:27] <PaleoCrafter> there was
a gems mod that literally did just that
L1749[12:04:28] <unascribed> also why
does your halo mod have apple juice
L1750[12:04:28] <PaleoCrafter> lemme find
it
L1751[12:04:40] <Curle> unascribed, halo
inspired
L1752[12:05:02] <unascribed> also
considering the viability of making textures in Inkscape
L1753[12:05:03] <Curle> there's a massive
mod concept on Titanpad somewhere
L1754[12:05:43] <Curle> Well, not so much
as Titanpad anymore
L1755[12:05:47] <unascribed> there's this
random Japanese string constant in my mod
L1756[12:05:52] <unascribed> and I don't
remember what it means
L1757[12:05:54] <Curle> It's on my wall i
turned into a whiteboard :P
L1759[12:06:17] <unascribed> I thought
that said "germany"
L1760[12:06:33] <unascribed> oh, I
thought I recognized it
L1761[12:06:35] <PaleoCrafter> the ores
are literally the high-res game textures masked
L1762[12:06:36] <unascribed> it's by
SirBlobman
L1763[12:06:40] <unascribed> who
commented on my BlockRenderer mod
L1764[12:06:40] <masa> anyone know what
the coordinate scaling is on the TRSR stuff compared o the texture
size or whatever?
L1765[12:08:26] <Curle> masa, I have a
modpack based on EnderUtilities somewhere
L1766[12:08:35] <Curle> Thought you might
like to know :3
L1767[12:08:46]
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L1768[12:10:05] <unascribed> I wonder if
there's anyone insane enough to have added full Pam's HarvestCraft
support to their resource pack
L1770[12:11:32] <unascribed> oh god PHC
is opensource
L1771[12:11:35] <unascribed> and it's as
bad as I thought
L1772[12:12:21] <unascribed> ......and
it's derived from decompiled source and has horrifying line number
comments everywhere !?!?!
L1773[12:12:34] <tterrag|away> are you
sure that's an official repo?
L1774[12:12:38] ***
tterrag|away is now known as tterrag
L1775[12:12:51] <unascribed> yes
L1776[12:12:55] <unascribed> it's linked
on the project page
L1777[12:13:43] <gigaherz> o_O
L1778[12:13:46] <Curle> rip
L1779[12:13:49] <gigaherz> decompiled
from?
L1780[12:13:50] <PaleoCrafter> she
probably lost the files and didn't have a repo at first :D
L1781[12:14:01] <Curle> I believe pam may
have a very minor case
L1782[12:14:05] <Curle> of serious brain
damahe
L1783[12:14:08]
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L1784[12:14:09] <Curle> damage*
L1785[12:14:48] ***
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L1786[12:14:51] <tterrag> my mod
KitchenCraft can reproduce about 90% of PHC using config
files
L1787[12:15:11] <unascribed> I lost
interest when you said "config"
L1788[12:15:12] <unascribed> :P
L1789[12:15:25] <Curle> i lost interest
when you said "my"
L1790[12:15:26] <Curle> :3
L1791[12:15:40] <unascribed> >not
liking tterrag's mods
L1792[12:15:41] <unascribed>
>2016
L1793[12:16:02] <gigaherz> interest
in?
L1794[12:16:05] <gigaherz> ;P
L1795[12:16:09] <masa> Curle: oh ok,
cool
L1796[12:16:11] <unascribed>
KitchenCraft
L1797[12:16:11] <Curle> :3
L1798[12:16:19] <unascribed> anyway
L1799[12:16:28] <unascribed> if anyone
wants to send me a zip file with 100 food textures in it
L1800[12:16:30] <unascribed> I may make a
food mo
L1801[12:16:30] <unascribed> d
L1802[12:16:36] <gigaherz> lol
L1803[12:16:41] <Curle> I may have to
steal
L1804[12:16:54] <Curle> I made about 150
but they're in another mod
L1805[12:17:14] <PaleoCrafter> just
random food, unascribed? :P
L1806[12:17:25] <Curle> If I can get them
they have metadata with my name in it
L1807[12:17:30] <Curle> "Produced by
(name)"
L1808[12:17:43] <unascribed>
PaleoCrafter, logical foods that can be crafted
L1809[12:17:51] <Curle> Hidden text in
files, I love it :3
L1810[12:18:24] <masa> Pennyw95: your
ModelResourceLocation is wrong
L1811[12:18:56] <PaleoCrafter> easy, one
uniform pudding or something based on vanilla ingredients and then
just add dyes (i.e. food coloring), you can generate those textures
:P
L1812[12:19:04] <Pennyw95> I'm sure I can
fix it by myself
L1813[12:19:04] ***
DonAway is now known as DRedhorse
L1814[12:19:08] <masa> try new
ModelResourceLocation("tknowledge:tk_misc.qs_cons",
"inventory")
L1815[12:19:35] <unascribed> I have a
compositor
L1816[12:19:42] <unascribed> so if you
give me a vanilla milkshake
L1817[12:19:47] <unascribed> I can
generate strawberry, chocolate, etc
L1818[12:20:18] <Curle> wat
L1819[12:20:31] <Curle> IIconRegister is
not found but it's used by vanilla code
L1820[12:21:57] <Ordinastie> Curle,
you're trying to access it on the server
L1821[12:22:15] <Pennyw95> masa: I got it
working, thank you for your help :)
L1822[12:22:27] <Curle> Am I?
L1823[12:23:14] <masa> np
L1824[12:23:30] <Curle> Something may be
horribly wrong
L1825[12:23:42] <Curle> BlockPos can't be
found either, entirely clientside
L1826[12:23:47] <sham1> Tme to get back
into this
L1827[12:23:58] <unascribed> are you
compiling against 1.7 on accident somehow
L1828[12:24:01] <McJty> Curle,
IIconRegister is 1.7.10
L1829[12:24:08] <McJty> Curle, BlockPos
is 1.8.9
L1830[12:24:13] <McJty> Curle, seems you
got things mixed up
L1831[12:24:19] <Curle> ...
L1832[12:24:20] <unascribed>
pingpingpingpingpingpingpingpingping
L1833[12:24:37] <Curle> erm
L1834[12:24:55] <tterrag> IIconRegister
is 1.8 as well
L1835[12:25:03] <tterrag> or so I
thought
L1836[12:25:12] <Curle> 1.8.9 workspace,
using the ForgeSrc 1.8.9, the BlockChest uses IIconRegister and in
the code "BlockPos cannot be resolved to a field or
variable"
L1837[12:25:24] <McJty> ah
L1838[12:25:33] <Curle> (copy-pasting
with editing, ofc)
L1839[12:25:44] <Curle> I'm making a
chest with custom features
L1840[12:25:47] <sham1> This is
madness
L1841[12:26:45] <tterrag> ah no I'm
thinking of IIconCreator
L1842[12:26:51] <tterrag> IIconRegister
absolutely does not exist in 1.8.x
L1843[12:26:58] <Curle> o-o
L1844[12:27:14] <masa> Curle: uh what?
there is no string "icon" in BlockChest in my 1.8.9 dev
env
L1845[12:27:37] <masa> let alone IIcon
stuff in 1.8.9 in general, like has been said
L1846[12:28:02] <Curle> what the actual
shit
L1847[12:28:15]
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L1848[12:28:20] <unascribed> tfw you're
looking at 1.7.10 source code in 1.8.9
L1849[12:28:36] <masa> your dev
environment seems to have a slight case of fucked up beyonf all
repair :p
L1850[12:28:40] <Curle> tfw you're
looking at 1.7.10 source code after deleting it
L1851[12:28:54] <Curle> and making a new
environment
L1852[12:29:01] <Curle> on a new
computer
L1853[12:29:14] <masa> well did you
refresh your IDE's cache or re-import the stuff?
L1854[12:29:27] <Curle> There was nothing
to import, and yes
L1855[12:30:06] <Curle> time to do some
digging
L1856[12:31:15] <Curle> Is there a list
of methods that were changed in 1.7.10 - 1.8.9 to make porting
easier?
L1857[12:31:24] <unascribed> all of
them
L1858[12:31:31] <Curle> The
essentials
L1859[12:31:49] <LexDesktop> int,int,int
-> BlockPos
L1860[12:31:52] <Curle> setBlockName was
removed, set*TextureName was removed, etc.
L1861[12:32:01] <LexDesktop> No there
isnt a list just go do it
L1862[12:32:33] <Curle> :/
L1863[12:34:12] <sham1> And now I feel
stupid again
L1864[12:34:25] <Curle> You're not the
only one :(
L1865[12:34:49] <sham1> My stuff sync
correctly but I never assign the value
L1866[12:35:45]
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L1868[12:35:58] <masa> I asked you did
you add debug prints to places to see where the value gets
to...
L1869[12:36:29] <masa> what is the
scaling on the TRSR in relation to the texture size?
L1870[12:36:45] <masa> in the translation
to be specific
L1871[12:36:47] <sham1> I know you did
masa
L1872[12:36:56] <sham1> I was looking
from the wrong place
L1873[12:37:53] <LexDesktop>
LatvianModder, you about?
L1874[12:39:37] ***
tterrag is now known as tterrag|away
L1875[12:40:03] <masa> anyone know about
the TRSR translation value scale?
L1876[12:40:32] <masa> I'm trying to move
a module in my model a specific amount of pixels
L1877[12:40:54] <masa> I trie 10, 0.2 and
0.02 but the module is just gone
L1878[12:40:55] <Curle> What's the
default block state?
L1879[12:41:08] <Wuppy> o/
L1880[12:41:11] <Curle> :DD
L1881[12:41:19] <masa>
Block#getDefaultState()?
L1882[12:41:21] <Curle> brb
L1883[12:42:22]
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L1884[12:43:20] ***
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L1885[12:44:51] <Curle> back
L1886[12:44:52] <Curle> Thanks
L1887[12:46:57] <masa> and you have to
set it too for your own blocks
L1888[12:47:50] <Curle> setBlock needs a
state. need default :P
L1889[12:48:05] <Curle> I could set it
myself, but isn't it "default"?
L1890[12:48:25] <masa> well what block
are you setting it to?
L1891[12:48:31] <Curle> stone
L1892[12:48:44] <masa>
Blocks.stone.getDefaultState()
L1893[12:48:53] <Curle> oh, figure that
one out :P
L1894[12:49:24] <masa> and if you wanted
like granite then you would add to that .withProperty(variantname,
value)
L1895[12:51:09] <Curle> Ta very much
:3
L1896[12:52:39] <masa> aha there was a
stupid bug in my model class, now the values actually take
effect
L1897[12:52:47]
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L1903[12:55:57] <Curle> So it's
Myst?
L1904[12:56:07] <Curle> Oh, it's
mentioned at the end, what a co-incidence :P
L1905[12:57:31] <Wuppy> this guy gave a
guest lecture at our university, it's really awesome how the
environment and weather is set up
L1906[12:57:46] ***
kroeser|away is now known as kroeser
L1907[12:59:41] <masa> awww yiss, I can
now change the location of the modules on my tools in the
blockstate json for the tool <3
L1908[13:00:37]
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(~MattDahEp@71-208-229-141.hlrn.qwest.net)
L1909[13:01:19] <masa> anyone know why
the items help by players are shaded/lit differently depending on
the yaw rotation? is the lighting actually based on the position of
the sun or something?
L1910[13:01:43] <masa> then again mine is
set to coonstant mid day
L1911[13:01:58] <Curle> i tried saying
this before, it's a rendering glitch
L1912[13:02:08] <Curle> brightness has
always been an issue
L1913[13:02:55] <masa> seems to be when
the item's surace is aligned with the north axis then it gets
darker
L1914[13:03:38]
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(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.)
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L1916[13:04:09] <Curle> cojo, some deep
shit right there
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L1918[13:05:18] <Nitrodev> okay i need a
list to see what's different with items having containers
L1919[13:05:23] <Nitrodev> as opposed to
blocks
L1920[13:05:35] <masa> different in what
regard?
L1921[13:06:02] <masa> only the
IInventory really, plus the way you open the gui
L1922[13:06:12] <Nitrodev> okay
L1923[13:06:20] <Nitrodev> and i mean as
far as code goes
L1924[13:06:29] <Nitrodev> like what code
is different
L1925[13:06:47]
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(~head@host81-154-121-145.range81-154.btcentralplus.com)
())
L1926[13:06:51] <masa> well mostly just
the way you actually store the items in your inventory
L1927[13:07:12]
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L1928[13:07:25] <Curle> Gitchy
stuff
L1929[13:07:37] <Nitrodev> okay so mostly
the part i got owrking then
L1930[13:07:38] <masa> with a block ie. a
TileEntity, you can have the ItemStack[] array which remains in
memory until the chunk gets unlaoded, and then the writeToNBT()
method writes the ites to the TE's NBT
L1931[13:07:43] ***
kroeser is now known as kroeser|away
L1932[13:07:46] <Nitrodev> by just copy
typing from your class :P
L1933[13:08:28] <masa> but with item
based inventories you mostly have to store the changes immediately
to the item's NBT, otherwise you can lose or dupe stuff
L1934[13:08:32] <LexDesktop> meh if
anyone sees LatvianModder show up let him know I want to talk. I
want to steal his soul and put it into the forge ecosystem.
L1935[13:08:53] <gigaherz> lol
L1936[13:08:56] <masa> haha
L1937[13:09:04]
⇨ Joins: Raspen0
(~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
L1938[13:09:07] <masa> he becomes part of
the system
L1939[13:10:26] <thor12022> so, would
each Forge install be using a copy of his soul, or just a piece of
it?
L1940[13:11:59] <LexDesktop> Well, you
can do it either one of two way, first you just use his soul as the
installer and it'll end there, OR you could murder someone and that
will split the soul and leave a peice on your computer that will
both bring him closer to immortality, and have a nice little ghost
in the machine to help you fix bugs. Win win!
L1941[13:12:25] <Curle> rip that
dude
L1942[13:12:34]
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L1943[13:12:43] <Curle> So Lex needs
LatvianModder's help?
L1944[13:12:47] <Curle> :O
L1945[13:13:14] <LexDesktop> No, i'm
triyng ot put together a new project and I want to steal
him/his.
L1946[13:13:29] <Curle> so you need his
help?
L1947[13:13:29] <Curle> :P
L1948[13:13:39] ***
willieaway is now known as williewillus
L1949[13:13:47] <LexDesktop> Sure
L1951[13:14:28] <williewillus> :P
L1953[13:17:19] <LexDesktop> Yes ive seen
it and its something that i've done for years {the basic practice}
I've not gotten involved in the win10 version because its not worth
the effort.
L1954[13:17:24] <LexDesktop> And I just
flat out dont have the time
L1955[13:17:43] <Nitrodev> what the fuck
is that williewillus?
L1956[13:17:51] <williewillus> people
trying to mod the c++ version
L1957[13:18:11]
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(~Thunderbi@modemcable086.219-70-69.static.videotron.ca)
L1958[13:18:17] <Nitrodev> Oh
L1959[13:19:01] <LexDesktop> Sode note:
Compleetly ignore the fac that hes using IDA and there is no way in
hell he baught it.
L1960[13:19:03]
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(Ping timeout: 198 seconds)
L1961[13:19:53] <LexDesktop> Also: Vtable
hooking is redementary at best.
L1962[13:20:14]
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(~Delaxarny@ip56572345.direct-adsl.nl)
L1963[13:20:59] <williewillus> i also
feel like MS will crack down on people hooking into w10/PE a lot
harder than it does on Forge (or lack thereof) :P
L1964[13:21:49] <Nitrodev> Whut?
L1965[13:22:17] <LexDesktop> Potentially,
but if you do it correctly there isnt that big oif a deal
L1966[13:22:31] <LexDesktop> Again the
problem with me is the time/benifit ratio is off.
L1967[13:22:34] <Curle> right, Microsoft
has NO say in the way Minecraft is run! Mojang own it, but
Microsoft own Mojang, that's it.
L1968[13:22:45] <Curle> The control ends
there
L1969[13:22:49]
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and Out!)
L1970[13:23:07] <Curle> all these people
saying Microsoft will stop support for PS, and all that shit, it's
not happening
L1971[13:23:22] <Curle> It really rustles
my jimmies when people don't pay attention :(
L1972[13:23:47] <williewillus> Curle: not
entirely true
L1973[13:24:11] <williewillus> they seem
to have full influence over W10 and PE, the PC team is independent
and the console ports follow PC
L1974[13:24:23] <Curle> Microsoft is
making the beta.minecraft.net site, that's it as far as I can
tell
L1975[13:24:28] <williewillus> it looks
terrible
L1976[13:24:30] <williewillus> :P
L1977[13:24:41] <Curle> W10 still has
DinnerBone comments in it
L1978[13:24:55] <williewillus> the color
scheme and layout look like a mod scam download site
L1979[13:25:33]
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L1980[13:25:54]
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L1981[13:26:39] <PaleoCrafter> you know,
I'm a fan of minimalism in webdesign, but that's just *too*
little
L1982[13:26:49] <PaleoCrafter> Imagine
somebody who has never played MC look at that site
L1983[13:26:51] <Curle> try my site
L1984[13:26:51] <Curle> :P
L1985[13:26:55] <PaleoCrafter> they
wouldn't know what it's about whatsoever
L1986[13:26:55] <Curle> Literally nothing
on it
L1987[13:27:03] <Curle> That image
L1988[13:27:11] <Curle> Of Steve? killing
the skeleton
L1989[13:27:16] <Curle> I've seen it
before
L1990[13:27:23] <williewillus>
PaleoCrafter: the old site wasn't much better, with that 5 year old
Vareide video still there :P
L1991[13:27:34] <PaleoCrafter> of
course
L1992[13:27:43] <PaleoCrafter> but if
they already do a new site, they should do it properly
L1993[13:27:49] <Curle> it says
beta
L1994[13:27:53] <Curle> not
complete
L1995[13:28:02] <Wuppy> what's the new
correct way of doing ModelBakery.addVariantName?
L1996[13:28:19] <PaleoCrafter> if you do
setCustomMRL you shouldn't need it at all, Wuppy
L1998[13:28:56] <Wuppy> do what
now?
L1999[13:29:09] <Curle>
CustomModelResourceLocation?
L2000[13:29:10] <williewillus>
setCustomModelResourceLocation calls registerItemVariants for
you
L2001[13:29:20] <williewillus> you only
need to call that manually if you're using a custom mesher
L2002[13:29:23] <PaleoCrafter> it's a
method in ModelLoader, I think
L2003[13:29:40] <Wuppy> a lot has changed
since I last looked at metadata items then :o
L2004[13:29:52] <Curle> we don't do
metadata anymore
L2005[13:30:02] <PaleoCrafter> >
items, Curle ...
L2006[13:30:04] <Curle> BlockStates in
Items
L2007[13:30:05] <Curle> :3
L2008[13:30:08] <Curle> wait
L2009[13:30:09] <williewillus> Curle:
??
L2010[13:30:10] <Curle> items
L2011[13:30:12] <Curle> damn
L2012[13:30:12] <williewillus> wat
L2013[13:30:17] <Curle> hold up
L2014[13:30:20] <williewillus> I prefer
not to do items in blockstates/
L2015[13:30:20] <Curle> wait a
minute
L2016[13:30:22] <williewillus> it's
messy
L2017[13:30:27] <williewillus> only
itemblocks in blockstate json
L2018[13:30:29] <Curle> hold on a
minute
L2019[13:30:30] <williewillus> the rest
in models/item
L2020[13:30:31] <Curle> I made a
mistake
L2021[13:30:32] <Curle> :3
L2022[13:31:01] <masa> I have some of my
tiems in blockstates just to cut don on the number of jsons
L2023[13:31:31] <williewillus> well only
makes sense for itemblocks
L2024[13:31:38] <williewillus> standalone
items are still in models/item for me
L2025[13:32:34] <PaleoCrafter> an idea
just struck me xD
L2026[13:32:41] <Curle> murder me?
L2027[13:32:42] <Curle> :3
L2028[13:32:59] <PaleoCrafter> there's no
reason why a mod shouldn't introduce it's own version of itemstates
xD
L2029[13:33:11] <williewillus> yeah but
that's just repeated work
L2030[13:33:13] *
Curle strikes PaleoCrafter over the head with a bright idea (aka, a
light bulb)
L2031[13:33:15] <PaleoCrafter> meh
L2033[13:34:55] <williewillus> Its weird,
I like the w10/m ecosystem and the platform they're trying to
make....but I just get irritated when they try to rub minecraft all
over it
L2034[13:35:05] <williewillus> two
separate worlds in my head stop tryihng to mix the two
L2035[13:36:07] <JC52> gg curle
L2036[13:36:36] <PaleoCrafter> that site
won't launch before 1.9, it seems :D
L2037[13:36:37] <Pennyw95> is it
"particle": {} to put inside the block model json to
choose the breaking texture?
L2038[13:37:02] <tterrag|away> No
braces
L2039[13:37:05] <PaleoCrafter> ^
L2040[13:37:06] <tterrag|away> It's just
a texture
L2041[13:37:12] <PaleoCrafter> and it
(obviously) has to be in the textures section
L2042[13:37:45] <Pennyw95> Oh, that was
the issue
L2043[13:38:17] <Pennyw95>
"particle": "texture":
"texturename"?
L2044[13:38:37]
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L2045[13:38:41] <PaleoCrafter> what,
no
L2046[13:38:42] <williewillus>
"textures": { "particle": "name"
}
L2047[13:38:44] <PaleoCrafter> ^
L2048[13:39:13] <tterrag|away>
l2json
L2049[13:39:23] <Pennyw95> ah, that
one
L2050[13:39:24] <Pennyw95> ok
L2051[13:39:24] <tterrag|away> The syntax
is simple, read the spec
L2052[13:39:27] ***
williewillus is now known as willieaway
L2053[13:39:28] <tterrag|away> It helps a
lot
L2054[13:40:12] <Pennyw95> that was a
silly question...thanks :)
L2055[13:40:22]
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(~foo@adsl-074-181-053-011.sip.sav.bellsouth.net)
L2056[13:41:43] <masa> yay I got my tool
models now all done \o/
L2058[13:45:34] ***
V is now known as Vigaro
L2060[13:46:18] <Curle> masa, is that a
Tinker's clone I spy?
L2061[13:47:36] <sham1> "Phantom
type"
L2062[13:47:50] <sham1> As long as it is
not a phantom menace I can live with it
L2063[13:47:55] <kashike> lol
L2064[13:48:00] <masa> clone?
L2065[13:48:15] <masa> I've had the tools
in the mod for over a year...
L2066[13:48:38] <sham1> Dont get me
wrong, I sorta like the prequels but the first one is the
weakest
L2067[13:48:46] <masa> there is just one
tool of each type, they just take some modules like most of my
items, and have a bazillion keybind combinations to control the
features :D
L2068[13:49:03] <sham1> So it is a
modular powersuits clone?
L2069[13:49:12] <masa> no...
L2070[13:49:20] <masa> I have no
armoratm
L2071[13:49:36] <masa> just random items
that do stuff
L2072[13:50:06]
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L2073[13:50:44]
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L2074[13:51:40] <masa> ok so just the
bucket model to do, and I can copy paste most of that tool model
stuff into it...
L2075[13:53:37] <Pennyw95> I suppose that
if I made one face of a json renderered cube transparent the player
would see through the opposite face since the textures are all
external?
L2076[13:55:13] <Curle> ehm
L2077[13:55:37] <Curle>
EnumHelper.addArmorMaterial(name, texture, int, int[], int)
L2078[13:55:43] <Curle> Doesn't armor
have 2 textures?
L2079[13:58:27]
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L2080[13:58:36] ***
kroeser|away is now known as kroeser
L2081[14:01:15] <Curle> Anyone?
L2082[14:02:06] <diesieben07> Curle,
armor material doesnt store texture at all?
L2083[14:02:25] <diesieben07> it has a
name field, thats all.
L2084[14:04:12] <Pennyw95> diesieben07:
am I right if I say that if I made face east of a json block
transparent, I'll see the face of the block adiacent to the west
face?
L2085[14:04:24] <diesieben07> what is a
"json block"?
L2086[14:04:52] <Pennyw95> a normal
block, without tesr
L2087[14:05:08] <diesieben07> ah, then
no
L2088[14:05:15] <diesieben07> faces are
culled
L2089[14:05:19] <diesieben07> if i
understand correctly.
L2090[14:05:45] <Pennyw95> that means I
would see the internal face of west (the opposite)?
L2092[14:06:07] <diesieben07> no you
would see through the ground by default
L2093[14:06:19] <diesieben07> that is a
misnomer
L2094[14:06:28] <Pennyw95> so if I want
to make a hollow block, is TESR the only way?
L2095[14:07:05] <diesieben07> No, you
need getBlockLayer
L2096[14:07:10] <masa> no, you have some
options for the render type afaik
L2097[14:07:11] <diesieben07> but dont
ask me which does which again
L2099[14:08:01] ***
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L2100[14:08:03] <Pennyw95> thanks
:D
L2102[14:10:08]
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L2103[14:10:51] <Curle> Anyone?
L2104[14:12:30]
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reset by peer)
L2105[14:12:50] <masa> what?
L2106[14:13:03] <sham1> what what
L2107[14:13:14] <sham1> or dont
answer
L2108[14:15:06] <Curle> add Armor
Material takes a texture string but armor has 2 textures
L2109[14:15:15] <Curle> brb
L2110[14:16:12]
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L2112[14:17:21] <masa> well like
diesieben said, ArmorMaterial has no texture references at
all
L2113[14:17:36] ***
tterrag|away is now known as tterrag
L2114[14:17:57] <diesieben07> to set the
armor texture, use getArmorTexture in your Item.
L2115[14:18:02] <diesieben07> since
like... forever ago.
L2116[14:21:16]
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L2121[14:27:54] <sham1> ah green text on
black background
L2122[14:28:05] <sham1> Gives that
distinct hacker feel
L2123[14:28:34]
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L2124[14:34:02] <LatvianModder>
LexDesktop: Tomorrow, teamspeak, around this time? I don't even
know where to find you. Also I will need some fragments of my soul
to function, can't give ALL of it to you
L2125[14:34:23] <LatvianModder> Also, I
know you hate pings, but theres just no other way to communicate
with you that I know of
L2126[14:35:10] <tterrag> pings are fine
if you have a legitimate reason...which you do...just don't ping
him for stupid stuff :P
L2127[14:35:20] <LatvianModder>
Gotcha
L2128[14:35:24] <tterrag> even says so in
the topic
L2129[14:36:41] <sham1> Yeah, if you have
a legit reason it is fine
L2130[14:36:58] <sham1> I'm certain the
limitation is so that you won't ping Lex for the sake of pinging
Lex
L2131[14:37:20] <LatvianModder> Right.
And I guess word "Lex" doesnt ping him, only full
nick?
L2132[14:37:30] <sham1> ye
L2133[14:37:34] *
sham1 hopes
L2134[14:37:44] <IoP> What is his full
nick?!
L2135[14:37:52] <LatvianModder> Ok, then
its cool to talk behind hes back like that
L2136[14:37:59] <LatvianModder> IoP:
Don't. :D
L2137[14:38:20] <sham1> You can refer to
him but speaking shit about anyone here is bad
L2138[14:38:29] <sham1> Because every
bouncer has ears
L2139[14:38:48] <LatvianModder> .. Yeah,
I was totally serious about that. Yep.
L2140[14:38:50] <IoP> and logs are
public...
L2141[14:39:05] <gigaherz> also don't
ping him if he's already around reading ;p
L2142[14:39:30] <sham1> That should be a
general rule here in general
L2143[14:39:35] <LatvianModder> IRC isnt
whatapp, I can't see if the message is read. I dont usually ping
people multiple times
L2144[14:39:49] <gigaherz> I mention the
name of the person as context
L2145[14:39:52] <sham1> "Don't ping
anyone you know is not AFK"
L2146[14:39:57] <gigaherz> while juggling
converstaions and such
L2147[14:40:18] <gigaherz> for me,
getting my nickname mentioned while I have the irc window on top
doesn't bother me
L2148[14:40:19] <sham1> Unless for
context I think it is fine
L2149[14:40:34] <LatvianModder>
/setworldspawn is sorta weird in nether
L2150[14:40:40] <gigaherz> but even
then
L2151[14:40:42] <LatvianModder> my /spawn
doesnt teleport to it
L2152[14:40:42] <gigaherz> I don't mind a
ping
L2153[14:40:48] <gigaherz> just so long
as it's ONE ping
L2154[14:40:58] <gigaherz> I hate when
people start saying a nickname every single line, and stuff like
that
L2155[14:41:01] <LatvianModder> gigaherz:
how
L2156[14:41:02] <LatvianModder> gigaherz:
are
L2157[14:41:03] <LatvianModder> gigaherz:
you
L2158[14:41:05] <LatvianModder> gigaherz:
doing
L2159[14:41:06] <sham1> :P
L2160[14:41:09] <gigaherz> you joke
L2161[14:41:12] <gigaherz> but there's
people like that
L2162[14:41:16] <gigaherz> LatvianModder
so you know that thing
L2163[14:41:23] <gigaherz> LatvianModder:
that we were talking about earlier
L2164[14:41:29] <gigaherz> LatvianModder:
I found out that blah blah
L2165[14:41:43] <gigaherz> it's horribly
annoying XD
L2166[14:41:47] <LatvianModder> Yeah, I
know :P Its only an option if the conversation is very thick
L2167[14:41:48] <sham1> I can see how it
would be annoying and I am not the one being pinged
L2168[14:41:56] <LatvianModder> aka,
there are like 3 going at the same time in the same room
L2169[14:42:01] <sham1> Mmmm
L2170[14:42:06]
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L2171[14:42:13] <sham1> But at that point
I would just PM
L2172[14:42:27] <diesieben07> does /spawn
even exist in vanilla?
L2173[14:42:48] <sham1> AFAIK yes
L2174[14:42:57] <diesieben07> because i
sure can't find it :D
L2175[14:43:05] <LatvianModder> nop
L2176[14:43:10] <sham1> because it would
suck if it was not a thing
L2177[14:43:15] <sham1> WHAT!?
L2178[14:43:16] <LatvianModder> its
not
L2179[14:43:21] <LatvianModder> so I
added it in FTBU :P
L2180[14:43:31] <diesieben07> you
probably teleport to the player's spawn, right?
L2181[14:43:39] <diesieben07> every
player has a spawnpoint for every dimension
L2182[14:43:44] <diesieben07> and then
every dimension has a default spawnpoint
L2183[14:44:08] <diesieben07> on top of
that you cannot respawn in all dimensions, nethter for example
doesnt allow it
L2184[14:44:13] <LatvianModder> I
teleport to world's spawnpoint
L2185[14:44:31] <diesieben07> huh
L2186[14:44:32] <LatvianModder> it doesnt
check if its player or anything
L2187[14:44:51] <sham1> I hope someone
adds /home and /sethome
L2188[14:44:56] <LatvianModder> I
did
L2189[14:44:57] <sham1> Those are
useful
L2190[14:45:01] <LatvianModder> Dude.
FTBU
L2191[14:45:01] <diesieben07>
strange
L2192[14:45:02] <LatvianModder> :P
L2193[14:45:12] <IoP> LatvianModder: too
buggy ;)
L2194[14:45:25] <LatvianModder> Nah, pack
updates are slow
L2195[14:45:28] <LatvianModder> I fixed
all of the bugs
L2196[14:45:34] <sham1> Needs more
Towny
L2197[14:45:45] <LatvianModder> like 5
major ones at least, terrag helped me out with teleporter
code
L2198[14:46:48]
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L2201[14:57:17] <Lordmau5> I'm up to no
good
L2202[14:57:25] <sham1> D:
L2203[14:58:03] <Lordmau5> yup
L2204[14:58:05] <Lordmau5> that's a good
font
L2206[14:58:07] <Lordmau5> quality
coding
L2207[14:59:13] <sham1> Oh god
L2208[14:59:40] <sham1> :q
L2209[14:59:51] <sham1> :q!
L2210[14:59:53] <sham1> Put it away
L2212[15:01:28] <sham1> ..
L2213[15:01:45] <nallar> >:(
L2214[15:01:49] <sham1> Excuse me
L2215[15:02:30] <sham1> I need to go
unsee that
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L2219[15:10:51] <Lordmau5> colorful
L2221[15:11:33] <LexDesktop>
LatvianModder, im busy all day tomarrow.
L2222[15:11:40] <LexDesktop> but ya, let
me know
L2223[15:12:04] <LatvianModder> Ok, then
sunday?
L2224[15:12:24] <LexDesktop> May
work
L2225[15:12:38] <LatvianModder> You can
just ping me in IRC
L2226[15:12:54]
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L2227[15:12:59] <LexDesktop> mm
L2228[15:12:59] <LatvianModder> Im mostly
available from 9-22 GMT0
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L2238[15:28:07] <Curle> ooh shit
son
L2239[15:28:43] <Curle> a webchat
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L2250[15:48:22] <masa> why are the items
flipped when held in hand? so that the fron t side of it faces
down/away from the player?
L2251[15:49:31] <tterrag>
they...aren't?
L2252[15:50:10]
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L2253[15:50:15] <gigaherz> if you use
"transform":"forge:default-item", it should
look right
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L2256[15:51:42] <masa> look at any
vanilla item
L2257[15:52:02] <tterrag> pic? they look
fine to me
L2258[15:52:22] <masa> they face the
different direction than in the inventory
L2259[15:52:36] <masa> ie. the
"front side" faces away from the player
L2260[15:52:45] <masa> in third person
mode
L2261[15:52:55] <masa> forgot to mention
that
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L2265[15:55:49] <masa> soo how it faces
the other direction when looking at it from the player's point of
view/side
L2266[15:55:53] <masa> *see
L2267[15:56:02] <williewillus> probably a
derp change
L2268[15:56:07] <williewillus> and no one
noticed or cared
L2269[15:56:24] <masa> heh
L2270[15:56:37]
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L2271[15:56:43] <williewillus> like how
nobody noticed the offset of the bow in first person is shifted in
1.7 vs 1.8 except for pvp'ers (and me, since I'm really ocd about
that kind of stuff)
L2272[15:56:44] <masa> well my bicket's
icons now face away from the player in third person, unless I flip
the model
L2273[15:57:20] <masa> I'm still bothered
how the swords on zombie pigmen are tilted forward instead of
backward in 1.8, compared to earlier :D
L2274[15:57:25] <masa> probably this same
issue actually?
L2275[15:57:38] <LatvianModder> lol why
do you have Alex skin? :P
L2276[15:57:40] <williewillus> nah they
had to redo all of those kinds of transforms
L2277[15:57:47] <williewillus>
LatvianModder: the game chooses randomly
L2278[15:57:53] <williewillus> in offline
mode
L2279[15:58:03] <masa> LatvianModder:
well it is random... I just happen to have that at least on my main
account
L2280[15:58:07] <masa> in dev that
is
L2281[15:58:10] <LatvianModder> You know
you can add --username Whatever --uuid <uuid>
L2282[15:58:15] <williewillus> yeah but
why
L2283[15:58:21]
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L2284[15:58:26] <LatvianModder> Ok, you
might not need that
L2285[15:58:37] <LatvianModder> But in
FTBU, I dont want 1000 players on my list :P
L2286[15:58:46] <williewillus> I just set
it to williedebug
L2287[15:58:58] <masa> uh wai
twhat?
L2288[15:59:13] <masa> I have set my
--username, just not --uid or --password
L2289[15:59:25] <williewillus> don't set
password that's just dumb
L2290[15:59:28] <masa> didn't even know
about uuid actually
L2291[15:59:32] <masa> yeah..
L2292[15:59:35] <LatvianModder> I dont
use password either
L2293[15:59:49] <masa> can't ou also copy
the token from the launcher somewhere?
L2294[15:59:49] <LatvianModder> Thats
like.. the easiest way to steal it, its just plain text
L2295[15:59:54] <williewillus> on
multiple occasions people have pasted their password or twitch
token directly here
L2296[15:59:54] <LatvianModder> or
accidently show on stream
L2297[16:00:03] <masa> yeah..
L2298[16:00:09] <LatvianModder> lol
L2299[16:00:15]
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L2301[16:00:46] <masa> so what exactly
does adding --uuid cause? and is it in addition to
--username?
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L2307[16:04:49] <masa> now I just need to
fiddle around with the fluid model...
L2308[16:05:31] <diesieben07> masa,
--uuid does not do anything
L2309[16:05:41] <masa> ok..
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L2314[16:09:41] <tterrag> does the client
not get told if the world is thundering?
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L2316[16:09:50] <tterrag> I mean, it
must, it draws the fog darker
L2317[16:09:59] <tterrag> but when I call
WorldInfo.isThundering() I get false
L2318[16:10:13] <masa> hmm so... how
should I be cutting/cropping models?
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L2320[16:11:21] <diesieben07> tterrag,
World.isThundering
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L2323[16:12:06] <tterrag> what the hell
is the point of WorldInfo then -.-
L2324[16:12:25] <diesieben07> idk
L2325[16:12:42] <Corosus> its a
ruse!
L2326[16:13:43] <PaleoCrafter> masa, you
might want to somehow use forge's built-in bucket thing
L2327[16:13:49] <tterrag> yeah that
works...thanks
L2328[16:13:56] <PaleoCrafter> not sure
whether it actually supports custom models
L2329[16:14:46] <PaleoCrafter> and do you
really want to put all those extra vertices in for the slightly
elevated effect? D:
L2330[16:15:19] <Curle> think of the poor
computers :(
L2331[16:15:52] <masa> :D
L2332[16:15:54] <masa> screw you
L2333[16:16:00] <Curle> :3
L2334[16:16:05] <Corosus> toasters
everywhere suddenly got more toasty
L2335[16:16:10] <masa> I'll put ALL the
vertices in it!
L2336[16:16:13] *
Curle gets toasty
L2337[16:16:37] *
JC52 gets toasty
L2338[16:16:42] <Curle> :D
L2339[16:16:49] <masa> if your computer
dies because of like 10 extra quads in a world filled with millions
of blocks, then you might have some issues
L2340[16:17:02] <Curle> it all becomes a
collateral
L2341[16:17:38] <masa> maybe I better
remove all the models from all my tiems because your computers are
such potatoes that they die from a couple of extra quads
L2342[16:17:45] <Curle> :P
L2343[16:18:11] <masa> how many quads do
you think chisels & bits blocks have? :p
L2344[16:18:16] <Curle> erm
L2345[16:18:18] <Curle> -3.7?
L2346[16:18:22] <williewillus> well it's
different for blocks vs items
L2347[16:18:27] <PaleoCrafter> ^
L2348[16:18:36] <williewillus> blocks are
optimized/multithreaded/cached
L2349[16:18:43] <PaleoCrafter> items
still get rendered every frame, no display list/VBO there
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L2352[16:18:46] <Curle> items are
shitholes
L2353[16:18:53] <williewillus> items 1.
refresh every tick and 2. are just tessellator draws
L2354[16:19:01] <masa> well, I have 60
fps with my bucket in ahnd!
L2355[16:19:05] ***
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L2356[16:19:05] <williewillus> well I
guess blocks are tess draws too, but they're heavily batched
L2357[16:19:19] <williewillus> I know :P
was just extending the point that blocks/items are rendered
differently
L2358[16:19:19] <Curle> I have 5 fps with
nothing loaded! :P
L2359[16:19:25] <williewillus> ^me in
1.7
L2360[16:19:50] <masa> 350 fps when I
take vsync off
L2361[16:19:55] <williewillus> i haev
thaumcraft 4, botania, aura cascade, nei in a test instance to
compare for my ports and it runs like shit in a superflat
L2362[16:19:59] <williewillus> less than
30 at all times
L2363[16:20:01] <Curle> my monitor is 15
fps anyway
L2364[16:20:09] <PaleoCrafter> masa, the
problem comes when everybody else starts to think like you
L2365[16:20:10] <Curle> anything higher
is unbelivably choppt
L2366[16:20:17] <Curle> choppy*
L2367[16:20:33] <PaleoCrafter> u
wot
L2368[16:20:43] <williewillus> eh a few
extra quads in the items really won't matter :P
L2369[16:20:51] <gigaherz> o_O
L2370[16:20:53] <williewillus> you should
see the elaborate sword models people are churning out for
vanilla
L2371[16:20:58] <gigaherz> 15fps is
barely above slideshow
L2372[16:21:08] <Curle> it's enough for
me
L2373[16:21:18] <masa> so what you are
saying that I've wasted the last week fiddling around with item
models because you want me to remove all the cool models?
L2374[16:21:23] <masa> thanks mom!
L2375[16:21:27] <Curle> mind you, this is
a repurposed school dell
L2376[16:21:34] <PaleoCrafter> I don't
even really see the point in having it elevated :P
L2377[16:21:37] <Curle> Behind me is a
monster that can't run Eclipse :/
L2378[16:21:42] <williewillus> how old is
a 15fps monitor? 0.o
L2379[16:21:43] <PaleoCrafter> just extra
effort for you and it doesn't look all that different :P
L2380[16:21:50] <gigaherz> williewillus:
it isn't
L2381[16:21:52] <williewillus> i think
it's a nice touch
L2382[16:22:07] <gigaherz> even the
oldest devices that could be calledm onitors did at least
24hz
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L2384[16:22:14] <Curle> williewillus: i
found it in my attic
L2385[16:22:32] <masa> PaleoCrafter: well
it is in, and I would still need to generate a sperate quad for the
icon anyway, since it's s separate texture
L2386[16:22:39] <masa> *separate
L2387[16:22:51] <PaleoCrafter> hm?
L2388[16:22:52] <gigaherz> generally,
monitors either supported modes at > 30hz, or they didn't
support the mode at all
L2389[16:23:07] <PaleoCrafter> the
layered stuff should work just fine :P
L2390[16:23:13] <Curle> generally, you
don't use Welsh computers. :P
L2391[16:23:15] <PaleoCrafter>
williewillus, resource packs can do the nice things :P
L2392[16:23:20] <masa> because the icon
indicates the mode, so it actually often might not even exist
L2393[16:23:55] <masa> the
"normal" mode doesn't have the icon at all
L2394[16:24:29] <masa> but anyway... back
to making more quads so your toasters die in pain
L2395[16:24:50] <PaleoCrafter> *my* PC
will be able to take it just fine :P
L2396[16:24:53] <Curle> Someone get the
specs of an American Dell Optiplex 780 please :P
L2397[16:25:54] <PaleoCrafter> there
appear to be multiple versions of that thing :P
L2398[16:25:58] <gigaherz> Dell OptiPlex
780 - Core 2 Duo E8400 3 GHz
L2399[16:26:02] <Curle> Welsh stock model
has 500mb ram, 0.7Ghz processor and 50GB HDD
L2400[16:26:07] <williewillus> fry|afk:
in armatures, can an element be a member of more than one
joint?
L2401[16:26:24] <gigaherz> Curle: hmm
must be a different model then XD
L2402[16:26:38] <Curle> if i can upload a
picture I can show you
L2403[16:26:38] <gigaherz> the standard
one was 1333mhz cpu with 2gb ram
L2404[16:27:09] <Curle> so Welsh
computers ARE toasters.
L2405[16:27:11] <thor12022> sounds like
the Free-For-Schools version
L2406[16:27:21] <Curle> yea
L2407[16:27:28] <Curle> I had to
"upgrade it"
L2408[16:28:32] <gigaherz> ah
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L2410[16:28:46] <PaleoCrafter> what does
this have to do with Wales? xD
L2411[16:28:57] <Curle> Welsh stock
computer is a potato
L2412[16:29:07] <Curle> The one I'm
using
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L2415[16:30:18] <Curle> even in the
valleys
L2416[16:30:19] <Curle> shit
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L2420[16:35:17] <Cruel> adios
amigos
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L2425[16:40:26] <Nitrodev> adios
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L2429[16:45:44] <GeoDoX> gigaherz, I'm
deciding to go with Client Side Commands for now because rendering
over the Creative GUI seems extremely frustrating. I can't figure
it out at all.
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L2432[16:48:49] <gigaherz> GeoDoX: it's
ok :)
L2433[16:49:22] <GeoDoX> If you happen to
stumble over some code that'll help, send it my way please?
L2434[16:49:27]
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L2435[16:49:51] <diesieben07> rendering
over any GUI should be very straightforward...
L2436[16:50:25] <gigaherz> he was trying
to add a little "add to favorites" star on top of each
slot
L2437[16:50:32] <gigaherz> alongside with
a cretive menu favorites tab
L2438[16:50:45] <diesieben07> doesnt
sound too hard
L2439[16:50:56] <gigaherz> yeah
L2440[16:51:20] <PaleoCrafter> might be
NP, actually xD
L2441[16:51:30] <gigaherz> wat? XD
L2442[16:51:53] <PaleoCrafter> darnit,
wrong window
L2443[16:52:30] <gigaherz> lol
L2444[16:54:39] <PaleoCrafter> but that
should really be quite easy
L2445[16:55:10] <thor12022> Definitely
P
L2446[16:55:41]
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L2449[17:00:31] <GeoDoX> Client side
only?
L2450[17:00:34] <PaleoCrafter> well, til
you can swap to the search items things by pressing your chat
button
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L2453[17:01:27] <diesieben07> GeoDoX,
well, since rendering IS client only....
L2454[17:01:34] <diesieben07> pretty much
everything abotu the creative menu is client only
L2455[17:01:53] <GeoDoX> Well yeah, but
Containers are handled server side? Are they not?
L2456[17:01:58] <diesieben07> yes
L2457[17:02:04] <diesieben07> but the
creative gui is special
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L2459[17:02:13] <GeoDoX> In what
way?
L2460[17:02:25] <diesieben07> well, the
item spawnin is actually completely clientside
L2461[17:02:39]
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L2462[17:03:04] <GeoDoX> Aren't the items
"given" only when they're put into the Players inventory,
from the server?
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L2464[17:03:33] <diesieben07> yes, but
the client just tells the server what to spawn in
L2465[17:03:33] <PaleoCrafter> who the
fuck named Container.isHere ._.
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L2467[17:04:06] <Krrast> howdy
folks
L2468[17:05:13] <GeoDoX> So, I can still
access the container's contents without any server
interaction?
L2469[17:05:32] <diesieben07> from what i
read about what oyu want to do, you do not need to do any of
that.
L2470[17:05:40] <diesieben07> just make a
custom CreativeTabs class
L2471[17:05:52] <diesieben07> in there
override displayAllReleventItems
L2472[17:05:56] <diesieben07> to display
the favorite items
L2473[17:05:57] <GeoDoX> I am
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L2475[17:06:12] <GeoDoX> But I'm working
on the part where I'm adding items there
L2476[17:06:23] <diesieben07> just have a
clientside list of items
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L2478[17:06:26] <diesieben07> that method
is entirely clientside
L2479[17:06:37] <GeoDoX> Which is where
the "Add to Favourites" star comes in
L2480[17:06:46] <diesieben07> ...
and?
L2481[17:07:18] <GeoDoX> It gets the
ItemStack in that Slot and passes it to the "favourites
list"
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L2483[17:07:28] <diesieben07> and?
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L2485[17:07:37] <diesieben07> i do not
see any issues.
L2486[17:07:38] <GeoDoX> I need to access
whats in the slot...
L2487[17:07:54] <diesieben07> ...
and?
L2488[17:08:00] <GeoDoX> You just said I
don't need any of that.
L2489[17:08:10] <diesieben07> i said you
dont need to think abotu the server here at all
L2490[17:08:22] <GeoDoX> Ah,
misunderstood
L2491[17:08:39] <GeoDoX> So how would you
approach it then?
L2492[17:08:57] <GeoDoX> Where would you
render and how?
L2493[17:09:05] <diesieben07> you mean
the button?
L2494[17:09:10] <GeoDoX> Yes
L2495[17:09:32] <GeoDoX> Where would I
actually say, render a new button?
L2496[17:09:37] <diesieben07> you dont
need to render it
L2497[17:09:44] <diesieben07>
GuiScreenEvent.InitGuiEvent
L2498[17:09:49] <diesieben07> lets you
add new buttons to anything you want
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L2500[17:10:07] <diesieben07> then
ActionPerformedEvent is fired when a button is clicked
L2501[17:10:08] <GeoDoX> It's got to be a
custom Button though.
L2502[17:10:28] <GeoDoX> I need to render
an ItemStack, not a String
L2503[17:10:29] <diesieben07> nobody is
stopping you
L2504[17:10:39] <diesieben07> feel free
to subclass GuiButton
L2505[17:10:46] <PaleoCrafter> I thought
you wanted to render a star or something? :P
L2506[17:10:48] <GeoDoX> So, that would
work?
L2507[17:10:55] <diesieben07> yes that
would work
L2508[17:10:56] <PaleoCrafter> and a
button might actually not be the best choice
L2509[17:10:58] <GeoDoX> Yes, which is an
ItemStack...
L2510[17:11:03] <PaleoCrafter> wut
L2511[17:11:07] <diesieben07> wut³
L2512[17:11:18] <GeoDoX> I need the
Button functionality
L2513[17:11:35] <masa> haha, I started to
get stuttering when I put 8 buckets in item frames and had another
10 buckets in my inventory
L2514[17:11:41] <diesieben07> why doesa
simple star needs to be an ItemStack?
L2515[17:11:51] <diesieben07> also yes
paleo a button is good
L2516[17:11:55] <GeoDoX> Ask gigaherz, he
said "There is no Item Icon, you render an
ItemStack"
L2517[17:11:55] <masa> then I remembered
I had the caching disabled for testing so it generated the models
again each frame
L2518[17:12:01] <PaleoCrafter> the
buttons get drawn before the slots, so you it won't look
particularly nice :P
L2519[17:12:09] <diesieben07> but why is
the star an item...
L2520[17:12:22] <PaleoCrafter> -you
L2521[17:12:26] <diesieben07> can't you
use zindex?
L2522[17:12:45] <GeoDoX> I have no clue,
I'm trying to use the Nether Star Icon
L2523[17:12:50] <diesieben07> oh
L2524[17:12:54] <diesieben07> well, you
shoud have said that -.-
L2525[17:12:57] <PaleoCrafter> oh, right,
that's a thing
L2526[17:12:59] <diesieben07> then yes
you render an ItemStack
L2527[17:13:00] <PaleoCrafter> not sure
if it'll work
L2528[17:13:03] <GeoDoX> Lol :)
L2529[17:13:13] <PaleoCrafter> but the
nether star is ugly for this sort of thing :P
L2530[17:13:21] <diesieben07> that
too
L2531[17:13:23] <PaleoCrafter> especially
because you'd have to scale it
L2532[17:13:37] <GeoDoX> I can't make an
Item
L2533[17:13:46] <GeoDoX> Well, I can, but
I don't want to
L2534[17:13:52] <PaleoCrafter> you don't
need an item...
L2535[17:13:52] <diesieben07> nobody said
you need to
L2536[17:13:53] <PaleoCrafter> just a
texture
L2537[17:13:55] <diesieben07> just render
a normal texture
L2538[17:14:09] <GeoDoX> gigaherz, said I
needed an Item :P
L2539[17:14:14]
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L2540[17:14:15] <diesieben07> well he is
wrong then.
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L2542[17:14:46] <GeoDoX> Hmm, alright. So
what class would I need for all of this?
L2543[17:15:00] <diesieben07> you need
event handlers
L2544[17:15:06] <diesieben07> for the
above mentioned events
L2545[17:15:08] <PaleoCrafter> ah, yeah,
zLevel might work (must be over 100), *but* the slot hover overlay
is drawn with the depth test disabled
L2546[17:15:21] <PaleoCrafter> so it'll
always be over the star
L2547[17:15:30] <diesieben07> gah
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L2550[17:16:36] <GeoDoX> I still have no
clue where to even start.
L2551[17:16:50] <diesieben07> do you know
how forge events work?
L2552[17:16:52] ***
amadornes is now known as amadornes[OFF]
L2553[17:16:56] <GeoDoX> Yes
L2554[17:17:06] <diesieben07> then what
is yoru problem?
L2555[17:17:11] <PaleoCrafter> actually,
a hotkey might just be the best option, lol
L2556[17:17:31] <PaleoCrafter> and then
stick the star on there with DrawScreenEvent.Post
L2557[17:17:44] <diesieben07> hmm
L2558[17:17:49] <diesieben07> maybe that
and then use mouse event
L2559[17:17:50] <GeoDoX> Possible...
Yes
L2560[17:17:52] <diesieben07> for the
click
L2561[17:18:06] <GeoDoX> For what
click?
L2562[17:18:14] <diesieben07> for knowing
when the star is clciked
L2563[17:18:16] <diesieben07> instead of
the hotkey
L2564[17:18:33] <GeoDoX> That's what I
was trying to do before
L2565[17:18:45] <diesieben07> where did
you get stuck?
L2566[17:19:02] <GeoDoX> But if a hotkey
works... Why would I mess around with complicated Mouse stuff
L2567[17:19:11] <diesieben07> the mouse
stuff isnt complicated
L2568[17:19:22] <GeoDoX> Hovering is
complicated.
L2569[17:19:22] <diesieben07> hotkey vs.
mouse is literally completely the same
L2570[17:19:30] <diesieben07> you also
need hovering for a hotkey?!
L2571[17:19:37] <diesieben07> how woudl
you otherwise know what to favorite
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L2573[17:19:49] <diesieben07> also no it
is not
L2574[17:20:08] <GeoDoX> Hovering is the
whole reason I turned away from GUI
L2575[17:20:35] <diesieben07> hovering is
really just checking x between two numbers && y between two
numbers
L2576[17:21:11] <GeoDoX> Yeah, I know
that but when the think you want to check for hover can be
anywhere
L2578[17:21:19] <GeoDoX> Its extremely
annoying
L2580[17:21:30] <gigaherz> [00:14]
(GeoDoX): gigaherz, said I needed an Item :P
L2581[17:21:35] <gigaherz> if I said
"item", I meant item stack
L2582[17:21:38] <gigaherz> XD
L2583[17:21:40] <diesieben07>
GuiCOntainer even has a method getSlotUnderMouse
L2584[17:21:45] <diesieben07> which tells
you the currently hvoered slot
L2585[17:21:46] <diesieben07> just use
that
L2586[17:22:15] <GeoDoX> gigaherz, No you
said I needed to create an Item to use the texture...
L2587[17:22:38] <gigaherz> wat
L2588[17:22:40] <gigaherz> yes
L2589[17:22:42] <gigaherz> YOUR OWN
textures
L2590[17:22:49] <gigaherz> for the nether
star, you can jsut use the nether star
L2591[17:22:49] <gigaherz> XD
L2592[17:22:59] <diesieben07> you dont
need an item to draw a texture into a gui ?!?!
L2593[17:23:02] <diesieben07> wtf are you
saying man
L2594[17:23:04] <GeoDoX> Then we talked
about how non-forge servers would handle registering items or
block.
L2595[17:23:20] <gigaherz> diesieben07:
it made sense in the context XD
L2596[17:23:36] <gigaherz> but yeah
L2597[17:23:49] <GeoDoX> gigaherz, the
context is completely different and you just said it again...
L2598[17:23:49] <gigaherz> ah yes
L2599[17:23:55] <gigaherz> he asked
specifically about the creative tab
L2600[17:23:59] <gigaherz> which returns
an Item instance
L2601[17:24:03] <gigaherz> or
Itemstack
L2602[17:24:07]
⇨ Joins: c64cosmin (webchat@86.125.241.39)
L2603[17:24:24] <gigaherz> that's when I
said he needed an item
L2604[17:24:29] <gigaherz> since the
creative tab expects one
L2605[17:24:38] <gigaherz> that's why I
suggested the nether star for the creative tab icon
L2606[17:24:51] <diesieben07> so, i'll
summarize: subscribe to DrawScreenEvent.Post to draw your stuff,
subscribe to GuiScreenEvent.MouseINputEvnet to know abotu mosue
clicks in GUIs. GuiContainer#getMouseUnderSlot will give you the
hvoered slot.
L2607[17:24:58]
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L2608[17:25:03] <diesieben07> this should
give you all you need to draw your star and make it clickable
L2609[17:25:28] <Flashfire> Does anyone
know why my custom blocks that load vanilla models can't load those
models anymore after my mod is compiled?
L2611[17:26:36] <GeoDoX> diesieben07, So
what do I actually render then? Do I extend GuiButton and override
drawButton to draw the Texture?
L2612[17:26:53]
⇨ Joins: c64cosmin_ (c64cosmin@86.125.241.39)
L2613[17:26:56] <diesieben07> no, you
just draw the star texture
L2614[17:27:05] <GeoDoX> diesieben07,
how?
L2615[17:27:13] <diesieben07>
drawTexturedModalRect
L2616[17:27:15]
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L2618[17:28:13] <c64cosmin_> hello
people
L2619[17:28:28]
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L2622[17:29:07] <PaleoCrafter> you might
actually want to use drawModalRectWithCustomSizedTexture or
drawScaledCustomSizeModalRect because your texture probably won't
be 256x256
L2623[17:29:09]
⇨ Joins: c64cosmin (c64cosmin@86.125.241.39)
L2624[17:29:15] <diesieben07> yeah
L2625[17:29:19] <Flashfire> If anyone
looked at my log but didn't know what to look for, I want to start
with getting heavy_pressure_plate_up and heavy_pressure_plate_down
to load correctly
L2626[17:29:25] <c64cosmin> hello guys,
I'm Cosmin
L2627[17:29:47] <c64cosmin> I've been
around the Minecraft modding part, but college started, now I'm
back
L2628[17:30:04] <masa> o/
L2629[17:30:11] <GeoDoX> I'm assuming I'd
need to check for the GuiContainerCreative in DrawScreenEvent.Post
diesieben07 ?
L2630[17:30:16] <LatvianModder> So.. How
many mc versions did you skip?
L2631[17:30:23] <diesieben07> yes
L2632[17:30:46] <c64cosmin> well when I
modded the last time
L2633[17:30:46] <PaleoCrafter> Flashfire,
did you check if the jar actually contains the files?
L2634[17:30:50] <c64cosmin> it was around
2010 or so
L2635[17:30:57] <LatvianModder> Oh wow.
GG
L2636[17:31:16]
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L2637[17:31:23] <LatvianModder> "It
hasnt changed at all"
L2638[17:31:29]
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L2639[17:31:35] <Flashfire> @PaleoCrafter
the files are Vanilla models
L2640[17:31:36] <diesieben07> lol
L2641[17:31:52] <Flashfire> So I don't
know how they could actually be missing
L2642[17:31:54] <c64cosmin> or later,
can't remember 2012 maybe, I can look for it
L2643[17:31:56] <PaleoCrafter> it clearly
is looking for mazetowers:maze_tower_threshold
L2644[17:32:03] <Flashfire> That is
unrelated
L2645[17:32:40] <Flashfire> I am
currently concerned with hidden_heavy_weighted_pressure_plate and
hidden_button
L2646[17:33:04] <Flashfire> The pressure
plate can't find the model for heavy_pressure_plate_up or
heavy_pressure_plate_down
L2647[17:33:04] <c64cosmin> 2011, I still
have the videos, any how, I don't want to disturb the chat, where
can I get a documentation on the functions Minecraft has
L2648[17:33:04] <PaleoCrafter> ah, well,
what forge version are you on?
L2649[17:33:33] <LatvianModder> Thats a
very good question
L2650[17:33:44] <LatvianModder> You
mostly look at other people's sources :P
L2651[17:33:48] <PaleoCrafter> there is
hardly any documentation, you'll have to read a lot of code
:P
L2652[17:34:03] <Flashfire>
1.8.9-11.15.0.1721
L2653[17:34:04] <diesieben07> the
absolute basic getting started guide: mcforge.readthedocs.org
L2654[17:34:15] <PaleoCrafter> the same
for dev?
L2655[17:34:22]
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L2656[17:34:32] <Flashfire> Yes
L2657[17:34:50] <PaleoCrafter> hm...
weird
L2658[17:35:00] <Flashfire> Actually I
might have .1722 on one of them
L2659[17:35:08] <Flashfire> But should
that make a difference?
L2660[17:35:29] <Flashfire> Changelog
just says "Bump version in prep for new Recomended
Build."
L2661[17:35:32] <PaleoCrafter> not
really, no
L2662[17:35:41]
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L2664[17:36:26] <PaleoCrafter> you only
use heave_pressure_plate_up/down for your block, right?
L2665[17:36:29]
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L2666[17:36:34] <Flashfire> Yes
L2667[17:36:41] <PaleoCrafter> (i.e. not
the item block)
L2668[17:36:42] <Flashfire> But it also
copies the block below it
L2669[17:36:53] <Flashfire> It takes its
texture so it's hidden
L2670[17:37:05] <PaleoCrafter> ah...
well, that might be the issue then :P
L2671[17:37:08] <Flashfire> Works in IDE
but not as a jar
L2672[17:37:16] <c64cosmin> @diesieben07
that might looks promising, thank you sir
L2673[17:37:27] ***
willieaway is now known as williewillus
L2674[17:37:30] <PaleoCrafter> paste your
code for retrieving the correct model
L2675[17:37:36] <diesieben07> it wont get
you far past setting up your workspace, but yeah
L2676[17:37:40] <Flashfire> Alright, but
I'll warn you it's messy
L2677[17:37:47] <diesieben07> if you have
questions on how to achieve X, ask here
L2678[17:38:36] <PaleoCrafter> for
questions concerning Y, however, you're fucked
L2680[17:38:52] <c64cosmin> I want to
effectuate actions when a block si placed and destroyed
L2681[17:39:02] <diesieben07> by a
player?
L2682[17:39:05] <c64cosmin> also if I
can, to have a tick update
L2683[17:39:08] <c64cosmin> of
course
L2684[17:39:24] <Flashfire> There is a
block break event for player breaking blocks
L2685[17:39:41] <Flashfire>
BlockEvent.BreakEvent
L2686[17:41:20] <diesieben07> i assume
you dont know about events yet?
L2687[17:41:22] <diesieben07> also fuck
my ISP
L2688[17:41:41] <c64cosmin> where I
implement it, in the class, where is the callback?
L2689[17:41:49] <GeoDoX> diesieben07, I'm
doing this for Mouse clicking, but will that work for checking to
see if the star was clicked?
L2690[17:41:54] <diesieben07> have you
used forge events before?
L2692[17:42:04] <c64cosmin> I'm new to
forge
L2693[17:42:31] <PaleoCrafter> ah,
Flashfire you're using an MRL in getModel calls
L2694[17:42:32] <diesieben07> GeoDoX, you
have to check Mouse.getEventButtonState() &&
Mouse.getEventButton() == 0 to check if left-click was
executed
L2695[17:42:39] <Flashfire> MRL?
L2696[17:42:45] <PaleoCrafter>
ModelResourceLocation
L2698[17:42:55] <Flashfire> Ah yes
L2699[17:42:57] <PaleoCrafter> you want a
normal ResourceLcoation
L2700[17:43:08] <Flashfire> Oh, and that
will solve the issue?
L2702[17:43:16] <PaleoCrafter> MRL really
should be called VariantLocation or something
L2703[17:43:22] <PaleoCrafter> I think
so
L2704[17:43:23] <diesieben07> they
provide hooks in a lot of places, in your case block placing and
tick updates
L2705[17:43:28] <Flashfire> I just need
to include models/block/ correct?
L2706[17:43:36] <GeoDoX> diesieben07,
Alright, but how do I actually check if the star was clicked?
L2708[17:44:04] <PaleoCrafter> no, just
block/whatever
L2709[17:44:09] <PaleoCrafter> if I'm not
mistaken
L2710[17:44:13] <Flashfire> Ah, alright.
Thanks!
L2711[17:44:13] <PaleoCrafter>
williewillus might know more :P
L2712[17:44:16] <c64cosmin> thanks guys,
thanks Paleo, FlashFire
L2713[17:44:19] <williewillus> hm?
L2714[17:44:30] <c64cosmin> I will return
if I have any other problem
L2715[17:44:46] <c64cosmin> it's bad that
I lost my old code(it's on another computer, home,far :) )
L2716[17:44:56] <PaleoCrafter> you do
camo blocks, don't you, williewillus? :P
L2717[17:45:03] <Flashfire> That's what
I've learned to do, it's much better than waiting for forum replies
I've found
L2718[17:45:11] <c64cosmin> but as far as
I can remember forge wasn't around then, ModLoader I think
L2719[17:45:28] <williewillus> wow long
time :P
L2720[17:45:35] <williewillus> that's 5+
years
L2721[17:45:35] <PaleoCrafter> Forge came
to life back in the ModLoader days :P
L2722[17:45:37] <c64cosmin> it's no
problem, I'm a soft eng, I also work with opensource
L2723[17:45:40] <PaleoCrafter> FML came
later
L2724[17:45:40] <GeoDoX> diesieben07, Can
I do a bit of Math using the slotPosition and the Mouse Coords?
Then somehow cancel the grab of the Item?
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L2726[17:46:17] <c64cosmin> man did I
learn a lot :)), have fun guys happy coding
L2727[17:46:17] <diesieben07> GeoDoX,
Mouse.getX / Mouse.getY will tell you the coords, you should
probably process them
L2728[17:46:20] <GeoDoX> And if that
works, do I need to use the Scaled Coords?
L2729[17:46:40] <diesieben07> mc does the
transformation in EntityRenderer.updateCameraAndRender
L2730[17:46:44] <diesieben07> you need to
do something similar
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L2733[17:51:15] <GeoDoX> How would I
cancel the "grab" of the Item?
L2734[17:51:37] ***
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L2735[17:51:39] <diesieben07> yes that
should work
L2736[17:51:56] <diesieben07> you need to
use MouseInputEvent.Pr
L2737[17:51:58] <diesieben07> *Pre
L2738[17:52:05] <diesieben07> and cancel
it to skip processing by vanilla
L2739[17:53:08] <Flashfire> @Paleocrafter
Do I need to change ALL mrl to rl?
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L2741[17:53:29] <Flashfire> If I do that
I won't have the right return type for getModelResourceLocation in
my custom state mapper
L2742[17:53:31] <GeoDoX> Is there a
constant Slot width, and height?
L2743[17:53:40] <PaleoCrafter> You have
to in every call to ModelLoader.getModel
L2744[17:53:49] <Flashfire> Alright,
thanks again
L2745[17:54:10] <diesieben07> GeoDoX,
16x16 is the hovered area, yes
L2746[17:54:12] <diesieben07> its
hardcoded
L2747[17:54:19] <GeoDoX> Ah,
alright
L2748[17:56:25]
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L2749[17:56:35] <GeoDoX> How big would
you say the corner should be?
L2750[17:56:40] <GeoDoX> 4x4?
L2751[17:57:21] <c64cosmin> is the event
when a is put it's contructor, or is it the BlockEvent
superclass?
L2752[17:57:29] <c64cosmin> when a block
is put*
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L2754[17:57:50] <diesieben07> not sure
what you mean exactly
L2755[17:58:25] <Flashfire> @Paleocrafter
It worked!! Thank you so much
L2756[17:58:34] <PaleoCrafter> No
problem
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L2758[17:59:53] <c64cosmin> I want to
execute some code when a player puts a block on the ground
L2759[18:00:29] <diesieben07> did you
read the event tutorial i linked?
L2760[18:00:35] <diesieben07> you want to
subscribe to BlockEvent.PlaceEvent
L2761[18:04:08] <GeoDoX> diesieben07,
Should this work?
L2763[18:06:14] <diesieben07> GeoDoX,
from looking at it,.... yes should work
L2764[18:07:18]
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L2766[18:07:38] <GeoDoX> diesieben07,
PaleoCrafter, I can't find drawModalRectWithCustomSizeTexture or
drawScaledCustomSizeModalRect?
L2767[18:07:47] <tterrag> it's in
Gui
L2768[18:07:48] <tterrag> extend it
L2769[18:08:48]
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L2771[18:10:01] <GeoDoX> Sooo, what do I
pass into it?
L2772[18:10:24] <GeoDoX> I know the
params... But how do I use a custom texture with those
params?
L2773[18:10:41] <tterrag> bind it
L2774[18:10:43] <diesieben07> you bind it
before, Minecraft.getTextureManager().bindTexture
L2775[18:10:56] <tterrag> look at the
code for literally any GUI
L2776[18:11:38] <thecodewarrior> Why
might my block's light not be propigating. Even with block
updates.
L2777[18:12:15] <tterrag> code
L2779[18:12:49] <thecodewarrior> I'm
causing a block update when it changes.
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L2781[18:17:27] <thecodewarrior> Ok, it
was sitting for a few minutes and it propigatied....
L2782[18:17:33] <GeoDoX> Does it have to
be the same size as my "corner" or can it be
larger?
L2783[18:17:56] <masa> I'm actually
having the same light propagation issue with my furnace
L2784[18:18:15] <masa> when it turns on,
the shading get all weird and dark around it
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L2786[18:19:32] <thecodewarrior> Exactly,
and smooth lighting makes the blocks around it bright but thats
it.
L2787[18:20:40] <c64cosmin> @diesieben07
when do I subscribe to the BUS, in init or preinit? or it does not
matter?
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L2789[18:21:18] <diesieben07> doesnt
really matter, i usually do it in preInit
L2790[18:22:37] <infinitefoxes_> Did
ForgeGradle recently change something?
L2791[18:23:10] <infinitefoxes_> seems
kind of odd that suddenly this project doesn't build across
multiple computers...
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L2793[18:24:57] <thecodewarrior> mesa:
call worldObj.checkLight(pos) in your tileentity.
L2794[18:26:42] <thecodewarrior> masa:
^
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L2797[18:30:26] <GeoDoX> Does a texture
need to be the same size as the area it will be drawn in or can it
be scaled without distortion?
L2798[18:31:01] <diesieben07> you can
scale it
L2799[18:34:12] <GeoDoX> Alright
L2800[18:35:06] ***
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L2801[18:35:11] <masa> oh ok
L2802[18:35:12] <tterrag> not with
drawTexturedModalRect though
L2803[18:35:14] <masa> thanks
L2804[18:35:19] <tterrag> you need to use
one of the more complex ones
L2805[18:35:44] <c64cosmin> thanks
diesieben07, it works, thanks
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L2807[18:41:32] <williewillus> are
perspectiveAware models queried before or after smartmodels?
L2808[18:41:39] <williewillus> I mean, on
the same model
L2809[18:41:45] <williewillus> is
handlePerspective called first or handleItemState
L2810[18:42:06] <GeoDoX> Yeah, the scaled
ones eh tterrag ?
L2811[18:42:39] <tterrag> yeah
L2812[18:42:47] <tterrag> or
customSizedTexture etc
L2813[18:43:02] <tterrag> though really
you should use properly sized textures if you can, especially if
you have lots of little sprites
L2814[18:43:39] <diesieben07>
williewillus, ISmartModel is first
L2816[18:45:03] <williewillus> also, how
do I defer a perspective aware model to the transforms that were
defined in json?
L2817[18:45:07] <williewillus> I just
need to alter one specific case
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L2819[18:46:28] <diesieben07> in the
model json?
L2820[18:46:38] <williewillus> I guess is
there a way to go ItemCameraTransforms -> TRSR
L2821[18:46:49] <williewillus> and yes
there is
L2822[18:46:52] <williewillus> :P
L2823[18:46:58] <diesieben07> well, there
isnt even a way to get to the ItemCameraTransforms
L2824[18:47:04] <diesieben07> at least
none that i can find
L2825[18:47:11] <diesieben07> because
yesterday someone had this exact question
L2826[18:48:23] <williewillus>
IBakedModel.getItemCameraTransforms() :P
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L2828[18:49:38] <diesieben07> gahhh
L2829[18:49:41] <diesieben07> the
simplest things
L2830[18:52:41] <williewillus>
Pair.of(originalModel, new
TRSRTransformation(normalModel.getItemCameraTransforms().getTransform(cameraTransformType)).getMatrix());
L2831[18:52:52] <williewillus>
s/normalModel/originalModel
L2832[18:54:25] <williewillus> uhh I
forgot how to get an IFlexibleBakedModel from an IBakedModel
L2833[18:54:42] <diesieben07>
IFlexibleBakedModel.Wrapper
L2834[18:54:47] <williewillus> ah
thanks
L2835[18:57:14] <masa> wait are you
telling me you can get the transformations fro mthe json model?
O_o
L2836[18:57:23] <masa> well fudge
L2837[18:57:27] <masa> whatever
L2838[18:57:27] <diesieben07> if its
baked... yes
L2839[18:57:36] <diesieben07> sorry i did
not realize that
L2840[18:57:42] <masa> my system works
and I spent stupid amounts of time on it already :D
L2841[18:58:30] <masa> had to manually
calculate stuff for this beauty
L2843[18:59:26] <masa> and, well, now
that is the only json for my tools, I think
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L2846[19:03:07] <williewillus> wat is
that
L2847[19:03:14] <masa> :D
L2848[19:03:26] <masa> it defines the
rtanslation and scaling for the modules on my tools
L2849[19:03:47] <masa> each module type
is individually configurable for each tool type separately
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L2851[19:04:27] <masa> so I was able to
make them with different thicknesses and use the same module
texture and position them correctly on different tools
L2852[19:05:43] <williewillus> you made
all that without being aware of getItemCamerTransforms? xD
L2853[19:06:02] <masa> well...
L2854[19:06:10] <masa> no comment
L2855[19:06:11] <masa> :D
L2856[19:06:25]
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L2857[19:06:42] <masa> somehow I assumed
it didn't hold the information I wanted
L2858[19:06:58] <diesieben07> well, to be
fair i assured you so
L2859[19:07:04] <masa> :D
L2860[19:07:20] <diesieben07> because i
was tired and only looking at the IModel
L2861[19:08:24] <masa> well anyway, time
for bed I think
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L2863[19:08:55] <masa> maybe I'll get the
things that broke in the 1.8.9 update fixed tomorrow and get a
first release out for 1.8.9...
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L2865[19:09:10] <masa> one can dream at
least
L2866[19:09:28] <masa> probably will take
me another 2 weeks, if past time tables are of any indication
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L2868[19:10:30] <masa> although I have
tested most stuff and know what is broken, and my TODO list is
about 20 lines for that port atm
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L2870[19:11:20] <masa> so good
night/timezone everyone o/
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L2872[19:17:41] <c64cosmin> if I want to
define custom textures and custom models, I see that I need to
write some json files, where do I create them?
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L2874[19:18:32] <williewillus>
assets/<modid>/
L2875[19:18:39] <williewillus>
blockstates/ or models/ depending on what you're doing
L2876[19:19:09] <c64cosmin> so I'd have,
assets/mymod/myblock.json?
L2877[19:19:22] <c64cosmin> then
assets/mymod/blockstates/standingblockstate
L2878[19:19:24] <c64cosmin> ?
L2879[19:21:51] <GeoDoX> How do I get the
params after binding the texture?
L2880[19:24:08] <tterrag> !gf
EntityFireworkRocket.lifetime
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L2882[19:24:16] <tterrag> !gf
EntityFireworkRocket.lifetime 1.7.10
L2884[19:25:44] <c64cosmin> thanks
L2885[19:26:10]
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L2886[19:28:26] <williewillus> dammit fry
i need halp :P
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L2888[19:31:05] <thecodewarrior> I just
figured out how to add separators in the eclipse outline. adding {}
in the class body. I'm sure the compiler will figure out they are
empty and ignore them.
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L2893[19:37:05] <williewillus> fry|afk:
if you're around - trying to get some progress on the first person
lexica botania. not sure how to apply the transform to the model.
Here's what I have so far. Note that the whole entire book will
move when animating, and it's currently all in one model json.
https://gist.github.com/williewillus/285bd78993752f27c8d7
L2894[19:37:26] <GeoDoX> diesieben07, do
you know how to get the required params for
drawScaledCustomSizeModalRect from a binded texture?
L2895[19:37:57] <williewillus> also, I
tried looking at AnimationTESR but has block specific calls, and it
never actually touches the IModelState
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L2899[19:44:58] <TehNut> GeoDoX: you give
them yourself
L2900[19:45:30] <GeoDoX> Where do you get
them? I don't know the UV stuff?
L2901[19:45:49] <c64cosmin> @williewillus
: I added a json with the name of my registered block int the
assets, under blockstate, the texture still doesn't change :(
L2902[19:45:58] <williewillus> show the
json
L2904[19:46:18] <c64cosmin> the frist
general one
L2905[19:46:35] <c64cosmin> I just
dropped the variants
L2906[19:46:52] <williewillus>
"dropped the variants"?
L2907[19:46:55] <williewillus> that part
is the most important part
L2908[19:47:12] <williewillus> yes, even
the empty "normal": [{}] is important
L2909[19:48:37] <GeoDoX> TehNut, ^
L2910[19:48:41] <c64cosmin> no change
what so ever :(
L2911[19:48:47] <c64cosmin> maybe I
forget to bind something
L2912[19:48:48] <TehNut> I just put in
values until it works
L2913[19:49:00] <GeoDoX> Well...
L2914[19:49:14] <TehNut> height/width are
the height and width you want to render
L2915[19:49:26] <TehNut> u/v is where you
want to start rendering on the image
L2916[19:50:15] <GeoDoX> Whats the
tileWidth and tileHeight?
L2917[19:50:41] <GeoDoX> Also, do you
have to unbind the texture after?
L2918[19:51:16] <williewillus> c64cosmin:
is this just to render a normal block?
L2919[19:51:40] <tterrag> GeoDoX: size of
the texture
L2920[19:51:41] <c64cosmin> I want to
change the texture for now, then I want to change the model,
following the tutorials
L2921[19:52:06] <GeoDoX> tterrag, that I
want it to be? Or?
L2922[19:52:11] <tterrag> no
L2923[19:52:16] <tterrag> the size of the
physical texture
L2924[19:53:46]
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L2925[19:55:17] <williewillus> c64cosmin:
okay, what shows up in world?
L2926[20:02:42]
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L2927[20:03:06] <c64cosmin> the block
with the blank texture (black and magenta)
L2928[20:04:55] <williewillus> any errors
in the log?
L2929[20:05:36] <c64cosmin> could this be
it? java.lang.IllegalStateException: Display not created
L2930[20:05:59]
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L2931[20:06:20] <thecodewarrior> Is there
any way I can have a separate item model/texture for third person
and first person? For some reason minecraft decides it's a good
idea to not be consistent with face culling.
L2932[20:06:52] <williewillus>
perspective aware model
L2933[20:07:11] <thecodewarrior> :P ok.
not worth it then.
L2934[20:07:30]
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L2936[20:07:40] ***
agowa339 is now known as agowa338
L2937[20:10:14] <c64cosmin> should the
name of the JSON be the unlocalized name?
L2938[20:10:32] <gigaherz> no, the
registration name
L2940[20:10:56] <gigaherz> and if you are
using unlocalizedname.substring
L2941[20:11:00] <gigaherz> you need to
get rid of that
L2942[20:11:01] <gigaherz> ;p
L2943[20:11:36] <gigaherz> tterrag: are
you tryingto make it rain in the desert?
L2944[20:11:51] <mikebald> ^ ^
L2945[20:12:07] <TehNut> tterrag you
already got yelled at by 4chan for fireworks before
L2946[20:12:10] <TehNut> don't do it
again
L2947[20:12:13] <TehNut> don't poke the
bear
L2948[20:13:49] <c64cosmin> it seems that
the registration of the block works fine, that is why it appears on
the world, but the json is not loaded
L2949[20:14:00] <gigaherz> errors in the
log?
L2950[20:14:32] <tterrag> gigaherz:
yeah
L2951[20:14:43] <tterrag> but I also have
NEI rain turned off so I can test easier :P
L2952[20:15:04] <gigaherz> but I
meant
L2953[20:15:18] <gigaherz> mc by default
doesn't "rain" in desert biomes, are you trying to change
that? or just testing in the wrong place
L2954[20:15:19] <gigaherz> XD
L2956[20:15:26] <tterrag> just a bad
spawn biome lol
L2957[20:15:30] <tterrag> you can still
see the clouds change
L2958[20:15:36] <c64cosmin> [Client
thread/ERROR] [FML]: Model definition for location
openstackmod:OpenStackness#normal not found
L2959[20:15:36] <c64cosmin> [04:11:19]
[Client thread/ERROR] [FML]: Model definition for location
openstackmod:OpenStackness#inventory not found
L2960[20:15:37] <gigaherz> ah right
L2961[20:15:42] ***
williewillus is now known as willieaway
L2962[20:16:00] <tterrag> recipes are
going to change
L2963[20:16:08] <gigaherz> c64cosmin:
check your pathnames
L2964[20:16:10] <c64cosmin> @tterrag good
looking work man
L2965[20:16:14] <tterrag> fireworks will
now be needed in the actual weather obelisk, as the rocket
L2966[20:16:24] <tterrag> fluid recipe
will be...something else...not sure yet
L2967[20:16:26] <gigaherz>
src/main/resources/assets/<modid in
lowercase>/blockstates/OpenStackness.json
L2968[20:17:54] <c64cosmin> the lowercase
was the problem :)
L2969[20:17:57] <c64cosmin> thanks a lot
:D
L2970[20:18:58]
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L2971[20:23:40] <c64cosmin> I've added a
texture (png) in assets/modid/blocks/somename.png
L2972[20:24:01] <c64cosmin> in the Json I
have "all" : "modid:blocks/somename"
L2973[20:24:46] <c64cosmin> found the
issue
L2974[20:25:25] <gigaherz> it's meant to
go inside /textures/ ;P
L2975[20:26:22]
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L2979[20:30:23] <c64cosmin> yeah, had it
in textures, but I thought it's not good like that, haha
L2980[20:32:15] <gigaherz> tterrag: think
it's worth writing a docs page about NBT? I have something around
but it was like a dozen lines and it seemed pointless
L2981[20:32:15] <gigaherz> XD
L2982[20:32:25] <tterrag> yeah
probably
L2983[20:32:35] <tterrag> you gotta
consider that most people reading the docs will be completely
unfamiliar
L2984[20:32:40] <Kolatra> Having
documentation on NBT is a great idea.
L2986[20:32:52] <gigaherz> yeah I
guess
L2988[20:33:44]
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L2990[20:34:26] <gigaherz> GeoDoX: you'll
need to offset the location by calculating the coords of the gui
window relativeto the corner
L2991[20:34:48] <gigaherz> in a normal
gui, you'd use
L2992[20:34:51] <GeoDoX> How would I do
that? Is there a way to get the coords of the container?
L2993[20:34:55] <gigaherz>
(width-xSize)/2, (height-ySize)/2
L2994[20:35:07] <gigaherz> but I don't
know if you have that data avilable for use in your context
L2995[20:36:12] <thecodewarrior> Any
reason why the chunk isn't re-rendering after my block is removed?
My catwalk's side doesn't close back up after a neighbor is broken,
the collision box does, just not visually.
L2996[20:36:43] <gigaherz> how do you
remove the block?
L2997[20:36:52] <GeoDoX> I have access to
the width?
L2998[20:36:55] <GeoDoX> and height
L2999[20:37:02] <gigaherz> GeoDoX:
width/height are the screen sizes
L3000[20:37:18] <thecodewarrior> I change
all neighboring TEs in Block.blockBreak
L3001[20:37:20] <gigaherz> and
xSize/ySize are the main area of the gui
L3002[20:37:30] <gigaherz> either you
obtain them from the gui object
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L3004[20:37:36] <GeoDoX> Hmm, so how
would I get those?
L3005[20:37:46] <gigaherz> let me
look
L3006[20:38:10] <gigaherz> aha it's
protected
L3007[20:38:17] <GeoDoX> I tried to get
them from container...
L3008[20:38:21] <GeoDoX> Yeah
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L3010[20:38:50] <gigaherz> hmm yo ucan
always use reflection for it
L3011[20:39:00] <gigaherz> but if there's
a better way...
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L3013[20:39:30] <GeoDoX> TehNut, any
idea?
L3014[20:40:30] <gigaherz> I'm not seeing
anything taht suggests the info being available outside the
GuiContainer class
L3015[20:40:34] <gigaherz> so
L3016[20:40:39] <gigaherz> you could
either use reflection
L3017[20:40:42] <gigaherz> or hardcode
the numbers
L3018[20:40:58] <gigaherz> the mc code
DOES hardcode it
L3019[20:40:59] <gigaherz> this.ySize =
136;
L3020[20:40:59] <gigaherz> this.xSize =
195;
L3021[20:41:01] <gigaherz> but meh
L3022[20:41:21] <gigaherz> using
reflection and caching the result while the gui window remains open
may be the best idea
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L3024[20:41:23] <TehNut> event.gui.width
event.gui.height?
L3025[20:41:27] <tterrag> lol
L3026[20:41:35] <gigaherz> that's
probably the screen width/height, not the xSize/ySize
L3027[20:41:40] <c64cosmin> where to find
more about the json? the inventory and thirdperson view looks
unchanged
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L3029[20:42:05] <tterrag> oh yeah, that's
screen dimensions TehNut
L3030[20:42:08] <GeoDoX> gigaherz, the
reason why I don't want to hard code it is because the GUI moves if
the player has an effect on them
L3031[20:42:17] <TehNut> oh is that not
what was wanted?
L3032[20:42:19] <tterrag> yes, don't
hardcode it
L3033[20:42:26] <gigaherz> GeoDoX: then
reflect guiLeft+guiTop
L3034[20:42:51] <gigaherz> those look
like the best choice for reflecting
L3035[20:43:01] <gigaherz> and you'll
avoid the maths
L3036[20:43:14] <GeoDoX> TehNut I need
the position of the GUI too
L3037[20:43:27] <gigaherz> I don't like
the comment where it says guiLeft/Top are inconsistent though
L3038[20:43:27] <gigaherz> XD
L3039[20:44:08] <GeoDoX> gigaherz, I'll
just reflect the sizes, and that'll do. I don't mind doing the math
as long as it works.
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L3041[20:44:51] <GeoDoX> How would I
reflect it though (first time using reflection but I am familiar
with it), I just don't know what to reflect...
L3042[20:48:50] <thecodewarrior> Why
might my blocks not rerender? is it because they immediatly
rerender when the block updates, but the tile entity packet hasn't
been recived yet? maybe?
L3043[20:50:21]
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L3044[20:51:04] <c64cosmin> I don't get
any errors though, my block is displayed with blank texture in
third person and in inventory
L3045[20:51:25]
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L3046[20:51:31] <Elucent> just logged on,
is this a problem with 1.8 block models?
L3047[20:52:44] <c64cosmin> @asking
me?
L3048[20:53:03]
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L3049[20:53:11] <Elucent> yeah
L3051[20:55:13]
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L3052[20:55:23] <Elucent> is the block
you're trying to code going to have more than one state?
L3053[20:55:51] <c64cosmin> yes
L3054[20:55:52]
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L3055[20:56:43] <Dummyc0m> Hello, I have
a question about B3D and OBJ block models
L3056[20:56:47] <Elucent> afaik, you
don't actually need the "defaults" field
L3057[20:57:04] <Dummyc0m> and forge
blockstates
L3058[20:57:06] <Elucent> you can just
make two or more variants and define models for each
L3060[20:58:35] <GeoDoX> gigaherz,
?
L3061[20:59:16] <Elucent> sorry dummyc0m,
i don't know anything about .obj models
L3062[20:59:54] <Dummyc0m> I put them in
the blockstate json files and items in inventory, 3rdperson and 1st
person are just fine
L3063[21:00:24] <Dummyc0m> But they do
not render as blocks... I even tried the model provided in
minecraftforge repo(debug)
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L3068[21:06:24] <Elucent> so it's
rendering fine as a block, but not as an item
L3069[21:06:50] <Elucent> do you have a
line in your block class where you set its
modelresourcelocation?
L3070[21:07:09] <c64cosmin> no
L3071[21:07:33] <c64cosmin> should
I?
L3072[21:07:40] <Elucent> i'm pretty sure
that you have to set your block's item render separate from its
block render
L3073[21:08:04] <Elucent> add a
modelresourcelocation for each different model you want the block
to have as you would most other things
L3074[21:08:28] <Elucent> and create the
modelresourcelocation with "inventory" as the second
argument
L3075[21:09:10] <Elucent> then,
copy/paste your block model file into a new .json file under
models/item
L3076[21:09:21] <Elucent> that .json file
will be the model for your block when held
L3077[21:09:33]
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L3078[21:09:44] <killjoy> I just spent
forever trying to figure out why my script wouldn't run on my linux
vm
L3079[21:09:51] <killjoy> turns out, I
was using the wrong line endings
L3080[21:10:08] <killjoy> Curse you,
VSCode!
L3081[21:12:06] <c64cosmin> so I need to
have a json in the blocks and item assets?
L3082[21:12:23] <c64cosmin> I'm using
minecraft:cube_all in both
L3083[21:12:32] <Elucent> there might be
a better way to do this, but it's what i'm using and it works
L3084[21:13:03] <Elucent> you can also
manipulate the display tag in the item renderer to change how it
renders in third person, by default it'll be kinda weird
L3085[21:13:06] <gigaherz> GeoDoX:
ReflectionHelper.getPrivateValue if you only do it once, or
ReflectionHelper.findField and keep the resulting Field reference
if you are going to use it more than once
L3086[21:13:14] <gigaherz> in your case,
the latter is probably the best choice
L3087[21:13:28]
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L3088[21:13:34] <Elucent> but you can
probably find an example from a vanilla block to get the right
rotations/scale
L3089[21:13:35] <GeoDoX> Alright
L3090[21:13:38] <gigaherz> you'll want to
give it two strings, for the srg name, and the nice name
L3091[21:13:42] <gigaherz> so like
L3092[21:13:50] <gigaherz>
"field_12345_a", "niceName"
L3093[21:14:03] <gigaherz> you can use
the MCPBot_Reborn (!gf) to get the names
L3094[21:14:14] <gigaherz> also
L3095[21:14:27] <gigaherz> remember to
.setAccessible(true) on the field after you call findField
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L3097[21:15:26] <GeoDoX> Ah alright
L3099[21:15:46] <gigaherz> I made my own
little helper class for this
L3100[21:15:48] <GeoDoX> At what point
does it become an int?
L3101[21:15:55] <gigaherz> once you
call
L3102[21:16:00] <gigaherz>
Field#get(instance)
L3103[21:16:05] <gigaherz> with the
instance of the Gui object
L3104[21:16:51] <gigaherz> someone
suggested MethodHandles, but I still haven't looked at those
L3105[21:17:06] <gigaherz> (and they are
java7+)
L3106[21:17:31] <GeoDoX> !gf
GuiScreen.xSize 1.8.8
L3107[21:17:43] <gigaherz> 1.8.8?
L3108[21:17:45] <GeoDoX> Nothing?
L3109[21:17:49] <gigaherz> why .8 and not
the recommended of 1.8.9?
L3110[21:17:49] <GeoDoX> Yes...
L3111[21:17:59] <gigaherz> there's
practically no difference for you
L3112[21:18:17] <gigaherz> try with
GuiContainer instead
L3113[21:18:21] <GeoDoX> Because I'm
getting it all done first then I'll update
L3114[21:18:32] <GeoDoX> !gf
GuiContainer.xSize 1.8.8
L3115[21:19:15] <GeoDoX> !gf
GuiContainer.ySize 1.8.8
L3116[21:20:21] <thecodewarrior> You may
need to use !!, I saw somebody else here using it. v(*•*)v
L3117[21:20:28] <gigaherz> nah
L3118[21:20:33] <gigaherz> !! means
"show in public"
L3119[21:20:44] <gigaherz> with a single
! it sends it to you as notice messages
L3120[21:22:17]
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L3121[21:22:36] <Dummyc0m> So... anyone
had any experience with objloader and b3dloader?
L3122[21:23:03] <thecodewarrior> Ah,
that's why it looked like it didn't work...
L3123[21:23:43] <xaero> imo !! should be
more obscure as a command (e.g. weirder punctuation), so people
don't accidentally recall it and run it :P
L3124[21:23:53] <MattDahEpic> so somehow
on my server i removed the block that held a tile entity but not
the tileentity itself. is there a command to kill tiel
entities?
L3125[21:24:15] <tterrag> removing a
block always removes the TE
L3126[21:24:19] <tterrag> unless someone
broke their shouldRefresh
L3127[21:24:21] <thecodewarrior> It
should tell you privately each time you use it that if you use ! it
won't show to the public.
L3128[21:24:21] <Dummyc0m> yep
L3129[21:24:30] <Dummyc0m> Block always
removes TE
L3130[21:24:38] <c64cosmin> so in order
to display correctly my block I need to implement a
tileEntity?
L3131[21:24:50] <Dummyc0m> I do not
believe so?
L3132[21:25:08] <Elucent> c64 you
shouldn't have to
L3133[21:25:28] <gigaherz> c64cosmin:
does your block need special rendering?
L3134[21:25:37] <killjoy> woah, vscode
detects when a string might be a sql statement
L3135[21:25:38] <GeoDoX>
NoSuchFieldException on either of them?
L3136[21:25:42] <gigaherz> animated bits,
stuff that moves depending on the location of the player, or
anything like that?
L3137[21:25:48] <Elucent> oh, if you need
special GL11 calls, then you'd need a tile entity
L3138[21:26:00] <Elucent> or at least
it'd be an easy way to do it
L3139[21:26:01] <Dummyc0m> TSER..
L3140[21:26:08] <c64cosmin> I don't want
to use openGL calls for this one
L3141[21:26:10] <Dummyc0m> TESR.
L3142[21:26:13] <GeoDoX> It is saying
xSize, is it possible I put them in wrong?
L3143[21:26:21] <gigaherz> that's why I
ask, c64cosmin,
L3144[21:26:31] <gigaherz> do you have
any special animated/dynamic rendering requirements?
L3145[21:26:39] <gigaherz> if not, then
no, you don't need a TileEntity
L3146[21:26:51] <Dummyc0m> umm, I tried
putting obj and b3d models in Forge Blockstate, but it would only
work for itemblock, not the actual block
L3147[21:26:53] <c64cosmin> no, I just
want to have a custom model, and show the block correctly in
inventory, world and player hand
L3148[21:26:54] <bspkrs> I need to setup
a bunch of common questions that the bot can recognize and offer
help with
L3149[21:27:07] <gigaherz> c64cosmin: for
inventory/hand/dropped to the ground
L3150[21:27:09] <gigaherz> you need to
call
L3152[21:27:15] <gigaherz>
ModelLoader.setCustomModelResourceLocation
L3153[21:27:19] <gigaherz> from your
client proxy
L3155[21:27:24] <gigaherz> during
pre-init phase
L3156[21:27:29] <Dummyc0m> I did that,
and the item worked
L3157[21:27:35] <Dummyc0m> but the block
did not render at all
L3158[21:28:01] <Elucent> or
getItemModelMesher().register
L3159[21:28:03] <gigaherz> Dummyc0m:
errors in debug log?
L3160[21:28:11] <gigaherz> Elucent: no
that's the ancient outdated call
L3161[21:28:15] <Dummyc0m> there is no
error gigaherz
L3162[21:28:15] <gigaherz> you shouldn't
be using that one anymore
L3163[21:28:29] <Elucent> oh, it was in
the tutorial i followed
L3164[21:28:32] <Dummyc0m> it just would
not render
L3165[21:28:33] <Elucent> still works
though
L3166[21:28:39] <tterrag> MattDahEpic:
that's desync
L3167[21:28:41] <gigaherz> the tutorial
you followed is outdated and deprecated, then
L3168[21:28:43] <tterrag> those blocks
are still there on the server
L3169[21:28:47] <tterrag> so it's
rejecting the movement packet
L3170[21:28:49] <gigaherz> yes, it still
works
L3171[21:28:51] <Elucent> quite possible
:P
L3172[21:28:52] <gigaherz> but it's not
recommended anymore
L3174[21:29:26] <GeoDoX> gigaherz, I'm
getting a NoSuchFieldException?
L3175[21:29:32]
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L3176[21:29:36] <gigaherz> Dummyc0m: do
you call OBJLoader.addDomain?
L3177[21:29:42] <Dummyc0m> I did
L3178[21:29:47] <tterrag> GeoDoX: pass it
srg and deobf names
L3179[21:29:52] <Dummyc0m> before adding
the items
L3180[21:29:56] <gigaherz> GeoDoX: that
means you didn't use the right name, or the right class
L3181[21:30:02] <Dummyc0m> should i do
that before gameregistry and things?
L3182[21:30:02] <GeoDoX> Both?
L3183[21:30:10] <gigaherz> yes both, one
after the other
L3185[21:30:22] <GeoDoX> Which
order?
L3186[21:30:24] <gigaherz> srg first, so
that it does lesswork in non-devel environments
L3187[21:30:33] <GeoDoX> Ah,
alright
L3188[21:30:51] <Elucent> is this channel
intended just for code questions, or can i ask content-related
questions as well
L3189[21:31:03] <GeoDoX> Would I pass
GuiContainer.class as the class?
L3190[21:31:03] <gigaherz>
Dummyc0m:
L3192[21:31:15] <Elucent> because it'd be
nice to hear some ideas for stuff to make in my mod
L3193[21:31:21] <GeoDoX> I was passing
the GuiContainerCreative...
L3195[21:31:27] <gigaherz> and this one
too
L3196[21:31:28] <Dummyc0m> gigaherz, I
did just that, my item works
L3197[21:32:06] <gigaherz> can you show
code?
L3198[21:32:06]
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L3200[21:32:18] <Dummyc0m> But the block,
upon placement, only has the bounding box
L3201[21:32:31] <gigaherz> but you said
no errors in the debug log
L3202[21:32:41] <gigaherz> so I can't
help without some code ;P
L3204[21:32:52] <Dummyc0m> I'm
registering the itemblocks here
L3205[21:33:10] <Dummyc0m> does minecraft
automatically load the models with blockstate files?
L3206[21:33:39] <gigaherz> yes
L3207[21:33:58] <Dummyc0m> even with obj
models?
L3208[21:34:13] <gigaherz> so long as you
have called OBJLoader.addDomain
L3209[21:34:19] <Dummyc0m> I did
that....
L3210[21:34:23] <gigaherz> and you use
forge blockstates format (not vanilla)
L3211[21:34:35] <Dummyc0m> but it's only
working for itemblocks, not actual blocks
L3212[21:34:41] <Dummyc0m> yes
forge_marker=1
L3213[21:35:04] <gigaherz> do you ahve
blockstates? or just a plain block?
L3215[21:35:14] <Dummyc0m>
blockstate
L3216[21:36:18] <Dummyc0m> even tried
b3d, no luck
L3217[21:36:47] <gigaherz> yeah as I
showed you, I don't have any issues
L3219[21:37:02] <Dummyc0m> ok
L3220[21:37:09] <Dummyc0m> I'll take a
look at it.
L3221[21:37:11] <Dummyc0m> thanks
L3222[21:37:53] <gigaherz> thisi s1.8.9
right?
L3223[21:38:17] <gigaherz> meh it
shouldnt' even matter
L3224[21:38:20] <Dummyc0m> yep
L3225[21:38:32] <gigaherz> this should
have worked with anything newer than april last year
L3226[21:39:09] <Dummyc0m> I'm quite new
to modding...
L3227[21:39:14] <gigaherz> it's weird
because if it was a missing file
L3228[21:39:16] <gigaherz> it would show
in the logs
L3229[21:39:27] <gigaherz> some
"could not load model for variant ...."
L3230[21:39:49] <gigaherz> but then it
would appear as a purple-and-black placeholder in the world
L3231[21:40:11] <Dummyc0m> It's just a
blank block with bounds
L3232[21:40:25] <gigaherz> the only thing
I don't recognize
L3233[21:40:27] <gigaherz> is the
"mesh"
L3234[21:40:28] <gigaherz> bit
L3235[21:40:30] <gigaherz> in custom
data
L3236[21:40:34] <gigaherz> did you add
that purposefully?
L3237[21:40:43] <gigaherz> or it's a
copypasta
L3238[21:41:06] <Dummyc0m> well
forgedebug had it, I had to add it to get the item to work
actually
L3239[21:41:17] <c64cosmin> I do
this
L3240[21:41:28] <gigaherz> can you remove
"custom" altogether and try?
L3241[21:41:35] <c64cosmin>
ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(MyBlock.instance),
0, new
ModelResourceLocation("mymod:myblock","inventory"));
L3242[21:41:40] <Dummyc0m> ok
L3243[21:41:44] <gigaherz> c64cosmin:
this is about the block for
L3244[21:41:45] <gigaherz> m
L3245[21:41:47] <gigaherz> not item
form
L3246[21:41:59] <gigaherz> that line
registers the model for the item
L3247[21:42:09] <c64cosmin> when it's
dropped?
L3248[21:42:28] <gigaherz> item form =
inventory, hand, on the ground as an item
L3249[21:42:36] <gigaherz> block form =
placed in the world
L3250[21:43:06] <gigaherz> the rendering
uses different code paths depending on if it's part of an
ItemStack, or part of an IBlockState in the world
L3251[21:43:36] <c64cosmin> still doesn't
work, the block is rendered corectly in the world, it's item
counterpart is faulty
L3252[21:43:58] <gigaherz> wait are you
talking about YOUR issue, or Dummyc0m's?
L3253[21:44:09] <gigaherz> because it
sounds like you have the opposite issue
L3254[21:44:10] <gigaherz> XD
L3255[21:44:17] <Dummyc0m> haha
L3256[21:44:22] <Dummyc0m> this is kinda
funny
L3257[21:44:34]
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L3258[21:44:52] <gigaherz>
c64cosmin:
L3260[21:44:54] <c64cosmin> mine :)
L3262[21:45:04] <gigaherz> check those
links
L3263[21:45:10] <Dummyc0m> welp, now
there is nothing in item form either
L3264[21:45:26] <gigaherz> Dummyc0m:
o_O
L3265[21:46:08] <gigaherz> sorry
Dummyc0m, your issue seems beyond what my 4:45am brain with a
headache can do
L3266[21:46:09] <gigaherz> XD
L3267[21:46:44] <Dummyc0m> :D
L3268[21:47:20]
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L3269[21:49:16] <gigaherz> you know what,
I need to sleep. XD
L3270[21:49:38] <gigaherz> I'll go jump
into bed
L3271[21:49:40] <gigaherz> night
ppl
L3272[21:49:45] <Dummyc0m> night
L3273[21:49:46] ***
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L3277[22:05:53] <c64cosmin> works now, it
seems that JSON name ordering is important , lol :/
L3279[22:06:44] <c64cosmin> sorry dude
can't help :( java-wise it looks ok
L3280[22:06:56] <c64cosmin> your error
doesn't show though
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L3282[22:08:40] <GeoDoX> Shows for
me?
L3284[22:09:11] <Ordinastie> GeoDoX, what
do you think the parmater for getInt is for ?
L3285[22:09:13] <c64cosmin> An error
occurred in the application and your page could not be served.
Please try again in a few moments.
L3286[22:09:13] <c64cosmin> If you are
the application owner, check your logs for details.
L3287[22:09:16] <Dummyc0m>
guiSizeX.getInt(new Integer(0));
L3288[22:09:20] <Dummyc0m> why are you
doing this?
L3289[22:09:42] <Ordinastie> or
wait
L3290[22:09:43] <Dummyc0m> that parameter
should be the GuiContainer
L3291[22:10:03] <GeoDoX> Oh?
L3292[22:10:15] <Ordinastie> yes
L3293[22:10:22] <Dummyc0m> yea the actual
object, how else would you access it?
L3294[22:10:39] <GeoDoX> Well, its being
called on the object...
L3295[22:11:05] <Dummyc0m> Right now the
it's getting the field of Integer...
L3296[22:11:43] <Ordinastie> GeoDoX, read
the docs
L3297[22:14:34] <GeoDoX> So I need to
pass the Field object...?
L3298[22:15:12] <Dummyc0m> umm, the
actual object you want to get the field from
L3299[22:16:09] <Ordinastie> GeoDoX, to
get the field value from an object, you need an instance of that
object, in your case, where is your instance ?
L3300[22:17:40] <Ordinastie> next
question is, from where are you trying to access those values
?
L3301[22:18:02] <Cypher121> !gf
field_147000_g
L3302[22:18:04] <GeoDoX> What?
L3303[22:18:38] <Dummyc0m> ...btw i
recommend not using boxed primatives...
L3304[22:18:46] <GeoDoX> Field guiSizeX =
ReflectionHelper.findField(GuiContainer.class,
"field_146999_f", "xSize");
L3305[22:18:54] <GeoDoX> Theres my Field
intance...
L3306[22:19:02] <Dummyc0m>
......yes?
L3307[22:19:03] <Cypher121> no
L3308[22:19:13]
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L3309[22:19:21] <Cypher121> xSize is not
a static field
L3310[22:19:40] <GeoDoX> Oh...?
L3311[22:19:47] <Cypher121> so you need
an instance of GuiContainer to get it from
L3312[22:19:51] <Dummyc0m> yup
L3313[22:20:18] <Cypher121> so
guiSizeX.getInt(gui) where gui instanceof GuiContainer
L3314[22:20:40] <Cypher121> now here's
the important question
L3315[22:20:46] <Cypher121> what the fuck
are you even trying to do?
L3316[22:23:13] <Elucent> just a general
question:
L3317[22:23:29] <Elucent> is this channel
just for coding questions, or can i ask for opinions about features
as well?
L3318[22:24:00] <tterrag> does it have to
do with minecraft or forge? #minecraftforge is probably the place
then :P
L3319[22:24:39]
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L3320[22:24:46] <Elucent> so anything
minecraft forge related is fine here
L3321[22:24:59] <Elucent> within reason,
obviously
L3322[22:25:07] <Cypher121> tterrag: how
about questions about # ?
L3323[22:26:05] <Ordinastie> Cypher121,
you're not as sharp as you think you are :p
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L3325[22:26:54] <Dummyc0m> tterrag...I
tried putting obj and b3d models in Forge Blockstate, but it would
only work for itemblock, not the actual block
L3326[22:28:25] <Elucent> if i may, i
could use some ideas for features in a magic mod i'm putting
together
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L3328[22:29:44] <Dummyc0m> theme?
L3329[22:30:22] <Elucent> currently, i'm
working on some features relating to renaissance-inspired
alchemy
L3330[22:31:02] <Dummyc0m> no clue about
that stuff...
L3331[22:31:05] <Elucent> i have
functionalities where you can reduce items to elemental components,
duplicate items (inefficiently) with elements, and eventually
you'll be able to craft stuff with elements
L3332[22:31:19] <Elucent> but i'd like
that to be later-game
L3333[22:31:56] <Elucent> so i'm trying
to think of some good uses for collected classical elements (water,
earth, fire, air)
L3334[22:32:23] <Dummyc0m> well,
flamethrower and explosion are always fun
L3335[22:32:28] <Ordinastie> besides a
regular machine that takes a block and makes your element ?
L3336[22:32:34] <c64cosmin> how do you
make your block seethrough
L3337[22:32:41] <c64cosmin> I have put
isTranslucent() return true;
L3338[22:32:44] <Elucent> yeah, i already
have the machine that breaks down blocks and stuff
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L3340[22:33:12] <Ordinastie> c64cosmin,
isOpaque() and change the layer it's drawn for
L3341[22:33:23] <Dummyc0m> isFullCube?
isOpaque? isVisuallyOpaque?
L3342[22:33:27] <Elucent> c64 override
canRenderInLayer() and return true if the layer is
TRANSLUCENT
L3343[22:33:39] <Elucent> and also make
sure your texture is transparent
L3344[22:33:51] <c64cosmin> isFullCube
false, isOpaque ?, isVisuallyOpaque?
L3345[22:33:52] <Ordinastie> Elucent, oh
I misread you question
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L3347[22:34:31] <Ordinastie> so you want
to have additional uses for the elements besides making other
blocks ?
L3348[22:34:47] <Elucent> yeah, like
machines that you can put elements into that do stuff with
them
L3349[22:35:12] <Elucent> currently i'm
implementing a diffuser machine that will take an element and have
a certain effect on the world around it depending on what you put
in it
L3350[22:35:27] <Dummyc0m> like heating
up ambience?
L3351[22:35:29] <Elucent> so if you put
fire in it, it might randomly set blocks on fire or burn mobs
L3352[22:36:03] <Ordinastie> you could
make air prevent any water block to flow in the area
L3353[22:36:19] <Ordinastie> but that
would be a bit tricky to implement
L3354[22:36:36] <Elucent> i was thinking
air could push away entities, like an interdiction torch except not
just for monsters
L3355[22:38:47] <c64cosmin> @Dummyc0m
@Elucent it doesn't work :(
L3356[22:38:56] <c64cosmin> my block is
smaller than a standard block
L3357[22:39:17] <Dummyc0m> model?
L3358[22:39:37] <c64cosmin> yes
L3359[22:40:10] <Dummyc0m> json model or
obj, how did you get it to render???
L3360[22:40:17] <Dummyc0m> Please tell
me...
L3361[22:40:56] <c64cosmin> json
model
L3362[22:41:04] <c64cosmin> some
cubes
L3363[22:41:11] <Dummyc0m> oh...
L3364[22:41:34] <Dummyc0m> is your
texture transparent?
L3365[22:41:46] <c64cosmin> no
L3366[22:41:50] <Elucent> c64 make sure
that you set the translucent variable to true in the constructor,
override isFullCube() to return false, isOpaqueCube() to return
false, and canRenderInLayer to return true when layer is
EnumWorldBlockLayer.TRANSLUCENT
L3367[22:42:16] <Elucent> also make sure
that your texture is translucent
L3368[22:42:25] <c64cosmin> I don't want
my texture tu be translucent
L3369[22:42:45] <Dummyc0m> what?
L3370[22:43:35] <Elucent> it has to be
translucent to be seethrough
L3371[22:43:50] <c64cosmin> isOpaqueCube
solve the issue
L3372[22:43:55] <Elucent> oh ok
L3373[22:44:13] <Elucent> oh, it was
culling neighbor block faces
L3374[22:44:25] <Elucent> i thought you
meant the actual model should be seethrough
L3375[22:44:28] <c64cosmin> yes :))
L3376[22:44:34] <c64cosmin> yes yes
haha,
L3377[22:45:01] <c64cosmin> can I make it
such it does not make the grass turn to dirt?
L3378[22:45:19] <Elucent> not sure
L3379[22:45:34] <Elucent> maybe set
translucent to true in the block constructor?
L3380[22:45:53] <Elucent> or override
isFullCube() to false
L3381[22:46:55] <Elucent> it's tough to
find out which function it is that makes grass not turn into
dirt
L3382[22:47:22] <c64cosmin> torch
doesn't
L3383[22:47:29] <c64cosmin> sapling
too
L3384[22:47:36] <Ordinastie> c64cosmin,
look at grass code
L3385[22:47:43] <c64cosmin> where
pls?
L3386[22:48:01] <Elucent> must be the
isFullCube() check
L3387[22:48:06] <Elucent> torch overrides
it to false
L3388[22:49:11] <c64cosmin> yup, it works
now
L3389[22:50:06] <Ordinastie> c64cosmin,
were you asking where the grass code is ?
L3390[22:50:42] <c64cosmin> no more, my
block does not turn grass into dirt anymore
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L3392[22:52:51] <Cazzar> !gf
field_146999_f
L3393[22:53:22]
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L3394[22:53:36] <c64cosmin> !gf
L3395[22:53:52] <dmf444> Is there a way
to not render OBJ groups?
L3396[22:56:35]
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L3407[23:03:31] <GeoDoX> Hmmm
L3408[23:04:22]
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L3412[23:06:52] <Ri5ux> What is flag 3 on
world.setBlock? I see the meanings for flag 1, 2, and 4, but not
3
L3413[23:07:35] <McJty> Ri5ux, 3 =
1+2
L3414[23:07:44] <McJty> Ri5ux, it is a
binary flag. You add them up
L3415[23:07:48] <Ri5ux> Ah, fair
enough.
L3416[23:09:33] <Ri5ux> I'm looking for
the fastest method for generating a large quantity of blocks at
once... say 10-50 blocks per tick.
L3417[23:09:50] <Ri5ux> Of course 1 wont
send it to the client, but the client kinda needs the update
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L3419[23:11:08] <dmf444> Is there
something in the .json file that would allow me to not display an
.obj's group?
L3420[23:14:50] <Zaggy2048> would be
handy if vanilla/Forge moved blocks' bounding boxes to match the
random offsets of the models
L3422[23:17:45] ***
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L3423[23:18:20] <infinitefoxes_> the
Forge installer for build 1722 can't download libraries it
seems
L3425[23:18:27] <infinitefoxes_>
403s
L3426[23:18:42] <c64cosmin> @Zaggy not
exactly, you might have some parts of the model that you don't want
to collide with
L3427[23:19:01] <c64cosmin> take
tallgrass for example
L3428[23:19:21] <Zaggy2048> I said move,
not create
L3429[23:19:24]
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L3430[23:19:42] <c64cosmin> oh...the
offsets
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L3432[23:20:09] <Zaggy2048> it would
merely add the position shift of the model to the selection box so
that the player doesn't have to aim for the center of the block
counter-intuitively
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L3434[23:20:53] <c64cosmin> I see what
you mean :)
L3435[23:22:06] <Zaggy2048> only issue is
that the vanilla shift code would have to be delegated to a forge
function to keep it consistent
L3436[23:22:28] <Zaggy2048> otherwise an
issue may arise where the bounding box is using a different shift
than the model
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L3439[23:25:34] <Zaggy2048> but that's
also the reason Mojang or Forge pretty much has to do it if
anything will
L3440[23:25:52] <Zaggy2048> since mods
can't call a vanilla function to get the shift
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L3445[23:35:25] <c64cosmin> how does the
client side communicate to the server side?
L3446[23:35:37] <Cazzar> Packets?
L3447[23:35:44] <killjoy> ^
L3448[23:35:55] <killjoy> Don't cross the
streams
L3449[23:35:58] <c64cosmin> what if I
have custom fields in a entity?
L3450[23:36:12] <killjoy> sync with
packets?
L3451[23:36:48] <c64cosmin> there is a
callback place for that I suppose and then I serialize my
information
L3452[23:37:04] <c64cosmin> on the client
side I get the information and sync the entity accordingly
right?
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L3454[23:37:40] <killjoy> something
something readthedocs
L3455[23:38:08] <c64cosmin> where?
L3456[23:38:22] <c64cosmin> the wiki
one?
L3458[23:38:53] <c64cosmin> awesome,
thanks
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L3461[23:41:22] <c64cosmin> in a
singleplayer use case, there is a server running in the background,
and the client
L3462[23:41:23] <c64cosmin> right?
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L3467[23:52:42] <xaero> yes, available at
Minecraft.getIntegratedServer()
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