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L3[00:03:06] <SomeGuyInATree> Afternoon All.
L4[00:03:32] <Cazzar> \o
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L6[00:04:34] *** Ashlee is now known as Ashwork
L7[00:05:10] <Cazzar> \o/ Visual Studio: http://upload.cazzar.net/u/1455084301
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L9[00:08:59] <Drullkus> o/ Fry
L10[00:09:34] <Drullkus> I was told to ask you about using a TESR and IBakedModel in the same block
L11[00:09:55] <fry> render type = 3
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L13[00:10:45] <Drullkus> I'm trying to use modify this GLSL shader but I have no knowledge of GLSL, and the guides I've looked thus far are well-obfusicated
L14[00:11:09] <Drullkus> On the TESR
L15[00:14:15] <Drullkus> I was told you might have a reference or something that you'd be willing to share?
L16[00:14:47] <fry> what do you need the shader for?
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L19[00:17:50] <Drullkus> The shader renders an Ender Starfield, but IIRC it indiscriminately renders a whole model with the star field -- I would like to use a grayscale image to mask.
L20[00:18:15] <Drullkus> Like this -- https://github.com/Chisel-Team/Chisel/blob/4883ab37c922b9ca7059437e7d309163be2dfbb7/src/main/resources/assets/chisel/textures/items/tools/offsetTool_mask_anim.png
L21[00:19:14] <Drullkus> Shader files https://github.com/Chisel-Team/Chisel/tree/1.7/dev-3.0/src/main/resources/assets/chisel/shaders
L22[00:19:16] <fry> so, what do you need the reference for?
L23[00:19:27] <Drullkus> It's not actually for the chisel mod, it's for a personal mod of mine
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L25[00:23:58] <Drullkus> I'm trying to use the masking texture to mask the shader based on the grayscale value, but I do not know enough about shaders
L26[00:24:30] <Drullkus> I understand that there exists the pipeline, and there's the fragments and vertices inside that, but I'm mostly clueless beyond that.
L27[00:25:45] <fry> http://altanmesut.trakya.edu.tr/grafik/OpenGL_Programming_Guide.pdf
L28[00:27:09] <Drullkus> Thanks, I'll have a look at that :)
L29[00:30:45] <xaero> Drullkus: lol what'd I tell ya :P
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L31[00:31:41] <tterrag> fry: I'm stumped here. I have the quads split into four, but now I need to apply a subsection of a texture to each quad..as if the quad was full in itself
L32[00:31:46] <tterrag> let me try to explain a bit better...
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L34[00:32:10] <tterrag> when I split up the quad, I truncate the UVs of the TL quad to have a max of 0.5
L35[00:32:12] <tterrag> etc
L36[00:32:24] <tterrag> so this means, for a full face quad, split into 4, each uses a quarter of the texture
L37[00:32:34] <fry> interpolate
L38[00:32:44] <tterrag> interpolate how?
L39[00:32:50] <tterrag> based on what, I mean?
L40[00:32:50] <fry> linearly
L41[00:32:59] <fry> based on original values
L42[00:33:50] <tterrag> hm...I've lost those...also how could that be accurate? say the quad was originally 0.4, 0.4 -> 0.6, 0.6, then I get one that's 0.4, 0.4 -> 0.5, 0.5
L43[00:35:31] <tterrag> I think I need to normalize based on the quadrant
L44[00:35:35] <tterrag> fry: that seem right
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L46[00:35:48] <tterrag> so the above would end up being 0.8,0.8->1, 1
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L48[00:36:07] <tterrag> I have no idea what quadrant I'm in though...
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L60[00:49:46] <Drullkus> tterrag: You're in quadrant 5. :D
L61[00:59:25] <Drullkus> fry: You're the MVP, thanks :D
L62[00:59:32] <Drullkus> I'm actually understanding stuff
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L64[01:01:06] <tterrag> fry: hey that book is my textbook this year :P
L65[01:01:13] <tterrag> maybe you'll finally get to see me read it ;)
L66[01:03:04] <fry> what edition?
L67[01:03:08] <Cazzar> Heh reading textbooks
L68[01:03:12] <Cazzar> Actually, for that I would
L69[01:05:30] <tterrag> fry: 4.5
L70[01:05:35] <tterrag> we're learning modern
L71[01:05:40] <tterrag> are you proud ;D
L72[01:05:48] <fry> then it's not the same book at all :P
L73[01:05:53] <tterrag> yeah I know
L74[01:06:06] <fry> but yeah, good for you
L75[01:10:45] <McJty> fry, I was doing this in a TESR: lidModel = ModelLoaderRegistry.getModel(new ResourceLocation(ImmersiveCraft.MODID, "block/chestLid.obj"));
L76[01:10:52] <McJty> But with latest forge that stopped working
L77[01:11:28] <McJty> This is the log: https://bpaste.net/show/be15d17136ea
L78[01:11:38] <McJty> Is there a problem with forge or am I doing things wrong?
L79[01:12:09] <McJty> Here is the TESR: https://github.com/McJty/ImmersiveCraft/blob/master/src/main/java/mcjty/immcraft/blocks/chest/ChestTESR.java
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L81[01:12:55] <McJty> Seems the OBJLoader itself is now failing
L82[01:14:12] <McJty> So in forge 1726 it is ok but in 1736 it is broken
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L84[01:14:20] <fry> hmm
L85[01:16:06] <fry> ah, I see
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L88[01:19:20] <McJty> Something that I am doing wrong or is it a forge bug?
L89[01:19:24] <fry> forge bug
L90[01:19:28] <fry> hang on :P
L91[01:19:31] <McJty> ok thanks
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L93[01:20:26] <fry> there, wait for the next build
L94[01:20:31] <fry> and try it :P
L95[01:20:44] <McJty> ok I will
L96[01:21:21] <McJty> 1737 seems ready already. Is that the one?
L97[01:21:31] <Mraof> Hmm
L98[01:21:37] <fry> nope
L99[01:22:00] <Mraof> I seem to be having trouble making armor with a color
L100[01:22:50] <Mraof> Like actually on the player, the color doesn't seem to get applied
L101[01:22:54] <Mraof> The icon is fine, though
L102[01:25:17] <Mraof> http://mraof.com/temp/ItemArmorColored.java
L103[01:25:26] <Mraof> Am I forgetting something?
L104[01:25:58] <tterrag> WHAT AM I MISSING http://puu.sh/n2vXn.jpg
L105[01:26:00] <tterrag> it's so freakin close
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L108[01:29:12] <tterrag> fry: I need a bit operation that turns 0<->1 and 2<->3
L109[01:29:16] <tterrag> wait IGNORE ME lol
L110[01:29:26] <tterrag> that's just ^1 right?
L111[01:29:29] <fry> +1
L112[01:29:40] <fry> ah, bidirectional
L113[01:29:40] <tterrag> er
L114[01:29:42] <tterrag> yeah
L115[01:29:43] <fry> yes, ^1
L116[01:29:58] <tterrag> ok somethin's wrong here
L117[01:30:14] <tterrag> that works on the back face but not the top http://puu.sh/n2w7W.jpg
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L122[01:34:25] <fry> official RF api for 1.8 is out: https://github.com/CoFH/RedstoneFlux-API/tree/1.8
L123[01:35:48] <tterrag> no caps
L124[01:35:49] <tterrag> :(
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L130[01:50:25] <tterrag> well I'm beyond lost
L131[01:50:34] <tterrag> the "quadrant" calculation is the exact same, and seems to work fine
L132[01:50:45] <tterrag> but for different models the textures are scrambled in seemingly random ways
L133[01:51:35] <tterrag> fry: if you could take a look I'd appreciate it
L134[01:51:36] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.8/model-ctm/src/main/java/team/chisel/client/render/texture/ChiselTextureCTM.java
L135[01:51:44] <tterrag> https://github.com/Chisel-Team/Chisel/blob/1.8/model-ctm/src/main/java/team/chisel/client/render/Quad.java
L136[01:52:03] <tterrag> as for what quadrant is what, it's CCW starting at lower left
L137[01:52:06] <tterrag> 0, 1, 2, 3
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L139[01:52:40] * fry is too sick to take in new code right now
L140[01:53:11] * tterrag gives fry a bucket of milk
L141[01:53:14] <tterrag> there all better
L142[01:55:30] <tterrag> ghz|afk: if you could read through I'd appreciate it...I have a horrible feeling that there's something wrong at the core of the algorithm but I have no idea what
L143[01:55:33] *** tterrag is now known as tterrag|ZZZzzz
L144[01:56:49] <Kolatra> Uh how do I fix gradle not finding the right JAVA_HOME so I can compile on Java 8? :P
L145[01:57:06] <tterrag|ZZZzzz> don't keep old javas on your system
L146[01:57:39] <Kolatra> Sounds fair enough.
L147[01:57:54] <killjoy> yes.
L148[01:57:57] <killjoy> uninstall java 7
L149[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160210 mappings to Forge Maven.
L150[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160210-1.8.9.zip (mappings = "snapshot_20160210" in build.gradle).
L151[02:00:16] <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/
L152[02:03:47] <Ordinastie> tterrag|ZZZzzz, are you trying to interpolate UVs based on the vertex position in the block ?
L153[02:04:22] <tterrag|ZZZzzz> Ordinastie: no, based on UVs
L154[02:04:53] <tterrag|ZZZzzz> it's all UV based, since that's all that matters
L155[02:05:35] <tterrag|ZZZzzz> Ordinastie: see Quad#divide
L156[02:05:35] <Ordinastie> well, not sure if really different, but this is how I do it : https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/renderer/element/Face.java#L189-L236
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L158[02:05:53] <tterrag|ZZZzzz> this is completely different
L159[02:06:07] <tterrag|ZZZzzz> I need to split one quad into 4 (or 2 or 1) to apply connected textures
L160[02:06:35] <tterrag|ZZZzzz> I also really need to go to bed
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L175[02:50:25] <Wuppy> good lord, skype is really becomming more of a virus/malware than an actual program :<
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L180[02:58:10] <killjoy> This needs to happen. https://www.youtube.com/watch?v=mRO_iDMlLdg&ab_channel=ExplosmEntertainment
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L182[02:58:17] <killjoy> It's the next CaH
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L198[03:51:12] <panda_2134> Have anyone there used the PTM?
L199[03:51:36] <Lordmau5> PTM?
L200[03:51:43] <panda_2134> Is it a useful way to write coremods?
L201[03:52:12] <McJty> There is no useful way to make coremods
L202[03:52:15] <panda_2134> Partial modification loader
L203[03:52:19] <panda_2134> Pml
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L206[03:52:37] <panda_2134> I made a typo just now xd
L207[03:52:44] <Lordmau5> do you mean this one https://github.com/TheWeatherPony/Partial-Modification-Loader
L208[03:52:53] <panda_2134> Yep
L209[03:52:59] <Lordmau5> seems dead to me, tbh
L210[03:53:03] <Lordmau5> not being updated in a year
L211[03:53:13] <panda_2134> Xd
L212[03:53:41] <Lordmau5> oh wait, the MCF thread seems to have some update from last month
L213[03:54:00] *** amadornes[OFF] is now known as amadornes
L214[03:54:02] <panda_2134> Then I won't use it
L215[03:54:11] <Lordmau5> " Installation is easy, but PML is not a mod - don't put it in the mods folder!"
L216[03:54:21] <panda_2134> since it's dead
L217[03:54:21] <Lordmau5> screams a loud "no" into *my* ears :D
L218[03:54:28] <panda_2134> Xd
L219[03:54:39] <panda_2134> It's not only for Minecraft
L220[03:55:02] <Lordmau5> apparently the "Seasons Mod" uses it
L221[03:55:12] <Lordmau5> other question: is it compatible with Forge, though?
L222[03:55:13] <panda_2134> But other games written in java as well
L223[03:55:19] <panda_2134> Yep
L224[03:55:32] <Lordmau5> reminds me of the NovaAPI
L225[03:55:35] <Lordmau5> or whatever that was called
L226[03:55:38] <panda_2134> It's said on the mcf thread
L227[03:55:43] <amadornes> o/
L228[03:55:53] <Lordmau5> yooo ama
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L230[03:56:15] <Lordmau5> so does this come packaged with forge?
L231[03:56:16] <panda_2134> Novaapi?
L232[03:56:22] <panda_2134> Idk
L233[03:56:39] <Lordmau5> na, PML
L234[03:57:12] <Lordmau5> doesn'T seem like it, good :P
L235[03:57:14] <panda_2134> I don't know... a installer for minecraft is provided,though
L236[03:57:30] <Lordmau5> creator could have gotten into trouble with Forge otherwise, I assume
L237[03:59:04] <panda_2134> It seems installing it is easy
L238[03:59:15] <panda_2134> According to the forum thread
L239[04:00:35] <panda_2134> So maybe not so much trouble
L240[04:00:46] <panda_2134> I guess
L241[04:02:06] <Lordmau5> depends
L242[04:02:14] <Lordmau5> Like, I personally haven't used it yet
L243[04:02:20] <Lordmau5> so I wouldn't know how to work with it :D
L244[04:04:08] <panda_2134> Xd
L245[04:04:16] <panda_2134> I haven't either
L246[04:05:06] <panda_2134> In fact , i didn't know it until this afternoon
L247[04:05:15] <panda_2134> :P
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L250[04:16:37] <killjoy> the windows troubleshooter actually fixed something for once
L251[04:17:02] <killjoy> it set the network location to private for me
L252[04:18:03] <Lordmau5> nice
L253[04:18:11] <Lordmau5> it helped me find out DNS issues on my 2nd router yesterday at home
L254[04:18:31] <Lordmau5> when my dad set it up, he left the DHCP of it activated, whilst actually our main router (at .1.1) is doing that
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L256[04:18:48] <Lordmau5> my router at .1.6 and that 2nd router at .1.10 aren't supposed to do that :P
L257[04:18:58] <Lordmau5> I'll fiddle around with repeating later today again as well
L258[04:23:58] <killjoy> In my windows class, I'm supposed to write out some steps to do a thing.
L259[04:24:02] <killjoy> I involve the troubleshooter
L260[04:27:03] <panda_2134> Interesting XD hahaha
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L262[04:27:27] <killjoy> Because who really knows how to change the network location type?
L263[04:27:50] <Lordmau5> it's a weird procedure to do it
L264[04:27:58] <Lordmau5> you gotta go over 10 different paths I think
L265[04:28:13] <killjoy> I had to do it in a lab, but their network locations were set to public
L266[04:28:30] <Lordmau5> http://www.sevenforums.com/tutorials/43629-network-location-set-home-work-public-network.html
L267[04:28:35] <Lordmau5> could try that, you know?
L268[04:28:38] <Lordmau5> one google result later
L269[04:28:44] <killjoy> this is 8
L270[04:28:59] <Lordmau5> you do realize you can still open the settings the old way?
L271[04:29:20] <Lordmau5> win + r -> "control.exe /name Microsoft.NetworkandSharingCenter"
L272[04:29:39] <killjoy> hm
L273[04:29:44] <Lordmau5> usually, you should be able to just open it as well
L274[04:29:46] <killjoy> well its too late now
L275[04:29:49] <Lordmau5> if you search for the "Network and Sharing Center"
L276[04:29:52] <Lordmau5> *WHATEVER*
L277[04:30:21] <Mossyblog> Win10 is the same as win7.. so "old way" is same same
L278[04:30:47] <killjoy> I didn't read the article before responding
L279[04:31:10] <Lordmau5> you didn't read google before responding?
L280[04:31:28] <Lordmau5> or check* rather
L281[04:31:33] <killjoy> gui's superficial anyway
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L290[05:05:35] <amadornes> thoughts on this? https://github.com/amadornes/MinecraftForge/commit/abc9c689795b4294895d793af7c4359270ab79fa
L291[05:05:48] <amadornes> I'm currently working on a relocateBlock() method too :P
L292[05:06:38] <fry> why is player needed?
L293[05:07:11] <amadornes> well... it's mostly the MOP that's needed, but since getPickBlock() also has a player I thought I'd throw it in too
L294[05:07:41] <fry> so, any automation rotating blocks will have to supply FakePlayer?
L295[05:07:48] <amadornes> nope
L296[05:07:57] <amadornes> they'll use rotateBlock() without the MOP or the player
L297[05:08:10] <amadornes> rotateBlock() with MOP and EntityPlayer is meant for wrenches
L298[05:08:15] <amadornes> so you can do things like rotate multiparts
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L301[05:08:59] <fry> so, will there be blocks that only implement player-sensitive method?
L302[05:09:58] <amadornes> probably not
L303[05:10:07] <amadornes> most of the time you'll want to support both
L304[05:10:15] <amadornes> or just the non-player-sensitive version
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L306[05:10:23] <amadornes> for example, boq wants graves to be rotated by frames
L307[05:10:26] <amadornes> but not by wrenches
L308[05:10:48] <amadornes> but some other blocks may not care if it's a wrench or a frame that's rotating them
L309[05:13:34] <amadornes> btw, I'm really happy that BlockEvent.NeighborNotifyEvent is cancellable
L310[05:13:57] <amadornes> that's going to be really helpful when porting Framez to 1.8.9 :P
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L314[05:21:14] <Javaschreiber> I'm currently having truble with 1.8 block models. Forge tries to parse my block model as a vanilla block model, even though I put the forge marker-thingy in the json. It then fails when it tries to load my obj.
L315[05:21:29] <Javaschreiber> Does anyone know how to solve this?
L316[05:21:53] <fry> so, show your model
L317[05:21:53] <amadornes> have you added your modid as a valid domain for the OBJ loader?
L318[05:22:10] <Javaschreiber> Yes, I added my modid to the OBJ-Loader
L319[05:22:40] <Javaschreiber> The error is: Unable to load block model: 'big_capacitors:block/blockBarrel' for variant: 'big_capacitors:blockBarrel#normal': java.lang.IllegalStateException: vanilla model 'net.minecraft.client.renderer.block.model.ModelBlock@5bf3298f' can't have non-vanilla parent
L320[05:23:10] <amadornes> hmm... then I'll leave this to fry, because he knows much more about his system than I do :P
L321[05:23:26] <fry> you have some vanilla json model
L322[05:23:32] <fry> with a "parent" clause in it
L323[05:23:32] <Javaschreiber> My model is: http://pastebin.com/XzeXUQNP
L324[05:23:46] <Javaschreiber> Should I use model instead of parent?
L325[05:23:57] <fry> first of all - yes
L326[05:24:14] <fry> secondly - this is the blockstate json
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L330[05:24:31] <fry> and, assuming from the error, you use it as a model json
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L332[05:25:35] <Javaschreiber> I'm pretty sure this isn't the blockstate json, because my blockstate json is: http://pastebin.com/e0b5p1Xj
L333[05:26:10] <fry> "forge_marker" only works in the blockstate json
L334[05:26:29] <Javaschreiber> Ok. So how do I tell forge, my model isn't vanilla?
L335[05:26:40] <fry> use the blockstate json
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L338[05:27:06] <Javaschreiber> So I define the model and texture in the blockstate?
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L340[05:27:14] <fry> yes
L341[05:27:16] <Javaschreiber> Thanks.
L342[05:28:00] <amadornes> hmm... fry, is there a non-hacky way to set a blockstate without adding the block's TE?
L343[05:28:32] <Javaschreiber> amadornes: onBlockPlaced?
L344[05:28:49] <amadornes> I mean... externally
L345[05:28:55] <fry> what?
L346[05:29:01] <amadornes> not from the block itself
L347[05:29:12] <Javaschreiber> You could do it with an Item, then onItemUse or similar
L348[05:29:13] <amadornes> calling World.setBlockState() sets the state and places the TE
L349[05:29:14] <fry> world.setBlockState?
L350[05:29:20] <fry> ah
L351[05:29:29] <fry> how did you do it before?
L352[05:29:32] <amadornes> I don't want it to place that TE because I want to TP the old one over
L353[05:29:33] <amadornes> uhh
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L355[05:29:39] <amadornes> I did some messy stuff with chunks
L356[05:29:49] <fry> do it again then
L357[05:30:13] <amadornes> I guess that works ¯\_(ツ)_/¯
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L359[05:30:49] <Ordinastie> amadornes, you could simply read write the TE NBT
L360[05:31:01] <amadornes> that's pretty slow, though
L361[05:31:16] <Ordinastie> and you loose non savable data
L362[05:31:19] <amadornes> I wanted to just move the TE from point A to point B :P
L363[05:31:33] <Ordinastie> then you have to access the TE array directly
L364[05:31:41] <fry> welcome to the cause of 95% of frame mod bugs
L365[05:32:00] <amadornes> that's why I'm making this a method that blocks can override, fry :P
L366[05:32:00] <Ordinastie> frames as the one you tried ?
L367[05:32:25] <amadornes> I want the least messy solution because I'm hoping to PR this to Forge
L368[05:32:56] <Ordinastie> personally, I would go with independantly stored and rendered chunk
L369[05:33:53] <Ordinastie> (and probably fail miserably too, that's possible :p)
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L371[05:37:11] <panda_2134> A silly question:is there a way to support both ic2 and BuildCraft wrenches at one step?
L372[05:37:27] <Javaschreiber> Another question regarding block models: If I move my model and texture stuff to the blockstates defaults section, what should my Item model extend?
L373[05:38:41] <amadornes> I think IC2 got rid of its wrench interface a while ago, panda_2134
L374[05:39:24] <panda_2134> ?
L375[05:39:31] <panda_2134> What?
L376[05:39:42] <panda_2134> Removed the wrench interface???
L377[05:39:51] <panda_2134> Terrible
L378[05:39:58] <amadornes> I haven't been able to find it yet
L379[05:40:03] <panda_2134> so terrible
L380[05:40:21] <amadornes> well... hopefully this PR I'm working on will help with that :P
L381[05:40:40] <panda_2134> Is its code conflicted?
L382[05:41:01] <Pennyw95> fry: please can you help me? I'm struggling with the blending in my tile entity renderer, because it makes stuff should be
L383[05:41:11] <panda_2134> pr? But ic2 is not open-source
L384[05:41:15] <Pennyw95> stuff that shouldn't be, transparent
L385[05:41:19] <amadornes> I know, this is a PR to Forge :P
L386[05:41:28] <panda_2134> Ah-ha
L387[05:41:29] <Pennyw95> it's like it's invading other matrixes or something
L388[05:41:33] <amadornes> I'm extending the functionality of the rotateBlock() method
L389[05:41:50] <amadornes> so that it also takes in the hit position and the player entity
L390[05:42:03] <amadornes> I don't think we'll need wrench interfaces from now on :P
L391[05:42:32] <amadornes> that is... if the PR gets pulled in :P
L392[05:42:36] <panda_2134> Is default rotateBlock() enough?xd
L393[05:42:53] <amadornes> well... that one just gives you the position of the block and the side that was clicked
L394[05:43:01] <amadornes> in most cases that isn't enough
L395[05:43:03] <panda_2134> I still don't understand how the wrenches works
L396[05:43:11] <amadornes> like when you try to use a wrench to rotate a multipart
L397[05:43:13] <panda_2134> Which function do they call?
L398[05:43:24] <amadornes> well... it depends...
L399[05:43:26] <panda_2134> Only rotateBlock?
L400[05:43:33] <panda_2134> Xd
L401[05:43:41] <panda_2134> Or what else
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L403[05:43:58] <amadornes> nowadays most wrenches call a special method and if that fails they resort to rotateBlock
L404[05:44:12] <amadornes> I'm hoping this PR will get rid of that special method
L405[05:44:19] <amadornes> so that all wrenches support all blocks :P
L406[05:44:26] <panda_2134> So do i need to implement mine?
L407[05:44:45] <amadornes> do it normally for now
L408[05:44:54] <Lordmau5> > All wrenches support all blocks
L409[05:44:58] <panda_2134> XD
L410[05:45:03] <Lordmau5> people might have extra checks for that, you know
L411[05:45:16] <amadornes> what kind of extra checks, Lordmau5? :P
L412[05:45:29] <Lordmau5> rotateBlock is implemented where? In the block class?
L413[05:45:34] <amadornes> yeah
L414[05:45:39] <Lordmau5> yup
L415[05:45:48] <Lordmau5> check if the player's item is a IC2 wrench and only allow THAT on the IC2 blocks
L416[05:45:54] <Lordmau5> that's what I mean with special checks
L417[05:45:58] <Lordmau5> by default, yes, it would work with every wrench
L418[05:46:00] <amadornes> oh
L419[05:46:07] <amadornes> that's on the wrench's end
L420[05:46:25] <amadornes> and it's also why we're keeping rotateBlock(World, BlockPos, EnumFacing)
L421[05:46:39] <amadornes> apart from adding rotateBlock(World, BlockPos, EnumFacing, EntityPlayer, MovingObjectPosition)
L422[05:46:39] <Lordmau5> ah
L423[05:46:49] <amadornes> which is the wrench-oriented one :P
L424[05:46:56] <Lordmau5> then again, you could disable the rotateBlock method completely and only let people wrench using that method
L425[05:47:00] <Lordmau5> as in, FORCE to use a wrench
L426[05:47:12] <amadornes> possibly, yes
L427[05:47:16] <amadornes> or do the complete opposite
L428[05:47:23] <Ordinastie> that's odd :/ http://puu.sh/n2Fcv.jpg
L429[05:47:26] <amadornes> like boq wants to do with his graves
L430[05:47:31] <amadornes> he wants them to be rotated by frames
L431[05:47:34] <amadornes> but not by wrenches
L432[05:47:37] <Lordmau5> ye
L433[05:47:38] <amadornes> this would allow him to do it :P
L434[05:47:42] <panda_2134> Which version of forge did you make a pr at?
L435[05:47:59] <panda_2134> amadornes:
L436[05:48:03] <amadornes> I haven't PRed it yet
L437[05:48:05] <Lordmau5> just bringing up potential issues that come up with this, since you mentioned that "every wrench supports every block"
L438[05:48:12] <panda_2134> XD
L439[05:48:12] <Lordmau5> or something along those lines, I forget things fast sometimes xD
L440[05:48:22] <Lordmau5> > so that all wrenches support all blocks :P
L441[05:48:22] <amadornes> I'm working on a relocateBlock() method now :P
L442[05:48:35] <Lordmau5> oh?
L443[05:48:40] <amadornes> so that we can also have a universal way of moving blocks around
L444[05:49:14] <Cazzar> Including TE? :P
L445[05:49:17] <Lordmau5> ^
L446[05:49:18] <amadornes> yup
L447[05:49:22] <Lordmau5> nice
L448[05:49:30] <Lordmau5> so that's what Framez will be using then, right?
L449[05:49:32] <amadornes> it's a method in the Block
L450[05:49:35] <amadornes> +class
L451[05:49:39] <panda_2134> Great
L452[05:49:45] <Lordmau5> will there be a postRelocateBlock as well?
L453[05:49:53] <amadornes> onBlockRelocated, most likely
L454[05:49:57] <Lordmau5> or that, nice
L455[05:49:57] <panda_2134> So there will be better vanilla pistons?
L456[05:50:00] <panda_2134> XD
L457[05:50:05] <amadornes> uhh... probably not xD
L458[05:50:32] <Cazzar> Vanilla will not change from this, I can assure you
L459[05:50:36] <panda_2134> It's a pity that pistons cannot push TEs
L460[05:50:48] <Cazzar> Since, Lex will want to keep vanilla compat.
L461[05:50:56] <amadornes> but that's going to help frame mods as well as AE (with the spatial IO thingy) and some other mods
L462[05:51:03] <panda_2134> I'll go and do my homework
L463[05:51:07] <Cazzar> Especially since a non-modded client can join some modded servers.
L464[05:51:10] <panda_2134> See you all
L465[05:51:17] <panda_2134> XD
L466[05:51:18] <amadornes> yup... that's why we're working on making MCMultiPart not add any blocks unless there are multiparts registered :P
L467[05:51:23] <amadornes> cya panda o/
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L469[05:53:06] <Cypher121> will there be some universal way to make block immovable?
L470[05:53:13] <amadornes> yeah
L471[05:53:30] <amadornes> you can make canRelocateBlock() return false :P
L472[05:53:36] <Cypher121> nice
L473[05:53:43] <amadornes> also
L474[05:53:56] <amadornes> it passes in a map of original block positions to destination positions
L475[05:54:04] <amadornes> so you can check if your entire multiblock is being moved
L476[05:54:10] <amadornes> or whatever else you want to do there :P
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L478[05:54:49] <Cypher121> yeah, that's a good idea too, but I was thinking about completely immobile power sources
L479[05:55:21] <amadornes> https://gist.github.com/amadornes/779e65c2016bde30a4c6
L480[05:55:30] <amadornes> that last argument in setBlockState() is one I added myself
L481[05:55:32] <Cypher121> which some smartass with blood magic/ae/framez/whatever else can ruin, unless there are 10000 hooks to prevent that
L482[05:55:35] <amadornes> to prevent the TE from being placed :P
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L484[05:56:26] <amadornes> by default all non-TEs, chests and furnaces will be supported
L485[05:56:33] <Lordmau5> just wanted to say that, okay
L486[05:56:35] <Lordmau5> looks nice
L487[05:56:42] <amadornes> if you want your TEs to work too, you'll have to override canRelocateBlock() :P
L488[05:56:51] <Lordmau5> how are you going to handle the actual trajectory via. framez later on?
L489[05:57:00] <amadornes> yeah
L490[05:57:05] <amadornes> I move the blocks to a fake world
L491[05:57:07] <amadornes> animate them
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L493[05:57:12] <amadornes> then plop them down at the destination
L494[05:57:25] <Lordmau5> ah k
L495[05:57:31] <Lordmau5> make sure you render them properly in the fake world :p
L496[05:57:34] <Cazzar> Hmm, I might look into seeing if Lex still wants to remove the forge config, or it's viable for me to look at #636 again...
L497[05:57:34] <amadornes> and now that I can cancel block updates it's going to be much easier :P
L498[05:57:42] <Lordmau5> fake rendering was a pain for me in 1.8 haha
L499[05:57:52] <Cazzar> Which is... nearly 3 years old.
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L502[05:58:47] <amadornes> fry: this should do, right? https://gist.github.com/amadornes/779e65c2016bde30a4c6
L503[05:58:51] <amadornes> <amadornes> that last argument in setBlockState() is one I added myself
L504[05:58:56] <amadornes> <amadornes> to prevent the TE from being placed :P
L505[06:00:30] <amadornes> final position and original state lookup are pre-done to make the process faster
L506[06:00:34] <fry> looks generally sane
L507[06:00:48] <amadornes> :D
L508[06:00:53] <fry> can't think to deep about the details atm
L509[06:01:07] <amadornes> now I probably want to test it... or something... xD
L510[06:02:10] <amadornes> would it be okay if I added a public Set<BlockPos> getRelatedBlocks(IBlockAccess, BlockPos, EnumFacing) for use in things like multiblocks?
L511[06:02:13] <Pennyw95> fry: in a TESR class, what could class the enabled blending to make models and quads transparent when viewed from a certain angle?
L512[06:02:19] <Pennyw95> could cause*
L513[06:02:33] <amadornes> it's sortof related to this because the mod that's moving the blocks may want to know what other blocks it should *try* to move
L514[06:04:00] <Cazzar> And youtube has started reccomending j-pop to me again
L515[06:04:27] <amadornes> Cazzar, https://www.youtube.com/watch?v=ZnmBDibWRnk
L516[06:04:35] <amadornes> oh, wait
L517[06:04:37] <amadornes> nuuu
L518[06:04:41] <amadornes> that's not the music video
L519[06:05:10] <amadornes> this one https://www.youtube.com/watch?v=BVwAVbKYYeM
L520[06:05:37] <Cazzar> amadornes: but: https://www.youtube.com/watch?v=9TkHpvaO09c goth loli metal :P
L521[06:07:42] <Lordmau5> j pop is cool
L522[06:08:00] <Lordmau5> so is Jap-Hardcore or Hardstyle xD
L523[06:08:17] <Lordmau5> so many good stuff at all the Comiket's
L524[06:08:21] <Lordmau5> much*
L525[06:16:15] <Cazzar> Hmm
L526[06:16:19] * Cazzar opens what.cd
L527[06:16:53] <Cazzar> Hmm
L528[06:17:38] * Lordmau5 opens Google Search for Outlook problems
L529[06:17:53] <Lordmau5> Some people actually work, you know? :^)
L530[06:18:53] <Cazzar> I'd love to have a... reliable job
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L538[06:41:21] <FallingD> does anyone know where in the minecraft source code for 1.8 the spectator outline stuff is applied?
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L543[06:53:23] <FallingD> correction, the outline stuff for team members
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L545[06:57:49] <auenf> is that 1.8 or 1.9?
L546[06:58:14] <Lordmau5> hey fry, are you currently there?
L547[06:58:55] <Lordmau5> I noticed there's still a typo in the TileEntity#shouldRefresh method. The Javadoc for it says "newState" but the method uses "newSate" - https://github.com/MinecraftForge/MinecraftForge/blob/b71b96330111ee7abe7d72d11f429a207a8dbf7d/patches/minecraft/net/minecraft/tileentity/TileEntity.java.patch#L105-L108 - Thought I'd let someone know :3
L548[07:00:56] <FallingD> auenf, thought it was for 1.8 might be wrong though
L549[07:01:47] <McJty> Isn't spectator mode new in 1.9 or is that in 1.8 too?
L550[07:01:51] <Nitrodev> yo
L551[07:03:17] <auenf> spectator is in 1.8 i think
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L553[07:04:46] <auenf> 14w06 added hotkey for player outlines in spectator mode...
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L555[07:08:33] <auenf> 1.8 definately has 'highlight players' hotkey
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L557[07:09:29] <boboch3> Hello guys. I added a "sleep bar" into my mod. Now I have to code a custom bed. I can't use the "player.sleepInBedAt" method because I need to the player is able to sleep any time of a day and I need to avoid the ellipse if everybody is sleeping. Thanks in advance for any help on this subject
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L559[07:16:02] <auenf> FallingD, http://www.minecraftforge.net/forum/index.php?topic=36136.0
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L565[07:34:31] <masa> "We'll release a snapshot later today. It will contain bug fixes for some really annoying bugs. Some of them were reported long ago."
L566[07:34:54] <masa> if that is still not the sound repeating bug fixed, my marbles are going to grow legs
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L568[07:36:58] <auenf> vanilla snapshot?
L569[07:37:43] <masa> yep
L570[07:37:56] <auenf> do horses load chunks now?
L571[07:37:58] <sham1> >
L572[07:38:03] <auenf> or is that still a bug?
L573[07:38:14] <masa> wasn't that fixed some time ago already?
L574[07:39:06] <sham1> I am just waiting for 1.9 so I get ItemStates
L575[07:39:53] <sham1> Also, why is Åland Islands a seperate entity in the "select your timezeone" screen on FreeBSD's install
L576[07:40:35] <auenf> aparently horses & minecarts not loading chunks was fixed in 15w51
L577[07:41:15] <sham1> Welp, at least now we have chunkloaders on vanilla
L578[07:41:18] <sham1> That's a plis
L579[07:41:31] <masa> wwwhat
L580[07:41:34] <auenf> ?
L581[07:41:56] <sham1> Well seeing as horses and minecarts chunkload
L582[07:42:01] <masa> ...
L583[07:42:10] <masa> I highly doubt that is what it means
L584[07:42:11] <auenf> the horses and minecarts not loading chunks bug was if you travelled on a horse/minecart, you'd reach the end of the loaded chunks and not see any more world
L585[07:42:22] <sham1> Aww :(
L586[07:42:29] <sham1> No chunkloading on vanilla for me
L587[07:42:38] <auenf> you dismount, then the normal radius of chunks got loaded
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L589[07:42:49] <masa> I would really like to see a chunk laoder minecart though
L590[07:42:56] <sham1> ye
L591[07:43:09] <auenf> so it would only work as a chunkloader from where you got onto the horse ;)
L592[07:43:09] <sham1> Even moar complex vanilla automation
L593[07:43:20] <masa> currently pretty much all the minecart stuff glitches out/messes up because the carts run into unlaoded chunks
L594[07:43:21] <auenf> railcraft has chunkloader cart?
L595[07:43:22] <sham1> would be nice
L596[07:43:29] <sham1> Think so
L597[07:43:34] <masa> not to mention any item transport system using those are pretty useless
L598[07:44:05] <masa> yes but my vanilal server obviously doesn't have railcraft... :p
L599[07:44:21] <sham1> wait, you have a vanilla server?
L600[07:44:27] <masa> of course
L601[07:44:29] *** PaleOff is now known as PaleoCrafter
L602[07:44:38] <sham1> Is it public?
L603[07:44:39] <masa> modded is just boring, vanilal is where the motivation is at
L604[07:44:40] <Cazzar> I used to
L605[07:44:54] <sham1> I used to have so nice community
L606[07:44:59] <sham1> Or be part of one rather
L607[07:45:00] <masa> sham1: nope, just for some irl friends
L608[07:45:07] <sham1> But then the server dispanded
L609[07:45:09] <sham1> Aww
L610[07:45:25] <Cazzar> sham1 that's kinda what happened to me
L611[07:45:34] <masa> well there is one player there though who I don't know irl
L612[07:45:36] <Cazzar> Except, I ran the place... and then the server fucked up on me.
L613[07:45:51] <masa> although he doesn't play there either though :p
L614[07:45:52] <sham1> And after that server dispanded, the amount of decent Finnish MC servers dropped to 0
L615[07:46:04] <sham1> Meh
L616[07:46:11] <sham1> So that's that
L617[07:46:23] <masa> what is it that you look for in a vanilla server?
L618[07:46:36] <sham1> Good community
L619[07:47:42] <masa> which means what exactly? like I said, we are bunch of IRL friends who talk general crap on IRC and a couple of us plays on the vanilla server every now and then
L620[07:48:47] <masa> it's a pure vanilla server, for general building or grinding or whatever...
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L623[07:56:32] <amadornes> fry, are all of these changes okay? They appeared out of nowhere when I added a new setBlockState() with an extra argument http://ss.amadornes.com/ama-1455112500-137
L624[07:56:51] <amadornes> I'm guessing it has something to do with mappings for different versions or something?
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L626[07:59:09] <boboch3> Hello guys. I added a "sleep bar" into my mod. Now I have to code a custom bed. I can't use the "player.sleepInBedAt" method because I need to the player is able to sleep any time of a day and I need to avoid the ellipse if everybody is sleeping. Thanks in advance for any help on this subject
L627[07:59:52] <McJty> boboch3, what exactly will the effect be if the player sleeps during daytime?
L628[07:59:57] <McJty> Because normally sleeping makes it daytime
L629[08:00:02] <sham1> you need to avoid WHAT ellipse
L630[08:00:25] <PaleoCrafter> https://github.com/OndraSter/BetterSleeping
L631[08:00:46] <boboch3> I mean, when when sleep in vanilla, the day come up. I don't want that
L632[08:01:03] <McJty> boboch3, what should happen instead?
L633[08:01:07] <boboch3> oh thanks paleo, I found the mod but not the github
L634[08:01:20] <boboch3> just increment my "sleep bar"
L635[08:01:31] <boboch3> while the player is lay down
L636[08:01:32] <McJty> It sounds as if you just want something that looks like a bed but isn't a bed at all
L637[08:01:39] <McJty> In which case it would simply be a block that listens to activate
L638[08:01:56] <boboch3> yes, but I need to play the "sleeping animation"
L639[08:02:10] <boboch3> what is done when player.isSpleeping is true, I guess
L640[08:02:18] <boboch3> and it's a protected field
L641[08:02:24] <sham1> Reflection
L642[08:02:33] <amadornes> or access transformers
L643[08:03:00] <boboch3> I don't know that xD
L644[08:03:13] <sham1> No ATs
L645[08:03:23] <sham1> Just reflection
L646[08:03:34] <boboch3> ok
L647[08:03:38] <amadornes> the thing with reflection is that it's slow
L648[08:03:45] <sham1> Not with MethodHandles
L649[08:03:46] <amadornes> ATs make the field public and you can access it directly :P
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L651[08:03:55] <amadornes> MethodHandles?
L652[08:04:02] <sham1> Because they get optimized into direct accesses
L653[08:04:08] <sham1> Java7+ feature
L654[08:04:25] <amadornes> that explains why Forge doesn't use it, then
L655[08:04:33] <ghz|afk> MHs are useful specially if you refer to the same object many times
L656[08:04:33] <sham1> And yes, it works with fields as well
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L658[08:06:02] <sham1> They get optimized into direct accessed by the JIT so you need to have them be public static final
L659[08:06:07] <ghz|afk> field=ReflectionHelper.findField; field.setAccessible(true); handle=MethodHandles.lookup().unreflectGetter(field); handle.bindTo(instance) (or whatever the name was) :3
L660[08:07:13] <PaleoCrafter> (That last call usually does not belong in the same block as the others xD)
L661[08:07:16] <sham1> And if you want a setter, you just say unreflectSetter
L662[08:07:18] <Wastl2> amadornes, your relocation code isn't going to work for swapping blocks and TEs in two locations, is it?
L663[08:07:46] <amadornes> for swapping you'd need to move B to C, then A to B and finally C to A
L664[08:08:04] <amadornes> it just moves a block from A to B
L665[08:08:40] <Pennyw95> what does GlStateManager.enableAlpha do?
L666[08:08:49] <sham1> it enables alpha
L667[08:08:54] <sham1> ;P
L668[08:09:05] <Pennyw95> oh well
L669[08:09:07] <unascribed> enables alpha test
L670[08:09:21] <Pennyw95> then why should it be disabled when enabling blending?
L671[08:09:37] <unascribed> alpha test is cutout alpha
L672[08:09:42] <unascribed> blend is full alpha
L673[08:09:49] <unascribed> enabling them both at once is redundant
L674[08:10:21] <Pennyw95> Oh, I see
L675[08:10:28] <Pennyw95> and alpha is enabled ny default?
L676[08:10:42] <unascribed> it's usually enabled when your render method gets called, yes
L677[08:10:49] <Pennyw95> Ok, thanks
L678[08:11:07] <unascribed> cutout alpha is a lot faster than full alpha
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L680[08:11:17] <unascribed> so use alpha test instead of blend if you don't need semitransparent pixels
L681[08:11:57] <Pennyw95> sure..I was just wondering because using blending has annoying side effects like models becoming transparent on their own
L682[08:13:25] <Pennyw95> Also, for some reason, when blending is enabled right after the method's name (renderTileEntityAt), tessellated fluids like water are not transparent
L683[08:13:33] <Pennyw95> and they are when blending is enabled in their own matrix
L684[08:13:53] <McJty> When you enable blend in a TESR make sure to restore the original state again
L685[08:13:56] <McJty> And also use GLStateManager
L686[08:14:06] <McJty> Don't touch GL11 stuff directly when there is a statemanager alternative
L687[08:14:16] <Pennyw95> so have GlStateManager.disableblend()?
L688[08:14:21] <Pennyw95> and .enableAlpha?
L689[08:14:34] <McJty> yes. You must restore whatever you changed
L690[08:17:29] <Celtic> Do you guys know if there are any Forge mods dealing with cave generation? Or rather, I've been Googling around trying to find one, and I'm curious at the complete lack of them. It's something I'm considering looking into doing myself now, but I'm wondering if there's some kind of limitations on cave-gen handling or something?
L691[08:18:18] <PaleoCrafter> Why would mods generate caves, vanilla does a pretty good job at it :P
L692[08:18:57] <Celtic> To be honest, I hate Vanilla caves. It looks like a child had a tantrum and just threw fistfuls of spaghetti all over the world.
L693[08:19:04] <McJty> Well RFTools worldgen uses the vanilla cave generator
L694[08:19:10] <McJty> And I have also played with custom versions of that
L695[08:19:26] <Celtic> I'd much rather see fewer caves total, but longer/bigger/wider/etc. caves that ran for longer.
L696[08:19:39] <McJty> I have tried to alter the cave parameters
L697[08:19:46] <McJty> But it is hard to get them to do what you want :-)
L698[08:20:00] <McJty> In 1.8.9 the fields are slightly better documented/named but I haven't tried to look into it yet
L699[08:20:02] <Cazzar> Welp
L700[08:20:02] <Cazzar> http://upload.cazzar.net/u/1455113999
L701[08:21:28] <boboch3> PaleoCrafter, Thanks again for the link. I looked into the code. I found where the player is waking up but I don't find where he is put in "sleeping mode", what is I actually need. Thanks again for your help and taking time for me
L702[08:21:36] <PaleoCrafter> does that readme consist of ASCII art letters, Cazzar? :D
L703[08:21:51] <Celtic> Paleo, I was thinking something like that myself. xD
L704[08:21:55] <Celtic> Was like, Jesus. Hahaha
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L706[08:22:40] <PaleoCrafter> boboch3, you might want to ask again later, the author is in this channel, iirc :D
L707[08:23:11] <boboch3> ok
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L709[08:23:14] <Cazzar> I don't think so...
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L711[08:23:50] <Pennyw95> McJty: However, if I draw a quad with water_still.png, and don't touch blending or disable the alpha, the water is not transparent
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L714[08:24:11] <McJty> Pennyw95, well you have to enable it of course
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L716[08:24:25] <theGliby> test
L717[08:24:41] <Pennyw95> Oh, I thought it was enabled by default
L718[08:24:52] <Lordmau5> The ones I activate for fluid rendering are those: https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/client/ValveRenderer.java#L24
L719[08:24:56] <Lordmau5> check the preGL method there
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L721[08:25:42] <Lordmau5> Gliby, why the test?
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L723[08:26:17] <Cazzar> Lordmau5 maybe because you have to do some things to actually be able to chat here?
L724[08:26:34] <Lordmau5> oh ye, remembering that
L725[08:26:43] <Lordmau5> no browser-irc for example, right?
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L727[08:26:49] <Cazzar> Mhm
L728[08:26:54] <Lordmau5> even though, tricking the system is an option
L729[08:27:05] <Lordmau5> KiwiIRC allows me to connect to my bouncer, that is connected to this channel :>
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L731[08:27:23] <Pennyw95> Hmm, I'll try that
L732[08:27:50] <Cazzar> If your smart enough to do that I think that passes the general floodgate the initial thing provides.
L733[08:28:15] <Lordmau5> :P
L734[08:28:17] *** Vigaro is now known as V
L735[08:28:22] <Pennyw95> btw Lordmau5, I'm using the same bit shifts to get the fluid's colors, but I noticed that some fluids can also return a different color system than RGB
L736[08:28:36] <Lordmau5> this is the one I got from... damn, who was it again?
L737[08:28:41] <Lordmau5> Someone sent me this and I just sticked with it
L738[08:28:43] <Cazzar> Pennyw95 ARGB?
L739[08:28:49] <Pennyw95> probably
L740[08:28:55] <Pennyw95> getColor returns a negative int
L741[08:29:03] <Pennyw95> no, wait
L742[08:29:20] <Pennyw95> RGBA is the one I and Lordmau5 are expecting to get
L743[08:29:31] <Cazzar> That would imply, a 32 Bit colour.
L744[08:29:32] <Lordmau5> https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/client/ValveRenderer.java#L81
L745[08:29:45] <PaleoCrafter> ARGB != RGBA (for an int)
L746[08:29:47] <Lordmau5> any way to check what we "expect" there?
L747[08:29:49] <Lordmau5> ye, figured
L748[08:29:56] <Cazzar> Correct PaleoCrafter
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L750[08:31:09] <Pennyw95> derp
L751[08:31:18] <PaleoCrafter> but fluids definitely return ARGB
L752[08:31:31] <Ivorius> In mc everything is argb
L753[08:31:43] <Ivorius> I don't recall ever seeing rgba
L754[08:31:50] <Lordmau5> so rewrite it to ARGB?
L755[08:31:54] <Lordmau5> how would that bitshifting look like...
L756[08:31:55] <Pennyw95> so that alpha would be the first of the 4 and red the 2nd?
L757[08:32:06] <sham1> like anything else
L758[08:32:09] <PaleoCrafter> 0xAARRGGBB
L759[08:32:14] <sham1> Awful
L760[08:32:24] <Pennyw95> alpha = c & 0xFF, red = c >> 8 & 0xFF
L761[08:32:26] <Cazzar> But yeah, ARGB or RGBA would cause a negative value if the alpha channel is greater than 128
L762[08:32:26] <Pennyw95> and so
L763[08:32:34] <Lordmau5> ah
L764[08:32:40] <PaleoCrafter> Ivorius, let's not neglect Mojang's ability to be horribly inconsistent :P
L765[08:32:46] <Ivorius> > I don't recall ever seeing rgba
L766[08:33:01] <Ivorius> And thems the facts
L767[08:33:01] <PaleoCrafter> have you looked at every single line of MC code? :P
L768[08:33:10] <Ivorius> Kind of actually
L769[08:33:15] <Ivorius> At least back in 1.2.1 :P
L770[08:33:24] <Lordmau5> beta? :D
L771[08:33:34] <PaleoCrafter> they might be using RGBA somewhere in the depth of the code and don't even know about it themselves
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L773[08:33:52] <Lordmau5> probably somewhere, where no modder hooked into yet
L774[08:34:00] <Pennyw95> let's try if it works
L775[08:34:06] <Cazzar> Glcolor4f?
L776[08:34:07] <Lordmau5> or had the need to use / return custom color stuff or whatever
L777[08:34:15] <Cazzar> IIRC that's RGBA
L778[08:34:34] <Ivorius> That doesn't take an int...
L779[08:34:49] <Cazzar> Param order
L780[08:34:51] <Ivorius> Param order is irrelevant
L781[08:35:33] <Lordmau5> but then again, it's Mojang...
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L784[08:35:39] <Lordmau5> not going with the standards is why we love them, right?
L785[08:35:54] <Lordmau5> which is why Y of the coordinate axes is for the height
L786[08:35:55] <Lordmau5> and not Z
L787[08:36:05] <PaleoCrafter> that isn't that uncommon :P
L788[08:36:08] <Lordmau5> Then again, some schools teach Y as the height axis, other's teach Z
L789[08:36:10] <PaleoCrafter> all a matter of perspective
L790[08:36:14] <Lordmau5> well, yea
L791[08:36:20] <Lordmau5> after a while you get used to it
L792[08:36:39] <PaleoCrafter> if you assume Z is just the perpendicular axis to the screen plane, MC's system is perfectly fine ;)
L793[08:36:42] <Lordmau5> but when I first saw it I was like "wtf, why would you not go for the bottom layer first and then do the height as 3rd parameter?"
L794[08:36:46] <Ivorius> I think y = up is most common
L795[08:37:28] <Lordmau5> literally throwing up a google image search for "xyz axis" shows a bunch of different images
L796[08:37:31] <Pennyw95> nah it's not right
L797[08:37:36] <Lordmau5> some with Y as the vertical axis, other's with Z
L798[08:37:38] <PaleoCrafter> it depends on the background of the software, more math-y stuff often goes for Z=up
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L801[08:37:54] <Pennyw95> it may not be ARGB after all
L802[08:37:59] <PaleoCrafter> it is
L803[08:38:19] <Lordmau5> does it not render properly with ARGB bitshift?
L804[08:38:27] <Pennyw95> http://imgur.com/3rOGXdm
L805[08:38:28] <Lordmau5> try the RGBA then that I have and see if the result is different
L806[08:38:30] <Pennyw95> too much blue
L807[08:38:46] <Pennyw95> I have RGBA, I just switched to ARGB
L808[08:39:01] <Lordmau5> reminds me of IGN on Pokemon Alpha Sapphire...
L809[08:39:03] <Lordmau5> Negative: Too much water
L810[08:39:09] <PaleoCrafter> if it isn't ARGB, the Forge ModelFluid gets it wrong as well, which I doubt :P
L811[08:39:32] <Pennyw95> ARGBA worked very well with all fluids except for this one
L812[08:39:37] <Pennyw95> RGBA*
L813[08:40:06] <Pennyw95> This fluid's getColor returns 263978855
L814[08:40:10] <Pennyw95> oops -263978855
L815[08:40:17] <Pennyw95> while other fluids return a positive int
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L817[08:40:27] <unascribed> colors are unsigned
L818[08:40:29] <Lordmau5> https://github.com/Lordmau5/MinecraftForge/blob/master/src/main/java/net/minecraftforge/client/model/ModelFluid.java#L311-L315
L819[08:40:31] <Lordmau5> wat?
L820[08:40:34] <unascribed> but all java constants are signed
L821[08:40:35] <unascribed> so
L822[08:40:43] <sham1> does not matter
L823[08:40:48] <PaleoCrafter> the fluid might just be wrong, you know :P
L824[08:40:50] <Lordmau5> what is the bitshifting order on that?
L825[08:40:52] <unascribed> (it's more colors aren't signed or unsigned, as they're interpreted as 4 bytes)
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L827[08:41:00] <Lordmau5> seems like BGRA to me o_o
L828[08:41:08] <sham1> All unsigned things can be represented as signed and vice versa
L829[08:41:10] <unascribed> 0xAARRGGBB
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L831[08:41:26] <Lordmau5> it does >> 16, >> 8, *nothing* and THEN >> 24
L832[08:41:31] <Lordmau5> that's what I'm confused about in that code-part there
L833[08:41:35] <unascribed> that's big-endian, since java, so in GL it's BGRA
L834[08:41:44] <unascribed> Lordmau5, the order doesn't matter
L835[08:41:52] <Lordmau5> so it IS BGRA, thank you
L836[08:42:01] <Lordmau5> in terms of, how it is being handled * there*
L837[08:42:19] <unascribed> (>>24)&0xFF returns the 8 most significant bits, so alpha
L838[08:42:28] <Lordmau5> that means that color looks like a 0xRRGGBBAA though
L839[08:42:39] <unascribed> huh?
L840[08:42:46] <Lordmau5> did you look at the link up there?
L841[08:42:48] <unascribed> again, Java is big endian
L842[08:42:51] <PaleoCrafter> eh, it's reading R, G, B, A
L843[08:43:07] <Lordmau5> no, the order there is technically reading B, G, R, A
L844[08:43:13] <unascribed> 0xAARRGGBB big endian is BBGGRRAA little endian
L845[08:43:22] <Lordmau5> *confused*
L846[08:43:45] <unascribed> what are you asking?
L847[08:44:18] <sham1> >endianness
L848[08:44:23] <Lordmau5> I am asking why you people say it's ARGB format, but that part there, having a "color" variable which is an "integer", get's "deconstructed" into what looks like BGRA order
L849[08:44:32] <sham1> The things are in the order they were set in
L850[08:44:35] <Lordmau5> whilst A is at >> 24
L851[08:44:38] <Lordmau5> meaning at the end
L852[08:44:43] <unascribed> Java is big endian
L853[08:44:44] <Lordmau5> so RGBA would make the most sense
L854[08:44:50] <unascribed> if you shift right 24 bits
L855[08:44:53] <unascribed> in a 32 bit integer
L856[08:44:56] <unascribed> you get the top 8 bits
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L858[08:45:14] <PaleoCrafter> so, the vertex format is RGBA (just look at WorldRenderer.color)
L859[08:45:23] <Lordmau5> but that means this code of me is right? https://github.com/Lordmau5/FFS/blob/master/src/main/java/com/lordmau5/ffs/client/ValveRenderer.java#L81
L860[08:45:33] <unascribed> not at all.
L861[08:45:37] <Wuppy> wtf my unity can't switch to anything but pc....
L862[08:45:40] <Wuppy> what the hell are modules
L863[08:45:43] <unascribed> the R G and B are in the wrong order
L864[08:45:46] <unascribed> >>16 is red
L865[08:45:48] <unascribed> >>8 is green
L866[08:45:50] <unascribed> >>0 is B
L867[08:45:51] <PaleoCrafter> that code in ModelFluid puts stuff in vanilla's rendering pipeline (so it puts stuff in the order R, G, B, A)
L868[08:45:55] <PaleoCrafter> ^
L869[08:46:04] <unascribed> s/B/blue
L870[08:46:20] <Lordmau5> so how should it look like?
L871[08:46:51] <PaleoCrafter> swap blue and red :P
L872[08:46:52] <Lordmau5> blue = c & 0xFF; green = (>> 8); red = (>> 16); alpha = (>> 24);?
L873[08:46:56] <PaleoCrafter> (in your code)
L874[08:46:58] <PaleoCrafter> yes
L875[08:46:59] <unascribed> https://gist.github.com/unascribed/0fe92e909dcd54b075b8
L876[08:47:34] <Pennyw95> lava and water rendered just fine tho
L877[08:47:48] <PaleoCrafter> because they return opaque white as colours
L878[08:47:52] <unascribed> yeah
L879[08:47:57] <Pennyw95> oh, right
L880[08:48:00] <unascribed> the water and lava textures are pre-colored
L881[08:48:02] <Pennyw95> I should have known that lol
L882[08:48:07] <unascribed> so their color at runtime is unchanged, i.e. white
L883[08:48:32] <PaleoCrafter> if the colour of whatever fluid you're rendering with ARGB is "wrong", the fluid does it wrong :P
L884[08:48:55] <Lordmau5> so if I go with that code-snippet I should be fine?
L885[08:49:05] <PaleoCrafter> yes
L886[08:49:06] <unascribed> yes, literally all I did though was swap red and blue
L887[08:49:14] <unascribed> you were treating the ARGB color as ABGR
L888[08:49:45] <Lordmau5> and if problems occur, I should happily forward the bug-reporters to the corresponding mods? :D
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L890[08:50:33] <unascribed> maybe.
L891[08:53:50] <Pennyw95> awww yeah
L892[08:54:02] <Pennyw95> it's perfect
L893[08:55:13] <theGliby> lordmau5, i was checking if my new irc client was working. i'm using xchat
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L895[09:01:49] <Pennyw95> But I still have the blending problem...even if I enable and then disable blending after I've used it...any ideas? :( http://imgur.com/a/DQfpY
L896[09:02:33] <Lordmau5> are you using the same preGL and postGL stuff I use?
L897[09:02:53] <Pennyw95> yes
L898[09:03:04] <Pennyw95> wait, I'll gist my class
L899[09:03:08] <Lordmau5> k
L900[09:03:18] <Pennyw95> an uninvolved head might help
L901[09:03:52] <Lordmau5> pokes PaleoCrafter again :>
L902[09:03:54] <Nitrodev> Pennyw95, what is that text on the texture?
L903[09:04:24] <Pennyw95> some runes arranged to form a latin phrase...can you see the irony oh
L904[09:05:17] <Lordmau5> can't really see what they spell out on the screens :D
L905[09:05:27] <Pennyw95> it's pretty messy though..forgive me plz
L906[09:05:28] <Pennyw95> https://gist.github.com/DrBenway95/7c50e9f2989491a77748
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L908[09:09:18] <Pennyw95> It's just that I can't see how this could happen, since I close every blending I open...also, I noticed that the renderItem method also has this problem, even without any blending
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L912[09:16:06] <Lordmau5> Pennyw95:
L913[09:16:13] <Lordmau5> does it render like that without holding an item?
L914[09:16:25] <Lordmau5> as in, can you reproduce it without holding an item, vs. holding one?
L915[09:16:28] <Lordmau5> might have an idae
L916[09:16:30] <Lordmau5> idea *
L917[09:16:30] <Pennyw95> what?
L918[09:16:36] <Lordmau5> the rendering
L919[09:16:42] <Pennyw95> ah, sure
L920[09:16:43] <Lordmau5> does it look the same when you're not holding an item in your hand
L921[09:16:47] <Pennyw95> let me load mc
L922[09:16:49] <Lordmau5> k
L923[09:17:56] <amadornes> whelp... it doesn't seem to matter what I do to prevent a TE from being added
L924[09:18:01] <amadornes> it gets added anyways >_>
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L927[09:18:41] <Pennyw95> so you have a block that spawns one but you don't want it to do it?
L928[09:19:01] <amadornes> I'm working on a block movement API that I want to PR into Forge
L929[09:19:09] <amadornes> I'm setting the blockstate at the final position
L930[09:19:15] <amadornes> but I don't want it to create a new TileEntity
L931[09:19:18] <amadornes> I want to move the old one over
L932[09:19:26] <Pennyw95> oh
L933[09:19:42] <amadornes> but I can't figure out why it's being created even though I've added my own flag so it doesn't do it
L934[09:19:58] <tterrag|ZZZzzz> shouldRefresh?
L935[09:20:09] *** tterrag|ZZZzzz is now known as tterrag|phone
L936[09:20:33] <amadornes> I'm just working with Block, World and Chunk atm
L937[09:20:50] <amadornes> I don't think modifying the TE class is really needed
L938[09:20:53] <Pennyw95> Lordmau5: what was it?
L939[09:20:54] <amadornes> though that may have something to do with it
L940[09:21:16] <ghz|afk> amadornes: if oyu want to "move" the TE, wouldn't it be simpler to writeToNBT, and then readFromNBT at the end?
L941[09:21:36] <amadornes> yes, but that's slower than moving it right away, ghz|afk
L942[09:21:49] <amadornes> and I'd most likely run into the same problem
L943[09:21:58] <tterrag|phone> If shouldRefresh returns true the game will recreate the te
L944[09:22:08] <Pennyw95> trying with and without an item in the player's hand?
L945[09:22:12] <tterrag|phone> I'm very sure that's what's happening
L946[09:22:46] <ghz|afk> yeah second line of thought would be do add some !ismoving && shouldRefresh to the caller
L947[09:23:17] <ghz|afk> i mean, where it calls shouldRefresh, add some "!isMoving&&" in front ;P
L948[09:23:35] <ghz|afk> then manually reset the TEs afterward
L949[09:23:41] <amadornes> that may work, yeah...
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L951[09:26:07] <ghz|afk> hmmm
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L953[09:26:16] <gigaherz> is there some mod/libmod that adds gemstones?
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L955[09:26:26] <Pennyw95> Lordmau5: looks pretty much the same to me...no differences unfortunately
L956[09:26:45] <Lordmau5> ok, then again, I have no idea if it'd be even possible to put some disableItemLighting in there...
L957[09:26:49] <Lordmau5> maybe tterrag|phone has more insight?
L958[09:27:02] <Lordmau5> http://imgur.com/a/DQfpY & https://gist.github.com/DrBenway95/7c50e9f2989491a77748
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L963[09:29:12] <amadornes> hmm
L964[09:29:16] <Pennyw95> Hm, you know what...if I remove ALL the blend functions in my renderer, the problem persists with the item
L965[09:29:19] <amadornes> I may or may not just have got it to work :D
L966[09:29:26] <gigaherz> :)
L967[09:29:34] <Pennyw95> and then spreads to every render method that has blending
L968[09:29:41] <Lordmau5> hmm
L969[09:29:46] <Lordmau5> shouldn't be though
L970[09:29:51] <amadornes> I set a local variable called isRelocating to true while it's moving
L971[09:30:03] <amadornes> and if that is true, I force-return null in createTileEntity
L972[09:30:07] <amadornes> that works! :P
L973[09:30:10] <Lordmau5> push and pop matrix should take care of that. as well, if you properly enable and disable the things, then it shouldn't cause issues
L974[09:30:10] <gigaherz> lol
L975[09:30:20] <Lordmau5> mind checking if you perhaps enable something at a specific part and forget to disable it?
L976[09:30:25] <Lordmau5> or disable without re-enabling?
L977[09:30:31] <tterrag|phone> How do you do that for any TE?
L978[09:30:50] <amadornes> it's the Block's createTileEntity
L979[09:30:51] <Lordmau5> How about direct editing in the file?
L980[09:30:54] <amadornes> not ITileEntityProvider's
L981[09:30:57] <Lordmau5> or that :p
L982[09:31:07] <amadornes> so it should be okay in most cases
L983[09:31:20] <Lordmau5> hmm
L984[09:31:23] <amadornes> plus, relocation is only enabled by default for non-tes, chests and furnaces
L985[09:31:41] <amadornes> to avoid any unexpected crashes
L986[09:31:42] <Pennyw95> let me check once more
L987[09:32:15] <Lordmau5> renderTileEntityAt is not disabling alpha at the end
L988[09:32:23] <Lordmau5> enable at line 33 in your gist
L989[09:32:29] <Lordmau5> but not disabling in there
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L991[09:32:47] <Lordmau5> wb Gliby o/
L992[09:33:58] <Lordmau5> @ Pennyw95
L993[09:34:05] <Pennyw95> holy
L994[09:34:11] <Pennyw95> wow that might be it!
L995[09:34:24] <Lordmau5> it seems to make sense as well :P
L996[09:34:32] <Lordmau5> try it and report in again
L997[09:35:57] <amadornes> http://ss.amadornes.com/ama-1455118472-141 \o/
L998[09:36:38] <tterrag|phone> video or gif?
L999[09:36:55] <amadornes> video
L1000[09:37:01] <PaleoCrafter> gigaherz, http://minecraft.curseforge.com/projects/gemmary :3
L1001[09:37:02] <Lordmau5> nice!
L1002[09:37:13] <Lordmau5> also tterrag|phone, why post gifs when you have the power of ShareX + ffmpeg?
L1003[09:37:23] <Lordmau5> so much better. also WAAAAAAAAY smaller filesize
L1004[09:37:45] <Lordmau5> ama, enable loop for the video-"gifs" :<
L1005[09:38:08] <amadornes> 45 seconds - 8.5MB :P
L1006[09:38:14] <amadornes> I could do that, Lordmau5...
L1007[09:38:27] <Lordmau5> imagine 45sec of 30fps in a GIF, lol
L1008[09:38:34] <amadornes> I'm not sure if I really want to, though
L1009[09:38:39] <Lordmau5> ah
L1010[09:38:41] <amadornes> most of my videos are meant to play only once :P
L1011[09:38:47] <Lordmau5> well, then again, my main purpose of the video part is to replace gifs
L1012[09:38:50] <Lordmau5> which are mostly looping
L1013[09:38:51] <Lordmau5> so ye
L1014[09:39:45] <amadornes> btw, the pusher blocks don't require a TE at all :D
L1015[09:39:46] <PaleoCrafter> Lordmau5, Pennyw95, just so you know, the push/popMatrix only pushes/pops the current transformation matrix to/from the stack, enabling and disabling shit would have to be done with glPushAttrib(GL_ENABLE_BIT) and glPopAttrib() or something like that
L1016[09:40:03] <unascribed> but don't do that
L1017[09:40:07] <unascribed> it desyncs the state manager
L1018[09:40:13] <PaleoCrafter> yeah
L1019[09:40:20] <amadornes> the code for them is extremely simple https://gist.github.com/amadornes/15510e7a1fa1e4058808 :P
L1020[09:40:21] <PaleoCrafter> if anything, use GlStateManager.pushAttrib
L1021[09:40:22] <Lordmau5> isn't stateManager.pushAttrib ok?
L1022[09:40:24] <unascribed> no
L1023[09:40:25] <Lordmau5> ye, I use that
L1024[09:40:29] <unascribed> that's not implemented in 1.8.x
L1025[09:40:33] <Lordmau5> it... is?
L1026[09:40:38] <Lordmau5> how come I can use it fine then, lol
L1027[09:40:40] <unascribed> it calls through to glPushAttrib and doesn't store the state manager
L1028[09:40:42] <unascribed> it's not fine
L1029[09:40:52] <PaleoCrafter> oh, right xD
L1030[09:40:56] <Lordmau5> what's the worst that could happen when I use it?
L1031[09:40:59] <unascribed> things WILL subtly break
L1032[09:41:02] <unascribed> states will desync
L1033[09:41:07] <Pennyw95> arghh, didn't solve it
L1034[09:41:17] <Lordmau5> keep it in anyway, disabling the alpha wouldn't hurt
L1035[09:41:26] <Pennyw95> but after all that wouldn't make sense, since your postGL() disables it
L1036[09:41:27] <Lordmau5> but what else would one use then?
L1037[09:41:38] <Pennyw95> I just removed enableAlpha since your methods ahave it
L1038[09:41:45] <Lordmau5> ah
L1039[09:42:04] <Lordmau5> unascribed: what would one use then instead of the pushAttrib and popAttrib for those things?
L1040[09:42:14] <PaleoCrafter> why do you explicitly put the type parameters on the ImmutableMap.of call, amadornes? D:
L1041[09:42:15] <unascribed> manually enable and disable the states
L1042[09:42:37] <amadornes> that's how most of Forge's code looks like, so I just went with that PaleoCrafter
L1043[09:42:42] <amadornes> I personally don't like doing it :P
L1044[09:42:45] <PaleoCrafter> lol
L1045[09:42:51] <amadornes> though I think it's got something to do with J6
L1046[09:42:55] <Lordmau5> isn't that what my preGL or postGL methods do anyway?
L1047[09:42:58] <unascribed> I have an implementation of semi-tested pushAttrib/popAttrib in https://github.com/unascribed/Laminate/blob/master/src/main/java/com/unascribed/laminate/internal/gl/StateManagerGLAccess.java
L1048[09:43:00] <amadornes> and it not liking non-explicit generics
L1049[09:43:04] <PaleoCrafter> nah, Java's type inference is good enough for that :P
L1050[09:43:11] <amadornes> at runtime, yes
L1051[09:43:12] <PaleoCrafter> it's not the same thing as the diamond operator for types
L1052[09:43:14] <amadornes> at compiletime...
L1053[09:43:19] <unascribed> yeah, the Forge/Vanilla code puts the information there because the decompiler does it
L1054[09:43:21] <PaleoCrafter> type inference only happens at compile time :P
L1055[09:43:43] <amadornes> in J6, for example, you can't do List<ItemStack> list = new ArrayList<>();
L1056[09:43:57] <amadornes> and iirc it complains if you do new ArrayList() too
L1057[09:44:04] <tterrag|phone> correct, but method calls are Inferred
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L1059[09:44:09] <tterrag|phone> This isn't a constructor
L1060[09:44:11] <amadornes> so when working with J6 I just add the type arguments :P
L1061[09:45:06] <PaleoCrafter> for method calls, it's a different kind of type inference :P
L1062[09:45:33] <PaleoCrafter> the diamond operator just makes the compiler take a look at the type of the lhs of the expression
L1063[09:45:54] <Lordmau5> unascribed: is the GLStateManager a Minecraft class or Forge?
L1064[09:45:57] <tterrag|phone> blindly following the standards of decompiled code is never good
L1065[09:46:04] <unascribed> GlStateManager is Minecraft
L1066[09:46:08] <Lordmau5> hmm...
L1067[09:46:16] <Lordmau5> would a PR work, perhaps?
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L1069[09:46:59] <tterrag|phone> gigaherz: did you get my ping from last night?
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L1071[09:49:08] <Pennyw95> is it possible that maybe Minecraft.getMinecraft.getRenderManager().renderEntityWithPosYaw(EntityItem, 0.0D, 0.0D, 0.0D, 0.0F, 0.0F) messes with blending?
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L1073[09:49:45] <gigaherz> tterrag|phone: I saw it earlier, but I didn't actually look at it yet
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L1076[09:52:21] <tterrag|phone> ok
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L1084[10:01:05] <tterrag|phone> gigaherz: I am really stumped though :/
L1085[10:01:11] <tterrag|phone> ok, bbl
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L1087[10:06:24] <Pennyw95> so, no GlStateManager.pushAttrib and no alternative?
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L1089[10:06:46] <unascribed> I already linked a manual implementation of pushAttrib and popAttrib
L1090[10:06:56] <Pennyw95> oh, sorry I must have missed it
L1091[10:07:28] <fry> oh jesus
L1092[10:07:31] <williewillus> is just using GL11 for that fine?
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L1094[10:07:41] <williewillus> as long as you restore it within your method
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L1096[10:08:10] <gigaherz> Pennyw95: pushAttrib/popAttrib is broken, the way Minecraft implements them
L1097[10:08:21] <gigaherz> basically they don't do what you'd expect at all
L1098[10:08:24] <gigaherz> their only useful purpose
L1099[10:08:34] <williewillus> fry: did particle/entity culling change in 1.8? had some particles spawned at world limit in 1.7 and they showed up, but in 1.8 they disappear about 120 blocks away
L1100[10:08:45] <gigaherz> is to "protect" the state of the GlStateManager if you have a piece of code that manually calls GL11.glEnable/glDisable
L1101[10:08:47] <williewillus> they're rendered in the RenderWorldLastEvent using the tesellator
L1102[10:08:49] <fry> no idea, williewillus
L1103[10:08:56] <gigaherz> for any other use, they hurt more than they help
L1104[10:10:07] <PaleoCrafter> williewillus, RenderWorldLastEvent shouldn't have any culling :P
L1105[10:10:17] <williewillus> :/
L1106[10:10:44] <PaleoCrafter> actually, nvm
L1107[10:11:06] <PaleoCrafter> it would have your render distance as farthest distance, iirc
L1108[10:11:55] <williewillus> is that new since 1.8?
L1109[10:12:10] <PaleoCrafter> I don't think so
L1110[10:12:23] <PaleoCrafter> it's GL's own culling
L1111[10:12:25] <williewillus> yeah that doesnt explain why it works in 1.7 then
L1112[10:13:39] <PaleoCrafter> show dat code :P
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L1114[10:14:29] <williewillus> https://github.com/williewillus/Botania/tree/MC18/src/main/java/vazkii/botania/client/fx
L1115[10:14:42] <williewillus> the particles don't render in renderParticle, they just get added to a queue
L1116[10:14:49] <williewillus> that gets rendered all at once in RenderWorldLastEvent
L1117[10:15:41] <williewillus> and debug sohws that they're still getting queued, but not showing up - if I spawn them at y 256 i have to be above y 80 to see them
L1118[10:16:21] <williewillus> actually hmm render distance does affect it
L1119[10:16:28] <williewillus> lemme try it in 1.7 again
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L1121[10:19:53] <williewillus> yeah it is render dist controlled, but the tolerance seems to be higher in 1.7
L1122[10:19:55] <williewillus> nvm then
L1123[10:20:42] <Ordinastie> Ordinastie> hum, how do I fix that ? error: type argument EnumDyeColor is not within bounds of type-variable T
L1124[10:20:42] <Ordinastie> <Ordinastie> public class PropertyEnumIconProvider<T extends Enum<T>> implements IBlockIconProvider
L1125[10:21:23] <PaleoCrafter> take a look at EntityRenderer.setupCameraTransform
L1126[10:21:30] <PaleoCrafter> maybe you can mess with the gluPerspective thing
L1127[10:24:08] <Ordinastie> I only have that when building the jar too
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L1132[10:29:39] <masa> "We are also getting very close to the first 1.9 pre-release. Please make sure you vote on the most severe bugs in the bug tracker if you want to make sure we look at them before releasing 1.9."
L1133[10:29:53] <gigaherz> yeh
L1134[10:29:54] <masa> so they are not even looking at bugs that are not "popular"? ;p
L1135[10:30:12] <gigaherz> well popular ones are prioritized
L1136[10:30:12] <gigaherz> ;P
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L1138[10:31:27] <masa> aaand they didn't fix the sound looping bug in this "we fixed the most popular and annoying bugs" snapshot
L1139[10:31:40] <masa> why does this not surprise me at all
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L1141[10:34:29] <MalkContent> because it's haaaard :c
L1142[10:34:41] <MalkContent> crysis 1 used to have one that never got fixed
L1143[10:35:28] <MalkContent> can't find the source of a bug in 5 minutes? might as well be there forever x)
L1144[10:35:46] <masa> yeah... xcept the bug rtacker even has a community provided fix for the issue
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L1146[10:35:57] <MalkContent> anyways, optifine can't do aa without keeping fbos enabled, right?
L1147[10:35:59] <masa> but nope, not interested
L1148[10:36:01] <MalkContent> o. damn :D
L1149[10:36:20] <Tim020> Are there any guides out there to doing animations with OBJ models in 1.8.9?
L1150[10:36:33] <Lordmau5> TMW water is rendering real funky
L1151[10:36:42] <Lordmau5> but y tho https://i.lordmau5.com/1455122195-649 :(
L1152[10:37:30] <Lordmau5> blendFunc SRC_ALPHA and ONE_MINUS_SRC_ALPHA
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L1154[10:38:38] <PaleoCrafter> that darker stuff in the middle is water, Lordmau5? :P
L1155[10:38:44] <Lordmau5> yessir
L1156[10:39:01] <PaleoCrafter> lighting or something is off :P
L1157[10:39:05] <Pennyw95> are you using unascribed's implementation?
L1158[10:39:13] <Lordmau5> the color one? ye
L1159[10:39:25] <Pennyw95> the pushattrib one
L1160[10:39:35] <Lordmau5> no
L1161[10:39:39] <Lordmau5> can you link it again, perhaps?
L1162[10:39:47] <Pennyw95> the color one I guess we could just call it "the right way" ahah
L1163[10:39:48] <unascribed> that looks like it might be a state desync on lighting
L1164[10:40:14] <Pennyw95> https://github.com/unascribed/Laminate/blob/master/src/main/java/com/unascribed/laminate/internal/gl/StateManagerGLAccess.java
L1165[10:40:19] <Lordmau5> ty
L1166[10:40:47] <Pennyw95> that may be caused by the very pushAttrib and popAttrib that MC broke?
L1167[10:41:41] <Lordmau5> where the hell is GLAccess even
L1168[10:41:52] <Orion> Hey fry, did you finish the rendering system, and is it compatible with OBJ?
L1169[10:42:01] <fry> what
L1170[10:42:03] <PaleoCrafter> lolz
L1171[10:42:13] <fry> in a word: yes
L1172[10:42:40] <PaleoCrafter> Lordmau5, I think that's unascribed's abstraction of GL access (his mod works both on 1.7 and 1.8, iirc) :P
L1173[10:42:41] <Orion> Good
L1174[10:42:48] <unascribed> yeah
L1175[10:42:54] <unascribed> it'd be trivial to unabstract it
L1176[10:43:00] <Lordmau5> it's not in the Laminate source, is it?
L1177[10:43:03] <unascribed> just convert the pushAttrib and popAttrib methods to static
L1178[10:43:03] <unascribed> it is
L1179[10:43:06] <unascribed> in the common directory
L1180[10:43:12] <Lordmau5> oh, derp
L1181[10:43:25] <unascribed> I found a much cleaner way for multiversion onejar support
L1182[10:43:32] <unascribed> but Laminate uses 4 projects
L1183[10:43:42] <unascribed> I use the cleaner method in Neoteric
L1184[10:43:55] <unascribed> which currently isn't open source because the rendering code is horrible
L1185[10:44:01] <Lordmau5> just having the issue that GlStateManager stuff is private...
L1186[10:44:02] <Tim020> fry, does it have support for animating obj models? And if so what's the best way to go about it?
L1187[10:44:06] <unascribed> oh, yeah
L1188[10:44:14] <unascribed> you need to pull in my AT or convert it to reflection
L1189[10:44:24] <unascribed> I didn't feel like making the class 3x larger than it already was with reflection
L1190[10:44:24] <fry> Tim020: why do you want to animate objs?
L1191[10:44:36] <Lordmau5> hehe
L1192[10:44:54] <Tim020> For a robotic arm block :P
L1193[10:45:00] <Pennyw95> Lordmau5 keep me updated with how it goes :P
L1194[10:45:20] <fry> I mean, why specifically obj?
L1195[10:45:46] <Tim020> Dunno, was making the models in blender and hence obj
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L1200[10:49:56] <Tim020> Would you suggest using a different model system?
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L1203[10:50:15] <PaleoCrafter> b3d
L1204[10:50:45] <fry> you can try it, but there's really no docs
L1205[10:50:46] <Tim020> Hoe come?
L1206[10:50:50] <Tim020> How*
L1207[10:50:51] <gigaherz> Tim020: B3D format -- exporter https://github.com/RainWarrior/B3DExport
L1208[10:50:57] <gigaherz> b3d supports animations, unlike obj
L1209[10:51:04] <gigaherz> obj is designed exclusively for static models
L1210[10:51:31] <Tim020> Ah right I see, my mistake
L1211[10:51:40] <Lordmau5> what was the thing with ATs again?
L1212[10:51:46] <Lordmau5> I gotta do setupDecompWorkspace again after I added it, right?
L1213[10:52:14] <Tim020> Yep
L1214[10:52:35] <fry> http://gfycat.com/LateIllfatedFish
L1215[10:52:49] <fry> first chest is vanilla one, latter 2 are b3d-animated ones
L1216[10:52:58] <fry> meaning that the animation was done fully in blender
L1217[10:53:02] <fry> and not in the code
L1218[10:53:16] <PaleoCrafter> why are there so many ender chests? :P
L1219[10:53:30] <fry> testing performance
L1220[10:54:02] <Lordmau5> wait, what
L1221[10:54:02] <Lordmau5> nice
L1222[10:54:47] <Tim020> Ah right ok, could I define the animations in code though if they needed to be dynamic?
L1223[10:54:49] <unascribed> other than the funny lighting
L1224[10:54:52] <unascribed> yeah, nice
L1225[10:54:54] <fry> it's literally an 1-liner of code with a semi-recent forge
L1226[10:55:12] <fry> Tim020: not exactly, but you can control parameters from the code
L1227[10:55:17] <fry> if you need to
L1228[10:56:02] <Tim020> So if the animation isn't the same each time?
L1229[10:56:20] <PaleoCrafter> unascribed, you mean the lighting that looks way better than vanilla? :Ü
L1230[10:56:30] <unascribed> better or not, it's inconsistent
L1231[10:56:36] <unascribed> if all the blocks looked like that, then sure
L1232[10:56:51] <fry> unascribed: all block do :P
L1233[10:56:57] <fry> except for TESRs :D
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L1235[10:57:26] <fry> you're just not used to seeing the chest lit like that :P
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L1237[10:57:59] <fry> Tim020: here's the animation metadata stuffs for the chest: https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgedebugmodelanimation/asms/block/chest.json
L1238[11:00:34] <Lordmau5> why is my AT being ignored?
L1239[11:01:25] <Lordmau5> the .cfg file is in src/main/resources/META-INF/ffs_at.cfg
L1240[11:01:33] <Lordmau5> and the build.gradle states the jar {} part with the attributes for it
L1241[11:01:46] <Tim020> Cheers fry, I'll take a look and try get my head round it... Still not used the 1.8 rendering system yet :P
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L1243[11:05:30] <tterrag|phone> Ordinastie: is this 1.8.9?
L1244[11:05:32] <Lordmau5> oh ye, oh ye, cleanCache would be nice, eh?... derp
L1245[11:05:34] <tterrag|phone> The enum problem
L1246[11:05:39] <Ordinastie> no
L1247[11:05:48] <Ordinastie> I fixed it the dirtiest way possible
L1248[11:06:15] <tterrag|phone> Is it 1.7?
L1249[11:06:34] <tterrag|phone> The vanilla enums lose their identity for some reason thanks to proguard
L1250[11:06:43] <tterrag|phone> They don't work as type bounds
L1251[11:06:47] <tterrag|phone> It's annoying as hell
L1252[11:06:51] <Ordinastie> I just duplicated the enum to make my own copy
L1253[11:07:29] <tterrag|phone> same
L1254[11:07:50] <tterrag|phone> seems to be fixed in 1.8.9 though
L1255[11:08:08] <fry> due to generics being there :P
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L1257[11:15:34] <Lordmau5> pokes jk-5
L1258[11:15:46] * jk-5 pokes back
L1259[11:15:50] <Lordmau5> o/
L1260[11:15:53] <Lordmau5> dude, how have you been doing?
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L1263[11:18:59] <jk-5> Oh, really good
L1264[11:19:25] <Lordmau5> no time for chitchat, gad... off to a restaurant o/
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L1270[11:34:38] <PaleoCrafter> aw shit, we might not have our old steering wheel anymore :/
L1271[11:35:13] <fry> what is this, mad max?
L1272[11:35:20] <PaleoCrafter> American Truck Simulator :P
L1273[11:35:41] <fry> so, yes? :D
L1274[11:36:16] <tterrag|phone> fry: still feeling sick? >.>
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L1277[11:37:05] <fry> yup
L1278[11:37:08] <tterrag> :(
L1279[11:37:09] <tterrag> sorry
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L1281[11:38:22] <tterrag> gigaherz: I'm home now, had a chance to read through yet?
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L1289[11:54:21] <gigaherz> tterrag: what was the issue?
L1290[11:55:16] <tterrag> gigaherz: the textures are scrambled...and it seems to be random (consistent for a model, but when switching models it changes)
L1291[11:55:17] <tterrag> http://puu.sh/n2XCK.jpg
L1292[11:56:02] <gigaherz> you said the vertices are CCW startign bottom-left?
L1293[11:56:40] <gigaherz> so [0..4]={BL,BR,TR,TL}
L1294[11:56:44] <gigaherz> eh 0..3*
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L1361[12:01:12] <SomeGuyInATree> o.O
L1362[12:01:27] <williewillus> its been months and still bitching about enumfacing :P
L1363[12:01:31] <williewillus> *sighs*
L1364[12:01:48] <fry> it's been a year and people still bitch about terabytes of json, what do you expect
L1365[12:02:13] <sham1> Not terabytes
L1366[12:02:19] <sham1> Maybe a giga or so at most
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L1368[12:03:23] <williewillus> also i notice that most have trouble porting (at least those that haven't ported across several major versions) is because they approach porting with terrible strategy
L1369[12:03:41] <williewillus> "just try to fix every compile error you see" isn't gonna work :P
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L1436[12:04:19] <williewillus> it has to be methodical
L1437[12:04:50] <tterrag> gigaherz: yeah I got netsplit...if you said anything there I missed it :P
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L1440[12:07:00] <sham1> And willie, don't feel bad, there are still people bitching about having to use reflection
L1441[12:07:19] <tterrag> for?
L1442[12:07:30] <williewillus> what for? 0.o
L1443[12:07:38] <williewillus> and I wouldn't feel bad :p
L1444[12:07:42] <sham1> "slow"
L1445[12:07:48] <williewillus> it is slow
L1446[12:07:50] <williewillus> if you do it wrong
L1447[12:08:49] <Ordinastie> didn't you hear, even "ifs" are slow
L1448[12:08:51] <fry> williewillus: flash news: most modders aren't programmers
L1449[12:09:01] <williewillus> :P
L1450[12:10:53] <sham1> sadly
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L1516[12:12:27] <williewillus> rip
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L1518[12:16:18] <sham1> god damn it espernet
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L1585[12:21:12] <LexDesktop> What retard is saying if statements are slow?
L1586[12:21:31] <sham1> Think he was joking
L1587[12:21:49] <fry> no, there was a retard like that at some point here :P
L1588[12:21:58] <sham1> Was
L1589[12:22:04] <sham1> But lex asked who *is*
L1590[12:22:31] <fry> I doubt he stopped saying that :P
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L1592[12:24:36] <c64cosmin> you don't like how "fast" if is
L1593[12:24:41] <c64cosmin> use JMP when zero
L1594[12:24:51] <LexDesktop> {That is a if...}
L1595[12:24:56] <williewillus> ^
L1596[12:25:17] <sham1> jne
L1597[12:25:20] <tterrag> hm PaleoCrafter could we adjust the formatting of code in headers?
L1598[12:25:23] <c64cosmin> that's the one
L1599[12:25:24] <tterrag> http://mcforge.readthedocs.org/en/latest/concepts/sides/
L1600[12:25:26] <tterrag> that doesn't look great
L1601[12:25:40] <sham1> Hmm
L1602[12:26:08] <sham1> BTW, did you check my changes to the doc page of mine
L1603[12:26:19] <sham1> And if it is okay
L1604[12:26:29] <sham1> Seeing as people should know what "side" means in that context
L1605[12:26:36] <sham1> with this page
L1606[12:26:36] <PaleoCrafter> will do once I've delivered these Home Accesoires, tterrag :P
L1607[12:27:06] <tterrag> haven't yet sham1
L1608[12:27:10] <tterrag> ok PaleoCrafter, no rush, just wondering
L1609[12:27:11] <sham1> K
L1610[12:27:32] <sham1> Because all I did was sync my local repo and put my page after the sides one
L1611[12:27:39] <tterrag> tbh in headers I might just lose the border on code
L1612[12:27:49] <tterrag> just do code formatting, that's it
L1613[12:27:51] <tterrag> i.e. <code>
L1614[12:28:05] <LexDesktop> Anyways before I go heads down on some stuff
L1615[12:28:08] <LexDesktop> anyone need me for anythying?
L1616[12:30:14] <tterrag> PaleoCrafter: what would the selector be for that?
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L1618[12:30:16] <tterrag> h3.code ?
L1619[12:30:36] <unascribed> probably h3 > code
L1620[12:30:54] <tterrag> ah yeah
L1621[12:30:56] <unascribed> . would be a class name
L1622[12:31:07] <unascribed> a class name on the h3 itself no less
L1623[12:33:23] <tterrag> does this look horrid? http://puu.sh/n30dh.png
L1624[12:34:33] <tterrag> I'll take your silence as a no
L1625[12:34:41] <PaleoCrafter> remove the background
L1626[12:34:50] <tterrag> background?
L1627[12:34:57] <PaleoCrafter> but I'm like 100m away from my destination, I'll do it then :P
L1628[12:34:57] <tterrag> oh dang, yeah
L1629[12:35:46] <tterrag> ok
L1630[12:36:14] <tterrag> PaleoCrafter: tbh it'd be best if we could change the code{} block to just ignore all headers
L1631[12:36:20] <tterrag> but I don't think that's how CSS works :P
L1632[12:36:22] <tterrag> what do I know
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L1634[12:38:24] <diesieben07> you could do :not(h2) code { } maybe
L1635[12:38:35] <diesieben07> actually :not(h2) > code
L1636[12:38:49] <diesieben07> thats all code that is inside something that is NOT h2
L1637[12:39:11] <tterrag> yeah but the code css is defined by mkdocs
L1638[12:39:17] <diesieben07> oh
L1639[12:39:33] <diesieben07> then you have to overwrite it
L1640[12:39:36] <tterrag> https://github.com/MinecraftForge/Documentation/blob/master/docs/css/code_fixer.css
L1641[12:39:37] <tterrag> that's all we get
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L1643[12:39:50] <tterrag> that css file is injected to the pages
L1644[12:40:10] <diesieben07> just do h2 code and reset all the code styles they do if you really want
L1645[12:40:26] <tterrag> meh, PaleoCrafter will do it :P
L1646[12:40:31] * tterrag lives another day without doing webdev
L1647[12:40:39] <diesieben07> but the screenshot you posted was fine :D
L1648[12:40:48] <diesieben07> just add background:transparent
L1649[12:41:48] <tterrag> does my contrast suck? I can BARELY see that background
L1650[12:42:22] <diesieben07> i can barely see it too
L1651[12:42:31] <diesieben07> but i can see it :P
L1652[12:44:00] <tterrag> ok, gtg
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L1656[12:46:12] <c64cosmin> http://www.imaging-resource.com/ARTS/MONCAL/CALIBRATE.HTM
L1657[12:46:18] <Nitrodev> Jesus Christ sales work is rough
L1658[12:46:21] <c64cosmin> try using this, to adjust your monitor
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L1673[13:18:44] <AndersBillLind> I am defining the vertices of a model in a json-file right?
L1674[13:19:02] <diesieben07> if you wish to use the json model format, yes
L1675[13:19:09] <AndersBillLind> Ah, there is an option
L1676[13:19:11] <diesieben07> you could also use an obj model, a b3d model
L1677[13:19:19] <diesieben07> or you could define the model entirely in code if you really wanted to
L1678[13:19:27] <AndersBillLind> If I want an animated then?
L1679[13:19:36] <PaleoCrafter> you don't exactly define vertices in the JSON format :P
L1680[13:19:49] <AndersBillLind> Then what else?
L1681[13:19:56] <diesieben07> for the new animation stuff... dont ask me.
L1682[13:19:59] <PaleoCrafter> boxes :P
L1683[13:20:01] <AndersBillLind> :)
L1684[13:20:08] <AndersBillLind> And boxes are composed of?
L1685[13:20:19] <PaleoCrafter> well, vertices, but you can't manipulate those directly :P
L1686[13:20:22] <fry> pixels \o/
L1687[13:20:25] <AndersBillLind> ok :)
L1688[13:20:26] <AndersBillLind> haha
L1689[13:20:29] <LatvianModder> voxels \o/
L1690[13:20:39] <AndersBillLind> I will try to make a hat that you can put on the ground to start with
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L1692[13:21:02] <AndersBillLind> I assume I can sneak peak on already existing json files
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L1696[13:30:08] <PaleoCrafter> http://s.mineformers.de/chrome_2016-02-10_20-29-54.png orange or blue text for the code in headings?
L1697[13:30:26] <diesieben07> blue
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L1699[13:32:02] <AndersBillLind> Is there a 3d modeller that can read that json format?
L1700[13:32:20] <fry> no, but you can export from most 3d modellers to obj
L1701[13:32:23] <fry> and load that
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L1703[13:33:59] <PaleoCrafter> well, MrCrayfish's model creator and BDCraft Cubik can import JSONs for sure :P
L1704[13:40:25] <Flenix> Is there an easy way to get the direction an entity is in relative to the player (ie in front of, behind, to the left/right - not NESW)? or do I need to get the players pos/rotation, entity pos, and calculate it manually?
L1705[13:42:26] <AndersBillLind> Seems like subtracting two angles is the way to go
L1706[13:43:30] <diesieben07> Flenix, entity.getPositionVector().subtract(player.getPositionVector()).normalize() gives you the vector from player to entity. then calculate the angle between that and the player's look vector and divide by 90
L1707[13:43:32] <PaleoCrafter> Flenix, depends on what you define as "direction" ;)
L1708[13:43:43] <Lordmau5> unascribed,
L1709[13:43:48] <diesieben07> that then gives you 0=in front of, 1=left, 2=behind, 3=right
L1710[13:43:52] <diesieben07> should be at least
L1711[13:43:52] <Lordmau5> just a heads-up that your GLStateManager thingy is not helping with this
L1712[13:43:57] <Lordmau5> I assume I know where the issue is though
L1713[13:44:11] <Flenix> That's perfect, thanks diesieben07 :)
L1714[13:44:25] <AndersBillLind> Dont forget to add 4 if you end up with a negative number :)
L1715[13:44:36] <diesieben07> just do % 4 :D
L1716[13:44:39] <AndersBillLind> yeah
L1717[13:44:45] <Flenix> Yeah, I actually want more than just 4 directions but this is enough for me to work with :)
L1718[13:44:47] <AndersBillLind> But that can also result in a negative number
L1719[13:45:02] <AndersBillLind> -2 % 4 = -2
L1720[13:45:03] <Flenix> Doing one of those things most games have where it highlights an on-screen direction when you get attacked
L1721[13:45:52] <AndersBillLind> https://jsfiddle.net/5L24m6ks/
L1722[13:45:53] <AndersBillLind> lol
L1723[13:46:29] <AndersBillLind> I thought giving horses golden carrots made them willing, did I get it wrong?
L1724[13:48:25] <diesieben07> meh just do Math.abs as well :D
L1725[13:50:04] <PaleoCrafter> didn't MC have hit vectors at some point?
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L1727[13:50:34] <PaleoCrafter> AndersBillLind, modulo isn't particularly consistent across programming languages :P
L1728[13:50:55] <AndersBillLind> Isnt it?
L1729[13:52:07] <PaleoCrafter> https://en.wikipedia.org/wiki/Modulo_operation#Remainder_calculation_for_the_modulo_operation not really, no :P
L1730[13:52:07] <diesieben07> or you can just unconditinally add 4
L1731[13:52:14] <diesieben07> so (num + 4) % 4
L1732[13:52:20] <AndersBillLind> yeah
L1733[13:52:48] <diesieben07> modulo math is fun
L1734[13:53:32] <PaleoCrafter> until you get it wrong :P
L1735[13:54:03] <diesieben07> lol
L1736[13:57:36] <AndersBillLind> Hm, cant get those u:s and v:s right
L1737[13:57:48] <AndersBillLind> u is left right and v bottom top, right?
L1738[13:57:55] <Flenix> ...Did anyone else know you can get a baby zombie riding a chicken from a zombie egg spawn? Never seen it before: http://ctrlv.in/710068
L1739[13:58:00] <tterrag|away> PaleoCrafter: I agree on blue
L1740[13:58:06] <diesieben07> yeah they added that a while bac
L1741[13:58:14] <tterrag|away> Not sure if it's perfect but I don't like the orange at all
L1742[13:58:30] <AndersBillLind> I got chased by such a chicken riding baby zombie, but I did not produce it with an egg
L1743[13:58:44] <Flenix> I guess they can spawn naturally too then
L1744[13:58:48] <Flenix> Never seen one before though, weird
L1745[13:59:04] <PaleoCrafter> tterrag|away, already PRed it
L1746[13:59:11] <PaleoCrafter> it will take whatever colour the heading is ;)
L1747[14:00:42] <AndersBillLind> How far from the truth is this? http://snag.gy/eOCI2.jpg
L1748[14:00:53] <AndersBillLind> The texture is 16x16
L1749[14:01:43] <AndersBillLind> I understand its a rotated box, the texture mapping however is kinda confusing
L1750[14:01:44] <PaleoCrafter> that's quite a lot of hearts, Flenix :D
L1751[14:01:47] *** fry is now known as fry|sleep
L1752[14:02:06] <Lordmau5> grrrr
L1753[14:02:15] <Lordmau5> How would I go for fake fluid rendering with a proper lightmap?
L1754[14:02:26] <Flenix> Yeah, part of my mod there's a health increase. The lots of hearts is temporary (that's vanilla's approach to increased health - didn't know that til recently), I'm actually going to change to a health bar that sits where the hearts normally do
L1755[14:02:39] <Flenix> Just haven't got around to that bit yet, wanted to get this damage indicator first
L1756[14:03:51] <PaleoCrafter> AndersBillLind, you know that in images, the origin is the upper left corner? :P
L1757[14:04:08] <AndersBillLind> Not when I was into textures the last time
L1758[14:04:19] <AndersBillLind> They had an origin in the lower left corner
L1759[14:04:49] <PaleoCrafter> depends on the software I guess
L1760[14:04:56] <AndersBillLind> But you think I should reverse the notion then
L1761[14:04:56] <tterrag|away> windows usually do
L1762[14:04:59] <tterrag|away> But not uvs
L1763[14:05:02] <AndersBillLind> Well the "software" was the opengl spec
L1764[14:05:44] <AndersBillLind> Well, if I switch, its 6 in the top and 15 in the bottom then
L1765[14:07:02] <AndersBillLind> Oh, it makes sense now
L1766[14:07:16] <AndersBillLind> And you are right about 0 being in top
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L1769[14:11:24] <MalkContent> if i were to attach a certain nbt tag to vanilla tools
L1770[14:12:04] <MalkContent> and if i wanted to add an extra layer to the icon of it, say a small triangle in a corner or something
L1771[14:12:20] <MalkContent> * if the tag is present
L1772[14:12:25] <MalkContent> would that be coremod material?
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L1774[14:15:41] <theGliby> what was the gradle command i needed to run to test the client?
L1775[14:16:03] <PaleoCrafter> runClient? :P
L1776[14:16:42] <theGliby> alright thanks
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L1779[14:26:36] <diesieben07> MalkContent, you can replace models without coremods
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L1781[14:27:53] * MalkContent squints
L1782[14:27:57] <MalkContent> models?
L1783[14:28:05] <diesieben07> yes, models
L1784[14:28:20] <diesieben07> if an item is rendered, that is a model
L1785[14:30:05] <MalkContent> hm.
L1786[14:31:53] <MalkContent> the more I think about this, the less sure I am what exactly I want to do
L1787[14:31:59] <diesieben07> haha
L1788[14:32:13] <diesieben07> is this only for vanilla tools?
L1789[14:32:20] <MalkContent> no
L1790[14:32:47] <diesieben07> so any item?
L1791[14:32:53] <MalkContent> theoretically
L1792[14:32:58] <diesieben07> that won't be easy.
L1793[14:33:00] <MalkContent> think tc wand dial for tools
L1794[14:33:07] <MalkContent> yep
L1795[14:33:12] * diesieben07 barely knows any mods
L1796[14:33:33] <MalkContent> played crysis?
L1797[14:33:56] <diesieben07> no :D
L1798[14:34:00] <MalkContent> hm
L1799[14:34:02] <diesieben07> don't have a good enough pc
L1800[14:34:12] <diesieben07> i am in the process of planning to build a gaming pc
L1801[14:34:52] <MalkContent> well. hold down a button, a dial pops up with items of interest in a circle around the center, mouse in center, move mouse over item of interest, release button
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L1803[14:35:21] <PaleoCrafter> couldn't you technically just wrap every item model in existence in a ISIM? xD
L1804[14:35:50] <MalkContent> i don't know what an isim is and that looks hard too google :P
L1805[14:35:53] <diesieben07> you could but...
L1806[14:36:00] <diesieben07> that sounds like a horrible idea :D
L1807[14:36:00] <PaleoCrafter> ISmartItemModel, MalkContent :P
L1808[14:36:03] <PaleoCrafter> yeah :D
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L1810[14:36:16] <AndersBillLind> Do textures files need to be of a certain dimension?
L1811[14:36:35] <PaleoCrafter> square (unless animated) and width and height must be the same power of two
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L1813[14:36:44] <AndersBillLind> ok
L1814[14:36:49] <MalkContent> I'm mostly seeking for a visual indicator that the item in hand is on this "magic tool ring"
L1815[14:36:50] <diesieben07> MalkContent, and what does that have to do with the triangle in the corner?
L1816[14:36:55] <diesieben07> ah
L1817[14:36:57] <MalkContent> was just an example
L1818[14:37:02] <diesieben07> actually
L1819[14:37:10] <PaleoCrafter> use RenderGameOverlayEvent?
L1820[14:37:11] <diesieben07> should this only appear in the inventory?
L1821[14:37:17] <PaleoCrafter> if it's just relevant on the hotbar
L1822[14:37:25] <diesieben07> yeah that was my thinking, just draw it as a normal quad
L1823[14:37:34] <diesieben07> or even in the inventory you can use the draw screen event
L1824[14:37:41] <PaleoCrafter> covering any GUI might be a little difficult
L1825[14:37:42] <diesieben07> probably easier than trying to mess with the models
L1826[14:37:53] <diesieben07> not relaly
L1827[14:37:57] <diesieben07> Slot has positinos
L1828[14:38:00] <MalkContent> any gui would be nice
L1829[14:38:07] <PaleoCrafter> yeah, but a mod might be scissoring stuff :P
L1830[14:38:21] <diesieben07> uhhhh
L1831[14:38:22] <diesieben07> meh :D
L1832[14:38:24] <MalkContent> i basically save all other tools in the current tools nbt
L1833[14:38:58] <tterrag|away> gigaherz: poke
L1834[14:39:00] *** tterrag|away is now known as tterrag
L1835[14:39:09] <diesieben07> so, draw the indicator using RenderGameOverlayEvent and GuiScreenEvent.DrawScreenEvent
L1836[14:39:25] <MalkContent> k. and that wont affect the item in hand?
L1837[14:39:40] <diesieben07> npe
L1838[14:39:43] <MalkContent> as in the thing you see the player holding
L1839[14:39:44] <MalkContent> k
L1840[14:39:47] <diesieben07> for the latter, check for GuiContainer, get the slots (gui.inventorySlots.inventorySlots)
L1841[14:39:52] <MalkContent> might be better that way anyways
L1842[14:40:05] <diesieben07> check each slot for if it needs indicator, if so draw indicator using slot.xPosition/yPosition
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L1844[14:41:07] <MalkContent> what happens when you pick up the item with the mouse?
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L1847[14:41:30] <MalkContent> that working like a moving gui slot?
L1848[14:41:57] <diesieben07> no, that is player.inventory.getItemStack()
L1849[14:42:13] <diesieben07> and the position is mouseX / mouseY in DrawScreenEvent
L1850[14:42:23] <MalkContent> k
L1851[14:42:56] ⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L1852[14:42:58] <MalkContent> noting that down. thanks for the help.
L1853[14:43:02] <diesieben07> oh and of course you need to use DrawScreenEvent.Post
L1854[14:43:08] <diesieben07> not PRe
L1855[14:43:38] <MalkContent> because it get's drawn over otherwise, i suppose?
L1856[14:44:00] <MalkContent> "get's"... o man i have to take a break
L1857[14:44:02] <diesieben07> yes, Pre is before anything from the screen si drawn
L1858[14:44:17] <MalkContent> k
L1859[14:47:13] <MalkContent> do regular old durability tools have a "break" event?
L1860[14:47:47] <diesieben07> PlayerDestroyItemEvent maybe?
L1861[14:47:56] <MalkContent> *notes*
L1862[14:48:02] <diesieben07> that also fires for other things though
L1863[14:48:42] <MalkContent> idk. I'll just take a break now, my head's soup
L1864[14:52:21] ⇨ Joins: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net)
L1865[14:54:05] <PaleoCrafter> I suppose the event fires for you, too, MalkContent xD
L1866[14:55:26] * diesieben07 collapses
L1867[14:55:29] <MalkContent> Link just came by and stole my brain rupees, so yea
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L1870[15:10:05] <tterrag> gigaherz: I found the source
L1871[15:10:25] <tterrag> I was applying the wrong UVs to the split quads, so the left quad got the right quad's UVs etc
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L1874[15:12:27] <gigaherz> tterrag: ah, nice
L1875[15:12:30] <gigaherz> and sorry
L1876[15:12:34] <gigaherz> by the time I started looking
L1877[15:12:40] <gigaherz> I had to start preparing dinner
L1878[15:12:42] <gigaherz> and then I forgot
L1879[15:12:42] <gigaherz> XD
L1880[15:13:36] <gigaherz> it was tasty though
L1881[15:13:41] <gigaherz> no idea how you call this in english: http://t1.uccdn.com/images/8/2/1/img_como_hacer_pastel_de_carne_y_pure_al_queso_18128_300.jpg
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L1883[15:14:02] <Wuppy> lasagna-ish?
L1884[15:14:10] <gigaherz> mashed potatoes
L1885[15:14:21] <Wuppy> potato lasagna!
L1886[15:14:23] <gigaherz> with bolognese-like sauce in the middle
L1887[15:14:49] <gigaherz> in spanish we call it "meat cake"
L1888[15:16:03] <tterrag> gigaherz: http://puu.sh/n3blQ.jpg
L1889[15:16:12] <tterrag> I'm quite happy
L1890[15:16:12] <gigaherz> nice :D
L1891[15:16:19] <tterrag> now to actually implement the model system lol
L1892[15:16:24] <gigaherz> XD
L1893[15:16:27] <tterrag> need to add a way for a chisel block to say "use this model as a template"
L1894[15:16:34] <gigaherz> heh
L1895[15:16:34] <tterrag> currently I just use one hardcoded model
L1896[15:16:39] <tterrag> which is still better than before
L1897[15:16:39] <gigaherz> ICustomModelLoader?
L1898[15:16:47] <tterrag> where we used no models and generated quads on the fly
L1899[15:16:54] <tterrag> no need for that
L1900[15:16:54] <gigaherz> heh
L1901[15:16:59] <tterrag> it works off the vanilla format
L1902[15:17:14] <gigaherz> ah
L1903[15:17:23] <gigaherz> hmm
L1904[15:17:26] <gigaherz> vanilla model files
L1905[15:17:32] <tterrag> currently I use
L1906[15:17:36] <tterrag> chisel_block.json -> {"parent":"block/cube"}
L1907[15:17:38] <gigaherz> have a "parent":"minecraft:block/cube"
L1908[15:17:39] <tterrag> :D
L1909[15:17:45] <tterrag> too slow
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L1911[15:17:48] <gigaherz> yep ninja'd
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L1913[15:17:56] <gigaherz> that's probably the best option
L1914[15:18:02] <tterrag> was just changing that to block/stairs or block/fence_ns for testing
L1915[15:18:32] <gigaherz> are chisel blocks separate?
L1916[15:18:39] <tterrag> separate...from...?
L1917[15:18:40] <gigaherz> as in
L1918[15:18:51] <gigaherz> different ids for the full blocks, stairs and such
L1919[15:18:53] <gigaherz> like vanilla
L1920[15:19:09] <gigaherz> or single-id blocks with TE-based actual state?
L1921[15:19:24] <tterrag> no TEs that would be awful
L1922[15:19:31] <tterrag> we pack the variants into 16s
L1923[15:19:38] <tterrag> and use basically 1.7-style meta for that
L1924[15:19:38] <gigaherz> aha
L1925[15:19:41] <tterrag> just a PropertyInteger
L1926[15:19:49] <gigaherz> so full blocks are grouped in packs of 16 each
L1927[15:19:53] <gigaherz> and stairs have one id each?
L1928[15:19:53] <tterrag> yes
L1929[15:20:03] <tterrag> 2 stairs per ID
L1930[15:20:06] <tterrag> since a stair has 3 bits of states
L1931[15:20:15] <gigaherz> ah right
L1932[15:20:17] <tterrag> chisel has always been ID concious, it has to be with so many dang blocks
L1933[15:20:23] <gigaherz> 4 facings + up/down
L1934[15:20:39] <gigaherz> yeah makes sense
L1935[15:20:48] <gigaherz> that's why I didn't assume ;P
L1936[15:20:50] <tterrag> variable-length metadata would be a godsend for chisel
L1937[15:20:55] <tterrag> but it's a pipe dream for now :P
L1938[15:20:59] <gigaherz> that's sortof akin to using a TE
L1939[15:21:15] <gigaherz> if only we could store the TE data in a compact format instead of NBT
L1940[15:21:15] <gigaherz> ;P
L1941[15:21:42] <tterrag> not really
L1942[15:21:53] <tterrag> variable-length metadata would mean that there really is NO metadata
L1943[15:22:00] <gigaherz> well yeah
L1944[15:22:02] <tterrag> instead a block just marks out how many states it has and the world allots it that many IDs
L1945[15:22:02] <gigaherz> just
L1946[15:22:17] <gigaherz> provide a list of "persistent" blockstate properties
L1947[15:22:21] <tterrag> this would actually lead to a huge increase in ID availability as most blocks don't use meta at all
L1948[15:22:38] <gigaherz> and MC could just save those as separate IDs
L1949[15:22:39] <PaleoCrafter> Mojang is sorta preparing for that
L1950[15:22:41] <gigaherz> in fact
L1951[15:22:43] <gigaherz> that'd be the ideal case
L1952[15:22:45] <tterrag> PaleoCrafter: yes, that's my hope
L1953[15:22:50] <gigaherz> full 16 bits for blockstate ID
L1954[15:22:52] <gigaherz> no meta
L1955[15:23:36] <gigaherz> there's MANY blocks that don't make use of all 16 variants
L1956[15:23:41] <tterrag> the IDEAL case is having separate ID maps per cubic chunk, meaning that ids could be integer based but only saved as 12 bits
L1957[15:23:42] <gigaherz> all the blockstates using 3 bits for 6 values
L1958[15:23:53] <tterrag> that's a bit nuts though ;)
L1959[15:23:58] <gigaherz> no need for that
L1960[15:24:06] <gigaherz> if you remove the "block id"
L1961[15:24:10] <gigaherz> and assign each blockstate an ID instead
L1962[15:24:19] <tterrag> right that's what I'm talking about
L1963[15:24:21] <gigaherz> then you have 12+4 bits total without changing the save format
L1964[15:24:29] <tterrag> but that still limits to 16 bits
L1965[15:24:31] <gigaherz> since metadata bits become meaningless
L1966[15:24:32] <tterrag> which is a lot, but not infinite
L1967[15:24:32] <gigaherz> yes
L1968[15:24:38] <tterrag> 32 bits of ids is virtually infinite
L1969[15:24:51] <gigaherz> but for the purpose of chisel, that alone would be perfect
L1970[15:24:55] <tterrag> actually I take back the cubic chunk thing
L1971[15:24:57] <gigaherz> you'd move from having "packs of 16"
L1972[15:25:01] <tterrag> one ID map per chunk = 16 bits of IDs per chunk
L1973[15:25:08] <tterrag> then just save an int->int map with the chunk and bam
L1974[15:25:15] <gigaherz> that'd be annoying
L1975[15:25:21] <tterrag> not really
L1976[15:25:31] <gigaherz> suppose the case where someone has a large base
L1977[15:25:34] <gigaherz> with like, one floor per mod
L1978[15:25:43] <tterrag> uh...ok
L1979[15:25:48] <gigaherz> all the way from bedrock to build limit
L1980[15:26:13] <gigaherz> all packed with 65537 distinct blockstates
L1981[15:26:13] <gigaherz> ;P
L1982[15:26:44] <tterrag> and?
L1983[15:26:46] <tterrag> what's bad about that?
L1984[15:26:53] <gigaherz> [22:25] (tterrag): one ID map per chunk = 16 bits of IDs per chunk
L1985[15:27:04] <gigaherz> hmm no wait
L1986[15:27:07] <tterrag> 16*16*256 = 65535
L1987[15:27:09] <tterrag> I can math
L1988[15:27:10] <gigaherz> a chunk is 16x16x256
L1989[15:27:13] <gigaherz> can't possibly overflow
L1990[15:27:22] <tterrag> (yes that's off-by-one but I'm counting 0)
L1991[15:27:28] <gigaherz> yeah
L1992[15:27:46] <gigaherz> even if you literally packed each cell with a different blockstate
L1993[15:27:50] <gigaherz> you'd still be able to fit it in 16 bits
L1994[15:28:08] <gigaherz> so a chunk header with an array of IDs
L1995[15:28:15] <gigaherz> (32bit IDs)
L1996[15:28:36] <gigaherz> and then each block cell would just blockstates[ids[cell_idx]]
L1997[15:28:47] <gigaherz> yeah that'd work
L1998[15:28:51] <tterrag> bingo
L1999[15:29:14] <tterrag> only a small increase in world size to save the id maps
L2000[15:29:38] <tterrag> I'm guessing the id map would generally be less than 16 bits of data total
L2001[15:29:43] <PaleoCrafter> if you're having a map from every 16bit id to a 32bit id, woudldn't it be more efficient to just store 32 bit IDs then? :P
L2002[15:30:03] <diesieben07> no, that would mean 32 bit per block pos
L2003[15:30:05] <tterrag> sorry, 5000 bits, 5kb
L2004[15:30:08] <diesieben07> not 16 bits
L2005[15:30:09] <tterrag> diesieben07: why
L2006[15:30:13] <diesieben07> @paleo
L2007[15:30:33] <diesieben07> theoretically you could figure out how many bits you need per chunk
L2008[15:30:35] <tterrag> PaleoCrafter: it's much less expensive to store ONE map of 32b->16b than it is to store 32b 65k times
L2009[15:30:47] <diesieben07> and potentially even have a versino where you just map 32b->8b
L2010[15:30:58] <diesieben07> if there's just 16 different blocks in the chunk
L2011[15:31:08] <PaleoCrafter> well, but if you have a chunk where all blockstates are distinct?
L2012[15:31:24] <diesieben07> then you need 16 bits per pos
L2013[15:31:38] <diesieben07> and then a map to tell what those 16 bits mean in the 32 bit versions
L2014[15:31:39] <PaleoCrafter> then you have a 32bit mapping for every 16bit ID
L2015[15:31:46] <diesieben07> oh
L2016[15:31:47] <diesieben07> right.
L2017[15:31:48] <PaleoCrafter> + the 16bits per blockpos
L2018[15:31:53] <diesieben07> haha
L2019[15:31:54] <diesieben07> true
L2020[15:31:57] <PaleoCrafter> :P
L2021[15:32:17] <PaleoCrafter> so you essentially store double the amount you would if you just stored the 32bit ID
L2022[15:32:19] <diesieben07> there'd have to be a cutoff value where you say "screw the map, use 32 bit everywhere"
L2023[15:32:26] <tterrag> that's the worst case scenario
L2024[15:32:26] <PaleoCrafter> guess so
L2025[15:32:38] <tterrag> 99.9% of chunks will have waayyyy less blocks than that
L2026[15:32:40] <diesieben07> overall its not as simple as you think
L2027[15:32:44] <PaleoCrafter> I guess that threshold can be calculated
L2028[15:32:48] <tterrag> but yes, there could be a backing map fallback
L2029[15:32:57] <gigaherz> PaleoCrafter: that's the WORST case
L2030[15:32:58] <gigaherz> XD
L2031[15:33:03] <diesieben07> the problem si if you cross the threshold you have to recompute everything
L2032[15:33:05] <PaleoCrafter> yeah, but you have to plan for everything :P
L2033[15:33:09] <gigaherz> worst case is you store 32 bits per cell effective
L2034[15:33:17] <diesieben07> unless there is some fancy math you can do to avoid that
L2035[15:33:22] <gigaherz> best case you store only 16 bits of "0" (full air)
L2036[15:33:31] <gigaherz> average case would be only a slight overhead
L2037[15:33:33] <tterrag> recomputing a whole chunk in a batch isn't that expensive
L2038[15:33:41] <gigaherz> recomputing what?
L2039[15:33:48] <gigaherz> the ID is only needed for storage in the save format
L2040[15:33:57] <tterrag> yes but the map is gone
L2041[15:33:58] <gigaherz> for networking, the actual blockstate ID would make most sense
L2042[15:34:00] <diesieben07> the chunk itself already stores the IDs
L2043[15:34:05] <tterrag> you've passed the threshold where the map is more efficient
L2044[15:34:08] <gigaherz> I'd have it as 32bit in memory
L2045[15:34:14] <diesieben07> thats not a good idea :P
L2046[15:34:19] <diesieben07> you'd double the ram usage
L2047[15:34:25] <tterrag> er...except no
L2048[15:34:28] <tterrag> because java doesn't use less memory for shorts
L2049[15:34:35] <PaleoCrafter> let's just drop the topic and let Mojang deal with it when the time comes? :P
L2050[15:34:37] <diesieben07> uhm yes it does
L2051[15:34:41] <diesieben07> in arrays at least
L2052[15:34:42] <gigaherz> most programming languages use struct padding
L2053[15:34:44] <diesieben07> not on the stack
L2054[15:34:48] <gigaherz> ah right
L2055[15:34:49] <tterrag> in arrays maybe
L2056[15:34:53] <gigaherz> hmm
L2057[15:34:53] <diesieben07> nt maybe ;D
L2058[15:34:54] <gigaherz> actually
L2059[15:34:55] <tterrag> so yeah, you'd have to remap the whole chunk
L2060[15:34:57] <gigaherz> is it an array?
L2061[15:34:59] <gigaherz> does it store
L2062[15:35:03] <gigaherz> blockids[]
L2063[15:35:06] <tterrag> yes, the chunk IDs are packed into an array
L2064[15:35:07] <gigaherz> lightlevels[]
L2065[15:35:08] <gigaherz> etc
L2066[15:35:09] <diesieben07> if byte / short arrays would use 4 bytes per element that would be crazyness :D
L2067[15:35:10] <gigaherz> in separate arrays?
L2068[15:35:18] <tterrag> private final ExtendedBlockStorage[] storageArrays;
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L2070[15:35:30] <diesieben07> they use a char[] now i think
L2071[15:35:36] <diesieben07> unsigned 16 bit
L2072[15:35:36] <gigaherz> diesieben07: yes but if you store classes/structs, then padding DOES take effect
L2073[15:35:37] <tterrag> seems so
L2074[15:35:42] <tterrag> private char[] data;
L2075[15:35:42] <gigaherz> aha
L2076[15:35:47] <gigaherz> so iew.
L2077[15:35:48] <diesieben07> yes but only if need be
L2078[15:35:50] <gigaherz> ew.
L2079[15:35:56] <gigaherz> it sounds slow XD
L2080[15:35:57] <tterrag> public IBlockState get(int x, int y, int z) { IBlockState iblockstate = (IBlockState)Block.BLOCK_STATE_IDS.getByValue(this.data[y << 8 | z << 4 | x]);
L2081[15:36:10] <tterrag> what a strange packing method
L2082[15:36:14] <tterrag> yzx
L2083[15:36:18] <tterrag> .-.
L2084[15:36:22] <diesieben07> its for a reason
L2085[15:36:29] <diesieben07> they changed it because it apparently improves the compression
L2086[15:36:37] <tterrag> probably, since most blocks are lower down
L2087[15:36:40] <tterrag> that means less msb
L2088[15:37:01] <tterrag> most of the time y is < 128 which means you can lop off a bit
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L2090[15:38:13] <gigaherz> for compression
L2091[15:38:17] <gigaherz> you want the least changing bits first
L2092[15:38:36] <gigaherz> simple matter of probability: if you make the most significant bits change less
L2093[15:38:44] <gigaherz> thne the chances of finding "near repetitions" are higher
L2094[15:38:49] <gigaherz> which means you can compress better
L2095[15:39:01] <tterrag> that as well
L2096[15:39:02] <gigaherz> and in a chunk, Y changes the least
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L2099[15:39:52] <gigaherz> all compression formats work more or less on the idea of locality: nearby data has a higher chance of being similar
L2100[15:40:30] <gigaherz> that's why you don't normally store all the history since the beginning of the compression stream
L2101[15:40:35] <gigaherz> you use windowed dictionaries or similar
L2102[15:40:47] <tterrag> what about middle-out compression
L2103[15:40:49] <tterrag> :>
L2104[15:41:32] <gigaherz> what's that?
L2105[15:41:33] <gigaherz> XD
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L2107[15:42:38] <tterrag> go watch silicon valley :P
L2108[15:42:54] <Drullkus> tterrag: So that means compression gets much worse with modded worlds with 3000 taken block ID's? :P
L2109[15:43:06] <tterrag> no
L2110[15:43:19] <tterrag> unless that mod is adding random blocks to y>128
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L2112[15:45:06] <Drullkus> Wait
L2113[15:45:08] <Drullkus> OH
L2114[15:45:11] <Drullkus> The y-level
L2115[15:45:17] <Drullkus> ...like natura?
L2116[15:47:04] <tterrag> natura probably doesn't help, no
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L2119[15:47:41] <diesieben07> keep in mind this compression stuff probably does nto do THAT much
L2120[15:47:55] <diesieben07> and the price per GB for modern harddrives is miniscule
L2121[15:47:58] <Pennyw95> Is it possible to combine booleans in a blockstate json? Like, place one inside another?
L2122[15:48:01] <tterrag> on a large world it could be significant though
L2123[15:48:02] <diesieben07> nobody should have storage space probelms these days :D
L2124[15:48:07] <tterrag> Pennyw95: use forge format
L2125[15:48:29] <tterrag> http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L2126[15:49:01] <Pennyw95> basically I have a block that will have a FACING propertyDireciton just like the furnace, but I'd also like to have multiples TYPE propertyEnum variables
L2127[15:50:08] <diesieben07> as long as you can fit it into 16 total states, sure.
L2128[15:50:17] <diesieben07> not sure what this has to do with the jsons though
L2129[15:50:35] <Pennyw95> but by looking at the furance's json, the facing property rotates the model
L2130[15:50:45] <diesieben07> yes
L2131[15:50:53] <Pennyw95> I only want it to rotate the model given by a propertyEnum property
L2132[15:50:58] <Pennyw95> a variant
L2133[15:51:06] <Pennyw95> so I'd need to nest them?
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L2136[15:51:33] <diesieben07> youd have "facing=north,type=xyz", etc.
L2137[15:51:38] <diesieben07> and list all combinations
L2138[15:51:41] <diesieben07> and then rotate only the ones you wnat
L2139[15:51:46] <Pennyw95> that, without the forge format
L2140[15:52:17] <Pennyw95> I mean, I know they are created anyway, but with the forge format I don't have to type them all,right?
L2141[15:52:20] <PaleoCrafter> this should actually be doable with forge's system, just have "y": 0 in all variants for the enum apart from the ones you actually want to rotate
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L2143[15:53:26] <PaleoCrafter> so you'd have something like "variants": { "facing": { ... }, "variant": { "rotate": [{}], "dontRotate": [{"y": 0}] } }
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L2145[15:54:07] <Pennyw95> ahh, I see where you're going
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L2149[15:56:43] <Pennyw95> Like this? http://pastebin.com/6TsYXtTH
L2150[15:56:52] <PaleoCrafter> yep
L2151[15:57:04] <Pennyw95> can I onl specify the rotation without the model?
L2152[15:57:07] <Pennyw95> before anoteh
L2153[15:57:12] <PaleoCrafter> I think so
L2154[15:57:13] <Pennyw95> another property gives the model?
L2155[15:58:26] <Pennyw95> Then I change the facing value is onBlockAdded and...is that all?
L2156[15:58:36] <Pennyw95> onBlockPlaced*
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L2158[16:00:47] <Dark> I need a bit of help with an issue I'm getting with NBT saving for items
L2159[16:00:57] <diesieben07> what is the issue?
L2160[16:00:59] <Dark> some reason when I save and item in an item
L2161[16:01:03] <Dark> I get two different item ids
L2162[16:01:25] <Dark> on save it says 4313 belongs to the item i'm saving
L2163[16:01:32] <diesieben07> why do you care abou numeric IDs?
L2164[16:01:36] <diesieben07> also show your code.
L2165[16:01:38] <Dark> on load it says 4313 is null and the item is now 4660
L2166[16:01:49] <diesieben07> you shouldn't ever care abotu numeric ids
L2167[16:02:01] <Dark> normally I wouldn't
L2168[16:02:12] <Dark> but its about the only way I can confirm something is wrong with the data
L2169[16:03:03] <diesieben07> again, showcode.
L2170[16:03:08] <Dark> https://github.com/BuiltBrokenModding/ICBM/blob/explosiveStacking/src/main/java/com/builtbroken/icbm/content/crafting/missile/warhead/Warhead.java#L76
L2171[16:03:13] <Dark> sorry long chain to find on github
L2172[16:03:28] <Dark> its very basic code
L2173[16:03:33] <Dark> load and save from ItemStack
L2174[16:03:58] <diesieben07> ok and what exactly now makes you think there is an issue?
L2175[16:04:15] <Dark> load returns null for exItem tag
L2176[16:04:27] <Dark> when save method saved and item
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L2178[16:04:43] <diesieben07> where is load and save called from?
L2179[16:05:02] <Dark> much longer chain the converts the ItemStack into the Warhead object
L2180[16:05:05] <Dark> that part works
L2181[16:05:13] <Dark> and I've traced it all the way to the save and load method
L2182[16:05:18] * diesieben07 repeats questino
L2183[16:05:24] <Pennyw95> PaleoCrafter: Apparently not, that breaks it
L2184[16:05:34] <PaleoCrafter> be more specific :P
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L2186[16:06:10] <Pennyw95> well the model is no longer loaded, I get the cubic missingtexture, then if I place another down I crash with...
L2187[16:06:14] <Dark> I'll be more specific, debug says it saved with id 4313, load finds no item with 4313 and now says the item it orginally saves is 4660
L2188[16:06:30] <Pennyw95> Cannot set property PropertyDirection{name=facing, clazz=class net.minecraft.util.EnumFacing, values=[north, south, west, east]} as it does not exist in BlockState{block=tknowledge:tk_wooden, properties=[type]}
L2189[16:06:47] <Pennyw95> oh wait, that's actually my fault
L2190[16:06:50] <PaleoCrafter> yes it is
L2191[16:06:57] <Pennyw95> didn't set it in the default state
L2192[16:07:06] <Lordmau5> Penny, that didn't fix it byey
L2193[16:07:08] <Lordmau5> Btw*
L2194[16:07:22] <Lordmau5> The modified glstatemapper class
L2195[16:07:28] <Dark> https://www.dropbox.com/s/2qeghc0u77qrec9/Screenshot%202016-02-10%2017.07.13.png?dl=0
L2196[16:07:32] <Lordmau5> It has to do with the actual light map :P
L2197[16:07:41] <Pennyw95> Oh, sorry to hear that
L2198[16:07:54] <Pennyw95> are you talking about your problem or my problem?
L2199[16:07:54] <Lordmau5> I'll have to fiddle around with that tomorrow...
L2200[16:08:16] <Pennyw95> Lightmap...never messed with that
L2201[16:09:10] <diesieben07> Dark, i don't see an issue there. the ID in the NBT is 4660, that ID points to an existing Item. also why are you not using 1.8.9?
L2202[16:09:36] <Dark> long story but it shouldn't matter which MC version i use
L2203[16:09:46] <Dark> the ItemStack save code didn't change much if at all
L2204[16:09:50] <PaleoCrafter> does MC only store string IDs as of 1.8?
L2205[16:09:53] <diesieben07> yes
L2206[16:10:10] <diesieben07> so please explain the issue yyou have with that screenshot
L2207[16:10:16] <diesieben07> because i dont see it
L2208[16:10:24] <Dark> see the nbt: part
L2209[16:10:31] <Dark> that keeps changing its data
L2210[16:10:39] <Dark> one set it shows id 4660
L2211[16:10:42] <Dark> next 4313
L2212[16:10:43] <Pennyw95> PaleoCrafter: Ok, it no longer crashes but there's still no model
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L2214[16:10:48] <Dark> it should be constant
L2215[16:10:49] <diesieben07> and you are sure that thats the same Item instance?
L2216[16:10:51] <Dark> as the item is always the same
L2217[16:10:56] <Pennyw95> so maybe a model is needed after all...
L2218[16:10:58] <PaleoCrafter> paste your whole log, Pennyw95
L2219[16:11:00] <diesieben07> and no, item IDs do not need to be constant.
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L2222[16:11:13] <Dark> in the context of debug instance it should
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L2224[16:11:18] <Dark> MC shouldn't change ids mid run
L2225[16:11:24] <Pennyw95> you mean the text in the console?
L2226[16:11:31] <diesieben07> again, are you sure it's the same Item that is containing this module thing?
L2227[16:11:35] <Dark> yes
L2228[16:11:55] <PaleoCrafter> fml-client-latest.log or something like that in your run/logs folder
L2229[16:11:57] <diesieben07> does your repo work when cloned?
L2230[16:11:58] <Dark> more pricely this item is part of a crafting recipe
L2231[16:12:14] <Dark> the repo should work just fine
L2232[16:12:15] <diesieben07> and if so, how can I reproduce this
L2233[16:12:46] <Dark> set a debug mark on the same pos, then try to craft a warhead with any explosive charge
L2234[16:12:54] <diesieben07> how do
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L2236[16:13:07] <Pennyw95> PaleoCrafter: https://gist.github.com/DrBenway95/612a555a851f44d32b21
L2237[16:13:15] <Dark> if you want to setup a workspace there is a setup script in the repo
L2238[16:13:37] <diesieben07> i dont need a setup script, setupDevWorkspace should do...
L2239[16:13:42] <Dark> yes
L2240[16:13:45] <diesieben07> i meant how do I craft that thing
L2241[16:14:13] <Dark> shapeless recipe of warhead and explosive charge, both can be found in the ICBM creative tab
L2242[16:14:13] <Pennyw95> my mod comes after thaumcraft
L2243[16:14:25] <GeoDoX> !gf GuiContainerCreative.tabPage 1.8.8
L2244[16:14:25] <diesieben07> k, give me a sec
L2245[16:14:35] <GeoDoX> !gf GuiContainer.tabPage 1.8.8
L2246[16:15:21] <PaleoCrafter> hm... Pennyw95, you might have to set a model in the defaults section
L2247[16:15:28] <Dark> diesieben07 is it possible for sever and client to have different id sets?
L2248[16:15:36] <diesieben07> no
L2249[16:15:43] <Dark> k, can mark that off the list
L2250[16:16:05] <diesieben07> jeez dependency hell
L2251[16:16:13] <Pennyw95> will try that
L2252[16:16:32] <Dark> you want to see dependency hell try setting up a rotarycraft workspace
L2253[16:16:35] <Dark> 89 deps
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L2255[16:16:41] <diesieben07> yeah no thanks
L2256[16:16:52] <diesieben07> i care nothing about reika
L2257[16:17:05] <Pennyw95> just like "defaults": { "model":"mymodelpath" }, right?
L2258[16:17:07] <Dark> same, though I did try to help the guy learn to mod better
L2259[16:17:09] <Dark> didn't work
L2260[16:17:14] <theGliby> pls help event handdler doesn't work :( https://gist.github.com/Gliby/4148eac19f742a01dbc6
L2261[16:17:14] <diesieben07> yeah
L2262[16:17:19] <diesieben07> that is a fruitless endeavour
L2263[16:17:28] <Dark> took me a year to figure that out sadly
L2264[16:17:30] <PaleoCrafter> lol, were you even able to talk to Reika? :P
L2265[16:17:40] <Dark> yes, still talk to him every so often as well
L2266[16:17:44] <Dark> he is in my TS right now even
L2267[16:17:52] <PaleoCrafter> I thougt they can only say "Update <number>"
L2268[16:17:59] <Dark> lol
L2269[16:18:04] <Dark> at least I got him to add the #
L2270[16:18:14] <Dark> use to be just Update
L2271[16:18:42] <Pennyw95> PaleoCrafter: that might be a stupid question, but at lines 254-255 of the log, it finds and registers APIs from thaumcraft and baubles
L2272[16:19:03] <Pennyw95> how does this work? Does one have to put an annotation or something?
L2273[16:19:17] <Pennyw95> line 277 too
L2274[16:19:18] <PaleoCrafter> @API in a package-info.java, iirc
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L2277[16:19:53] <Dark> https://github.com/BuiltBrokenModding/VoltzEngine-API/blob/master/package-info.java#L5
L2278[16:19:58] <Dark> ^ @API
L2279[16:20:16] <Pennyw95> oh, I see. and it registers the package
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L2282[16:20:47] <Pennyw95> thank you :)
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L2284[16:25:51] <MalkContent> would forge do something like add a blockstate to wooden logs to identify them as player placed like with leaves?
L2285[16:25:55] <Pennyw95> and are there rules for an api package? Is main/java/api ok?
L2286[16:26:48] <gigaherz> MalkContent:I don't know if they "would", but currently it'snot that way
L2287[16:27:04] <gigaherz> logs use 2 bits for the axis, and have 4 logs per blockid
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L2289[16:29:37] <diesieben07> gahhh chickenbones -.-
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L2291[16:29:49] <Pennyw95> PaleoCrafter: it's still not rendering it. Not actually a big deal, just curiosity though...
L2292[16:29:54] <Pennyw95> blockstate: http://pastebin.com/PV4wyPa9
L2293[16:31:00] <Pennyw95> log: https://gist.github.com/DrBenway95/041b81474457e20437f1
L2294[16:31:00] <PaleoCrafter> hm, werid
L2295[16:31:17] <Dark> https://www.dropbox.com/s/1wefbljg5upqahr/Screenshot%202016-02-10%2017.30.52.png?dl=0
L2296[16:31:20] <MalkContent> hmk
L2297[16:31:32] ⇨ Joins: Hea3veN (~Hea3veN@190.247.248.80)
L2298[16:31:36] <Pennyw95> my api registers properly though :D
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L2300[16:31:58] <PaleoCrafter> well, everything seems to load just fine
L2301[16:32:14] <Dark> any luck diesieben07
L2302[16:32:23] <diesieben07> i am still setting this mess up
L2303[16:32:37] <diesieben07> now chickenbones wants his stupid config dir
L2304[16:32:37] <Dark> ah, btw you can remove the CC mods from the deps list
L2305[16:32:40] <Dark> have yet to remove it
L2306[16:32:53] <diesieben07> and now its not launching becuase baubles is missing
L2307[16:33:08] <Dark> remove tinkers
L2308[16:33:16] <Dark> not sure why tinkers wants baubles
L2309[16:33:50] <Dark> also mess is a good term for it
L2310[16:34:02] <diesieben07> where are your deps?
L2311[16:34:07] <Dark> had to add tinkers support to VoltzEngine, dep for ICBM, to fix a duplication bug
L2312[16:34:11] <diesieben07> i read through all those 20 gradle files
L2313[16:34:18] <Dark> remote files
L2314[16:34:25] <diesieben07> ?
L2315[16:34:25] <Dark> just go into your workspace
L2316[16:34:27] <Pennyw95> Well that's no big deal, I'll just make another block class for blocks without facing
L2317[16:34:28] *** DarkevilAway is now known as Darkevilmac
L2318[16:34:34] <Dark> go into libs or deps depending on IDE
L2319[16:34:37] <Dark> and remove them
L2320[16:34:46] <diesieben07> but its a gradle dep
L2321[16:35:01] <Dark> you loaded it as a gradle project?
L2322[16:35:07] <diesieben07> yes? of course
L2323[16:35:20] <Dark> run the setup, then load it as a standard project
L2324[16:35:24] <diesieben07> ehm, why?
L2325[16:35:26] <Dark> it allows for modifying the deps
L2326[16:35:26] <PaleoCrafter> Pennyw95, could you paste your block class?
L2327[16:35:37] <diesieben07> just tell me where the heck you tell gradle about the deps
L2328[16:35:56] <Dark> https://github.com/BuiltBrokenModding/BuiltBrokenScripts
L2329[16:36:01] <Dark> it litteraly uses the remote github
L2330[16:36:02] <diesieben07> oh wait
L2331[16:36:06] <diesieben07> oh jesus christ
L2332[16:36:18] <Dark> helps cut down on work between my 100+ projects
L2333[16:36:26] <Dark> I have my gradle tech modify the remote
L2334[16:36:32] <Dark> and it auto updates the projects
L2335[16:36:36] <diesieben07> mumble mumble grumble
L2336[16:36:44] <Dark> blame abrar
L2337[16:36:52] <Dark> he suggested it as a solution
L2338[16:36:57] <diesieben07> lol
L2339[16:36:59] <PaleoCrafter> have you considered writing, you know, an actual gradle plugin? :P
L2340[16:37:07] <Dark> yes
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L2342[16:37:11] <Dark> not enough time
L2343[16:37:19] <Pennyw95> PaleoCrafter: https://gist.github.com/DrBenway95/aacde7ff81746cb8b5a4
L2344[16:37:23] <Dark> still have 11 papers to write by sunday
L2345[16:37:32] <Dark> including 2 mods releases this week
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L2348[16:38:02] <diesieben07> removed tconstruct, still wnats baubles
L2349[16:38:19] <diesieben07> thaumcraft needs it
L2350[16:38:22] <diesieben07> can i just remove that?
L2351[16:38:28] <Dark> nope ICBM needs it
L2352[16:38:35] <Dark> just for the code though
L2353[16:38:53] <diesieben07> welp, cant launch then :D
L2354[16:39:04] <diesieben07> actually it launches just fine
L2355[16:39:35] *** mumfrey is now known as Mumfrey
L2356[16:39:52] <diesieben07> java.lang.IllegalAccessError: tried to access field net.minecraft.item.Item.unlocalizedName from class com.builtbroken.mc.core.registry.ClientRegistryProxy
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L2358[16:39:57] <diesieben07> the fuck are you doing ...
L2359[16:40:05] <Dark> access transformers
L2360[16:40:10] ⇨ Joins: c64cosmin (c64cosmin@89.46.161.178)
L2361[16:40:10] <PaleoCrafter> y u do dis
L2362[16:40:13] <Dark> its a mess, but better than reflection
L2363[16:40:20] <diesieben07> why do people always manage to produce workspaces that dont work AT ALL.
L2364[16:40:29] <PaleoCrafter> y u reading da unlocalized name
L2365[16:40:40] <Dark> works for me and the other developers I work with
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L2367[16:40:58] <Dark> also I read the name for sanity checks
L2368[16:41:07] <unascribed> you do know there's a getter, right
L2369[16:41:07] <diesieben07> imho a workspace setup should be as simple as: clone repo, run setupDecompWorkspace, import, runs.
L2370[16:41:08] <Dark> to prevent something from being registered with a null localized name
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L2373[16:41:28] <Dark> getter will return "item.null.name"
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L2376[16:41:48] <diesieben07> anyways, i think i am done with this tbh
L2377[16:41:53] <Dark> :/
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L2379[16:42:05] <diesieben07> good luck figuring it out but i am not spending 2 hours trying to set up a workspace so i can set a breakpoint
L2380[16:42:07] <Dark> anyways thanks for trying
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L2382[16:42:23] *** tterrag is now known as tterrag|away
L2383[16:42:28] <c64cosmin> it looks like I'm spazzing in and out of existance
L2384[16:42:43] ⇦ Parts: c64cosmin (c64cosmin@89.46.161.178) ())
L2385[16:42:54] <unascribed> did you teleport to NaN
L2386[16:42:59] ⇨ Joins: c64cosmin (c64cosmin@89.46.161.178)
L2387[16:43:02] <c64cosmin> something with my network, sry
L2388[16:43:19] ⇦ Parts: c64cosmin (c64cosmin@89.46.161.178) ())
L2389[16:44:01] <unascribed> wait, does he mean IRC? I have join/part messages disabled
L2390[16:44:15] <PaleoCrafter> also, Dark, y u only having 6.5% Scala code in here: https://github.com/BuiltBrokenModding/VoltzEngine
L2391[16:44:15] <Dark> yes
L2392[16:44:27] <Dark> PaleoCrafter the mod is very old
L2393[16:44:28] <unascribed> he should have 0% scala
L2394[16:44:32] <Dark> use to be 85% scale
L2395[16:44:39] *** amadornes is now known as amadornes[OFF]
L2396[16:44:39] <Dark> take time to convert back
L2397[16:44:45] <Dark> also scala has it's uses
L2398[16:44:47] <PaleoCrafter> still to little Scala D:
L2399[16:44:50] <PaleoCrafter> *too
L2400[16:44:59] <unascribed> s/little/much
L2401[16:45:00] <PaleoCrafter> unascribed, but Scala is love
L2402[16:45:01] <Pennyw95> scala is love
L2403[16:45:07] <PaleoCrafter> lol
L2404[16:45:10] <Dark> there is nothing wrong with scala
L2405[16:45:15] <unascribed> scala is the hatred of a thousand dying souls
L2406[16:45:23] <Delenas> So.. anyone have to deal with odd culling happening with models? Because I've got some issues with the b3d format doing oddities.. http://imgur.com/a/zsC9t
L2407[16:45:28] <Dark> :P you have never truely used it then
L2408[16:45:41] <Delenas> Looked at it, Nope
L2409[16:45:43] <Dark> very very useful for large projects
L2410[16:45:46] <unascribed> my experience with Scala consists of it fucking up my Java projects
L2411[16:45:56] <Dark> eclipse?
L2412[16:46:02] <Delenas> Looked at it during multipart stuff, Nope'd, and left scala in that order.
L2413[16:46:34] <Dark> also it could be worst, Working on a project that also included C++ and python
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L2415[16:47:37] * PaleoCrafter slaps unascribed with a large existential type
L2416[16:49:59] <unascribed> I am perfectly happy with my lack of extraneous features and clear code that isn't 99% inferred
L2417[16:50:02] <theGliby> i'm using multi workspace setup and for some reason my changes aren't applied.
L2418[16:50:33] <unascribed> "scala is what happens when you kill lisp, grind it on a stone made of tainted fulgarite starmetal, and feed it foie-gras style to the malformed baby of two inbred perl programmers. You can smell a pleasant table aroma when it's served, but when you cut it open there's nothing but layer upon layer of cold hatred inside, no matter how long you cook it."
L2419[16:54:08] <theGliby> nvm fixed the issue, it was an issue with project recursion
L2420[16:55:13] <unascribed> is shouldPlayReequipAnimation or whatever available in 1.7.10?
L2421[16:55:22] <Delenas> ..nobody? >.>
L2422[16:55:40] <unascribed> how is the model supposed to look
L2423[16:56:09] <unascribed> !findallm Item.*Reequip*
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L2425[16:56:16] <unascribed> !findallm Item.*Equip*
L2426[16:56:52] <diesieben07> no its not
L2427[16:56:58] <unascribed> :/
L2428[16:57:00] <diesieben07> and also its a forge method so it wont be in the bot
L2429[16:57:04] <unascribed> ah
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L2431[16:57:26] <unascribed> oh, I just noticed you included a picture of how the model should look in the imgur link
L2432[16:57:28] <unascribed> I didn't notice it >.>
L2433[16:58:31] *** MrKick|Away is now known as MrKickkiller
L2434[16:58:32] <Delenas> Yus, same on all four sides. It's culling the sloped bits opposite the way it should be.
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L2436[17:00:12] <gigaherz> Delenas: looks like your model's face windings are wrong
L2437[17:00:19] <gigaherz> you may need to flip them
L2438[17:00:32] <gigaherz> maybe called something like "flip normals" or "invert normals"
L2439[17:00:57] <unascribed> I wonder if I could counteract the re-equip translation in my item renderer
L2440[17:00:59] <Delenas> Ah.. I remember a way to show normals in Blender.. what was the hotkey?
L2441[17:01:18] <diesieben07> or you could just... you know... update.
L2442[17:01:27] <unascribed> not an option when the only reason this mod exists is for a private modpack
L2443[17:01:34] <unascribed> which is still 1.7.10 because all the mods we care about are 1.7.10
L2444[17:01:56] <unascribed> I'd love to write this mod for 1.8, I actually *like* the model system
L2445[17:02:07] <unascribed> but then it'd be entirely useless
L2446[17:02:18] *** willieaway is now known as williewillus
L2447[17:03:46] <unascribed> and considering I don't have a magical "update-others-closed-source-mods-to-1.8" wand
L2448[17:04:20] <williewillus> lol
L2449[17:04:34] * williewillus coughs in a loud, somewhat strangled way
L2450[17:04:42] <unascribed> Botania is open-source
L2451[17:04:47] <williewillus> talking about another one
L2452[17:06:31] <Delenas> Thanks, that did it. Normals were indeed messed up.
L2453[17:06:50] <williewillus> unascribed: im guessing you missed my little ic2 stunt lol
L2454[17:06:59] <unascribed> I guess I did
L2455[17:07:15] <unascribed> considering they've had the biggest "U NO DECOMPILE EVR" policy for a long time
L2456[17:07:18] <unascribed> I can only imagine how that went
L2457[17:07:30] <williewillus> better not to talk about it haha, but tldr ported a port of ic2classic to 1.8.0 and people (one person) flipped shit
L2458[17:07:40] <williewillus> but oh well I still count it as a port ;)
L2459[17:07:44] <williewillus> just a highly frustrating and useless one
L2460[17:09:21] <TehNut> Should EnchantmentThorns be checking if the armor is ISpecialArmor to see if it should call ISpecialArmor#damageArmor() instead of ItemStack#damageItem()?
L2461[17:09:38] <TehNut> Because it currently doesn't
L2462[17:10:54] <williewillus> probably
L2463[17:11:05] <williewillus> probably just forgotten to patcch when it was introduced
L2464[17:11:13] <unascribed> !mh Item.onEaten
L2465[17:11:15] <williewillus> and left like that for 4 years ;p
L2466[17:11:19] <TehNut> :P
L2467[17:11:28] <williewillus> unascribed: that's now onItemuseFinish because onEaten is a shitty name :P
L2468[17:11:33] <unascribed> yep
L2469[17:11:36] <unascribed> was just making sure
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L2471[17:12:38] <MattDahEpic> how does one tell if the player is on fire>
L2472[17:13:27] <diesieben07> player.isBurning()
L2473[17:13:41] <diesieben07> alternatively player.isScreamingLikeHell
L2474[17:13:56] <unascribed> https://unascribed.com/i/a8a80131.png
L2475[17:14:00] <unascribed> is this how you do motion changes?
L2476[17:14:05] <unascribed> setVelocity is client-only
L2477[17:14:36] <PaleoCrafter> addVelocity
L2478[17:15:04] <PaleoCrafter> oh, setting it, nvm :D
L2479[17:15:30] <PaleoCrafter> but I guess you can do whatever addVelocity does ;)
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L2484[17:21:10] <MalkContent> maaan. first level, golem has to chop 1k logs
L2485[17:21:18] <MalkContent> for second level its 4k...
L2486[17:22:41] <TehNut> williewillus: Know how I could make a blockstate file reference a model in models/item?
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L2488[17:22:48] <MalkContent> wrong channel*
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L2491[17:28:00] <Cypher121> why in hell did I think running setupDecomp through IDEA would end well? -_-
L2492[17:29:18] <williewillus> lol
L2493[17:30:53] <Cypher121> I mean it works, but I started it 15 minutes ago
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L2498[17:35:43] <gigaherz> Cypher121: I stopped doing that because it woudl run out of memory
L2499[17:36:08] <RANKSHANK> https://github.com/MinecraftForge/MinecraftForge/pull/2458 :D
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L2501[17:36:22] <Cypher121> gigaherz, yup, it just did
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L2503[17:36:42] <gigaherz> it's the decompileMc step
L2504[17:36:51] <gigaherz> it just takes more ram than IDEA allows gradle to use
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L2507[17:38:29] <Cypher121> I think it's configurable in gradle settings of idea
L2508[17:38:38] <Cypher121> but god it's just too slow
L2509[17:39:15] <Cypher121> one might even say that running it this way
L2510[17:39:19] <Cypher121> is a bad IDEA
L2511[17:39:24] <MattDahEpic> UUUGHHH
L2512[17:39:30] * Cypher121 has showed himself out
L2513[17:39:51] <PaleoCrafter> RANKSHANK, rename that commit if possible :P
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L2516[17:41:19] <gigaherz> yep "ammend commit", change name, commit, force-push
L2517[17:41:20] <gigaherz> Xd
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L2519[17:41:49] <PaleoCrafter> and please, change that magic number to 0xFF8040CC :P
L2520[17:42:15] ⇨ Joins: Drullkus (~Drullkus@205.155.154.1)
L2521[17:43:02] <PaleoCrafter> having the colour in a mutable value also feels a little dirty :P
L2522[17:44:01] <PaleoCrafter> and format that test mod :P
L2523[17:45:00] <PaleoCrafter> 'theEntity' isn't a good name either xD
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L2528[17:56:56] <RANKSHANK> PaleoCrafter haha yeah it's really hacky with the mutable int- but it's the most efficient method I could think of haha, will definitely fix up the commit name and I didn't even think of formatting the test mod :P phark
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L2531[17:58:00] <thecodewarrior> If that is merged it will make my eventual (ASM-less?) porting of FavoriteItems much much easier. :D (please no ASM flame war, I have been convinced already that it's horrible)
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L2535[18:01:59] <PaleoCrafter> another thing, RANKSHANK: would be cool if you could actually add the glint even if stack.hasEffect() returns false
L2536[18:02:33] <thecodewarrior> ^ I need this if I want to use it for FavoriteItems
L2537[18:08:46] <williewillus> great PR though
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L2539[18:09:02] <williewillus> I just wish mojang didn't remove the renderpass dependent effect from 1.7 to 1.8 :P
L2540[18:09:39] <RANKSHANK> PaleoCrafter is feasible it'd
L2541[18:09:41] <williewillus> but the change is understandable given how the bakedmodels are made
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L2544[18:11:10] <RANKSHANK> *it's feasible, would just entirely overwrite the hasEffect check but I'm not entirely sure how it'd be replaced without breaking things
L2545[18:11:10] <RANKSHANK> williewillus thanks man :)
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L2550[18:17:22] <Cypher121> I need to learn more about rendering =\
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L2553[18:18:48] <williewillus> Cypher121: what kind of rendering? :P
L2554[18:19:25] <Cypher121> mostly effects around players
L2555[18:19:43] <Cypher121> ever played FFXIV?
L2556[18:19:46] <PaleoCrafter> Hm, willie, wasn't it you who talked about damage direction indicators or something in vanilla?
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L2558[18:21:51] <williewillus> wat
L2559[18:22:02] <williewillus> PaleoCrafter: i talked about the vanilla bug where the damage direction isn't synced to client
L2560[18:22:10] <williewillus> so the tilt effect always goes to the right
L2561[18:22:19] <williewillus> even if the attack came from left or front or back
L2562[18:22:23] <PaleoCrafter> That's the one xD
L2563[18:23:08] <PaleoCrafter> Mind finding the issue for me? :P
L2564[18:24:21] <williewillus> are you going to fix it? :D idk how you would though because there's not really a packet to sync it :P https://bugs.mojang.com/browse/MC-26678
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L2566[18:25:42] <PaleoCrafter> I'm planning to implement a similar feature in my mod :P
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L2569[18:31:34] <PaleoCrafter> Wow, I've never noticed that wobble
L2570[18:32:09] <williewillus> i notice the tiniest inconsistencies between mc versions :P
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L2572[18:32:46] <williewillus> like from 1.5 to 1.8(?) items were synced really weirdly so if you tossed something it would resync every few seconds and twitch a bit
L2573[18:33:00] <williewillus> from 1.5 to 1.8.2 XP orbs were INVISIBLE after spawning >.>
L2574[18:33:09] <unascribed> that one was a dumb glitch
L2575[18:33:21] <williewillus> after 1.5, stairs bump you up in a less smooth manner
L2576[18:33:23] <unascribed> the protocol used absolute ints
L2577[18:33:28] <unascribed> but the client didn't decode them
L2578[18:33:35] <williewillus> yeah they forgot to divide by 32
L2579[18:33:37] <unascribed> so they spawned at 32x the coords needed
L2580[18:33:58] <williewillus> in 1.7 the chat opacity option didn't work on the actual text, just the gray background >.>
L2581[18:35:16] <williewillus> in 1.8 they made mob knockback serversided >.>
L2582[18:35:47] <williewillus> in 1.7 the hearts don't flash when regenning >.>, from 1.3 to 1.7 the hearts don't flash their delta health when you take damage >.> etc. tec.
L2583[18:36:06] <PaleoCrafter> I play way to little to notice any of that xD
L2584[18:36:15] <diesieben07> tl;dr: broken ass game
L2585[18:37:29] <williewillus> like I noticed shit like this https://bugs.mojang.com/browse/MC-13094
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L2588[18:37:42] <williewillus> 10 tiny particles from 1.2.5 yup I definitely noticed that being gone in 1.3
L2589[18:40:05] <PaleoCrafter> You actively look for this things though, don't you? :P
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L2591[18:40:57] <PaleoCrafter> *these, god dammit phone
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L2593[18:46:58] <williewillus> not really, I just notice it
L2594[18:47:07] <williewillus> and after I do it bothers me forever
L2595[18:47:24] <williewillus> and increasingly gets more irritating until mojang fixes it 3+ major versions later
L2596[18:47:34] <diesieben07> the thing that bothers me the most about this game is how they declare obvious bugs "features"
L2597[18:47:50] <williewillus> like what
L2598[18:47:56] <williewillus> buds? :P
L2599[18:47:58] <diesieben07> pistons are absolutely broken? no no thats "quasiconnectivity"
L2600[18:48:10] <williewillus> that's more the community's doing though
L2601[18:48:15] <williewillus> if they fixed it the outrage would be enormous
L2602[18:48:23] <diesieben07> no, that only happened because they left it unfixed for ages
L2603[18:49:10] <diesieben07> and then dispensers firing again when they update
L2604[18:49:14] <diesieben07> or did they fix that at least?
L2605[18:49:40] <williewillus> really? 0.o never ran into that
L2606[18:49:50] <diesieben07> seems they fixed that
L2607[18:49:55] <williewillus> lol double take whenever I don't see boat desync on the top of the tracker
L2608[18:50:16] <diesieben07> dispensers just checked whenever they receved an update: "am i powered? yes? ok FIRE!"
L2609[18:50:47] <williewillus> when was this?
L2610[18:51:49] <williewillus> the number of reopened's is seriously disheartening https://bugs.mojang.com/browse/MC#selectedTab=com.atlassian.jira.plugin.system.project%3Apopularissues-panel
L2611[18:51:57] <diesieben07> pre 1.5 apparently
L2612[18:52:07] <diesieben07> i have not played this game properly in ages lol
L2613[18:52:25] <gigaherz> is there some way to tell IDEA certain classes are unused by design?
L2614[18:52:37] <gigaherz> aside of a custom annotation, that is
L2615[18:52:37] <gigaherz> XD
L2616[18:52:48] <williewillus> disable the inspetion? idk
L2617[18:53:35] <gigaherz> no I only want to make specific classes as "public api"
L2618[18:53:57] <gigaherz> I hate java not having an "internal" modifier that tells the IDE those classes are only meant to be used within the package
L2619[18:53:57] <gigaherz> ;p
L2620[18:54:09] <gigaherz> eh I mean within the jar*
L2621[18:54:22] * diesieben07 points at java 9
L2622[18:54:44] <gigaherz> java9 will have "internal"?
L2623[18:54:45] <PaleoCrafter> gigaherz, you can create a custom scope
L2624[18:54:52] <diesieben07> java 9 will have modules
L2625[18:54:53] <PaleoCrafter> It will have modules
L2626[18:55:04] <diesieben07> then you can say "this module exports these classes"
L2627[18:55:13] <diesieben07> and everything else is not accessible outside the module
L2628[18:57:27] <williewillus> how is that enforced?
L2629[18:57:45] <diesieben07> i dont know
L2630[18:58:02] <diesieben07> probably at the bytecode verifier level or something
L2631[18:59:45] <williewillus> interesting
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L2633[18:59:48] <williewillus> so you can't hack around it
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L2635[19:00:54] <diesieben07> nope
L2636[19:01:01] <diesieben07> probably withh reflection maybe
L2637[19:01:02] <diesieben07> but idk
L2638[19:01:33] <williewillus> that's interesting, good for hiding things that shouldn't be exposed
L2639[19:01:49] <diesieben07> ye
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L2641[19:03:26] <PaleoCrafter> It will also allow for more efficient deployment of the JRE with an application or of shading in dependencies in general
L2642[19:04:05] <diesieben07> it will break pretty much everything that works with jars though :D
L2643[19:04:11] <diesieben07> maven, gradle, IDEs, etc.
L2644[19:05:00] <williewillus> lol
L2645[19:05:08] <williewillus> aka won't be adopted within the next decade
L2646[19:05:23] <diesieben07> well, things will update
L2647[19:05:36] <diesieben07> Jetbrains as usual already has working prototypes afaik
L2648[19:06:11] <PaleoCrafter> Yeah, the IDEA 16 preview already has a little J9 support, iirc
L2649[19:06:33] <williewillus> do they have valhalla support in EAP? :P
L2650[19:06:38] <williewillus> i haven't played with that yet
L2651[19:06:56] <diesieben07> lol doubtful
L2652[19:07:03] <diesieben07> there arent even proper valhalla builds yet
L2653[19:07:19] <PaleoCrafter> They don't even know how they want to do it yet xD
L2654[19:07:24] <diesieben07> yeah
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L2662[19:22:21] <williewillus> but speaking of future things
L2663[19:22:28] <williewillus> the 1.9 loot tables look very interesting
L2664[19:22:42] <williewillus> not sure how a mod is gonna define them though 0.o
L2665[19:22:47] <gigaherz> json files
L2666[19:22:52] <williewillus> no like the search path
L2667[19:22:55] <gigaherz> oh
L2668[19:22:58] <gigaherz> forge registry of some sort
L2669[19:22:59] <gigaherz> XD
L2670[19:23:00] <williewillus> they'll located in the world dir
L2671[19:23:17] <VikeStep> probably the same way Mojang does :P
L2672[19:23:22] <williewillus> yeah but the only non-code location we have is assets
L2673[19:23:33] <gigaherz> ?
L2674[19:23:43] <gigaherz> assets may contain the "default" loot tables
L2675[19:23:46] <gigaherz> if they aren't hardcoded
L2676[19:23:50] <williewillus> loot tables are not in assets
L2677[19:23:52] <williewillus> they're in the world dir
L2678[19:23:57] <gigaherz> then they are dynamic
L2679[19:24:06] <gigaherz> and forge will find a way to allow modsto make use of them
L2680[19:24:15] <williewillus> http://minecraft.gamepedia.com/Loot_table
L2681[19:24:31] <VikeStep> when it comes to programming, anything is possible
L2682[19:24:37] <VikeStep> it's all bytes in the end :P
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L2684[19:24:56] <gigaherz> williewillus:
L2685[19:24:58] <gigaherz> "Below is a list of all loot tables that exist by default. More tables can be added in the world save for use with custom maps."
L2686[19:25:11] <gigaherz> so 1.9 is already going to have a means to specify custom loot tables
L2687[19:25:14] <gigaherz> all forge will need
L2688[19:25:16] <williewillus> yeah but you have to modify the world dir
L2689[19:25:18] <gigaherz> is to add mod-provided ones
L2690[19:25:20] <williewillus> yeah
L2691[19:25:27] <gigaherz> oh come on forge will simply patch that
L2692[19:25:31] <gigaherz> stop worrying
L2693[19:25:31] <gigaherz> XD
L2694[19:25:53] <williewillus> potion of luck currently has no effect on loot tables though
L2695[19:25:59] <williewillus> yay mojang and half baked features
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L2705[19:41:16] <masa> wth is a potion of luck?
L2706[19:41:48] <MattDahEpic> 1.9
L2707[19:41:57] <MattDahEpic> made with rabbits foot i think
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L2709[19:43:18] <minecreatr> MattDahEpic, rabbits foot is potion of leaping I think
L2710[19:43:18] <williewillus> something useless right now
L2711[19:43:32] <williewillus> it's supposed to boost loot tables but they didn't finish implementing it
L2712[19:43:36] <williewillus> so all it does is boost fishing stats
L2713[19:43:38] <williewillus> :P
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L2716[19:45:52] <williewillus> !gm onItemUseFinish
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L2731[20:19:13] <Cypher121> yeah, I don't understand how the fuck FMLControlledNamespacedRegistry works =\
L2732[20:20:16] <williewillus> what about it?
L2733[20:20:22] <williewillus> it's a "namespaced registry"
L2734[20:20:29] <williewillus> which basically means ResourceLocation -> T
L2735[20:20:34] <williewillus> with optional int id's, iirc
L2736[20:20:58] <williewillus> "FMLControlled" is just marking that class as an fml extension of the vanilla class :P
L2737[20:21:22] <Cypher121> yeah, I understood that much
L2738[20:21:52] <Cypher121> and it seems that if you make it through PersistentRegistryManager it gets synced between server and client
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L2741[20:25:23] <Cypher121> I still don't quite understand if I can use it to sync arbitrary objects with the client
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L2743[20:26:44] <diesieben07> not really
L2744[20:26:54] <williewillus> it can, but you probably cant use them directly
L2745[20:27:01] <williewillus> they're specifically designed for FML's use case
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L2748[20:29:44] <Cypher121> I got recommended to use this thing to sync my Object<->Enum maps. trying to understand how it is supposed to be used.
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L2750[20:30:12] <diesieben07> i woudl set it up in a way so you dont need to sync in the first place
L2751[20:30:43] <Cypher121> well, it's impossible, unfortunately
L2752[20:30:54] <Cypher121> these are research maps of players
L2753[20:31:24] <LexDesktop> what?
L2754[20:31:40] <Cypher121> yeah, hi
L2755[20:32:08] <williewillus> IEEPs?
L2756[20:32:15] <williewillus> thats how everyone else does it :P
L2757[20:32:17] <williewillus> / capas
L2758[20:33:36] <gigaherz> Cypher121: http://mcforge.readthedocs.org/en/latest/datastorage/capabilities/
L2759[20:34:03] <gigaherz> or if you for some reason need to work with something pre-1.8.9, http://mcforge.readthedocs.org/en/latest/datastorage/extendedentityproperties/
L2760[20:34:55] <LexDesktop> that doesnt do syncing between client and server
L2761[20:35:00] <LexDesktop> you have to write your own shit for that
L2762[20:36:26] <williewillus> but syncing those should be trivial
L2763[20:36:35] <williewillus> you just save it to nbt and send it over
L2764[20:36:41] <gigaherz> not quite ;P
L2765[20:36:44] <gigaherz> it's not hard
L2766[20:36:46] <gigaherz> but it's non-trivial
L2767[20:36:51] <williewillus> how is it nontrivial? :P
L2768[20:37:00] <williewillus> if you can save it to disk then you can sync it basically
L2769[20:37:15] <gigaherz> yes, sending the packet is the easy part
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L2771[20:37:15] <Cypher121> i don't think i'll use it
L2772[20:37:22] <gigaherz> deciding WHEN to send the packet is the non-trivial part
L2773[20:37:22] <gigaherz> XD
L2774[20:38:18] <williewillus> on login? :P
L2775[20:38:53] <gigaherz> as I said, depends
L2776[20:39:05] <Cazzar> What happens if the IEEP changes?
L2777[20:39:14] <gigaherz> nothing happens
L2778[20:39:16] <gigaherz> that's the point
L2779[20:39:41] <gigaherz> if you attach an IEEP to a player, you jsut attached it to the entity, on whatever side you did it in
L2780[20:39:58] <gigaherz> if you attached the data on the server, the clients won't know about it
L2781[20:41:11] <gigaherz> so if you just need to share some info with the client that's controlling this player entity, that's easy: just send update packets whenever data changes
L2782[20:41:23] <gigaherz> but if you also need other nearby clients to know about it
L2783[20:41:31] <gigaherz> then you have to work with the entity tracking info
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L2785[20:44:38] <Cazzar> Holy shit, this email storage capacity: http://upload.cazzar.net/u/1455158670
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L2787[20:45:02] <gigaherz> lol
L2788[20:45:04] ⇨ Joins: panda_2134 (uid121359@2604:8300:100:200b:6667:5:1:da0f)
L2789[20:45:19] <MattDahEpic> its probably """unlimited""" and thats the total storage space for all the users
L2790[20:46:26] <Cypher121> so are IEEPs auto-synced or do I have to handle it myself?
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L2793[20:47:39] <DanYeomans> anyone willing to help me sort out a dedicated server crash caused by my mod? i'm pretty sure the reason is simple but i don't know forge 1.7.10 well enough to understand what i'm doing wrong
L2794[20:48:24] <gigaherz> Cypher121: you'd have to handle it yourself
L2795[20:48:59] <MattDahEpic> DanYeomans, first step is always to pot logs
L2796[20:49:02] <MattDahEpic> post*
L2797[20:49:19] <DanYeomans> MattDahEpic, here's the log from eclipse: http://pastebin.com/cHzQqMv5
L2798[20:49:38] <DanYeomans> figured i'd ask before i log dump ;)
L2799[20:49:42] <MattDahEpic> you are doing client stuff on the server
L2800[20:49:46] <panda_2134> Hi guys
L2801[20:49:56] <MattDahEpic> hoi panda_2134
L2802[20:50:00] <DanYeomans> yeah, but i'm not sure how to... uh... not do that
L2803[20:50:02] <williewillus> do rendering initialization in your clientproxy
L2804[20:50:03] <GeoDoX> !latest
L2805[20:50:05] <Cypher121> good, this will save a shitload of traffic
L2806[20:50:08] <williewillus> @DanYeomans
L2807[20:50:32] <DanYeomans> okay, i'm loading a model though
L2808[20:50:46] <DanYeomans> that's where it's telling me i'm going wrong anyways
L2809[20:51:06] <panda_2134> Is there a way to check the whole multiblock structure when any block of the structure is updated?
L2810[20:51:24] <williewillus> DanYeomans: and models only exist clientside
L2811[20:51:26] <williewillus> so use a proxy
L2812[20:51:44] <MattDahEpic> panda_2134, look at bigreactor's code they do that
L2813[20:51:52] <panda_2134> Ok thx
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L2815[20:53:34] <DanYeomans> and where should i call the clientproxy from
L2816[20:53:37] <DanYeomans> i have a client proxy
L2817[20:53:47] <williewillus> from your main mod class
L2818[20:53:55] <MattDahEpic> make sure its SideOnly'd
L2819[20:54:00] <williewillus> err no MattDahEpic
L2820[20:54:01] <williewillus> sidedproxy
L2821[20:54:19] <DanYeomans> could you elaborate?
L2822[20:54:27] <williewillus> do you have a @SidedProxy?
L2823[20:54:31] <williewillus> with a ClientProxy class?
L2824[20:54:47] <williewillus> if so, simply move the model call from your main mod class into a method in your proxy class and call it there
L2825[20:55:03] <DanYeomans> i do not
L2826[20:55:14] <DanYeomans> my clientproxy class does not have this sidedproxy
L2827[20:55:22] <masa> DanYeomans: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/EnderUtilities.java#L50
L2828[20:55:34] <masa> just an example
L2829[20:55:34] <williewillus> then it's not a proxy :P
L2830[20:55:41] <williewillus> look at line 35 in that link
L2831[20:55:47] <williewillus> if you don't have somethingl ike that then you don't have a proxy
L2832[20:56:12] <DanYeomans> wait
L2833[20:56:15] <DanYeomans> i do have a proxy
L2834[20:56:19] <DanYeomans> er
L2835[20:56:20] <DanYeomans> sidedproxy
L2836[20:56:22] <DanYeomans> okay
L2837[20:56:32] <williewillus> then move the model call into your proxy
L2838[20:56:41] <williewillus> and have the server proxy do nothing and the client proxy register it
L2839[20:56:44] <masa> so just put your client side stuff like model loading in a method on the client side of that proxy
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L2842[20:58:13] <panda_2134> Thank you matt
L2843[20:58:24] <panda_2134> I know how to work on that
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L2845[20:59:17] <DanYeomans> huh okay stupid question, where is eula.txt stored on a server for the build enviornment
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L2847[21:00:08] <williewillus> wherever you set the run path to
L2848[21:00:16] <williewillus> usually, runDir/
L2849[21:00:23] <williewillus> or eclipse/ if you're on an old FG build
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L2851[21:03:00] <DanYeomans> THANK YOU
L2852[21:03:03] <DanYeomans> oops capslock
L2853[21:03:05] <DanYeomans> all working
L2854[21:03:14] <DanYeomans> i do not miss forge 1.7.10
L2855[21:04:20] <gigaherz> lol I somehow managed to "hotpatch" a refactoring change, without IDEA realizing it was wrong
L2856[21:04:28] <gigaherz> then when it tried to call the changed method, it crashed
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L2860[21:10:06] <MattDahEpic> gigaherz, if you update the mappings outside of idea but not forge and dont refresh the gradle project in idea it has no idea anything changed since the forge jar is still there
L2861[21:11:19] <gigaherz> wat?
L2862[21:11:31] <gigaherz> that'd not what I did XD
L2863[21:11:46] <MattDahEpic> that had not what i did?
L2864[21:11:50] <gigaherz> I did a "change signature" from within idea, then compiled it
L2865[21:11:58] <gigaherz> that's*
L2866[21:12:00] <gigaherz> typo
L2867[21:12:01] <williewillus> he wasn't talking about mappings
L2868[21:12:06] <williewillus> hotswapping :P
L2869[21:12:17] <williewillus> ive actually had that happen to me too lol
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L2872[21:14:55] <riderj> I'm currently instantiating my NBTTagCompound in the onUpdate method of my base item class. Is there a better way to do this so that the NBTTagCompound is not null when pulled out of the creative tab?
L2873[21:15:43] <RANKSHANK> umm... riderj why aren't you just adding the compound to the stack when it's added to the tab?
L2874[21:17:49] <riderj> RANKSHANK, I set the creative tab in the constructor of the base item class, and I don't have an ItemStack to access. Is there a way to get an ItemStack without passing it through a method?
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L2876[21:18:34] <williewillus> RANKSHANK: that only works if you manually populate your creative tab
L2877[21:18:51] <williewillus> if you use setCreativeTab like riderj does you can't do that
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L2879[21:19:06] <MattDahEpic> override getSubItems and set them to stacks with nbt already set up
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L2881[21:20:57] <williewillus> ah
L2882[21:21:57] <RANKSHANK> Yeah the list is built each time you open the GUI
L2883[21:22:11] <riderj> williewillus, would I just mimic what CreativeTabs does to manually populate or is more difficult than that? I'm just weighing my options to see which is more beneficial.
L2884[21:22:18] <RANKSHANK> or tab maybe, I have to check that now
L2885[21:22:19] <williewillus> do what MattDahEpic said
L2886[21:22:33] <williewillus> in getSubItems of your item class return stacks with nbt already applied
L2887[21:22:36] <riderj> Alright
L2888[21:24:49] <RANKSHANK> alright it populates each time you open up the tab
L2889[21:26:12] <riderj> Are you talking about the subItems?
L2890[21:26:26] <williewillus> yeah
L2891[21:26:29] <williewillus> getSubItems in Item class
L2892[21:26:41] <williewillus> add stacks to the list with premade NBT
L2893[21:26:50] <riderj> Cool, just wanted to make sure so I can remember that.
L2894[21:27:27] <riderj> Thank you MattDahEpic.
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L2896[21:35:01] <riderj> Would the purpose of getSubItems be more noticeable for potions? Since it provides metadata?
L2897[21:35:32] <MattDahEpic> yup, and dyes and wool
L2898[21:37:18] <riderj> Cool, still new to modding.
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L2900[21:37:28] <Cypher121> does EventHandler vs. SubscribeEvent still matter?
L2901[21:37:39] <killjoy> eventhandler is for lifetime events
L2902[21:37:44] <killjoy> subscribeevent is for forge events
L2903[21:37:56] <gigaherz> thing is, it's not "eventhandler"
L2904[21:38:06] <gigaherz> it's actuall @Mod.EventHandler
L2905[21:38:10] <gigaherz> it's a nested class
L2906[21:38:29] <killjoy> import net.minecraftforge.fml.Mod.EventHandler
L2907[21:38:32] <killjoy> ther
L2908[21:38:37] <gigaherz> if tutorials didn't have the habit of writing @EventHandler and using the nested class directly
L2909[21:38:37] <killjoy> Now it's @EventHandler
L2910[21:38:41] <gigaherz> it would be less confusing
L2911[21:38:44] <gigaherz> killjoy: but that's BAD
L2912[21:38:48] <gigaherz> that's why people are confused ;P
L2913[21:39:00] <killjoy> make better javadocs
L2914[21:39:15] <gigaherz> you assume people read javadocs
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L2916[21:39:31] <RANKSHANK> lol
L2917[21:39:31] <killjoy> You assume people don't
L2918[21:39:36] <gigaherz> IMo, if something needs a javadoc to not be confusing
L2919[21:39:39] <gigaherz> it's designed wrong.
L2920[21:39:48] <killjoy> ah, you like self-documentation
L2921[21:40:20] <Cypher121> docs are not to clear confusion
L2922[21:40:20] <gigaherz> for soemthing caused by an improper name, yes
L2923[21:40:27] <Cypher121> they're to save reader's time
L2924[21:40:38] <gigaherz> if it was "ModLifecycleEventHandler"
L2925[21:40:39] <killjoy> Why don't we just merge them?
L2926[21:40:46] <gigaherz> no one would wonder what's the difference
L2927[21:41:04] <Cypher121> aren't FML and Forge buses now merged?
L2928[21:41:06] <gigaherz> thatis a whole different matter
L2929[21:41:09] <gigaherz> yes
L2930[21:41:13] <Cypher121> which was the reason for my original question
L2931[21:41:17] <gigaherz> but @Mod.EventHandler events dont' use the bus at all
L2932[21:41:36] <MattDahEpic> gigaherz, it would require people to actually *register* their mods though, and 70% of people are too lazy fro that
L2933[21:41:43] <gigaherz> MattDahEpic: nah
L2934[21:41:49] <killjoy> Isn't a call list injected into the FMLEvent classes?
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L2937[21:42:09] <gigaherz> it could be a design choice that the @Mod class gets auto-registered with the bus
L2938[21:42:20] <gigaherz> but that would make people dump all the events onto the @Modclass
L2939[21:42:28] <gigaherz> because "it works there"
L2940[21:42:36] <killjoy> I do that with small mods
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L2942[21:42:52] <killjoy> like if I'm only listening to 1 event
L2943[21:43:04] <Cypher121> I'm kind of doing that right now for my test mod
L2944[21:43:06] <MattDahEpic> i put my joinserver events there since thats a lifecycle event imho
L2945[21:43:20] <riderj> What's the proper way to register events?
L2946[21:43:21] <killjoy> Isn't that a network event?
L2947[21:43:28] <williewillus> you register the object on the bus
L2948[21:43:38] <killjoy> MinecraftForge.EVENT_BUS.register(...)
L2949[21:43:51] <williewillus> and the bus reflect scans through your object and gathers everything it can find with @SubscribeEvent
L2950[21:44:03] <riderj> So separate classes?
L2951[21:44:15] <williewillus> and then asm generates a class that invokes it (or something magical like that)
L2952[21:44:16] <MattDahEpic> one class can have multiple handlers
L2953[21:44:21] <riderj> I see
L2954[21:44:29] <williewillus> I wonder how much faster it'd get with MethodHandles
L2955[21:44:31] <killjoy> So how different is the implementation between forge and guava's eventbus?
L2956[21:44:33] <gigaherz> put them where they belong
L2957[21:44:36] <williewillus> not much
L2958[21:44:37] <gigaherz> that is:
L2959[21:44:44] <gigaherz> if you have a specific feature that needs a few events
L2960[21:44:54] <gigaherz> just give that feature a handler class that has the events
L2961[21:45:27] <killjoy> I once put one on an entity class
L2962[21:45:39] <gigaherz> o_O
L2963[21:45:53] <gigaherz> so you registered each entity instance with the bus?
L2964[21:45:58] <gigaherz> or had one extra entity just for the events?
L2965[21:45:59] <killjoy> yes
L2966[21:46:06] <killjoy> I didn't know any better
L2967[21:46:24] <killjoy> each entity got put on the bus
L2968[21:46:29] <gigaherz> >_<
L2969[21:46:40] <riderj> That's a waste of resources, haha.
L2970[21:46:44] <Cypher121> what were you even trying to do?
L2971[21:46:53] <killjoy> Worse than putting it in @Mod?
L2972[21:47:14] <killjoy> There's worse places you could put events
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L2974[21:47:37] <riderj> What's so bad with @Mod, just curious?
L2975[21:47:49] <killjoy> it's more of an organization thing
L2976[21:48:10] <killjoy> nothing's bad about it, but it's considered messy
L2977[21:48:11] <Cypher121> nothing bad, until you realize that it turned into a clusterfuck
L2978[21:48:24] <riderj> Haha
L2979[21:48:37] <Cypher121> because you can handle events, register TEs and blocks and do tons of other things in @Mod class
L2980[21:48:47] <Cypher121> but good luck reading that afterwards
L2981[21:48:54] <riderj> TE?
L2982[21:49:00] <Cypher121> TileEntity
L2983[21:49:01] <riderj> Nevermind
L2984[21:49:09] <riderj> Took me a bit to place it
L2985[21:49:26] <killjoy> I would usually register events in the proxy
L2986[21:49:41] <Cypher121> isn't there an event for player breaking block?
L2987[21:50:07] <riderj> I think i'll create common and client event handlers, unless I can just merge them both.
L2988[21:50:15] <Cypher121> oh, BlockEvent.BreakEvent
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L2990[21:50:51] <gigaherz> riderj: if you have "generic" client-specific event handlers, you could just put them on your client proxy ;P
L2991[21:51:12] <gigaherz> the point of being organized is that the organization should provide some advantage ;P
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L2993[21:52:29] <riderj> I guess, seems more messy than a separate class.
L2994[21:53:15] <gigaherz> sure
L2995[21:53:42] <gigaherz> but that's why I said, generally the idea is that you implement a feature
L2996[21:53:51] <gigaherz> and put everything you need for that feature "close together"
L2997[21:53:57] <riderj> Say I wanted to use the BreakEvent, would I put this in my blocks base class and use @SubscribeEvent, does it need a specific name?
L2998[21:54:18] <gigaherz> no only the event argument and @SubscribeEvent matter
L2999[21:54:19] <williewillus> put it in a class that describes what the breakevent does or what feature it supports
L3000[21:54:31] <williewillus> for good organization
L3001[21:54:31] <gigaherz> so my suggestion would be
L3002[21:55:04] <gigaherz> if you were to implement some "break protection" feature, you could have a "BreakProtectionManager" class ,that has all the logic for it, including the event handler
L3003[21:55:29] <gigaherz> (or delegates the logic to some other code bits)
L3004[21:55:41] *** kirby|gone is now known as mrkirby153
L3005[21:55:46] <gigaherz> I'm personally against organizing code by "type"
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L3008[21:57:01] <riderj> Whatcha mean by type? Like the functionality of the class?
L3009[21:57:02] <gigaherz> (like, all event handlers in one place just because they happen to be event handlers)
L3010[21:57:09] <riderj> Ah
L3011[21:57:14] <gigaherz> suppose my magic mod
L3012[21:57:20] <gigaherz> I do have a spells.effects package
L3013[21:57:34] <gigaherz> with like, FlameEffect, WaterEffect, RegenEffect
L3014[21:57:37] <gigaherz> those "belong together"
L3015[21:57:40] <gigaherz> but
L3016[21:57:58] <gigaherz> instead of having all the blocks in one place, all the tileentities in one place, etc
L3017[21:58:23] <gigaherz> I have like, the "essentializer" package, with the block, te, container, and gui
L3018[21:59:18] <gigaherz> I'm still in the process of breaking the habit of organizing by type, that I "caught" from modding tutorials ;P
L3019[21:59:29] <riderj> One package that has multiple types.
L3020[21:59:40] <gigaherz> one package that implements one feature: the essentializer
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L3022[21:59:55] <RANKSHANK> bahaha I have a class called cleinthooks which houses all of the texture/model/overlay handling :P
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L3024[22:01:08] <riderj> I'm lost, do you store different classes in this package? or is the class itself deal with the objects?
L3025[22:01:31] <gigaherz> ?
L3026[22:01:35] <williewillus> i feel like learning by example is easier in this case
L3027[22:01:40] <gigaherz> it Is different classes
L3028[22:01:41] <williewillus> it's a good style thing
L3029[22:01:48] <williewillus> and that's better learned by example or people telling you it sucks
L3030[22:01:57] <gigaherz> yeah
L3031[22:02:08] <gigaherz> organizatio nand style is something you learn by doing
L3032[22:02:12] <riderj> Like: Essentializer -| Block(package) TileEntites(package) etc
L3033[22:02:19] <gigaherz> no
L3034[22:02:51] <riderj> So it's more like Essentializer -| Block(class) .. etc
L3035[22:02:54] <gigaherz> the essentializer package, contains BlockEssentializer, TileEssentializer, ContainerEssentializer, GuiEssentializer, RenderEssentializer
L3036[22:03:13] <gigaherz> all of those classes together, form the "essentializer" feature
L3037[22:03:28] <riderj> I see. Trying to break habits before they start, but yet again it's all personal preference.
L3038[22:03:38] <gigaherz> and context
L3039[22:03:42] <gigaherz> it's a case by case thing
L3040[22:04:21] <gigaherz> on the other side
L3041[22:04:32] <gigaherz> I plan to have a bunch of smaller blocks
L3042[22:04:46] <gigaherz> a dust block, a light block, a shadow block, ...
L3043[22:05:04] <gigaherz> they are all small things that don't really implement a complex machine
L3044[22:05:13] <gigaherz> so those will all probably go on a "blocks" package
L3045[22:05:25] <gigaherz> simply because it would be a waste to create separate packages for each of them
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L3047[22:06:03] <gigaherz> there's two opposing rules you ahve to balance, when it comes to coding
L3048[22:06:05] <riderj> By package do you mean class? Would you just have one centralized class that deals with all of them?
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L3050[22:06:16] <gigaherz> 1. put things where the information is , and
L3051[22:06:38] <gigaherz> 2. keep different things as separate as possible
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L3054[22:07:08] <gigaherz> no riderj, by package I mean package
L3055[22:07:10] <gigaherz> it's a java concept ;p
L3056[22:07:16] <gigaherz> (a basic java concept ;P)
L3057[22:07:39] <gigaherz> ...
L3058[22:07:42] <gigaherz> so as i was saying
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L3060[22:07:46] <gigaherz> those 2 opposing rules
L3061[22:08:18] <gigaherz> rule 1 applied alone would cause a program to be contained in a single place, all together in a big monolithic mess
L3062[22:08:24] <riderj> I know. I have that exact structure where all blocks go in a blocks package etc.
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L3065[22:08:39] <gigaherz> rule 2 applied alone would cause practically each little thing to have its own isolated function, which would be extremely redundant and inefficient
L3066[22:08:56] <gigaherz> so learning to program well
L3067[22:09:08] <gigaherz> is learning where the "optimal" point is, on each case
L3068[22:09:18] <gigaherz> or more accurately, learning to find that point
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L3070[22:09:56] <riderj> I wouldn't put that much weight on organization.
L3071[22:10:15] <gigaherz> in practice, you know what I do?
L3072[22:10:28] <gigaherz> i put things where I feel like having them
L3073[22:10:28] <gigaherz> XD
L3074[22:10:39] <riderj> Yep, haha.
L3075[22:10:42] <gigaherz> sometimes I'll dump everything onto the same place
L3076[22:10:51] <gigaherz> then the next day I'll refactor it into an overcomplicated mess
L3077[22:10:57] <gigaherz> then the next day i'll merge some stuff back
L3078[22:11:00] <gigaherz> until i'm satisfied
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L3080[22:12:09] <riderj> I need to stop jumping into creating a mod without a direction. Probably why I have quit so many times. Never know where it's going, or what it'll do.
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L3082[22:12:30] <riderj> :That's my biggest organization flaw, haha.
L3083[22:12:59] <gigaherz> that's not a good way to start
L3084[22:13:03] <gigaherz> you need to at least have a goal
L3085[22:13:08] <gigaherz> even if it's a vague one
L3086[22:13:34] <gigaherz> I started by "I'm going to make a magic mod!"
L3087[22:13:56] <gigaherz> but I didn't start coding until I decided that it would be focused on raw magic
L3088[22:14:03] <gigaherz> without complicated rituals or anything like that
L3089[22:14:14] <riderj> I started this today knowing that I wanted to add items having separate values. I read somewhere that items are only created once, so that lead me to learning about NBTTageCompound's
L3090[22:14:37] <riderj> But I have not one clue where this is going to go, mainly just learning for now.
L3091[22:14:58] <gigaherz> so you don't even know what you want to create?
L3092[22:15:03] <riderj> nop
L3093[22:15:08] <gigaherz> magic or tech?
L3094[22:15:11] <riderj> Magic
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L3096[22:15:20] <riderj> ish
L3097[22:15:33] <gigaherz> high-magic or just little things?
L3098[22:16:12] <gigaherz> (thaumcraft woudl be high-magic, vanilla potions/enchanting would be "low" magic)
L3099[22:16:35] <riderj> Little. I know I want to try to incorporate universal power, and currently have an energy crystal that I hope to be able to incorporate into my mod to allow the user to use my power (however they get it) to power tech like compressors
L3100[22:16:59] <gigaherz> so you'd have "magitech"
L3101[22:17:08] <Cypher121> magitek*
L3102[22:17:16] <gigaherz> n othat's the final fantasy thing
L3103[22:17:16] <gigaherz> xD
L3104[22:17:31] <Cypher121> yup
L3105[22:17:47] <riderj> In a way, but I would also like to do multi-block structures and the whole nine yards before the end of the year.
L3106[22:18:32] <gigaherz> so what would "power" your magic?
L3107[22:19:03] <Cypher121> so if I have a main package with an API and test package with a small test mod, can I somehow make it so they are built together for runClient/runServer, but not for build?
L3108[22:19:04] <riderj> Energy from the environment, there would be a multi-block structure that harnesses different elemental energies.
L3109[22:19:22] <gigaherz> would it be the power of life itself? the latent magic containedi n certain substances? would it be words or rituals?
L3110[22:19:34] <gigaherz> elemental magic, then?
L3111[22:19:37] <Cypher121> or since that's most likely possible with some gradle task fiddling, better question would be "how"
L3112[22:19:39] <gigaherz> see
L3113[22:19:46] <riderj> Contained in objects/people, and yes.
L3114[22:19:53] <gigaherz> you know more about what you want than you think ;P
L3115[22:20:25] <Cypher121> I want some FFXIV skills and weapons in minecraft :(
L3116[22:20:32] <gigaherz> so you want a multiblock machine that would extract elemental magic/energy
L3117[22:20:44] <gigaherz> would this extraction destroy things in the process? or just absorb "free" magic?
L3118[22:21:07] <gigaherz> ... or would you rather have an actual measure of how much magic is left in an area?
L3119[22:21:21] <riderj> Would destroy the life force surrounding it, turning blocks/wild life to death.
L3120[22:22:33] * gigaherz nods
L3121[22:22:39] <riderj> Sort of the approach thaumcraft took, but in my own way.
L3122[22:22:51] <gigaherz> so then on the opposite side
L3123[22:22:51] <riderj> If you ask me how to do it, I wouldn't know, but that's the fun of it all.
L3124[22:23:00] <gigaherz> what would your elemental energy be used for?
L3125[22:23:31] <riderj> The only thing I have now is for the energy crystals to power machinery.
L3126[22:23:36] <gigaherz> would you have magic wands or such?
L3127[22:23:57] <gigaherz> not what you have implemented
L3128[22:23:59] <riderj> Probably not, but possibly magic infused items such as swords/cleavers
L3129[22:24:01] <gigaherz> what you think you'd want
L3130[22:24:27] <gigaherz> so you'd have a magic mod, but not one that'd focused on casting spells, that's different ;P
L3131[22:24:49] <riderj> Have armor that would turn any entity in a chunk against your opponent
L3132[22:25:14] <riderj> Leading to health and defense rich bosses
L3133[22:25:54] <gigaherz> so like blessings/curses, but applied to items?
L3134[22:26:05] <riderj> Yes
L3135[22:26:09] <gigaherz> hmm that's not usually seen together with "raw" elemental magic
L3136[22:26:37] <riderj> Kinda voodoo sort of magic.
L3137[22:27:26] <gigaherz> yeah but instead of using symbology and rituals, you'd use elements instead?
L3138[22:27:38] *** williewillus is now known as willieaway
L3139[22:27:57] <riderj> Mhmm, figure shake it up a bit.
L3140[22:29:55] <gigaherz> well the point is that if you know what you want to achieve
L3141[22:30:01] <gigaherz> then deciding how to do it is easier
L3142[22:30:18] <gigaherz> you said you didn't have a clear goal
L3143[22:30:35] <gigaherz> but you actually seem to know what you want, at least on a superficial level
L3144[22:30:45] <gigaherz> and that's the important part
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L3146[22:31:22] <riderj> It is, so I'll work towards it. Gonna get a bagel from the bagel shop. Be back in a few
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L3148[22:31:30] <gigaherz> I have seen people who actually wanted to write a mod, but when asking what they wanted to do, they didn't know at all
L3149[22:31:49] <Cypher121> so
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L3151[22:33:54] <gigaherz> I was watching a yougscast bideo earlier
L3152[22:34:03] <gigaherz> they reminisced about Ars Magica 2
L3153[22:34:14] <gigaherz> video**
L3154[22:34:29] <gigaherz> I wasthinking about it again
L3155[22:34:34] <gigaherz> i'm nostalgic now
L3156[22:34:35] <gigaherz> XD
L3157[22:34:49] <gigaherz> it has been a LONG time since I last played that mod
L3158[22:37:29] <riderj> XD
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L3160[22:37:52] <riderj> I played it recently because it's in one of the captain sparklez mod packs
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L3184[23:31:15] <williewillus> anyone unable to download the latest snapshot in Multimc?
L3185[23:31:32] <Kolatra> Let me check.
L3186[23:32:22] <Kolatra> Yup can't get it.
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L3190[23:38:48] <williewillus> anyone remember where that Techne/Tabula -> OBJ converter was?
L3191[23:39:18] <gigaherz> :3
L3192[23:39:19] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-02-11_06.38.56.png
L3193[23:39:31] <gigaherz> williewillus: google tcn2obj
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