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L7[00:05:26] <shadekiller666> tterrag, speek of the devil
L8[00:05:26] <fry> tterrag: what?
L9[00:05:56] <tterrag> fry: this is broken and idk why :( https://github.com/Chisel-Team/Chisel/blob/1.8/model-ctm/src/main/java/team/chisel/client/render/Quad.java#L197-L217
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L11[00:07:16] <killjoy> I'm having some trouble understanding how the server makes sure an account is valid
L12[00:07:47] <killjoy> I understand the session server part.
L13[00:10:11] <fry> tterrag: there are a couple of weird things I see
L14[00:10:36] <fry> first of all, you'll be putting multiple positions
L15[00:10:57] <fry> one right next to another
L16[00:11:11] <fry> second - you're probably violating IVertexConsumer contract
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L19[00:11:44] <fry> read the javadoc :P
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L21[00:13:10] <shadekiller666> fry, i've noticed that the obj loader forgets about any other properties that may be in the IBS that gets passed into handleBlockState() if OBJProperty is present (and if it isn't it won't apply EnumFacing transformations) and i'm not sure how to fix it
L22[00:13:11] <killjoy> has anyone written a third party program that uses authentication?
L23[00:13:18] <killjoy> This specifically http://wiki.vg/Protocol_Encryption#Authentication
L24[00:15:09] <tterrag> fry: so I have to insert data in proper element order
L25[00:15:11] <tterrag> that would do it
L26[00:15:24] <shadekiller666> yes
L27[00:15:37] <shadekiller666> especially with uvs and colors
L28[00:15:50] <tterrag> PaleOff: http://mcforge.readthedocs.org/en/latest/datastorage/extendedentityproperties/ there's your admonition
L29[00:15:56] <tterrag> TehNut: fixed those formatting mistakes
L30[00:17:37] <tterrag> fry: what do you suppose the best solution here is?
L31[00:18:43] <fry> put them in order
L32[00:19:04] <fry> look at how forge uses the builder
L33[00:19:12] <fry> for loop, switch inside
L34[00:19:28] <tterrag> I get that I NEED to put them in order
L35[00:19:34] <tterrag> hwo would a switch help?
L36[00:19:52] <shadekiller666> iterate through the elements in VertexFormat
L37[00:20:07] <shadekiller666> switch in the for loop to pick what code to run
L38[00:20:33] <shadekiller666> to determine how to put the data in the builder
L39[00:20:51] <tterrag> hmmm
L40[00:20:51] <tterrag> ok
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L44[00:24:39] <tterrag> fry: something like this? http://puu.sh/n1gbB.txt
L45[00:25:29] <fry> no
L46[00:25:49] <fry> put the for(v : 0 to 4) outside everything
L47[00:25:51] <shadekiller666> also, you don't have to pass the data as a float[]
L48[00:26:01] <fry> and remove for (Vector2f v : vertUv) loops
L49[00:26:21] <fry> also, 4th element of position should be 1
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L51[00:26:42] <tterrag> fry: why woudl I remove those loops?
L52[00:26:51] <tterrag> wait, sorry
L53[00:26:52] <tterrag> I get it
L54[00:26:54] <shadekiller666> theres only 1 uv per vertex...
L55[00:27:01] <tterrag> vertex order...not element order
L56[00:27:20] <shadekiller666> its element order inside of vertex order
L57[00:28:05] <shadekiller666> [POSITION|COLOR|NORMAL|UV|PADDING] [POSITION|COLOR|NORMAL|UV|PADDING] [POSITION|COLOR|NORMAL|UV|PADDING]
L58[00:28:07] <shadekiller666> etc
L59[00:28:22] <shadekiller666> not necessarily with the elements in those positions
L60[00:29:12] <Fendirain> How would I go about spawning block break particles? Can't seem to figure it out.
L61[00:29:18] <tterrag> ok, now everything is zero
L62[00:29:30] <tterrag> this is what you meant right? http://puu.sh/n1got.txt
L63[00:30:00] <fry> yes
L64[00:30:11] <fry> but again, 4th position element is 1
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L66[00:31:47] <tterrag> O.o what
L67[00:32:00] <killjoy> Someone willing to write a python thing for me?
L68[00:32:05] <tterrag> oh
L69[00:32:06] <shadekiller666> xyzw
L70[00:32:08] <tterrag> uhh ok
L71[00:32:15] <shadekiller666> weight is 1
L72[00:32:21] <killjoy> I need to validate a user with mojang.
L73[00:32:35] <tterrag> everything is still zero
L74[00:32:43] <tterrag> it goes from Quad(vertPos=[Vector3f[1.0, 1.0, 0.0], Vector3f[1.0, 0.0, 0.0], Vector3f[0.0, 0.0, 0.0], Vector3f[0.0, 1.0, 0.0]], vertUv=[Vector2f[0.5468799, 0.32813478], Vector2f[0.5468799, 0.34374022], Vector2f[0.5546826, 0.34374022], Vector2f[0.5546826, 0.32813478]])
L75[00:32:49] <tterrag> then I call rebake() and then Quad.from() again
L76[00:32:51] <killjoy> Right now I'm doingg it using authserver.mojang.com/validate
L77[00:32:54] <tterrag> and end up with
L78[00:32:54] <tterrag> Quad(vertPos=[Vector3f[0.0, 0.0, 0.0], Vector3f[0.0, 0.0, 0.0], Vector3f[0.0, 0.0, 0.0], Vector3f[0.0, 0.0, 0.0]], vertUv=[Vector2f[0.0, 0.0], Vector2f[0.0, 0.0], Vector2f[0.0, 0.0], Vector2f[0.0, 0.0]])
L79[00:32:59] <tterrag> :(
L80[00:33:06] <killjoy> but I'm not afan of having the client send its access token
L81[00:33:19] <shadekiller666> sounds like you're initializing and not actually setting values
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L83[00:34:00] <tterrag> Quad.from() works with any other baked quad
L84[00:34:06] <tterrag> (the one passed in initially)
L85[00:34:08] <tterrag> so...no :P
L86[00:34:33] <shadekiller666> then rebake() is the problem
L87[00:34:33] <tterrag> this is my test https://github.com/Chisel-Team/Chisel/blob/1.8/model-ctm/src/main/java/team/chisel/client/render/texture/ChiselTextureCTM.java#L23-L25
L88[00:34:37] <tterrag> obviously
L89[00:34:38] <tterrag> lol
L90[00:35:07] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.8/model-ctm/src/main/java/team/chisel/client/render/Quad.java#L197-L222
L91[00:35:58] <fry> vertUv is filled with zeroed vectors then
L92[00:36:22] <tterrag> vertUv is what's in the tostring
L93[00:36:24] <tterrag> so...unlikely
L94[00:36:45] <killjoy> I need a different way to do this. https://gist.github.com/killjoy1221/53edee2fa4111f6c0bb7
L95[00:38:16] <tterrag> fry: http://puu.sh/n1gMP.png
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L97[00:38:59] <fry> do you get inside the position part of the switch?
L98[00:42:37] <tterrag> yep
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L100[00:42:39] <tterrag> first thing
L101[00:42:51] <fry> ah
L102[00:42:56] <fry> ele.getIndex
L103[00:43:01] <tterrag> that wrong?
L104[00:43:06] <fry> it's not what you think it is
L105[00:43:10] <tterrag> :(
L106[00:43:11] <tterrag> what is it
L107[00:43:23] <fry> number of the element of that type
L108[00:43:31] <fry> between all elements of that type
L109[00:43:33] <tterrag> ah...ok then what do I need
L110[00:43:44] <shadekiller666> thats used for determining between color and uv
L111[00:43:55] <shadekiller666> as they use the same vertex format element type
L112[00:44:25] <fry> for(int e = 0; e < format.getElementCount(); e++)
L113[00:44:30] <tterrag> fry: shoudl I use an indexed...yes, ok then
L114[00:44:37] <fry> shadekiller666: no
L115[00:44:50] <fry> color and UV have different "usage"
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L117[00:45:52] <tterrag> success!
L118[00:45:56] <shadekiller666> or is it color and tint?
L119[00:46:14] <shadekiller666> two of the default elements are the same thing but different indices
L120[00:46:22] <tterrag> we at least have a cube http://puu.sh/n1h73.jpg
L121[00:46:27] <tterrag> horribly disfigured and z-fighting like crazy
L122[00:46:30] <tterrag> BUT IT'S A CUBE
L123[00:46:41] <shadekiller666> lol
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L131[01:28:47] <tterrag> fry: ok...so this is working...except my quad splitting math is wrong (and I *kinda* know why)
L132[01:28:54] <tterrag> I need to interpolate different coords depending on the facing
L133[01:28:58] <tterrag> which I'm not doing
L134[01:29:02] <tterrag> because I have no idea how to do that :P
L135[01:29:09] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.8/model-ctm/src/main/java/team/chisel/client/render/Quad.java#L175-L185
L136[01:29:10] <tterrag> that's wrong
L137[01:29:22] <tterrag> and gives me this abomination http://puu.sh/n1iKm.jpg
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L159[01:51:25] <tterrag> fry pls
L160[01:51:29] <tterrag> gotta sleep soon
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L163[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160209 mappings to Forge Maven.
L164[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160209-1.8.9.zip (mappings = "snapshot_20160209" in build.gradle).
L165[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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L167[02:07:49] <Lordmau5> o/
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L191[03:00:07] <Lordmau5> dead channel
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L193[03:01:02] <Kaiyouka> RIP
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L195[03:06:13] <Kaiyouka> So what's everybody up to?
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L197[03:08:00] <NullEntity> I recompiled Railcraft to let the rock crusher crush from each of the 9 stacks at once. That's my first dive into Forge mods
L198[03:08:23] ⇨ Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L199[03:08:55] <Kaiyouka> Nice
L200[03:09:05] <Lordmau5> I'm at work
L201[03:09:06] ⇨ Joins: PrinceCat (~PrinceCat@106-69-108-76.dyn.iinet.net.au)
L202[03:09:08] <Lordmau5> ^^
L203[03:09:27] <Kaiyouka> then why are you on IRC? :p
L204[03:09:52] <NullEntity> I love the gradle system. I haven't really seen the need for complicated build scripts until now lol
L205[03:10:47] <Lordmau5> why not? I work in the IT lol
L206[03:10:52] <Lordmau5> as an intern*
L207[03:11:08] <Kaiyouka> dang it! I knew I was forgetting something on my resume. Should'a put Gradle experience
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L209[03:12:14] <NullEntity> I've been doing contract programming work. I need a real office job though
L210[03:12:28] <Kaiyouka> I'm waiting to hear back on an internship ` -`
L211[03:13:18] <Kaiyouka> Really would like to be making money again
L212[03:13:22] <LatvianModder> Am I the only one who isnt trying to find a job?
L213[03:13:35] <Kaiyouka> IDK, are you employed?
L214[03:13:51] <Kaiyouka> or are you young? Or rich? Or an alien? :p
L215[03:14:01] <LatvianModder> No. Yes. No. Maybe
L216[03:14:06] <Kaiyouka> xD
L217[03:14:10] <Kaiyouka> then yes, you probably are
L218[03:14:14] <NullEntity> I made $3600 making a game on contract for a month so that hasn't been bad
L219[03:14:30] <LatvianModder> Geez.. 3K
L220[03:14:31] <Lordmau5> nice
L221[03:14:33] <Kaiyouka> dang
L222[03:14:43] <Lordmau5> inb4 secret Cluster Truck dev, lol
L223[03:14:50] <LatvianModder> I dont know.. I'd live with that money for a year...
L224[03:14:52] <Kaiyouka> Assuming I get this internship, I'll be making about $1.1k a month part time.
L225[03:15:11] <LatvianModder> Holly shit
L226[03:15:17] <Kaiyouka> Well, that's just loose math
L227[03:15:27] <NullEntity> I had a 3 month internship doing ASP.NET stuff. It really sucked though, I didn't work under someone that actually knew what they were doing
L228[03:15:36] <Kaiyouka> Might be anywhere from $800-$1100
L229[03:16:02] <Kaiyouka> The funniest thing though
L230[03:16:11] <Kaiyouka> is this is a pay CUT from my last internship ヽ( 。ヮ゚)7
L231[03:16:20] <LatvianModder> Oh dollars. Right. In america, everything is like 10x more
L232[03:16:30] <Kaiyouka> lol
L233[03:16:35] <NullEntity> contract work is fun, I was making like $40/hr, but it was very sporadic
L234[03:16:40] <LatvianModder> Here I would be happy to make 300$ /mon
L235[03:17:48] <Kaiyouka> My rent is like $485/mo
L236[03:18:14] <Kaiyouka> and sadly about the cheapest it gets
L237[03:18:25] <Kaiyouka> so thank fuck for cushy Comp Sci internships
L238[03:18:27] <LatvianModder> Apartement would cost 200-300 eur / mon
L239[03:18:50] <Kaiyouka> Here in my city, rent per month goes anywhere from like $550 to $1200
L240[03:19:10] <LatvianModder> But whats the avg wage / mon?
L241[03:19:16] <Kaiyouka> No idea
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L243[03:19:27] <Kaiyouka> Minimum wage is $8.50/hour so
L244[03:19:56] <Kaiyouka> I guess full time is... what... $8.50 / hr * 40 hr / week * 4 week / month ?
L245[03:20:25] <LatvianModder> 1360
L246[03:20:31] <Kaiyouka> Yep
L247[03:20:50] <Kaiyouka> So rent CAN be affordable, I guess. But that doesn't account for utilities or miscellaneous services.
L248[03:21:11] <LatvianModder> While in Latvia its 2.60 iirc. About 360 before taxes
L249[03:21:15] <Kaiyouka> Or for stingy bastards who make it impossible to get 40 hours a week
L250[03:22:46] <LatvianModder> Bloody economics. We need one money. And fix this stupidity when in one country something costs 40 and in another 10
L251[03:23:16] <Kaiyouka> lol
L252[03:25:49] <Kaiyouka> I just want meat and cheese products to stop costing a small fortune
L253[03:26:28] * Kaiyouka just wants to buy cheese and meat in copious amounts and not spend like $50 to do so
L254[03:27:24] <NullEntity> my friend graduated college and got a job making $104k/yr
L255[03:27:50] <Kaiyouka> $104k in what money?
L256[03:28:50] <Kaiyouka> because like
L257[03:28:55] <Kaiyouka> best I can get when I finish college
L258[03:29:02] <Kaiyouka> is like $52k-59k
L259[03:29:07] <Kaiyouka> USD
L260[03:29:48] <NullEntity> boston money so it's a very high cost of living :P
L261[03:30:53] <Kaiyouka> xD
L262[03:30:57] <Kaiyouka> eugh, boston
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L264[03:33:03] <Lordmau5> wow, nice
L265[03:33:08] <Lordmau5> $8.6k/mo
L266[03:33:30] <Lordmau5> I wish I would get that :P
L267[03:33:47] <Lordmau5> no way in hell will there EVER be an internship that pays $8.6k/mo lmao
L268[03:34:14] <Lordmau5> unless money-inflation happens again
L269[03:34:29] <Kaiyouka> I just think in Yen to make myself feel better
L270[03:35:01] <Kaiyouka> Sure, my income might be $1100 USD but 12,6841 Yen sounds so much nicer
L271[03:35:10] <Kaiyouka> whoops
L272[03:35:15] <Lordmau5> 12 Yen
L273[03:35:15] <Kaiyouka> *126,841 yen
L274[03:35:20] <Lordmau5> hehe
L275[03:35:30] <Kaiyouka> or for those of you who decided that commas are decimal points
L276[03:35:37] <Kaiyouka> 126 841 yen
L277[03:35:38] <Lordmau5> 90k Yen for me :o
L278[03:36:01] <Kaiyouka> And then I look at my crushing student loan debt
L279[03:36:06] ⇨ Joins: Necr0 (~Necr0@p200300700D70F1AE89F66711CE2B5D18.dip0.t-ipconnect.de)
L280[03:36:23] <Kaiyouka> 2,984,280 yen in debt..... OTL
L281[03:36:35] <Lordmau5> what
L282[03:36:52] <Kaiyouka> I have $24k in loan debts
L283[03:37:39] <Kaiyouka> Thanks, Obama!
L284[03:41:38] *** AEnterpriseAFK is now known as AEnterprise
L285[03:42:32] <Ivorius> Kaiyouka, did you know that in Sweden in Norway for example, students get paid for university? :P
L286[03:42:44] <Kaiyouka> I am very well aware
L287[03:43:01] <Kaiyouka> however, I was born in goddamn Murica and so I must offer up my blood and soul just to fucking live
L288[03:43:46] <Ivorius> Just elect Trump
L289[03:43:51] <Ivorius> He will make America shit
L290[03:43:55] <Ivorius> -> Nobody wants to live there
L291[03:44:02] <Ivorius> -> No new refugees + old ones leave
L292[03:44:08] <Ivorius> -> Tuition becomes cheap
L293[03:44:15] <Kaiyouka> > _ <
L294[03:44:31] <Kaiyouka> Technically, I'm getting paid for university
L295[03:44:35] <Kaiyouka> now that I'm poor
L296[03:45:02] ⇨ Joins: PrinceCat (~PrinceCat@106-69-108-76.dyn.iinet.net.au)
L297[03:45:17] <Kaiyouka> which reminds me I need to FAFSA again
L298[03:45:17] <killjoy> http://trumpdonald.org/
L299[03:45:28] <killjoy> Ivorius ^
L300[03:45:33] <Lordmau5> Trump will build a weeb-paradise
L301[03:45:59] <Ivorius> Yeah seen that :P
L302[03:46:03] <Lordmau5> http://nowaygirl.com/wp-content/uploads/2016/01/idk-not-trump-tho-06.jpg
L303[03:46:40] <Kaiyouka> Mayor of Talkeetna Alaska for President!
L304[03:48:30] <Kaiyouka> (FYI: Talkeetna's mayor is a cat named Stubbs)
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L314[04:44:28] <sham1> gday
L315[04:44:45] <Lordmau5> o/
L316[04:44:51] <sham1> Just got from my last exam for the next 8 weeks
L317[04:45:07] <Lordmau5> nice, how'd it go?
L318[04:45:17] <sham1> Dunno yet :<p
L319[04:45:29] <sham1> Probably well
L320[04:45:45] <sham1> Chemistry amd electrical chemistry at that
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L322[04:46:28] <sham1> So I shall chill this day
L323[04:46:30] <Ordinastie> ok, there is something that I don't understand about classloading I think
L324[04:46:31] <Ordinastie> this crashes on server because it tries to get IIconProvider : http://puu.sh/n1pta.png
L325[04:46:31] <Ordinastie> this doesn't : http://puu.sh/n1psa.png
L326[04:46:31] <Ordinastie> it crashes when instanciating the block
L327[04:46:31] <Ordinastie> and it doesn't make much sense to me
L328[04:46:38] <sham1> As I have to do nothing
L329[04:49:06] <Ordinastie> is someone can explain it to me
L330[04:52:34] <sham1> No idea
L331[04:57:06] *** Keridos|away is now known as Keridos
L332[04:58:10] <McJty> Ordinastie, is 'iconProvider' available on server?
L333[05:00:02] <Pennyw95> are there GlStateManager methods that add depth, or something like darker outlines? Or must this be stuff be don
L334[05:00:11] <Pennyw95> only with editing the png?
L335[05:00:19] <Ordinastie> McJty, no
L336[05:00:53] <sham1> Zat would explain it
L337[05:00:57] <Ordinastie> ...
L338[05:01:04] <Ordinastie> that's not the question
L339[05:01:09] <McJty> Actually it does explain it
L340[05:01:18] <Ordinastie> the question is why it tries to access it
L341[05:01:20] *** kroeser is now known as kroeser|away
L342[05:01:21] <McJty> If you assign null to it then it doesn't need to have the class to be able to assign
L343[05:01:32] <Ordinastie> but the method is never called
L344[05:01:36] <McJty> But if you assign something else your class now has a depedency on that class.
L345[05:01:37] <McJty> Doesn't matter
L346[05:01:42] <McJty> The dependency is there anyway
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L348[05:01:46] <sham1> It still loads the class
L349[05:02:09] <sham1> Even if never used in thay enviorment
L350[05:03:20] <Ordinastie> I don't understand why it's trying to resolve anything inside the method if it's not called
L351[05:03:44] <McJty> Well the method is not called but java can't know that
L352[05:04:02] <McJty> But it does know that in order to fill something not null in that variable it needs to have that class loaded
L353[05:04:21] <sham1> Therefore crash
L354[05:04:26] <Ordinastie> the field doesn't even exist on the server
L355[05:04:43] <McJty> But the code that assigns to the field does
L356[05:05:12] <McJty> In order to even 'have' that function on the server it needs to have the classes that are involved in it
L357[05:05:41] <Ordinastie> yeah but it doesn't care about new SidesIconProvider
L358[05:05:57] <Ordinastie> even this.iconProvider = (IIconProvider) null; works
L359[05:06:09] <McJty> yes, casting null is still just null. Null never has a type
L360[05:06:28] <sham1> But does it really cast it or is it just optimized to just null
L361[05:06:40] <sham1> Well, there you go
L362[05:07:36] <Ordinastie> I think it's weird that loading the class loads the some parts of the methods inside
L363[05:07:59] <McJty> Well java has no way of knowing that the function will not be called later
L364[05:08:04] <McJty> So it has to load it
L365[05:09:05] <Ordinastie> it doesn't load its contents
L366[05:09:20] <Ordinastie> lets play a game : crash or no crash ?
L367[05:09:21] <Ordinastie> this.iconProvider = IIconProvider.class.cast("stuff")
L368[05:09:38] <sham1> The only way that could be resolved is by not having the method exist on the server at all
L369[05:10:05] <Ordinastie> sham1, yes, I will uncomment the sideOnly, but I'd like to get the logic behind
L370[05:10:29] <Ordinastie> but, what do you think ? did the last one crash ?
L371[05:10:34] <sham1> Well you did get it
L372[05:10:45] <sham1> On server probably
L373[05:10:52] <Ordinastie> nope, it didn't :)
L374[05:11:10] <sham1> Just because string cannot be cast into IIconProvider
L375[05:11:33] <Ordinastie> that code is never executed, it can't know
L376[05:11:58] <sham1> Runtike evaluation
L377[05:12:31] <Ordinastie> you failed this one, next round :
L378[05:12:32] <Ordinastie> this.iconProvider = IIconProvider.class.cast(iconProvider);
L379[05:12:42] <Ordinastie> wait
L380[05:12:45] <Ordinastie> I failed both
L381[05:12:54] <Ordinastie> @SideOnly is uncommented ><
L382[05:13:27] <sham1> :P
L383[05:14:43] <Ordinastie> wait, it's puzzling, it still didn't crash for the "stuff"
L384[05:15:32] <Ordinastie> sham1, so, last round, what do you think ?
L385[05:16:15] <Wuppy> :O
L386[05:16:19] <Wuppy> amazon made a game engine
L387[05:16:22] <Ordinastie> hint, it didn't crash
L388[05:17:09] <Ordinastie> so if you can explain that, I'm all ears ><
L389[05:18:15] <Ordinastie> iconProvider = null; this.iconProvider = iconProvider; no crash either
L390[05:18:23] <sham1> Did you try to run that code
L391[05:18:23] <Ordinastie> definitely something I don't get
L392[05:18:34] <sham1> That latter cast
L393[05:18:44] <Ordinastie> like, no on server ?
L394[05:19:09] <sham1> hmm
L395[05:19:24] <Ordinastie> on server, that code can't even be reached, it would crash before
L396[05:19:32] <sham1> Well it gets turned into invocation of Class<IIconProvider>#cast
L397[05:19:36] <Ordinastie> new SidesIconProvider will never work
L398[05:19:58] <sham1> Which thanks to type erasure becomes Class<?>#cast
L399[05:20:08] <McJty> Well even unreachable code can have effects on class loading since Java doesn't do reachability analys
L400[05:20:16] <McJty> Or whatever that is spelled :-)
L401[05:20:35] <Ordinastie> except it should load any class in methods not yet called
L402[05:20:37] <McJty> You have to look from the perspective of the compiler and what it can know
L403[05:20:41] <McJty> Ordinastie, it cannot know that
L404[05:20:42] <sham1> Also, the cast only gets evaluated during runtime, thus it throws exceptions if something goes wrong
L405[05:20:44] <Ordinastie> it doesn't load SideIconProvider
L406[05:21:26] <Ordinastie> McJty, I use it everywhere else
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L408[05:21:29] <McJty> Ordinastie, well the SideIconProvider code as such doesn't have an effect outside of the method itself. Except for the assignment to the instance variable. That does have an effect
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L410[05:23:28] <Ordinastie> you know what, I think it's some side effect of @SideOnly
L411[05:23:47] <Ordinastie> I put @SideOnly on SidesIconProvider
L412[05:24:21] <Ordinastie> so basically, the server shouldn't even have any way to know that SidesIconProvider implement IIconProvider
L413[05:24:47] <Ordinastie> the error should be SidesIconProvider could not be found, but it still tries to load IIP
L414[05:25:17] <Ordinastie> so yeah, I won't try to overthink this because it's not really coherent
L415[05:28:00] <Pennyw95> Hey guys, I want to make a worldRenderer quad that displays some letters glow in my TESR. Am I right to say I need to make a sin function that takes Minecraft.getMinecraft().getRenderViewEntity().ticksExisted + partialTicks, then mess with that?
L416[05:28:23] <Pennyw95> and then alter the brightness based on the sin?
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L419[05:35:44] <Ordinastie> Pennyw95, if you want it to be drawn fixed in the world, no you don't
L420[05:36:18] *** ghz|afk is now known as gigaherz
L421[05:36:28] <gigaherz> meh, disappointing
L422[05:36:52] <Ordinastie> wow, that scared the shit out of me : the server didn't have all the mods in the classpath, but the client did, so the creative tabs were there, but with no item/block ><
L423[05:36:58] <Pennyw95> Ordinastie: I mean, using the sin func to shift the darkness of thec olo
L424[05:37:02] <Pennyw95> is it bad?
L425[05:37:03] <gigaherz> I met with the head of a department at uni, to speak about a possible job
L426[05:37:21] <gigaherz> turns out their options are not really great :/
L427[05:37:43] <Ordinastie> Pennyw95, I didn't understood you wanted to do that
L428[05:37:51] <Ordinastie> I don't get what you want actually
L429[05:39:06] <Pennyw95> gigaherz: sorry to hear that :(
L430[05:39:12] <Pennyw95> Ordinastie: http://imgur.com/a/soM5e
L431[05:39:40] <Pennyw95> basically, the runes are black when the device is off, and purple when on. I also want them to glow when on (purple)
L432[05:40:33] <Ordinastie> do you mean you want to animate the brightness changes ?
L433[05:40:55] <Ordinastie> so like it fluctuates with time ?
L434[05:41:00] <Pennyw95> that was my idea
L435[05:41:08] <Pennyw95> I'm not sure it would look good though
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L437[05:42:50] <Pennyw95> but it should be possible, right?
L438[05:44:12] <Ordinastie> yeah sure
L439[05:44:34] <Ordinastie> you need timeElapsed + partialTick
L440[05:44:48] <Pennyw95> Minecraft.getMinecraft().getRenderViewEntity().ticksExisted + partialTicks
L441[05:44:56] <Pennyw95> this?
L442[05:45:07] <Ordinastie> or you can store the start time yourself
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L444[05:45:22] <Pennyw95> oh, sure
L445[05:45:34] <Pennyw95> but ticksExisted should do
L446[05:45:54] <Pennyw95> then it's just matter of stretching the sinusoid the get the effect i want
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L459[06:34:46] <sham1> !latest
L460[06:38:59] <Lordmau5> o/
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L463[06:50:08] <sham1> Time to implement my own item saving for my private implementation of an ItemHandler for my TE
L464[06:56:15] <diesieben07> fry, this can't be right, can it? https://git.io/vgusI
L465[06:57:04] <fry> hmm
L466[06:57:34] <fry> yup, doesn't look righjt
L467[06:57:36] <fry> *right
L468[06:58:08] <fry> but it shouldn't cause much problems either - reload will just be called a lot of times :P
L469[06:58:37] <diesieben07> yeah but... considering reload is potentially expensive
L470[07:08:26] <Wuppy> o/
L471[07:10:19] <fry> diesieben07: https://github.com/MinecraftForge/MinecraftForge/commit/7e7b855ddf2daaa472f31b933c820d24817ee71e
L472[07:10:50] <diesieben07> cool :D
L473[07:11:03] <diesieben07> (not sure why you dont just register the loader itself, but you probably have your reasons :D)
L474[07:11:30] <fry> no reason at all
L475[07:11:35] <diesieben07> lol
L476[07:11:39] <diesieben07> i mean, would be simpler
L477[07:11:54] <Wuppy> ugh screw dutch weather :V
L478[07:12:23] <sham1> nah
L479[07:12:23] <fry> eh, 1 method vs inner class
L480[07:12:31] <fry> not much simpler :P
L481[07:12:53] <diesieben07> huh? :D youd just have getResourceMaanager().registerReloadListener(loader)
L482[07:12:59] <diesieben07> instead of the whole field, class, loop thing
L483[07:13:04] <diesieben07> but, doesn't really matter :P
L484[07:13:08] <fry> ah, you mean like that
L485[07:13:19] <fry> yup, doesn't matter much :P
L486[07:15:06] <Mossyblog> so.. https://gist.github.com/mossyblog/10cd76652090a3eabd15 ..i wrote this..and i'm pretty sure i'm going to Java Hell for it...its one way to get around the lazy MCP->SRG mappings lol
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L488[07:21:47] <Ordinastie> sham1, oh, btw, you know what ? this does work : http://puu.sh/n1vjQ.png
L489[07:21:49] <diesieben07> Mossyblog, its fine, i have something similar
L490[07:22:00] <diesieben07> just... i think you do a bit too much :P
L491[07:23:39] <Mossyblog> yeah, i was i think attempting to make a self-writing mappings java file... like i run it in dev, and then when i go to production i just swap the two files around (one with hard-coded mappings) but in dev i just keep MCP's as-is
L492[07:24:04] <diesieben07> oh
L493[07:24:16] <diesieben07> i just have a file full of SRG constants
L494[07:24:26] <diesieben07> and pass them through a remap function which does nothing outside dev
L495[07:24:59] <Mossyblog> yeah i saw that, i was heading down that path but i constantly go in/out of versions for testing..and wanted it more automated... but i suspect i'll revert back to your approach
L496[07:25:12] <diesieben07> uhm
L497[07:25:16] <diesieben07> mine is completely automated
L498[07:25:18] <fry> what do you need this for? :P
L499[07:25:25] <diesieben07> the same code runs in dev and out dev
L500[07:25:32] <diesieben07> so you dont have to hardcode TWO names
L501[07:25:36] <diesieben07> MCP & SRG
L502[07:25:45] <Mossyblog> diesieben07: doesn't yours just pull from the gradle cache?
L503[07:25:49] <diesieben07> yes
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L505[07:26:08] <Mossyblog> so ..ok..so yours adjusts according to whatever mappings are specified?
L506[07:26:14] <diesieben07> yes
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L509[07:26:23] <Mossyblog> *slaps forehead*.. sorry i assumed it didnt
L510[07:26:48] <Mossyblog> fry: for ASM injections... sometimes you just have to go rogue..
L511[07:27:04] <diesieben07> or just reflection :p
L512[07:27:35] <Mossyblog> i stay away from reflection, figure, if i'm going down that path may aswell just hijack the method or intercept the logic.
L513[07:27:41] <diesieben07> uhhhh
L514[07:27:46] <diesieben07> thats not a good idea
L515[07:28:00] <Mossyblog> Meh, depends on your perspective ;)
L516[07:28:11] <diesieben07> no it does not.
L517[07:28:25] <diesieben07> ASM is a very bad idea if you could achieve the same thing differently
L518[07:28:37] <McJty> ASM is the very very last resort and even then.
L519[07:28:43] <Wuppy> why is Carnaval just once a year :'(
L520[07:28:53] <sham1> Damn it wuppy
L521[07:28:57] <Mossyblog> sure you run the risk of the logic moving around but other than the risk is the same imho
L522[07:28:57] <diesieben07> because it is annoying as fuck
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L524[07:29:00] * McJty fails to see the attraction in Carnaval
L525[07:29:02] <Wuppy> what sham1?
L526[07:29:19] <diesieben07> Mossyblog, you run the risk that you break everyone else's mod, including forge, or vanilla.
L527[07:29:24] <sham1> You only get carnivals in Brazil
L528[07:29:29] <sham1> silly guy
L529[07:29:32] <Wuppy> McJty, several days of drinking, acting like a moron and having fun with friends
L530[07:29:35] <Wuppy> what's better than that
L531[07:29:44] <sham1> Being antisocial
L532[07:29:48] <Wuppy> sham1, trust me, dutch carnaval is incredible as well
L533[07:29:55] <McJty> Well I don't drink. I prefer not to act like a moron and maybe my idea of having fun is different :-0
L534[07:29:57] <Wuppy> only if you live in the south though
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L536[07:30:08] <Wuppy> good point :P
L537[07:30:31] <fry> Wuppy: isn't that what you do almost every day already? without the need to have a carnaval? :D
L538[07:30:40] <Wuppy> nah this is very, very different
L539[07:30:55] <fry> suuuure :P
L540[07:31:18] <Wuppy> it really is, I dont normally walk around in a beer suit
L541[07:31:24] <McJty> I don't live far from Aalst in Belgium and the carnival there is also celebrated very extensively
L542[07:31:24] <sham1> sure you dont
L543[07:31:31] <McJty> But not this year as a lot was canceled due to the storm
L544[07:31:31] <fry> sure you do :P
L545[07:31:35] <Wuppy> I wish I could
L546[07:31:44] <Wuppy> McJty, same here, really sad about that
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L548[07:32:00] <Wuppy> but they'll now do the parade in march \o/
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L552[07:35:13] <Mossyblog> diesieben07: depends on *what* you're doing in ASM space.. ie if you're just hooking into a method the same way FML does via its code base, then its no different except the risk of a post injection...
L553[07:35:24] <Nitrodev> hi
L554[07:35:36] <Wuppy> sup Nitrodev
L555[07:36:12] <Mossyblog> eg: RenderManager.renderPosX ... you can either use getPrivateField reflection to extrac the value..or you could just insert a call back to RenderManager.setRenderPosition() method.. both i'd argue have similiar risk positions
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L558[07:38:18] <diesieben07> Mossyblog, fml uses binary patches. that is totally different and you just adding instructions somewhere is actually much more likely to break it than to use reflection
L559[07:38:55] <Mossyblog> more likely based on what data?
L560[07:39:07] <diesieben07> well, if you modify a class you MODIFIY A CLASS
L561[07:39:14] <Wuppy> anyone else here excited about lumberyard?
L562[07:39:16] <sham1> no shit
L563[07:39:18] <diesieben07> everyone who depends on that class being exactly like it was before you modified it, will break
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L565[07:39:29] <diesieben07> if you reflect a field, so what, you reflect a field
L566[07:39:35] <diesieben07> you are not modifying ANYTHING
L567[07:40:01] <Ordinastie> everyone who depends on that class being exactly like it was before you modified it should just stop modding
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L569[07:40:29] <Mossyblog> if new bytecode is injected into specific areas that doesn't disrupt the flow, it doesn't actually cause concern...except should a bug occur in my code that brings down the entire mod-house..in which case its no different writing buggy mods period
L570[07:40:33] <diesieben07> ok everyone, Ordinastie has determined forge is obsolete. you can all go homenow.
L571[07:40:44] <diesieben07> Mossyblog, how do you know?
L572[07:40:54] <diesieben07> also what does "disrupt the flow" even mean
L573[07:41:07] <Mossyblog> because thats how bytecode works... a series of instructions are either mapped in place or it fails..
L574[07:41:23] <diesieben07> look at how FML applies patches
L575[07:41:25] <Mossyblog> if you're infering leaks of logic then sure..
L576[07:41:28] <diesieben07> it doesnt know abotu bytecodes
L577[07:41:34] <diesieben07> its patching at the raw binary level
L578[07:41:42] <Mossyblog> yeah, but thats FML
L579[07:41:44] <Ordinastie> does it matter though ?
L580[07:41:50] <diesieben07> and because of that you cannot break it?
L581[07:41:54] <diesieben07> or what
L582[07:41:57] <diesieben07> your logic makes no sens
L583[07:42:08] <Mossyblog> FML is a closed payload, you can't add / remove to it ..unless you manage to anchor a pull request legit
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L585[07:42:23] <diesieben07> that is not a reason
L586[07:42:29] <diesieben07> even if FML was agnostic to your edits
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L588[07:42:41] <Mossyblog> ok, so lets assume FML is a blackbox, but i need access to a specific event or method...
L589[07:42:44] <diesieben07> editing other peoples classes just because you dont wnat to write reflection code is stupid
L590[07:43:05] <diesieben07> i am not saying "OMG avoid ASM never ever do it". there is a time and a place.
L591[07:43:09] <Ordinastie> Mossyblog, sorry, I cant' troll diesieben07 on that one ><
L592[07:43:16] <diesieben07> accessing private fields is NOT that time and place
L593[07:43:53] <Mossyblog> you haven't really given a time/place other than fear, uncertainty and doom
L594[07:43:59] <diesieben07> wat.
L595[07:44:22] <Mossyblog> well you really haven't given a specific reason other than "don't touch that, its bad"
L596[07:44:47] <sham1> do you really need more reason?
L597[07:45:02] <Mossyblog> i'm always open to reasons :)
L598[07:45:08] <Ordinastie> let's make an analogy here : "there are few good reason to run into a building on fire, doing your jogging isn't one"
L599[07:45:13] <diesieben07> it can break horribly
L600[07:45:24] <diesieben07> read the forums
L601[07:45:37] <Mossyblog> or... "sometimes you ride the bus and its an easy ride, but sometimes you just need to get off and walk"
L602[07:45:39] <diesieben07> there are tons of threads on there where things just fall apart in a horrible way because a coremod fails
L603[07:45:48] <diesieben07> and these thigns are an absolute nightmare to debug
L604[07:45:56] <diesieben07> because the error occurs in some random classfile somewhere
L605[07:46:01] <diesieben07> without a link to the problematic mod
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L607[07:46:30] <Ordinastie> don't read the forums too long though, you lose brain cells there at an alarming rate
L608[07:46:31] <Mossyblog> that infers that the mod community all rise with the same tide in quality bands
L609[07:46:41] <Mossyblog> my experience shows differently, so its kind of still the wild west
L610[07:46:53] <diesieben07> what does that even have to do with anything i said
L611[07:46:57] <dagarath> I am a newb and even I understand -> avoid changing things others need access to unless its absolutely necessary.
L612[07:47:29] <sham1> Did forge give EntityPlayer an IItemHandler instance I can hook into
L613[07:47:48] <Mossyblog> you're implying that should someone touch ASM it causes the whole mod heap to fall over... when in reality, the risk levels are the same..
L614[07:48:35] <gigaherz> THe point is touching the bytecode adds more mess to an already messy situation
L615[07:48:45] <Ordinastie> he's saying there is no reason to ASM instead of just reflection
L616[07:48:45] <dagarath> There are less destructive methods is what he is saying from what I can understand, take the least destructive path.
L617[07:49:00] <gigaherz> If you can achieve the same through reflection, it is a much better option to do so
L618[07:49:04] <Mossyblog> all it takes is 1x mod to fail in a collection of more than 1x and the client goes down..unless they are disciplined in thier try/catch moments.
L619[07:49:11] <Mossyblog> so thus the risk is leveled out.
L620[07:49:27] <sham1> Mossyblog, why couldn't you use reflection again
L621[07:49:34] <gigaherz> it's much easier for things to break when they are actively changing code
L622[07:49:34] <Mossyblog> even Reflection can cause an exception ..
L623[07:49:43] <gigaherz> this isn't about exceptions
L624[07:49:47] <diesieben07> Mossyblog, no, iam saying the risks of ASM failing are higher than reflection failing. and if ASM fails, it is VERY VERY hard to debug
L625[07:49:52] <sham1> It still is considerably safer
L626[07:49:57] <diesieben07> especially for an end user who is trying to run a modpack
L627[07:50:00] <Mossyblog> sham1, I just stated, that i'd prefer at times to go the ASM route than sprinkle lots of little reflection getValues around the place
L628[07:50:03] <McJty> Exceptions are good and (usually) easy to debug
L629[07:50:08] <McJty> As they point clearly at the offending code
L630[07:50:19] <sham1> Mossyblog, you don't need to
L631[07:50:23] <sham1> Abstract them away
L632[07:50:26] <sham1> Behind a methd
L633[07:50:31] <Mossyblog> diesieben07, its not higher, if anything you get a pretty hard reactionary response the moment it fails during testing...
L634[07:50:40] <diesieben07> yes it is higher -.-
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L636[07:50:52] <diesieben07> someone else modifies the same thing you do and suddenly your detectino doesnt work anymore
L637[07:51:02] <Mossyblog> if you inject a Label or VarInsNode in the wrong spot, the whole byte code pretty much shits the bed quickly... its a pretty immediate feedback loop
L638[07:51:19] <diesieben07> yes and if htat happens in prod with 200 mods
L639[07:51:24] <diesieben07> NOBODY will know which mod that is.
L640[07:51:41] <Ordinastie> and your injection might even break someone else's that has a legitimate reason to hook in
L641[07:51:46] <gigaherz> you'll haveto send the error log to N people (N=the number of coremods in the pack)
L642[07:51:47] <Mossyblog> if you have 200mods installed and you're entire existance is banked on 1x mod not failing then i'd be curious to see what experience you're aiming for to begin with :)
L643[07:51:54] <gigaherz> and then have each one of them debug it
L644[07:51:56] <diesieben07> jesus fuck man
L645[07:51:59] <diesieben07> of course mods fail
L646[07:52:06] <gigaherz> jsut to find out it was not their own changes
L647[07:52:09] <diesieben07> but you want those fails to tell WHICH MOD FAILED
L648[07:52:15] <diesieben07> ASM fails MOST OF THE TIME do NOT do that.
L649[07:52:19] <gigaherz> best of all? when it's a combination of 2 subtly broken coremods
L650[07:52:25] <gigaherz> causing the whole thing to implode
L651[07:52:30] <diesieben07> anyways. i am done with this shit now.
L652[07:52:40] <diesieben07> debugging asm code even in DEV is a pain with just ONE mod
L653[07:52:43] <Mossyblog> do you think bytecode shifts around each time you run it or something?
L654[07:52:46] <diesieben07> how do you expect this to work in PROD with 200 mods
L655[07:52:56] <gigaherz> Mossyblog: no, it shifts around every time a coremod changes it!
L656[07:53:08] <Mossyblog> i dont get your logic at all, what do you think reflections doing if anything you're screwing with a "hands off my code" moment
L657[07:53:16] <gigaherz> you can't possibly debug with every combination of coremods in existance
L658[07:53:33] <Mossyblog> gigaherz: the actual structure does but the logic can be simple as injecting a INVOKE method and thats it
L659[07:54:16] <gigaherz> yes it can
L660[07:54:25] <dagarath> I am trying to include a file named 'save.dat
L661[07:54:27] <gigaherz> the point isn't that it will absolutely always break
L662[07:54:29] <Mossyblog> mv.visitMethodInsn() for example is an insertion of a callback and if you write checks before and after to verify node compliane its fine
L663[07:54:36] <dagarath> err oops lemme retry that haha
L664[07:54:45] <gigaherz> it's that ANY change to bytecode
L665[07:54:50] <Mossyblog> its not like you just crack it open and spray random code all over the place.
L666[07:55:23] <Mossyblog> imho its a case of "parable of the monkey"
L667[07:55:23] <gigaherz> sure that's exactly what people do in coremods
L668[07:55:27] <sham1> For the inexperienced it is
L669[07:55:29] <diesieben07> Mossyblog, so now somebody has a detection logic to find an insertino point and obviously your instructino is not in there. so they fail to find their insertion point and shit the bed.
L670[07:55:40] <dagarath> I am trying to include a file named 'save.dat' which is in the same folder as my main class in my final jar, in the same location as my main class, anyone know what I need to add to achieve that?? I've been reading up on gradle itself and nothing has led me to exactly what I need
L671[07:55:41] <diesieben07> just because you were too lazy to write reflection
L672[07:55:45] <diesieben07> and this is just the SIMPLEST case
L673[07:56:13] <Mossyblog> diesieben07: that doesn't hold water, as that would imply it has a very specific positioning - ie almost right down to the specific Label or line
L674[07:56:25] <Mossyblog> if two people are ding coreMods then yeah you can have a bad day
L675[07:56:30] <diesieben07> exactly
L676[07:56:35] <Mossyblog> but as i stated, you measure twice inject once
L677[07:56:39] <diesieben07> and YOU are the ONE of those two whcih is avoidable.
L678[07:56:49] <diesieben07> so you should back off
L679[07:56:50] <gigaherz> Mossyblog: any reasonably large pack has at least a dozen coremods
L680[07:56:57] <diesieben07> instead of the one who has a legitimate reason
L681[07:57:01] <gigaherz> the chances of two people wanting to hook the same code is rather high
L682[07:57:19] <Mossyblog> right, so what we're really talking about here is insurance that before you inject nodes that you're doing a comparison correctly
L683[07:57:26] <gigaherz> and this is with modern forge stance that coremods are bad, it WAS much worse back inthe day
L684[07:57:32] <gigaherz> then it wasn't just a dozen coremods
L685[07:57:41] <Mossyblog> now once *my* coremod passes my tests and someone else does something rogue, then who gets the punch?
L686[07:57:41] <gigaherz> practically every mod had its own bytecode edits included
L687[07:57:47] <Mossyblog> the other person or me? :)
L688[07:57:48] <gigaherz> both of you
L689[07:57:51] <dagarath> right now I am just physically copying the file but getting gradle to do it would be awesome lol
L690[07:57:55] <gigaherz> becuase the user can't tell
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L692[07:58:09] <gigaherz> but what's worse? forge does
L693[07:58:17] <gigaherz> becuase they can't figure out who's at fault
L694[07:58:23] <gigaherz> they port it on the forge issue tracker
L695[07:58:28] <gigaherz> and demand that someone else find the blame
L696[07:58:35] <Mossyblog> welcome to software development
L697[07:58:43] <gigaherz> so indirectly, by makingthigns where it's unclear what failed
L698[07:58:50] <McJty> Mossyblog, but why not avoid it if there is a good way to avoid it?
L699[07:58:54] <gigaherz> you make the Forge team work extra
L700[07:59:25] <Mossyblog> McJty: same reason we're all deobfs the entire code base, because its hacky and thats life..
L701[07:59:35] <gigaherz> meanwhile, a reflection-based approach, will clearly crash in the.mod.package.Class.method
L702[07:59:41] <McJty> Mossyblog, there is merit in trying to get as little hacky as possible
L703[07:59:44] <McJty> Even if there are hacks around
L704[07:59:45] <gigaherz> and the crash reports are property directed to the right person
L705[07:59:53] <McJty> It is not because someone is not cleaning up that you should not clean up
L706[08:00:10] <gigaherz> if anything, THAT to me is reason enough to avoid ASMing bytecode
L707[08:00:21] <Mossyblog> the whole modding situation is a mess, and it gets closer to cohesion but until we all get an official SDK its pretty much lord of the flies
L708[08:00:36] <McJty> Mossyblog, then at least don't make it worse then it already is
L709[08:00:52] <Mossyblog> you're implying i have already?
L710[08:01:14] <McJty> Well you defending ASM did seem to imply that yes
L711[08:01:16] <Mossyblog> if you can find a bug report with my name on it, i'll buy you all a new PC right now :)
L712[08:01:17] <Mossyblog> heh
L713[08:01:33] <Ordinastie> Mossyblog, that's what ASM does, it hides your name...
L714[08:01:34] <McJty> Mossyblog, well as stated before the problem is that because you use ASM it is not likely the bug report will get your name on it
L715[08:01:42] <McJty> Mossyblog, people will not know and it will be a 'mystery' bug
L716[08:01:44] <Mossyblog> no i'm stating that if i choose to do ASM its developers choice
L717[08:02:10] <Ordinastie> but the fallout is not on the developper then
L718[08:02:22] <Mossyblog> you're trying to legitimize a process that's not legit?
L719[08:02:23] <gigaherz> it's not your choice, the moment it affects others
L720[08:02:30] <gigaherz> not only* your choice
L721[08:02:32] <Mossyblog> thats an implication..
L722[08:02:34] <sham1> And it is the other developers' job to tell the one developer how much he is breaking shit and how he should fix it
L723[08:02:55] <Mossyblog> so you all are saying "you're all newbie developers until proven otherwise"
L724[08:02:57] <gigaherz> basically:
L725[08:03:16] <Mossyblog> its a first cut policy making approach
L726[08:03:53] <gigaherz> we (as modders who like to help people write mods), can not be "ok" with people writing unnecessary coremods,
L727[08:04:08] <gigaherz> because in doing so they make everyone's work messier
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L729[08:04:20] <Mossyblog> define unncessary? see this is where it gets into a slippery slope
L730[08:04:27] <gigaherz> so yo ucan make as many coremods as you want
L731[08:04:35] <gigaherz> we just won't be happy about it
L732[08:04:44] <Ordinastie> ASM is not necessary when you can get the same result with reflection
L733[08:04:46] <McJty> Unnecessary to me is when there is another better alternative.
L734[08:04:52] <Mossyblog> what if i put a big red sticker on my mod that says "Warning: May affect otehr mod experiences"
L735[08:04:52] <gigaherz> unnecessary is when you can achieve the same through reflection
L736[08:04:58] <gigaherz> without incurring in unreasonable performance hits
L737[08:05:02] <Mossyblog> would that satisify the risk?
L738[08:05:03] <Pennyw95> hey guys...I need to write a sine function using minecraftTicks but I noticed that skipping ticks it's bad for it. Would this be smooth? Math.sin(Minecraft.getMinecraft().getRenderViewEntity().ticksExisted + partialTicks)
L739[08:05:54] <Ordinastie> Pennyw95, if ticks are skipped, it will never be smooth
L740[08:05:57] <sham1> Why have the risk there at all
L741[08:05:59] <Mossyblog> gigaherz: the fact we are using reflection is implied risk.. its the same risk as if i write a value via reflection or make too many calls whats the difference in performance / developer anxiety
L742[08:06:12] <Ordinastie> but if that case, you shouldn't really care it's not smooth
L743[08:06:13] <Pennyw95> Ordinastie: well, that depends on the player's fps
L744[08:06:34] <Ordinastie> Pennyw95, you can't be smoother than the player FPS
L745[08:06:41] <sham1> It is easier to debug and it is easier to point out
L746[08:06:44] <fry> Mossyblog: there's a bit sticker already. it doesn't help much.
L747[08:07:12] <Ordinastie> Pennyw95, and ticks don't depend on FPS
L748[08:07:35] <Mossyblog> fry: true ;) and you do good work may i add hehe
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L751[08:08:24] <Pennyw95> so this whould be ok
L752[08:08:36] <Pennyw95> and the return is between -1 and 1, obviously
L753[08:08:37] <Ordinastie> yes
L754[08:09:25] <Pennyw95> since I want to make a color glow, I need to make the brightness fluctuate. That can be achieved with proportionally increasing and decreasing the R, G and B values, correct?
L755[08:09:50] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/renderer/animation/transformation/Transformation.java#L149
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L757[08:11:49] <dagarath> so can anyone tell me how to get gradle to include a non source file from the same directory as my main class into the jar?
L758[08:12:18] <sham1> Have you tried to google
L759[08:12:19] <dagarath> I've tried a few things, but I just end up copying all the .java files too lol
L760[08:12:22] <Ordinastie> dagarath, don't put it in your jar
L761[08:12:23] <sham1> Also #ForgeGradle
L762[08:12:24] <dagarath> yes for hours
L763[08:12:54] <Ordinastie> if it's a fixed data file, put it into your assets folder
L764[08:13:12] <Ordinastie> if you're supposed to update it, create and read it from minecraft folder
L765[08:13:13] <sham1> I really hope setInventorySlotContents is not used by Containers because that would suck
L766[08:13:17] <dagarath> well I have to, it has to be packaged with the mod. and I need to be able to load it from code, it is a byte array object file.
L767[08:13:35] <sham1> why not load it from some server
L768[08:13:49] <sham1> And get the copy from there at startup in a seperate thread
L769[08:13:59] <Ordinastie> dagarath, then put it in your asset folder
L770[08:14:05] <Pennyw95> Ordinastie: why * PI?
L771[08:14:32] <Ordinastie> degree vs radians ?
L772[08:14:33] <dagarath> I dont know why, that is a lot of extra work for a 2kb file. Ordinastie, I have no idea how to actually load the file from there. I have tried and tried and tried.
L773[08:14:37] <Pennyw95> as sure
L774[08:14:46] <Pennyw95> I assumed you would use the method
L775[08:15:06] <dagarath> I am loading it using getResourceAsStream
L776[08:15:39] <dagarath> but that runs based on the location of the class you run it from
L777[08:15:41] <McJty> sham1, vanilla Container itself uses setInventorySlotContents
L778[08:16:02] <sham1> shit
L779[08:16:10] <McJty> Why is that a problem?
L780[08:16:19] <sham1> Welp, there goes my generic implementation of IInventory as a wrapper for IItemHandler
L781[08:16:21] <Ordinastie> dagarath, which won't work in a jar
L782[08:16:31] <Ordinastie> (I think)
L783[08:16:36] <dagarath> except it works just fine, I manually put the file in and it works
L784[08:16:48] <dagarath> PlenaInanis.class.getResourceAsStream("save.dat") means save.dat has to be in the same directory as my main class.
L785[08:17:11] <dagarath> or rather classpath
L786[08:17:18] <sham1> http://stackoverflow.com/questions/12410828/gradle-add-single-file-to-jar
L787[08:17:20] <sham1> Sigh
L788[08:17:51] <sham1> The accepted answer has stuff
L789[08:17:56] <sham1> You sure you google'd
L790[08:18:12] <dagarath> I dont know if its the filename but I've tried that, it copies the whole freakin list of java files lol
L791[08:18:22] <sham1> show how you did it
L792[08:19:12] <dagarath> I've deleted it, its literally that. with "save.dat"
L793[08:20:06] <sham1> so "jar { from "save.dat" }"
L794[08:20:19] <sham1> Also, why do I get the feeling that you are trying to move an MC save around
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L796[08:20:31] <dagarath> The issue might be my environment though and not the use of jar { from "save.dat" }
L797[08:20:31] <sham1> It's the name pehaps
L798[08:20:44] <sham1> Post your gradle file
L799[08:20:45] <dagarath> it is not a save, it is a serialized object.
L800[08:20:56] <sham1> Even though again, this is not a gradle help channel
L801[08:21:17] <dagarath> I know, like I said I am just manually copying, I dont really mind it takes less than 1 second
L802[08:21:33] <sham1> but it cannot be automated then
L803[08:21:56] <dagarath> its only during build, the file deploys perfectly into minecrafts config folder
L804[08:22:16] <sham1> Or if you listened to me, you might have remembered that I said something about having the file be on a remote server and have it be downloaded from said server
L805[08:22:42] <dagarath> I would prefer not to do that though.
L806[08:23:13] <dagarath> if I did that, there is no point in it being a file, I could stream the bytes directly
L807[08:23:29] <sham1> Except that if you had it in a file they would be cached
L808[08:23:55] <dagarath> this is a one time thing for mod installation, for default configuration.
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L810[08:24:19] <sham1> why not just use Forge's config system
L811[08:24:21] <dagarath> after that it is handled by the mod itself
L812[08:24:24] <sham1> It allows for default configs
L813[08:24:40] <dagarath> because it isn't as extensive as what I require
L814[08:24:54] <sham1> The hell are you doing
L815[08:25:16] <dagarath> deeply nested hashmap object serialization.
L816[08:25:25] <sham1> why
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L818[08:25:32] <sham1> What is the purpose
L819[08:25:39] <sham1> What is your quest
L820[08:26:06] <dagarath> wow why does it matter? lol I created machines that have multiple outputs and are infinitely extensible, with a system for recipe creation.
L821[08:26:19] <dagarath> multiple outputs for a single input that is
L822[08:28:40] <Mossyblog> serialize the hashmap, then keep the key/value
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L824[08:29:07] <dagarath> Mossy that would require keeping it somewhere..either way I would have to package something
L825[08:29:31] <Ordinastie> why don't you set the default values programatically?
L826[08:29:49] <dagarath> because I dont want to? lol
L827[08:30:01] <Ordinastie> oh, right I forgot
L828[08:30:11] <Ordinastie> today is "bad idea" day
L829[08:30:17] <Ordinastie> go ahead then
L830[08:30:21] <dagarath> I dont want 2000 extra lines when I could have 100 lines and a serialized object
L831[08:31:05] <Mossyblog> what are you using for serialization?
L832[08:31:16] <Mossyblog> home made or off the shelf?
L833[08:31:18] <Ordinastie> if you have 2k lines of configurations, you're probably doing something wrong
L834[08:31:34] <dagarath> No, I am doing something complicated, not wrong.
L835[08:31:52] <sham1> Complicated === wrong
L836[08:31:56] <Mossyblog> O.o
L837[08:32:12] <dagarath> This is quite common practice in java, just because nobody in minecraft does it does not make it wrong
L838[08:32:33] <sham1> "does it does not"
L839[08:32:38] <dagarath> I mean aside from packaging it internally, but there are no inherent issues with that either
L840[08:32:53] <sham1> Commas are a thing
L841[08:32:58] <Mossyblog> dagarath: are you setting the value as the serialized object? ie key/value pairing?
L842[08:33:31] <dagarath> it is a serialization of deeply nested hashmaps
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L844[08:33:58] <Mossyblog> yes but *how* are you serializing it.. eg... are you using GSON or something external or other
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L847[08:34:52] <Ordinastie> dagarath, is your code in github or something ?
L848[08:35:11] <sham1> I think he is using java.io.Serializable
L849[08:35:25] <dagarath> yes I am using java Serializable yes
L850[08:35:27] <sham1> And those things
L851[08:35:38] <Mossyblog> ahh..ok...well there's no fun in that then
L852[08:35:56] <dagarath> lol it isnt about fun, it is about saving me another week of typing =P
L853[08:35:58] <Mossyblog> ie, was wondering if someone else has used others and was curious abotu the comparison ;) hehe
L854[08:36:06] <Mossyblog> as you were.
L855[08:36:21] * Mossyblog goes back to tinkering with ASM ..yeah...you know it.
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L857[08:36:58] <sham1> ಠ_ಠ
L858[08:37:37] <dagarath> It will be Ordinastie when I release the mod, not until then. People can poke and say whatever they want then
L859[08:38:03] <Mossyblog> *if* you release the mod ;)
L860[08:38:11] <dagarath> If as in, in like 12 hours
L861[08:38:43] <Mossyblog> ok but in 12hrs 1sec you don't release it, you get the dick punch
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L863[08:38:52] <sham1> What mc version is your mod for
L864[08:38:55] <dagarath> Too late somebody already punched it off
L865[08:39:21] <Mossyblog> well that went to a dark place quick
L866[08:39:25] ⇨ Joins: fuj1n (~fuj1n@101.190.36.69)
L867[08:39:26] <dagarath> initial release is 1.7.10, hopefully 1.8.9 by late next week.
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L870[08:39:48] <sham1> (ಠ_ಠ)^(ಠ_ಠ)
L871[08:40:00] <dagarath> I unfortunately have 3 mods on the go so each one always takes longer than I end up hoping lol
L872[08:40:32] <sham1> Look of disapproval to the power of look of dissaprival
L873[08:40:38] <dagarath> aka I get distracted
L874[08:40:47] <Mossyblog> i've been working on the same mod since 2013... i keep getting distracted and adding more than i should
L875[08:41:05] <sham1> Still don't get why people cling to 1.7
L876[08:41:18] <Mossyblog> i added facial expressions to the minecraft cars in 1.7 ..still no idea what i should do with that code one day
L877[08:41:20] <dagarath> It isnt about clinging, it is about all the other amn modders
L878[08:41:50] <dagarath> Until other modders update, the functionality I put in place for their mods either require A) I make my own mod, or B) I update their possibly badly written mod.
L879[08:41:53] <sham1> "amn"
L880[08:42:17] <dagarath> yes amn, with a capital AMN
L881[08:42:30] <fry> sham1: https://en.wikipedia.org/wiki/Positive_feedback
L882[08:42:35] <sham1> What even is that
L883[08:42:38] <sham1> Ah
L884[08:42:41] <Pennyw95> Oh, wr.pos.tex.color() can't take doubles?? :(
L885[08:43:28] <Ordinastie> dagarath, I can guarantee you that you won't port to 1.8.9 by next week
L886[08:43:40] <dagarath> Why?
L887[08:43:58] <dagarath> If its less than 20,000 lines of code, I bet you 10 million cookies I can.
L888[08:44:20] <sham1> That's a lot of cookies
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L890[08:45:01] <Ordinastie> do you have any rendering in your mod ?
L891[08:45:04] <dagarath> I've already looked at most of the changes I have to make
L892[08:45:10] <dagarath> including rendering =P
L893[08:45:27] <McJty> The first mod takes longest but after that updating really isn't that hard.
L894[08:45:36] <McJty> Once you did a few blocks you quickly get into the routine ;-)
L895[08:46:05] <Lordmau5> ^
L896[08:46:17] <Lordmau5> I feared the update to 1.8.9 way more than I should've
L897[08:46:29] <Lordmau5> Now I'm just glad I'm not adding any more features to 1.7.10 again
L898[08:47:26] <Mossyblog> the only thing that screwed me in 1.8.x was the wr.pos.tex changes.. other than that it was a pretty easy swapout
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L900[08:47:27] <McJty> I'm still maintaining 1.7.10 rftools because that's used in some big packs but other then that I'm fully on 1.8.9
L901[08:47:29] <dagarath> Ultimately I want to phase out using other modders mods in my modpacks, and develop either all of my own or help add functionality to open source projects that are actively maintained...tired of waiting
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L904[08:50:12] <dagarath> So I started this mod on january 22, and its only 10,247 source lines woo
L905[08:50:46] <Mossyblog> dagarath: that would imply a formalized moding sdk that didn't introduce breaking changes all the time... aka..product management
L906[08:51:27] <dagarath> lol you talkin bout forge? I just mean specifically for 1.8.9, tired of waiting for mods to update.
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L909[08:53:00] <Mossyblog> no, i'm talking about what forge represents...
L910[08:53:56] <dagarath> You mean mojang's broken promises?
L911[08:54:12] ⇨ Joins: MalkContent (MalkConten@p4FDCDF8F.dip0.t-ipconnect.de)
L912[08:54:17] <Lordmau5> The things we don't talk about in here? Gotcha.
L913[08:54:25] <Lordmau5> :P
L914[08:54:29] <dagarath> lol
L915[08:54:40] <MalkContent> anyone know perchance if there's a mod that adds fluid tanks for vanilla potions?
L916[08:54:50] <Mossyblog> its Microsofts problem now ;
L917[08:54:55] <Mossyblog> not Mojangs :)
L918[08:54:56] <Mossyblog> hehe
L919[08:55:07] <MalkContent> like a big jar block you can refill your empty bottles at
L920[08:55:14] ⇨ Joins: kimfy (~kimfy@9.12.34.95.customer.cdi.no)
L921[08:55:40] <Lordmau5> I know *my* tanks don't support those "fluids"... at least I'm sure I didn't specifically add support for them, lol
L922[08:56:00] <MalkContent> well theyre not real fluids
L923[08:56:03] <Wuppy> heh, avast says there is a virus in Amazons lumberyard engine
L924[08:56:05] <MalkContent> just potion tanks
L925[08:56:06] <Wuppy> gg avast..
L926[08:56:07] <dagarath> pretty sure you can do that with like command blocks lol
L927[08:56:18] <MalkContent> imma go do that if that hasn't been done before
L928[08:56:50] <gigaherz> [15:54] (Mossyblog): its Microsofts problem now ;
L929[08:56:50] <gigaherz> [15:54] (Mossyblog): not Mojangs :)
L930[08:56:55] <gigaherz> no it's still very much Mojang's problem
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L932[08:57:05] <dagarath> Yea MS just provides a sticker
L933[08:57:06] <gigaherz> before they were bought, they answered only to themselves
L934[08:57:12] <Mossyblog> uhuh :) ...if i know my former employer, you dump 2.5bn on a company, there's a catch
L935[08:57:18] <gigaherz> now if things go bad, they have to answer to Microsoft
L936[08:57:54] <Mossyblog> someones handcuffed to mojang's wins/losses
L937[08:58:04] <Mossyblog> and its not the mojang crew i suspect
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L939[08:58:36] <Skuli> I doubt microsoft gives a rat's ass about what the remaining Mojang people do
L940[08:58:40] <gigaherz> of course not, but it's their asses that get fired if Mojang doens't bring enough earnings and Microsoft decides to "restructure those assets"
L941[08:58:57] <dagarath> Yea MS just wanted free reign to sell skins on xbox one lol
L942[08:59:07] <gigaherz> they'd just dump the java mc, and put a bunch of people working on Win10 edition
L943[08:59:17] <Skuli> that's what will happen eventually
L944[08:59:27] <Mossyblog> not really, it was a neat accounting trick to buy mojang
L945[08:59:34] <gigaherz> yeah so the longer the Java version keeps selling, the better
L946[08:59:53] <Mossyblog> i'd wager if you did an audit on the accounts windows marketing spend was burried unter its GPL code ;) hehe
L947[09:00:02] <gigaherz> although that requires Mojang to keep adding new content
L948[09:00:07] <gigaherz> and 1.9 is taking a bit long
L949[09:00:08] <gigaherz> ;p
L950[09:00:23] <McJty> Hmm. After doing worls.setBlockState(...) with a block that has a tile entity, isn't the tile entity created at that point?
L951[09:00:42] <gigaherz> yes
L952[09:00:49] <McJty> So why is this failing...
L953[09:00:50] <gigaherz> you should be able to do world.getTileEntity right after
L954[09:01:01] <Lordmau5> ^
L955[09:01:05] <Lordmau5> I do it in my mod and it works fine
L956[09:01:08] <McJty> https://bpaste.net/show/7fca4f245cd5
L957[09:01:35] <McJty> I get a null pointer exception at the third line of that paste
L958[09:01:40] <MalkContent> i highly doubt theres gonna be a "win 10 version"
L959[09:01:53] <gigaherz> MalkContent: wat?
L960[09:01:58] <gigaherz> therei s already a Win10 edition
L961[09:02:00] <gigaherz> XD
L962[09:02:07] <gigaherz> it's in beta
L963[09:02:07] <LatvianModder> Forge?
L964[09:02:17] <MalkContent> srsly?
L965[09:02:19] <LatvianModder> Nah, thats probably never coming
L966[09:02:21] <MalkContent> well fuck me
L967[09:02:24] <gigaherz> oh if you mean win10 edition of forge
L968[09:02:29] <MalkContent> no.
L969[09:02:38] <Lordmau5> getDefaultState + additional properties, McJty?
L970[09:02:47] <McJty> Lordmau5, yes what about that?
L971[09:02:47] <gigaherz> Minecraft win10 edition is free for anyone with the java version and win10, iirc
L972[09:03:02] <gigaherz> or was that a limited-time offer?
L973[09:03:04] <Lordmau5> don't you set the default state in your block constructor?
L974[09:03:05] <gigaherz> anyhow
L975[09:03:10] <gigaherz> it's right there in the win10 store
L976[09:03:19] <gigaherz> it's not too bad, tbh
L977[09:03:20] <LatvianModder> I got it few months ago
L978[09:03:24] <gigaherz> it's fast
L979[09:03:25] <Cazzar> Proof it exists: http://upload.cazzar.net/u/1455030203
L980[09:03:25] <Lordmau5> or wait
L981[09:03:26] <LatvianModder> its pretty bad :P
L982[09:03:27] <Lordmau5> I'm confused right now
L983[09:03:31] <Cazzar> Don't mind the language of the store :P
L984[09:03:31] <gigaherz> worldgen is just *poof*
L985[09:03:33] <MalkContent> the day we see mc forge for mc win10, we'll see selfies of lex on twitter, having bought a 20 million dollar estate next to notches
L986[09:03:40] <gigaherz> LatvianModder: it as pretty bad a few months ago
L987[09:03:41] <gigaherz> try it again
L988[09:03:48] <Lordmau5> ye, no, that
L989[09:03:49] <Mossyblog> I say the win10 is a test balloon to see how they can move over to Microsofts JVM
L990[09:03:52] ⇨ Joins: SomeGuyInATree (~SomeGuyIn@27-33-181-75.tpgi.com.au)
L991[09:03:56] <LatvianModder> I mean, feature-wise
L992[09:04:00] <LatvianModder> performance was good
L993[09:04:05] <gigaherz> yeah
L994[09:04:06] <Mossyblog> plus they need to get it onto .netCORE for future IoT reasons
L995[09:04:09] <LatvianModder> the clicking is terrible etc
L996[09:04:14] <gigaherz> that was fixed
L997[09:04:20] <MalkContent> ms has it's own jvm? man i have to follow news more...
L998[09:04:21] <gigaherz> it's almost up to par with the java one these days
L999[09:04:28] <LatvianModder> I still hate it. Because its not Java :P
L1000[09:04:30] <Mossyblog> MalkContent: had it for years.
L1001[09:04:33] <gigaherz> that's a different matter
L1002[09:04:57] <Mossyblog> even has a neat acronym ..ready.. MSJVM
L1003[09:04:58] <Cazzar> Mossyblog: no, win10 ed was announced way before the .net stuff for cross platform was considered marginally stable.
L1004[09:05:02] <gigaherz> Microsoft's "J++" was a terrible hack and they thankfully abandoned it in the 90s
L1005[09:05:03] <gigaherz> ;p
L1006[09:05:22] <Mossyblog> Cazzar: .netCore has been years in the making
L1007[09:05:25] <gigaherz> then J# (java on top of .net) thankfully didn't survive for long either
L1008[09:05:28] <Cazzar> Not to mention, it interacts with Window's Universal API, which immedaitely takes it off DNX.
L1009[09:05:33] <Mossyblog> Silverlight is in part .NetCore
L1010[09:05:38] <Cazzar> Mossyblog: I know, I follow .NET HEAVILY.
L1011[09:05:45] <MalkContent> in any case, what is the deal with mc win10ed?
L1012[09:05:49] <Mossyblog> Cazzar: I used to .NET Product Manager.. so i win
L1013[09:05:50] <gigaherz> MalkContent: MCPE
L1014[09:05:59] <gigaherz> adapted for kb&mouse use
L1015[09:06:07] <Mossyblog> hehe
L1016[09:06:09] <gigaherz> it's the C++ codebase they had for the android/ios versions
L1017[09:06:14] <gigaherz> fixed up to suck less on desktop
L1018[09:06:20] <MalkContent> a.
L1019[09:06:25] <gigaherz> they remade the UIs
L1020[09:06:30] <gigaherz> so that they are not just touch-oriented
L1021[09:06:31] <Mossyblog> i'd prefer vNExt MC go the same way Unity3d does with il2cpp
L1022[09:06:49] <Cazzar> Mossyblog: doesn't too much matter, the factor that the universal apis have to be referenced to make such an app immediately removes the chance of using just DNX
L1023[09:07:13] <MalkContent> but why? ^^
L1024[09:07:27] <gigaherz> simple: they want people to be aware that the windows store exists
L1025[09:07:27] <Mossyblog> Universal API's are the same, it was a hacky namespace moment to block backwards compatiability
L1026[09:07:35] <Mossyblog> you can see pre-cursors to all of this via project Moonlight
L1027[09:07:35] <Lordmau5> McJty: what does your block-class look like?
L1028[09:07:38] <MalkContent> going with "c++ is the better language" or something
L1029[09:07:43] <MalkContent> alright then..
L1030[09:07:43] <gigaherz> everything microsoft has done since they started the Windows 10 "project"
L1031[09:07:51] <Cazzar> Yes, they would be backwards compat, but I am talking cross platform compat, ex, linux, osx
L1032[09:07:52] <gigaherz> has been an attempt to make people use the Store more
L1033[09:07:56] <gigaherz> make it more available
L1034[09:07:57] <Mossyblog> its about returning back to parity on all plats
L1035[09:07:59] <gigaherz> by giving away win10 free
L1036[09:08:03] <MalkContent> heh
L1037[09:08:04] <McJty> Lordmau5, https://github.com/McJty/ImmersiveCraft/blob/master/src/main/java/mcjty/immcraft/blocks/foliage/SticksBlock.java
L1038[09:08:09] <gigaherz> make it more accesible to developers by providing portability tools
L1039[09:08:18] <MalkContent> i have not even looked at the store once :D
L1040[09:08:30] <gigaherz> heck they even tried to make android apps run directly on windows
L1041[09:08:36] <Cazzar> I quite like the push to DNX, a lot of applications I'll work on will probably use DNX if I can get away with it.
L1042[09:08:41] <McJty> It doesn't fail all the time. Just in some cases
L1043[09:08:44] <gigaherz> by providing a virtualized android enviornment akin to bluestacks
L1044[09:08:45] <Mossyblog> gigaherz: yeah its more to do with reversing the "reign of sinofsky" and trying to win back hearts/minds with x-plat, x-device story
L1045[09:08:54] <MalkContent> also i am disgusted by the fact that programs are "apps" now
L1046[09:09:01] <gigaherz> MalkContent: onyl the store ones ;P
L1047[09:09:06] <gigaherz> desktop is desktop.
L1048[09:09:19] <gigaherz> if anything
L1049[09:09:21] <MalkContent> o yea? well press the windows key
L1050[09:09:26] <gigaherz> I'm disgusted that they repurposed the term "app"
L1051[09:09:30] <MalkContent> start typing, erase what you typed
L1052[09:09:33] <gigaherz> to mean "mobile-orientedpackaged application"
L1053[09:09:37] <Cazzar> Windows plz: http://upload.cazzar.net/u/1455030575
L1054[09:09:39] <SomeGuyInATree> They ARE applications though.
L1055[09:09:43] <gigaherz> instead of just "application"
L1056[09:10:02] <gigaherz> MalkContent: I use Start10 by Stardock
L1057[09:10:08] <gigaherz> ;P
L1058[09:10:08] <MalkContent> o go away someguy :P
L1059[09:10:19] <gigaherz> it says "All Programs" like it should
L1060[09:10:19] <gigaherz> ;P
L1061[09:10:24] <MalkContent> ^^
L1062[09:10:29] <Cazzar> Apps is a generic term for applications.
L1063[09:10:29] * SomeGuyInATree only just arrived.
L1064[09:10:40] <Lordmau5> try putting this into your TE class, McJty
L1065[09:10:40] <Lordmau5> https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/tile/abstracts/AbstractTankTile.java#L48-L51
L1066[09:10:53] <Cazzar> Also, gigaherz even better: have it say this: http://upload.cazzar.net/u/1455030648
L1067[09:10:58] <MalkContent> anyways, i don't see a problem with the win10 version then...
L1068[09:11:19] <Lordmau5> gotta be afk now, actually do some work at work...
L1069[09:11:20] <gigaherz> it has ONE problem: it's not easily moddable
L1070[09:11:21] <gigaherz> XD
L1071[09:11:44] <MalkContent> *shrugs*
L1072[09:11:48] * Cazzar looks at twitter
L1073[09:11:50] <gigaherz> Cazzar: my japanese is limited to 1,2,3
L1074[09:11:53] <Cazzar> I need to finish SoundOfDrop
L1075[09:12:17] <gigaherz> 4... I remember it was a square, but not how to pronounce it
L1076[09:12:19] <Lordmau5> Ohayo~
L1077[09:12:27] <Lordmau5> Arigato~
L1078[09:12:33] <Lordmau5> Ogenkidesuka?
L1079[09:12:42] <MalkContent> the only problem i could ever have with a win10 edition is if it's dx only
L1080[09:12:47] <gigaherz> "Arigato" I know what that means
L1081[09:12:48] <gigaherz> ;P
L1082[09:13:04] <Cazzar> Lordmau5: ば。。。ばか!
L1083[09:13:04] <SomeGuyInATree> I was in Japan last November. Good times all you can drink for $10AU
L1084[09:13:12] <gigaherz> MalkContent: why would that matter?
L1085[09:13:15] <gigaherz> it's win10 only
L1086[09:13:20] <Cazzar> SomeGuyInATree: I have a co-worker in japan right now.
L1087[09:13:31] <gigaherz> IF it uses anything other than dx11
L1088[09:13:32] <MalkContent> :D
L1089[09:13:35] <SomeGuyInATree> Cazzar: Where at?
L1090[09:13:40] <Cazzar> I can't remember
L1091[09:13:40] <gigaherz> it would simply mean they were too lazy to rewrite it
L1092[09:13:49] <MalkContent> because linux people always went "well it says 'windows only' on the box, i'll just not touch it"
L1093[09:13:50] <Cazzar> Though, probably right now around sapporo
L1094[09:13:56] <gigaherz> MalkContent: it IS windows only
L1095[09:14:00] <gigaherz> it's a Store app
L1096[09:14:02] <gigaherz> it's DRMd
L1097[09:14:03] <McJty> Lordmau5, didn't help
L1098[09:14:09] <gigaherz> you can only run it inside the Store environment
L1099[09:14:11] <Cazzar> Since, she mentioned probably going to go to it, when I mentioned it.
L1100[09:14:13] <McJty> Also the block that it is trying to replace is an air block
L1101[09:14:14] <MalkContent> hurk
L1102[09:14:27] <gigaherz> it's not just a random program you install
L1103[09:14:29] <MalkContent> well i didn't know a thing about the store
L1104[09:14:30] <gigaherz> it's a STORE app ;P
L1105[09:14:33] <SomeGuyInATree> Cazzar: Good times were had there. :D
L1106[09:14:35] <Cazzar> Also, gigaherz that's all apps, I have windows set to japanese right now.
L1107[09:14:37] <MalkContent> now i know 2 and i don't like them :P
L1108[09:14:43] <gigaherz> the Windows Store, and Universal applications
L1109[09:14:54] <gigaherz> is a "walled garden" environment
L1110[09:14:55] <sham1> Why the hell cazzar
L1111[09:14:56] <Cazzar> SomeGuyInATree: The sapporo ice festival looks amazing.
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L1113[09:14:59] <gigaherz> akin to Android or iOS
L1114[09:15:02] <MalkContent> I'd buy apple if i'd want to deal with that bs in an operating system
L1115[09:15:03] <McJty> I don't get it. Why would sometimes a tile entity for a block fail to create...
L1116[09:15:03] <gigaherz> but present within Windows
L1117[09:15:04] <Cazzar> sham1: because I can
L1118[09:15:19] <SomeGuyInATree> Cazzar: I went for an autumn viewing of the southern coast, beautiful.
L1119[09:15:23] <gigaherz> heck in win10
L1120[09:15:27] <gigaherz> even the calculator is a store app now
L1121[09:15:27] <gigaherz> XD
L1122[09:15:54] <Cazzar> I don't mind the new calc IMHO: http://upload.cazzar.net/u/1455030947
L1123[09:16:00] <sham1> For some reason unknown
L1124[09:16:09] <MalkContent> meh
L1125[09:16:26] <gigaherz> Cazzar: I don't midn the app
L1126[09:16:31] <gigaherz> I mind that since it's an App
L1127[09:16:40] <gigaherz> it shows the "Areyou enjoying this app? Rate it!"
L1128[09:16:44] <gigaherz> every now and then
L1129[09:16:51] <Cazzar> Heh
L1130[09:16:52] <MalkContent> it does?
L1131[09:16:54] <Cazzar> IIRC you can stop that
L1132[09:17:00] <MalkContent> yea
L1133[09:17:07] <gigaherz> maybe
L1134[09:17:11] <Cazzar> I've only seen it once an install
L1135[09:17:12] <MalkContent> if that ever happened i'm pretty sure i clicked a don't show again button
L1136[09:17:13] <gigaherz> but they still show it in the calculator app
L1137[09:17:13] <gigaherz> XD
L1138[09:17:19] <MalkContent> and forgot about it forever
L1139[09:17:22] <gigaherz> there's no don't show again
L1140[09:17:27] <gigaherz> there's "rate" or "not now"
L1141[09:18:09] <Cazzar> gigaherz: https://www.reddit.com/r/windows/comments/42p1tr/windows_10_asked_to_rate_calculator/czo9jrt
L1142[09:18:31] <Cazzar> http://upload.cazzar.net/u/1455031110
L1143[09:19:02] ⇨ Joins: xanderio (~xanderio@p5B21FFE3.dip0.t-ipconnect.de)
L1144[09:19:08] <gigaherz> oh hey, I need to do that in the laptop
L1145[09:19:21] <gigaherz> I wonder if it can be turned off when you have Insider enabled
L1146[09:19:32] <gigaherz> the Insider Hub got really annoying btw
L1147[09:19:33] <SomeGuyInATree> No gains to using 10 anywho. Mantle > Dx12
L1148[09:19:40] <gigaherz> "try the new Xbox front page!"
L1149[09:19:42] <gigaherz> NO THANKS!
L1150[09:19:48] <Lordmau5> DX12 works wonders
L1151[09:19:49] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L1152[09:19:55] <Lordmau5> there's a DX12-Dolphin build out
L1153[09:20:00] <gigaherz> DX12 woudl work wonders if people actually used it
L1154[09:20:00] <gigaherz> XD
L1155[09:20:02] <Lordmau5> it has like 60% performance increase in the games
L1156[09:20:15] <Lordmau5> I can run Mario Sunshine with 5K resolution fine without any framedrops
L1157[09:20:17] <gigaherz> yeah low-level APIs are going to be nice for emulators
L1158[09:20:18] <Cazzar> Get-AppxPackage *Xbox* | Remove-AppxPackage
L1159[09:20:28] <gigaherz> Cazzar: that'd be pointless
L1160[09:20:38] <gigaherz> there's a new insider build every couple weeks
L1161[09:20:42] <Cazzar> Actually would speed up some games.
L1162[09:20:52] <gigaherz> updating builds means it does an in-place upgrade
L1163[09:20:53] <gigaherz> which means
L1164[09:20:56] <Lordmau5> the updates never reinstalled the windows apps again for me
L1165[09:20:58] <SomeGuyInATree> I feel as though Mantle will really give Dx12 a run for it's value. Considering it's platform independant and not restricted to windows 10.. It will go far
L1166[09:21:01] <gigaherz> it installs a new OS, and then migrates settings
L1167[09:21:02] <Cazzar> Xbox dvr hard locks your games to 60fps when active.
L1168[09:21:02] <gigaherz> which means
L1169[09:21:05] <Lordmau5> stop spreading rumors
L1170[09:21:08] <gigaherz> it installs ALL the stock apps all overagain
L1171[09:21:16] <gigaherz> xbox, weather, you name it
L1172[09:21:19] <gigaherz> I removed them twice
L1173[09:21:20] <Lordmau5> insider builds, maybe
L1174[09:21:23] <Lordmau5> but not the normal updates
L1175[09:21:23] <gigaherz> I can't be bothered again
L1176[09:21:31] <gigaherz> sure
L1177[09:21:35] <Lordmau5> I use Win10 fine without any issues
L1178[09:21:39] <gigaherz> me too
L1179[09:21:41] <Lordmau5> **and** without the bloody apps
L1180[09:21:42] <gigaherz> on the desktop
L1181[09:21:44] <Lordmau5> ye
L1182[09:21:46] <Cazzar> gigaherz group policy and remove at a user level
L1183[09:21:50] <gigaherz> but my laptop is the "testing" machine
L1184[09:21:51] <Cazzar> Not at a system level.
L1185[09:22:00] <gigaherz> hm?
L1186[09:22:06] <gigaherz> you can remove an app only from an user profile?
L1187[09:22:12] <Cazzar> Mhm.
L1188[09:22:32] <gigaherz> I'll have to look into that
L1189[09:22:34] <gigaherz> it's just annoying though
L1190[09:22:37] <gigaherz> so much shit to change
L1191[09:22:44] <gigaherz> that's why I didn't want to switch to win8.x
L1192[09:22:52] <Lordmau5> McJty: you could trace it down
L1193[09:22:59] <gigaherz> the sheer number of "bad defaults" they come with
L1194[09:23:05] <Mossyblog> anyone got example code on apply world light via GLStateManager to a model?
L1195[09:23:07] <gigaherz> win10 provedto also have many bad defaults
L1196[09:23:19] <Lordmau5> make a if(tile == null) after you'Re getting the tile entity and put a sout in
L1197[09:23:21] <Lordmau5> then put a breakpoint on that
L1198[09:23:22] <McJty> Lordmau5, https://bpaste.net/show/ac46ab269972
L1199[09:23:30] <Lordmau5> and you can trace it back
L1200[09:23:32] <McJty> Lordmau5, I put in debug info and there you see it fails at the fourth block
L1201[09:23:38] <McJty> Lordmau5, the ones before are fine
L1202[09:24:05] <Lordmau5> hmm
L1203[09:24:14] <Lordmau5> still try to work with breakpoints
L1204[09:24:14] *** fry is now known as fry|sleep
L1205[09:24:16] <gigaherz> I still think breaking leaf blocks should drop sticks
L1206[09:24:22] <Lordmau5> might give a lil' bit more insight
L1207[09:24:30] <gigaherz> and you should need a special machine to make sticks in bulk from wood
L1208[09:24:40] *** kroeser is now known as kroeser|away
L1209[09:24:51] <gigaherz> and by "in bulk" I mean like 64 sticks from each planks block ;P
L1210[09:25:23] <gigaherz> it's a whole cubic meter of wood, you should get more than 2 per planks
L1211[09:25:50] <Lordmau5> then again, one wood should yield 1 plank, 2 at most
L1212[09:26:01] <Lordmau5> going by the block-size-logic :p
L1213[09:26:08] <SomeGuyInATree> lordmau5: greg knows that.
L1214[09:26:26] <Cazzar> gigaherz easy mod
L1215[09:27:45] <McJty> Lordmau5, for some reason (even though setBlockState returned true) world.getBlockState() is still air after the setBlockState
L1216[09:27:51] <McJty> So the actual block failed to set
L1217[09:28:07] <Lordmau5> you are not setting a default state in your constructor, as far as I see
L1218[09:28:17] <Lordmau5> I have no idea if that might cause issues though
L1219[09:28:22] <McJty> Why should that only fail once and not all the time?
L1220[09:28:32] <Lordmau5> true...
L1221[09:28:46] <McJty> BTW I'm using the default state that Block itself sets
L1222[09:28:57] <McJty> i.e. Block constructor does setDefaultState too
L1223[09:29:03] *** Ashway is now known as Ashlee
L1224[09:29:11] <gigaherz> default state is just blockstate.basestate is it not?
L1225[09:29:23] <gigaherz> that should simply make use of the "first" value in each property
L1226[09:29:44] <gigaherz> which for booleans is false, and for numbers is 0 (or the min value in the range if > 0)
L1227[09:29:50] <McJty> The only thing I can think is that my withProperty() is failing for one of the random numbers I'm giving it
L1228[09:29:55] <McJty> boolean b = world.setBlockState(pos.up(), ModBlocks.sticksBlock.getDefaultState().withProperty(GenericBlock.FACING_HORIZ, EnumFacing.getHorizontal(random.nextInt(4))), 3);
L1229[09:30:00] <McJty> Whoops that's a bit long. Sorry
L1230[09:30:06] <gigaherz> np
L1231[09:32:28] <Lordmau5> I'm sorry, I think I'm at my limits :/
L1232[09:32:39] <McJty> Anyway, I have to debug this later. Have to go now
L1233[09:32:45] <Lordmau5> alright o/
L1234[09:32:49] <McJty> Later
L1235[09:32:52] ⇦ Quits: McJty (~McJty@bluecoat2.uzleuven.be) (Quit: Poof)
L1236[09:33:05] ⇨ Joins: Javaschreiber (~Thunderbi@p4FF8BBFE.dip0.t-ipconnect.de)
L1237[09:35:05] <Malrama> When I create a .json with MrCrayfish's Model Creator do I have to put it to the blockstate or model folder?
L1238[09:35:57] <diesieben07> i dont know what it spits out, post the json
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L1240[09:36:08] <diesieben07> probably in models though considering it's a model creator
L1241[09:36:57] <Malrama> diesieben07: https://gist.github.com/anonymous/3955da2ed98ca2f78342
L1242[09:37:06] <Malrama> thats the .json
L1243[09:37:14] <Malrama> but I guess something is missing
L1244[09:37:22] <Malrama> :/
L1245[09:37:23] <diesieben07> yeah that is a model
L1246[09:37:28] <diesieben07> you need a blockstate file as well
L1247[09:37:35] <gigaherz> yep
L1248[09:37:37] <Malrama> O_O
L1249[09:37:38] <diesieben07> the blockstate says "hey block, use this model"
L1250[09:37:38] ⇨ Joins: Cojo (~Cojo@2606:a000:1126:8048:e88a:aefc:358c:1d70)
L1251[09:37:40] <gigaherz> that goes in models/block/
L1252[09:37:44] <gigaherz> and then you reference it from the blockstates
L1253[09:37:51] <gigaherz> like you'd do an .obj model
L1254[09:37:55] <gigaherz> just without ".json" in it
L1255[09:37:57] <Malrama> How should the blockstate json look like?
L1256[09:38:10] <diesieben07> look at vanilla :P
L1257[09:38:16] <diesieben07> its pretty straightforward
L1258[09:38:39] <gigaherz> something as simple as: { "variants": {"normal": { "model": "modid:theModel" } } }
L1259[09:39:52] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/0500c3c442d21d9d0d700094cb98f0c9318c4085/src/main/resources/assets/elementsofpower/blockstates/essentializer.json
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L1261[09:40:06] <gigaherz> this was a blockstates json I had before I started using .obj models for my blocks
L1262[09:40:43] *** kroeser|away is now known as kroeser
L1263[09:41:22] <Malrama> got it working! :D
L1264[09:41:24] <Malrama> thank you :D
L1265[09:41:33] <Malrama> you guys are always a great help
L1266[09:41:44] <Malrama> thank you so much. I learned a lot in the past days :D
L1267[09:41:55] <gigaherz> np, that's why we stick around ;P
L1268[09:42:50] <Cazzar> I don't know why I do.
L1269[09:43:39] <Pennyw95> <Mossyblog>: anyone got example code on apply world light via GLStateManager to a model?
L1270[09:43:44] <Pennyw95> that's an interesting question
L1271[09:43:56] <Pennyw95> is it possible?
L1272[09:47:15] <LatvianModder> doubt it
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L1274[09:47:48] MineBot sets mode: +v on RichardG
L1275[09:49:06] <Pennyw95> yeah, looks unlikely...i'll stick to brightness
L1276[09:49:11] ⇨ Joins: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com)
L1277[09:50:03] <NullEntity> anything's possible with enough sleepless, mtn dew fueled nights!
L1278[09:51:40] <Lordmau5> don't forget Doritos!
L1279[09:51:56] <unascribed> no, that's for sleepless CoD nights
L1280[09:52:50] <Lordmau5> on consoles*
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L1282[09:57:19] <MalkContent> is it possible for entities to ride each other?
L1283[09:57:28] <diesieben07> sure
L1284[09:57:38] <Lordmau5> STACK EVERY ENTITY
L1285[09:57:40] <Lordmau5> I mean, what?
L1286[09:57:41] <MalkContent> so no inbuilt check to prevent that. dang
L1287[09:57:44] <Lordmau5> I didn't say that...
L1288[09:57:58] <diesieben07> there is an event you can cancel maybe
L1289[09:58:13] <diesieben07> yep, its cancelable
L1290[09:58:49] <thor12022_oops> baby zombie riding a creeper riding a spider, what could go wrong?
L1291[09:59:19] <MalkContent> so what. make entity a, ridden by b ride entity a and then cancel it?
L1292[09:59:43] <diesieben07> what are you trying to do?
L1293[09:59:51] ⇨ Joins: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com)
L1294[10:00:05] <MalkContent> thinking about a gravity gun kinda thing
L1295[10:00:34] <MalkContent> but 2 players gravity gunning each other would me shmerp
L1296[10:00:47] <MalkContent> so i thought i could go vanilla by saying the thing you gravity gun is riding you
L1297[10:01:12] <diesieben07> so just do a check before gravitiy gunning...?
L1298[10:01:20] <diesieben07> is player? stop
L1299[10:01:42] <MalkContent> well lifting other players is okay :)
L1300[10:01:50] <MalkContent> but yea, i could do it without the riding part
L1301[10:02:00] <diesieben07> thats not what i said...
L1302[10:02:24] <MalkContent> just thought it'd be nifty and may help mod interaction
L1303[10:02:53] <MalkContent> say someone else does the same thing and 2 grav guns from different mods are in play
L1304[10:03:14] <Lordmau5> you'd have to do special-case handling there, it seems
L1305[10:03:23] <diesieben07> so just do the check if the player is already riding
L1306[10:03:34] <Lordmau5> in this case, that
L1307[10:03:39] <MalkContent> yea
L1308[10:04:56] <MalkContent> can an entity ride or be ridden by more than one other entity?
L1309[10:05:07] <diesieben07> no
L1310[10:05:10] <MalkContent> k
L1311[10:05:12] <diesieben07> you can stack but thats it
L1312[10:05:39] <Malrama> when you create a model with .json that goes over 16 in position, its uses the next texturefiles for those "over 16". How to fix that?
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L1314[10:05:49] <Malrama> Sorry its hard to explain that
L1315[10:05:59] <MalkContent> that makes things easy :)
L1316[10:06:55] <Pennyw95> you mean your json model would be larger than a 1x1x1 cube?
L1317[10:07:49] <Malrama> Pennyw95: its is larger than a 16x16x16 cube
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L1319[10:08:05] <Pennyw95> I don't think you can do that
L1320[10:08:24] <LatvianModder> you Shouldnt
L1321[10:08:40] <Pennyw95> maybe you could with an .obj model
L1322[10:11:29] ⇨ Joins: infinitefoxes_ (~infinitef@pool-71-97-37-69.dllstx.fios.verizon.net)
L1323[10:11:45] ⇨ Joins: gabizou (~gabizou@irc.spongepowered.org)
L1324[10:13:43] ⇦ Quits: Linsor (~Linsor@37.139.80.89) (Quit: Leaving)
L1325[10:14:03] ⇨ Joins: Linsor (~Linsor@37.139.80.89)
L1326[10:17:41] ⇦ Quits: DiaLight (~DiaLight@ip212-109-15-145.sampo.ru) (Quit: KVIrc 4.2.0 Equilibrium http://www.kvirc.net/)
L1327[10:17:56] ⇨ Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L1328[10:18:18] * sham1 is under boredom
L1329[10:19:52] ⇨ Joins: Delenas (Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647)
L1330[10:21:27] ⇨ Joins: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net)
L1331[10:23:37] *** Curle|Sleep is now known as Curle
L1332[10:23:41] * Curle is here to entertain
L1333[10:23:50] <Curle> What do you call a fruit that comes back?
L1334[10:25:16] <Malrama> banana! :D
L1335[10:25:29] <Curle> A lemon Murang!
L1336[10:25:29] <Curle> :D
L1337[10:25:48] ⇦ Quits: armctec (~Thunderbi@186.204.163.118) (Ping timeout: 198 seconds)
L1338[10:25:55] <Curle> What do you call a wizard dog?
L1339[10:26:41] ⇨ Joins: Tomson124 (~kvirc@p5B081204.dip0.t-ipconnect.de)
L1340[10:26:46] <sham1> ?
L1341[10:27:02] <Curle> A labracadabrador!
L1342[10:27:14] <sham1> Meh
L1343[10:27:40] <Curle> What do you call a texan's miniature rocket propulsion system?
L1344[10:28:08] <infinitefoxes_> a bomb
L1345[10:28:23] <Curle> Dacy Crockett's Pocket Rocket!
L1346[10:28:30] <Curle> Davy* even
L1347[10:28:40] <sham1> Got a smile out of me
L1348[10:29:00] <Curle> :DD
L1349[10:29:04] <Curle> One sec, I have a few written down
L1350[10:29:14] <Wuppy> Curle is at it again :P
L1351[10:30:12] <Curle> :DD
L1352[10:30:47] <Curle> What do you call permission to dress up as a frog and live in a cave?
L1353[10:30:56] <Curle> call the*
L1354[10:31:00] * mikebald gives up.
L1355[10:31:06] ⇨ Joins: Delenas- (Delenas@2601:987:401:9071:b86e:516e:d3f6:efc8)
L1356[10:31:10] <Curle> A Hermit Kermit Permit!
L1357[10:31:18] <Wuppy> haha
L1358[10:31:33] <Curle> I can do this all day :3
L1359[10:31:34] * mikebald suffers eye-strain from rolling his eyes.
L1360[10:31:55] * Curle things mikebald should take a break from his computer
L1361[10:31:59] <Curle> thinks* ffs
L1362[10:32:06] <mikebald> =D
L1363[10:32:16] <Curle> o-o
L1364[10:32:23] <Curle> those eyes
L1365[10:32:27] *** willieaway is now known as williewillus
L1366[10:32:28] <Curle> they stare into my soul
L1367[10:33:18] <mikebald> I only know the classic ones, for example: What do you call a man with no arms & no legs that floats in the ocean?
L1368[10:33:36] <Curle> a lol?
L1369[10:33:39] <mikebald> Bob
L1370[10:33:45] <Curle> ~~~~~~lol~~~~~
L1371[10:33:45] ⇦ Quits: Delenas (Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647) (Ping timeout: 186 seconds)
L1372[10:33:54] <Curle> Drowning Jazz Hands! :D
L1373[10:34:18] *** williewillus is now known as willieaway
L1374[10:34:22] <Curle> "Where's the nearest boat?" "over there" *points*
L1375[10:34:37] <Curle> :P
L1376[10:34:54] <Curle> Oi, Wuppy, how's the game dev coming along?
L1377[10:35:27] *** willieaway is now known as williewillus
L1378[10:35:41] <Wuppy> pretty great, got into the second round of a programming competition which will give me an opportunity to get an awesome internship
L1379[10:35:49] <Curle> At?
L1380[10:35:49] ⇦ Quits: AforAnonymous (bitch2k@dyn-042-184.vix1.mmc.at) (Read error: Connection reset by peer)
L1381[10:36:14] <Wuppy> Sumo is one of them
L1382[10:36:21] <Curle> :O
L1383[10:36:30] <Wuppy> it should start today, but I can't access the files yet :(
L1384[10:36:53] <Curle> Please keep us posted, it sounds epic :D
L1385[10:37:02] <sham1> >intern
L1386[10:37:14] <sham1> h0h
L1387[10:37:26] <Wuppy> what sham1?
L1388[10:37:28] <Curle> >programming
L1389[10:37:32] <Curle> >hesgotthis.jpg
L1390[10:37:54] <sham1> Just the fact that internship
L1391[10:38:01] <williewillus> anyone recommend a good bouncer besides panicbnc?
L1392[10:38:02] <williewillus> :P
L1393[10:38:07] <Curle> bouncer?
L1394[10:38:21] <Skuli> znc is what i use
L1395[10:38:21] <Malrama> Meh, the parts you dont draw in a .json model are transpartent. Now when I place a block on dirt for example, the top side of the dirt gets transpartent. How to fix that?
L1396[10:38:23] <Wuppy> sham1, that's not an english sentence
L1397[10:38:40] <williewillus> Malrama: make the block transparent
L1398[10:38:46] <williewillus> override isOpaqueCube or something
L1399[10:38:52] <williewillus> one of those is<X>Cube functions
L1400[10:38:53] <sham1> It indeed is not
L1401[10:39:00] <Malrama> williewillus: ahaa! :D
L1402[10:39:02] <mikebald> I use bip... it's not that great though if you want something that's feature-rich and has useful documentation.
L1403[10:39:27] <williewillus> Skuli: what server?
L1404[10:39:32] <Curle> Malrama: That's how the piston+glowstone trick works
L1405[10:39:42] <williewillus> ^that doesn't work anymore in 1.8
L1406[10:39:46] <Skuli> i installed it on some little digital ocean box I pay for
L1407[10:39:51] <Curle> worked*
L1408[10:39:58] <Skuli> it's a self-hosted thing
L1409[10:40:22] <Curle> Now, just one error
L1410[10:40:35] <Curle> createProviderFor in DimensionManager is spitting shit at me
L1411[10:40:46] <Curle> I'm guessing it doesn't like custom dims?
L1412[10:41:15] <Curle> Override time! :P
L1413[10:42:42] <Curle> ...
L1414[10:42:50] <Curle> I can't remember which class extends DimensionManager...
L1415[10:42:52] <Curle> rip
L1416[10:44:33] <williewillus> how is it "spitting shit at you" :P
L1417[10:44:40] <williewillus> overriding dimensionmanager is not a good idea
L1418[10:44:45] <williewillus> that is a forge class, it should work
L1419[10:45:24] <Curle> yea, just noticed where I put 3 other DimensionManager function calls
L1420[10:45:42] <Curle> added, hopefully there will be no shit spitting
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L1422[10:46:50] <Curle> Might be helpful to register it before I add the provider -.-
L1423[10:48:12] <Curle> Figuring out the order for this shit is difficult
L1424[10:48:23] <Malrama> williewillus: hmmmm
L1425[10:48:31] <Curle> 4 functions that need to be in a specific order
L1426[10:48:35] <Malrama> any easy way to fix that?
L1427[10:49:22] <williewillus> fix what?
L1428[10:49:41] <Malrama> williewillus: the transparent dirt when I place my block
L1429[10:49:51] <williewillus> screenshot?
L1430[10:50:05] <Malrama> williewillus: leaves dont become transpartent
L1431[10:51:48] <Malrama> williewillus: http://imgur.com/KDtkxhj
L1432[10:52:12] <Malrama> or did I something wrong?
L1433[10:52:22] <williewillus> did you override getBlockLayer in your block class?
L1434[10:52:26] <Curle> Malrame, you don't need to ping him on every line
L1435[10:52:27] <williewillus> or something like that
L1436[10:52:39] <Malrama> williewillus: nope sir
L1437[10:52:54] <williewillus> you need to tell the renderer that your block has transparent parts, override that method and return EnumWorldBlockLayer.CUTOUT
L1438[10:53:00] <williewillus> I probably didnt get the name right
L1439[10:53:05] <williewillus> so search inthe Block class for it
L1440[10:53:38] <Curle> erm
L1441[10:54:33] <Malrama> ?
L1442[10:54:34] ⇨ Joins: Drullkus (~Drullkus@205.155.154.1)
L1443[10:55:26] <Malrama> How to tell the renderer that I have transparent party?
L1444[10:56:47] <williewillus> I just told you
L1445[10:56:50] <williewillus> override the method
L1446[10:58:33] <Malrama> what methos?
L1447[10:58:35] <Malrama> method
L1448[10:58:39] <williewillus> i just told you
L1449[10:59:39] <Malrama> getBlockLayer?
L1450[10:59:46] <williewillus> yes
L1451[10:59:50] <williewillus> or something similar
L1452[11:00:08] <williewillus> the return type is EnumWorldBlockLayer, and you want to return CUTOUT
L1453[11:00:33] ⇦ Parts: Torhal (~callahan@2600:3c00::f03c:91ff:fedb:9160) (Textual IRC Client: www.textualapp.com))
L1454[11:01:20] *** williewillus is now known as willieaway
L1455[11:01:40] *** willieaway is now known as williewillus
L1456[11:03:02] <Malrama> "EnumWorldBlockLayer renderLayer = EnumWorldBlockLayer.TRANSLUCENT;"?
L1457[11:03:14] <Malrama> ahh cutout
L1458[11:04:14] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L1459[11:05:53] <williewillus> wat
L1460[11:05:56] <williewillus> why a variable
L1461[11:06:05] <williewillus> just override the method and return CUTOUT
L1462[11:07:49] <williewillus> @SideOnly(Side.CLIENT) @Override public EnumWorldBlockLayer getBlockLayer() { return EnumWorldBlockLayer.CUTOUT; }
L1463[11:07:55] <williewillus> with proper indentation of course
L1464[11:09:39] ⇨ Joins: Brokkoli (~Brokkoli@f054026008.adsl.alicedsl.de)
L1465[11:12:24] <Malrama> well that did not fix it
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L1467[11:13:17] ⇦ Quits: Searge (~Searge@c83-252-50-53.bredband.comhem.se) (Ping timeout: 198 seconds)
L1468[11:13:29] ⇨ Joins: Searge (~Searge@c83-252-50-53.bredband.comhem.se)
L1469[11:14:55] <williewillus> post block class
L1470[11:15:09] <Malrama> https://gist.github.com/anonymous/d6a91ae5fdbe8839c276
L1471[11:15:13] <williewillus> screenshot still looks the same after restarting the game?
L1472[11:15:17] <Malrama> at the bottom the last
L1473[11:15:19] <Malrama> yes the sam
L1474[11:15:20] <Malrama> e
L1475[11:16:18] <Malrama> FYI I use forge 1.8.9 - 11.15.1.1722
L1476[11:17:01] <williewillus> override isOpaqueCube() and return false
L1477[11:17:10] <williewillus> and for the love of god please use @Override
L1478[11:17:13] <williewillus> please
L1479[11:17:15] <williewillus> :P
L1480[11:17:21] <Malrama> yes yes yes ;D
L1481[11:17:29] <williewillus> (I still think that should've been enforced as part of the language)
L1482[11:19:24] ⇨ Joins: sinkillerj (~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
L1483[11:19:24] <Malrama> thats fixed it!
L1484[11:19:33] <Malrama> what does isOpaqueCube() do?
L1485[11:20:27] ⇦ Quits: Wastl2 (~Wastl2@f052087113.adsl.alicedsl.de) (Quit: Lost terminal)
L1486[11:20:35] <williewillus> used by the aggressive culler to see if a block is visible or not
L1487[11:20:54] <williewillus> since it thought your block was opaque it inferred that the grass block was hidden and thus skipped rendering it
L1488[11:21:10] <williewillus> keep the cutout thing though
L1489[11:21:13] <Malrama> so why isn't it false by default?
L1490[11:21:50] <williewillus> because most blocks are opaque?
L1491[11:21:55] <williewillus> think of everything in vanilla
L1492[11:22:06] <williewillus> I'd say over 80% of vanilla blocks are opaque cubes
L1493[11:24:54] <Malrama> ok
L1494[11:29:01] <Ordinastie> !gm func_180450_b
L1495[11:29:01] *** DRedhorse is now known as DonAway
L1496[11:29:10] <Malrama> Is there an easy guide which explain how to add something when a player rightclicks a block? like a chest
L1497[11:29:39] <williewillus> uhh depends on what you want to do
L1498[11:29:40] <Nitrodev> wait what?
L1499[11:29:44] <williewillus> you can do pretty much anything
L1500[11:30:06] <Nitrodev> do you want a chest like thing or so that something happens when irghtclick a certain block
L1501[11:30:15] <Nitrodev> and by thing i mean block
L1502[11:30:30] ⇨ Joins: poiuy_qwert (~poiuy_qwe@206.223.179.158)
L1503[11:30:42] *** MrKick|Away is now known as MrKickkiller
L1504[11:31:03] <Malrama> Well, when I rightclick a Block, a GUI should open
L1505[11:31:08] <Malrama> thats what I want to do
L1506[11:32:19] <Nitrodev> you need a TileEntity, an inventory and a container class
L1507[11:32:23] <Nitrodev> i think
L1508[11:33:21] <Nitrodev> but it isn't that hard once you get it
L1509[11:35:14] <gigaherz> hmf
L1510[11:35:22] <gigaherz> is "GlStateManager.cullFace(GL11.GL_NONE);" correct?
L1511[11:35:33] <gigaherz> I haven o idea if "GL_NONE" is the correct value for "don't cull"
L1512[11:35:34] <gigaherz> ;P
L1513[11:38:32] *** amadornes is now known as amadornes[Streaming]
L1514[11:39:06] <Nitrodev> whut?
L1515[11:39:37] <Curle> try null
L1516[11:39:38] <Curle> :P
L1517[11:39:47] <gigaherz> if you don't know what that means, you are not the intended reader
L1518[11:39:48] <gigaherz> XD
L1519[11:39:53] <gigaherz> Curle: on an "int" param?
L1520[11:39:54] <gigaherz> XD
L1521[11:40:32] <Curle> 0?
L1522[11:40:33] <Curle> :3
L1523[11:40:50] <Curle> int i = null;
L1524[11:40:53] <williewillus> lol
L1525[11:40:58] <Curle> cullFace(i)
L1526[11:40:59] <Curle> :3
L1527[11:41:10] <williewillus> it would crash before you even get to the gl
L1528[11:41:22] <gigaherz> it wouldn't even compile, I'd think
L1529[11:41:22] <gigaherz> XD
L1530[11:41:27] <Curle> int i; then
L1531[11:41:28] <Curle> :P
L1532[11:41:33] <williewillus> this aint c++
L1533[11:41:34] <masa> Malrama: if it's your block then you do stuff in the onBlockActivated() method in the block class
L1534[11:41:34] <sham1> "int i = null"
L1535[11:41:35] <sham1> Wat
L1536[11:41:38] <Nitrodev> gigaherz, i didnt say 'whut' to you
L1537[11:41:41] <Curle> Wait, not instantiated
L1538[11:41:56] <williewillus> int i; is undefined in C++, compile error in java
L1539[11:42:00] <williewillus> you just get a trash value
L1540[11:42:20] <Curle> Shush :3
L1541[11:42:32] <williewillus> anyways, *mumbles more about how LWJGL should've used java enums for the GL constnats*
L1542[11:42:42] <williewillus> enums are actually done very nicely in java
L1543[11:43:00] <gigaherz> williewillus: that would be a bit pointless
L1544[11:43:28] <gigaherz> first, because opengl doesn't have a clearly defined set of enums
L1545[11:43:38] <gigaherz> it actually shares stuff between different types of calls
L1546[11:43:47] <gigaherz> such as GL_NONE I think
L1547[11:43:50] <gigaherz> (it's 0)
L1548[11:43:51] * Curle mumbles about a circular error with registering dimensions
L1549[11:44:02] <gigaherz> then, because GL constants ARE integers
L1550[11:44:08] <gigaherz> so you'd end up giving each constant a value
L1551[11:44:16] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L1552[11:44:31] <Curle> Hang on, doesn't the game count sides from 0?
L1553[11:44:31] <gigaherz> the enums would looks like "enum GlSomething { NONE(0), FRONT(1029), BACK(somethingsomething), ... }"
L1554[11:44:53] <gigaherz> and then because the internal code would spend quite a lot of time doing enumValue.getActualInt()
L1555[11:45:40] ⇨ Joins: KanoCodex (~Giratina5@2604:180:0:368::bcd8)
L1556[11:46:38] <williewillus> Curle: it's all enumfacing now, but yes
L1557[11:47:02] <Curle> dimension y u no register
L1558[11:47:19] <williewillus> 0-5 are down up north south west east (NY PY NZ PZ NX PX)
L1559[11:47:52] <Curle> ffs
L1560[11:48:05] <Curle> now the game itself is erroring
L1561[11:48:09] <Curle> There's no winninf
L1562[11:48:11] ⇦ Quits: Malrama (~quassel@ip-176-199-134-233.hsi06.unitymediagroup.de) (Remote host closed the connection)
L1563[11:48:12] <Curle> winning*
L1564[11:50:26] <williewillus> cant you check other mods that add dimensions :P
L1565[11:50:42] <Curle> I'm using Thaumcraft 5 as a guide
L1566[11:50:44] <Curle> Not helping
L1567[11:51:03] <williewillus> because decompiled :P try something open source
L1568[11:51:12] <Curle> I have the source
L1569[11:51:26] <gigaherz> you have THE source? or just some decompiled sources from dev jars?
L1570[11:51:27] <williewillus> ? he gave it out or you decompiled it?
L1571[11:51:34] <Curle> decompiled
L1572[11:51:38] <williewillus> yeah
L1573[11:51:40] <williewillus> exactly
L1574[11:51:41] <Curle> Same business
L1575[11:52:06] <Curle> Open source mods that add A dimension?
L1576[11:53:10] <Curle> ExU comes to mind but idk if it's open source
L1577[11:53:31] <Skuli> dimensional doors is open source, adds dimensions
L1578[11:53:39] <Skuli> kinda broken in 1.7.10
L1579[11:54:02] <Skuli> uh... randomthings is open source and adds a "specter key" that creates dimension
L1580[11:54:21] <williewillus> rftools
L1581[11:54:27] <gigaherz> rftools dimensions
L1582[11:54:28] <Curle> A dimension
L1583[11:54:33] <gigaherz> got separated in the 1.8.9
L1584[11:54:42] <williewillus> shouldn't matter
L1585[11:54:45] <williewillus> dimensions are dimensions :P
L1586[11:54:47] <Curle> rftools has some super-efficient dimension generating class
L1587[11:54:52] <gigaherz> openblocks had deep dark? or was that EU?
L1588[11:54:57] <Skuli> eu
L1589[11:55:00] <Curle> Exu
L1590[11:55:08] <Curle> Hence why I suggested it
L1591[11:55:18] <Curle> Gtg, back at ~9 GMT
L1592[11:55:24] *** Curle is now known as Curle|TKD
L1593[11:55:53] <masa> biomes o' plenty has the promised land a while back
L1594[11:55:56] <masa> *had
L1595[11:56:27] <Mowmaster> That laggy as f place? Yeah glad its gone...
L1596[11:57:07] <gigaherz> I started a mc modpack in BoP worldtype once
L1597[11:57:10] <gigaherz> had to give up
L1598[11:58:08] <Nitrodev> why
L1599[11:58:39] <Skuli> I rather feel like there's sufficient variety in minecraft default biomes now
L1600[11:58:46] <Skuli> I don't value a biome mod quite as highly anymore
L1601[11:59:34] ⇨ Joins: Poppy (~Poppy@chello085216146055.chello.sk)
L1602[11:59:49] <williewillus> 1.8 customized world types!
L1603[11:59:56] <gigaherz> well
L1604[12:00:06] <gigaherz> I wouldn't mind more... variance
L1605[12:00:07] ⇦ Quits: poiuy_qwert (~poiuy_qwe@206.223.179.158) (Quit: This computer has gone to sleep)
L1606[12:00:09] <gigaherz> as in
L1607[12:00:26] <Mowmaster> I think it would be cool if a mod did a gradual change from default gen to the extreem gen as you go out farther
L1608[12:00:30] <gigaherz> different types of "forest", that still have the normal trees and such
L1609[12:00:35] <gigaherz> but with different types of details
L1610[12:00:49] <gigaherz> but
L1611[12:00:59] <gigaherz> the problem when you add things like BoP
L1612[12:01:07] <gigaherz> is that there are so many "biome areas"
L1613[12:01:12] <Mowmaster> Yeah
L1614[12:01:14] <gigaherz> that finding a specific biome is hard
L1615[12:01:23] <Mowmaster> Biome compas!
L1616[12:01:26] <gigaherz> like, 0 snow in 3000 blocks aroundyou
L1617[12:01:40] <gigaherz> so in a way
L1618[12:01:49] <gigaherz> what I'd like would be something closer to "large biomes" mode
L1619[12:01:50] <gigaherz> but
L1620[12:01:53] <gigaherz> within the biome
L1621[12:01:59] <gigaherz> have "patches" with different sub-biomes
L1622[12:02:06] <Javaschreiber> The lack of snow is intended as far as I know. Biomes should only be neighbours if temperature/humidity matches.
L1623[12:02:14] <gigaherz> Javaschreiber: yes
L1624[12:02:14] <Mowmaster> Yeah
L1625[12:02:21] <gigaherz> but when you add 50 biomes
L1626[12:02:33] <gigaherz> that restriction can cause snow to just flat out not be there at all
L1627[12:02:50] <gigaherz> you can have stuff like
L1628[12:02:53] <gigaherz> walking on a straight line
L1629[12:03:04] <mikebald> wouldn't a Biome compass only work preloaded areas? if not, you're essentially making an ingame item that preloads chunks right?
L1630[12:03:05] <gigaherz> forest-plains-forest-plains-swamp-plains-forest-plains-forest-...
L1631[12:03:32] <mikebald> Sorry, pregenerate I mean, not preload
L1632[12:03:33] <Javaschreiber> gigaherz: and somewhere a lot of ocean
L1633[12:04:01] <gigaherz> yeah now imagine if instead of just 4 biomes, you have 25
L1634[12:04:10] <williewillus> mikebald: biomes are calculated based on seed
L1635[12:04:13] <gigaherz> you can walk 10k blocks on a straight line, and see no snow at all
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L1637[12:04:30] <gigaherz> mikebald: so far as I know, the biome "map" is basically a separate random generation thing
L1638[12:04:33] <williewillus> so you can calculate what the biome will be for any given position even though it doesnt exist yet
L1639[12:04:45] <williewillus> as of 1.2 / the Anvil map file format
L1640[12:04:49] <Javaschreiber> Shouldn't it snow above a ceratain height, no matter what Biome you're in?
L1641[12:04:50] <gigaherz> you could plot the biome map without ever generating any block at all
L1642[12:04:50] <williewillus> before, biomes were not seed-based
L1643[12:04:51] <Mowmaster> Well mike they have those programs that can let you view the seed, right? I suppose you could maybe do something like that
L1644[12:04:57] <mikebald> williewillus that's really neat; didn't know that =)
L1645[12:05:19] <gigaherz> you can also generate "maps"
L1646[12:05:24] <gigaherz> offline
L1647[12:05:28] <Mowmaster> Oh? Thats cool
L1648[12:05:30] <gigaherz> that tell you where's water/land
L1649[12:05:32] <williewillus> thats how amidst works
L1650[12:05:44] <Mowmaster> So deff plausible to have a biome compass?
L1651[12:05:45] <gigaherz> since they only run the noise algorithm
L1652[12:05:58] <gigaherz> Mowmaster: sortof
L1653[12:06:03] <gigaherz> you'd have to do random sampling
L1654[12:06:08] <gigaherz> or spiral sampling
L1655[12:06:14] <gigaherz> to progressively look further and further out
L1656[12:06:25] <gigaherz> until you find a block where the biome is the one you search for
L1657[12:06:43] <Mowmaster> I suppose it would have to detect what biome mods you have too to better aid its ability to calc biomes
L1658[12:08:04] <Mowmaster> Biomes still use id's in 1.8.9 right?
L1659[12:08:09] <mikebald> It also takes away the whole need to explore...
L1660[12:08:17] <Mowmaster> Does it?
L1661[12:08:18] <gigaherz> everything uses IDs internally
L1662[12:08:23] <gigaherz> they are just as hidden as possible
L1663[12:08:27] <Mowmaster> Well tru
L1664[12:08:43] <mikebald> Unless it only keeps track of visited biomes for it's usage..
L1665[12:09:05] <Mowmaster> Like node tracker dies nodes? That wouldnt be bad either
L1666[12:09:17] <williewillus> biome ids are limited to 256 still
L1667[12:09:32] <Mowmaster> Yeah id's really are a pain...
L1668[12:09:34] <gigaherz> and block IDs to 2096
L1669[12:09:35] <williewillus> probably due to bandwidth concerns, every xz position has its own biome
L1670[12:09:37] <gigaherz> 4096**
L1671[12:09:53] <williewillus> so to change that we'd have to change the world format again
L1672[12:10:13] <gigaherz> they should have done a flexible format
L1673[12:10:16] <Mowmaster> Meh, hardly not worth it in the long run
L1674[12:10:18] <gigaherz> that doesa bit like VertexFormats
L1675[12:10:23] <gigaherz> where the header has a list of elements
L1676[12:10:26] <gigaherz> along with the number of bits
L1677[12:10:33] <gigaherz> for what's stored on each cell
L1678[12:10:54] <gigaherz> imagine like
L1679[12:11:58] <gigaherz> { new ChunkElement(BlockID, 12), new ChunkElement(BlockMeta,4), new ChunkElement(Light, 4), new ChunkElement(Daylight, 4), new ChunkElement(Biome, 8) }
L1680[12:12:11] <gigaherz> then other versions
L1681[12:12:13] <gigaherz> or mods,
L1682[12:12:22] <gigaherz> could easily change that
L1683[12:13:12] <gigaherz> { new ChunkElement(BlockID, 16), new ChunkElement(BlockMeta, 32), ..., new ChunkElement(ModChunkItemTypes.Heat, 8) }
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L1685[12:16:06] <gigaherz> (disclaimer: the names of the classes and values of the elements were made up on the spot and are not intended to suggest names for a potential implementation of that idea)
L1686[12:16:19] <williewillus> isnt that a lot of memory overhead though
L1687[12:16:26] <gigaherz> ?
L1688[12:16:38] <williewillus> objects for everything
L1689[12:16:49] <gigaherz> that's just a "high-level representation"
L1690[12:16:54] <gigaherz> what I meant was
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L1692[12:17:03] <gigaherz> to have a binary version of that in the header for the chunk region files
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L1694[12:19:12] <PaleoCrafter> Write a coremod which does that, gigaherz :P
L1695[12:19:16] <williewillus> lol
L1696[12:19:18] <PaleoCrafter> Totally worth it
L1697[12:19:24] <williewillus> ExtendedMetadata anyone? ;P
L1698[12:19:48] * PaleoCrafter shivers
L1699[12:19:51] <gigaherz> absolutely nothx
L1700[12:19:52] <gigaherz> ;P
L1701[12:20:12] <gigaherz> if I ever help make that happen, it would be in a PR to forge, or to mojang
L1702[12:20:13] <gigaherz> XD
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L1707[12:24:34] <tterrag|away> gigaherz: everything is working now except the vertex interpolation
L1708[12:24:37] <tterrag|away> :P
L1709[12:24:38] <tterrag|away> https://github.com/Chisel-Team/Chisel/blob/1.8/model-ctm/src/main/java/team/chisel/client/render/Quad.java#L175-L185
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L1711[12:24:47] <tterrag|away> ehh I mean https://github.com/Chisel-Team/Chisel/blob/1.8/model-ctm/src/main/java/team/chisel/client/render/Quad.java#L180-L191
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L1713[12:25:55] <Mowmaster> Is that the connected textures or something else tterrag?
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L1715[12:26:31] <tterrag|away> it will be, hopefully
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L1718[12:31:22] <Mowmaster> I knew atomicb was also thumbing away at them the other day, coulnt get the beam app to work sadly :(
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L1724[12:36:45] <Javaschreiber> Is there a .json model for liquids too? Or how do you tell the game which textures to use for liquids?
L1725[12:37:18] <williewillus> no, forge has a whole system that handles fluid models for you
L1726[12:37:23] <williewillus> there's examples on the forge github
L1727[12:37:33] <Javaschreiber> Thanks
L1728[12:38:27] <williewillus> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelFluidDebug.java
L1729[12:38:47] <williewillus> you basically just need to pass the texture when constructing the fluid, and have an appropriate blockstate json, and it'll work automagically
L1730[12:40:41] <Javaschreiber> I can't find the blockstate json in the example.
L1731[12:42:09] <williewillus> its in the resource folder
L1732[12:42:20] <williewillus> src/test/resources
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L1735[12:42:36] <williewillus> that blockstate json is really just for the inv/item icon of the fluid
L1736[12:42:36] <Javaschreiber> I looked there, but I only found the resources for DynBottle
L1737[12:42:57] <williewillus> https://github.com/MinecraftForge/MinecraftForge/tree/master/src/test/resources/assets
L1738[12:43:05] <williewillus> forgedebugmodelfluid
L1739[12:43:28] <Javaschreiber> Ok, found it. Thanks! Must have been blind...
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L1747[12:59:27] <mind> hey there i am having an issue with mounting entities and the height with forge 1.8
L1748[12:59:59] <mind> when i mount a player to the entity the player is riding almost 2 blocks higher on a forge client than on a vanilla client
L1749[13:00:24] <mind> entity is an armorstand
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L1752[13:01:11] <robert_> minecraft's file repo is being weird :/
L1753[13:01:24] <robert_> and returning HTTP 403 for everything.
L1754[13:02:37] <diesieben07> define "everything"
L1755[13:03:16] <robert_> vecmath, jopt-simple, trove4j and lzma all return HTTP 403
L1756[13:03:26] <Nitrodev> is that verything?
L1757[13:03:31] <Nitrodev> everything*
L1758[13:03:40] <diesieben07> when you do what exactly?
L1759[13:04:20] <robert_> I'm just trying to --installServer
L1760[13:04:35] <diesieben07> huh, strange
L1761[13:04:41] <robert_> uh huh
L1762[13:04:56] <robert_> and also I can't run 1.8.9 server
L1763[13:08:39] <robert_> http://sprunge.us/YZYG
L1764[13:08:54] <robert_> that's just running the -jar after a fresh install.
L1765[13:09:09] <robert_> albeit I copied the world over
L1766[13:09:39] <robert_> but the dependency jars and everything are all freshly installed.
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L1769[13:14:42] <robert_> so what's up with my forge?
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L1772[13:19:28] <mind> i found a possible issue ... pretty old but related, can anybody tell me how i can deal with this when using plain old vanilla server? http://www.minecraftforge.net/forum/index.php?topic=118.0
L1773[13:20:13] <mind> i want to mount a player on an invisble amror stand but on forge clients the riding position is almost 2 blocks higher than for vanilla clients
L1774[13:20:53] <Nitrodev> if this is vanilla why are you here?
L1775[13:21:07] <Nitrodev> for*
L1776[13:21:08] <mind> its forge clients that are bugging out
L1777[13:21:37] <Nitrodev> ah
L1778[13:21:42] <mind> maybe i need some additonal meta data to adjust the m,ount height or something i dont get
L1779[13:22:33] <mind> Lex said something like "Move the crap you do in the double ctr into the world ctr" but i don't get it
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L1781[13:30:59] <williewillus> mind: are you porting from 1.7?
L1782[13:31:20] <williewillus> wait this isnt a mod nvm :D
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L1784[13:32:46] <mind> not porting
L1785[13:32:53] <gigaherz> mind: looking at the post
L1786[13:32:57] <gigaherz> that's unrelated to your issue
L1787[13:33:13] <gigaherz> that refers to how a mod registers a new entity
L1788[13:33:17] <mind> okay but it looked very familiar :D
L1789[13:33:48] <williewillus> I bet it's a forge 1.8 port issue
L1790[13:33:51] <gigaherz> so you say you have a vanilla server
L1791[13:34:01] <williewillus> or weird forge+vanilla interaction issue
L1792[13:34:07] <gigaherz> just vanilla? or something like sponge on it?
L1793[13:34:14] <williewillus> probably the former with the yOffset thing being siwtched in 1.8
L1794[13:34:51] <mind> bukkit
L1795[13:34:58] <mind> i used bukkit to mount the player
L1796[13:35:00] <williewillus> yeah that's not vanilla
L1797[13:35:05] <williewillus> bukkit hooks in all over the place
L1798[13:35:06] <gigaherz> n0ot quite vanilla then ;P
L1799[13:35:12] <williewillus> bukkit is basically a giant mod
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L1801[13:35:25] <williewillus> well more precisely CB is
L1802[13:35:35] <mind> probably but why do vanilla clients then render properly ?
L1803[13:35:47] <mind> spigot 1.8.8
L1804[13:35:50] <gigaherz> some conflict between forge and the server
L1805[13:35:59] <gigaherz> but it's important to be exact
L1806[13:36:20] <mind> okay my fault, sorry
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L1808[13:36:24] <gigaherz> because it COULD be something bukkit changed to allow the mounting, that conflicts with forge's "custom entity" system
L1809[13:36:29] <williewillus> bukkit has a history of doing weird things :P
L1810[13:36:34] <williewillus> I'm wondering if it happens in sponge
L1811[13:36:45] <gigaherz> I don't really know what forge changes in terms of entities
L1812[13:36:45] <williewillus> *spongevanilla
L1813[13:36:52] <williewillus> it doesn't really, afaik
L1814[13:36:52] <mind> thats a pitty ... the other plugin is doing strange stuff and i wanted to use an armor stand to "sit" on because i can make it invisible
L1815[13:37:28] <mind> the other plugin is using an arrow that looks strange
L1816[13:38:12] <gigaherz> hmmm how does one entity specify what the mounting position is?
L1817[13:38:18] <gigaherz> an entity*
L1818[13:38:45] <mind> gooooood question
L1819[13:39:30] <williewillus> theres a getMountedOffset somewhere
L1820[13:39:33] <williewillus> i remember
L1821[13:39:37] <williewillus> maybe the vanilla armorstand does weird things
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L1823[13:39:52] <gigaherz> getMountedYOffset
L1824[13:39:53] <gigaherz> yep
L1825[13:40:15] <mind> http://pastebin.com/j9kxDurw as cheap as possible
L1826[13:40:26] <gigaherz> okay
L1827[13:40:57] <mind> oops ignore the as.teleport
L1828[13:40:59] <gigaherz> !gm getMountedYOffset
L1829[13:41:01] <mind> that was just a test
L1830[13:41:08] <gigaherz> yeah getMountedYOffset is vanilla
L1831[13:41:13] <gigaherz> and defaults to 0.75*height
L1832[13:41:21] <gigaherz> forge doesn't patch that
L1833[13:41:53] <mind> ah okay so i need an entity without "height"
L1834[13:41:57] <mind> darn
L1835[13:42:12] <gigaherz> that doesn't explain that difference, though
L1836[13:42:38] <williewillus> i think bukkit is sending something weirdly
L1837[13:42:42] <williewillus> missed a patch or something
L1838[13:42:47] <williewillus> idk where their source is nowadays though
L1839[13:43:05] <diesieben07> how does bukkit even still exist
L1840[13:43:12] <mind> it's on github afaik
L1841[13:43:27] <gigaherz> bukkit api is still a thing
L1842[13:43:33] <diesieben07> yeah i know that
L1843[13:43:37] <diesieben07> but the api is nothing without impl
L1844[13:43:40] <gigaherz> just craftbukkit is gone ,replaced by spigot
L1845[13:43:46] <mind> yeah i just noticed XD
L1846[13:43:52] <diesieben07> oh so that is a separate implementation
L1847[13:43:53] <diesieben07> i never knew
L1848[13:44:06] <gigaherz> probably a fork
L1849[13:44:53] <gigaherz> https://hub.spigotmc.org/stash/projects/SPIGOT/repos/craftbukkit/browse
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L1851[13:45:05] <williewillus> it's craftbukkit + more patches
L1852[13:45:07] <gigaherz> seems like they maintain a fork, yep
L1853[13:45:12] <williewillus> idk how they avoided the drama
L1854[13:45:41] <williewillus> they should just be dumping effort into sponge to be honest >.>
L1855[13:45:53] <williewillus> its been a year+ and sponge still isn't really known to the masses
L1856[13:46:15] <gigaherz> EWW
L1857[13:46:16] <gigaherz> https://hub.spigotmc.org/stash/projects/SPIGOT/repos/craftbukkit/browse/src/main/java/org/bukkit/craftbukkit/entity/CraftEntity.java
L1858[13:46:16] <gigaherz> XD
L1859[13:46:32] <gigaherz> check dat getEntity method
L1860[13:46:36] <sham1> oh god
L1861[13:46:40] <diesieben07> thats been around for like ages :D
L1862[13:46:47] <diesieben07> i remember seeing that in the craftbukkit code
L1863[13:46:52] <sham1> :q
L1864[13:46:56] <gigaherz> it Is craftbukkit code
L1865[13:46:57] <gigaherz> XD
L1866[13:46:59] <gigaherz> IS*
L1867[13:47:00] <diesieben07> yeah
L1868[13:47:01] <williewillus> you have to remember bukkit is ancient
L1869[13:47:05] <williewillus> in terms of where we are now :P
L1870[13:47:15] <gigaherz> it's a wrapper though
L1871[13:47:15] <sham1> Bukkir was nice
L1872[13:47:21] <williewillus> #blamedinnerbone
L1873[13:47:23] <williewillus> ;p
L1874[13:47:39] <sham1> skeletons are simply zombies with bows
L1875[13:47:40] <gigaherz> but instead of having some Map<Class<? extends Entity>, Class<? extends CraftEntity>>
L1876[13:47:47] <gigaherz> they have a very long chain of IFs
L1877[13:47:58] <sham1> it could be worse
L1878[13:48:07] <sham1> It could be tertiary statements
L1879[13:48:11] <williewillus> so do they just maintain their own set of mappings?
L1880[13:48:22] <diesieben07> afaik yes
L1881[13:48:26] <sham1> ternary even
L1882[13:48:28] <williewillus> why didnt they use mcp?
L1883[13:48:32] <mind> interesting
L1884[13:48:58] <Pennyw95> do you think that, for multiblock slave tile, iniating some variables and then giving them a value inside update() is efficient enough if I only do it every 20 ticks?
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L1886[13:49:19] <williewillus> isnt that what onLoad is for?
L1887[13:49:21] <Pennyw95> I constantly need to slave to remember some of the master's values when it gets desotryed
L1888[13:49:24] <sham1> define "eddicient"
L1889[13:49:27] <sham1> efficient*
L1890[13:49:33] <Pennyw95> not consuming too much resources
L1891[13:50:01] <sham1> I am happy now
L1892[13:50:08] <sham1> I got FreeBSD to use my keymappings
L1893[13:50:17] <mind> mh i don't see anything related to mount position
L1894[13:50:33] <sham1> No more QWERTY BS
L1895[13:50:43] <sham1> or US-QWERTY
L1896[13:50:58] <diesieben07> FreeBSD? People use that?
L1897[13:51:03] <sham1> yes
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L1899[13:51:28] <diesieben07> i mean outside of backend stuff
L1900[13:51:41] <sham1> I think they do
L1901[13:52:09] <williewillus> people release things for bsd?
L1902[13:52:12] <williewillus> :P
L1903[13:52:25] <sham1> Compiling VirtualBox guest addons
L1904[13:52:38] <sham1> So the screen would not be a size of a fly shite
L1905[13:52:46] <williewillus> (that aren't just linux shims using the compat layer)
L1906[13:52:58] <gigaherz> is EntityLivingBase something added by Forge?
L1907[13:53:08] <williewillus> no lol
L1908[13:53:16] <sham1> I doubt it
L1909[13:53:18] <williewillus> that class is like all over the codebase
L1910[13:53:21] <gigaherz> thne their mappings are confusing
L1911[13:53:25] <Pennyw95> is this efficient? http://pastebin.com/23j6ZVQ5
L1912[13:53:30] <sham1> It's CraftBukkit
L1913[13:53:46] <gigaherz> in their naming EntityLiving extends Entity
L1914[13:53:48] <williewillus> Yeah it's weird how the names are compared to mcp names
L1915[13:53:51] <mind> found something https://hub.spigotmc.org/stash/projects/SPIGOT/repos/craftbukkit/browse/nms-patches/Entity.patch#381
L1916[13:53:54] <williewillus> EntityHuman :P
L1917[13:53:54] <gigaherz> so waht they call EntityLiving, we call EntityLivingBase
L1918[13:53:57] <sham1> Also Penny, you may want to swap thise ifs
L1919[13:54:02] <diesieben07> we used to call that EntityLiving as well
L1920[13:54:10] <sham1> so it puts the tick to zero after doing its thing
L1921[13:54:11] <diesieben07> but at one point Mojang introduced a new class
L1922[13:54:19] <diesieben07> we renamed it to EntityLivingBase
L1923[13:54:22] <diesieben07> they stuck with EntityLiving
L1924[13:54:49] <Pennyw95> sham1:this should work, because the tick is reset at 40 and the if is called at 20
L1925[13:55:05] <Pennyw95> but yes, you're right actually
L1926[13:55:18] <sham1> but 0 is not 0 (mod 20)
L1927[13:55:21] <sham1> Wait
L1928[13:55:24] <williewillus> those patch sizes though :P
L1929[13:55:38] <sham1> I think I am doing an ass of myself
L1930[13:56:01] <williewillus> heh isRemote is isClientSide
L1931[13:56:05] <williewillus> remember when someone renamed that
L1932[13:56:13] <williewillus> or tried to
L1933[13:56:38] <gigaherz> well I don't see any change to entity height in the entityArmorStand/EntityLiving/entity chain
L1934[13:56:39] <mind> this.vehicle.getBoundingBox().b + (double) this.vehicle.length
L1935[13:57:04] <gigaherz> hmmm
L1936[13:57:06] <mind> this is the returned position for the entity riding a vehicle
L1937[13:57:11] <mind> the returned Y
L1938[13:57:13] <gigaherz> ah
L1939[13:57:47] <mind> it's too late for my brain to decode the maths on this O_o
L1940[13:58:03] <gigaherz> ah so what we call height, they cal llength?
L1941[13:58:05] <mind> boundingBox.b i assume is height ?
L1942[13:58:47] <mind> soooo it's a spigot problem ?!
L1943[13:58:48] <Pennyw95> sham1: anyway, this should steal much computing power, right? I also spawn only 2 f those per multiblock
L1944[13:58:55] <Pennyw95> shouldn't*
L1945[13:59:13] <sham1> shouldn't
L1946[13:59:21] <Pennyw95> phew okay
L1947[13:59:27] <Pennyw95> maybe I'm just paranoid
L1948[13:59:33] <sham1> yes you are
L1949[14:00:01] <gigaherz> mind: not sure :/
L1950[14:00:10] <gigaherz> it may be that spigot expects something to happen
L1951[14:00:23] <gigaherz> but due to forge patches, their assumption doesn't hold true
L1952[14:00:57] <mind> gigaherz, can you recommend an entity to sue that has no height AND can be made invisible
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L1954[14:01:02] <mind> *use
L1955[14:01:03] <williewillus> idea
L1956[14:01:07] <gigaherz> hmmm
L1957[14:01:11] <williewillus> does it happen with kcauldron?
L1958[14:01:12] <Pennyw95> basically my multiblock is a fluid tank, I want fluid to spill when broken but of course a NPE would occur if player were to break the master block...so I need slave TEs to keep track of the fluid and fluid amount
L1959[14:01:14] <gigaherz> a bat has height, but is small enough
L1960[14:01:20] <gigaherz> and you could apply invisibility potion effect
L1961[14:01:26] <mind> no idea i am not using kcauldron
L1962[14:02:02] <mind> but it would suffocate
L1963[14:02:42] <mind> well i can "remember" it and keep damage away from it
L1964[14:02:44] ⇦ Quits: Drullkus (~Drullkus@205.155.154.1) (Remote host closed the connection)
L1965[14:02:58] <williewillus> make it invulnerable
L1966[14:03:02] <williewillus> there's nbt tags for that
L1967[14:03:08] <gigaherz> give it also resistance 999
L1968[14:03:18] <gigaherz> or well if there's an invulnerable tag...
L1969[14:03:39] <mind> and how can i prevent it beeing moved around!?
L1970[14:03:54] <gigaherz> spawn it without AI
L1971[14:03:58] <gigaherz> it would still be pushed, though
L1972[14:04:08] <mind> yeah i know but can't i push it around ?
L1973[14:04:17] <mind> yeah exactly XD
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L1975[14:04:26] <williewillus> no...
L1976[14:04:34] <williewillus> noAI tagged mobs don't respond to input I thought
L1977[14:04:40] <gigaherz> oh can't push them?
L1978[14:04:45] <mind> i may test it, give me a moment
L1979[14:05:20] <williewillus> set both invulernable and noAI
L1980[14:06:11] ⇦ Quits: Pennyw95 (~Dr.Benway@host84-156-dynamic.16-79-r.retail.telecomitalia.it) (Quit: Leaving)
L1981[14:06:47] <mind> .setMetadata(metadataKey, newMetadataValue) ?
L1982[14:06:58] <mind> i did never manipulate any NBT via plugin XD
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L1984[14:07:48] <williewillus> no idea how to do bukkit
L1985[14:08:01] <mind> ah gettag
L1986[14:08:07] <williewillus> I was thinking use vanilla summon to test it :P
L1987[14:08:25] <williewillus> /summon Bat ~ ~ ~ { NoAI:1b, invulnerable: 1b } or something
L1988[14:08:44] <mind> darn ... tags only for items
L1989[14:09:11] <williewillus> you can't set entity nbt using bukkit? 0.o
L1990[14:09:18] <williewillus> you can using vanilla XD
L1991[14:09:22] <williewillus> /entitydata command
L1992[14:09:55] <mind> i think there is a reason why everybody says never use servercommand with bukkit
L1993[14:10:03] <mind> commandblock
L1994[14:10:27] <williewillus> maybe because bukkit breaks them all
L1995[14:10:29] <williewillus> >.>
L1996[14:11:05] <JustRamon> yes
L1997[14:11:18] <JustRamon> They're replaced with simpler versions
L1998[14:11:41] <williewillus> that's dumb
L1999[14:12:55] <williewillus> anyways I tested in vanilla
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L2001[14:13:00] <williewillus> NoAI + invulnerable works
L2002[14:13:14] <kimfy> Can you define the Item model json in the forge blockstate json? :P
L2003[14:13:42] <williewillus> yes
L2004[14:13:56] <williewillus> i do that for all itemblocks
L2005[14:14:08] <williewillus> just put an "inventory" variant under "variants"
L2006[14:14:24] <kimfy> Let me go try it!
L2007[14:14:28] <mind> net.minecraft.server.v1_8_R3.Entity e = (net.minecraft.server.v1_8_R3.Entity) as;
L2008[14:14:28] <mind> e.getNBTTag()
L2009[14:14:41] <mind> let's see if it breaks :D
L2010[14:14:43] <williewillus> that looks terrible
L2011[14:14:50] <williewillus> why is there a package with the version name in it
L2012[14:14:56] <diesieben07> because bukkit
L2013[14:14:56] <williewillus> :P
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L2018[14:18:16] <mind> well ... e.c() or e.d() or e.e() which one sets the tag ? XD
L2019[14:18:28] <gigaherz> !gm e.c
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L2021[14:18:43] <gigaherz> not found hmf
L2022[14:18:51] <gigaherz> wait
L2023[14:18:55] <gigaherz> !gm Entity.c
L2024[14:19:08] <gigaherz> oops
L2025[14:19:15] *** TehNut|Sleep is now known as TehNut
L2026[14:19:19] <gigaherz> that had more answers than I hoped for
L2027[14:19:19] <gigaherz> XD
L2028[14:19:27] <williewillus> I doubt that would map :P
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L2030[14:20:53] <kimfy> Wait, what about for items with metadata? Do you have a working example I could look at willie?
L2031[14:21:30] <mind> okay, sit and mount worked
L2032[14:21:37] <mind> but that cast exploded :D
L2033[14:22:02] <gigaherz> mind: how about using net.minecraft.Entity instead of net.minecraft.server.*
L2034[14:22:14] <williewillus> i don't think that exists
L2035[14:22:21] <mind> Caused by: java.lang.ClassCastException: org.bukkit.craftbukkit.v1_8_R3.entity.C
L2036[14:22:21] <mind> raftBat cannot be cast to net.minecraft.server.v1_8_R3.Entity okay just a tiny adjustment then
L2037[14:22:24] <williewillus> bukkit doesnt use mcp mappings, Entity is in "NMS"
L2038[14:22:40] <williewillus> aka net.minecraft.server
L2039[14:22:57] <gigaherz> ah right
L2040[14:22:57] <williewillus> kimfy: you just setCustomModelResourceLocation to wherever you want
L2041[14:23:00] <gigaherz> import net.minecraft.server.EntityArmorStand;
L2042[14:23:11] <williewillus> the modelResourcelocation you pass is a blockstate json path and a variant in it
L2043[14:23:33] <gigaherz> yeah entities are in net.minecraft.server.*
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L2045[14:23:39] <gigaherz> without a version sub-package
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L2047[14:23:53] <williewillus> though I prefer to do my item models the vanilla way (the idea of putting items that aren't itemblocks in blockstates/ is weird to me)
L2048[14:24:08] <williewillus> just a personal preference though
L2049[14:24:13] <gigaherz> mind: CraftBat.getHandle()
L2050[14:24:23] <williewillus> wtf is getHandle lol
L2051[14:24:31] <gigaherz> returns the actual EntityBat
L2052[14:24:44] <mind> yeah on it, jsut a sec :D
L2053[14:24:48] <kimfy> Oh it is an itemblock
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L2055[14:26:02] <mind> oh
L2056[14:26:06] <mind> the tag is null
L2057[14:26:16] <mind> damn
L2058[14:26:20] <gigaherz> then create one ;p
L2059[14:26:47] <gigaherz> hmm wait
L2060[14:26:50] <mind> yeah
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L2062[14:26:53] <mind> ecxactly
L2063[14:27:03] <gigaherz> getNBTTagCompound() -- forge name-- is empty
L2064[14:27:12] <gigaherz> and no one overrides that
L2065[14:27:15] <williewillus> kimfy: https://github.com/williewillus/Botania/blob/MC18/src/main/resources/assets/botania/blockstates/altGrass.json
L2066[14:27:29] <mind> aaand that means ?
L2067[14:27:49] <williewillus> and for every meta I do setCustomModelResourceLocation(item, meta, new MRL("botania:altGrass", "variant=" + variant.getName()"));
L2068[14:27:58] <gigaherz> mind: ah, forge has getEntityData()
L2069[14:28:02] <gigaherz> but that's forge-specific
L2070[14:28:10] <williewillus> lol
L2071[14:28:18] <williewillus> if only bukkit didnt fuck with vanilla commands
L2072[14:28:25] <williewillus> then you could just use /entitydata and be done with it :P
L2073[14:28:38] <mind> well i actually didn't test that
L2074[14:28:48] <mind> i can enqueue commands
L2075[14:29:01] <mind> qeue
L2076[14:29:05] <mind> gaah
L2077[14:29:10] <williewillus> you had it right the first time :P
L2078[14:29:21] <gigaherz> williewillus:
L2079[14:29:22] <gigaherz> hmm
L2080[14:29:27] <gigaherz> CommandEntityData#processCommand ... XD
L2081[14:29:38] <gigaherz> it could be called directly by code lol
L2082[14:29:55] <gigaherz> but if you read the implementation,
L2083[14:29:58] <kimfy> I'll check it out, thanks
L2084[14:30:02] <gigaherz> it's building an entity NBT
L2085[14:30:03] <gigaherz> and then doing
L2086[14:30:08] <gigaherz> entity.readFromNBT(tag)
L2087[14:30:15] <williewillus> calling mc code from bukkit is bad practice
L2088[14:30:21] <williewillus> really bad practice
L2089[14:30:28] <williewillus> :P
L2090[14:30:31] <gigaherz> yeah
L2091[14:31:00] <gigaherz> entity = the bat
L2092[14:31:06] <gigaherz> entity.writeToNBT(tag);
L2093[14:31:07] *** bilde2910 is now known as bilde2910|away
L2094[14:31:17] <gigaherz> tag -> set noAI and invulnerable
L2095[14:31:21] <gigaherz> entity.readFromNBT(tag);
L2096[14:31:27] <gigaherz> you basically need to do that.
L2097[14:31:50] <gigaherz> tag is a pre-instantiated NBTTagCompound (or whatever CB calls it)
L2098[14:32:34] <williewillus> do you relaly have to do that in bukkit?
L2099[14:32:35] <williewillus> ugh
L2100[14:33:43] *** williewillus is now known as willieaway
L2101[14:33:56] <mind> it's really a pita but explain to a serverowner everything he setup has to be changed
L2102[14:34:34] *** amadornes[Streaming] is now known as amadornes
L2103[14:34:39] <mind> oh okay
L2104[14:35:27] <mind> entity.writeToNBT(tag); unknown
L2105[14:40:15] <mind> i think i got the NBT bound
L2106[14:40:30] <mind> how can i read the NBT of a bat next to me via command ?
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L2108[14:43:46] <kimfy> Thank you willieaway, worked like a charm!
L2109[14:44:31] <Javaschreiber> I'm currently trying to get my fluid model working according to https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelFluidDebug.java
L2110[14:44:45] <Javaschreiber> But it still wants a BlockState for each fluid.
L2111[14:44:55] ⇦ Quits: kimfy (~kimfy@9.12.34.95.customer.cdi.no) (Quit: Leaving)
L2112[14:45:03] <mind> minecraft uses a dirty hack for it's water -.-
L2113[14:45:36] <Javaschreiber> My question is: how is this reference doing it?
L2114[14:47:21] <mind> <gigaherz> how to i sue /entitydata to read the actual NBTTag ?
L2115[14:47:23] ⇨ Joins: NullEntity (~NullEntit@rrcs-74-62-96-227.west.biz.rr.com)
L2116[14:48:11] <AndersBillLind> How do I summon a cactus?
L2117[14:48:19] <mind> ahaaa
L2118[14:48:42] <diesieben07> Javaschreiber, what do oyu mean by "wants a BlockState for each fluid"?
L2119[14:49:06] <Javaschreiber> diesieben07: java.io.FileNotFoundException: big_capacitors:blockstates/blockEthanol.json
L2120[14:49:26] <diesieben07> and you did the custom state mapper thing?
L2121[14:50:09] <Javaschreiber> I tried to do it the way it was done here:
L2122[14:50:10] <Javaschreiber> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgedebugmodelfluid/blockstates/TestFluidBlock.json
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L2124[14:51:08] <diesieben07> you need the custom IStateMapper
L2125[14:51:20] <diesieben07> https://git.io/vggqq
L2126[14:51:20] ⇦ Quits: sww1235 (~sww1235@bananas.cs.colostate.edu) (Remote host closed the connection)
L2127[14:52:08] <Javaschreiber> I'm pretty sure I'm doing that.
L2128[14:52:15] <mind> okay i quit, too late for me
L2129[14:52:20] <diesieben07> no idea then
L2130[14:52:42] <mind> gigaherz, i'll try to modify this damn NBT tag anyhow or i spam commands to the server -.-
L2131[14:52:53] *** kroeser is now known as kroeser|away
L2132[14:53:23] <Javaschreiber> http://pastebin.com/XrsxVNau
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L2134[14:55:18] ⇦ Parts: Javaschreiber (~Thunderbi@p4FF8BBFE.dip0.t-ipconnect.de) ())
L2135[14:56:12] <AndersBillLind> I tried player.capabilities.allowFlying = true; did not enable flying I think (is it double tapping space)? Do I have to write the capabilities to nbt?
L2136[14:56:33] <diesieben07> player.sendPlayerAbilities
L2137[14:56:45] <AndersBillLind> Aha
L2138[14:56:54] <LatvianModder> doesnt it disable it after landing though?
L2139[14:57:04] ⇨ Joins: poiuy_qwert (~poiuy_qwe@206.223.179.158)
L2140[14:57:13] <diesieben07> not afaik
L2141[14:57:35] <LatvianModder> It used to did.. last time I checked.. in minecraft 1.4.7...
L2142[14:57:50] <diesieben07> whut
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L2144[15:00:13] <minecreatr> how exactly is the b3d model animated if the handleBlockState is only called once?
L2145[15:01:18] <diesieben07> if you want animations you need a TESR
L2146[15:01:23] <diesieben07> there is an example in the forge repo
L2147[15:03:04] <gigaherz> lol --> https://www.youtube.com/watch?v=YXThfCiRp8g
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L2149[15:04:38] <AndersBillLind> diesieben07: Yeah, that worked :)
L2150[15:04:55] <AndersBillLind> Wonder how it was not sendPlayerCapabilities instead
L2151[15:06:01] <diesieben07> because mcp names
L2152[15:07:28] <gigaherz> would be nice to rename player.capabilities to something else now that forge has something else called capabilities
L2153[15:07:28] <gigaherz> XD
L2154[15:08:01] <Curle|TKD> player.powers?
L2155[15:08:02] <Curle|TKD> :3
L2156[15:08:07] *** Curle|TKD is now known as Curle
L2157[15:08:27] <minecreatr> abilities?
L2158[15:08:27] <Curle> Flying, invulnerability, keep inventory
L2159[15:08:37] <Curle> Is that a thing?
L2160[15:08:42] <gigaherz> ?
L2161[15:08:45] <Curle> That's a gamerule iirc
L2162[15:08:49] <Curle> Ignore me
L2163[15:09:30] <Curle> Brb, stuff to do
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L2165[15:12:09] <minecreatr> im trying to look through the render code and I cant see where animated textures are handled?
L2166[15:12:52] <PaleoCrafter> That'd be in TextureAtlasSprite
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L2168[15:14:11] <minecreatr> but the actual rendering looks like it is being done in ForgeHooksClient.preDraw, and I dont see any reference to animation stuff there?
L2169[15:14:33] <diesieben07> animated textures just literally change the texture
L2170[15:14:39] <diesieben07> it does nto re-render the blck or anything
L2171[15:14:49] <Wuppy> what do you guys think of Dragon Age Origins?
L2172[15:14:59] <Wuppy> I've just started playing it
L2173[15:15:04] <minecreatr> yeah, but how, it would have to change the uv and the world renderer caches the uv along with all the other vertex data?
L2174[15:15:14] <Wuppy> and I'm not even past the introduction area (no camp to travel from yet) and I'm really loving it already
L2175[15:15:40] <diesieben07> minecreatr, no. it literally overwrites the sprite in the texture sheet
L2176[15:15:47] <PaleoCrafter> Haven't played it myself, but a few classmates are great fans, Wuppy
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L2178[15:16:05] <Wuppy> it's 94% on steam so I'm not crazy and it's actually a good game :P
L2179[15:16:16] <minecreatr> how does it do that without restitching the texture sheet every tick?
L2180[15:16:30] <diesieben07> well, it knows it's position in the sheet
L2181[15:16:35] <diesieben07> so it just copies new data into there
L2182[15:16:42] <diesieben07> and uploads it to the GPU again
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L2185[15:16:58] <diesieben07> could be mor efficient by doing this all on the gpu but... meh
L2186[15:17:12] <RANKSHANK> Wuppy good luck finishing it :P
L2187[15:17:23] <Wuppy> RANKSHANK, I also have all the dlc :P
L2188[15:17:40] <minecreatr> so every tick updateAnimation is called, and it actually uploads a new texture to that part of the spritesheet?
L2189[15:17:42] <Wuppy> which, from what I can see atm, adds almost 1 complete new game and like 10 new stories
L2190[15:17:50] <diesieben07> yes
L2191[15:17:54] <minecreatr> that does sound a bit inefficient
L2192[15:18:03] <PaleoCrafter> That'd exclude about 1‰ of the userbase though, diesieben07 D:
L2193[15:18:09] <diesieben07> huh?
L2194[15:18:19] <diesieben07> are there seriously people out there who have cards that don't support e.g. OpenCL?
L2195[15:18:20] <PaleoCrafter> Doing it on the GPU
L2196[15:18:35] <PaleoCrafter> Mebbe
L2197[15:18:49] <diesieben07> well, then have the current way as the fallback for those
L2198[15:18:51] <RANKSHANK> Wuppy its the official sidetracking simulator
L2199[15:18:55] <diesieben07> and have hem deal with the crap :D
L2200[15:19:11] <Wuppy> RANKSHANK, because of all the sidesquests?
L2201[15:19:15] <PaleoCrafter> I'm just making fun of the fact that MC still is on a prehistoric version of OGL :P
L2202[15:19:36] <diesieben07> can you even do this with a shader?
L2203[15:19:48] <diesieben07> or is there ways to just "run code" on the GPU with OpenGL?
L2204[15:19:50] <RANKSHANK> Wuppy yup. It's a time sink haha. I do need to start playing again ;P
L2205[15:19:52] <diesieben07> (not OpenCL)
L2206[15:20:09] <Wuppy> RANKSHANK, so far I've had a total of 2 sidequests, no real sidetracking justyet
L2207[15:20:15] <PaleoCrafter> I've literally no clue
L2208[15:20:37] <PaleoCrafter> But shaders can do some pretty mad stuff
L2209[15:20:44] <diesieben07> aha
L2210[15:21:05] <RANKSHANK> Wuppy didn't you say you aren't even past the intro? Haha
L2211[15:21:25] <Wuppy> I've just gotten to the part where the blight attacks for the first time, working my way up the tower
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L2213[15:22:54] <Wuppy> now if only it was still carnaval :'(
L2214[15:23:11] <RANKSHANK> Ahh fair enough, I thought you meant back in the starting area haha
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L2216[15:32:54] <Wuppy> the humble bundle this time is really quite good if you don't mind using Uplay
L2217[15:33:04] <Wuppy> or own like 75% of the games like I do :P
L2218[15:33:40] <gigaherz> I own around 25% of the games, but the rest I don't care about
L2219[15:33:40] <gigaherz> XE
L2220[15:33:41] <gigaherz> XD*
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L2224[15:55:24] <Flenix> Does it drive anyone else insane that the forge hurt/attack events have "amount" spelled wrong?
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L2238[16:08:56] <minecreatr> what would be the best way to copy a list of baked quads so I dont modify the original list?
L2239[16:11:07] <LatvianModder> Collections.immutableList?
L2240[16:11:17] <LatvianModder> Hmm. Not really
L2241[16:11:33] <LatvianModder> Just addAll() to new ArrayList
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L2244[16:13:53] <ThomasRules> is it possible for me to create a mod that can have only some functionality (e.g no items or blocks) if not installed server-side?
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L2246[16:16:26] <diesieben07> minecreatr, ImmutableList.copyOf
L2247[16:17:11] <gigaherz> minecreatr: do you mean just not affect the list
L2248[16:17:17] <gigaherz> or you want the contained BakeQuads to also be copied?
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L2250[16:18:16] <minecreatr> well actually, I guess if I transform them with a VertexTransformer it copies anyways
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L2256[16:24:46] <swordkorn> Good evening everyone
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L2259[16:32:19] <Mraof> Minecraft can't handle partial transparency in the textures, right?
L2260[16:32:29] <gigaherz> it can
L2261[16:32:43] <gigaherz> for blocks, you have to put them on the translucent layer
L2262[16:33:26] <Mraof> Okay
L2263[16:33:26] <LatvianModder> For guis / 2d / 3d-but-not-blocks, you need to enable blending
L2264[16:33:35] <Mraof> What about armor?
L2265[16:33:39] <LatvianModder> Ah
L2266[16:33:42] <gigaherz> nope
L2267[16:33:45] <Mraof> Okay
L2268[16:33:46] <gigaherz> it was added in mc 1.9 snapshots
L2269[16:33:52] <gigaherz> IIRC
L2270[16:34:09] <Mraof> I won't worry about getting this imagemagick command I wrote to keep partial transparency, then
L2271[16:34:14] <LatvianModder> You can however render a custom model. If you really really want alpha there
L2272[16:34:19] <Mraof> Nah
L2273[16:35:14] <Pennyw95> gigaherz: I have some blending that messes up transparency in my renderer when viewed from a certain angle...is there a common cause for this? Like, a stupid mistake by me?
L2274[16:35:17] *** minecreatr is now known as Mine|away
L2275[16:35:32] <Fendirain> Can entities not use sendBlockBreakProgress for multiple blocks at once?
L2276[16:36:04] <LatvianModder> Pennyw95: you make sure to enable blending before drawing them
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L2278[16:36:26] <Pennyw95> so like, as the first thing is renderTileAt?
L2279[16:36:34] *** V is now known as Vigaro
L2280[16:36:35] <LatvianModder> Yeah
L2281[16:36:43] <Pennyw95> ok, I'll try
L2282[16:36:57] <LatvianModder> GlStateManager.blendFunc(770, 771)
L2283[16:37:03] <LatvianModder> Or the longer version
L2284[16:37:19] <Pennyw95> GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA)
L2285[16:37:27] <LatvianModder> Aye
L2286[16:37:34] <Pennyw95> also, disableAlpha() after it?
L2287[16:38:08] <swordkorn> Anyone have any clue how I can use a TileEntity to switch BlockState by boolean? It's stumping me
L2288[16:38:09] <LatvianModder> hmm. Is that GL11.GL_ALPHA_TEST
L2289[16:38:17] <LatvianModder> ?
L2290[16:38:18] <Pennyw95> so once enabled, blending applies to all the matrixes? or only the sub-matrixes of the one in which I enable it?
L2291[16:38:45] <Pennyw95> it's obfuscated, unfortunately
L2292[16:38:45] <LatvianModder> Everything after your code will stay the same as you set it
L2293[16:38:46] <Pennyw95> alphaState.field_179208_a.setDisabled()
L2294[16:39:00] <diesieben07> swordkorn, use getActualState, in there read the boolean value and apply it to the blockstate using state.withProperty. then return the result of that
L2295[16:39:08] <Pennyw95> so matrixes don't "contain" the blending when enabled?
L2296[16:39:11] <LatvianModder> Probably need to disable it
L2297[16:39:15] <Pennyw95> and the blending remains after popmatrix?
L2298[16:39:20] <swordkorn> I have that in the block class
L2299[16:39:21] <LatvianModder> Yes
L2300[16:39:24] <Pennyw95> oh
L2301[16:39:36] <Pennyw95> silly me, i enabled it 4 times in different matrixes
L2302[16:39:40] <swordkorn> But someone was talking the other night about using the TE to define the blockstate
L2303[16:39:45] <diesieben07> wat
L2304[16:39:59] <LatvianModder> Its pushAttrib() and popAttrib() that does it, but better dont use it
L2305[16:40:09] <Pennyw95> => GL11 only?
L2306[16:40:11] <swordkorn> Well not define it so to speak... maybe that's the wrong word... but only apply the TE to the other blockstate
L2307[16:40:14] <LatvianModder> In 1.8 its a really bad idea
L2308[16:40:26] <mikebald> Gah! So, Microsoft's advanced firewall has a limit of 200 IP's [or ranges] per rule; so, when Microsoft puts out a list of Azure IP ranges, do they separate USeast 1 and 2 by 200 blocks... nope, it's every 272 blocks... love it.
L2309[16:40:37] <diesieben07> oh so you want your Block to have a TE only when it has a certain blockstate
L2310[16:40:41] <swordkorn> Yeah
L2311[16:41:03] <diesieben07> first of all do not extend BlockContainer or implement ITileEntityProvider, if you do. then override hasTileEntity and createeTileEntity
L2312[16:41:07] <diesieben07> both give you the blockstate
L2313[16:41:27] <LatvianModder> They do? I thought create still had the metadata
L2314[16:41:33] <swordkorn> Well I'm currently not doing that in the block class but thanks for the heads up
L2315[16:41:48] <Pennyw95> yes, it still gives the metadata
L2316[16:42:49] <diesieben07> no they dont
L2317[16:42:51] <diesieben07> both give the block state
L2318[16:42:56] <diesieben07> the ones with meta are the old ones
L2319[16:43:01] <swordkorn> I still have getStateFromMeta and getMetaFromState methods though
L2320[16:43:05] <diesieben07> of course
L2321[16:43:17] <diesieben07> those are required so that minecraft knows how to save your IBlocksState in the world file
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L2324[16:43:59] <Pennyw95> diesienben07 i still have (World world, int meta) as of 1.8.9
L2325[16:44:11] <diesieben07> again, then that is the wrong method.
L2326[16:44:19] <Pennyw95> createNewTileEntity?
L2327[16:44:24] <swordkorn> But I'm using PropertyBool and it's a bit fickle. My first issue after changing it was the rendering broke which I can only assume means something is calling false as the other state
L2328[16:44:37] <diesieben07> http://i.imgur.com/lQRIZ2j.png
L2329[16:44:38] <diesieben07> in block
L2330[16:44:45] <diesieben07> do not implement ITileEntityProvider or extend BlockContainer
L2331[16:45:12] <diesieben07> swordkorn, i think its time you show your coe.
L2332[16:45:14] <diesieben07> *code
L2333[16:45:31] <Pennyw95> diesienben07: I see! createNewTileEntity still gives metadata, createTileEntity gives blockstates
L2334[16:45:48] <diesieben07> createNewTileEntity is mojang crap
L2335[16:45:50] <diesieben07> dont use it :D
L2336[16:45:50] <swordkorn> Well it's just the beginnings at this point. I kinda got stuck and decided to come back to it after finishing some other things
L2337[16:45:53] <Pennyw95> well, there's not really a difference, now is there :P
L2338[16:45:56] <gigaherz> no idea why they kept it like that
L2339[16:46:04] <diesieben07> yes there is, metadata is a pain to deal with :P
L2340[16:46:18] <Pennyw95> why? it's even shorter to type
L2341[16:46:37] <diesieben07> why would you EVER type this...
L2342[16:46:37] <swordkorn> This is how my block class stands right now
L2343[16:46:38] <swordkorn> https://gyazo.com/75e513e41a122bc90365f4726184e4b4
L2344[16:46:40] <diesieben07> yoou have an IDE goddamnit
L2345[16:46:46] <swordkorn> Like I say still working on it
L2346[16:47:07] <diesieben07> well your getStateFromMeta and getMetaFrromState methods need to actually DO something
L2347[16:47:08] <Pennyw95> ok I'll switch to the other one
L2348[16:47:27] <swordkorn> I'm only calling true or false for my Property
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L2350[16:47:51] <diesieben07> an IBlockState will not actually stick if you dont encode it properly into metadata
L2351[16:47:55] <diesieben07> (and decode it properly again)
L2352[16:48:11] <swordkorn> well getStateFromMeta returnns the default state
L2353[16:48:16] <diesieben07> so that boolean property must be turned into metadata by the two methods getMetaFromState and getStateFromMeta
L2354[16:48:19] <swordkorn> And vice versa returns 0
L2355[16:48:31] <diesieben07> yes that means that NEVER EVER can there be a block state with true in it
L2356[16:48:36] <diesieben07> UNLESS returned by getActualState
L2357[16:48:45] <swordkorn> Which is my next method
L2358[16:48:48] <swordkorn> I know
L2359[16:48:54] <swordkorn> Well I think I know
L2360[16:49:00] <diesieben07> so ... what is your issue now?!
L2361[16:49:29] <swordkorn> Defining the TE under getActualState
L2362[16:49:43] <diesieben07> that ... makes no sense.
L2363[16:50:06] <swordkorn> I'll write the method then hopefully you will understand
L2364[16:54:08] <swordkorn> https://gyazo.com/e56dfd1119b9d3eb2ce95dadc18557f2
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L2366[16:54:28] <diesieben07> why would you make that a static field?
L2367[16:54:31] <diesieben07> that sounds like a very bad idea
L2368[16:54:49] <swordkorn> How do you mean?
L2369[16:54:54] <swordkorn> It only has two states
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L2371[16:55:05] <Bitterholz> diesieben07, quick question can the OBJ Loader load objects with triangular faces?
L2372[16:55:14] <gigaherz> yes
L2373[16:55:15] <diesieben07> what you showed there is trying to acceess a static field in the TE class
L2374[16:55:16] <diesieben07> but its not there
L2375[16:55:23] <swordkorn> Well not yet no
L2376[16:55:27] <gigaherz> it will duplicate one of the vertices to form a quad
L2377[16:55:32] <diesieben07> so i am saying why would you make it static
L2378[16:55:35] <gigaherz> so it's slightly wasteful
L2379[16:55:37] <diesieben07> you know what static means, right?
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L2381[16:55:43] <gigaherz> so best to minimize the number of triangles
L2382[16:55:48] <swordkorn> It was what willie suggested
L2383[16:56:02] <diesieben07> a static field? :O
L2384[16:56:08] <Bitterholz> i only have 6 Tris so it shouldnt be that big of a problem right?
L2385[16:56:51] <swordkorn> Well it's only going to be active when block state true is returned
L2386[16:57:01] <diesieben07> its still a satic field
L2387[16:57:08] <Bitterholz> i really need help getiing my Model loaded :/ fidled arround a bit and only get full blocks o missing textures
L2388[16:57:10] <diesieben07> which means it exists ONCE
L2389[16:57:11] <diesieben07> globally
L2390[16:57:24] <swordkorn> OK
L2391[16:57:26] <diesieben07> no matter which instance of your TE, client or server, no matter the position
L2392[16:57:29] <diesieben07> its the same field
L2393[16:57:34] <swordkorn> So you're saying it should be void?
L2394[16:57:47] <diesieben07> WHUUUUUT
L2395[16:57:48] <diesieben07> No.
L2396[16:58:16] <diesieben07> a field cannot "be void"
L2397[16:58:47] <swordkorn> Why do I always go away from here feeling belittled and like an idiot...
L2398[16:58:55] <diesieben07> i am not belitteling you
L2399[16:59:04] <diesieben07> but it really seems you lack the java knowledge...
L2400[16:59:51] <Pennyw95> dammn it...I keep getting those blending errors...stuff shouldn't be transparent becomes transparent...damn
L2401[17:00:08] <swordkorn> Alls that field has to do is activate when I switch the blockstate. In this case, it'll fill with a fluid
L2402[17:00:18] <swordkorn> Then it will be true
L2403[17:00:31] <diesieben07> so now you want the field represent what is in the blockstate?
L2404[17:00:39] <diesieben07> all you told me before was saying the other way around
L2405[17:00:49] <diesieben07> (meaning the blcokstate should represent what is in the field)
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L2407[17:01:45] <swordkorn> Did I? That's not what I intended to say so I aplogise. What I mean is the false state will just be a block with nothing going on. True will activate the TE properties and allow an operation to carried out, before switching back to false straight after.
L2408[17:02:00] <diesieben07> ok
L2409[17:02:10] <diesieben07> how is this switch of statae initiated?
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L2411[17:02:46] <swordkorn> Eventually it will be by right clicking a bucket with fluid in effectively "putting" the fluid in the block and thus, switching the blockstate
L2412[17:02:56] <diesieben07> ok
L2413[17:03:12] <diesieben07> then you do NOT need a) the field in the TE, b) getActualState
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L2415[17:03:23] <diesieben07> but you DO need a proper implementation of getMetaFromState and getStateFromMeta
L2416[17:03:33] <diesieben07> then to switch the state you merely call world.setBlockState
L2417[17:03:49] <swordkorn> OK that makes sense
L2418[17:03:58] <swordkorn> What about binding the TE to the desired state?
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L2420[17:04:11] <diesieben07> define "binding"
L2421[17:04:23] <swordkorn> I mean only active when blockstate true
L2422[17:04:27] <swordkorn> Not when false
L2423[17:04:36] <diesieben07> what do you mean by activate
L2424[17:04:56] <Pennyw95> okay now it's really ridicolous...I'm still getting the rendered item transparent even after I remove all the blending in my renderer class! what's happening??
L2425[17:05:12] <swordkorn> The TileEntity behaviour should only be implemented on the true state. The false state will not use the TE at all
L2426[17:05:26] <diesieben07> ok so the false state will not have a TE?
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L2428[17:05:30] <swordkorn> Yes
L2429[17:05:48] <diesieben07> then you need to just check the state in hasTileEntity and createTileEntity
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L2431[17:05:59] <diesieben07> check if the state is true and only then report that you have a TE / create the TE
L2432[17:06:18] <swordkorn> That sounds so much easier than Willie's way
L2433[17:07:17] <swordkorn> I take it then I will need to implement the interfaces?
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L2435[17:07:32] <diesieben07> which interfaces are you talking abotu?
L2436[17:07:38] <swordkorn> The TileEntity ones
L2437[17:07:47] <diesieben07> no idea what you mean
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L2439[17:07:58] <swordkorn> Currently my class only extends Block
L2440[17:08:00] <diesieben07> you just need to override hasTileEntity and createTileEntity in your Block class
L2441[17:08:05] <swordkorn> Not BlockContainer
L2442[17:08:13] <diesieben07> do not use BlcokContainer
L2443[17:08:14] <diesieben07> its crap
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L2445[17:08:48] <swordkorn> OK so just put the has and create TE methods in the block class and tell it to check for true state
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L2447[17:08:58] <swordkorn> Thanks die
L2448[17:08:59] <diesieben07> yes
L2449[17:09:09] <diesieben07> and by "put" i hope you mean "let the IDE override"
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L2451[17:09:19] <swordkorn> Yeah lol
L2452[17:09:31] <swordkorn> I usually put @Override by default
L2453[17:09:43] <diesieben07> that is not what i meant.
L2454[17:10:04] <Fendirain> Anybody know of a way to allow an entity to use sendBlockBreakProgress for multiple blocks?
L2455[17:10:08] <diesieben07> what i meant is that please for the love of god do not go in and tpye out "public void hasTileEntity bla bla bla i am falling asleep already"
L2456[17:10:44] <swordkorn> I have no choice on that one lol
L2457[17:10:47] <swordkorn> IntelliJ
L2458[17:10:51] <diesieben07> uhhh
L2459[17:10:59] <diesieben07> i use intellij too
L2460[17:11:06] <diesieben07> never ever have i overridden a method manually
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L2462[17:11:22] <diesieben07> go into your block class, where you wouldl normally type "public void bla bla" you type "hasTileEntity"
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L2464[17:11:26] <swordkorn> I can't get IntelliJ to auto fill in methods
L2465[17:11:27] <diesieben07> then press ctrl-space
L2466[17:11:33] <diesieben07> select the method
L2467[17:11:36] <swordkorn> Oh that's the shortcut?
L2468[17:11:37] <diesieben07> bam
L2469[17:11:43] <diesieben07> ctrl-space is autocomplete
L2470[17:11:48] <diesieben07> in like... every ide ever
L2471[17:11:54] <swordkorn> Wish I'd known that earlier
L2472[17:11:57] <diesieben07> lol
L2473[17:12:02] <diesieben07> you have never used ctrl space?
L2474[17:12:05] <Fendirain> I personally keep forget about Ctrl-splace. Would make things much easier.
L2475[17:12:22] <swordkorn> No I came from Eclipse for 1.7 and wanted to use IntelliJ for 1.8.9
L2476[17:12:26] <diesieben07> uhmmm
L2477[17:12:28] <gigaherz> it should be a mandatory dialog on first time IDE use
L2478[17:12:29] <diesieben07> it is the same in eclipse
L2479[17:12:47] <gigaherz> "Completion can be activated by pressing ctrl-space. Press ctrl-space now to acknowledge this dialog"
L2480[17:12:50] <swordkorn> I used to just let Eclipse fill in the method stubs and populate after
L2481[17:12:53] <Fendirain> I'v seen it shown multiple times, I just keep forget about it.
L2482[17:13:03] <diesieben07> yes, doing that in eclipse & intellij is the SAME PROCESS :D
L2483[17:13:11] <gigaherz> and visual studio
L2484[17:13:11] <diesieben07> type in method name, press ctrl-space, select method, done.
L2485[17:13:26] <swordkorn> Ah that's gonna come in real useful
L2486[17:13:31] <swordkorn> Thanks for the tip die
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L2488[17:14:19] <minecreatr> is the whole IAnimatedModel thing only for tesr's?
L2489[17:14:37] <Fendirain> Anyone know of a way for an Entity to use sendBlockBreakProgress multiple times? The 2nd time seems to remove the first.
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L2491[17:15:16] <diesieben07> minecreatr, yes, the normal "fast" block renderer cannot animate
L2492[17:15:49] <DebugsPeople> how can I map an Item to an entity?
L2493[17:16:10] <diesieben07> what do you mean by map?
L2494[17:16:19] <DebugsPeople> have a pointer or sth
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L2496[17:16:30] <Pennyw95> is blending influenced by rendering something based on MinecraftForgeClient.getRenderPass?
L2497[17:16:32] <DebugsPeople> wait
L2498[17:16:35] <diesieben07> you mean like keep a reference to it?
L2499[17:16:39] <DebugsPeople> I have to think about this
L2500[17:16:39] <DebugsPeople> yes
L2501[17:16:42] <minecreatr> diesieben07, actually I am currently trying to do a proof of concept of a way to have a non tesr animated model without asm
L2502[17:16:46] <diesieben07> or store the entity inside the item like capturing
L2503[17:17:04] <diesieben07> minecreatr, you will just reinvent tesrs..
L2504[17:17:20] <DebugsPeople> no, a reference, but I think I'm gonna have to think this through again
L2505[17:17:32] <diesieben07> in that case use the UUID
L2506[17:17:33] <DebugsPeople> I have a remote and a entity, that's controlled by it
L2507[17:18:05] <DebugsPeople> wouldn't it be inefficient to go through every entity every tick?
L2508[17:18:30] <diesieben07> getEntityFromUuid
L2509[17:18:37] <diesieben07> exists in WorldServer
L2510[17:18:42] <DebugsPeople> oh
L2511[17:18:48] <diesieben07> but it may be better to use forges capability system
L2512[17:18:59] <diesieben07> that way you can attach an actual object to an ItemStack
L2513[17:19:06] <diesieben07> and in that object store the actual reference to the Entity object
L2514[17:19:08] <DebugsPeople> yeah, no idea what you're talking about :D
L2515[17:19:10] <DebugsPeople> oh
L2516[17:19:15] <diesieben07> and then when saving to NBT save the UUID
L2517[17:19:16] <DebugsPeople> well, if that works
L2518[17:19:35] <diesieben07> http://mcforge.readthedocs.org/en/latest/datastorage/capabilities/
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L2528[17:34:57] <Mraof> Is there a program for texturing Minecraft models (besides just ModelBiped)
L2529[17:35:21] <Drullkus> I know of Tabula and Techne
L2530[17:35:25] <Drullkus> ...Oh wait
L2531[17:35:30] <Drullkus> Not really
L2532[17:35:38] <minecreatr> cubik
L2533[17:36:58] <Mraof> Hmm
L2534[17:37:00] <Drullkus> Tabula lets you export a texturemap that displays the cuboid UVs
L2535[17:37:11] <Drullkus> Which is helpful enough for me
L2536[17:38:09] <Mraof> Mainly it's that I want to make an easy way for other people to make new textures for mobs in my mod
L2537[17:38:54] <Mraof> And I'm wondering if there's already a format I make based on my models for some program or if I'll have to make my own program
L2538[17:39:27] <Mraof> (Program or maybe mod)
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L2540[17:40:16] <Drullkus> I know that Adobe Photoshop does exactly what you're asking for, except I doubt it has support for minecraft models
L2541[17:40:31] <Drullkus> Javacode or json, in those cases
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L2543[17:41:12] <Mraof> They're ModelBase models
L2544[17:41:29] <Mraof> And I might have obj models for entities in the future
L2545[17:42:57] <Drullkus> In photoshop
L2546[17:43:07] <Drullkus> I can paint directly on the model xD
L2547[17:43:42] <Mraof> Hmm
L2548[17:43:45] <Mraof> Most people don't have photoshop
L2549[17:44:23] <diesieben07> GIMP can do the same thing i would assume
L2550[17:44:34] <diesieben07> heck even paint :D
L2551[17:44:43] <diesieben07> just open the existing texutre and paint over it
L2552[17:45:32] <Drullkus> Oh, no
L2553[17:45:32] <Mraof> Hmm?
L2554[17:45:35] <Drullkus> I mean the model
L2555[17:45:41] <Drullkus> Gimme a mo
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L2558[17:46:34] <Mraof> I'm thinking something like http://minecraft.novaskin.me/ (I've never used that site, but it looks like the idea I want) but able to use models I provide
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L2560[17:47:25] <diesieben07> well, that is a pain in the ass to do with java mdoels
L2561[17:47:36] <diesieben07> because parsing them into a useable format is... hard
L2562[17:47:45] <diesieben07> so i doubt that exists
L2563[17:48:14] <Mraof> I wouldn't parse them, I'd just add something into the mod to export them as some other format
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L2565[17:48:21] <Drullkus> Mraof: This is exactly what I'm talking about xD
L2566[17:48:33] <Drullkus> Hold on, I may have chosen a bad demo model lol
L2567[17:48:38] <Drullkus> It's a bit high-poly
L2568[17:48:43] <Mraof> Oh, can that support other models?
L2569[17:48:46] <Drullkus> A model I ripped from an iPhone game
L2570[17:48:48] <Drullkus> No
L2571[17:48:51] <Drullkus> On photoshop
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L2573[17:49:01] <Mraof> Oh, okay
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L2577[17:50:06] <tterrag|away> gigaherz: psssst
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L2580[17:50:30] <Drullkus> Hoi tterrag
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L2584[17:56:58] <Drullkus> Mraof: http://gfycat.com/RashCloseBobwhite
L2585[17:58:33] <Mraof> Okay
L2586[17:58:47] <Drullkus> Yep
L2587[17:58:51] <Drullkus> I painted on the model xD
L2588[17:59:26] <Drullkus> Photoshop saves the change to the texture as well.
L2589[17:59:53] <diesieben07> what files does it need to do that?
L2590[18:00:05] <Drullkus> obj
L2591[18:00:16] <diesieben07> ah
L2592[18:00:20] <Drullkus> Most objects, really
L2593[18:00:28] <diesieben07> most objects? :O
L2594[18:00:34] <Drullkus> I think I can steal one of IE's models actually
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L2596[18:01:08] <Drullkus> mr_hazard does the more recent models as obj's
L2597[18:01:54] <Drullkus> Unfortunately Photoshop doesn't let you customize the UV wrapping :P
L2598[18:04:05] <Mraof> I think I'm going to either add a texture editor to my mod or make a seperate mod for it
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L2601[18:06:30] <gigaherz> tterrag: sup? ;P
L2602[18:06:40] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.8/model-ctm/src/main/java/team/chisel/client/render/Quad.java#L180-L191
L2603[18:06:41] <tterrag> >_>
L2604[18:07:46] <gigaherz> what are [0] thoruhg [3]?
L2605[18:08:06] <gigaherz> {TL,TR,BL,BR}?
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L2607[18:08:18] <tterrag> yes, TL being relative to the minimum UV
L2608[18:08:31] <tterrag> I know I need to do different manipulations depending on the facing
L2609[18:08:36] <tterrag> just not sure exactly what :P
L2610[18:08:39] <gigaherz> hmmm
L2611[18:08:44] <gigaherz> so firstQuad in a vertical cut
L2612[18:08:52] <gigaherz> would be the one on the "left"?
L2613[18:08:58] <tterrag> yes
L2614[18:09:03] <tterrag> bingo
L2615[18:09:32] <gigaherz> so then it would keep TL,BL from the original, and the new ones would be TR and BR
L2616[18:10:04] <gigaherz> while the second quad would keep TR and BR, but get TL and BL interpolated
L2617[18:10:09] <tterrag> yes
L2618[18:10:13] <tterrag> that's what you see currently
L2619[18:10:21] <tterrag> except I only do x/y (which is obviously wrong)
L2620[18:10:31] <gigaherz> you need to interpolate all
L2621[18:10:41] <gigaherz> x,y,z regardless of vertical/horizontal
L2622[18:10:56] <tterrag> O.o
L2623[18:10:59] <gigaherz> because you don't know which plane they are on
L2624[18:11:06] <tterrag> well I kinda do
L2625[18:11:12] <gigaherz> "up" and "down" faces would keep the same Y, but change x,z
L2626[18:11:23] <gigaherz> "east" and "west" would keep X, but change y,z
L2627[18:11:30] <gigaherz> north,south keep Z, but change x,y
L2628[18:11:43] <gigaherz> so to make it generic, easiest is to just lerp all 3 regardless
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L2630[18:12:32] <tterrag> oh right...because lerp between the same min/max is...that number
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L2632[18:13:28] <tterrag> so I should probably define the "pairs" of indeces to interpolate based on the vertical flag
L2633[18:13:30] <tterrag> gigaherz: ^
L2634[18:13:37] <gigaherz> yeah
L2635[18:13:39] <tterrag> then just lerp all 3 parts of each quad
L2636[18:15:03] <gigaherz> yup
L2637[18:15:40] <gigaherz> and btw, I meant to saw before
L2638[18:16:04] <gigaherz> since firstQuad gets [1] and [2] assigned, wouldn't that mean it should be [0] and [3] assigned in the secondQuad?
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L2640[18:16:16] <gigaherz> since one gets TL,BL modified, but the other gets TR,BR modified?
L2641[18:16:31] <tterrag> mm probably
L2642[18:22:55] <tterrag> gigaherz: now I've got a big z-fighting mess :P
L2643[18:23:03] <tterrag> http://puu.sh/n29Rp.txt
L2644[18:23:12] <tterrag> I'm sure that can be optimized, but does it look wrong?
L2645[18:23:50] <tterrag> oh I think I know why
L2646[18:23:50] <tterrag> sec
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L2649[18:25:49] <tterrag> yes!
L2650[18:25:55] <tterrag> I have a non-z-fighting quad
L2651[18:25:58] <tterrag> UVs are a bit off though
L2652[18:26:10] <tterrag> gigaherz: http://puu.sh/n2a1P.jpg
L2653[18:26:14] <tterrag> streched along V :/
L2654[18:26:21] <tterrag> sorry, U
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L2656[18:35:44] <gigaherz> gah fuck it, can't find any damn terrorbird
L2657[18:35:48] <gigaherz> so back to here
L2658[18:35:48] <gigaherz> XD
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L2661[18:41:04] <tterrag> gigaherz: yeah I can't find any problems with my UV math
L2662[18:41:08] <tterrag> it seems fine :/
L2663[18:43:09] <VikeStep> tfw take server down for 50 minutes for maintenance at work and it is the one time in the entire week that my boss wants to see the site running
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L2668[18:53:53] <Darkhax> Does anyone know how to safely update a BlockState without losing the extended block state?
L2669[18:53:57] <tterrag> aha...figured it out
L2670[18:54:01] <tterrag> except it's backwards
L2671[18:54:05] <tterrag> Darkhax: what?
L2672[18:55:50] <Darkhax> My block has a boolean property, and some extra info handled through unlisted properties, however whenever I update the state of the listed boolean property, it seems to wipe out the unlisted one.
L2673[18:55:51] <gigaherz> Darkhax: uhhh, extended block states is rendering only
L2674[18:55:58] <gigaherz> it's not stored into the world
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L2676[18:56:11] <gigaherz> you have to build it up every time getExtendedState is called
L2677[18:56:17] <gigaherz> you can't just "store" things there
L2678[18:56:46] <tterrag> ^
L2679[18:56:54] <tterrag> you only get 4 bits of meta in the world
L2680[18:56:55] <tterrag> period
L2681[18:57:01] <gigaherz> in fact, you are not even supposed to assign unlisted properties outside getExtendedState.
L2682[18:58:08] <Darkhax> Right, I explained that poorly. The actual data is stored in a TE. However whenever I update the listed state, that data seems to be lost.
L2683[18:58:23] <gigaherz> aha
L2684[18:58:27] <gigaherz> you ran into the shouldRefresh issue then
L2685[18:58:28] <tterrag> shouldRefresh
L2686[18:58:37] <gigaherz> you'll want to override it
L2687[18:58:54] <gigaherz> return something like oldState.getBlock() != newState.getBlock()
L2688[18:59:18] <gigaherz> or something more precise if you need specific subsets of blockstates to use different TEs
L2689[18:59:45] <gigaherz> (shouldRefresh is in the TE, btw)
L2690[19:00:10] <Darkhax> Oh I see, that makes sense.
L2691[19:03:54] <Darkhax> Thanks, that was the case.
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L2693[19:08:06] <tterrag> gigaherz: this seems to be broken with faces taht aren't at 0/1
L2694[19:08:08] <tterrag> :(
L2695[19:08:19] <tterrag> applied to the fence model it looks like this http://puu.sh/n2cyk.jpg
L2696[19:08:35] <gigaherz> Uh... XD
L2697[19:08:55] <gigaherz> at least some bits do work...? XD
L2698[19:09:01] <tterrag> yeah
L2699[19:09:03] <tterrag> the quads against the faces
L2700[19:09:07] <gigaherz> yeah
L2701[19:09:10] <tterrag> anything inside the block bounds fails
L2702[19:09:15] <gigaherz> the rest are in getGeneralQuads?
L2703[19:09:58] <tterrag> hahaha that's probably it
L2704[19:10:01] <tterrag> let me check
L2705[19:10:11] <tterrag> yes :P
L2706[19:13:15] <gigaherz> ^_^
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L2708[19:15:06] <tterrag> gigaherz: http://puu.sh/n2cU2.jpg
L2709[19:15:08] <tterrag> :O
L2710[19:15:21] <gigaherz> heh
L2711[19:15:42] <gigaherz> now you need the block not to pretend to be a full block
L2712[19:15:43] <gigaherz> XD
L2713[19:16:47] <tterrag> yeah
L2714[19:16:58] <tterrag> also I need to actually apply the CTM
L2715[19:17:07] <tterrag> lol
L2716[19:17:19] <Drullkus> Right :P
L2717[19:17:21] <tterrag> but with the quads subdivided it should be pretty easy
L2718[19:21:53] <gigaherz> yeah
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L2736[20:30:56] <MattDahEpic> is there an easy way to open vanilla uis (like crafting tables or ender chests) when you have a player?
L2737[20:31:59] <williewillus> see how vanilla does it? :P
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L2741[20:48:33] <GhostfromTexas> anyone using the latest forge builds? (1730s)
L2742[20:48:36] <Mraof> How much longer would it take for armor to have a texture based on the itemstack's nbt tag
L2743[20:48:39] <GhostfromTexas> last recommended was 1722
L2744[20:49:01] <GhostfromTexas> but new JEI uses a later version
L2745[20:49:55] <MattDahEpic> i cant figure out why i am getting https://paste.ee/p/cQFAl with https://github.com/MattDahEpic/RingkyDinks/blob/1.8.9/src/main/java/com/mattdahepic/ringkydinks/dink/DinkAbilities.java#L118
L2746[20:52:52] <williewillus> Mraof: inventory texture or onplayer render :P
L2747[20:53:26] <tterrag> MattDahEpic: substring('@')
L2748[20:53:29] <tterrag> that's not gonna work
L2749[20:53:35] <gigaherz> GhostfromTexas: "recommended" builds are simply builds that have been arbitrarily decided to be recommended
L2750[20:53:43] <tterrag> it's gonna upcast char to int
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L2752[20:54:01] <williewillus> heh yeah
L2753[20:54:07] <williewillus> that was a java puzzler iirc
L2754[20:54:11] <gigaherz> in fact the next build after the recommended was a bugfix for an issue people had with the recommended build
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L2756[20:54:29] <gigaherz> "recommended" simply means "this one won't be TOO bad"
L2757[20:54:57] <gigaherz> specially given that it's so early in the 1.8.9 modding cycle
L2758[20:55:06] <gigaherz> issues WILL keep appearing for a while longer
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L2762[20:56:35] <Mraof> The texture for the armor model, not the icon
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L2764[20:57:29] <Mraof> Well I guess the icon would have to be based on it too
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L2767[20:59:12] <gigaherz> hmf
L2768[20:59:20] <gigaherz> curse appears to be setup so that
L2769[20:59:29] <gigaherz> alpha mods don't even get download links in the front page
L2770[20:59:36] <gigaherz> and beta mods don't get returned in the main lists
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L2772[20:59:53] <VikeStep> seems that a lot of people don't exclude the minecraft forge sources from their github repo
L2773[20:59:59] <gigaherz> my magic mod is getting close to the point where it would be playable
L2774[21:00:09] <gigaherz> but not complete
L2775[21:00:11] <gigaherz> so in a way
L2776[21:00:15] <MattDahEpic> VikeStep, the .gitignore in newer forges fixes that
L2777[21:00:23] <gigaherz> I'd like to keep using the "alpha" tag
L2778[21:00:33] <gigaherz> but I'd want people to actually see the mod in the lists
L2779[21:00:37] <williewillus> yeah the mcp code is all over github
L2780[21:00:42] <VikeStep> MattDahEpic, that would make sense, if the repos I am looking at weren't made in the last week
L2781[21:00:44] <williewillus> i thought mojang said they were cracking down on that a while back
L2782[21:00:53] <gigaherz> but it would be weird to upload to curse as "release" but the filename having "alpha" in it
L2783[21:00:53] <gigaherz> XD
L2784[21:01:02] <williewillus> just reelease it anyway
L2785[21:01:07] <williewillus> have it be rolling release ;p
L2786[21:01:21] <gigaherz> I wanted to use proper terms
L2787[21:01:29] <gigaherz> alpha = work in progress, with major features missing
L2788[21:01:42] <gigaherz> beta = major features complete, only minor features and bugfixing left
L2789[21:02:10] <gigaherz> but the gaming industry seems to have "redefined" the terms
L2790[21:02:17] <MattDahEpic> i go usually alpha = where i can still break worlds, beta = texting of features, release = stable
L2791[21:02:25] <gigaherz> now alpha means "public beta", beta means "release candidate testing"
L2792[21:02:35] <gigaherz> and release means "oops it was still beta, our bad"
L2793[21:02:55] <MattDahEpic> gigaherz, and them patch 1 brings it back to alpha
L2794[21:03:18] <MattDahEpic> inb4 arkam knight
L2795[21:03:25] <gigaherz> lol
L2796[21:03:39] <gigaherz> funny story about AK
L2797[21:03:43] <gigaherz> I actually played it from launch
L2798[21:03:46] <gigaherz> and I finished the game
L2799[21:04:02] <gigaherz> wit hthe right combination of hardware, it was playable XD
L2800[21:04:12] <MattDahEpic> what FPS though?
L2801[21:04:23] <gigaherz> right after launching the game? > 30
L2802[21:04:24] <gigaherz> well
L2803[21:04:26] <gigaherz> 30 locked
L2804[21:04:40] <gigaherz> after 3 hours or so
L2805[21:04:47] <gigaherz> it was a slow-mo camera
L2806[21:05:06] <gigaherz> so I took that as a "you need to rest a bit" chance
L2807[21:05:16] <gigaherz> I'd jsut close the game
L2808[21:05:21] <gigaherz> get some food
L2809[21:05:26] <gigaherz> then start it again and continue playing
L2810[21:05:46] <gigaherz> did every sidequest xcept the riddler challenges
L2811[21:06:19] <gigaherz> activated the "partial" knightfall protocol ingame,n then went to see the full one on youtube, cos fuck doing the riddler crap
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L2813[21:10:35] <VikeStep> just looked it up, seems there are 18 repos up on GitHub right now with all of Forge and minecraft decompiled on it
L2814[21:10:40] <VikeStep> so they are being removed
L2815[21:10:46] <gigaherz> hmmm
L2816[21:11:02] <gigaherz> I have been thinking for my magic mod
L2817[21:11:08] <gigaherz> +about an idea
L2818[21:11:12] <gigaherz> right now
L2819[21:11:22] <VikeStep> actually, it's only 9
L2820[21:11:25] <gigaherz> my wands and staves are crafted using standard diamonds and such
L2821[21:11:25] <VikeStep> it just showed up twice for each
L2822[21:12:07] <gigaherz> I was thinking of adding different "quality levels" for diamonds and emeralds (and any other gemstone that I may add)
L2823[21:12:13] <gigaherz> so like
L2824[21:12:45] <VikeStep> I was wrong again, there is 66 :P
L2825[21:12:46] <gigaherz> you'd have some "<whatever a person who's an expert on gemstones is called>'s Pocket Kit"
L2826[21:13:00] <gigaherz> which would let you examine gemstones
L2827[21:13:05] <gigaherz> and the output would be stuff like
L2828[21:13:54] <gigaherz> "Rough/Common/Better/Excellent/Pure Diamond"
L2829[21:13:59] <gigaherz> or something like that
L2830[21:14:15] <gigaherz> they'd be oredictionaried so they can still be used for crafting
L2831[21:14:25] <tterrag> gigaherz: my favorite non-term is "pre-alpha"
L2832[21:14:30] <tterrag> the hell is a pre alpha
L2833[21:14:30] <MattDahEpic> and if you make it with dirt it'd be the TREEEESH Wand
L2834[21:14:42] <gigaherz> tterrag: yeah, "oh hey I seem to be playing a game that's still in the planning stages?"
L2835[21:14:44] <VikeStep> pfffftttt hahahaha https://github.com/fenceFoil/mcp725pre1-MCDitty0_9_8_02/blob/Minetunes-Rename-1/src/minecraft/net/minecraft/src/.gitignore
L2836[21:15:02] <MattDahEpic> whyyyyyyyy
L2837[21:15:17] <gigaherz> tterrag: back in the 90s, pre-alpha meant "still designing, no code written", or at most "proof of concept"
L2838[21:15:22] <VikeStep> because they only wanted a few classes
L2839[21:15:37] <tterrag> ls > .gitignore
L2840[21:16:16] <gigaherz> hmf
L2841[21:16:31] <gigaherz> if I did that with the gemstones
L2842[21:16:59] <gigaherz> ideally it would be best if there was some way to turn them back into standard diamonds, for storage or similar
L2843[21:17:11] <gigaherz> but that would mean, you'd be able to re-scan them, to get another go at the randomizer
L2844[21:17:11] <gigaherz> XD
L2845[21:17:19] <gigaherz> so... mhe
L2846[21:17:21] <gigaherz> meh*
L2847[21:17:48] <gigaherz> the alternative would be for those random diamonds to be drops when mining diamond ore blocks
L2848[21:18:42] <gigaherz> but I'm not convinced either
L2849[21:18:45] <gigaherz> what do you ppl think?
L2850[21:19:19] <MattDahEpic> i'd have them be oredict'd to regular diamonds for crafting and storage in things that consider oredict
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L2853[21:19:29] <gigaherz> yes that would always be the case
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L2855[21:19:43] <gigaherz> what I'm asking is
L2856[21:20:14] <gigaherz> would you prefer making it so that the drops are always standard gemstones
L2857[21:20:21] <gigaherz> and you examine them to analyze the purity
L2858[21:20:38] <gigaherz> or make them rare drops on diamond ore?
L2859[21:20:48] <gigaherz> ... or both?
L2860[21:21:15] <gigaherz> (you get rare drops from ores, but you can examine the unknown ones to find out their actual quality)
L2861[21:21:17] <MattDahEpic> id have regular diamonds have a purity
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L2865[21:25:29] <killjoy> Has anyone created a POST system for logging into a mc server?
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L2867[21:25:50] <williewillus> uhh mc doesn't work with POSTs :P
L2868[21:25:57] <williewillus> mc has its own protocol entirely
L2869[21:26:02] <killjoy> I want to do it using REST
L2870[21:26:12] <williewillus> well you need to write a mod that bridges it then
L2871[21:26:20] <williewillus> mc protocol <-> REST
L2872[21:26:37] <killjoy> What I'm trying to do is connect to a web server somewhere from the client.
L2873[21:26:47] <killjoy> I also want to validate that the client is signed in
L2874[21:26:52] <williewillus> 0.o
L2875[21:26:58] <williewillus> to a web server or a mc server?
L2876[21:27:02] <killjoy> web server
L2877[21:27:16] <killjoy> no gameplay will occur
L2878[21:27:53] <killjoy> I guess I could implement oauth
L2879[21:28:07] <williewillus> well then just use the http libraries shipped with mc to make normal rest calls?
L2880[21:28:09] <MattDahEpic> client connects normal to mc server mc server tells web server to expect @player and sends packet to client, client connects to web server knowing that the client should be on the server
L2881[21:28:29] <killjoy> I'm not connecting via the multiplayer menu
L2882[21:28:40] <williewillus> I don't know waht you mean by "web server" is it running minecraft, or not?
L2883[21:28:41] <killjoy> It's more like I press a button in a gui and a file gets uploaded
L2884[21:29:14] <killjoy> I'm making a custom skin server that can be interacted with from ingame.
L2885[21:30:56] <MattDahEpic> should setting an item that doesnt have subtypes's meta to 0 throw a null pointer?
L2886[21:31:06] <williewillus> why would it? :P
L2887[21:31:12] <williewillus> (no)
L2888[21:31:15] <MattDahEpic> no idea, but it do
L2889[21:31:18] <killjoy> primitives don't null
L2890[21:31:31] <williewillus> log?
L2891[21:31:32] <killjoy> try for yourself.
L2892[21:31:40] <killjoy> ./give @p gold_ingot 1 1
L2893[21:32:40] <MattDahEpic> williewillus, log: https://paste.ee/p/Rh9fY code: https://github.com/MattDahEpic/RingkyDinks/blob/1.8.9/src/main/java/com/mattdahepic/ringkydinks/dink/DinkAbilities.java#L118
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L2895[21:33:39] <williewillus> well it would help to look at the top of the trace :P (exception thrown is from ItemHelper)
L2896[21:33:45] <williewillus> not the code you linked
L2897[21:34:18] <williewillus> and your problem is here https://github.com/MattDahEpic/MDECore/blob/1.8.8/src/main/java/com/mattdahepic/mdecore/helpers/ItemHelper.java#L11
L2898[21:34:34] <williewillus> what if the item/stack the gameregistry finds back is null?
L2899[21:34:40] <williewillus> you have no protection guarding that
L2900[21:35:23] <williewillus> findItem is returning null, thus you get a stack with null in it, and I bet setItemDamage checks the max damage of the item which then crashes
L2901[21:35:42] <Twisted_Code> *Has no idea of the context of the conversation* Tracebacks are there for a reason
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L2905[21:53:58] <killjoy> I love that CryptManager has every single method documented
L2906[21:54:02] <killjoy> Except the actual class
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L2908[21:57:53] <gigaherz> okay so my mod will have 9 gemstones
L2909[21:58:15] <gigaherz> diamonds will be generic, and will have slightly higher storage capacity
L2910[21:58:38] <gigaherz> while each of the other 8 gemstones will be better at one specific element
L2911[21:59:05] <gigaherz> I'll have to check if I can steal icons of gemstones from other mods ;P
L2912[22:00:25] <gigaherz> Ruby->fire, Sapphire->water, Citrine->air, Agate->earth, Quartz->light, Serendibite->darkness, Emerald->life, Amethyst->death, Diamond->neutral
L2913[22:00:30] <Twisted_Code> I would steal from Terraria or something to avoid confusion if you're serious about that LOL
L2914[22:01:13] <Twisted_Code> well "borrow"
L2915[22:01:48] <gigaherz> no Idon't want to actually do any copyright infringement
L2916[22:02:20] <gigaherz> so I'd only take things from opensource mods or mods with opensource assets or opensource resource packs
L2917[22:02:42] <gigaherz> diamond, emerald, and quartz are already in mc, so that'd 3 down
L2918[22:02:46] <gigaherz> the other 6, we'll see
L2919[22:02:47] <gigaherz> ;p
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L2921[22:04:33] <Dark_Hunter> starting pure forge and it errors http://pastebin.com/uU2qD3qb
L2922[22:04:37] <Dark_Hunter> what am i doing wrong?
L2923[22:05:13] <Twisted_Code> Yay I found a reproducible crash... now if only there weren't so many mods running that it was worth investigating beyond "make it stop crashing every time I press B"
L2924[22:05:40] <gigaherz> Dark_Hunter: you did forge wrong
L2925[22:05:40] <gigaherz> XD
L2926[22:05:47] <Dark_Hunter> lol
L2927[22:05:49] <gigaherz> is that development enviornment
L2928[22:05:54] <gigaherz> or trying to run in some launcher
L2929[22:06:00] <Dark_Hunter> no running a server
L2930[22:06:25] <gigaherz> do you have the forge jar next to the vanilla server jar?
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L2932[22:08:30] <Dark_Hunter> the minecraft_server.1.8.9.jar?
L2933[22:08:31] <Dark_Hunter> yeah
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L2935[22:08:51] <gigaherz> and you run with "java -jar forgewhatever.jar"?
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L2937[22:09:03] <gigaherz> (along with any other cmdline options you may want)
L2938[22:10:52] <Dark_Hunter> herp a derp
L2939[22:10:56] <Dark_Hunter> i see what i did there
L2940[22:11:08] <Dark_Hunter> seems forge didnt fully upload
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L2942[22:22:37] <Twisted_Code> hmm... After some consideration, I think the easiest option to "make it stop crashing every time I press B" would be updating to the latest version of the mod pack. Looks like I haven't done so since May 2015... heh...
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L2944[22:30:00] <Cazzar> It's kinda surprising how many apps I have that use the system default language...
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L2946[22:31:20] <willieaway> `/nick williewillus
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L2948[22:31:43] <willieaway> rip :P
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L2951[22:33:27] <Cazzar> I don't know if I regret this choice or not: http://upload.cazzar.net/u/1455078799
L2952[22:34:47] <williewillus> the mixed language titles really bother me :P
L2953[22:35:02] <Cazzar> Fine.
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L2956[22:35:31] <tterrag> ok this doesn't make any sense
L2957[22:35:33] <tterrag> float width = sprite.getMaxU() - sprite.getMinU();
L2958[22:35:33] <tterrag> float height = sprite.getMaxV() - sprite.getMinV();
L2959[22:35:36] <tterrag> gives me two different values
L2960[22:35:38] <tterrag> how can that be?
L2961[22:36:12] <williewillus> is there any sort of proportional relationship between the two values?
L2962[22:36:16] <tterrag> TextureAtlasSprite{name='missingno', frameCount=1, rotated=false, x=1120, y=336, height=16, width=16, u0=0.5468799, u1=0.5546826, v0=0.32813478, v1=0.34374022}
L2963[22:36:18] <Cazzar> williewillus: https://vndb.org/r39578 the japanese release, is using the english title.
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L2965[22:36:51] <williewillus> I meant from track to track
L2966[22:36:53] <williewillus> :P
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L2968[22:41:57] <Cazzar> williewillus: I'm sorry :P http://upload.cazzar.net/u/1455079293 (don't mind the shitty camera work) for using the actual track names as they are by the artist.
L2969[22:42:57] <williewillus> have you listened to the touhou 15 soundtrack at all?
L2970[22:43:22] <Cazzar> Not off the top of my head
L2971[22:43:33] <Cazzar> Only recently have I started listening to a lot of soundtracks.
L2972[22:46:06] <williewillus> ah, the stage 6 theme and the corresponding boss theme have immediately become some of my favorites of the main series https://www.youtube.com/watch?v=RrXp7jKybgg
L2973[22:46:17] <williewillus> and https://www.youtube.com/watch?v=MgBoe_x9g2o
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L2978[23:11:08] <GhostfromTexas> mmm *learning metadata for items.. wee*
L2979[23:11:36] <GhostfromTexas> for 1.8.9 - anyone around that can give some insight?
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L2981[23:13:24] <gigaherz> metadata on items is a completely arbitrary value
L2982[23:13:32] <gigaherz> that you can use for one of two purposes:
L2983[23:13:44] <gigaherz> 1. to implement variations on an item, such as sub-items, or
L2984[23:13:45] <GhostfromTexas> well I have all the items loading.. just getting textures to work with the new variant thing
L2985[23:13:50] <gigaherz> 2. as a damage meter for items with durability
L2986[23:13:56] <gigaherz> aha
L2987[23:13:59] <gigaherz> so you want models ;P
L2988[23:14:10] <GhostfromTexas> yeah thta's what i am stumbling through atm
L2989[23:14:30] <gigaherz> here is how I do the item models
L2990[23:14:34] <gigaherz> I believe it's the nicest way
L2991[23:14:34] <GhostfromTexas> very simple.. each of hte 7 types are just color varients on items.. red, green, yellow, etc
L2992[23:14:36] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L109
L2993[23:14:37] <GhostfromTexas> only diff is a texture
L2994[23:14:51] <gigaherz> I use these utility functions to register the associated model for an item
L2995[23:15:09] <gigaherz> that code gets calledfrom the pre-init phase
L2996[23:15:11] <gigaherz> then
L2997[23:15:19] <GhostfromTexas> ok.. so gem=lapis, then would the variant identifier
L2998[23:15:22] <gigaherz> each item gets its own blockstates json file (yes, blockstates on items)
L2999[23:15:36] <gigaherz> the blockstates file has to match the item's registration name
L3000[23:15:37] <GhostfromTexas> can I see your json?
L3001[23:15:43] <gigaherz> yep
L3002[23:15:44] <GhostfromTexas> that cooresponds to that
L3003[23:15:59] <gigaherz> as an exmaple, this is the orb one:
L3004[23:15:59] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicOrb.json
L3005[23:16:16] <gigaherz> but
L3006[23:16:17] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/blockstates/magicContainer.json
L3007[23:16:20] <gigaherz> a simpler one may be this one
L3008[23:16:26] <gigaherz> which doesn't use OBJ models
L3009[23:17:10] <gigaherz> if you want to use OBJ models, you have to call OBJLoader.instance.addDomain("modid");
L3010[23:17:12] <GhostfromTexas> yeah that's more in line with what I am doing
L3011[23:17:16] <GhostfromTexas> on the magicContainer.json one
L3012[23:17:18] <GhostfromTexas> perfect
L3013[23:17:40] <gigaherz> the side-effect of using blockstates for items
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L3016[23:17:54] <gigaherz> is that they are considered as blocks, so the models end up hacing to be stored in models\block
L3017[23:17:57] <gigaherz> instead of item
L3018[23:18:04] <gigaherz> but for basic things that don't require model files
L3019[23:18:06] <gigaherz> that's no problem
L3020[23:18:31] <GhostfromTexas> ok cool.. gonna try to get this working for these items
L3021[23:18:42] <gigaherz> the thing to note is that if you use subitems, you must assign a ModelResourceLocation to every single possible metadata value
L3022[23:19:10] <gigaherz> i'm going to sleep
L3023[23:19:17] <gigaherz> hope you get it working
L3024[23:19:17] <gigaherz> night
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L3026[23:20:31] <GhostfromTexas> much appreciated
L3027[23:20:33] <GhostfromTexas> thanks so much :D
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L3030[23:32:18] <tterrag> hey fry
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L3040[23:44:34] <Cazzar> taskkill just BSOD'd my PC
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