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L1[00:01:05] ⇨
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L6[00:04:56] ***
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L7[00:05:26] <shadekiller666> tterrag, speek
of the devil
L8[00:05:26] <fry> tterrag: what?
L10[00:06:59] ***
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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
L17[00:11:44] ⇨
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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?
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
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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das T�ten angemessen wirkt. (George Orwell))
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L43[00:24:37] ⇨
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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
L50[00:26:35] ⇨
Joins: Poppy (~Poppy@chello085216146055.chello.sk)
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
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
L88[00:34:37] <tterrag> obviously
L89[00:34:38] <tterrag> lol
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
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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
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
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
L136[01:29:10] <tterrag> that's
wrong
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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
L192[03:00:38]
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L193[03:01:02] <Kaiyouka> RIP
L194[03:05:07] ***
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L195[03:06:13] <Kaiyouka> So what's
everybody up to?
L196[03:07:59] ⇦
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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]
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L199[03:08:55] <Kaiyouka> Nice
L200[03:09:05] <Lordmau5> I'm at
work
L201[03:09:06]
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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
L242[03:19:20] ***
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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
L263[03:32:54] ⇦
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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]
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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]
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L297[03:45:17] <Kaiyouka> which reminds me
I need to FAFSA again
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
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)
L305[03:56:06] ⇦
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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
L321[04:46:25] ⇦
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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
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] ***
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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] ***
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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
L347[05:01:44]
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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
L407[05:21:29] ⇦
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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
L409[05:21:45]
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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?
L417[05:33:10] ⇦
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L418[05:33:17] ***
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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] ***
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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 :(
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
L436[05:41:34]
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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
L443[05:45:14] ***
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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
L447[05:46:38] ⇦
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L459[06:34:46] <sham1> !latest
L460[06:38:59] <Lordmau5> o/
L461[06:47:25] ***
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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
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/
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
L487[07:15:31]
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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
L504[07:25:53] ⇦
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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
L507[07:26:19]
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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
L523[07:28:57] ⇦
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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
L535[07:30:03] ⇦
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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
L547[07:31:55]
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L548[07:32:00] <Wuppy> but they'll now do
the parade in march \o/
L549[07:33:27] ⇦
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L550[07:33:27] ⇦
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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
L556[07:36:18]
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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
L564[07:39:29]
⇨ Joins: bilde2910|away
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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
L568[07:40:19] ***
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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
L584[07:42:15] ⇦
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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
L587[07:42:34]
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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
L606[07:46:21]
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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 -.-
L635[07:50:43] ⇦
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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
L691[07:58:08] ⇦
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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
L728[08:04:16] ⇦
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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
L749[08:07:41] ***
K-4U|Off is now known as K-4U
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⇨ Joins: blood|wrk (~owned@STATIC228.iona.edu)
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?
L756[08:11:29] ⇦
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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
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
L795[08:20:30] ⇦
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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.
L809[08:24:09] ⇦
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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
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
L823[08:28:46]
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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
L843[08:33:45]
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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
L845[08:34:01]
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L846[08:34:41] ***
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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.
L856[08:36:51] ⇦
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seconds)
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
L862[08:38:52]
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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.
L868[08:39:30]
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L869[08:39:34] ***
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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
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
L889[08:44:57] ⇦
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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
L899[08:47:26]
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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
L902[08:47:35] ⇦
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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.
L907[08:51:50]
⇨ Joins: fuj1n_ (~fuj1n@101.190.36.69)
L908[08:52:57] ⇦
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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
L931[08:56:56] ⇦
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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
L938[08:58:13]
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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
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
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
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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
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"
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
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.
L1112[09:14:57]
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(Ping timeout: 186 seconds)
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
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"
L1143[09:19:02]
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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]
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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
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]
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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
L1239[09:36:02]
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L1240[09:36:08] <diesieben07> probably in
models though considering it's a model creator
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]
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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" } } }
L1260[09:40:00]
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error: Connection reset by peer)
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
L1273[09:47:48]
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MineBot sets mode: +v on RichardG
L1275[09:49:06] <Pennyw95> yeah, looks
unlikely...i'll stick to brightness
L1276[09:49:11]
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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*
L1281[09:54:25]
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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?
L1313[10:05:42]
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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
L1318[10:07:54]
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seconds)
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]
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L1323[10:11:45]
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(~gabizou@irc.spongepowered.org)
L1324[10:13:43]
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Leaving)
L1325[10:14:03]
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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
L1421[10:46:38]
⇨ Joins: Javaschreiber
(~Thunderbi@p4FF8BBFE.dip0.t-ipconnect.de)
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
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
L1466[11:13:00]
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closed the connection)
L1467[11:13:17]
⇦ Quits: Searge (~Searge@c83-252-50-53.bredband.comhem.se)
(Ping timeout: 198 seconds)
L1468[11:13:29]
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(~Searge@c83-252-50-53.bredband.comhem.se)
L1469[11:14:55] <williewillus> post block
class
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]
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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]
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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
L1636[12:04:19]
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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) }
L1684[12:15:17] ***
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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
L1703[12:20:28]
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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
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L1713[12:25:55] <Mowmaster> Is that the
connected textures or something else tterrag?
L1714[12:26:27]
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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
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
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
L1750[13:00:50]
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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
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.
L1767[13:13:02]
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L1769[13:14:42] <robert_> so what's up
with my forge?
L1770[13:14:56]
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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
L1783[13:32:05] ***
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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
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
L1850[13:44:53]
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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
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?
L1885[13:49:01]
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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
L1898[13:51:07]
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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
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
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
L1953[14:00:59]
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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
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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
L1974[14:04:24]
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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]
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L1981[14:06:47] <mind>
.setMetadata(metadataKey, newMetadataValue) ?
L1982[14:06:58] <mind> i did never
manipulate any NBT via plugin XD
L1983[14:07:46]
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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
L2000[14:12:57]
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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
L2014[14:15:19] ***
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L2015[14:15:40] ***
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L2016[14:15:58] ***
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L2017[14:16:04] ***
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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
L2020[14:18:32]
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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
L2029[14:20:45]
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enough.)
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.*
L2044[14:23:38]
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L2045[14:23:39] <gigaherz> without a
version sub-package
L2046[14:23:42]
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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
L2054[14:25:02]
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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
L2061[14:26:52]
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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
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);
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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] ***
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L2101[14:33:56] <mind> it's really a pita
but explain to a serverowner everything he setup has to be
changed
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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 ?
L2107[14:42:32]
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L2108[14:43:46] <kimfy> Thank you
willieaway, worked like a charm!
L2110[14:44:45] <Javaschreiber> But it
still wants a BlockState for each fluid.
L2111[14:44:55]
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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 ?
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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:
L2123[14:50:50]
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L2124[14:51:08] <diesieben07> you need
the custom IStateMapper
L2126[14:51:20]
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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
-.-
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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]
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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
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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] ***
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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
L2177[15:16:00]
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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
L2242[16:12:24]
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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?
L2249[16:18:09]
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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] ***
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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
L2277[16:36:24] ***
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L2278[16:36:26] <Pennyw95> so like, as
the first thing is renderTileAt?
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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
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
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
L2365[16:54:26]
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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
L2370[16:55:04]
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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?
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)
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
L2414[17:03:23]
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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
L2438[17:07:54]
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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
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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
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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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
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
L2629[18:12:00]
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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
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
L2647[18:25:14]
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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
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
L2664[18:48:30] ***
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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.
L2692[19:05:52] ***
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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> :(
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> ^_^
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
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
L2771[20:59:37] ***
fry|sleep is now known as fry
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
L2812[21:08:43] ***
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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?"
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
L2854[21:19:42] ***
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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
L2862[21:22:31] ***
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L2865[21:25:29] <killjoy> Has anyone
created a POST system for logging into a mc server?
L2866[21:25:39]
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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
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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
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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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...
L2946[22:31:20] <willieaway> `/nick
williewillus
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L2948[22:31:43] <willieaway> rip :P
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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}
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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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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.
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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
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:
L3005[23:16:16] <gigaherz> but
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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