<<Prev
Next>>
Scroll to Bottom
Stuff goes here
L1[00:00:48] ***
williewillus is now known as willieaway
L2[00:03:49] ⇨
Joins: Hunterz (~hunterz@62.182.234.189)
L3[00:03:54] ⇦
Quits: MattDahEpic (~MattDahEp@184-96-202-46.hlrn.qwest.net) (Ping
timeout: 198 seconds)
L4[00:09:04] ***
mrkirby153 is now known as kirby|gone
L5[00:15:45] ⇨
Joins: alex_6611
(~alex_6611@p5DC169ED.dip0.t-ipconnect.de)
L6[00:31:48] ⇦
Quits: alex_6611 (~alex_6611@p5DC169ED.dip0.t-ipconnect.de) (Ping
timeout: 198 seconds)
L7[00:33:05] ⇦
Quits: VikeStep (~VikeStep|@203.15.33.147) (Read error: Connection
reset by peer)
L8[00:43:02] ⇨
Joins: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de)
L10[00:47:28] ⇦
Quits: whitephoenix (~whitephoe@67-42-82-239.tukw.qwest.net) (Quit:
Leaving)
L11[00:48:00] ⇨
Joins: Naiten (Naiten@77.35.223.195)
L12[00:52:23] ***
minecreatr is now known as Mine|dreamland
L13[00:55:02] ⇨
Joins: Elucent (~elucent__@12.164.194.130)
L14[01:00:34] ⇦
Quits: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net)
(Read error: Connection reset by peer)
L15[01:01:03] ⇨
Joins: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net)
L16[01:09:38] ***
kroeser|away is now known as kroeser
L17[01:10:38] ⇨
Joins: McJty (~McJty@bluecoat2.uzleuven.be)
L18[01:19:24] ⇦
Quits: poiuy_qwert (~poiuy_qwe@198-84-224-94.cpe.teksavvy.com)
(Quit: This computer has gone to sleep)
L19[01:21:05] ⇨
Joins: VikeStep (~VikeStep@120.156.54.17)
L20[01:22:43] ⇦
Quits: Drullkus (~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net)
(Quit: poof)
L21[01:26:56] <Lordmau5> o/
L22[01:29:21] <McJty> Is it ok to call IMC
messages to another mod from any phase?
preinit/init/postinit?
L23[01:29:30] <McJty> And also to have mods
A and B calling IMC messages to each other?
L24[01:30:00] <Lordmau5> I remember there
were some mods that did IMC whilst ingame as well... unsure which
ones though
L25[01:30:30] <Lordmau5> thing is, my idea
would be to stick the IMC message-*calling* into post-init to be
safe, but if you want to register your own IMC-handler, do that in
pre-init?
L26[01:30:50] <McJty> Well IMC handler is
just imcCallback in my main mod class
L27[01:30:58] <McJty> So I guess that's
automatically registered?
L28[01:31:42] <McJty> I have an issue with
rftools/rftoolsdim that the IMC from rftools to rftoolsdim seems to
fail in some situations
L29[01:31:55] <McJty> But I haven't been
able to reproduce it myself (except this morning where I made FC1
go down :-)
L30[01:32:10] <McJty> But on my own local
FC1 server it works fine so I'm a bit confused
L31[01:32:15] <Lordmau5> 1st off: Stop
breaking servers. Kappa
L32[01:32:25] <McJty> FC1 was meant to be
broken :-)
L33[01:32:29] <Lordmau5> I know :P
L34[01:35:35] <McJty> In any case, I know
something is wrong with the IMC but not sure exactly what
L35[01:35:57] <killjoy> FC will now forever
to me be known as Fiber Channel
L36[01:36:17] <Lordmau5> xD
L37[01:40:21] <Lordmau5> McJty, is there no
way to do some try-catch on the IMC?
L38[01:40:33] <Lordmau5> or is it crashing
upon sending / receiving some message already?
L39[01:40:34] <McJty> Well I cannot
reproduce the problem
L40[01:40:43] ⇦
Quits: Elucent (~elucent__@12.164.194.130) (Quit:
Leaving)
L41[01:40:44] <McJty> And it is not in the
IMC handling that it fails
L42[01:40:54] <McJty> It is later when I
try to use an api that I wanted to get through that IMC
L43[01:41:01] <McJty> The IMC is simply
never called in some circumstances
L44[01:41:21] <Lordmau5> api?
L45[01:41:32] <McJty> yes, the IMC is for
getting an API from the other mod
L46[01:41:39] <Lordmau5> oh, how does that
work :3?
L47[01:41:52] <McJty> Via
message.getFunctionValue
L48[01:42:03] <Lordmau5> interesting
L49[01:42:04] <McJty> You can send over IMC
functions
L50[01:42:10] <McJty> Works nicely (usually
:-)
L51[01:42:11] <Lordmau5> never really
looked into IMC properly...
L52[01:43:17] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 189
seconds)
L53[01:44:39] ⇨
Joins: CWiz (CWiz@cpe-104-175-39-39.socal.res.rr.com)
L54[01:46:10] <Lordmau5> I have heard of
Sponge before... but what exactly is it again?
L55[01:46:20] <Lordmau5> something you
install on-top of Forge? And also, what's it's main usage?
L56[01:46:30] <TehNut> It's a Bukkit
alternative
L57[01:46:43] <Lordmau5> oh, that's
this?
L58[01:47:27] <Lordmau5> like, there's
SpongeForge on the repo as well, that's what I mainly meant
L59[01:47:33] <Lordmau5> "A Forge mod
that implements SpongeAPI"
L60[01:47:51] <unascribed> yeah, there's an
MCP-based one and a Forge-based one
L61[01:48:25] <TehNut> SpongeForge is a
Forge coremod that implements the SpongeAPI
L62[01:48:33] <TehNut> SpongeVanilla is a
vanilla server that implements the API
L63[01:48:44] <Lordmau5> interesting
L64[01:48:54] <Lordmau5> is there any
website for plugins for the vanilla one btw?
L65[01:48:55] <TehNut> There's also
implementations for various other server projects such as
Glowstone
L66[01:49:00] <Lordmau5> I remember
plugins.bukkit
L67[01:49:02] <TehNut> All plugins are the
same
L68[01:49:05] <TehNut> For Sponge
L69[01:49:18] <Lordmau5> in that case, any
website for Sponge plugins perhaps? :D
L71[01:49:35] <Lordmau5> Ye, figured when I
saw forums on the main website. Thanks! :)
L74[01:57:56] <Lordmau5> speaking of
plugins
L75[01:58:05] <Lordmau5> I just saw that
there's CraftBook for Sponge :o
L76[01:58:13] <Lordmau5> I remember doing
some cool things with that back in the days, haha
L77[01:58:30] <Lordmau5> yooo, LWC-like
container protection?
L78[01:59:30] <Lordmau5> dude
L79[01:59:32] <Lordmau5> nice
L81[01:59:38] <Lordmau5> that's some REALLY
interesting thing
L82[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160217 mappings to Forge Maven.
L83[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160217-1.8.9.zip
(mappings = "snapshot_20160217" in build.gradle).
L84[02:00:16] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L85[02:03:10] ***
fry|sleep is now known as fry
L86[02:06:33] ⇦
Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
(Ping timeout: 186 seconds)
L87[02:14:26] ⇨
Joins: RedBullWasTaken
(~red@2-107-192-82-static.dk.customer.tdc.net)
L88[02:43:39] <Mossyblog> the
PlayerOpenContainerEvent is only supposed to fire when you trigger
an Interact on a chest etc right? or does it get invoked every tick
regardless?
L89[02:49:29] <killjoy> as in while the
container is open?
L90[02:50:31] ⇨
Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L91[02:51:46] ***
Darkhax is now known as Darkhax_AFK
L92[02:53:45] ⇦
Quits: killjoy (~killjoy@71.65.255.183) (Ping timeout: 186
seconds)
L93[02:56:00] ⇦
Quits: Naiten (Naiten@77.35.223.195) (Read error: Connection reset
by peer)
L94[02:56:49] <Mossyblog> killjoy: i just
noticed that the event fires regardless if the container is open or
not. So when you've got no container open it gives you the players
inventory but when you open a chest it gives you the chest
inventory... so its difficult to use this event to determine which
is which is all
L95[02:57:10] <Samario> he's left
L96[02:57:21] <Mossyblog> doh...
L97[02:57:30] <Mossyblog> that's
embarassing :) hehe
L98[03:00:40] <Lordmau5> Mossyblog:
L99[03:00:41] <Lordmau5> * This event is
fired when a player attempts to view a container during
L100[03:00:41] <Lordmau5> * player
tick.
L102[03:01:41] <Mossyblog> so far it
happens whether i am near a chest or not .. its seems redundant
given it occurs onUpdate and as longa as a player has an inventory
it appears to fire
L103[03:01:51] <Mossyblog> i could be
wrong or missing something
L105[03:02:00] <Lordmau5> this seems to be
what you want
L106[03:02:28] <Lordmau5> in combination
with RIGHT_CLICK_BLOCK. Just check if the block is instanceof your
block, the tile is there and what else you need to check
L107[03:05:11] <Lordmau5> you're not
missing something, you just didn't read what the desired event is
supposed to do :P
L108[03:05:22] <Lordmau5> I don't have a
dev-env open right now, so I can't trace back where it's being
called
L109[03:05:50]
⇨ Joins: Mowmaster
(~Mowmaster@2600:1014:b104:c0e6:e03d:166:6e66:e4f5)
L110[03:06:54] <Mossyblog> actually i have
to disagree
L111[03:06:57] ⇦
Quits: Mowmaster_Mobile (~Mowmaster@67-3-165-201.omah.qwest.net)
(Ping timeout: 186 seconds)
L112[03:07:11] <Mossyblog> the interact
event won't yield a return on openContainer and that event in
question occurs every onUpdate tick
L113[03:07:22] <Mossyblog> it becomes
redundant given its just really an onUpdate event
L114[03:08:15] <Lordmau5> what do you want
to do anyway, if I may ask?
L115[03:08:36] <Mossyblog> i want to keep
a running inventory onhand of chests a player has access to
L116[03:08:57] <Mossyblog> think of a
shopping cart style approach to using schematica
L117[03:09:12] <Mossyblog> ie how many
more "wood" do i need to get before my project can
kickoff
L118[03:09:19] <Lordmau5> how do you want
to show that off?
L119[03:09:21] <Lordmau5> render it
ontop?
L120[03:09:59] <Mossyblog> via custom GUI
later, as in you mark a chest as a Listener or known chest to the
mod.. then as inbound/outbound items are added/removed it keeps an
audit proc going
L121[03:10:20] <Mossyblog> it also does an
update upon each chest interaction should someone else alter its
contents (so its always not exact)
L122[03:10:32] <Wuppy> heh, had a first
beer drinking competition \o/
L123[03:10:41] <Lordmau5> so you basically
right click the listener / chest and it get's added to some
list?
L124[03:10:51] <Mossyblog> in theory
yeah
L125[03:11:05] <Lordmau5>
PlayerInteractEvent
L126[03:11:19] <Lordmau5> I'll look around
a bit more
L127[03:11:30] <Lordmau5> I remember there
*was* some event that had to do with container stuff...
L128[03:11:41] <Mossyblog> tried that but
i think its a timing issue, in that i assumed it was a POST
interact event
L129[03:12:14] <Mossyblog> as the
containers chest is handed to the GuiChest after that hook fires
from memory
L130[03:13:31] <Mossyblog> ideally i think
if PlayerInteractEvent.POST existed it might solve my delimma :)
hehe
L131[03:13:47] ⇦
Quits: CWiz (CWiz@cpe-104-175-39-39.socal.res.rr.com)
()
L132[03:14:49] <Lordmau5> why do you need
the POST event?
L133[03:15:23] <Mossyblog> i need to
capture the iinventory after the GuiChest gets its handed to it..
i'm guessing thats a post interact event?
L134[03:16:46] <Mossyblog> actually thats
probably the bad for that particular event, given its purely
rightClick
L135[03:17:04] <Mossyblog> point is, i
need to hook onto an event AFTER openContainer on thePlayer
changes
L137[03:19:34] <Lordmau5> last one I could
offer that I found
L138[03:20:01] <Lordmau5> or... one
sec...
L140[03:20:34] <Lordmau5> post-init, I
assume openContainer *could* be different then?
L141[03:20:49] ⇦
Quits: PrinceCat (~PrinceCat@58-7-226-182.dyn.iinet.net.au) (Quit:
My Mac has gone to sleep. ZZZzzz…)
L142[03:21:41] <Mossyblog> Lordmau5: hehe
yeah that one i've got but yeah sadly i have to wait until post
event ...so far i trace it back to EntityPlayerMP/SP
displayGUIChest(IInventory inventory) .. as that has the sweet spot
when i debug..but the hooks are either too early or too
verbose..
L144[03:24:09] ⇦
Quits: Purebe (~purebe@2601:300:8000:cc62:f012:831e:b1:d89f) (Ping
timeout: 186 seconds)
L145[03:24:49] <Lordmau5>
PlayerOpenContainerEvent -> Fired when the player is about to
interact with a container, e.g a chest
L146[03:24:51] <Lordmau5> Ah.
L147[03:25:55] <Mossyblog> yeah, thats
what caught me out hehe
L148[03:26:27] <Lordmau5> hmm...
L149[03:26:46] <Lordmau5> what would
hinder you from going with the current
PlayerOpenContainerEvent?
L150[03:26:51] ⇦
Quits: covers1624
(~covers162@ppp121-45-25-252.lns20.adl2.internode.on.net) (Read
error: Connection reset by peer)
L151[03:28:20]
⇨ Joins: covers1624
(~covers162@ppp121-45-25-252.lns20.adl2.internode.on.net)
L152[03:28:56] <Mossyblog> i'm not
comfortable doing a comparison check per tick... as in "is
this the same as the last tick" to determine a chest or player
inventory..
L153[03:29:18] <Mossyblog> i can work with
it i guess, but i'd prefer a better event in this case..
L154[03:30:07] <Mossyblog> right now i've
just overriden the GuiChest class with a custom one via ASM... but
that decision is just to test the rest of my code logic and will
need to be refactored later
L155[03:30:21] <Mossyblog> but later has
arrived :) hehe
L156[03:30:38] ***
Darkhax_AFK is now known as Darkhax
L157[03:30:41] <Mossyblog> i can leave it
in via ASM route but that's going to give other mod devs the irrits
:)
L158[03:30:53] ***
MrKick|Away is now known as MrKickkiller
L159[03:33:34] <Lordmau5> Mossy, you could
do a local-variable and check if it's the same
L160[03:33:44] <Lordmau5> you can be glad
this is per-tick
L161[03:34:07] <Lordmau5> there's plenty
of rendering events that do it *per frame* ;) - I'm hooking into
one of those for some overlay-rendering on my block
L162[03:34:50] <Lordmau5> afaik, it should
not drop performance if you do the tick checks
L163[03:35:39] <Lordmau5> Think about it
like this: A good amount of tile-entities do updates per-tick.
Would it decrease performance **THAT MUCH** if you were to hook
into this specific event?
L164[03:36:32] ⇦
Quits: barteks2x (barteks2x@lost.in.wonderland.panicbnc.eu) (Ping
timeout: 198 seconds)
L165[03:36:33] ⇦
Quits: Hobbyboy (Hobbyboy@hobbyboy.co.uk) (Ping timeout: 186
seconds)
L166[03:37:33] <Mossyblog> true, its not
so much about performance its more about accuracy ..like what *if*
contents of a chest and inventory align :)
L167[03:38:00] <Mossyblog> i guess if
trigger a true/false for chest via interact then via onupdate tick
do the check..thinking on it some more
L168[03:38:23] <Lordmau5> cache the
inventory item list / array
L169[03:38:44] <Lordmau5> check if it
changed and do what you need to do with it
L170[03:42:40] <Mossyblog> not ideal, for
example if you put 64xRedstone in Slot 1 row2 in a chest, and put
64xRedstone in Slot1 of the inventory bar, they two contents
match.
L171[03:42:53] <Mossyblog> its that kind
of inaccuracy that doesn't leave me with confidence.
L172[03:43:45]
⇨ Joins: Hobbyboy (Hobbyboy@hobbyboy.co.uk)
L173[03:43:46] <Mossyblog> i'd have to
basically set a flag for when the player interacts with a chest to
trigger a "now record" and then using that secondary
event keep writing out the iinventory to persistance.. then somehow
hookonto a onClose event and reset the flag
L174[03:44:36] <Mossyblog> i'm probably
building a case for a simple onContainerInteract.POST/PRE
event
L175[03:44:57] <Mossyblog> but wanting to
make sure its not elsewhere or overlooked by a code blindspot on my
part
L176[04:03:45]
⇨ Joins: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L177[04:06:08] ***
big_Xplo|AFK is now known as big_Xplosion
L178[04:07:22] ⇦
Quits: RANKSHANK
(~RANKSHANK@pa49-195-165-104.pa.nsw.optusnet.com.au) (Quit:
Bye)
L179[04:10:03]
⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L180[04:22:53] ***
MrKickkiller is now known as MrKick|Away
L181[04:23:24] ***
MrKick|Away is now known as MrKickkiller
L182[04:26:26]
⇨ Joins: Islandil (webchat@46.218.114.146)
L183[04:27:35] ⇦
Quits: Islandil (webchat@46.218.114.146) (Client Quit)
L184[04:28:27] ***
MrKickkiller is now known as MrKick|Away
L185[04:33:45] ⇦
Quits: yopu (~yopu@184-89-171-53.res.bhn.net) (Ping timeout: 186
seconds)
L186[04:36:38] ***
K-4U|Off is now known as K-4U
L187[04:37:45]
⇨ Joins: Linsor (~Linsor@37.139.80.89)
L188[04:39:12]
⇨ Joins: Bitterholz
(~Bitterhol@2a02:908:2210:ade0:f966:6551:52d3:d5c7)
L189[04:39:20] <Bitterholz> Good Timezone
everybody
L190[04:39:31] <Lordmau5> o/
L191[04:39:52] ⇦
Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit:
Leaving)
L192[04:40:14] <Wuppy> netsplit?
L193[04:40:21] <Wuppy> or did my bouncer
mess up
L194[04:41:31] <McJty> No netsplit as far
as I know
L195[04:41:41] <Wuppy> oh well :)
L196[04:42:27] ⇦
Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Ping timeout: 198
seconds)
L197[04:44:35] <big_Xplosion> McJty: I see
you've also tried using the substitution aliases in MC 1.8.9
L198[04:44:40] <big_Xplosion> did you get
them to work?
L199[04:44:48] <McJty> nope not yet
L200[04:44:57] <McJty> My block is simply
not being used
L201[04:45:10] <McJty> I talked to cpw|out
about it but he didn't have time to look into it yet
L202[04:45:24] <big_Xplosion> so it's
bugged in forge?
L203[04:45:31] <McJty> I suspect so
yes
L204[04:45:56] <big_Xplosion> oke
thanks
L205[04:56:17]
⇨ Joins: PrinceCat
(~PrinceCat@58-7-226-182.dyn.iinet.net.au)
L206[04:57:27]
⇨ Joins: Jezza
(~Jezza@bps-gw.hrz.tu-chemnitz.de)
L207[05:01:43]
⇨ Joins: Mraoffle
(~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net)
L208[05:12:13] ⇦
Quits: Akkarin (~Akkarin@resides.in.redundant.space) (Quit: Whoops
... I ran out of spuds!)
L209[05:12:34]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L210[05:18:40]
⇨ Joins: Akkarin
(~Akkarin@resides.in.redundant.space)
L211[05:18:47]
⇨ Joins: AforAnonymous
(bitch2k@dyn-042-184.vix1.mmc.at)
L212[05:28:05] ***
kroeser is now known as kroeser|away
L213[05:29:42] ***
Kolatra|Away is now known as Kolatra
L214[05:56:09] ⇦
Quits: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net)
(Ping timeout: 186 seconds)
L215[05:58:15] ***
kroeser|away is now known as kroeser
L216[06:02:57] ⇦
Quits: Kobata (~Kobata@cpe-24-210-17-81.columbus.res.rr.com) (Ping
timeout: 186 seconds)
L217[06:03:27] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 198
seconds)
L218[06:06:02] ***
AEnterpriseAFK is now known as AEnterprise
L219[06:06:20] ***
AEnterprise is now known as AEnterpriseAFK
L220[06:11:49]
⇨ Joins: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net)
L221[06:12:42] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 195
seconds)
L222[06:14:18]
⇨ Joins: bilde2910|away
(bilde2910@51.174.170.178)
L223[06:15:09] ***
bilde2910|away is now known as bilde2910
L224[06:17:42]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L225[06:19:56] ⇦
Quits: UnasAquila
(~UnasAquil@cpc20-basl9-2-0-cust514.20-1.cable.virginm.net) (Quit:
Farewell)
L226[06:20:56] ***
Darkevilmac is now known as DarkevilAway
L227[06:27:05] ⇦
Quits: IdleGandalf (~IdleGanda@harting.hosting) (Read error:
Connection reset by peer)
L228[06:36:31]
⇨ Joins: Nitrodev
(~Nitrodev@dcx0f0yczy783xxg7r-xy-3.rev.dnainternet.fi)
L229[06:40:59] ⇦
Quits: ThuGie (~ThuGie@2a01:4f8:150:70c2::2) (Remote host closed
the connection)
L230[06:40:59] ⇦
Quits: gakai (~gakai@2a01:4f8:150:70c2::2) (Remote host closed the
connection)
L231[06:42:29] ⇦
Quits: Upthorn
(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Ping
timeout: 189 seconds)
L232[06:43:06]
⇨ Joins: ThuGie|off
(~ThuGie@2a01:4f8:150:70c2::2)
L233[06:43:06]
⇨ Joins: gakai|off (~gakai@2a01:4f8:150:70c2::2)
L234[06:43:12] ***
ThuGie|off is now known as ThuGie
L235[06:43:22] ***
gakai|off is now known as gakai
L236[06:45:24] <Bitterholz> fry, any news
on the Depth Buffer issue?
L238[06:45:44] <fry> it's disabled for the
translucent layer
L239[06:45:54] <Bitterholz> huh?
L240[06:46:08] <Bitterholz> is that WANTED
or a Shouldnt be?
L241[06:46:18] <fry> so, you can't have
slightly overlapping faces
L242[06:46:30] <fry> probably wanted
L243[06:46:40] <Bitterholz> uff
L244[06:46:43] <Bitterholz> that
sucks
L245[06:47:00] <unascribed> you could
change your model to not have overlapping faces
L246[06:47:14] <Bitterholz> jah and make
it look completely shit
L247[06:47:16] <Bitterholz> no
thanks
L248[06:47:21] <unascribed> uh
L249[06:47:29] <unascribed> you could
quite easily switch your pipe model to not overlap
L250[06:48:02] <unascribed> from the
images I saw the only problem was when the wedge edges merged at
corners
L251[06:48:55]
⇨ Joins: alex_6611
(~alex_6611@p5DC169ED.dip0.t-ipconnect.de)
L252[06:49:01] <Bitterholz> fry, may I ask
exactly WHY Translucent does not allow slightly overlapping faces?
Like does it generate any kind of problem?
L253[06:49:12] <Bitterholz> unascribed,
nope
L254[06:50:22] <fry> slightly overlapping
translucent faces + depth buffer enabled = some parts are
invisible
L255[06:50:23] <McJty> Translucent faces
have to be ordered from back to front to render correctly
L256[06:50:34] <fry> slightly overlapping
solid faces + depth buffer enabled = looks good
L257[06:50:55] <fry> slightly overlapping
translucent faces + depth buffer disabled = looks mostly good, but
not perfect
L258[06:50:58] <Bitterholz> fry. wich
parts would be invisible?
L259[06:51:07] <fry> slightly overlapping
solid faces + depth buffer disabled = looks bad
L260[06:51:42] <Cazzar> What would be
invisible? the last drawn
L261[06:51:50] <tterrag> what does it even
look like?
L262[06:52:02] <Bitterholz> is there ANY
way in wich i can have tinted Glass but NOT seperate the rendering
of the Model in different Meshes?
L264[06:53:10] <fry> with depth buffer
enabled it won't be very symmetrical
L265[06:53:11] ⇦
Quits: Flamegoat (sid89996@id-89996.highgate.irccloud.com) (Remote
host closed the connection)
L266[06:53:11] ⇦
Quits: modmuss50 (uid42264@id-42264.highgate.irccloud.com) (Remote
host closed the connection)
L267[06:53:11] ⇦
Quits: itsjhalt (sid25423@id-25423.highgate.irccloud.com) (Remote
host closed the connection)
L268[06:53:11] ⇦
Quits: Meow-J (uid69628@id-69628.highgate.irccloud.com) (Remote
host closed the connection)
L269[06:53:11] ⇦
Quits: theresajayne (sid37392@id-37392.highgate.irccloud.com)
(Remote host closed the connection)
L270[06:53:11] ⇦
Quits: BigSAR (sid18070@highgate.irccloud.com) (Remote host closed
the connection)
L271[06:53:11] ⇦
Quits: lxkm|work (sid59612@id-59612.highgate.irccloud.com) (Remote
host closed the connection)
L272[06:53:11] ⇦
Quits: LexMobile (sid15621@id-15621.highgate.irccloud.com) (Remote
host closed the connection)
L273[06:53:11] ⇦
Quits: techbrew (sid72171@id-72171.highgate.irccloud.com) (Remote
host closed the connection)
L274[06:53:25] <fry> since some parts will
only have 1 face, some 2 and some 3
L275[06:53:33] <fry> depending on the
render order
L276[06:53:39] <Bitterholz> ^^ŴOW that ISp
rekt
L277[06:53:47] <Bitterholz> damn it
L278[06:53:51] <fry> with depth buffer
disabled - it'll look at bit better
L279[06:54:18] <Bitterholz> Any way i can
make the Alpha Come through in anothr Render Mode?
L280[06:54:23] <unascribed> irccloud isn't
an ISP
L281[06:54:31] <fry> still won't look
"correct", since blending isn't commutative
L282[06:54:55] <tterrag> the best solution
I see is splitting the model in to opaque and translucent
parts
L283[06:55:00] <tterrag> why can't you do
that?
L284[06:55:04] <McJty> yes, that would be
best
L285[06:55:11] <tterrag> you shouldn't be
drawing opaque stuff on the translucent layer anyhow
L286[06:55:12] <fry> Bitterholz: without
splitting the model: split the texture
L287[06:55:28] <tterrag> vanilla never
does that
L288[06:55:28] <fry> make glass completely
transparent for CUTOUT layer
L289[06:55:30] <tterrag> and now you see
why
L290[06:55:37] <McJty> For models where
only a tiny part of the texture is opaque I usually don't bother
splitting and put everything on translucent
L291[06:55:41]
⇨ Joins: MalkContent
(MalkConten@p4FDCF737.dip0.t-ipconnect.de)
L292[06:55:41] <McJty> But usually you
want to split it
L293[06:55:47] <fry> and put only glass
parts in the TRANSLUCENT layer texture
L294[06:56:33]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L295[06:56:55] <IoP> irccloud – never miss
a message
L296[06:57:04] <Bitterholz> fry, i don't
have any idea what you mean by that...the Texture sheet shall be
seperated and thats where you lost me
L297[06:57:36] <fry> take the texture you
have, with grey parts and blue parts, and make 2 textures
L298[06:57:47] <Lordmau5> bouncer - never
miss a message
L299[06:57:49] <fry> first with only grey
parts, and second with only blue parts
L300[06:58:01] <fry> that way you can use
the same model
L301[06:58:01] <Kolatra> Bouncer
>
L302[06:58:13] ⇦
Quits: Hea3veN (~Hea3veN@190.247.248.80) (Ping timeout: 194
seconds)
L303[06:58:15] <Bitterholz> but how do i
manage to do that...code whise
L304[06:58:16] <McJty> I prefer missing
messages when I'm not here
L305[06:58:26] <McJty> Already have enough
work reading stuff that is posted in forums
L306[06:58:30] <McJty> Don't want to go
through irc backlog
L307[07:00:19] <Bitterholz> im so confused
XD
L308[07:00:41] <fry> 2 models
L309[07:00:47] <fry> that differ only by
the texture
L310[07:01:03] <fry> you prepare those 2
textures manually, and not in the code
L311[07:01:25] <Bitterholz> so again,
seperate glass and Struct into 2 things
L313[07:01:38] <Bitterholz> screw it
translucency thrown overboard
L314[07:02:06] <Bitterholz> given id make
Glass and Structs different Meshes
L315[07:02:48] <Bitterholz> how'd I load
that model then o.O Does the Blockstate allow me to do 2 .obj
files?
L316[07:03:29] <Bitterholz> forget that
last sentence
L317[07:03:30]
⇨ Joins: Hea3veN (~Hea3veN@190.247.248.80)
L318[07:03:54] <Bitterholz> OK lets say,
Struct and Glass are 2 Different Meshes, within the Same
modell
L319[07:04:15] <fry> 2 obj files is
better
L320[07:04:22] <fry> since group selection
is WIP
L321[07:04:24] <Bitterholz> HOW do I tell
MC to only Render the Specifyed Mesh either Translucent OR
Static
L322[07:04:43] <masa> gotta love vague
issue reports... someone reported on the curse comments that my mod
is not compatible with thaumcraft. With NO firther
information...
L323[07:05:03] <McJty> 'You have a bug!
Solve it!'
L324[07:05:06] <masa> s/fir/fur/
L325[07:05:09] <masa> yep
L327[07:05:55] <masa> so I don't know if
they are talking about 1.7.10 or 1.8.9, nor that if it's a crash or
some other incompatibility, and with what...
L329[07:06:33] <ghz|afk> yeah "Please
provide versions and log dumps" time
L330[07:06:57] <ghz|afk>
"unrealizable"?
L331[07:06:59] <ghz|afk> XD
L332[07:07:23]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L333[07:07:46] <masa> isn't that obvious,
the window is unreal and can't be made real again! ;D
L334[07:08:19]
⇨ Joins: kmecpp
(~kmecpp@pool-71-167-167-219.nycmny.fios.verizon.net)
L335[07:08:30] <masa> the window only has
imaginary components
L336[07:11:34] <Bitterholz> fry, so can I
do that Stuff within ONE Model File or Different ones
L337[07:11:36]
⇨ Joins: Elec332
(~Elec332@ip5456d4a5.speed.planet.nl)
L338[07:11:51] <fry> define "Model
File"
L339[07:11:56] <Bitterholz> I should be
able to just Throw Meshes at it right?
L340[07:12:41] <fry> I'm gonna say
yes
L341[07:12:42] <Bitterholz> like throw
CENTER, UP, DOWN, WEST, EAST, NORTH and SOUTH at Solid and the G
versions of it into Translucent
L342[07:12:57] <fry> if that worked before
- then sure :P
L343[07:13:10] <Bitterholz> never tested
that before XD
L344[07:13:30] <Bitterholz> ill give it a
Try
L345[07:13:48] <fry> why are you
Capitalizing random Words? :P
L346[07:14:12] <Bitterholz> German
L347[07:14:28] <Cazzar> Only proper nouns
need capitalisation :P
L348[07:14:59] <ghz|afk> even that rule is
relaxed on irc ;P
L349[07:15:05] <Bitterholz> Mix English
and German and fast typing and you get this
L351[07:15:34] <Bitterholz> I know I
defeat your OCD there probably fry XD
L352[07:15:40] <Bitterholz> im sorry
L353[07:15:54] <ghz|afk> meh that's just
weird
L354[07:16:00] <ghz|afk> if you want to
annoy people's OCD
L355[07:16:09] <ghz|afk> try capitalizing
random letters in the MIDDLE of a word
L356[07:16:14] ***
Kolatra is now known as Kolatra[away]
L357[07:16:18] <ghz|afk> but not the exact
middle
L358[07:16:20] <Bitterholz> That would
beat my OCD first
L359[07:16:21] <ghz|afk> somewhere around
there
L360[07:16:31] <Bitterholz> so never gonna
happen
L361[07:16:36] <fry> tHaT wOuLd GeT
aNnOyInG pReTtY fAsT :P
L362[07:16:36]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L363[07:16:48] <Bitterholz>
waaaaaaah
L364[07:16:48] <Cazzar> fry: that's hard
to read initially.
L365[07:16:52]
⇨ Joins: Fendirain
(~Fendirain@2602:30a:c0e7:11a0:c1f3:89d9:10ef:c6f6)
L366[07:16:59] <Cazzar> Given how you read
a sentence :P
L367[07:17:10] <ghz|afk> fry: that looks
like how some 10 year old thinking they are "cool"
wouldtype
L368[07:17:11] <ghz|afk> ;P
L369[07:17:16] <Cazzar> Though, I know a
way to fix someone doing that
L370[07:17:32] <Cazzar> Make a plugin, to
just call .to_lower() on every sentence they say
L371[07:17:49] <Bitterholz> Germans Brain:
Cut out every Letter thats before the first Capital one and be
like: WTF did I just Read
L372[07:17:58] <ghz|afk> not toLower,
toProperCasing, with a dictionary and knowledge if sentence
structure
L373[07:18:13] <ghz|afk> of*
L374[07:18:58] <Bitterholz> fry, ill
finish texturing the Inventory Connector for the Pipes and then
give the Seperated Meshes a Try
L375[07:19:08] <Cazzar> ghz|afk: Yes,
though mine's an easier solution :P
L376[07:19:23] <Cazzar> Also, try getting
a comprehensive listing of proper nouns :P
L377[07:19:41] <ghz|afk> so, I got this
working yesterday
L380[07:19:48] <ghz|afk> not animated
still
L381[07:19:52] <ghz|afk> but at least it
draws ;P
L382[07:20:16] <Bitterholz> looks
Great!
L383[07:20:37] <Bitterholz> I wonder i I
should do an Ingame Duc of my Logistics Pipes Successor as
well
L384[07:20:46] <Bitterholz> Since LP was
ever known to confuse PPL
L385[07:20:54] <Bitterholz> 22989
L386[07:20:58] <Cazzar> I can draw too!
glEnable(GL_QUADS), glPoint2d(0, 0), glPoint2d(0, 1), glPoint2d(1,
1), glPoint2d(1, 0), glEnd()
L387[07:21:04] <Cazzar>
s/Enable/Begin/
L388[07:21:08] <Bitterholz> damn you
blender and Tabbing
L389[07:21:11] <ghz|afk> Pipe Technician's
Handbook
L390[07:21:22] <Bitterholz> exactly
ghz|afk
L391[07:21:44] <Bitterholz> Like, the
indepth stuff would STILL require Tutorials
L392[07:21:50] <McJty> I have a question
about FMLInterModComms.sendFunctionMessage. Can you call this
safely at any time? Even preInit?
L393[07:22:25] <Bitterholz> But basic
Rules like "Routed Intersections" can be easily explained
Ingame
L394[07:22:31] ***
ghz|afk is now known as gigaherz
L395[07:24:55] <Bitterholz> I think ill
have fun getting the State lamps on the Connector to Glow
L396[07:25:36] <Bitterholz> Design choice,
no more Aidsy particles for states, just Blinking Lamps like on a
LAN Connector
L397[07:25:45] <Lordmau5> nice,
gigaherz!
L398[07:25:56] <Bitterholz> but thats a
future problem
L399[07:26:37] <Cazzar> Todo: future me:
fix
L400[07:26:40] <Bitterholz> Todays Work:
Finish Model, Get BB's goin, Maybe Connection Denying by
Shift+RMB...
L401[07:27:12] <Cazzar> I'll just go back
to playing yuritopia (not the game, just a reference)
L404[07:28:10] <McJty> But this sometimes
fails. I cannot reproduce it myself but sometimes rftoolsdim is
detected by rftools and the IMC is called but apparently it is not
handled or something
L405[07:30:26] ⇦
Quits: Fendirain
(~Fendirain@2602:30a:c0e7:11a0:c1f3:89d9:10ef:c6f6) (Quit:
Leaving)
L406[07:30:31] <Lordmau5> required after
rftoolsdim?
L407[07:30:54] <McJty> No the other
way
L408[07:30:57] <Lordmau5> seems to me that
preinit of RFTools might load before RFToolsDim, and that would
cause it to not be loaded, no?
L409[07:31:09] <Lordmau5> then again, I
think mods loads first anyway before the preinit phase
happens?
L410[07:31:12] <McJty> But rftools is
doing this imc in postInit
L411[07:31:16] <McJty> Wouldn't that be ok
then?
L412[07:31:25] <Lordmau5> oh derp, ye,
just saw that *facepalm*
L413[07:32:13] <McJty> Maybe I'm handling
IMC wrong. I have my IMCEvent handling just in my mod itself
L414[07:32:16] <McJty> Is that the rigth
place to do it?
L415[07:32:20] <tterrag> pretty sure post
init is too late to send IMC
L416[07:32:28] <Lordmau5> try init in that
case?
L417[07:32:44] <McJty> Too late? How can
it even be too late? Does IMC stop working at some point?
L418[07:33:13] <tterrag> IMC is all
processed at once
L419[07:33:17] <tterrag> not
immediately
L420[07:33:28] <tterrag> you are sending
an IMC message after FML has already distributed the messages
L422[07:33:28] <gigaherz> isn't there two
types of IMC?
L423[07:33:35] <McJty> I heared someone
mention here earlier that some mods are even doing IMC all the time
during processing
L424[07:33:37] <gigaherz> the init ones,
and the after-init ones which are immediate?
L425[07:33:51] <gigaherz> they are
distinct calls though
L426[07:33:52] <Lordmau5> I did, but I
could be wrong :(
L427[07:33:54] <Cazzar> IMC and then
Event? :P
L428[07:33:59] <Lordmau5> I have never
used them though
L429[07:34:09] <Lordmau5> so I'm really
not the right person to trust on IMC stuff
L430[07:34:19] <tterrag> yes if you want
an immediate message use sendRuntimeMessage
L431[07:34:23] <gigaherz> McJty
L432[07:34:24] <gigaherz>
FMLInterModComms.sendRuntimeFunctionMessage
L433[07:34:26] <McJty> ah
L434[07:34:29] <gigaherz> if you need to
call it after init
L435[07:34:41] <McJty> * Subscribe to this
event to receive your messages (they are sent between
L436[07:34:41] <McJty> * {@link
FMLInitializationEvent} and {@link
FMLPostInitializationEvent})
L437[07:34:46] <McJty> That's the
documentation of IMCEvent
L438[07:34:54] <McJty> So postInit is
indeed too late
L439[07:35:00] <gigaherz> but
L440[07:35:08] <gigaherz> the order of
thigns bothers me
L441[07:35:25] <gigaherz> shouldn't the
dimensions mod be the one saying "I exist! here's my dimension
manager getter"
L442[07:35:43] <Cazzar> IMC is processed
directly after PostInit
L443[07:35:48] <McJty> No it is rftools
that needs the dimension manager api
L444[07:35:58] <McJty> So it asks for it
from rftoolsdim
L445[07:36:15] <McJty> Cazzar, the comment
says before post init
L447[07:36:35] <Cazzar> I can't tell the
code to well
L448[07:36:36] <Cazzar> Though
L449[07:37:15] <McJty> So before postinit
it seems
L450[07:37:19] <gigaherz> yeah before
postinit
L451[07:37:19] <tterrag> directly *before*
post init
L452[07:37:21] <McJty> That explains why
it isn't working
L453[07:37:35] <McJty> But that doesn't
explain why I couldn't reproduce it and it was working for me
though
L454[07:37:39] <McJty> But anyway I know
how to fix it now
L455[07:37:40] <gigaherz> tterrag: no, it
appears to be before objectholder injection ;P
L457[07:37:47] <Lordmau5> why..
L458[07:38:00] <Lordmau5> worst part isn't
even that I did that in general. the worst part is, that I did it
at work xD
L459[07:38:01] <gigaherz> so not directly
-- the distinction may be important to some poeple
L460[07:38:49] <McJty> So if I put those
IMC messages in init I should be fine right?
L461[07:38:54] <gigaherz> yeh
L462[07:39:48] <McJty> I wonder if preInit
would be fine too...
L463[07:40:05] <McJty> It probably makes
no difference
L464[07:40:12] <McJty> It will just be
postponed to the same spot
L465[07:43:15] ⇦
Quits: auenf (David@DC-174-214.bpb.bigpond.com) (Remote host closed
the connection)
L466[07:44:12]
⇨ Joins: auenf
(David@DC-174-214.bpb.bigpond.com)
L467[07:45:46] ⇦
Quits: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net)
(Read error: Connection reset by peer)
L468[07:45:59]
⇨ Joins: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net)
L469[07:48:29]
⇨ Joins: Magik6k (~Magik6k_@magik6k.net)
L470[07:49:31] <Bitterholz> WTF i lost
half my mapping progress on the connector by pressing 3?
L471[07:49:38] <Bitterholz> you fuckin
shitting me Blender
L472[07:49:51] *
Bitterholz throws rocks at blender foundation
L473[07:52:15] <McJty> Is there a good
example somewhere on the new IItemHandler? I need two cases: a) how
to access an inventory of any object using that new system, b) how
to implement your own inventories
L474[07:52:23] <McJty> And I suppose there
is still no support for gui's?
L475[07:57:44] ⇦
Quits: Mraof (~mraof@2601:642:4400:20c4:ba27:ebff:fea5:e37e) (Quit:
Leaving)
L476[08:02:04] <gigaherz> McJty: accessing
it on an object is simple
L477[08:02:34]
⇨ Joins: LexMobile
(sid15621@2604:8300:100:200b:6667:1:0:3d05)
L478[08:02:34]
MineBot sets mode: +o on LexMobile
L480[08:02:46] <gigaherz> something like
this
L481[08:02:47]
⇨ Joins: BigSAR (sid18070@highgate.irccloud.com)
L482[08:03:25] <McJty> And facing is the
side of the block you want to access it from or the side of the
block from which you're accessing it?
L483[08:04:02]
⇨ Joins: Sangar (~Sangar@2001:41d0:2:b7b9::)
L484[08:05:28]
⇨ Joins: itsjhalt
(sid25423@2604:8300:100:200b:6667:1:0:634f)
L485[08:06:45] <McJty> gigaherz, and the
object would be the tile entity?
L486[08:11:00]
⇨ Joins: theresajayne
(sid37392@id-37392.highgate.irccloud.com)
L487[08:11:25]
⇨ Joins: Oblivion
(~hasaan668@cpc3-roch7-2-0-cust35.10-1.cable.virginm.net)
L488[08:12:41]
⇨ Joins: modmuss50
(sid42264@id-42264.highgate.irccloud.com)
L489[08:12:55] ⇦
Quits: PrinceCat (~PrinceCat@58-7-226-182.dyn.iinet.net.au) (Quit:
My Mac has gone to sleep. ZZZzzz…)
L490[08:13:30] <McJty> gigaherz, not
exactly understanding that code. You have that IInventoryAutomation
class. But that seems like something that should be in forge
L491[08:13:56] <McJty> I mean you have a
lot of classes there simply to get access to some inventory
L492[08:14:38] ⇦
Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout:
198 seconds)
L493[08:14:49] ⇦
Quits: Jezza (~Jezza@bps-gw.hrz.tu-chemnitz.de) (Remote host closed
the connection)
L494[08:17:15]
⇨ Joins: lxkm|work
(sid59612@id-59612.highgate.irccloud.com)
L495[08:18:38]
⇨ Joins: xanderio
(~xanderio@p5B21FE82.dip0.t-ipconnect.de)
L496[08:18:48]
⇨ Joins: Meow-J
(uid69628@2604:8300:100:200b:6667:1:1:ffc)
L497[08:19:17] ⇦
Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Ping timeout:
189 seconds)
L498[08:19:26]
⇨ Joins: techbrew
(sid72171@2604:8300:100:200b:6667:1:1:19eb)
L499[08:19:33] <gigaherz> McJty: sorry,
that's a wrapper for the api I made internally, before IItemHandler
was released
L500[08:19:34] <gigaherz> XD
L501[08:19:42] <McJty> ah
L502[08:19:46] <gigaherz> all you do
is
L503[08:19:50] <gigaherz> if
(cap.hasCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
facing))
L504[08:20:03] <gigaherz> itemHandler =
cap.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
facing);
L505[08:20:13] <gigaherz> where
"cap" is something that implements
ICapabilityProvider
L506[08:20:25] <gigaherz> namely,
TileEntity, ItemStack, Entity
L507[08:20:37] ⇦
Quits: VikeStep (~VikeStep@120.156.54.17) (Read error: Connection
reset by peer)
L508[08:20:40] <McJty> ok
L509[08:21:49] <McJty> hmm. Can you just
pass 'null' for facing if you don't care about what side you access
it from?
L510[08:21:53] <McJty> I don't actually
have a side in my case
L511[08:21:59] <gigaherz> yes but
L512[08:22:11] <gigaherz> "null"
does not necessarily mean "don't care"
L513[08:22:21] <gigaherz> it means that
your request isn't sided
L514[08:22:30] <McJty> ok that's
fine
L515[08:23:29] <McJty> the vanilla
containers have been 'fixed' to implement these capabilities
right?
L516[08:23:32] <McJty> So I have something
to test with
L517[08:24:11]
⇨ Joins: Flamegoat
(sid89996@2604:8300:100:200b:6667:1:1:5f8c)
L518[08:24:52]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L519[08:25:55]
⇨ Joins: whitephoenix
(~whitephoe@67-42-82-239.tukw.qwest.net)
L520[08:29:11] ⇦
Quits: cpw|out (~cpw@24-212-222-167.cable.teksavvy.com) (Ping
timeout: 189 seconds)
L521[08:31:12]
⇨ Joins: cpw|out
(~cpw@24-212-222-167.cable.teksavvy.com)
L522[08:31:12]
MineBot sets mode: +o on cpw|out
L523[08:31:34] ***
cpw|out is now known as cpw
L524[08:34:55] <gigaherz> McJty: yep
L525[08:34:58] *
gigaherz was eating
L526[08:35:26] <gigaherz> now may be the
right time to mention
L527[08:35:37] <gigaherz> when I tried to
implement the capability wrapper for IItemHandler
L528[08:35:48] <gigaherz> I started
getting weird "duplication" glitches
L529[08:36:07] <gigaherz> stuff like
receiving a full stack in return when only a few items were in the
chest
L530[08:36:20] <gigaherz> I never found
out if it was my fault, or a bug in the IItemHandler
L531[08:37:03] <gigaherz> (that's why I
have been stuck with Ender-Rift for a while -- I don't even know if
it's really my fault XD)
L532[08:38:06] ***
PaleOff is now known as PaleoCrafter
L533[08:39:37] <PaleoCrafter> Definitely
your fault
L534[08:45:02] ***
willieaway is now known as williewillus
L535[08:48:35] ***
williewillus is now known as willieaway
L536[08:50:24] ⇦
Quits: alex_6611 (~alex_6611@p5DC169ED.dip0.t-ipconnect.de) (Ping
timeout: 198 seconds)
L537[08:51:56] ***
willieaway is now known as williewillus
L538[08:52:37] ***
amadornes[OFF] is now known as amadornes
L539[08:53:45] ⇦
Quits: Tahg (~Tahg@pool-108-7-36-124.bstnma.fios.verizon.net) (Ping
timeout: 186 seconds)
L540[08:58:45]
⇨ Joins: riderj (~riderj@157.62.94.10)
L541[09:02:03]
⇨ Joins: Maxetime
(~Thunderbi@modemcable086.219-70-69.static.videotron.ca)
L542[09:09:45]
⇨ Joins: Cojo
(~Cojo@cpe-24-163-55-3.nc.res.rr.com)
L543[09:10:18]
⇨ Joins: Jezza (~Jezza@185.44.151.104)
L544[09:13:08]
⇨ Joins: zooonie
(~zoonie@cpc72513-sgyl32-2-0-cust418.18-2.cable.virginm.net)
L545[09:16:39] ***
kroeser is now known as kroeser|away
L546[09:18:28]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@206.223.179.158)
L547[09:25:33] <infinitefoxes_> does
anyone have some learning resources for ASM?
L548[09:25:40] <infinitefoxes_> I haven't
found very much
L549[09:26:43] <McJty> The best learning
resource is: don't use it
L550[09:26:54] <McJty> Really. ASM should
be avoided as much as you can. There are almost always better
alternatives
L552[09:27:04]
⇨ Joins: thor12022_oops
(thor12022_@205.175.226.97)
L553[09:27:29] <infinitefoxes_> I haven't
found a better alternative to modifying the reach distance in
Minecraft
L554[09:27:33] <Lumien> infinite just read
up a bit on java byte code / look at some normal code in
bytecode
L555[09:27:57] <infinitefoxes_> I can
re-calculate the MovingObjectPosition in
net.minecraft.client.Minecraft, but it's not consistent
L556[09:28:51] <Lumien> You could look at
Chromaticraft than
L557[09:28:55] <Lumien> That does that
with asm
L558[09:31:27] <williewillus> botania does
that without ASM
L559[09:31:47] <williewillus> compose over
the PlayerControllerMP object
L560[09:32:18] <williewillus> botania
currently overwrites it completely but I'm gonna refactor
that
L561[09:33:14] <Lumien> What of Botania
does that?
L562[09:33:31] <williewillus> Ring of Far
Reach
L563[09:33:53] <Lumien> neat
L564[09:34:33] ⇦
Quits: McJty (~McJty@bluecoat2.uzleuven.be) (Quit:
Poof)
L565[09:34:48] <infinitefoxes_> ah, did
it
L566[09:34:53] <infinitefoxes_> was using
IRETURN instead of FRETURN
L567[09:34:55] <infinitefoxes_> some very
tricky stuff
L568[09:35:15] <williewillus> don't use
asm to do something like overwrite reach distance .-.
L569[09:37:23] ⇦
Quits: Zyferus
(Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping
timeout: 189 seconds)
L570[09:37:59] <Lumien> Would be more
compatible then your current approach :P
L571[09:38:35] <Bitterholz> fry, allright,
Meshes seperated, will perfrom tests of the model now and then try
Translucency of Groups/objects
L572[09:38:39] <williewillus> I'm changing
that
L573[09:39:30] <williewillus> reach
distance should just be an attribute to be honest >.>
L574[09:39:58] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L575[09:42:33] <infinitefoxes_>
williewillus: wouldn't the approach I'm looking at in Botania make
it incompatibile with other mods that modify
PlayerControllerMP?
L576[09:42:44]
⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L577[09:42:58] <infinitefoxes_> not that
my way will make it any more compatibile
L578[09:43:09] <williewillus> I'm gonna
change it to compose the old playercontroller
L579[09:43:11] <williewillus> instead of
overwrite it
L580[09:43:54] <williewillus> i.e. i
overwrite the playerController field, but I hold on to the old one
and foorward everything unrelated to it
L581[09:44:33] <infinitefoxes_> I could've
sworn there used to a Forge event for modifying the reach
distance
L582[09:44:57] <williewillus> it should be
an attribute :P
L583[09:45:24] <infinitefoxes_> of
course
L584[09:46:03] ***
kroeser|away is now known as kroeser
L585[09:46:13] <williewillus> that system
is underused
L586[09:47:19]
⇨ Joins: alex_6611
(~alex_6611@p5DC169ED.dip0.t-ipconnect.de)
L587[09:48:56] <infinitefoxes_> argh
L588[09:49:11] <infinitefoxes_> there's no
way to properly check if a tool was used to mine a block using
Forge events, is there?
L589[09:49:18] <infinitefoxes_> I can just
check the item in hand, but that doesn't work if the item just
broke
L590[09:49:27] <williewillus> lol 1.9 pre
is out
L591[09:49:32] <williewillus> there's
still shittons of bugs introduced
L592[09:49:34] <williewillus>
unfixed
L593[09:49:37] <williewillus> yayyyy
L594[09:49:43] <infinitefoxes_> that's the
Mojang way :^)
L595[09:50:27] <whitephoenix> I don't
think they ever fixed the bug I reported about fishing on offhand
acting weird
L596[09:50:42] <williewillus> they haven't
fixed anything really except the showstoppers
L597[09:50:57] <whitephoenix> It just got
closed because they "fixed" it in a previous version
except it's back again
L598[09:51:01] <williewillus> which is
incredibly irritating, every release is only spent fixing the bugs
they introduced that release
L599[09:51:08] <whitephoenix> Yep
L600[09:51:24] <williewillus> no bugs from
1.4/5 that have been on the tracker for 4 years now
L601[09:51:32] <whitephoenix> 34.7% more
hype though, that's what really matters
L602[09:51:48] <williewillus> the combat
changes were silly
L603[09:51:49] <infinitefoxes_> it's
always been their style to just fix the bare minimum
L604[09:52:15] <williewillus> it was
literally the cooldown and the (much needed) strength+weakness
rebalance
L605[09:52:19] <williewillus> no new
weapons
L606[09:52:52]
⇨ Joins: Xilef11
(~xilef11@bas1-ottawa09-1176118045.dsl.bell.ca)
L607[09:53:15] <williewillus> some of
these bugs are terrible, and have mcp defined code fixes that are
verified by the community, but are still there
https://bugs.mojang.com/browse/MC#selectedTab=com.atlassian.jira.plugin.system.project%3Apopularissues-panel
L608[09:54:07] <whitephoenix> The most
annoying to me is items teleporting a tiny bit when you throw
them
L609[09:54:08]
⇨ Joins: Zyferus
(Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L610[09:54:21] <whitephoenix> Not a big
deal but it's still a little annoying
L611[09:54:21] <williewillus> that's kinda
forgivable though
L612[09:54:23] <whitephoenix> yeah
L613[09:54:32] <infinitefoxes_> MC-17630
has been a bad one with zombie sieges
L614[09:54:40] <williewillus> and itll
always happen as long as we have network syncing :P
L615[09:55:32] <whitephoenix> The MC-9553
render order seems like it should be pretty high on the priority
list
L616[09:55:38] <williewillus> that is hard
as well
L617[09:55:40] <tterrag> They could at
least smooth it like they do with living mobs
L618[09:55:46] <williewillus> but shit
like mc-87 or mc-53439
L619[09:55:49] <tterrag> Instead of a
straight jump
L620[09:56:20] <williewillus> or mc-1555
or wtf mc-91290
L621[09:57:28] <infinitefoxes_> what the
christ is with MC-91290
L622[09:58:04] <williewillus> looks like
someone left debug on on something -.-
L623[09:58:36] <infinitefoxes_> wouldn't
surprise me
L624[09:58:36] <whitephoenix> They
skeletons like staring at the sun, it's not a bug; it's a
feature
L625[09:59:17] <williewillus> maybe I
should revive my old ASM hackjob that specializes in fixing
retarded vanilla bugs ;)
L626[09:59:30] <williewillus> big bugfixes
should go into forge of course, but the tiny ones
L627[10:00:45] <williewillus> lol and
ambience is completely broken
L628[10:00:47] <williewillus>
awesome
L629[10:01:23]
⇨ Joins: Raspen0
(~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
L630[10:02:11] <riderj> What's ASM? Been
googling, but can't get a definite answer.
L631[10:03:03] <whitephoenix> I have a
stupid noob question: What is the correct procedure for finding
what arguments are for, e.g. how do I find out what "World
p_149727_1_" means in IDEA? The tutorial I've been following
uses call hierarchy in eclipse but that seems to work differently
in IDEA.
L632[10:03:10] <williewillus> really hacky
stuff
L633[10:03:26] <williewillus> it's a
world
L634[10:03:45] <williewillus> the type
tells it all in that case, but some of the parameters just don't
have names
L635[10:03:46] <whitephoenix> That's a bad
example, what about things like "int p_149727_2_"
L636[10:03:53] <whitephoenix> OH
okay
L637[10:03:57] <williewillus> if your
mappings are old the bot might have them
L638[10:04:01] <williewillus> otherwise
they're just unnamed
L639[10:04:10] <gigaherz> :3
L642[10:05:30] <williewillus> gigaherz:
maybe increase the margins a bit and shrink the font size slightly
(idk if that's possible)
L643[10:05:43] <gigaherz> williewillus:
it's possible, but it's annoying and looks bad
L644[10:05:44] <gigaherz> XD
L645[10:05:50] <gigaherz> so thin margins
it is.
L646[10:05:58] <williewillus> eh the thin
margins bother me more ;p
L647[10:06:07] <infinitefoxes_> >
ambience is completely broken
L648[10:06:10] <infinitefoxes_> not that
it's a huge issue
L649[10:06:10] <gigaherz> I thinned them
because otherwise I couldn't fit the text.
L650[10:06:20] <gigaherz> I can scale the
model up a bit, though
L651[10:07:02] <williewillus> anything
being "completely broken" is a pretty big issue in my
book :P
L653[10:08:38] <gigaherz> made thebook
bigger, and added a tiny big of inner margin
L654[10:08:44] <gigaherz> bit*
L655[10:08:46] <mikebald> williewillus
maybe it's your book that's completely broken =).
L656[10:09:12] *
mikebald thinks that looks better.
L657[10:09:19] *
gigaherz agrees
L658[10:09:29] <williewillus> yeah it
does
L659[10:09:35] <williewillus> maybe move
the arrows onto the page
L660[10:09:36] <whitephoenix> Looks a lot
better for sure
L661[10:11:07] <gigaherz> I plan to change
the icon for the arrows (this is the stock one)
L663[10:11:15] <gigaherz> this is how they
look inside the page
L664[10:11:53] <williewillus> next point
of business: getting that book to animate on open like the lexica
(is supposed to)
L665[10:12:01] <williewillus> xD still
gotta figure that out
L666[10:12:05] <Bitterholz> fry, ? you
here?
L667[10:12:05]
⇨ Joins: Brokkoli
(~Brokkoli@f054249056.adsl.alicedsl.de)
L668[10:12:06] <gigaherz> I have the
animation done in 3ds max
L669[10:12:11] <gigaherz> but it's done
using morphs
L671[10:12:20] <williewillus> idk what
that is lol
L672[10:12:21] <gigaherz> and I have
absolutely no idea how to get that into Blender
L673[10:12:26] <gigaherz> let alone into
minecraft
L674[10:12:30] <williewillus> is it a
b3d?
L675[10:12:42] <gigaherz> williewillus:
morphs/blend shapes/shape keys
L676[10:12:44] <fry> gigaherz: try
exporting to collada, or to fbx, and importing that in
blender
L677[10:12:53] <gigaherz> is a technique
that uses two model states
L678[10:12:59] <gigaherz> and interpolates
between those states
L679[10:13:06] <gigaherz> the book model
has 4 phases
L680[10:13:20] <gigaherz> fully open, 60
degrees open, 30 degrees open, and fully closed
L681[10:13:39] <fry> if you simply have 4
states, with no rigging, it won't export to b3d correctly
L682[10:13:43] <williewillus> perhaps I
should make the lexica do that instead of...whatever it is I'm
tring
L683[10:13:45] <gigaherz> yeah that's the
issue
L684[10:13:49] <gigaherz> it's a Morpher
modifier
L686[10:13:54] <gigaherz> not a rigged
model with skeleton and bones
L687[10:14:00] <gigaherz> it just simply
won't import into blender
L688[10:14:09] <williewillus> what is that
paste, the new OBJ stuff?
L689[10:14:14] <gigaherz> so I'm thinking
of doing it myself in code
L690[10:14:24] <gigaherz> export the 4
states into 4 separate obj files
L691[10:14:33] <gigaherz> and then do the
interpolation as needed XD
L692[10:14:47] <fry> Bitterholz: not
really; per-layer stuff is completely independent of the group
stuff
L693[10:15:12] ⇦
Quits: KindOne (kindone@107.170.17.75) (Quit: Hiring PHP developers
does not contribute to the quota of employees with
disabilities.)
L694[10:15:34] <gigaherz> by the way
L695[10:15:38] <gigaherz> when I open the
gui
L696[10:15:39] <fry> gigaherz: sure, you
can do that, but you'll be hardcoding the animation type in the
code; and you won't be able to blend without major hackery
L697[10:15:40] <Bitterholz> uhm
L698[10:15:40] <gigaherz> the world
pauses
L699[10:15:51] <gigaherz> is there an
option to open a gui without pausing? XD
L700[10:15:54] <williewillus> yeah
L701[10:15:59] <williewillus> there's an
override in the gui class
L702[10:16:01] <williewillus> i
believe
L703[10:16:07] <gigaherz> aha
checking
L704[10:16:09] <Bitterholz> fry, how
should I do it then? because everything in Capotal is a Seperate
mesh
L705[10:16:19] <whitephoenix> Is there
something extra you have to set up to debug in IDEA? My changes
aren't taking effect
L706[10:16:28] <williewillus> you have to
it make all
L707[10:16:35] <gigaherz> foundit
L708[10:16:36] <williewillus> to the left
of the run config dropdown
L709[10:16:40] <williewillus> and then
it'll reload your class
L710[10:17:13] <gigaherz> whitephoenix: it
owkrs for me without anything extra
L711[10:17:30] <gigaherz> did you use
"gradlew idea" to generate the project?
L712[10:17:35] <gigaherz> it's best to
import it from IDEA itself
L713[10:17:37] <whitephoenix> Awesome
thanks
L714[10:17:46] <whitephoenix> Yeah I used
gradlew idea
L715[10:17:52] <gigaherz> what I do
is
L716[10:18:00] <gigaherz> gradlew
setupDecompWorkspace
L717[10:18:04] <whitephoenix> So I guess I
just use the make button like I save normally
L718[10:18:08] <gigaherz> then import the
build.gradle into IDEA
L719[10:18:17] <gigaherz> then from within
idea's gradle panel
L720[10:18:23] <gigaherz> run the
genIntellijRuns task
L721[10:18:43] <gigaherz> (and accept
idea's reload proejct request)
L722[10:18:57] <gigaherz> then everything
"just works"
L723[10:19:00]
⇨ Joins: KindOne (kindone@107.170.17.75)
L724[10:19:08] <whitephoenix> Hmm
okay
L725[10:19:10] <gigaherz> then whe
ndebugging
L726[10:19:13] <gigaherz> you hit the
build button
L727[10:19:23] <gigaherz> and it will
request to hotswap classes
L728[10:19:32] <whitephoenix> Great thank
you
L729[10:19:56] <gigaherz> yay thx
williewillus, no pausing anymore ;P
L730[10:20:28] <gigaherz> which means I
now hear the constant noises of all the slimes spawning all over
the flatworld
L732[10:20:41]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L733[10:20:58] <Bitterholz> fry, so i CANT
use the individual Objects inside the Model to set up the
Layers?
L734[10:21:18] <fry> I don't know.
L735[10:21:32] <Bitterholz> Anyone who
might know here?
L736[10:21:42] <williewillus> i thought
the multilayermodels only accepted variants
L737[10:21:58] ***
MrKick|Away is now known as MrKickkiller
L738[10:22:26] <fry> either variants or
model locations directly, willie
L739[10:22:48] <Xilef11> is there an easy
way to make a block with multiple layers and code-defined colors
per layer? like a block version of spawn eggs
L740[10:22:50] <gigaherz> Bitterholz:
given that fry wrote most of that stuff, if he doesn't
know...
L741[10:22:50] <gigaherz> XD
L742[10:23:08] <gigaherz> Xilef11: I don't
believe blocks can have different tints per layer, no
L743[10:23:27] <williewillus> i thought
you could
L744[10:23:30] <gigaherz> you'd have to
create a smart block model that manually tints the layers based on
the blockstates
L745[10:23:37] <williewillus> by
specifying a different tintindex number
L746[10:23:46] <williewillus> and
returning a different colormultiplier based on that number
L747[10:23:50] <gigaherz> you can make use
of the IColorableQuads or whatever the name was
L748[10:23:56] <gigaherz> to change the
color of the quads on demand
L750[10:24:11] <williewillus> but
tintindex takes a number that is passed to colormultiplier
L751[10:24:12] <Bitterholz> fry, so i
could give "Solid": domain:name.obj#side1=true and so
on?
L752[10:24:22] <williewillus> that's not a
variant
L753[10:24:33] <williewillus> *.obj is not
a blockstate file so you can't do #'s on them
L754[10:24:34]
⇨ Joins: Elucent (~elucent__@12.164.194.130)
L756[10:24:58] <Bitterholz> OFFICIALLY
SCRW IT XD
L757[10:25:06] <Bitterholz> Going CUTOUT
now
L758[10:25:23] <Bitterholz> I give up
XD
L759[10:25:25] <Xilef11> but it spams the
log with FileNotFound and the lighting is off
L760[10:26:00] <williewillus> I'm pretty
sure that it cna be done in json with
tintindex+colorMultiplier
L761[10:27:09] <Bitterholz> williewillus,
or Black Magic? Kappa
L762[10:27:10] <gigaherz> [17:23]
(williewillus): by specifying a different tintindex number
L763[10:27:10] <gigaherz> [17:23]
(williewillus): and returning a different colormultiplier based on
that number
L764[10:27:15] <gigaherz> hmm there's tint
indices for blocks?
L765[10:27:20] *
gigaherz shrugs
L766[10:27:23] <williewillus> there's
tintindexes for anything
L767[10:27:28] <williewillus> it's part of
the vanilla model format
L768[10:27:46] <gigaherz> ah you mjean
specifying both the tint index AND the color multiplied in the
json?
L769[10:27:47] <Bitterholz> is tintindexes
goin to help me?
L770[10:27:53] <williewillus> it goes in a
face
L771[10:27:55] <gigaherz> no, it would
help Xilef11
L772[10:27:59] <Bitterholz> ah
L773[10:28:31] <williewillus> ah yes
L774[10:28:37] <williewillus> tintindex is
passed directly into colorMultiplier
L775[10:29:09] <williewillus> so you can
color different faces differently
L776[10:29:24] <williewillus> the third
praam of colorMultiplier is still 1.7 named, it's not really
renderpass it's tintindex
L777[10:29:34] <gigaherz> lol funny how
Biffa and Sips both released 3 videos for Cities Skylines DLC, both
showing the same content roughly
L778[10:29:39] <gigaherz> in each
video
L779[10:29:43] <gigaherz> and both within
minutes of eachother
L780[10:30:01] <Bitterholz> What does
world.getBlockState(pos.north()) need to be equal to if I want to
adress every possible Inventory?
L781[10:30:12] <gigaherz> ?
L782[10:30:15] <gigaherz> wat
L783[10:30:20] <gigaherz> blockstate
doesn't matter with inventories
L784[10:30:26] <gigaherz> you'd want to
do
L785[10:30:34] <gigaherz>
world.getTileEntityAt(pos)
L786[10:30:35] <Bitterholz> i wanna
directional check for an adjacent inventory
L787[10:30:38] <gigaherz> check if it'sn
ot null
L788[10:30:49] <williewillus> for
(EnumFacing e : EnumFacing.VALUES)
world.getTileEntity(pos.offset(e));
L789[10:30:51] <gigaherz> and if te
instanceof IInventory
L790[10:30:54] <gigaherz> or
L791[10:30:59] <gigaherz> if you want to
use IItemHandler instead
L792[10:31:08] <gigaherz> then use
te.hasCapability and te.getCapability
L793[10:31:23] <Xilef11> williewillus, all
the faces are the same, but have 2 textures of different
colors
L794[10:31:35] <gigaherz> as I said
earlier to McJty
L795[10:31:36] <gigaherz> [15:19]
(gigaherz): all you do is
L796[10:31:36] <gigaherz> [15:19]
(gigaherz): if
(cap.hasCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
facing))
L797[10:31:37] <gigaherz> [15:19]
(gigaherz): itemHandler =
cap.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY,
facing);
L798[10:31:37] <gigaherz> [15:20]
(gigaherz): where "cap" is something that implements
ICapabilityProvider
L799[10:31:38] <gigaherz> [15:20]
(gigaherz): namely, TileEntity, ItemStack, Entity
L800[10:31:50] <williewillus> Xilef11:
screenshot?
L801[10:36:15] ***
Abrar|gone is now known as AbrarSyed
L802[10:37:08] <Bitterholz> lets hope this
works
L803[10:37:09] <Bitterholz> XD
L805[10:38:12] <williewillus> and the
holes in each texture are filled by the other texture?
L806[10:38:18] <Xilef11> yes
L808[10:38:58] <williewillus> yeah specify
a double cube and set all faces of the second one to use a separate
tintindex
L809[10:39:05] <LatvianModder> im pretty
sure you can do it with regular blockstates / json models
L810[10:39:08] <williewillus> you
can
L811[10:39:13] <williewillus> tintindex +
colorMultiplier
L813[10:40:35] <williewillus> the number
after tintindex will be passed directly into the third parameter of
colormultiplier
L814[10:41:52] <williewillus> you probably
need to render that on the CUTOUT layer though, so the holes in
each texture won't become black
L815[10:41:57] <williewillus> but that's a
trivial change
L816[10:45:43] ***
Cojo is now known as Cojo|AFK
L817[10:46:23]
⇨ Joins: Onyx
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net)
L818[10:46:56] ⇦
Quits: OnyxKnight
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net) (Read
error: Connection reset by peer)
L819[10:47:06] ⇦
Quits: Onyx
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net) (Read
error: Connection reset by peer)
L820[10:47:24] <Celtic> So... I've been
trying to flesh-out an idea for a mod for a few days now, and I'm
kind of hitting a brick wall.
L821[10:47:24]
⇨ Joins: Onyx
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net)
L822[10:47:45] ⇦
Quits: ZaggyMobile2 (~Zaggy1024@174-20-167-106.mpls.qwest.net)
(Ping timeout: 186 seconds)
L823[10:47:59] <Celtic> Do any of you have
any resources/ideas on mod creation from the idea side of
things?
L824[10:48:34] <gigaherz> i have plenty of
ideas
L825[10:48:55] <gigaherz> but if you mean
like, some written document that I can share, no
L826[10:49:06] <gigaherz> why don't you
explain your idea
L827[10:49:10] <gigaherz> and we can help
you with it?
L828[10:49:12] <Celtic> I mean, now I'm
curious, so please share if this is an okay place to do that. But I
was more referring to the creative process itself.
L829[10:49:31] <Celtic> Basically I'm
stuck on the problem of "what the hell is the point?" if
that makes any sense.
L830[10:49:40] <gigaherz> what IS your
point?
L831[10:49:44] <Celtic> LOL
L832[10:49:47] <gigaherz> I mean
L833[10:49:52] <Celtic> My bad. So here's
what I got.
L834[10:49:52] <gigaherz> what is your end
goal with the idea
L835[10:49:57] <Celtic> That's just it. I
don't know.
L836[10:50:03] <Celtic> What's the end
goal of any of the mods out there?
L837[10:50:07] <gigaherz> there's
different reasons why someone would make a mod
L838[10:50:08] <Celtic> That's what I'm
trying to understand.
L839[10:50:16] <gigaherz> either you want
to fix something that you think vanilla does wrong
L840[10:50:20] <gigaherz> or you want to
add some new mechanic
L841[10:50:27] <gigaherz> or you want to
add new content to play with existing mechanics
L842[10:50:32] <Celtic> That's honestly
the best reason I can think of, is the "fixes".
L843[10:50:53] <gigaherz> my magic mod
would fall into the second category: adding new mechanics
L844[10:50:59] <gigaherz> I'm creating a
magic mod
L845[10:51:07] <gigaherz> inspired by the
Magicka spell casting system
L846[10:51:13] <Celtic> I want to add more
of a new mechanic of sorts, but I guess I'm not really sure what
you would "do" with the mechanic at the end of the
day.
L847[10:51:29] <Celtic> Basically, I
really love mercantile, trading, etc.
L848[10:51:59] ⇦
Quits: alex_6611 (~alex_6611@p5DC169ED.dip0.t-ipconnect.de) (Read
error: Connection reset by peer)
L849[10:52:05] <Celtic> So the very basic
idea being that I want to find a way to add an element of trade to
the game. But I guess this leaves me in the pit of
L850[10:52:14] <Celtic> "so...
why...?"
L851[10:52:18] <LatvianModder> Like FTBU's
trade? :P
L852[10:52:23] <gigaherz> you are thinking
it wrong
L853[10:52:25] <gigaherz> it's not
"why"
L854[10:52:26] ⇦
Parts: ShadowChild|IMASLEEP (~Shadow@168.235.88.38)
())
L855[10:52:26] <gigaherz> it's why
NOT?
L856[10:52:35] <kyau> ^ this
L857[10:52:40] <Celtic> Uhm, if I'm being
honest, I've done zero research on OTHER mods that do what I'm
talking about
L858[10:52:46] <LatvianModder> 6 billion
for moon rocks? Bought them anyway!
L859[10:52:48] <Celtic> because I don't
want to disuade myself from trying it.
L860[10:52:56] <gigaherz> you think of a
mechanic you think would be fun to play
L861[10:52:58] <gigaherz> and implement
it
L862[10:53:13] <Celtic> My problem is, my
mechanic would only be "fun" if there was a reason to use
it.
L863[10:53:14] <gigaherz> if you want to
have something related to trading
L864[10:53:17] <gigaherz> then you have
your goal
L865[10:53:20] <gigaherz> forget
"why"
L866[10:53:28] <gigaherz> the answer to
that is simply: becuase you want to do it
L867[10:53:31] <LatvianModder> I win at
shop mods
L868[10:53:32] <LatvianModder> :P
L869[10:53:39] <Celtic> Then maybe I
shouldn't do this after all. Hahaha
L870[10:53:41] <gigaherz> now a wholoe
different matter
L872[10:53:51] <gigaherz> is what kind of
trading were you thinking of
L874[10:53:59] <LatvianModder> :P
L875[10:54:01] <Celtic> I guess it's
like... trading is fun, when it works towards an end goal.
L876[10:54:02] <gigaherz> do you just want
to trade between players as you would on an RPG?
L877[10:54:15] <gigaherz> were you
thinking more like, sending trains with stuff to "trading
posts"
L878[10:54:27] <gigaherz> where you
thinking of some economy/stock system
L879[10:54:33] ***
williewillus is now known as willieaway
L880[10:54:35] <gigaherz> where the values
of things changes depending on how much is produced/consumed?
L881[10:54:40] <Bitterholz> hmmm...should
I check for adjacent IInventory's(For connection rendering Sake)
inside the Block or the TE?
L882[10:54:56] <Bitterholz> Block is
better FPS whise right?
L883[10:55:04] <LatvianModder> er
L884[10:55:07] <LatvianModder> well
L885[10:55:14] <gigaherz> Bitterholz:
forconnections, you'd do it in getActualState
L886[10:55:14] <LatvianModder> you cant
really compare those 2
L887[10:55:14] <gigaherz> ;P
L888[10:55:28] <LatvianModder> or you mean
rendering?
L889[10:55:28] <gigaherz> simply because
it's the function DESIGNED to work with that
L890[10:55:38] <gigaherz> but if you mean
actually transferring things
L891[10:55:39] <LatvianModder> like model
rendering vs TESR?
L892[10:55:40] <gigaherz> that belongs on
the TE
L893[10:55:49] <gigaherz> so maybe you
want a mix:
L894[10:56:00] <gigaherz> the Block
handles onNeighborBlockChange
L895[10:56:11] <gigaherz> and notifies the
TE to refresh the connections
L896[10:56:24] <gigaherz> then the TE
keeps the connections in an array of booleans or similar
L897[10:56:31] <gigaherz> which the Block
can access from getActualState
L898[10:56:38] <gigaherz> in order to
return the concrete connection states
L899[10:56:55] <Bitterholz> I got a Check
Connection Method inside the Block that is called by
getExtendedState, wich works and doesnt impact FPS
L900[10:57:30] <Bitterholz> AND it caches
the Enumfacing of the Connection
L901[10:57:50] <Xilef11> How do I register
multiple blocks to use the same model?
L902[10:58:08] <gigaherz> you make a
blockstates json file for each
L903[10:58:15] <gigaherz> and make them
all point to the same model file
L904[10:58:19] <Bitterholz> Xfile json
based or sth like b3d or obj?
L905[10:58:53] ⇦
Quits: cppchriscpp[a]
(~cppchrisc@c-76-24-45-127.hsd1.nh.comcast.net) (Ping timeout: 198
seconds)
L906[10:58:56] <gigaherz> Bitterholz: you
can't "cache" things in the block class
L907[10:59:12] <gigaherz> there's only one
instance of Block in the whole program
L908[10:59:28] <Bitterholz> gigaherz, THAT
explains ALOT
L909[10:59:48] <gigaherz> the Block class
is a "block manager" for ALL blocks of the same
type
L910[10:59:49] <Bitterholz> so i CAN
modify the state of the Block via the TE right?
L911[10:59:57] <gigaherz> you don't need
to modify the state
L912[11:00:19] <gigaherz> as I said
L913[11:00:26] <gigaherz> all you need to
do is handle getActualState
L914[11:00:31] <gigaherz> and check for
the neighbours there
L915[11:00:39] <gigaherz> if you have them
cached, you cache them in your TE (not block)
L916[11:01:25] <Xilef11> I can't make a
blockstate json for each, the blocks are generated
automatically...
L917[11:01:56] <gigaherz> then you'll have
to havea custom thing for them that does the work of the
blockstates file in code
L918[11:01:59] <gigaherz> can't remember
the name XD
L919[11:02:30]
⇨ Joins: cppchriscpp
(~cppchrisc@c-76-24-45-127.hsd1.nh.comcast.net)
L920[11:03:11] <Xilef11>
statemapper?
L921[11:04:15] <Bitterholz> uhm
L922[11:04:38] <Bitterholz> im super
confused, i handled the connecting of the Pipes via the Block Class
ATM
L923[11:04:45] <Bitterholz> works JUST
FINE
L924[11:04:57] <Bitterholz> actually JUSt
the visual Connecting
L925[11:05:20] ***
Mraoffle is now known as Mraof
L926[11:06:01] <Bitterholz> now...how do i
get the Tile Eintity from the block Class
L927[11:06:08] <Bitterholz> i know
L928[11:06:35] <gigaherz>
world.getTileEntityAt(pos)
L929[11:07:12] <Bitterholz> and if that is
an instanceof myTile then do shit right
L930[11:07:38] <gigaherz> yeh
L931[11:09:48]
⇨ Joins: Poppy
(~Poppy@chello085216146055.chello.sk)
L932[11:09:53] ⇦
Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit:
Leaving)
L933[11:11:15] <Bitterholz>
checkConnections is growing so fast XD
L934[11:12:33] <Bitterholz> can I outsorce
the whole check connection Thingy from the Block to the Tile
L935[11:12:36] ⇦
Quits: fuj1n (~fuj1n@101.190.43.10) (Ping timeout: 198
seconds)
L936[11:13:12] <gigaherz> Bitterholz: of
course
L937[11:13:55] <Bitterholz> Cool.
L938[11:15:00] <Bitterholz> and then
instead of passing the connection list into the OBJState in
getExtendedState, i do it inside the Tile in getActualState?
L939[11:17:02] <gigaherz> no if you have
to work with objstate, you have to use getExtendedstate
L940[11:17:13] <Bitterholz> allright
L941[11:17:21] <gigaherz> but you can
request the info FROM the TE
L942[11:17:45] <Bitterholz> thats good
stuff
L943[11:17:48] <Celtic> Latvian, when you
said "FTBU's" trade, what were you referring to
specifically?
L944[11:18:06] <LatvianModder> A gui where
players will be able to trade with each other
L945[11:18:17] <Celtic> Ah, alright.
L946[11:18:22] <LatvianModder> 1.8.9
future feature
L947[11:18:32] <Celtic> I've been looking
around for a mod like I was talking about and I wasn't finding
anything. lol
L948[11:18:38]
⇨ Joins: alex_6611
(~alex_6611@p5DC169ED.dip0.t-ipconnect.de)
L949[11:18:49] ***
big_Xplosion is now known as big_Xplo|AFK
L950[11:18:54] <LatvianModder> Will most
likely be like "Post your offer, and someone will accept
it"
L951[11:18:58] <LatvianModder> so like a
public trade
L952[11:19:16] <LatvianModder> for
personal, there will be Mail, where you can send up to x
items
L953[11:19:24] ⇦
Quits: mallrat208 (~mallrat20@184-88-190-37.res.bhn.net) (Read
error: Connection reset by peer)
L954[11:19:35] <Celtic> Ah, yeah. Not
really what I'm talking about then.
L955[11:19:38] <Celtic> Though that's
neat.
L956[11:19:45]
⇨ Joins: GildedGames
(~GildedGam@ec2-54-162-33-40.compute-1.amazonaws.com)
L957[11:19:48] <Wuppy> o/
L958[11:19:53] <LatvianModder> o/
L959[11:20:01] <LatvianModder> and a TL;DR
of what you were talking about?
L960[11:20:02] <Wuppy> wazza
LatvianModder?
L961[11:20:11] <LatvianModder>
Moddin'!
L962[11:20:13] <LatvianModder> as
always
L963[11:20:16] <LatvianModder> all day,
all night
L964[11:20:18] <LatvianModder> fun
:P
L965[11:20:22] <Wuppy> cool :)
L966[11:20:26] <Wuppy> I just finished
karting :O
L967[11:20:36] <Celtic> Like... Mario
Karting?
L968[11:20:41]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L969[11:20:42] <fry> MotvianLadder
L970[11:20:55] <LatvianModder> lol
L971[11:21:07] <LatvianModder> IRL
karting?
L972[11:21:16] <Wuppy> IRL karting
L973[11:21:23] <LatvianModder> nice
L974[11:21:29] <Wuppy> the karts were also
fast as fuck
L975[11:21:29] <Celtic> But, the same kind
of "karting"
L976[11:21:35] <Celtic> Okay, cool.
lol
L977[11:21:43] <Wuppy> minus the powerups,
yes Celtic
L978[11:21:52] <Celtic> -throws banana at
Wuppy-
L979[11:22:04] <LatvianModder>
MotvianLadder is going to be, like.. my arch enemy. Yep. I must
have one
L980[11:22:09] <whitephoenix> Real life
powerups sounds like a good way to get banned
L981[11:22:16] <LatvianModder> Ok, I have
a couple. But this is the main!
L982[11:22:19] <gigaherz> someone invented
RL "powerups" for karting
L983[11:22:32] <Wuppy> it's easy enough to
do that though
L984[11:22:41] <Celtic> I'm living in
Tokyo right now, and I see a group of people drive through downtown
Shibuya on go-karts dressed as MarioKart characters once a week or
two.
L985[11:22:43] <Celtic> It's
hilarious.
L986[11:22:48] <gigaherz> the banana peel
would stop your kart and turn al lthe way to the left
L987[11:22:54] <gigaherz> for a few
seconds
L988[11:23:12] <LatvianModder> did they
try expoisions?
L989[11:23:16] <gigaherz> iirc, it was
based on NFC
L990[11:23:26] <Wuppy> I was skidding
through the corners all the time as well, even without
bananas
L991[11:23:31] <gigaherz> so the karts
would detect the item by proximity
L992[11:23:34] <gigaherz> when they passed
over the item
L993[11:23:46] <Celtic> Oh, so was it like
a flat, paper disk that had NFC stuff on it?
L994[11:23:54] <Celtic> Hahaha,
nice.
L995[11:25:14]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8D872D48.access.telenet.be)
L997[11:25:43] <Celtic> It's
hilarious.
L998[11:25:46] ***
AbrarSyed is now known as Abrar|gone
L999[11:25:58] <Celtic> I love the
Bowser.
L1000[11:26:06] <Wuppy> oh also, pretty
genious, during the first lap of the first of our groups, someone
drove into the wall so hard that they had to fix the wall :P
L1001[11:26:30] <LatvianModder> And they
didnt.. you know.. have to fix the person?
L1002[11:26:31] <Wuppy> they had to stop
for a few minutes because she drove into the wall :P
L1003[11:26:38] <Wuppy> no surprisngly
not
L1004[11:26:58] <Wuppy> the karts are
pretty secure though, plus a helmet and a tire wall
L1005[11:27:26]
⇨ Joins: MattDahEpic
(~MattDahEp@184-96-202-46.hlrn.qwest.net)
L1006[11:28:50] <LatvianModder> How do I
find fellow Latvian modders?
L1007[11:28:56] <LatvianModder> I havent
heard about anyone else
L1008[11:29:11] <Wuppy> uhhh, ask on
minecraftforum?
L1009[11:29:18] <LatvianModder> Gilby,
but he seems to live in Canada, so it doest count
L1010[11:29:24] <PaleoCrafter>
getEntitiesWithinAABB, hurr durr
L1011[11:29:24] <LatvianModder> I dont
use any forums
L1012[11:29:25] <LatvianModder> :P
L1013[11:29:28] <LatvianModder> lol
L1014[11:29:33] <LatvianModder> that
might just work
L1015[11:32:31] <MattDahEpic> well shit,
i just sat down and fell through my chair. any computer chair
recommendations?
L1016[11:34:26] <PaleoCrafter> just
stand, I hear it's better for your back anyways :P
L1017[11:37:17]
⇨ Joins: agowa338
(~Thunderbi@p549190A0.dip0.t-ipconnect.de)
L1018[11:38:33] <fry> but worse for feet
:P
L1019[11:39:03] <PaleoCrafter> Heh
L1020[11:40:14] <whitephoenix> Can I call
a function after a timer finishes on a normal block or do I need a
tile entity?
L1021[11:40:38] <PaleoCrafter> You can
schedule a block update
L1022[11:41:46]
⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
()
L1023[11:42:42] ***
K-4U is now known as K-4U|Streaming
L1024[11:43:18] <gigaherz> MattDahEpic:
get one with tall back
L1025[11:43:20] <whitephoenix> What class
is the function in? I didn't see anything like that in Block
L1026[11:43:41] <gigaherz> in world
L1027[11:43:55] <gigaherz> you ask the
world to giveyou a block update after X ticks
L1028[11:44:01] <whitephoenix> Ah
thanks
L1029[11:44:37]
⇨ Joins: sciguyryan (~sciguyrya@95.211.148.215)
L1030[11:47:15]
⇦ Quits: Turkey (~Turkey@cpe-24-95-73-99.columbus.res.rr.com)
(Ping timeout: 194 seconds)
L1031[11:47:22] ***
big_Xplo|AFK is now known as big_Xplosion
L1032[11:47:42] <MattDahEpic> is there an
ore dictionary value for all stairs and all slabs?
L1033[11:49:30]
⇦ Quits: Elucent (~elucent__@12.164.194.130) (Ping timeout:
198 seconds)
L1034[11:50:52] <whitephoenix> When I
started to learn to mod a week or so ago I thought using the mods
would be the best part but actually making them is really fun
too
L1035[11:55:51] <Celtic> Is this IRC an
appropriate forum to discuss a mod that's still very much in the
"idea" stage?
L1036[11:55:57] <Bitterholz> World Util
Class FTW
L1037[11:56:14] <Celtic> I dont' want to
dilute the channel if it's not "okay".
L1038[11:57:58] <MattDahEpic> Celtic, it
should be okay if its not asking people to do it for you
L1039[12:00:06] <Bitterholz> So whats
your Idea Celtic
L1040[12:01:00] <Celtic> Well basically
this.
L1041[12:01:23] <Celtic> I feel like the
"energy" generation mods, along with most of the magic
mods have been fairly well covered at this point.
L1042[12:01:30] ***
cppchriscpp is now known as cppchriscpp[a]
L1043[12:02:03] <Celtic> But, for me, I
enjoy games like EVE online, Recettear, Evocron Mercenary,
etc.
L1044[12:02:10] <Wuppy> ^ someone seems
to like c++ :P
L1045[12:02:46] <Celtic> So I had this
idea to add some form of useful economy to a mod.
L1046[12:03:16] <Celtic> Having sat and
thought about it for longer, I've broken it down into a more
simplistic thought, and in a way it's almost kind of it's own
"energy" systemm.
L1047[12:03:20] <Celtic> One second
though.
L1049[12:04:08] <Celtic> I guess that's a
VERY general layout of sort of what I had in mind.
L1050[12:04:14] <Celtic> I need to
continue thinking/elaborating.
L1051[12:04:26] <Celtic> But I want to
give the mod some sort of feel of "purpose".
L1052[12:04:42] <Celtic> An arbitrary
currency doesn't do much for anyone. I want people to WANT to use
the mod to progress.
L1054[12:09:12] <whitephoenix> I'm trying
to detect if a player is holding my item when they activate my
block using this:
http://pastebin.com/ha0VF5Nc but it
never actually passes the if statement test
L1055[12:14:39]
⇨ Joins: Hgreb
(~Hgrebnedn@d8D872D48.access.telenet.be)
L1056[12:14:46] <MattDahEpic> do
player.getCurrentEquippedItem().getItem() instanceof
ItemBlaziumLampSlab
L1057[12:16:44]
⇦ Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be)
(Ping timeout: 198 seconds)
L1058[12:17:28] <MattDahEpic> if you give
a potion effect on the server will the client get it?
L1059[12:18:16] <Celtic> I guess let me
ask this. What's the end goal of Minecraft? Or maybe more focused,
what's the end goal of the Magic or Energy mods? Just to get to the
final technology? Or is it just to spiral ever-larger into
power/magic ability? (Sorry, I'm just having a bit of a
philosophical debate on the point of mods. :P)
L1060[12:18:58] <fry> the point is to
have fun :P
L1061[12:19:17] <SkySom> ^
L1062[12:19:28] <Celtic> Don't you
simplify and reduce my mental breakdowns to realistic, simple
answers! xP
L1063[12:20:00] <fry> there's no better
answer :P
L1064[12:20:25] <MattDahEpic> if a mod
has achievements the end goal is usually to the stuff to get all
the achievements
L1065[12:20:30] <SkySom> Any other answer
would became specific to people
L1066[12:20:48] <whitephoenix>
MattDahEpic: Can't resolve symbol player, I'm assuming I forgot
something
L1067[12:21:20] <Lymia> Celtic, I sot of
feel like this is a big design flaw with... basically most
Minecraft mods out there.
L1068[12:21:21] <SkySom> What is your
entityplayer variable called
L1069[12:21:42] <whitephoenix> I don't
have one...
L1070[12:21:45] <Lymia> They add more
things to make or use (tech mods, etc), but don't add any
additional content to Minecraft (dungeons, dimensions with quest
lines etc)
L1071[12:22:13] <Lymia> The exceptions I
can think of are... what, Twilight Forest? I'm sure there's more,
but, that's the only popular one I can think of.
L1072[12:22:21] <mikebald> whitephoenix
in the paste you listed, it's entityPlayer
L1073[12:22:23] <Celtic> I guess that's
what I'm trying to resolve.
L1074[12:22:44] <infinitefoxes_> Mojang
is apparently releasing 1.9 next week
L1075[12:22:55] <infinitefoxes_> gr
L1076[12:23:04] <MattDahEpic>
infinitefoxes_, is that confirmed?
L1078[12:23:17] <infinitefoxes_> straight
from Marc
L1079[12:23:46] <MattDahEpic> i said
"inb4 mojang says fuck all the game breaking bugs lets release
this"
L1080[12:24:02] <infinitefoxes_> oh is
that not like
L1081[12:24:05] <MattDahEpic> AND LO THEY
DID
L1082[12:24:06] <infinitefoxes_> every
release since 1.3?
L1083[12:24:12] <Lymia> I feel like you
don't really have to think all that hard or deep about it. The
answer's pretty clear.
L1084[12:24:42] <Celtic> You talking to
me, Lymia?
L1085[12:24:46] <Lymia> Yeah.
L1086[12:24:46] <MattDahEpic>
infinitefoxes_, the biggest ones are that nether and end portals
dont ever actually bring you to the correct place
L1087[12:24:55] <MattDahEpic> they drop
you in the void or suffocate you
L1088[12:25:18] <Lymia> The
"natural" solution is more something like Twilight
Forest, IMO. Minecraft has adventuring and combat mechanics, and
one answer is to add more challenges and content that uses those.
Like Twilight Forest does.
L1089[12:25:32] <Celtic> I'll be the
first to admit that I think part of my problem is that I'm not good
at just "starting small"
L1090[12:25:38] <infinitefoxes_> oh,
Mojang
L1092[12:25:39] <Lymia> On the other
side, for people who want to build, or use Minecraft as a sandbox
game... there's no point to adding a focused goal, or some kind of
"end goal".
L1093[12:25:40] <Celtic> I kind of want
to have some grand scheme hatched from day one.
L1094[12:25:55] <Lymia> The game itself
is the goal, kinda. They can just use mods to build, or play around
with them.
L1095[12:26:53] <fry> Celtic: having a
grand scheme is a good way to burn yourself out and never release
anything
L1096[12:27:01] <Celtic> That's...
yeah.
L1097[12:27:19] <whitephoenix> So the
problem now is that I don't have a class called
ItemBlaziumLampSlab, I have BlockBlaziumLampSlab but it can't cast
the item to a block so I have no idea
L1098[12:27:22] <Celtic> It's not the
first I've tried.
L1099[12:27:36] <Celtic> Not with
Minecraft before, but other things definitel.
L1100[12:27:36] <Lymia> I have big ideas
too, but... I generally do know it's possible, and something I can
make concrete steps to work towards
L1101[12:27:37] <Celtic> y*
L1102[12:28:12] <Celtic> Yeah. I just
need to think about it more I guess. Part of my issue is that I
want it to be a mod that people use.
L1103[12:28:14] <infinitefoxes_>
whitephoenix: you're trying to get the item from a block?
L1104[12:28:27] <Celtic> Kind of like
Minecraft is hard for me, because I only like building useful
things that people use.
L1105[12:28:37] <Celtic> I feel like I
want to build a mod, but only if it doesn't suck.
L1106[12:28:38] <whitephoenix>
infinitefoxes_: I have no idea, I want to check if the player is
holding my block, but when it's in the inventory it's an item
right?
L1107[12:28:45] <Celtic> I realize that's
backwards and silly, but yeah. hahaha
L1108[12:28:58] <fry> it's completely
understandable, Celtic
L1109[12:29:17] <infinitefoxes_>
whitephoenix: it is, all blocks have a default generic Item
IIRC
L1110[12:29:53] <infinitefoxes_> you can
create a custom Item and override the onUpdate() method which is
called per tick if it's in the inventory
L1111[12:30:14] <MattDahEpic>
Item.getItemFromBlock ?
L1112[12:30:43] <infinitefoxes_> oh I
thought he was asking if he wanted to check whether a player had it
in his inventory
L1113[12:30:50] <infinitefoxes_> if you
just need the Item from your Block, use
Item.getItemFromBlock(block)
L1114[12:32:09]
⇦ Quits: Hgreb (~Hgrebnedn@d8D872D48.access.telenet.be) (Ping
timeout: 186 seconds)
L1115[12:32:41] <Lymia> I feel like going
for "something useful" in Minecraft modding might be
actively harmful. :/
L1116[12:32:51]
⇨ Joins: Mowmaster_Mobile
(~Mowmaster@2600:1014:b103:ced7:86c:25dc:6446:2838)
L1117[12:33:06] <Lymia> It's part of the
root cause of Minecraft modding power creep.
L1118[12:33:12] <whitephoenix> That
didn't work for what I'm trying to do. Taking a step back, I am
trying to check if the player is holding my block in their
hand
L1119[12:33:40]
⇨ Joins: kimfy
(~kimfy@9.12.34.95.customer.cdi.no)
L1120[12:33:50] <infinitefoxes_>
whitephoenix: have you at least managed to get what the player is
holding?
L1121[12:34:09]
⇦ Quits: Mowmaster
(~Mowmaster@2600:1014:b104:c0e6:e03d:166:6e66:e4f5) (Ping timeout:
186 seconds)
L1122[12:34:28] <Celtic> I won't lie
Lymia, I don't know what you're referring to with regard to
"power creep"?
L1123[12:34:32]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8D872D48.access.telenet.be)
L1124[12:34:33] <Lymia> Is there a hook
that runs when an item is in your hand?
L1125[12:34:41] <Lymia> That might bypass
the problem.
L1126[12:35:12] <whitephoenix> I think I
have let me check
L1127[12:35:18] ***
zz_SnowShock35 is now known as SnowShock35
L1128[12:35:44] <fry> "that mod adds
100000000RF generator? I'll make 1000000000000000RF generator, I'll
be more useful!"
L1129[12:36:46] <Lymia> Not usually so
unsubtle, but, that basic thought process.
L1130[12:37:20] <Lymia> "It'd be
useful if you could automate so-and-so" and thus breaking
something another modder expected to be able to use as a
progression limiting mechanic.
L1131[12:37:40] <Lymia> "It'd be
useful if you could duplicate ore." And now all mods that are
balanced for normal income are rendered twice as easy.
L1132[12:37:56] <Lymia> "It'd be
useful if you could automatically mine." And now all mods that
rely on ore income to limit progress are broken in half.
L1133[12:38:08] <whitephoenix> Hmm
getCurrentEquippedItem().getItem() returns
"net.minecraft.item.ItemBlock@602fe822"
L1134[12:38:28] <whitephoenix> Oh never
mind
L1135[12:39:15] <Lymia> One of the more
annoying parts of Java. :D
L1136[12:39:20] <Lymia> Nothing has
useful toString methods.
L1137[12:39:28] <fry> "every mod
doubles ores, I should make a way to triple ores, so people play my
mod instead!"
L1138[12:39:43] <MattDahEpic> inb4
mekanish quintupling
L1139[12:39:55] <Celtic> Alright. Well, I
understand that. But I guess I put that problem more on the
mod-users/players.
L1140[12:39:56] <mikebald> Lymia that's
not just Java; if you want some useful data from ToString() in your
objects you need to override it
L1141[12:40:15] ***
willieaway is now known as williewillus
L1142[12:40:28] <fry> not true for large
classes (hah) of objects
L1143[12:40:43] <Lymia> mikebald, it's
not so bad in, say, Scala, where case classes autogenerate useful
toString methods, and standard library classes like collections
define useful toString methods.
L1144[12:40:53] <Lymia> Or Haskell where
show is defined for a lot of built-in collections.
L1145[12:41:01] <fry> usually sensible
default of "type name + list of fields .toString" works
wanders
L1146[12:41:10] <gigaherz> fry: triple?
pff
L1147[12:41:24] <gigaherz> couldn't you
quintuple ores with mekanism?
L1148[12:41:25] <gigaherz> XD
L1149[12:41:32] <tterrag> yes
L1150[12:41:41] <gigaherz> which always
bothered me
L1151[12:41:42] <tterrag> though it is
arguably complex enough to warrant the bonus
L1152[12:41:43] <Celtic> I don't know
much, so I don't want to rat on anyone.
L1153[12:41:46] <gigaherz> when you
"purify" things
L1154[12:41:48] <fry> never played
mekanism, and now probably never will be :P
L1155[12:41:49] <gigaherz> you don't get
MORE of it
L1156[12:41:49] <tterrag> triple is a bit
too easy for my taste
L1157[12:41:53] <gigaherz> you get less,
but of higher quality
L1158[12:41:54] <gigaherz> XD
L1159[12:42:04] <gigaherz> fry: doubling
is the normal process
L1160[12:42:09] <tterrag> however 4x and
5x are so complex that by the time you do them you're well past any
stage in the game where getting more ore is all taht useful
L1161[12:42:09] <Celtic> But I've heard
that Mekanism is kind of the like... more... ridiculous of the Tech
mods?
L1162[12:42:12] <fry> not in vanilla
:P
L1163[12:42:13] <gigaherz> tripling
requires one extra machine
L1164[12:42:19] <gigaherz> quadruple
requires an even morecomplex chain
L1165[12:42:25] <Lymia> I don't think it
matters if it's 2x, or 3x, or even 10x.
L1166[12:42:29] <gigaherz> quintupling
requires a whole factory
L1167[12:42:33]
⇦ Quits: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::45)
(Ping timeout: 186 seconds)
L1168[12:42:45] <Lymia> That's just a
numbers thing, and doesn't intrinsically make it easier or
harder.
L1169[12:42:46] <mikebald> Lymia Didn't
realize you had a specific language in mind that you were using for
comparison
L1170[12:43:24] <Lymia> The problem comes
when you say "It'd be useful if you could triple instead of
double.", and then make a mod with a higher baseline than
everything that came before roughly balanced around vanilla.
L1171[12:43:38] <Lymia> That starts power
creep, which is quite a vicious cycle.
L1172[12:43:52] <Lymia> mikebald, not
just a specific language, but, pretty much most languages I've
worked with. :/
L1173[12:44:03] <fry> and we get the
ecosystem where everything relies on doubling being the default
:P
L1174[12:44:06]
⇨ Joins: Tahg
(~Tahg@pool-72-74-136-69.bstnma.fios.verizon.net)
L1175[12:44:07]
MineBot sets mode: +v on Tahg
L1176[12:44:37] <Lymia> Haskell, Python,
etc, I've never experienced anything like
"java.lang.ArrayList@whatever" before.
L1177[12:44:47]
⇨ Joins: Cobbleopolis
(~Cobbleopo@2602:302:d104:c430::45)
L1178[12:44:47] <Lymia> then just wanting
to stare at it and going "what".
L1179[12:44:53] <mikebald> Lymia C# is
the same way for the most part
L1180[12:44:59] <Lymia> I think that
might have been fixed by now though.
L1181[12:45:19] <fry> compatibility is a
hell of a drug
L1182[12:45:59] <fry> I'm amazed J8 added
default methods and lambdas, to be honest
L1183[12:46:19] <fry> didn't think they
could pull that off so quickly :P
L1184[12:47:25] *
gigaherz wants Extension Methods
L1185[12:47:29] <MattDahEpic> what we
need is @mod.minimumJava default 1.6
L1186[12:47:49] *
mikebald likes his extension methods =D.
L1187[12:48:03] <Lymia> <fry> and
we get the ecosystem where everything relies on doubling being the
default :P
L1188[12:48:30] <Lymia> I've already
decided for my mod design that my ore requirements will be minimum,
and just enough so the recipes work. :v
L1189[12:48:34] <Lymia> I want no part in
this
L1190[12:49:00] <Xilef11> is there a way
to get the item form of blocks to use the colorMultiplier/tintindex
for color?
L1191[12:49:22]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L1192[12:49:51] <williewillus> Xilef11:
yup
L1193[12:49:59] <williewillus> there's a
different method in the Item class you have to override
L1194[12:50:34] <LatvianModder> fry: any
idea when we all can move to Java 8 for minecraft?
L1195[12:50:46] <gigaherz> LatvianModder:
anyone can use j8 for mods
L1196[12:50:59] <gigaherz> forge will
stay at j6 simply because minecraft itself is j6
L1197[12:51:01] <williewillus> when
mojang does
L1198[12:51:02] <LatvianModder> N..no.
Well, I mean, for real
L1199[12:51:07] <PaleoCrafter>
MattDahEpic, afaik cpw is planning to do something like that
L1200[12:51:09] <williewillus> when
mojang does :P
L1201[12:51:14] <gigaherz> LatvianModder:
so far as Mojang thinks it's best to stick to J6
L1202[12:51:14] <MattDahEpic> yay\
L1203[12:51:16] <williewillus> Xilef11:
getColorFromItemStack
L1204[12:51:17] <LatvianModder> And when
they will? :P
L1205[12:51:31] <PaleoCrafter> Or at
least, display a meaningful error when a mod uses J8
L1206[12:51:33] <williewillus> I'm not
sure if that renderpass argument works in the same way though
L1207[12:51:45] <gigaherz> LatvianModder:
well they already bundle j8 with the launcher
L1208[12:51:45] <williewillus> try
it
L1209[12:51:47] <gigaherz> so
eventually
L1210[12:51:47] <Lymia> Depending on how
important Scala is, Scala 2.12 is going to have to force a decision
one way or another. (Hold Scala version back, drop Scala, require
Java 8)
L1211[12:51:48] <gigaherz> ;P
L1212[12:51:53] <Lymia> Because it's
dropping support for Java <8
L1213[12:51:55] <Xilef11> no, its the
layer of the item model...
L1214[12:52:11] <williewillus> actually,
yes it will
L1215[12:52:13] <williewillus> it
L1216[12:52:15] <fry> sadly, Scala is not
at all important to forge
L1217[12:52:17] <williewillus> 's the
tint index as well
L1218[12:52:20] <Bitterholz> hmm, i need
to create the Pipes Tile when i find it null in
getExtendedState...
L1219[12:52:24] <LatvianModder> We
shouldnt have included scala in the first place
L1220[12:52:27] <Lymia> Still always have
dependency shading.
L1221[12:52:35] <Bitterholz> but how do I
initialise the Tile for the Block from there?
L1222[12:52:41] <Lymia> But nobody in the
Minecraft modding community other than a few people know how to set
up stuff like that. :/
L1223[12:52:44] <Xilef11> oh... so I
guess all I have to do is register a custom ItemBlock for my
blocks?
L1224[12:52:51] <Bitterholz> Have
implemented ITileEntityProvider
L1225[12:52:52] ***
Cojo|AFK is now known as Cojo
L1226[12:52:52] <LatvianModder>
createNewTileEntity()
L1227[12:52:58] <PaleoCrafter> You can
still fall back to the old backend in 2.12, iirc
L1228[12:53:01] <Lymia> (Rename scala.*
to mod.dep.scala.* or whatever)
L1229[12:53:03] <LatvianModder> You can
also extend BlockContainer, its safer
L1230[12:53:07] <williewillus> Xilef11:
yup, I do that to get mana pools to color
L1231[12:53:09] <williewillus> ewww
NO
L1232[12:53:10] <gigaherz> I keep
wondering
L1233[12:53:11] <williewillus> do not use
BlockContainer
L1234[12:53:12] <Lymia> But that breaks
extension mods.
L1235[12:53:13] <gigaherz> there's maven
and all that
L1236[12:53:15] <williewillus> do
NOT
L1237[12:53:17] <williewillus> :P
L1238[12:53:21] <LatvianModder>
Why?
L1239[12:53:33] <williewillus> because
facilities already exist in the block class
L1240[12:53:36] <williewillus> to do
everything you need
L1241[12:53:38] <LatvianModder> *wispers*
I use BlockContainer for every block
L1242[12:53:39] <Bitterholz>
LatvianModder, but createNewTileEntity takes a World as arg
L1243[12:53:46] <Bitterholz> i do not
know how to get the world
L1244[12:53:46] <Lymia> gigaherz, unless
we get Project Jigsaw integration (which is going to be, like, Java
9 or 10)
L1245[12:53:48] <LatvianModder> Oh, dont
use it
L1246[12:53:57] <LatvianModder> I mean.
One sec
L1247[12:54:01] <Lymia> There'll always
be the problem of mods depending on different versions of
something.
L1248[12:54:03] <Lymia> :/
L1249[12:54:13] <williewillus>
block.createTileEntity(IBlockState world) and
block.hasTileEntity(IBlockState)
L1250[12:54:13] <gigaherz> wouldn't it be
possible to have a mod specify some libs available through a mvaen
repo, and have forge somehow get those libs for you?
L1251[12:54:14] <williewillus> are all
you need
L1252[12:54:19] <williewillus>
BlockContainer is unneeded bulk
L1253[12:54:26] <Lymia> Which is why I
like the approach of renaming library class names.
L1254[12:54:29] <gigaherz> isntead of
having to shade the libs on each mod and all that crap
L1255[12:54:32] <PaleoCrafter> Java 9
*is* Jigsaw
L1256[12:54:48] <Lymia> No other
features? Skeptical.
L1257[12:54:58] <fry> java9 is not here
yet :P
L1258[12:55:03] <Lymia> (From earlier,
honestly, I'm pretty sure tech mods's main problem is that they're
mods that add technology for the player to use, and not full
"technology themed mods.")
L1259[12:55:21] <LatvianModder>
williewillus: What happens with breakBlock and
sendSomethingEvents?
L1260[12:55:25] <Lymia> (I can't think of
anything that does things like add tech-themed cities to the
worldgen, or hidden labs underground, and stuff like that)
L1261[12:55:28] <williewillus> wat
L1262[12:55:31] <PaleoCrafter> No other
spectacular features planned as far as I'm aware
L1263[12:55:32] <LatvianModder> do I have
to override them for each tile entity?
L1264[12:55:45] <williewillus> no,
because minecraft does that already
L1265[12:55:53] <PaleoCrafter> J10 might
have the real shit like Valhalla
L1266[12:55:55] <williewillus> the block
breaking that is
L1267[12:56:00] <LatvianModder> oh, I
see
L1268[12:56:03] <williewillus> the event
stuff is not, but no one even uses that
L1269[12:56:18] <LatvianModder> .. then
why the heck vanilla has BlockCont.. Oh right. #BecauseMojang
L1270[12:56:30] <MattDahEpic> Lymia, my
mod adds secret labs
L1271[12:56:31] ***
K-4U|Streaming is now known as K-4U
L1272[12:57:09] <Lymia> Do they act as
proper tech-themed dungeons? Do they serve to add challenging
content that matches the equipment or whatever you might add?
L1273[12:57:27] <Lymia> IIRC, some stuff
like Ars Magica does that.
L1274[12:57:33] <williewillus> I
disagree, not every mod has to have a full built-out
experience
L1275[12:57:38] <Bitterholz>
williewillus, but createTileEntity(World, IBlockState) needs a
World to be specified, i need to get that world somehow
L1276[12:57:54] <Bitterholz> it requests
that from me
L1277[12:57:59] <gigaherz> you do NOT
call that
L1278[12:58:02] <gigaherz> minecraft
calls it for you
L1279[12:58:03] <williewillus> you NEVER
calll that manually
L1280[12:58:06] <williewillus> if you do
you're doing it r=wrong
L1281[12:58:08] <williewillus>
*wrong
L1282[12:58:14] <gigaherz> when the
blockstates changes
L1283[12:58:15] <McJty> Hmm, if your mod
depends on the new IItemHandler then what version of forge should
you set as a minimum requirement?
L1284[12:58:24] <williewillus> latest
recommended
L1285[12:58:26] <williewillus> 1722
L1286[12:58:31] <McJty> ok thanks
L1287[12:58:55] <MattDahEpic> McJty, can
i see how you do the iitemhandler stuff it isnt working for
me
L1288[12:59:30] <McJty> Well I haven't
done much with that yet. The only IItemHandler stuff that I have is
examining it in other blocks
L1289[12:59:34] <McJty> But I'm not yet
implementing it myself
L1290[12:59:39] <McJty> That's on my
todo
L1291[13:00:09]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1292[13:00:22]
⇨ Joins: FallingD
(~FallingDu@53542A24.cm-6-5a.dynamic.ziggo.nl)
L1293[13:00:26] <gigaherz> exposing
IItemHandler is relatively easy too
L1294[13:01:08] <Bitterholz> lets ask the
question more precise, HOW do I ensure my Block has its TE BEFORE
getExtendedState gets called?
L1295[13:01:22] <FallingD> in other fun
news, 1.9 :D \s
L1296[13:01:24] <gigaherz> Bitterholz:
you do not
L1297[13:01:42] <gigaherz> the TE should
always exist on getExtendedState/getActualState
L1298[13:01:47] <gigaherz> but a null
check never hurts
L1299[13:02:04] <Bitterholz> and if its
null waht shall I do to chatch that?
L1300[13:02:23] <gigaherz> just leave the
default state without side connections
L1301[13:02:33] <PaleoCrafter> null
checks hurt very much, gigaherz
L1302[13:03:20] <Bitterholz> guess
createTileEntity should return new MyTile() instead of
super.createTileEntity...
L1303[13:03:26] <gigaherz> yes of
course
L1304[13:03:30] <Bitterholz> DURP
L1305[13:03:42] <gigaherz> and
hasTileEntity should return true
L1306[13:04:00] <Bitterholz> do I even
need TileEntityProvider anymore?
L1307[13:04:06] <gigaherz> nope
L1308[13:04:11] <Bitterholz> gg getting
rid of it
L1309[13:04:50]
⇦ Quits: poiuy_qwert (~poiuy_qwe@206.223.179.158) (Quit: This
computer has gone to sleep)
L1310[13:04:58] <Bitterholz> lets hope
shit works now
L1311[13:05:35] <Bitterholz> NOPE still
crashes on world load XD
L1312[13:07:23] <gigaherz> FallingD: \o/
1.9-pre
L1313[13:08:33]
⇨ Joins: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net)
L1314[13:09:00] <FallingD> start the
updating! (you know, once Lex updates forge and mojang actually
releases 1.9 instead of pre and MCP mappings are in a acceptable
state)
L1315[13:09:11] <gigaherz> don't get
ahead of yourself
L1316[13:09:15] <gigaherz> ;P
L1317[13:09:24] <gigaherz> frist step is
to start looking at the differences
L1318[13:09:38] <gigaherz> see how much
work the forge upgrade will be
L1319[13:09:43] ***
williewillus is now known as willieaway
L1320[13:09:48] <gigaherz> if they
changed the obfuscation, it would be annoying
L1321[13:09:48] <gigaherz> ;P
L1322[13:10:06] <FallingD> mostly more
features right, no big underlying changes like the block models in
1.8
L1323[13:10:09] <FallingD> right?
L1324[13:10:13] <gigaherz> wellllll
L1325[13:10:20] <gigaherz> they did the
whole item attributes thing
L1326[13:10:29] <gigaherz> not sure how
those work
L1327[13:10:31] <FallingD> oh yh that is
gonna take a bit of work
L1328[13:10:57] <gigaherz> also, mojang
was working on something resembling forge blockstates for vanilla,
dunno where that went
L1329[13:11:14] <gigaherz> then,
L1330[13:11:23] <gigaherz> there's the
entity roll feature (elytra wings)
L1331[13:11:42] <MattDahEpic> ooh
ItemStates?
L1332[13:11:55] <gigaherz> MattDahEpic:
not necessarily
L1333[13:12:10] <gigaherz> I mean the
stuff where the tools have attributes
L1334[13:12:13] <MattDahEpic> oh
L1335[13:12:14] <gigaherz> such as swing
time
L1336[13:12:27] <Wuppy> wow organizing
proper events is a lot of work :<
L1337[13:12:31] <Wuppy> but the result is
awesome
L1338[13:12:38] <gigaherz> then there's
non-player "item use" stuff
L1339[13:12:46] <gigaherz> where
skeletons actually "use" the bow
L1340[13:13:08] <gigaherz> they also
changed entity riding
L1341[13:13:12] <PaleoCrafter> Wuppy, I
hope they don't all have their own listener interface, hue
hue
L1342[13:13:21] <gigaherz> then there's
the sound event stuff
L1343[13:13:27] <gigaherz> we may need
extra metadata on sounds
L1344[13:13:33] <Wuppy> haha
PaleoCrafter
L1345[13:13:43] <MattDahEpic> sub titles
inb4 raughs
L1346[13:13:48] <Wuppy> GoKartEvent
L1347[13:14:19] <Bitterholz> time to
Sorcetree
L1348[13:16:28] <PaleoCrafter> Dual
wielding probably has changed some stuff internally as well, I'd
imagine
L1349[13:16:38] <gigaherz> maybe
L1350[13:16:44] <gigaherz> but I imagine
it as being just some
L1351[13:16:50] <Wuppy> karting is
absolutely awesome though, we're going to do it more often :P
L1352[13:16:59] <gigaherz> extra slot in
the player
L1353[13:17:04] <gigaherz> and some
player.getSecondaryItem
L1354[13:17:11] <gigaherz> used by the
rightclick processing code
L1355[13:17:39] <MattDahEpic> does giving
a player a potion effect only on the server cause it not to
work?
L1356[13:17:55] <gigaherz> no? the server
is responisble from syncing the data with the client
L1357[13:18:07] <MattDahEpic> well it
appears to not be doing that
L1358[13:18:39] <PaleoCrafter> Yeah, but
maybe they were clever enough to add extra methods to allow
different behaviour depending on the holding hand
L1359[13:18:49] <PaleoCrafter> If not,
forge will probably do it :D
L1360[13:21:21] <gigaherz> hm?
L1361[13:21:36] <gigaherz> all they do if
you choose "left handed" is flip the items ;P
L1362[13:21:50] <gigaherz> (as in, they
render the item use animation and itemstack on the opposite
hand)
L1363[13:21:54]
⇨ Joins: Flenix (~Flenix@2a01:4f8:201:63e2::2)
L1364[13:21:58] <gigaherz> and all they
do for item use (I guess)
L1365[13:22:15] <gigaherz> is if main
hand handles rightclick -> use main hand, else use secondary
hand
L1366[13:23:07] <PaleoCrafter> I'm just
wondering if the item is aware of the hand :P
L1367[13:25:11] <PaleoCrafter> I can't
come up with a use for that right now but I'm sure some mod will
find it handy xD
L1368[13:25:28] <MattDahEpic> is there a
something like contributing.md for issues on github?
L1369[13:25:36] <gigaherz> I highly doubt
that
L1370[13:25:49] <gigaherz> MattDahEpic:
?
L1371[13:25:56] <gigaherz> just explain
your issue clearly
L1372[13:26:01] <gigaherz> provide steps
to reproduce
L1373[13:26:12] <gigaherz> that's all
needed
L1374[13:26:40] <MattDahEpic> people with
common sense would know that but others need a big yellow bar
telling them what to do
L1375[13:27:01] <MattDahEpic> ive gotten
3 shrug reports in the past week
L1376[13:27:02] <Bitterholz> ahhhh enough
coding for today XD 10 Hours is more than enough
L1377[13:27:41] <Flenix> Looks like we've
finally got a vanilla 1.9 release date. Que countless people asking
for 1.9 forge instantly...
L1378[13:27:48] ***
kroeser is now known as kroeser|away
L1379[13:27:59] <gigaherz> I remember
google code had a way to configure a wiki page to show when people
clicked on the links at the top
L1380[13:28:03] <gigaherz> but I dont'
think github has anything like that
L1381[13:29:38] <gigaherz> Flenix:
yeh
L1382[13:29:51] <gigaherz> but forge has
already stated they aren't going to "rush" a forge
release this time
L1383[13:29:57] <gigaherz> it will take
as long as it needs to take
L1384[13:30:16] <gigaherz> which probably
includes waiting for some patch releases first
L1385[13:30:24] <gigaherz> intead of
trying to get forge on 1.9.0 striaght away
L1386[13:30:24] <MattDahEpic> and then
another 2 years for people to start actually updating
L1387[13:30:42] <MattDahEpic> :P
L1388[13:30:54] <PaleoCrafter> I'm just
indifferent regarding 1.9 xD
L1389[13:31:08] <gigaherz> PaleoCrafter:
boats are nice
L1390[13:31:12] <gigaherz> and elytra
wings are nicer
L1391[13:31:24] <PaleoCrafter> I haven't
looked at it yet
L1392[13:31:58] <flappy> gigaherz: but
how mangled is the backend thanks to them
L1393[13:32:07] <gigaherz> backend?
L1395[13:33:38] <PaleoCrafter> Prolly NBT
something?
L1396[13:34:15] <MattDahEpic> the nbt is
right
L1397[13:34:22] <flappy> gigaherz: as in
"i wonder how badly mojang had to mangle the backend code to
implement them"
L1398[13:34:34] <gigaherz> the
wings?
L1399[13:34:45] <gigaherz> they had to
implement entity roll, for starters
L1400[13:34:46] <gigaherz> XD
L1401[13:34:50] <gigaherz> but yeah
L1402[13:34:57] <gigaherz> no idea how
messy they managed to make it
L1403[13:35:09] <flappy> wings and
newboats
L1404[13:35:15] <gigaherz> boats are just
boats
L1405[13:35:18] <gigaherz> xcept they
don't break
L1406[13:35:29] <flappy> wouldn't be that
sure :P
L1407[13:35:31]
⇨ Joins: Hgreb
(~Hgrebnedn@d8D872D48.access.telenet.be)
L1408[13:35:32] <gigaherz> and they have
the fancy animations
L1409[13:35:45] <MattDahEpic> and can
hold 2 entities
L1411[13:36:04] <MattDahEpic> so they
changed the whole riding nbt structure
L1412[13:36:39] <PaleoCrafter> There used
to be an unused roll field for the player in earlier versions as
well, I think :P
L1413[13:36:50]
⇦ Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be)
(Ping timeout: 198 seconds)
L1414[13:38:20] <PaleoCrafter> Hm,
Wuppy?
L1415[13:38:37] <Wuppy> PaleoCrafter,
ever did in app purchases on mobile?
L1416[13:38:53] <Bitterholz> Im out for
Today! Thanks everyone for the Great help!
L1417[13:39:00]
⇦ Quits: Bitterholz
(~Bitterhol@2a02:908:2210:ade0:f966:6551:52d3:d5c7) (Quit:
Leaving)
L1418[13:39:31] <PaleoCrafter> Not
really, no, lol
L1419[13:39:37] <Wuppy> it's hell
L1420[13:39:41] <Wuppy> this should make
it way easier
L1421[13:39:50] <Wuppy> also, I expect
amazing documentation like 99% of the Unity engine
L1422[13:40:00] <Wuppy> I've found poor
documentation (a stub) only once so far
L1423[13:41:09]
⇨ Joins: Delenas
(Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647)
L1424[13:43:23] <PaleoCrafter> Looking at
the android API for it right now, it's a little non-abstract but it
doesn't look like hell to me :P
L1425[13:43:54] <Wuppy> the cross
platform thing is what makes it hard
L1426[13:44:39]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@206.223.179.158)
L1427[13:46:24] <PaleoCrafter> Ah well, I
guess that's true
L1428[13:47:08]
⇨ Joins: SandGrainOne
(~Terje@cm-84.210.171.146.getinternet.no)
L1429[13:47:40]
⇨ Joins: whitephoenix0
(~whitephoe@67-42-82-239.tukw.qwest.net)
L1430[13:47:59]
⇦ Quits: flappy
(~flappy@a88-113-155-120.elisa-laajakaista.fi) (Quit:
/0)
L1431[13:48:11]
⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
(Ping timeout: 189 seconds)
L1432[13:48:32]
⇦ Quits: whitephoenix
(~whitephoe@67-42-82-239.tukw.qwest.net) (Ping timeout: 198
seconds)
L1433[13:48:51]
⇦ Quits: bochen415 (~bochen415@46.101.38.101) (Quit:
quit)
L1434[13:49:56] ***
SnowShock35 is now known as zz_SnowShock35
L1435[13:50:03]
⇨ Joins: Drullkus (~Drullkus@205.155.154.1)
L1436[13:51:24] <bilde2910> I need a mod
requiring Java 7+. Any quick suggestions? Need to for testing a
thing.
L1437[13:51:29]
⇨ Joins: flappy
(~flappy@a88-113-155-120.elisa-laajakaista.fi)
L1438[13:51:48] <bilde2910> I know there
are tons of mods out there that require 7+ or 8+ but I can't come
up with anything off the top of my head
L1439[13:52:02] <Wuppy> there's still J6
support? :P
L1440[13:52:13] <MattDahEpic> sadly
yes
L1441[13:52:14] ***
zz_SnowShock35 is now known as SnowShock35
L1442[13:52:19] <MattDahEpic> cause
mojang
L1443[13:52:33] <Wuppy> if people are
still using Java from 2006 they can't be surprised when stuff
breaks
L1444[13:53:09] <bilde2910> Exactly which
is why I'm looking into making a mod that warns users about
that
L1445[13:53:27] <bilde2910> So I've
uninstalled Java 7 and 8 but I.. can't find specific 7+ mods.
:P
L1446[13:53:32] <MattDahEpic> bilde2910,
diesieben07's sevenscore does that
L1447[13:53:37] <whitephoenix0> I forget
where it was but they released a web page that showed that a
surprising number of users use java 6
L1448[13:53:46] <bilde2910> Okay thanks,
MattDahEpic
L1449[13:53:52] <diesieben07> yeah but i
dont think it builds at th emoment even :p
L1450[13:53:58] <diesieben07> there's no
public release for it
L1451[13:54:03]
⇨ Joins: NitroxydeX
(webchat@p57840932.dip0.t-ipconnect.de)
L1452[13:54:21] <bilde2910> Right, Google
came up empty handed
L1453[13:54:24]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L1455[13:54:28] <bilde2910> Anything
else?
L1457[13:54:59] <bilde2910> I can't
really compile it atm
L1458[13:55:10] <diesieben07> ah i
thought you were looking for code.
L1459[13:55:16] <bilde2910> Nope, am
looking for compiled mods
L1461[13:55:42] <Lord_Ralex>
whitephoenix0, that's just servers though
L1462[13:55:45] <Lord_Ralex> client data
is different
L1463[13:55:46] <bilde2910> It's the same
thing with Java 7 and mods that require Java 8
L1464[13:55:49] <MattDahEpic> anything
that uses ArrayList.replace will crash on j6
L1465[13:56:02] <thor12022_oops> this is
Java 7+ only minecraft.curseforge.com/projects/pigmen-agro
L1466[13:56:07] <whitephoenix0> Oh
L1467[13:56:22] <bilde2910> Awesome,
thanks thor12022_oops
L1468[13:56:42]
⇨ Joins: bochen415 (~bochen415@46.101.38.101)
L1469[13:58:43]
⇦ Quits: Jezza (~Jezza@185.44.151.104) (Quit:
Leaving)
L1470[13:58:52]
⇨ Joins: Jezza (~Jezza@185.44.151.104)
L1471[13:59:06] <bilde2910> Forge won't
set up on Java 6. :P
L1472[13:59:08] ***
Abrar|gone is now known as AbrarSyed
L1473[14:00:00] <IoP> bilde2910: matter
overdrive requires java 8
L1474[14:00:16] <bilde2910> Awesome,
that's even better IoP
L1475[14:00:26] <gigaherz> my magic mod
requires java8
L1476[14:00:27] <gigaherz> ;P
L1477[14:00:56] ***
AbrarSyed is now known as Abrar|gone
L1478[14:01:16] <bilde2910> Time to
install JDK 7 then
L1479[14:01:22] ***
Abrar|gone is now known as AbrarSyed
L1480[14:01:35] <diesieben07> what on
earth are you even doing? :D
L1481[14:01:37] <MattDahEpic> go 8
L1482[14:02:02] <IoP> bilde2910: I have
somewhere notes why FTB 1.7.10 packs requires java7(+)
L1483[14:02:32]
⇦ Quits: Nitrodev
(~Nitrodev@dcx0f0yczy783xxg7r-xy-3.rev.dnainternet.fi) (Read error:
Connection reset by peer)
L1484[14:02:43] <bilde2910> 8 is
perfect
L1485[14:03:03] <bilde2910> Now I just
got to see if I can somehow intercept the unsupported version
crash
L1486[14:03:17] <bilde2910> Or check all
the files before they crash. idk.
L1487[14:03:19] <diesieben07> in an
IFMLLoadingPlugin you can
L1488[14:03:34] <diesieben07> there you'd
have to check if java 8 is present
L1489[14:03:40] <bilde2910> Whoa, do you
have an example of that somewhere?
L1490[14:03:54] <Wuppy> heh, I'm abusing
a wordpress website :P
L1491[14:04:02] <Wuppy> you don't have
enough control to set the size between 2 elements
L1492[14:04:14] <Wuppy> so just add a few
blank elements in between :P
L1493[14:04:31] <PaleoCrafter> Uhm...
CSS?
L1494[14:04:48] ***
SnowShock35 is now known as zz_SnowShock35
L1496[14:04:58] <Wuppy> I am lazy
:P
L1497[14:05:36] <Wuppy> this is also
volunteers work for the website of my student association so it
shouldn't take too much time either
L1498[14:05:40] <PaleoCrafter> …
L1499[14:05:43] <whitephoenix0> Dang
sweetCaptcha, you don't know my life, maybe I would put fish in an
ice cream cone
L1500[14:06:54] <bilde2910> Neat. Thanks,
diesieben07
L1501[14:07:54]
⇦ Quits: poiuy_qwert (~poiuy_qwe@206.223.179.158) (Quit: This
computer has gone to sleep)
L1502[14:07:55] <Wuppy> what
PaleoCrafter?
L1503[14:08:19] <PaleoCrafter> Never be
too lazy for a proper solution :P
L1504[14:09:25] ***
PaleoCrafter is now known as PaleOff
L1505[14:10:41] ***
zz_SnowShock35 is now known as SnowShock35
L1506[14:12:34]
⇨ Joins: mallrat208
(~mallrat20@184-88-190-37.res.bhn.net)
L1507[14:12:51]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@206.223.179.158)
L1508[14:13:30]
⇦ Quits: Drullkus (~Drullkus@205.155.154.1) (Remote host
closed the connection)
L1509[14:15:36] <Wuppy> what's the Alt
keycode for 2nd and 4th
L1510[14:15:39] <Wuppy> the nd and th
parts
L1511[14:16:10] <fry> what?
L1513[14:16:49] <Wuppy> yes, thank
you
L1514[14:17:36] <Wuppy> hmm not working
:V
L1515[14:17:44] ***
Mine|dreamland is now known as minecreatr
L1517[14:18:15] <diesieben07> not sure if
there *is* alt codes for it
L1518[14:18:58]
⇨ Joins: armctec (~Thunderbi@189.120.88.31)
L1519[14:19:17]
⇨ Joins: Drullkus (~Drullkus@205.155.154.1)
L1520[14:19:26]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
(Quit: Leaving)
L1521[14:20:43] <gigaherz> never seen
"st" or "nd" as codes in the ascii table
L1522[14:20:43] <Xilef11> is there a way
to stop model errors for specific items/blocks?
L1523[14:20:47] <gigaherz> but if there's
unicode for it...
L1524[14:20:54] <gigaherz> Xilef11: yes,
do the models correctly
L1525[14:20:54] <gigaherz> ;P
L1526[14:21:06] <Xilef11> :p other than
that
L1527[14:21:24] <gigaherz> if you have a
blockstates file with "builtin/generated" but no texture
layer entries
L1528[14:21:27] <diesieben07> I will NOT
do my models correctly. I must do them wrong. I REFUSE!
L1529[14:21:32] <gigaherz> you'll get
"noop" model
L1530[14:21:46] <gigaherz> (0
quads)
L1531[14:21:52] <gigaherz> but you still
need a valid model entry
L1532[14:21:54] ***
kroeser|away is now known as kroeser
L1533[14:22:12] <Xilef11> XD I have a
bunch of blocks that use the same model with a statemapper, but the
game still looks for the JSON files
L1534[14:22:19] <bilde2910> diesieben07,
I still don't get how IFMLLoadingPlugin is supposed to work
L1535[14:22:32] <bilde2910> Like, how is
it registered? How is it invoked?
L1536[14:22:49] <bilde2910> I added a
bunch of System.out.println's but I'm not seeing anything there
:(
L1537[14:22:52] <diesieben07> it's how
you make a coremod, it's as early as you can hook into
anything
L1538[14:23:03] <diesieben07> to make it
load in dev you have to add
-Dfml.coreMods.load=<yourclass>
L1539[14:23:14] <diesieben07> in prod you
have to have an entry in your manifest jar
L1540[14:23:18] <bilde2910> I see.
L1542[14:24:31] <diesieben07> (oh and
that -Dfml thing is a jvm command line argument
L1543[14:25:06] <bilde2910> Yeah
L1544[14:25:10] <bilde2910> I broke
something. :P
L1545[14:25:24] <diesieben07> lol
L1546[14:26:04] <bilde2910>
"Variable references empty selection:
${project_loc}"
L1547[14:26:10] <bilde2910> and it only
happens if I add the Dfml JVM argument..
L1548[14:26:25] <diesieben07> uhhh
L1549[14:26:28] <diesieben07> first of
all yay eclipse -.-
L1550[14:26:37] <diesieben07> then ...
show how you added it :D
L1551[14:26:49] <bilde2910> And now it's
completely broken
L1552[14:27:02] <bilde2910> Let's restart
it :P
L1553[14:27:05]
⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L1554[14:27:33]
⇦ Quits: armctec (~Thunderbi@189.120.88.31) (Quit:
armctec)
L1555[14:28:08] <thor12022_oops> that
error shows up for me whenever I try to start the debug without a
project selected
L1556[14:28:41] <bilde2910> There we
go!
L1557[14:29:10]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L1558[14:30:08]
⇦ Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Client
Quit)
L1559[14:31:21] ***
kroeser is now known as kroeser|away
L1560[14:32:39]
⇦ Quits: Xilef11
(~xilef11@bas1-ottawa09-1176118045.dsl.bell.ca) (Quit:
Leaving)
L1561[14:34:56]
⇨ Joins: kmecpp2
(~kmecpp@pool-71-167-167-219.nycmny.fios.verizon.net)
L1562[14:35:00]
⇨ Joins: RANKSHANK
(~Michael@ppp121-44-139-233.lns20.syd7.internode.on.net)
L1563[14:36:15]
⇦ Quits: kmecpp
(~kmecpp@pool-71-167-167-219.nycmny.fios.verizon.net) (Ping
timeout: 194 seconds)
L1564[14:36:15]
⇦ Quits: Oblivion
(~hasaan668@cpc3-roch7-2-0-cust35.10-1.cable.virginm.net)
()
L1565[14:44:06]
⇦ Quits: riderj (~riderj@157.62.94.10) (Read error:
Connection reset by peer)
L1566[14:45:04]
⇨ Joins: BerciTheBeast
(~BerciTheB@77.111.11.55.ipv4.telemach.net)
L1567[14:45:06]
⇨ Joins: BerciTheBeast_
(BerciTheBe@77.111.11.55.ipv4.telemach.net)
L1568[14:45:24] ***
AbrarSyed is now known as Abrar|gone
L1569[14:46:19] <kyau> bilde2910, that
happens to me a lot if you put your cursor back into a file in your
project (not somewhere else, ie. in a forge class, etc.) it should
fix it
L1570[14:46:38] <bilde2910> Yeah I
figured it out
L1571[14:47:36]
⇦ Quits: BerciTheBeast
(~BerciTheB@77.111.11.55.ipv4.telemach.net) (Client
Quit)
L1572[14:47:41]
⇦ Quits: BerciTheBeast_
(BerciTheBe@77.111.11.55.ipv4.telemach.net) (Client
Quit)
L1573[14:47:56]
⇨ Joins: BerciTheBeast
(BerciTheBe@77.111.11.55.ipv4.telemach.net)
L1574[14:48:37]
⇨ Joins: whitephoenix_
(~whitephoe@67-42-82-239.tukw.qwest.net)
L1575[14:49:41]
⇦ Quits: whitephoenix0
(~whitephoe@67-42-82-239.tukw.qwest.net) (Ping timeout: 194
seconds)
L1576[14:55:03]
⇨ Joins: Naiten (Naiten@5.143.76.90)
L1577[14:56:37]
⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping
timeout: 194 seconds)
L1578[14:58:29]
⇨ Joins: armctec (~Thunderbi@189.120.88.31)
L1579[15:00:06]
⇨ Joins: P3pp3rF1y (~P3pp3rF1y@188.75.174.100)
L1580[15:03:00] <Wuppy> such a productive
evenemnt, made an entire website \o/
L1581[15:07:00] <RANKSHANK> does it have
a spider in it?
L1582[15:07:36]
⇨ Joins: CelticChristoph (~Celtic@38.95.109.36)
L1583[15:07:57] <Wuppy> nope, but it does
have information about our student association
L1584[15:08:00]
⇦ Quits: CelticChristoph (~Celtic@38.95.109.36) (Client
Quit)
L1585[15:08:42] <RANKSHANK> I am not
quite sure which sounds scarier then ;)
L1586[15:09:16] <Wuppy> hehe
L1587[15:09:35] <Wuppy> who doesnt like
cheap drinks, cool parties and events nearly for free :P
L1588[15:09:45]
⇦ Quits: Celtic (~Celtic@203.152.196.48.static.zoot.jp) (Ping
timeout: 186 seconds)
L1589[15:10:10] <bilde2910> How would I
go about looking for the list of locations in which Minecraft Forge
looks for mods to load?
L1590[15:10:14] <RANKSHANK> you had me at
cheap drinks ;)
L1591[15:10:26] <Wuppy> 2 euros for a
pint of beer, delicious
L1592[15:10:32] <diesieben07> bilde2910,
why? :D
L1593[15:10:44] <bilde2910> Need to check
their class files
L1594[15:11:12] <RANKSHANK> At first I
was like meh, then saw you said pint not schooner and that just
sounds like all sorts of wonderful.
L1595[15:11:35] <diesieben07> :O
L1596[15:11:41] <diesieben07> whut are
you doing??
L1597[15:11:53] <bilde2910> reading a few
bytes of them, not much more
L1598[15:11:54] <MattDahEpic> why would
crafting recipe output not respect the NBT of the registered recipe
output. like the recipe gives the wrong nbt output
L1599[15:12:08] <Wuppy> I'm talking 0.5
liters of beer for just 2 euros :P
L1600[15:12:37]
⇨ Joins: AbsentThirdEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L1601[15:13:06] <RANKSHANK> that's like 3
of my ozzy bucks D:
L1602[15:13:24]
⇦ Quits: Drullkus (~Drullkus@205.155.154.1) (Remote host
closed the connection)
L1603[15:13:49] <diesieben07> bilde2910,
there is mods and mods/{mc version} but afaik you can also tell fml
via json or something what exactly to load.
L1604[15:17:05] <Wuppy> RANKSHANK, you
consider that expensive?
L1605[15:17:07]
⇦ Quits: sciguyryan (~sciguyrya@95.211.148.215) (Remote host
closed the connection)
L1606[15:17:19]
⇦ Quits: Mraof
(~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Quit:
rebooting)
L1607[15:17:27] <Wuppy> we sell that at
pretty much our purhcase price
L1608[15:17:39] <Wuppy> and buying in
quantities we do it's cheaper than for individuals
L1609[15:17:45]
⇦ Quits: RedBullWasTaken
(~red@2-107-192-82-static.dk.customer.tdc.net) (Remote host closed
the connection)
L1610[15:17:51] <RANKSHANK> Wuppy not
even close. Looking at 2 - 3x that for a schooner :P
L1611[15:17:57]
⇨ Joins: killjoy (~killjoy@71.65.255.183)
L1612[15:18:08] <Wuppy> for 0.25L?
L1613[15:19:38] <RANKSHANK> .75L around
here
L1614[15:19:50] <Wuppy> :O that's
cheap
L1615[15:20:02]
⇨ Joins: Xilef11
(~xilef11@bas1-ottawa09-1176118045.dsl.bell.ca)
L1616[15:20:10] <Wuppy> in the city we
pay 2.50 for 0.25L
L1617[15:20:37] <Xilef11> is there a way
to tell gradle to add arguments to the generated eclipse run
config?
L1618[15:21:28] <RANKSHANK> ouch that's
barely a mouthful. is that the cheap midstream crap or you getting
decent drop at least?
L1619[15:21:49] <Wuppy> depends on the
bar, it's decent but not the best
L1620[15:22:01] <bilde2910> I can't even
figure out where in the code Forge starts loading mods
L1621[15:22:12] <bilde2910> Debug strings
do not appear in File search
L1622[15:22:21]
⇦ Quits: alex_6611 (~alex_6611@p5DC169ED.dip0.t-ipconnect.de)
(Ping timeout: 198 seconds)
L1623[15:22:27] <MattDahEpic> bilde2910,
start at Minecraft.start() and work from there
L1624[15:23:17] <bilde2910> No
results
L1625[15:23:52] <RANKSHANK> Wuppy
understandable haha
L1626[15:23:58] <RANKSHANK> So ready for
winter though
L1627[15:24:01] <RANKSHANK> because
stouts
L1628[15:24:20] <MattDahEpic> bilde2910,
look through the entire Minecraft.run()
L1629[15:24:44] <Wuppy> winter :V
L1630[15:25:03] <Wuppy> we have winter
here.... it should be summer NAO
L1631[15:26:39] <RANKSHANK> summer blows
haha so much easier escaping the cold than the heat. Some days here
you just give in to your fate of melting hahaha
L1632[15:27:11]
⇦ Quits: Zyferus
(Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping
timeout: 189 seconds)
L1633[15:27:45] <Wuppy> yeah... aussie
summers are probably too hot
L1634[15:28:05] <FallingD> silly question
but if you need to get a command completion on a player name, what
is the best way to do it?
L1635[15:28:09] <Wuppy> dutch winters are
generally freezing and summers are about 25C which is just
perfect
L1636[15:28:35] <FallingD> dutch winters
are generally depressing and summers are slightly less
depressing
L1637[15:28:53] <Wuppy> winters are not
depressing, just cold. summers are legen
L1638[15:28:55] <Wuppy> wait for it
L1639[15:28:56] <Wuppy> dary
L1640[15:29:07] <FallingD> well
koningsdag is always fun
L1641[15:29:17]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L1642[15:29:32] <FallingD> winters and
especially fall can be depressing af.
L1643[15:29:38] <Wuppy> falls are,
yes
L1644[15:29:57] <Wuppy> koningsdag is
great, but there are far better parties
L1645[15:30:02] <Wuppy> Intents, for
example :)
L1646[15:30:03] <RANKSHANK> Lol when it's
40C and humid you'll know what I mean. You start to sweat as soon
as you get out of a cold shower. Nightmare fuel man :P
L1647[15:30:20] <FallingD> when it isn't
cold enough to be somewhat fun but instead rains all the freaking
time
L1648[15:30:27] <Wuppy> dutch summers are
always very humid, that must suck
L1649[15:31:24]
⇦ Quits: FallingD
(~FallingDu@53542A24.cm-6-5a.dynamic.ziggo.nl) (Quit:
Leaving)
L1650[15:31:49] <diesieben07> bilde2910,
FMLTweaker
L1651[15:32:06] <diesieben07> that's the
earliest injection point
L1652[15:32:07] <bilde2910> Yeah I found
it and followed it to CoreModManager
L1653[15:32:18] <bilde2910> Looking for
game dir there and it's private static
L1654[15:32:29] <bilde2910> I can reflect
that to public but I still won't know where it looks for mod
L1656[15:35:36] ***
fry is now known as fry|sleep
L1657[15:35:40] <RANKSHANK> So what do
you guys think is the best way of forcing something to be used as a
singleton? :P
L1658[15:36:28] <Xilef11> private
constructor + getInstance method
L1659[15:36:29] <masa> bleh, 1.9-pre1 and
the sound bug is not fixed, so absolutely no point in updating from
1.8.9...
L1660[15:36:37] <bilde2910> Meh I'll look
at this later
L1661[15:36:41] <bilde2910> Thanks for
all the help diesieben07
L1662[15:36:54] <diesieben07> np
L1663[15:37:05] <diesieben07> i'm just
saying, please don't read all mod files..
L1664[15:37:10] <masa> I'll be frustrated
if modders now skip 1.8.9 and update to 1.9 before we have enough
of the basic mods available for a 1.8.9 pack
L1665[15:37:35] ***
bilde2910 is now known as bilde2910|away
L1666[15:37:45]
⇦ Quits: kmecpp2
(~kmecpp@pool-71-167-167-219.nycmny.fios.verizon.net) (Ping
timeout: 186 seconds)
L1667[15:38:01] <masa> well, actually I'm
only missing forestry/extra bees&trees from a pack I'm
interested in making
L1668[15:38:44]
⇦ Quits: poiuy_qwert (~poiuy_qwe@206.223.179.158) (Quit: This
computer has gone to sleep)
L1669[15:38:49] <RANKSHANK> Xilef11
thanks haha. I think I may force it to be initialized during
loaderstate != available as well just as a precaution :P
L1670[15:40:59] ***
kroeser|away is now known as kroeser
L1671[15:43:11] ***
minecreatr is now known as Mine|away
L1672[15:43:22] <killjoy> 1.9 is soon.
Time to see what the damage is.
L1673[15:43:45]
⇨ Joins: Mraof
(~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net)
L1674[15:43:58] <killjoy> did they ever
change the models like grum said they would?
L1675[15:44:54] <RANKSHANK> wait killjoy
have they put out a release date yet?
L1676[15:45:10] <killjoy> pre1 is
out
L1677[15:45:17] <killjoy> so soon
L1678[15:45:33] <killjoy> looks like next
week
L1679[15:45:37] <masa> they say stable
1.9 will be released on the 25th
L1680[15:45:40] <killjoy> feb 25
L1681[15:46:02] <killjoy> we'll probably
get pre2 in a few days
L1682[15:46:34] <masa> they didn't even
bother to fix the onlu bug that matters and has existd since 1.7,
so there is no way I'm updating my vanilal server to that pile of
crap
L1683[15:46:54] <killjoy> what is this
"sound bug"?
L1684[15:47:49] <masa> the sounds loop
when you close guis
L1685[15:48:01] <killjoy> ah, I know what
you're talking about
L1686[15:48:03] <masa> or rather recently
ended soudns start again
L1687[15:48:30] <masa> there is even a
community provided solution on the tracker, they still haven't
bothered to fix it
L1689[15:50:33]
⇦ Quits: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::45)
(Ping timeout: 186 seconds)
L1690[15:51:01]
⇨ Joins: Cobbleopolis
(~Cobbleopo@2602:302:d104:c430::45)
L1691[15:53:38] <killjoy> shadowfacts, I
would blame a coremod
L1692[15:55:59]
⇨ Joins: riderj (~riderj@157.62.94.10)
L1693[15:57:50] <shadowfacts> yes, but
which coremod v-v
L1694[15:58:22] <shadowfacts> and how is
it fucking up so badly that it causes an
ArrayIndexOutOfBoundsException LaunchClassLoader.findClass
L1695[15:59:44] <killjoy> does something
wrong without properly doing a thing
L1696[15:59:56] <killjoy> probably
manually modifying the instructions instead of using a
visitor
L1697[16:00:05]
⇨ Joins: keybounce
(~keybounce@45-25-230-67.lightspeed.bkfdca.sbcglobal.net)
L1698[16:03:33] ***
manmaed|AFK is now known as manmaed
L1699[16:04:00]
⇦ Quits: auenf (David@DC-174-214.bpb.bigpond.com) (Remote
host closed the connection)
L1700[16:04:36]
⇨ Joins: turmfalke_
(~turmfalke@p54a69322.dip0.t-ipconnect.de)
L1701[16:04:57]
⇨ Joins: auenf
(David@DC-174-214.bpb.bigpond.com)
L1703[16:08:14] <diesieben07>
shadowfacts, yeah no idea. i had hoped the fml log would show the
complete stacktrace but apparently not.
L1704[16:08:19]
⇦ Parts: NitroxydeX (webchat@p57840932.dip0.t-ipconnect.de)
())
L1705[16:08:39] <shadowfacts> gah, damn
broken core mods
L1706[16:09:04]
⇦ Quits: kimfy (~kimfy@9.12.34.95.customer.cdi.no) (Quit:
Leaving)
L1707[16:10:33]
⇦ Quits: killjoy (~killjoy@71.65.255.183) (Ping timeout: 186
seconds)
L1708[16:11:21]
⇦ Quits: Hgreb (~Hgrebnedn@d8D872D48.access.telenet.be) (Ping
timeout: 186 seconds)
L1709[16:12:19] <LexManos> the sad thing
is
L1710[16:12:24] <LexManos> 90% of
coremods arnt needed
L1711[16:12:36] <LexManos> you should
really refuse to use packs/mods with coremods
L1712[16:13:10] <diesieben07> lol nice
idea but then you can basically play 0 pack at all
L1713[16:13:14] <shadowfacts> ^
L1714[16:13:17] <diesieben07> especially
cause like 99.9% of them contain NEI :D
L1715[16:13:21] ***
Mine|away is now known as minecreatr
L1716[16:13:22] <shadowfacts> I wish I
could do that, but they're way to prevalent
L1717[16:13:27] <diesieben07> fukin piece
of crap that thing is
L1718[16:13:28] <LexManos> stop using
NEI
L1719[16:13:33] <diesieben07> well,
duh
L1720[16:13:35] <shadowfacts> it's better
for 1.8, <3 JEI
L1721[16:13:36] <LexManos> either way the
point is
L1722[16:13:42] <diesieben07> i get your
point.
L1723[16:13:46] <LexManos> you as the
players should start refusing to allow coremods
L1724[16:13:58] <LexManos> because we've
done everything we can on our end
L1725[16:14:07] <LexManos> and you know
how much coremods fuck shit up
L1726[16:14:38] <masa> but we as players
are a crying minority compared to "the other players" who
are not modders and don't understand not care about these kind of
things...
L1727[16:14:53] <masa> *nor
L1728[16:15:34] ***
kroeser is now known as kroeser|away
L1729[16:15:39] <masa> so it should
really be the pack creators who make the decision to not use
coremods, I think...
L1730[16:15:45] <RANKSHANK> aka the not
quite as stupid players :P
L1731[16:15:50] <Lumien> Don't see a
reason why they should
L1732[16:15:54] <Lumien> When they don't
cause issues
L1733[16:16:20] <LexManos> the vocal
minority is the way things work in this drama filled
community
L1734[16:16:25] <diesieben07> yep, most
players don't know what coremod is
L1735[16:16:30] <LexManos> and FTB has
already decided to stop allowing coremods
L1736[16:16:41] <LexManos> so that's a
step in the right direction
L1737[16:16:43] <Lumien> Oh really? When
will they start doing that?
L1738[16:16:51]
⇦ Quits: Xilef11
(~xilef11@bas1-ottawa09-1176118045.dsl.bell.ca) (Quit:
Leaving)
L1739[16:16:54] <LexManos> 1.8.9 acording
to what ive heard.
L1740[16:17:09] *
diesieben07 prepares for shitstorm
L1741[16:17:14] <shadowfacts> ^
L1742[16:17:16] <LexManos> THere will
always be shitstorms
L1743[16:17:25] <LexManos> but modders
need to have their coremods vetted
L1744[16:17:26] *
masa gets his umbrella
L1745[16:17:27] <Lumien> omw, making 100
forge pr's
L1746[16:17:30] <shadowfacts> hopefully
it;ll help
L1747[16:17:37] <LexManos> and they need
to be properly maintianed/light.
L1748[16:17:38] <shadowfacts>
*it'll
L1749[16:17:43] <LexManos> Make 100PRs to
forge
L1750[16:17:54] <LexManos> i'll close 90
of them with "Fucntionality already ecists stop being
retarded"
L1751[16:18:32] <masa> I even made 1 PR
in the beginning of the year... still zero comments/feedback and it
is slowly drifting down to the history in the PR tab... :D
L1752[16:18:53] <LexManos> People make
coremods for one reason, they are lazy and they are scared that
their changes wont stand up to scrutienty
L1753[16:19:00] <diesieben07> while we
are on the topic... i am trying to make my coremod not one step by
step. i need a way to basically "wrap" a vanilla
"Pakcet" object. so just a way to serialize and
deserialize it into a bytestream
L1754[16:19:08] <diesieben07> any
ideas?
L1755[16:19:15] <shadowfacts> all
coremods that could possibly be causing my problem: AppleCore,
Aroma1997Core, BetterFoliage, EnderCore, FastLeafDecay,
HopperDucts, InventoryTweaks, OpenComputers, RandomThings, Redstone
Paste, Thaumcraft, Thaumic Infusion
L1756[16:19:20] <shadowfacts> that's a
fuck ton of core mods
L1757[16:19:34] <LexManos> Exactly
shadow, there doesnt need to ever be that many, forge exists for a
reason.
L1758[16:19:41] <LexManos> And wtf are
you talking about dies?
L1759[16:19:47] <shadowfacts> and seeing
as Thaumcraft is in Unstable 1.8.9, FTB's "no coremods"
claim is bs
L1760[16:19:56] <Lumien> Random Thing is
as well
L1761[16:20:07] <LexManos> yell at tfox
hes the one who said it
L1762[16:20:14] ***
willieaway is now known as williewillus
L1763[16:20:20] <LexManos> also need to
yell at azanor see why the fuck he needs a coremod..
L1764[16:20:24] <masa> shadowfacts: well,
unstanble is just a mix and mash of mods for testing though, it
isn't a proper pack yet
L1765[16:20:31] <shadowfacts> InvTweaks
is probably in unstable, as is EnderCore
L1766[16:20:39] <shadowfacts> it's still
an FTB pack for 1.8.9
L1767[16:20:43] <LexManos> InvTweaks will
be going away
L1768[16:20:46] <diesieben07> i have any
net.minecraft.network.Packet instance. and i need to write it to
the network and get it back again. because i need a way to
basically prepend data to any vanilla packet by embedding it in
mine
L1769[16:20:49] <LexManos> there is a
better non-coremod solution
L1770[16:21:00] <shadowfacts> <3
InvSorter
L1771[16:21:34] <shadowfacts> but that
doesn't mean normal people are going to give a damn, half of them
will probably think cpw is just trying to rip off InvTweaks
L1772[16:21:40] <LexManos> Well there are
write functions, that write to a buffer
L1773[16:21:43] <LexManos> why cant you
use that?
L1774[16:21:43] <shadowfacts> (oops,
sorry for the ping)
L1775[16:21:56] <LexManos> normal people
dont matter
L1776[16:21:59] <diesieben07> they are
NoOp for FMLProxypacket for example.
L1777[16:22:22] <LexManos> as they should
be yes. because those packets are never actually sent
L1778[16:22:29] <LexManos> why would you
have those?
L1779[16:22:32] ***
Abrar|gone is now known as AbrarSyed
L1780[16:22:52] <diesieben07> because i
am for example calling TileEntity.getDescriptionPacket and a mod
uses SimpleNetworkWrapper.toVanillaPacket
L1781[16:23:10] <MattDahEpic> i have a
feeling that events for literally everyhting would reduce the
amount of coremods
L1782[16:23:13] <shadowfacts> also, lex,
I have two PRs open both of which don't have any recent
comments
L1783[16:23:22] <Lumien> eww what happend
to source tree :'(
L1784[16:23:40] <LexManos> then most
likely those prs are not cared about by anyone and you havent done
your job in advocating for them.
L1785[16:23:48] <mikebald> Lumien
something happened to source tree? *hopes not, just switched from
giteye*
L1786[16:23:53] *
shadowfacts advocates
L1787[16:23:57] <williewillus> what
happened to sourcetree?
L1788[16:24:00] <Lumien> It now looks
"modern"
L1789[16:24:06] <LexManos> I read
everything that happens on github
L1790[16:24:12] <LexManos> i dont always
respond
L1791[16:24:20] <MattDahEpic> Lumien, did
it get material design layout?
L1792[16:24:50] <Lumien> It's just
weird
L1793[16:24:50] <shadowfacts> #2354, I
attempted to add the exc (which, there is no documentation for so I
have no idea if it's correct or not) a month ago
L1794[16:25:02] <masa> hmm, so if a hook
is only used by a handful (or just one mod), then it won't be
included? which then means that the mods that would be using it
continue to be coremods...
L1795[16:25:14] <LexManos> links or it
didnt happen
L1796[16:25:15] <mikebald> Lumien wonder
when they did that; I just downloaded it 2 days ago and it looks
like it's old self.
L1797[16:25:17] <LexManos> also ecs are
simple
L1799[16:25:27] <LexManos> again i will
not hold your hand on things
L1800[16:25:39] <LexManos> if your shit
breaks shit or doesnt follow the standards then you need to do your
research
L1801[16:25:46] <shadowfacts> they're not
simple to people who don't know them
L1802[16:25:51] <LexManos> yes they
are
L1803[16:26:41] <williewillus> they're
pretty simple :P setupForge -> change code -> genPatches
-> done?
L1804[16:27:21]
⇦ Quits: xanderio (~xanderio@p5B21FE82.dip0.t-ipconnect.de)
(Remote host closed the connection)
L1806[16:27:37] <LexManos> Yup
L1807[16:27:45] <LexManos> Also side
note
L1808[16:27:57] <LexManos> adding a
commit to a PR doesnt showup in the activity log
L1809[16:28:04] <LexManos> so if you do
things you need to comment on the pr
L1810[16:28:17] <LexManos> it also has a
benifit of legitimatly bumping it in the pr list
L1811[16:29:09] <masa> when should PRs be
re-done? do they need to be re-done if the patches change by other
things/PRs that the PR touches?
L1812[16:29:21] <masa> well the
genPatches I mean
L1813[16:29:28] <williewillus> if theres
merge conflicts
L1814[16:29:57] <masa> hmm seems that my
PR has gotten merge conflicts recently
L1815[16:30:13] <masa> should I force
push to it how whould it be resolved?
L1816[16:30:17] <masa> *should
L1817[16:30:28]
⇨ Joins: Drullkus (~Drullkus@205.155.154.1)
L1818[16:30:55] <LexManos> rebase your
branch
L1819[16:30:55] <Delenas> You go through
the files it left and make changes properly. >.>
L1820[16:30:58] <LexManos> and regen
shit
L1821[16:31:16] <masa> right, and then
force push?
L1822[16:31:22] <williewillus> yup
L1823[16:32:06] <LexManos> and masa
L1824[16:32:12] <LexManos> on yours,
things need to be a bit more informative
L1825[16:32:28] <LexManos> namely why are
you using a new event instead of just moving the old.
L1826[16:32:42] <LexManos> or what the
old event does wrong
L1827[16:33:37] <masa> hm right.. Well
since they are different actions in vanilla I thought a new event
would break less...
L1828[16:33:45] <masa> maybe not
L1829[16:34:42] <LexManos>
interact/interactAt are dumb names
L1830[16:34:50] <LexManos> they are
probably better things
L1831[16:34:50] <MalkContent> is this
mcmultipart thing still gonna be merged into forge?
L1832[16:34:55] <LexManos> !gm
interactAt
L1833[16:35:14] <masa> and the thing is
that the old event doesn't fire at all for interactAt so that's
what the old one does "wrong" or doesn't do :p
L1834[16:36:32] <LexManos> humm well shit
it is called interactAt
L1835[16:36:34] <LexManos> thats
dumb
L1836[16:36:36] <LexManos> but megh
L1837[16:37:50] <LexManos> so
L1838[16:37:53] <masa> so you are saying
that I should rather make the old event catch both cases? should
the Vec then be null for the old type event, or should it always
include the Vec?
L1839[16:37:56] <LexManos>
question...
L1840[16:38:02]
⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1841[16:38:06] <LexManos> why not just
move where the old event is fired?
L1842[16:40:03]
⇨ Joins: sciguyryan (~sciguyrya@85.17.172.115)
L1843[16:40:05] <masa> I'll have to
re-setup my forge dev env...
L1844[16:40:08] <LexManos> and the vec
should probably be a sane 000, or something
L1845[16:40:39]
⇨ Joins: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L1846[16:40:50] <RANKSHANK> Speaking of
PR's I really don't understand why the negligible difference in the
enchantment effect texture needs to be calculated every time a
model is overlayed as opposed to calculated once per render tick
and then cached. Would moving to support the single tick
calculation be considered breaking vanilla functionality?
L1847[16:42:26] <LexManos> make a pr show
the performance enchancmeents and garentee that it doesnt break
mods/vanilla.
L1848[16:43:21]
⇦ Quits: AbsentThirdEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186
seconds)
L1849[16:43:37]
⇨ Joins: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L1850[16:45:29]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@206.223.179.158)
L1851[16:46:09]
⇦ Quits: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186
seconds)
L1853[16:47:10] <diesieben07> reporting
for duty! :D
L1854[16:47:37] ***
MrKickkiller is now known as MrKick|Away
L1855[16:47:59]
⇦ Quits: Davnit (~Davnit@71-47-89-196.res.bhn.net) (Quit:
Leaving)
L1856[16:48:15]
⇨ Joins: Davnit
(~Davnit@71-47-89-196.res.bhn.net)
L1857[16:48:18]
⇦ Quits: M3gaFr3ak (M3gaFr3ak@I.Dunno.PanicBNC.com) (Ping
timeout: 198 seconds)
L1858[16:48:23]
⇦ Quits: Jezza (~Jezza@185.44.151.104) (Quit:
Leaving)
L1859[16:48:25] ***
amadornes is now known as amadornes[OFF]
L1860[16:49:14] <RANKSHANK> Yeah I'll do
some comparisons after finishing the commit to my other PR and then
some needed rebasing. Thanks lex
L1861[16:51:04] ***
Cojo is now known as Cojo|AFK
L1862[16:51:49]
⇨ Joins: M3gaFr3ak
(M3gaFr3ak@I.Dunno.PanicBNC.com)
L1863[16:51:53]
⇦ Quits: AforAnonymous (bitch2k@dyn-042-184.vix1.mmc.at)
(Read error: Connection reset by peer)
L1864[16:52:28] ***
Flenix is now known as SleepyFlenix
L1865[16:54:27]
⇨ Joins: MikrySoft
(~MikrySoft@89-76-18-43.dynamic.chello.pl)
L1866[16:55:52] <mikebald> Gah... forgot
to disable power-savings on my server; no wonder it's sluggish.
[Yay Windows Server]
L1868[16:57:52] <MattDahEpic> and afaik
im registering them right and the functions return the correct
items
L1869[16:58:59]
⇨ Joins: VikeStep (~VikeStep|@203.15.33.147)
L1870[17:04:52]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L1871[17:07:20]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L1872[17:08:15]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L1873[17:10:05]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L1874[17:15:15]
⇦ Quits: moog (~moog@24-176-156-144.dhcp.jcsn.tn.charter.com)
(Quit: Leaving)
L1875[17:15:23]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L1876[17:17:54]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L1877[17:19:06]
⇨ Joins: shadekiller666
(~shadekill@adsl-108-71-34-208.dsl.lsan03.sbcglobal.net)
L1878[17:21:26]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L1879[17:22:57]
⇦ Quits: armctec (~Thunderbi@189.120.88.31) (Ping timeout:
198 seconds)
L1880[17:23:24]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L1881[17:24:24] ***
big_Xplosion is now known as big_Xplo|AFK
L1882[17:24:39] <Matthew> Lex, aparently
thaumcraft is a coremod only for deploading
L1883[17:24:44] <Matthew> so no class
transformers
L1884[17:25:00] <diesieben07> deploading
is almost more evil than coremods :D
L1885[17:25:05] <whitephoenix_> I can't
figure out why updateTick isn't working for me, I have everything
the same as the video I'm watching
http://pastebin.com/WVizbftF
L1886[17:25:20] <Matthew> heh well the
fml containeddeps thing isn't ready for prime-time use yet
L1887[17:25:25] <LexManos> fuck the
coremod then
L1888[17:25:29] <LexManos> yell at azanor
to kill it
L1889[17:25:32]
⇦ Quits: Raspen0 (~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
(Quit: Leaving)
L1890[17:25:33] <LexManos> there should
be no reason it nees it
L1891[17:26:14] <Matthew> cp.w said he
wanted to add a semver flag or something. that would fix the
containeddeps problem
L1892[17:26:29] <Matthew> so you can
progamaticaly decide what version of a lib is newer
L1893[17:26:48] <diesieben07> also lex,
while I am dealing with potions there needs to be a patch to
CommandEffect because it still takes a numerical potion ID
L1894[17:27:03] <williewillus> i thought
that takes names
L1895[17:27:03] ***
manmaed is now known as manmaed|AFK
L1896[17:27:05] <williewillus> in
1.8
L1897[17:27:09] <diesieben07> apparently
not :D
L1898[17:27:13] <williewillus> I can do
/effect @p minecraft:speed
L1899[17:27:20] <williewillus> and it
gives me 30s speed I
L1900[17:27:32] <diesieben07>
whoops
L1901[17:27:40] <diesieben07> i
completely missed it since it was in a catch branch -.-
L1902[17:27:58] <williewillus>
whitephoenix_: that should work, but also *mutters something about
1.7*
L1904[17:29:16] <williewillus> 1.8
pls
L1905[17:30:26] <whitephoenix_> I'd
rather not use 1.8 because all of the mods I want to use with this
are in 1.7.10 still
L1906[17:31:56]
⇦ Quits: poiuy_qwert (~poiuy_qwe@206.223.179.158) (Quit: This
computer has gone to sleep)
L1907[17:32:00] <gigaherz> whitephoenix_:
as we tell everyone else, by the time you are done, you'll find
yourself with a 1.7.10 mods, and everyone else will be like
"lol we moved on to 1.8.9 already"
L1908[17:32:08] <gigaherz> mod*
L1909[17:32:27] <whitephoenix_> Probably
so
L1910[17:33:10] <whitephoenix_> I guess
I'll update it later, just because setupDecompWorkspace takes like
an hour
L1911[17:33:22] <williewillus> what mods
are you weaiting on?
L1912[17:33:23]
⇨ Joins: Flashfire
(Flashfire@d24-36-192-173.home1.cgocable.net)
L1913[17:33:24] <williewillus> just
curious
L1914[17:33:47] <williewillus> also 1.9
pre came out today if you don't follow vanilla
L1915[17:33:48] <gigaherz> well yeah if
you are waiting on anyone who has decided fimrly to stay in the
past... XD
L1916[17:33:55] *
williewillus coughs
L1917[17:33:57] <williewillus> :P
L1918[17:34:09] <whitephoenix_> Let me
check there are several
L1919[17:34:34]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@206.223.179.158)
L1920[17:35:49] <whitephoenix_> Various
thaumcraft addons, tinkers construct, mekanism, and minechem
mainly
L1921[17:35:59] <whitephoenix_> and
twilight forests
L1922[17:37:23]
⇨ Joins: Xilef11
(~xilef11@bas1-ottawa09-1176118045.dsl.bell.ca)
L1923[17:37:32] <TehNut> TCon is on 1.8
though
L1924[17:37:52]
⇨ Joins: kmecpp
(~kmecpp@pool-71-167-167-219.nycmny.fios.verizon.net)
L1925[17:37:59] <whitephoenix_> Oh
awesome
L1926[17:38:08]
⇦ Quits: poiuy_qwert (~poiuy_qwe@206.223.179.158) (Client
Quit)
L1927[17:38:19] <TehNut> Mek 1.8 is
currently in dev IIRC
L1929[17:39:11] <whitephoenix_> Guess it
might be time for a custom pack update soon
L1931[17:43:16] <williewillus> put it on
another render pass
L1932[17:43:23] <williewillus>
unfortunately I dont remember the method to override :P
L1933[17:44:13] <Xilef11> would it be in
the TE, TESR or block?
L1934[17:44:38] <williewillus> TESR or
TE
L1935[17:44:40] <whitephoenix_> So the
general consensus is that updating to 1.8 will make updateTick work
properly?
L1936[17:50:05] <Xilef11> it was
shouldRenderInPass in the TE.
L1937[17:50:22] <williewillus> more like
no one here remembers how to debug/support 1.7 ;)
L1938[17:50:26] <masa> does anyone know
if there already is a mod for 1.8.9 that moves items by scrolling
over slots, like NEI does?
L1939[17:50:45] <williewillus> but on a
serious note, I actually don't know 1.7 nearly as well as 1.8
:P
L1940[17:51:00] <masa> if not, I'll
release mine as a new mini-mod...
L1941[17:51:19] <LexManos> moves items by
scrolling?
L1942[17:52:00] <masa> yeah, NEI had that
functionality, when you scroll the mouse wheel while over a slot in
an inventory, it moves one item at a time to or from the other part
of the inventory
L1943[17:52:12] <williewillus> just
release it :P
L1944[17:52:13] <masa> depending on the
scroll direction
L1945[17:52:16] <Xilef11> inventory
tweaks?
L1946[17:52:26] <masa> does it have that
too?
L1947[17:52:29] <shadekiller666>
"Microsoft Excel is waiting for another application to
complete an OLE action." only button is "OK" and it
repeatedly pops up... how is it that microsoft is so terrible at
useful error messages...
L1948[17:52:33] <williewillus> no
invtweaks doesn't have that
L1949[17:52:56]
⇦ Quits: Gigabit101
(~Gigabit10@cpc76302-cosh16-2-0-cust475.6-1.cable.virginm.net)
(Ping timeout: 189 seconds)
L1950[17:53:08] <masa> I just added that
functionality as a test, a 45-line event handler
L1951[17:53:30] <masa> seems to work, and
a lot better than NEI, where fast scrolling picks up the stack to
the cursor or somethin gweird...
L1952[17:54:12] <masa> now I need a name
for the mod... :D
L1953[17:54:18] <masa> Item
Scroller?
L1954[17:54:21] <shadekiller666> i also
can't open the start menu
L1955[17:54:23] <shadekiller666>
wtf
L1956[17:54:50] <williewillus> yeah NEI
did some weird thing to get it to work
L1957[17:55:07] <williewillus> it
actually simulated the shift click, then moved the stack back, then
actually executed it
L1958[17:55:09] <williewillus> or
soemthing weird like that
L1959[17:55:21]
⇦ Quits: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net) (Ping timeout: 186
seconds)
L1960[17:55:30] <shadekiller666>
...
L1961[17:55:34] <diesieben07> goddamnit
chickenbones :D
L1962[17:55:34] <masa> heh
L1963[17:55:45] <shadekiller666> seems
that the taskbar has half-crashed
L1964[17:56:06] <diesieben07> yeah the
windows 10 taskbar is... sometimes glitchy
L1965[17:56:17] <diesieben07> kill
explorer.exe and start it again from task manager
L1966[17:56:22] <masa> well I did it by
temporarily changing the stack size to one, and then calling the
transferStackInSlot, so similar, but I don't pick it up to cursor
at any point..
L1967[17:57:12]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L1968[17:57:21]
⇦ Quits: sciguyryan (~sciguyrya@85.17.172.115) (Remote host
closed the connection)
L1969[17:59:01]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L1970[18:00:30] <Xilef11> what is a
probable cause for bad break particles?
L1971[18:00:40] <williewillus> what do
you mean bad?
L1972[18:01:22] <Xilef11> they use the
missing texture instead of the block's texture
L1973[18:01:56] <masa> did you define the
texture for particles?
L1974[18:02:26]
⇦ Quits: Drullkus (~Drullkus@205.155.154.1) (Remote host
closed the connection)
L1975[18:02:47] <masa> ie.
"textures": { "particle": ... }
L1977[18:04:19] ***
williewillus is now known as willieaway
L1978[18:08:20]
⇦ Quits: agowa338 (~Thunderbi@p549190A0.dip0.t-ipconnect.de)
(Ping timeout: 189 seconds)
L1979[18:11:41] ***
K-4U is now known as K-4U|Off
L1980[18:14:42]
⇦ Quits: P3pp3rF1y (~P3pp3rF1y@188.75.174.100) (Ping timeout:
198 seconds)
L1981[18:15:05] ***
Cojo|AFK is now known as Cojo
L1982[18:16:50] <masa> oh.. right...
fudge ;_;
L1983[18:17:16] <masa> that's why NEI
does that derpy thing
L1984[18:17:56] ***
mumfrey is now known as Mumfrey
L1985[18:18:06] <diesieben07> what is it?
:D
L1986[18:18:44] <masa> the slotClick()
needs to happen, or otherwise I need custom packets so that the
server knows what is happening, too :p
L1987[18:19:02] <diesieben07> hm
L1988[18:19:16] <diesieben07> well, maybe
you could just do the whole thing yourself?
L1989[18:19:45] <masa> it was working
beautifully and instantly when I just did things on the client
side... until I clicked on a stack in the inventory and then it
updated :D
L1990[18:20:02] <diesieben07> heh
L1991[18:20:23] <masa> what do yo umean
by the whole thing?
L1992[18:21:06] <diesieben07> don't rely
on transferStackInSlot
L1993[18:21:48] <masa> yeah maybe... but
then it won't necessarily work properly on any inventories...
:D
L1994[18:22:12] <masa> because the logic
of which slot ranges to merge to happens in there
L1995[18:22:20] <masa> or well
L1996[18:22:28] <diesieben07> yeah i
know
L1997[18:23:49] <diesieben07> ok so, how
about this: detect where the stack is being transfered and then
just send a proper slotClick to the server afterwards?
L1998[18:24:55] <masa> yeah that could
work
L1999[18:25:16] <masa> but then I need to
store the temporary stack in the cursor too I think...
L2000[18:25:53] <diesieben07> which stack
are you talking about? :D
L2001[18:26:51] <masa> well I mean since
the way to communicate to the server is the slotClick() method, all
I can do is call it to pick up the stack, then right click on the
target slot with it and then put it back
L2002[18:27:21] <masa> so it needs to
pick up the whole stack to the cursor for the duration of that
operation
L2003[18:27:26] <diesieben07> hm
L2004[18:27:33] <diesieben07> is that how
invtweaks does it? :D
L2005[18:28:02] <masa> and tehre I
beleieve is where NEI had its problem too, if the target stack
changes on the server side during that time, then it fails to put
the stack back properly, or something
L2006[18:28:14] <masa> inv tweaks doesn't
to this afaik, NEI does
L2007[18:28:18] <masa> and I haven't
looked
L2008[18:28:45] <masa> but I know that it
derps when you scroll items int oa slot that then changes on the
server during the scrolling
L2009[18:28:57] <diesieben07> inv tweaks
sorts items though
L2010[18:29:04] <diesieben07> it must do
something similar
L2011[18:29:05] <masa> it then ends up
picking up the stack to the cursor
L2012[18:29:13] <masa> right..
L2013[18:29:55] <diesieben07> i
mean
L2014[18:29:59] <diesieben07> how does
vanilla handle this situation?
L2015[18:30:08] <diesieben07> when you
right click on a slot and it changes
L2016[18:31:24] <masa> well vanilla
doesn't have this problem though, since the stack is manually
picked up to the cursor, it isn't done behind the scenes for a
split moment... I don't think
L2017[18:31:58] <diesieben07> yes but it
can still happen that you click a slot and it changes before your
packet gets to the server.
L2018[18:32:00] <masa> so just right
clicking on a slot doesn't derp up, it just wouldn't be able to put
the item there
L2019[18:32:37] <diesieben07> question is
what does vanilla do there
L2020[18:32:43] <diesieben07> does it
correct the cleint?
L2021[18:32:46] <masa> in NEI the derpage
is that you intially don't have any items in the cursor, and then
suddenly you do
L2022[18:32:49] <diesieben07> or does
thecleint end up messed up, too?
L2023[18:33:01] <diesieben07> the
situation is the same
L2024[18:33:07] <diesieben07> just
because with NEI its faster doesnt change shit
L2025[18:33:23] <masa> well
detectAndSendChanges() should udpate the whole inventory whenever
it changes, right?
L2026[18:33:29] <diesieben07> yes
L2027[18:33:39] <masa> and then there is
the code for checking for conflicts, but I haven't looked into
that
L2028[18:33:40] <diesieben07> but what if
you right click befoire the server can tell you abotu a
change
L2029[18:33:52] <diesieben07> its not any
different here :D
L2030[18:35:42]
⇨ Joins: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2031[18:36:27] <masa> custom packet
would solve this and implement this most glitch-free, but then it
would require the mod on the server too...
L2032[18:36:51] <masa> how would I make
the server side optional and fall back to slotClick()?
L2033[18:37:10] <masa> ie. how do I check
if the mod is on the server?
L2034[18:37:39] <diesieben07> IEEP on the
clientside player, send custom packet on login which sets a flag to
true
L2035[18:37:49] <diesieben07> wait, not
even any need for IEEP lol
L2036[18:37:56] <diesieben07> just set a
static field in your CleintProxy or so
L2037[18:38:33]
⇦ Quits: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186
seconds)
L2038[18:38:51]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L2039[18:38:55] <masa> custom packet from
server to client on player login event?
L2040[18:39:24] <masa> what happens to
those custom packets if the client doesn't have the mod? does it
throw errors in the console?
L2041[18:40:49]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2043[18:41:39] <gigaherz> meh
L2044[18:41:45] <gigaherz> got the model
animating, but meh
L2045[18:41:49] <gigaherz> the
book*
L2047[18:43:46] <diesieben07> Xilef11, I
think you need 'dev_images/**' to match any files in there
L2048[18:43:56]
⇨ Joins: OnyxKnight
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net)
L2049[18:45:44]
⇦ Quits: Onyx
(~OnyxDarkK@cpc81089-colc8-2-0-cust729.7-4.cable.virginm.net) (Ping
timeout: 189 seconds)
L2050[18:46:57] <Xilef11> actually, I
needed to take it out of the "
from(sourceSets.main.resources.srcDirs)" block
L2051[18:47:25] <Xilef11> adding the **
dosen't change anything
L2052[18:47:53] <diesieben07> huh
L2053[18:48:55]
⇦ Quits: glasspelican (~quassel@stanley.glasspelican.ca)
(Remote host closed the connection)
L2055[18:49:31] <diesieben07> that works?
:O
L2056[18:50:07] <gigaherz> :3
L2057[18:50:10] <gigaherz> works
L2058[18:50:10] <Xilef11> looks like
it
L2060[18:50:22]
⇨ Joins: glasspelican
(~quassel@stanley.glasspelican.ca)
L2061[18:50:26] <gigaherz> still need
some more rotations though ;P
L2062[18:50:45] <diesieben07> whoo
:D
L2063[18:50:52] <diesieben07> where's the
page turning= :D
L2064[18:51:51] <gigaherz> hmm
question
L2065[18:51:59] <gigaherz> can I handle
the pressing "escape" on the gui?
L2066[18:52:08] <gigaherz> it closes
immediately instead of doing the animation ;P
L2067[18:52:50]
⇨ Joins: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net)
L2068[18:52:57] <diesieben07> override
keyTyped
L2069[18:54:24] ***
Kolatra[away] is now known as Kolatra
L2070[18:54:51] <MattDahEpic> god this
recipe not working crap is really not helping my mod release.
making a custom recipe handler doesnt even work
L2071[18:55:39] <gigaherz> how do you
store which type of ring it is?
L2072[18:55:45] <MattDahEpic> nbt
L2074[18:56:21] <gigaherz> do you
actually get the right item when you pick it up?
L2075[18:56:24] <gigaherz> or is it still
the wrong one?
L2076[18:56:37] <MattDahEpic> when you
pick it up its wrong
L2077[18:57:42]
⇨ Joins: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2078[18:58:39] <gigaherz> do you use the
metadata though?
L2079[18:58:53] <MattDahEpic> the meta
should always be 0
L2080[18:59:08] <gigaherz> aha so the
change of material from golden to silver (or whatever)
L2081[18:59:10] <gigaherz> is working
right
L2082[18:59:13] <gigaherz> but the
subtype is failing
L2083[18:59:21]
⇦ Quits: shadekiller666
(~shadekill@adsl-108-71-34-208.dsl.lsan03.sbcglobal.net) (Read
error: Connection reset by peer)
L2084[18:59:33] <MattDahEpic> yes
L2085[18:59:41] <gigaherz> which means
somehow only part of the recipe is being misinterpreted
L2086[18:59:47] <gigaherz> ... I ahve no
idea what could cause that
L2087[18:59:50] <diesieben07> you do know
that the crafting recipe match detection does not care about nbt at
all, right?
L2088[18:59:59]
⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
(Quit: ~FILLED WITH DETERMINATION~)
L2089[19:00:09] <MattDahEpic> the recipe
always yields the first EnumDink of the ring's level
L2090[19:00:26] <diesieben07> yes because
recipes only check if the item and the damage value is equal
L2091[19:00:31] <diesieben07> they ignore
NBT completely.
L2092[19:00:33]
⇦ Quits: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186
seconds)
L2093[19:00:49]
⇦ Quits: Xilef11
(~xilef11@bas1-ottawa09-1176118045.dsl.bell.ca) (Quit:
Leaving)
L2094[19:00:59] <MattDahEpic> so
extending ShapelessRecipes and overridding the matches check would
fix it?
L2095[19:01:01]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@198-84-224-94.cpe.teksavvy.com)
L2096[19:01:06] <diesieben07>
probably
L2098[19:07:42]
⇨ Joins: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2099[19:07:48] <gigaherz> diesieben07:
page flip... maybe someday
L2100[19:07:49] <gigaherz> XD
L2101[19:08:18] <whitephoenix_> Aww crap
making all these new json files is gonna suck
L2102[19:08:19] <diesieben07> haha
L2103[19:08:28] <MattDahEpic> gigaherz,
this would make a good tutorial book api
L2104[19:08:35]
⇨ Joins: Bushbaby1234
(~Bushbaby1@173-17-200-71.client.mchsi.com)
L2105[19:09:18] <gigaherz> MattDahEpic:
needs a lot of work on declaring the content, though
L2106[19:09:25] <gigaherz> right now it's
all hardcoded
L2107[19:09:30] <gigaherz> well
semi-hardcoded
L2108[19:09:45] <gigaherz> I have code
for the contents, but the positioning is semi-automated
L2109[19:09:51] <gigaherz> I dont have
hardcoded X/Y coords for text
L2110[19:09:55]
⇨ Joins: shadekiller666
(~shadekill@adsl-108-71-34-208.dsl.lsan03.sbcglobal.net)
L2111[19:10:28] <gigaherz> hey
shadekiller666: I discoevered earlier that 3ds max exports mtl
files with a tab char at the beginning of material names
L2112[19:10:33]
⇦ Quits: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186
seconds)
L2113[19:10:37] <gigaherz> and your
loader ignores those lines ;P
L2114[19:10:56]
⇨ Joins: Xilef11
(~xilef11@bas1-ottawa09-1176118045.dsl.bell.ca)
L2115[19:10:56] <shadekiller666> it
ignores _s?
L2116[19:11:25] <Bushbaby1234>
hello
L2117[19:11:25] <shadekiller666> i
believe that should be fixed in the updates that are sitting in the
PR
L2118[19:11:45]
⇦ Quits: Xilef11
(~xilef11@bas1-ottawa09-1176118045.dsl.bell.ca) (Client
Quit)
L2119[19:13:05] ***
whitephoenix_ was kicked by LexManos (Don't start bitching until we
know what the state of 1.9 is I dont want the FUD we had in 1.8
-.-))
L2120[19:14:00] <gigaherz> Lex, I think
he was referring to moving his mod development to 1.8 from
1.7.10?
L2121[19:14:19] <LexManos> meh, same
thing
L2122[19:14:31] <gigaherz> since we
convinced him to do 1.8.9 instead of starting new stuff on
1.7
L2123[19:14:44]
⇨ Joins: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2125[19:14:59]
⇨ Joins: whitephoenix_
(~whitephoe@67-42-82-239.tukw.qwest.net)
L2126[19:15:04] <Delenas> Yes, it sucks.
But there are generators for the json crap.
L2128[19:15:34]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L2129[19:15:34] <shadekiller666> oh
L2130[19:15:36] <whitephoenix_> Sorry, I
won't mention it again
L2131[19:15:41] <gigaherz> whitephoenix_:
question
L2132[19:15:45]
⇦ Quits: yopu (~yopu@184-89-171-53.res.bhn.net) (Ping
timeout: 186 seconds)
L2134[19:15:51] <gigaherz> were you
referring to porting to 1.8, or to 1.9 stuff
L2135[19:15:53] <shadekiller666> yep that
is definietly fixed in the PR
L2136[19:15:56] <LexManos> (Cant anyone
else tell im bored watching this damn thing run?)
L2137[19:15:57] <whitephoenix_> gigaherz:
Yeah?
L2138[19:16:03] <shadekiller666> (i
hope)
L2139[19:16:12] <gigaherz> I have
absolutely no idea what that means
L2140[19:16:12] <gigaherz> XD
L2141[19:16:13] <LexManos> The issue is I
fucking hate seeing people bitch about json
L2142[19:16:15] <shadekiller666> i know
the trailing whitespace problem was fixed
L2143[19:16:20] <MattDahEpic> those seem
more degree sign than period
L2144[19:16:22] <Delenas> Lex: Myself,
going blind from staring at that
L2145[19:16:24] <LexManos> Json isn't
hard, and its FAR less then people made it out to be.
L2146[19:16:52] <LexManos> Once you get a
few of your things down the rest is copy/paste or 1 line json
files
L2147[19:17:02] <whitephoenix_> Oh that
makes it way easier then
L2148[19:17:04] <Bushbaby1234> are there
any forge commands to prevent/clear the 'forge remembers mod info
after its removed' thing?
L2149[19:17:12] <whitephoenix_> I just
have a lot of items so it could take a little while
L2150[19:17:19] <LexManos> ?
L2151[19:17:19] <Delenas> There's even a
buncha forge stuff built in to make it easier.
L2152[19:17:29]
⇦ Quits: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 194
seconds)
L2153[19:17:39]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2154[19:17:49] <Delenas> Like the
default item transformations and such, for scaling
L2155[19:18:25] <Delenas> whitephoenix_:
You're a programmer. Write a script for it. :3
L2156[19:18:26]
⇨ Joins: Xilef11
(~EiraIRC@bas1-ottawa09-1176118045.dsl.bell.ca)
L2157[19:18:37] <whitephoenix_> Good
point
L2158[19:18:53]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L2159[19:19:15] <Delenas> May be hard for
a few things, but hey. If it's textures and such, you could
probably whip something up to change a line text file into
jsons..
L2160[19:20:20] <shadekiller666> ya,
gigaherz, thats fixed in the PR as far as i can tell
L2161[19:20:43] <gigaherz> nice
L2162[19:20:48] <gigaherz> btw
shadekiller666
L2164[19:21:02] <masa> is there yet any
indication how big the 1.9 port will be for forge itself?
L2165[19:21:10] <gigaherz> this is done
with 4 separate obj models, interpolating the positions between the
quads
L2166[19:21:14] <Delenas> My first rule
of programming: There's almost always more than one way to
accomplish something. Second rule: Efficiency be damned, get a
proof of concept first.
L2167[19:21:20] <gigaherz> I had to be
very careful about exporting them correctly
L2168[19:21:23] <gigaherz> but in the
end, it worked :D
L2169[19:21:37] <shadekiller666> the
"current" version (the one you're using) didn't account
for additional whitespace on the lines, the updates use a Pattern
with "\\s+" to split the string into an array
L2170[19:22:14] <shadekiller666>
O.o
L2171[19:22:20] <shadekiller666> is that
an obj?
L2172[19:22:25] <gigaherz> 4 obj
models
L2173[19:22:28] <gigaherz> in 4 separate
files
L2174[19:22:32] <shadekiller666>
ahh
L2175[19:22:34] <gigaherz> exported in 4
different "closingness states"
L2176[19:22:37] <gigaherz> and
interpolated in code
L2177[19:22:54]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2178[19:22:57] <shadekiller666> thats
badass
L2179[19:23:10] <shadekiller666> was this
in 3dsm?
L2180[19:23:34] <Flashfire> I'm trying to
make extra stairs blocks by instantiating BlockStairs but I can't
seem to access it with reflection and I noticed MCPBot has it
marked "LOCKED"
L2181[19:23:52] <Flashfire> I guess
classes marked LOCKED can't be accessed?
L2182[19:23:56] <gigaherz> I modeled it
in rhinoceros, then imported into 3dsmax, and did the animation
using the morpher modifier
L2183[19:23:59] <bspkrs> that just means
you can't edit the name
L2184[19:24:04] <LexManos> no locked
means the mapping cant be changed
L2185[19:24:12] <Flashfire> Ah
alright
L2186[19:24:16] <shadekiller666> morpher
modifier?
L2187[19:24:26] <shadekiller666> i'm
guessing thats like a blendshapes thing
L2188[19:24:27] <LexManos> you're just
bad, also you shouldnt be reflecting things as fundemental as your
blocks, subclassing exists for a reason
L2189[19:24:41] <gigaherz> yes morpher
modifier is 3dsmax concept of blendshapes
L2190[19:24:44] <shadekiller666> where
you have 2 instances of the geometry and let the software morph
between them
L2191[19:24:48] <shadekiller666>
ahh
L2192[19:24:48] <gigaherz> yup
L2193[19:24:51] <gigaherz> xcept I had 4
versions
L2194[19:24:53] <Flashfire> I wanted to
avoid making classes if I could just instantiate them considering I
want to make them out of vanilla blocks anyway
L2195[19:24:54] <gigaherz>
incrementally
L2196[19:24:55] <shadekiller666> how did
the export process work/
L2197[19:25:02] <gigaherz> 0..33%, 33% to
66%, and 66% to 100%
L2198[19:25:17] <shadekiller666> and you
just did that by hand?
L2199[19:25:18] <gigaherz> I just
exported while setting the modifier to 0%, 33.3%, 66.6%, 100%
L2200[19:25:26] <shadekiller666>
ahh
L2201[19:25:35] <gigaherz> then in code,
I interpolate between them
L2202[19:25:43] <gigaherz> it's not curve
interpolation, but it looks good enough
L2203[19:25:50] <gigaherz> the eye can't
tell ;p
L2204[19:26:10] <gigaherz> I made it
slightly faster to turn than what you see in the video
L2205[19:26:16] <gigaherz> it's no 0.35s
to open/close
L2206[19:26:24] <gigaherz> which is less
annoying if someone attacks you while reading the book
L2207[19:26:53] <shadekiller666> i've
thought about adding support for fry's animation system, with the
idea of having a folder or a zip of some kind that contains all of
the .obj/.mtl files and maybe an extra data/json file to define
parameters for timing and such
L2208[19:27:10] <gigaherz> I wouldn't
recommend kludging that into forge
L2209[19:27:28] <gigaherz> if it's just
animation keys like position and rotation
L2210[19:27:29] <shadekiller666> but i
don't know how many of the widely-used modelling programs have
support for exporting keyframe animation as separate models
L2211[19:27:29] <gigaherz> that's
ok
L2212[19:27:39] <gigaherz> but kludging
blend shapes is meh
L2213[19:27:41]
⇨ Joins: Fridtjof (prassel@fridtjof.xyz)
L2214[19:27:54]
⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L2215[19:28:00] <shadekiller666> i'm
talking about the obj loader
L2216[19:28:03]
⇦ Quits: zooonie
(~zoonie@cpc72513-sgyl32-2-0-cust418.18-2.cable.virginm.net) (Ping
timeout: 198 seconds)
L2217[19:28:15] <shadekiller666> fry
added stuff for models that support animation
L2218[19:28:20] <gigaherz> yeah
L2219[19:28:43] <gigaherz> and iirc it
did things like animate position/rotation and such
L2220[19:28:43] <shadekiller666> the idea
being that each key is a separate IBM, but since objs only contain
one model
L2221[19:28:57] <gigaherz> along with the
actual animation data
L2222[19:29:08] <gigaherz> so I say
L2223[19:29:31] <gigaherz> let it support
animating position, rotation, scale, or even color
multipliers
L2224[19:30:01] <gigaherz> but I don't
think it's worth adding kludgy stuff for blending between two
models
L2225[19:31:42] <shadekiller666> i wish
the FBX spec wasn't proprietary :P
L2226[19:32:00] <gigaherz> well, iirc
blender uses some reverse-enginered spec to load fbx?
L2227[19:32:04] <gigaherz> but
L2228[19:32:05] <Bushbaby1234> so... im
not halucinating that forge keeps mod info after a mod is removed
right? i cant find the tweet that says it does...
L2229[19:32:06] <shadekiller666> which
makes absolutely no sense considering it is intended to be the
transfer format for 3d software :P
L2230[19:32:09] <shadekiller666> no
L2231[19:32:11] <gigaherz> it may be
easier to load .DAE files
L2232[19:32:15] <shadekiller666> autodesk
has a free sdk
L2233[19:32:29] <shadekiller666> .dae are
collada files aren't they?
L2234[19:32:34] <gigaherz> yes
L2235[19:32:43]
⇨ Joins: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2236[19:32:50] <gigaherz> where FBX is
the #1 format for models, .dae is the #2
L2237[19:32:51] <gigaherz> ;P
L2239[19:33:07] <shadekiller666> and if
you're going to use a format with a markdown-style, i would argue
for .x3d
L2240[19:33:22] <shadekiller666> its
nicer, and does everything that collada can do
L2241[19:33:30] <shadekiller666> but in
half the lines
L2242[19:33:38] <shadekiller666> and
twice the readibility :P
L2243[19:33:40] <gigaherz> x3d can do
animation?
L2244[19:33:47] <shadekiller666> i
believe so
L2245[19:33:56] <gigaherz> I thoguht x3d
was like obj
L2246[19:33:59] <gigaherz> the more you
know ;P
L2247[19:34:16] <shadekiller666> i would
make a loader, but i don't know how to parse xml-type files
L2248[19:35:46]
⇦ Quits: Naiten (Naiten@5.143.76.90) (Read error: Connection
reset by peer)
L2249[19:35:47]
⇦ Quits: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 189
seconds)
L2250[19:36:16] <shadekiller666> wow...
gg khronos... way to name your github packages...
L2251[19:36:22] <gigaherz> for xml
itself, there'sp lenty of xml dom libraries for java
L2252[19:36:32] <gigaherz> and then some
that aren't fully dom-compliant, but nicer to use
L2253[19:38:32] <shadekiller666> one of
the potential issues with making a .x3d loader is x3d's emphasis on
realtime interaction with the model
L2254[19:38:54] <shadekiller666> its
designed as a way to render a 3D model in web browsers without
needing a plugin
L2255[19:39:03] <shadekiller666> and
without having to use Flash...
L2256[19:41:02] ***
DarkevilAway is now known as Darkevilmac
L2257[19:41:04]
⇨ Joins: moog
(~moog@24-176-156-144.dhcp.jcsn.tn.charter.com)
L2258[19:45:18] <whitephoenix_> What
happened to world.setBlock()?
L2259[19:45:49] <gigaherz> it's
setBlockState now
L2260[19:45:53] <gigaherz> just instead
of block+meta
L2261[19:45:56]
⇦ Quits: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net) (Read error: Connection
reset by peer)
L2262[19:46:03] <gigaherz> you get/set
blockstates instead
L2263[19:46:15] <gigaherz> so you would
do something like
L2264[19:46:25] <gigaherz>
world.setBlockState(something.getDefaultState());
L2265[19:46:27] <gigaherz> or
L2266[19:46:34] *
Delenas idly wonders if Mojang plans to remove the int metadata in
1.9..
L2267[19:46:37] <gigaherz>
world.setBlockState(something.getDefaultState().withProperty(FACING,
EnumFacing.EAST);
L2268[19:46:49]
⇨ Joins: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net)
L2269[19:46:53] <gigaherz> Delenas: that
owuld have been nice, but I don't think it made it into 1.9
L2270[19:47:00] <gigaherz> but then
again, I haven't seen the 1.9 code ;P
L2271[19:47:11] <Delenas> I do have to
wonder
L2272[19:47:34] <Delenas> There are
several bytebuffer utilities to make writing binary and such
easier. Just follow an order, right?
L2273[19:47:46] <gigaherz> ...yes?
L2274[19:47:49] <Delenas> WOnder if you
could do something similar with the metadata and properties..
L2275[19:47:53]
⇦ Quits: l4mRh4X0r
(l4mRh4X0r@l4mrh4x0r.student.ipv6.utwente.nl) (Ping timeout: 189
seconds)
L2276[19:47:58] <whitephoenix_> How would
I redo "setBlock(x,y,z, Stuff.myBlock);" in 1.8
then?
L2277[19:47:59] <gigaherz> yes but it
wouldn't be efficient
L2278[19:48:03] <gigaherz> you'd need a
"bit buffer" instead
L2279[19:48:23] <tterrag> whitephoenix_:
use setBlockState in all cases
L2280[19:48:26] <TehNut>
setBlockState(BlockPos, Stuff.myBlock.getStateFromMeta(int))
L2281[19:48:30] <gigaherz> whitephoenix_:
where do you call that from?
L2282[19:48:36] <diesieben07> TehNut,
gtfo :P
L2283[19:48:38] <gigaherz> you probably
have a BlockPos around
L2284[19:48:39] <gigaherz> or if
not
L2285[19:48:40] <TehNut> nevar
L2286[19:48:44] <Delenas> whitephoenix:
create a state with all the proper properties, then.. yeah.
L2287[19:48:45] <diesieben07> you should
never call getStateFromMeta yourself
L2288[19:48:46] <gigaherz> you can use
new BlockPos(x,y,z)
L2289[19:48:58] <whitephoenix_> I call it
from my block class in a updateTick override
L2290[19:49:06] <gigaherz> TehNut: well
then do it yourself, but don't teach others ;P
L2291[19:49:11] <gigaherz> whitephoenix_:
wat
L2292[19:49:35] <gigaherz> wait so you
change yourself?=
L2293[19:49:38] <gigaherz> or
neighbouring blocks?
L2295[19:50:09] <gigaherz> Ah
L2296[19:50:21] <gigaherz> first, that
override should fail
L2297[19:50:33] <gigaherz> all those
methods now have a BlockPos param isntad of x,y,z
L2298[19:50:35] <gigaherz> then
L2299[19:50:38] <gigaherz> you'd do
something like
L2300[19:50:52] <gigaherz>
world.setBlockState(pos,
Pyromancy.harvestableFireberryBush.getDefaultState());
L2301[19:51:08] <whitephoenix_>
Alright
L2302[19:51:14] <gigaherz> where
"pos" is the BlockPos param you should have in the
method
L2303[19:51:37] <gigaherz> steps to port
1.7 code to 1.8
L2304[19:51:48]
⇨ Joins: Naiten (Naiten@5.143.27.153)
L2305[19:52:02] <gigaherz> 1. change all
ForgeDirection to EnumFacing, and all "int
side"/"int facing" to EnumFacing
L2306[19:52:09] <gigaherz> 2. change all
x,y,z triplets to BlockPos
L2307[19:52:44] <gigaherz> 3. fix any
remaining erroring or obsolete methods by asking here or looking it
up yourself
L2308[19:53:13] <gigaherz> 4. implement
the blockstates for any block that previously used metadata
(besides "0" as a default metadata value -- those work
as-is)
L2309[19:53:39] <gigaherz> 5. despair at
creating models for all those "icons" and textures
L2310[19:53:51] <gigaherz> 6. learn it's
not so bad and have fun
L2311[19:54:20] <gigaherz> 7. ... ?
L2312[19:54:22] <gigaherz> 8.
profit
L2313[19:54:24] <Delenas> 5.5: Snacks are
your friend. Use them well during this process.
L2314[19:55:04] <whitephoenix_> I don't
know how I ever tried learning to mod without this irc,
thanks
L2315[19:55:17] <gigaherz> a lot of
people make that mistake
L2316[19:55:18] <gigaherz> XD
L2317[19:55:27] <shadekiller666>
gigaherz, step 1.5: remove all "ForgeDirection.UNKNOWN"
lines
L2318[19:55:43] <gigaherz>
shadekiller666: well if you have many of those, you had a problem
regardless
L2319[19:55:44] <gigaherz> XD
L2320[19:55:48] <shadekiller666>
true
L2321[19:56:05] <shadekiller666> step
1.5*: rewrite all the things
L2322[19:56:24] <gigaherz> if you had*
you have*
L2323[19:59:24] <Delenas> 5.01: Hug fry
for the rendering stuff added to forge
L2324[20:02:14]
⇦ Quits: Delenas
(Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647) (Quit: And then He
said, "Let there be butts." And He saw that it was
good.)
L2325[20:07:01] ***
Kolatra is now known as Kolatra[away]
L2326[20:07:32]
⇨ Joins: Delenas
(~Delenas@2601:987:401:9071:ee88:92ff:fe0f:5502)
L2327[20:10:26]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L2328[20:12:25]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2329[20:13:26]
⇦ Quits: Brokkoli (~Brokkoli@f054249056.adsl.alicedsl.de)
(Quit: Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr
klingen und das T�ten angemessen wirkt. (George
Orwell))
L2330[20:13:46]
⇨ Joins: Upthorn
(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net)
L2331[20:17:07] <whitephoenix_> On to
step 5 I suppose
L2332[20:17:41] <gigaherz> before you
start with step 5, you could read
L2334[20:17:50] <gigaherz> this
L2335[20:17:52]
⇨ Joins: Drullkus
(~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net)
L2336[20:18:15] <whitephoenix_> Oh nice
thank you
L2337[20:19:33]
⇦ Quits: BerciTheBeast
(BerciTheBe@77.111.11.55.ipv4.telemach.net) (Quit:
Ta-ta)
L2338[20:22:17]
⇨ Joins: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2339[20:24:59]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping
timeout: 198 seconds)
L2340[20:24:59]
⇦ Quits: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198
seconds)
L2341[20:25:42]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2342[20:26:55]
⇨ Joins: killjoy (~killjoy@71.65.255.183)
L2344[20:32:19]
⇨ Joins: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2345[20:35:06]
⇦ Quits: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198
seconds)
L2346[20:37:24]
⇦ Quits: Naiten (Naiten@5.143.27.153) (Read error: Connection
reset by peer)
L2347[20:41:10]
⇨ Joins: Techfoxis
(~Techfoxis@pool-74-110-119-59.nrflva.fios.verizon.net)
L2348[20:41:15]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L2349[20:42:38] <Techfoxis> Fluids should
be registered in the pre-initialization stage right?
L2350[20:42:57]
⇦ Quits: Delenas
(~Delenas@2601:987:401:9071:ee88:92ff:fe0f:5502) (Ping timeout: 186
seconds)
L2351[20:43:11]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2352[20:45:18] <killjoy> all registering
should be there
L2353[20:46:21] <Techfoxis> Thanks,
that's what I thought.
L2355[20:47:42]
⇨ Joins: Deathpool
(webchat@host-198-189-140-7.santarosa.edu)
L2356[20:48:54] <RANKSHANK> baha
helpful
L2357[20:52:07]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L2358[20:52:53] <LexManos> Wowe that
whole BetterNote thing is stupid... And the shit he is doing can
already be done without coremods or an 'API'
L2359[20:53:25] <diesieben07> lex, do you
wnat a PR for that interact event thingy?
L2360[20:53:32]
⇦ Quits: Deathpool (webchat@host-198-189-140-7.santarosa.edu)
(Ping timeout: 204 seconds)
L2361[20:53:51] <LexManos> maybe
L2362[20:53:59] <LexManos> look into it
see how much data you can get for left/right
L2363[20:54:10] <LexManos> there has got
to be a way to get that part of the data on the server
L2364[20:54:14] <diesieben07> right click
has the full x,y,z hit vector
L2365[20:54:17] <LexManos> I mean look at
microblocks.. it uses it...
L2366[20:54:21] <diesieben07> left click
is just "i clicked this side"
L2367[20:54:35] <LexManos>
amadornes[OFF], he should know
L2368[20:54:55]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2369[20:55:17] <diesieben07> left click
uses C07PacketPlayerDigging, which only has pos and side
L2370[20:55:57] <diesieben07> right click
is C08PacketPlayerBlockPlacement which has the data
L2371[20:55:57] <LexManos> may have to
doa raytrace on the server?
L2372[20:56:04] <LexManos> humm
L2373[20:58:03]
⇨ Joins: Naiten (Naiten@5.143.86.213)
L2374[20:58:54] <diesieben07> not sure if
it's really worth it to do a raytrace just for this
L2375[20:59:02] <diesieben07> since the
server raytrace will always be kinda inaccurate
L2376[21:03:47]
⇦ Quits: Upthorn
(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Ping
timeout: 189 seconds)
L2377[21:16:45]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Remote
host closed the connection)
L2378[21:16:58] ***
kirby|gone is now known as mrkirby153
L2379[21:17:02]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2380[21:25:11]
⇦ Quits: poiuy_qwert
(~poiuy_qwe@198-84-224-94.cpe.teksavvy.com) (Quit: This computer
has gone to sleep)
L2381[21:26:11]
⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping
timeout: 198 seconds)
L2382[21:36:25]
⇨ Joins: poiuy_qwert
(~poiuy_qwe@198-84-224-94.cpe.teksavvy.com)
L2383[21:40:50]
⇦ Quits: Xilef11
(~EiraIRC@bas1-ottawa09-1176118045.dsl.bell.ca) (Read error:
Connection reset by peer)
L2384[21:43:16]
⇦ Quits: kmecpp
(~kmecpp@pool-71-167-167-219.nycmny.fios.verizon.net) (Quit:
Leaving)
L2385[21:45:35]
⇦ Quits: Drullkus
(~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net) (Remote host
closed the connection)
L2386[21:46:06] ***
Mumfrey is now known as mumfrey
L2387[21:56:04]
⇨ Joins: Wastl2
(~Wastl2@f052021160.adsl.alicedsl.de)
L2388[21:56:10] ***
willieaway is now known as williewillus
L2389[21:58:32] ***
SnowShock35 is now known as zz_SnowShock35
L2390[22:04:06] ***
Darkevilmac is now known as Dark|Streaming
L2391[22:07:18]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L2392[22:07:35] <killjoy> Do we have a
way of downgrading libraries?
L2393[22:08:03] <killjoy> downgrading
lwjgl fixes the unable to resize after fullscreen issue
L2394[22:09:13]
⇨ Joins: Drullkus
(~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net)
L2395[22:10:16] <Mraof> Downgrading
libraries where?
L2396[22:11:14] <Mraof> In my
build.gradle I actually upgrade lwjgl so it doesn't change my
refresh rate when I close Minecraft
L2397[22:11:19] ***
williewillus is now known as willieaway
L2398[22:12:02] <Mraof> If just playing
it's pretty easy when using multimc
L2399[22:13:08] <Mraof> But in the
build.gradle, at least with 1.7.10, I replace the version number in
dev.json in extractUserDev
L2400[22:14:07] <AbrarSyed> killjoy,
there are ways to force specific versions in gradle
L2401[22:14:12]
⇦ Quits: Naiten (Naiten@5.143.86.213) (Read error: Connection
reset by peer)
L2402[22:14:32] <killjoy> yes, I know
that. I'm talking about in the mc launcher
L2403[22:14:40] <killjoy> it prepends,
right?
L2404[22:19:06]
⇨ Joins: Upthorn
(~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net)
L2405[22:19:06]
⇦ Quits: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net) (Read error: Connection
reset by peer)
L2406[22:19:31]
⇨ Joins: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net)
L2407[22:23:47]
⇦ Quits: Lathanael|Away
(~Lathanael@p54961ABF.dip0.t-ipconnect.de) (Ping timeout: 198
seconds)
L2408[22:25:16]
⇨ Joins: Sollux-Captor
(~Sollux-Ca@2601:547:c400:bb5e:e822:49e6:867a:281b)
L2409[22:25:19]
⇨ Joins: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2410[22:25:27] <Sollux-Captor> Hello
people
L2411[22:28:09]
⇦ Quits: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186
seconds)
L2412[22:28:30]
⇦ Quits: Flashfire
(Flashfire@d24-36-192-173.home1.cgocable.net) (Ping timeout: 198
seconds)
L2413[22:29:44]
⇨ Joins: Lathanael|Away
(~Lathanael@p5496155B.dip0.t-ipconnect.de)
L2414[22:35:18]
⇨ Joins: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2415[22:35:44]
⇦ Quits: Shukaro (~Shukaro@130.108.232.236) ()
L2416[22:36:06]
⇨ Joins: fuj1n (~fuj1n@101.190.43.10)
L2417[22:36:42]
⇨ Joins: Banjooie
(~banjooie@s0106002618fcad09.gv.shawcable.net)
L2418[22:37:26] <Banjooie> So, has anyone
else been having issues with Java 1.8.0_74 and modpacks randomly
crashing due to exception access violations? This /feels/ like the
most rational place, since it's not tied to any one pack or
mod.
L2419[22:37:51] ***
cpw is now known as cpw|out
L2420[22:37:58] <Banjooie> Like, on
launch.
L2421[22:38:11]
⇦ Quits: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 198
seconds)
L2422[22:40:49]
⇨ Joins: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2423[22:43:21]
⇦ Quits: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186
seconds)
L2424[22:45:58]
⇦ Quits: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net) (Read error: Connection
reset by peer)
L2425[22:46:57]
⇨ Joins: ZaggyMobile2
(~Zaggy1024@174-20-167-106.mpls.qwest.net)
L2426[22:48:06] <AbrarSyed> Banjooie,
stacktrace
L2427[22:48:26] <Banjooie> Is that the
hs_err_pid4572.log thing
L2428[22:48:37] <Banjooie> or the more
generic forge crashlog
L2429[22:55:55] <Banjooie> ..updating the
FTB launcher and removing a bunch of unnecessary java versions has
made it work. :| well. Since this may be on my end, I will cease
bothering you
L2430[22:59:14]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Read
error: Connection reset by peer)
L2431[23:00:08]
⇦ Quits: Techfoxis
(~Techfoxis@pool-74-110-119-59.nrflva.fios.verizon.net) (Quit:
Leaving)
L2432[23:00:20]
⇨ Joins: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L2433[23:01:08]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2434[23:02:57]
⇦ Quits: EyeOfKoishi
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186
seconds)
L2435[23:03:23]
⇦ Quits: Mraof
(~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net) (Ping timeout:
198 seconds)
L2436[23:11:49]
⇨ Joins: Mraof
(~mraof@c-50-185-47-54.hsd1.ca.comcast.net)
L2437[23:14:36]
⇦ Parts: RANKSHANK
(~Michael@ppp121-44-139-233.lns20.syd7.internode.on.net)
())
L2438[23:16:27] ***
Dark|Streaming is now known as Darkevilmac
L2439[23:19:02]
⇦ Quits: Cojo (~Cojo@cpe-24-163-55-3.nc.res.rr.com) (Quit: If
we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
L2440[23:19:55]
⇨ Joins: RANKSHANK
(~Michael@ppp121-44-139-233.lns20.syd7.internode.on.net)
L2441[23:25:39]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping
timeout: 198 seconds)
L2442[23:29:41]
⇦ Quits: Kaiyouka
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net) (Ping timeout: 194
seconds)
L2443[23:30:53] ***
mrkirby153 is now known as kirby|gone
L2444[23:34:00]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
(Quit: Leaving)
L2445[23:39:57]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2446[23:42:07]
⇨ Joins: DanYeomans
(~DanYeoman@135-23-231-89.cpe.pppoe.ca)
L2447[23:42:33] <DanYeomans> is there a
way to write comments in a .lang file
L2448[23:43:52] <RANKSHANK> start the
line with a hash
L2449[23:44:44] <DanYeomans> ah, i
figured it was like that
L2450[23:44:46] <DanYeomans> thanks
:)
L2451[23:44:59] <DanYeomans> anyone know
spanish and portugese? >.>
L2452[23:45:01] <DanYeomans> and/or
L2453[23:46:21]
⇦ Quits: gigaherz
(gigaherz@58.Red-79-147-96.dynamicIP.rima-tde.net) (Ping timeout:
198 seconds)
L2454[23:47:19]
⇨ Joins: gigaherz
(gigaherz@58.Red-79-147-96.dynamicIP.rima-tde.net)
L2455[23:48:45]
⇦ Quits: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping
timeout: 194 seconds)
L2456[23:50:51]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L2457[23:52:11] ***
big_Xplo|AFK is now known as big_Xplosion