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L15[00:32:49] <Keridos> hm in 1.7.10 is it
better to use a packet to update a TE or a message?
L16[00:33:03] <Keridos> I get some weird
issues when using a packet here (clientside) desyncs
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L18[00:36:07] <killjoy> are you creating
callables?
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L20[00:37:51] <Keridos> its on 1.7.10
L21[00:37:57] <Keridos> not threaded as in
1.8
L22[00:39:39] <killjoy> doing anything on
the client that should happen on the server?
L23[00:40:08] <Keridos> it happens when
updating the invnetory clientside
L24[00:40:26] <Keridos> i get ghost items
on the client there that vanish when reopening the GUI for the
TE
L25[00:40:53] <Keridos> but this netcode
was not written by me, I usually use messages to sync my TE
data
L26[00:41:30] <Keridos> this one uses
onDataPacket and then readFromNBT(packet.getNBTCompound()) or how
its exactly called
L27[00:42:15] <killjoy> checking for
world.isRemote correctly?
L28[00:43:54] <Keridos> hm i think i found
the issue, without the onDataPacket the client syncs the inventory
correct, but none of the other values
L29[00:44:14] <Keridos> when using the data
packet the packet interferes with the already synced inventory I
guess
L30[00:47:19] <tterrag> Keridos: all
container/gui stuff is synced for you
L31[00:47:22] <tterrag> it's handled in
Container
L32[00:47:31] <Keridos> ok
L33[00:47:38] <Keridos> so i just need a
packet to sync the other stuff?
L34[00:47:44] <tterrag> "other
stuff"
L35[00:47:45] <tterrag> ?
L36[00:47:56] <Keridos> tterrag, like rf
storage etc.
L37[00:48:00] <tterrag> oh
L38[00:48:00] <tterrag> yes
L39[00:48:25] <Keridos> is it better to do
an own message or "hack" the ondatapacket?
L40[00:48:34] <tterrag> onDataPacket is for
description packets
L41[00:48:43] <tterrag> this is what is
sent when your TE loads in to "describe" it to the
client
L42[00:48:48] <tterrag> it is not meant to
be used for intermediary updates
L43[00:49:10] <tterrag> there is really no
reason to use vanilla packets
L45[00:50:01] <Keridos> tterrag: ok
thanks
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L55[01:29:17] <masa> ok so what the hell is
this IRenderFactory nonsense... do I now need to create an
IRenderFactory instance for each renderer I'm using?
L56[01:29:55] <masa> just so I can create a
new instance of the renderer...
L57[01:40:59] <RANKSHANK> masa: Yeah you
need an IRenderFactory per renderer instance. Many people have
taken to using lambda for this
L58[01:44:41] <masa> I have no idea how
they work and I'm not using java 8 for my mod...
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L60[01:46:25] <masa> well great success,
now my entities are white cubes
L61[01:46:36] <masa> this is exactly what I
wanted and needed
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L64[01:52:45] <Keridos> quick question,
TurretBase here is an abstract class, and i want to check if
tileEntity is an instance of a subclass of that abstract class, but
tileEntity.getClass().isAssignableFrom(TurretBase.class) is not
working for me
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L66[01:55:34] <masa> wouldn't that be the
other way around?
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L68[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160206 mappings to Forge Maven.
L69[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160206-1.8.9.zip
(mappings = "snapshot_20160206" in build.gradle).
L70[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L75[02:07:44] <LexDesktop> Keridos,
tileEntity instanceof TurrentBase .....
L76[02:07:52] <Keridos> hm
L77[02:08:06] <Keridos> getting some weird
issue here, apparently my onMessage from the handler is never
called
L78[02:08:18] <Keridos> i registered it and
everything
L79[02:08:38] <masa> my IRenderFactory
createRenderFor method don't get called...
L80[02:08:56] <masa> I'm still so frickin
lost with this generics crap
L81[02:10:23] <LexDesktop> ... generics are
simple...
L82[02:10:45] <Keridos> derp i really
should read what ai wrote in my TE code
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L87[02:20:49] <masa> phew now it works, had
to mone the registration from init to preInit
L88[02:20:53] <masa> *move
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L90[02:22:18] <c64cosmin> can you make
Minecraft draw a custom entity with custom shader bindings?
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L93[02:24:28] <sham1> What kind of
shader
L94[02:24:37] <sham1> If GLSL, propably
not
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L101[02:36:54] <c64cosmin> yes GLSL
L102[02:37:27] <c64cosmin> anyhow I'm
still able to draw some triangles
L103[02:37:36] <c64cosmin> and bind a
texture using openGL calls right?
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L128[03:47:41] <Cypher121> what's the
simplest irc client for windows?
L129[03:47:47] <sham1> HexChat
L130[03:48:31] <Cypher121> I had trouble
configuring it to work with znc
L131[03:48:47] <sham1> you just connect
into the ZNC
L132[03:49:04] <Cypher121> yeah, but I
couldn't send the password
L133[03:49:21] <sham1> show your channel
settings
L134[03:49:25] <sham1> Take a
screenshot
L135[03:49:39] <sham1> the password should
be censored
L136[03:50:31] <GeoDoX> How do you scale
an image using drawScaledCustomSizeModalRect?
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L138[03:51:20] <xaero> my znc passwrod is
"user/network:" if that helps
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L140[03:51:36] <sham1>
user/network:password
L141[03:51:43] <sham1> That's the
form
L142[03:51:57] <sham1> you can put that
into your username afaik
L143[03:52:00] <sham1> let me check
mine
L144[03:52:24] <sham1> I have mine in the
password field
L145[03:52:25] <sham1> Actually
L146[03:52:52] <sham1> so in your password
field you write in this form:
"{user}/{network_name}:{password}"
L147[03:53:16] <Cypher121> is it in /PASS
mode or some other?
L148[03:53:49] <sham1> I have it as
"default"
L149[04:01:01] <Cypher121> I dunno, I get
"Connection reset by peer" immediately
L150[04:02:12] <killjoy> that's the
complete opposite of what windows does.
L151[04:02:16] <killjoy> domain/user
L152[04:02:32] <sham1> Is your port
correct and is your nouncer behind tsl?
L153[04:03:03] <Cypher121> everything was
correct, except that I had to check "Use SSL for all servers
on this network"
L154[04:03:22] <sham1> So it was a problem
with TSL :P
L155[04:03:47] <GeoDoX> !gf
GuiContainer.guiLeft 1.8.8
L156[04:03:51] <sham1> tls*
L157[04:04:19] <Cypher121> yeah
L158[04:05:20] <Wuppy> o/
L159[04:06:35]
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L160[04:07:18] <GeoDoX> Does Forge still
decompile MC assets? If so, where?
L161[04:07:34] <killjoy> assets?
L162[04:07:40] <killjoy> you don't
decompile the assets
L163[04:07:45] <killjoy> only
classes
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L165[04:07:51] <GeoDoX> I mean... Like
extract the assets..
L166[04:07:57] <killjoy> it's in the
jar
L167[04:08:10] <GeoDoX> Wheres the
jar?
L168[04:08:10] <killjoy> you don't need
forge to get thek
L169[04:08:12] <killjoy> them
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L171[04:08:37] <killjoy> open
.minecraft/versions/1.8.9/1.8.9.jar with 7zip
L172[04:08:49] <sham1> unless you don't
have vanilla client downloaded...
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L174[04:09:05] <killjoy> the forge profile
uses inherited versions
L175[04:09:07] <GeoDoX> I don't lol
L176[04:09:20] <killjoy> multimc should
still use a vanilla jar
L177[04:09:35] <killjoy> it's similar to
the vanilla launcher
L178[04:09:47] <killjoy> and why are we
calling the launcher vanilla?
L179[04:09:59] <Wuppy> holy hell it was
busy yesterday
L180[04:10:07] <Wuppy> there were so many
people in the city center that you could hardly stand
L181[04:10:08] <killjoy> Comparing it to
multimc is like comparing cake to pie.
L182[04:10:26] <killjoy> and one only has
1 flavor
L183[04:12:19] <killjoy> ever had a
vanilla pie?
L184[04:12:32] <killjoy> No? That's
because it doesn't exist
L185[04:12:32] <GeoDoX> !gf
GuiContainer.guiTop 1.8.8
L186[04:13:01] <masa> why 1.8.8?
L187[04:13:16] <killjoy> the mappings are
the same
L188[04:13:31] <masa> still
L189[04:14:31] <GeoDoX> I'm ensuring I get
the right version I need
L190[04:15:12] <masa> you don't want
1.8.9?
L191[04:15:33] <GeoDoX> Not atm
L192[04:15:42] <masa> O_o
L193[04:16:13] <Wuppy> why go for 1.8.8
instead of 1.8.9?
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L195[04:17:12] <sham1> Binary
compatible
L196[04:17:42] <GeoDoX> Because I'm coding
the foundation in 1.8.8, the version I started writing it in, and
then updating after I get the foundation done...
L197[04:18:10] <sham1> Well 1.8.8 and
1.8.9 are binary compatible so it does not matter
L198[04:18:16] <sham1> Or I'm sorry
L199[04:18:21] <sham1> Almost binary
compatible
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L201[04:18:35] <sham1> There is like one
thing delta between them
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L206[04:50:02] <Wuppy> heheh I've got 7
parties events I'm going to today according to facebook :P
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L236[06:18:25] <Wuppy> 1PM, sounds like
good time for some beer
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L241[06:33:55] <Corosus> \o/
L242[06:34:42] <Corosus> what FTB modpacks
have good questy goals that are hostile in nature, like going
places and conquering entities etc?
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L256[07:01:12] <SwordKorn20> Good
afternoon everyone
L257[07:02:47] <SwordKorn20> I'm having a
bit of an issue with my Manyullyn ingots and Tinker's Construct for
1.8.9
L258[07:03:16] <SwordKorn20> Anyone have
any experience in making TC override my ingots if it's
installed?
L259[07:05:11] <SwordKorn20> Or make it so
if TC exists, my ingots register as valid tool repair
materials?
L260[07:07:28] <SwordKorn20> I only ask as
there seems to be an issue with the TC smeltery returning my ingots
if casted instead of theirs
L261[07:07:42] <SwordKorn20> And they
don't count as tool repair materials
L262[07:07:55] <SwordKorn20> Despite being
ore dictionaried
L263[07:19:09] ***
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L264[07:28:46] <ghz|afk> SwordKorn20: do
you properly register your ignots in the ore dictionary?
L265[07:29:00] <ghz|afk> wait
nevermind
L266[07:29:03] ***
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L267[07:29:07] <gigaherz> just read the
last line
L268[07:29:07] <gigaherz> XD
L269[07:29:29] <gigaherz> I have no idea
about tcon, let alone the 1.8.9 version
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L271[07:31:49] <SwordKorn20> Yeah well the
Smeltery can smelt my ingots down to fluids so the ore dictionary
is working in that regard
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L273[07:32:53] <SwordKorn20> But they
don't count as valid tool repair materials in their ingot form and
the problem is with my mod installed, the Smeltery casts my ingots
and not theirs
L274[07:33:43] <SwordKorn20> So I either
need a way to make my ingots subordinate to theirs
L275[07:33:52] <SwordKorn20> Giving theirs
preference
L276[07:34:11] <SwordKorn20> Or make it so
they inherit those properties if TC is present
L277[07:35:03] <SwordKorn20> I mean worst
case scenario I'll remove my Manyullyn ingots from my mod
entirely
L278[07:35:17] <SwordKorn20> But leave the
recipes in so if TC is present, the ingots can be made
L279[07:35:45] <gigaherz> it may be a good
idea do to
L280[07:36:05] <gigaherz>
"if(!Loader.isModLoaded("<modid>") register
ores"
L281[07:36:26] <SwordKorn20> Yeah
L282[07:36:45] <gigaherz> but I have no
idea how tcon handles repairing
L283[07:36:57] <gigaherz> did you consider
asking in their issue tracker or if they have their own irc
channel?
L284[07:37:00] <SwordKorn20> Well I took a
look at the base code on Github
L285[07:37:14] <SwordKorn20> It seems
every ingot is doubly registered
L286[07:37:18] <SwordKorn20> Once as the
itme
L287[07:37:24] <SwordKorn20> item*
L288[07:37:31] <SwordKorn20> And again as
a tool material;
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L291[07:37:55] <SwordKorn20> So I either
need to inherit their API methods
L292[07:38:10] <SwordKorn20> Or just find
a work around to stop the TC Smeltery returning my ingots
L293[07:38:44] <gigaherz> if they aren't
using oredict names fro the tcon recipes, you may want to ask them
to do so
L294[07:38:59] <gigaherz> I mean, if the
ingot<->tool material isn't based on the oredict name
L295[07:39:11] <SwordKorn20> They are
using ore dict names as both my Manyullyn and theirs has the same
ore dict name under JEI
L296[07:39:27] <SwordKorn20> So I don't
think it's Ore Dict issue
L297[07:40:07] <SwordKorn20> But their
repair methods may give it properties unique to their mod that I'm
not
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L300[07:41:10] <SwordKorn20> If I can make
it so my ingots can stay in without TC that would be ideal
L301[07:41:31] <gigaherz> what I meant
is
L302[07:41:37] <gigaherz> that deciding
the tool material from the ingot
L303[07:41:43] <gigaherz> should be
something done through oredict names
L304[07:41:48] <SwordKorn20> Maybe write a
method to stop them registering if TC is present?
L305[07:41:49] <gigaherz> they shouldn't
require anything else
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L307[07:42:47] <SwordKorn20> I didn't
foresee the issue when I registered my ingots to the ore dict
L308[07:43:11] <SwordKorn20> I'll double
check how they're handling the registry
L309[07:43:31] <gigaherz> I'd still
suggest speakingwith them
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L311[07:46:58] <Pennyw95> is tcon out for
1.8.9?
L312[07:47:05] <gigaherz> test builds
are
L313[07:47:08] <gigaherz> very alpha
L314[07:47:13] <Pennyw95> I see
L315[07:47:20] <Pennyw95> ty
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L318[07:51:18] <Pennyw95> and then use the
worldrenderer to draw it in the air
L319[07:52:11] <Pennyw95> i mean, this way
I would not needed a model at all, right?
L320[07:53:00] <Pennyw95> I would only
have to do
Minecraft.getMinecraft.getTextureMapBlocks.getAtlasSprite("path")
and then get the UVs?
L321[07:53:11] <gigaherz> yes ofc (to
being possible)
L322[07:53:35] <gigaherz> uhm
L323[07:53:38] <gigaherz> is it for
blocks?
L324[07:53:41] <Pennyw95> great :) I
feared I would have to select the runes manually
L325[07:53:42] <gigaherz> I mean
L326[07:53:50] <Pennyw95> no, for a
TESR..i'll animate them
L327[07:53:56] <gigaherz> I would not
recommend adding such big textures to the atlas
L328[07:54:04] <gigaherz> you probably
want to load it separate
L329[07:54:07] <SwordKorn20> You would
have to make them Block Variants for rendering
L330[07:54:09] <gigaherz> then bind
it
L331[07:54:11] <Pennyw95> It's not mine,
it's from thaumcraft
L332[07:54:13] <SwordKorn20> I
imagine
L333[07:54:19] <gigaherz> SwordKorn20:
nah, TESR can draw them independently
L334[07:54:22] <Pennyw95> so it would be
more efficient to use it than make my own
L335[07:54:40] <SwordKorn20> I meant on
the block side of things giga but yeah
L336[07:54:54] <gigaherz> it's still best
if you bind the texture separately
L337[07:55:06] <Pennyw95>
separately?
L338[07:55:17] <gigaherz> in your TESR,
you can do: bindTexture("thaumcraft:texture/path")
L339[07:55:19] <SwordKorn20> To each
individual instance of the Tile Entity
L340[07:55:22] <gigaherz> well, it takes a
resorucelocation
L341[07:55:48] <gigaherz> SwordKorn20: no
that's not how TESRs work
L342[07:56:14] <Pennyw95> gigaherz: well
I'm binding the atlas no?
this.bindTexture(TextureMap.locationBlocksTexture)
L343[07:56:23] <gigaherz> IF the texture
is in the atlas, yes
L344[07:56:29] <gigaherz> but I'm
suggesting that you use it WITHOUT the atlas
L345[07:56:56] <Pennyw95>
this.bindTexture("path")
L346[07:57:05] <gigaherz> does thaumcraft
even include the texture in the atlas? because if it does, they are
doing it wrong, too XD
L347[07:57:14] <SwordKorn20> What I mean
is if the textures are going to be defined per TE and bound to a
block variant in blockstates, the TESR would simply call the
relevant resource for that variant's bound TE
L348[07:57:15] <Pennyw95> ahah yes it
does
L349[07:57:26] <Pennyw95> btw how is a
texture bound to the atlas?
L350[07:57:29] <gigaherz> SwordKorn20:
that'd be bad practice
L351[07:57:42] <gigaherz> since the TE
shouldn't really know anything related with models or
textures
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L353[07:57:55] <Pennyw95> SwordKorn20:
block textures are unrelated to TEs
L354[07:57:56] <gigaherz> it should only
contain the information needed for the TESR to choose
L355[07:58:22] <SwordKorn20> Fair enough.
I'm just thinking of ideas based on what I know so far
L356[07:58:41] <gigaherz> Pennyw95: either
it's referenced by a block/item model,
L357[07:58:53] <gigaherz> or you have to
use the stitch event
L358[07:58:58] <Pennyw95> gigaherz: I have
a tetxuremap in my src/assets/... for a TESR model, is it bound to
the atlas too?
L359[07:59:06] <gigaherz> to inject the
texture yourself
L360[07:59:09] <Pennyw95> Oh...then no,
since no json files call it
L361[07:59:26] <gigaherz> yeah then it's
separate
L362[07:59:29] <Pennyw95> I think
Thaumcraft binds it, since in the particle class I didn't see any
texture path
L363[07:59:38] <SwordKorn20> Could you not
call it in the block variants?
L364[07:59:47] <gigaherz> SwordKorn20:
block variants are for static models
L365[07:59:54] <gigaherz> we are talking
about TESR rendering, which is different
L366[08:00:13] <SwordKorn20> I mean to
initialise them in the json
L367[08:00:16] ***
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L368[08:00:19] <Pennyw95> gigaherz: so the
best procedure would be:
this.bindTexture("thaumcraft:path")
L369[08:00:32] <Pennyw95> and then make a
new ResourceLocation and get the UVs?
L370[08:00:47] <gigaherz> no you don't
"make a new resourcelocation"
L371[08:00:53] *** V
is now known as Vigaro
L372[08:00:54] <gigaherz> you just store
your own UVs somewhere
L373[08:01:11] <gigaherz> the
resourcelocation is because bindTexture takes a RL
L374[08:01:13] <gigaherz> so you'd have to
do
L375[08:01:18] <Pennyw95> RL?
L376[08:01:21] <gigaherz>
this.bindTexture(new
ResourceLocation("thaumcraft:path"))
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L378[08:01:23] <Pennyw95> ah sure
L379[08:01:33] <SwordKorn20> I haven't
used TESR much in 1.8.9 so I only really know the old 1.7.10
methods at this point
L380[08:01:40] <Lordmau5> \o
L381[08:01:42] <gigaherz> it worked like
that in 1.7, too
L382[08:01:48] <gigaherz> static models
were ISBRH
L383[08:02:00] <gigaherz> only purely
dynamic stuff went into the TESRs
L384[08:02:10] <gigaherz> that hasn't
changed
L385[08:02:14] <Lordmau5> Small question:
I've heard there's a 1.8 port of RF?
L386[08:02:16] <Pennyw95> can I make a RL
texture = new RL("path"); bindTexture(texture); and get
the UVs from that var?
L387[08:02:23] <gigaherz> only the
hardcoded ISBRHs became blocstates variants
L388[08:02:35] <SwordKorn20> I haven't
seen an official port yet Lordmau5
L389[08:02:37] <gigaherz> Pennyw95: no,
you can't get UVs
L390[08:02:41] <gigaherz> because since
thetexture is separate
L391[08:02:47] <Lordmau5> I've heard of BC
having made one, but I'm unsure about it
L392[08:02:49] <gigaherz> the UVs are
always the full thing
L393[08:02:51] <gigaherz> 0..1
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L395[08:03:13] <SwordKorn20> BC took the
old RF API and updated the methods manually
L396[08:03:29] <Pennyw95> then would do I
do? punch random floatbetween 0 and 1 until I get the one I
want??
L397[08:03:31] <gigaherz> Lordmau5: most
of us use the port made by Progressive automation
L398[08:03:36] <Lordmau5> oh,
alright
L399[08:03:44] <Lordmau5> where can I find
that one then :p?
L400[08:03:52] <gigaherz> in any 1.8.x mod
that uses rf
L401[08:03:53] <SwordKorn20> I did however
write the RF API methods into SKEnergy
L402[08:03:54] <gigaherz> including
mine
L404[08:04:16] <gigaherz> it's a straight
copy from PA
L405[08:04:38] <Lordmau5> so I basically
just copy that over into my mod?
L406[08:04:47] <gigaherz> yeap
L407[08:04:51] <Lordmau5> alrighty,
thanks! :)
L409[08:05:08] <SwordKorn20> Don't know if
that'll help in anyway
L410[08:05:18] <gigaherz> SwordKorn20: no
because it's not the RF api
L411[08:05:24] <gigaherz> so it won't get
used by any mod using RF
L412[08:05:35] <SwordKorn20> It uses the
same interfaces
L413[08:05:40] <gigaherz> in a different
package
L414[08:05:45] <Lordmau5> ^
L415[08:05:52] <gigaherz> when people look
for cofh.api.energy.IEnergyReceiver
L416[08:05:55] <gigaherz> it won't see
yours
L417[08:06:10] <SwordKorn20> I wrote it
more as a repository of the methods so anyone could make an energy
system without waiting for CoFH
L418[08:06:22] <gigaherz> well we didn't
wait for cofh ;P
L419[08:06:27] <gigaherz> we just straight
up used their code in 1.8+
L420[08:06:48] <gigaherz> all it does is
replace int x,y,z with blockPos
L421[08:06:52] <gigaherz> and
forgedirection with enumfacing
L422[08:07:11] <SwordKorn20> Yeah that's
what I've got going on there too
L423[08:07:21] <gigaherz> yeah but you
chose to changethe package name
L424[08:07:41] <SwordKorn20> I was going
to make my own power type
L425[08:07:41] <gigaherz> so for all
intents and purposes, you made a different API, thathappens to be
identical in the interface and method names
L426[08:07:48] <SwordKorn20> Hence why I
changed the package
L427[08:07:54] <Lordmau5> Your own power
type, "with blackjack and hookers" ~ Bender
L428[08:07:58] <gigaherz> lol
L429[08:08:03] <Lordmau5> yes, but no one
will use it probably
L430[08:08:04] <gigaherz> note that I'm
not saying it's bad
L431[08:08:16] <gigaherz> just not helpful
for someone trying to make their mod compatible with the existing
RF stuff
L432[08:08:20] <Lordmau5> as giga
mentioned, no mod will fetch the classes in there, since they rely
on the cofh.api.[...] stuff
L433[08:08:47] <SwordKorn20> My only issue
with PA's port is a lot of the methods were missing
L434[08:08:55] <Lordmau5> for
example?
L435[08:08:57] <SwordKorn20> So I wrote
them all out for myself
L436[08:09:00] <gigaherz> missing?
L437[08:09:07] <gigaherz> I compared the
1.7 api wiht the 1.8
L438[08:09:14] <SwordKorn20> From the full
1.7 API
L439[08:09:23] <gigaherz> it only has the
RF bits
L440[08:09:30] <gigaherz> it ignores the
other packages
L441[08:09:35] <SwordKorn20> PA didn't use
evry Interface
L442[08:09:41] <SwordKorn20> That's why I
rewrote it
L443[08:09:46] <gigaherz> uh
L444[08:10:12] <Pennyw95> Holy shit....I
just found out I had pushMatrix instead of PopMatrix at the end of
the renderer...I bet that was dropping the FPS!
L447[08:10:37] <gigaherz> looks complete
to me
L448[08:10:45] <SwordKorn20> Well he
doesn't use cables for PA so he didn't have those
L449[08:10:49] <SwordKorn20> That's
all
L450[08:10:59] <SwordKorn20> And I wanted
the example classes in for reference
L451[08:10:59] <gigaherz> cables are NOT
part of the RF api, they are separate packages
L452[08:11:32] <Pennyw95> is there a
difference betwen Minecraft.getMinecraft.renderEngine.bindTexture
and this.bindTetxure?
L453[08:11:51] <SwordKorn20> this will
refer to the object in question I believe
L454[08:12:08] <Zaggy2048> indeed, it's
just a convenience method
L455[08:12:16] <Lordmau5> An API should
not ship blocks or similar, lol
L456[08:12:32] <SwordKorn20> You still
need the long hand method for render registry
L457[08:12:38] <SwordKorn20> There's no
blocks in it
L458[08:12:57] <Lordmau5> > cables are
NOT part of the RF api | what giga said
L459[08:13:01] <Lordmau5> which makes
sense
L460[08:13:28] <SwordKorn20> I just took
every single Interface from it and brough them up to date
L461[08:13:29] <Lordmau5> I still can't
follow as to why there were "missing methods" and
similar
L462[08:13:52] <SwordKorn20> There's no
actual blocks in the API
L463[08:13:53] ***
zz_SnowShock35 is now known as SnowShock35
L464[08:14:01] <Lordmau5> I *know*
L465[08:14:18] <SwordKorn20> Call me picky
or fickle
L466[08:14:23] <SwordKorn20> I just wanted
the whole lot
L467[08:14:27] <SwordKorn20> lol
L468[08:14:30] <Lordmau5> it's fine
L469[08:14:54] <Lordmau5> but I'm having
the feeling that it seems like your mod (-api) will not be
compatible with the one everyone else seems to use
L470[08:15:33] <SwordKorn20> Well if I
ever utilise it myself, I'll probably use my updated write for the
in house machines
L471[08:15:45] <SwordKorn20> And add CoFH
updated methods for integration
L472[08:16:47] <SwordKorn20> I just liked
the idea of having my own energy system that didn't have to be
RF
L473[08:17:16]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L474[08:18:17] <SwordKorn20> And if my
package api is available, anyone who wants to make it compatible
directly with my energy system can do so
L475[08:18:23] <Lordmau5> yay, more energy
systems \o/ ...
L476[08:18:24] <SwordKorn20> That was my
thought process
L477[08:18:44] <Lordmau5> whilst we're at
it, we might as well make a Spreadsheet that people can sign up on
for making their own systems
L478[08:18:48] <Lordmau5> let's see how
many we can get together
L479[08:18:51] <SwordKorn20> lol
L480[08:19:26] <Pennyw95> gigaherz:
shouldn't something like this render the whole texture map? in
every wr.pos => .tex(0.0F, 1.0F).color(255, 255, 255,
255).endVertex()
L481[08:20:18] <SwordKorn20> Seems sound
to me
L482[08:20:36] <SwordKorn20> But I haven't
messed much with those methods yet
L483[08:21:00] <Pennyw95> I have already,
that's the embarassing part
L484[08:21:22] <SwordKorn20> That's not
embarassing! That shows dedication and commitment!
L485[08:21:36] <SwordKorn20> :)
L486[08:22:04] <SwordKorn20> I haven't
touched on them yet as I've not done much TE work in 1.8.9
yet
L487[08:22:20] <unascribed> Pennyw95, that
only defines one vertex
L488[08:22:26] <unascribed> you need to
define the four corners
L489[08:22:34] <Pennyw95> I know, I have
that in all 4
L490[08:22:42] <unascribed> with the same
value?
L491[08:22:48] <unascribed> because that's
not how UVs work
L492[08:22:51] <Pennyw95> the pos values
are different
L493[08:22:55] <unascribed> but not
tex
L494[08:23:00] <unascribed> that's your
problem
L495[08:23:10] <unascribed> you're
rendering the bottom-left pixel over the entire square
L496[08:23:23] <Pennyw95> which is
probably empty...crap
L497[08:23:37] <unascribed> I forget if
Minecraft is clockwise or counter-clockwise
L498[08:23:46] <unascribed> but the
top-left of the square needs to be 0,0
L499[08:23:49] <unascribed> top-right
1,0
L500[08:23:49] <Pennyw95> SwordKorn20: why
thank you, i just find it amusing how quickly I forget
rendering
L501[08:23:50] <unascribed> etc
L502[08:23:53] <Pennyw95>
counter-clockwise
L503[08:23:54] <gigaherz> Pennyw95: (0,0)
-- (0,1) -- (1,1) -- (1,0)
L504[08:23:56] <SwordKorn20> How can you
tell unascribed?
L505[08:24:09] <gigaherz> or the other way
around, I never remember
L506[08:24:10] <gigaherz> XD
L507[08:24:10] <SwordKorn20> Just our of
curiousity
L508[08:24:15] <unascribed> well
L509[08:24:18] <Ordinastie> it's CCW
L510[08:24:19] <unascribed> if your models
render horribly wrong
L511[08:24:22] <Pennyw95> Well my other
renders are counter-clockwise and they work
L512[08:24:23] <unascribed> then you know
it's the wrong direction
L513[08:24:42] <SwordKorn20> I meant just
by reading the methods
L514[08:24:44] <unascribed> there's some
glGet argument for it too
L515[08:24:49] <unascribed> you
don't
L516[08:24:52] <unascribed> it's a GL
mode
L517[08:25:00] <unascribed> you'd have to
go read some render code to see which direction it's in
L518[08:25:11] <SwordKorn20> Couldn't you
tesselate it?
L519[08:25:17] <unascribed> huh?
L520[08:25:30] <SwordKorn20> It was what I
used in 1.7
L521[08:25:35] <unascribed> I'm talking
about how to tell if you're in CW or CCW mode
L522[08:25:37] <unascribed> what are you
asking
L523[08:25:56] <SwordKorn20> Just defining
the coordinates of the block space to render in
L524[08:26:07] <unascribed> depends
L525[08:26:20] <unascribed> TESRs and
entities pass in an x,y,z triplet you pass to glTranslate
L526[08:26:30] <unascribed> and then the
coordinate you need is effectively 0,0,0
L527[08:27:08] <SwordKorn20> I used
tesselation to render inside a block space by moving into the block
and selecting a certain pixel
L528[08:27:16] <SwordKorn20> But that was
a while back
L529[08:27:22] <SwordKorn20> I forgot how
I did it
L530[08:27:23] <SwordKorn20> lol
L531[08:27:24] <unascribed> I don't really
understand what you're asking/stating
L532[08:27:27] <Pennyw95> got it!
L533[08:27:51] <Ordinastie> unascribed,
don't worry, I don't either ><
L534[08:28:14] <SwordKorn20> I rendered
the sides of the texture in the middle of the block space
L535[08:28:26] <SwordKorn20> By
tesselating
L537[08:29:06] <unascribed> ._.
L538[08:29:15] <SwordKorn20> That looks
awesome Penny!
L539[08:29:29] <Pennyw95> ty :)
L540[08:29:38] <unascribed> if rendering
the atlas looks "awesome" then I should just replace all
of the renderers in my mods with atlases
L541[08:29:47] <Pennyw95> I might as well
leave the whole map ahah
L542[08:30:06] <SwordKorn20> You wanting
to put those maps on that circle?
L543[08:30:16] <SwordKorn20> Disc
L544[08:30:19] <Pennyw95> no, I'll just
seelct the runes and put them on the white cup
L546[08:30:47] <Pennyw95> hey that's
cool
L547[08:30:48] <unascribed> that looks
surprisingly useful
L548[08:31:12] <gigaherz> wtf are those
GIANT slabs?
L549[08:31:13] <gigaherz> XD
L550[08:31:18] <unascribed> it's funny
just how huge the Sphax textures are next to the vanilla
textures
L551[08:31:18] <SwordKorn20> I don't get
it
L552[08:31:23] <Pennyw95> never thought
about it but the texturepacks with higher res must make the atlas
really giant..
L553[08:31:28] <unascribed> yes.
L554[08:31:28] <gigaherz> they do
L555[08:31:41] <gigaherz> up to 8192x8192
for most GPUs
L556[08:31:43] <unascribed> a 512x texture
atlas is 32 times bigger
L557[08:31:43] <gigaherz> ;P
L558[08:32:14] <SwordKorn20> What
resolution of Sphax is that?
L559[08:32:31]
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L560[08:32:33]
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L561[08:32:34] <Ordinastie> looks like
256
L562[08:32:42] <SwordKorn20> I thought it
was 512
L563[08:32:54] <Ordinastie> ah yes it
is
L564[08:32:54] <gigaherz> anything >
128 is just pointless
L565[08:33:24] <Ordinastie> gigaherz, I
don't actually use it, I just "stole" the textures for my
exmaple/test block pack
L566[08:33:30] <gigaherz> heh
L567[08:33:33] <SwordKorn20> I find higher
resolution textures just make Minecraft look funny
L568[08:33:45] <SwordKorn20> Although I
like Faithful 32x32
L569[08:33:47] <Pennyw95> gigaherz: so,
now that I have that textueMap, I just have to choose the UVs to
isolate the symbol I want?
L570[08:33:59] <gigaherz> yes
L571[08:34:21] <Ordinastie> the UVs are
stored in the TextureAtlasSprite, don't you have it ?
L572[08:34:36] <gigaherz> it's a separate
texture
L573[08:34:37] <Ordinastie> (no I didn't
read full backlog ><)
L574[08:34:40] <gigaherz> a prebaked
atlas
L575[08:34:49] <gigaherz> with symbols and
sprites
L576[08:35:05] <unascribed> I used to
always play with Faithful
L577[08:35:06] <Ordinastie> that still
should translate into a TAS
L578[08:35:10] <Pennyw95> so it's trial
and error
L579[08:35:13] <unascribed> but I just
stopped one day, I forget why
L580[08:35:13] <gigaherz> only if you
embed it into the atlas
L581[08:35:16] <SwordKorn20> Do you still
animate them in the same way as in 1.7?
L582[08:35:18] <unascribed> now I insist
on having 16x textures >.>
L583[08:35:24] <gigaherz> but we are
talking about choosing a sub-elements within the map
L584[08:35:38] <gigaherz> Pennyw95:
no
L585[08:35:49] <gigaherz> U/V values are
the pixel coords divided by the size
L586[08:35:54] <gigaherz> so if the
texture was 256x256
L587[08:36:02] <gigaherz> and the pixel is
at 65,37
L588[08:36:04] <gigaherz> you'd have
L589[08:36:04] <Ordinastie> gigaherz, yes,
that's what TAS are
L590[08:36:10] <gigaherz> 65/255.0
L591[08:36:27] <gigaherz> Ordinastie: it's
ONE texture that would get added into a single slot in the
TAS
L592[08:36:32] <Pennyw95> oh, cleve
L593[08:36:49] <gigaherz> it doesn't have
a whole bunch of TAS objects for each subelement
L594[08:36:53] <SwordKorn20> Ah so you map
the pixel locations on the atlas to draw that region
L595[08:36:57] <SwordKorn20> Cool
L596[08:37:34] <Pennyw95> so, since it is
a 256x256, to select to runes I must count the pixels??
L597[08:37:56] <Pennyw95> I hope paint.net
shows them
L598[08:38:25] <SwordKorn20> Well if you
find the pixel in the top right or left (depending on CW or
CCW)
L599[08:38:33] <SwordKorn20> And then the
diagonal opposite
L600[08:38:38] <SwordKorn20> It should
draw that region
L601[08:38:52] <SwordKorn20> I think
L602[08:39:02] <Pennyw95> yes, and to get
a single square inside the map (that is, one specific symbol) I
need to count the numbers
L603[08:39:11] <gigaherz> yep
L604[08:39:12] <Pennyw95> I'll try some
programs
L605[08:39:14] <gigaherz> select the area
in paint.net
L606[08:39:17] <gigaherz> it will show on
the bottom-left
L607[08:39:23] <gigaherz> the offset and
size ofthe selection
L608[08:39:49] <gigaherz> either that or
steal the numbers from thaumcraft
L609[08:39:52] <Pennyw95> btw have you
ever heard of Krita? a drawing software like gimp
L610[08:39:59] <gigaherz> although wihtout
it being opensource, dunno how you'd do that
L611[08:40:00] <gigaherz> XD
L612[08:40:08] <SwordKorn20> Yeah
lol
L613[08:40:09] <Pennyw95> for modders it
is opensource :P
L614[08:40:17] <SwordKorn20> You'd
probably have to manually decompile
L615[08:40:18] <Pennyw95> he himself said
that
L616[08:40:26] <gigaherz> but there isn't
a source download ;P
L617[08:40:28] <Pennyw95> he gives a deobf
version so it's ok
L618[08:40:34] <SwordKorn20> Oh
really?
L619[08:40:37] <unascribed> deobf != open
source
L620[08:40:41] <SwordKorn20> I've never
found it
L621[08:40:52] <Pennyw95> decompile deobf
=> profit
L622[08:41:07] <unascribed> deobf jars are
nothing special
L623[08:41:12] <unascribed> you can get
one from a normal mod with BON2
L624[08:41:21] <Lordmau5> why do you need
the deobf version?
L625[08:41:25] ⇦
Quits: VikeStep (~VikeStep@120.156.54.17) (Quit:
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L626[08:41:28] <Lordmau5> for looking at
the code?
L627[08:41:33] <SwordKorn20> To read the
methods I think
L628[08:41:33]
⇨ Joins: Loetkolben
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L629[08:41:34] <Lordmau5> ah k
L630[08:41:49] <Lordmau5> Thought for
having it in the runtime of a dev-environment :p
L631[08:41:53] <gigaherz> also before
1.8.9, you needed it to run in devel
L632[08:41:58] <gigaherz> in order to make
addons to thaumcraft
L633[08:42:00] <SwordKorn20> Azanor only
puts the localisation files on GitHub
L634[08:42:03] <Lordmau5> ye, 1.8.9
brought runtime deobfuscation
L635[08:42:07] <gigaherz> in 1.8.9, you
can use non-deobf jars
L636[08:42:09] <Pennyw95> correct
L637[08:42:14] <SwordKorn20> So it's hard
to research his methods
L638[08:42:17] <Lordmau5> which is a
godsend :D
L639[08:42:23] <gigaherz> yup
L640[08:42:25] <Pennyw95> SwordKorn20:
no
L641[08:42:55] <SwordKorn20> I wanted to
reference his work to help with mine
L642[08:42:57] <Pennyw95> if you put the
deobf version in a decompiler you can read method names
L643[08:43:10] <SwordKorn20> Huh
L644[08:43:14] <SwordKorn20> I'll have to
try that
L645[08:43:26] <Lordmau5> jd-gui is the
easiest for that
L646[08:43:38] <Pennyw95> ^
L647[08:44:01] <SwordKorn20> Cool! Would
be really helpful to refer to his methods from time to time
L648[08:44:04] ⇦
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L649[08:44:12] <SwordKorn20> Just as a
helping hand
L650[08:44:24] <Pennyw95> so you working
on an addon too?
L651[08:44:45] <SwordKorn20> Not currently
but I wanted to integrate some of my mod features eventually
L652[08:45:05] <LatvianModder> 16:40:07
<Pennyw95> for modders it is opensource :P
L653[08:45:05] <LatvianModder>
"closed source" doesn't exist for programmers. Anything
for them is open source, if they want :P
L654[08:45:15] <gigaherz> that's not
true
L655[08:45:29] <gigaherz> Mojang allows
people to do copyright infringements
L656[08:45:32] <LatvianModder> ok,
Minecraft is an exception
L657[08:45:37] <LatvianModder> Its
obfuscated
L658[08:45:40] <gigaherz> that doesn't
apply to other things
L659[08:45:48] <gigaherz> that doesn't
matter
L660[08:45:53] <gigaherz> if Mojang
wanted
L661[08:45:57] <gigaherz> they could
enforce their copyright
L662[08:46:01] <SwordKorn20> Well it's not
really copyright infringement
L663[08:46:06] <gigaherz> and that would
make any mod that has copied vanilla code illegal
L664[08:46:09] <SwordKorn20> It's just a
different kind of copyright
L665[08:46:12] <gigaherz> nope
L666[08:46:22] <gigaherz> if you copied
vanilla code, even a single word of it, it's copyright
infringement
L667[08:46:32] <LatvianModder> No gigz
right. if they wanted, there would be no mods at all
L668[08:46:34] <SwordKorn20> So why is
Forge allowed to exist?
L669[08:46:40] <gigaherz> because Mojang
allows it
L670[08:46:56] <LatvianModder> Forge still
has some limits, I think
L671[08:46:57] <gigaherz> well
L672[08:47:01] <gigaherz> in the
past
L673[08:47:05] <SwordKorn20> I was gonna
say as Forge effectively uses a good majority of base code
L674[08:47:10] <gigaherz> forge was more
direct in modification
L675[08:47:11] <gigaherz> now
L676[08:47:14]
⇨ Joins: Curle
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L677[08:47:17] <Curle> bach
L678[08:47:17] <gigaherz> forge stores
only patchest o decompiled code
L679[08:47:22] <gigaherz> doesn't host any
decompiled code at all
L680[08:47:28] <gigaherz> patches
to*
L681[08:47:42] <LatvianModder> and many
modifications are made runtime with AccessTransformers, ASM
etc
L682[08:47:48] <gigaherz> yeah
L683[08:47:55] <Curle> ASM?
L684[08:47:55] <gigaherz> if Mojang was
pedantic about copyright
L685[08:47:55] <LatvianModder> If modders
wants to use some field, they can't edit Minecraft's code
L686[08:48:04] <LatvianModder> Assemmbly
iirc
L687[08:48:07] <Curle> oh
L688[08:48:09] <Curle> ta
L689[08:48:09] <gigaherz> then ALL of
modding would have to be like that
L690[08:48:11] <LatvianModder> Or Asembler
or smth
L691[08:48:13] <gigaherz> ASM is a java
library
L692[08:48:18] <gigaherz> that lets you
work with bytecode
L693[08:48:24] <SwordKorn20> Not directly
but they can use the methods to enable similar functionality
through Forge
L694[08:48:25] <gigaherz> it's unrelated
with real assembly langauges
L695[08:48:54] <LatvianModder> AND, Thats
not the only nice thing mojang has done
L696[08:48:59] <SwordKorn20> Sorry I was
referring to Latvian in terms of editing code :)
L697[08:49:15] <LatvianModder> In past,
YouTube offered Mojang to put restrictions on any minecraft youtube
video, but Mojand declined
L698[08:49:15] <Pennyw95> ouch..paint.net
only shows multiples of 10 in the pixel grid...is there a way to
make it more precise?
L699[08:49:30] <gigaherz> I think it's
configurable?
L700[08:49:46] <LatvianModder> They
basically allowed tousands and millions of people upload minecraft
videos for free, when they could have restricted that
L701[08:49:57] <SwordKorn20> How can you
put restrictions on Gameplay footage?
L702[08:50:02] <Pennyw95> Nintendo?
L703[08:50:04] <LatvianModder> YouTube can
do anything
L704[08:50:10] <Curle> Twitch
L705[08:50:14] <Curle> has done it
iirc
L706[08:50:17] <LatvianModder> Most of the
uploaded videos are reviewd by people
L707[08:50:28] <Curle> have to have a
license to upload a certain few games
L708[08:50:34] ⇦
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L709[08:50:38] <LatvianModder> Aye
L710[08:50:39] <Curle> other wise you get
IP banned
L711[08:51:06] <SwordKorn20> Must fall
under Fair Usage
L712[08:51:16] <Curle> Twitch, dude.
L713[08:51:22] <SwordKorn20> I meant in
general
L714[08:51:26] <SwordKorn20> Copyright
wise
L715[08:52:32] <SwordKorn20> Nintendo are
pains for claiming audio copyright infringement
L716[08:52:47] <SwordKorn20> But I've seen
plenty of their games being played on the Tube
L717[08:53:19] <Curle> quick anecdote: I
uploaded a video on Youtube, with 0.2 seconds of a techno song
playing from the game, and they decided they could take all revenue
from it :/
L718[08:53:27] <SwordKorn20> Yeah
that
L719[08:53:27] <Pennyw95> gigaherz:
counting the pixels with top left (0,0) and bottom
right(255,255)?
L720[08:53:44] <SwordKorn20> I had that
with Saria's song on a OOT video
L721[08:53:58]
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L722[08:54:04] <Curle> o/ del
L723[08:54:10] <LatvianModder> If I have
made 80 cents during all my youtube career, do I count as a
youtuber? :D
L724[08:54:15] <Delenas> \o
L725[08:54:19] <SwordKorn20> lol totally
Lat
L726[08:54:24] <LatvianModder> Im also a
YouTube Partner, but I have disabled all monetization :D
L727[08:54:35] <Curle> if you have a
youtube account, you're a youtuber
L728[08:54:42] <SwordKorn20> Are you
updating your mods to 1.8.9 Lat?
L729[08:54:45] <LatvianModder> you can be
a lurker too, Curle
L730[08:54:53] <Curle> Lurker?
L731[08:54:53] <LatvianModder>
SwordKorn20: which ones? most are in-dev
L732[08:55:07] <SwordKorn20> Well I liked
LatBlocks
L734[08:55:19] <SwordKorn20> And your
redstone one which the name escapes me now
L735[08:55:34] <LatvianModder> LatBlocks..
not sure. Silicio 2 sure is getting updated, but LatBlocks would be
such a pain. But im sure I will find a way someday
L736[08:55:52] <Curle> Hmm
L737[08:55:59] <SwordKorn20> Awesome!
Can't wait for channel Redstone to be back in 1.8.9
L738[08:56:07] <Curle> If I can find my
old mod, I'll get you how we did it
L739[08:56:10] <LatvianModder> That one
aint mine! :D
L740[08:56:38] <SwordKorn20> You used
channel redstone for Silicio though right?
L741[08:56:45] <Curle> I was gonna say
Expanded Redstone but that's Reika's :P
L742[08:57:00] <SwordKorn20> I like
Reika's mods
L743[08:57:07] <Curle> Yea, me too
L744[08:57:08] <SwordKorn20> But Servers
die at their usage
L745[08:57:16] <LatvianModder>
SwordKorn20: Silicio was something like Applied energistics +
redpower
L746[08:57:18] <Curle> Not mine :O
L747[08:57:26] <SwordKorn20> Curle:
Nice!
L749[08:58:05] <SwordKorn20> Oh so you
called the api from like... project red or MFR to get the channel
capabilities?
L750[08:58:48]
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L751[08:58:59] <SwordKorn20> Yeah that
could be difficult
L752[08:59:24] ⇦
Quits: sejsel (~sejsel@10.174.broadband5.iol.cz) (Ping timeout: 198
seconds)
L753[08:59:54] <SwordKorn20> I'm surprised
glass didn't seem to work
L754[09:00:15] <SwordKorn20> Or was that
because of the rendering type?
L755[09:00:49]
⇨ Joins: JC52
(~JC52@host81-154-121-145.range81-154.btcentralplus.com)
L756[09:00:57] <JC52> Guess who!
L758[09:01:04] <Curle> My stalker?
L760[09:02:32] <SwordKorn20> I look
forward to Silicio 2!
L761[09:02:46] <LatvianModder> \o/
L762[09:02:52] <SwordKorn20> Gonna stick a
OpenComputers computer at it and see what I can break
L763[09:02:56] <SwordKorn20> lol
L764[09:02:58] <Curle> I look forward to
knowing what the shit that is! @{
L765[09:03:01] <Curle> :P*
L766[09:03:53] <SwordKorn20> Check out
Silicio for 1.7.10
L767[09:03:58] <SwordKorn20> It's really
good
L768[09:04:02] <LatvianModder> better
dont
L769[09:04:06] <Curle> Silicio? Bless you.
:L
L770[09:04:12] <LatvianModder> its
absolourly broken :P
L771[09:04:20] <Curle> As is your grammar
:P
L772[09:04:25] <LatvianModder> aye
L773[09:04:28] <SwordKorn20> Why?
L774[09:04:46] <LatvianModder> because i
was too lazy to fix it :P
L775[09:04:52] <SwordKorn20> lol
L776[09:05:07] <SwordKorn20> It was good
fun in Daybreaker though
L777[09:06:28] <SwordKorn20> Well I have
about 45 minutes until I need to get ready for work
L778[09:06:31] <Curle> OOh
L779[09:06:42] <Curle> I have Daybreaker,
I'll check it out now
L780[09:06:56] <SwordKorn20> Think I'm
gonna lay down the IDE for now. Happy modding all!
L781[09:07:00] <Curle> o/
L782[09:07:16] ⇦
Parts: SwordKorn20 (~swordkorn@host-78-148-122-23.as13285.net)
(Leaving))
L783[09:08:15] ***
fry|afk is now known as fry
L784[09:08:26] <Curle> Oh, wow
L785[09:08:44] <Curle> I never realised
how much I use IIcon until I upgrade
L786[09:09:56] <Pennyw95> Is there any
way, given a normal block rendered via json, to render interal
faces as well as external?
L787[09:10:29] <Pennyw95> I mean, if I
were to make one face of the block transparent, I'd see through the
opposite one. Can I prevent that and make the block have an
internal face as well?
L788[09:10:36] <Curle> make a new block
model, hollow cube?
L789[09:10:51] <Pennyw95> but that would
require a TESR, wouldn't it^
L790[09:11:10] <Curle> Hmm
L791[09:11:26]
⇨ Joins: Cooler (~CoolerExt@117.204.113.54)
L792[09:11:31] ⇦
Quits: Cooler (~CoolerExt@117.204.113.54) (Remote host closed the
connection)
L793[09:11:41] <Pennyw95> well I could
make a json model with 6 parallelepipeds
L794[09:11:46] <JC52> Yes, but use a
static list, to speed it up
L795[09:11:47] ⇦
Quits: auenf (David@DC-174-214.bpb.bigpond.com) (Remote host closed
the connection)
L796[09:12:03] <Curle> When did you learn
to mod? :P
L797[09:12:06] <LatvianModder> Pennyw95:
one sec
L798[09:12:10] <JC52> Ehh,
yesterday?
L799[09:12:44]
⇨ Joins: auenf
(David@DC-174-214.bpb.bigpond.com)
L800[09:12:49] <Pennyw95> Okay that's a
probably it...a json file with 6 elements that enclose on
cube
L801[09:13:04] <Pennyw95> (is enclose even
a word?)
L803[09:13:35] <Pennyw95> does cullface
draw the opposite face?
L804[09:13:52]
⇨ Joins: sejsel
(~sejsel@10.174.broadband5.iol.cz)
L805[09:14:01]
⇨ Joins: Seppon
(~Noppes@82-168-99-26.ip.telfort.nl)
L806[09:14:31] <LatvianModder> hmm. seems
like you can only set one of 6
L807[09:14:42] <covers1624_> so quick
question, why am i not seeing the fml log file in dev env? is there
a flag i have to enable with a launch arg or something?
L808[09:14:52]
⇨ Joins: DebugsPeople
(~DebugsPeo@2a02:810d:95c0:880:7c70:b08:c77d:4b26)
L809[09:14:53] <Curle> it should be
default on
L810[09:14:55] <Curle> ehm
L811[09:14:57] <Pennyw95> I don't get you
mean
L812[09:15:02] <Pennyw95> what is
cullface?
L813[09:15:19]
⇨ Joins: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net)
L814[09:16:01] <masa> bleh I was going to
add some other mods to my dev env to test stuff with, but they have
several errors on launch so it makes it harder to find possible
errors of my own... so I guess I'll leave that for later
L815[09:16:01] <Curle> Got anything,
Jen?
L816[09:16:13] <LatvianModder> basically,
makes a face render only from one side
L817[09:16:16] <JC52> I'm blank, mon
L818[09:16:25] <LatvianModder> like, top
side will only be visible from top
L819[09:16:25] ***
JC52 is now known as Jenny
L820[09:16:26] <masa> why do people
release broken stuff... ;_;
L821[09:16:30] ⇦
Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Ping timeout:
198 seconds)
L822[09:16:42] <Curle> masa, rip
L823[09:16:50] <covers1624_> ^
L824[09:16:57] <Pennyw95> LatvianModder:
and is the reason efficiency?
L825[09:17:04] ***
covers1624_ is now known as covers1624
L826[09:17:05] <LatvianModder> renders
faster
L827[09:17:10] <LatvianModder> because you
only render one face, not 2
L828[09:17:31] <LatvianModder> if I
understnad correctly, you want a block to render both inside and
outside the same?
L829[09:17:36] <Pennyw95> 2? does
"down" have 2 faces? sorry if it sounds stupid
L830[09:17:49] <covers1624> inside and
outside
L831[09:18:11] <masa> Pennyw95: ie. the
face doesn't render from both sides
L832[09:18:19] <Curle> My favourite music
lyrics: Ask for money, get advice. Ask for advice, get money twice.
:P
L833[09:18:23] <Pennyw95> Oh, so if I make
face "east" have a transparent texture, without
"cullface:west" i'd see the internal "west"
face?
L834[09:18:33] <masa> face being just a
simple quad, ie. a plane with no thickness
L835[09:18:35] <gigaherz> transparency is
unrelated
L836[09:18:59] <Pennyw95> if I make face
"east" transparent I'll see through it, no?
L837[09:19:05] <Jenny> Curle: Pitbull?
:P
L838[09:19:11] <Pennyw95> I mean, give it
a texture with a hole, for instance
L839[09:19:13] <Curle> aye
L840[09:19:16] <gigaherz> yes
L841[09:19:19] <gigaherz> imagine
glass
L842[09:19:26] <gigaherz> you know how you
don't see the opposite side of the glass?
L843[09:19:33] <covers1624> or
leaves
L844[09:19:33] <gigaherz> that's
culling.
L845[09:19:37] <gigaherz> now
L846[09:19:38] <Pennyw95> perfect :D
L847[09:19:41] <gigaherz> the gpu does its
own culling
L848[09:19:50] <gigaherz> for polygons
that are facing away from the player
L849[09:19:59] <gigaherz> but minecraft
also support culling faces that are in contact with other
blocks
L850[09:20:03] <Curle> covers: I can see
the other side of leaves at a certain angle
L851[09:20:29] <gigaherz> soyou need to
know which faces should be culled when the block has a solid block
to the east
L852[09:20:39] <gigaherz> which faces are
not needed when there's a solid block to the north, etc
L853[09:20:43] <gigaherz> tht's
"cullface" IIRC
L854[09:20:52] <gigaherz> it's independent
from the gpu culling
L855[09:20:56] <covers1624> true, its been
a while since i actualy had time to play the game and notice
leaves...
L856[09:20:56] <unascribed> there's
special logic in glass to skip faces that are touching other glass
blocks
L857[09:20:58] <gigaherz> and exists to
make the vertex lists smaller
L858[09:21:03] <gigaherz> yeah
L859[09:21:07] <Pennyw95> got it...thank
you :)
L860[09:21:14] <gigaherz> for
"similarly transparent blocks", that's yet another
feature
L861[09:21:16] <gigaherz> in the block
class
L862[09:21:20] <LatvianModder> You know
how you can do the "see trough world" trick with
glowstone and piston? thats face cull + minecraft's block hiding
thing
L863[09:21:30] <LatvianModder> It doesnt
render anything player isnt supposed to see
L864[09:21:39] <Curle> iirc glowstone is
counted as transparent
L865[09:21:45] <Curle> extends glass
L866[09:22:08] <Pennyw95> makes
sense
L867[09:22:10] <Curle> or is a glass
material
L868[09:22:11] <covers1624> its material
is glass
L869[09:22:18] <Curle> ninja
L870[09:22:19] <Curle> :P
L871[09:22:36] <covers1624> double shift
in intellij is boss
L872[09:22:53] <Curle> covers: Does it
stall the engine? :P
L873[09:23:42] <Jenny> minced
L874[09:24:01] <covers1624> i do not get
this reference
L875[09:24:46] ⇦
Quits: sejsel (~sejsel@10.174.broadband5.iol.cz) (Ping timeout: 189
seconds)
L876[09:24:55] <Curle> shifting twice in 2
seconds can stall some car engines
L877[09:25:05] <Curle> and IDEs have
engines that allow them to work
L878[09:25:13] <covers1624> i see
L879[09:25:17] <covers1624> i may be a bit
tired
L880[09:26:21] <covers1624> been working
on a 1.8.9 port for about 20 ish hours straight
L881[09:26:56] <LatvianModder> Step1: GL11
> GlStateManager
L882[09:27:01] <LatvianModder> Step 2:
Give up
L883[09:27:11] <LatvianModder> Step 3: Try
again
L884[09:27:17] <gigaherz> lol
L885[09:27:22] <gigaherz> that's theEASY
part
L886[09:27:26] <LatvianModder> Aye
L887[09:27:35] <LatvianModder> Then comes
figuring out how block models work
L888[09:27:50] <gigaherz> step 1: change
all cpw.fml references to the new packages
L889[09:27:53] <covers1624> the
"Tessellator" changes actualy look sane for once
L890[09:27:56] <gigaherz> step 2: change
all x,y,z to BlockPos
L891[09:27:56] <LatvianModder> And after
you have made your first block model, and dont unsterstandy why it
WORKS, thats the fun part
L892[09:28:02] <gigaherz> and int meta to
IBlockState
L893[09:28:17] <gigaherz> step 3: continue
changing stuff until it compiles
L894[09:28:27] <gigaherz> step 4: lots of
purple-and-black in debug |o/
L895[09:28:35] <gigaherz> step 5: learn
1.8 models
L896[09:28:42] <Curle> step 6: die
L898[09:28:52]
⇨ Joins: thor12022
(~thor12022@slbg-64-188.dsl.netins.net)
L899[09:28:57] <LatvianModder> This is
drawing a quad
L900[09:29:11] <covers1624> at this point
i am trying to figure out how / why i cant register a seperate item
model for each variant of a block state, i.e ores
L901[09:29:24] <LatvianModder> Ah, I just
fired that out
L902[09:29:25] <unascribed> you could just
use drawTexturedModalRect
L903[09:29:30] <gigaherz> covers1624: you
can use the blockstates file
L904[09:29:34] <gigaherz> and register a
separate variant
L906[09:29:49] <Curle> No wonder my
tesselator wouldn't work
L907[09:29:58] <UnasAquila> where can I
find the deobfuscated function names?
L908[09:30:10] <Curle> iirc, code
L910[09:30:26] <gigaherz> UnasAquila:
which function?
L911[09:30:31] <Curle> Referenced
libraries > ForgeSrc-1.8.9-etc
L912[09:30:31] <gigaherz> you can ask the
mcpbot
L914[09:30:42] <gigaherz> using !gm
<function> <mc version>
L915[09:31:03] <UnasAquila> !gm
func_149724_b 1.7.10
L916[09:31:09] <covers1624> or !gf
<field> <mcversion>
L917[09:31:09] <Curle> :O
L918[09:31:13] <Curle> TRAITOR
L919[09:31:13] <UnasAquila> ah
thanks
L920[09:31:48] <LatvianModder> gigaherz:
"transform": "forge:default-item" wot.
L921[09:31:57] <LatvianModder> Thats a
block
L922[09:32:38] <Curle> that's a
pernus
L923[09:32:51] <UnasAquila> !gf
field_70181_x 1.7.10
L924[09:33:50] <covers1624> OHHHH
L925[09:34:09] <Jenny> minced?
L926[09:34:20] <covers1624> The entire
model system makes sense now
L927[09:34:23] <UnasAquila> !gf
field_70159_w 1.7.10
L928[09:34:34] <Curle> the penny
dropped
L929[09:34:49] <gigaherz> LatvianModder:
nope, those are items
L930[09:34:50] <gigaherz> XD
L931[09:34:50] <covers1624> i think
L932[09:34:58] <gigaherz> forge lets you
use blocstate files for items
L933[09:34:58] <covers1624> one sec
L934[09:35:12] <Curle> itemstate!
L935[09:35:20] <gigaherz> no, blockstate
files, for items
L936[09:35:22] <gigaherz> it's not the
same
L937[09:35:23] <gigaherz> XD
L938[09:35:26] <UnasAquila> !gf
field_70177_z 1.7.10
L939[09:35:31]
⇨ Joins: iamamitten
(~nmagod@c-76-121-111-178.hsd1.wa.comcast.net)
L940[09:35:33] <gigaherz> you have to link
the metadata with states manually, one by one
L941[09:35:47] <gigaherz> maybe in the
future
L942[09:35:57] <iamamitten> quick
question
L943[09:36:03] <covers1624> fire
L944[09:36:09] <gigaherz> we'll have
ItemStack expose an ItemState , which can optionally be a
PropertyDurability
L945[09:36:10] <Curle> ask already
L946[09:36:16] <UnasAquila> !gf
field_70125_A 1.7.10
L947[09:36:18] <gigaherz> iamamitten:
quick answer.
L948[09:36:29] <iamamitten> so, I updated
my forge for Forestry, and it's hanging at the [sound library
loader] notices, why is this happening?
L949[09:36:30] <Curle> iamakitten:
meow
L950[09:36:34] <iamamitten> I'm uploading
this log to pastebin now
L951[09:36:53] <covers1624> #forestry-dev
???
L952[09:37:09] <gigaherz> by the way
people
L953[09:37:16] <iamamitten> stable version
of forestry, actually
L954[09:37:17] <gigaherz> does guava have
something like C#'s Action<>
L955[09:37:27] <gigaherz> which is like a
Function<> but with void-return
L957[09:37:55]
⇨ Joins: sejsel
(~sejsel@10.174.broadband5.iol.cz)
L958[09:37:56] <covers1624> no idea
giga
L959[09:38:52] <unascribed> gigaherz,
Consumer
L960[09:38:55] <UnasAquila> !gf
field_70143_R 1.7.10
L961[09:39:07] <gigaherz> that's java8,
not guava
L962[09:39:13] <unascribed> I thought
Guava had it?
L963[09:39:18] <gigaherz> not that I can
see
L964[09:39:24]
⇨ Joins: JoJoModding
(~androirc@p5DEB162C.dip0.t-ipconnect.de)
L965[09:39:27] <unascribed> apparently
not
L966[09:39:27] <unascribed> huh.
L967[09:39:31] <gigaherz> in fact, this
stackoverflow answer says it doesn't
L968[09:39:38] <UnasAquila> !gm
func_76126_a 1.7.10
L969[09:39:44] <unascribed> public
interface Consumer<T> { void accept(T t); }
L970[09:39:45] <unascribed> there you
gp
L971[09:39:47] <gigaherz> meh I'll declare
my own IRecipeInfoConsumer
L972[09:39:47] <unascribed> go*
L973[09:39:48] <gigaherz> XD
L974[09:39:53] <covers1624> iamamitten,
can you give me the timestamp for this log entry? i see nothing
wrong
L975[09:40:12] <iamamitten> [07:29:20]
[Sound Library Loader/INFO]: Sound engine started
L976[09:40:16] <iamamitten> that was ten
minutes ago
L977[09:40:31] <covers1624> Sound engine
started
L978[09:40:37] <iamamitten> yes, that's
where it stops.
L979[09:40:42] <UnasAquila> !gm
func_76134_b 1.7.10
L980[09:40:55] <covers1624> started, not
errored
L981[09:40:57] <covers1624> its fine
L982[09:41:02] <covers1624> it always does
that
L983[09:41:38] <iamamitten> even running
gregtech, on this computer I have never had a ten minute wait once
the sound engine starts
L984[09:42:02] <Curle> Oh, i completely
forgo
L985[09:42:10] <Curle> I have a dimension
to update
L986[09:42:14] <Curle> oh god
L987[09:42:37] <iamamitten> oh, you know
what, I think I know what's doing this.
L988[09:42:43] <covers1624> isnt that the
seconds section of the timestamp??
L989[09:42:57] <iamamitten> I just hit
"kill minecraft" and got [Exception in thread "AE2
VersionChecker"
L990[09:42:57] <iamamitten> Process was
killed by user.]
L991[09:43:11] <unascribed> let me guess,
the AE2 site is down.
L992[09:43:15] <Jenny> !gp p_i45636_5_
1.8.9
L993[09:43:18] <unascribed> why do people
do version checks on the main thread
L994[09:43:23] <iamamitten> that was 7:29,
my clock says it is 7:42
L995[09:43:28] <unascribed> anyone doing a
version check on the main thread should be banished from ever
modding again
L996[09:43:43] <Jenny> rip
L997[09:43:47] ***
amadornes[OFF] is now known as amadornes
L998[09:44:05] <covers1624> you will be
happy to know i use a seperate thread
L999[09:44:20] <Jenny> You will be happy
to know I do not give a shit :P
L1000[09:44:24] <Pennyw95> is making a
version checker complex?
L1001[09:44:30] <unascribed>
somewhat
L1002[09:44:32] <covers1624> not
really
L1003[09:44:35]
⇨ Joins: ChJees
(~ChJees@h211n5-sv-a13.ias.bredband.telia.com)
L1004[09:44:37] <unascribed> moving a
version checker to it's own thread is easy as hell though
L1005[09:44:41] <covers1624> grab a file
read a line compare a float
L1006[09:44:53] <unascribed> >parsing
versions as floats
L1007[09:44:56] <Jenny> open a HTTP line
to a site, if the VERSION matches the text contained, then you're
good
L1008[09:44:58] <iamamitten> check
network, if network then check url, if no network then end
function
L1009[09:45:09] <iamamitten> it doesn't
seem difficult
L1010[09:45:17] <Pennyw95> ah, ok
L1011[09:45:29] <Pennyw95> I assume one
could upload the version float to github
L1012[09:45:38] <unascribed> versions are
not floats >.<
L1013[09:45:48] <masa> frickin creepers
:D I'm here standing still and testing my refactors to the module
stuff I just made, then a creepers sneaks behind me and blows me up
:D
L1014[09:45:49] <Curle> !gf func_177864_b
1.8.9
L1015[09:45:57] <Curle> Ooh
L1016[09:46:01] <Curle> No results
L1017[09:46:07] <Curle> wait
L1018[09:46:11] <Curle> shit
L1019[09:46:13] <unascribed> >gf
L1020[09:46:14] <unascribed>
>func
L1021[09:46:17] <Curle> !gm func_177864_b
1.8.9
L1022[09:46:20]
⇨ Joins: Brokkoli
(~Brokkoli@f050163034.adsl.alicedsl.de)
L1023[09:46:36] <iamamitten> don't be
rude, my girlfriend has many functions, including, but no limited
to, hugs and kisses.
L1024[09:46:48]
⇨ Joins: thecodewarrior
(~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L1025[09:46:50] <Curle> shh
L1026[09:46:59] <UnasAquila> !gm
func_149746_a 1.7.10
L1027[09:47:25] <Curle> my gf is
here
L1028[09:47:30] <Curle> I just
realized
L1029[09:47:42] <Jenny> minced?
L1030[09:47:56] <covers1624> wtf
Jenny..
L1031[09:48:06] <Curle> wot
L1032[09:48:19] <Curle> Busted! :P
L1033[09:49:15] <gigaherz> [16:44]
(Pennyw95): is making a version checker complex?
L1034[09:49:15] <Jenny> Quick, run!
L1035[09:49:18] <gigaherz> forge has its
own system for it
L1036[09:49:23]
⇦ Parts: Jenny
(~JC52@host81-154-121-145.range81-154.btcentralplus.com)
(Leaving))
L1037[09:49:31]
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L1038[09:49:34] <gigaherz> you jsut
provide a specially formatted json file in your server
L1039[09:49:43]
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L1040[09:49:45] <gigaherz> and it will
show a green (update found) icon in the modlist
L1041[09:49:51] <unascribed> it'd be nice
if FG could generate those
L1042[09:50:01] <unascribed> and then scp
them up
L1043[09:50:09]
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L1044[09:50:19] <gigaherz> they are
maven-related are they not?
L1045[09:51:07] <Curle> 3 packages
erro-free :D
L1046[09:51:09] <JC52> noic34
L1047[09:51:23] <JC52> rip fingers
L1048[09:51:46] <unascribed> I think the
reason people don't use the Forge update system is it's not
obnoxious enough
L1049[09:51:55] <unascribed> it shows a U
in the modlist, but people rarely look at the modlist
L1050[09:51:59] <unascribed> people want
to spam up the chat
L1051[09:52:14] <gigaherz> if no one
spammed the chat
L1052[09:52:15] <unascribed> or put an
obnoxious dialog in the top left that you close by holding a key
and is super glitchy >.>
L1053[09:52:18] <gigaherz> people would
have a reason to check the modlist
L1054[09:52:28] <gigaherz> XD
L1055[09:52:52] <gigaherz> if I were to
show update notifications
L1056[09:52:56] <gigaherz> I'd do so in
the main menu
L1057[09:52:56] <unascribed> maybe there
should be a mod that forwards Forge version checks into the
chat
L1058[09:53:04] <gigaherz> not
ingame
L1059[09:53:13] <unascribed> yeah, the
mainmenu is the best place for it
L1060[09:53:16] <gigaherz> by the time I
have joined a game, I don't want to be bothered
L1061[09:53:34] <unascribed> better
yet
L1062[09:53:42] <unascribed> display the
updates before you wait 10 minutes for the game to start
L1063[09:53:49] <gigaherz> yeah
L1064[09:53:53] <gigaherz> but we can't
know from the launcher
L1065[09:53:53] <gigaherz> XD
L1066[09:54:00] <unascribed> put up a
screen that says "BananaWidgetCraft has an update! Changes:
blah blah blah"
L1067[09:54:09] <gigaherz> hmmm
L1068[09:54:11] <unascribed> then buttons
saying "Exit" and "Continue"
L1069[09:54:13] <gigaherz> forge would
have to provide that, though
L1070[09:54:20] <unascribed> and time-out
and chose Continue automatically after 5 seconds or so
L1071[09:54:26] <unascribed> no, just
inhibit the loading screen and render yourself
L1072[09:54:29] <gigaherz> do version
checks at FML level, and show a dialog before initializing the
game
L1073[09:54:32] <unascribed> I did
something similar in one of my older mods
L1074[09:54:38] <gigaherz> ah
L1075[09:54:41] <gigaherz> meh
L1076[09:54:42] <Nitrodev> hi
L1077[09:54:45] <iamamitten> suggestion:
whatever you do, avoid using MultiMC's update methods.
L1078[09:54:47] <gigaherz> Iguess if it
was an optional mod
L1079[09:54:48] <unascribed> if you
wanted to get real fancy you could use a tweaker
L1080[09:55:13] <iamamitten> I've had
nothing but problems with their update thing, sometimes it would
just stay at "downloading this file" for over a day
L1081[09:55:22] <unascribed> a
Constructing-phase mod with before:* could pr obably do that pretty
well
L1082[09:55:39] <unascribed> and it could
simultaneously encourage people to use the Forge update checker by
only supporting that
L1083[09:55:43] <unascribed> I'm going to
go try writing this now
L1084[09:55:54] <unascribed> name
suggestions?
L1085[09:55:59]
⇨ Joins: Vazkii
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L1086[09:56:20] <unascribed> FreshCraft
sounds awful
L1087[09:56:27] <unascribed> but if I
went with that the logo would obviously be a squid
L1088[09:56:36] <iamamitten> "Thresh
Prince" is such a good pun
L1089[09:57:21] <masa> iamamitten: the
multimc self-update feature?
L1090[09:57:21] <unascribed> the most
annoying part is probably going to be dealing with rendering while
there's nothing set up yet
L1091[09:57:26] <masa> I'be had no
problems with it
L1092[09:57:36] <Curle>
RecentKeeper?
L1093[09:57:38] <iamamitten> I've had
NOTHING but problems with it
L1094[09:57:44] <masa> strange
L1095[09:57:54] <iamamitten> last month I
had to delete almost 3GB worth of PARTIALLY downloaded update files
from my MMC directory
L1096[09:58:00] <unascribed> 11/10
L1097[09:58:03] <Curle> 5/7
L1098[09:58:05] <masa> wtf
L1099[09:58:22] <masa> do you have a
potatu internet or ISP or something? or shitty antivirus
L1100[09:58:29] <unascribed> probably all
of the above
L1101[09:58:40] <iamamitten> it's not my
internet or antivirus
L1102[09:58:48] <Curle> Are you using a
Welsh Tor node? :P
L1103[09:58:52] <unascribed> I just had
another awful idea
L1104[09:58:56] <iamamitten> MMC just
stops responding during updates
L1105[09:59:01] <unascribed> a mod that
scans other mods using ASM to find "suspicious"
code
L1106[09:59:05] <unascribed> like
invoking external processes
L1107[09:59:10] <unascribed> or deleting
files outside of the .minecraft directory
L1108[10:00:29] <iamamitten> shouldn't
even be LOOKING outside of the .minecraft/ directory
L1109[10:00:37] <unascribed> probably
not
L1110[10:00:46] <masa> iamamitten: well
SOMETHING in your setup is hinky, since I've had no problems with
it, as I'm assuming most users don't, otherwise they would get
reports and fix it :D
L1111[10:00:59] <Curle> Imagine an
antivirus mod :O
L1112[10:01:11] <Curle> It literally
removes viruses and stuff
L1113[10:01:24] <JC52> You mean
CurleCraft?
L1114[10:01:29] <unascribed> the mod is
now called Neoteric
L1115[10:01:37] <iamamitten> JUST NAME IT
CRAFTCRAFT ALREADY
L1116[10:01:54] <unascribed> because mods
whose names are a single obscure word are the best
L1117[10:01:56] <masa> unascribed: which
.minecraft directory though? you'd need to get the active
instance's actual working directory
L1118[10:02:07] <unascribed>
Minecraft.getMinecraft().getGameDirectory()
L1119[10:02:09] <unascribed> or something
like that
L1120[10:02:14] <masa> since different
launchers have different locations obviously
L1121[10:02:16] <unascribed> I know it's
available
L1122[10:02:19] <unascribed> it's also
the working directory
L1123[10:02:24] <unascribed> so,
yeah
L1124[10:02:55] <masa> there are also
stupid mods that hard code stuff to the appdata/roaming/.minecraft
directory...
L1125[10:03:03] <iamamitten> I hate those
mods
L1126[10:03:05] <iamamitten> so
much
L1127[10:03:09] <masa> yep
L1128[10:03:11] <unascribed>
>.>
L1129[10:03:24] <unascribed> logo
suggestions? because obviously a logo is super important
L1130[10:03:28] <masa> I think voxelmap
at least used to be one such mod
L1131[10:03:37] <Curle> A download
icon?
L1132[10:03:46] <Curle> Arrow pointing
down to a rectangle
L1133[10:04:02] <Curle> But the rectangle
is the top section of a grass block
L1134[10:04:09] <unascribed> how about a
randomly colored vibrant cube that rotates slowly
L1135[10:04:16] <unascribed> with an
arrow above it pointing down
L1136[10:04:19] <Curle> How about
no?
L1137[10:04:21] <JC52> minced
L1138[10:04:31] <Curle> jk, that sounds
epic
L1139[10:04:37] <iamamitten> well, shit,
even reverting my mods AND forge leave me at the sound loader dead
end
L1140[10:04:55] <iamamitten> I was
literally playing this morning and realized that I couldn't
actually get creosote oil into my carpenter
L1141[10:06:08]
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L1142[10:06:29] <masa> mmkay it seems
that none of my blocks atm drop their inventory when broken... no
big deal right? :D
L1143[10:06:31] <JC52> Gotta agree with
B, that sounds epic
L1144[10:06:48] <Curle> B?
L1145[10:06:53] <JC52> sh
L1147[10:08:10] <unascribed> something
like this
L1148[10:08:23] <unascribed> that's a
throwaway mockup, but still
L1149[10:09:05] <Curle> Trying to teach
my auntie how to play minecraft
L1150[10:09:17] <Curle>
"username/email: thespark10@.com"
L1151[10:09:23] <Curle> rip
L1152[10:09:29] <Curle> ;(
L1153[10:10:29] <Curle> Anyway, B?
L1154[10:10:36] <JC52> shh
L1155[10:10:39] <unascribed> I need to
turn my one-jar multiversion system in Laminate into a library
mod
L1156[10:12:20]
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L1157[10:13:06] <unascribed> meh, I'll
just make it a feature of Laminate
L1158[10:13:59]
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said, "Let there be butts." And He saw that it was
good.)
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L1163[10:22:45] <unascribed> I fully
expect this to explode in my face
L1164[10:22:49] <unascribed> but let's
try it anyway
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L1166[10:32:08] <Techfoxis> Hey, do you
have to register a blocks render and model?
L1167[10:32:28] <PaleoCrafter> you sort
of have to for the item version
L1168[10:33:20] <Techfoxis> So, only
items have to have registered renders?
L1169[10:33:37] <PaleoCrafter> but for
in-world block, you only *need* the blockstates files
L1170[10:33:53] <Techfoxis> Okay,
thanks!
L1171[10:33:56] <PaleoCrafter> well, if
you want to use a TESR, you have to register that as well
L1172[10:34:09] <iamamitten> what do the
elder scrolls have to do with minecraft?
L1173[10:34:17] <Curle> unascribed, why
are you using both Mods?
L1174[10:34:28] <unascribed> to have the
same jar work on 1.7 and 1.8
L1175[10:34:33]
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L1176[10:34:33] <unascribed> this mod
doesn't access blocks or items
L1177[10:34:37] <PaleoCrafter> could make
that a macro with scala :3
L1178[10:34:39] <unascribed> so it will
work (I've done it before)
L1179[10:34:41] <Curle> Oh, fair
enough
L1180[10:35:42] <JC52> this guy
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L1187[10:41:18] <unascribed> the reason
I'm expecting this to work is annotations disappear at runtime if
their class isn't found
L1188[10:43:21] <unascribed> works on
1.8
L1189[10:43:23] <unascribed> now to try
1.7
L1190[10:44:14] <unascribed> works, like
magic.
L1191[10:45:55] <unascribed> I should be
able to get away with not abstracting GL if I pushAttrib before
starting the GUI, and popAttrib afterward
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L1197[11:03:32] <unascribed> oh,
nice
L1198[11:03:36] <unascribed> there's API
to inhibit the loading screen
L1199[11:03:43] <unascribed> that makes
this so much easier
L1200[11:04:09] <iamamitten> is there API
to inhibit mods that deliberately eat more processor than they
need?
L1201[11:04:21] <unascribed> I wish
L1202[11:04:33]
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L1203[11:04:55] <iamamitten> because I
cannot believe that traincraft actually needs to use that much
processor when there are only its ore blocks in the world
L1204[11:05:05] <iamamitten> unless each
ore block is a ticking tile entity
L1205[11:05:07] <unascribed> I bet the
ores are tile entities
L1206[11:05:26] <unascribed> also,
actually
L1207[11:05:26] <Javaschreiber>
Apparently Draconic Ore from Draconic Evolution is a
TileEntity
L1208[11:05:27] <unascribed> there
is
L1209[11:05:28] <unascribed> it's called
rm
L1210[11:05:37] <unascribed> rm
~/.minecraft/mods/1.7.10/traincraft.jar
L1211[11:05:45] <unascribed> rm
~/.minecraft/mods/1.7.10/draconic-evolution.jar
L1212[11:05:49] <unascribed> rm
~/.minecraft/mods/1.7.10/reika*
L1213[11:05:50] <iamamitten> lol
L1214[11:07:17] ***
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L1215[11:08:33] <Curle> rm
~/.minecraft/versions/1.7.0
L1216[11:08:36] <Curle> 1.7.10*
L1217[11:08:42] <Curle> :3
L1218[11:08:43] <JC52> minced
L1219[11:09:41] <Curle> Do you just have
a monitor with HexChat open, waiting until I say something to say
"minced"?
L1220[11:09:46] <JC52> mebbe
L1221[11:10:15] <unascribed> is
"minced" like "rekt" but different
L1222[11:10:43] <gigaherz> porobably posh
for "rekt"
L1223[11:10:46] <gigaherz>
probably*
L1224[11:11:00]
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L1226[11:11:05] <unascribed> :L
L1227[11:11:15] <unascribed> I should
probably import static Gl11
L1228[11:11:17] <unascribed> GL11*
L1229[11:11:18] <unascribed> but
meh
L1230[11:11:25] <gigaherz> "push ALL
the attributes!"
L1231[11:11:29] <unascribed> yes
L1232[11:11:39] <gigaherz>
glPushAttrib(0xFFFFFFFF)?
L1233[11:11:40] <gigaherz> ;P
L1234[11:11:43] <PaleoCrafter> ^
L1235[11:11:45] <unascribed> I want the
GL state to be back how it was when I started rendering
L1236[11:11:51] <unascribed> I think
that'll include bits that don't exist
L1237[11:11:57] <unascribed> which is
probably an error
L1238[11:11:58] <gigaherz> yeah but
future-proofing ;P
L1239[11:12:01] <JC52> shh
L1240[11:12:01] <PaleoCrafter> just let
your IDE evaluate taht expression :P
L1241[11:12:06] <JC52> they don't need to
know
L1242[11:12:19] <JC52> I'm making a mod
to surprise B
L1244[11:12:25] <Curle> WHAT IS B?
L1245[11:12:26] <unascribed> pretty close
to FFFFFFFF
L1246[11:12:31] <JC52> shh
L1247[11:12:39] <unascribed> and by
"pretty close" I mean "not close at all"
L1248[11:12:47] <unascribed> it's missing
a whole byte and then some
L1249[11:12:48] <gigaherz> wellll... if
missing a few digits is "close"...
L1250[11:12:49] <gigaherz> Xd
L1251[11:12:56] <PaleoCrafter> volume
wise, that's incredibly thin
L1252[11:13:01] <gigaherz> it's just 3
orders of magnitude off
L1253[11:13:01] <gigaherz> ;p
L1254[11:13:06] <PaleoCrafter> now, who
gets that? :P
L1255[11:13:17] <gigaherz> not me
:/
L1256[11:13:44] <Javaschreiber> me
L1257[11:14:04] <Curle> me :3
L1258[11:14:08] <JC52> us*
L1259[11:15:28] <DebugsPeople> what's the
difference between entity unique ID and persistent ID
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L1261[11:18:48] <gigaherz> DebugsPeople:
unique ID is the id used for managing entities at runtime
L1262[11:19:00] <gigaherz> the persistent
Id is the internal id used for saving and loading, I believe
L1263[11:19:12] <DebugsPeople> ahh, ok
thx
L1264[11:19:16] <Curle> Trying to do a
portal block
L1265[11:19:18] <gigaherz> not fully
certain, though
L1266[11:19:23] <Curle> Rustling my
jimmies
L1267[11:19:23] <DebugsPeople> how do you
get an entity by UUID?
L1268[11:19:38] <gigaherz> there's a
player manager or somesuch
L1269[11:19:43] <gigaherz> Ican't
remember XD
L1270[11:19:57] <DebugsPeople> hm
L1272[11:21:15] <gigaherz> ah
L1273[11:21:19] <gigaherz> I started
watching after 2013
L1274[11:21:19] <gigaherz> ;P
L1276[11:22:39] <unascribed> it
works!
L1277[11:22:51] <PaleoCrafter> you broke
MC \o/
L1278[11:22:52] <Curle> 2231 errors from
removing 1 line of code
L1279[11:22:54] <Curle> holy shit
L1280[11:23:09] <JC52> i'm the one
cleaning up after you, B, so be careful :(
L1281[11:23:18] <Curle> WHY B?
L1282[11:23:20] <JC52> shh
L1283[11:23:25] <JC52> calm nao
L1284[11:23:31] <Curle> :(
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L1288[11:30:48] <Curle> Making a portal
in 1.8.9 has to be the funnest thing ever
L1289[11:30:56] <Curle> </s>
L1290[11:31:34] <JC52> amen
L1291[11:31:38] <Curle> So be it?
L1292[11:31:43] <Curle> ;-(
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L1296[11:33:30] <unascribed> this is such
a blatant abuse of blending
L1297[11:33:31] <unascribed> I love
it
L1298[11:33:33] <PaleoCrafter> it should
actually be a little easier, considering vanilla's BlockPattern
thing :P
L1299[11:34:11] <PaleoCrafter> how so,
unascribed
L1300[11:34:22] <unascribed> I'm not
clearing before every frame
L1301[11:34:26] <unascribed> I'm just
drawing a big translucent quad
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L1303[11:35:35] <unascribed> whoa
what
L1304[11:35:40] <unascribed> my square is
drawing on top of the gallium HUD
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L1307[11:35:51] <unascribed>
madness
L1308[11:37:21] <JoJoModding> Why would
you need it during startup?
L1309[11:37:45] <Curle> An update
notifier
L1310[11:37:57] <unascribed> yeah, it
runs at the earliest possible time
L1311[11:38:07] <Curle> Based on the idea
that once you get into the game, you don't want to be disturbed by
mod updates
L1312[11:38:08] <unascribed> I have a
before:* dependency spec and I run this hook on construction
L1313[11:38:19] <unascribed> the other
thing I'm going to do is a session verifier
L1314[11:38:23] <unascribed> It'll warn
you if your session is invalid
L1315[11:38:38] <Curle> So you don't get
kicked from servers
L1316[11:38:40] <Curle> Good idea
L1317[11:38:42]
⇦ Quits: thecodewarrior
(~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Read error:
Connection reset by peer)
L1318[11:38:43] <Nitrodev> what a spike
unascribed
L1319[11:38:53] <unascribed> that's going
from "game not running" to "game running"
L1320[11:38:55] <unascribed> so :P
L1321[11:38:56] <gigaherz> yo uare
actually doing the load-time updater?
L1322[11:38:57] <gigaherz> XD
L1323[11:39:07] <unascribed> I said I
was, didn't I?
L1324[11:39:19] <gigaherz> dunno I often
have ideas on irc
L1325[11:39:27] <gigaherz> but that
doesn't mean I actually go and code them
L1326[11:39:28] <gigaherz> XD
L1328[11:40:14] <unascribed> even though
I have a 60Hz monitor
L1329[11:40:19] <unascribed> the trail is
so much smoother at 144FPS
L1330[11:40:27] <Curle> :(
L1331[11:40:34] <Curle> 15hz peasant
race
L1332[11:40:38] <unascribed> shorter, but
smoother
L1333[11:40:52] <unascribed> I'll
probably leave it at 30 or 60
L1334[11:41:02] <unascribed> or maybe
vsync
L1335[11:41:04] <Curle> yea
L1336[11:41:30] <Curle> While it's
checking, you can make the square circle around an arrow
L1337[11:41:30] <Curle> :3
L1338[11:41:55] <Lumien> Is there
something in java where i can schedule tasks (Like a Timer) which
doesn't prevent garbage collection when there are ALWAYS tasks
scheduled ?
L1339[11:42:32] <fuj1n> Is there a way to
get a list of all the fuel items?
L1340[11:42:40] <Unh0ly_Tigg> So, I can
apparently get a .xyz domain for $1 a year right now... I'm really
considering taking it...
L1341[11:43:05] <Curle> .org for
$35
L1342[11:43:06] <Curle> :3
L1343[11:43:11] <unascribed> are you sure
it's 1$ a year and not only for the first year?
L1344[11:44:10] <gigaherz> or first
<n> years
L1345[11:44:35] <Curle> £25 for renewal
:3
L1346[11:45:19] <JC52> I'm paying for
that shit b
L1347[11:46:05] <Unh0ly_Tigg> it's via
namecheap, "$1.00/year" though when I change the cart to
do 2 years off the bat, it goes up to ~$16-17 a year. so...
L1348[11:46:48]
⇦ Quits: JoJoModding
(~androirc@p5DEB162C.dip0.t-ipconnect.de) (Ping timeout: 198
seconds)
L1349[11:47:39] <Curle> It's like those
$1 smart watches
L1350[11:47:44] <Unh0ly_Tigg> though, for
10 years, it would only cost me $00.60, and I won't have to pay
each year...
L1351[11:47:46] <Curle> change the color
and they're $150
L1352[11:47:54] <Unh0ly_Tigg>
$100.60*
L1353[11:48:19] <JC52> not true
Cruel
L1354[11:48:21] <JC52> i haz one
L1355[11:48:31] <Curle> What, a u8
watch?
L1356[11:48:32] <JC52> yup
L1357[11:50:49]
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(Ping timeout: 189 seconds)
L1361[11:53:08] ***
cpw|out is now known as cpw
L1362[11:53:53] <JC52> "COC
Kompressor just incase I don't impress her"
L1363[11:53:55]
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(~Delaxarny@2a02:a44e:91ce:0:3df5:891a:44af:a42a)
L1364[11:54:08] <JC52> Official lyrics
for Pass out
L1365[11:54:17] <JC52> Subliminal
messaging ftw
L1366[11:56:03]
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(~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L1367[12:00:21] ***
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L1369[12:01:05] <Curle> GOTCHA
L1370[12:01:15]
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(~ThomasRul@host109-157-84-39.range109-157.btcentralplus.com)
(Quit: Leaving)
L1372[12:01:27] <JC52> got ee'm
L1373[12:01:32] <JC52> wait, that's my
account
L1374[12:01:38]
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L1375[12:01:45]
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L1377[12:03:11] <Curle> minced?
L1378[12:04:08] ***
Lordmau5|Live is now known as Lordmau5
L1379[12:04:53] <Curle> !gf
field_150862_g
L1380[12:05:08] <Curle> No name
L1381[12:06:33]
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Quit)
L1383[12:07:33]
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L1384[12:08:15] <Curle> Is there a way to
hide errors from a certain project?
L1385[12:08:32] <Curle> I'm getting
duplicate errors from my dev and my github repo :(
L1386[12:08:46] <gigaherz> wat
L1387[12:09:33] <williewillus> wat
:P
L1388[12:09:59]
⇦ Quits: Cojo (~Cojosan@cpe-75-177-183-224.nc.res.rr.com)
(Ping timeout: 198 seconds)
L1389[12:10:20] ***
Cojosan is now known as Cojo
L1390[12:10:36] <sham1> wat
L1391[12:10:48] <Curle> in eclipse
L1392[12:11:14] <unascribed> I think
their point is your dev and repo shouldn't be separate
L1393[12:11:19] <Curle> I have 3
projects, 2 github repos for my mod on 1.7.10 and 1.8.9 and a dev
environment that i run code from
L1394[12:11:33] <Curle> I can't run code
from a repo, and i have 2, so eh
L1395[12:11:38] <unascribed> wat
L1396[12:11:42] <Curle> i cba making it
work
L1397[12:11:50] <Curle> how do i hide
errors from a project?
L1398[12:11:56] <unascribed> you
can't
L1399[12:11:59] <Curle> oh, great
L1400[12:12:01] <Curle> :(
L1401[12:12:02] <unascribed> you can hide
warnings from a source folder
L1402[12:12:03] <unascribed> but not
errors
L1403[12:12:37] <JC52> Better idea, B.
get off your computer and eat your dinner :(
L1404[12:12:43] <Curle> ^ brb
L1405[12:12:45]
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L1407[12:12:48] <unascribed> lol
L1408[12:14:27] <tterrag> Curle: the
errors of one project shouldn't affect any others unless you are
launching them all on the same run config
L1409[12:14:43]
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L1413[12:18:49] <McJty> tterrag, are you
involved in chisel dev on 1.8.9?
L1414[12:19:03] <tterrag> yes
L1415[12:19:14] <McJty> My son just mad a
modpack on curse and used latest chisel
L1416[12:19:27] <McJty> And he got an
error about missing CarvingUtils class
L1417[12:19:33] <McJty> Did he forget
some dependency?
L1418[12:20:02] <tterrag> for 1.9?
L1419[12:20:07] <tterrag> full log?
L1420[12:20:16] <McJty> Let me try to get
that (is on another computer)
L1421[12:20:51] <tterrag> there's no
dependencies
L1422[12:21:49] <McJty> Hold on. The log
is pretty big
L1424[12:23:26] <McJty> Hmm seems to be
related to ProjectE
L1425[12:23:52]
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L1426[12:23:59] <tterrag> yes, that was
reported to them ages ago
L1427[12:24:01] <tterrag> and they fixed
it, I thought
L1428[12:24:16] ***
Kolatra[away] is now known as Kolatra
L1429[12:24:18] <McJty> Apparently the
version on curse doesn't have it fixed
L1430[12:24:24] <tterrag> *sigh*
L1432[12:25:50] <tterrag> still open
apparently
L1433[12:25:56] <tterrag> I don't get
why
L1434[12:26:16] <tterrag> they released
their chisel compat before chisel even existed
L1435[12:26:24]
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L1440[12:42:07] <LexDesktop>
LatvianModder, When you get time PM me so we can talk.
L1441[12:46:23]
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L1444[12:50:40] <Curle> tterrag: It just
makes it harder to find actual errors in the "Problems"
list
L1445[12:53:14] <JC52> ^ seconded.
L1446[12:53:32]
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L1448[12:58:42] <tterrag> Curle: you can
configure the problems window contents
L1449[12:59:15]
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Hi, I'm a quit message virus. Please replace your old line with
this one and help me take over the world of IRC.)
L1450[12:59:25] <williewillus> how long
do things usually take to get approved on curse? never used it
before :P
L1451[12:59:42] <tterrag> depends
L1452[12:59:45] <tterrag> it's typically
pretty fast though
L1453[12:59:56] <McJty> I have the
feeling it also depends on how known your mod is
L1454[13:00:04] <McJty> With my sons mods
it can take a while
L1455[13:00:16] <McJty> RFTools is
usually approved about exactly at the time I post it :-)
L1456[13:00:59]
⇨ Joins: Jezza (~Jezza@185.44.151.53)
L1457[13:01:34] <williewillus> okay, I
made a temp project for the Botania port since some people
requested it, just wondering :P
L1458[13:02:51]
⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
()
L1459[13:02:55] <Curle> My mod got
approved like 3 seconds after i posted it
L1460[13:04:00] ***
K-4U|Off is now known as K-4U
L1461[13:04:11] <Curle> I just got a
hatemail saying something along the lines of "lol noob ur so
bad at modding i bet u used minecreator you noob lol"
L1462[13:04:34] <Curle> Each to their
own, eh?
L1463[13:04:38] <JC52> woo
L1464[13:05:06]
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L1465[13:07:06] <JC52> like a mon
L1466[13:07:09] <JC52> mon
L1467[13:07:12] <Curle> ehh
L1468[13:07:16] <Keridos> mh, does
Loader.isModLoaded fire when an API is present?
L1469[13:07:18] <Curle> false, I'll go
false
L1470[13:07:28]
⇦ Quits: sciguyryan (~sciguyrya@37.48.80.232) (Remote host
closed the connection)
L1471[13:08:14] <Keridos> i have the
issue that one of my mods crashes in a modpack without CC, because
for some reason it thinks the mod is loaded although it isnt
L1472[13:10:45] <Unh0ly_Tigg> if you want
to see if an api is present, use ModAPIManager.hasAPI(String
modid)
L1473[13:10:50]
⇦ Quits: poiuy_qwert
(~poiuy_qwe@198-84-224-94.cpe.teksavvy.com) (Quit: This computer
has gone to sleep)
L1474[13:11:43] <Unh0ly_Tigg>
Loader.isModLoaded only checks mods, it doesn't check APIs.
ModAPIManager.hasAPI checks for APIs.
L1475[13:11:58] <Keridos> Unholy_Tigg,
seems as if my problem is only happening when it is compiled via
openjdk
L1476[13:13:05] <Unh0ly_Tigg> versus what
other jdk?
L1477[13:13:21] <Unh0ly_Tigg> considering
that openjdk is the reference jdk...
L1478[13:13:26] <Keridos> oravle
L1479[13:13:36] ***
MrKickkiller is now known as MrKick|Away
L1480[13:13:39] <Keridos> it is my
jenkins that brings out buggy builds for some reason
L1481[13:14:00] <Keridos> i checked the
filesize, oracles is bigger, but the class that does the compat is
the same size in bytes
L1482[13:14:05] <Unh0ly_Tigg> oracle jdk
usually is openjdk with some extra features thrown in.
L1483[13:14:26] <Curle> Such as not
crashing?
L1484[13:14:27] <JC52> minced
L1485[13:14:28] <tterrag> what's a good
class to represent an aribtrary rectangle?
L1486[13:14:35] <tterrag> i.e. not
axis-aligned (awt won't work here)
L1487[13:14:43] <Keridos> nvm, it is 2
bytes smaller
L1488[13:14:46] <Keridos> that is
weird
L1489[13:15:08]
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L1490[13:15:16]
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L1491[13:15:34] <Keridos> but it is java
8 vs 7
L1492[13:15:38] <Curle> Oh, huzzah
L1493[13:15:45] <Curle> 1.8.9 can destroy
a block and drop it
L1494[13:15:48]
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L1495[13:15:48] <Unh0ly_Tigg> Keridos,
yeah, that will make a difference.
L1496[13:16:09] <Unh0ly_Tigg> mainly with
the class version.
L1497[13:16:18] <Keridos> but why on
earth does the java 7 thing from my gradle have the bug that it
apparently thinks CC is loaded
L1498[13:16:20] <Keridos> but it is
not
L1499[13:17:18]
⇨ Joins: DiaLight
(~DiaLight@host-39-157-66-217.spbmts.ru)
L1500[13:17:23] <Unh0ly_Tigg> it may be a
sorting issue? dunno, I would recommend that you use java 8
everywhere, since java 7 reached it's final public update a little
while ago.
L1501[13:17:55] <LordSaad> some hosts
still run java 7 like hosthoarde, they are INCREDIBLY annoying.
so...
L1502[13:17:56]
⇦ Quits: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198
seconds)
L1503[13:19:19] <Keridos> this is
weird
L1504[13:19:28] <Keridos> the builds from
another job are not the same size
L1505[13:19:36] <Keridos> wtf is gradle
build doing there
L1506[13:19:46] <Curle> Argh
L1507[13:20:20] <Curle> I keep getting
"static reference to non-static method/variable" when
nothing is static in the class :/
L1508[13:20:29] <Curle> inb4 learn basic
java
L1509[13:21:01] <Ivorius> You are doing
Class.stuff
L1510[13:21:02] <JC52> to anyone that
decides to say that: learn basic logic :(
L1511[13:21:06] <Ivorius> When you need
to do object.stuff
L1512[13:21:08] <Ivorius> learn basic
java
L1513[13:21:49] <Ivorius> learn basic,
not java
L1514[13:22:00] <Curle> learn basic
no
L1515[13:22:01] <Curle> :3
L1516[13:22:05]
⇦ Quits: DiaLight (~DiaLight@host-39-157-66-217.spbmts.ru)
(Ping timeout: 194 seconds)
L1517[13:22:18] <JC52> missingno
L1518[13:22:29] <Curle> are eye pee
L1519[13:22:44] <Curle> fixed it
L1520[13:22:47] <Curle> ta, ivor
L1521[13:22:54] <Curle> One of those
brain moments
L1522[13:23:02] <LordSaad> it
happens
L1523[13:23:09] <LordSaad> they're called
brainfarts
L1524[13:23:30] <Curle> ^
L1525[13:23:33] <JC52> ^ this shit
L1526[13:25:44] <Curle> shush
L1527[13:27:43]
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(Ping timeout: 194 seconds)
L1528[13:29:04]
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L1529[13:29:54] ***
MrKick|Away is now known as MrKickkiller
L1530[13:31:13] <Curle> Fluids...
L1531[13:31:19] <Curle> why...
L1532[13:31:43] <Curle> Most of this shit
is broken utility classes and IIcon
L1533[13:31:45] <sham1> because
L1534[13:32:32] <Curle> Has anyone
successfully done fluids in 1.8.9 on a repo?
L1535[13:32:37] <Curle> I cba doing all
this manually
L1536[13:32:39] <gigaherz> sure
L1537[13:32:51] <gigaherz> forge has a
fluid example in the debug/test files
L1538[13:33:00] <Curle> ...
L1539[13:33:02] <gigaherz> and tinker's
construct must have done liquid metals
L1540[13:33:04] <Curle> Where are they?
:P
L1543[13:34:19] <gigaherz> and I know
there's multiple mods with fluids aside of that
L1544[13:35:22]
⇨ Joins: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L1545[13:35:30] <masa> oh fudge O_o am I
actually using the wrong method EVERYWHERE in my code for ItemStack
"damage"? X_x
L1546[13:35:57] <masa> was
ItemStack#getMetadata() a thing in 1.7.10 too?
L1547[13:36:15] <gigaherz> no...?
L1548[13:36:16] <gigaherz> I think
L1549[13:36:18] <gigaherz> XD
L1550[13:36:24] <gigaherz> it was renamed
somewhere in 1.8
L1551[13:36:32] <gigaherz> !mh
ItemStack.getMetadata
L1552[13:36:43] <masa> I rmemeber
somethin gwas called getItemDamageForDisplay() or something
L1553[13:36:52] <Curle> mh?
L1554[13:37:11] <JC52> smh
L1555[13:37:17] <gigaherz> [20:36]
-MCPBot_Reborn- [1.7.2 ItemStack.func_77960_j, Committed 2014-04-02
19:39:37-04:00] Lex<anti-pìng>: getItemDamage =>
getMetadata
L1556[13:37:20] <gigaherz> method
history
L1557[13:37:30] <gigaherz> tells you when
things were renamed, and from/to what
L1558[13:37:49] <gigaherz> welp...
L1559[13:37:52] <gigaherz> seems it was
1.7.2?
L1560[13:37:52] <gigaherz> XD
L1561[13:38:11]
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seconds)
L1562[13:38:20] <gigaherz> !gm
ItemStack.getMetadata 1.8.9
L1563[13:38:36] <gigaherz> !gm
ItemStack.getItemDamage 1.7.10
L1564[13:38:50] <gigaherz> !gm
ItemStack.getMetadata 1.7.10
L1565[13:38:56] <gigaherz> yeah it looks
like it was already named that
L1566[13:39:02] *
gigaherz shrugs
L1567[13:39:28] <gigaherz> getMetadata
returns the actual number
L1568[13:39:31] <gigaherz> for the
metadata
L1569[13:39:32] <Curle> oh, great
L1570[13:39:56]
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L1571[13:39:59] <Curle> I was looking for
a list of what methods were renamed in 1.8.9 from 1.7.10 and it was
a command on the mcpbot!?
L1572[13:40:11] <Curle> I feel like a
doof
L1573[13:40:11] <gigaherz> doesn't work
that way
L1574[13:40:18] <gigaherz> you can't just
"list" the renamed methods
L1575[13:40:21] <gigaherz> you have to
check one by one
L1576[13:40:24] <JC52> What do you call a
fruit that comes back?
L1577[13:40:24] <gigaherz> but yes
L1578[13:40:32]
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L1579[13:40:34] <gigaherz> if you have a
method that doesn't work in 1.8.9, you can query the bot
L1580[13:40:48] <JC52> guys
L1581[13:40:48] <JC52> :3
L1582[13:40:52] <bspkrs> a
returnip?
L1583[13:40:55] <gigaherz> JC52: sounds
like the start of a bad joke, so I'll abstain
L1584[13:41:04] <JC52> A lemon
murang
L1585[13:41:20] <gigaherz> nope no
laugh
L1586[13:41:24] <JC52> Boomerang?
murang?
L1587[13:41:25] <gigaherz> not even a
smirk
L1588[13:41:27] <JC52> a cake
thing?
L1589[13:41:29] <JC52> c'mon!
L1590[13:41:30]
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())
L1591[13:41:41] <gigaherz> that'd be a
dessert that returns?
L1592[13:41:43] <gigaherz> not a
fruit?
L1593[13:41:48] <Curle> le4mon
L1594[13:41:49] <masa> bleh,
getItemDamage() and getMetadata() are used interchangably in a few
places
L1595[13:41:49] <Curle> lemon*
L1596[13:42:20] <masa> I'm using the
wroong one ie getItemDamage() everywhere to get the
stack.itemDamage value :D
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L1598[13:42:37] <gigaherz> switch them
all to getMetadata, then ;P
L1599[13:42:37] <Curle> what do you call
a texan freedom fighter's miniature jet propulsion system?
L1600[13:42:45] <Krrast_> howdy
folks
L1601[13:42:50] <masa> I wonder how many
things will blow up if I change it in every place...
L1602[13:42:55] <gigaherz> hello,
Krrast_
L1603[13:43:01] <Curle> o/
L1604[13:43:02] <Krrast_> yay people see
me today! lol
L1605[13:43:17] <Curle> krrast, you can
ghost your other account
L1606[13:43:21] <gigaherz> masa: depends
on how many places actually expect the "damage
value"
L1607[13:43:21] <gigaherz> ;P
L1608[13:43:39] <masa> yeah..
L1609[13:43:46]
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L1610[13:43:56] <Curle> anyone?
L1611[13:43:57] <masa> well I'm changing
my tools at to have the damage in NBT and the tool type in the
meta
L1612[13:44:15] <gigaherz> does that work
well?
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L1614[13:44:30] <masa> but
InventoryPlayer uses getItemDamage() on a couple of places to get
items ;_;
L1615[13:44:47] <Krrast_> ok time to
prove im a moron, how the heck did i get a second account in
here?
L1616[13:44:54] <masa> so if I change my
Item#getDamage() then it will blow up
L1617[13:45:21] <Nitrodev>
literally?
L1618[13:45:21] <masa> but if I don't
change it, then the durability in the tooltip is always at the max
value
L1619[13:45:51] <JC52> Curle, is it Davy
Crockett's Pocket Rocket?
L1620[13:45:54] <thecodewarrior> Theres a
place where you can specify the % for the damage bar. that should
work
L1621[13:46:22] <masa> yes I have that
already, but it is only for the bar
L1622[13:46:38] <masa> the
"Durability 123 / 123" i nthe tooltip will then still be
wrong
L1623[13:47:25] <Nitrodev> Any idea how
to add information/tooltips on blocks
L1624[13:47:48] <Curle> add it to the
item
L1625[13:47:55] <Nitrodev> i know items
have the addInformation method
L1626[13:48:09] <Curle> add it to the
BlockItem (or smh like that)
L1627[13:48:19] <Nitrodev> so i make an
item with the same exact thing?
L1628[13:48:20] <gigaherz> Nitrodev:
extend ItemBlock
L1629[13:48:24] <williewillus> yeah you
need a custom ItemBlock
L1630[13:48:25] <Nitrodev> Oh
L1631[13:48:25] <gigaherz> override
addInformation
L1632[13:48:34] <gigaherz> and on the
constructor of the block, specify YourBlockItem.class
L1633[13:48:35] <williewillus> and when
you register your block pass that itemblokc class
L1634[13:48:37] <Nitrodev> i didn't
realize ItemBlock was a thing
L1635[13:48:49] <williewillus> gigaherz:
constructor? 0.o
L1636[13:48:51] <williewillus> you mean
registration
L1637[13:48:54] <gigaherz> eh
L1638[13:48:57] <gigaherz> registration
call
L1639[13:48:59] <gigaherz> yeah
L1640[13:49:00] <gigaherz>
brainfart
L1641[13:49:01] <gigaherz> XD
L1642[13:49:14] <williewillus> Nitrodev:
every block not physically *in* the world is an item :P
L1643[13:49:23] <Nitrodev> true
L1644[13:49:30] <Curle> items are in the
world :(
L1645[13:49:39] <gigaherz> itemsi n the
world are EntityItem
L1646[13:49:40] <gigaherz> ;p
L1647[13:49:46] <Nitrodev> yeah
techincally items are in thw orld
L1648[13:49:51] <gigaherz> which contain
an Item (such as ItemBlock)
L1649[13:49:53] <Curle> in the inventory
are in the world
L1650[13:49:57] <Nitrodev> snice the
player is, thus the inv is
L1651[13:49:58] <gigaherz> hence the *in*
emphasis
L1652[13:50:00] <williewillus> I meant
placed in block form
L1653[13:50:05] <gigaherz> blocks that
aren't placed into the world grid
L1654[13:50:05] <Curle> ItemStack
L1655[13:50:17] <gigaherz> are an
ItemStack
L1656[13:50:19] <Curle> You can place
blocks outside of the grid
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L1658[13:50:21] <Nitrodev> so ItemBlock
essentially is a combination of the two?
L1659[13:50:23] <thecodewarrior> masa:
Make Item.isDamaged return false and add your own bar.
L1660[13:50:37] <gigaherz> Nitrodev: an
ItemBlock is an Item that references a Block
L1661[13:50:39] <gigaherz> nothing
else
L1662[13:50:41] <thecodewarrior> *add
your own tooltip
L1663[13:50:43] <Curle> i's an item that
places a block
L1664[13:50:47] <gigaherz> it has some
tools for managing the block
L1665[13:50:52] <masa> ywah, I was just
looking at that actually :p
L1666[13:50:54] <Curle> It's like a tool
that onRightClick places the block
L1667[13:50:55] <gigaherz> but otherwise,
it's simply an Item that represents a Block
L1668[13:51:07] <Curle> a tool with a 3d
model
L1669[13:51:20] <Curle> wait, that *is*
what an ItemBlock is, I just realized
L1670[13:51:24] <Nitrodev> okay
L1671[13:51:31] <Keridos> this is weird,
still crashes here
L1673[13:51:53] <Curle> Is there a
LiquidLava class any more?
L1674[13:52:12] <Curle> Oh, it's all in
the FluidRegistry class, no stealing :(
L1675[13:53:08] <thecodewarrior> masa,
make sure to set the stack size and override
Item.showDurabilityBar.
L1676[13:54:21] <Curle> I'm gonna take a
break for now
L1677[13:54:30] <Curle> Been updating for
~14 hours straight
L1678[13:54:35] <Curle> adios,
fellas
L1679[13:54:41]
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L1681[13:55:09] <Nitrodev> When making an
item that stores an inv does the container class need to be
different?
L1682[13:55:54] <Nitrodev> or can i just
copy one of my blocks container class and modify so it works with
the item
L1683[13:56:13] <Keridos> can someone
tell me why in earth does it crash in line 42 of this, although I
only check if mods are present in there, the performModCompat does
the things, and only if CC is loaded and the API is present, it
even registers the class that has the interface that is missing and
is optionaled completely:
L1685[13:56:23] <Keridos> it tells me it
crashes in line 42
L1686[13:56:46] <gigaherz> what's the
crash?
L1687[13:57:06] <gigaherz> without the
actual crash, I have no idea
L1689[13:58:36] <gigaherz> aha
L1690[13:58:39] <gigaherz> you reference
the classes
L1691[13:58:42] <gigaherz> that's enough
to cause it
L1692[13:58:50] <gigaherz> when you call
the static
L1693[13:58:54] <gigaherz> it causes the
class to load
L1694[13:59:01] <gigaherz> which causes
the referenced classes to get looked up
L1695[13:59:05] <gigaherz> even if they
aren't actually called
L1696[13:59:15] <gigaherz> it's not
enough to put things inside "if(is mode loaded)"
L1697[13:59:24] <Keridos> hm but shouldnt
the optional in the actual class fix that
L1698[13:59:30] <gigaherz> you also need
@Optional.Interface and such
L1699[13:59:36] <gigaherz> no you need it
on YOUR side
L1701[14:00:14] <masa> Nitrodev: there is
nothing special in item-based containers
L1702[14:00:19] <thecodewarrior>
ComputerCraftAPI.registerPeripheralProvider(CCPeripheralProvider.getInstance());
<<< If I understand correctly, that is not good. put it in
a seperate class so it doesn't get loaded unless needed.
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L1704[14:00:43] <Keridos> thecodewarrior:
that doesnt even crash for me
L1705[14:00:56] <gigaherz> hmmm, my
knowledge of @Optional doens't extend that far
L1706[14:00:58] <thecodewarrior> It
crashes when it loads the class and looks for
ComputerCraftAPI
L1707[14:01:18] <Keridos> nah it crashes
with IPeripheralProvider
L1708[14:01:20] <thecodewarrior>
disclaimer: I have about 3/4 of an idea what I'm talking
about
L1709[14:01:36] <Keridos> would making
the class non static solve it?
L1710[14:02:47] <Nitrodev> masa, okay
good
L1711[14:02:59] <Nitrodev> copyiong it
is
L1712[14:03:15] <thecodewarrior> Maybe
because it's trying to load IPeripheralProvider to pass to the
method? IDK.
L1713[14:03:35] ***
Darkhax_AFK is now known as Darkhax
L1714[14:06:28] <Keridos> ah, i think i
know why
L1715[14:07:57] ***
TehNut|Sleep is now known as TehNut
L1716[14:08:26] <Nitrodev> Okay now my
item container class is basically a copy of my blocks class
L1717[14:08:43] <Nitrodev> except with
lesser amount of slots
L1718[14:09:19] ***
williewillus is now known as willieaway
L1719[14:11:35] <Keridos> i had a similar
issue once
L1720[14:11:45] <Keridos> you need to put
the method call into an own function
L1721[14:11:53] <Keridos> then
optional.method that one
L1722[14:12:05] <Keridos> and just call
that function from the main function
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L1724[14:12:59] <Keridos> yup, that
worked
L1725[14:13:17]
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L1727[14:14:08] <Nitrodev> i need to
override the method onItemRIghtCLick when making an item that holds
an inv right?
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L1730[14:15:23] <infinitefoxes_> Can I
prevent someone from adding, say, Silk Touch to my custom
tool?
L1731[14:17:45]
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L1740[14:30:11] <Lordmau5>
infinitefoxes_, no idea
L1741[14:30:24] <Lordmau5> but you could
check if there's some method to override which returns a list of
valid enchantments, perhaps?
L1742[14:30:35] <infinitefoxes_> it seems
like all that stuff is hardcoded in the Enchantment class
L1743[14:30:44] <infinitefoxes_> because,
why wouldn't it be?
L1744[14:30:51] <Lordmau5> MinecraftForge
methods?=
L1745[14:31:02] <infinitefoxes_> none
that I saw
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L1747[14:33:18] <thecodewarrior> Closest
thing I can find is Item.isBookEnchantable
L1748[14:34:04] <Nitrodev> me too
L1749[14:34:51]
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L1751[14:36:19] <Lordmau5> Allow or
forbid the specific book/item combination as an anvil enchant
L1752[14:36:22] <PaleoCrafter> the
enchantment decides what it can go on
L1753[14:36:23] <Lordmau5> makes sense to
me
L1754[14:36:45] <Lordmau5> as in,
isBookEnchantable - wouldn't overriding that and returning
"false" disallow every enchantment on the item?
L1755[14:36:51] <PaleoCrafter> no
L1756[14:36:57] <PaleoCrafter> that's for
enchanting it with a book
L1757[14:37:04] <PaleoCrafter> not in the
actual table
L1758[14:37:14] <Lordmau5> what about
getItemEnchantability?
L1759[14:37:31] <thecodewarrior> That
only effects how good enchants you get. e.g. stone vs gold
L1760[14:37:32] <thecodewarrior> I would
be nice if the enchantement decided, but the
L1761[14:37:39] <Lordmau5> this sounds
interesting though
L1762[14:37:40] <thecodewarrior> * item
could deny enchants
L1763[14:37:43] <Lordmau5> check
Item#ToolMaterial
L1764[14:37:52] <Lordmau5> there's the
tool enchantability on there
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L1766[14:38:43] <thecodewarrior>
ItemTool.getItemEnchantability just passes on to the material
L1767[14:38:55] <Lordmau5> ye, but if one
were to override that and return 0?
L1768[14:39:02] <PaleoCrafter> just look
at ContainerEnchantment.enchantItem, there's no check
whatsoever
L1769[14:39:33] <thecodewarrior> You
probably wouldn't be able to enchant at all, or you would just get
crap enchantments. It wouldn't make it normal except not silk
touch
L1770[14:40:33] <Lordmau5> Paleo
L1771[14:40:39] <Lordmau5> check
EnchantmentHelper#buildEnchantmentList
L1772[14:40:48] <Lordmau5> if the
getItemEnchantability is <= 0, then it returns an empty
list
L1773[14:40:49] <Lordmau5> which is, one
sec...
L1774[14:40:59] <Lordmau5>
ContainerEnchantment#func_178148_a
L1775[14:41:07] <PaleoCrafter> but you
don't get control over what enchantments are applicable ._..
L1776[14:41:24] <Lordmau5> ye
L1777[14:41:28] <Lordmau5> that's the
downside..
L1778[14:41:38] <Lordmau5> but in theory
you can at least toggle enchantable and not-enchantable
L1779[14:41:56] <PaleoCrafter> that's
obvious...
L1780[14:42:54] <gigaherz> if you need
fine-grained control over the enchantments you can receive, maybe
you could PR a forge hook for it
L1781[14:43:29] <Lordmau5> shoudl be done
by someone. Customizability is a great factor in modding, imo
L1782[14:43:48] <PaleoCrafter> there was
a PR for an EnchantmentEvent, it wasn't accepted for some
reason
L1783[14:45:55] <Nitrodev> i need to
override the method onItemRIghtCLick when making an item that holds
an inv right?
L1784[14:46:08]
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L1786[14:49:21] <Nitrodev> to open the
inv that is
L1787[14:50:45]
MineBot sets mode: +v on LatvianModder
L1788[14:50:52] <PaleoCrafter> you can
use whatever you want :P
L1789[14:50:52]
MineBot sets mode: +v on amadornes
L1790[14:51:05]
MineBot sets mode: +v on mezz
L1791[14:51:25] <Nitrodev> oh
L1792[14:53:49] <amadornes> yay! +v
:D
L1793[14:54:23] <sham1> What happened to
Latvia
L1794[14:57:06] <thecodewarrior> Is there
any reason I shouldn't use a Set if I only want unique
values?
L1795[14:58:31] <gigaherz> no, t he
purpose of a Set is to have fast lookups
L1796[14:58:40] <gigaherz> so if you want
to ensure uniqueness, a Set is for you
L1797[15:00:16]
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L1799[15:01:28] <thecodewarrior> Just
wondering for a project I'm working on, on a scale from 1-10, how
much do you hate lang files.
L1800[15:01:35] <sham1> <sham1>
What happened to Latvia
L1801[15:01:41] <sham1> Didn't answer my
question
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L1803[15:02:27] <masa> I have pretty much
everything in my mod localized... lang files ftw
L1804[15:02:34] <thecodewarrior> I mean
the format
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L1806[15:02:53] <masa> hm, I don't see
anything wrong with it
L1807[15:02:59] <thecodewarrior> The fact
that everything is in one file, each entry is so verbose, only one
line per, etc.
L1808[15:03:07] <sham1> Like what did
Latvia do to get into the forge peoples
L1809[15:03:08] <thecodewarrior> I'm
trying to fix that.
L1810[15:03:42] <masa> well, I have a
custom line splitting sequence I'm using...
L1811[15:03:56] <PaleoCrafter> they wrote
FTBUtilities, sham1 :P
L1812[15:04:01] <masa> which means that
the lang file looks like complete shit when tehre are stupidly long
lines :D
L1813[15:04:02] <thecodewarrior> But
everything is on one line though. you have a 10 mile wide
file
L1814[15:04:15] <sham1> Oh that
L1815[15:04:16] <masa> yep..
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L1818[15:04:58] <PaleoCrafter> ugly
:P
L1819[15:05:14] <thecodewarrior> Uglier
than existing lang files?
L1820[15:05:15] <PaleoCrafter> why's
there a dot before the braces? D:
L1821[15:05:31] <thecodewarrior> I can
take that out. Just lazyness on my part.
L1822[15:05:48] <thecodewarrior> The
import is what I'm working on now.
L1823[15:05:57] <PaleoCrafter> well, the
syntax looks intimidating :P
L1824[15:06:26] <masa> too much syntax
for a lang file in my taste
L1825[15:06:40] <thecodewarrior> How so?
you can still have plain lines for simple stuff.
L1826[15:06:45] <PaleoCrafter> it kinda
looks like you're trying to write a new HOCON ;)
L1827[15:06:47] <masa> hmm
L1828[15:06:51] <thecodewarrior> Most of
the syntax is my guide system.
L1829[15:07:07] <thecodewarrior> It's
pretty simple, I just have to write docs for it.
L1830[15:07:25]
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L1831[15:07:33] <Lumien> Hmm if i want to
use a library in my mod, how do i get gradlew to "export"
it to the jar file?
L1832[15:07:46] <diesieben07> note that
non-coders should be able to write lang files
L1833[15:07:48] <LatvianModder> Wow
sham1. You make me sad.
L1834[15:07:50] <LatvianModder> :P
L1835[15:07:57]
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L1836[15:07:58] <sham1> Soz
L1837[15:08:00]
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L1838[15:08:02] <sham1> I just wanted to
know
L1840[15:08:17]
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L1841[15:08:19] <LatvianModder> Just
workin on Forge projects now, thats why
L1842[15:08:44] <PaleoCrafter> that
shading guide might actually be somewhat outdated xD
L1843[15:09:39] <sham1> Well with how
much gradle is just pure magic
L1844[15:09:43] <sham1> I am sure it will
just work
L1845[15:09:45] <TehNut> No, the shading
doc was updated.
L1846[15:10:19] <Nitrodev> there was a
difference in opening an item as opposed to a block right?
L1847[15:10:31] <Nitrodev> in terms of
what to put inside the onItemUse method
L1848[15:10:58] <sham1> What do you mean
"opening"
L1849[15:11:29]
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L1851[15:11:45] <Nitrodev> right
click/opening an inv the item contains
L1852[15:12:15] <sham1> you open the
gui
L1853[15:12:25] ***
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L1854[15:12:30] <Nitrodev> So not much
different?
L1855[15:13:44] <sham1> why not
experiment yourself and see if it works
L1856[15:14:59]
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L1858[15:16:13] <sham1> Speaking of stuff
that fails, I have a trivial problem I have tried to solve these
past days
L1859[15:16:24]
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L1860[15:16:48] <Celtic> Test~
L1861[15:17:12] <Celtic> Ah, it was my
name length. Sorry about that.
L1862[15:17:14] <Lordmau5> ~tesT
L1863[15:17:57] <Celtic> This IRC isn't
just for development of mods that use Forge, correct?
L1864[15:18:08] <sham1> Umn, it is but
lets hear it anyway
L1865[15:18:42] <williewillus> sham1:
whats your trivial problem :P
L1867[15:19:19] <sham1> This should
return true for sugar canes
L1868[15:19:20] <Celtic> Hahaha, well, I
won't say no to offered help I suppose. It's a fairly simple issue,
I should think.
L1869[15:19:26] <sham1> But it
doesn't
L1870[15:19:44] <sham1> Eg the slot in my
inventory that uses that method does not accept it
L1871[15:20:20] <Celtic> Just curious
about Forge versioning. The Forge website has a download listed for
1.7.10 as well as 1.7.10pre4. Within my Minecraft Launcher, I don't
see 1.7.10pre4 listed as a version choice, so I'm leaning towards
the first. Just thought I'd check real fast. Thanks!
L1872[15:20:35] <Lordmau5> first one
should be the proper one, ye
L1873[15:21:02] <williewillus> 1.7.10pre4
was a release candidate for 1.7.10 itself
L1874[15:21:06] <diesieben07> sham1,
sugar cane uses ItemReed, not ItemBlock
L1875[15:21:17] <Celtic> Is there a more
appropriate IRC for questions like this in the future? As of now,
I've been unable to find one.
L1876[15:21:18] <sham1> But you also have
BlockReed
L1877[15:21:25] <sham1> That implements
IPlantable
L1878[15:21:26] <williewillus> blockreed
is the block form
L1879[15:21:32] <sham1> It should check
that
L1880[15:21:34] <williewillus> the item
form is ItemReed which doesn't inheirt from ItemBlock
L1881[15:21:46] <sham1> Oh
L1882[15:21:49] <LatvianModder> Its
weird
L1883[15:21:49] <sham1> OH
L1884[15:21:51] <williewillus> ItemReed
really is a bad name
L1885[15:22:05] <LatvianModder> They
coudve done with reed the same what with saplinga
L1886[15:22:14] <LatvianModder> Saplings*
but they didnt
L1887[15:22:15] <williewillus> it's used
for saplings, cakes, cauldrons, etc
L1888[15:22:22] <LatvianModder>
#BecauseNotch
L1889[15:22:25] <williewillus> things
whose technical block differs completely from the item
L1890[15:22:30] <sham1> And ItemReed does
not even implement anything
L1891[15:22:36] <sham1> Well this shite
is annoying
L1892[15:23:01] <williewillus> just add
another two cases for ItemReed :P
L1893[15:23:14] <williewillus> actually
you can't get the block bc its private lol
L1894[15:23:19] <sham1> Or just one
case
L1895[15:23:31] <sham1> Don't need the
block anymore
L1896[15:23:31]
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L1897[15:23:37] <sham1> And even if I
did, I could reflect to it
L1898[15:24:25] <williewillus> is there
any way to apply a resource pack at startup, independently of the
resource menu?
L1899[15:24:38] <williewillus> (think of
how servers can send clients resource packs and they don't appear
in the list)
L1900[15:24:43] <LatvianModder> Aye.
options.txt
L1901[15:24:56] <Nitrodev> now i have no
idea what to put on the GUIHandler for my item...
L1902[15:24:56] <williewillus> modifying
options.txt still shows up on the menu
L1903[15:24:59] <Nitrodev> FUCK
L1904[15:25:02] <williewillus> and not
what I want to do
L1905[15:25:12] <LatvianModder> Hmm
L1906[15:25:27] <sham1> Nitrodev, depends
on what you want it to do
L1907[15:25:29] <LatvianModder> Best way
to fing out - Find
L1908[15:25:34] <Nitrodev> wait a
min
L1909[15:25:51] <LatvianModder> *waits
until 23:26:34*
L1910[15:25:53] <sham1> Also, why does
ItemReed not implement IPlantable
L1911[15:26:15] <LatvianModder> Ok, im
done waiting
L1912[15:26:25] <Celtic> One last thing,
when I "pre-run" the base 1.7.10 version, can I run it in
the base .minecraft folder, or do I need to pre-run it with the
mod-folder selected?
L1913[15:26:29] <LatvianModder> Because
only plant block has to
L1914[15:26:49] <LatvianModder> Think of
it like Redstone wire block vs redstone dust
L1915[15:27:02] <LatvianModder> You use
the dust to place wire. But just that
L1916[15:27:10] <sham1> ItemSeeds however
do
L1917[15:27:41] <LatvianModder> Hmm
L1918[15:27:52] <LatvianModder>
!shrug
L1919[15:28:01] <sham1> meh
L1920[15:28:38] <Nitrodev> sham1, simply
i want an item that has an inventory
L1921[15:29:04] <sham1> DO it like you do
block with an inventory
L1922[15:29:38] <sham1> But you must
seperate the IInventory from the Item
L1923[15:29:38] <Nitrodev> in the
guihandler?
L1924[15:30:04]
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L1925[15:30:12] <sham1> yes
L1926[15:30:18]
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L1927[15:30:36] <Nitrodev> then i need to
somehow let the game know the itemstack
L1928[15:30:52] <Nitrodev> well the
guihandler needs an init for the variable stack
L1929[15:31:06] <Nitrodev> on my block i
used world.getTE
L1930[15:31:24] <Nitrodev> to init the
tileentity variable
L1931[15:31:33] <sham1> Umn, why do you
have to let the game know the itemstack
L1932[15:31:45] <sham1> You use the
ItemStack's NBT to store the inv
L1933[15:31:58] <williewillus> what are
you guys talking about 0.o hold the inventory in the container and
pass that container the itemstack to access NBT
L1934[15:32:21]
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L1935[15:32:31] <Nitrodev> whut
L1936[15:32:47] <sham1> or rather the
itemstack to the container ;P
L1937[15:34:19] <Nitrodev> i still got
nothing
L1938[15:34:39] <LexDesktop> !gm
uz.l
L1939[15:35:19] <sham1> what didn't you
get
L1940[15:35:28] <Nitrodev> anything
L1941[15:35:31] <Nitrodev> you just
said
L1942[15:35:45] <sham1> You want an
example I presume
L1943[15:36:03] <Nitrodev> yeah :P
L1944[15:36:13] <williewillus> hmm, idk
how this is done
L1945[15:36:38]
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L1946[15:37:39] <williewillus> the
resourcepackrepository operates using File objects
L1947[15:37:55] <williewillus> and you
can only get an InputStream from existing resource paths
L1948[15:38:29] <infinitefoxes_> seems
like when the player is respawned my IExtendedEntityProperties is
reset
L1949[15:39:05]
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L1951[15:39:09] <infinitefoxes_> which
makes sense, though wouldn't clone() in EntityPlayer copy it over
to the new player?
L1952[15:39:20] <infinitefoxes_> ah
L1953[15:40:31] <sham1> I must say that I
love the bag o' holdings in EE2/ProjectE
L1954[15:40:33] <williewillus> anyways,
anyone know if what I want to do is possible? - apply a resource
pack on startup that doesn't show up in the list when a config
option is selected
L1955[15:40:44] <sham1> They are probably
in EE3 as well but meh
L1956[15:40:52] <williewillus> basically
botania 1.7 had the option of switching out some textures with a
config option
L1957[15:41:09] <williewillus> and my
last resort is to just split it out into a resource pack but i want
to try making the existing option work
L1958[15:41:14] <infinitefoxes_> willie,
I use the obf reflection helper to modify
mcDefaultResourcePacks
L1959[15:41:21] <infinitefoxes_> I can
upload a gist real quick
L1961[15:42:12] <Nitrodev> there are the
classes sham1
L1962[15:42:31] <Nitrodev> i used masas
implementation of items iwth invs
L1964[15:43:25] <infinitefoxes_> I
registered a IResourceManagerReloadListener that does all
that
L1965[15:43:34] <infinitefoxes_> relevant
section is highlighted
L1966[15:43:40] <infinitefoxes_> you can
just add an IResourcePack to it
L1967[15:44:01] <infinitefoxes_>
refreshLocalizations() handles a reload
L1968[15:46:08]
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L1970[15:48:18] <masa> Nitrodev: so what
is the problem?
L1971[15:48:41] <Nitrodev> not knowing
what to put inside the guyihandler
L1973[15:49:13] <masa> well that is how
I'm using them atm
L1974[15:49:24] <Nitrodev> i
nmoticed
L1975[15:49:40] <Nitrodev> but i ain't
got a InventoryItyemModular class
L1976[15:49:44] <williewillus> make
one
L1977[15:49:53] <masa> uh no
L1978[15:50:05] <masa> that is my modular
inventory stuff :p
L1979[15:50:20] <Nitrodev> yeah i
guessed
L1980[15:50:40] <masa> but the
constructor will show you what you need to pass it
L1981[15:51:20] <Nitrodev> yeah i see
it
L1983[15:52:18] <Nitrodev> but i need to
pass a value to every param right?
L1984[15:52:32] <Nitrodev> or is it fine
if i just pass null to some of them like the invsize
L1985[15:53:50] <masa> well you can't
pass nyull to an int argument
L1986[15:53:57] <masa> and invSize is
needed anyway
L1987[15:54:05] <masa> it is the number
of slots the inventory will have
L1988[15:54:17] <masa> there should be no
problem just passing everything
L1990[15:54:22] <sham1> How would passing
a null to an integer even w0rk
L1991[15:54:33] <sham1> The closest you
can get is 0
L1992[15:54:39] <Nitrodev> well
true
L1993[15:54:42] <masa> that is probably
the only place where I actually use that non-modular version
directly
L1994[15:55:05] <Nitrodev> if isremote
would be true that would mean that it's on server right?
L1995[15:55:23] <masa> so in your
GuiHandler, first check that the player is currently holding your
bag
L1996[15:55:35] <masa> isRemote is false
on the server
L1997[15:55:39] <bspkrs> Nitrodev,
^
L1998[15:55:45] <Nitrodev> okay
L1999[15:55:46] <sham1> isRemote is true
on logical client side
L2000[15:56:21] <Nitrodev> well this is
what i return on the server side return new
ContainerBag(player.inventory, new InventoryBag(stack, 18, false,
player));
L2001[15:56:28]
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L2002[15:57:07] <masa> right
L2003[15:57:22] <Nitrodev> does that look
good?
L2004[15:57:28] <masa> yep
L2005[15:57:44] <Nitrodev> okay
L2006[15:58:06] <infinitefoxes_> very
odd
L2007[15:58:21] <infinitefoxes_> my event
handler for PlayerEvent.Clone doesn't seem to work at all
L2008[15:58:27] <infinitefoxes_> a check
with IntelliJ says it has no usages anywhere in Forge
L2009[15:59:15] <masa> events are invoked
through reflection I believe
L2010[15:59:19] <masa> or something like
that
L2011[15:59:24] <diesieben07> no
L2012[15:59:40] <infinitefoxes_> IntelliJ
would still show it I think
L2013[15:59:46] <infinitefoxes_> since it
searches strings or whatever
L2014[15:59:48] <diesieben07>
ForgeEventFactory.onPlayerClone exists.
L2015[15:59:57] <diesieben07> and yeah it
is firned.
L2016[15:59:59] <diesieben07>
*fired
L2017[16:00:23] <williewillus> it works
for me ?shrug
L2018[16:00:45] <williewillus> make sure
you used the correct player objects
L2019[16:00:49] <williewillus> and that
you registered the handler
L2020[16:01:04]
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L2021[16:01:10] <infinitefoxes_> already
checked both of those
L2022[16:01:19]
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L2023[16:01:21] <infinitefoxes_> my other
events in the handler work fine
L2024[16:01:55] <infinitefoxes_> going to
try rebuilding
L2025[16:02:58]
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L2026[16:04:16] ***
Vigaro is now known as V
L2027[16:04:41] ***
V is now known as Vigaro
L2028[16:04:56] <Nitrodev>
java.lang.ClassCastException:
com.nitrodev.constructio.gui.ContainerBag cannot be cast to
net.minecraft.client.gui.GuiScreen
L2029[16:04:58] <Nitrodev> ...
L2030[16:05:09] <Nitrodev> well i kind of
guessed that it wouldn't work
L2031[16:06:28] <williewillus> show
code
L2032[16:06:29] <masa> did you not create
a gui for the client side on the guihandler?
L2033[16:06:45] <Nitrodev> i did
L2034[16:06:56] <masa> the client side
doesn't return a container, but a guicontainer that takes the
container
L2036[16:07:16] <Nitrodev> that's the
handler
L2037[16:07:27] <masa> like I said above
^
L2038[16:07:44] <Nitrodev> yeah i
noticed
L2039[16:07:51] <masa> you need to wrap
the container in a GuiContainer on the client side
L2040[16:08:38] <Nitrodev> okay
works
L2041[16:08:48] <Nitrodev> but ONLY when
i right click a block
L2042[16:08:57] <Nitrodev> when
rightclicking air it wont open the gui
L2043[16:09:03] ***
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L2044[16:09:53] <williewillus> you
override he wrong method in item
L2045[16:10:09]
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L2046[16:10:13] <williewillus> anyways,
anyone know how I can wrap a smartmodel into a perspective aware
one
L2047[16:10:14] <williewillus> ?
L2048[16:10:32] <williewillus> I have a
perspective aware "dispatcher", that can either return a
smartmodel, or a normal json model
L2049[16:10:42] <williewillus> but the
smartmodle is rendering nothing (handleItemState not called)
L2050[16:11:37] <sham1> You should ask
fry
L2051[16:11:38] <diesieben07>
williewillus, you have to call the smart stuff yourself, by being
smart yourself (hue hue)
L2052[16:11:44] <Nitrodev> then i have a
problem on what to return
L2053[16:11:48] <williewillus>
>.<
L2054[16:11:51] <williewillus> how would
I do that?
L2055[16:11:55] <williewillus> I have no
access to the stack
L2056[16:12:00] <sham1> Also that was a
cheap pun diesieb
L2057[16:12:05] <diesieben07> shuu
L2058[16:12:08] <diesieben07> as i said,
be smart
L2059[16:12:14] <diesieben07> meaning,
implement ISmartItemModel
L2060[16:12:28] <williewillus> i already
do
L2061[16:12:30] <sham1> Pls, being smart
is overrated
L2062[16:12:35] <williewillus> from the
perspective model, I return a smart one
L2063[16:12:40] <williewillus> but the
smart one is never called
L2064[16:12:43] <diesieben07> then that
returns the perspective version which already has the item state in
it so it can call handleItemState on the new smart ones
L2065[16:13:12] <williewillus> 2?
L2066[16:13:29] <diesieben07> 613.5
L2067[16:13:34] <williewillus> i'm just
unclear when perspective models are called relative to smart
ones
L2068[16:13:38] <williewillus> and if
they;re recursively called
L2069[16:13:43] <williewillus> and if not
in what order
L2070[16:13:43]
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L2071[16:13:45] <diesieben07> smart
first, then perspective
L2072[16:13:50] <diesieben07> and they
are not recursively called
L2073[16:14:04] <diesieben07> smart is
called as part of the "find the right model for this
itemstack" process
L2074[16:14:13] <diesieben07> then
perspective is checked once on th result of htat process
L2076[16:14:18] <diesieben07> and the
result of that is rendered
L2077[16:14:25] <kruug> FML
10.13.4.1614
L2078[16:14:41] <kruug> EMCC version
1.12.0
L2079[16:14:53]
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L2080[16:15:13] <IoP> LatvianModder:
always your mods :P
L2081[16:15:17] <williewillus> ugh I have
no idea what I need to do on mine then
L2082[16:15:41] <infinitefoxes_> oh,
huh
L2083[16:15:41] <diesieben07> in ISmart
capture the ItemStack and return a new perspective aware that knows
the ItemStack
L2084[16:15:42] <Ri5ux> Is there a way to
check if the server thread is behind in ticks? I'd like to be able
to automatically pause my world generation if it's too intensive
for the user's computer.
L2085[16:15:55] <diesieben07> then in the
perspective aware you can call handleItemStack on the wrapped
models
L2086[16:16:00] <infinitefoxes_> killing
myself calls the clone but not teleporting grr
L2087[16:16:19] <williewillus>
teleporting will not call that event
L2088[16:16:25] <williewillus> only
returning from end->overworld will
L2089[16:16:30] <williewillus> because
that is a special case
L2090[16:16:36] <LatvianModder> EMCC?!
Thats still a thing?
L2091[16:16:43] <kruug> LatvianModder: I
tried reinstalling the mod, I tried with and without EE3, neither
works.
L2092[16:16:57] <LatvianModder> I havent
updated it for a while
L2094[16:17:13] <kruug> Oh, is there
another updated mod that has the condenser?
L2095[16:17:16] <Nitrodev> i dont know
what to return onItemRightClick to open the gui
L2096[16:17:37] <kruug> LatvianModder:
"Haven't updated it for a while" Last update:
2016-01-12
L2097[16:17:45] <kruug> Less than a month
ago
L2098[16:17:50] <IoP> LatvianModder: I
wonder who is that LatvianModder in that curseforge page:P
L2099[16:17:52]
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L2101[16:18:10] <LatvianModder> Ah yeah,
That update
L2102[16:18:11] <IoP> evil clone?
L2103[16:18:25] <gudenau> Quick question,
with 1.8 OBJ models how do I do the transformations to make the
stuff render in the correct places?
L2104[16:18:34] <LatvianModder> Yeah, I
should mention that it only works with FTBU 1.0.15.. Which itself
is broken xD
L2105[16:18:44] <kruug> -_-
L2106[16:18:51] <infinitefoxes_>
williewillus: so then how do I transfer my
IExtendedEntityProperties across teleports?
L2107[16:18:52] <LatvianModder> gudenau:
you mean UVs?
L2108[16:19:00] <williewillus>
infinitefoxes_: like nether portals? it's done for you
L2109[16:19:02] <gudenau> No, I mean
where it renders.
L2110[16:19:07] <LatvianModder> Sorry! I
will update it tomorrow
L2111[16:19:12] <infinitefoxes_> doesn't
appear to be working then
L2112[16:19:22] <kruug> Using the Curse
client, is there a way to downgrade/install a certain version of a
mod?
L2113[16:19:23] <LatvianModder> I just
thought noone is using it anynore
L2114[16:19:33] <gudenau> Yes.
L2115[16:19:42] <gudenau> Delete it and
grab a diffrent version.
L2116[16:19:44] <LatvianModder> You know,
there are so many condenser mods and mine is nowhere featured
L2117[16:19:51] <kruug> The 1.6.11.1
version worked perfectly...just haven't been on in a while and
installed the update
L2119[16:20:11] <kruug> LatvianModder:
did you work with EnkiGaming when creating this?
L2120[16:20:27] <kruug> LatvianModder: I
used to play on their server, and that's where I found this
one.
L2121[16:20:57] <LatvianModder> I owned
EnkiGaming
L2122[16:21:05] <LatvianModder> Oh..
Kruuug!
L2123[16:21:06] <kruug> Ah, that would be
it then :)
L2124[16:21:14] <LatvianModder> And i
thought where ive heard this nick
L2125[16:21:44] <diesieben07> gudenau,
what kind of model is it? JSON? OBJ?
L2126[16:21:50] <LatvianModder> Yeah,
David stopped paying, because it was dead. We both agreed to close
EnkiGaming
L2127[16:21:51] <gudenau> OBJ
L2128[16:22:01] <gudenau> Like I
said.
L2129[16:22:09] <diesieben07> i missed
that then
L2130[16:22:43] <diesieben07> you can
pass an OBJState to the model which has a "parent"
parameter in its constructor. that parameter can take a
TRSRTransformation instance which can define your
transformation
L2131[16:22:57] <diesieben07> i need to
figure out how to pass the state to the model for items, one
sec.
L2132[16:23:31] <MrKickkiller> Anyone got
an idea on how to get the exact face a player is looking at, when
the block is out of reach. Basically finding the exact face that
intersects first with the LookVector?
L2133[16:23:48] <diesieben07> do you do
anythin special already to bind the model to your item?
L2134[16:23:49] <gudenau> Just do the
raytrace with greater range.
L2135[16:24:04] <gudenau> Nope, just the
normal OBJLoader stuff.
L2136[16:24:11] <gudenau>
ModelLoader.setCustomModelResourceLocation
L2137[16:24:18] <gudenau> With the JSON
files.
L2138[16:24:28] <diesieben07> and then
OBJLoader.addDomain
L2139[16:24:33] <gudenau> Yep.
L2140[16:24:42] <gudenau> It is rendering
the model after all.
L2141[16:25:59] <diesieben07> hmm yeha i
think yu will have to get a little more fancy here. since you need
to pass an OBJState into OBJModel.bake
L2142[16:26:10] <diesieben07> so you
kinda have to bake it yourself, possibly using ModelBakeEvent
L2143[16:26:16] <gudenau> I can't do that
in the JSON files?
L2144[16:26:19] <tterrag> MrKickkiller:
raytrace
L2145[16:26:29]
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L2146[16:26:31] <diesieben07> not that i
know of, no
L2147[16:26:34] <kruug> LatvianModder:
sweet. Downgrading still works. :D
L2148[16:26:36] <gudenau> That
sucks.
L2149[16:26:47] <kruug> ttfn!
L2150[16:26:49] <MrKickkiller> Yea, just
figured out that a MOP contains the exact face that's hit. Sorry
:P
L2151[16:26:52]
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L2152[16:27:06] <diesieben07> there is a
system for custom data to models
L2153[16:27:08] <Dummyc0m> Hello? Does
anyone here have any experience with B3DLoader or OBJLoader?
L2154[16:27:11] <gudenau> Normal
evenbuss?
L2155[16:27:13] <tterrag> MrKickkiller:
what MOP? there is no MOP if the player isn't highlighting a
block/entity
L2157[16:27:15] <diesieben07> but OBJ
does not support it for arbitrary transformations
L2159[16:27:30] <diesieben07> yes normal
event bus
L2160[16:27:36] <Ri5ux> Is there any way
to check if the server thread is behind?
L2161[16:27:51] <MrKickkiller> tterrag,
you can get an MOP with
Minecraft.getMinecraft.getRenderViewEntity.rayTrace
L2162[16:27:59] <tterrag> yes
L2163[16:28:07] <tterrag> or
world.rayTraceBlocks :P
L2164[16:28:13] <gudenau> So, where do I
grab my model to mess with?
L2165[16:28:16]
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L2167[16:28:24] <diesieben07>
MOdelLoaderRegistry.getModel will give you the IModel
L2168[16:28:26] <Dummyc0m> hello?
L2169[16:28:36] <diesieben07> then you
call bake and put it into the registry you get from the event
L2170[16:28:50] <Dummyc0m> took a look at
ModelLoaderRegistryDebug in the forge repo and made my own model
with some of the guidance the aforementioned classes provided. I
did the blockstate file and everything.
L2171[16:29:01] <Dummyc0m> The item ended
up rendering just fine, just a bit off in terms of the rotation in
hand. The block, upon placement, simply would not render and just
show a border outline without anything.
L2172[16:29:32] <Dummyc0m> I even tried
copypasting code from ModelLoaderRegistryDebug, same problem
L2173[16:30:10] <gudenau> Got the line
handy where the OBJ stuff does this, as an example.
L2175[16:30:30] <diesieben07> it's not
special for OBJs
L2176[16:30:47] <diesieben07> check
ModelLoadersetupModelRegistry
L2177[16:30:50] <gudenau> Ok, where is
the noraml call?
L2178[16:30:51] <diesieben07>
*ModelLoader.setupModelRegistry
L2179[16:31:10] <diesieben07> you just
need the part where it bakes the model
L2180[16:32:36] <gudenau> The key is the
ModelResourceLocation?
L2181[16:32:39] <diesieben07> yep
L2182[16:32:57]
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L2183[16:33:00] <williewillus> also make
sure getRenderType is correct
L2184[16:33:14] <diesieben07> wat
L2185[16:33:20] <Dummyc0m>
getRenderType?
L2186[16:33:23] <gudenau> Hrm, need to
find where to stick this.
L2187[16:33:27] <Nitrodev> woo my bag
works
L2188[16:33:31] <williewillus> he
mentioned the block just rendering nothing in world
L2189[16:33:41] <williewillus> a wrong
getRenderType could be the cause
L2190[16:33:47] <Nitrodev> i just need to
find out if the storing of items works
L2191[16:33:50] <diesieben07> ohh
him
L2192[16:33:51] <diesieben07> maybe
:)
L2193[16:34:11] <Nitrodev> NOOO
L2194[16:34:14] <williewillus> especially
if you use the awful blockcontainer
L2195[16:34:18] <williewillus> which
changes it to -1 by default
L2196[16:34:23] <Dummyc0m> Using the
block container
L2197[16:34:26] <Dummyc0m> is that
why??
L2198[16:34:26] <Nitrodev> yeah guess
what
L2199[16:34:31] <gudenau> I must be
blind, have an example? :-/
L2200[16:34:32]
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L2201[16:34:41] <Dummyc0m> Thank you!
Thank you, I'll try that
L2202[16:34:48] <Nitrodev> every item i
put inside my item gets destroyed right after i close the
inv...
L2203[16:34:50] <Nitrodev> fml
L2204[16:34:56] <Dummyc0m> what should I
set it to?
L2205[16:34:56] <williewillus> also don't
use blockcontainer
L2206[16:35:06] <gudenau> Make sure to
save your stuff Nitrodev
L2207[16:35:07] <williewillus> it's
unneeded legacy vanilla crapcode :P
L2208[16:35:15] <Dummyc0m> Gotcha,
thanks
L2209[16:35:16] <diesieben07> gudenau,
subscribe to ModelBakeEvent. in there:
event.modelRegistry.put(modelLocation,
ModelLoaderRegistry.getModel(loc).bake(...))
L2210[16:35:18] <Nitrodev> save what
stuff?
L2211[16:35:22] <diesieben07> thats
all
L2212[16:35:52]
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L2213[16:35:58] <Nitrodev> i save things
to nbt
L2214[16:36:10] <gudenau> Thanks.
L2215[16:36:23] <Dummyc0m> so
blockcontainer is bad?
L2216[16:36:33] <diesieben07> yes
L2217[16:36:43] <diesieben07> if you want
a tileentity, override hasTileEntity & createTileEntity, thats
all
L2218[16:36:47] <Dummyc0m> ok
L2219[16:37:02] <Dummyc0m> isn't
hastileentity deprecated?
L2220[16:37:16] <diesieben07> one of them
is.
L2221[16:37:17] <diesieben07> there are
2
L2222[16:37:22] <gudenau> What do I do
for the bakedTextureGetter?
L2223[16:37:48] <Dummyc0m> Thank you,
thank you so much!
L2224[16:37:50] <gudenau> Need the one
with meta.
L2225[16:38:07] <diesieben07> loc ->
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(loc.toString());
L2226[16:38:27] <diesieben07> (in lambda
form, if you need java < 8 compat you need an anon class)
L2227[16:38:31] ***
DarkevilAway is now known as Darkevilmac
L2228[16:38:39] <gabizou|laptop>
diesieben07 wuaa
L2229[16:38:50] <Nitrodev> Okay i'll
countinue tomorrow
L2230[16:39:08] <gudenau> diesieben07 I
will just use normal stuff for that.
L2231[16:39:10] *
diesieben07 joins wookie sounds
L2232[16:39:15] <Dummyc0m> wiliewillus...
thank you...
L2233[16:39:17] <Nitrodev> G' night
all!
L2234[16:39:46] <gudenau> So, now to make
the state
L2235[16:40:10]
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L2236[16:40:54] <williewillus> getit
worked?
L2237[16:40:58] <williewillus> *it
worked?
L2238[16:41:03] <diesieben07> gudenau,
new OBJState(Lists.newArrayList(OBJModel.Group.ALL), true,
<mytrsr>)
L2239[16:41:05] <williewillus> also
someone ping me when fry gets here >.<
L2240[16:42:15]
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L2243[16:43:31] <Dummyc0m> yes
L2244[16:43:37] <Dummyc0m> long story
short, it worked
L2245[16:44:10] <gudenau> What: The
method bake(IModelState, VertexFormat,
Function<ResourceLocation,TextureAtlasSprite>) in the type
IModel is not applicable for the arguments (OBJModel.OBJState,
VertexFormat, TextureAtlasSprite)
L2246[16:44:36] <diesieben07> what i
pasted above was a lambda
L2247[16:44:40] <diesieben07> copy it
exactly like that
L2248[16:44:49] <diesieben07> or use an
anonymous class if you need java < 8
L2249[16:45:02]
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L2250[16:45:03] <gudenau> I do not know
lambdas yet. :-P
L2251[16:45:30] <diesieben07> new
Function<...>() { TAS apply(RL loc) { return
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(loc.toString());
} }
L2252[16:47:05] <sham1> Eww
L2253[16:48:30] <gudenau> Ok, whatever...
Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(monadoLocation.toString())
L2254[16:48:34] <gudenau> Oops.
L2255[16:48:43] <gudenau> Access
restriction: The type 'VertexFormat' is not API (restriction on
required library 'C:\Program
Files\Java\jre1.8.0_71\lib\ext\jfxrt.jar')
L2256[16:48:59] <diesieben07> uhhh
whut
L2257[16:49:13] <diesieben07> sounds like
you have a wrong import
L2258[16:49:35] <gudenau> This is
great.
L2259[16:49:43] <gudenau> I feel like an
idiot.
L2260[16:50:06] <gudenau> Now to find the
vertexformat stuff I need. -.-
L2261[16:50:30] <williewillus> well
there's only on in minecraft
L2262[16:50:52] <gudenau> And for some
reason Eclipse magicly imported something that is not even on the
classpath.
L2263[16:50:57] <gudenau> WHATEVER
L2264[16:51:33] ***
K-4U is now known as K-4U|Off
L2265[16:52:10] *
diesieben07 mumbles something about eclipse
L2266[16:53:13] <Dummyc0m> mumbles
something about eclipse
L2267[16:53:27] <Dummyc0m> How did you do
that?
L2268[16:53:31] <gudenau> /me
L2269[16:53:36] *
gudenau waves
L2270[16:53:48] <gudenau> So, it is
rendering again. YAY
L2271[16:54:03] <LatvianModder> \o/
L2272[16:54:12] *
Dummyc0m 's model renders as well
L2273[16:54:19] <gudenau> Now, what did I
need to do to move it again? 0x5
L2274[16:55:15] <diesieben07> the last
parameter to the OBJState constructor is a TRSRTransformation
L2275[16:55:59] <diesieben07> that can
take various things, starting from just a transformatino matrix to
quaternions and whatnot
L2276[16:56:54] <gudenau> Can I reload
the assets to update the transformations?
L2277[16:57:21] <diesieben07>
ehm...what?
L2278[16:57:38] ***
kroeser is now known as kroeser|away
L2279[16:57:42] <gudenau> You know,
f3+t
L2280[16:58:02] <diesieben07> oh
L2281[16:58:05] <diesieben07> uhm...
maybe? idk
L2282[16:58:14] <diesieben07>
probably
L2283[16:58:27] <williewillus> eek fry
where are you idk how this animation thing works lol
L2284[16:59:01] <LatvianModder> gudenau:
models reload, textures dont. Dont ask me why
L2285[16:59:03] <LatvianModder> :P
L2286[16:59:14] <gudenau> Do they
rebake?
L2287[16:59:31] <masa> yes
L2288[16:59:37] <gudenau> Cool.
L2289[17:01:42]
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L2291[17:03:05] <Ri5ux> Your mom rebakes
her cakes in the oven.
L2292[17:03:05]
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L2293[17:03:27] <Dummyc0m> Umm... the
block i exported from blender using B3D exporter keep appearing
below the actual block
L2294[17:03:29] <Dummyc0m> wth
L2295[17:04:20] <gigaherz> the block
should occupy the space between (0,0,0) and (1,1,1)
L2296[17:04:29] <gigaherz> if you make it
centered around 0, it will be off
L2297[17:04:42] <Dummyc0m> It is actually
around 000 and 111
L2298[17:05:21] <LatvianModder> Maybe the
scale is off?
L2299[17:05:38] <Dummyc0m> I don't really
know... all new to this stuff
L2300[17:05:39] <LatvianModder>
Minecraft's scale is smth like -1, -1, 1
L2301[17:05:49] <Dummyc0m> oh gigaherz...
I solved the problem. getRenderType was -1
L2302[17:05:59] <Dummyc0m> hahaha
L2303[17:06:01] <LatvianModder> \o/
L2304[17:06:08] <LatvianModder> 3
works?
L2305[17:06:34] <LatvianModder> I might
try to make an .obj model one day
L2306[17:06:34] <Dummyc0m> yea...
L2307[17:07:44]
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L2309[17:11:49] <Dummyc0m> still keep
appearing below the block...
L2310[17:15:07] ***
manmaed is now known as manmaed|AFK
L2311[17:15:10] <LatvianModder> Put the
block 1m higher #ProblemSolved
L2312[17:15:37] <LatvianModder> No
really, see if yoi can apply some offset or smth from
blockstates.json
L2313[17:16:37] ***
amadornes is now known as amadornes[OFF]
L2314[17:21:28] <williewillus> can I turn
off IDEA's grouping of resource paths into
"<x>.<y>"
L2315[17:21:29] <williewillus> ?
L2316[17:21:31] <williewillus> it's
annoying
L2318[17:25:22] <williewillus>
thanks
L2319[17:25:32]
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L2323[17:28:53] <Dummyc0m> there's gotta
be something wrong with my blender or exporter...
L2324[17:30:11] <williewillus> textures
messed up?
L2325[17:30:13] <williewillus> did you
flip-v?
L2326[17:31:23] <LatvianModder>
williewillus: i had the same folder bug, and tried to fix this for
2 days.
L2327[17:31:34] <williewillus> lol
L2328[17:31:43] <williewillus> it's just
annoying when youre creating multiple subfolders
L2329[17:31:49] <LatvianModder> Until I
accidently found it out. I was .. Disappointed. :D
L2330[17:31:50] <williewillus> and you
can't select the parent since it gets compressed
L2332[17:36:27] <Dummyc0m> looks like
this... the chest on the right is a perfectly fine b3d model
L2333[17:36:35] <Dummyc0m> I
L2334[17:37:08] <williewillus> even with
getrendertype set?
L2335[17:37:16] <Dummyc0m> it
renders
L2336[17:37:31] <Dummyc0m> it renders,
don't get me wrong. It just offsets/..
L2337[17:37:47]
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L2338[17:37:53] <Dummyc0m> you see the
magenta and gray object? yea that offset
L2339[17:38:19] <Dummyc0m> but in blender
it's 000 to 111, no problem
L2340[17:43:52] <TehNut> you can use
translations in your blockstate to move it into place
L2341[17:43:56] <Darkevilmac> Quick
question, what's a good message to use in network code to get the
current side.
L2342[17:44:02] <Darkevilmac> IE
Side.CLIENT/SERVER
L2344[17:44:21] <TehNut> Like that
^
L2345[17:46:50] <LatvianModder> Dummyc0m:
what TehNut said ^^
L2346[17:46:55] <williewillus>
Darkevilmac: what kind of side
L2347[17:46:56] <LatvianModder> :P
L2348[17:46:58] <williewillus> logical or
physical
L2349[17:47:56] <Darkevilmac> I need to
call Minecraft.getMinecraft().thePlayer if it's client side so
physical I guess.
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L2352[17:48:49] <williewillus> and this
is when you're receiving packets?
L2353[17:48:57] <Darkevilmac> Ya.
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L2355[17:49:10] <williewillus>
messagecontext.side :P
L2356[17:49:30] <diesieben07> you should
know already which side a packet is receiived on
L2357[17:49:34] <diesieben07> packets
usually only go one way
L2358[17:50:13] <Dummyc0m> put it in the
proxy?
L2359[17:50:35] <diesieben07> that, too
but putting something in the proxy is usually not a way to check
the side
L2360[17:50:52] <diesieben07> you usually
need to check side first, then call the proxy OR you know the side
already and then call the proxy
L2361[17:51:43] <williewillus> idk how
this animation thing is gonna work for items xP
L2362[17:52:48] <Dummyc0m> TehNut, I
searched a bit, you can do rotation in blockstate, but how do you
translate?
L2363[17:52:56] <williewillus> same way
you rotate
L2364[17:52:57] <TehNut> check link
L2365[17:53:03] <williewillus>
"translate": [ x, y, z ]
L2366[17:53:15] <Dummyc0m> opps, missed
it
L2367[17:53:17] <TehNut>
translation*
L2368[17:53:26] <williewillus> note that
the forge blockstate translations are 1/16 of what the vanilla
model format's translation scales are
L2369[17:55:49] <tterrag> hm...how could
I interpolate some UVs based on the full icon's UVs (0-1) ?
L2370[17:56:34] <Dummyc0m> ahh
nop...
L2371[17:57:11] <Dummyc0m> forge does not
like my b3d model
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L2385[18:11:58] <Dummyc0m> still looks
like this...
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L2393[18:23:49] <gigaherz> [00:55]
(tterrag): hm...how could I interpolate some UVs based on the full
icon's UVs (0-1) ?
L2394[18:24:22] <gigaherz> the general
inteprolation function is just... "lerp(a,b,p) = a + p *
(b-a)"
L2395[18:25:11] <gigaherz> so if you have
minV and maxV, you can do lerp(minV,maxV,v)
L2396[18:25:28] <gigaherz> that's
basically waht the TAS does when you call getInterpolatedU/V
L2397[18:25:46] <gigaherz> xcept it
divides the input by 16
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L2399[18:26:28] <Dummyc0m> ...
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L2402[18:27:26] <Dummyc0m> umm, how would
you export b3d from blender
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L2405[18:29:26] <gigaherz> Dummyc0m: you
use the b3dexport plugin
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L2408[18:31:18] <Dummyc0m> pretty sure
that is the one i used... and it ended up with an offset
L2409[18:33:32] <thecodewarrior> I'm not
sure, but for .obj models you have to fiddle with which axis is
up/forward. blender and minecraft don't agree.
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L2411[18:42:44] <tterrag> gigaherz:
hm...if I'm representing the UVs of a quad with a Rectangle object,
how could I apply the same to the width/height?
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L2413[18:50:11] <gigaherz> tterrag:
right=left+width, and interpolate that
L2414[18:50:34] <tterrag> I know
that
L2415[18:50:35] <gigaherz> thne you can
calculate the final width based on
right_interpolated-left_interpolated
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L2417[18:50:41] <tterrag> ok
L2418[18:50:47] <tterrag> I guess I'll
just convert then convert back
L2419[18:51:18] <gigaherz> alternatively
you could do rect_width * UV_width / image_width
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L2421[18:52:22] <gigaherz> (if the
UVspace is 0..1, then you can just omit that term and just to
width/image_width)
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L2423[18:53:13] <tterrag> don't have the
image width handy
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L2427[18:56:43] <tterrag> idk why I can't
math tonight...that look sensible?
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L2429[19:01:12] <gigaherz> I think
so?
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L2432[19:01:47] <gigaherz> although if it
doesn't work, it could be that the texture is upside-down vs the
Rectangle
L2433[19:01:53] <gigaherz> (opengl y=0 is
at the bottom)
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L2438[19:08:28] <tterrag> gigaherz: I
don't think that lerp math is what i need for this
L2440[19:08:53] <tterrag> those numbers
aren't going to give anything meaningful with taht math
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L2442[19:09:48] <gigaherz> tterrag:
depends on the sixze of the atlas
L2443[19:09:50] <tterrag> ah
wait...something is wrong... a and b should be on either side of
f
L2444[19:10:05] <gigaherz> wait
/facepalm
L2445[19:10:06] <gigaherz> no
L2446[19:10:09] <tterrag> yes
L2447[19:10:14] <gigaherz> "f"
is 0..1
L2448[19:10:14] <tterrag> I forgot to
change the sprite variable
L2449[19:10:25] <gigaherz> the paste
earlier asn't really right
L2450[19:11:00] <gigaherz> you were
supposed to normalize the values to 0..1 range first, so what you
needed wasn't lerp at all
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L2452[19:11:52] <tterrag> yeah...I want a
normalized Rectangle based on 0..1 being the bounds of the
sprite
L2453[19:12:00] <gigaherz> normalize(x,
xMin, xMax) = (x-xMin)/(xMax-xMin)
L2454[19:12:02] <tterrag> instead of 0..1
being the map
L2455[19:12:15] <gigaherz> yeah
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L2457[19:12:19] <gigaherz> so the
complete operation
L2458[19:12:20] <gigaherz> would be
L2459[19:12:40] <gigaherz> lerp(uMin,
uMax, normalize(x, xMin, xMax))
L2460[19:12:55] <tterrag> um
L2461[19:12:56] <tterrag> why the
lerp?
L2462[19:13:14] <gigaherz> do you want
the uv in 0..1 range
L2463[19:13:18] <tterrag> yes
L2464[19:13:19] <gigaherz> or adjusted to
the bounds of the TAS?
L2465[19:13:26] <gigaherz> ah
L2466[19:13:29] <gigaherz> then no
lerp
L2467[19:13:30] <gigaherz> Xd
L2468[19:13:31] <tterrag> that's all I
care about
L2469[19:13:32] <tterrag> :P
L2470[19:13:46] <tterrag> so my call was
right, I just need the function to normalize, not lerp :P
L2471[19:13:52] <gigaherz> yeah
L2472[19:14:02] <gigaherz> something like
normalize(x, 0, image_width)
L2473[19:14:50] <gigaherz> which would
result in a formula like x/image_width ;P
L2474[19:15:07] <gigaherz> sorry I
misunderstood at first ;P
L2475[19:15:59] <gigaherz> it would
simply be { rect.x/=image_width; rect.y/=image_height;
rect.width/=image_width; rect.height /=image_height; }
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L2477[19:20:27] <tterrag> gigaherz: that
math is correct only for the width/height
L2478[19:20:40] <gigaherz> ?
L2479[19:20:41] <gigaherz> nope
L2480[19:20:51] <gigaherz> if you are at
pixel 15 of an image of width 100
L2481[19:20:59] <gigaherz> you are at 15%
oft he image, so 0.15 woudl be the resulting value
L2482[19:21:11] <tterrag> but my x/y
aren't based at 0
L2483[19:21:18] <gigaherz> uh?
L2484[19:21:23] <tterrag> so it would be
rect.x - sprite.x / width;
L2485[19:21:28] <tterrag> missing some
parens there
L2486[19:21:30] <tterrag> but you get
it
L2487[19:21:38] <gigaherz> uh if it's not
0-based
L2488[19:21:39] <gigaherz> normalize(x,
xMin, xMax) = (x-xMin)/(xMax-xMin)
L2489[19:21:42] <gigaherz> you need that
formula
L2490[19:21:44] <tterrag> yes ^ I know
:P
L2491[19:21:55] <gigaherz> but now I'm
confused to what your rectangle represents
L2492[19:21:55] <gigaherz> XD
L2493[19:22:27] <tterrag> UVs of a
TAS
L2494[19:22:30] <tterrag> I thought we
covered that
L2495[19:22:33] <gigaherz> ah
L2496[19:22:37] <gigaherz> so then I got
it 100% backwards
L2497[19:22:57] <gigaherz> nah I was
thinking you wre trying to convert pixel coordinates of a non-TAS
image
L2498[19:22:59] <gigaherz> to use for
TAS
L2499[19:26:41]
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L2500[19:30:20] <unascribed> I keep
thinking you mean tool-assisted speedrun
L2501[19:30:23] <unascribed> and it's
confusing me
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L2505[19:35:28] <gigaherz> unascribed:
XD
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L2513[19:54:38] <Dummyc0m> finally, I
give up on b3d, switching to wavefront made things a lot
easier..
L2514[19:57:09] <williewillus> :P
L2515[19:57:24] <williewillus> I feel
like no one uses b3d besides Fry :P
L2516[19:57:41] <masa> oh FUCK
L2517[19:58:05] <masa> the rotateAround()
in ENumFacing doesn't work the same as getRotation() in
ForgeDirection did...
L2518[19:58:44] <masa> rotating around UP
or DOWN but rotate clockwise around the positive Y etc.
L2519[19:59:05] <masa> s/but/both/
L2520[19:59:34] <masa> and how many
places in my code does that now exist and is thus broken...
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L2522[20:00:03] <masa> I estimate four
and a half billion places
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L2525[20:01:35] <unascribed>
4,500,000,001
L2526[20:02:31] <masa> and I don't see a
method that would rotate using a left (or right) hand rule
L2527[20:02:37] <masa> ffs, what is this
bullshit ;_;
L2528[20:03:12] <unascribed> welcome to
mojangtopia
L2529[20:03:15] <unascribed> where
nothing makes sense
L2530[20:03:57] <masa> so I have to add
my own util methods to do basic rotations... fun
L2531[20:04:21] <masa> I'm now way too
tired and salty and it's 4 AM already, so time for bed
L2532[20:04:28] <unascribed> PJSalt
L2533[20:05:32] <masa> quick search says
I have 316 calls to rotateAround in this mod
L2534[20:05:38] <masa> yay
L2535[20:05:43] <unascribed> Refactor
-> Introduce Indirection...
L2536[20:05:58] <masa> now I get to go
through all of them and try to not fuck it up
L2537[20:06:02] <unascribed> Refactor
-> Introduce Indirection...
L2538[20:06:14] <masa> what's that?
L2539[20:06:23] <unascribed> Eclipse
refactor tool
L2540[20:06:23]
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L2541[20:06:28] <unascribed> creates a
method that calls the method
L2542[20:06:32] <unascribed> and
redirects all uses of that method to the new method
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L2544[20:06:38] <unascribed> which you
can then modify to do your custom rotation
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L2546[20:06:58] <masa> oh, cool
L2547[20:07:09] <unascribed> it's so
extremely useful for this exact reason
L2548[20:07:36] <masa> I can see
that..
L2549[20:07:43]
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L2551[20:08:23] <masa> it's a good thing
that eclipse developers knew that such a feature will be needed
because mojang produces wtf code
L2552[20:09:20] <gigaherz> I'd be tempted
to think they added that feature becuase of their own code,
somehow
L2553[20:09:21] <gigaherz> ;p
L2555[20:09:46] <unascribed> halp I
accidentally a rave
L2556[20:10:27] <masa> oh fuck actually I
don't think the indirection will do it..
L2557[20:10:34] <masa> unless it is more
flexible
L2558[20:10:44] <unascribed> it redirects
all calls to a certain method
L2559[20:11:24] <masa> because the
rotateAround() takes the getAxis() value from the facing, but I
also need the getAxisDirection()
L2560[20:11:43] <unascribed> since it's
an instance method
L2561[20:11:50] <unascribed> it'll
probably generate a static method that takes the EnumFacing in
question
L2562[20:11:53] <unascribed> which should
be enough
L2563[20:12:02] <unascribed> then you can
use a Change Method Signature refactor to remove the redundant
parameters
L2564[20:12:13] <masa> hmm, mmkay
L2565[20:14:30] <williewillus> modmuss50:
how come TR doesn't have any jsons? :P
L2566[20:15:28] <tterrag> gigaherz: so,
do you want me to explain my larger task here?
L2567[20:15:31] <tterrag> because I'm
still kinda stuck :p
L2568[20:16:59] <gigaherz> hm?
L2569[20:17:03]
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L2570[20:17:09] <gigaherz> sure go
ahead
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L2572[20:20:02] <tterrag> gigaherz: well,
I need to split any quad in a model into sub-quads (if that's a
word) to apply connected textures to them
L2573[20:20:45] <tterrag> since to apply
connected textures we use 4 subtextures assembled from a map
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L2575[20:21:55] <gigaherz> ah, I
see
L2576[20:22:22] <gigaherz> and you do
this at baked level?
L2577[20:23:57] ***
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L2578[20:24:24] <tterrag> I'm doing this
in handleBlockState based on a template model
L2579[20:24:31] <tterrag> so yes
L2580[20:24:35] <gigaherz> aha
L2581[20:24:40] <tterrag> I've already
got the baked quad unpacking working
L2582[20:25:01] <tterrag> I've unpaked
into some Vector3fs and Vector2fs (position and uv)
L2584[20:25:12] <unascribed> \o/
L2585[20:25:35] <gigaherz> (ideally the
model system would be extendedto add some IConnectedBakedModel or
such)
L2586[20:25:55] <williewillus>
unascribed: what am i looking at? :P
L2587[20:25:55] <gigaherz> yeah
L2588[20:26:08] <unascribed>
williewillus, a mod that runs in pre-pre-pre-pre-pre-pre init to
tell you things
L2589[20:26:16] <unascribed> like
"BOTANIA HAS AN UPDATE" or "your session is
invalid"
L2590[20:26:31] <unascribed> because once
you've initialized your modpack 10 minutes later, you don't care
about updates
L2591[20:26:40] <unascribed> and you get
super annoyed that your session is invalid
L2592[20:27:02]
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L2593[20:27:03] <gigaherz> XD
L2594[20:27:34] <unascribed> "I have
to wait 10 minutes AGAIN!?"
L2595[20:27:44] <unascribed> it happens
to me constantly, so it's a true story
L2596[20:28:17] <unascribed> now
L2597[20:28:18] <unascribed> uh
L2598[20:28:20] <unascribed> how do I
render text
L2599[20:28:21] <unascribed> :L
L2600[20:28:35] <unascribed> I could make
a rudimentary monospace font and use that
L2601[20:28:45] <unascribed> the splash
screen won't always be present so I can't use it's renderer
L2602[20:28:48]
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L2604[20:29:58] <tterrag> gigaherz: well
the idea is to allow people to specify models and have CTM
automatically applied to that
L2605[20:30:09] <tterrag> (and to
potentially replace vanilla models with CTM models...but that's
down the line)
L2606[20:31:47]
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L2607[20:32:14] <gigaherz> yeah
L2608[20:32:20] <gigaherz> well
L2609[20:32:22] <gigaherz> that
aside
L2611[20:33:04] <tterrag> ...ok? :P
L2612[20:33:07] <masa> well would you
look at that... now that I have fixed the most basic thing that
mojang managed to fuck up, stuff suddenly works like it did
before
L2613[20:33:16] <gigaherz> so you need to
effectively, reverse the quad UVs into a TAS
L2614[20:33:36] <gigaherz> then split the
polygon based on the midlines of the U/V of the TAS
L2615[20:34:00] <tterrag> I already know
the TAS
L2616[20:34:03] <tterrag> it's the
missing texture :p
L2617[20:34:13] <tterrag> and yes, that's
what I'm trying to do
L2619[20:34:28] <gigaherz> yeah by
reverse I meant
L2620[20:34:32] <tterrag> bit all over
the place, but the current place I'm working on is
L2621[20:34:36] <gigaherz> go from atlas
coords to TAS coords
L2622[20:34:39] <tterrag> subdivide
L2623[20:35:23] <gigaherz> and if you
didn't know the TAS, it would be a matter of checking each one of
them until you find one where the UVs are all >= minU/V and
<= maxUV
L2624[20:35:42] <gigaherz> (that
operation would be best with a prebuilt k-d tree)
L2625[20:35:42] <tterrag> that would be
awful
L2626[20:35:44] <tterrag> thank god I
don't :P
L2627[20:36:03] <gigaherz> butyeah
L2628[20:36:09] <gigaherz> going from
global to local
L2629[20:36:29] <gigaherz> u_local =
(u_global - minU)/(maxU-minU)
L2630[20:36:39] <tterrag> already done
:P
L2631[20:36:41] <gigaherz> then, the
splitting is where the fun is
L2632[20:36:58] <tterrag> I'm aware
L2633[20:37:01] <tterrag> that's where
I'm stuck lol
L2634[20:37:08] <tterrag> because I need
to somehow keep the UVs tied to the verts
L2635[20:37:11] <tterrag> during
splitting
L2636[20:37:30] <gigaherz> let's split
the issue into two separate cuts
L2637[20:37:36] <tterrag> (done)
L2638[20:37:39] <tterrag> read the code
:P
L2640[20:38:21] <gigaherz> effectively,
you have two points that intersect two of the edges
L2641[20:38:46] <gigaherz> they can be
either opposite edges, or adjacent edges (only if you have a
non-axis-aligned quad)
L2642[20:39:20] <gigaherz> the case where
the two intersections are in opposite edges is the nice one, since
you split one quad into two quads
L2643[20:39:28] <gigaherz> the other
splits into a pentagon + a triangle
L2644[20:40:00] <gigaherz> deciding which
caseyou are in would simply be counting how many vertices are on
the left and right
L2645[20:40:22] <gigaherz> 0/4, 1/3, 2/2,
3/1, 4/0
L2646[20:40:24] <SomeGuyInATree> Any
ideas which class from Botania does the world gen?
L2647[20:40:32] <gigaherz> 0/4 cases are
best, return as-is
L2648[20:40:39] <gigaherz> 2/2 is the
nice cut
L2649[20:40:58] <tterrag> gigaherz: I'm
dealing with json models here
L2650[20:41:03] <tterrag> so the quads
are always rectangles
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L2652[20:41:09] <gigaherz> nice then you
can't have 3/1 cases
L2653[20:41:13] <tterrag> as they are
defined by 2 vecs
L2654[20:41:14] <tterrag> exactly
L2655[20:41:25] <gigaherz>
SomeGuyInATree: ping williewillus
L2656[20:41:30] <gigaherz> (I just did
;P)
L2657[20:41:36] <gigaherz> ...
L2658[20:41:42] <gigaherz> so the 2/2
case
L2659[20:42:11] <gigaherz> are the
vertices of the quad clockwise starting with top-left?
L2660[20:42:25] <gigaherz> well the maths
is the same just with a semantic rotation XD
L2661[20:42:38] <SomeGuyInATree> Trying
to retrogen flowers with cpws mod. Nothing extends IWorldGenerator
though xD
L2662[20:42:44] <williewillus>
SomeGuyInATree:
botania.common.core.handler.BiomeDecorationHandler
L2663[20:42:45] <tterrag> I don't know
that BakedQuad guarantees an order
L2664[20:42:53] <tterrag> but I believe
always CCW yes
L2665[20:43:08] <gigaherz> it's generated
algorithmically so the ordering would always be the same
L2666[20:43:12] <gigaherz> either always
CW, or always CCW
L2667[20:43:25] <gigaherz> and it would
always start on the same corner
L2668[20:43:27] <gigaherz> anyhow
L2669[20:43:43] <gigaherz> thinking about
the vertical cut
L2670[20:43:50] <gigaherz> you first
decide which are the two "top vertices"
L2671[20:44:08] <gigaherz> then you'd cut
at the point where x=0.5
L2672[20:44:29] <gigaherz> which means
you'd have to normalize the 0.5 into "quad space"
L2673[20:45:36] <gigaherz> supposing you
have an edge that goes from (u0,v0)-(u1,v1), your
"umiddle" would be (0.5-u0)/(u1-u0)
L2674[20:45:46] <gigaherz> this owuld
give you a "t" that you can use to lerp the v0..v1
L2675[20:46:14] <gigaherz> but since you
know your edges are axis-aligned, v0==v1==vmiddle
L2676[20:46:15] <SomeGuyInATree>
williewilus: Thanks mate.
L2677[20:46:55] <tterrag> gigaherz: I
already have the division of the uv rectangle down
L2678[20:47:04] <tterrag> the problem is
then interpolating the positions of the vertices
L2679[20:47:09] <tterrag> based on the
split up rectangle
L2680[20:47:33] <gigaherz> your resulting
coords are all 0..1 are they not?
L2681[20:47:46] <gigaherz> wiat
L2682[20:47:47] <tterrag> yeah
L2683[20:47:49] <gigaherz> right
L2684[20:47:52] <gigaherz> you have to
adjust the positions
L2685[20:47:53] <gigaherz> ah
L2686[20:48:01] <gigaherz> the nwe go
back to that
L2687[20:48:05] <gigaherz> your
"umiddle" would be (0.5-u0)/(u1-u0)
L2688[20:48:13] <gigaherz> assuming
u==x
L2689[20:48:18] <gigaherz> that
means
L2690[20:48:21] <gigaherz> your
"xmiddle"
L2691[20:48:44] <gigaherz> is
lerp(x0,x1,t), where t=(0.5-u0)/(u1-u0)
L2692[20:49:09] <gigaherz> same for
y0/y1, and z0/z1
L2693[20:49:19] <tterrag> yeah
L2694[20:49:37] <gigaherz> the key here,
is avoiding the coord that does not change
L2695[20:49:39] <tterrag> but currently I
have (up to) 4 rectangles, and I don't know which vert they are
for
L2696[20:49:49] <gigaherz> wat
L2697[20:49:53] <tterrag> are you reading
my pastes or not :P
L2698[20:50:05] <gigaherz> I'm rather bad
at reading other people's pastes
L2699[20:50:06] <gigaherz> XD
L2700[20:50:44] <gigaherz> I see code, I
know it's code, I know the code looks right (grammar-wise), but I
have no idea what it attempts to do XD
L2701[20:51:36] <gigaherz> but hm
L2702[20:51:37] <tterrag> gets uvs ->
converts them into a Rectangle object -> divides that rectangle
into up to 4 separate rectangles split along the 0.5, 0.5
axes
L2703[20:51:45] <tterrag> so now I have 4
rectangles of UVs
L2704[20:51:49] <tterrag> woo
L2705[20:51:52] <gigaherz> yeah
L2706[20:52:27] <gigaherz> you should be
able to figure out which "connectivity plane" they are
on, based on the coord that doesn't change
L2707[20:52:47] <Darkevilmac> I had asked
earlier but didn't really get much of a useful response, is there a
method in forge I can use to get the current side of the game
(CLIENT/SERVER). I mean the actual side of the game being run
because it's not much use when the game says it's on the client but
doesn't have Minecraft.getMinecraft().thePlayer.
L2708[20:52:58] <gigaherz> like, you may
see that all Z values are thesame, and they all are z=1
L2709[20:53:02] <Darkevilmac> I tried
FMLCommonHandler's method but that didn't seem to work.
L2710[20:53:07] <gigaherz> that means
it's the north(?) plane
L2711[20:54:07] <gigaherz> I assume you
only have connectivity planes on the "half units"?
L2712[20:54:39] <tterrag> gigaherz: I
already have the EnumFacing lol
L2713[20:54:47] <tterrag> all bakedquads
have a facing
L2714[20:54:55] <tterrag> however, that's
not necessarily accurate
L2715[20:54:57] <gigaherz> not the
facing
L2716[20:54:59] <gigaherz> the
location
L2717[20:55:09] <tterrag> the quad could
be tilted, and change on all 3 axes, no?
L2718[20:56:02] <gigaherz> I have no idea
how you'd handle diagonal connectivity
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L2720[20:56:35] <gigaherz> vanilla models
only ever have 90-degree rotations
L2721[20:56:46] <gigaherz> and the
vertices are rotates during the baking process, I believe
L2722[20:56:51] <gigaherz> rotated*
L2723[20:57:09] <gigaherz> if not... well
no idea
L2724[20:57:09] <tterrag> uh...not
true
L2725[20:57:10] <gigaherz> XD
L2726[20:57:14] <tterrag> they allow 22.5
degree intervals
L2727[20:57:33] <gigaherz> I thought
everything that wasn't 90-degree rotations were TESR
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L2729[20:57:58] <tterrag> nope...pretty
sure that's not the case
L2730[20:58:03] <gigaherz> then ugh
L2732[20:59:10] <gigaherz> the whole
thing makes sense only if you can properly "link" faces
to connectivity planes accurately
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L2735[20:59:27] <tterrag> each edge of
the quad is axis aligned
L2736[20:59:36] <tterrag> well...actually
maybe not
L2737[20:59:41] <williewillus> gigaherz:
you're thinking the blockstate global rotations, those are 90-deg
increments
L2738[20:59:50] <williewillus> cubes
themselves are 22.5-deg
L2739[20:59:56] <gigaherz> williewillus:
wait what
L2740[21:00:00] <gigaherz> cubes can
rotate?!
L2741[21:00:38] <williewillus> I meant
members of the "elements" array in a model json
L2742[21:00:42] <gigaherz> uh I have
spent pretty much the past year telling people that was NOT
possible
L2743[21:00:48] <gigaherz> and no one
ever disagreed with me
L2744[21:01:10] <williewillus> have you
read the vanilla spec? ;P
L2745[21:01:14] <gigaherz> ofc not
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L2747[21:01:19] <gigaherz> I didn't even
know there was a spec
L2748[21:02:03] <gigaherz> every single
time anyone (me included) asked abotu the json model format
L2749[21:02:05] <williewillus> the
vanilla wiki is surprisingly thorough in its spec of
everything
L2750[21:02:09] <gigaherz> the answer was
"look at the vanilla models"
L2751[21:02:19] <gigaherz> no one ever
even suggested looking at the wiki XD
L2752[21:02:22] <williewillus> blockstate
json, model json, pack.mcmeta, sounds.json, *.mcmeta, etc.
L2753[21:02:25] <williewillus> full defs
for everything
L2754[21:02:32] <gigaherz> at least not
that I remember
L2755[21:03:18] <gigaherz> heck, I was
convinced the models for things like saplings, flowers and such
were hardcoded
L2756[21:04:09] <gigaherz> tterrag: my
approach given the new mindblowing information,
L2757[21:04:21]
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L2758[21:04:22] <williewillus> they were
hardcoded in 1.7 ;)
L2759[21:04:57] <gigaherz> would be to
try to decide which plane fits best, and if none fit, ignore
theblock and not even try to do connected textures for anything
that's not rotated in an axis-aligned way
L2760[21:04:58] <gigaherz> XD
L2761[21:05:46] <gigaherz> I was
pondering about connected textures a while ago
L2762[21:05:58] <gigaherz> the design I
had in my mind
L2763[21:06:04] <gigaherz> would have had
a series of connectivity planes
L2764[21:06:16] <gigaherz> one every
half-unit of the world grid
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L2766[21:06:32] <gigaherz> well two, one
facing on each direction of that plane
L2767[21:06:48] <tterrag> I don't
understand why that's so important, I can just treat the quad like
it has an AA normal just like vanilla does
L2768[21:06:53] <gigaherz> so like, an XY
plane, would have the Z+ side, and the Z- side
L2769[21:07:28] <gigaherz> then each
connection-aware model would "apply" for one of these
planes, and from that I'd build neighbour-matching
information
L2770[21:08:12] <gigaherz> I have no idea
if that even resembles the way connected textures has been
implemented into MC
L2771[21:08:24] <gigaherz> (or into the
mods that add it to mc)
L2772[21:09:03] <williewillus> mc has
nothing close to connected texture ;p
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L2774[21:09:21] <gigaherz> dealing with
diagonals.... was never part of that design
L2775[21:09:21] <gigaherz> XD
L2776[21:09:34] <williewillus> corner
stairs are like the most complex that getActualState gets in
vanilla
L2777[21:11:33] <williewillus> lol weird
bug in chromium, when I drag something around, a white box appears
around it and keeps growing as i drag it
L2778[21:11:44] <gigaherz> yeah vanilla
and vanilla-like models are mostly on half-unit increments
L2779[21:11:55] <gigaherz> with the
corner stairs being the most complex case
L2780[21:12:13] <gigaherz> that's what
the design in my head was meant to consider
L2781[21:13:12] <williewillus> what order
do TRSR's compose in? I'm assuming they aren't commutative since
matrix mul isn't. is TRSR_A.compose(TRSR_B) first applying a then
b, or b then a?
L2782[21:13:30] <gigaherz> the name says
it
L2783[21:13:38] <gigaherz>
Transform-Rotate(1)-Scale-Rotate(2)
L2784[21:13:41] <gigaherz> eh
L2785[21:13:47] <gigaherz>
Translate-Rotate(1)-Scale-Rotate(2)
L2786[21:14:06] <gigaherz> wait
compose
L2787[21:14:20] <gigaherz> no idea.
XD
L2788[21:14:25] <gigaherz> I probably
need to sleep
L2789[21:15:12] <gigaherz> tterrag: I
don't think I'm mentally fit to continue helping you right now.
what I had left from being tired, has been lost now due to that
mind-blowing revelation XD
L2791[21:15:54] <unascribed> woo
L2792[21:16:08] <SomeGuyInATree> Hello
unascribed, how goes it?
L2793[21:16:12] <unascribed> good
L2794[21:16:15] <tterrag> unascribed: pls
tell me you are using the forge system for mod update
notifications
L2795[21:16:19] <unascribed> yes
L2796[21:16:28] <unascribed> that will be
the only supported method
L2797[21:16:28] <tterrag> thank god
L2798[21:16:39] <tterrag> we don't need
another crappy system
L2799[21:16:53] <unascribed> maybe by
some miracle this crappy mod will encourage people to use the
official Forge system
L2800[21:17:14] <tterrag> only issue I
have with that GUI is the badly aliased font :P
L2801[21:17:22] <gigaherz> unascribed:
does it "pause" loading until it is done checking for
updates? or is that going to happen at the same time as the normal
loading process?
L2802[21:17:34] <unascribed> it pauses
loading
L2803[21:17:41] <unascribed> probably
will try to make it concurrent
L2804[21:17:47] <unascribed> I mainly
want to pause for the session validity check
L2805[21:17:48] <SomeGuyInATree> oo, what
you working on now?
L2806[21:17:48] <gigaherz> yeah that
woudl be best
L2807[21:17:51] <tterrag> woo async
:D
L2808[21:17:59] <gigaherz> we keep
complaining about people doing updates in the main thread
L2809[21:18:06] <unascribed> but this
isn't in the main thread
L2810[21:18:16] <unascribed> and it'd
check for updates to multiple mods at once probably
L2811[21:18:27] <unascribed> with a
reasonable timeout
L2812[21:18:36] <gigaherz> still if a bad
dns causes a request to take 3 minutes to time out
L2813[21:18:38] <unascribed> if your
server takes more than a couple seconds to respond, screw you
L2814[21:18:42] <gigaherz> that'd be
annoying
L2815[21:18:43] <gigaherz> ;P
L2816[21:19:27] <gigaherz> yeah but the
user shouldn't be punished for having a bad internet
connection
L2817[21:19:44] <gigaherz> that's one of
the (many) reasons people dislike reika's mods
L2819[21:22:34] <tterrag> so it starts at
bottom left
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L2832[22:08:32] ***
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L2833[22:22:41] <Ri5ux> I got bored and
figured out how to interface with one of my router's operating
system using the USB to UART Serial interface of an arduino.
L2834[22:23:54] <Ri5ux> Also, pumpkin
cake is delicious.
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L2836[22:25:50] <DebugsPeople> nice I
guess xD
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L2843[22:57:05] <williewillus> lol why is
the witchc held item renderer so screwed up
L2844[22:57:25] <williewillus> it should
literally just be the player held item renderer translated down,
instead it's a smorgasbord of hardcoding
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L2851[23:04:03] <gigaherz> williewillus:
because Minecraft is designed quite stupidly when it comes to
entities
L2852[23:04:22] <gigaherz> rather than
having a skeleton and being able to attach the item's position to a
bone in the skeleton
L2853[23:04:27] <gigaherz> it does all of
it through hardcoding
L2854[23:05:04] <williewillus> I was
browsing the Item code and saw the old shouldRenderIn3D and a
shouldFlip180Degrees (or something like that), and thought it was
weird since tose kinds of things should be done in json
L2855[23:05:09] <williewillus> but turns
out only witches use it
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L2857[23:05:58] <gigaherz> I'll be going
to sleep
L2858[23:05:59] <gigaherz> night
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L2866[23:32:23] <SomeGuyInATree> So I
just wiped my dynmap map and the first thing it rendered are the
villages.. Now I've got 1.5k villagers actively loaded on opis..
any ideas why?
L2867[23:37:07] <SomeGuyInATree> Anyone
aware of any reason as to why villages stay loaded even across
resets?
L2868[23:37:27] <gabizou|laptop> across
resets?
L2869[23:37:41] <SomeGuyInATree> Like,
server restarts
L2870[23:38:11] <gabizou|laptop> well,
villagers do stick around, but it sounds like something else would
keep the village chunks loaded constantly
L2871[23:38:24] <killjoy> someone have a
chunk loader enabled?
L2872[23:38:27] <gabizou|laptop> villages
themselves natively don't stay chunk loaded.
L2873[23:38:28] <williewillus> entities
don't chunkload by themselves
L2874[23:38:36] <williewillus> (and even
when they do its buggy)
L2875[23:39:14] <SomeGuyInATree> I'm
talking every single village, so it's not chunkloaders all over a
16km^2 map..
L2877[23:40:23] <gabizou|laptop> again,
natively, nothing in vanilla minecraft keeps chunks loaded except
for connected players and the original spawn chunks (iirc)
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L2879[23:41:03] <williewillus> yes
L2880[23:41:23] <williewillus> there's
strange hax with hoppers or nether portals in vanilla to force
chunks to stay loaded but those are unreliable
L2881[23:41:42] <williewillus> any mod
that adds village worldgen maybe?
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L2883[23:42:52] <gabizou|laptop>
SomeGuyInATree it doesn't seem like it's the entire village
either
L2884[23:43:25] <SomeGuyInATree> Witchery
probably adds the most..
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L2886[23:43:56] <williewillus> does opis
show how a chunk is being kept loaded?
L2887[23:44:44] <SomeGuyInATree> They're
not forced loaded
L2888[23:46:51] <SomeGuyInATree> RfTools
Houses.
L2889[23:47:05] <SomeGuyInATree> Only
thing common between each 'mapped' area I tp'd to.
L2890[23:47:16] <williewillus> McJty:
^?
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L2893[23:57:27] <McJty> What?
L2894[23:57:31] <McJty> Haven't been
following
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