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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
L132[02:14:26] <williewillus> yeah McJty i was close https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/resources/assets/forge/blockstates/dynbucket.json
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?
L143[02:32:54] <fry> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/resources/assets/forgedebugmodelfluid/blockstates/TestFluidBlock.json
L144[02:33:01] <McJty> ok thanks
L145[02:33:33] <fry> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/DynBucketTest.java
L146[02:33:41] <McJty> What are the 'gas' and 'milk' variants about?
L147[02:33:49] <fry> and https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelFluidDebug.java
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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
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L186[03:05:46] <RANKSHANK> https://github.com/Choonster/TestMod3/tree/1.8.9/src/main/java/com/choonster/testmod3
L187[03:05:46] <RANKSHANK> specifically block/fluid and the related registries
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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
L201[03:10:43] <McJty> https://bpaste.net/show/98deaf2702e2
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)
L211[03:12:21] <fry> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelFluidDebug.java#L121
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
L218[03:13:35] <McJty> fry, https://bpaste.net/show/d5657639dcfc
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
L234[03:16:07] <McJty> https://bpaste.net/show/fddbae3a89af
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?
L239[03:17:34] <fry> -_-
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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L250[03:23:12] <McJty> fry, https://bpaste.net/show/d486859f1e1d
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
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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);
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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
L276[03:43:16] <McJty> https://bpaste.net/show/493676a087e5
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
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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?"
L294[04:09:37] <Ordinastie> http://puu.sh/n533a.jpg
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
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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
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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?
L314[04:35:10] <Cazzar> http://legacy.lwjgl.org/javadoc/org/lwjgl/input/Mouse.html#getX()
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?
L323[04:38:02] <Cazzar> http://wiki.lwjgl.org/wiki/LWJGL_Basics_2_(Input)#The_Event_Buffer
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L325[04:38:27] <Cazzar> Lordmau5: http://store.steampowered.com/app/290060
L326[04:39:22] <Lordmau5> early access, grrrrr..............
L327[04:39:44] <Cazzar> It's stable, and being actively developed :p
L328[04:40:30] <Lordmau5> http://store.steampowered.com/app/246070/
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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L335[04:43:30] <Jackblue> hi ! I would like to make exactly the same thing as this tutorial (http://www.minecraftforge.net/wiki/Custom_2D_Inventory_Item_Renderer) but in version 1.8
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
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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
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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
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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 :-)
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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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L369[05:10:39] <Lordmau5> this perhaps? http://greyminecraftcoder.blogspot.de/2014/12/item-rendering-18.html
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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.
L396[05:29:26] <Diddi> https://github.com/TheUltimateHose/ElementalSpirits/tree/master/src/main/java/theultimatehose/elementalspirits/entity
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
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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
L414[05:41:30] <Diddi> http://pastebin.com/ygdsjSki that's the error
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()"
L426[05:45:20] <diesieben07> Diddi, this is not correct: https://github.com/TheUltimateHose/ElementalSpirits/blob/master/src/main/java/theultimatehose/elementalspirits/entity/EntityElementalBase.java#L96
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
L457[06:15:08] <Fendirain> I'm pretty sure its being caused here: https://github.com/Fendirain/Fendirain/blob/1.8/src/main/java/fendirain/fendirain/common/entity/mob/EntityFenderium/AI/EntityAIChopTrees.java#L420
L458[06:15:15] <Fendirain> http://pastebin.com/VKjJEUK2
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
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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?
L496[06:59:27] <fry> no
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
L499[07:02:22] <Pennyw95> I guess this won't work? http://pastebin.com/r4khmmea
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
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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] *** PaleOff is now known as PaleoCrafter
L528[07:55:03] <Wuppy> https://scontent-ams2-1.xx.fbcdn.net/hphotos-xlp1/v/t1.0-9/12654157_529238143915971_7127489130087999312_n.jpg?oh=06f375621e2d317d3730fe258433b249&oe=576104EC
L529[07:55:52] <GrygrFlzr> lol
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L531[08:01:09] <Wuppy> am I the only one who's extremely excited for the new need for speed? https://www.youtube.com/watch?v=mVA63k_DPNg
L532[08:02:38] <Wuppy> like, I'm even willing to download and install origin for that :P
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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] *** Keridos|away is now known as Keridos
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
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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
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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 :-)
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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
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L614[09:18:24] <shadekiller666> the 1.8 loader is waaaaay better, you're welcome :)
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L616[09:19:10] <tterrag|ZZZzzz> PitchBright: that's waila and a think you need to override getPickBlock
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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
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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
L629[09:24:22] <MattDahEpic> so my item is duping inventory items for some reason: https://dl.dropboxusercontent.com/u/146233520/ShareX/2016/02/2016-02-12_08-19-52.mp4 code: https://github.com/MattDahEpic/RingkyDinks/blob/1.8.9/src/main/java/com/mattdahepic/ringkydinks/dink/ability/DinkAbilities.java#L44
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
L631[09:24:54] <tterrag|phone> http://mcforge.readthedocs.org/en/latest/gettingstarted/
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
L648[09:31:37] <MattDahEpic> https://dl.dropboxusercontent.com/u/146233520/ShareX/2016/02/2016-02-12_08-19-52.mp4
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"
L663[09:38:32] <Lymia> ?
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 ._.
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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
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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?
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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.
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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
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L721[10:09:05] <gigaherz> so,
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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*
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L727[10:09:33] <gigaherz> i have my magic mod
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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?
L743[10:12:42] <gigaherz> http://www.curse.com/mc-mods/minecraft/240687-elements-of-power
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
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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 (~gabizou@irc.spongepowered.org)
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
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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.
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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
L867[10:29:10] <gigaherz> https://www.google.es/search?q=noise+terrain+algorithm&source=lnms&tbm=isch&sa=X&ved=0ahUKEwif1rHB0vLKAhWBUhoKHa_gABwQ_AUIBygB&biw=1920&bih=921
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.
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L871[10:30:03] <infinitefoxes_> awesome, that sounds just like what I need
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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.
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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
L891[10:33:11] <gigaherz> http://www.fundza.com/algorithmic/nebula/voronoi.gif
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
L904[10:36:15] <gigaherz> https://dl.dropboxusercontent.com/u/743491/clouds.png
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
L909[10:38:13] <gigaherz> https://dl.dropboxusercontent.com/u/743491/clouds2.png
L910[10:38:15] <gigaherz> bigger map
L911[10:38:19] <gigaherz> (4x on each direction)
L912[10:38:43] <Lymia> http://paste.lymia.moe/lymia/5fd35c94bd4fcbe4095940fe85dcf410ad53e849.png
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
L920[10:40:16] <Lymia> http://paste.lymia.moe/lymia/706b97e4f74383332cc77094c12ad50068fbb7e1.png
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.
L933[10:42:34] <gigaherz> https://dl.dropboxusercontent.com/u/743491/this.png
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)
L937[10:44:42] <Lymia> http://paste.lymia.moe/lymia/5db4912ab20ebf95708f444a8414c242e41f23c5.png
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
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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.
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L973[10:57:28] <sham1> watching make output go on screen is so satisfying
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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
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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
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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?
L1002[11:03:25] <sham1> http://forgegradle.readthedocs.org/en/latest/cookbook/
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'
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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
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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
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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
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L1076[11:13:43] <Lymia> Java's a terrible language, which is the problem. :p
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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
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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
L1092[11:16:32] <fry> https://en.wikipedia.org/wiki/Stockholm_syndrome
L1093[11:16:45] <Lymia> Eh. I can see it being easier to read for some people.
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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.
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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?
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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
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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
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L1164[11:21:43] <unascribed> cursor grabs are final
L1165[11:21:45] <SkySom> Is there any work around it?
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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.
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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/)
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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
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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?)
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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
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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.
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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
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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?
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L1289[11:39:55] <sham1> show your stuff
L1290[11:39:55] <Lymia> gigaherz, https://blog.xenproject.org/2012/06/13/the-intel-sysret-privilege-escalation/
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. :(
L1293[11:40:28] <Nitrodev> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/init/CIOblocks.java
L1294[11:40:32] <gigaherz> OrionOnline: yes
L1295[11:40:39] <Nitrodev> that's the block registering
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L1297[11:40:47] <OrionOnline> gigaherz, what is it?
L1298[11:41:13] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/gui/GuiBrowser.java#L184
L1299[11:41:18] <Nitrodev> http://bit.ly/1oaBfBS
L1300[11:41:24] <gigaherz> check the link ;P
L1301[11:41:25] <Nitrodev> that's the model file
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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.
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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 (bitch2k@dyn-042-184.vix1.mmc.at)
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"
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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] ⇦ Quits: sciguyryan (~sciguyrya@95.211.188.19) (Remote host closed the connection)
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.
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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.
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L1448[12:01:22] <Lymia> And might break other mods in the process.
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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
L1463[12:07:03] <infinitefoxes_> Lymia: https://i.imgur.com/WUj2LQ3.jpg
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
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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
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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] ⇦ Quits: Jackblue (~Jackblue@dag94-1-82-66-35-121.fbx.proxad.net) (Read error: 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.
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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.
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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.
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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] *** big_Xplosion is now known as big_Xplo|AFK
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
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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. :/
L1601[12:43:57] <infinitefoxes_> I've gisted my code here: https://gist.github.com/Collin1971/8730b3cf9f4e26b70348
L1602[12:44:28] <infinitefoxes_> maybe it's something with how I'm sampling
L1603[12:44:36] <infinitefoxes_> no idea at this point
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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
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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.
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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.
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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
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L1648[12:56:13] <MalkContent> they are by definition op :P
L1649[12:56:13] ⇨ Joins: poiuy_qwert (~poiuy_qwe@206.223.179.158)
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
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L1656[12:58:47] <MalkContent> i don't even know what the power creep refers to specifically
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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
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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
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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
L1713[13:08:15] <infinitefoxes_> Lymia: https://i.imgur.com/qEJNg0T.png
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
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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
L1779[13:14:19] <infinitefoxes_> Lymia: https://gist.github.com/Collin1971/19625bb687414662216e
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
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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
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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
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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.
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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
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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
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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
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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).
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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
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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] ⇦ Quits: kimfy (~kimfy@9.12.34.95.customer.cdi.no) (Quit: Leaving)
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] ⇦ Quits: Maxetime (~Thunderbi@modemcable086.219-70-69.static.videotron.ca) (Ping timeout: 194 seconds)
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] ⇨ Joins: armctec (~Thunderbi@186.204.134.139)
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
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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] ⇦ Quits: uroboro (uid14996@id-14996.highgate.irccloud.com) (Quit: Connection closed for inactivity)
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
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L2279[14:10:37] <gigaherz> I already have entities that spawn around in th e world
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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
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L2307[14:16:45] * Lymia pokes gigaherz
L2308[14:17:21] ⇦ Quits: Lildirt (~Lildirt@lildirt.com) (Ping timeout: 194 seconds)
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.
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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)
L2360[14:26:34] ⇨ Joins: Lildirt (~Lildirt@lildirt.com)
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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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
L2545[18:30:08] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/java/gigaherz/enderRift/WailaProviders.java
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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L2563[18:49:35] <tterrag> gigaherz: am I stupid? what's wrong with this http://puu.sh/n5OTa.txt
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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L2591[19:10:20] <Delenas> Someone mind looking at this and seeing if I'm not insane? I've gone through it like twenty times.. https://bitbucket.org/ostenvighx/centaur-additions/src/9e0974efc29dba364411a0c356f60ae628ca0086/src/main/java/io/tedsenft/tauradditions/intermod/waila/WailaProviderSwapper.java?at=master&fileviewer=file-view-default
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L2593[19:11:58] <gigaherz> Delenas: how do you register it?
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L2596[19:13:51] <Delenas> https://bitbucket.org/ostenvighx/centaur-additions/src/9e0974efc29dba364411a0c356f60ae628ca0086/src/main/java/io/tedsenft/tauradditions/intermod/waila/WailaRegistration.java?at=master&fileviewer=file-view-default
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?
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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
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L2634[19:47:04] <Delenas> http://imgur.com/a/wNNst
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
L2646[19:51:09] <Delenas> http://imgur.com/mC9jt0B
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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L2655[19:56:42] <tterrag> gigaherz: problem code is here https://github.com/tterrag1098/COSC482/blob/master/Homework02/src/GraphicsEngine.cpp#L93-L97
L2656[19:56:47] <tterrag> when I call d->verts it is empty
L2657[19:57:08] <tterrag> the only drawable is added here https://github.com/tterrag1098/COSC482/blob/master/Homework02/main.cpp#L134
L2658[19:57:24] <tterrag> which fills out its verts https://github.com/tterrag1098/COSC482/blob/master/Homework02/src/Star.cpp
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
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L2675[20:01:37] <gigaherz> I never even came across it while coding ;P
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L2678[20:01:51] <tterrag> http://puu.sh/n5T6w.png
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 ^^
L2715[20:12:01] <gigaherz> williewillus: https://github.com/gigaherz/ElementsOfPower/blob/master/build.gradle#L26
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L2717[20:12:24] <gigaherz> you don't need to replace mcmod.info manually
L2718[20:12:39] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/mcmod.info#L6
L2719[20:12:46] <gigaherz> forgegradle does that for you
L2720[20:13:20] <tterrag> *sigh* and now it works
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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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L2726[20:15:46] <Disconsented> http://puu.sh/n5TOR/5e1ad70782.jpg
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
L2745[20:21:31] * tterrag dances http://puu.sh/n5U7Z.png
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
L2761[20:24:24] <tterrag> gigaherz: http://puu.sh/n5Uhw.png
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
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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?
L2800[20:37:00] <tterrag> http://puu.sh/n5UXg.jpg
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
L2816[20:38:56] <tterrag> http://puu.sh/n5V2L.jpg
L2817[20:38:58] <gigaherz> so all of them get the same seed
L2818[20:39:00] <tterrag> still not quite right
L2819[20:39:12] <tterrag> this is the pic I have http://puu.sh/n5V3Z.jpg
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
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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"
L2869[20:54:23] <tterrag> all glory to the hypno-star http://puu.sh/n5VPP.jpg
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
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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
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L2883[21:02:39] <Delenas> Lul. Also, swappers are little pads that swap player positions. Super simple. Use power, 1:1 link.
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L2886[21:11:12] <Delenas> New favorite .lang line: tauradditions.swapper.whoosh=Poof!
L2887[21:19:00] <Cazzar> Shields in rainbow 6 siege think they are invincible... heh https://www.youtube.com/watch?v=RdNYGCXPp_U
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L2891[21:27:19] <williewillus> !gc ave
L2892[21:27:31] <williewillus> !gm ave.av
L2893[21:27:38] <williewillus> !gm g.a
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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)
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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
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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++
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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
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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 :/
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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
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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
L3026[23:22:15] <shadekiller666> https://www.youtube.com/watch?v=YIP6EwqMEoE
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
L3036[23:23:21] <shadekiller666> https://www.youtube.com/watch?v=G2y8Sx4B2Sk
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
L3061[23:27:31] <williewillus> what the hell is snow https://weather.com/weather/5day/l/USTX0057:1:US
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
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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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L3099[23:44:58] MineBot sets mode: +v on CovertJaguar
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
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