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L1[00:00:26] <thecodewarrior> I'm pretty
sure you have to make passthrough methods. I don't see any way or
reason that would be in minecraft. Just have it call the exact same
method on the parent with slightly changed coords.
L2[00:01:27] <dagarath> Alright, so say
Parent tile is at X, Y, Z and the input tile is at X + 1, Y + 2, Z
-1, I have to pass through all 4 positions to get to the main tile
correct?
L3[00:01:28] <DanYeomans> if i want to
assign a value to a tile entity when it's created is there a way i
can do that that doesn't use a constructor
L4[00:02:10] <dagarath> I mean, to utilize
ISidedInventory as it works
L5[00:03:01] <dagarath> Just not sure I
understand ISidedInventory's implementation lol
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L10[00:05:09] <thecodewarrior>
whateverfunc(stuff) { return (
(ISidedInventory)world.getTileEntity(parentPos)
).whateverfunc(stuff); }
L11[00:06:17] <dagarath> Alright that seems
legit, I mean all my additional tiles are the same orientation
etc.
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L26[00:35:09] <tterrag> DanYeomans: have
two constructors?
L27[00:35:13] <tterrag> one that you use in
createTileEntity
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L29[00:35:27] <tterrag> the other one can
do nothing because any TE that is loaded that way will have
readFromNBT called on it
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L43[00:58:50] <dagarath> Alright I just
cant figure this out, the calls to whether slots are valid etc work
fine, but I can't get items to go into the slots... Can anyone help
me out
http://pastebin.com/7j5iL4Q4 The code for both Tile
Entities involved.
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L67[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160216 mappings to Forge Maven.
L68[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160216-1.8.9.zip
(mappings = "snapshot_20160216" in build.gradle).
L69[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L70[02:03:43] <dagarath> Can anyone at
least maybe help me understand how ISidedInventory works to
push/pull items?
L71[02:04:32] <dagarath> I mean if I am
passing a seperate tile entity, from what I understand it should
interact with THAT tile entity, but nothing goes in or comes out
>_<
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L73[02:15:02] <Kolatra> Anybody ever had an
issue in 1.8.9 where a slot deletes an item the second an item is
placed in it?
L74[02:15:53] <dagarath> Yea either the
slot doesnt actually exist, or the tile entities mergeslot isnt
setup correctly
L75[02:16:07] <dagarath> OR also, your
sizeInventory is smaller than that specific slot
L76[02:19:22] <Kolatra> Checking the
sizeInventory first, but also it's not a tile, it's an item with a
container and inventory :P
L77[02:20:20] <dagarath> well then the tile
related stuff wont affect it hehe
L78[02:20:55] <Kolatra> The slot definitely
exists, because slotClick is being called and printing the ID
L79[02:21:24] <dagarath> sure
mergeItemStack is setup correctly? that is all else I can think
of
L80[02:22:21] <Kolatra> well
transferStackInSlot is calling the vanilla method, we don't have an
overridden one
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L86[02:38:21] <Sandra> how do I spawn
particles?
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L89[02:41:41] <Sandra> (from
serverside.)
L90[02:42:07] <Sandra> i was told at one
point to use a custom packet.
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L92[02:42:30] <Sandra> but i've also heard
that there's a method in worldserver to sync them?
L93[02:43:52] <McJty> There is, hold
on
L94[02:44:12] <McJty> ((WorldServer)
worldObj).spawnParticle(type, x + 0.5f, y + 0.5f, z + 0.5f, amount,
vecX, vecY, vecZ, 0.3f);
L95[02:44:22] <McJty> Not a packet, just a
direct method
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L97[02:46:11] <Sandra> McJty, what's
vecX,Y,Z?
L98[02:46:31] <McJty> Well direction I
suppose
L99[02:47:07] <McJty> Or actually it is an
offset/direction
L100[02:48:34] <Sandra> McJty, so like
this? ((WorldServer)
world).spawnParticle(EnumParticleTypes.REDSTONE, pos.getX() + 0.5f,
pos.getY() + 0.5f, pos.getZ() + 0.5f, 1, face.getFrontOffsetX(),
face.getFrontOffsetY(), face.getFrontOffsetZ(), 0.3f);
L101[02:48:52] <McJty> What is face?
L102[02:48:57] <Sandra> EnumFacing.
L103[02:49:01] <McJty> Yes but what is
it?
L104[02:49:07] <McJty> I mean where does
it come from?
L105[02:49:11] <Sandra> the direction I
want it to travel.
L106[02:49:20] <McJty> ah. Yes then I
suppose so
L107[02:49:23] <McJty> Try it out
:-)
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L111[02:58:00] <tterrag> pretty sure those
are meant to be the velocity Sandra
L112[02:58:27] <Sandra> isn't that the
final float?
L113[02:58:29] <Sandra> the speed?
L114[02:58:45] <McJty> yes but that
doesn't give a direction
L115[02:58:48] <McJty> That's just overall
speed
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L117[02:59:03] <Sandra> well yeah.
L118[03:00:00] <tterrag> uhh is it?
L119[03:00:37] <Sandra> according to the
MCPBot names, yes.
L120[03:00:42] <tterrag> ah yeah they are
direction mults to the speed
L121[03:00:59] <tterrag> dunno why they
didn't just accept a Vector3f since they could use vector ops
L122[03:00:59] <McJty> A bit redundant
imho
L123[03:01:09] <tterrag> *shrug*
mojang
L124[03:01:55] <Kolatra> fkin Mojang.
:P
L125[03:02:54] <Disconsented> Hmm okay so
I have two arbitary properties which together end up being 20 total
variations. But metadata is only 16, any ideas on a work
around?
L126[03:03:08] <McJty> getActualState
and/or extended properties
L127[03:03:17] <McJty> You can store
information in the TE and access taht with getActualState
L128[03:03:20] <McJty> Then use that in
your json
L129[03:04:00] <tterrag> do these
variations need to all be serialized?
L130[03:04:06] <tterrag> can they be
context based?
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L132[03:04:20] <Disconsented> Its
EnumFacing + another Enum'Type'
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L137[03:06:02] <Disconsented> However both
of those are used directly in model render, so I think they have to
both be serialized
L138[03:06:17] <tterrag> so what, your
block has multiple types, and it can rotate all 4 directions?
L139[03:06:22] <Disconsented> yep
L140[03:06:25] <tterrag> why not split it
out into multiple IDs?
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L142[03:06:30] <tterrag> seems a waste to
use a TE for something so simple
L143[03:06:34] <Disconsented> Well its a
multiblock
L144[03:06:42] <Disconsented> with a 5
different models
L145[03:06:44] <Sandra> Mojang: Ok, here's
a vector3i, but what the hell is a Vector3f?
L146[03:06:45] <McJty> Do you already have
a TE or not?
L147[03:06:52] <McJty> Sandra, i = int, f
= float
L148[03:07:04] <Disconsented> Techinically
yes, effectivley no
L149[03:07:05] <unascribed> yeah, they
have a Vector3d
L150[03:07:06] <unascribed> Vec34
L151[03:07:08] <unascribed> Vec3*
L152[03:07:11] <Disconsented> I can scrap
it easily
L153[03:07:24] <Sandra> McJty, i know, i
was quoting mojang.
L154[03:07:30] <unascribed> and that
naming inconsistency is MCP's fault
L155[03:07:31] <unascribed> not
Mojang
L156[03:07:40] <Disconsented> So the idea
here is to create a block for each part?
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L158[03:07:46] <unascribed> class names
are infrequently changed because it would break everything
L159[03:07:57] <unascribed> Vec3i didn't
exist when Vec3 got deobfuscated, so Vec3 was plenty
descriptive
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L161[03:08:52] <Sandra> Disconsented, it's
a multiblock, describe to me what the types are?
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L164[03:10:09] <Sandra> Disconsented, are
they all like the same block just if they're in that position they
look like that?
L165[03:10:17] <MalkContent> ooo universal
bucket
L166[03:10:56] <Sandra> you can create
states based on context.
L167[03:11:05] <MalkContent> is that what
i think it is? just register fluid and it creates you a bucket for
it?
L168[03:11:21] <Disconsented> At the
moment its one block class
L169[03:11:46] <Sandra> you shouldn't need
more than one.
L170[03:12:32] <Sandra> also if that is
just one single model, you can keep it as one single model.
L171[03:12:41] <Disconsented> Nah its 5
different models
L172[03:12:53] <Disconsented> I was told
to split it up because lighting is wonky with it
L173[03:13:00] <Disconsented> Which it
ends up being
L174[03:13:08] <Sandra> i guess so,
yeah.
L175[03:13:15] <Disconsented> Since I need
4 more metadata values that whats avaliable. How would the game
otherwise know what to render?
L176[03:13:37] <Sandra> you can create
states based on context.
L177[03:13:42] <Sandra> using
getActualState.
L178[03:14:02] <Sandra> where you have
world access and can pull values from a TE or can detect blocks
around it.
L179[03:14:23] <tterrag> ^
L180[03:14:34] <tterrag> don't store the
type if it can be gathered based on context
L181[03:14:40] <tterrag> you know where
you are in relation to the rest of the structure
L182[03:14:46] <tterrag> so you can figure
out what your "type" is
L183[03:16:11] <Disconsented> So
getActualState would end up replacing metadata then?
L184[03:16:23] <Sandra> if you've got a TE
for this multiblock anyway (since it probably has one), you can
store values in that.
L185[03:18:38] <tterrag> Disconsented:
getActualState provides you the current IBlockState, the world, and
the position
L186[03:18:52] <tterrag> then you would
return state.withProperty(...)
L187[03:19:00] <Sandra> yeah.
L188[03:19:01] <tterrag> and feed it the
property based on the position
L189[03:19:40] <McJty> Disconsented, it
adds to the meta/blockstate. Not replaces it
L190[03:19:53] <Sandra> mmm.
L191[03:20:21] <Sandra> i just can't wait
til blockstates don't have the dumb 16 blockstates per block
limit.
L192[03:20:35] <tterrag> meta is only a
serialization method
L193[03:20:45] <Sandra> yes, I know.
L194[03:20:55] <tterrag> wasn't really
talking to you :P
L195[03:20:59] <tterrag> but yes that will
be nice, if it happens
L196[03:21:09] <Sandra> oh sorry.
L197[03:21:10] <Disconsented> Ah I
see
L198[03:21:12] <Sandra> :P
L199[03:21:31] <Sandra> tterrag, i swear
it was planned for 1.10.
L200[03:21:38] <Disconsented> Confusing
until I looked at ModelLoaderRegistryDebug
L201[03:21:49] <Sandra> if that ever
happens.
L202[03:22:39] <Disconsented> Awesome
thanks for pointing me onto the right track
L203[03:23:50] <Ordinastie> is there a way
to get the atlas size ?
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L205[03:26:58] <Sandra> well.... my thing
now shoots rainbow lasers.
L206[03:27:00] <Sandra> ...
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L208[03:28:25] <Ordinastie> Sandra, only
thing left is to make your thing a unicorn's ass
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L210[03:29:00] <Sandra> Ordinastie,
perfect.
L211[03:29:46] <Sandra> in other news, I
think I just managed to hang the server thread.
L212[03:29:50] <Sandra> so that's
great.
L213[03:30:33] <Sandra> or whatever thread
handles the player right clicking the block on the server.
L214[03:31:49] <Sandra> it did not crash,
weirdly.
L215[03:32:05] <Sandra> it just ran code
in an infinite loop and became unresponsive to client inputs.
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L217[03:36:08] <Ordinastie> if you pause
the debugger, you can find where it's stuck
L218[03:36:28] <Sandra> oh yeah. debuggers
exist.
L219[03:36:35] <Sandra> i keep forgetting
that.
L220[03:42:43] ***
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L223[03:56:18] <Sandra> ok. how do I sync
my TE?
L224[03:57:08] <McJty> Sandra,
getDescriptionPacket/onDataPacket
L225[03:57:16] <McJty> Implement those two
to send over the values you need in the client
L226[03:57:47] <McJty> Then do
worldObj.markBlockForUpdate(pos) to actually sync (use only when
really needed obviously)
L227[03:58:01] <Sandra> right yeah.
L228[03:58:25] <Sandra> I'm only gonna
sync when my block changes from powered to non-powered and
vice-versa.
L229[03:59:11] ⇦
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L230[03:59:18] <Sandra> how do I write a
packet in that case?
L231[03:59:31] <McJty> You write it in
getDescriptionPacket
L232[04:01:04] <Sandra> so I just
implement packet there and read it on client side?
L233[04:01:39] <McJty> Reading happens in
onDataPacket
L234[04:01:42] <McJty> You don't call
those manually
L235[04:01:45] <McJty> They get called for
you
L236[04:02:58] <Sandra> so.....?
L237[04:03:05] <McJty> So what?
L238[04:03:13] <Sandra> the thing I'm
syncing is just an integer.
L239[04:03:17] <Sandra> how do I do
that?
L240[04:03:25] <McJty> Just like I told
you
L241[04:03:34] <McJty> Implement
getDescriptionPacket/onDataPacket
L242[04:03:41] <McJty> Then do
worldObj.markBlockForUpdate(pos)
L243[04:03:45] <Sandra> yes but what
packet do I return from getDescriptionPacket?
L244[04:03:48] <Lumien>
S35PacketUpdateTileEntity
L245[04:03:57] <Lumien> You can just write
/ read nbt to / from that
L246[04:04:26] <Sandra> ah ok, good.
L247[04:07:15] ***
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L249[04:07:55] <Sandra> so like
S35PacketUpdateTileEntity packet = new
S35PacketUpdateTileEntity(pos,getBlockMetadata(),new
NBTTagCompound());
L250[04:07:56] <Ordinastie> who would have
guessed, textures work better when they're on the
classpath...
L251[04:08:27] <Ordinastie> Sandra, you
need to put actual data in the NBT, but yes
L252[04:08:39] <Sandra> yeah, of
course.
L254[04:09:59] <Ordinastie> although that
sync everything, and that's not really ideal
L255[04:10:44] <Ordinastie> (I should fix
it, I even have selective syncing stuff ><)
L256[04:11:20] ⇦
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L257[04:11:28] <Sandra> all I'm syncing is
the amount of RF in the tank.
L258[04:11:36] <Sandra> that's all that's
in the TE in the first place.
L260[04:13:43] <Sandra> speaking of RF...
I need to switch to the official API.
L261[04:13:53] <McJty> You do!
L262[04:14:16] <Sandra> i haven't worked
on my mod in like a month or two.
L264[04:14:54] <Ordinastie> if anybody is
seeing somthing obvious and want to spare me painful
debugging
L265[04:15:07] <McJty> Ordinastie, can you
just copy/paste the whole method as text?
L266[04:15:10] <McJty> Much easier then an
image
L267[04:15:14] <McJty> And I need to see
more
L268[04:16:03] <Ordinastie> how is it
better than plain text when you even have colors :p
L269[04:16:08] <Ordinastie> unless you
need copy/pasting
L270[04:16:21] <McJty> Well at least I
need to see more
L271[04:16:28] <McJty> The entire method.
Not just that extract
L272[04:16:36] <Ordinastie> there not
really more
L273[04:16:43] <Sandra> Syncing like that
makes the thing rerender with getActualState yeah?
L274[04:16:43] <McJty> Well there is
L275[04:16:48] <McJty> The code to 'begin'
for example
L276[04:16:51] <McJty> And setup
work
L277[04:16:56] <McJty> That's also
important for this
L279[04:17:43] <Ordinastie> I should just
pass vertexData I think :x
L280[04:17:52] <McJty> Ordinastie, you are
not calling 'begin' anywhere
L281[04:18:45] <Ordinastie> I am, deeper
in the code, before, in another class
L282[04:18:58] <Ordinastie>
renderer.next(GL11.GL_QUADS); <=
L283[04:19:30] <McJty> And vertex
format?
L284[04:19:56] <Ordinastie> I think that's
it :)
L285[04:20:21] <McJty> Somewhere you have
to specify the vertex format POSITION_TEX_COLOR
L286[04:20:26] <McJty> Because that's what
your code is using
L287[04:20:52] <Ordinastie> yes, I'm using
custom one, forgot to change that ><
L288[04:20:55] <McJty>
renderer.begin(GL11.GL_QUADS,
DefaultVertexFormats.POSITION_TEX_COLOR)
L289[04:21:31] *** V
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L290[04:27:47] <Sandra> OK! only thing
needed now is to fix the rendering and I have a completely (as far
as I know) non-buggy version of the lasers.
L291[04:28:07] ⇦
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L292[04:32:12] ***
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L294[04:37:55] <McJty> Oh nice :-)
L295[04:38:05] <Ordinastie> hum, I guess,
if I disable textures, I need to change the vertexFormat too now
?
L296[04:38:39] <Ordinastie> yes I do
L297[04:39:05] <Ordinastie> I should just
use vertexData directly, that would solve that at least
L298[04:39:12] <Ordinastie> I thing
L299[04:39:13]
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L300[04:39:14] <Ordinastie> *think
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L302[04:47:15] <Ordinastie> !gm
func_181719_f
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L313[05:14:58] <Ordinastie> hum, if no
param is given, should I use default drawMode and vertexFormat or
reuse last ones passed
L314[05:18:19] <Wuppy> hmm I wish you
could look at the steam workshop for a game wihtout buying that
game
L315[05:21:58] ***
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L317[05:26:50] <MalkContent> what does
universal bucket do?
L318[05:27:20] ***
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L319[05:31:50] <Sandra> how do I set
textures for items?
L320[05:32:03] <McJty> Sandra, using a
model json just like with blocks
L321[05:32:05] <Sandra> I know how to for
itemblocks but if I have items I don't have a blockstate?
L322[05:32:45] <Sandra> McJty, so do I
make a blockstate file for all the items... or?
L323[05:32:48] ⇦
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L324[05:32:56] <McJty> Just a model
file
L325[05:33:05] <Sandra> ok, where and of
what format?
L326[05:33:08] <McJty>
models/item/your_item.json
L327[05:33:10]
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L328[05:33:52] <McJty> I just looked at
one of the vanilla item jsons for items
L329[05:33:55] <McJty> i.e. torch.json or
so
L330[05:34:37] ⇦
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L331[05:35:14] <Wuppy> a friend of mine
might get their game published by Sony :O
L332[05:35:18] <Sandra> there's forge
transforms for it isn't there....
L333[05:35:19]
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L336[05:35:23] <Mossyblog> to get the
inventory of a chest, its mc.thePlayer.openContainer right?
L337[05:35:43] ⇦
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L341[05:37:46] <Lumien> That gives you the
currently open container on the client
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L345[05:38:18] <Mossyblog> yeah
L346[05:38:22] <Mossyblog> thats the one,
thx
L347[05:42:50] ***
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L352[05:58:21] <MalkContent> what's the
entityid string for a mod entity as used for the summon
command?
L353[05:58:36] <MalkContent>
modid:entityid doesn't do it :I
L354[06:00:34] <Sandra> MalkContent, it
wouldn't just be entityid?
L355[06:01:09] <MalkContent> doesn't seem
to be the case
L356[06:01:13] ***
kroeser|away is now known as kroeser
L357[06:01:39] <MalkContent> i might err
though
L358[06:03:02] <MalkContent> say
EntityRegistry.registerModEntity(EntityTalkingBanana.class,
"Banana", id++, bananamod.instance, 64, 3, false, -16129,
-1);
L359[06:03:14] <MalkContent> summon ~ ~ ~
Banana does nothing
L360[06:04:36] ⇦
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L361[06:10:40]
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L362[06:10:49] <Lumien> It's
ModId.EntityName
L363[06:10:58]
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L364[06:10:58] <Sandra> mmm.
L365[06:11:06] <Bitterholz> good timezone
everyone
L366[06:12:21] <Bitterholz> Finally got my
model to be rendered, though its untextured and random faces get
culled off :/
L367[06:12:44] <MalkContent> thanks
Lumien
L368[06:12:51] <MalkContent> this was
driving me crazy :D
L369[06:16:37] ⇦
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L371[06:18:22] <Sandra> Bitterholz, oh
my.
L372[06:18:38] <Sandra> is it cause it's
not quads?
L373[06:18:49]
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L375[06:18:58] <Sandra> no i'm probably
just being dumb don't mind me.
L376[06:19:01] ***
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L377[06:19:04] ***
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L378[06:19:10] <Bitterholz> its mainly
Quads, a few tris
L379[06:19:25] <Bitterholz> couldnt find
anything >4 verticles
L380[06:19:40] <Bitterholz> ill get a pic
goin
L381[06:21:17] <Sandra> p sure MC models
can /only/ render quads.
L382[06:21:27] <Sandra> no less no
more.
L383[06:21:40] <McJty> Sandra, well the
1.8.9 OBJ model handles triangles too now
L384[06:21:45] <McJty> OBJ model loader I
mean
L385[06:21:50] <Sandra> oh does it?
L386[06:21:51] <McJty> But maybe it
converts them to quads. Not sure
L387[06:21:54] <McJty> yes
L388[06:22:06] <Sandra> it'd have to,
yes.
L389[06:22:23] <Bitterholz> it copies one
of the verticles to form a quad
L390[06:22:31] <Sandra> since MC's model
system can only render quads.
L391[06:22:43] <McJty> I wonder why
though. Would be more efficient to render tris here
L392[06:23:10] <Nitrodev> hi
L393[06:23:12] <Sandra> not really i
wouldn't think.
L394[06:23:14] <Lordmau5> hi
L395[06:23:26] <Sandra> since almost all
surfaces you should have in MC are quads.
L396[06:23:33] <McJty> yes for
vanilla
L397[06:23:33] <Sandra>
stylistically.
L398[06:23:43] <McJty> But in modded MC
many more complex models could use triangles
L399[06:23:53]
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L400[06:24:17] <Sandra> the MC style is
quads though?
L401[06:24:30] <Sandra> if you were gonna
break the style sure.
L402[06:24:54] <McJty> Sandra, many mods
do
L403[06:24:54] <Sandra> but if that was
the case we'd need a whole new data structure for tris for not a
whole lot of gain.
L404[06:25:00] <McJty> Sandra, i.e. if you
use more complex OBJ models
L405[06:25:00]
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L406[06:25:23] <McJty> Well internally a
3D card renders tris anyway
L407[06:25:39] <McJty> A quad is simply
rendered as 2 tris
L408[06:25:45] <Sandra> yes, of
course.
L409[06:25:45]
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L411[06:26:03] <Bitterholz> maybe somebody
knows how to deal with that
L412[06:27:00] <Sandra> trapeziums don't
render i guess.
L413[06:27:13] <Sandra> \o/
L414[06:28:34] <Ordinastie> Bitterholz,
probably wrong winding order
L415[06:29:36] <Bitterholz> Ordinastie,
wrong WHAT?
L416[06:29:51] <Bitterholz> <- OGJ
rendering noob
L417[06:29:57] <Bitterholz> OBJ*
L418[06:30:05] <Sandra> JSON models master
race!
L419[06:30:13] <Ordinastie> Sandra, or not
-_-
L420[06:30:20] <Sandra> Ordinastie, or
yes!
L421[06:30:27] <Ordinastie> Bitterholz,
the quad may be facing inwards
L422[06:30:32] <Ordinastie> check the
normals in Blender
L423[06:30:46] <Bitterholz> what do i look
for
L424[06:30:51] <Bitterholz> in
particular?
L425[06:31:25]
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L427[06:31:58] <Bitterholz> fry, thx
L428[06:32:14] <fry> and check that all
blue pointy things point outside
L429[06:32:23] <fry> if they don't - flip
them
L430[06:32:27]
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L433[06:35:20] <Bitterholz> hmmmm can i
have it display these only for certain selected faces fry?
L434[06:36:32] ⇦
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L437[06:49:01] <fry> no idea
L438[06:49:44]
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L440[06:57:41] <UnasAquila> I have an
issue that I have been trying to resolve whereby when you open my
backpack gui and click items on the players hotbar they get thrown
like pressing q >
https://github.com/IacioCraft/Backpacks
L441[06:59:02] <UnasAquila> It only
happens when I the ysize > 160
L442[06:59:12] ⇦
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(~portablej@2001:4830:121d:a01:1960:6806:c4ba:7fa1) (Quit:
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L443[07:00:35] <Bitterholz> fry, wireframe
mode did the trick XD Thans for the tip with the Normals! Facepalm
for me not thinking obaut them
L444[07:14:23] <Bitterholz> hmmm...still
getting no texture applied :/
L445[07:14:35] <Bitterholz> might need to
remap the thing entirely
L446[07:16:53] ***
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L448[07:34:13] <Sollux-Captor>
morning
L449[07:34:39] <Lordmau5> o/
L450[07:34:45] <Sollux-Captor> \o
L451[07:35:15] <Wuppy> o/
L452[07:37:23] <dangranos> o/
L453[07:37:32] <Wuppy> how're y'all
L454[07:37:49] <Sollux-Captor> good good.
happy because school got called off ^_^
L455[07:37:54] <ghz|afk_f> morning
L456[07:37:57] ***
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L458[07:38:52] <Lordmau5> doing okay
L459[07:39:19] <Wuppy> haha Lordmau5
:P
L461[07:40:36] <gigaherz> ah, fry: would
the b3d animations or the animation system support morphs/blend
shapes/whateveryouwanttocallthem?
L462[07:40:57] <fry> elaborate
L463[07:40:58] <Wuppy> those dogs are
pretty cool though Lordmau5
L465[07:41:04] <gigaherz> I have this
book
L466[07:41:12]
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L467[07:41:12] <gigaherz> Iwant it to
change from open to closed
L468[07:41:16] <boni> no that's 5
books
L470[07:41:29] <fry> yes, that's already
possible
L472[07:41:31] <Wuppy> :P
L473[07:41:32] <gigaherz> boni: that's the
book in 4 different "openness" states
L474[07:41:58] <fry> skeletal animation
with multiple bones for each vertex, with different weights is
there and working for b3d
L475[07:42:44] <gigaherz> ok ,then I just
have to learn how to animate that XD
L476[07:42:45] ***
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L477[07:44:28] <Wuppy> Better call saul is
starting again!!
L478[07:44:46] <Sollux-Captor> does anyone
know where the hell i can find a galacticraft alt download? the
website hasnt been working for a while
L479[07:44:47] <McJty> Oh... Why doesn't
the UseHoeEvent get the 'side' the hoe was used on?
L480[07:44:50] <McJty> That's
annoying...
L481[07:45:32] ***
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L482[07:45:53]
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L483[07:47:18] <Ordinastie> McJty, should
it alway be... the sidewalk? :D
L484[07:47:31] *
Ordinastie is already out
L485[07:47:41] <McJty> Well I need to
replace what the default ItemHoe does
L486[07:47:45] <McJty> And the default
ItemHoe needs the side
L488[07:53:13] <Bitterholz> gigaherz, hey
there, i got a question regarding my model again
L489[07:53:26] <Bitterholz> its loading
fine now, but displays untextured
L490[07:53:37] <Bitterholz> nothing but
the material
L491[07:53:43] <Bitterholz> defined in its
mtl
L492[07:55:41] ⇦
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L493[07:57:21] <Bitterholz> it actually
applies parts of the texture to the currently unwrapped parts
o.O
L494[08:00:42] <gigaherz> you may need
"custom":{ "flip-v": true }
L495[08:00:50] <gigaherz> in the
blockstates file
L496[08:05:33] <Bitterholz> okay, what
does that do exactly?
L497[08:06:02] ***
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L498[08:06:37] <gigaherz> takes the
"v" coords of the texture lines (vt <u> <v>),
and does v=1-v on them during loading
L500[08:09:10] <gigaherz> no just
"flip-v": true inside the existing custom
L501[08:09:13] <gigaherz> without the
{}
L502[08:10:02] <Bitterholz> so just
,"flip-v": true
L503[08:10:09] <gigaherz> yes
L504[08:10:20] <Bitterholz> allright lets
try that out
L505[08:11:04] <Bitterholz> hurray!
L506[08:11:12] <Bitterholz> that did the
trick :D
L507[08:12:57] <Bitterholz> back to
intense UV mapping
L508[08:13:00] <Bitterholz> yay
L509[08:14:07] <Bitterholz> gigaherz,
seems like there is a minimal distance between the coordinate and
the textures first pixel, making it flicker on the edges
L510[08:14:18] <Bitterholz> can i
normalize that smehow
L511[08:15:21] <gigaherz> no idea
L512[08:15:33] <gigaherz> although
L513[08:15:39] <gigaherz> if the texture
is transparent on the edges
L514[08:15:44] <gigaherz> you could always
duplicate the edge pixels
L515[08:15:56] <gigaherz> so that it has a
little bit more to draw
L516[08:16:07] <Bitterholz> good
idea
L517[08:16:13] <gigaherz> but if you rely
on the texture being transparent, that won't help ;P
L518[08:17:27]
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L519[08:17:54] <Bitterholz> luckily i dont
:P
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L522[08:21:29] <gigaherz> Unh0ly_Tigg:
oooh
L523[08:22:00]
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L524[08:23:49] <Unh0ly_Tigg> what sucks
imho, is that from the looks of it, to get a driver for nvidia
cards right now, you seem to only get vulkan in the driver, aka no
opengl or directx. granted, I'm only coming to this conclusion
based on the driver download filename:
"356.39-vkonly_geforce_win10_64bit_international.exe"
L525[08:25:24] <gigaherz> yeah sounds like
it
L526[08:25:25] <gigaherz> but
L527[08:25:36] <gigaherz> I doubt it's
"just vulkan"
L528[08:25:40] <gigaherz> windows can't
work without dx
L529[08:25:45] <gigaherz> it just probably
can't support dx12 ;P
L530[08:25:47] ⇦
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L531[08:26:08] <gigaherz> or maybe it only
provides DEBUG features for vulkan
L532[08:26:08] <Unh0ly_Tigg> though, they
have said they will be including vulkan in non-beta drivers in an
upcoming release.
L533[08:26:26] <gigaherz> yeah I'll be
waiting on official support before I check anything
L535[08:26:40] <gigaherz> the links are
right there in the page you linked
L536[08:26:50] <Unh0ly_Tigg> yeah...
L537[08:27:59] <Unh0ly_Tigg> I'm just
wondering if/when lwjgl gets a vulkan binding.
L538[08:28:26] <gigaherz> meh just make a
lwjvk
L539[08:28:27] <gigaherz> ;P
L540[08:28:33] <gigaherz> you have the
vulkan specs right there
L541[08:28:34] <gigaherz> ;P
L542[08:28:48] <unascribed> but the
"GL" in LWJGL isn't as in OpenGL
L543[08:28:50] <Unh0ly_Tigg> you do
realize that the gl in lwjgl is gaming library...
L544[08:28:51] <unascribed> it's as in
Game Library
L545[08:28:58] <unascribed> and it says
right on their homepage
L546[08:29:01] <unascribed> vulkan support
is planned
L547[08:29:05] <gigaherz> pff then they
suck
L548[08:29:16] <Unh0ly_Tigg> "Light
weight java gaming library" as it's always been.
L549[08:29:23] <gigaherz> anyone who uses
"gl" to mean anything other than the "gl" bit
of opengl, in a library primarily used for opengl bindings
L550[08:29:23] <gigaherz> ;P
L551[08:29:34] <unascribed> and openal
bindings
L552[08:29:40] <unascribed> and
DirectInput/XInput2 bindings
L553[08:29:46] <unascribed> and
X/dwm/Quartz bindings
L554[08:30:00] <Unh0ly_Tigg> the gl in
opengl is graphics language. which is kind of generic...
L555[08:30:08]
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L556[08:30:20] <unascribed> well, graphics
library
L557[08:30:21] <unascribed> but same
idea
L558[08:31:40] ***
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L559[08:32:09] <Unh0ly_Tigg> huh,
so...
L560[08:32:39] <Unh0ly_Tigg> I apparently
live within like 20 miles of the Khronos headquarters.
L561[08:37:26]
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L566[08:47:19] <FallingD> does anyone know
a good tutorial series on openGl?
L567[08:47:43] <williewillus> what kind of
GL?
L568[08:49:09] <LatvianModder> the open
one
L569[08:49:10] <LatvianModder> :P
L570[08:49:33] <FallingD> the one that i
need for LWJGL :3
L571[08:49:36] <williewillus> i mean
modern gl or ancient gl
L572[08:49:50] <LatvianModder> depends on
LWJGL version
L573[08:50:02] <LatvianModder> 3 is..
complicated. 2 is easy and has a ton of tutorials
L574[08:50:12] <FallingD> knowing mojang,
probably ancient, no really just the one minecraft currently (1.8
and beyond) uses.
L575[08:50:22] <williewillus> yeah that's
GL 1-1.5
L576[08:50:26] <williewillus> and maybe
some 2
L577[08:50:34] <LatvianModder> it has 2 I
think
L578[08:50:52] <Unh0ly_Tigg> minecraft
uses 2.9.x
L579[08:51:00] <LatvianModder> Minecraft
actually uses lwjgl-2.9.4
L580[08:51:19] <LatvianModder> And I think
they might have a plan to move to 3 soon
L581[08:51:54] <williewillus> that would
involve changing lots of things
L582[08:51:55] <Unh0ly_Tigg> it does use
elements from opengl 1.x, 2.x, and 3.x currently, when
possible.
L583[08:51:58] <williewillus> but yeah
that's inevitable
L584[08:52:00] <LatvianModder> They
already made WorldRenderer etc, which makes easier to port code to
the new lwjgl. I tried it and I couldnt even get a 3-color
triangle, wot.
L585[08:52:21] <Unh0ly_Tigg> I've been
writing a wrapper for the glfw window id system.
L586[08:52:31] <LatvianModder> that part
was cool
L587[08:52:38] <LatvianModder> the
rendering was weird
L588[08:52:47] <LatvianModder> why can't I
just use GL.glVertex.. WHY
L589[08:53:00] <LatvianModder> color4f was
gone
L590[08:53:16] <LatvianModder> I had to
use.. Shaders. And I absoloutly hate shaders
L591[08:54:02] <Unh0ly_Tigg> the original
OpenGL pipeline is obsolete. If you request a window context with a
context version of something like 3.0 or newer, the 1.x command
pipeline is not available.
L592[08:54:15] <Unh0ly_Tigg> core 3.0 or
newer*
L593[08:54:17] <williewillus>
LatvianModder: because immediate mode is slow as hell
L594[08:54:28] <FallingD> how would i draw
(or when can i find an explanation) a 3d line (so it has and x,y
and z) but draw it through blocks
L595[08:54:37] <LatvianModder> but how can
I draw a simple rect with 4 different colors then?
L596[08:54:49] <LatvianModder> eh.. lines
are.. stupid
L597[08:54:53] <williewillus> FallingD:
you can probably use the tessellator for that
L598[08:54:55] <Lumien> buffers everywhere
:o
L599[08:55:00] <Unh0ly_Tigg> get gud
/s
L600[08:55:09] <LatvianModder> they dont
change the size in distance
L601[08:55:16] <FallingD> LatvianModder,
LWJGL is stupid /s :P
L602[08:55:23] <LatvianModder> WHOA WHOA
WHOA
L603[08:55:24] <LatvianModder> :D
L604[08:55:40] <LatvianModder> so from
close up the line will look thin but from far it can be as fat as
the block itself
L605[08:57:44] <FallingD> i guess, pretty
much like a the player name box that is visible somewhat through
blocks
L606[08:58:09] <FallingD> so it does have
a x,y,z location in the world
L607[08:59:27] <LatvianModder>
GL11.glBegin()
L608[08:59:44] <LatvianModder>
glBeing(GL11.GL_LINES); *
L609[08:59:58] <LatvianModder>
glVertex3d(x, y, z); glVertex3d(x, y, z); glEnd()
L610[09:00:02] <williewillus> uhh
L611[09:00:04] <LatvianModder> boom. line
done.
L612[09:00:06] <williewillus> you can use
the tessellator for that
L613[09:00:07] <williewillus> you
know
L614[09:00:14] <LatvianModder> Or
that
L615[09:00:20] <LatvianModder> Does it
really matter
L616[09:00:21] <LatvianModder> ?
L617[09:00:24] <williewillus> tess is
faster
L618[09:00:32] <LatvianModder> if VBOs are
enabled
L619[09:00:56] <FallingD> is there a
difference between the first set of x,y,z and the second?
L620[09:01:05] <LatvianModder> for a line,
not really
L621[09:01:25] <LatvianModder> it can't
have face cull, so any point can be start point
L622[09:03:31] <FallingD> would i have to
do anything like disable lightning or something?
L623[09:03:48] ***
Vigaro is now known as V
L624[09:03:52] <williewillus> disable
depth
L625[09:03:55] <williewillus> i
think
L627[09:05:21] <LatvianModder> then its
easy. Well. Mostly
L628[09:05:41] <williewillus> people
really should take the chance to improve that style of
delivery
L629[09:05:47] <williewillus> it looks bad
xD
L630[09:05:56] <williewillus> (for light
level overlays I mean)
L631[09:06:07] <LatvianModder> I was
forced to make them Xes
L632[09:06:13] <LatvianModder> So I made a
config!
L634[09:06:23] <FallingD> mostly mean like
"GlStateManager.disableLighting();"
L635[09:06:25] <LatvianModder> default is
smooth circles
L636[09:06:42] <LatvianModder> floating
numbers show if you press F3 :P
L637[09:06:57] <FallingD> :O
L638[09:07:14] <williewillus> yeah
L639[09:07:25] <williewillus> if you
wanted it to show through blocks youd need to disable depth
L640[09:07:41] <LatvianModder> and
depthMask(false) I belive
L641[09:08:06] <LatvianModder> just dont
forget to re-enable them after
L642[09:08:16] <LatvianModder> otherwise
everything else will break too
L643[09:08:39] <FallingD> <3 thanks a
ton guys
L644[09:08:55] <LatvianModder> so,
williewillus you say I should use tessellator for rendering
wherever I can?
L645[09:09:11] <LatvianModder> even for
drawing simple rects etc?
L646[09:09:26] <williewillus> i thought
that was common knowledege :P yes especially for simple shapes like
that
L647[09:09:33] <LatvianModder> ...
L648[09:09:38] <LatvianModder> good thing
that I do already!
L649[09:09:43] <williewillus> :P
L650[09:09:50] <LatvianModder> I still had
doubt
L651[09:09:57] <williewillus> about what?
:P
L652[09:10:01] <LatvianModder> I usually
follow vanilla minecraft's example when porting versions
L653[09:10:24] <williewillus> when is
something in mc *not* drawn by the tessellator, is the
question..
L654[09:10:58] <LatvianModder> No, the
question is where it isnt in my code.. I need to find all the
places, though I think I fixed everything
L655[09:11:22] <LatvianModder> I think ill
use Search just to check
L656[09:11:23] <McJty> Search for GL11
usages?
L657[09:11:31] <LatvianModder> yep
L658[09:15:22] <FallingD> williewillus,
how would i do it with Tesselator?
L659[09:15:52] <williewillus>
wr.begin(GL11.GL_QUADS, POSITION_COLOR); wr.pos(x, y, z).color(r,
g, b).endVertex(); wr.pos(x, y, z).color(r, g,
b).endVertex();
L660[09:15:58] <williewillus>
tess.draw()
L661[09:16:10] <williewillus> where wr is
gotten from tess.getWorldRenderer()
L662[09:17:47] <FallingD> wait what
version of mc has wr.begin?
L663[09:17:48] <williewillus> note that
color values are floats in range [0, 1]
L664[09:17:56] <FallingD> i am using 1.8
and not seing it
L665[09:17:56] <williewillus> anything
about 1.8.0
L666[09:17:59] <williewillus> *above
L667[09:18:05] <williewillus> 1.8.9
L668[09:18:17] <FallingD> :/
L669[09:18:42] <williewillus> are you on
1.8.0? :P
L670[09:18:46] <FallingD> yh
L671[09:18:49] <McJty> Why?
L672[09:18:55] <FallingD> sorry should
have mentioned
L673[09:18:58] <McJty> Update asap. There
is no reason to still be on 1.8.0
L674[09:19:18] <williewillus> dae 1.7.2
;P
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L677[09:19:45] <FallingD> lot of players
are still on 1.8, i'll be making a 1.8.9 port at some point but
would like to get this working on a version i know first :P
L678[09:20:00] <williewillus> literally
nothing has changed in 1.8.9 besides the tess
L679[09:20:01] <Lordmau5> Are there huge
differences from 1.8 and 1.8.9 anyway?
L680[09:20:04] <williewillus> nope
L681[09:20:11] <Lordmau5> so why bother
sticking to 1.8 lol
L682[09:20:14] <McJty> williewillus, well
on the forge side there are many changes
L683[09:20:16] <williewillus> you get
generics in 1.8.9 and the tessellator changed
L684[09:20:20]
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L685[09:20:22] <williewillus> yeah forge
has had many improvments in 1.8.9
L686[09:20:25] <McJty> williewillus, many
enhancements in the forge json format
L687[09:20:50] <Lordmau5> well
L688[09:20:52] <Lordmau5>
*enhancements*
L689[09:20:59] <Lordmau5> but no major
changes like 1.7->1.8 was
L690[09:21:08] <williewillus> lol of
course
L691[09:21:10] <gigaherz> FallingD: are
there really a "lot" of players on 1.8?
L692[09:21:15] <Lordmau5> ^
L693[09:21:20] <McJty> I doubt that
too
L694[09:21:20] <gigaherz> the only
1.8-based modpack I know about was ftb unstable
L695[09:21:22] <FallingD> heavy modders
are for sure
L696[09:21:27] <gigaherz> and it was
switched to 1.8.9 like am onth ago
L697[09:21:29] <williewillus> unstable is
1.8.9
L698[09:21:30] <Lordmau5> which
ones?
L699[09:21:31] <williewillus> yeah
L700[09:21:39] <williewillus> what is a
heavy modder xD
L701[09:21:48] <gigaherz> we are heavy
modders
L702[09:21:50] <FallingD> and a lot of
people are waiting till mods like tabbychat are updated before they
want to update.
L703[09:21:50] <gigaherz> and we are
1.8.9
L704[09:21:51] <gigaherz> ;p
L705[09:21:53] <Lordmau5> *that's* a
question for another day, young willie.
L706[09:22:14] <FallingD> dont't get me
wrong i get why we should encourage people to use the latest
version of mc
L707[09:22:17] <gigaherz> FallingD: let's
say we disagreeon "a lot of people"
L708[09:22:18] <gigaherz> ;p
L709[09:22:25] <williewillus> anyhow
L710[09:22:26] <gigaherz> a lot of people
are on 1.7.10.
L711[09:22:31] <gigaherz> a few are on
1.8
L712[09:22:34] <williewillus> you have to
use the tess the old way until you update then
L713[09:22:37] <Lordmau5> uhm, one
sec...
L714[09:22:38] <gigaherz> ;P
L715[09:23:07] <Lordmau5> FallingD, I
think I can ask killjoy about TabbyChat and 1.8.9 later today
L716[09:23:07] <FallingD> well the people
still on 1.7.10 are idiots
L717[09:23:12] <Lordmau5> no they're
not
L718[09:23:21] <Lordmau5> let the people
play what they want to play with :P
L719[09:23:28] <Lordmau5> but at some
point, they should get with the times
L720[09:23:41] <LatvianModder> 1.7.10 will
be around for a long time
L721[09:23:46] <FallingD> not when they
keep complaining about backporting mods to 1.7.10 >.>
L722[09:23:48] <Lordmau5> sadly..
L723[09:23:57] <williewillus> except when
we don't backport...
L724[09:23:57] <Lordmau5> Backporting is
overrated, lol
L725[09:23:59] <williewillus> it'll
die
L726[09:24:04] <LatvianModder> 1.8.9 era
barely has started. 1.7.10 aint going anywhere
L727[09:24:05] <Lordmau5> Ye, that
L728[09:24:12] <McJty> There are still
people playing 1.6.4 modpacks
L729[09:24:13] <gigaherz> Iwas browsing a
bit of the minecraftforums WIP mods subforum
L730[09:24:14] <williewillus> if someone
wants to un-modelify all my shit go ahead and try lol
L731[09:24:16] <gigaherz> before adding my
own post there
L732[09:24:19] <McJty> There are even
still 1.6.4 servers being started and so on
L733[09:24:21] <gigaherz> and one of them
had a message
L734[09:24:25] <McJty> Doesn't mean we
have to support that version :-)
L735[09:24:29] <gigaherz> "any
demends to backport to 1.7.10 get reported as spam"
L736[09:24:34] <Lordmau5> If we make mods
to 1.8.9 and DON'T backport stuff, like new features, or a whole
mod in general, then there's more urge for them to update
L737[09:24:36] <gigaherz> demands*
L738[09:24:56] <McJty> I still maintain my
1.7.10 mods but I don't add new features to them
L739[09:25:01] <Lordmau5> ^
L740[09:25:02] <McJty> New features go to
the 1.8.9 versions
L741[09:25:04] <LatvianModder> ^
L742[09:25:15] <gigaherz> yeah
L743[09:25:18] <Lordmau5> Doing the exact
same. If there's a major bug in the 1.7.10 version that someone
just found, I'm gonna fix it.
L744[09:25:29] <Lordmau5> But new
features? God no. I'm glad if I can get them to work in 1.8.9
alone
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L749[09:28:13] <UnasAquila> I have an
issue that I have been trying to resolve whereby when you open my
backpack gui and click items on the players hotbar the item gets
thrown like pressing q this only happens when I set
addSlotToContainer > 160 -
https://github.com/IacioCraft/Backpacks
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L752[09:29:04] <williewillus> i had that
when my shift keys got stuck :P
L753[09:29:10] <williewillus> which
sometimes happens in lwjgl
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L755[09:31:24] <UnasAquila> wish it had
been that simple :)
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L759[09:39:10] <Ordinastie> !gm
loadTextureAtlas
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L774[10:11:38] <shadowfacts> in the
blockstate json file, is there a way to translate the model?
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L777[10:14:26] <williewillus> yes
L778[10:14:49] <williewillus> using the
"transform" key in any variant
L780[10:16:41] <Ordinastie> (the filling
sword thingy)
L781[10:16:50] <williewillus> nice
L782[10:16:58] <Ordinastie> and the code
for it :
L783[10:16:58] <Ordinastie> bar = new
UIProgressBar(this, 16, 16, BLOCK_TEXTURE, new
VanillaIcon(Items.iron_sword), new
VanillaIcon(Items.diamond_sword));
L784[10:17:07] <Ordinastie>
bar.setVertical()
L785[10:17:25] <williewillus> is this a
general purpose gui library?
L786[10:17:53] <Ordinastie> well, it does
everything you see in that GUI at least
L787[10:18:11] <Ordinastie> but it's not
just a gui lib, it's MalisisCore
L788[10:18:20] <Ordinastie> soooo much
more! \o/
L789[10:18:25] <williewillus> that would
be useful on its own :P
L790[10:19:10] <shadowfacts> williewillus,
you mean "transform": { "x": 3 } translates it
by 3 on the x axis? cause that doesn't make sense
L791[10:19:13] <Ordinastie> people don't
want dependency
L792[10:19:19] <williewillus> no
L793[10:19:47] <williewillus>
"transform": { "translation": [ 3, 0, 0 ]
}
L794[10:19:58] <williewillus> note that
forge translations are 1/16 those of the vanilla ones
L795[10:20:26] <shadowfacts> oh, ok, that
makes more sense
L796[10:20:47] <Ordinastie> williewillus,
would you be willing to use it for your mods ?
L797[10:20:59] <williewillus> if i had a
need for a complex gui sure
L798[10:21:11] <williewillus> i don't need
one rn but it just seems like something nice that'smissing rn
L799[10:21:18] <williewillus> maybe you
could get it into forge who knows :P
L800[10:21:24] <Ordinastie> no I
can't
L801[10:21:28] <Ordinastie> it does way
too much
L803[10:23:26] <Ordinastie> but all the
rendering is completely separated from vanilla (and not just the
guis)
L805[10:24:53] <Ordinastie> so it's nice
:p
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L810[10:36:49] <Bitterholz> Model rendring
Question: How do I force the modell to use texture Alpha Value for
Transparency? (Material of the Faces is Transparent)
L811[10:37:37] <williewillus> what
context, this is a block?
L812[10:37:43] <williewillus> make sure
you have it render in the right renderpass
L813[10:37:50] <LatvianModder>
getRenderLayer iirc
L814[10:37:53] <williewillus> yup
L815[10:38:13] <williewillus> return
EnumWorldBlockLayer.CUTOUT for 0-1 transparency (all or nothing) or
TRANSLUCENT if you need blending
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L818[10:38:52] <LatvianModder> translucent
if you have semi-transparent textures, cutout if something like
glass
L819[10:39:22] <Bitterholz> sec
L820[10:39:26] <Bitterholz> thx on the
info
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L828[10:54:26] <sciiam> Hey guys! Anyone
here is using forge in linux console?
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L834[10:59:44] <williewillus> sciiam: what
do you mean?
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L837[11:10:13] <Naiten> Welp. I still
don't get that blockstate thing. Can somebody explain pls?
L838[11:11:30] <williewillus> what
blockstate thing?
L839[11:11:38] <williewillus> the json or
just the blockstate system
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L843[11:18:04] <williewillus> hm
L844[11:18:04] <gigaherz> meh feared as
much
L845[11:18:09] <williewillus> that
should've worked
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L847[11:18:51] <gigaherz> I have
absolutely no idea how to make a morph-based animation work when
imported into blender, let alone how to turn it into skeleton-based
animation
L848[11:19:32] <Naiten> williewillus, just
blockstate system
L849[11:19:49] <gigaherz> Naiten: uh
L850[11:19:52] <Wuppy> I had not thought
organising events is this much work :o
L851[11:19:56] <gigaherz> you define a set
of properties
L852[11:20:03] <gigaherz> eahc property
has a predefined set of values
L853[11:20:25] <shadowfacts> erm wat
L854[11:20:29] <gigaherz> the blockstates
are all the possible combinations of those properties
L855[11:20:52] <gigaherz> (and yes, MC
precomputes ALL possible combinations)
L856[11:20:58] <gigaherz> then
L857[11:21:04] <williewillus> so you can
say "My block as a boolean property taht determines if its
powered, and an enum property saying what variant of stone it
is" and you can directly manipulate those values at a higher
level
L858[11:21:16] <williewillus> and all the
ugly bitshifting mess to save it is abstracted way into two
methods
L859[11:21:19] <shadowfacts> _nothing_
from the side property affects the model
L860[11:21:22] <gigaherz> each blockstate
can have a different model assigned
L861[11:21:51] <gigaherz> on the other
side, you can choose which ones get stored onto the world
(getStateFromMeta/getMetaFromState)
L862[11:22:07] <gigaherz> and which ones
are only contextual (getActualState)
L863[11:22:23] <williewillus> careful with
your state/meta conversion methods, they need to be one to one in
the properties you use
L864[11:23:47] <Naiten> welp, how do i
assign blockpos property?
L865[11:24:09] <shadowfacts> o_O,
nevermind, setting textures works, but rotation/translation
doesn;'t
L866[11:24:11] <williewillus> what do you
mean a pos property for?
L867[11:24:17] <williewillus> you can't
possibly save that
L868[11:24:58] <williewillus> a blockpos
serializes into a long (64 bits) at best, you get to save
metadata.....4 :P
L869[11:26:19] <gigaherz> Naiten: blockpos
property makes no sense
L870[11:26:33] <Naiten> gigaherz, but i
need coordinates though
L871[11:26:37] <gigaherz> first, because I
can't think of any use where a blockpos property would fit into the
blockstate system
L872[11:26:45] <Naiten> ugh
L873[11:26:53] <williewillus> why do you
need corods
L874[11:26:54] <gigaherz> second, because
the blockstate system is exclusively for deciding variants
L875[11:27:03] <gigaherz> explain why you
think you need the coords
L876[11:27:05] <williewillus> can't give
good advice without knowing the use case
L877[11:27:07] <Naiten> bezier curve is
determined by coordinates of nodes
L878[11:27:18] <gigaherz> uhh
L879[11:27:22] <williewillus> that's
something that goes in a TE or some global state manager
L880[11:27:26] <gigaherz> whatever you are
doing that involves curves
L881[11:27:32] <gigaherz> you'll need to
use a TE to store that data
L882[11:27:38] <williewillus> you still
get 16 meta values
L883[11:27:47] <gigaherz> the blockstates
are just for declaring variants
L884[11:27:48] <williewillus> states
haven't magically given you the ability to store 64 bits into
4
L885[11:28:01] <gigaherz> the variants
need to be known beforehand
L886[11:28:02] <Naiten> i'm not using TE
in any way
L887[11:28:11] <gigaherz> then you can't
store that data. sorry.
L888[11:28:16] <williewillus> how did you
store the data before then?
L889[11:28:34] <Naiten> I used TE and TESR
before >_>
L890[11:28:50] <williewillus> it's
impossible to use purely the state system to store it
L891[11:28:54] <williewillus> it's
literally meta
L892[11:29:03] <williewillus> you can't
store a 64 bit number into 4 bits, that's it
L893[11:29:09] <gigaherz> yeah: the world
only stores the 4 bits of metadata
L894[11:29:19] <gigaherz> you simply can't
store more than 16 distinct "variants"
L895[11:29:23] <Naiten> welp, is TE
without TESR still fps-eating?
L896[11:29:30] <gigaherz> you can obtain
rendering information from a TE
L897[11:29:31] <williewillus> you can use
blockstates to *expose* the rendering information
L898[11:29:36] <williewillus> but you
can't store it using states alone
L899[11:29:40] <gigaherz> Naiten: thing
is
L900[11:29:45] <gigaherz> if you want it
animated
L901[11:29:48] <gigaherz> you'll need to
use a TE
L902[11:29:51] <gigaherz> TESR*
L903[11:29:57] <gigaherz> because the
world data is "fixed"
L904[11:30:01] <williewillus> meh ;p
L905[11:30:06] <gigaherz> you can't have
dynamically changing stuff
L906[11:30:17] <gigaherz> you'd have to
constantly refresh the rendering cache
L907[11:30:26] <gigaherz> which would drop
the fps WAY more than any TESR would
L908[11:30:34] <williewillus> a la
redpower2 pipes 1.4.7
L909[11:30:51] <gigaherz> TESR isn't
intrinsically bad
L910[11:30:57] <gigaherz> we just often
use it wrong
L911[11:30:57] <gigaherz> XD
L912[11:31:06] <williewillus> it's pretty
bad
L913[11:31:08] <williewillus> but yeah
:P
L914[11:31:10] <williewillus> mostly
abuse
L915[11:31:16] <gigaherz> williewillus:
think of it
L916[11:31:19] <gigaherz> how do we use
TESR?
L917[11:31:25] <gigaherz> we constantly
dump data into the tesellator
L918[11:31:32] <gigaherz> which translates
it into vertex arrays/buffers
L919[11:31:35] <gigaherz> and then draws
it
L920[11:31:39] <gigaherz> every
frame.
L921[11:31:46] <williewillus> i know
L922[11:31:48] <gigaherz> instead of
keeping the data cached in arrays/buffers directly
L923[11:31:49] <williewillus> whoops
space
L924[11:31:50] <williewillus> :P
L925[11:31:53] <Bitterholz> NICE Pipe
modell done :D
L926[11:32:27] <williewillus> that's why
im trying my hardest to move everything in botania to json/static
as possible instead of saying fuckit and using the tesr item hack
hook for everything
L927[11:32:30] <williewillus> :D
L928[11:32:44] <williewillus> every single
statiac thing moved out of a tesr is moar frames
L929[11:32:52] <gigaherz> unless it
changes often
L930[11:32:58] <williewillus> hence
static
L931[11:33:14] <gigaherz> I'm strongly
considering getting rid of my dust block
L932[11:33:19] <gigaherz> or at least
making it slower
L933[11:33:28] <Bitterholz> Though
BlockLayer Translucent gives me visual Artifacts where the
Triagonal faces of the core go through the, actually higher,
overlaying faces of the pipes extensions
L934[11:33:29] <williewillus> wahts it
do?
L935[11:33:37] <gigaherz> the dust block
has 15 density levels
L936[11:33:38] <williewillus> Bitterholz:
picture?
L937[11:33:41] <Bitterholz> sec
L938[11:33:43] <gigaherz> with different
transparencies each
L939[11:33:55] <gigaherz> and every N
ticks, it will lose some density, and transfer some density to its
neighbours
L940[11:34:06] <gigaherz> until it reaches
0, then it turns to air
L941[11:34:20] <gigaherz> the whole thing
probably causes a few hundred block updates in the space of 5-10
seconds
L942[11:34:34] <gigaherz> you can see the
fps crawl down, then back up
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L944[11:35:46] <gigaherz> I'm thinking of
making it entities instead
L945[11:36:12] <gigaherz> each
"dust" entity would be a simple cube, with a transparency
going down over time
L946[11:36:21] <gigaherz> and the size
going up over time
L947[11:36:23] <gigaherz> as it
"fades"
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L949[11:36:41] <gigaherz> the dustball
would spawn a dozen or 2 of those entities, and they'd die
out
L950[11:36:46] <gigaherz> I think it will
be LESS heavy to do that
L951[11:36:47] <gigaherz> ;P
L952[11:37:10] <Naiten> ugh
L953[11:37:23] <Naiten> isn't TESR
dropping fps anymore?
L954[11:37:24] <williewillus> why the
struggle? :P
L955[11:37:25] <gigaherz> xcept with that,
I'd have to constantly check if the dust entities are in contact
with a living entity they can damage
L956[11:37:30] <williewillus> it
does
L957[11:37:33] <gigaherz> Naiten: TESR
hasn't changed
L958[11:37:36] <williewillus> but I still
don't know your use case really
L959[11:37:36] <gigaherz> if used
wrong
L960[11:37:39] <gigaherz> it drops
fps
L961[11:37:47] <gigaherz> if used right,
it drops fps... less
L962[11:37:52] <williewillus> well it
pretty much drops vs any static model :P
L963[11:38:06] <gigaherz> a TESR with a
bunch of worldrenderer.vertex().tex().whatever
L964[11:38:23] <gigaherz> will be slower
than a TESR which has packed vertex data and gives the array
directly
L965[11:38:52] <Naiten> when having ~10
TESRs per chunk any little drop is significant
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L967[11:39:02] <williewillus> what are you
rendering?
L968[11:39:23] <Naiten> railways
L969[11:39:34] <Naiten> i aint got no
other project
L970[11:39:46] <Bitterholz> williewillus,
here you go
L972[11:39:55] <Bitterholz> doesnt happen
with Coutout
L974[11:40:14] <williewillus> use a TE to
store the necessary rendering transforms then an unlisted prop to
pass that to some sort of smartmodel
L975[11:40:17] <williewillus> I thought we
already did that :P
L976[11:40:23] <diesieben07> didn't we
already do that? yeah
L977[11:40:28] <diesieben07> you don't
need a tesr for htat.
L978[11:41:18] <williewillus> idk why the
artifacts
L979[11:41:23] <Naiten> we only did the
smartmodel stuff, but we haven't discussed where to store
data
L980[11:41:24] <williewillus> probably
something not getting culled in translucent
L981[11:41:27] <williewillus> in the
TE
L982[11:41:36] <williewillus> there's
nowhere else
L983[11:41:53] <williewillus> unless you
can reduce all your rendering data into a number between 0 and 16
exclusive
L984[11:41:56] <williewillus> :P
L985[11:42:11] <williewillus> nonticking
TE's are relatively cheap especially with no TESR
L986[11:42:53] <Bitterholz> williewillus,
I suppos there is no workarround for that right? Except setting the
Alpha to CUTOUT but that shits on the beatifull blue-tinted
Glas
L987[11:43:04] <williewillus> not
sure
L988[11:43:07] <williewillus> ask fry
xD
L989[11:43:11] <Naiten> how to make TE
non-ticking?
L990[11:43:23] *
Bitterholz yells at fry
L991[11:43:25] <williewillus> those look
nice by the way
L992[11:43:27] <diesieben07> in 1.8? do
nothing.
L993[11:43:32] <williewillus> Naiten:
don't implement ITickable, that's it
L994[11:43:35] <diesieben07> they are
non-ticking by defaulöt
L995[11:44:19] <Bitterholz> tho whome did
that "those look nice BTW" go
L996[11:44:34] <williewillus> you
L997[11:44:48] <williewillus> I already
saw his rails a while ago those look nice too
L998[11:45:04] <Naiten> diesieben07, bist
du aus Deutschland?
L999[11:45:10] <Naiten> ö
L1000[11:45:26] <diesieben07> yep
L1001[11:45:50] <Bitterholz> thanks, was
quite a hassle to get these to look this good! Cudoes to my Model
Artist for the Base model...
L1002[11:45:52] <Naiten> \o/
L1003[11:46:00] <diesieben07> \o/
L1004[11:46:12] <Bitterholz> It actually
worked after i invest Hours, blood n sweat into it
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L1006[11:46:35] <williewillus> what kind
of pipes are they, item?
L1007[11:46:40] *
Bitterholz hebt leise die Hand als Deutscher
L1008[11:46:50] <diesieben07> WE ARE
TAKING OVER
L1009[11:46:57] <Bitterholz>
williewillus, Spiritual Successor of Logistics Pipes
L1010[11:46:59]
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L1011[11:47:05] <williewillus> nice
L1012[11:47:09]
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L1013[11:47:14] <williewillus> good time
for some new item transport mods :P
L1014[11:48:03] <Bitterholz> The Plan is
to Simplify alot
L1015[11:48:27] <Bitterholz> Especially
moving away from Specialised Pipes, Turning everything into Modlues
and Chassis
L1016[11:48:52]
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L1017[11:49:28] <Bitterholz> if my
cousins Plan works out, we can drop the .draw() calls on a Network
from N per ammount of Pipes to 1
L1018[11:49:38] <Bitterholz> Shaders
FTW
L1019[11:49:44]
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L1020[11:49:45] <gigaherz> so more like
ducts/conduits?
L1021[11:50:07] <sciiam> williewillus: i
mean i run forge server on linux cli (no gui)
L1022[11:50:18] <williewillus> yeah, I do
that?
L1023[11:50:22] <shadowfacts>
williewillus, halp, rotations and translations aren't working in
the side property, they work fine when I set them in the facing
property
L1024[11:50:27]
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L1025[11:50:46] <williewillus>
shadowfacts: do they work outside of a multipart env? (Not sure if
you can easily test that)
L1026[11:50:46]
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L1027[11:50:47] <DanYeomans> random
question, but is there any reason to have a common and client proxy
in 1.8+
L1028[11:50:49] <gigaherz> sciiam:
"java -jar forge-whatever.jar" in a folder next to
"minecraft_server-version.jar"
L1029[11:50:50] <Bitterholz> gigaherz,
not really, imagine Routed, Unrouted and Different Tiers of Chassis
Pipes
L1030[11:50:57] <DanYeomans> since they
aren't strictly needed
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L1032[11:51:14] <williewillus> you need
it if you have any models
L1033[11:51:18] <williewillus> that need
registering
L1034[11:51:20] <Bitterholz> DanYeomans,
logical simplification
L1035[11:51:24] <gigaherz> Bitterholz: ah
I was thinking you meant like "pipe chassis" with the
"routing upgrade" applied to it
L1036[11:51:26] <williewillus> since that
happens in preinit and must be done clientside
L1037[11:52:07] <gigaherz> DanYeomans:
the "common" proxy is just a design choice
L1038[11:52:11] <sciiam> gigaherz: i
know, thanks ^_^ but my initial question was just to check if a lot
of people was using the server this way
L1039[11:52:11] <gigaherz> I use an
interface instead
L1040[11:52:25] <DanYeomans> what are the
advantages of that?
L1041[11:52:26] <gigaherz> sciiam:
basically anyone with a minecraft hosting does
L1042[11:52:35] <sciiam> ok
L1043[11:52:49] <Bitterholz> Plan is to
have Chassis T1-6, Slot counts 1, 2, 3, 4, 6, 10
L1044[11:53:01] <sciiam> i see ... never
used hosting
L1045[11:53:08] <Bitterholz> And then
have Modules for every task we come up with the System should be
able to perform
L1046[11:53:12] <sciiam> i run it at home
since 2 years
L1047[11:53:16] <gigaherz> DanYeomans:
generally speaking, the server proxy will remain empty for most
people
L1048[11:53:26] <gigaherz> and the client
proxy is needed because of rendering calls
L1049[11:53:33] <gigaherz> things like
registering models and such
L1050[11:53:47]
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L1051[11:53:49] <gigaherz> a
"common" proxy
L1052[11:54:00] <gigaherz> gives the idea
that you would use it to store common behaviour
L1053[11:54:11] <gigaherz> but really, if
you have common behaviour, you don't need to access it through a
procy
L1054[11:54:13] <gigaherz> proxy
L1055[11:54:27] <gigaherz> so the only
useful use cases are "stuff that must only happen on client
jars"
L1056[11:54:35] <gigaherz> and
"stuff that must only happen on server jars"
L1057[11:54:36] <sciiam> i got anoying
glitches in the server console, like when typing a command, if
server is outputing text it hides the text im typing
L1058[11:54:43] <gigaherz> so
L1059[11:54:49] <Bitterholz> hope fry
wakes up soon so i can yell at him
L1060[11:54:58] <Naiten> is that normal
to get Gl errors on the clean forge?
L1061[11:54:58] <gigaherz> a generic
interface, and two separate implementations: ClientProxy, and
ServerProxy
L1062[11:55:06] <gigaherz> seem like a
better design to me
L1063[11:55:12] <DanYeomans> gigaherz: i
much prefer that
L1064[11:55:37] <DanYeomans> i've had no
client and server proxies on my 1.8 version of my mod and i was
thinking for organization sake i should add them
L1065[11:55:52] <DanYeomans> sounds like
the best way to do that to me
L1066[11:55:59] <gigaherz> then my
personal suggestion would be to create an interface for it
L1067[11:56:08] <gigaherz> then implement
it from ClientProxy and ServerProxy
L1068[11:56:18] <gigaherz> leave
serverproxy blank (only the method declarations with no body)
L1069[11:56:31] <gigaherz> (with no code
in thebody, I mean)
L1070[11:56:43] <gigaherz> and use the
client proxy for registering models, renderers, resourcelocations,
etc
L1071[11:56:55] <gigaherz> another
suggestion
L1072[11:57:08] <gigaherz> is to expose
in your proxy interface, methods like "preInit" and
"init"
L1073[11:57:20] <gigaherz> so that things
like "registerRenderers" are internal to the
ClientProxy
L1074[11:57:39] <gigaherz> this helps
make sure that you call things in the right place
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L1076[11:57:54] <Bitterholz> gigaherz,
Seems like The culling drps out when 2 Meshes overlay/Get into each
other(wich is impossible to do otherwhise for us) and renders the
one more that is further away from the center of your screen
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L1078[11:58:14] <sciiam> ...so anyone
having same glitch I described?
L1079[11:58:20] <gigaherz> Bitterholz:
the issue of 2 meshes exactly on top of eachother is called
z-fighting
L1080[11:58:31] <gigaherz> it's an
unavoidable flaw of rounding errors in the gpu
L1081[11:58:52] <Bitterholz> nah they
arent ontop of each other, ill get you a picture series going
L1082[11:58:56] <gigaherz> you can fi it
by offsetting one of them to be very slightly different than the
other
L1083[11:58:58] <gigaherz> fix*
L1084[11:59:01] <Nitrodev> So how are you
guys doing?
L1085[11:59:24] <gigaherz> sciiam: does
it still work if you continue typing
L1086[11:59:28] <gigaherz> and you press
enter at the end?
L1087[11:59:33] <sciiam> yes
L1088[11:59:37] <Bitterholz> like the
meshes are exactly formed the same, but angled 90° to each
other
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L1090[11:59:45] <gigaherz> yeah then it's
not really something mc can fix
L1091[12:00:02] <Bitterholz> its rendered
right in COUTOUT though
L1092[12:00:03] <gigaherz> it's just how
the terminal works
L1093[12:00:09] <sciiam> but are you all
having this issue?
L1094[12:00:28] <gigaherz> I don't run
nogui personally
L1095[12:00:35] <Bitterholz> Nitrodev, It
may please you to hear i figured the model stuff out :P
L1096[12:00:57] <sciiam> so you only chat
with players in your mc client?
L1097[12:01:27] <gigaherz> I dont'
currently run a server, but when I did, I used my own client for
it, yes
L1098[12:01:31] <gigaherz> the only time
I went to the console
L1099[12:01:34] <gigaherz> was for admin
commands
L1100[12:01:37] <sciiam> i see
L1101[12:02:57]
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L1102[12:03:03] <sciiam> ill have to live
with that glitch I guess
L1103[12:03:09] <Bitterholz> gigaherz,
seems like fry needs to tackle Translucent rendering again, because
in CUTOUT the favoring of one of the angled meshes does not
happen
L1104[12:03:18] <sciiam> i cant launch
client on my phone :P
L1105[12:04:01] <Bitterholz> Its probably
the same issue that causes the Triagonal Artifacts to pierce the
higher lying connector Mesh
L1106[12:04:09] <gigaherz> you could try
to find a terminal or something with buffered input?
L1107[12:04:17] <gigaherz> so that it
doesn't actually send the text until you are done typing?
L1108[12:04:44] <sciiam> ya..
L1109[12:04:48] <sciiam> good idea
L1110[12:04:51] <sciiam> thanks
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L1112[12:05:29] <Wuppy> tonight is going
to be weird....
L1113[12:05:46] <Wuppy> I heard that
several people were asked to put on old pants before going to the
city
L1114[12:06:05] <Wuppy> and there was
need of ski goggles :P
L1115[12:06:25] <Naiten>
Self.Instance.Procrastination.beat()
L1116[12:06:35] <williewillus> eww
singletons
L1117[12:06:50] <williewillus> and
uppercase what is this C# ;)
L1118[12:07:10] <Wuppy> and considering
it's the final of an already crazy competition... this'll be
interesting
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L1124[12:14:34] <Bitterholz> meh, ill
just stay with CUTOUT until TRANSLUCENT is fixed
L1125[12:15:49] <williewillus> tell fry
when he gets here though, I have a feeling its either a bug or an
easy fix
L1126[12:16:02] <Bitterholz>
probably
L1127[12:16:17] <Bitterholz> or ill have
to scrap fancy Glass
L1128[12:16:19] <Bitterholz> XD
L1129[12:16:56] <Bitterholz> now towards
inventory Connecting....
L1130[12:17:20] <Bitterholz> i suppose, i
can push a mesh a little forward if the block to connect to is a
Chest?
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L1133[12:19:40] <Bitterholz>
williewillus, is that possible in a simple-ish manner or...
L1134[12:20:03] <williewillus> uh
idk
L1135[12:21:27] <williewillus>
diesieben07: where was that mod where you compiled your base mod
class in j6 and the rest in 7/8?
L1137[12:22:29] <diesieben07> note that
the j6 code in that case will nto be reobfed
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L1141[12:30:28] <Jezza> Does FML have any
plans for adding support for Kotlin?
L1142[12:30:51] <gigaherz> Idon't think
forge has any plans to add any other language
L1143[12:31:36] <Jezza> Hmm, I wonder if
they'll take a PR for it.
L1144[12:31:42] <gigaherz> yo ucna
however use your own loading plugin for it
L1145[12:31:44] <williewillus> i kinda
want to try it though
L1146[12:31:53] <gigaherz> there was
someone around here who did kotlin already
L1147[12:31:54] <williewillus> less
intense than scala but has some nice shinies
L1148[12:31:59] <gigaherz> can't remember
who, though
L1149[12:32:03] <Wuppy> woop woop, new
better call saul episodes
L1150[12:32:07] <williewillus> modmuss50
maybe?
L1151[12:32:09] <MattDahEpic>
@Mod.modLanguageAdapter ?
L1152[12:32:24] <Jezza> That's why I was
asking for FML
L1153[12:32:25] <modmuss50> whats
up?
L1154[12:32:36] <Jezza> Because it's FMLs
side that would be doing most of the work, AFAIK
L1155[12:32:37] <williewillus> modmuss50:
were you the one who did kotlin in FML?
L1156[12:32:43] <modmuss50> sort of
L1157[12:32:43] <Jezza> But just thought
I'd ask.
L1158[12:32:55] <williewillus> how'd you
get that to happen/work? :P
L1159[12:32:57] <williewillus> / did it
work :P
L1161[12:33:06] <gigaherz> found the
link
L1162[12:33:09] <gigaherz> XD
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L1166[12:36:24] <williewillus> does it
shade the kt library into every mod or does the language bridge
grab it?
L1167[12:37:08] <LexManos> We already do
most of the work, but cpw has exposed language adaptors for a
reason. You can write your own.
L1168[12:37:15] <LexManos> We will not be
adding official support for other languages
L1169[12:37:23] <LexManos> Especially
ones with extra libraries
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L1194[13:56:48] <madcrazydrumma> Is there
a way to check if a player is online by their username?
L1195[13:58:01] <diesieben07>
MinecraftServer.getServer().getConfigurationManager().getPlayerByUsername(username)
!= null
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L1204[14:08:35] <unascribed> you should
use UUIDs though
L1205[14:09:58] <madcrazydrumma> I know I
should, is there a way to get the UUID from a username? I am trying
to have a list that players can add usernames into
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L1208[14:12:32] <madcrazydrumma> So it
makes sense for me to just use usernames
L1209[14:12:43] <diesieben07>
MinecraftServer.getServer().getPlayerProfileCache().getGameProfileForUsername
L1210[14:12:57] <LatvianModder> still,
better make a list where players can add UUIDs in
L1211[14:12:59] <diesieben07> but you
should transform the list into UUIDs immediately
L1212[14:13:00] <madcrazydrumma> ahh then
use the EntityPlayer.getUUID(gameprofile)
L1213[14:13:04] <Bitterholz> fry, could
it be that BlockLayer.TRANSLUCENT is bugged out?
L1214[14:13:05] <diesieben07> no.
L1215[14:13:13] <diesieben07> just
profile.getId()
L1216[14:13:19] <madcrazydrumma> oh
right
L1217[14:13:22] <Bitterholz> fry, pics
incoming...
L1218[14:13:24] <unascribed> yes, UUIDs
are not a lookup optimization
L1219[14:13:26] <fry> it probably won't
get any better, Bitterholz
L1220[14:13:32] <LatvianModder>
player.getGameProfile().getId()
L1221[14:13:35] <unascribed> they are a
way to ensure you mean the same player every time
L1222[14:13:40] <unascribed> even if they
change their name
L1223[14:13:43] <diesieben07> what i mean
is, read the file and immediately transform any usernames into
UUIDs
L1224[14:13:46] <diesieben07> then
re-save the file
L1225[14:13:46] <LatvianModder> AND they
are lookup optimization too :P
L1226[14:13:57] <Bitterholz> so, is there
a workarround for faces being prefered?
L1228[14:14:18] <diesieben07> that's not
helpful if they are offline
L1229[14:14:24] <madcrazydrumma> ^^
L1230[14:14:26] <LatvianModder> for
(EntityPlayerMP player :
MinecraftServer.getServer().getConfigurationManager().playerEntityList)
works too :P
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L1232[14:14:41] <LatvianModder> thats
true. So.. Yay FTBLib? :P
L1233[14:14:48] <diesieben07> also there
is ServerConfigurationManager#getPlayerByUUID
L1234[14:14:56] <LatvianModder> I store
every player's name and UUID in world file that has ever played
:P
L1235[14:15:07] <diesieben07> why? forge
already does that.
L1236[14:15:10] <Bitterholz> fry, or can
i somehow, do with CUTOUT, what i can do with Translucent?
Especially talking about the Blue-Tinted Glass here
http://imgur.com/a/kbQEn
L1237[14:15:12] <LatvianModder>
Doesnt
L1238[14:15:26] <LatvianModder> It has
UsernameCache or smth iirc
L1239[14:15:33] <diesieben07> yes
L1240[14:15:35] <LatvianModder> but thats
not what I want, nor need
L1241[14:15:40] ***
Mine|dreamland is now known as minecreatr
L1242[14:15:43] <diesieben07> but it does
exactly what you just described.
L1243[14:15:54] <LatvianModder> + stores
NBT data :P
L1244[14:16:04]
⇦ Quits: madcrazydrumma
(~madcrazyd@host86-180-35-175.range86-180.btcentralplus.com) (Quit:
Leaving)
L1245[14:16:10] <diesieben07> it uses
json
L1246[14:16:14] <diesieben07> but it
still persists
L1247[14:16:19] <diesieben07> you
shouldn't care about the data format
L1248[14:16:33] <LatvianModder> Its.. Ok.
Ok. And what happens when you move a world?
L1250[14:16:45] <LatvianModder> Cache is
different on PCs.
L1251[14:17:00] <diesieben07> it's not
per world
L1252[14:17:00] <Bitterholz> fry, as
said, with Cutout, these artifacts dont happen
L1253[14:17:36] <LatvianModder> cutout ==
not fancy :P
L1254[14:17:42] <fry> transparency
sorting is inperfect
L1255[14:17:50] <LatvianModder>
diesieben07: I know. Thats why mine is.
L1256[14:17:55] <fry> you may want to
separate your model in 2 layers
L1257[14:18:02] <diesieben07> why is it
though?
L1258[14:18:03] <LatvianModder> can you
do that?
L1259[14:18:04] <fry> 1 for blue parts
and 1 for black/grey
L1260[14:18:08] <diesieben07> that
doesn't really make sense
L1261[14:18:17] <LatvianModder> Oh god.
To store Claimed chunks, homes and what not
L1262[14:18:20] <fry> render black/grey
in SOLID, blue in TRANSLUCENT
L1263[14:18:28] <diesieben07> what does
that have to do with usernames? :D
L1264[14:18:33] <Bitterholz> damn thats
messy :/
L1265[14:18:37] <LatvianModder> Friends
list.
L1266[14:18:49] <diesieben07> whatever
man
L1267[14:18:52] <diesieben07> i give up
:P
L1268[14:18:54] <LatvianModder> You dont
want to add 304930c0cc2039c0 but LatvianModder. So I need to store
those too :P
L1269[14:19:00] <Bitterholz> is there a
way i can get the Blue tint into Cutout?
L1270[14:19:02] <diesieben07> no you
don't :D
L1271[14:19:08] <LatvianModder> |:I
L1272[14:19:09] <diesieben07> what if
someone changes their name
L1273[14:19:11] <diesieben07> how do you
know?
L1274[14:19:21] <LatvianModder> Then it
refreshes when player logs in
L1275[14:19:28] <diesieben07> yes exactly
:D
L1276[14:19:29] <unascribed> but how do
you know it's them
L1277[14:19:35] <unascribed> if you store
only name
L1278[14:19:41] <diesieben07> he stores
both
L1279[14:19:41] <LatvianModder> I store
both ARGH
L1280[14:19:42] <LatvianModder> :D
L1281[14:19:45] <unascribed> also don't
mind me if I missed something, i'm really sick
L1282[14:19:51] <LatvianModder> Its ok
:D
L1283[14:19:56] <diesieben07> i am just
saying it's pointless to put it in the world imho.
L1284[14:20:07] <unascribed> yeah,
there's also a lookup cache built-in to the game
L1285[14:20:10] <unascribed> so just use
that
L1286[14:20:11] <Bitterholz> I mean,
these Artifacts dont fuck things up, they just shit on the
Fancyness
L1287[14:20:37] <LatvianModder> Those
pipes look great though
L1288[14:20:43] <Bitterholz> Thx
L1289[14:20:43] <LatvianModder> Logistics
pipes clone?
L1290[14:20:52] <Bitterholz> Spiritual
Successor
L1291[14:20:58] <Bitterholz> more
of
L1292[14:20:59] <LatvianModder> because
LP looks very similar
L1293[14:21:28] <Bitterholz> its closer
to placeengineers
L1294[14:21:31] <Bitterholz>
actually
L1295[14:21:35] <Bitterholz> space*
L1296[14:21:51]
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(Read error: Connection reset by peer)
L1297[14:21:56]
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L1299[14:23:01] <Bitterholz>
LatvianModder, Since LP is pretty much a MESS (code whise and
design whise) and is not going to be in 1.8 anytime soon, I took
the legacy and moved on basicly
L1300[14:23:30] <LatvianModder> Yeah, I'd
guess a good few months until that updates
L1301[14:23:54] <PaleoCrafter> it's not
like it's been over a year or something
L1302[14:23:58] <Bitterholz> in the
current state, years
L1303[14:24:06] <LatvianModder> Ok,
true
L1304[14:24:23] <Bitterholz> and the
Original devs are kinda to busy to keep it going
L1305[14:24:42] <Bitterholz> We've had
PR's idle arround for months
L1306[14:25:09] <Bitterholz> I guess ill
just ship with Artifacts and Blame Fry Kappa (Jokes)
L1307[14:25:28] <PaleoCrafter> blaming
fry always works :P
L1308[14:26:15] <MalkContent> hehe
L1309[14:26:23] <MalkContent>
placeengineers
L1310[14:26:27] <Bitterholz> fry, and btw
seperating all of that glass n structs will at least double the
mesh Count
L1311[14:26:45] <MalkContent> that could
have come right out of the channels bot
L1312[14:26:47] <Bitterholz> so no not an
option
L1313[14:28:00]
⇨ Joins: kmecpp
(~kmecpp@pool-71-167-167-219.nycmny.fios.verizon.net)
L1314[14:29:24] <fry> what
L1315[14:29:39] ***
big_Xplo|AFK is now known as big_Xplosion
L1316[14:29:48] <fry> well
L1317[14:30:07] <fry> move the triangle
thingies to SOLID then
L1318[14:30:13] <fry> should solve the
issue too
L1319[14:31:54]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
(Quit: Leaving)
L1320[14:34:07] <Bitterholz> fry, i
suppose these is no way to do that without splitting the
meshes?
L1321[14:34:26] <Bitterholz> and its not
just the Tris, its in 90° corners as well
L1322[14:35:08] <fry> don't see it
L1323[14:35:14] <Bitterholz> sec
L1324[14:38:35] <diesieben07> hm, class
name for chunk coords + dimension? DimensionChunk? :D
L1325[14:39:07] <PaleoCrafter> Triple
:P
L1327[14:39:19] <diesieben07> if i wanted
to use Tripe, I'd use triple :D
L1328[14:39:23] <diesieben07> but tripe
is meaningless
L1329[14:39:52] <diesieben07> where is my
l
L1330[14:39:52] <Bitterholz> diesieben07,
how about DimensionalChunk
L1331[14:40:01] <diesieben07> mhm that's
not bad
L1332[14:40:07] <Bitterholz> diesieben07,
I ate it >:D
L1333[14:40:18] <diesieben07> lol
L1334[14:40:31] <PaleoCrafter> that isn't
enterprisy enough yet
L1335[14:40:54] <Bitterholz> diesieben07,
Intercepting packets of your client and cutting out every L when i
hold Shift ya know
L1336[14:40:57] <fry> that looks very
strange, Bitterholz
L1337[14:41:16] <fry> depth buffer
shouldn't be affected like that
L1338[14:41:29] <Bitterholz> fry, IKR...i
mean, that shouldnt even be happening from just being
Translucent
L1339[14:41:54] <fry> yes
L1340[14:41:55] <PaleoCrafter>
DimensionAwareChunkPositionContainerProxy, diesieben07 :3
L1341[14:42:03] <Bitterholz> so, IS it a
BUG or my model thats messing up stuff?
L1342[14:42:04] <diesieben07> gtfo
L1343[14:42:05] <diesieben07> :D
L1344[14:42:23] <fry> not sure
L1345[14:42:56]
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(~Elec332@ip5456d4a5.speed.planet.nl)
L1346[14:43:04] <Bitterholz> fry, i can
give you access to what im working on so you could test
stuffs..
L1347[14:43:05] <PaleoCrafter>
RemoteDimensionChunkDescriptor isn't even that bad xD
L1349[14:44:50] <Bitterholz> id say JUST
DimensionAwareChunk
L1350[14:44:50] <DanYeomans> it's
possible to get the block from the tile entity correct?
L1351[14:45:04] <DanYeomans> as in the
Block type
L1352[14:45:15] <diesieben07>
getBlockType
L1353[14:45:24] <DanYeomans> thank
you
L1354[14:45:33] <LatvianModder>
TileEntity.getWorld().getBlockState(tileEntity.pos()) in worst
case
L1355[14:46:20] <Bitterholz> diesieben07,
yay for naming your Class BTW
L1356[14:46:25] <Bitterholz> lel
L1357[14:46:26] <diesieben07> :D
L1358[14:46:42] <LatvianModder> I just
went with LM-everything
L1359[14:46:47] <Bitterholz> now i need
to tackle Inventory rendering and BB's ...
L1360[14:46:58] <LatvianModder> LMPlayer,
LMNBTUtils, LMInventory, BlockLM. Because I can
L1361[14:47:27] <LatvianModder>
Babies.
L1362[14:48:06] <unascribed> why not
LatvianPlayer/LatvianInventory/etc
L1363[14:48:10] <diesieben07> yay smurf
naming
L1364[14:48:16] <Bitterholz>
LatvianModder, at least youre somewhat straight with your
Pattern
L1365[14:48:29] <Bitterholz>
Though..BlockLM defeats my OCD
L1366[14:48:50] <PaleoCrafter> damn, I
can't find the page that had all these bad habits listed :(
L1368[14:49:21] <PaleoCrafter> ah, that
was the title :D
L1369[14:49:44] <LatvianModder>
unascribed: naah. See, my username is sarcastic. I am the least
patriotic Latvian ever
L1370[14:50:13] <Bitterholz> Whats a
Latvian? o.O
L1371[14:50:17] <Bitterholz> Kappa
L1372[14:50:49] *
Bitterholz wants his Kappa Emojis
L1373[14:51:14] <LatvianModder> Oh its a
far land, near Narnia
L1374[14:51:33] <Bitterholz> Cool, are
there Unicorns?
L1375[14:51:58] <Bitterholz> Bet if there
are, my little Sis would instantly migrate over XD
L1377[14:52:16] <Bitterholz> woot
L1378[14:52:58] ***
Abrar|gone is now known as AbrarSyed
L1379[14:53:03] <Bitterholz> thats just
broken stuff there MattDahEpic
L1380[14:53:11]
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timeout: 194 seconds)
L1381[14:53:42] <Bitterholz> FUUU need to
finger out how to get my BoundingBox to match the state of my Model
o.O
L1382[14:53:50]
⇨ Joins: RANKSHANK
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L1383[14:53:54] <PaleoCrafter> I don't
MattDahEpic :P
L1384[14:54:19]
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L1386[14:55:23] <diesieben07> that AIOOBE
is very suspicious at the bottom
L1387[14:55:30] <diesieben07> the FML log
would be helpful maybe
L1388[14:55:42] <diesieben07> probably
some coremod screwing up
L1389[14:59:53] <Bitterholz>
diesieben07,
L1390[15:00:08] <diesieben07> sure.
L1391[15:00:33] <Bitterholz> how to i
manage to get my blocks bounding Box to match the models outline,
regardless of its state
L1392[15:01:08] <diesieben07> you mean
collision box?
L1393[15:01:14] <Bitterholz> JES! thats
the thing
L1394[15:01:36] <diesieben07> override
addCollisionBoxesToList and add as many AABBs as you want
L1395[15:02:07] <Bitterholz> ah, so i can
add, for say, the center one, and a box for each connector
L1396[15:02:12] <diesieben07> yup
L1397[15:02:45]
⇦ Quits: RedBullWasTaken
(~red@2-107-192-82-static.dk.customer.tdc.net) (Remote host closed
the connection)
L1398[15:03:00] <Bitterholz> and can i,
later on, deny connections by wrenching them at the Collider?
L1399[15:03:27] <Bitterholz> loads a
qustions XD
L1400[15:03:44] <diesieben07> uhm. what?
:D
L1401[15:04:16] <riderj> What's your mod
supposed to do? Should start there before throwing out
"connections" XD
L1402[15:05:14]
⇦ Quits: auenf (David@DC-174-214.bpb.bigpond.com) (Remote
host closed the connection)
L1403[15:05:49] ***
kroeser is now known as kroeser|away
L1404[15:06:12]
⇨ Joins: auenf
(David@DC-174-214.bpb.bigpond.com)
L1405[15:06:38] <Bitterholz> riderj,
Basicly, spiritual 1.8 successor to Logistics Pipes
L1406[15:06:44] <Bitterholz> AND BC
independant
L1407[15:08:56] <riderj> Cool, I wish I
could help. Unless you need to make a basic item I'm of no use
:P
L1408[15:09:11] <riderj> I would say, you
can do anything your hear desires ;)
L1409[15:09:20] <riderj> heart*
L1410[15:09:25] <Corosus> is there any
easy cross mod (or forge only) ways to detect if a block is part of
a multiblock structure thats bound to a tile entity?
L1411[15:10:29] <Bitterholz> Probably not
Corosus but dont quote me on it
L1412[15:10:38] <Corosus>
hhhmmmmmmm
L1413[15:11:06]
⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping
timeout: 198 seconds)
L1414[15:11:10] <PaleoCrafter>
Multiblocks are kinda like energy systems in that regard :P
L1415[15:11:44] <Corosus> yeah true
L1416[15:11:51] <Corosus> bound by
proprietary systems
L1417[15:12:50] <Bitterholz> you'd
probably need to handle each and every mod in a Proxy
L1418[15:13:18] <Corosus> egh thats no
fun, i guess ill just let my evil zombie miners rip up multiblocks
for now
L1419[15:14:09] <Bitterholz> why not, so
they are even more evil :P
L1421[15:14:19] <Corosus> 8D
L1422[15:14:37] <riderj> So you made
something worse than enderman
L1423[15:14:58] <gigaherz> make a mob
that sneaks behind you
L1424[15:15:00] <gigaherz> plays creeper
noise
L1425[15:15:02] <Corosus> yeah, we've
been having a blast fighting them off on our server
L1426[15:15:09] <gigaherz> and when oyu
turn arround, TPs away
L1427[15:15:17] <Corosus> even hard walls
from immersive engineering cant stop them in the long term
L1428[15:15:30] <PaleoCrafter> just make
it invisible then, gigaherz :P
L1429[15:15:43] <gigaherz> nono, the fun
would be to see the tp particles
L1430[15:15:47] <gigaherz> but have
nothing to hit
L1431[15:16:11] <Corosus> bwahahah that'd
be so mean
L1432[15:16:19] <Corosus> i love it
L1433[15:17:02] <riderj> XD
L1434[15:17:31] <riderj> Make it leave a
silverfish when it tp's
L1436[15:19:03] <riderj> they seem
annoying as all hell
L1437[15:19:12] ***
Darkevilmac is now known as DarkevilAway
L1438[15:19:38] <Corosus> yeah i got the
fuck outta there, that time was particularly bad
L1439[15:20:06] <Corosus> trying to make
it use a dynamic difficulty so it is tame to start and slowly ramps
up
L1440[15:20:11] <thor12022_oops> it's
always a fun time when your own mod makes you cry a bit
L1441[15:20:16] <Corosus> ^
L1442[15:20:33] <Corosus> roguelike
dungeons with miners near is terrifying
L1443[15:20:34] <thor12022_oops>
"What. Have. I. Done."
L1444[15:21:54]
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L1447[15:23:21] <Corosus> xD
L1448[15:24:23]
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(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
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seconds)
L1450[15:33:03] <gigaherz> hmmm
L1451[15:33:09] <gigaherz> lavafish
L1452[15:33:24] <gigaherz> they spawn in
lava, swim around, and jump at the player
L1453[15:33:35] <gigaherz> causing flames
and sadness
L1454[15:37:33]
⇨ Joins: thecodewarrior
(~thecodewa@75-128-36-18.static.mtpk.ca.charter.com)
L1455[15:38:16] <Bitterholz> is
ForgeDirection still present?
L1456[15:38:28] <PaleoCrafter> nah,
EnumFacing is where it's at
L1457[15:41:15]
⇦ Quits: thecodewarrior
(~thecodewa@75-128-36-18.static.mtpk.ca.charter.com) (Ping timeout:
198 seconds)
L1458[15:41:43] ***
bilde2910 is now known as bilde2910|away
L1459[15:42:21] <shadekiller666> guys, i
need a first and a last name for a pyromancer character
L1460[15:43:42] <MalkContent> saphire
fire
L1461[15:44:08] <MalkContent>
alternatively wang fire
L1462[15:44:16] <SkySom> I was thinkin'
Franky Flame
L1463[15:44:23] <MalkContent> flameo,
hotman
L1464[15:45:26] <MalkContent> haha
damn
L1465[15:45:38] <gigaherz>
shadekiller666: Blazing Smoke
L1466[15:45:40] <MalkContent> "i
think i'm gonna play burn the rope, i wanna hear that song again
:)"
L1467[15:45:56] <MalkContent> turns out
they released some 100 levels and it's out as an app
L1468[15:46:14] <MalkContent> o
dammit
L1469[15:46:19] <MalkContent> it's a
different thing alltogether
L1470[15:46:32] <MalkContent> "you
have to burn the rope" was the thing
L1471[15:46:34] *
mikebald wonders male or female character first & last
name.
L1472[15:46:54]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L1473[15:47:04] <gigaherz> mikebald:
female is easier
L1474[15:47:17] <gigaherz> name:
Ember
L1475[15:47:36] <thor12022_oops> Igni
S.
L1476[15:48:12] <shadekiller666> the
character is intended to be a male from an alien race not much
different from Humans, except for the fact that they are a few
thousand years more advanced, and that each individual has a
"power"
L1477[15:48:51] <MalkContent> captain
moreadvancedbutstillusesorcerybecausefireballsarecool
L1478[15:48:57] <shadekiller666> or, you
know, just a Human 3000 years from now :P
L1479[15:48:58] <gigaherz> well if it's
alien, it may as well be K-bpr't U'hnak't'hl
L1480[15:49:19] <MalkContent> is this
like a pyrokinesis deal rather than magic?
L1481[15:49:32] <MalkContent> cthulu
ftagn, giga
L1482[15:49:38]
⇨ Joins: Raspen0
(~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
L1483[15:49:53] <gigaherz> I mean
L1484[15:49:58] <shadekiller666> the
character would be able to do whatever he wanted to with fire and
plasma
L1485[15:50:28] <shadekiller666> throw
fireballs? yep. indestructable forcefield of plasma? yep.
L1486[15:50:33] *
mikebald thinks... Varro Vulcanson =).
L1487[15:50:48] <MalkContent> magic or
more a psykinesis deal?
L1488[15:50:52] <gigaherz> for all we
know, "K-bpr't U'hnak't'hl" could mean "He who
burned his hometown and lives with hidden shame of being
recognized"
L1489[15:51:00] <mikebald> Got the fun
alliteration and the Roman Mythology references
L1490[15:51:00] <gigaherz> ;P
L1491[15:51:28] <MalkContent> anyways. if
they are like native americans, how about "laughs with pants
on fire"
L1492[15:51:52] <gigaherz> Captain
Smirks-while-you-burn
L1493[15:52:06] <shadekiller666>
MalkContent, whats the difference?
L1494[15:52:29] <gigaherz>
shadekiller666: lore.
L1495[15:52:36] <gigaherz> before knowing
how to name the character
L1496[15:52:44] <MalkContent> psykinesis
would have a less mythical touch
L1497[15:52:44] <gigaherz> we'd have to
know what kind of society the character comes from
L1498[15:52:49] ***
manmaed|AFK is now known as manmaed
L1499[15:52:50] <gigaherz> what are their
naming habits
L1500[15:53:06] <shadekiller666> ok
L1501[15:53:09] <gigaherz> in spiritual
societies
L1502[15:53:18] <mikebald> Well, there's
a few thousand more years advance and they're alien so... obviously
they're Goa'uld
L1503[15:53:28] <gigaherz> naming may be
done based on reading the pattern of blood and maniotic fluid
L1504[15:53:39] <gigaherz> and divining
the future of the child
L1505[15:53:49] <gigaherz> "He who
is destined to burn brightly"
L1506[15:54:02] <MalkContent> a sorcerer
would be easier to name
L1507[15:54:03] <gigaherz> but it turns
out the vision was misinterpreted and it's about others burning
brightly while he watches
L1508[15:54:17] <MalkContent> you can go
grand with those names without sounding excessively silly :D
L1509[15:54:23] *
mikebald is not hearing anything he disagrees with.
L1510[15:54:41] <gigaherz> but if it's a
scientific society
L1511[15:54:48] <MalkContent> "Bon
Fire, The Grand"
L1512[15:54:51] <PaleoCrafter>
Numuhukumakiaki'aialunamor :3
L1513[15:55:03] <gigaherz> they could
have more technical names
L1514[15:55:04] <gigaherz> such as
L1515[15:55:19] <MalkContent> i am
assuming some kind of active translator field here, because they
are so advanced
L1516[15:55:36] <shadekiller666> i was
thinking that this pyromancer was an alien similar to humans (think
superman's home planet), that came to earth to learn about humans,
and somehow ends up in a war, either against humans, or against
other aliens of his race, depending on how the war started
L1517[15:55:38] <gigaherz> names of
places or names of important people from the past
L1518[15:56:12] <gigaherz> yeah but
superman's name is Kal-el
L1519[15:56:24] <PaleoCrafter> mikebald,
then he would be called Sekhmet I guess :D
L1520[15:56:26] <gigaherz> so do you want
to give the name a meaning?
L1521[15:56:36] <PaleoCrafter> (if they
are Goa'uld)
L1522[15:56:45] <gigaherz> or just a
random sequence of letters?
L1523[15:56:48] <MalkContent> Meat Loaf,
Master of a thousand Lighter Flames
L1524[15:56:55] <gigaherz> do you want to
have a name based on his powers?
L1526[15:57:31] <shadekiller666> i want
the name to be A. feasible as an actual human-like name, B. some
reference to fire/plasma, C. pronouncable
L1527[15:57:39] <shadekiller666> this is
for a character modelling class
L1528[15:58:09] <PaleoCrafter> names
aren't consistent across different human cultures, so it could be
anything to fulfill the first criterion :P
L1529[15:58:13] <gigaherz> if I remove
some letters from your nickname, I could get: Hadek Il-er
L1530[15:58:33] <gigaherz> nwo you want
something fire-related in there
L1531[15:58:48] <gigaherz> if I remove
some letters from your nickname, I could get: Hadek "The
Bright" Il-er
L1532[15:59:04] <MalkContent> Fabius
Fisherman, From the Fisherman Dynasty
L1533[15:59:12] <gigaherz> oops forgot to
remove the beginning of that
L1534[15:59:35] <gigaherz>
shadekiller666: you have to understand, ALL of the assumptions you
may have related to names, are wrong
L1535[15:59:47] <gigaherz> there's names
that have meaning, others do not
L1536[15:59:52] <PaleoCrafter> Brilajn
Ardaĵo
L1537[15:59:54] <gigaherz> names may not
be pronounceable
L1538[15:59:56] <MalkContent> his family
owns the second largest fishing company, specialiting in traots and
legis
L1539[15:59:58] <PaleoCrafter> have some
Esperanto :P
L1540[16:00:02] <gigaherz> names may not
even be composed of words
L1541[16:00:14] <gigaherz> some people
don't even have an actual "name" that they can use to
identify them selves
L1542[16:00:25] <MalkContent> he got
mercilessly bullied at pyromancer accademy because his name wasn't
fire related
L1543[16:00:30] <shadekiller666> oh, and
D. sounds cool/clever
L1544[16:00:32] <MalkContent> can't chose
your family
L1545[16:01:02] <shadekiller666>
lol
L1546[16:01:03] <PaleoCrafter> and then
he burned the academy down? :P
L1547[16:01:20] <shadekiller666> Glacier
the pyromancer xD
L1548[16:01:43] <gigaherz> Hadek
Blazewhisperer
L1549[16:02:09] <gigaherz> Sir
burns-a-lot
L1550[16:02:37] ***
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L1552[16:03:14] <PaleoCrafter> I kinda
like Brilajn Ardaĵo, it doesn't sound too bad but has a obvious
meaning if you speak Esperanto xD
L1553[16:03:42] <Bitterholz> fry, any
news on that Depth Buffer Issue?
L1554[16:05:12] <mikebald> oh, has anyone
said Trogdor yet? =)
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L1556[16:06:27] <shadekiller666> maybe
Byrn Kresnik or something :P
L1557[16:06:37] <shadekiller666> Kresnik
is the Slavic god of fire
L1558[16:07:57] <thor12022_oops> in that
case I am obligated to suggest Logi
L1559[16:09:03] <gigaherz> Mike
Thingsburn
L1560[16:11:52] <shadekiller666> Mike
"Glacier" Thingsburn
L1561[16:12:59]
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L1562[16:14:02] ***
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L1564[16:16:34] <shadekiller666> what
would be a good name for a race of "mutants" be?
L1565[16:18:34]
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L1566[16:18:49] <PaleoCrafter> Inhumans,
hurr durr
L1567[16:19:46] <PaleoCrafter> But isn't
a "race" of mutants kinda contradictory? :P
L1568[16:20:54] ***
ShadowChild is now known as ShadowChild|IMASLEEP
L1569[16:21:36] <shadekiller666> thats
why i put "mutants" in ""
L1570[16:22:37] <gigaherz> Inhumans is
what they callthe "x-men" of Agents of SHIELD
L1571[16:23:11] <gigaherz> "The
Twisted"
L1572[16:23:29] <gigaherz> depending on
if they are seen as outcasts
L1573[16:23:43] <PaleoCrafter> That's why
I put the "hurr durr" there, Marvel just doesn't have the
rights for the "X-Men" term in films etc, iirc
L1574[16:23:44] <gigaherz> they could be
"The twisted" or "The forgotten" or "The
others"
L1575[16:24:03] <gigaherz> if they are
seen as good
L1576[16:24:09]
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L1577[16:24:34] <gigaherz> they could be
"The gifted", "The blessed", or things like
that
L1578[16:24:58] <PaleoCrafter> Although
inhumans and x-men still are different groups
L1579[16:25:18] <gigaherz> yeah, xmen are
mutations that happen spontaneously in people, the inhumans are
alien hybrids
L1580[16:25:23] <shadekiller666> i'm
thinking that Mike is the only one of his people on Earth - having
been banished from his home planet for some reason
L1581[16:25:33] <shadekiller666> (can you
tell i'm making this up as i go?"
L1582[16:25:34] <shadekiller666> )
L1583[16:25:39] <shadekiller666> fingers
work
L1584[16:25:53] <PaleoCrafter> What's
this for anyway? :P
L1585[16:26:02] <shadekiller666> a
character modelling class
L1586[16:26:20]
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L1588[16:27:09] <gigaherz> you could do
like DC did with the martian manhunter, where "Mik'ee"
means "Nameless" in their native language
L1589[16:27:22] <gigaherz> and is a name
given to people who are meant to be forgotten because of something
that happened
L1590[16:27:31]
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L1591[16:27:35] <PaleoCrafter> Well, do
Terrans like the character?
L1592[16:27:36] <gigaherz> maybe he
burned his mother on birth
L1593[16:28:05] <gigaherz> maybe in their
society, mothers are meant to give the name
L1594[16:28:17] <gigaherz> but if the
mother dies during childbirth, they are called
"Nameless"
L1595[16:28:39] <gigaherz> which could be
a synonym of "Motherless" in their language
L1596[16:28:48] <PaleoCrafter> Reminds me
of the Truthless in the Stormlight Archive :3
L1597[16:29:46] <shadekiller666> i still
need a name for his people
L1598[16:30:01] <gigaherz> what would
their home planet be like?
L1599[16:30:13] <PaleoCrafter> They would
call themselves their equivalent of "human" :P
L1600[16:30:31] <gigaherz> yeah
L1601[16:30:55] <PaleoCrafter> Unless
they are a special group on their planet
L1602[16:31:16] <gigaherz> yeah
L1603[16:31:25] <gigaherz> just use any
random combination of words
L1604[16:31:29] <PaleoCrafter> But then
they might be calling the "others" something like Muggles
out something, depending on their social status
L1605[16:31:34] <gigaherz> and say it
means either "gifted" or "cursed"
L1606[16:31:37] <PaleoCrafter> *or
L1607[16:31:39] <gigaherz> based on how
you want their people to consider the mutants
L1608[16:32:02] <gigaherz> smashed my
hands on the kb:
L1609[16:32:03] <gigaherz> Pargh
L1610[16:32:17] <shadekiller666> no no,
everyone on his home planet is a "mutant"
L1611[16:32:29] <gigaherz> so they all
have some sort of power?
L1612[16:32:33] <shadekiller666>
yep
L1613[16:32:39]
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L1614[16:32:45] <shadekiller666> some
have the same ones as others
L1615[16:32:50] <gigaherz> are they
derived from actual humans? or just happen to be similar in
aspect?
L1616[16:33:10] <gigaherz> because if
they are related to humanity
L1617[16:33:21] <gigaherz> such as being
"seeded" by the same ancient aliens like Stargate
proposes
L1618[16:33:28] <shadekiller666> they are
physically similar to humans, despite never having discovered
us
L1619[16:33:35] <gigaherz> they could be
called a word that, to them, means "The lost
people"
L1620[16:33:46] <gigaherz> or maybe
humans are "The forgotten ones"
L1621[16:33:57] <gigaherz> because they
are the only ones remaining i nthe universe without powers
L1622[16:34:02] <gigaherz> butthat
allowed them to also remain undetected
L1623[16:34:35] <shadekiller666>
Darmanians
L1624[16:34:51] <shadekiller666> (someone
please catch that reference :P)
L1625[16:34:58] *
gigaherz did not
L1626[16:35:01] <shadekiller666> home
planet of Darma
L1627[16:35:16] <PaleoCrafter> If you're
already going with an English name and they don't know about
"actual" humans, they'd call themselves humans :P
L1628[16:35:17] <shadekiller666> Darma is
the Darmanian home planet
L1629[16:35:56] <shadekiller666> i don't
care what *they* call themselves in their own langauge
L1630[16:36:06] <Bitterholz> hmmm, how do
i dynamically add Collision boxes to my base box :O
L1631[16:36:31] ***
minecreatr is now known as Mine|away
L1632[16:36:38] <PaleoCrafter> What do
you want then? ...
L1633[16:37:05] <PaleoCrafter> You want a
name for them used by Terrans?
L1634[16:37:07] <Bitterholz> i have a
Variable in playe to save all current connections, and i just want
to add the colliders for the sied of my Pipe once i connects
L1635[16:37:27] <Bitterholz> keyboard
please
L1636[16:38:06] <PaleoCrafter>
addCollisionBoxesToList or something in your bock, Bitterholz
L1637[16:38:26] ***
mumfrey is now known as Mumfrey
L1638[16:38:32] <shadekiller666> and
Darma was a reference to Lost btw
L1639[16:38:58] <gigaherz> wasn't that
Dharma? or am I remembering wrong?
L1640[16:39:04] <Bitterholz>
PaleoCrafter, did that, did the Central core of the Pipe, now how
do i dynamically add more boxes o.O
L1641[16:39:04]
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L1643[16:39:14] <gigaherz> yeah
L1644[16:39:15] <gigaherz> ;P
L1645[16:39:19] <shadekiller666> oh it
was with an h
L1646[16:39:30] <PaleoCrafter> The same
way you add the first box :P
L1647[16:39:50] <Bitterholz> so
setBlockBounds, then super call?
L1648[16:39:55] <PaleoCrafter> Yep
L1649[16:40:00]
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L1650[16:40:01] <Bitterholz> didnt work
for me
L1651[16:40:04]
⇦ Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over
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L1652[16:40:05] <gigaherz> Bitterholz:
addColliblahblah is called every time there's an entity around that
may collide
L1653[16:40:38] <DanYeomans> hmm
L1654[16:40:50] <PaleoCrafter> Do humans
only know about your character as an individual of that race,
shadekiller666?
L1655[16:40:53] <DanYeomans> the entity
spawning code seems to work one way
L1656[16:41:10] <DanYeomans> entity
teleporting code*
L1657[16:41:26] <DanYeomans> but when an
entity teleports back to its original dimension it just
disappears
L1658[16:41:45] <Bitterholz> like, if i
do IF cases for the individual BBs and so, it will only ever create
BBs for one of the sides
L1659[16:41:52] <shadekiller666> humans
don't even know that he's an alien
L1660[16:42:03] <shadekiller666> until
shit goes wrong
L1661[16:42:04] <gigaherz> Bitterholz:
have SEPARATE if cases
L1662[16:42:06] <gigaherz> without
"else"
L1663[16:42:18] <PaleoCrafter> Then they
wouldn't call him anything different up until that point :P
L1664[16:42:19] <gigaherz> then
potentially all of them would be run
L1665[16:42:22] <Bitterholz> giving a try
now
L1666[16:42:46] <shadekiller666> well,
maybe his closest human-friends would know
L1667[16:43:07] <shadekiller666> but,
thinking that its awesome they keep it a secret
L1668[16:43:35] <shadekiller666>
oooo
L1669[16:44:20] <PaleoCrafter> Maybe he
comes from a solar system whose star is part of a well known
constellation?
L1670[16:44:28] <shadekiller666> what if
there are multiple sister-races to Humans, and all of them know
about all of the other sister races, except for Humans, who are the
least advanced of all of them...
L1671[16:44:38] <Bitterholz> gigaherz,
seperate cases allways give me the default case..
L1672[16:44:49] <Bitterholz> wich is
nothing but the Center
L1673[16:45:19] <shadekiller666> and
Earth is seen as the "prison" planet
L1674[16:45:44]
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L1675[16:46:54] <PaleoCrafter> I always
find that quite funny, everybody knows about shit, just humans are
clueless
L1676[16:47:05] <Bitterholz> meh,
collisioon box will be just center for now
L1677[16:47:40] <Bitterholz> works for
now
L1678[16:48:11] <PaleoCrafter> Paste your
code maybe
L1679[16:48:43] <Bitterholz>
PaleoCrafter, tomorrow, today its sleepy timerino
L1680[16:48:56] <PaleoCrafter> Heh, good
night then :
L1681[16:49:16] <Bitterholz> ill be
pumping you guys with Questions every singel day now XD
L1682[16:49:27] <Bitterholz>
bumping*
L1683[16:50:07] <Bitterholz> Great to
have ppl arround to teach stuff tho! Love you all! N8
L1684[16:50:16]
⇦ Quits: Bitterholz
(~Bitterhol@2a02:908:2210:ade0:58a0:aa19:9073:86d1) (Quit:
Leaving)
L1685[16:54:35] <Pennyw95> Quick
question: to make a block with a facing property set by the player,
like the furnace, is it enough to: create that property and add it
to setDefaultState() and createBlockState(), then setting it with
entityplayer.gethorizontalfacing.getOpposite inside
onBlockAdded()?
L1686[16:54:50]
⇨ Joins: VikeStep (~VikeStep|@203.15.33.147)
L1687[16:57:14] <Pennyw95> onBlockPlaced,
actually
L1688[16:57:55]
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(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
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L1694[17:07:45] <DanYeomans> would
somebody with experience moving things around dimensions be able to
discern what i'm doing wrong? my entity transfers to the
destination dimension successfully, but the
IExtendedEntityProperties doesn't copy properly, and when the
entity teleports back they just disappear
L1696[17:09:06] ***
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L1697[17:09:28] <diesieben07> that's not
how you recreate an Entity :)
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L1699[17:09:38] <DanYeomans> oh :S
L1700[17:10:04] <diesieben07>
entity.writeToNBTOptional and then to recreate
EntityList.createEntityFromNBT
L1701[17:10:16] <diesieben07> that only
works if the entity is not riding something
L1702[17:10:23] <diesieben07> if it is
riding something, you have to find the bottom one
L1703[17:10:53] <MalkContent> :o freaking
jet set radio for free on steam
L1704[17:11:31] <shadekiller666> fry,
gotten any chance to look at the obj loader updates?
L1705[17:11:40] <DanYeomans> so what am i
replacing exactly with writeToNBTOptional and
createEntityFromNBT
L1706[17:12:17] <diesieben07> the
writeToNBT and the reflective recreation stuff
L1707[17:14:17] <Pennyw95> diesieben07: I
don't get why the furnace block class overrides both onBloPlaced
and onBlockPlacedBy
L1708[17:15:26] <DanYeomans> do i still
need the recreation process in a try-catch block then?
L1709[17:15:56] <diesieben07> probably
legacy
L1710[17:16:00] <diesieben07> DanYeomans,
uhm idk
L1711[17:16:43] <Pennyw95> but then,
onBlockPlaced should be enough to get my block working with a
facing property, right?
L1712[17:16:45]
⇦ Quits: poiuy_qwert (~poiuy_qwe@206.223.179.158) (Quit: This
computer has gone to sleep)
L1713[17:16:54] <diesieben07> yes
L1714[17:17:15] <Pennyw95> ok...I'll
figure out why this isn't working then :D
L1715[17:17:36] <diesieben07> show your
code :D
L1716[17:19:04] <Pennyw95> my code is
literally copied from the furnace class....I bet the issue is with
jsons
L1717[17:19:23] <Pennyw95> here it is but
I can't see aything wrong with it
L1719[17:19:53] <diesieben07> oh.
scala.
L1720[17:19:58] <diesieben07> and no
syntax highlighting
L1721[17:19:59] *
diesieben07 leaves
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L1723[17:20:12] <Pennyw95> erm I'm
sorry
L1724[17:20:22] <Pennyw95> want me to
select the relevant methods and turn them to java?
L1725[17:20:29] <diesieben07> lol
nah
L1726[17:20:45] <diesieben07> would just
be nice if it wasn't just text.
L1727[17:21:16] <Pennyw95> just
text?
L1728[17:21:49] <diesieben07> no colors
:D
L1730[17:22:36] <Pennyw95> oh
L1731[17:22:44] <Pennyw95> can I add
them?
L1732[17:23:02] <diesieben07> add the
proper extension
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Cojo|noms is now known as Cojo
L1735[17:24:40] <Pennyw95> erm I don't
know how to do this
L1736[17:25:04] <diesieben07> file name
"foo.scala" => scala syntax coloring. file name
"foo" => no syntax coloring.
L1737[17:25:31] <Pennyw95> wow, nice :D
great info
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L1740[17:27:08] <diesieben07> you have to
put facing into metadata as well :D
L1741[17:27:21] <diesieben07>
world.setBlockState only remembers the metadata
L1742[17:27:45]
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L1743[17:28:36] <Pennyw95> so, the
getStateFromMeta and getMetaFromState?
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L1745[17:29:14] <diesieben07> yes
L1746[17:29:32] <diesieben07> if you do
world.setBlcoKState it calls getMetaFromState and remembers that
result
L1747[17:29:45] <diesieben07> if you then
do world.getBlockState it gets that remembered number and calls
getStateFromMeta
L1748[17:30:04] <Pennyw95> Oh, I
see
L1749[17:30:16] <diesieben07> and that
number must be 0-15
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L1760[17:32:12] <Pennyw95> hmm so, of
course having a facing property leaves me with just 12 more type
properties instead of 16?
L1761[17:32:29] <gigaherz> not
really
L1762[17:32:31] <Pennyw95> I mean, a type
property with 12 slots
L1763[17:32:32] <gigaherz> there's 4 bits
total
L1764[17:32:46] <gigaherz> which means
there's a total of 16 combinations
L1765[17:32:48] <gigaherz> not
"slots"
L1766[17:32:55] <gigaherz> if your facing
property is just horizontal
L1767[17:32:59] <gigaherz> then it takes
up 2 bits
L1768[17:33:03] <gigaherz> if it's all 6
directions
L1769[17:33:05] <gigaherz> you need 6
bits
L1770[17:33:14] <gigaherz> which means
you'd only have one bit remaining
L1771[17:33:19] <gigaherz> (2 if only
horizontal)
L1772[17:33:26] <Pennyw95> so it takes
half of the space?
L1773[17:33:28] <gigaherz> yup
L1774[17:33:34] <gigaherz> at best
L1775[17:33:41] <Pennyw95> horizontal
only, yes
L1776[17:33:41] <gigaherz> 3/4 for the
full facing property
L1777[17:34:02] <Pennyw95> and then, how
much space does a propertyEnum take, if it has 2 values?
L1778[17:34:09] <gigaherz> eh if it's
full facing, you need 3 bits, not 6 XD
L1779[17:34:15] <PaleoCrafter> 1
bit
L1780[17:34:23] <gigaherz> "it"
doesn't take,
L1781[17:34:23] <PaleoCrafter> For the
enum
L1782[17:34:29] <gigaherz> but if you
ahve 2 values YOU can encode it as 1 bit
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L1784[17:34:31] <diesieben07> you can
calculate the space :)
L1785[17:34:42] <gigaherz> think of
powers of two
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L1787[17:34:45] <diesieben07>
ceiling(log_2(number_of_values))
L1788[17:34:48] <gigaherz> 2^1 = 2
values
L1789[17:34:50] <diesieben07> thats the
number of bits
L1790[17:34:50] <gigaherz> 2^2 = 4
values
L1791[17:34:54] <gigaherz> 2^3 = 8
values
L1792[17:35:00] <gigaherz> 2^4 = 16
values
L1793[17:35:13] <gigaherz> so if you have
a "something" that needs 12 values, you'll need 4 bits,
cos 3 won't be enough
L1794[17:35:23] <gigaherz> if you havea
"something" that has 2 values, then 1 bit is enough
L1795[17:35:42] <Pennyw95> got it
:)
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L1798[17:36:17] <Pennyw95> hm so, adding
the facing property to getStateFromMeta is easy, it's just adding
.withProperty(FACING, EnumFacing.getFront(meta))
L1799[17:36:26] <diesieben07> nope
L1800[17:36:36] <diesieben07> you have to
actually decide which bits you are going to use for what.
L1801[17:36:41] <DanYeomans> okay, so
i've implemented your changes diesieben07... but it seems to still
be happening :S
L1802[17:36:49] <diesieben07> say bits 1
and 2 for the facing or so
L1803[17:36:58] <diesieben07> DanYeomans,
the error is in your teleport code then
L1805[17:37:17] <diesieben07> also which
IEEP are you talkign abotu?
L1806[17:37:58] <diesieben07> you need to
go down the mount chain, not up
L1807[17:38:02] <DanYeomans> oh
L1808[17:38:07] <diesieben07>
riddenByEntity is the entity's rider
L1809[17:38:10] <diesieben07> but you
need the mount
L1810[17:38:43] <diesieben07> only the
bottommost entity is saved, it saves it's rider (which then saves
it's rider, etc.)
L1811[17:38:44] <Pennyw95> since I
already use 0 and 1 for my propertyEnum, would it be a good idea to
start from 15 and go down?
L1812[17:38:51] <PaleoCrafter> MCP names
at their finest
L1813[17:39:05] <diesieben07> no, use
bitwise operators
L1814[17:39:37] <diesieben07> DanYeomans,
and again, what is that IEEP thingy?
L1815[17:40:17] <DanYeomans> it gets
attached to every livingentity
L1816[17:40:27] <diesieben07> what is
it's purpose
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L1819[17:41:07] <DanYeomans> it's a
sanity check for when entities collide with teleporters. stops them
from teleporting again when they teleport successfully
L1820[17:41:21] <diesieben07> aha.
L1821[17:41:41] <diesieben07> why do you
do that null check after calling TeleporterEntity.get?
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L1823[17:41:55] <PaleoCrafter> Y u no use
capabilities
L1824[17:42:17] <DanYeomans> because get
calls getExtendedEntityProperties, which can return null
L1825[17:42:25] <diesieben07> why can it
return null?
L1826[17:42:25] <Pennyw95> so
EnumFacing.getFront(meta >> 2)&0xFF)?
L1827[17:42:44] <DanYeomans> which means
the entity doesn't have a TeleporterEntity... they are given one
the first time they step on a teleporter
L1828[17:42:46] <diesieben07> missing (
but yes
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L1830[17:42:55] <Pennyw95> oh right
L1831[17:43:00] <diesieben07> DanYeomans,
why? why not in EntityConstruction evnet?
L1832[17:43:28] <DanYeomans> i dunno, i
figured it was more memory efficient, so only entities that needed
them would have them
L1833[17:43:46] <Pennyw95> meta >>
2 should give the last 2 of the total 4 bits, and use them.
Correct?
L1834[17:43:56] <diesieben07> well, how
do you expect your IEEP to still be there after you recreate the
entity then? :O
L1835[17:44:01] <Pennyw95> and return
them to the method, I mean
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L1837[17:44:05] <DanYeomans> good
point
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L1841[17:44:13] <diesieben07> basically
yes penny
L1842[17:44:35] <DanYeomans> oh
L1843[17:44:36] <DanYeomans> wait
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L1845[17:44:44] <DanYeomans> in my event
handler it was in the onCloneEntity
L1846[17:44:58] <diesieben07> what event
are you listening for there?
L1847[17:45:11] <DanYeomans>
PlayerEvent.Clone event
L1848[17:45:13] <DanYeomans>
ohhhhhhh
L1849[17:45:15] <Pennyw95> and what about
getMetaFromState? I already have state.getValue(TYPE), do I need to
make another one with FACING and add them someway?
L1850[17:45:23] <diesieben07> see the
error now? :D
L1851[17:45:28] <DanYeomans> yeaaah i
do
L1852[17:45:39] <diesieben07> IEEPs only
persist through entity recreation if you create then in
EntityConstruction
L1853[17:45:47] <diesieben07> then they
get readFromNBT and writeToNBT
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L1855[17:45:54] <diesieben07> also what
paleo said, y u no capabilities
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L1858[17:46:06] <DanYeomans>
capabilities?
L1860[17:46:22] <diesieben07> Pennyw95,
kinda, yes.
L1861[17:47:37] <PaleoCrafter> I kinda
want caps to be copied on clone "natively"
L1862[17:48:03] <DanYeomans> umm what was
capabilities referring to? my use of
iEntityExtendedProperties?
L1863[17:48:15] <PaleoCrafter> Yes
L1864[17:48:32] <PaleoCrafter> IEEP is
basically deprecated
L1865[17:48:49] <DanYeomans> are
capabilities on 1.8 forge
L1866[17:49:05] <PaleoCrafter> Yes
L1867[17:50:11] <PaleoCrafter> If you
tell me now that you're modding for 1.7 you may not see another
morning
L1868[17:50:12] <Pennyw95> I guess it
can't as simple as adding " +
state.getValue(FACING).ordinal()"?
L1869[17:50:44] <DanYeomans> there are
people who are very persistant about my mod being 1.7
compatible
L1870[17:50:46] <PaleoCrafter> Shift to
the left by 2 and OR it
L1871[17:51:14] <PaleoCrafter> And use
getFrontIndex or whatever it's called instead of ordinal
L1872[17:51:26] <DanYeomans> be back in a
bit
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L1876[17:54:10] <diesieben07> nope.
L1877[17:54:18] <MattDahEpic> anyone have
code for uphill step assist i can look at?
L1878[17:54:30] <diesieben07> | just
combines the two numbers bit by bit using or
L1879[17:54:48] <diesieben07> so 0b0001 |
0b1000 == 0b1001
L1880[17:54:55] <Pennyw95> ^?
L1881[17:55:14] <diesieben07> !$
L1882[17:55:37] <Pennyw95> what
L1883[17:55:48] <Pennyw95> this is a
bitwise operator?
L1884[17:55:57] <diesieben07> yes, | is
bitwise or
L1885[17:56:08] <Pennyw95> I know
L1886[17:56:21] <Pennyw95> but you said
it was wrong then you typed !$?
L1887[17:56:38] <Pennyw95> I meant that
last thing
L1888[17:56:46] <diesieben07> oh i typed
that because i thougth we were just typing random symbols
L1889[17:56:54] <Pennyw95> ahahah
sorry
L1890[17:57:02] <Pennyw95> I mean, should
I use ^ instead of |?
L1891[17:57:08] <diesieben07> ^ is
XOR
L1892[17:57:13] <diesieben07> so,
no.
L1893[17:57:23] <diesieben07> but you
used the | wrong
L1894[17:57:28] <diesieben07> you have
<something> | 0xFF
L1895[17:57:33] <diesieben07> that is
ALWAYS == 0xFF
L1896[17:57:37] <diesieben07> no matter
what <somethig> is.
L1897[17:58:00] <Pennyw95> oh, that was
so stupid of me *facepalm*
L1898[17:58:43] <Pennyw95> so why do I
need to OR it?
L1899[17:59:10] <diesieben07> you use or
to combine the value for the first property with the one for the
2nd property
L1900[17:59:23] <diesieben07> but you
need to shift one of them so you have ti on the correct bits.
L1901[17:59:57] <diesieben07> so e.g.
first property gives you 0b10, 2nd gives you 0b01. then you shift
the 2nd one by 2: 0b01 << 2 == 0b0100. then | the two:
0b0110
L1902[18:00:05] <diesieben07> then you
have your 4 bit metadata
L1903[18:01:21] <Pennyw95> so I need to |
them but not with 0xFF, cause that would wipe it
L1904[18:01:35] <diesieben07> yes
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L1906[18:02:15] <Pennyw95> what
then?
L1907[18:02:42] <diesieben07> you need to
| the two values for property 1 and 2 together
L1908[18:02:49] <diesieben07> after
you've shifted one of them
L1909[18:03:16] <diesieben07> again, e.g.
property one value is 0b10, property two value is 0b01. then you
do: meta = 0b10 | (0b01 << 2) == 0b0110
L1910[18:03:21] <Pennyw95> oh, so |
instead of +
L1911[18:03:43] <diesieben07> + would
work here, too, but it does not make sense conceptually.
L1912[18:04:50] <Pennyw95> since the
first bit is taken by my propertyEnum, should I use >>
instead of <<?
L1914[18:05:36] <diesieben07> no, if your
first property only needs 1 bit that just means you only need to
shift the 2nd property by 1 instead of 2
L1915[18:07:35] <Pennyw95> ok
L1917[18:09:23] <diesieben07> nope.
:D
L1918[18:09:33] <diesieben07> in
getStateFromMeta you still shift by 2
L1919[18:09:36] <Pennyw95> oh.. >>
2 instead of >> 1
L1920[18:09:38] <diesieben07> and the
& 0xFF makes no sense
L1921[18:09:44] <diesieben07> 0xFF is
0b1111_1111
L1922[18:09:53] <diesieben07> that's 8
bits, more than you even have metadata
L1923[18:09:59] <diesieben07> if anything
you want & 0b11
L1924[18:10:19] <diesieben07> oh
L1925[18:10:28] <diesieben07> and that
match is not correct either
L1926[18:10:39] <diesieben07> because
meta isn't JUST the type ID
L1927[18:10:45] <diesieben07> you need to
& it first with 0b1
L1928[18:11:16] <Pennyw95> it was way
easier on 1.7.10 :(
L1929[18:11:23] <diesieben07> ehhh
L1930[18:11:24] <diesieben07> no :D
L1931[18:11:32] <diesieben07> in 1.7 you
had to do this kinda stuff all over the place
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L1933[18:11:41] <diesieben07> now its in
two methods and then you never have to touch it anywhere
else.
L1934[18:11:48] <Pennyw95> 0b1 isn't
valid though
L1935[18:12:00] <diesieben07> just 1
then
L1936[18:12:13] <diesieben07> i dont know
how you do binary literals in scala
L1937[18:13:12] <Pennyw95> 1 shoul
work
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L1939[18:13:41] <Pennyw95> so I need to
AND the match numbers too?
L1940[18:13:54] <gigaherz> Pennyw95: you
do the SAME thing you did in 1.7.10, xcept instead of doing it
"on every method
L1941[18:14:02] <gigaherz> you just do it
on getState/getMeta
L1942[18:14:16] <diesieben07> yes, ANDing
with like e.g. 1 (0b1 in binary) only gives you the first bit
L1943[18:14:19] <diesieben07> which in
your case is your type ID
L1944[18:14:25] <gigaherz> my pre-1.8
block code already looked like
L1945[18:14:29] <gigaherz> int something
= meta&1
L1946[18:14:34] <gigaherz> int
somethingelse = meta>>1
L1947[18:14:45] <diesieben07> ANDing with
0b110 (= 6) gives you the bits for the facing
L1948[18:14:53] <diesieben07> which you
then have to shift right by 1
L1949[18:15:03] <gigaherz> I just took
that and then "return getDefaultState().withProperty(SMTH,
something).withProperty(SMTH2, somethingelse);"
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L1951[18:16:06] <Pennyw95> err...I
probably should get more comfortable with those bit
operations...I'll look more on them tomorrow; for now I have to go,
thank you for your help :D
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L1954[18:19:46] <gigaherz> meh
L1956[18:20:09] <gigaherz> I have no idea
how to get this working as a forge-compatible animation
L1957[18:20:14] <gigaherz> since it's
done using morphs XD
L1958[18:20:29] <gigaherz> I'm really
tempted to just ignore the animation support
L1959[18:20:34] <gigaherz> and do it
myself in code
L1960[18:21:12] <diesieben07> you naughty
boy.
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L1962[18:21:23] <gigaherz> (somehow
export one curve per vertex, and interpolate)
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L1965[18:30:02] <MattDahEpic> does anyone
have code for uphill step assist i can look at?
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L1969[18:44:06] <TehNut> MattDahEpic: set
player.stepHeight to 1.0F
L1970[18:45:10] <DanYeomans> capabilities
are confusing
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L1973[18:52:00] <tterrag> DanYeomans: did
you read the docs page?
L1974[18:52:29] <DanYeomans> I did
L1975[18:52:55] <DanYeomans> feel like
i'm missing something i need to know
L1976[18:53:33] <diesieben07> whats
confusing to you?
L1977[18:53:50] <MattDahEpic> i dont
think that the capabilities docs page gives one everything they
need to fully implement a capability
L1978[18:54:20] <diesieben07> that's not
a very good docs page then lol
L1979[18:54:36] <MattDahEpic> it doesnt
give examples of where things actually go, it only covers the
things
L1980[18:55:00] <tterrag> it's not a java
tutorial
L1981[18:55:05] <tterrag> it assumes a
reasonable knowledge of java development
L1982[18:55:22] <tterrag> it's not going
to become yet another copypaste docs page
L1983[18:55:38] <tterrag> read it,
understand it, then try doing it yourself. if you really think
there is something missing, ask about it here, then improve the
page yourself.
L1984[18:56:26] <MattDahEpic> since it
mentions the default ItemHandler capability i think it should give
an example of how one would implement that, like the other pages in
the datastorage section do for their structures
L1985[18:57:34] <gigaherz> so my friend
was asking, does anyone happen to know some mod that adds a
herobrine boss?
L1986[18:57:43] <gigaherz> (they are
playing on 1.8.9)
L1987[18:58:05] <MattDahEpic> theres a
one command block thing somebody made, but no mods that i know of
yet
L1988[18:58:25] <tterrag> MattDahEpic:
all capabilities are implemented the same way
L1989[18:58:30] <tterrag> why would it
special case that one?
L1990[18:58:30] <diesieben07> the
herobrine thing is so beat to death...
L1991[18:58:36] <gigaherz> I know
L1992[18:58:39] <gigaherz> it wasn't me
asking
L1993[18:58:41] <gigaherz> XD
L1994[18:58:42] <diesieben07> i know
:D
L1995[18:58:48] <gigaherz> I mean I sked
here, but my flatmate was the one who askedme
L1996[18:59:15] <gigaherz> thign is, he
wasn't looking for just some ranodm mob that appears you, he asked
for an actual boss encounter ;P
L1997[19:00:36] <gigaherz> +behind
L1998[19:00:41] <DanYeomans> I can't
understand it, that's the problem
L1999[19:00:48] <DanYeomans> it's kind of
vague
L2000[19:01:05] <gigaherz> DanYeomans:
capabilities are a general-purpose system
L2001[19:01:10] <gigaherz> you think of a
feature
L2002[19:01:16] <gigaherz> and instead of
hardcoding it inside the object
L2003[19:01:21] <gigaherz> you can use a
capability itself
L2004[19:01:34] <gigaherz> it's like
using the USB plugin a computer instead of installing a board
inside the case
L2005[19:01:37] <gigaherz> it's just
therefor convenience
L2006[19:01:40] <gigaherz> plug*
L2007[19:02:03]
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L2008[19:02:27] <DanYeomans> i see. how
do you add functionality using capabilities though? it seems to
just store data
L2009[19:02:40] <gigaherz> a capability
feature is an interface
L2010[19:02:43] <gigaherz> you define an
interface
L2011[19:02:50] <gigaherz> and then
register a capability for this interface
L2012[19:02:50] <gigaherz> then
L2013[19:03:05] <gigaherz> you (or people
using your api) attach capabilities to existing objects
L2014[19:03:12] <gigaherz> or expose
capabilities from your own objects
L2015[19:03:26] <gigaherz> these can be
tileentities, entities, or itemstacks
L2016[19:03:53] <gigaherz> along with
that, you have the choice of saving and loading NBT data for the
capability
L2017[19:04:38] <gigaherz> it's all vague
because it's all "up to you"
L2018[19:04:47] <DanYeomans> i see
L2019[19:04:49] <gigaherz> all we can
offer are some suggestions for "best practices" while
using capabilities
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L2022[19:10:02] <gigaherz> hmmm
L2023[19:10:06] <gigaherz>
playerIn.openGui was for containers right? XD
L2024[19:10:16] <gigaherz> I'm trying to
remember how to open a non-container gui XD
L2025[19:10:27] <DanYeomans> fair enough.
sounds like it'd be pretty easy to implement an
IExtendedEntityProperties alternative via. capabilities
L2026[19:10:35] <gigaherz> ah,
Minecraft.getMinecraft().displayGuiScreen();
L2027[19:10:49] <gigaherz> DanYeomans:
that's one of the uses, yes
L2028[19:11:06] <gigaherz> annoyingly,
capabilitiesrequire more boilerplate code,
L2029[19:11:08] <gigaherz> but it's for
the best
L2030[19:11:40] ***
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L2031[19:12:06] <DanYeomans> the more
elegant the solution is in java, the more code you have to
write
L2032[19:12:18] <DanYeomans> in my
experience anyways
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L2042[19:45:05] <MattDahEpic> TehNut,
setting player.stepHeight to 1.0F doesnt let the player walk up a
block
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L2045[19:46:26] <tterrag> it needs to be
slightly more than 1.0
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L2047[19:47:27] <MattDahEpic> i tried 1.1
and that doesnt work either
L2048[19:47:49] <tterrag> are you setting
it clientside or serverside?
L2049[19:52:34]
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L2050[19:53:39] <MattDahEpic>
serverside
L2051[19:56:21] <diesieben07> you'll need
to do it both sides
L2052[19:56:38] <diesieben07> the client
controls the player movement, the server just validates it
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L2054[19:58:36] <MattDahEpic> would
player.sendPlayerAbilities(); do that or do i have to packet
it
L2055[19:58:50] <diesieben07> you
probably have to packet it
L2056[19:58:57] <MattDahEpic> dang
L2057[19:59:03]
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L2060[20:06:36] <thecodewarrior> Should I
have a central class to store all of my properties? Are there any
unforeseen consequences with that? I feel it'd be easier to manage
and would allow me to have a short classname to reference them,
like Props.PROP instead of BlockCatwalkBase.PROP
L2061[20:07:53] <diesieben07> well,
generally it does not really make sense because its better to group
things where they belong
L2062[20:08:06] <diesieben07> if its a
property of a specific block it should be defined there
L2063[20:09:05] <thecodewarrior> Ok, they
are very general though, like T/F NSEW and FACING, so they will
likely be re-used.
L2064[20:10:11] <diesieben07> then i
suppose it does make sense
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L2066[20:22:40] <thecodewarrior> Is there
any way to have a different MOP for right and left click? I want to
have it break the block below, but place one block higher.
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L2068[20:27:05] <diesieben07> you could
do taht with PlayerInteractEvent probably
L2069[20:28:57] <thecodewarrior>
Cool.
L2071[20:40:44] <thecodewarrior> well
event.pos is final... :P
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L2076[21:02:40] <gigaherz> \o/
L2078[21:02:51] <gigaherz> that took
longer than expected
L2079[21:02:51] <gigaherz> XD
L2081[21:05:26] <gigaherz> looks better
if I apply the lighting values in the right place
L2082[21:05:46] <gigaherz> now to
actually render the text XD
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L2088[21:19:55] <MattDahEpic> in case
people havent heard and were waiting to buy the fallout 4 season
pass, the price increases to $60 on march 1st
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L2091[21:28:47] <Elucent> got a question
about the 1.8.9 tessellator
L2092[21:30:29] <gigaherz> then ask it
;P
L2093[21:30:39] <gigaherz> we can't even
try to answer unless you do
L2094[21:30:59] <Elucent> was waiting to
see if anyone would respond -- things seemed pretty silent
L2095[21:31:13] <gigaherz> that doesn't
mean no one's around
L2096[21:31:18] <gigaherz> we may just be
coding ;P
L2097[21:31:50] <Elucent> anyways, i have
a translucent part of a block model that i'm rendering in a
tileentityspecialrenderer
L2098[21:32:29] <Elucent> i found that
just adding it to the model worked, but depending on the player
view angle, it would either be normal or significantly
darkened
L2099[21:33:03] <Elucent> i disabled
GL_LIGHTING, and that worked mostly, though from some angles the
texture is significantly brightened
L2100[21:33:49] <Elucent> so the way i
see it, there's two possible solutions
L2101[21:34:12] <Elucent> either i could
keep lighting enabled and fix the lighting depending on view
angle
L2102[21:34:52] <Elucent> or i could find
a way to ensure that the color is held constant no matter what any
other settings say
L2104[21:36:19] <gigaherz> hmmm
L2105[21:36:50] <gigaherz> translucent
models and lighting is kinda tricky
L2106[21:37:00] <gigaherz> I 'mnot sure
what would be the best method
L2107[21:37:15] <Elucent> it is, though
i'm pretty sure the problem is with the rendering
L2108[21:37:15] <Elucent> i mean light
rendering
L2109[21:37:22] <Elucent> obviously the
problem is with the rendering :P
L2110[21:43:33] <riderj> gigaherz, I'm
jelly
L2111[21:43:53] <gigaherz> ^_^
L2112[21:44:06] <riderj> What's the book
for anyways?
L2113[21:44:16] <gigaherz>
lore/progression tracking
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L2115[21:44:39] <riderj> Oh, noice
L2116[21:44:47] <riderj> Is this part of
your magical mod?
L2117[21:45:04] <Flashfire> For some
reason, I cannot seem to set block state to a flower pot with a
non-empty value for contents
L2118[21:45:18] <Flashfire> I am using
withProperty but it seems to ignore it
L2119[21:45:40] <gigaherz> riderj:
yup
L2120[21:45:43] <Elucent> gigaherz i
fixed my problem, not sure how exactly
L2121[21:45:55] <Elucent> apparently all
you have to do is explicitly define normals
L2122[21:45:57] <gigaherz> although if I
get the animation working, I may release the code as a lib
L2123[21:46:25] <riderj> ElementsOfPower
righto?
L2124[21:47:45] <gigaherz> yeh
L2125[21:48:01] <gigaherz> Elucent: hmm,
nice to know
L2126[21:48:02] <riderj> I wanted to know
so I don't clone the wrong repo :P
L2127[21:48:09] <gigaherz> XD
L2128[21:48:22] <gigaherz> well this
specific code isn't pushed yet ;P
L2129[21:52:20] <Elucent> Flashfire if
nobody else has an immediate fix, i'll mess around with it a bit
and see if i can find anything
L2130[21:52:36] <Flashfire> Thanks, I
appreciate it
L2131[21:53:19] <Flashfire> Seems to be a
bug unless something else has to be done other than setting the
contents property to a valid EnumFlowerType value
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L2133[21:53:42] <Elucent> yeah that's
what i'm wondering
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L2137[21:58:16] <riderj> gigaherz, That's
what I was gonna ask, when will it be pushed?
L2138[21:58:40] <riderj> :P
L2139[21:58:49] <Elucent> Flashfire: you
have to set BlockFlowerPot.LEGACY_DATA to 1 for it to consider the
block as having contents
L2140[21:58:57] <riderj> I just wanna see
how you made that book, looks fancy and difficult :P
L2141[21:59:08] <Flashfire> From what I
read, that property is for pre-1.8 versions and has no use in
1.8+
L2142[21:59:09] <gigaherz> ah the book?
it's a 3D model
L2143[21:59:21] <gigaherz> I modeled it,
exported as .obj, and then drew it on the gui
L2144[21:59:35] <riderj> I mean the book
IG, rendering it and allowing text overlays.
L2145[21:59:39] <Elucent> it might be
outdated, but i just tested it and only got it to work by setting
it to 1
L2146[21:59:46] <Flashfire> And I can
view a flower pot in my client with a flower in it and it has
legacy data 0
L2147[21:59:57] <gigaherz> riderj: a
GuiScreen -- I'll push before I go to sleep ;P
L2148[22:00:03] <riderj> We had a talk
about Rhinoceroses earlier :P
L2149[22:00:14] <Flashfire> I'll try
it
L2150[22:00:40] <Elucent> i just tested
it without setting legacy_data, doesn't work. guess it's still
required
L2151[22:01:14] <Flashfire> Vanilla does
it differently though because it's 0 when I set the contents
manually
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L2154[22:02:57] <Flashfire> The downside
of legacy data I think is because it has less available
flowers
L2155[22:04:30] <Elucent> yeah i think
you're right, i'll experiment a bit more
L2156[22:05:25] <Flashfire> For now I'll
use legacy data, thanks for the help
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L2158[22:09:27] <riderj> Why can't
mcdonalds server steak egg and cheese breakfast bagels all day
:(
L2159[22:10:33] <MoxieGrrl> I thought
some did.
L2160[22:10:35] <riderj> Serve*
L2161[22:11:07] <riderj> Maybe, but ours
don't. They have mcmuffins, mcgriddles, etc. I don't really like
them though :/
L2162[22:11:32] <MoxieGrrl> McMuffin was
always my choice, but I hear you. The bagels are nice.
L2163[22:11:55] <riderj> Though my town
is backwards, it's a college town but everything closes before
11...
L2164[22:12:13] <MoxieGrrl> Eggs freeze
relatively well if you want to get a mold to make your own.
:D
L2165[22:12:22] <riderj> XD
L2166[22:12:56] <riderj> I used to work
for McDonalds, and the only real eggs are round eggs. The others
are the substitute, and frozen folded.
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L2171[22:20:10] <acidjazz> hi everyone
got forge 1.8.9 installed in osx, i made a .minecraft/mods/1.8.9/
folder and put journeymap .jar in there, no bueno, any
reason?
L2172[22:20:18] <acidjazz> not showing up
in mods
L2173[22:20:31] <MattDahEpic> try just
mods/
L2174[22:20:37] <acidjazz> tried that
1st, nothin
L2175[22:20:49] <MattDahEpic> correct
version, forge installed
L2176[22:20:55] <acidjazz> 1.8.9
L2177[22:21:05] <acidjazz> got hte forge
engine selected
L2178[22:21:08] <acidjazz> in my
profile
L2179[22:21:42] <acidjazz> minecraft
1.8.9, MCP 9.19, powered by forge 11.15.1.1722
L2180[22:21:55] <acidjazz> just mods? as
in not .minecraft/mods/ ?
L2181[22:21:56] <unascribed> is the game
directory set to .minecraft?
L2182[22:22:01] <MattDahEpic> i know
journey map wants 1724
L2183[22:22:14] <acidjazz> aha, it says
1.8.8
L2184[22:22:16] <acidjazz> bummer
L2185[22:22:40] <acidjazz> or thats hte
versino of journeyman itself?
L2187[22:22:50] <riderj> The version of
forge journeymap uses
L2188[22:23:15] <acidjazz> i see
L2189[22:23:41] <techbrew> Try
#journeymap
L2191[22:24:14]
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L2192[22:24:16] <MattDahEpic> what did
they add in 1724 that journeymap uses?
L2193[22:24:44] <thecodewarrior> The game
directory is in [home]/Library/Application Support/minecraft
L2194[22:24:53] <thecodewarrior> Or
something of the like
L2195[22:25:05] <riderj> I don't
know
L2196[22:26:10] <infinitefoxes_> Does
someone have an example for ASM to replace a method which returns a
float?
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L2199[22:26:33] <Elucent> MattDahEpic:
it's probably just been compiled in .1724 and isn't compatible with
previous versions
L2200[22:27:11] <riderj> I wouldn't see
how that minor of a change would provide compatibility
issues.
L2201[22:28:13] <acidjazz> why donrt i
get errors or anything though
L2202[22:28:29] <MattDahEpic> because you
have 1.8.9 mods in 1.8.8 acidjazz
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L2204[22:28:44] <acidjazz> so journeyman
wnats 1.8.8 ?
L2205[22:29:01] <MattDahEpic> journeymap
wants 1.8.9 with forder >1724
L2206[22:29:14] <acidjazz> MattDahEpic:
how can you tell
L2207[22:29:20] <MattDahEpic> wat hexchat
you dropped like 6 chars
L2208[22:30:08] <riderj> XD
L2209[22:30:30] <riderj> forge ver?
L2210[22:30:39] <MattDahEpic> yup
L2211[22:30:47] <riderj> XD
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L2213[22:32:12] <riderj> Is journeymap in
your mods list in game, acidjazz
L2214[22:32:21] <acidjazz> no
riderj
L2215[22:32:23] <acidjazz> thats my
problem
L2216[22:32:33] <riderj> It worked for me
with the latest version of forge :/
L2217[22:32:44] <riderj> Are you putting
it in your profiles folder instead of the .minecraft folder
L2218[22:32:49] <MattDahEpic> the folks
in #journeymap can help you riderj
L2219[22:32:57] <acidjazz> they refered
me here riderj
L2220[22:33:03] <acidjazz> riderj: i put
it in ~/.minecraft/mods/
L2221[22:34:00] <MattDahEpic> inb4 i try
to drag select text in IDEA and pick up the tab instead
L2223[22:34:40] ***
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L2224[22:34:53] <riderj> Your problem is
the separate profile.
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L2226[22:36:13] <acidjazz> ok so its not
.minecraft/mods
L2227[22:36:16] <acidjazz> its where
minecraft is installed
L2228[22:36:27] <acidjazz> so OSX ist
/Users/you/Library/Application Support/minecraft/mods
L2229[22:36:32] <acidjazz> that was my
issue
L2230[22:36:52] <unascribed> #OSX
L2231[22:37:00] <techbrew> I referred him
here as a joke, FYI, right after I sent him there from here
L2232[22:37:11] <techbrew> He just didn't
look at who was saying it :)
L2233[22:37:40] <MattDahEpic> so techbrew
why 1724?
L2234[22:37:54] <techbrew> Recommended
build
L2235[22:38:06] <MattDahEpic> recomended
is 1722?
L2236[22:38:10] <techbrew> Or the stable
build at time of release
L2237[22:41:13]
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L2239[22:41:27] <Elucent> asking for
someone else, can you import a .obj into techne?
L2240[22:41:52] <Elucent> i don't have
techne installed atm otherwise i'd test myself
L2241[22:42:47] <MattDahEpic> how does
one register oreDict names in recipes?
L2242[22:42:53]
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L2243[22:43:11] <MattDahEpic> just a
string instead of Item or Block or ItemStack?
L2244[22:44:33] <Purebe> I love how I had
a mod project that was building, I leave it for a few months, come
back and it has dependency issues
L2245[22:45:04] <riderj> Well things
update, and a few months is a lot of progress :P
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L2248[22:45:24] <Purebe> If I updated
things that might be understandable
L2249[22:45:26] <Purebe> :P
L2250[22:46:13] <riderj> Oh, did you not
update forge or anything?
L2251[22:46:21] <Purebe> I updated
intellij
L2252[22:46:48] <riderj> Oh, well yeah...
What type of dependency issues?
L2253[22:46:58] <Purebe> not sure
yet
L2254[22:47:15] <Purebe> I still don't
really get how intellij/gradle/maven all works
L2255[22:47:21] <acidjazz> does forge
have teleport/etc stuff already built in?
L2256[22:47:29] <riderj> Nope
L2257[22:47:30] <acidjazz> or is there a
popular updated admin/utils package
L2258[22:47:31] <Purebe> Minecraft
does
L2259[22:47:57] <riderj> Do you need this
for a server?
L2260[22:48:09] <acidjazz> id like to
yea
L2261[22:49:04] <MattDahEpic> my library
mod has tpx and tps and the like if you want a link
L2262[22:49:28] <acidjazz> yes
please
L2263[22:49:31] <MattDahEpic> or
ForgeEssentials
L2264[22:49:39] <riderj> ^
L2265[22:49:47] *
MattDahEpic is sad
L2266[22:49:54] *
riderj wonders why
L2267[22:51:46] <MattDahEpic> because im
not making enough curse point bank to make it curse point
rain
L2268[22:52:23] <riderj> Oh
L2269[22:52:51] <MattDahEpic> you can
only have so many 0.18 pointses
L2270[22:53:13] <riderj> What's curse
points? I've never used curse
L2271[22:53:47] <MattDahEpic> if you host
your mods on curse the downloads give points which can be turned
into amazon and steam monies
L2272[22:54:00] <MattDahEpic>
#curseforge
L2273[22:54:30] <riderj> That's a cool
system
L2274[22:54:42] <acidjazz>
forgeessentails doesnt like 1.8.9
L2275[22:54:48] <riderj> What's with
referring to channels tonight :P
L2276[22:54:54] <acidjazz> any way on
curse to filter only mods that support 1.8.9?
L2277[22:55:12] <Elucent> acidjazz: there
should be a little drop-down on the main mods list for mod version
selection
L2279[22:55:51] <Purebe> This is
ridiculous. I'm about to just download the latest forge and import
my code into it > >
L2280[22:56:46] <riderj> I'll download it
for ya Matt, have some points.
L2281[22:58:17] <Purebe> My hatred of
IDEs intensifies
L2282[22:58:34] <Purebe> It has red line
squiggles under this stuff but doesn't tell me what the problems
are
L2283[22:58:38] <williewillus> lol
L2284[22:58:45] <williewillus>
gradle/maven is a blessing
L2285[22:58:51] <Purebe> How?
L2286[22:58:59] <Purebe> I mean, if it
worked
L2287[22:59:06] <MattDahEpic>
williewillus, until you try to forge pr in IDEA
L2288[22:59:14] <williewillus> there's a
way to do that
L2289[22:59:24] <williewillus> I don't
remember the exact steps
L2290[22:59:30] <williewillus> but it's
not terribly difficult
L2291[23:00:03] <williewillus> Purebe: it
does work, what are you having trouble with?
L2292[23:00:15]
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L2293[23:00:22] <Purebe> I don't know,
there's just red lines and no error messages
L2294[23:00:47] <williewillus> what IDE
and what are you doing, setting up a dev env?
L2295[23:01:00] <riderj> Try closing the
project and re-opening it? (Did you shut it off, and turn it back
on :P)
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L2297[23:01:09] <Purebe> Sort of -
intellij, I'm just trying to get a project that was building a few
months ago to start building again
L2298[23:01:19] <williewillus> did you
setupDecompWorkspace then import the build.gradle?
L2299[23:01:23] <MattDahEpic> refresh
gradle project?
L2300[23:01:24] <Purebe> I updated to a
new version of intellij so I had to import the project (because it
wouldn't open for some reason otherwise)
L2301[23:02:09] <Elucent> is 64 diamonds
a balanced trade for a nether star, provided you already have a
nether star
L2302[23:02:09] <Purebe> I just don't
understand this
L2303[23:02:36] <Purebe> I did
setupDecompWorkspace, I didn't import build.gradle again (its
already there) and I am letting it refresh right now
L2304[23:02:51] <Purebe> It actually
looks like refresh might be fixing it, fixing what you ask? I have
no idea, as it never told me what the errors were
L2305[23:02:51]
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L2307[23:03:28] <acidjazz> man, you cant
really just rm a .jar when a mod doesnt work
L2308[23:03:45] <acidjazz> all these
config and text files i gotta grep thorugh
L2309[23:04:09] <Elucent> acidjazz you
can totally just remove a .jar, the configs and text files don't do
anything when the .jar's not around
L2311[23:04:28] <gigaherz> IF the
moddoesn't work because the config broke then... ;P
L2312[23:04:44] <williewillus> Purebe:
the cache can just be slow to update :P
L2313[23:04:48] <williewillus> depends on
the system
L2314[23:05:02] <acidjazz> i rm'ed waila
and its still lookin for it
L2315[23:05:52] <Elucent> acidjazz: that
means waila must be a dependency for another mod, without it the
other mod won't work
L2316[23:06:15] <Purebe> Yeah I don't
know what's going on now ... I can run the project and it works,
but if I try to debug it instantly crashes
L2317[23:06:24] <Purebe> Maybe I should
spend a few days learning gradle
L2318[23:07:08] <acidjazz> Elucent: oh
really hmm
L2319[23:07:14] <Purebe> OR maybe somehow
this is Windows 10s fault
L2320[23:07:22] <williewillus> i've
devved in w10 fine
L2321[23:07:32] <Purebe> Maybe it's my
video cards fault, trying to insert it's UI thing
L2322[23:07:35] <Purebe> for recording
video
L2323[23:07:48] <williewillus> if all
else fails `gradle clean cleanCache setupDecompWorkspace` then
reimport build.gradle :P
L2324[23:07:52] <riderj> Pcitures or it
didn't happen
L2325[23:07:59] <williewillus> maybe
throw in --refresh-dependencies too :P
L2326[23:08:07] <Purebe> I mean, it
builds and runs now
L2327[23:08:10] <riderj> I like how the
placement of the c doesn't matter XD
L2328[23:08:11] <Purebe> it just crashes
if I debug build
L2329[23:08:53] <riderj> Might be
intellij
L2330[23:09:46] <Purebe> We are trying
the cleancache approach
L2331[23:09:49] <riderj> ok, no clue why
I can't setup eclipse for AppliedEnergistics2. I've don cleanCache,
and cleanEclipse. Re-ran both, and still not showing up :(
L2332[23:10:24] <riderj> Eh, we.
L2333[23:10:41] <acidjazz> Elucent: odd
ok, was tryign to swap waila w/ wawla
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L2335[23:11:43] <MattDahEpic> how does
one set up oreDict names for recipes?
L2336[23:11:43] <Elucent> acidjazz: wawla
is an add-on for waila, so that's probably the mod that required
waila as a dependency
L2337[23:12:21] <Elucent> MattDahEpic:
the wiki says to just use strings of the item names, but i'm not
totally sure if that works in 1.8.9
L2338[23:12:22] <acidjazz> Elucent: that
makes sense
L2339[23:13:58] <acidjazz> so there any
admin/util mods that support 1.8.9 ?
L2340[23:14:13] <acidjazz> or mainly just
teleportation, saving/teleporting to spots
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L2342[23:14:27] <MattDahEpic> FTBUtils
has homes and warps
L2343[23:14:33]
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L2346[23:14:42] <gigaherz> riderj: pushed
the current code. needs lots of work still, but it's there ;P
L2347[23:14:47] <gigaherz> going to
bed
L2348[23:14:49] <gigaherz> night
ppl
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L2350[23:14:54] <riderj> Cool,
night
L2351[23:16:12] <acidjazz> MattDahEpic:
that only supporst 1.7
L2352[23:16:32] <MattDahEpic> theres an
FTBUtils for 1.8.9 im using it on my server
L2353[23:16:47] <acidjazz> why doesnt
curse display that
L2355[23:17:07] <TehNut> Don't use Curse.
Use CurseForge.
L2356[23:17:29] <acidjazz> gotcha
L2358[23:18:12] <McJty> Curse and
CurseForge are the same
L2359[23:18:19] <TehNut> They
aren't
L2360[23:18:19] <McJty> FTBUtils for
1.8.9 is also listed on curse
L2361[23:18:19] <acidjazz> ftb is only
needed ont he server?
L2362[23:18:27] <McJty> TehNut, they are
really
L2363[23:18:32] <TehNut> Curse hides all
alpha/beta builds.
L2364[23:18:34] <McJty> They have the
same content and releases
L2365[23:18:36] <McJty> Nope
L2366[23:18:37] <McJty> Check it
out
L2367[23:18:40] <McJty> The 1.8.9 is
there
L2368[23:18:45] <TehNut> And does not
display experimental projects.
L2369[23:18:52] <McJty> yes, that's
true
L2370[23:18:55] <McJty> But it does show
beta
L2371[23:19:04] <kyau> the FTB Utilties
is marked as release thats why it shows up
L2372[23:19:05] <eyamaz> Curse shows
Release and Beta
L2373[23:19:27] <acidjazz>
net.minecraftforge.fml.common.MissingModsException: Mod FTBU
(FTBUtilities) requires [FTBL]
L2374[23:19:29] <TehNut> Was that
changed? I remember it only showing release
L2375[23:19:30] <acidjazz> i need
FTBL?
L2376[23:19:30] <eyamaz> no alpha or
projects marked experimental
L2377[23:19:51] <acidjazz> found it
L2379[23:20:10] <eyamaz> The download
button will only pull a released file, unless there are no release
files, then it will pull a beta
L2380[23:20:25] <acidjazz> kyau: ty
L2381[23:20:27] <TehNut> Ahh
L2382[23:20:33] <TehNut> That is probably
what I was thinking of
L2383[23:20:54] <riderj> Well, imma
split. Night all.
L2384[23:22:44] <riderj> hcam networks
list
L2385[23:22:46] <riderj> oops
L2386[23:23:24]
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L2388[23:24:24] <Purebe> Intellij is
actually suggesting that I have made typos in my function names
...
L2389[23:24:30] <Purebe> It is not a typo
> >
L2390[23:25:00] <TehNut> people leave the
spelling inspection enabled?
L2391[23:25:20] <Purebe> I haven't really
used intellij much
L2392[23:25:58] <Purebe> Although it
certainly didn't do this the last time I used it
L2393[23:26:53] <acidjazz> is it possible
in wailia/wawal to have it not say Minecraft all the time? does
that just mean the blog isnt from a plugin?
L2394[23:27:11] <TehNut> It displays what
mod the block is from
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L2396[23:27:31] <MattDahEpic> is there a
way to only have IDEA check spelling for strings?
L2397[23:27:55] <kyau> good for comments
too ;)
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L2399[23:29:41] <TehNut> Settings >
Inspections > Spelling > Typo > uncheck "Process
Code"
L2400[23:30:25] <kyau> intellij should
have toggles for comments,literals and code
L2401[23:30:30] <kyau> if I recall
L2402[23:30:32] <TehNut> It does
L2403[23:31:19] <acidjazz> so sorry for
hte dumb question
L2404[23:31:30] <acidjazz> but in
multiplayer vanilla, sleeping doesnt get rid of night?
L2405[23:31:51] <kyau> acidjazz, only if
everyone sleeps or you have Morpeus installed
L2406[23:32:04] <kyau> *Morpheus
L2407[23:32:14] <acidjazz> ok
gotcha
L2408[23:34:48] <whitephoenix> Oh cool I
always wondered what mod added that
L2409[23:34:59] <acidjazz> so hard to
find docs to these mods
L2410[23:36:01]
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