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L1[00:00:01] <Cypher121> basically a
comparator -> max function factory. it does look kind of
randomly placed, though
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L11[00:27:50] <killjoy> does anyone know if
we're getting a swimming animation with 1.9?
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L20[01:09:36] <Celtic> Is it possible to
put the BoP BiomeIDs in the 128+ range and still have normal
functionality?
L21[01:10:41] <McJty> Isn't biome id
limited to 128 or something?
L22[01:11:24] <Celtic> That's my confusion.
So "normal" biomes are limited to 0-127, but the Biome
"variations" are 128+
L23[01:12:28] <tterrag> yep
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L25[01:12:40] <Celtic> However, if I
config'd each Biome to be 128+ in the free BiomeID slots, I'm
curious if it'll still generate those biomes or not? I'm not sure
if WorldGen stuff "calls" for a biome to have a
variation, or if it just random-rolls the 128+ areaas?
L26[01:12:55] <tterrag> it probably will,
but not properly
L27[01:13:02] <Celtic> Bleh.
L28[01:13:09] <tterrag> problems in the
past have been like TF biomes showing up in the overworld because
the game decided to use them as a variation
L29[01:13:41] <Celtic> See, that's what I'm
trying to figure out though, is why/how WorldGen decides to use a
variation.
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L31[01:14:58] <Celtic> I mean, I wouldn't
be "mad" if a BoP Swamp biome somehow spawned in a
mountainous area at like 90+... it'd be hilarious. Just trying to
understand the process. I can pop this over to the BoP IRC if I
need to though. Don't want to go too crazy off topic.
L32[01:15:14] <tterrag> I have no
idea
L33[01:15:16] <tterrag> never done
biomes
L34[01:15:34] <Celtic> S'all good. Thanks
anyay. :)
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L36[01:24:18] <Cypher121> do I need to
register my events somehow or is it just extend, instantiate and
post?
L37[01:25:42] <williewillus> nah just post
them
L38[01:26:52] <Cypher121> k
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L45[01:37:15] <panda_2134> how to render a
block when it is out of sight?
L46[01:37:35] <williewillus> what do you
mean?
L47[01:37:35] <panda_2134> just like what a
vanilla beacon block does
L48[01:37:48] <panda_2134> using TESR
L49[01:37:53] <williewillus> ah, there's a
specific method to voerride, i don't remember what the name is
though
L50[01:38:00] <McJty> In the TE
L51[01:38:01] <McJty> hold on
L52[01:38:02] <williewillus> in either TESR
or the TE class
L53[01:38:03] <panda_2134> =.=
L54[01:38:07] <williewillus> there were
two
L55[01:38:11] <panda_2134>
getMaxRenderDistanceSquared?
L56[01:38:16] <panda_2134> it doesnt
work
L57[01:38:21] <williewillus> no the other
one
L58[01:38:24] <McJty>
TileEntity.getRenderBoundingBox
L59[01:38:28] <williewillus> that one
:P
L60[01:38:57] <panda_2134> i'll try
it
L61[01:38:59] <panda_2134> thx
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L66[01:50:50] <tterrag> anyone else's
github notification thing have the blue dot stuck on it?
L67[01:50:57] <tterrag> even after I check
all mine it stays
L68[01:51:30] <Cypher121> I'm thinking
about adding annotations for references that should be kept
up-to-date. So if a client has a field that is marked as
@MapReference("name") and map with this name is replaced
either by other mod or by sync with server, this field is
automatically replaced to match
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L70[01:53:30] <Cypher121> how slow will it
be if these replacements only happen on server join and sometimes
during init?
L71[01:53:50] <fry> use a getter
L72[01:54:12] <TehNut> tterrag: open
notifications -> all notifications -> mark as read
L73[01:54:43] <tterrag> TehNut:
thanks
L74[01:54:45] <tterrag> odd though
L75[01:54:51] <TehNut> Yeah, lots of people
are having that issue
L76[01:59:03] <panda_2134> it works!
L77[01:59:21] <panda_2134> thank you McJty
and williewillus
L78[02:00:01] <williewillus> Cypher121: in
most mods when I start seeing annotation systems usually they start
badly overengineering shit very shortly
L79[02:00:02] <Cypher121> fry: this will
mean that people will have to renew each of their references on 2
events: one for replacement during init and one after client is
done reading data for client. not really much difference, imo
L80[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160212 mappings to Forge Maven.
L81[02:00:04] <williewillus> :P
L82[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160212-1.8.9.zip
(mappings = "snapshot_20160212" in build.gradle).
L83[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/
L84[02:00:45] <fry> Cypher121: don't store
anything
L85[02:00:55] <fry> just use a getter to
wherever you get the value from
L86[02:01:13] <Cypher121> I can do it
L87[02:01:29] <williewillus>
@UseHackyReflectionToGrabThisFieldAndSyncToClient
L88[02:01:40] <williewillus> ^ usually what
it turns into in the mods that try it :P
L89[02:01:45] <Cypher121> I for some
strange reason keep potential people who may because of some
strange form of insanity use my API in mind
L90[02:03:03] <Cypher121> williewillus: and
I want to keep it simple: register an object similar to how you add
it to event bus, annotate fields with
@MapReference("name") and these fields will magically be
kept up-to-date
L91[02:03:11] <williewillus> lol
L92[02:03:37] <Cypher121> so the only thing
you have to check is if there's a null there
L93[02:04:13] <Cypher121> because map may
be missing completely after sync, if server doesn't have mod that
adds it
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L95[02:04:49] <williewillus> just use a
empty map
L96[02:04:50] <williewillus> not null
L97[02:05:07] <williewillus> not vehemently
anti null but here's a good situation to avoid a specialcase
L98[02:05:27] <Cypher121> yeah, maybe
you're right
L99[02:05:29] <fry> seriously, annotation
magic is an overkill most of the time
L100[02:05:34] <williewillus> ^
L101[02:05:37] <fry> use methods
L102[02:05:43] <fry> they are in the
language for a reason
L103[02:05:52] <williewillus> I lol'ed
just then because that's what every single annotation system I've
seen always says they're trying to do
L104[02:06:04] <williewillus> "put
the annotation on and magic happens!" except not really
L105[02:06:47] <Cypher121> I'm just trying
to take care of as many things myself as I can without breaking
anything
L106[02:07:36] <williewillus> which can be
done in a normal OO way
L107[02:08:09] <Cypher121> yeah, if you
don't store references at all
L108[02:08:19] <williewillus> what does
that even mean
L109[02:08:46] <Cypher121> see, I have a
list of maps
L110[02:08:56] <williewillus> yup
L111[02:09:26] <Cypher121> let's say
there's a map in that list called
"mysupercoolmagicmodwithlongname:main_tab"
L112[02:10:15] <williewillus> okay
L113[02:10:18] <fry> why are you using
string names?
L114[02:10:27] <fry> why not reference the
original field directly?
L115[02:10:31] <williewillus> he's making
an api others can register to
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L117[02:10:35] <Cypher121> yes
L118[02:10:42] <williewillus> so i guess
thats some sort of resourcelocation based registry thingy
L119[02:10:55] <Cypher121> not RL, just
string
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L122[02:11:36] <McJty> Is there a tutorial
on how to make a dynamic bucket for your own custom fluid?
L123[02:11:54] <fry> ask boni
L124[02:12:20] <williewillus> i think you
just specify the model as forge:somethingIdontremember and pass the
fluid name in custom
L125[02:12:21] <williewillus> or
something
L126[02:12:22] <williewillus> idk
L127[02:13:00] <McJty> ok
L128[02:13:08] <Cypher121> anyway, so
other mod takes the map, builds a new one and places it in old
one's place
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L130[02:13:50] <williewillus> what is this
map holding btw?
L131[02:13:58] <Cypher121>
researches
L133[02:14:40] <McJty> Thanks!
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L135[02:16:23] <Cypher121> well, in fact
unlock would be a proper name for it, not research, since quests,
tutorial trees and whatever else suit there too
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L137[02:31:40] <McJty> Hmm. I can't find
the json that vanilla is using for the water source block
L138[02:31:48] <McJty> Any idea how that
is called?
L139[02:31:53] <McJty> Or how to make my
own?
L140[02:32:22] <fry> vanilla doesn't use
json for fluids
L141[02:32:29] <fry> forge does
though
L142[02:32:53] <McJty> Any example on how
to make a fluid + bucket + placable in world?
L144[02:33:01] <McJty> ok thanks
L146[02:33:41] <McJty> What are the 'gas'
and 'milk' variants about?
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L154[02:48:17] <McJty> Hmm, why is
FillBucketEvent called when I right click with a filled
bucket?
L155[02:48:30] <McJty> The comment says it
is only fired on empty buckets
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L157[02:50:33] <Cypher121> McJty: did you
extend ItemBucket?
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L160[02:50:49] <McJty> Well this is
happening when I right click a vanilla filled water bucket
L161[02:51:16] <McJty> Wasn't expecting my
FillBucketEvent to be called in such a situation
L162[02:51:21] <Cypher121> uhh
L163[02:51:22] <McJty> Because according
to the comment it shouldn't
L164[02:51:35] <Cypher121> actually take a
look at the onRightClick of ItemBucket
L165[02:51:46] <McJty> yes, but then the
documentation is wrong
L166[02:51:49] <Cypher121> comment is
wrong, it seems
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L168[02:55:50] <Wuppy> o/
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L176[03:00:29] <McJty> public static final
Fluid freshWater = new Fluid("fresh_water", new
ResourceLocation("minecraft:water_still"), new
ResourceLocation("minecraft:water_flow"));
L177[03:00:32] <McJty> What's wrong with
that?
L178[03:00:37] <McJty> My models are
checkerboard
L179[03:00:42] <McJty> Hmm, could also be
the model actually
L180[03:01:38] <McJty> I need a good
example on this. The forge example seems incomplete
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L183[03:03:02] <Wuppy> hmm the choice
between Ludum Dare and a high school reunion... not easy :P
L184[03:03:52] <RANKSHANK> McJty check out
choonster's git- he's done fluids in his test mod
L185[03:05:12]
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L187[03:05:46] <RANKSHANK> specifically
block/fluid and the related registries
L188[03:05:47]
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L189[03:05:57] <McJty> thanks
L190[03:08:41] <McJty> Not helping much.
He has a fluid block that isn't flowing
L191[03:08:45] <McJty> I need one that
acts like water
L192[03:09:03] <McJty> Also my dynamic
bucket looks ok except that the texture is also checkerboard
L193[03:09:07] <McJty> So something is
still messe dup
L194[03:09:27] <fry> what about the forge
example is incomplete?
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L197[03:09:46] <McJty> Well it doesn't
explain why it isn't working for me
L198[03:10:06] <fry> no example will do
that
L199[03:10:07] <McJty> I get checkerboard
but no errors in the log
L200[03:10:14] <McJty> So I have no clue
what I did wrong
L202[03:10:49] <McJty> That's my bucket
blockstate
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L204[03:10:54] <McJty> But it shows
checkerboard for the fluid texture
L205[03:11:23] <fry> does the fluid by
itself render?
L206[03:11:34] <McJty> Well the block
doesn't
L207[03:11:37] <McJty> Same checkerboard
issue
L208[03:11:44] <McJty> public static final
Fluid freshWater = new Fluid("fresh_water", new
ResourceLocation("minecraft:water_still"), new
ResourceLocation("minecraft:water_flow"));
L209[03:11:48] <McJty> This is how I
create the fluid
L210[03:11:59] <McJty> (and
FluidRegistry.registerFluid() in preInit)
L212[03:12:53] <McJty> ah... it has to be
block model and not texture...
L213[03:12:55] <fry> you should have
missing texture error in the log
L214[03:12:59] <McJty> nope, none
L215[03:13:04] <panda_2134> how to make a
block 'rotatable' by using bc wrench?
L216[03:13:06] <fry> show the log
L217[03:13:18] <McJty> panda_2134,
implement RotateBlock
L219[03:13:40] <McJty> Note contains a lot
of errors for other things
L220[03:14:32] <fry> interesting
L221[03:14:44] <fry> [09:53:24] [Client
thread/ERROR]: Supressed additional 37 model loading errors for
domain aquamunda
L222[03:14:47] <panda_2134> where is it
XD
L223[03:14:52] <fry> that's probably
what's hiding it
L224[03:14:53] <panda_2134> i searched it
in eclipse
L225[03:14:56] <McJty> aha ok
L226[03:15:02] <panda_2134> but i can't
find it
L227[03:15:18] <McJty> panda_2134,
Block.rotateBlock
L228[03:15:24] <fry> so, you have a model
error too, not just a texture error
L229[03:15:25] <panda_2134> thx
L230[03:15:33] <McJty> fry, ok the bucket
is fine now
L231[03:15:39] <McJty> The in-game block
isn't however
L232[03:15:48] <fry> that's what I'm
talking about :P
L233[03:15:59] <fry> fix/silence other
errors to see the fluid one
L235[03:16:13] <McJty> That's the model
I'm using
L236[03:16:19] <McJty> Actually
blockstate
L237[03:17:13] <fry> did you set custom
statemapper?
L238[03:17:27] <McJty> um no... Why is
that needed?
L240[03:18:05] <fry> take a guess
L241[03:18:19] <McJty> Well I am not
exactly sure what that statemapper actually does
L242[03:18:59] <fry> it would be easier to
understand, if you saw the error
L243[03:19:13] <McJty> Unfortunatelly I'm
not close to fixing all the other errors...
L244[03:19:22] <fry> comment the blocks
out
L245[03:20:00] <Lordmau5> o/
L246[03:20:08] <Wuppy> \o
L247[03:20:31] <Lordmau5> Yo, I'll just
quickly let you know, fry, that I got the lighting issue fixed on
the fake-fluid rendering thanks to boni :P
L248[03:21:11] <Lordmau5> I didn't use
"getCombinedLight" because I assumed it would cause some
immense lag... but surprisingly, it didn'T
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L251[03:23:16] <McJty> Commented out the
other blocks.
L252[03:23:17] <McJty> No errors
L253[03:23:20] <McJty> But still
checkerboard
L254[03:23:57] <fry> 140-143
L255[03:24:11] <McJty> ah
L256[03:24:21] <fry> sometimes I think I
should print a stack trace for all errors just because people are
blind
L257[03:24:33] <Lordmau5> or:
L258[03:24:43] <Lordmau5> do that when a
specific parameter is set?=
L259[03:24:49] <Lordmau5> as in, not by
default
L260[03:24:56] <fry> nobody will set
it
L261[03:25:03] <McJty> What should the
custom statemapper do?
L262[03:25:10] <fry> look at the
example
L263[03:25:12] <Lordmau5> then only check
for if it's a dev-environment?
L264[03:25:15] <fry> it's all there
L265[03:25:24] <Lordmau5> If that's
possible
L266[03:28:16] <McJty> Nice it
works!
L267[03:28:17] <McJty> Thanks fry
L268[03:36:13] ***
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L269[03:39:13] ⇦
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L270[03:42:22] <McJty> fry, hmm. how can I
combine this fresh water block with something that can fall. I was
doing this in 1.7.10:
L271[03:42:27] <McJty> EntityFallingBlock
entityfallingblock = new EntityFallingBlock(world, (double)
(pos.getX() + 0.5F), (double) (pos.getY() + 0.5F), (double)
(pos.getZ() + 0.5F), state);
L272[03:42:27] <McJty>
world.spawnEntityInWorld(entityfallingblock);
L273[03:42:29]
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L274[03:42:37] <McJty> But in 1.8 that
seems to crash at rendertime
L275[03:43:01] <fry> logs
L277[03:43:24] <McJty> Sorry was getting
them but internet was suddenly slow :-)
L278[03:43:48] <Lordmau5> NPE in
world.isValid ?
L279[03:46:08] <fry> IBakedModel
ibakedmodel =
blockrendererdispatcher.getModelFromBlockState(iblockstate, world,
(BlockPos)null);
L280[03:46:13] <fry> that won't do
L281[03:47:03] <Lordmau5> Perhaps go for
the getModelShapes()# and whatever the method in there was
L282[03:47:10] <Lordmau5> that could get
the model depending on the state only?
L283[03:47:40] <fry> make your own entity
instead of RenderFallingBlock
L284[03:50:27] <McJty> Hmm I guess I can
make a new entity that just inherits from EntityFallingBlock and
then map that to my own renderer
L285[03:51:20] ⇦
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L289[04:08:00] <Ordinastie> damn it, steam
sales got me again :(
L290[04:08:20] <Lordmau5> ?
L291[04:08:53] <Ordinastie> I bought
stuff
L292[04:09:09] <Lordmau5> no shit, I got
that part :D
L293[04:09:13] <Lordmau5> I rather meant
to ask "what games?"
L295[04:10:44] <Lordmau5> Aperture Tag and
QUBE are great games
L296[04:10:56] <Lordmau5> the other
ones... well
L297[04:11:06] <Lordmau5> I know LotF,
because it was a hard-to-get-cracked game :D
L298[04:18:32] <RANKSHANK> My library
stops me from even looking at new games haha
L299[04:19:10]
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L301[04:25:50] <Cazzar> Ordinastie: just
do what I do
L302[04:25:53] <Cazzar> Have no fucking
money
L303[04:26:04] <RANKSHANK> So I was
thinking of adding to my PR support for defining additional models
for the glint passes in the model files so that you can apply the
glint to specific parts of the item... Thoughts on this?
L304[04:26:21] <Ordinastie> Cazzar, I only
use what my mods get me :)
L305[04:29:30] <OrionOnline> Good
morning
L306[04:29:38] <Cazzar> Also, Lordmau5 try
Glitchspace :P
L307[04:30:21] <OrionOnline> I have a
question about the MouseEvent, the location that is stored their is
that already scaled to the Display, or do i have to devide it by
the GUIScale myself?
L308[04:30:27] <McJty> fry, my
EntityFallingFreshWaterBlock just subclasses EntityFallingBlock. Is
that not valid? It seems it is picking the original
RenderFallingBlock instead of mine
L309[04:31:03]
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L310[04:33:18] <OrionOnline> Hmm never
mind, seems like the mouse event is only fired while no GUI Is
opened
L311[04:33:35] <OrionOnline> Anyone know a
good way to dynamically get the MousePosition even with a GUI
open?
L312[04:33:59] <McJty> From within the gui
it is easy
L313[04:34:02] <McJty> But you mean
elsehere?
L315[04:35:31] <McJty> OrionOnline, you
can also do: Mouse.getEventX()
L316[04:35:37] <OrionOnline> McJty, no i
actually mean always
L317[04:35:53] <OrionOnline> Hmm so a
ClientTickEvent and then update the MouseLocation should do the
Trick
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L319[04:37:05] <OrionOnline> What is
actually the difference between getX() and getEventX()??
L320[04:37:17] <McJty> no idea
actually
L321[04:37:48] <Lordmau5> halp
L322[04:37:53] <Lordmau5>
Glitchspace?
L324[04:38:12]
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L326[04:39:22] <Lordmau5> early access,
grrrrr..............
L327[04:39:44] <Cazzar> It's stable, and
being actively developed :p
L329[04:40:34] <Lordmau5> this one looks
interesting
L330[04:40:37] <Lordmau5> I think I have
that even
L331[04:40:40] <Lordmau5> never really
looked into it
L332[04:41:16] <Lordmau5> potentially
seems speedrunable as well
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L336[04:45:09] <Jackblue> i read some
stuff about ItemMeshDefinition but it's only for model ? thank in
advance :)
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L339[04:59:05] <McJty> fry, for my own
custom falling block entity and renderer what can I do instead of:
IBakedModel ibakedmodel =
blockrendererdispatcher.getModelFromBlockState(iblockstate, world,
null);
L340[04:59:10] <McJty> to get the baked
model for my block
L341[04:59:13]
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L342[04:59:17] <McJty> i.e. this was the
one giving me problems
L343[04:59:59] <Lordmau5>
blockrendererdispatcher.getModelBlockShapes().SOME_FUNCTION
L344[05:00:03] <Lordmau5> iirc
L345[05:00:06] ⇦
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L346[05:00:16] <Lordmau5> or
getBlockModelShapes, or just getModelShapes, that would be my
idea
L347[05:00:24] <McJty> Let me try
L348[05:00:25]
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L349[05:00:30] <Lordmau5> as said before,
there's a method in there to get the model based on only the
state
L350[05:00:55] <McJty> yes found
that
L351[05:01:16] <Lordmau5> Having an IDE
open would make things soooooo much easier, haha
L352[05:01:36] <McJty> I kinda always have
at least one IDE open :-)
L353[05:01:46]
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L354[05:01:49] <Lordmau5> Well
L355[05:01:52] <Lordmau5> I'm at work,
so...
L356[05:02:24] <McJty> hmm nothing is
being rendererd but it isn't crashing either so at least that is
good
L357[05:02:53] <Lordmau5> the state that
you're giving it, is it the normal state or the extended?
L358[05:03:00] <Fendirain> Is it possible
to have an entity show multiple blocks being broken at the same
time?
L359[05:03:09] <McJty> IBlockState
iblockstate = entity.getBlock();
L360[05:03:13] <Fendirain> Using
sendBlockBreakProgress a second time seems to overwrite the
first.
L361[05:03:42] <Lordmau5> McJty: No idea
then, sorry :/
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L364[05:07:39] <Jackblue> any idea for 2D
inventory item renderer, simply to add some OpenGL stuff who
overlay my item texture ?
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L367[05:09:55] <Lordmau5> no idea Jackblue
:/
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L371[05:11:09] <Lordmau5> literally the
first result for "minecraft 1.8 2d item renderer" on
google, lol
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L373[05:15:07] <Jackblue> Lordmau5 xD yeah
I already read this one, but i don't really need to add overlay
texture, nevermind i will continue to search :) And thank for your
help !
L374[05:15:21] <Lordmau5> uhm
L375[05:15:24] <Lordmau5> not overlay
texture, no
L376[05:15:34] <Lordmau5> I assume you
want to render some text above it?
L377[05:16:20] <Lordmau5> might wanna have
a look at RenderItem, as the post mentions at the bottom
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L380[05:22:10] <Diddi> does someone have
an idea why an entity i made keeps despawning although canDespawn
returns false?
L381[05:23:19] <Pennyw95> Lordmau5: I
solved my problem with blending
L382[05:23:23] <Lordmau5> dude nice
L383[05:23:26] <Lordmau5> what was the
issue? :D
L384[05:23:35] <Pennyw95> no idea
L385[05:23:43] <Pennyw95> I deleted the
world a made a new one and puff
L386[05:23:54] <Lordmau5> ...
L387[05:24:01] <Pennyw95> diesieben07 said
that a compiling error could have made a corrupted data
L388[05:24:11] <Pennyw95> and apparently
he was right...as always anyway
L389[05:25:21] <Lordmau5> I vote for him
to be voice in here since he knows stuff so well :3
L390[05:25:59] <Pennyw95> ahah sure he'd
deserve it
L391[05:27:23] <Fendirain> Diddi: Are you
on peaceful?
L392[05:27:36] <Diddi> i'm on normal
L393[05:28:07] <Fendirain> Has it worked
previously?
L394[05:28:29] <Diddi> no
L395[05:28:41] <Fendirain> Would need to
see the code then.
L397[05:30:22] <Diddi> thats the package
with the entity in it. EntityElementalEarth is the one i am caring
about, the code is in EntityElementalBase
L398[05:30:38] ***
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L399[05:31:08] <Fendirain> How fast does
it despawn?
L400[05:31:44] <Diddi> it despawns when i
leave the world
L401[05:33:34] <Fendirain> Do you mean
switching dementions or reloading the world?
L402[05:34:12] <Diddi> reloading (back to
title and joining again)
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L404[05:35:44] <Fendirain> Nothing in the
log when loading the world?
L405[05:38:17] <Diddi> it htrows a
nullpointer when trying to load the master from nbt
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L407[05:39:11] <diesieben07> Pennyw95, i
did not say that.
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L410[05:40:08] <Pennyw95> about corrupt TE
data?
L411[05:40:16] <Fendirain> Need to see the
full error then.
L412[05:41:14] <diesieben07> yes, it has
nothing to do with compilation
L413[05:41:14] <Pennyw95> Oh, you're
right....sorry my bad
L415[05:41:32] <Pennyw95> it was about the
world trying to set a -1 metadata block
L416[05:41:37] <diesieben07> i know
L417[05:42:14] <Lordmau5> what does your
setMaster method look like?
L418[05:42:17] <Lordmau5> the whole tile
class, perhaps.
L419[05:42:30] <Lordmau5> eeh
L420[05:42:33] <Lordmau5> Entity class,
lmao
L421[05:42:40] <Fendirain> He posted the
Github above.
L422[05:42:49] <Lordmau5> oh woops
L423[05:43:30] <Lordmau5> you could put a
breakpoint there, Diddi, and check what exactly is nullo
L424[05:43:32] <Lordmau5> null*
L425[05:44:25] <Lordmau5> Assumptions: The
player you pass through to "setMaster()";
"this.dataWatcher";
"player.getGameProfile()"
L427[05:46:16] <Lordmau5> gotta go now,
finally done at work o/
L428[05:46:21] <Lordmau5> talk to you guys
later
L429[05:46:30] <diesieben07> you want
player.getUniqueId()
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L438[06:00:35] <Diddi> ok so the master i
am passing to setmaster is null. maybe the player "joins"
the world after the entities do
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L440[06:01:14] <Fendirain> Did you try the
above advice?
L441[06:01:20] <diesieben07> you are
getting the UUID all wrong
L442[06:01:32] <Diddi> i changed
that
L443[06:01:41] <Diddi> the uuid looks
correct
L444[06:01:42] <diesieben07> well, not all
wrong
L445[06:02:20] <LatvianModder> Either
player.getUniquieId() or even better getGameProfile().getId()
L446[06:02:46] <Diddi> but i think i
should use only the uuid-string anyway because on servers, the
player can't exist when the server loads
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L450[06:07:14] <Fendirain> How much data
can NBT store?
L451[06:11:38] <Fendirain> or, What I
meant to ask, Is there a limit to how much you "should"
nest them?
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L453[06:13:34] <OrionOnline> Fendirain, As
much as the file system supports it
L454[06:13:53] <OrionOnline> Their is not
really a limit, just when the world file for that area gets to big
it crashes
L455[06:14:31] <Fendirain> Thats what I
figured. Trying to figure out this StackOverflowError.
L456[06:15:05] <OrionOnline> show your
code and the exception
L459[06:19:03] <OrionOnline> Yeah okey
there is another limit the write stack
L460[06:19:23] <OrionOnline> The limit is
then determined by the write to disk method
L461[06:19:34] <OrionOnline> You will need
to make it less nested
L462[06:20:54] <Fendirain> Ah, Okay
then.
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L468[06:32:45] <Fendirain> Got that issue
solved now, Thanks for the help.
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L471[06:36:25] <Diddi> So i fixed my
"despawning entity" bug. it definitely works in
singleplayer and it should work on servers (-> when the msaters
entityPlayer doesn't exist)
L472[06:38:42] <Jackblue> Well, I read
more documentation and your link Lordmau5, I work on a Skill system
and i would like to show time and draw a simple gray overlay when
cooldown is running.
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L474[06:40:12] <Jackblue> I already do
this in 1.7 easily with IItemRenderer, 1.8 add many stuff for
models but I see nothing for simple openGL rendering stuff like
this, maybe I'm just blind :p
L475[06:40:46] <diesieben07> you are not
:)
L476[06:40:52] <diesieben07> you can't
render Items without models
L477[06:41:00] <Nitrodev> Hi
L478[06:41:38]
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L479[06:42:08] <Pennyw95> hey
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L481[06:43:56] <Jackblue> diesieben07 ok
thank you ! Maybe I can try something with TextureAtlasSprite
too.
L482[06:44:10] <diesieben07> you could but
... it's probably not worth doing that
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L485[06:46:42] <diesieben07> you could use
IPerspectiveAwareModel, check for TransformType.GUI and then return
a model with the bar on top
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L487[06:48:07] <Jackblue> ok I will try,
thanks ! So many Interface for models, I'm totally lost x)
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L492[06:57:33] <Pennyw95> do rotations in
a json model stack or override each other?
L493[06:58:08] <fry> override
L494[06:58:15] <Pennyw95> ok
L495[06:58:29] <Pennyw95> so, the order in
writing the properties matters?
L497[06:59:36] <fry> don't put rotations
in multiple places
L498[07:02:07] <Pennyw95> If I have a
block with a PropertyEnum TYPE and a propertyDirection Facing, and
want only some types of the block the have the facing set
L500[07:03:00] <Pennyw95> missing , after
the "facing" ending }....but anywya
L501[07:04:08] *** V
is now known as Vigaro
L502[07:11:37] <Pennyw95> I guess every
block with a facing property needs its own class
L503[07:16:03] <diesieben07> haha, makes
"type fix" pr, just mistypes another way...
L504[07:16:08] <diesieben07> that is
advanced stupid
L505[07:17:32] <fry> "type fix",
huh? :D
L506[07:17:59] <diesieben07> i'll show
myself out
L507[07:18:06]
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L508[07:19:46] <LatvianModder> I always
love when people say "This isn't regular stpuid. This is
advanced stupid" xD
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L521[07:52:47] <Wuppy> o/
L522[07:53:17] <GrygrFlzr> \o
L523[07:53:27] <Wuppy> hey mate, how're
you doing
L524[07:53:47] <GrygrFlzr> drowning in
overdue work because I've been dumb
L525[07:53:49] <GrygrFlzr> rip
L526[07:53:59] <Wuppy> too much work, can
relate :)
L527[07:54:43] ***
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L529[07:55:52] <GrygrFlzr> lol
L530[08:00:01] ⇦
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L532[08:02:38] <Wuppy> like, I'm even
willing to download and install origin for that :P
L533[08:04:37]
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L534[08:06:17] ***
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L535[08:09:52] <PaleoCrafter> Wuppy, tbh,
the cars look the shittiest in the whole thing :P
L536[08:10:07] <Wuppy> that song though
:P
L537[08:19:47] ***
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L538[08:21:55] <Nitrodev> the best reason
why to watch a movie: SONGS
L539[08:22:12] <Wuppy> o___0
L540[08:22:51] <Nitrodev>
<PaleoCrafter> Wuppy, tbh, the cars look the shittiest in the
whole thing :P
L541[08:22:51] <Nitrodev> <Wuppy>
that song though :P
L542[08:22:53] ⇦
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L543[08:22:55] <Nitrodev> that's why i
said it
L544[08:23:11] <Wuppy> that song is
nostalgic to the good old need for speed games <3
L545[08:23:21]
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L546[08:23:27] <Nitrodev> and that's why
you want to watch it?
L547[08:23:39] <diesieben07> ehmmm
L548[08:23:48] <Nitrodev> What?
L549[08:23:50] <diesieben07> that is a
game.
L550[08:23:54] <Wuppy> Nitrodev, nope,
that just makes the game even better :P
L551[08:24:07] <Nitrodev> game?
L552[08:24:11] <diesieben07> need for
speed
L553[08:24:16] <Nitrodev> OH
L554[08:24:17] <diesieben07> you said
"watch it
L555[08:24:26] <Nitrodev> i thought we
were talking about the movie
L556[08:24:41] <Wuppy> nope, there is a
new Need for Speed coming out in march
L557[08:24:51] <Wuppy> probably like #4
under that exact name :|
L558[08:24:59] <Nitrodev> Eh i don't give
a shit
L559[08:25:01] <Wuppy> but it sounds
really promising for once
L560[08:26:07] <shadowfacts> urgh
L561[08:26:53] <shadowfacts> is there any
better way to get an ItemStack from a BlockSkull than checking for
the corner case if the block is a skull and if so, creating a new
stack with the skull item
L562[08:27:25] <McJty> Doesn't
Item.getItemFromBlock(block) work?
L563[08:27:33] <ghz|afk> no, skulls don't
have an itemblock
L564[08:27:37] <ghz|afk> not a valid one
at least
L565[08:27:38] <shadowfacts> no,
Item.getItemFromBlock(blockSkull) doesn't work
L566[08:27:41] <ghz|afk> they drop into an
item
L567[08:28:06] <shadowfacts>
Block.getBlockIdFromBlock returns the skull block ID, which is
different from the skull item ID
L568[08:28:23] <ghz|afk> shadowfacts: you
should ask the block about what it drops as
L569[08:29:09] <ghz|afk> as in, call
getDrops on the block
L570[08:29:36] <shadowfacts> I
specifically need the block in the world though, not what it
drops
L571[08:29:48] <ghz|afk> wat?
L572[08:30:00] <ghz|afk> yo usaid you want
an ItemStack
L573[08:30:37] <ghz|afk> the skull has no
ItemBlock.
L574[08:30:40] <shadowfacts> yes, a stack
of the block in the world (or it's corresponding ItemBlock)
L575[08:30:49] <ghz|afk> yeah that won't
work
L576[08:30:54] <ghz|afk> skulls don't have
an itemblock
L577[08:31:06] <shadowfacts> I know, my
question was is there anything better than manually checking for
that corner case?
L578[08:31:21] <ghz|afk> why can't you
make use of the dropped item?
L579[08:32:27] <shadowfacts> e.g. you're
trying to use my thing with diamond ore, the diamond ore is what
you want, not the diamond itself
L580[08:33:07] <shadowfacts> or for any
other ore, or grass blocks, or any block where the block doesn't
drop itself
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L593[09:09:47] <OrionOnline> Goddamit, i
cannot find this corner case that causes my OpenGL stack
overflow...
L594[09:12:23] <PaleoCrafter> you're
missing a popMatrix, OrionOnline
L595[09:12:29] <OrionOnline> I know
L596[09:12:39] <OrionOnline> But i cannot
find where the hell i am missing it
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L602[09:16:49] <PitchBright> I made logs
that are subblocks, but when they are on their side (meta 4 and 8)…
they show as "unnamed" in NEI's tooltips. Any ideas what
I"m overlooking?
L603[09:17:04] <mrburgerUS> Does anyone
have experience with the OBJ importer?
L604[09:17:21] <McJty> mrburgerUS,
1.8.9?
L605[09:17:32] <mrburgerUS> Im still on
1.7 rn
L606[09:17:43] <McJty> Well the obj
importer on 1.7.10 is not really very good
L607[09:17:48] <McJty> In fact it is
rather bad :-)
L608[09:17:51] ⇦
Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Ping timeout:
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L609[09:17:53] <mrburgerUS> is it better
in 1.8?
L610[09:17:57] <McJty> A huge deal
yes
L611[09:18:00] <mrburgerUS> Alright
L612[09:18:05] <mrburgerUS> Ill update my
mod then
L613[09:18:10] ***
AEnterprise is now known as AEnterpriseAFK
L614[09:18:24] <shadekiller666> the 1.8
loader is waaaaay better, you're welcome :)
L615[09:18:56] ***
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L616[09:19:10] <tterrag|ZZZzzz>
PitchBright: that's waila and a think you need to override
getPickBlock
L617[09:19:21] ***
tterrag|ZZZzzz is now known as tterrag|phone
L618[09:19:30] <PitchBright> oh ya… you're
right… WAILA...
L619[09:19:46] <PitchBright> but without
WAILA… they just show up "" in NEI
L620[09:20:04] <PitchBright> i'll check
out the override, thanks
L621[09:21:06] <mrburgerUS> Alright so how
od I update my forgesrc for 1.8
L622[09:21:48]
⇨ Joins: Szernex
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L623[09:22:24] <tterrag|phone> update the
forge version in your build.gradle
L624[09:23:23] <McJty> Also upgrade gradle
itself to 2.1 (as opposed to 1.2 which many were using in
1.7)
L625[09:23:42] <shadekiller666> ^
L626[09:23:48] <shadekiller666> thats
important
L627[09:23:54] <tterrag|phone> quite
L628[09:24:06] <tterrag|phone> You may be
better off with a new buildscript
L630[09:24:28] <McJty> I started most of
my 1.8.9 mods fresh and copyied over stuff from the 1.7.10 mod
gradually
L632[09:24:58] <mrburgerUS> damn.
L633[09:25:12] <mrburgerUS> I forgot
Immersive Engineering is a dependency
L634[09:25:17] <mrburgerUS> its not 1.8
yet
L635[09:25:26] <tterrag|phone> It's almost
ready afaik
L636[09:25:32] <McJty> It is on FC1
L637[09:26:11] <mrburgerUS> whats FC1
again?
L638[09:26:17] <McJty> ForgeCraft1
L639[09:26:32] <McJty> Private 1.8.9
server containing broken, buggy, beta, and alpha mods :-)
L640[09:26:45] <mrburgerUS> alright
L641[09:27:02] <mrburgerUS> Well looks
like now I play the waiting game
L642[09:27:17] <tterrag|phone> The obj
loader in 1.7 really isn't that bad
L643[09:27:28] <tterrag|phone> You just
have to be careful how you make your files
L644[09:27:37] <tterrag|phone> For
instance you cannot mix tris and quads
L645[09:27:49] <McJty> Also you are
limited to one material per obj (as far as I know)
L646[09:27:53] <tterrag|phone> and object
names cannot contain a period
L647[09:28:07] <tterrag|phone> materials
are unused entirely
L649[09:33:09] <shadowfacts> gah, I'm just
manually checking for the skull corner case :V
L650[09:35:26] ***
kroeser|away is now known as kroeser
L651[09:35:28] <PaleoCrafter> MattDahEpic,
are you sure that it's caused by the enderchest stuff? :P
L652[09:36:11] <MattDahEpic> pretty sure,
it only happens when i use the enderchest ring and it doesnt happen
when i use the craftingtable ring
L653[09:36:34] <shadekiller666> mcjty, not
with the 1.8 loader
L654[09:36:37] <PaleoCrafter> which item
gets put in the inventory?
L655[09:36:58] <McJty> shadekiller666,
what?
L656[09:37:15] <MattDahEpic> PaleoCrafter,
the container item of all rings in the inventory
L657[09:37:32] <MattDahEpic> which is the
rings
L658[09:37:38] <McJty> shadekiller666,
what do you mean exactly?
L659[09:37:46] <shadekiller666> the 1.8
loader doesn't have a limit on number of materials
L660[09:37:53] <PaleoCrafter> are you sure
it's not your doesDinkHaveItemsNeededToFunction function?
L661[09:38:03] <McJty> shadekiller666, I
know. I'm using multiple materials now
L662[09:38:31] <Lymia> On an related note.
"displayGUIChest" and "displayGui"
L664[09:38:38] <Lymia> Does MCP have
method naming standards
L665[09:38:59] <tterrag|phone> It
tries
L666[09:39:06] <PaleoCrafter> yeah, but
they're hard to enforce :P
L667[09:39:35] <tterrag|phone> But since
mappings are crowdsourced
L668[09:39:41] <Lymia> MattDahEpic, does
it still happen if you comment out the code that brings up the
ender chest?
L669[09:39:42] <tterrag|phone> It's hard
to keep consistent
L670[09:39:55] <Lymia> That'd be a quick
way to rule out anything else.
L671[09:40:11] <MattDahEpic> Lymia, the
inventory doesnt open then, and i think i have an idea of what
causes it
L672[09:40:25] <Lymia> I mean. And there's
no dupe either, right?
L673[09:40:58] <PaleoCrafter> meh, why
isn't there a protection IAttribute ._.
L674[09:41:18]
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L675[09:41:19] <tterrag|phone> mojang use
their own system?
L676[09:41:28] <tterrag|phone> bah!
L677[09:41:34] <PaleoCrafter> lol
L678[09:46:42] ⇦
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L679[09:47:38] <mrburgerUS> mainly Im
having issues with vn lines
L680[09:47:59] <tterrag|phone> vn?
L681[09:48:04] <mrburgerUS> in obj
L682[09:48:24] <tterrag|phone> What's the
log
L683[09:48:30] <mrburgerUS> im using OBJ
for my rifles to get modifications working
L684[09:48:41] <PaleoCrafter> gah, why
doesn't LivingAttackEvent allow to modify the amount of damage
-.-
L685[09:49:02] <mrburgerUS>
net.minecraftforge.client.model.ModelFormatException: Error parsing
entry ('vn -1 1.78349e-017 6.06387e-017', line 358) in file
'immersivearms:models/ModelVMS.obj' - Incorrect format
L686[09:49:09] <mrburgerUS> thats the line
in question
L687[09:49:28] <diesieben07> PaleoCrafter,
LivingHurtEvent
L688[09:49:31] <PaleoCrafter> oh...
L689[09:49:33] <PaleoCrafter> ._.
L690[09:49:41] <PaleoCrafter> just found
that xD
L691[09:50:07] <tterrag|phone> It probably
doesn't like the e notation
L692[09:50:21] <tterrag|phone> Why do you
have such small values anyways
L693[09:50:39] <OrionOnline> Can a
GLOverFlow be caused by not Popping attributes?
L694[09:50:59] <mrburgerUS> I made a small
model IDK
L695[09:51:08] <mrburgerUS> should I
upsize it?
L696[09:51:09] <mrburgerUS> YES
L697[09:51:19] <mrburgerUS> gl overflow
happens a lot for me when I forget to pop
L698[09:51:57] <OrionOnline> mrburgerUS, i
am not talking about the matrix popping
L699[09:52:11] <mrburgerUS> oh well
still
L700[09:52:14] <OrionOnline> I am talking
in particular about the not popping of the scissor attribute and
bit
L701[09:52:27] <mrburgerUS> I think it
still does
L702[09:52:39] <OrionOnline> Hmm then i
need to look into why it is not popping it off then
L703[09:52:58] <OrionOnline> Cause that
could explain why my new scissoring system is cause the GL
Overflow
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L705[09:53:30] <tterrag|phone> The model
should be 1x1x1
L706[09:54:20] <mrburgerUS> should I
upscale it in the editor and then export it?
L707[10:00:24]
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L709[10:06:11] <OrionOnline> And fixed the
scissoring, finally my port of the GUI system to 1.8 sees its end
coming
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L711[10:06:34] <ghz|afk> mrburgerUS: yeah
it's best to make the model fit in the editor
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L713[10:07:02] <sham1> So, about those
gravitational waves
L714[10:07:10] <ghz|afk> they have been
observed.
L715[10:07:14] ***
ghz|afk is now known as gigaherz
L716[10:07:16] <sham1> indeed
L717[10:07:21] <gigaherz> that's
all.
L718[10:07:28] <gigaherz> more science
needed for anything else to be said.
L719[10:08:05] <gigaherz> it does open up
a whole lot of sciency things to be done further in the area
L720[10:08:33] ⇦
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L721[10:09:05] <gigaherz> so,
L722[10:09:14]
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L724[10:09:24] <gigaherz> can I make use
of your ppl's idea machinery?
L725[10:09:29] <gigaherz> you ppl*
L726[10:09:30] ⇦
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L727[10:09:33] <gigaherz> i have my magic
mod
L728[10:09:43]
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L729[10:09:44] <gigaherz> I have an
endgame way to get essences
L730[10:09:54] <gigaherz> which is to
break down items and blocks
L731[10:10:07] <gigaherz> but I need to
polish the "early game", and "midgame"
L732[10:11:08] <Lymia> I should
really
L733[10:11:13] <Lymia> Work on my mod
again sometime.
L734[10:11:19] <Lymia> And see if I can
get something working some day.
L735[10:11:20] <gigaherz> my rough idea
was some sort of item
L736[10:11:27] <gigaherz> that you can
break to release elementsl essences
L737[10:11:49] <Lymia> How are you
handling balance in general?
L738[10:12:08] <gigaherz> balance is the
cost of the spells
L739[10:12:14] <Lymia> Most mods seem
balanced in a BS way to work around the fact that most mods are
balanced in BS ways.
L740[10:12:15] <Lymia> :/
L741[10:12:18] <gigaherz> and the
limitations of the gemstones that can contain those amounts
L742[10:12:34] <Lymia> Oh? What's your mod
in general?
L744[10:12:50] <gigaherz> my mod is about
"raw magic"
L745[10:12:59] <gigaherz> spellcasting
similar to what you see in Magicka
L746[10:13:03] <Lymia> ah
L747[10:13:29] <gigaherz> I'm working on
"phase 1"
L748[10:13:38] <gigaherz> which is the
normal spellcasts
L749[10:13:51] <Lymia> I wanted to make a
magic mod focused on exploration and sort of an theme of
"reverse engineering" for how the player learns to use
the mod, so to speak.
L750[10:13:56] <gigaherz> then a
"post-release" addition will be rituals and such
L751[10:14:07] <Lymia> I don't mean the
general idea of the balance, but, more like, how do you plan on
choosing numbers?
L752[10:14:24] <Lymia> Like how much
damage spells do or how much mana it costs, in particular making it
match with other mods and vanilla.
L753[10:14:27] <gigaherz> I have some
formulas, but that's not my concern at the moment
L754[10:14:48] <gigaherz> basically the
spells are defined by 3 numbers
L755[10:14:59] <gigaherz> the effect, the
shape, and the power level
L756[10:15:04] <gigaherz> so like
L757[10:15:06] <Lymia> I gather you aren't
balancing around the power level of any other mod in particular
then? :p
L758[10:15:25] <gigaherz> a spellcast done
with "Fire,Fire,Fire" will be a fire nova of level
3
L759[10:15:32] <gigaherz> nope
L760[10:16:19] <Lymia> It sounds
interesting. Sorta like Kirby 64's copy ability system?
L761[10:16:36] <gigaherz> but basically in
rough terms, a rudimentary wand would let you do power level 1
spells
L762[10:16:55] <gigaherz> while a
"superb" class staff would let you do level 5
L763[10:17:18] <gigaherz> level 1 spells
costing around 10 essences total, while level 5 cost around 1000
total
L764[10:17:28] <Lymia> A bit too
systematic for my tastes. :p
L765[10:17:36] <gigaherz> as I said, rough
terms
L766[10:17:52]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@206.223.179.158)
L767[10:18:08] <Lymia> One of the core
ideas I had was to make a quest system and call it a research
system.
L768[10:18:20] <Lymia> So I could get away
with really weird research requirements.
L769[10:18:21] <gigaherz> yeah I want to
avoid those things
L770[10:18:44] <gigaherz> I literally
started writing this mod when I got annoyed by the requirements of
thaumcraft 3
L771[10:18:44] <gigaherz> ;P
L772[10:18:57] <Lymia> You mean
L773[10:19:03] <gigaherz> been working on
it on and off since mc 1.4.7
L774[10:19:07] <Lymia> The stupid dumb
aspect system where you can't scan anything
L775[10:19:13] <gigaherz> no the old
one
L776[10:19:18] <gigaherz> where you had to
put a stack of feathers in the table
L777[10:19:27] <gigaherz> then use them
up
L778[10:19:28] <Lymia> oh
L779[10:19:29] <Lymia> urgh
L780[10:19:33] <gigaherz> until it
randomly activated something
L781[10:19:35]
⇨ Joins: gabizou
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L782[10:19:35] <unascribed> and it had two
modes
L783[10:19:38] <gigaherz> yeah
L784[10:19:39] <unascribed> Cursory and
Throughough
L785[10:19:41] <gigaherz> fast but
wasteful
L786[10:19:41] <Lymia> That one.
L787[10:19:44] <gigaherz> slow but less
wasteful
L788[10:19:44] <Lymia> Yeah, I remember
it.
L789[10:19:44] <unascribed> and as far as
anyone could tell
L790[10:19:48] <unascribed> there was no
difference
L791[10:19:55] <unascribed> other than
item consumption rate
L792[10:19:56] <gigaherz> there was
L793[10:19:59] <gigaherz> one used up the
items faster
L794[10:19:59] <gigaherz> XD
L795[10:20:17] <infinitefoxes_> is now a
bad to ask about world gen? lol
L796[10:20:24] <unascribed> they both
seemed like the same speed
L797[10:20:37] <gigaherz> yeah the
"time until unlock"
L798[10:20:40] <gigaherz> was
approximately the same
L799[10:21:00] <unascribed>
infinitefoxes_, what kind of world gen
L800[10:21:02] <Lymia> I thought the
tradeoff was supposed to be risk vs reward for items you only have
a few of.
L801[10:21:16] <gigaherz> Lymia: it was
more involved
L802[10:21:21] <gigaherz> becuase there
were some aspects that had a bonus
L803[10:21:23] <gigaherz> and stuff like
that
L804[10:21:25] <Lymia> Like, "I don't
have many items with this aspect, so, better I get something than
nothing."
L805[10:21:31] <gigaherz> but
overall
L806[10:21:37] <gigaherz> you'd waste a
stack of X
L807[10:21:46] <gigaherz> jsut faster or
slower depending on which option you chose
L808[10:21:49] <Lymia> I think I came up
with my idea also as a way to get around the usual stupid research
systems.
L809[10:21:54] <gigaherz> it was still
random chance
L810[10:21:58] <unascribed> quests sound
even more stupid
L811[10:22:01] <Lymia> Thaumcraft 4's
research felt like filler than a part of the game that was to be
"fun".
L812[10:22:03] <unascribed> being
honest
L813[10:22:12] <gigaherz> the randomness
factor was much begger than what the toggle did
L814[10:22:15] <unascribed> yeah, TC4's
research is a chore
L815[10:22:18] <PaleoCrafter> depends on
the type of quest
L816[10:22:22] <gigaherz> TC5 is
nice
L817[10:22:25] <unascribed> the TC
diehards I know think it's fun
L818[10:22:28] <infinitefoxes_>
unascribed: I have large clouds that generate in my world as a
single WorldGenerator. issue is that they span across multiple
chunks and freeze the world as the game tries to provide
chunks
L819[10:22:35] <gigaherz> it's the same
minigame
L820[10:22:36] <gigaherz> which is
fun
L821[10:22:44] <gigaherz> but without the
chore of gathering aspects in advance
L822[10:22:50] <gigaherz> since the
research comes with the aspects included
L823[10:23:15] <Lymia> unascribed,
"quest"'s a pretty general idea.
L824[10:23:32] <Lymia> Basically, a system
that can handle arbitrary requirements that can be very different
for different research.
L825[10:23:33] <unascribed>
infinitefoxes_, I've never written a chunk-spanning world gen, so I
have no idea
L826[10:23:35] <unascribed> maybe someone
else does?
L827[10:23:43] *
unascribed coughs
L828[10:23:58] <PaleoCrafter> Ivorius,
it's your time to be helpful :P
L829[10:24:07] <Lymia> infinitefoxes_, is
it something you can do with a noisemap instead of generating
discrete "cloud" features?
L830[10:24:10] <unascribed> Lymia, so
"quest" as in HQM, not as in general RPGs?
L831[10:24:27] <unascribed> an arbitrary
set of requirements usually involving handing something in
L832[10:24:30] <Lymia> I don't know what
the difference would be, lol.
L833[10:24:39] <Lymia> "Quest"
in the game design sense?
L834[10:24:41] <unascribed> general RPGs
would have you get the quest from someone
L835[10:24:49] <unascribed> which is the
main part that sounds dumb to me
L836[10:24:49] <Lymia> Definitely not like
that
L837[10:24:53]
⇨ Joins: Naiten (Naiten@77.34.109.35)
L838[10:25:06] <unascribed> "an
arbitrary set of requirements" sounds okay
L839[10:25:12] <Lymia> But, functionally,
it'd be quest system. In the sense that you get a list of
requirements you can do, and fulfill them with a reward.
L840[10:25:22] <infinitefoxes_> Lymia: If
it was, I'd gave no idea how to. The cloud's type, shape, and size
are determined as a seed before generating
L841[10:25:45] <Ivorius> Eh, don't have
much time
L842[10:25:52] <Lymia> And, in particular,
it'd show you what you could do next, and show you the next task
after you finish it, and so fourth.
L843[10:25:54] <Lymia> forth*
L844[10:26:02] <infinitefoxes_> which I
have no idea how to keep consistent across multiple chunks
L845[10:26:07] <Lymia> I didn't know
"quest system" could mean anything else, lol.
L846[10:26:41]
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(~Poppy@chello085216146055.chello.sk)
L847[10:26:50] <gigaherz> infinitefoxes_:
you use "random"?
L848[10:27:06] <infinitefoxes_> yes
L849[10:27:12] <gigaherz> you may want to
generate the cloud based on something closer to the terrain
generation itself
L850[10:27:18] <infinitefoxes_> I can gist
the class real quick
L851[10:27:28] <gigaherz> where the value
is a function applied to the coords
L852[10:27:31] <Lymia> Yeah.
L853[10:27:35] <infinitefoxes_> I'm a
complete nub with gen
L854[10:27:37] <Lymia> That's what I meant
by using a noise map.
L855[10:27:40] <gigaherz> instead of a
random number generator
L856[10:27:48] <infinitefoxes_> would you
have any resources for that?
L857[10:28:02] <gigaherz> there's some
talks about an algorithm cleverly named "noise"
L858[10:28:11] <Lymia> The basic idea is
that you have a map of so called "coherent" noise.
L859[10:28:13] <PaleoCrafter> I'd suggest
looking at Natura, they have clouds after all :P
L860[10:28:17] <gigaherz> it's similar to
what mc uses for terrain generation
L861[10:28:41] <Lymia> Which has the
property that it changes smoothly on small scales, so you don't get
big jumps like plain white noise, but on a large scale, it's
totally random.
L862[10:28:55] <gigaherz> in fact
L863[10:28:58] <Lymia> So, say, values 2
blocks apart would be very similar in value, while blocks 5000
blocks apart would be completely random in relation to each
other.
L864[10:29:00] <gigaherz> if you google
"terrain generation noise"
L865[10:29:04] <gigaherz> you get mc-like
pictures
L866[10:29:04] <gigaherz> XD
L868[10:29:42] <Lymia> From that, you can
do stuff like generate blocks in every block where the value in the
underlying noise map is "<0.3" or something, and get
decent random patterns.
L869[10:29:47] ⇦
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L870[10:29:57] ⇦
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L871[10:30:03] <infinitefoxes_> awesome,
that sounds just like what I need
L872[10:30:06] ***
Mraoffle is now known as Mraof
L873[10:30:08] <gigaherz> then you can add
use the existing biome values
L874[10:30:13] <gigaherz> to tweak this
algorithm
L875[10:30:16] <gigaherz> like
L876[10:30:25] <gigaherz> plains may have
wider clouds
L877[10:30:31] <gigaherz> hills may have
narrow cloud patterns
L878[10:30:45] <Lymia> Wouldn't doing
complicated stuff like that make weird distortions around biome
edges?
L879[10:31:00] <gigaherz> not if you use
the smooth biome edges that mc already has
L880[10:31:04] <Lymia> It's not too
noticable with actual terrain, since biomes have sharp edges
anyway, but, I think it might be really obvious when it's big and
in the sky.
L881[10:31:12] ***
AEnterpriseAFK is now known as AEnterprise
L882[10:31:26] <Lymia> I think you'd need
to vary over a far longer area than what MC already does to make it
look natural for something like clouds.
L883[10:31:38] <gigaherz> maybe
L884[10:31:46] <infinitefoxes_> These
clouds would be the same regardless of biomes
L885[10:31:53] <infinitefoxes_> as they
exist in my own dimension
L886[10:32:32] <Lymia> Plus, uh, mod
compatibility issues.
L887[10:32:52] <gigaherz> also, if you
want to generate thinsg that have "clusters" of things
separated by wider spaces
L888[10:32:53] <Lymia> I remember crap
like Thaumcraft 4 apparently not liking to generate aura nodes
because of custom biomes. :/
L889[10:32:58] <gigaherz> try subtracting
two perlin nouse functions
L890[10:33:00] <gigaherz> ;p
L892[10:33:18] <gigaherz> suppose the
"black" areas are the clouds
L893[10:33:28] <Lymia> uh
L894[10:33:33] <Lymia> According to the
name, that's a voronoi network
L895[10:33:37] <Lymia> Which is a
completely different beast.
L896[10:33:47] ⇦
Parts: Lymia (~lymia@magical.girl.lyrical.lymia.moe)
(Hug~♪))
L897[10:33:51] <gigaherz> yeah wrong
pic
L898[10:33:51]
⇨ Joins: Lymia
(~lymia@magical.girl.lyrical.lymia.moe)
L899[10:33:52] <Lymia> opps
L900[10:34:13] <gigaherz> [17:33]
(gigaherz): yeah wrong pic
L901[10:34:58] <Lymia> What does
subtracting two perlin noise maps achieve?
L902[10:35:40] <gigaherz> clouds.
L903[10:36:11] <gigaherz> sec pasting
link
L905[10:36:18] <gigaherz> I opened
photoshop
L906[10:36:26] <gigaherz> used
"render -> clouds" in two separate layers
L907[10:36:30] <gigaherz> and set the top
one to "subtract"
L908[10:36:32] <gigaherz> that's the
result
L910[10:38:15] <gigaherz> bigger map
L911[10:38:19] <gigaherz> (4x on each
direction)
L913[10:38:45] <Lymia> Also clouds
L914[10:38:57] <Lymia> Basically identical
to what you're doing, except with only one noise map
L915[10:39:06] <gigaherz> not quite the
same
L916[10:39:25] <infinitefoxes_> alright, I
kind of get how to use noise maps
L917[10:39:34] <infinitefoxes_> how do I
generate one, though?
L918[10:39:46] <sham1> RNG
L919[10:39:56] <sham1> if you want
L921[10:40:18] <Lymia> Matter of
adjustment
L922[10:41:04] <gigaherz> hmm yeah I
suppose subtracting a constant value does make it be the same
effect
L923[10:41:17] <gigaherz> oh way
L924[10:41:19] *
gigaherz facepalms
L925[10:41:32] <Lymia> Photoshop's
basically generating coherent noise in the range of [0,1] instead
of [-1,1]
L926[10:41:56] <gigaherz> the effect I was
thinking of
L927[10:42:08] <gigaherz> was with blurred
noise patterns
L928[10:42:12] <gigaherz> which then
generates things like
L929[10:42:16] <Lymia> So what you're
doing roughly curves the existing values a bit (for the same reason
that 2d6 has a triangle shaped distribution and 1d6 has a flat
distribution)
L930[10:42:31] <gigaherz> sorry
brainfart
L931[10:42:34] <gigaherz> confused two
separate things
L932[10:42:34] <Lymia> And normalizes it
to [-1,1], then cuts off negative values.
L934[10:42:58] <gigaherz> this is the
"difference" between two blurred noise patterns
L935[10:43:10] <Lymia> Oh, difference, I
see.
L936[10:44:11] <gigaherz> (it has to be
blurred, otherwise it's just another random pattern ;P)
L938[10:44:48] <gigaherz> the larger the
blur, the smoother the "pits"
L939[10:44:50] <Lymia> Still basically a
function of a perlin noise output.
L940[10:45:14] <gigaherz> that is not
something I would have thought of doing
L941[10:45:15] <gigaherz> XD
L942[10:46:15]
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(MalkConten@p4FDCE32C.dip0.t-ipconnect.de)
L943[10:48:00] <Lymia> Because of how
perlin noise works, adding two perlin maps doesn't really do
much.
L944[10:48:17] <gigaherz> yeah the point
was some gaussian blur in between
L945[10:48:24] <Lymia> Bluring it
beforehand is basically the same as adjusting the number/scale of
the octaves relative to each other.
L946[10:48:35] <Lymia> Which is a far
simpler way to achieve the same thing.
L947[10:48:43] <gigaherz> I toyed around
with noise maps ages ago when I tried to do procedural
terrains
L948[10:49:19] <gigaherz> I'd have
different maps
L949[10:49:22] <gigaherz> with different
"blur levels"
L950[10:49:28] <gigaherz> and thne I'd
combine them
L951[10:49:40] <gigaherz> that was my best
result
L952[10:49:47] <Lymia> The key to making
the rivers effect is the "difference" part, not the blur
part.
L953[10:49:48] <gigaherz> probably could
be simplified to a single function applied to the noise input
L954[10:49:52] <Nitrodev> as far as naming
conventions go params are the same as variable right?
L955[10:50:04] <gigaherz> the blur makes
it smoother ;P
L956[10:50:18] <gigaherz> what I mean
is
L957[10:50:26] <Lymia> Since with perlin
noise, the average level is roughly 0 (when scaled to [-1,
1])
L958[10:50:29] <gigaherz> for the purpose
of generating random terrains in photoshop, the blur is a nice
tool
L959[10:50:33] <gigaherz> in code, it
wouldn't be so useful
L960[10:50:38] <Nitrodev> fine don't
answer then
L961[10:50:46] <Lymia> And, when you do a
V shaped curve, any value above 0 has to pass through 0 at some
point to get below 0
L962[10:51:01] <Lymia> So it spikes up to
1, and then back to 0 and back to 1. Basically abs(v),
really.
L963[10:51:19] <gigaherz> Nitrodev:
depends on the coding style book you choose
L964[10:51:25] <Lymia> Nitrodev, learn to
have some patience. :/
L965[10:51:42] <Nitrodev> NEVER
L966[10:51:52] <gigaherz> then you'll have
lots of disappointment in your life
L967[10:51:52] <gigaherz> ;p
L968[10:52:11] <sham1> sadly giga is right
on that
L969[10:52:23] <sham1> People indeed need
patience in order to survive
L970[10:52:30] <gigaherz> good things make
you wait.
L971[10:54:43]
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L972[10:55:00] ***
Ashway is now known as Ashlee
L973[10:57:28] <sham1> watching make
output go on screen is so satisfying
L974[10:57:31] ⇦
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seconds)
L975[10:57:51] <unascribed> watching
gradle output go on screen is soul-crushing
L976[10:58:15] <gigaherz> :decompileMc 56%
... still 56%.... still 56%.... still 56%
L977[10:58:24] <sham1> suddenly 100%
L978[10:58:34] <Lymia> Maybe I should
finish sbt-forge.
L979[10:58:43] <unascribed> n o
L980[10:58:47] <Lymia> ... eh. Forge's
build process has probably changed, like, 50x by now.
L981[10:58:48] <sham1> >sbt
L982[10:58:57] <sham1> pls
L983[10:58:59] <Lymia> And I'll need to
rewrite all my renamer code.
L984[10:59:03] <Lymia> 50x over*
L985[10:59:18] <gigaherz> was gradle a
thing back then? ;P
L986[10:59:45] ⇦
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seconds)
L987[10:59:49] <Lymia> I found Gradle
particularly distasteful.
L988[10:59:54] <sham1> but building GCC is
always annoyingly slow, but whatever
L989[11:00:07] <Lymia> Or, at least, the
ForgeGradle codebase.
L990[11:00:07] <Nitrodev> man i need to
get far into the code of botania to find the blockstate
example
L991[11:00:24]
⇨ Joins: Lildirt (~Lildirt@lildirt.com)
L992[11:00:26] <Lymia> Does ForgeGradle
have a renamer that works well on Scala code now?
L993[11:00:42] <sham1> what do you
mean
L994[11:00:48] <gigaherz> what's a
"renamer"? Xd
L995[11:00:50] <sham1> It has always
worked with scala quite well
L996[11:01:31] <gigaherz> forge/fml/fg
(whichever) even does runtime deobf now
L997[11:01:35] <PaleoCrafter> hm... should
I override the nightVision potion field with my own to disable its
rendering in the inventory based on some condition? xD
L998[11:01:35] <gigaherz> so you can load
non-dev jars in dev
L999[11:01:47] <gigaherz> so no idea what
kind of renaming you'd need
L1000[11:01:48] <gigaherz> ;P
L1001[11:02:48] <Curle> How do you even
make dev jars?
L1003[11:03:27] <Curle> I assume it's a
gradlew command?
L1004[11:03:34] <sham1> nah
L1005[11:03:37] <gigaherz> you add an
extra task on your gradle
L1006[11:03:44] <gigaherz> that takes the
output of compilation before reobf
L1007[11:03:48] <gigaherz> and puts it in
a jar
L1008[11:03:55] <gigaherz> but it had
some issues
L1009[11:04:02] <Curle> So a gradlew
command? :P
L1010[11:04:20] <gigaherz> well I
attached them to the "build" task
L1011[11:04:27] <gigaherz> so on top of
the normal jar, it woudl also generate dev
L1012[11:04:36] <gigaherz> but it's
pointless now
L1013[11:04:40] <gigaherz> runtime deobf
is better
L1014[11:04:51] <Curle> ^ Explain?
L1015[11:05:00] <unascribed> deobfCompile
'com.example:mod:1.2.1'
L1016[11:05:00]
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L1017[11:05:08] <Curle> Oh, right
L1018[11:05:11] <sham1> but requires that
the mod jar has a maven repo to add it as a dep from
L1019[11:05:14] <gigaherz> well the
renaming was mapping-specific
L1020[11:05:23] <sham1> So dev-jars can
be useful to some
L1021[11:05:25] <gigaherz> which
means
L1022[11:05:30] <gigaherz> a dev jar
could be incompatible with newer mappings
L1023[11:05:52] <gigaherz> so there were
some cases where you could have two dependencies that used
incompatible mappings between eachother
L1024[11:06:01] <Curle> So you'd have to
put the forge version with the download?
L1025[11:06:09] <gigaherz> the mappings
version
L1026[11:06:18] <gigaherz> not
forge
L1027[11:06:23] <Curle> Close
enough
L1028[11:06:24] <Curle> :P
L1029[11:06:42] <Lymia> <gigaherz>
so you can load non-dev jars in dev
L1030[11:06:45] <Lymia> Can it do the
opposite?
L1031[11:06:50] <Lymia> Run dev jars in
release
L1032[11:06:55] <unascribed> why would
you want to do that
L1033[11:06:56] <gigaherz> no
L1034[11:07:15] <sham1> why would you do
that
L1035[11:07:16] <Curle> ^ That'd make
releasing so much easier :P
L1036[11:07:25] <unascribed> the reobf
step doesn't take very long...
L1037[11:07:31] <Lymia> That was where
the problems with Scala code happened. :/
L1038[11:07:34] <Curle> Running deobf
code is not good for the jre
L1039[11:07:41] <unascribed> wat
L1040[11:07:45]
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seconds)
L1041[11:07:46] <sham1> Also, you don't
usually have gradle on your modded client
L1042[11:07:52] <sham1> Unless you are in
dev env
L1043[11:08:21] <Lymia> If there was a
function "foo" in some Minecraft class Base, and you had
an interface "Mixin" with the same function.
L1044[11:08:37] <sham1> Oh,
mixins...
L1045[11:08:44] <sham1> Causing
trouble
L1046[11:08:47] <sham1> What else is
new
L1047[11:08:57] <Lymia> When your code
got reobfed, it would reobf the function "foo" in the
base class, but fail to rename it in "Mixin" if you had a
class that extended Base and implemented Mixin.
L1048[11:09:08] <Lymia> Which causes
probles.
L1049[11:09:10] <Lymia> problems*
L1050[11:09:16] <unascribed> I'm
"wat"ing to "Running deobf code is not good for the
jre", not Scala
L1051[11:09:24] <unascribed> Scala is
always broken, we know this
L1052[11:09:28] <Curle> :P
L1053[11:09:33] <PaleoCrafter> that isn't
a Scala specific issue though :P
L1054[11:09:43] <Curle> Running
not-bytecode in java dunt do gud
L1055[11:09:46] <sham1> What else
suffers? Closure
L1056[11:09:50] <unascribed> dev jars are
bytecode
L1057[11:09:53] <sham1> Clojure*
L1058[11:09:54] <Curle> oh, ffs
L1059[11:09:55] <Lymia> It occurs mostly
in Scala code though. That's a wtf in Java if you do it.
L1060[11:09:55] <sham1> Meh
L1061[11:09:55] <unascribed> you can't
run anything else
L1062[11:10:08] <PaleoCrafter> the right
type bounds on the trait should make the reobfuscation work
properly
L1063[11:10:08] <Curle> Sorry, irl
issues
L1064[11:10:19] ***
Curle is now known as Curle|DISTRACTED
L1065[11:10:43] <Lymia> The right answer
is for the reobf to recursively apply renamings. :/
L1066[11:10:46] <Broad-mobile> On the
topic of the gradle scripts, I just updated my mod from using forge
1.8-11.14.3.1487 to using the latest recommended and now the mod
annotation (and all the other ones...) are saying "not
applicable to type" in IDEA...atm, I've only run
setupDecompWorkspace since a cleanCache
L1067[11:11:07] <Broad-mobile> Anybody
know why? Or what I need to do?
L1068[11:11:14] <Lymia> Propagate a
change like "foo -> a" through Base.foo ->
Derived.foo -> Mixin.foo -> OtherDerived.foo
L1069[11:11:18] <Broad-mobile> Also link
on the way...
L1070[11:12:18] <Broad-mobile>
Https://github.com/broadsight/labeledredstone
L1071[11:12:42] <Broad-mobile> *I haven't
committed the changes for updating forge...
L1072[11:12:56] <unascribed> >asking
for help with a problem caused by updating forge
L1073[11:13:02] <unascribed> >links an
out of date repo without said problems
L1074[11:13:35] <Lymia>
<unascribed> Scala is always broken, we know this
L1075[11:13:41] ***
Keridos is now known as Keridos|away
L1076[11:13:43] <Lymia> Java's a terrible
language, which is the problem. :p
L1077[11:13:46]
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L1079[11:14:06] <Lymia> I don't know
what's going to happen come Scala 2.12 though. That will require
Java 8
L1080[11:14:07]
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L1082[11:14:43] <MalkContent> what was
scala again?
L1083[11:14:49] <Broad-mobile> The only
changes are to the build.gradle
L1084[11:15:03] <MalkContent> something
like java for lazy typers, is what i have in the back of my
head
L1085[11:15:25] <unascribed> am I the
only one who likes the fact Java is verbose?
L1086[11:15:32] <fry> yes
L1087[11:15:53] <MalkContent> yes lazy
thing or yes noone like verbose
L1088[11:15:59] <sham1> I like it
too
L1089[11:16:04] <sham1> Somewhat
L1090[11:16:10] <fry> no, you don't
L1091[11:16:30] <sham1> You can't decide
my likes :C
L1093[11:16:45] <Lymia> Eh. I can see it
being easier to read for some people.
L1094[11:16:50]
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L1095[11:16:57] <Lymia> But that's a
pretty surface level issue compared to, like, the real reason I
don't like Java. :/
L1096[11:17:02] <sham1> Jokes on you, I
don't suffer from the Stockholm Syndrome
L1097[11:17:03] <MalkContent> what's
verbose mean
L1098[11:17:04] <Lymia> Scala's got much
better support for higher level abstractions than Java, which is
the main draw for me.
L1099[11:17:06]
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L1100[11:17:12] <unascribed> MalkContent,
wordy
L1101[11:17:15] <sham1> I have
experienced other types of verbosity
L1102[11:17:16] <Lymia> It's on the
reasoning level rather than the syntax level.
L1103[11:17:18] <sham1> But...
L1104[11:17:39] <MalkContent> yea. but
like... i don't understand what java is verbose means. the language
requires many words?
L1105[11:17:46]
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L1106[11:17:49] <Lymia> Java 8's supposed
to be better with lambda expressions, but, apparently Forge people
don't like Java 8 and ban people for writing mods that don't load
on Java 6. Last I heard, anyway.
L1107[11:17:51] <sham1> getters and
setters for instance
L1108[11:18:02] <sham1> Lymia, you are
the most incorrect
L1109[11:18:02] <PaleoCrafter> that's
bullshit, Lymia :P
L1110[11:18:15] <MalkContent> lol
L1111[11:18:21] <PaleoCrafter> Forge just
doesn't like users whining to them about mods that use Java 8
:P
L1112[11:18:22] <sham1> There is no such
ban
L1113[11:18:27] <unascribed> that was
while there was a bug in Forge that made it crash on 8
L1114[11:18:36] <Lymia> PaleoCrafter,
close enough.
L1115[11:18:39] <Lymia> (wha)
L1116[11:18:44] <Lymia> (who still runs
Java <8)
L1117[11:18:46] <Lymia> (Aren't those
EOL)
L1118[11:18:48] <Lymia> (Do they want
viruses)
L1119[11:18:51] *
SkySom does
L1120[11:18:57] <sham1> The hell you
doing
L1121[11:19:04] <unascribed> you are what
is wrong with the world
L1122[11:19:07] <Lymia> Java 7 is EOL'd.
It won't be updated. Even for security bugs.
L1123[11:19:19] <SkySom> Windows 10 +
Java 8 = MC crashing
L1124[11:19:21] <Lymia> If you have a
Java browser plugin, you are at risk for being virused.
L1125[11:19:26] <sham1> Not for me
L1126[11:19:27] <SkySom> At least on
older intel processors
L1127[11:19:27] <Nitrodev> With
blockstates the getDefaultState you call in the constructor of a
block defines what state the block is in when placed right?
L1128[11:19:30] <sham1> And I have Win10
+ java8
L1129[11:19:34] <MalkContent> ^
L1130[11:19:38] <SkySom> That have the
integrated GPU
L1131[11:19:44] <sham1> Why
L1132[11:19:45] <sham1> Do
L1133[11:19:46] <sham1> You
L1134[11:19:46] <fry> ah yes, there's
that insane intel bug
L1135[11:19:52] <SkySom> ^
L1136[11:20:03] <sham1> Get a real
GPU
L1137[11:20:09] <unascribed> obviously
the solution is to switch to linux
L1138[11:20:19] <sham1>
#linuxmasterrace
L1139[11:20:19] <unascribed> I do not get
the people whose reaction to "I have an Intel GPU" is
"GET A REAL GPU"
L1140[11:20:24] <Nitrodev> that's never
the right solution
L1141[11:20:26] <MalkContent> does having
"a real gpu" solve the issue?
L1142[11:20:28] <sham1> Yes it is
L1143[11:20:29] <unascribed> they would
have if they could
L1144[11:20:31] <SkySom> Yep. Let me just
add a gpu to my laptop.
L1145[11:20:42] <sham1> Nitrodev, where
is your patriotic spirit about switching to Linux
L1146[11:20:42] <Lymia> Doesn't Intel
make "real" GPUs anyway?
L1147[11:20:44] <Lymia> Iris Pro
L1148[11:20:56] <unascribed> it actually
is the solution sometimes
L1149[11:20:57] <MalkContent> cause, you
still kinda have the integrated one
L1150[11:21:02] ***
manmaed|AFK is now known as manmaed
L1151[11:21:02] <gigaherz> wel lthey are
real physical things
L1152[11:21:05] <unascribed> I recently
convinced a less-than-tech-inclined friend to switch to
Ubuntu
L1153[11:21:07] <Nitrodev> i've never had
patriotic feelings about this country
L1154[11:21:10] <gigaherz> but as far as
the power goes
L1155[11:21:13] <gigaherz> they are
rather disappointing
L1156[11:21:15] <unascribed> he hasn't
had any problems and everything, especially his graphics, now work
way better
L1157[11:21:20] <sham1> You'll
learn
L1158[11:21:23] <SkySom> That's actually
something I've been meaning to ask about. Does anyone have an issue
where when debugging with Intellij in linux. Minecraft refuses to
let go of the cursor focus?
L1159[11:21:24] <sham1> I guarantee
it
L1160[11:21:26] <Lymia> Better than
integrated, I presume.
L1161[11:21:33] <unascribed> SkySom, yes,
that's an X limitation
L1162[11:21:35] <sham1> When you go to
army at the very latest
L1163[11:21:42] ***
manmaed is now known as manmaed|AFK
L1164[11:21:43] <unascribed> cursor grabs
are final
L1165[11:21:45] <SkySom> Is there any
work around it?
L1166[11:21:46] ***
manmaed|AFK is now known as manmaed
L1167[11:21:47] <Lymia> Oh god.
L1168[11:21:49] <sham1> Wayland
L1169[11:21:51] <Lymia> X.
L1170[11:22:02] <unascribed> you need to
enable breaking grabs (which is a security risk if you use a screen
locker) or just use the VT to kill Minecraft
L1171[11:22:03] <SkySom> Was just running
a basic version of mint.
L1172[11:22:13] <fry> no, it's not final,
yes, there are workarounds
L1173[11:22:32] <Lymia> How does breaking
grabs make a security risk?
L1174[11:22:39] <unascribed> screen
lockers work off of a grab
L1175[11:22:39] <Lymia> (Assuming you
mean on the API level)
L1176[11:22:56] <unascribed> so you can
instantly unlock without a password by entering the break-grab
keyseq
L1177[11:23:06] <Lymia> Oh, I see.
L1178[11:23:10] <SkySom> I'm not worried
about a security risk really. I still use Windows for most stuff.
But I would like to be able to use Java 8 as several mods I have
compat for require it.
L1179[11:23:22] <Lymia> I was going to
ask if you were worried about a hacker running code on your
computer to break your screen lock program.
L1180[11:23:30] <Lymia> You know, instead
of just "killall -9 xscreensaver"
L1181[11:23:37] <unascribed> ultimately,
physical security isn't
L1182[11:23:40] <unascribed> but it's
still a risk.
L1183[11:23:44] <Nitrodev> damnit, i
changed my un placeable block to a placeable one but it now
complains about the missing model defrinition for the normal
model...
L1184[11:24:00] <sham1> gigaherz, may I
grab you for a moment
L1185[11:24:04] <Lymia> eh, we have
pretty good tools to get close now.
L1186[11:24:21]
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L1187[11:24:25] <Lymia> Secureboot, disk
encryption, TPMs and stuff.
L1188[11:24:44] <Lymia> (But still
nothing that can fix a hardware keylogger. \o/)
L1189[11:25:49]
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L1190[11:25:56] <sham1> Taking it
away
L1191[11:26:04] <Nitrodev> any help for
my missing model problem?
L1192[11:26:20] <Lymia> I mean.
L1193[11:26:24] <sham1> patience
L1194[11:26:33] <Lymia> I guess taking
away a computer is an effective denial of service.
L1195[11:26:42] <Lymia> But a shotgun
also is.
L1196[11:26:47] <sham1> yes
L1197[11:26:49] <sham1> And a nuke
L1198[11:27:06] <Lymia> (And also just
destroys any data your security is protecting instead of retrieving
it...)
L1199[11:27:11] <Lymia> (so somewhat
counterproductive)
L1200[11:27:17] <sham1> So does
shotgun
L1201[11:27:22] <gigaherz> sham1: if you
need some help
L1202[11:27:32] <gigaherz> ;P
L1203[11:27:38] <sham1> How much do you
know about paging
L1204[11:27:41] <sham1> Or rather
L1205[11:27:44] <sham1> Can you explain
it
L1206[11:27:46] <gigaherz> the OS
system?
L1207[11:27:51] <sham1> indeed
L1208[11:27:55] <gigaherz> sure
L1209[11:27:57] <gigaherz> the idea is
simple
L1210[11:28:08] <gigaherz> youi take the
memory
L1211[11:28:14] <gigaherz> and split it
into pieces
L1212[11:28:17] <gigaherz> each piece is
called a page
L1213[11:28:26] <gigaherz> depending on
the platform, there can be different sizes for the pages
L1214[11:28:35] <gigaherz> then, with
these pages
L1215[11:28:41] <gigaherz> you can map
each page to physical memory
L1216[11:28:46] <gigaherz> or not.
L1217[11:28:53] <Lymia> That's virtual
memory, not paging. :p
L1218[11:28:56] <gigaherz> pages that are
not in physical memory, will raise an exception
L1219[11:29:04] <gigaherz> Lymia: I'm
getting to that ;p
L1220[11:29:06] <gigaherz> so
L1221[11:29:15] <gigaherz> what OSs
do
L1222[11:29:30] <gigaherz> is that,
memory that's not being actively used, or in cases of low-memory
usage, memory that was used less recently
L1223[11:29:34]
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L1224[11:29:35] <gigaherz> they'll remove
from the physical memory
L1225[11:29:37] <gigaherz> and dump into
disk
L1226[11:29:41] <gigaherz> (swap space,
or pagefile)
L1227[11:29:55] <gigaherz> and when the
program tries to access this memory
L1228[11:29:59] <gigaherz> it will raise
the exception
L1229[11:30:03] <gigaherz> and the OS
will quickly load from disk
L1230[11:30:06] <gigaherz> re-map
it
L1231[11:30:09] <gigaherz> and tell the
cpu to try again
L1232[11:30:19] <Lymia> (Does Windows do
encrypted swap?)
L1233[11:30:20]
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L1234[11:30:38] <Lymia> (Other than the
obvious implementation of "the pagefile is on an encrypted
partition.")
L1235[11:30:40] <gigaherz> I have no
idea
L1236[11:30:40] <gigaherz> XD
L1237[11:30:58]
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L1238[11:31:05] <gigaherz> apparently
not
L1239[11:31:23] <gigaherz> there's plenty
of articles online that speak about enabling FS encryption for the
pagefile to improve security
L1240[11:31:37] <Lymia> I mean
L1241[11:31:42] <gigaherz> note that NTFS
allows toggling encryption for independent files
L1242[11:31:54] <Lymia> ... how does that
help for a system level file?
L1243[11:31:57] <gigaherz> "fsutil
behavior set encryptpagingfile 1"
L1244[11:32:02] <Lymia> I thought it
worked because it used keys derived from user's login
passwords.
L1245[11:32:07] <gigaherz> there's a
dedicated feature for it
L1246[11:32:08] <sham1> It's like I have
this ADM64 manual open
L1247[11:32:11] <gigaherz> it's a runtime
key
L1248[11:32:14] <Lymia> Ah.
L1249[11:32:15] <gigaherz> it's dumped
when you shutdown
L1250[11:32:22] <gigaherz> so the
contents won't be readable afterward
L1251[11:32:27] <Lymia> So same as
Linux's encrypted swap option in dm_crypt
L1252[11:32:42] <gigaherz> yep
L1253[11:32:45] <gigaherz> seems like
it's supported
L1254[11:32:47] <gigaherz> just not
enabled by default
L1255[11:32:50] <Lymia> \o/
L1256[11:32:53] <gigaherz> and it is a
one-time key
L1257[11:32:54] <Lymia> I guess it makes
sense
L1258[11:33:03] <Lymia> It also makes
hibernation impossible.
L1259[11:33:11] <Lymia> Or, well... not
impossible, but, way harder to engineer.
L1260[11:33:19] <gigaherz> unless they
key is stored in the hiberfile.sys
L1261[11:33:20] <gigaherz> XD
L1262[11:33:27] <Lymia> To do it
securely...
L1263[11:33:30] <Lymia> Hrm.
L1264[11:34:02] <Lymia> Store a key in an
encrypted partition (with a user password), and wipe it securely
when you boot again?
L1265[11:34:12] <gigaherz> hmm
dunno
L1266[11:34:14] <Lymia> Optimally, you'd
rekey the swap after doing that, but, that takes too long in
practice.
L1267[11:34:52]
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(Ping timeout: 198 seconds)
L1268[11:35:52] <gigaherz> [18:32]
(sham1): It's like I have this ADM64 manual open
L1269[11:35:57] <gigaherz> and what's
wrong with the manual? ;P
L1270[11:36:14] <gigaherz> note that x86
paging feature is annoyingly complicated
L1271[11:36:29] <sham1> Nothing
wrong
L1272[11:36:30] <gigaherz> it has like 3
or 4 levels of mapping tables
L1273[11:36:36] <sham1> I am just trying
to understand'
L1274[11:36:53] <gigaherz> there's
multiple interrupts involved, and such
L1275[11:36:58]
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L1276[11:37:09] <gigaherz> I sortof gave
up on my toy kernel when I got to that point
L1277[11:37:13] <Lymia> You could
just
L1278[11:37:22] <Lymia> Simplify it to
"AMD64 is annoying complicated"
L1279[11:37:50] <gigaherz> IMO x86 in
long mode makesthings a bit simpler
L1280[11:37:57] <gigaherz> since it
disables segments and such
L1281[11:38:07] <gigaherz> it's like
opengl in forward context mode
L1282[11:38:21] <gigaherz> it disables
some of the old crap, so there's less to worry about
L1283[11:38:21] <gigaherz> XD
L1284[11:39:04] <Nitrodev> there we go
the first step in blockstates done
L1285[11:39:18] <Nitrodev> well one of
the first llines anyway
L1286[11:39:41] <OrionOnline> Is there
something that gets called in the GUI or fired as an Event at the
moment a User scrolls the MouseWheel?
L1287[11:39:45] <Nitrodev> now could i
get some help on my model missing problem?
L1288[11:39:49]
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L1289[11:39:55] <sham1> show your
stuff
L1291[11:39:56] <PaleoCrafter> turns out
replacing a vanilla potion is not easy xD
L1292[11:40:01] <Lymia> And yet stuff
like this can still happen. :(
L1294[11:40:32] <gigaherz> OrionOnline:
yes
L1295[11:40:39] <Nitrodev> that's the
block registering
L1296[11:40:44]
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host closed the connection)
L1297[11:40:47] <OrionOnline> gigaherz,
what is it?
L1300[11:41:24] <gigaherz> check the link
;P
L1301[11:41:25] <Nitrodev> that's the
model file
L1302[11:41:59]
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L1305[11:42:58] <sham1> Nitrodev, hyou
have no blockstate file
L1306[11:43:01] <sham1> For your
shelf
L1307[11:43:17] <Nitrodev> oh yeah
L1308[11:43:25] <mrburgerUS> Fricking OBJ
from skechup
L1309[11:43:26] <Lymia> gigaherz, so, for
your mod, uh.
L1310[11:43:35] <Lymia> What're you using
for your progress limiting mechanism?
L1311[11:43:39] <Wuppy> ugh 1 small and 1
tiny screen really makes it hard to develop games :<
L1312[11:43:47] <Lymia> Just "have a
s***ton of resources" like every other mod out there?
L1313[11:43:50] <Nitrodev> ironic
really
L1314[11:44:17] <Lymia> Some day
L1315[11:44:18] <Nitrodev> i'm trying to
make a block that changes the container and the texture hwen right
clicked with an item
L1316[11:44:18] <sham1> what's
ironic
L1317[11:44:27] <mrburgerUS> It keeps
exporting with units that are tiny as heck
L1318[11:44:29] <Lymia> I'm going to end
up releasing an unusable GUI because I forget not everyone has HD
screens.
L1319[11:44:30] <Nitrodev> and i need
blockstates for that :P
L1320[11:44:41] <sham1> changing
inventory when right clicked is not hard
L1321[11:44:41] <Nitrodev> then i forget
the other use of blockstates
L1322[11:44:44] <sham1> And of course you
do
L1323[11:46:20] <gigaherz> Lymia: in a
way, I was thinking about it as more of an utility mod
L1324[11:46:27] <Lymia> ah, I see.
L1325[11:46:41] <Lymia> I was getting a
bit frustrated planning out progression in my mod at some
points.
L1326[11:46:46]
⇨ Joins: riderj (~Luke@157.62.94.10)
L1327[11:46:50] <gigaherz> the
"primary progression" mechanism would be introduced later
with the rituals
L1328[11:46:53] <mrburgerUS> Im making a
mod to counter OP armor, the power creep is all too powerful
now
L1329[11:46:59]
⇨ Joins: AforAnonymous
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L1330[11:47:02] <Lymia> Because you have
mods that do BS like double or triple ore yields, and add automatic
mining
L1331[11:47:04] <gigaherz> no idea
how
L1332[11:47:25] <Lymia> And then other
mods that are unplayable without mods that do BS like that because
they assume everyone else does it.
L1333[11:47:25] <gigaherz> thing is
L1334[11:47:34] <gigaherz> you can't just
plan progression on acquiring resources
L1335[11:47:40] <Lymia> So I'm pretty
much done with participating in any mod progression mechanism that
involves acquiring resources.
L1336[11:47:41] <mrburgerUS>
exactly
L1337[11:47:44] <gigaherz> because
someone will just leave mc running with some auto-miner for a
week
L1338[11:47:44] <Lymia> Doesn't,
like.
L1339[11:47:46] <gigaherz> and then have
everything
L1340[11:47:47] <Lymia> Every single tech
mod ever
L1341[11:47:54] <Lymia> Have resource
based progression?
L1342[11:48:00] <mrburgerUS> oh god tech
mods are hell now
L1343[11:48:13] <Lymia> It's a difficult
design space. :/
L1344[11:48:13] <gigaherz> it's also BS
to do things like AE2
L1345[11:48:18] <gigaherz> where there's
a physical time wait
L1346[11:48:19] <Lymia> I think AE2 is
fine.
L1347[11:48:23] <Lymia> Wait, what?
L1348[11:48:24] <gigaherz> for the
crystal seeds to grow
L1349[11:48:28] <Lymia> Oh.
L1350[11:48:37] <gigaherz> that
means
L1351[11:48:37] <Lymia> The resource
system, not what the mod does.
L1352[11:48:44] <sham1> Curse is
infecting my TF2 :C
L1353[11:48:49] <Lymia> I think what the
mod does is perfectly fine.
L1354[11:48:56] <gigaherz> a SP player
has to AFK for hours
L1355[11:49:01] <gigaherz> while someone
on a server can just disconnect
L1356[11:49:11] <gigaherz> so I don't
want to do something that can be done through
"idling"
L1357[11:49:14] <Lymia> ick.
L1358[11:49:15] <gigaherz> be ig resource
gathering
L1359[11:49:21] <gigaherz> or time
waits
L1360[11:49:29] <Lymia> I think it's not
a viable idea in general, yeah.
L1361[11:49:39] <gigaherz> I very much
prefer something like twilight forest
L1362[11:49:39] <mrburgerUS> time waiting
is the worst idea ever
L1363[11:49:41] <Lymia> Because it makes
server gameplay and offline gameplay too different.
L1364[11:49:43] <gigaherz> where it has a
clear sequence of actions
L1365[11:49:48] <gigaherz> that have to
be performed in a certain order
L1366[11:49:52] <mrburgerUS> dungeon
progression is A+
L1367[11:49:55] <Lymia> I don't like how
Twilight Forest added the progression mechanism personally.
L1368[11:50:03] <Lymia> At least, the way
it's implemented.
L1369[11:50:15] <gigaherz> IMO it's
missing some guidebook
L1370[11:50:15] <mrburgerUS> it is kinda
dumb if you have really good armor
L1371[11:50:24] <mrburgerUS> and it
doesnt tell you whjere to go
L1372[11:50:30] <gigaherz> a
"log"
L1373[11:50:34] <gigaherz> that shows the
story ingame
L1374[11:50:39] <unascribed> it does have
guidebooks
L1375[11:50:42] <gigaherz> does it?
L1376[11:50:47] <gigaherz> it didn't last
time I played TF
L1377[11:50:47] <unascribed> if you get
near a biome you can't access
L1378[11:50:49] <Lymia> Twilight Forest's
too linear now for my tastes. I liked it better when it was more
exploration focused.
L1379[11:50:50] <unascribed> a kobold
holding a book comes out
L1380[11:50:58] <unascribed> the book is
a diary by a "Forgotten Explorer"
L1381[11:51:02] <gigaherz> oh?
L1382[11:51:05] <unascribed> explaining
the lore of the area, why it's locked, and how to unlock it
L1383[11:51:05] <gigaherz> never seen
those
L1384[11:51:10] <Lymia> huh
L1385[11:51:13] <gigaherz> maybe I killed
them without knowing they had something or interest
L1386[11:51:16] <unascribed> it's
actually really clever
L1387[11:51:18] <Lymia> That's starting
to sound more interesting than when progression first
started.
L1388[11:51:23] <unascribed> it's easy to
forget the book is there
L1389[11:51:26] <Lymia> Maybe it's better
now than last I played.
L1390[11:51:31] <unascribed> kobolds are
just standard mooks in most cases
L1391[11:51:36] <unascribed> so their
loot doesn't seem useful
L1392[11:51:50] <gigaherz> anyhow
L1393[11:51:57] <gigaherz> the problem
with that
L1394[11:52:06] <gigaherz> is designing
the steps
L1395[11:52:07] <gigaherz> XD
L1396[11:52:28] <Lymia> mrburgerUS, OP
armor, urgh.
L1397[11:52:39] <Lymia> This is why I
have trouble figuring out how to balance my mod.
L1398[11:52:41] <gigaherz> Draconic
Evolution awakened armor
L1399[11:52:55] <Lymia> Because of mods
doing complete and total bullshit like that
L1400[11:53:00] <gigaherz> or projectE
gem armor
L1401[11:53:05] <Lymia> I don't like how
other mod authors decided to solve the problems either though.
;/
L1402[11:53:27] <Lymia> I also think
things like Blood Magic bosses disabling flight mods when you're
near them a bullshit solution.
L1403[11:53:34] <gigaherz> "oh
people have OP armors? let's do mobs that bypass armor"
L1404[11:53:45] <gigaherz> "oh
people fly? let's disable flight"
L1405[11:53:47]
⇨ Joins: mort
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L1406[11:53:51] <mort> hey
L1407[11:53:51] <Lymia> It's like seeing
bad roleplayers in some forum godmodding each other.
L1408[11:53:56] <Lymia> Except it's
programmers, not roleplayers.
L1409[11:54:06] <Linsor> but flying is so
op
L1410[11:54:15] <Linsor> in most
cases
L1411[11:54:22] <mrburgerUS> burh
L1412[11:54:28] <mrburgerUS> you dont
understand
L1413[11:54:40] <Linsor> angel ring kind
of flying
L1414[11:54:46] <mrburgerUS> my anit
materiel rifle can pierce draconic armor and is an insta kill
L1415[11:54:57] <mrburgerUS> only on
draconic though :)
L1416[11:54:58] <gigaherz> mrburgerUS: so
basically
L1417[11:55:01] <Lymia> See. Just like
godmodders.
L1418[11:55:03] <gigaherz> you
"fixed" OP armor
L1419[11:55:08] <gigaherz> by having even
more OP weapons
L1420[11:55:13] <Lymia> ick
L1421[11:55:19] <mrburgerUS> no they do
like no damage to normal armor
L1422[11:55:21] <Lymia> I'd prefer to do
a more creative solution to problems.
L1423[11:55:42] <mort> I'm trying to set
up a forge server, but a mod is crashing the server (seems to be
trying to use client side key bindings, which it doesn't like
because server). Is there a way to figure out which mod is causing
the issue except for removing each mod one by one?
L1424[11:55:54] <Lymia> Modded PvP is
such a mess that I think the solution is a "metamod" that
uses reflection to forcefully change the numbers on a bunch of mods
and build a "balanced modpack"
L1425[11:56:06] <gigaherz> mort: if the
crash log doesn't point to a specific mod
L1426[11:56:08] <mrburgerUS> IDK how to
fix OP armor
L1427[11:56:12] <gigaherz> then bisecting
is the way to go
L1428[11:56:17] <mrburgerUS> Except armor
piercing stuff
L1429[11:56:20] <mort> alright
L1430[11:56:20] <Lymia> Screw people like
Eloraam or Reika who yell at people who try to modify their
mods.
L1431[11:56:33] <mrburgerUS> Reika sucks
dick
L1432[11:56:44] <Lymia> or, well. Not
Eloraam. She didn't contribute to power creep, IIRC
L1433[11:56:49] <mrburgerUS> and Eloraam
was a right idiot
L1434[11:56:51] <Lymia> So her mods
didn't need that kind of modification.
L1435[11:57:04] <Lymia> I don't know how
well Reika's balance is, but, I haven't heard good things about
it.
L1436[11:57:07] <gigaherz> she did yell a
lot regardless, I believe? XD
L1437[11:57:16] <gigaherz> I wasn't an
active modder back then
L1438[11:57:36] <Lymia> All I know is
that I found a bug in Redpower, tried to report it, and I don't
think I could get into contact with her. Maybe I was using the
wrong channels.
L1439[11:57:52] <Lymia> (If you put two
bus repeaters up to each other, and powered both, you put the
server in an infinite loop and it died a horrible death)
L1440[11:58:40]
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L1441[11:59:11] <Lymia> And obviously I
wasn't going to report that in public because you know how many
servers will die from that.
L1442[11:59:40] ***
DRedhorse is now known as DonAway
L1443[11:59:49] <Lymia> mrburgerUS, the
idea I had in my mod was to make custom armor that focused on being
able to fly, and having good aerial mobility in the process.
L1444[12:00:18] <Lymia> So conventional
but OP armor leaves you without the mobility to actually fight the
boss effectively.
L1445[12:01:10] <Lymia> But I'm not sure
that'd work. It'd make it so I can't use enclosed spaces for
dungeons I generate.
L1447[12:01:19]
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L1448[12:01:22] <Lymia> And might break
other mods in the process.
L1449[12:01:57]
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L1450[12:02:34] ***
Mine|dreamland is now known as minecreatr
L1451[12:04:15] <Lymia> I think I'd
consider partial armor piercing?
L1452[12:04:32] <Lymia> Make it so that
all attacks always do half a heart of armor piercing damage.
L1453[12:04:34] <Lymia> But the rest is
normal.
L1454[12:04:50] ***
tterrag|phone is now known as tterrag
L1455[12:04:52] <Lymia> It doesn't
invalidate armor, but fixes the really OP stuff.
L1456[12:05:04] <MalkContent> hah
L1457[12:05:33] <infinitefoxes_> I'm
using NoiseGeneratorOctaves now for my clouds, but after some
tweaking I'm still not getting good results
L1458[12:05:46] <infinitefoxes_> Should I
be doing something else to the generated noise?
L1459[12:05:49] <Lymia> infinitefoxes_,
screenshots?
L1460[12:06:00] <thor12022_oops> give it
a potion effect attack that will allow it armour priercing until
cleared?
L1461[12:06:57] <Lymia> I feel like OP
armor is part of the same problem as OP resource multiplication,
really. :/
L1462[12:07:00] <MalkContent> people
doing super special stuff, angry about having to counter other
peoples super special stuff so the super multimodder munchkins play
the peoples mods the way the people intended
L1464[12:07:21] <Lymia> infinitefoxes_,
eeep
L1465[12:07:35] <infinitefoxes_> I
clearly don't understand how this stuff works
L1466[12:07:56] <Lymia> I don't even know
what I'm looking at here. Is the randomness scaled down too far or
something?
L1467[12:08:01] <Lymia> Post code?
L1468[12:08:09] <Lymia> Maybe someone
more familiar with the code can help you.
L1469[12:09:21] <Lymia> MalkContent,
"super special stuff" seems to mean "armor
piercing" and "100% damage reduction armor" for most
mods instead of trying to find a creative solution. :/
L1470[12:09:22] <infinitefoxes_> the only
relevant part of the code is where I generate it
L1471[12:09:29] <Lymia> So post that
code.
L1472[12:09:42] <infinitefoxes_>
this.cloudNoiseGen.generateNoiseOctaves(this.noiseFields[9], chunkX
* 16, 0, chunkZ, 16, 60, 16, 300D, 600D, 300D);
L1473[12:09:45] <Nitrodev> darn
willieaway isn't here
L1474[12:09:53] <infinitefoxes_> didn't
want to gist it on mobile
L1475[12:10:00] <MalkContent> don't worry
about 100% damage reduction armor...
L1476[12:10:18] <MalkContent> if people
add a mod that gives them that, they got it
L1477[12:10:30] <MalkContent> just means
there's a shitty mod that adds 100% damage reduction armor
L1478[12:10:35] <Lymia> ... bleh.
L1479[12:10:35] <infinitefoxes_> the
values are really jacked up as I was trying to get it to doing
something different, but it's the same either way
L1480[12:10:41] <Lymia> I don't know the
interface for generateNoiseValues
L1481[12:10:46] <Lymia>
generateNoiseOctaves*
L1482[12:10:50] <Lymia> !gm
generateNoiseOctaves
L1483[12:11:00] <gigaherz> MalkContent:
problem is
L1484[12:11:05] <infinitefoxes_> the last
three params are the noise scales
L1485[12:11:08] <gigaherz> people play
with 100% damage reduction
L1486[12:11:10] ***
kirby|gone is now known as mrkirby153
L1487[12:11:13] <infinitefoxes_> x,y,z
respectively
L1488[12:11:13] <gigaherz> THEN complain
"the mod is too easy"
L1489[12:11:22] <MalkContent> then you
tell em to shove it
L1490[12:11:25] <Lymia> uh
L1491[12:11:26] <Lymia> wha
L1492[12:11:29] <gigaherz> people mine
the whole universe
L1493[12:11:35] <gigaherz> then say
"I finished everything too fast"
L1494[12:11:57] <Lymia> Hrm
L1495[12:12:12] <MalkContent> so let them
say that
L1496[12:12:15] <Lymia> infinitefoxes_,
try xScale = 0.1, yScale= 0.1, zScale = 0.1
L1497[12:12:16]
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L1498[12:12:22] <Lymia> And see if it
works.
L1499[12:12:25] <infinitefoxes_> will
do
L1500[12:12:35] <Lymia> And take the * 16
off chunkX
L1501[12:13:17] <MalkContent> the only
point where you should give half a crap is when there's a bad mod
interaction between a mod you yourself respect and yours, which
could create something you would consider unbalanced
L1502[12:13:31] <Lymia> MalkContent,
anyway. My design goal was more to find something that works as an
alternative to normal Minecraft armor in general.
L1503[12:13:42] <Lymia> Which acts more
like an alternative than something strictly superior or
inferior.
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L1505[12:13:50] <Lymia> (At least, in
content for other mods.)
L1506[12:13:51] <MalkContent> o that will
make all the other modders jolly
L1507[12:14:21]
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L1508[12:15:18] <infinitefoxes_> Lymia:
That's just getting me a solid floor
L1509[12:15:20] <MalkContent> my 2 cents:
knock yourself out in terms of damage reduction
L1510[12:15:43] <Lymia> The hard part is
the requirement where I'd want to do something like tailor my
content so that for *my mod's* content in particular but *not* in
content balanced for normal Minecraft, the armor is strictly
superior to both Minecraft armor and some of the nastier mod
armor.
L1511[12:16:00] <Lymia> Without going
heavyhanded and unsubtle about how it's done.
L1512[12:16:39] <infinitefoxes_> going to
decrease the tolerance and see what happens
L1513[12:16:42] <Lymia> (Where it's a
result of what the armor does, not because there's a specific
interaction between the armor and some of the mod's content. Say,
like a space suit protecting against suffocation)
L1514[12:16:48] <Lymia> infinitefoxes_,
what's your tolerance?
L1515[12:17:27] <infinitefoxes_> 0.7
atm
L1516[12:17:28] <MalkContent> imo you
should balance for normal minecraft :P
L1517[12:17:46] <Lymia> eh. Normal
Minecraft combat is uninteresting to me.
L1518[12:18:01]
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Connection reset by peer)
L1519[12:18:13] <Lymia> bleh
L1520[12:18:20] <MalkContent> and
handling damage reduction differently changes everything up?
L1521[12:18:22] <Lymia> It doesn't say
what range generateNoiseOctaves returns values in.
L1522[12:18:37] <Lymia> MalkContent, uh.
Because that's not the only change I'd do?
L1523[12:18:47] <Lymia> It's just part of
what I'd want to do to try and achieve the goal I have.
L1524[12:20:07] <Lymia> That's like
saying a chisel doesn't do anything on it's own.
L1525[12:20:28] <Lymia> infinitefoxes_,
could you do a little debug printing?
L1526[12:20:38] <Lymia> What range's
generateNoiseOctaves outputting values in.
L1527[12:21:29]
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connection)
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L1529[12:22:19] <MalkContent> well
L1530[12:22:28] <MalkContent> then shoot
for the stars
L1531[12:22:39] <MalkContent> just don't
bother balancing for other mods
L1532[12:23:27] <Lymia> Then I contribute
to the power creep.
L1533[12:23:29] <Lymia> I'd rather
not.
L1534[12:24:05] <masa> ugh, can I not
hotswap code into a ModelBase in a TESR? :/
L1535[12:24:07] <Lymia> Plus, I don't
want to make a mod that does everything.
L1536[12:24:20] <masa> I only see any
changes after i completely restart the game
L1537[12:24:38] <Lymia> I want a mod that
can add content to the game (granted, a good deal of content that
is somewhat self-contained), but can still be played well with
other mods.
L1538[12:24:52] <Lymia> Like, I really
don't feel like adding any pickaxes.
L1539[12:24:54] <MalkContent> but you
want to fundamentally change combat
L1540[12:26:01] <infinitefoxes_> Lymia:
With a scale of 0.1 on all axes, it returns values from -8 to
2
L1541[12:26:01] <MalkContent> by
introducing some kind of alternate armor system
L1542[12:26:04] <Lymia> Rather, I want
combat using the equipment/etc my mod provides against content my
mod provides to play different from Minecraft combat.
L1543[12:26:15] <Lymia> That's different
from wanting to overhaul combat globally.
L1544[12:26:23] <Lymia> It's limited in
scope.
L1545[12:26:32] <thor12022_oops> this is
why I haven't worry about mod-interaction balance too much, and
made almost everything configurable for the Pack-Maker to sort
out
L1546[12:26:33] <Lymia> infinitefoxes_,
wtf
L1547[12:26:49] <Lymia> Does scale change
the range it returns values in?
L1548[12:27:07] <Lymia> Oh, well, I guess
it makes sense.
L1549[12:27:13]
⇦ Quits: Wastl2 (~Wastl2@f052012023.adsl.alicedsl.de) (Quit:
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L1550[12:27:28] <Lymia> It might be lower
frequency octaves resulting in it not making it not balance around
0.
L1551[12:27:43]
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(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L1552[12:27:45] <Lymia> infinitefoxes_,
what happens if you generate blocks in every square where the
frequency is greater than 0?
L1553[12:29:03] <Lymia> And, plus, I
don't want to change combat "by introducing some kind of
alternate armor system" :/
L1554[12:29:16] <MalkContent> idk,
misread then
L1555[12:29:18] <Lymia> I want to change
combat, and messing with the armor system is one way to achieve
that I've thought of.
L1556[12:30:05] <MalkContent> i think
messing with the armor system's stupid in terms of mod interaction,
because other mods might interact with the existing armor
system
L1557[12:30:24] <Lymia> I wanted to make
armor that works different from other armor, not mess with the
armor system.
L1558[12:31:01] <MalkContent> mkay
L1559[12:31:01] <Lymia> The goal's less
to do something with the armor, per se, but to make it so that it
competes with other things you can put in armor slots.
L1560[12:31:18] <PaleoCrafter> yay,
finally succeeded at replacing a vanilla potion xD
L1561[12:31:20] <Lymia> So you can't get
90% damage reduction and what my mod provides at the same
time.
L1562[12:31:23] <MalkContent> like a
sleeping bag you can transport put in the chest slot?
L1563[12:31:39] <Lymia> Kinda. Except
stuff that's useful in combat, obviously.
L1564[12:31:56] <MalkContent> yea
L1565[12:31:56] <Lymia> Sleeping bag
item's not interesting because you can just put it in the chest
slot when you need it, and replace it with something else
later.
L1566[12:32:06] <MalkContent> sleeping
bag of WAR
L1567[12:32:14] <Lymia> Kinda like what
IC2 (I think?)'s jetpack does or the solar helmet.
L1568[12:32:25] <MalkContent> killed 3
people, slept like a baby
L1569[12:32:27] <Lymia> pff
L1570[12:32:33] <MalkContent> yea
^^
L1571[12:32:35] <MalkContent> i got
it
L1572[12:32:54] <Lymia> My actual goal is
something like... Try to make a mod where combat (against its
enemies, using its equipment, at least) is more interesting.
L1573[12:33:04] <Lymia> And the other
part from the start is kinda like...
L1574[12:33:41] <Lymia> "I want to
make a system where the equipment I add to Minecraft is superior to
other equipment against the enemies/dungeons/etc my mod adds, but
is merely *different* but not really superior or inferior against
more normal Minecraft-style content."
L1575[12:34:23] <Lymia> And do it in a
way that's natural from what the equipment actually does, instead
of being heavy-handed. No damage multipliers against just my
enemies, no space suits that only work because there's some code
that says "don't do damage if they have a space
suit"
L1576[12:34:37] <MalkContent> so you are
balancing it against vanilla
L1577[12:35:27] <Lymia> It's less
balancing against vanilla, and more trying to limit my armor being
used to trivialize other mods.
L1578[12:35:47] ***
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L1579[12:35:57] <Lymia> I'm not sure I
can figure out how to actually achieve it, but, ideally, it'd still
be merely "different, not superior" in mods like Twilight
Forest. And hopefully be fun there too.
L1580[12:37:06] <MalkContent> UT2k4 suit.
normal height double jumps and (air) dodges, woopwoop
L1581[12:37:35] <MalkContent> wall
jumps
L1582[12:37:50] <MalkContent> scale walls
megaman style
L1583[12:38:00] <Lymia> Yeah, that's
basically what the idea I had was. Focus on mobility rather than
damage reduction, for the most part.
L1584[12:39:41] <Lymia> I think part of
it is that I want to make it so the mod still works decently well
even with all the bad things some of the most popular mods does.
Can't stop everything, but, at least I can try to limit damage
to/from other mods.
L1585[12:39:51] <Lymia> I'd rather make
an effort than just ignore that there's a problem.
L1586[12:40:33] <Lymia> And if other
modders decide to follow suit after that, then, in the long run,
the damage creep problem goes away in major mods. Which is a good
thing. I don't expect that to happen though.
L1587[12:41:23] <Lymia> But that was my
ideas, like, a year ago. I'm not sure what the popular mods look
like nowadays.
L1588[12:42:13] <MalkContent> i don't
know any mods with insane damage besides TiC anyways
L1589[12:42:20] <Lymia> Er. power
creep**
L1590[12:42:22] <Lymia> opps
L1591[12:42:52]
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L1593[12:43:01] <Lymia> There's part of
the problem I'm not sure what to do with still. There's OP armor,
yeah, but, like.
L1594[12:43:26] <Lymia> I feel like some
dungeons in some mods can't really be tackled except using OP armor
just because of the sheer amount of enemies thrown at you.
L1595[12:43:29] <MalkContent> rule of
thumb is balance against vanilla power levels +1
L1596[12:43:33] <MalkContent> (+1
thumb)
L1597[12:43:39] <FourFire> Hai
L1598[12:43:45] <infinitefoxes_> Lymia:
The results don't change much changing the threshold
L1599[12:43:48] <Lymia> Including
skeletons which invalidate a lot of stuff, simply because they
never miss, and do lots of knockback.
L1600[12:43:55] <Lymia> infinitefoxes_, I
don't know what to do then. :/
L1602[12:44:28] <infinitefoxes_> maybe
it's something with how I'm sampling
L1603[12:44:36] <infinitefoxes_> no idea
at this point
L1604[12:44:43]
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L1605[12:44:56] <Lymia> MalkContent, I
think that's ignoring the question of how bad the enemies you fight
are.
L1606[12:45:15] <Lymia> There's stuff
like Twilight Forest hills which are big dark open places
L1607[12:46:08] <MalkContent> ?
L1608[12:46:21] <MalkContent> lots of
mobs or what's that mean
L1609[12:46:44] <Lymia> Lots of mobs,
and, most annoyingly
L1610[12:46:47]
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L1611[12:46:50] <Lymia> Skeletons you
can't easily deal with.
L1612[12:46:53] <c64cosmin> hello
guys
L1613[12:46:55] <c64cosmin> I
wonder
L1614[12:47:03] <c64cosmin> can you add
additional .jars in your mod
L1615[12:47:03] <Lymia> No way to
approach them in open spaces.
L1616[12:47:09] <c64cosmin> as a single
standalone .jar right?
L1617[12:47:12] <Lymia> infinitefoxes_,
first of all, what's this: this.noiseFields[9][x + y * z];
L1618[12:47:18] <MalkContent> but..
skeletons are to easy
L1619[12:47:35] <MalkContent> not sure if
you can oneshot them with an enchanted vanilla bow or if it was
2
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L1621[12:48:11] <shadekiller666> fry are
you around?
L1622[12:48:16] <Lymia> You have to clear
out the zombies and stuff first.
L1623[12:48:21] <MalkContent> i mean you
are literally talking about a vanilla mob
L1624[12:48:24] <infinitefoxes_> Lymia:
it just converts a 3D coordinate to a position in the array
L1625[12:48:27] <Lymia> While hiding
behind stuff so you have a chokepoint the skeletons don't kill you
first.
L1626[12:48:34] <MalkContent> if zombies
are in the way for you
L1627[12:48:38] <MalkContent> so they are
for the skeletons
L1628[12:48:46] <infinitefoxes_> unless
the array is in x z y format
L1629[12:48:53] <infinitefoxes_> but that
shouldn't change the math
L1630[12:48:54] <Lymia> infinitefoxes_,
the formula's totally wrong.
L1631[12:49:06] <Lymia> It's x + y *
x_size + z * x_size * y_size
L1632[12:49:06] <infinitefoxes_> that's
good to know
L1633[12:49:27] <infinitefoxes_> I'll try
that, thanks
L1634[12:50:21] <Lymia> MalkContent, part
of it is also that.
L1635[12:50:30] <Lymia> The hills aren't
just full of enemies, they're full of spawners and enemies.
L1636[12:50:45] <MalkContent> a.
welp
L1637[12:51:37] <Lymia> I don't know how
you're supposed to deal with that without taking enough damage in
the process that you'd die without (relatively) OP armor. Or flight
so you can just deal with *just* the skeletons.
L1638[12:52:57]
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L1639[12:53:07] <Lymia> That's the other
half of what seems to be a viscous cycle for me. :/
L1640[12:53:09] <MalkContent> so don't
use your mods armor, if beefyness is better than mobility, which i
still wouldnt say is the case
L1641[12:53:21] <Lymia> People make OP
armor, sure. So people also make OP encounters.
L1642[12:53:39]
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L1643[12:53:47] <Lymia> Minecraft's
equipment (IMO) is balanced well enough for enemies that don't
respawn fast, or when there's only one or two spawners to deal
with.
L1644[12:54:55] <MalkContent> there's
potions and protection enchantment
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L1646[12:55:58] <MalkContent> as for op
encounters
L1647[12:56:10] ***
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L1648[12:56:13] <MalkContent> they are by
definition op :P
L1649[12:56:13]
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L1650[12:56:27] <MalkContent> so: -
L1651[12:56:58] <Lymia> Well. It is how
most mods balance their content. :/
L1652[12:57:09] <Lymia> "More
enemies" vs "More armor and bigger weapons"
L1653[12:57:17] <Lymia> i.e. where the
power creep comes from in the first place
L1654[12:57:59] <Lymia> So, that's what
"balance against vanilla (mechanics and power level)"
would seem to mean to me
L1655[12:58:27] ***
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L1656[12:58:47] <MalkContent> i don't
even know what the power creep refers to specifically
L1657[12:58:50]
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L1658[12:59:07] <MalkContent> and i don't
know any mods that add 100% damage reduction
L1659[12:59:13] <Lymia> The hardest
challenge vanilla has are either bosses, large dark spaces where
enemies don't respawn, or sometimes a few spawners in dungeons
(never a bunch in one place)
L1660[12:59:22] <MalkContent> i mean i
think even vanilla has up to 98%(?)
L1661[12:59:26] <Lymia> IC2's quantum
armor did at one point.
L1662[12:59:34] <Lymia> Doesn't vanilla
cap at 80%?
L1663[12:59:49] <MalkContent> armor, yes.
but then there's protetion on top of that
L1664[12:59:56] <MalkContent> i forgot
the exact number
L1665[13:02:09]
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L1666[13:02:38] <Nitrodev> sham1, are you
aware of any finnish books that explain AI
L1667[13:02:56] <sham1> Artificial
Intelligence you mean
L1668[13:03:11] <Nitrodev> yeah
L1669[13:03:28] <MalkContent> 96%
L1670[13:03:43] <Lymia> I wonder how many
modders (or maybe even Notch himself) understand how armor really
scales.
L1671[13:03:53] <sham1> Nothing comes to
mind
L1672[13:04:01] <gigaherz> I'm sure notch
doesn't remember anything about minecraft
L1673[13:04:01] <gigaherz> XD
L1674[13:04:25] <Lymia> You have 20 HP
normally. Diamond armor is equivalent to 100 HP. 96% DR is the same
as having 500 (!!) HP.
L1675[13:04:32] <MalkContent> I'm sure
notch is reminded every damn day ;P
L1676[13:04:41] <gigaherz> MalkContent: I
mean code-wise
L1677[13:04:57] <MalkContent> true
L1678[13:05:06] <MalkContent> and yes,
500 hp
L1679[13:05:26] <mrburgerUS> 500
HP?
L1680[13:05:28] <mrburgerUS> holy
crap
L1681[13:05:29] ***
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L1682[13:05:35] <gigaherz> mrburgerUS:
effective
L1683[13:05:36] <gigaherz> not
actual
L1684[13:05:39] <mrburgerUS> yeah
L1685[13:05:41] <MalkContent> basically
enables you to completely stop giving a crap about mobs
L1686[13:05:42] <MalkContent> also
L1687[13:05:49] <Lymia> It's how
percentage DR scales.
L1688[13:05:55] <MalkContent> i think you
receive a minimum of 1 damage per hit
L1689[13:05:58] <mrburgerUS> armor is
really fricked in this game
L1690[13:06:02] <MalkContent> but i could
be wrong
L1691[13:06:09] <sham1> Like there are
about as many ways to think about AI in games (I assume) that there
are implementations
L1692[13:06:19] <MalkContent> but then
again
L1693[13:06:24] <MalkContent> just get
hit by some poison
L1694[13:06:25] <Lymia> There's a big
difference between AI to challenge a player
L1695[13:06:28] <Lymia> And AI meant to
win
L1696[13:06:36] <MalkContent> and armor
doesn't mean a thing
L1697[13:06:37] <mrburgerUS> poison
doesnt work against Draconic
L1698[13:06:43] <gigaherz> if you reduce
96% of the damage, that's 24:1 ratio (you get 1 damage for every 24
damage you receive)
L1699[13:06:51] <Lymia> Doesn't poison
only happen in mineshafts.
L1700[13:06:53] <gigaherz> for every
25*
L1701[13:07:00] <mrburgerUS> Poison is a
potion too
L1702[13:07:01] <MalkContent> witches
throw poison
L1703[13:07:04] <Lymia> Ah
L1704[13:07:08] <mrburgerUS> but its
easily deflected with modded armor
L1705[13:07:14] <MalkContent>
witherskeletons do kill-poison
L1706[13:07:24] <mrburgerUS> yeah Wither
is a good effect too
L1707[13:07:27] <Lymia> I don't exactly
like poison either.
L1708[13:07:37] <mrburgerUS> Posion is
just an annoyance
L1709[13:07:38] <gigaherz> my Death spell
effect applies wither instead of poison
L1710[13:08:04] <Lymia> Since it
generally gets you killed with no real counterplay. :D
L1711[13:08:07] <mrburgerUS> Is there
ever going to be a way to kill a Draconic Evolution armor
wearer?
L1712[13:08:08] <MalkContent> mods
negating debuffs is boring :P
L1714[13:08:20] <MalkContent> you can
drink a bucket of milk, yknow
L1715[13:08:23] <infinitefoxes_>
Something has changed a bit
L1716[13:08:25] <Lymia> All right!
L1717[13:08:27] <Lymia> That's getting
somewhere.
L1718[13:08:45] <Lymia> MalkContent, and
then I get poisoned again because it's a cave spider. ;9
L1719[13:08:46] <Lymia> :(*
L1720[13:09:02] <mrburgerUS> Milk Bottles
please
L1721[13:09:02] <MalkContent> well
yea
L1722[13:09:03] <Lymia> (Also, inventory
space makes it a pretty bad solution for long treks)
L1723[13:09:20] <gigaherz> [20:08]
(MalkContent): you can drink a bucket of milk, yknow
L1724[13:09:26] <gigaherz> IMO milk
removing wither is stupid
L1725[13:09:27] <gigaherz> XD
L1726[13:09:27] <infinitefoxes_> The
values returned are in the 5.8k range, even with 0.1 scale
L1727[13:09:38] <infinitefoxes_>
odd
L1728[13:09:47] <Lymia> It's
ambigious.
L1729[13:09:57] <Lymia> I'm not sure if
scale's supposed to multiply the, well, scale of the terrain.
L1730[13:09:57] <MalkContent> milk is
powerful stuff
L1731[13:10:02] <MalkContent> i don't see
the problem :D
L1732[13:10:05] <Lymia> (1 scale is 10x
smoother than 0.1 scale)
L1733[13:10:10] <Lymia> Or the actual
output numbers.
L1734[13:10:16] <infinitefoxes_>
Ohhh
L1735[13:10:25] <MalkContent> it's not
like milk is a good antidote for poison in real life
L1736[13:10:41] <Lymia> Is Draconic
Evolution in common modpacks
L1737[13:11:09] <MalkContent> dunno. i
don't know many mods
L1738[13:11:15] <gigaherz> yeah
L1739[13:11:16] <Lymia> infinitefoxes_,
post your code again?
L1740[13:11:33] <gigaherz> resonant rise
3, ftb infinity (and ftb infinity evolved)
L1741[13:11:36] <Lymia> It looks like one
of your size values is wrong
L1742[13:11:38] <gigaherz> both have
DE
L1743[13:11:40] <gigaherz> I
believe
L1744[13:11:47] <Lymia> \o/
L1745[13:11:47] <MalkContent> just from
hearing "it makes you immune to poison" i feel like it's
about as balanced as TiC
L1746[13:11:57] <Lymia> TiC?
L1747[13:12:03] <MalkContent> tinkers
construct
L1748[13:12:08] <Lymia> Since when was
that OP
L1749[13:12:11] <gigaherz> TiC is
balanced
L1750[13:12:15] <gigaherz> IMO
L1751[13:12:24] <Lymia> I felt it was a
really well done mod when I first played it
L1752[13:12:26] <MalkContent> last i
checked you can create ridiculous high damage weapons
L1753[13:12:26] <Lymia> And not a balance
issue
L1754[13:12:36] <gigaherz> not by
default
L1755[13:12:36] <infinitefoxes_> Lymia:
will in a second, on a mobile device with VNC
L1756[13:12:42] <MalkContent> and achieve
a max hp of 80(?)
L1757[13:12:47] <gigaherz> not by
default
L1758[13:13:01]
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L1759[13:13:03] <MalkContent> ?
L1760[13:13:08] <gigaherz> thebest I got
with TiC was like 25 dmg
L1761[13:13:12] <Lymia> (On the topic of
balance, I like Trove (the MMO)'s approach to armor)
L1762[13:13:17] <MalkContent> dude
L1763[13:13:17] <gigaherz> you need
"addon" materials for more
L1764[13:13:21] <Lymia> (Armor just
straight up adds max HP)
L1765[13:13:25] <MalkContent> 25 freaking
damage
L1766[13:13:29] <gigaherz> dude
L1767[13:13:33] <Lymia> Easy to reason
about, no unexpected 1/x values in how good armor actually
is.
L1768[13:13:35] <gigaherz> diamond sword
with sharpness V
L1769[13:13:37] <gigaherz> does 19
L1770[13:13:38] <gigaherz> it's not THAT
op
L1771[13:13:47] <gigaherz> all you need
to do is jump
L1772[13:13:49] <gigaherz> for crit
bonus
L1773[13:13:52] <gigaherz> and you
one-hit regardless
L1774[13:13:54] <MalkContent> i feel like
that's wrong, but imma check
L1775[13:14:01] <Elucent> in most mod
packs, you'll get way more than 25 dmg
L1776[13:14:06] <Lymia> Remember that a
health is 2 HP.
L1777[13:14:09] <Lymia> a heart*
L1778[13:14:13] <thor12022_oops> 19.25 is
Diamond with Sharpness V, technically
L1780[13:14:26] <Elucent> even if you
dont have extratic, if you have extra utilities you can make a
magical wood sword
L1781[13:14:42] <Elucent> and max it out
with quartz modifiers, get more damage than anything outside
extratic
L1782[13:15:03] <MalkContent>
+13,25
L1783[13:15:07] <MalkContent> meaning
14,25
L1784[13:15:08] <Lymia> infinitefoxes_,
first of all.
L1785[13:15:11] <gigaherz> on top of the
7 base
L1786[13:15:15] <gigaherz> that's
19.25
L1787[13:15:23] <Lymia> Try chunkX * 16
and chunkZ * 16. Both as *16
L1788[13:15:28] <Elucent> anyway, anyone
online know anything about block rendering in minecraft forge
L1789[13:15:39] <gigaherz> MalkContent:
sharpness V lets you one-hit mobs by jump-critting
L1790[13:15:51] <gigaherz> that's how
people clean the nether
L1791[13:15:54] <Lymia> I don't think
that's the other problem, but, it's worth a shot.
L1792[13:16:06] <gigaherz> they add
strength beacons
L1793[13:16:16] <gigaherz> then they
one-hit zombie pigmen so they don't gause aoe aggro
L1794[13:16:21] <gigaherz> cause*
L1795[13:16:44] <infinitefoxes_> that
wouldn't fix it, Lymia
L1796[13:16:49] <infinitefoxes_> with out
without it happens
L1797[13:17:00] <Lymia> The same
problem?
L1798[13:17:07] <MalkContent> no
giga
L1799[13:17:19] <MalkContent> it says +7
w/o enchant and +13,25 after
L1800[13:17:53] <gigaherz> I'm fairly
sure I did 19 dmg in vanilla
L1801[13:17:58] <Elucent> malkcontent is
right, it's +13.25 damage
L1802[13:18:00] <gigaherz> maybe it was
with the beacon added
L1803[13:18:02] <Elucent> it's 19 damage
with a crit
L1804[13:18:12] <gigaherz> anyhow
L1805[13:18:16] <Elucent> a strength
beacon would buff you up +130%, so around 28 damage
L1806[13:18:18] <Lymia> !gm
generateNoiseOctaves
L1807[13:18:22] <gigaherz> I knwo you can
one-hit mobs with enchants and beacons
L1808[13:18:23] <gigaherz> ;P
L1809[13:18:34] <infinitefoxes_> oh I
didn't even notice the autocorrect
L1810[13:18:37] <infinitefoxes_> I
mean
L1811[13:18:45] <infinitefoxes_> hm
L1812[13:18:46] <MalkContent> that you
can
L1813[13:18:48] <infinitefoxes_> one
sec
L1814[13:18:56] <Elucent> i'm personally
a fan of tcon battleaxes
L1815[13:19:03] <gigaherz>
battlesigns!
L1816[13:19:07] <Elucent> since they give
you temporary strength buffs in the tool itself
L1817[13:19:09] <Lymia> Just check to
make sure * 16 on both chunk sizes doesn't make it better.
L1818[13:19:10] <MalkContent> the damage
isn't my main point of complaint regarding tic anyways
L1819[13:19:12] <Lymia> Not fix it, but,
make it better
L1820[13:19:15] <Elucent> battlesigns
aren't good for raw damage
L1821[13:19:19] <MalkContent> it's the
4*max health
L1822[13:19:30] <MalkContent> which
doesn't come cheap, admittedly
L1823[13:19:31] <Lymia> 4x max health
isn't bad on its own.
L1824[13:19:32] <Elucent> i think the max
health stuff is pretty balanced
L1825[13:19:38] <Lymia> The problem is
how it interacts with multiplicative armor.
L1826[13:19:41] <gigaherz> you realize
how HARD it is to get that much health on vanilla+tic?
L1827[13:19:46] <MalkContent> exactly
Lymia
L1828[13:19:51] <shadekiller666> !gm
BlockPos.getImmutable
L1829[13:19:55] <gigaherz> that alone
isn't op
L1830[13:19:59] <gigaherz> it's just op
in combination with other mods
L1831[13:20:00] <Elucent> and health
doesn't even do that much against op gear
L1832[13:20:00] <gigaherz> ,P
L1833[13:20:04] <shadowfacts> What is the
manifest entry to prevent FML from loading the mod on the server
side?
L1834[13:20:14] <shadekiller666> !gm
getImmutable()
L1835[13:20:19] <MalkContent> I do like
the smelting of tic though :)
L1836[13:20:20] <shadekiller666>
...
L1837[13:20:30] <MalkContent> only really
played with it in crashlanding
L1838[13:20:32] <Elucent> tcon weapons
can rip through that health quite fast, so there's counters to it
within the same mod
L1839[13:20:32] <gigaherz> shadowfacts:
doesn't "clientSideOnly=true" in your @Mod already do
that?
L1840[13:20:42] <MalkContent> if i could
i would rip the smeltery out of tic
L1841[13:20:49] <Lymia> I feel like PvP
isn't a good measuring stick for how well stuff is balanced.
L1842[13:20:56] <Lymia> Shouldn't PvE be
the first concern
L1843[13:20:57] <shadowfacts> well I'm
using client only classes all over the place
L1844[13:21:02] <MalkContent>
agreed
L1845[13:21:22] <shadowfacts> including
in the main mod class, and I don't particularly want
@SideOnly(Side.CLIENT) all over the place
L1846[13:21:27] <gigaherz> IMO the whole
point is
L1847[13:21:30] <gigaherz> people who
play modded
L1848[13:21:33] <gigaherz> want added
features
L1849[13:21:54] <gigaherz> so better
armor and better weapons are just the obvious choice
L1850[13:22:04] <shadowfacts> IIRC cpw
tweeted something a while ago about FML not loading mods on the
server if a manifest entry was present
L1851[13:22:06] <MalkContent> lazy
choice
L1852[13:22:16] <gigaherz> MalkContent:
in a way, yes
L1853[13:22:19] <Lymia> I like Tinker's
Construct because it's well done, and the customization seems
pretty well thought out. I like Twilight Forest because it adds
exploration and a neat world for it. I like Mystcraft because it
means you can customize the very terrain for your bases and
stuff.
L1854[13:22:28] <MalkContent> alternate
armor and weapons though <3
L1855[13:22:43] <gigaherz> but I kinda
feel the mc is too "limited" in the "dynamic
range" of health/damage
L1856[13:22:46] <gigaherz> that*
L1857[13:22:48] <Lymia> I don't like
IndustrialCraft because it adds mostly more grind, and more ways to
grind.
L1858[13:22:52] <gigaherz> with the base
health being 20
L1859[13:23:02] <Lymia> Base health being
20 isn't the problem.
L1860[13:23:06] <gigaherz> there isn't
many "fractions" you can do of that
L1861[13:23:17] <gigaherz> so you can't
have 20 tiers of armor
L1862[13:23:21] <MalkContent> you are
totally right, it should be 24
L1863[13:23:24] <Elucent> does anyone
know a good way to have a 1.8 block model with some transparent
parts and some opaque parts
L1864[13:23:25] <Lymia> The problem is
vanilla armor jumping from 40 effective HP to 100 effective
HP.
L1865[13:23:31] <MalkContent> erp. 20
tiers of armor
L1866[13:23:38]
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L1867[13:23:44] <gigaherz> let me
explain
L1868[13:23:53] <shadowfacts> FYI it's
ModSide: CLIENT
L1869[13:23:55] <Lymia> gigaherz, Trove
starts you off with, like, 45 HP.
L1870[13:23:57] <gigaherz> mods that add
stuff like copper armor
L1871[13:24:06] <RANKSHANK> Elucent
change the render layer to cutout mipped
L1872[13:24:09] <Lymia> But its core
mechanics work well for scaling armor.
L1873[13:24:10] <gigaherz> they are
useless.
L1874[13:24:27] <gigaherz> going around
naked lets you acquire iron
L1875[13:24:27] <Lymia> Because instead
of reducing damage, armor does +max HP.
L1876[13:24:30] <Elucent> rankshank: i
mean translucent parts
L1877[13:24:37] <gigaherz> which is
generally better than copper/bronze
L1878[13:24:43] <gigaherz> so why would
anyone bother to get the copper tier?
L1879[13:24:48] <Elucent> rankshank: i
currently have the render layer set to translucent, but that
disabled depth testing for opaque parts
L1880[13:24:49] <Lymia> gigaherz, I think
the problem here isn't with Minecraft's mechanics, it's with
Minecraft's content.
L1881[13:24:54] <gigaherz> but there
isn't enough difficulty difference
L1882[13:25:00] <gigaherz> Lymia:
L1883[13:25:03] <MalkContent> vanilla
armor/enchantments get nerfed in 1.9 anyways
L1884[13:25:04] <gigaherz> both
L1885[13:25:05] <gigaherz> imagine
that
L1886[13:25:09] <Lymia> Iron armor is too
good for how easy it is to get.
L1887[13:25:10] <gigaherz> in order to
REACH the diamond level
L1888[13:25:14] <gigaherz> you needed
enchanted iron armor
L1889[13:25:34] <RANKSHANK> Elucent so
what isn't working with it?
L1890[13:25:37] <MalkContent> meh
L1891[13:25:58] <MalkContent> vanillas
current armor tiers are perfectly fine
L1892[13:25:58] <Elucent> rankshank:
since depth testing is disabled for translucent rendering, opaque
bits in the back are rendering in front of everything else
L1893[13:26:06] <gigaherz> no they aren't
fine
L1894[13:26:10] <MalkContent> gold is the
"i have too much money" tier
L1895[13:26:10] <gigaherz> the leather
tier does not exist.
L1896[13:26:21] <gigaherz> there's
absolutely 0 reason to get leather armor
L1897[13:26:32] <Elucent> gigaherz i have
2 solutions:
L1898[13:26:34] <gigaherz> the same time
you spend getting leather
L1899[13:26:38] <gigaherz> you spend
getting wood and coal
L1900[13:26:46] <gigaherz> and you can
just go caving and get iron armor instead
L1901[13:26:47] <Elucent> gigaherz 1:
make weaker armor give you speed/jump buffs for mobility
L1902[13:27:05] <Elucent> gigaherz: 2:
make stronger mobs later game so that powerful armor is less of a
universal solution
L1904[13:27:09] <gigaherz> if
anything
L1905[13:27:25] <gigaherz> I'd make
diamond armor weaker against physical hits
L1906[13:27:29] <Lymia> I think the
most... hrm.
L1907[13:27:32] <gigaherz> protect better
against stuff like wither blasts
L1908[13:27:38] <MalkContent> leather
exists mostly for cosmetic purposes
L1909[13:27:41] <gigaherz> or ghast
fireballs
L1910[13:27:44] <gigaherz> but break
easily
L1911[13:27:52] <Lymia> Glaring aspect of
Minecraft's armor system is how single pieces of armor add
up.
L1912[13:27:53] <MalkContent> iron is the
goto armor
L1913[13:27:54] <gigaherz> the
wholeconcept of diamond as a tool material is stupid IMO
L1914[13:27:57]
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L1915[13:28:08] <MalkContent> diamond is
the dang, guy, you got a lot of diamonds thing
L1916[13:28:17] <gigaherz> no
L1917[13:28:25] <Lymia> Armor points
provide 4% damage reduction each.
L1918[13:28:28] <RANKSHANK> Elucent is it
it a TESR or just a normal block model?
L1919[13:28:29] <gigaherz> for most
people
L1920[13:28:31] <Lymia> And they're added
straight up.
L1921[13:28:32] <gigaherz> "day
1"
L1922[13:28:34] <gigaherz> is get iron
armor
L1923[13:28:35] <Lymia> Armor is a
non-linear function.
L1924[13:28:39] <gigaherz> "day
2" is get diamonds
L1925[13:28:43] <Lymia> In terms of how
effective it is.
L1926[13:28:47] <gigaherz> day 3+ all
assume you already have full diamond gear
L1927[13:28:47] <MalkContent> you can't
really tier it any better since the game is about crafting and
mining
L1928[13:28:49] <Lymia> But it's straight
up added linearlly.
L1929[13:28:51] <gigaherz> and are ready
to start enchanting
L1930[13:28:56] <Lymia> MalkContent,
Terraria achieves just that.
L1931[13:29:09] <Lymia> It's not a core
problem with the basic mechanics.
L1932[13:29:12] <Lymia> Minecraft did
something wrong.
L1933[13:29:24] <MalkContent> minecraft
focused on the mining and building
L1934[13:29:27] <Lymia> Qustion is what
that something is.
L1935[13:29:35] <MalkContent> it's not
wrong it's different
L1936[13:29:48] <gigaherz> really
minecraft is the name
L1937[13:29:50] <gigaherz> mine,
craft
L1938[13:29:57] <MalkContent> if you want
to tier armor differently, you would have to introduce stuff like
smelteries
L1939[13:30:16] <MalkContent> that can
only smelt iron after you got it the bronze upgrade or
something
L1940[13:30:24] <Lymia> ... but Terraria
doesn't have that either, at least, for early game
progression.
L1941[13:30:32] <Lymia> It just makes it
so you need a good enough pick to mine higher level ore.
L1942[13:30:33] <shadekiller666> really?
gradlew is stuck on 11.70/13.09MB downloaded...
L1943[13:30:40] <Lymia> Which is exactly
how diamond ore vs iron ore works.
L1944[13:30:44]
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L1945[13:30:46] <gigaherz> yeah
L1946[13:30:50] <gigaherz> but getting an
iron pick takes 5 minutes
L1947[13:30:51] <gigaherz> or less
L1948[13:31:01] <gigaherz> so basically
you jump directly into iron
L1949[13:31:08] <gigaherz> and then spend
an hour or 2 mining diamonds
L1950[13:31:15] <gigaherz> thne you have
enough for a full diamond gear
L1951[13:31:17] <Lymia> Right. In
Terraria it works because you need more ore of each tier (because
it has a better crafting system), and there's more tiers.
L1952[13:31:29] <mrburgerUS> The crafting
system in terraria is so good
L1953[13:31:39] <mrburgerUS> you dont get
bored
L1954[13:31:42] <gigaherz> the difference
is simpler:
L1955[13:31:44] <Lymia> Minecraft's
crafting system is a total mess. Not only do you need to look
recipes in a wiki to know what they are (bad design).
L1956[13:31:47] <shadekiller666> why does
gradlew ALWAYS get stuck?
L1957[13:32:01] <gigaherz> a door in
terraria is something like 3 or 4 blocks talls
L1958[13:32:02] <Lymia> But it makes it
so you need multiple steps to even put more than a few of an item
as a requirement for some item.
L1959[13:32:05] <gigaherz> so eahc block
isnt' one cubic meter
L1960[13:32:14] <gigaherz> there's more
blocks to mine in order to reach things
L1961[13:32:25] <Lymia> That's not the
core reason.
L1962[13:32:38] <Lymia> The core reason
is that Terraria is 2D, so it can use bigger maps than Minecraft
without performance issues.
L1963[13:32:45] <Lymia> The size of a
block is arbitary.
L1964[13:32:45] <gigaherz> that too
L1965[13:32:52] <MalkContent> also
navigation is a lot easier :P
L1966[13:32:54] <gigaherz> we need
infinite vertical maps
L1967[13:32:59] <Lymia> (Minecraft could
use vertical chunks)
L1968[13:33:01] <Lymia> (That'd solve
it)
L1969[13:33:02] <gigaherz> wasn't someone
working on that?
L1970[13:33:03] <gigaherz> XD
L1971[13:33:12] <gigaherz> yeah
L1972[13:33:15] <gigaherz> i'd imagine
stuff like
L1973[13:33:18] <Lymia> But it'd be
trading memory usage for a buttload of disk usage.
L1974[13:33:20] <gigaherz> 0 being sea
level
L1975[13:33:26] <mrburgerUS> please
L1976[13:33:28] <gigaherz> -50 being
where you find iron
L1977[13:33:33] <gigaherz> -200 where you
find diamonds
L1978[13:33:35] <MalkContent> I'd just be
happy if a mod reworked armor to natural stuff
L1979[13:33:36] <mrburgerUS> When they
upped the world limit
L1980[13:33:40] <MalkContent> gave it
nice textures
L1981[13:33:45] <mrburgerUS> I thought
theyd raise sea level to 96
L1982[13:33:57] <gigaherz> mrburgerUS:
they raised the *build* limit
L1983[13:34:02] <gigaherz> there's a
difference ;P
L1984[13:34:07] <mrburgerUS> Yeah I wish
theyd done both
L1985[13:34:14] <shadekiller666> fucking
great...
L1986[13:34:16] <MalkContent> and
different properties like max speed, jump height, fall damage
L1987[13:34:16] <mrburgerUS> 96 would be
so good for undergound exploration
L1988[13:34:24] <gigaherz> problem is
with light computations
L1989[13:34:27] <shadekiller666> now it
won't even connect to the download server...
L1990[13:34:32] <shadekiller666>
>:(
L1991[13:34:34] <mrburgerUS> okay
L1992[13:34:39] <gigaherz> at the moment
mc needs to compute whole vertical columns at once
L1993[13:34:45] <gigaherz> in order to
figure out the sunlight
L1994[13:34:49] <mrburgerUS> SO i can
fixz my OBJ with Microsofts 3d BUilder
L1995[13:34:57] <gigaherz> to optimize
that, it keeps a heightmap
L1996[13:34:58] <mrburgerUS> But it
removes Gorups >:(
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L1998[13:35:10] <shadekiller666>
mrburger, whats wrong with your OBJ?
L1999[13:35:10] <gigaherz> but that
heightmap is really hard to manage if you have dynamic vertical
chunks
L2000[13:35:24] <mrburgerUS> it gets
units like 1e-17
L2001[13:35:30] <mrburgerUS> and that
breaks the OBJ importer
L2002[13:35:31] <gigaherz> I had
those
L2003[13:35:31] <MalkContent> couldn't
you just create that on the fly?
L2004[13:35:33] <gigaherz> I edited them
by hand
L2005[13:35:46] <mrburgerUS> How do you
fix them?
L2006[13:35:51] <mrburgerUS> I have so
many
L2007[13:35:51] <gigaherz> obj is a text
file
L2008[13:36:00] <mrburgerUS> I know but
does that take forever
L2009[13:36:02] <gigaherz> I used a regex
expression like
L2010[13:36:11] <shadekiller666>
mrburgerUS, 1e-17 is so close to 0 you can just change those lines
to 0 by hand
L2011[13:36:21] <mrburgerUS> oh my
fucking god
L2012[13:36:21] <gigaherz>
\-?0\.[0+9]+e[0-9]+
L2013[13:36:24] <shadekiller666>
Find+Replace
L2014[13:36:29] <mrburgerUS> why didnt I
think about that
L2015[13:36:37] <mrburgerUS> holy crap my
math skills dont work
L2016[13:36:40] <gigaherz>
\-?0\.[0+9]+e\-[0-9]+ **
L2017[13:36:48] <shadekiller666>
lol
L2018[13:36:59] <gigaherz>
\-?0\.[0-9]+e\-[0-9]+ ***
L2019[13:37:06] <mrburgerUS> I know
multivaraible calculus but I cant visulaize numbers
L2020[13:37:14] <shadekiller666> this is
part of the reason why obj is the go-to for simple model sharing
:P
L2021[13:37:28] <mrburgerUS> I love
obj
L2022[13:37:29]
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L2023[13:37:36] <MalkContent> o well.
Lymia, just do your thang :P if your armor sucks for spawner
riddled open planes, it doesn't mean it's a bad armor, if it's the
better choice for similarly difficult things
L2024[13:37:47] <shadekiller666> its
annoying once you want animations, but whatever
L2025[13:37:55] <Lymia> MalkContent, I
don't mind if my armor sucks for some stuff. But it'd be...
L2026[13:38:06] <Lymia> I don't think
it'd achieve what I want to do if it sucked in most modded content
harder than vanilla.
L2027[13:38:16] <Lymia> Hrm. Would
it?
L2028[13:38:20] <Lymia> I'd have to think
about that, actually.
L2029[13:38:31] <Lymia> gigaherz,
anyway.
L2030[13:38:37] <Lymia> If your DRs were
in order, say.... "0.3, 0.5, 0.6, 0.65, 0.7, 0.75, 0.775,
0.8"
L2031[13:38:39] <MalkContent> high
mobility armor is a sweet thing
L2032[13:38:45] <Lymia> You'd get roughly
+10 effective health every tier.
L2033[13:38:56] <infinitefoxes_> Lymia:
Sorry, I was out
L2034[13:39:07] <infinitefoxes_> I did
some debugging
L2035[13:39:13] ***
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L2036[13:39:38] <shadekiller666>
mrburgerUS, btw, the changes i've made to the obj loader that are
currently awaiting review in a pr include the removal of that pesky
error
L2037[13:39:38] <infinitefoxes_> It seems
that the values it returns get larger the further you get from
0,0
L2038[13:39:48] <Lymia> what
L2039[13:39:57] <infinitefoxes_> I swear
on it :p
L2040[13:40:12] <mrburgerUS> that sounds
awesome!
L2041[13:40:15] <Lymia> infinitefoxes_,
are you sure you aren't just seeing the effects of the the lower
frequency 'waves' of the noise function?
L2042[13:40:21] <mrburgerUS> Im working
on my models and the basis of my mod
L2043[13:40:23] <Lymia> Does it get huge
around 1000000 or so out.
L2044[13:40:33] <mrburgerUS> And tweaking
the values
L2045[13:40:41] ***
amadornes[OFF] is now known as amadornes
L2046[13:40:43] <infinitefoxes_> no, even
at 7000,7000 it happens
L2047[13:40:56] <Lymia> And it keeps
getting bigger?
L2048[13:40:56] <infinitefoxes_> horribly
as well
L2049[13:41:02] <infinitefoxes_>
yep
L2050[13:41:11] <mrburgerUS> whats
happening?
L2051[13:41:31] <shadekiller666> ?
L2052[13:41:35] <infinitefoxes_> world
gen mishaps, burger
L2053[13:41:37] <shadekiller666> with the
error?
L2054[13:41:37] <Lymia> I wonder if
xOffset, yOffset, zOffset do what we think it does? :/
L2055[13:41:46] <Lymia> ... oh
L2056[13:41:51] <Lymia> infinitefoxes_,
can you confirm something
L2057[13:41:55] <infinitefoxes_>
sure
L2058[13:42:00] <shadekiller666> damn
it
L2059[13:42:04] <Lymia> Does it work if
you allocate a new array every time
L2060[13:42:08] <Lymia> Instead of
reusing one
L2061[13:42:16] <shadekiller666> was
there a new method added to BlockPos recently or something?
L2062[13:42:25] <infinitefoxes_> No,
tested that too
L2063[13:42:28] <Lymia> bleh
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L2065[13:42:39] <infinitefoxes_> It
clears the array to 0 every run
L2066[13:42:44] <shadekiller666> oh,
nvm... eclipse decided to update finally...
L2067[13:43:53] <Lymia> gigaherz, I
wonder how much Minecraft's crafting system affected its
balance.
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L2069[13:44:12] <Lymia> Iron pickaxes
take 3 iron to craft because you can't make it use much more iron
without an intermediate step (like iron blocks)
L2070[13:44:24] <Lymia> In Terraria, you
can just set a number to say "35 iron to make an iron
pickaxe"
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L2072[13:46:23] <gigaherz> I guess a
lot
L2073[13:46:41] <gigaherz> but it's the
same simplicity that made Minecraft be what it is
L2074[13:46:53] <gigaherz> suppose you
didn't get whole cubic meters of stuff
L2075[13:46:55] <gigaherz> instead
like
L2076[13:47:00] <gigaherz> breaking a
block of stone
L2077[13:47:25] <gigaherz> gave you
something like 64 cobbles
L2078[13:47:35] <gigaherz> and you needed
64 to place a whole block
L2079[13:47:38] <gigaherz> or like
L2080[13:47:40] <Lymia> You wouldn't need
to do that at all.
L2081[13:47:44] <gigaherz> 64 iron ore to
smelt one ingot
L2082[13:48:03] <Lymia> Imagine this:
Keep all the numbers the same (for mining/smelting ore, etc).
L2083[13:48:05]
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L2085[13:48:08] <gigaherz> but each iron
ore block only drops 8-16
L2086[13:48:12] <Lymia> But iron pickaxes
(somehow) now cost 25 iron ingots. It otherwise works the
same.
L2087[13:48:21] <Lymia> And you add 10
tiers.
L2088[13:48:32] <LexManos> !gp
p_180451_1_
L2089[13:48:42] <gigaherz> in fact I'd
quite like waht I was just saying hmm
L2090[13:49:00] <Lymia> It'd just be a
change to the crafting system
L2091[13:49:30] <Lymia> Let you specific
recipies like "20 wood, 60 iron ingots", but keeping the
rest of the game the same. So you can have items that cost many
more resources in a "natural" way (no intermediate
products like some mods.)
L2092[13:50:01] <Lymia> That'd let you
make tiers last longer, right
L2093[13:50:11] <Lymia> Since you
couldn't skip a tier with a pickaxe that you get enough ore for in
one cluster.
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L2095[13:50:16] <gigaherz> yeah
L2096[13:50:25] <gigaherz> although you'd
remove the "visual" side of crafting
L2097[13:50:35] <Lymia> The
"visual" side of crafting was a mistake, IMO.
L2098[13:50:45] <Lymia> Because of the
big downside that now you can't craft anything without an
instruction manual.
L2099[13:50:58] <gigaherz> although I
very much prefer TiC-like crafting
L2100[13:50:59] <Lymia> (but
extrautilities does something interesting with it, unstable
ingots)
L2101[13:51:01] <gigaherz> where you make
parts out of materials
L2102[13:51:06] <gigaherz> and thne
combine the parts
L2103[13:51:10] <Lymia> (So it's not
*all* bad. You can do interesting things with it)
L2104[13:51:39] <Lymia> I guess there's
advantages too.
L2105[13:51:45] <Lymia> "Repair
*this* specific pickaxe"
L2106[13:51:48] <gigaherz> you could do
the division sigil have its own gui
L2107[13:51:50] <gigaherz> with two
slots
L2108[13:51:56] <Lymia> "Dye this
armor with *these* specific dyes"
L2109[13:51:57] <shadekiller666> is there
a way to "jump" to the code block of an "else"
statement from within the block of the "if" that it is
paired with?
L2110[13:52:08] <gigaherz>
shadekiller666: not in java
L2111[13:52:09] <Lymia> "Make a
firework out of *these* specific components"
L2112[13:52:14] <gigaherz> in
C/C++/C#
L2113[13:52:16] <gigaherz> you can use
gotos
L2114[13:52:21] <Lymia> Which would need
unique GUIs if you used a Terraria-style crafting system.
L2115[13:52:33] <gigaherz> but java just
has "multi-level break"
L2116[13:52:34] <Lymia> shadekiller666,
why would you want to do that.
L2117[13:52:44] <Lymia> Instead of
writing "if(a) { foo; } else { bar; }"
L2118[13:52:49] <Lymia> Just write
"if(a) { foo; } bar;"
L2119[13:52:50] <tterrag> java doesn't
have it for a good reason
L2120[13:52:55] <tterrag> It's a crappy
coding practice
L2121[13:53:05] <gigaherz> sometimes one
goto is worth a thousand IFs
L2122[13:53:07] <Lymia> You can put the
code you want to execute both in the if and the else after the
if.
L2123[13:53:10] <gigaherz> other times
it's worth a thousand WTFs
L2124[13:53:12] <masa> in 1.7, what is
the render type for TESR-only?
L2125[13:53:20] <shadekiller666> because
the else block contains something that runs as the default for a
hierarchy of test conditions
L2126[13:53:21] <gigaherz> -1?
L2127[13:53:35] <masa> with -1 I get
nothin grendering.. hmm
L2128[13:53:38] <PaleoCrafter> well, you
could write bytecode which does in fact have goto :P
L2129[13:53:41] <gigaherz> hmmm then I
can't remember
L2130[13:54:07] <shadekiller666> so the
aformentioned if statement's block has a chance to run that same
code if subsequent conditions within it are met/unmet
L2131[13:54:18] <gigaherz>
shadekiller666: use a boolean flag
L2132[13:54:25] <gigaherz> boolean
runThat = false;
L2133[13:54:28] <gigaherz> ...
L2134[13:54:33] <gigaherz> if(runThat)
{... }
L2135[13:54:55] <Lymia> shadekiller666,
can you factor it out into a function?
L2136[13:54:59] <Lymia> (The common code
for both)
L2137[13:55:03] <gigaherz> or abstract it
into a f... yeah
L2138[13:55:33] <Lymia> (This is why
languages should support nested functions. :/)
L2139[13:55:52] <Lymia> (You don't need
to ask "*can* I factor out this code into a
function")
L2140[13:55:57] <Lymia> (Since the answer
is basically always "yes")
L2141[13:55:58] <gigaherz> lambdas
;P
L2142[13:56:01]
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L2144[13:56:07] *
shadekiller666 can't use lambdas atm
L2145[13:56:14] *
shadekiller666 really wishes he could though...
L2146[13:56:20] <Lymia> Java lambdas
suck.
L2147[13:56:24] <gigaherz>
shadekiller666: but yo ucan use nameless interfaces
L2148[13:56:25] <gigaherz> ;p
L2149[13:56:29] <Lymia> They don't let
you close over mutable variables.
L2150[13:56:43] <Lymia> Which isn't a big
deal... if you have a purely functional style.
L2151[13:56:47]
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L2152[13:56:53] <shadekiller666> they're
a lot fuckin nicer than "new Function<Blah>(Blah blah)
{...}"
L2153[13:57:13] <gigaherz> that they
are
L2154[13:57:41] <gigaherz> oh yeah
L2155[13:57:45] <gigaherz> btw I asked
earlier about my mod
L2156[13:57:53] <gigaherz> becauseI
wanted to ask ideas on one specific thing
L2157[13:57:56] <gigaherz> but I got
sidetracked
L2158[13:57:57] <gigaherz> XD
L2159[13:58:00] <Lymia> What
question?
L2160[13:58:13] <gigaherz> so my mod has
the endgame method of obtaining essences
L2161[13:58:22] <gigaherz> but I was
wondering how to do the early game
L2162[13:58:27] <Lymia> Essence =
mana?
L2163[13:58:32] <gigaherz> in a way
L2164[13:58:35] <Lymia> Or what?
L2165[13:58:36] <gigaherz> elemental
mana
L2166[13:58:42] <gigaherz> since each
element is separate and independent
L2167[13:58:44] <tterrag> is early game
even necessary?
L2168[13:58:46] <Lymia> First question
is
L2169[13:58:57] <gigaherz>
"fire" essence, "life" essence,
"earth" essence
L2170[13:58:58] <gigaherz> etc
L2171[13:58:59] <tterrag> it's a major
design flaw to assume that your mod needs early game
L2172[13:59:03] <Lymia> Should it be a
limited resource, instead of something that autogenerates at
all?
L2173[13:59:08] <gigaherz> tterrag:
well
L2174[13:59:13] <gigaherz> if not early
game
L2175[13:59:13] <tterrag> a mod that is
only usable in the late game is not a bad thing
L2176[13:59:15] <Lymia> tterrag, I don't
think so.
L2177[13:59:15] <gigaherz> at least
midgame
L2178[13:59:18] <gigaherz>
basically
L2179[13:59:19] <PaleoCrafter> Lymia, not
allowing mutable variables to be captured is totally fine and
prevents a lot of bugs :P
L2180[13:59:26] <Lymia> if you have
progression, you have something that's an 'early game' when your
mod first comes into play.
L2181[13:59:30] <gigaherz> the endgame
method for obtaining essences
L2182[13:59:37] <gigaherz> involves
breaking apart blocks
L2183[13:59:41] <gigaherz> to get their
elements
L2184[13:59:57] <gigaherz> but I wanted
something less OP
L2185[14:00:05] <Lymia> PaleoCrafter, it
only works in languages where you use functional coding styles by
default though.
L2186[14:00:14] <Lymia> i.e. not
java
L2187[14:00:27] <Lymia> gigaherz, why
should essences be hard to get?
L2188[14:00:29] <Lymia> What do you do
with them
L2189[14:00:35] <gigaherz> not hard
L2190[14:00:37] <gigaherz> just not
infinite
L2191[14:00:46] <Lymia> I feel like this
is one of Thaumcraft 4's major flaws.
L2192[14:01:02] <mrburgerUS> the
research?
L2193[14:01:05] <Lymia> It conflated...
what it's called.
L2194[14:01:06] <Lymia> uh
L2195[14:01:14] <gigaherz> the research
aspects?
L2196[14:01:20] <gigaherz> where you can
only scan a thing once?
L2197[14:01:32] <mrburgerUS> no
L2198[14:01:35] <Lymia> It conflated vis
used for crafting
L2199[14:01:40] <Lymia> With vis used for
casting.
L2200[14:01:52] <gigaherz> t4 had 3
separate sets of things
L2201[14:01:53] <mrburgerUS> like getting
the research complete
L2202[14:01:57] <Lymia> For crafting, it
should obviously be limited, but, having it be so limited for
casting made the combat spells and stuff basically impossible to
use.
L2203[14:02:00] <gigaherz> the
knowledge
L2204[14:02:01] <gigaherz> the vis
L2205[14:02:09] <gigaherz> and the other
thing
L2206[14:02:15] <gigaherz> the
liquids
L2207[14:02:20] <MalkContent>
essentia
L2208[14:02:22] <gigaherz> that
L2209[14:02:23] <masa> can I not hotswap
code into a ModelBase in a TESR? I only see the changes after I
restart the game :/
L2210[14:02:49] <gigaherz> Lymia: the
crafting one was LESS limited
L2211[14:02:50] <gigaherz> XD
L2212[14:02:51] <MalkContent> vis for
crafting really was just a barrier for tiering wands
L2213[14:02:52] <PaleoCrafter> masa, you
can, but the parts etc. are added in the constructor :P
L2214[14:03:02] <MalkContent> because of
the max vis they held
L2215[14:03:13] <MalkContent> perfectly
fine
L2216[14:03:14] <gigaherz> the biggest
limitation on T4
L2217[14:03:27] <gigaherz> was getting
more vis while running around
L2218[14:03:33] <Lymia> I feel that the
problem is that vis for something like casting a fire spell or
attacking stuff should be unlimited and not require too much
trouble to get.
L2219[14:03:45] <Lymia> Whereas, a
resource for *crafting*, aura nodes is a fien system.
L2220[14:03:47] <gigaherz> since you
could just put nodes in jars
L2221[14:03:48] <Lymia> as a resource
for*
L2222[14:03:49] <gigaherz> and send them
home
L2223[14:03:55] <gigaherz> and then have
a recharge pedestal
L2224[14:04:03] <Lymia> Yeah, I did lots
of exploring.
L2225[14:04:04] <gigaherz> crafting vis
was just a matter of waiting a bit for it to recharge
L2226[14:04:08] <Lymia> Which made that
problem very obvious to me.
L2227[14:04:14] ***
V is now known as Vigaro
L2228[14:04:17] <Lymia> gigaherz, so, I
guess what I'm asking is
L2229[14:04:26] <Lymia> Is Essence used
for spells like "shoot fireball", or for something more
permanent?
L2230[14:04:37] <Lymia> If it's the
former, why shouldn't it be infinite.
L2231[14:04:38] <gigaherz> for
casting
L2232[14:04:43] <gigaherz> it is
infinite
L2233[14:04:52] <gigaherz> there's random
entities that spawn all over the world
L2234[14:04:55] <gigaherz> and charge
your things
L2235[14:04:58] <gigaherz> slowly.
L2236[14:05:07] <masa> PaleoCrafter: and
that only gets called on game laod when the TESR is
registered?
L2237[14:05:11] <gigaherz> let me explain
my plan:
L2238[14:05:21] <PaleoCrafter> I don't
know your code, but I assume so :P
L2239[14:05:23] ***
fry is now known as fry|sleep
L2240[14:05:30] <gigaherz> method 1 for
obtaining essences: passive recharging from living essence entities
(slow but infinite)
L2241[14:05:46] <gigaherz> method 2 for
obtaining essences: seek crystals or similar, and break them to
gain their contents
L2242[14:05:56] <gigaherz> method 3 for
obtaining essences: decompose matter into elements
L2243[14:06:05]
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L2244[14:06:10] <gigaherz> method 2 is
the one that's annoying me
L2245[14:06:21] <gigaherz> because I
don't want it to feel like I copied thaumcraft's shart
clusters
L2246[14:06:27] <gigaherz> crystal
clusters*^
L2247[14:06:31] <gigaherz> or shard
ores
L2248[14:06:44] <gigaherz> but then
again, thaumcraft also has mana beans that grow on trees
L2249[14:06:46] <heldplayer> Oh no
L2250[14:06:47] <heldplayer> Not
sharts
L2251[14:07:03] <gigaherz> yes! SHART
clusters
L2252[14:07:03] <gigaherz> XD
L2253[14:07:06]
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L2254[14:07:10] <gigaherz> so I ahve no
idea how to approach it
L2255[14:07:14] <MalkContent> hah
L2256[14:07:15] <heldplayer> :P
L2257[14:07:23]
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L2258[14:07:35] <masa> PaleoCrafter: oh
right... ffs i'm so stupid sometimes :D
L2259[14:07:38] <gigaherz> and that's why
I wanted people's ideas
L2260[14:07:54] <gigaherz> anyone can
think of something other than "spawn random blocks over the
world"?
L2261[14:08:01] <masa> I just made it
temporarily to re-create the model each frame for debugging
L2262[14:08:30] <MalkContent> you can do
it orcs must die style
L2263[14:08:37] <PaleoCrafter> spawn not
quite so random structures all over the world, gigaherz :P
L2264[14:08:53] <MalkContent> mana get's
into the world through portals, but there's orcs coming through
them
L2265[14:09:01] <MalkContent> -'
L2266[14:09:23] <MalkContent> initially
closed, you open them for mana
L2267[14:09:28]
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L2268[14:09:35] <MalkContent> but then
come the orcs
L2269[14:09:45] <MalkContent> insert mob
of your choice
L2270[14:10:05] <gigaherz> nah
sorry
L2271[14:10:05] <gigaherz> ;P
L2272[14:10:11] <unascribed> +1
L2273[14:10:17] <MalkContent> the
"opening" crystal structure gotta be near your
portal
L2274[14:10:24] <gigaherz> hmmmm
L2275[14:10:26] <MalkContent> and the
orcs come to destroy it
L2276[14:10:31] <gigaherz> i just had a
thought:
L2277[14:10:33] <MalkContent> so you have
a td kinda thing going
L2278[14:10:34]
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L2279[14:10:37] <gigaherz> I already have
entities that spawn around in th e world
L2280[14:10:51]
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L2281[14:10:52] <gigaherz> I could make
those entities fly around for a bit
L2282[14:11:08] <gigaherz> then find a
block and "place" themselves in the form of
crystals
L2283[14:11:08] <MalkContent> they fly on
farting mana
L2284[14:11:11] <MalkContent> i got
you
L2285[14:11:12] <MalkContent> aw
L2286[14:11:37] <gigaherz> where
"crystals" coudl be blobs, cocoons, or whatevef
L2287[14:11:43] <gigaherz> -f+r
L2288[14:11:44] <MalkContent> okay. and
then the orcs come and try to get the crystal for themselves
L2289[14:11:50] <MalkContent> i
understand
L2290[14:11:52] <gigaherz> there won't be
orcs ¬¬
L2291[14:12:05] <MalkContent> well your
mod's stupid :P
L2292[14:12:19] <MalkContent> think about
it
L2293[14:12:34] <MalkContent> there's
zombies and demons and dragons and wisps
L2294[14:12:36] <gigaherz> if you want
orcs, go code them yourself
L2295[14:12:36] <gigaherz> XD
L2296[14:12:39] <MalkContent> noone's
done orcs yet xD
L2297[14:13:00] <masa> how do I render a
TESR-based block in the inventory in 1.7?
L2298[14:13:27] <Lymia> Cacoons sounds
nice.
L2299[14:13:40] <Lymia> One idea I had
for my mod is to place ruins all over the world.
L2300[14:13:49] <Lymia> Which would serve
as dungeons, and be the main progress mechanic.
L2301[14:14:04] <Lymia> Maybe you could
do something similar, to where it's more ruins than clusters of
crystals randomly in the world?
L2302[14:14:24] <Lymia> Put the crystal
clusters in above-ground structures
L2303[14:14:38] <Lymia> Exclusively,
maybe, and give the player the tools to make their own at some
point.
L2304[14:15:11] <PaleoCrafter>
IItemRenderer or whatever it's called, masa
L2305[14:15:51]
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L2307[14:16:45] *
Lymia pokes gigaherz
L2308[14:17:21]
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L2309[14:17:34] <mrburgerUS> hey is there
a way in an obj file to automatically set numbers within a certain
range to 0?
L2310[14:17:34] <masa> oh..
L2311[14:17:40] *
gigaherz reads
L2312[14:17:42] <MalkContent> he's away.
coding orcs now
L2313[14:18:04] <Lymia> hrm
L2314[14:18:06] <Lymia> or heck.
L2315[14:18:11] <Lymia> Just make big
above-ground crystal clusters.
L2317[14:18:58] <MalkContent> you could
progressively grow a giant ass crystal tree that allows you to
perform your magic in the vincinity
L2318[14:19:51] <gigaherz> hmm I didn't
want to have "nodes"
L2319[14:20:02] <Lymia> meh
L2320[14:20:07] <Lymia> Don't avoid ideas
because someone else did them already.
L2321[14:20:12] <Lymia> Avoid them
because they're bad.
L2322[14:20:22] <gigaherz> yeah
L2323[14:20:49] <MalkContent> think of it
as a magic reactor
L2324[14:21:00] <gigaherz> lol humble
bundle is celebrating valentine's day by having a dating sim
sale
L2325[14:21:07] <MalkContent> basically
using up cocoons over time
L2326[14:21:07] <infinitefoxes_> grr,
cannot figure out why on hell the octave generator's values get
bigger the further away from 0,0
L2327[14:21:10] <Lymia> although
L2328[14:21:13] <Lymia> hrm
L2329[14:21:22] <MalkContent> it grows
from consuming the fuel
L2330[14:21:24] <gigaherz> oh I see
L2331[14:21:24] <Lymia> You could make
nodes that are different from Thaumcraft's
L2332[14:21:29] <gigaherz> hmm that coudl
be interesting
L2333[14:21:31] <Lymia> They slowly build
up giant crystal masses around them
L2334[14:21:43] <Lymia> Which you collect
to fuel magic.
L2335[14:21:51] <MalkContent> steer it's
growth in special ways to give boost to certain aspects of your
magic
L2336[14:21:59] <gigaherz> I could make
the entities actually "join" an existing
"cocoon"
L2337[14:22:02] <gigaherz> and build up
the cluster
L2338[14:22:16] <gigaherz> until it
extends to surrounding blocks if it got large enough
L2339[14:22:24] <Lymia> Of course
Huniepop's on there.
L2340[14:22:37] <gigaherz> and the cocoon
could remain there as a "seed"
L2341[14:22:53] <gigaherz> to make other
entities join it instead of a surrounding one
L2342[14:23:01] <gigaherz> or creating a
random one, I mean
L2343[14:23:06] <Lymia> ooh, Else
Heart.Break() sale.
L2344[14:23:22] <mrburgerUS> is it
Valnetines day already?
L2345[14:23:27] <gigaherz> 2 days
L2346[14:23:35] <gigaherz> iirc
L2347[14:23:39] <gigaherz> valentine's
day is on the 14th
L2348[14:23:52] <mrburgerUS> Well
Heart.getIsBroken() returns true
L2349[14:24:32] *
Lymia pairs gigaherz and mrburgerUS up
L2350[14:24:37] <mrburgerUS> nah
L2351[14:24:55] <mrburgerUS> is there a
good modelling program for obj?
L2352[14:25:10] <gigaherz> there's good
modelling programs
L2353[14:25:16] <gigaherz> obj is
generally supported by all of them
L2354[14:25:17] <gigaherz> XD
L2355[14:25:27] <mrburgerUS> Well which
ones are good enough to use
L2356[14:25:34] <mrburgerUS> I use
sketchup but its a lot of pain
L2357[14:25:38] <gigaherz> that's up to
taste
L2358[14:25:42] <gigaherz> you could
check Maya
L2359[14:26:08] <gigaherz> or clara.io
(web-based html5 app)
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L2361[14:26:34] <gigaherz> I personally
use Rhinoceros
L2362[14:26:49] <gigaherz> but that's
because I don't really do "modelling"
L2363[14:26:52] <gigaherz> as craft
polygons
L2364[14:27:06] <gigaherz> I works based
on shapes and such, creating solids
L2365[14:27:15] <Lymia> I kinda like how
Trove does things.
L2366[14:27:17] <gigaherz> sometimes even
drawing the faces manually
L2367[14:27:24] <Lymia> Its models aren't
really models, but, 1/16 scale voxel maps
L2368[14:27:29] <Diddi> i was wondering
what to use instead of tesselator.addVertexWithUV() in MC
1.8.9
L2369[14:27:30] <Lymia> That style
transfers pretty well to Minecraft
L2370[14:27:45] <Lymia> So, maybe a voxel
editor that outputs .obj files might work really well in
Minecraft?
L2371[14:27:58] <Lymia> (decompose a
voxel-based model into an .obj and a texture file)
L2372[14:27:58] <gigaherz> Diddi:
L2373[14:28:19] <Lymia> .. hrm, maybe
not.
L2374[14:28:21] <gigaherz>
worldrenderer.begin(GL11.GL_QUADS,
DefaultVertexFormats.something);
L2375[14:28:33] <Lymia> Stuff might still
look out of place compared to Minecraft.
L2376[14:28:46] <gigaherz>
worldrenderer.vertex(x,y,z).tex(u,v).color(r,g,b,a).endVertex()
L2377[14:28:47] <Lymia> Minecraft uses
more solid cubes with textures than detailed voxel models.
L2378[14:28:48] <gigaherz> ...
L2379[14:28:53] <gigaherz>
tesellator.draw();
L2380[14:28:56] <Lymia> ohgod
L2381[14:28:57] <Lymia> Is that
L2382[14:29:01] <Lymia> Really
Minecraft's API for this stuff.
L2383[14:29:18] <gigaherz> that's how you
push vertices into the tesellator, yes
L2384[14:29:18] <PaleoCrafter> the calls
to vertex, tex and color should match the selected vertex format
though :P
L2385[14:29:20] <Lymia> I can't imagine
that being very efficient.
L2386[14:29:37] <gigaherz> it writes into
a VBO
L2387[14:29:47] <gigaherz> (or
displaylist if VBOs are disabled)
L2388[14:30:04] <gigaherz> it could be
worse ;P
L2389[14:30:08] <Lymia> 4 function calls
per vertex
L2390[14:30:12] <Lymia> Hopefully no
allocations.
L2391[14:30:14] <gigaherz> if you do it
that way, yes
L2392[14:30:22] <gigaherz> you can
alternatively dump vertex data directly
L2393[14:30:24] <Lymia> oh
L2394[14:30:24] <gigaherz> without
calling it that way
L2395[14:30:26] <Lymia> That's
beter.
L2396[14:30:28] <Lymia> better*
L2397[14:30:34] <infinitefoxes_> it
returns a new obj each call IIRC
L2398[14:30:41] <gigaherz> no it does
not
L2399[14:30:45] <gigaherz> it returns
itself
L2400[14:30:46] <gigaherz> XD
L2401[14:30:53] <infinitefoxes_>
well
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L2403[14:32:11] <infinitefoxes_> might be
begin(...) I'm thinking of
L2404[14:32:39] <infinitefoxes_> I have
no clue
L2405[14:32:59] <infinitefoxes_> I only
briefly ported my 1.8 render code to 1.8.9
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L2414[14:57:26] <Gliby> theGliby
aight
L2416[15:06:23] *
HassanS6000 returns to see if fry is awake, sees he is not, and
slinks away
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L2419[15:07:54] <PaleoCrafter>
HassanS6000, fry|sleep sometimes is around even when his nick
indicates otherwise
L2420[15:08:11] <HassanS6000>
PaleoCrafter, I is confused
L2421[15:09:07] <sham1> He's not regular
with using his nick'
L2422[15:09:33] <sham1> or rather
L2423[15:09:39] <HassanS6000> fry|sleep,
I wanted your advice on how to go about animating an OBJ model with
multiple parts that move independently of each other, and the most
efficient way of doing it in Forge. I saw you recently added the
ability to animate B3D Models, and was looking into it, but can't
figure out how it works. If you're around, let me know please.
Thanks!
L2424[15:09:49] <sham1> OBJ models cannot
be animated
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L2426[15:10:00] <HassanS6000> sham1, I
can converts to B3D if that's what he suggests :P
L2427[15:10:12] <sham1> You probably have
to
L2428[15:10:18] <sham1> But we'll
se
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L2433[15:25:30] <mrburgerUS> well you
could be very cheesy
L2434[15:25:52] <mrburgerUS> and
integrate possibly two models and get those to animate
L2435[15:25:56] <mrburgerUS> Maybe?
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L2449[15:57:13] <shadekiller666> obj
loader does not currenlty support the new animation system, thats
something i have to take a long look at
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L2512[18:02:27] <cuddylier> Anyone know
how to bypass undentified item errors on Forge 1.8.9? It doesn't
give the FML confirm command and normal text.
L2513[18:02:45] <cuddylier> And 'Found a
missing id from the world [worldname]'
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L2523[18:13:09] <Delenas> @.@ Can't find
good documentation on the B3D json stuffs. Bah.
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L2526[18:18:32] <williewillus> sham1: obj
models can very much be animated...
L2527[18:18:46] <williewillus> just not
with the current api :P
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L2529[18:19:10] <williewillus> if you
have a gl access you can do whatever
L2530[18:22:25] <gigaherz> obj models
itself are not animation-aware
L2531[18:22:32] <gigaherz> you could
"animate" the meshes contained in the model
L2532[18:22:44] <gigaherz> but the
animation would have to be external
L2533[18:22:47] <gigaherz> (such as done
in code)
L2534[18:22:55] <williewillus> neither
are the json models :P
L2535[18:23:12] <williewillus> but yeah
obj animation support would be pretty great
L2536[18:23:19] <williewillus> forge
animation api*
L2537[18:26:14] <Delenas> Waila's
tooltips are client-side, but the data passed is synced from the
server first.. am I correct in thinking that?
L2538[18:26:20] <williewillus> yeah
L2539[18:27:30] <Delenas> Hrm.
L2540[18:28:05] <Delenas> Apparently I
fail at tileEntities then. It's not grabbing a blockPosition from
my class. x.x
L2541[18:29:00] <gigaherz> Delenas: if
you want to sync data
L2542[18:29:04] <gigaherz> you can use
the NBT provider
L2543[18:29:13] <gigaherz> instead of
using the tileentity from the client
L2544[18:29:28] <gigaherz> the NBT reads
from the server and gets given to the client
L2546[18:30:10] <gigaherz> here's how I
do it
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L2549[18:31:22] <Delenas> Hrm. I'll give
it a shot.
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L2560[18:46:13] <Delenas> Nope,
nothing.
L2561[18:46:53] <Delenas> It's not
getting the proper TE from the world, I think.
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L2564[18:49:39] <tterrag> throws
length_error
L2565[18:52:12] <gigaherz> hmmm
L2566[18:54:16] <gigaherz> I have no
idea
L2567[18:54:41] <gigaherz> how many
elements do you have?
L2568[18:54:42] <gigaherz> Defines a type
of object to be thrown as exception. It reports errors that are
consequence of attempt to exceed implementation defined length
limits for some object.
L2569[18:55:04] <gigaherz> length_error
in this case sounds like there's more elements added to the vector
than the stl allows
L2570[18:55:45] <tterrag> gigaherz: I
think it's because getVerts is byval
L2571[18:55:49] <tterrag> so it's
copying
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L2573[18:56:17] <gigaherz> can you make
it a reference?
L2574[18:56:35] <gigaherz> ifi t's truly
byval
L2575[18:56:49] <gigaherz> then the
.begin() and .end() are effectively pointing to different
objects
L2576[18:57:30] <gigaherz> which could
explain why it's running out of memory
L2577[18:57:43] <gigaherz> if .end()'s
internal implementation is a pointer < begin
L2578[18:57:53] <gigaherz> and it's
trying to "loop around" the memory pointer
L2579[18:58:22] <gigaherz> and since
byval objects woudl be stored in the stack, and the stack grows
down
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L2581[18:58:49] <gigaherz> then chances
are the internal pointer for .end() IS before the begin() one
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L2583[18:59:22] <gigaherz> so yeah you
should AT LEAST store getVerts() on a variable, but preferably
return it as a reference instead
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L2586[19:02:15] <tterrag> gigaherz: yeah,
changing it to return vector<Vertex2D>& fixes it
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L2593[19:11:58] <gigaherz> Delenas: how
do you register it?
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L2597[19:14:46] <Delenas> [ Tried adding
the other functions in there- changed nothing. ]
L2598[19:14:55] <TehNut> Don't you still
have to override getDescriptionPacket() and onDataPacket() in the
tile?
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L2600[19:15:25] <gigaherz> I couldn't get
server sync to work properly
L2601[19:15:28] <gigaherz> and
regardless
L2602[19:15:33] <gigaherz> it's more
efficient to use the NBT one
L2603[19:15:37] <gigaherz> and sync
manually
L2604[19:16:30] <Delenas> Tried that, but
re-thinking.. lemme try it again. May have derped.
L2605[19:16:34] <gigaherz> Delenas: did
you look at my code?
L2606[19:16:38] ***
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L2607[19:17:08] <gigaherz> you'll need
"registrar.registerNBTProvider" on top of the
BodyProvider
L2608[19:17:12] <gigaherz> if you want to
use the NBT method
L2609[19:18:00] <Delenas> Yeah
L2610[19:18:23] <Delenas> Tried that
before, but a different way
L2611[19:18:26] <Delenas> Trying it
again
L2612[19:24:09] <Delenas> Made it so I
can debug most of my blocks by right clicking 'em with a sign
anyway.
L2613[19:24:20] <gigaherz> lol
L2614[19:24:48] <Delenas> Going for an
approach that I don't add a ton of "tool" items in, but
rather favor vanilla items.
L2615[19:25:09] <PaleoCrafter> I wonder,
do you guys think that an event wrapping potion.shouldRender would
be useful? xD
L2616[19:25:12] <Delenas> Redstone to
enable/disable stuff, signs for information, etc.
L2617[19:25:13] <gigaherz> like how
transfer nodes/pipes can be "wrenched" with sticks?
;P
L2618[19:25:21] <Delenas> Yup.
L2619[19:25:25] <gigaherz> that's
nice
L2620[19:25:58] *
Delenas boots up instance. Again. >.>
L2621[19:26:20] <Delenas> \o/ That did
it.
L2622[19:26:49] <Delenas> Now for
renaming and final implementation.
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L2626[19:30:35] <williewillus>
!latest
L2627[19:32:46]
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L2635[19:47:11] <Delenas> Chisel and Bits
best mod
L2636[19:48:06] <gigaherz> lol
L2637[19:48:08] <Delenas> Just because of
that. Sadly, Charset won't let you make that any smaller..
L2638[19:48:19] <Delenas> But still. a
4x1 bit platform.
L2639[19:48:33] <williewillus> how
precise is that C+B surface?
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L2641[19:48:44] <Delenas> AS small as it
can be.
L2642[19:48:52] <williewillus> like if
you just had one tiny bit there would the cable still stay?
L2643[19:49:08] <Delenas> No
L2644[19:49:15] <Delenas> That's the
smallest I could get it
L2645[19:49:18] <Delenas> 4x1x9
L2647[19:51:28] <williewillus> cool how
its size aware then
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L2650[19:53:45] <tterrag> gigaherz: I'm
super confused...would you mind taking a look at my C++
project?
L2651[19:54:00] <gigaherz> tterrag:
link?
L2652[19:54:04] <tterrag> sec
L2653[19:54:25] <Delenas> Yea, taking one
side off it knocks the wire off
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L2656[19:56:47] <tterrag> when I call
d->verts it is empty
L2659[19:57:25] <williewillus> how do you
do something like @Optional for RF, which has no one parent
mod?
L2660[19:57:28] <tterrag> so where is the
data going?
L2661[19:57:33] <tterrag> williewillus:
you can optionalize on an API container
L2662[19:57:37] <tterrag> afaik
L2663[19:57:54] <tterrag> just use the
identifier, CoFHAPI|energy or whatever
L2664[19:58:08] <tterrag> that would mean
your mod needs some other RF mod installed to work though
L2665[19:58:12] <tterrag> which isn't
really how RF is designed to be used
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L2667[20:00:24] <tterrag> so gigaherz any
ideas?
L2668[20:00:35] <gigaherz> not
really
L2669[20:00:42] <gigaherz> I assume verts
contains data right after the insert call?
L2670[20:00:52] <tterrag> in Star?
L2671[20:00:52] <tterrag> yes
L2672[20:01:22] <gigaherz> thing is, I
have never used the insert method XD
L2673[20:01:25] ***
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L2675[20:01:37] <gigaherz> I never even
came across it while coding ;P
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L2679[20:01:55] <tterrag> I don't think
that method is the problem
L2680[20:01:58] <tterrag> since it is
clearly working
L2681[20:02:25] <gigaherz> yeah
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L2683[20:03:04] <tterrag> I can ask
elsewhere if you don't know :P
L2684[20:03:46] <gigaherz> I really can't
think of anything
L2685[20:05:29] <gigaherz> there's
nothing in that code paths that "smells bad"
L2686[20:05:33] <gigaherz> path*
L2687[20:05:54] <gigaherz> and you use
pointers, so it's not a problem of looking at the wrong copy
L2688[20:06:10] <tterrag> do I use
pointers though?
L2689[20:06:18] <tterrag> it's a vector
of pointers, but the vector itself is not one
L2690[20:07:23] <gigaherz> ?
L2691[20:08:07] <gigaherz> on one side,
"ge" is in the same codepath, it's not being copied
anywhere between the .add and .init
L2692[20:08:16] <tterrag> it's public
vector<Drawable*> verts;
L2693[20:08:24] <tterrag> not public
vector<Drawable*>* verts;
L2694[20:08:30] <gigaherz> I know
L2695[20:08:36] <gigaherz> ge.todraw
contains pointers
L2696[20:08:45] <gigaherz> which is what
I meant
L2697[20:09:00] <gigaherz> even though it
should still work if they weren't
L2698[20:09:02] <gigaherz> but they are
pointers
L2699[20:09:16] <gigaherz> so the
"new Star(..)" must be the same pointer that you receive
in the for-each loop
L2700[20:09:32] <tterrag> oh yeah
L2701[20:10:15] <gigaherz> hmmm
L2702[20:10:22] <gigaherz> no that
wouldn't make sense either
L2703[20:10:26] <Disconsented> I have a
3x3 multiblock, I want specific (single block) to act as I/O, I was
planning to use different blocks for that. Is there a better
way?
L2704[20:10:37] <gigaherz> it just...
should work
L2705[20:10:43] <gigaherz> I have
absolutely no idea why it wouldn't
L2706[20:10:58] <gigaherz> Disconsented:
you can use blockstates for it
L2707[20:11:06] <gigaherz> in my
ender-rift mod
L2708[20:11:13] <williewillus> okay im
derping how the hell should I replace an @version@ in my sources.
in build.gradle I have replace "@version@",
"589"; replaceIn "ConstantMod.java"; replaceIn
"mcmod.info"
L2709[20:11:15] <williewillus> and
nothing happens
L2710[20:11:19] <gigaherz> I have
different blockstates for corners, vertical connectors, and
horizontal connectors
L2711[20:11:24] <gigaherz> and only the
corners have a TileEntity
L2712[20:11:37] <KaseiFR> tterrag: Do you
know of an equivalent of
net.minecraftforge.fml.common.Loader.isModLoaded() for API and not
mod?
L2713[20:11:45] <williewillus>
ModAPIManager
L2714[20:11:55] <KaseiFR> Thanks ^^
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L2717[20:12:24] <gigaherz> you don't need
to replace mcmod.info manually
L2719[20:12:46] <gigaherz> forgegradle
does that for you
L2720[20:13:20] <tterrag> *sigh* and now
it works
L2721[20:13:28] ***
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L2722[20:13:33] <Disconsented> Should
have mentioned that its a model as well
L2723[20:13:37] <Disconsented> Will
blockstates still work?
L2724[20:14:23] <gigaherz> ?
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L2727[20:16:34] <smbarbour> It's
unfortunate that useMetadata = true isn't the default in the @Mod
annotation. It's so much nicer to just have mcmod.info be the
official data for the mod.
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L2729[20:17:22] <williewillus> how do I
include a build.properties....
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L2732[20:17:48] <Disconsented> That is a
single block at the moment. If I use that block thats there for the
other 8, how do I prevent there being 8 copies of the model? I
assume use "hasTileEntity" to make them all share the
same TE
L2733[20:18:36] <gigaherz> when you use
blockstates
L2734[20:18:49] <gigaherz> the
blockstates json lets you specify a different model for each
variant
L2735[20:18:50] <gigaherz> in fact
L2736[20:18:57] <gigaherz> if you do
multiblocks
L2737[20:19:06] <gigaherz> it's best to
have a separate piece of the model for each part of the
multiblock
L2738[20:19:13] <gigaherz> because having
one large model causes lighting issues
L2739[20:19:54] <Disconsented> So
basiclly GL;HF chopping it up /?
L2740[20:20:41] <gigaherz> it's not that
hard wit hthe right tool ;P
L2741[20:20:59] <gigaherz> at least in
rhinoceros, splitting a mesh is just a couple clicks ;P
L2742[20:21:19] <gigaherz> the result may
have a few more triangles than expected but meh it's easy to fix
that afterward ;p
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L2744[20:21:30] <Disconsented> Heh, my
model workflow is ass. I make it in sketchup, move it to blender
where I export it to .obj
L2746[20:21:33] <tterrag> gigaherz:
^
L2747[20:21:41] <gigaherz> nice ;P
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L2749[20:21:44] <tterrag> seems my math
isn't perfect :P
L2750[20:22:06] <gigaherz> are you
setting up an opengl transform matrix?
L2751[20:22:17] <gigaherz> that looks
like it assumes the aspect ratio to be 1:1
L2752[20:22:23] <tterrag> yeah
L2753[20:22:25] <tterrag> I think
L2754[20:22:25] <gigaherz> instead of
adjusting to the client area of the window
L2755[20:22:31] <gigaherz> make the
window square and you'll see ;P
L2756[20:22:47] <tterrag> yep
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L2758[20:22:54] <tterrag> I wasn't but we
haven't learned that yet
L2759[20:23:03] <tterrag> I understand
the concept but have no idea how to implement :P
L2760[20:23:08] *
tterrag changes default window size
L2762[20:24:32] <tterrag> just me or does
it seem ever so slightly tilted
L2763[20:24:33] <gigaherz> yep ;P
L2764[20:24:42] <tterrag> to the
left
L2765[20:25:03] <gigaherz> that's easy to
check
L2766[20:25:33] <gigaherz> nope it's
pixel-perfect
L2767[20:25:38] <tterrag> ok
L2768[20:25:40] <tterrag> dang eyes
L2769[20:25:44] <tterrag> stop lying to
me
L2770[20:27:03] <Disconsented> Anyways
cheers gigaherz, Might as well redo the model whilst I am at
it
L2771[20:28:58] <gigaherz> heh
L2772[20:29:35] ***
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L2774[20:31:45] <tterrag> gigaherz: do
you have any clue how to use rand() ?
L2775[20:31:53] <tterrag> return rand() /
(static_cast <float> (RAND_MAX));
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L2777[20:31:59] <tterrag> this is always
giving me the same (or very close to the same) value
L2778[20:32:07] <tterrag> and yes I am
doing srand(time(0))
L2779[20:32:26] <williewillus> do you
have access to C++11? :P
L2780[20:32:26] <gigaherz> rand returns
numbers 0.. RAND_MAX
L2781[20:32:31] <gigaherz> it's not a
float
L2782[20:32:36] <tterrag> I know
L2783[20:32:40] <gigaherz> wait
nevermind
L2784[20:32:41] <tterrag> that's why I
divide by RAND_MAX ...
L2785[20:32:41] <gigaherz> I
misread
L2786[20:32:45] <tterrag> williewillus: I
guess?
L2787[20:33:16] <gigaherz> i'm not used
to seeing C++ casts used on primitive data types XD
L2788[20:33:28] <williewillus> c++ casts
are weird
L2789[20:33:48] <williewillus> no other
language really uses that syntax (C# doesnt does it)
L2790[20:34:07] <gigaherz> no C#has
L2791[20:34:14] <gigaherz> "value as
type"
L2792[20:34:31] <gigaherz> which returns
null if the cast can't work
L2793[20:34:55] <williewillus> how does
that work on primitives :P
L2794[20:35:03] <gigaherz> it
doesn't
L2795[20:35:07] *
tterrag coughs
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L2797[20:36:23] <tterrag> oh I think I
know the problem
L2798[20:36:54] <tterrag>
ok...closer
L2799[20:36:57] <williewillus> what was
it?
L2801[20:37:06] <tterrag> well I was
calling srand before every rand() call
L2802[20:37:11] <tterrag> instead of just
calling it once
L2803[20:37:29] <gigaherz> yeah I
remembered right "the as operator must be used wit ha
reference or nullable type" ;P
L2804[20:37:41] <tterrag> that star is
cool as hell...but I didn't put the srand outside the for loop for
points
L2805[20:37:47] <tterrag> so each point
of the star has the same values :P
L2806[20:37:48] <williewillus> in arch rn
we're using C and man how I long for even c++'s libraries :P
L2807[20:38:03] <gigaherz> tterrag: ah
yeah thatlike doing "new Random()" inside the loop
L2808[20:38:04] <gigaherz> ;P
L2809[20:38:06] <williewillus> and x86
ASM which is interesting to say the least
L2810[20:38:15] <gigaherz> that's
like*
L2811[20:38:17] <tterrag> in java I don't
think that matters
L2812[20:38:26] <tterrag> since java sets
the seed to the time in millis at instantiation
L2813[20:38:31] <gigaherz> yeah
L2814[20:38:40] <gigaherz> which is
equivalent to "srand(time(NULL))"
L2815[20:38:45] <gigaherz> but the loop
takes < 1ms to run
L2817[20:38:58] <gigaherz> so all of them
get the same seed
L2818[20:39:00] <tterrag> still not quite
right
L2820[20:39:22] <tterrag> I guess that's
randomness for you
L2821[20:39:29] <tterrag> but I saw
someone else's and it looked way more similar to the picture
L2822[20:39:36] <gigaherz> it seems to
have a different "initial angle"?
L2823[20:39:44] <gigaherz> ah
L2824[20:39:48] <gigaherz> you used
sin/cos wrong
L2825[20:39:52] <tterrag> oh well
L2826[20:39:55] <tterrag> no that's
intentional
L2827[20:39:56] <gigaherz> x =
cos(angle); y = sin(angle)
L2828[20:39:58] <gigaherz> ;P
L2829[20:39:58] <tterrag> the star being
sideways bugged me
L2830[20:40:02] <gigaherz> ah
L2831[20:40:02] <tterrag> not talking
about the orientation
L2832[20:40:03] <tterrag> :P
L2833[20:40:27] <gigaherz> is it meant to
be random?
L2834[20:40:33] <tterrag> yes
L2835[20:40:46] <tterrag> I think it's
fine
L2836[20:41:03] <gigaherz> then it looks
fine to me ;p
L2837[20:41:53] <killjoy> problem.
Everything that's not nailed down gets stolen. How do you keep the
nails from being stolen?
L2838[20:42:11] <williewillus> nails are
implicitly nailed down
L2839[20:42:20] <killjoy> to
themselves?
L2840[20:42:23] <williewillus> problem
solved
L2841[20:42:34] <killjoy> think
better
L2842[20:42:37] <williewillus> to
whatever they're nailing
L2843[20:42:45] <killjoy> you can use
super glue
L2844[20:43:02] <williewillus> thats
hardly thinking better lol
L2845[20:43:03] <gigaherz> *everything*
?
L2846[20:43:07] <gigaherz> as in
L2847[20:43:09] <KaseiFR> But then you
can't use the mail yourself
L2848[20:43:20] <killjoy> thus the
problem
L2849[20:43:21] <gigaherz> if you glue it
to the ground
L2850[20:43:23] <gigaherz> someone steals
the ground?
L2851[20:43:38] <williewillus> its
possible
L2852[20:43:44] <gigaherz> if so, then
it's basically an impossible situation
L2853[20:44:29]
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L2854[20:44:38] <gigaherz> if a garbage
collector sees a group of objects that reference eachother but not
any of the "used" group
L2855[20:44:43] <gigaherz> the GC will
destroy those objects
L2856[20:45:05] <gigaherz> if the GC
didn't have at least the "main" method marked as "do
not destroy this one"
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L2858[20:45:18] <gigaherz> the GC would
kill the program as soon as it opens
L2859[20:45:36] <gigaherz> so you need at
least that one nail
L2860[20:45:39] <gigaherz> otherwise it
can't work
L2861[20:45:44] <gigaherz> the universe
would get stolen
L2862[20:45:45] <gigaherz> ;p
L2863[20:48:45] <williewillus> well I'm
sure the execution state of main() isn't tied directly to the vm
process in java. There's all sorts of things going on before and
after main()
L2864[20:49:29] <gigaherz> not but the
execution context that runs the code in main is
L2865[20:49:41] <gigaherz> otherwise it
wouldn't know the objects declared in the main class
L2866[20:49:44] <gigaherz> and in local
variables
L2867[20:51:12] <gigaherz> so the class
itself must be present in the GC somehow, and being static, there's
no reference to it outside the gc
L2868[20:51:52] <gigaherz> so there must
be some "tag" of some sort somewhere, that tells the gc
"this main function is still running, and it depends on the
statics in this class, so you can't GC any of those
references"
L2870[20:55:14] <tterrag> code is so
clean as well :D
L2871[20:55:17] <tterrag> ge.add(new
lib::Star(NULL, 1000, 0.9f));
L2872[20:55:31] <gigaherz> lol
L2873[20:56:02]
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L2874[20:57:43] <Delenas> glory to
hypnostar \\o o//
L2875[21:01:37] <Delenas> Also hype,
swappers are functioning now. Woot.
L2876[21:01:48] <williewillus> KaseiFR:
swappers?
L2877[21:02:01] <KaseiFR> what?
L2878[21:02:05] <gigaherz> wat
L2879[21:02:09] <williewillus> woops
wrong ping
L2880[21:02:14] <Delenas>
Completefail.
L2881[21:02:22] <gigaherz> it doesn't
even start with the same letter
L2882[21:02:27]
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client)
L2883[21:02:39] <Delenas> Lul. Also,
swappers are little pads that swap player positions. Super simple.
Use power, 1:1 link.
L2884[21:05:52]
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L2886[21:11:12] <Delenas> New favorite
.lang line: tauradditions.swapper.whoosh=Poof!
L2888[21:19:27]
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said, "Let there be butts." And He saw that it was
good.)
L2890[21:27:19] ***
Abrar|gone is now known as AbrarSyed
L2891[21:27:19] <williewillus> !gc
ave
L2892[21:27:31] <williewillus> !gm
ave.av
L2893[21:27:38] <williewillus> !gm
g.a
L2894[21:28:48]
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L2899[21:58:28] <BroadSight> does anyone
have a TE that uses the vanilla generic packet that I can
reference?
L2900[21:58:45] <williewillus> all of
botania
L2901[21:58:49] <gigaherz> you mean the
getDescriptionPacket thing?
L2902[21:58:57] <williewillus> and theres
not much to reference :P
L2903[21:59:06] <gigaherz> it's just
writeToNBT/readFromNBT
L2904[21:59:20] <gigaherz>
(usually)
L2905[21:59:34]
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L2906[22:00:08] <BroadSight> yea
that...alright thanks
L2907[22:01:45] <BroadSight> If I use
that I dont need to make a SimpleNetworkWrapper for my mod? (this
TE is the only thing needing packets)
L2908[22:01:52] <williewillus> yes
L2909[22:02:08] <williewillus> return a
S35PacketUpdateTileENtity from getDescreiptionPacket
L2910[22:02:16] <williewillus> the packet
takes an NBT in the constructor
L2911[22:02:22] <williewillus> which you
pass in using writeToNBT
L2912[22:02:29] <williewillus> then
override onDataPacket and read it back out
L2913[22:03:03] <BroadSight>
thanks...again
L2914[22:03:25]
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L2925[22:44:20] <Cypher121> williewillus,
return "...ENtity" from "...Decreiption..." and
wonder why nothing compiles
L2926[22:45:34] <williewillus> or the
reader could be smart enough to use their brain figure out what I
meant
L2927[22:45:40] <Cypher121> yup
L2928[22:45:47] <williewillus> if anyone
copies any code that people give them then they're doing it
wrong
L2929[22:45:52] <williewillus> copies as
in copy paste
L2930[22:45:56] <Cypher121> which doesn't
stop me from going full grammar nazi
L2931[22:46:02] <williewillus> not even
grammar
L2932[22:46:11] <Cypher121> yeah
L2933[22:46:34] <Cypher121> orphography
suprematist seems like a good name
L2934[22:46:50] <Cypher121>
orthography*
L2935[22:48:58] <tterrag> gigaherz: I
think I wrote this more complex than my prof expected...hw
instructions say to add a NumPoints variable to GraphicsEngine but
I externalized the shape logic completely .-.
L2936[22:49:14] <tterrag> GE doesn't know
what shapes it's dealing with, it only has a list of
Drawable*
L2937[22:49:22] <tterrag> which it packs
into one VAO
L2938[22:50:49] <tterrag> god I worked on
that from 3pm till just now
L2939[22:51:08] <tterrag> I severely
underestimated how much time I'd spend putzing around with figuring
out how to use the language
L2940[22:51:17] <tterrag> I'd say it was
25/75 logic vs syntax :P
L2941[22:53:45] <Cypher121> tterrag, what
language?
L2942[22:59:06] <tterrag> Cypher121:
c++
L2943[23:02:14]
⇨ Joins: Sollux-Captor
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L2944[23:02:17] <Sollux-Captor>
L2945[23:02:19] <Sollux-Captor> hell
o
L2946[23:02:22] <Cypher121>
L2947[23:02:25] <Sollux-Captor> :T
L2948[23:02:40] <Sollux-Captor> im
derping, dont mind me
L2949[23:03:19] ***
AbrarSyed is now known as Abrar|gone
L2950[23:03:25]
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L2951[23:05:00] <Sollux-Captor> im having
a brain fart. What would you call an action that does one specific
task?
L2952[23:05:09] <williewillus> in what
context?
L2953[23:05:22] <killjoy> a task?
L2954[23:05:26] <Cypher121>
function?
L2955[23:05:42] <williewillus> fry|sleep:
I have an animation tesr but I also need to render an item entity
at a specific position using the tesr. I imagine i can't use
fasttesr, what do I need to copy, or is inheriting from
animationTESR not going to break stuff?
L2956[23:05:53] <Sollux-Captor> like
simple vocab here, example being chainging what drops from a block
ex: changing the drop of a sand block to something else
L2957[23:06:01] <Cypher121> but yeah,
without context, "one specific task" has no meaning
L2958[23:06:02] <Sollux-Captor> if that
makes any sense :/
L2959[23:06:18]
⇨ Joins: Mraof
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L2960[23:06:33] <Cypher121> because
flipping a bit on in ram is already multiple tasks
L2961[23:06:36] <Sollux-Captor> like
instead of sand dropping a sand block, it drops like sand as an
item
L2962[23:06:41] <Cypher121> s/on
in/in/
L2963[23:07:19] <Sollux-Captor> or let me
rephrase that, sand drops gunpowder instead of the sand block
L2964[23:07:32] <Cypher121> method
L2965[23:07:34] <Cypher121>
function
L2966[23:07:37] <Cypher121> action
L2967[23:08:04] <Cypher121>
interaction
L2968[23:08:09] <Sollux-Captor> hmm ok
.-. not what i was thinking of but i guess it works
L2969[23:08:12] <killjoy> call
L2970[23:08:53] <Cypher121> call =
invocation =/= action
L2971[23:08:54] <Sollux-Captor> basically
im having a brain fart on what to call a class that holds methods
for one specific action(s)
L2972[23:09:05] <killjoy> fair
enough
L2973[23:09:08] <Cypher121>
Function
L2974[23:09:18] <williewillus>
"Handler" :P
L2975[23:09:34] <Cypher121>
Sollux-Captor, is it a class with 1 callable method?
L2976[23:09:42] <Sollux-Captor> well
wouldnt a handler be more in the context of a template for
refactoring data?
L2977[23:09:47] <killjoy> anonymous inner
class?
L2978[23:10:02] <Sollux-Captor> ye
cypher
L2979[23:10:20] <Sollux-Captor> like i
know the vocabulary but i just cant think of it
L2980[23:10:20] <killjoy> functional
interface
L2981[23:10:22] <williewillus> lol
L2982[23:10:25] <Cypher121> then just use
guava's/java8's Consumer/Function/Producer
L2983[23:10:36] <killjoy> guava doesn't
have consumer
L2984[23:10:48] <Cypher121>
Function<T, Void> duh
L2985[23:10:51] <williewillus> ew
L2986[23:11:01] <killjoy> and you're
thinking of Supplier, not Producer, right?
L2987[23:11:11] <Cypher121> yeah
L2988[23:11:18] <Sollux-Captor> i keep on
wanting to think "utility method" but i dont think that
is correct
L2989[23:11:26] <killjoy> lambda?
L2990[23:11:57] <Sollux-Captor> friken
isnt lambda half life?
L2991[23:12:16] <killjoy> it's () ->
{}
L2992[23:12:35] <killjoy> that's a lambda
for void ()
L2993[23:12:39] <Sollux-Captor> :/ ;-;
man i am really blanking on everything right now xD
L2994[23:13:22] <Sollux-Captor> no never
mind. lambda is halflife, i guess it means () -> is
programing
L2995[23:13:31] <Sollux-Captor> {}*
L2996[23:13:48] <Sollux-Captor> or am i
just completely wrong with everything i am saying?
L2997[23:13:52] <killjoy> called a
closure in groovy'
L2998[23:14:50] <Cypher121> lambda is a
letter that happens to be a logo of HL
L2999[23:15:16] <Sollux-Captor> yes and
no cypher. lambda literally means half life
L3000[23:15:34] <Cypher121> oh, right,
like physical constant too
L3001[23:15:36] <Cypher121> oops
L3002[23:15:43] <Sollux-Captor> as in the
radioactive decay of an element i think
L3003[23:16:15]
⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L3004[23:16:32] <Cypher121> yes, a period
during which statistically 1/2 of atoms decay
L3005[23:16:39] <shadekiller666> lambda
is a greek letter...
L3006[23:16:40] <Cypher121> () -> {}
is a lambda function, which, iirc, originates from lambda
calculus
L3007[23:16:47] <Sollux-Captor> yes
shadekiller666
L3008[23:16:48] <shadekiller666> it
hasn't always meant "half life"
L3009[23:17:00] <shadekiller666> in the
same way that pi hasn't always meant pi
L3010[23:17:53] <Cypher121> no, pi always
meant pi, it just didn't mean circumference/diameter
L3011[23:17:53] <Sollux-Captor> ye
L3012[23:18:17] <shadekiller666> it
doesn't mean either of those...
L3013[23:18:40] <Cypher121> / is for
division
L3014[23:18:40] <Cypher121> lol
L3015[23:18:56] <Sollux-Captor>
pir^2
L3016[23:18:59] <Sollux-Captor> :P
L3017[23:20:03] <Cypher121> this is
slowly turning into a challenge of understanding things wrong
way
L3018[23:20:40] <Sollux-Captor> pretty
much
L3019[23:20:52] <shadekiller666> you keep
saying that word, I do not think it means what you think it
means
L3020[23:21:15] <Cypher121> which
one?
L3021[23:21:16] <Sollux-Captor> im pretty
sure i know what "pretty" means :P
L3022[23:21:19] <shadekiller666>
...
L3023[23:21:37] <williewillus> wat
L3024[23:22:09] <Sollux-Captor> i know, i
know, what a terrible joke. i should feel bad
L3025[23:22:09] <Cypher121> I dunno,
someone has his finger glued to '.' button
L3027[23:22:32] <shadekiller666> how can
you not have seen one of the most iconic movies ever made?
L3028[23:22:39] <Sollux-Captor> what
quality shadekiller666
L3029[23:22:42] <shadekiller666>
sheesh
L3030[23:22:49] <Sollux-Captor> great
quality
L3031[23:23:04] <Sollux-Captor> but i
have
L3032[23:23:11] <williewillus>
jjjjjjjjjjjjjjjjjjjj
L3033[23:23:13] <Sollux-Captor> unless
that wasnt directed to me
L3034[23:23:16] <williewillus> lol
woops
L3035[23:23:21] <williewillus> how to
spot a vim user in 1 step
L3037[23:23:28] <Sollux-Captor> unglue
your finger from j pls
L3038[23:23:39] <williewillus> hjkl are
life
L3039[23:23:45] <williewillus> if you use
vim/vim bindings for things
L3040[23:23:50] <shadekiller666> it was
directed towards Cypher121
L3041[23:23:54] <Sollux-Captor> oh
okj
L3042[23:23:59] <shadekiller666>
lol
L3043[23:24:02] <shadekiller666>
jjjjjjjjj
L3044[23:24:10] <Sollux-Captor> friken i
didnt mean to type j xD
L3045[23:24:13] <Sollux-Captor> my finger
slipped
L3046[23:24:17] <williewillus> lol
L3047[23:25:05] <Cypher121>
shadekiller666, I was laughing at you misunderstanding what '/'
meant
L3048[23:25:13] <Sollux-Captor>
"laughing"
L3049[23:25:17] <Sollux-Captor> really
funny
L3050[23:25:21] <Cypher121>
"loudly"
L3051[23:25:35] <Sollux-Captor> [loudness
intensifies]
L3052[23:25:47] <williewillus> wwhere did
the conversation even go
L3053[23:25:55] <Sollux-Captor> i have no
clue
L3054[23:25:55] <Cypher121> to hell
L3055[23:26:05] <Cypher121> anyway, I
have better things to do
L3056[23:26:09] <Cypher121> like play
Firewatch
L3057[23:26:15] <Sollux-Captor> oh right
that game
L3058[23:26:18] <Sollux-Captor> love
it
L3059[23:26:55] <Sollux-Captor> just
curious, is it snowing for anyone
L3060[23:27:06] <williewillus> lol
L3062[23:28:02] <Sollux-Captor> please xD
dont be serious
L3063[23:28:45] <Sollux-Captor> man, it
has snowed soo much here that the road is level with the yard
because of the accumulation of snow
L3064[23:28:56] <Sollux-Captor> you cant
define where the road is xD
L3065[23:29:37] <williewillus> what
city?
L3066[23:29:42] <williewillus> and yeah i
indeed live in austin :P
L3067[23:30:21] <Sollux-Captor> PA is the
state
L3068[23:30:26] <Sollux-Captor> USA
L3069[23:30:33] <Sollux-Captor> why
wouldnt it be :P
L3070[23:32:19] <Sollux-Captor> can you
nest methods?
L3071[23:32:26] <Sollux-Captor> of course
you can right?
L3072[23:32:28] <williewillus> what do
you mean
L3073[23:32:50] <williewillus> you can
define anonymous classes inside methods, and those have
methods
L3074[23:32:54] <killjoy> like void
thing() {void anotherThing(){}}?
L3075[23:32:55] <Sollux-Captor> public
void blockDrop(){ private void hi(){}}
L3076[23:32:58] <williewillus> no
lol
L3077[23:33:01] <williewillus> that makes
sense
L3078[23:33:05] <williewillus> to what
class would it belong?
L3079[23:33:05] <killjoy> thiiss isn't
javascript
L3080[23:33:08] <williewillus> ^^
L3081[23:33:17] <williewillus> *makes no
sense
L3082[23:33:43] <Sollux-Captor> god damn
my brain is all messed up right now. i was thinking of nested
classes .-. never mind, not what i was trying to achieve
L3083[23:33:53] <killjoy> you could do
void derp() {Runnable run = () -> {}; run.run();}
L3084[23:34:11] <williewillus> you can
define classes inside methods
L3085[23:34:18] <Sollux-Captor> ye
L3086[23:34:18] <williewillus> void foo()
{ class bar {} }
L3087[23:34:23] <Sollux-Captor> i know
about that
L3088[23:34:25] <williewillus> actuall no
you can't name them I think
L3089[23:34:27] <williewillus> they're
anonymous
L3090[23:34:56] <killjoy> it will always
be OwnerClass$n
L3091[23:41:38]
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L3095[23:44:04] ***
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L3096[23:44:11] <shadekiller666> you
know, everyone said that "ultimate pi day was March 14, 2015,
but it should actually be March 14 of this year, because the 6th
digit is a 9, so you have to round up the 5 to a 6
L3097[23:44:40] <Sollux-Captor> the mods
that are currently out for 1.8.9 look really cool. been watching
direwolf's multiplayer LP. I am very impressed with the new
generation of mods and modding
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L3100[23:45:04] <Sollux-Captor> but of
course those mods were made by the best of the best
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L3103[23:56:07] <Cypher121> alright, 1
radio talk in and I already love that game
L3104[23:56:52] <Sollux-Captor> how many
ticks per second does minecraft run at?
L3105[23:57:04] ***
mrkirby153 is now known as kirby|gone
L3106[23:57:09] <Sollux-Captor> ye
firewatch is amazing
L3107[23:57:12] <Sollux-Captor> did you
just buy it?
L3108[23:58:56] <TehNut> MC runs at
20TPS