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L1[00:03:10] <Cypher121> Java hates me
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L3[00:04:21] <Cypher121> changed String...
and Node... in method overloads to Collection<String> and
Collection<Node> because of ambiguous calls when no arguments
are given. now I have erasure clash >_<
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L40[01:33:26] *** Server sets mode: +CQcnrtf
#RegisterYourNameMoron
L41[01:33:26] <insaneau> McJty, I see... I
need the resourcelocation for that right?
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L43[01:33:42] <McJty> No in this case you
just need to bind to the big atlas. Hold on
L44[01:33:47] ⇨
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L45[01:34:12] <McJty>
this.bindTexture(TextureMap.locationBlocksTexture);
L46[01:34:16] <McJty> That should
work
L47[01:35:48] <insaneau> it works! Thanks a
bunch
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L56[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160222 mappings to Forge Maven.
L57[02:00:06] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160222-1.8.9.zip
(mappings = "snapshot_20160222" in build.gradle).
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L59[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/
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L73[02:22:52] <hch12907> It's been at least
two years since I quit modding minecraft, and I heard that
metadatas are replaced by block states, is that right? Can I still
use something like ItemStack(Blocks.planks, 1, 1)?
L74[02:23:27] <PrinceCat> Yes,
hch12907.
L75[02:23:44] <hch12907> thanks
L76[02:24:42] <Jezza> I like how yesterday
I was bitching about not having an EnumFacing.UNKNOWN, yet one of
my main enums that I use in my work life doesn't have one
either...
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L88[03:22:49] <Lordmau5> o/_
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L90[03:28:43] ⇨
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L91[03:29:00] <acidjazz> hi
L92[03:29:21] <acidjazz> so just curious w/
tinker, if i only need the head of my axe/whatever to be that
certain material in order to mine certain mateirals
L93[03:29:35] <acidjazz> why do i see
people making the wntire tool out of that material?
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L96[03:35:38] <Orion> What was the command
to read the private messages?
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L106[04:02:32] <AtomicStryker> so i've
kinda gone and deleted my windows bootloader, and i only have grub,
which points to an outdated windows 8 thats no longer there or
ubuntu that doesnt boot. how do i best fix this
L107[04:03:39] <Lordmau5> windows
installation disc -> cmd -> run some commands
L108[04:03:41] <VikeStep> you could
install it via USB
L110[04:04:26] <Lordmau5> should wor kwith
win10 or whatever as well
L111[04:04:29] <Lordmau5> work with*
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L115[04:06:25] <AtomicStryker> huh,
hexchat crashed on me
L116[04:06:44] <Lordmau5> dude nice
L118[04:07:05] <AtomicStryker> right ... a
windows installation disc ...
L119[04:07:28] <Lordmau5> you can get a
Win10 iso directly from microsoft
L120[04:08:01] <AtomicStryker> last i
checked those needed sticks > 4 gb
L121[04:08:10] <AtomicStryker> isnt there
some smaller option
L123[04:08:40] <Lordmau5> this might be an
option
L124[04:09:09] <Lordmau5> oh dang wait
no
L125[04:09:26] <Lordmau5> won't work, I am
99% sure your installation is UEFI.
L126[04:09:34] <Lordmau5> so ye, you gotta
go with a rescue CD for win 7 / 10
L128[04:10:35] <Lordmau5> lmfao you gotta
do that within windows
L129[04:11:31] <Lordmau5> god damn it,
just go on KAT or TPB and grab a windows 10 iso, lol
L130[04:11:36] <Lordmau5> easiest
way...
L131[04:12:42] <AtomicStryker> i have the
laptop here so thats not an issue
L132[04:12:58] <AtomicStryker> laptop has
working win and linux
L133[04:13:21] <AtomicStryker> if i knew
what i was doing i could fix it in the grub commandline too
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L135[04:15:11] <Cazzar> "nohup cd /;
rm * > /dev/null 2>&1"
L136[04:15:13] <Cazzar> :P
L137[04:15:47] *
AtomicStryker is deeply distrustful of anything involving
rm
L138[04:15:59]
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L139[04:16:06] <Cazzar> That would
casually delete your root :P
L140[04:16:19] <Cazzar> No, you lost the
windows bootloader?
L141[04:16:25] <sham1> rm -rf
--no-peserve-root /
L142[04:16:30] <sham1> As root
L143[04:16:32] <Cazzar> For what version
of windows AtomicStryker ?
L144[04:16:40] <AtomicStryker> i cant get
into the system so i doubt that even works
L145[04:16:52] <AtomicStryker> the old
ubuntu fails on acpi probe
L146[04:16:59] <AtomicStryker> pretty sure
i changed all the components
L147[04:17:04] <AtomicStryker> since that
last ran
L149[04:17:28] <AtomicStryker> anyway i
booted that recovery drive and told it to fix startup
problems
L150[04:17:37] <AtomicStryker> it rebooted
and now im back at the grub
L151[04:17:38] <Cazzar> And you only want
to get back to windows.
L152[04:17:38] <AtomicStryker> yay
L154[04:18:26] <AtomicStryker> for the
record, this is probably maybe mostly not my fault
L155[04:18:39] <AtomicStryker> windows had
for some reason decided to put its bootloader on an old unused
ssd
L156[04:18:42] <AtomicStryker> which i now
removed
L157[04:19:09] <Cazzar> You probably had
that plugged into port 0
L158[04:19:29] <Cazzar> Which is user
error
L159[04:22:28] <AtomicStryker> you havent
seen my mobos plug structure
L160[04:22:32] <AtomicStryker> its like
trolololo
L161[04:25:32] <AtomicStryker> for fucks
sake grub wont go away
L162[04:31:57] <Lordmau5> you shouldn't
boot the recovery drive and fix startup problems
L163[04:32:08] <Lordmau5> that's like
doing the automated network-resolve of windows, which works in like
10% of the cases
L164[04:32:40] <Lordmau5> go for the
bootrec /fixboot and /fixmbr thing
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L166[04:36:20] <AtomicStryker> already
tried qq
L167[04:36:28] <AtomicStryker> now i just
swapped the hdd plugs
L168[04:36:35] <AtomicStryker> so the
system drive is actually drive 0
L169[04:37:00] <AtomicStryker> the problem
is this recovery drive wants MBR
L170[04:37:05] <AtomicStryker> but grub is
GPT
L171[04:38:13] <OrionOnline> diesieben07,
you there?
L172[04:38:57] <OrionOnline> Any else in
the Chat experience with OBJ Loader for 1.8.9?
L173[04:41:21] <McJty> I have
L174[04:41:22] <McJty> A bit
L175[04:41:55] <McJty> What's the
issue?
L176[04:50:10] <sham1> McJty, did RFTools
have a generator, and have you already updated to the canonical1.8
RF
L177[04:50:21] <McJty> sham1, yes and
yes
L178[04:50:28] <sham1> Noice
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L180[04:50:51] <McJty> RFTools was the
first mod to update
L181[04:50:58] <McJty> I had my update
ready 1 hour after the announcement
L182[04:51:12] <sham1> :p
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L185[04:51:39] <sham1> Also I don't know
about too much, does it have any kind of "conduits" or
some other way to transport the energy around
L186[04:51:55] <McJty> sham1, no conduits
yet but for long range RF transport you can use the
powercells
L187[04:52:05] <sham1> ahb
L188[04:52:06] <McJty> They act as both
power storage as well as long distance RF transfer with a tiny bit
of loss
L189[04:52:48] <sham1> tnx
L190[04:53:03] <sham1> I know what I will
have as my deobfDeploy dependency :P
L191[05:00:22] <OrionOnline> McJty, i need
to dynamically retexture it
L192[05:00:40] <McJty> Ah, well in that
area I can't help much I'm afraid
L193[05:00:49] <McJty> You need fry for
that I think
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L196[05:04:28] <VikeStep> I've been
refactoring my mod for a few weeks now, I'm at the point where I
just want to scrap refactoring altogether
L197[05:04:36] <VikeStep> and just port
the 1.7 codebase to 1.8 as is
L198[05:04:47] <VikeStep> it's too much
work D:
L199[05:06:02] <VikeStep> I might do it
properly for 1.9, who knows, I might not *shrugs*
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L207[05:37:21] <masa> which mod is
that?
L208[05:37:49] <masa> sprinkles for
vanilla?
L209[05:39:33] <sham1> McJty, did you have
a maven repo somewhere
L210[05:39:47] <McJty> I have one but it
is not really up-to-date for 1.8.9
L211[05:39:53] <sham1> Ah
L212[05:39:57] <McJty> I was having some
issues with it and haven't gotten around to fixing that
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L216[05:45:36] <Lordmau5> o/
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L219[05:48:33] <hch12907> is multi pass
rendering still possible? canRenderInPass() is commented out
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L222[05:57:12] <OrionOnline> hch12907, yes
but the how to depends on what you want
L223[05:58:02] <OrionOnline> If your
layers are statically defined look at how the spawn egg does it, if
not: you will need a set of
CustomModelLoader->UnbakedModel->BakedModel to handle the
selection of the layers
L225[06:00:30] <OrionOnline> Specifically
the models for MultiArmor
L226[06:00:33] ⇦
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L230[06:04:17] <hch12907> is there any
other ways if I wanted my block to have two textures(oak + brick,
oak + stone bricks and vise versa)?
L231[06:05:01] <kimfy> per side?
L232[06:05:13] <hch12907> basically the
upper half with Texture1 and the below with Texture2 (all
sides)
L233[06:05:29] <hch12907> think of it as
two slabs combined
L234[06:05:52] <Dark> you would need to
either make the texture at runtime combining both, or use a custom
model
L235[06:06:01] <OrionOnline> Ehm blocks
you might need to go the rout of the Retexture...... I think
L236[06:06:23] <OrionOnline> Dark,
combining the Texture at runtime is complicated though
L237[06:06:29] <kimfy> custom model would
be the easiest
L238[06:06:29] <Dark> I suggest the custom
model with UV set to match the top and bottom of blocks
L239[06:06:47] <hch12907> a custom
model?
L240[06:07:01] <hch12907> I never used
that
L241[06:07:04] <kimfy> yes use ehh uh one
sec
L242[06:07:34] <Dark> it shouldn't be too
hard, if you using 1.8 you can just pass geometry back to some
method, not sure what method though
L243[06:07:39]
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L244[06:10:28] ***
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L245[06:12:03] <kimfy> give me a few
minutes hch12907 I'll try what i was thinking
L246[06:15:29] <fade> What's the property
to reference if I want the "block" value from the debug
screen, instead of the actual floating point x/y/z?
L247[06:15:53] <fade> Or is it just a
chopped version of the x/y/z
L249[06:16:57] <McJty> fade, what does
that block value show?
L250[06:17:21] <fade> It *appears* to be
the integer coordinate of the block beneath the player
L251[06:17:30] <McJty> Well those are
always integer
L252[06:17:37] <McJty> BlockPos contains
integers
L253[06:18:08] ⇦
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L254[06:18:17] <fade> So does the player
entity have such a construct/method, or do I need to floor the
player coordinates myself?
L255[06:18:40] <VikeStep> masa yeah
L256[06:18:45] <fade> I looked through the
autocomplete list for the player entity, but nothing jumped out at
me besides the property that's apparently a null
L257[06:18:50]
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L258[06:19:36] <McJty> fade, what do you
want to do exactly?
L259[06:20:23] ***
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L260[06:20:44] ***
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L261[06:20:54] <hch12907> kimfy the custom
model things looks interesting, will try it
L262[06:21:33] <fade> McJty -- I'm adding
2d points to a structure to make a calculation, but using just the
.getPosition().get*() methods is giving me an issue in matching
coords, since double
L263[06:22:04] <fade> I can just
truncate/floor those values and it should work fine, but I figured
if that data was part of the player entity already I could just use
it
L264[06:22:22] ***
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L265[06:22:25] <McJty> fade,
player.getPosition()
L266[06:22:30] <McJty> That returns a
BlockPos
L267[06:22:39] <fade> Ok, something isn't
right then
L268[06:22:47] <VikeStep> updated
everything in sprinkles bar the asm in 40 minutes lol
L269[06:23:01] <VikeStep> had to remove my
custom villager stuff though since it wasn't carried through to
1.8
L270[06:23:37] <fade> To check for a
closed polygon I'm comparing the latest .getPosition() against the
first to see if it matches. In theory, being on the same block
should match, but it isn't if I'm on the wrong quarter of the
block
L271[06:23:48] <kimfy|away> VikeStep:
since you're the one I watched about ASM, how can i use MCP mapping
viewer in 1.8+?
L272[06:23:59] ***
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L273[06:24:12] <VikeStep> let me just get
the path quickly
L274[06:24:25] <kimfy> awesome
L275[06:24:33] <fade> I assume that those
positions in the BlockPos are rounded anyway, then
L276[06:24:35] <VikeStep> I personally
just PM MCPBot_Reborn mysself
L277[06:24:44] <VikeStep> but, I did face
that same problem
L278[06:24:55] <fade> In which case, how
can I get the unrounded coordinates...
L279[06:25:11] <kimfy> o.O How does that
bot work?
L280[06:25:42] <VikeStep> kimfy, PM it and
type !help
L281[06:25:49] <VikeStep> kimfy,
C:\Users\<username>\.gradle\caches\minecraft\de\oceanlabs\mcp
L282[06:26:04] <VikeStep> then choose
either snapshot or stable depending on what you use
L283[06:26:19] <kimfy> Ah fantastic, will
try right away
L284[06:30:09]
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L286[06:30:23] <VikeStep> glad that my
tutorial could help kimfy btw :D
L287[06:30:25] <kimfy> Hmm strange nothing
is showing up
L288[06:30:30] <kimfy> It was great!
L289[06:30:38] <McJty> fry or someone who
knows about OBJ models: how can I render the same OBJ with
different textures?
L290[06:30:41] <McJty> Static model
L291[06:30:51] <VikeStep> kimfy, in your
build.gradle, what is your mappings variable set to?
L292[06:30:57] <kimfy> stable_20
L293[06:31:21] ⇦
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L294[06:32:31] <VikeStep> hmm
L295[06:33:39] <kimfy> in
de\oceanlabs\mcp\mcp_stable\20\ i see fields.csv, methods.csv and
params.csv + a folder called srgs. But when I try pointing the
viewer to the any of the folders (mcp, mcp_stable, 20, srgs)
nothing happens
L296[06:34:25] <Hea3veN> McJty: I think
you can retexture it before you bake it
L297[06:34:44] <McJty> But I don't bake
it
L298[06:34:54] <McJty> I just use the
normal blockstate/obj model stuff
L299[06:34:59] <McJty> And let the system
bake it
L300[06:35:18] <fry> then simply use 2
variants, with "textures" section
L301[06:35:29] <fry> like you would for
any other model
L302[06:35:31] <McJty> Ah you can override
textures used in an obj model?
L303[06:35:34]
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L304[06:35:43] <McJty> How does that work
if your obj uses multiple textures (which isn't the case right now
but just curious)
L305[06:36:22] <VikeStep> kimfy, turns out
I was wrong
L306[06:36:29] <VikeStep> kimfy, I'd
recommend just using the bot
L307[06:36:59] <kimfy> Ah ok, thanks for
trying though and thanks for letting me know about the bot!
L308[06:37:43] <fry> McJty: same way as it
works for json models
L309[06:37:59] <McJty> fry, well with json
models the textures have a name as described in the json
L310[06:38:11] <fry> and with obj they can
too
L311[06:38:19] <McJty> How do you do
that?
L312[06:40:00] <fry> "textures":
{ "oldname" : "newname" }
L313[06:40:34] <McJty> But how do you
specify a name for a texture in OBJ?
L314[06:40:40] <McJty> Or in blender for
that matter?
L315[06:40:44] <Hea3veN> isn't the
material name the name of the texture?
L316[06:41:13] <fry> look in the obj file,
and you'll see the name of the material
L317[06:41:26] <fry> look in the mtl file,
and you'll see the name of the texture
L318[06:41:31] <fry> you can remap either
of those
L319[06:42:40] <McJty> Hmm, I didn't make
a material in blender so it seems to have given me a rather crummy
default
L320[06:42:49] ***
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L322[06:44:07] <McJty> So I have this in
my mtl: map_Kd deepresonance:blocks/crystal
L323[06:44:13] <McJty> Is 'crystal' then
the name I can remap?
L324[06:45:14] ***
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L325[06:45:26] <Hea3veN> you should have a
line before that that is "newmtl <name>" that
defines the material
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L327[06:45:48] <McJty> newmtl
Cube1_auv
L328[06:45:54] <McJty> Hmm, but how can I
give that a sensible name
L329[06:46:01] <Hea3veN> in blender?
L330[06:46:06] <McJty> yes but how
L331[06:46:16] <McJty> I know it is in
blender but not much experience with materials. Never used them
really
L333[06:47:27] <McJty> Thanks
L334[06:47:30] <fry> the whole
"deepresonance:blocks/crystal" is the name you remap
from
L335[06:47:38] <fry> (if you want to do
that)
L336[06:48:00] <McJty> aha, that would be
better in this case. Thanks
L337[06:48:10] <fry> generally, you'll
have a normal texture file name there, like
"crystal.png", instead of the MC-specifi resource
location, unless you edit the mtl manually
L338[06:49:17] <McJty> I edit it
manually
L339[06:49:49] <fry> you should probably
remap it in the blockstate
L340[06:50:15] <McJty> I don't want a path
to a personal directory on my HD to be stored there so I'll keep
editing in any case
L341[06:50:55] <fry> fix your model to use
the relative paths
L342[06:51:04] <fry> I'm fairly sure
that's doable
L343[06:51:28] <VikeStep> what is the 1.8
form of getBlockMetadata?
L344[06:51:30] <McJty> Well the relative
path in the blend file to the texture is not the same as the
relative path to the obj in the assets dir
L345[06:51:33] <McJty> So that will not
help
L346[06:51:39] <McJty> VikeStep,
getBlockState
L347[06:51:40] <PrinceCat> I'm still
having that problem where my block doesn't have an inventory
texture, even after I've defined the "inventory" variant
in my forge blockstate - anyone got any ideas?
L348[06:51:51] <McJty> VikeStep, don't use
metadata directly
L350[06:52:23] <fry> McJty: those 2
shouldn't be related at all
L351[06:52:26] <VikeStep> McJty, wait,
there are no longer meta ids?
L352[06:52:50] <VikeStep> I was just
porting some 1.7 code where I had a custom config thing where the
user specified a list of blocks and they had the option to select
the meta
L353[06:52:50] <McJty> VikeStep, it still
exists but you're not supposed to use it except in the block
implementation where you translate from meta -> properties and
vice versa
L354[06:53:30] <McJty> fry, well... how is
MC going to find the texture if the relative path in the mtl file
doesn't go to the correct texture?
L355[06:53:51] <fry> you'll remap it
L356[06:54:01] <fry> from the relative
path to the resource location
L357[06:54:08] <McJty> I'd rather avoid
the need to have to do this in code if I can just edit a text
file
L358[06:54:14] <fry> it will never find
the texture using just the relative path
L359[06:54:17] <fry> ...what
L360[06:54:19] <fry> what code
L361[06:54:28] <fry> you remap in the
blockstate json
L362[06:54:29] <McJty> To remap the
blockstate. Isn't that code?
L363[06:54:30] <McJty> ah
L364[06:54:42] <McJty> Ok, that might work
yes
L365[06:54:48] <fry> that way yo don't
need to keep editing the model file each time you export
L366[06:55:03] <fry> you put the mapping
in the blockstate once and forget about it
L367[06:55:09] <McJty> Well I only have to
do it once. I simply don't copy the mtl file over when I make model
edits :-)
L368[06:55:15] <McJty> Unless I changed
textures but that is rare
L369[06:55:48] <McJty> But it would be a
good solution to remap in the blockstate.
L370[06:55:55] <VikeStep> McJty, so in my
case what do you recommend?
L371[06:56:19] <McJty> VikeStep, what
exactly does that config do? For what purpose do they select
blocks?
L372[06:56:35] <VikeStep> It allows them
to choose what blocks can be used as beacon bases
L373[06:57:03] <McJty> In that case
allowing to use meta is probably easier
L374[06:57:19] <VikeStep> so is this
correct?
worldObj.getBlockState(pos).getBlock().getMetaFromState(worldObj.getBlockState(pos))
L375[06:57:20] <McJty> In rftoolsdim I go
to the trouble of having a json system where users can specify
properties too
L376[06:57:24] <McJty> yes
L377[06:57:28] ⇦
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L378[06:57:30] <VikeStep> alright
L379[06:57:39] <VikeStep> seemed a bit
redundant to defined the blockstate twice
L380[06:57:51] <McJty> I tend to use a
variable :-)
L382[07:00:32] <McJty> Any idea what I did
wrong?
L383[07:00:56] <McJty> This is a test to
see if I can make the crystal in the mtl file replace with the
emptycrystal texture
L384[07:01:04] <McJty> But it still shows
the normal crystal.png
L385[07:01:11]
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L386[07:01:57] <OrionOnline> So how are
you guys going about creating an API?
L387[07:02:06] <fry> add # to the
key
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L389[07:02:23] <McJty> Where exactly? And
what does # mean?
L390[07:02:32] <McJty> OrionOnline, there
are many ways
L391[07:02:41] <McJty> I generally tend to
use the function IMC api
L392[07:02:47]
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L393[07:02:52]
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L395[07:03:54] <McJty> RFToolsdim sends an
IMC message to RFTools requesting an api
L396[07:04:10]
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L397[07:04:11] <McJty> And you also see
there are handlers which RFTools or other mods can use to get other
parts of the api of rftoolsdim
L398[07:04:40] <OrionOnline> Yeah i was
debatting that too, i basically want to have a API Class in the API
package that the main mod fills at runtime, or the API fills when
it loads, though i am trying not to have any references to the main
mod from the API so i am not quite sure how to handle that
L399[07:05:08] <McJty> Well my way allows
that
L400[07:05:14] <McJty> The IMC message is
only called if the other mod exists
L401[07:05:35] <McJty> And you can
implement the function handling the IMC anywhere in your code
base
L402[07:06:03] <OrionOnline> Yeah i
know
L403[07:06:50] <OrionOnline> But so the
basic structure is that the API Package, holds the main API class
and all the Interfaces required by Armory. In particular the ones
for the registries and stuff.
L404[07:07:24] <McJty> fry, so where does
that # go exactly? And what does it mean?
L405[07:07:30] <OrionOnline> I need to set
the values on the API class so that a mod calling for the API
through IMC gets a filled API class with all the references to the
right Registries
L406[07:07:49] <McJty> hmm
L407[07:07:57] <OrionOnline> But donnot
allow it to override the API once it runs
L408[07:08:16] <McJty> Not sure I 100% get
it but why not have different IMC message handlers for the
different parts of the api?
L409[07:08:32] <OrionOnline> So make it
set the IAnvilMaterialRegistry reference to the implementation in
the main mod, then hold it untill Minecraft shutsdown
L410[07:08:33] <McJty> Or get one central
API and then getters to get the other managers?
L411[07:08:43] <OrionOnline> McJty,
exactly
L412[07:08:49] <OrionOnline> But how do i
set the getters
L413[07:08:59] <PaleoCrafter> you control
the instances
L414[07:09:05] <PaleoCrafter> and the
implementation
L415[07:09:15] <McJty> yes, just make the
instances of your getters when you receive the IMC
L416[07:09:25] <McJty> Like I do in my
example I showed above
L417[07:09:31] <McJty>
value.get().apply(new DimensionManager());
L418[07:10:04] <OrionOnline> Yeah but that
would a reference from the API package to the main mod
L419[07:10:24] <McJty> How so?
L420[07:10:24] <OrionOnline> Making it so
that during compile time the main mod is required to be
present
L421[07:10:36] <McJty> No you only need
the api
L422[07:10:39] <McJty> Not the actual
mod
L423[07:10:41] <McJty> That's how it works
for me
L424[07:10:55] <OrionOnline>
IAnvilMaterialRegistry materialRegistry = new
AnvilMaterialRegistry();
L425[07:11:07] <OrionOnline> the
AnvilMaterialRegistry is part of the main mod
L426[07:11:11] <McJty> That is done in the
mod that actually owns AnvilMaterialRegistry
L427[07:11:13] <OrionOnline> The interface
is part of the API
L428[07:11:14] <McJty> Not in the mod that
uses it
L429[07:11:21] <OrionOnline> Okey
L430[07:11:29] <OrionOnline> But how do i
prevent others from overriding it?
L431[07:11:37] <McJty> What?
L432[07:11:46] <McJty> It is a private
class of your mod. How could they override it?
L433[07:12:49] <OrionOnline> Wait i will
show what i mean
L435[07:15:20] <PaleoCrafter> you don't do
it like that :P
L436[07:15:20] <OrionOnline> I need to set
it somehow, and in a way that it can only be set from my mod
L437[07:15:24] <PaleoCrafter> your very
API should be an interface
L439[07:15:32]
⇨ Joins: K-4U|Off (~K-4U@ipv6.k-4u.nl)
L440[07:15:32] <OrionOnline> Owhhh
L441[07:15:50] <OrionOnline> And i return
the APIimplementation through the IMC
L442[07:15:51] <OrionOnline> Get it
L443[07:15:59] <OrionOnline> I am stupid
as heck sometimes
L444[07:16:17] ***
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L445[07:18:51] *
McJty is failing to get the texture remapping to work
L446[07:19:44] <McJty>
"deepresonance:blocks/crystal#":
"deepresonance:blocks/emptycrystal"
L447[07:19:46] <OrionOnline> McJty show me
the code, i just build a remapping framework for OBJModels
L449[07:20:13] <McJty> I'm trying to
replace the texture in an OBJ with another one
L450[07:20:17] <PaleoCrafter>
"#Material":
"deepresonance:blocks/emptycrystal"
L451[07:20:19] <McJty> And fry told me I
should do something like that
L452[07:20:28] <McJty> What does that #
mean exactly?
L453[07:20:36] <PaleoCrafter>
'variable'
L454[07:20:36] <OrionOnline> Yep like
that
L455[07:20:43] <McJty> What's variable
about this?
L457[07:20:53] <McJty> I'm replacing a
constant
L458[07:21:04] <PaleoCrafter> that's not
how texture mappings works though :P
L459[07:21:05] <McJty> ah does that make
variables... ok
L460[07:21:09] <OrionOnline> basically it
will take any material and replaces its texture with that defined
their
L461[07:21:24] <McJty> Aha it worked
L462[07:21:25] <McJty> Thanks
L463[07:21:42] <OrionOnline> AFAIK It has
no regex mathing capability
L464[07:21:49] <OrionOnline> But that is
as close as you will get
L465[07:21:58] <PaleoCrafter> I also
suggest either changing or removing the Kd line in the mtl,
otherwise your model might be darker than it actually is
L466[07:22:43] <McJty> Well it looks fine
in game
L467[07:23:19]
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L468[07:23:20] <OrionOnline> PaleoCrafter,
funny enough i actually left that line in, cause the model looked
better XD
L469[07:23:26] <PaleoCrafter> lol
L470[07:23:29] <McJty> yes, same for
me
L471[07:23:36] <PaleoCrafter> the texture
is probably too light then ;)
L472[07:23:42] <fade> How complicated is
it, for a beginning modder, to add a custom highlight to a block
(or multiple blocks)?
L473[07:23:42] <OrionOnline> I had an iron
like color first now it is more like steel
L474[07:23:48] <McJty> For all obj's
(which are a lot since now) it looks great with that line in
L475[07:24:06] <OrionOnline> Yep, company
agress over here!
L476[07:24:20] <PaleoCrafter> fade,
highlight as in what?
L477[07:24:29] <OrionOnline> PaleoCrafter,
weren't you the one with the shpere as OBJ Model
L478[07:24:31] <OrionOnline> ??
L479[07:24:49] <PaleoCrafter> I have a
sphere OBJ, never mentioned it around here though :P
L480[07:25:09] <fade> PaleoCrafter -- Just
some visual cue to distinguish a) the currently looked-at
object/block, and b) previously selected blocks
L481[07:25:21] <PaleoCrafter> I wrote a
whole generator for sphere models xD
L482[07:25:48] ⇦
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L483[07:26:03] <fade> Client-side only, no
server stuff
L484[07:26:17] <fade> Like WorldEdit CUI
does, I suppose
L485[07:26:29] <PaleoCrafter>
DrawBlockHighlightEvent for the currently 'hovered' block and
RenderWorldLastEvent for the previous ones (although you could use
RenderWorldLast for both)
L486[07:27:00] <PaleoCrafter> and the
difficulty then depends on how much experience you have with OpenGL
or 3D rendering in general :P
L487[07:27:18] <PaleoCrafter> OrionOnline,
what about the sphere? :P
L488[07:27:22] <OrionOnline> PaleoCrafter,
is your spehere something with storing power, kinde looks like a
star?
L489[07:27:44] <PaleoCrafter> ah, no, that
must be gigaherz's you must be thinking of
L490[07:27:49] <PaleoCrafter> his ender
rift thingy
L491[07:27:52] <OrionOnline> ah he was
that
L492[07:28:03] <OrionOnline> was thinking
of who sent me that image
L493[07:28:17] <fade> PaleoCrafter --
Let's assume none, for the sake of argument
L494[07:28:44] ⇦
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L495[07:29:43] <PaleoCrafter> ugh, well, I
guess it also depends on what exactly you want to do (i.e. draw
some baked model as highlight or do it completely manually)
L496[07:31:53] <fade> Well, in the long
run I'd like to be able to do more complex things (like displaying
arbitrary polygonal boundaries in worldspace) so... whichever
approach will have me learning more
L497[07:32:31] <PaleoCrafter> that'd be
doing it manually
L498[07:32:45] <PaleoCrafter> you know the
event system?
L499[07:33:19] <fade> Only the most basic
points. All I've managed so far is to load my mod and hook into the
keybinds
L500[07:33:31] <fade> The mod itself is
functional, but very rough
L501[07:33:31]
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L502[07:35:07] <PaleoCrafter> hm, I don't
really have any easy examples handy right now
L503[07:35:15] ⇦
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L504[07:36:44] <PaleoCrafter> and I
actually have to leave, so can't really help you now
L505[07:36:58] <fade> No worries
L506[07:37:02] <fade> Thanks, though
L507[07:37:20] ***
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L512[07:41:33] <McJty> Is it possible to
have a submodel specified in the json that is always rendered
facing the camera?
L513[07:41:44] <SpiderC> hello
people
L514[07:43:44] ⇦
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L515[07:44:17] <SpiderC>
#ForgeGradle
L516[07:44:22] <SpiderC> ;-;
L517[07:45:34] <SpiderC> someone has a
tutorial for 1.8 to customized furnaces?
L518[07:46:30] ⇦
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L519[07:47:09]
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L521[07:48:26] ***
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L522[07:48:42] <sham1> why would that need
a tutorial for
L523[07:49:25] ⇦
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L524[07:50:43] ***
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L525[07:50:43] <Nitrodev> sham1, what didi
you do?
L526[07:50:52] *** `
is now known as }
L527[07:50:53] <sham1> what?
L528[07:51:21] *** }
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L529[07:51:28] ***
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L530[07:51:32] <McJty> So someone knows if
it is possible to set a transform for a submodel in a blockstate
json so that it always faces the camera?
L531[07:51:47] <sham1> Latvia, go home,
you're drunk
L532[07:52:09]
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L533[07:54:08] ***
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L534[07:54:38] <leagris> Why was I sent to
this insulting #RegisterYourNameMoron ? This is non-sense. No need
to be insulting. FYI My nickname is registered bot for some reason,
services where unavailable.
L535[07:54:57]
⇨ Joins: infinitefoxes_
(~infinitef@pool-71-97-37-69.dllstx.fios.verizon.net)
L536[07:55:49] <McJty> Personally I'd
rather it didn't redirect but simply didn't let someone in
L537[07:55:58] <McJty> It is annoying to
always have to leave that other channel
L538[07:56:40] <fry> why leave? :P
L539[07:57:18] <McJty> Well the list of
channels I have open just fits my window. Any more and I would not
see all channels
L540[07:57:25] <McJty> fry, btw do you
know the answer to my question above?
L541[07:57:31] <McJty> About rendering a
model facing the camera
L542[07:57:37] <McJty> Or can that only be
done with a TESR for now?
L543[07:57:43] <fry> not possible without
TESR, because rotation is animation
L544[07:57:47] <Wuppy> anyone want to
playtest my game?
L545[07:57:47] <McJty> ok
L547[07:58:20] ⇦
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reset by peer)
L548[08:00:33] <sham1> The insult is meant
to weed out morons who want to come yell here at modders because
their little wishs are not catered to
L549[08:00:52] <McJty> Simply not allowing
them in would do that too
L550[08:01:11] <sham1> True, but it also
has a partial explenation of what they must do
L551[08:01:29] <McJty> brb
L552[08:01:33] ⇦
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L553[08:01:49] <infinitefoxes_> Wuppy:
seems like you shipped all the debugging symbols with that
ZIP
L554[08:01:51] <infinitefoxes_> 150MB of
them :D
L555[08:02:40] <Wuppy> woops, sorry bout
that :P
L556[08:05:56]
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L557[08:06:29] <IoP> I'm with leagris and
find out name of the channel insulting :/
L558[08:07:16]
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(~NETVirtua@177-177-111-234.user.veloxzone.com.br)
L559[08:07:38] <sham1> Well it is for a
reason
L560[08:07:42] <Spider> hi!
L561[08:07:44] <Spider> someone has a
tutorial for 1.8 to customized furnaces?
L562[08:08:13] <OrionOnline> Spider,
customized furnaces?
L563[08:08:22] <Spider> yep
L564[08:08:23] <Wuppy> infinitefoxes_, any
feedback?
L565[08:08:23] <IoP> Well my nick is also
registered and still sometimes I'm forwarded there
L566[08:08:48] <infinitefoxes_> Wuppy: it
keeps fullscreening despite me telling it not to
L567[08:08:50] <Spider> because i want to,
like i fuse a ore
L568[08:08:53] <infinitefoxes_> so I can't
play it :p
L569[08:08:57] <Wuppy> :<
L570[08:09:03] <Spider> and the furnace
only smelts when have 2 specific ores
L571[08:09:14] <Wuppy> it has to force
fullscreen because of the platform I have to release on :<
L572[08:09:18] <Spider> but just have 1.7
tutorials to that
L573[08:09:25] <infinitefoxes_> fullscreen
Unity games have never worked for me
L574[08:09:29] <infinitefoxes_> mouse
input doesn't get forwarded or something
L575[08:09:47] <infinitefoxes_> something
I'm sure a reinstall of Windows would fix but I'm far too
lazy
L576[08:11:32] ⇦
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L577[08:11:44]
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L578[08:13:13]
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L579[08:14:51] <Spider> guys
L580[08:14:55] <Spider> i have a
question
L581[08:15:01] <Spider> to make a tree, i
need to make a tileentity?
L582[08:15:20] <McJty> Spider, no. I doubt
it
L583[08:15:28] <McJty> Vanilla trees are
not tile entities as far as I know
L584[08:15:41] <Spider> hmm
L585[08:15:41] <McJty> Actually I'm pretty
sure they are not :-)
L586[08:15:49] ⇦
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L587[08:15:50] <Spider> thanks
L588[08:19:09] <leagris> multi-block tile
tree, it is an idea I submitted to @mezz. Has advantage with
genetics, whole tree handling, but it has complexity
drawbacks.
L589[08:20:20] <Spider> oh
L590[08:20:39] <Spider> with a tile entity
tree, i could make a custom model, right?
L591[08:20:52]
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L592[08:22:15] <McJty> Spider, you don't
need a tile entity for a custom model
L593[08:23:55] <Spider> i know
L594[08:24:13]
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L595[08:24:27] <Spider> if i want to a
fruit spawn in leaves
L596[08:24:33] <Spider> is just change the
code of the crop
L597[08:24:45] <Spider> and make de
WorldGen generate the plant in leaves
L598[08:25:47] <Spider> let´s try
L599[08:28:51] ⇦
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L600[08:29:41] <leagris> If you can make
ticking tiles trees, it has plenty of possibilityes. Progressive
growth, leafs and fruit cycles...
L601[08:32:25] <leagris> Shake trunk to
make fruits fall on ground...
L602[08:33:35] <leagris> Single model for
whole tree, Idk if it is possible. Could allow more realistic
trees
L603[08:34:31] <leagris> Or at least, use
multipart so it has "logs" of various thickness
L604[08:35:21] ⇦
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L607[08:39:51] <masa> wait what? oh god
please don't make trees ticking tile entities... I don't need
another source of server performance issues >_>
L608[08:40:23] <fade> Do you folks use
some sort of build service with your mods? Like Travis, but that
pushes the built artifacts somewhere publicly downloadable?
L609[08:40:33] <Lordmau5> jenkins is a
good one
L610[08:40:35] <masa> and a single model
tree would mean a TESR, which again kills the rendering performance
and all the benefits from 1.8 models
L611[08:40:57] <fade> Lordmau5 -- I'm
messing with a local Jenkins install, but it's giving me nothing
but problems
L612[08:41:26] <fade> Also there's the
matter of making the build artifacts available
L613[08:41:44] <Lordmau5> which would be
via. jenkins
L614[08:41:58] <fade> How do you
mean?
L615[08:42:06] <Lordmau5> what kinda
artifacts do *you* mean?
L616[08:42:07]
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L617[08:42:15] <fade> The ready-to-install
mod jar
L619[08:42:26] <Lordmau5> (as an
example)
L620[08:43:23] <fade> Yeah, except mine is
running locally, like I said. I don't intend on opening up public
access to my laptop :P
L621[08:43:40] <Lordmau5> and you want to
make the builds publicly available?
L622[08:43:44] ⇦
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L624[08:43:53] <fade> The jar files at
least, yes
L625[08:44:01] <Lordmau5> either have it
build locally and once it's done, run a FTP script from jenkins
that uploads that file to a server of your choice
L626[08:44:06] <Lordmau5> (or even
curseforge, yes, that works)
L627[08:44:29] <Lordmau5> or have jenkins
on a server and let it watch Github-commits for autobuilding
L628[08:45:43] <hch12907> uhm, I have
ItemA(64 durability), when ItemA is crafted with BlockA, it makes
BlockB. When I craft ItemA with a stack of BlockA(64), it makes 64
BlockB instead of 63 and leaving 1 BlockA. Is this a bug?
L629[08:46:24]
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L630[08:46:35] <hch12907> to be more
detailed, it makes 64 BlockB and doesn't leave any BlockA
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L632[08:48:14] <Nitrodev> oh hi
williewillus
L633[08:48:25] <williewillus> hey
L634[08:48:28] <masa> what? how manu ItemA
are you crafting? why should it make 63?
L635[08:49:00] <masa> oh wait, so you use
durability from ItemA, missed that
L636[08:49:53] <masa> hch12907: that is
because items go down to 0 durability before breaking, ie. the next
use from durability 0 breaks the item. So just make the durability
63
L637[08:51:00] <masa> well I guess that is
just display durability though, the real damage value goes up, so I
guess it breaks when it goes above the maxUses(9 value, not when it
just reaches it
L638[08:51:16] <masa> but anyway
L639[08:51:44] ⇦
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L641[08:54:24] <hch12907> changing
durability to 63 fixed it, looks like 0 is counted in
durability
L642[08:54:52] <Lordmau5> "usages -
1"
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L646[09:06:12] <Nitrodev> yeah 0 still
means you can use the tool
L647[09:07:07] <sham1> Which makes no
sense whatsoever
L648[09:07:48] <Lordmau5> ^
L649[09:08:03] <Lordmau5> I wonder what
they were thinking though...
L650[09:08:11] <Lordmau5> why would 0 be a
good idea for "you can still use the item one last
time"?
L651[09:08:23] <Lordmau5> not trying to go
on a rant, but I'd really like to know :/
L652[09:08:32] <williewillus> because then
it would end on 1
L653[09:08:42] <williewillus> which makes
no sense in our 0 indexed world
L654[09:08:54] <BerciTheBeast> ^this
L655[09:09:21] <gigaherz> it's like mario
games
L656[09:09:25] <gigaherz> you see Mario x
0
L657[09:09:27] <Lordmau5> 0 => 0
usages, in my eyes
L658[09:09:28] <gigaherz> when you are on
your last life
L659[09:09:34] <Lordmau5> hmm, makes sense
then...
L660[09:09:35] <gigaherz> same for
durability
L661[09:09:39] <gigaherz> 0 = last
life
L662[09:10:47] ***
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L663[09:10:48] ⇦
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L664[09:11:21] ⇦
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L665[09:12:50] <sham1> Yeah zero indexing
makes sense to *us*
L666[09:13:04] <Nitrodev> us being
programmers?
L667[09:13:07] <sham1> But not to the
people inspecting the durability and seeing 0/1000
L668[09:13:08] <sham1> Ye
L669[09:13:12] <Ordinastie> ok, how is
that possible, I have a map filled with EnumDyeColor as keys, but
somehow, it doesn't find the value
L670[09:13:21] <Ordinastie> even though
the debugger clearly shows it's there :s
L671[09:13:36] <williewillus> looking in
the right map?
L672[09:13:37] <williewillus> :P
L674[09:14:31] <williewillus> is that the
value or the map
L675[09:14:34] <williewillus> look in the
map
L676[09:15:07] <Ordinastie> the map is
selected, you see the white as the first kee
L677[09:15:08] <Ordinastie> key
L678[09:15:11] <Lordmau5> that's Eclipse,
right?
L679[09:15:14] <Ordinastie> yes
L680[09:15:20] <Samario> and in some games
x 1 is the last
L681[09:15:25] <Lordmau5> figured :P
L682[09:15:40] <Lordmau5> well, thinking
about it from a different angle:
L683[09:15:40] <Samario> "you have
one left, you have none spare"
L684[09:15:45] <gigaherz> oooh I just
thought of a silly mod idea
L685[09:15:52] <Lordmau5> if the value
counts down, it's going to count down up until it's 0
L686[09:16:02] <gigaherz> have a thing
where, when a tool breaks from use
L687[09:16:04] <Lordmau5> before that,
it's checking "if(durability == 0) => break();"
L688[09:16:12] <williewillus> looking up
something wrong then, java colls can't be broken :P
L689[09:16:17] <gigaherz> places one of
the building materials in your inventory (either stick or
iron/diamond/stone)
L690[09:16:18] <williewillus> not in this
way at least
L691[09:16:28] <gigaherz> and an enchant
Scraping I/II/III
L692[09:16:35] <masa> about the
durability: it isn't really meant to be seen by the player anyway,
and it is only shown if you enabled what is basically a debug
option by pressing F3 + H
L693[09:16:37] <Lordmau5> degradation, I
like it
L694[09:16:43] <gigaherz> withotu
theenchant, 90% chance of getting a stick
L695[09:16:51] <gigaherz> with Scraping I,
80% chance
L696[09:17:00] <Lordmau5> huh?
L697[09:17:01] <gigaherz> Scraping III,
80% chance of getting the iron/diamond
L698[09:17:10] <Lordmau5> I just wanted to
say, shouldn't it be the opposite though
L699[09:17:18] <Lordmau5> no enchant =>
80% chance for stick
L700[09:17:25] <Lordmau5> Scraping 1 =>
90% chance for stick
L701[09:17:31] <gigaherz> no
L702[09:17:34] ⇦
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L703[09:17:35] <gigaherz> the stick you
don't care about
L704[09:17:38] <gigaherz> you want a
diamond back
L705[09:17:47] <gigaherz> the stick would
be the "you lost" case ;p
L706[09:18:09] ⇦
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L707[09:18:17] <Lordmau5> hmm
L708[09:18:28] ***
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L709[09:18:35] <masa> and like I said, the
durability that is shown in the debug-enabled tooltip is just the
"display durability" anyway, the real damage value goes
from 0 -> 1561, meaning that it will break when it reaches 1562
I believe
L710[09:18:36] <Lordmau5> so 90% chance
for lower-tiered-material on no-enchant
L711[09:18:42] <gigaherz> yeah
L712[09:18:42] <Lordmau5> and 10% for
high-tier-material
L713[09:18:46] <Lordmau5> aaah,
gotcha
L714[09:18:48]
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L715[09:18:58] <gigaherz> the mod would
make it ALWAYS drop something
L716[09:18:59] <Ordinastie> williewillus,
ok, but what?
L717[09:19:10] <williewillus> post
code
L718[09:19:10] <Ordinastie> how to find
it, how to fix it ?
L719[09:19:12] <gigaherz> or leave
something in the inventory slot
L720[09:19:30] <Lordmau5> ^^
L722[09:19:37] <gigaherz> so... anyone
wants to implement it? ;P
L723[09:19:40] <Lordmau5> leave something
in inventory if space is there
L724[09:19:47] <Lordmau5> otherwise drop
item
L725[09:19:58] <Lordmau5> I think you can
work with some Forge Event on that, right?
L726[09:20:01] <gigaherz> a tool just
broke, you must have space in the inventory slot?
L727[09:20:01] <gigaherz> ;P
L729[09:20:25] <Lordmau5> shush
L730[09:20:27] <Lordmau5> Kappa
L731[09:20:56] <gigaherz> now question
would be: is there an event for a tool breaking?
L732[09:20:57] <gigaherz> ;P
L733[09:21:14] <Lordmau5> I'm checking
that right now actually, haha
L734[09:21:18] <gigaherz> (or some way to
detect after item use, that the item is gone?)
L736[09:24:14] <Ordinastie> williewillus,
nevermind, I'm stupid -_-
L737[09:24:19] <williewillus> what was
it
L738[09:24:20] <williewillus> lol
L739[09:24:23] <Lordmau5> what the
L740[09:24:29] <Lordmau5> Someone in here
know Sword Art Online?
L741[09:24:47] <gigaherz> watched the
anime series
L743[09:25:03] <gigaherz> I know there
have been games and such
L744[09:25:06] <Ordinastie> because of the
way MC enums are decompiled, EnumMap don't work with them
L745[09:25:17] <Lordmau5> IBM has
partnered up with someone to make such a game
L746[09:25:18] <Ordinastie> so I went and
used my own copy of the enum
L747[09:25:43] <Ordinastie> except I only
filled the map with MY enum, the rest of the code still uses
MC's
L748[09:26:34] <williewillus> 0.o
L749[09:26:41] <williewillus> I've used
EnumMaps over enumfacing many times?
L750[09:26:56] ***
Jared is now known as Jared|Away
L751[09:27:57] <Ordinastie> actually, it's
not the EnumMap that fails
L752[09:28:03] <Ordinastie>
PropertyEnumIconProvider<EnumDyeColor> iconProvider = new
PropertyEnumIconProvider<>(ColorComponent.COLOR,
EnumDyeColor.class); <= that fails
L753[09:28:41] ***
manmaed|AFK is now known as manmaed
L754[09:28:51] <Lordmau5> so ye gigaherz -
the event up there might be what you need
L755[09:29:41] <gigaherz> I may look into
that
L756[09:29:55] <gigaherz> but I don't know
that it'sworth having a mod just for that XD
L757[09:30:14] ***
bilde2910|away is now known as bilde2910
L758[09:30:22] <Lordmau5> why not? sounds
like a good addition to some servers :P
L759[09:30:36] <williewillus> Whys that
failling? :P
L760[09:30:40] <tterrag|ZZZzzz>
williewillus: Ordinastie is right, in 1.7 vanilla enums do not fit
the <T extends Enum <T> > bounds
L761[09:30:59] <Ordinastie> and that's
annoying as fuck :x
L762[09:31:00] <williewillus> ah, well
he's in 1.8.9 so it shouldve worked
L763[09:31:11] <williewillus> unless
you're in 1.8.0? :P
L764[09:31:13] <tterrag|ZZZzzz> yes it
should now
L765[09:31:28] <Ordinastie> it's 1.8
htere
L766[09:31:28] <Lordmau5> I love how
tterrag is talking to us from his dreams :D
L767[09:31:35] <Lordmau5> YOU GOTTA WAKE
UP!
L768[09:31:42] <tterrag|ZZZzzz> I
am?
L769[09:31:53] <gigaherz> he menas you
have the ZZZs
L770[09:31:56] <gigaherz> means*
L771[09:32:06] <Lordmau5> *wooosh*
L772[09:32:13] <Lordmau5> I think he got
the joke :P
L774[09:32:24] <tterrag|ZZZzzz>
weird
L775[09:32:28] <Lordmau5> welp
L776[09:32:31] <Lordmau5> or not
*shrugs*
L777[09:32:34] ***
tterrag|ZZZzzz is now known as tterrag|phone
L778[09:32:38] <Lordmau5> now it's
|phone
L779[09:32:46] <tterrag|phone> I know
lol
L780[09:32:47] <gigaherz> [16:32] (i)
[NICK] tterrag|ZZZzzz (~tterrag@tterrag.com) changed to
tterrag|phone
L781[09:35:32]
⇨ Joins: KanoCodex
(~Giratina5@2604:180:0:368::bcd8)
L782[09:36:14] <Ordinastie> lol, you have
puush on your phone? :p
L783[09:36:30] <Lordmau5> > Puush for
android
L784[09:36:36] <Lordmau5> I'd still prefer
ShareX over puush any time
L785[09:37:40] <tterrag|phone> Yeah its a
bit weird but it works
L786[09:38:01] <Lordmau5> OR the mobile
imgur client
L787[09:39:50]
⇨ Joins: JamEngulfer
(~JamEngulf@82-68-88-230.dsl.in-addr.zen.co.uk)
L788[09:39:56] <Ordinastie> yeah, works
again \o/
L789[09:40:07] <JamEngulfer> How would I
go about getting the location of the Minecraft directory?
L790[09:40:22] <JamEngulfer> Specifically,
.minecraft and the mods/config directory?
L791[09:40:43] <tterrag|phone> new File
(".")
L792[09:40:48] <tterrag|phone> :p
L793[09:41:11] <tterrag|phone> But I think
there is a field in Minecraft for it
L794[09:41:17] <tterrag|phone> If you'd
rather not hard code
L795[09:41:37] <JamEngulfer> I’d really
rather not hard code
L796[09:41:48] ⇦
Quits: kimfy (~kimfy___@89.10.163.17) (Ping timeout: 190
seconds)
L797[09:41:59] <JamEngulfer> I asked about
a year ago and was told that there’s no way to do it, but I do
think that’s rubbish
L798[09:42:42] <tterrag|phone> There
is
L799[09:42:50] <JamEngulfer> There *has*
to be some knowledge of the .minecraft directory location, or else
how would anything work
L800[09:43:08] <tterrag|phone> like I
said, it's the working dir, always
L801[09:43:13] <JamEngulfer> Is it?
L802[09:43:18] <tterrag|phone> yes
L803[09:43:29] <tterrag|phone> and also
like I said
L804[09:43:31] <JamEngulfer> I’d have
figured that would be where the .jars are stored
L805[09:43:34] <diesieben07>
Minecraft#mcDataDir
L806[09:43:35] <tterrag|phone> There is a
field
L807[09:43:40] <tterrag|phone> ^^
see
L808[09:43:50] <diesieben07> but... you
shouldn't ever need this :D
L809[09:43:50] <JamEngulfer> Huh, I guess
that wasn’t there when I asked last time XD\
L810[09:43:57] <JamEngulfer> Why shouldn’t
I?
L811[09:44:07] <diesieben07> i don't know
of any use case for it :P
L812[09:44:16] <JamEngulfer> Mod
auto-updater?
L813[09:44:21] <diesieben07> see
L814[09:44:27] <diesieben07> THAT is why
you should not do it.
L815[09:44:32] ***
Abrar|gone is now known as AbrarSyed
L816[09:44:56] <sham1> :P
L817[09:44:58] <tterrag|phone> xy problem
strikes again!
L818[09:45:05] <Matthew> JamEngulfer,
FMLInjectionData.data()[6]
L819[09:45:13] <JamEngulfer> eh?
L820[09:45:16] <Matthew> ^ thats a File
instance of the mc dir
L821[09:45:20] <JamEngulfer> Oh neat
L822[09:45:28] <Matthew> you have to
manually cast it to a File, but yeah
L823[09:45:39] <JamEngulfer> That’s fine,
I can deal with casting
L824[09:45:44] <tterrag|phone> Don't write
an auto updater -.-
L825[09:45:59] <Matthew> oh wait
autoupdater, NO
L826[09:46:08] <JamEngulfer> I’m kidding
btw
L827[09:46:17] <williewillus> as if we
didnt have 400 of those already :P
L828[09:46:23] <Matthew> good :)
L829[09:46:36] <JamEngulfer> It was
specifically for a mod installation manager thingy
L830[09:46:46]
⇨ Joins: AEnterprise
(~AEnterpri@37.ip-51-255-167.eu)
L831[09:46:55] <Matthew> tterrag|phone,
afaik it can be something other than the working dir
server-side
L832[09:47:03] <Matthew> because theres a
cli arg for the server dir
L833[09:47:16] <JamEngulfer> I was
thinking of updating a project I made aaaages ago
L834[09:47:39] <JamEngulfer> Mod
installation from the command line, a-la ‘apt-get’
L835[09:48:38] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Remote
host closed the connection)
L836[09:48:48] <williewillus> from where
exactly :P
L837[09:48:50] <JamEngulfer> I’m pretty
sure I talked about it here a bit around 2013
L838[09:48:56] <williewillus> curse?
L839[09:49:04] <JamEngulfer> From…
‘places'
L840[09:49:10] <Lordmau5> 4chan
L841[09:49:25] <JamEngulfer> But for real,
I didn’t get to really creating the backend infrastructure
L842[09:49:35] <JamEngulfer> Theoretically
any link
L843[09:49:49] <williewillus> meh,
security issues
L844[09:49:49] <JamEngulfer> Although
grabbing them from Curse is a good idea
L845[09:49:55] <Lordmau5> yup, security
issues ^^
L846[09:50:06] <Lordmau5>
Auto-update-capability system, ayyy lmao
L847[09:50:57] <JamEngulfer> Why security
issues? If you’re linking to wherever the original ‘official’ mod
download is, then pulling the file from clientside, what’s the
difference between that and manually doing it, or having something
like the FTB client doing it?
L848[09:51:12] <williewillus> who's going
to store these links?
L849[09:51:25] <williewillus> who's going
to validate and make sure they're all updated?
L850[09:51:28] <williewillus>
constantly
L851[09:52:17] <JamEngulfer> Quite
possibly me/Curse depending on whether I get them from there
L852[09:52:35] <williewillus> so what the
curse launcher already does :P
L853[09:52:59] <JamEngulfer> Also, just
wondering, what is the problem with auto-updating mods?
L854[09:53:07] <sham1> security for
one
L855[09:53:13] <JamEngulfer> I can think
of a few issues like compatibility for one
L856[09:53:15] <williewillus> security for
most
L857[09:53:45] ***
big_Xplo|AFK is now known as big_Xplosion
L858[09:53:49] <JamEngulfer> You say that,
but why security?
L859[09:53:55] <williewillus> ...
L860[09:54:02] <JamEngulfer> Is it just
that you’re automatically pulling executable code?
L861[09:54:04] <williewillus> mods have
full jvm access
L862[09:54:15] <williewillus> I can write
a mod that wipes your home folder if I wanted to
L863[09:54:19] <JamEngulfer> Well in that
case, installing any mod is a security issue
L864[09:54:27] <williewillus> thats why
you need it from a validated source
L865[09:54:37] <williewillus> and every
update needs to be user initiated
L866[09:55:41] <JamEngulfer> I mean, that
does all make sense
L867[09:55:54] <JamEngulfer> Anyway, I
never said anything about it being automatic
L868[09:56:40]
⇨ Joins: Elec332
(~Elec332@ip5456d4a5.speed.planet.nl)
L869[09:57:39] <JamEngulfer> Interesting
reactions btw. Last time I talked about it, everyone was generally
positive
L870[09:58:29] <Lordmau5> times
change
L871[09:58:33] <Lordmau5> and ransomware
sure got bigger ;)
L872[09:58:46] <Lordmau5> viruses in
general
L873[09:58:54] <williewillus> eh nothing
bad has happened yet
L874[09:59:06] <Lordmau5> *yet*
L875[09:59:10] <williewillus> but if a
security issue of that level happens our modding comm is basically
dead
L876[09:59:16] <williewillus> mojang/ms
will kill it
L877[09:59:28]
⇨ Joins: whitephoenix
(~whitephoe@67-42-85-206.tukw.qwest.net)
L878[09:59:38] <Lordmau5> inb4 someone
makes a PR for Forge to implement ransomware
L879[10:03:37] <JamEngulfer> Yeah, I guess
the whole ‘virus danger’ thing and security concerns really has
increased
L880[10:03:50] <JamEngulfer> Oh yeah,
especially stuff like cryptolocker
L881[10:04:19] <williewillus> it's pretty
much always been there since mods have always had code access, but
we wanna be safe rather than sorry
L882[10:04:22] <Lordmau5> I'm not even
paranoid about it either. I mean, sure, it can hit anyone anytime
if you are unaware of what you're doing.
L883[10:04:33] <williewillus> because one
tripup and mojang kills us
L884[10:04:42] <Lordmau5> I usually browse
the web with common sense, even though I click every single
bullshit link on the internet.
L885[10:04:47] <Lordmau5> but I've never
had viruses
L886[10:04:48] <JamEngulfer> We haven’t
actually had a large thing like that, right?
L887[10:05:05] <Lordmau5> as far as I
know, no, we did not. And I really hope it stays like that
L888[10:05:20] <JamEngulfer> I’m pretty
sure there’s a whole bunch of viruses to be found on the forums,
just from shitty mod posts and stuff like that
L889[10:05:33] <Lordmau5> mod-reposts,
yup
L890[10:05:43] <Lordmau5> but not from the
original mod downloads
L891[10:05:47] <JamEngulfer> But that goes
for anywhere on the internet, so *shrug*
L892[10:05:53] <Lordmau5> yup :P
L893[10:06:05] <JamEngulfer> Don’t be dumb
and click the weird links
L894[10:06:41] <Lordmau5> uh nice, Kodi 16
was released
L895[10:07:47] <JamEngulfer> Actually,
it’s kinda interesting how unsecure some stuff has the potential to
be
L896[10:07:53] ***
big_Xplosion is now known as big_Xplo|AFK
L897[10:08:10] ⇦
Quits: Nepharius
(~Nepharius@dyndsl-037-138-047-066.ewe-ip-backbone.de)
()
L898[10:08:16] <JamEngulfer> Like, set up
some shitty webservice with a login system and just collect the
logins in plaintext
L899[10:08:22] <Lordmau5> think about it
like this:
L900[10:08:26] <JamEngulfer> Then you have
everyone’s passwords, if they reuse them
L901[10:08:34] <Lordmau5> I could go ahead
and make a mod that deletes every file it can off your HDD
L902[10:08:38] <JamEngulfer> Actually
wait, there’s literally an XKCD on that
L903[10:08:58] <Lordmau5> Even make it a
lose/lose-like game
L904[10:09:04] <Lordmau5> kill a mob ->
random file deleted
L905[10:09:20] ***
big_Xplo|AFK is now known as big_Xplosion
L906[10:09:23] <JamEngulfer> *just to
interject* there was a game that did exactly that, just that’s the
point of the game
L907[10:09:34] <Lordmau5> Ye, it's
literally called "Lose/Lose"
L908[10:09:40] <JamEngulfer> Oh XD
L909[10:09:41] <Lordmau5> that's why I
said " a lose/lose-like game" :D
L910[10:09:52] <JamEngulfer> Re-reading
your message, that is exactly what you said
L911[10:09:55] <JamEngulfer> Good job,
me
L912[10:10:04] <Lordmau5> also, killing
the enderdragon would delete your sys32 folder and cause a
bluescreen
L913[10:10:05] <Lordmau5> cuz why
not?
L914[10:10:12] <JamEngulfer> for the
lols
L915[10:10:14] <JamEngulfer> Clearly
L916[10:10:22] <Lordmau5> obviously
L917[10:10:38] <JamEngulfer> Does the JVM
have sandboxing capabilities?
L918[10:10:54] <Lordmau5> If I would go
fully nuts, I'd even check the internet for "how to break out
of a VM using Java" and implement that as well, so there's no
help in running it in a VM
L919[10:10:57] <JamEngulfer> Could mods
actually be sandboxed properly, theoretically?
L920[10:11:03] <Lordmau5> No idea
L921[10:11:20] <Lordmau5> mods would have
to be limited to write in the .minecraft folder only then
L922[10:11:30] <Lordmau5> or in the
corresponding instance folder
L923[10:11:39] <JamEngulfer> I would say
that’s at least mostly good enough
L924[10:11:49] <JamEngulfer> At least
contain some of the damage
L925[10:12:15] <Lordmau5> Na, I mean...
every write access they do or something
L926[10:12:20] <Lordmau5> would have to be
restricted to the folder
L927[10:12:28] <Lordmau5> but in theory,
right now, you can access every file from a mod
L928[10:13:04] <JamEngulfer> It’s kinda
weird that we’re all running arbitrary fully executable code just
based on trust
L929[10:13:34] <JamEngulfer> At least you
can very easily decompile the jars
L930[10:14:04] <williewillus> that's why
open source is good in this case :P
L931[10:14:12] <Lordmau5> ^
L932[10:14:25] <Lordmau5> I really love
how open and helpful the modding community became over the past 2-3
years
L933[10:14:27] <JamEngulfer> Compiling
from source is… not possible in realtime for a mod I assume
L934[10:14:33] <Lordmau5> kudos to
everyone in it *thumbsup* :)
L935[10:14:46] <williewillus> what do you
mean realtime lol
L936[10:14:55] <Lordmau5> not that it
wasn't before, but it definitely improved further :D
L937[10:15:37] <JamEngulfer> Ok, in a
theoretical (not really) mod manager, I had a brief thought that it
might work if you compiled them from source instead of just
fetching a .jar
L938[10:15:59] <williewillus> heh so
something like the AUR
L939[10:16:07] <JamEngulfer> But then I
realised that 1, compiling jars is way harder than C programs and
2, that doesn’t really add too much to security
L940[10:16:49] <JamEngulfer> And I’ve also
just realised that the reason Aptitude compiles from source is
because the OSes and instruction sets and compatibilities can be
different, so they *have* to compile from source
L941[10:16:49] <Lordmau5> javac -jar
[dependencies] is difficult?
L942[10:16:59]
⇨ Joins: zooonie
(~zoonie@cpc72513-sgyl32-2-0-cust418.18-2.cable.virginm.net)
L943[10:17:03] <williewillus> Lordmau5:
that's not how you compile a mod, but okay
L944[10:17:09] <Lordmau5> well
L945[10:17:13] <Lordmau5> without the
obfuscation, yea
L946[10:17:26] <williewillus> and that
means you have to gather all dependencies manually :P
L947[10:17:30] <Lordmau5> ech
L948[10:17:32] <Lordmau5> :P
L949[10:17:37] <JamEngulfer> Well, no. I
mean harder as in having to compile against the Forge API and
Minecraft bindings etc
L950[10:17:54] <JamEngulfer> And if I
recall correctly, it’s slower than compiling raw C code
L951[10:18:11] <JamEngulfer> And the jars
run on any system, so there’s not really an advantage
L952[10:19:38] <williewillus> lol
wat
L953[10:19:49] <williewillus> java
compiles slower than C? :P
L954[10:20:01] <williewillus> i doubt
that, even more so for C++
L955[10:20:36] <JamEngulfer> I can’t
really remember. Just a head-approximation from experience
L956[10:20:49] <Lord_Ralex> i don't think
the difference is noticeable to a point where it matters
L957[10:20:56] <JamEngulfer> Fair
enough
L958[10:21:25] <Lord_Ralex> at least, with
c/java/c++. Forge and MC being involved is different, but that's
not the language at fault
L959[10:22:05]
⇨ Joins: agowa338
(~Thunderbi@p54918F8F.dip0.t-ipconnect.de)
L960[10:22:33]
⇨ Joins: xaviergmail
(webchat@228-21.dr.cgocable.ca)
L961[10:23:02] ⇦
Parts: xaviergmail (webchat@228-21.dr.cgocable.ca) ())
L962[10:23:16] <fade> I missed something
about Linux package managers, looks like?
L963[10:23:23]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L964[10:24:05] <JamEngulfer> Yep
L965[10:24:24] <fade> I don't think
aptitude compiles from source, though
L966[10:24:28] <JamEngulfer> Wait,
really?
L967[10:24:31] <Lord_Ralex> they don't
compile
L968[10:24:33] <Lord_Ralex> it's already
compiled
L969[10:24:35] <JamEngulfer> I always
thought it did XD
L970[10:24:37] <JamEngulfer> crap
L971[10:24:39] <williewillus> youre
talking debian package manager apt right?
L972[10:24:40] <Lord_Ralex> it's
effectively extracting
L973[10:24:52] <fade> Well, portage pulls
sources
L974[10:25:09]
⇨ Joins: Brokkoli
(~Brokkoli@f054114092.adsl.alicedsl.de)
L975[10:25:10] <williewillus> yeah only
gentoo pulls sources by default, arch does if you use the ABS or
AUR
L976[10:25:17] <fade> But of the major
distro package managers, I *believe* that Gentoo's portage is the
only from-source manager
L977[10:25:18]
⇨ Joins: xaviergmail_
(~Xavier@228-21.dr.cgocable.ca)
L978[10:25:33] <fade> Oh, you beat me to
it williewillus
L979[10:25:36] <JamEngulfer> Huh, did not
know that. Ah well, you learn something everyday, eh?
L980[10:25:46] ⇦
Quits: Mraof (~mraof@c-50-185-47-54.hsd1.ca.comcast.net) (Quit:
Leaving)
L981[10:25:55] ***
Mraoffle is now known as Mraof
L982[10:25:57] <fade> I wouldn't count AUR
and ABS as they aren't package managers, though
L983[10:26:35] <fade> In terms of doing an
as-you-install-it compile for MC mods, I'd guess it's not
realistic
L984[10:26:55] <williewillus> it would
take forever
L985[10:27:01] <xaviergmail_> Hey, is
there a way to create mod subfolders that are realm-specific? Such
as mods/server and mods/client
L986[10:27:01] <williewillus> if mods
compile against different forge versions
L987[10:27:19] <JamEngulfer> Yeah, that
would be impractically complex
L988[10:27:22] <williewillus>
xaviergmail_: no, you can specify in @Mod whether a mod should run
on a side though
L989[10:28:14] <fade> I *really* wish
there was a better source of up-to-date info on using Forge
though
L990[10:28:20] <JamEngulfer> The original
context btw, was I created (and need to update) a linux style
package manager for Minecraft where you can install a mod by typing
“/mc-get install <modname>” in chat
L991[10:28:34] <xaviergmail_>
williewillus: Is that a Java decorator?
L992[10:28:50] <fade> JamEngulfer -- I was
here for that bit, I just left in the middle of the convo
L993[10:28:54] <xaviergmail_> Or can I do
something about that for already compiled mods?
L994[10:28:54] <JamEngulfer> I got it
working for the installation part, but I never really got the
backend/website working
L995[10:29:09] <williewillus>
xaviergmail_: oh I was talking from a programming/modding
eprspective
L996[10:29:10] <JamEngulfer> I’m not
really much of a site developer
L997[10:29:14] <xaviergmail_> Yeah
L998[10:29:23] ***
AbrarSyed is now known as Abrar|gone
L999[10:29:28] <williewillus> I don't know
ohw packers usually separate clientside mods out, afaik its just
two different zips
L1000[10:29:44] <xaviergmail_> Basically
what I'm trying to accomplish is having one repository for mods /
config folders so that I can just git pull on both sides to
update
L1001[10:29:49]
⇨ Joins: Drullkus
(~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net)
L1002[10:29:50] <Ordinastie> hum what?
java.lang.IllegalArgumentException: class
net.minecraft.entity.player.EntityPlayer declares multiple JSON
fields named capabilities
L1003[10:29:58] <xaviergmail_> I could
use git submodules but that seems redundant
L1004[10:30:59] <Ordinastie> ah fuck,
there now is a vanilla class with the same name as mine :x
L1005[10:31:06] <JamEngulfer> Gah, I
really wish I’d continued updating my mod I made back in like,
2013. I had a really great concept, but I just left it behind
L1006[10:31:08] <Ordinastie> wait no,
nvm
L1007[10:31:18] <xaviergmail_>
Ordinastie: But packages
L1008[10:32:37] <Rallias> Out of an
abundance of curiosity, how long of a lapse can I have in my idea
ultimate license to have the continuous 1 year spiele thingy?
L1009[10:32:58] <xaviergmail_> Does forge
look recursively look through subfolders of mods/ ?
L1010[10:33:45]
⇦ Quits: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::45)
(Ping timeout: 186 seconds)
L1011[10:34:05] <fade> Rallias --
wut?
L1012[10:34:59] <Purebe> I think he's
talking about some kind of intellij license? I have no idea
L1013[10:35:12] <fade> Ohh
L1014[10:35:18]
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(~amyt@c-67-180-195-205.hsd1.ca.comcast.net)
L1015[10:35:18] <fade> I thought he was
talking about an actual idea
L1016[10:35:26] <williewillus>
xaviergmail_: i think it only looks in mods/ and
mods/<mcversion>
L1017[10:35:27] <Rallias> Well, they keep
fucking up the whole "automatically renew" thing, and one
of the things they advertised when they switched to monthly
bullshit is that if you have your license continually for a year,
you have an indefinite license for the version at the beginning of
that year.
L1018[10:35:52] <SkySom> I just bought a
full year
L1019[10:35:54] <SkySom> Well 2
L1020[10:35:57]
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L1021[10:36:02] <SkySom> But that's cause
they offered it for like $80
L1022[10:36:12] <fade> What's the
difference with the non-community versions, anyway?
L1023[10:36:13] <SkySom> Because they
wanted me off the indefinite one
L1024[10:36:20] <SkySom> The biggest one
is plugins
L1025[10:36:32] <Rallias> Plugins, and I
use their other products for other bullshit.
L1026[10:36:46] <fade> Hm
L1027[10:37:25] <SkySom> I use it at
work
L1028[10:37:31] <SkySom> So I kinda like
it licensed
L1029[10:37:53] <Rallias> Strictly
speaking, it's FOSS (the community version)
L1030[10:38:03] <fade> Is the CE not
usable for commercial development?
L1031[10:38:11] <Rallias> CE is
Apache-licensed.
L1032[10:38:28] <whitephoenix> students
get ultimate free
L1033[10:38:32] <Purebe> The CE has the
only plugin I care about
L1034[10:38:33] <Rallias> If you get a
FOSS-project Ultimate license, you cannot use that for commercial
or closed-source projects.
L1035[10:38:44]
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(~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net) (Remote host
closed the connection)
L1036[10:38:45] <Rallias> I don't know
about a student-license.
L1037[10:39:16] <fade> Ok
L1038[10:39:24] ***
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L1039[10:40:32] <fade> Ooh, I wonder if
CLion is usable on Linux
L1040[10:40:37] <whitephoenix> It
is
L1041[10:40:45] <fade> Is it as smexy as
IntelliJ?
L1042[10:40:53] <Rallias> Kinda?
L1043[10:41:07] <Rallias> I mean,
visually, yes. However, functionally, I feel it's lacking.
L1044[10:41:16] <whitephoenix> Well it is
newer than idea
L1045[10:41:33] <Rallias> But that
functionality requires a fuckton of time to develop.
L1046[10:41:39] <fade> I mean, does it
have autocomplete and refactoring?
L1047[10:41:53] <whitephoenix> Yeah
L1048[10:42:02] <fade> Smexy enough for
me
L1049[10:42:07] <fade> I don't ask for
much :)
L1050[10:42:11] <Purebe> IDEA just has a
billion features you probably will never care about
L1051[10:42:26] <whitephoenix> Man I wish
sublime text would open source
L1052[10:42:36] <Rallias> whitephoenix,
It's called vim.
L1053[10:42:44] <Purebe> and it is
wonderful
L1054[10:42:54]
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(~xanderio@p5B21F88D.dip0.t-ipconnect.de)
L1055[10:43:11] <whitephoenix> I've never
tried it, on linux I always just used nano because it was easy and
always there
L1056[10:43:22] <Rallias> vi is always
there on Linux.
L1057[10:43:23] *
mikebald prefers nano too.
L1058[10:43:30] <Rallias> (vim, you might
have to install vim-nox)
L1059[10:43:32] <whitephoenix> Relevant
"I've been using vim for the past 20 years: I don't know how
to quit it"
L1060[10:43:41] <fade> I typically use
vim
L1061[10:43:52] <fade> But sometimes it'd
be nice to have something like IntelliJ on hand
L1062[10:43:57] <Rallias> There's only
one exception that I'll use nano.
L1063[10:44:00] <Purebe> I switched to
vim at work 6 months ago and now just get frustrated trying to code
without it
L1064[10:44:09] <Rallias> And that's when
I'm in /u/l/c/b/jailshell
L1065[10:44:25] <Purebe> VsVim and
IDEAvim or whatever are here to save the day though
L1066[10:44:27] *
Rallias smacks myself
L1067[10:44:32] <Rallias>
/usr/local/cpanel/bin/jailshell
L1068[10:44:44]
⇨ Joins: whitephoenix0
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L1069[10:44:49] <Rallias> Eh... IDEAvim
just feels wrong.
L1070[10:45:04] <whitephoenix0> I
probably just missed someone's response
L1071[10:45:07] <Purebe> As long as I
have motions and macros I'm set
L1072[10:45:13] <whitephoenix0> Is there
a decent vim on windows?
L1073[10:45:29] <Purebe> I use Conemu and
cygwin vim
L1074[10:45:39] <Rallias> Well, there's
gvim
L1076[10:45:54] <Rallias> ^ IDEAvim
just... doesn't work the same.
L1077[10:46:42] <whitephoenix0> So it's
gvim if I want to use it on windows?
L1078[10:46:42] <xaviergmail_> Woah what
am I hearing
L1079[10:46:43] ***
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L1080[10:46:57]
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L1081[10:46:59] <xaviergmail_> Vim!?
:D
L1082[10:47:05] <Rallias> xaviergmail_,
Tenitus?
L1083[10:47:11] <whitephoenix0> I'm being
converted from sublimetextism to vimism
L1084[10:47:25] <xaviergmail_> cygwin +
vim is pretty good, especially if you combine it with tmux
L1085[10:47:28] ***
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L1086[10:47:42] <Rallias> Eh.
L1087[10:47:44] <Rallias> I can't do
tmux
L1088[10:47:44] <Purebe> I personally
don't like gvim but maybe I haven't given it a fair chance.
L1089[10:47:46] <xaviergmail_> But if you
want better than cygwin, just run a small Arch vm and ssh into
it
L1090[10:48:01] <whitephoenix0> I'm not
making a vm just for a text editor...
L1091[10:48:04] <xaviergmail_> Tmux is
amazing imo
L1092[10:48:21] <Purebe> My main gripe
about using cygwin vim however is that it doesn't support the rich
color schemes under conemu
L1093[10:48:25] <xaviergmail_> you're
making a vm to get an actual posix environment and not just an
emulated one
L1094[10:48:42] <Rallias> Purebe, Did you
try `set t_Co=256`?
L1095[10:48:43] <xaviergmail_> Purebe:
use xterm-256-colors
L1096[10:48:50]
⇦ Quits: xaviergmail_ (~Xavier@228-21.dr.cgocable.ca) (Quit:
Oops, I think I unplugged the wrong cable)
L1097[10:48:53] <Purebe> Yeah I've tried
both, it just doesn't work
L1098[10:49:01] <IoP> is conemu better
than mintty?
L1099[10:49:02] *
Rallias shrugs
L1100[10:49:03] <Purebe> The creator of
conemu thinks its a bug in cygwin right now
L1101[10:49:10] <Rallias> There's gvim
for winblows.
L1102[10:49:11] <fade> Pff. Why would you
go to the trouble of setting up a vm, but use Arch?
L1103[10:49:19]
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L1104[10:49:23] <Purebe> IoP: They are
different, I prefer conemu though
L1105[10:49:30]
⇨ Joins: xaviergmail
(~Xavier@228-21.dr.cgocable.ca)
L1106[10:49:34] <xaviergmail> Ah I hate
ubuntu
L1107[10:49:40] <Rallias> Join the
club.
L1108[10:49:45] <Rallias> Which is why
I'm forking Debian.
L1109[10:49:47] <mikebald> Rallias amg,
they made another winblows? good times... good times.
L1110[10:49:53] <fade> There's more out
there than Arch and Ubuntu ffs
L1111[10:50:18] <xaviergmail> True, true,
but most of everything out there has very little community
support
L1112[10:50:19] <Rallias> Yeah, but none
of them fit my particular use case.
L1113[10:50:23] <whitephoenix0> the aur
is just about the only version I run arch on my crappy laptop I
almost never use
L1114[10:50:24] <fade> Uh
L1115[10:50:29] <whitephoenix0>
reason*
L1116[10:50:34] <fade> You're on drugs,
my friend
L1118[10:50:57] <xaviergmail> This Ubuntu
install is a few years old and I just haven't taken the time to
replace it with anything else
L1119[10:51:01] <fade> Gentoo, BSD (not
Linux ofc), Ubuntu, all have large communities
L1120[10:51:16] <fade> Fedora maybe not
so much, since enterprise
L1121[10:51:17] <xaviergmail> Gentoo,
Manjaro, Fedora, etc..
L1122[10:51:34] <Rallias> Is Manjaro
still maintained?
L1123[10:51:42] <fade> Manjaro is just
Arch in green
L1124[10:51:47] <fade> With ezmode
installer
L1125[10:51:51] <Rallias> Oh? I thought
it was the mandrivia fork.
L1126[10:51:52] <whitephoenix0> I'm just
not getting the point, why would I run vim in a vm as opposed to
gvim?
L1127[10:52:05] <Purebe> For the
shell
L1128[10:52:11] <xaviergmail> But I don't
want to wait hours to compile my updates, never looked into manjaro
that much and fedora's rhel relationship just erks me
L1129[10:52:24] ***
Vigaro|AFK is now known as Vigaro
L1130[10:52:28] <fade> Hours to compile
updates? What is this, 2003?
L1131[10:52:31] <Rallias> What's wrong
with Redhat?
L1132[10:52:49] <Purebe> whitephoenix0,
if I'm working in vim I probably want easy access to grep and
co
L1133[10:52:55] <fade> I'm on an old
laptop and the longest update is Firefox, which is still under 2
hours. Everything else is minutes or less.
L1134[10:53:28] <Rallias> I mean,
granted, they tried to defraud me out of $400, but that's just a
disagreement that was resolved half a year ago.
L1135[10:53:39] <whitephoenix0> Alright,
so if I wanted to run it in a vm which should I go for?
L1136[10:53:54] <Rallias> whitephoenix0,
Debian Sid
L1137[10:53:55] <fade> whitephoenix0 --
Well, that depends on your priorities
L1138[10:53:58] <xaviergmail> Idk Rallias
it just feels blocky *pun intended*
L1139[10:54:08] <Rallias>
linux-image-4.3.0-grsec
L1140[10:54:10] <Rallias> :D
L1141[10:54:16] <Rallias> xaviergmail,
"blocky"?
L1142[10:54:22] <fade> Speed? Stability?
Ease of maintenance?
L1143[10:54:45] <whitephoenix0> I just
want something to run pretty much only vim in, I have to use
windows for school reasons sadly
L1144[10:55:06] <Rallias> whitephoenix0,
So your school mandates you engage in contract with third
parties?
L1145[10:55:23] <whitephoenix0> No but
some of the software I have to use is a pain in the ass on
linux
L1146[10:55:39] <xaviergmail> config
files, network manager in specific gave me nightmares for 2 days
trying to set up bridging over NAT
L1147[10:55:59] <xaviergmail> Something
that takes me less than 5-10 minutes under debian
L1148[10:56:13] <xaviergmail> I just need
to read documentation better I guess >_>
L1149[10:56:34] <Rallias> Erm...
L1150[10:56:42] *
Rallias shrugs
L1151[10:56:55] <Rallias> I guess because
I've done bridging on EL several hundred times, it's not that much
a pain for me.
L1152[10:56:56] <Purebe> I like Windows,
especially 10
L1153[10:56:57] <fade> Honestly, the
easiest one to use would probably be Ubuntu server
L1154[10:57:04] <fade> If all you're
doing is vim
L1155[10:57:13] <Rallias> Granted, I
haven't really in the last year and a half.
L1156[10:57:18] <whitephoenix0> What
about neovim?
L1157[10:57:23] <Rallias> EEW!
L1158[10:57:25] <fade> Or hell, just sign
up for a shell account with someone like SDF
L1159[10:57:27] <Rallias> Absolutely
fucking EEW!
L1160[10:57:30] <xaviergmail> what! I
love neovim
L1161[10:57:33] <xaviergmail> that's it,
we're breaking up
L1162[10:58:14] <Rallias> Ok, TBQH, I
have nothing solid against neovim.
L1163[10:58:39] <Rallias> Just that it
doesn't have quite the compatibility with addons.
L1164[10:58:57] <xaviergmail> I don't
have much for it either :v
L1165[10:59:02] <fade> I haven't yet
caught on to why neovim instead of vim, other than
colors/ricing
L1166[10:59:06] <xaviergmail> Which
plugins? I haven't encountered any issues
L1167[11:00:03] <xaviergmail> Neovim in
its current state doesn't provide much more other than performance
(to me at least). Lua plugins will be nice I guess
L1168[11:00:37] <xaviergmail> It has a
terminal emulator now :o
L1169[11:01:12] <Rallias> Honestly, it's
been a while since I've seriously looked at it.
L1170[11:01:13] <fade> So you can run a
terminal inside your editor which is inside your terminal?
L1171[11:01:14] <xaviergmail> Guess that
eliminates the need for tmux
L1172[11:01:20] <xaviergmail> Yes
Fade
L1173[11:01:30] <xaviergmail> instead of
having separate terminal 'windows'
L1174[11:01:59]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L1175[11:02:11] <fade> That feels
silly
L1176[11:02:14] <Purebe> I got used to
:shell but I tended to prefer using screen
L1177[11:02:26] *
Purebe don't ask me to learn tmux > >
L1178[11:02:34] <xaviergmail> It's very
useful, especially if you don't use a tiling window manager
L1179[11:02:45] <fade> Or just tmux
L1180[11:03:09] <fade> Whatever tickles
your pickle, I guess
L1181[11:03:13] <xaviergmail> I use tmux
currently, but eliminating the need to use tmux prefixes could be
fun
L1182[11:03:35] <fade> You'd just be
replacing them with neovim prefixes, though
L1183[11:03:40] <xaviergmail> Tmux is
still better in terms of multiple screens / detachability
L1184[11:03:42] <Purebe> although one
major advantage of screen (and I suppose tmux) is that you can
detach and reattach sessions
L1185[11:04:31] <xaviergmail> fade: ^l vs
^a+l :p
L1186[11:04:51] <xaviergmail> idk.. I'm
bored, just waiting for my bees to mutate
L1187[11:05:49]
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L1188[11:06:55] <fade> xaviergmail --
Configurable, either way
L1189[11:07:07] <fade> Not the bees
L1190[11:07:31] <xaviergmail> hehe
L1191[11:08:04] ***
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L1192[11:08:10] <xaviergmail> I was just
trying to hype myself up for it I guess
L1193[11:10:29] <whitephoenix0> Alright
neovim is up and running
L1194[11:12:01] <sham1> neovim is at
least asyncronous
L1195[11:14:11]
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L1201[11:21:10] <gigaherz> no-vim: a text
editor createdto feel like vim, but with subtle differences
designed to maximize the annoyance of long-time vim users
L1202[11:21:11]
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(~FusionLor@ip70-190-176-197.ph.ph.cox.net)
L1203[11:21:29] <sham1> you mean
neovim?
L1204[11:21:36]
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L1205[11:21:44] ***
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L1206[11:22:53] <gigaherz> sham1: no I
mean like
L1207[11:23:23] <gigaherz> some of the
commands you type go with ; instead of :
L1208[11:24:25] <sham1> WHY
L1209[11:24:33] <sham1> Who would do such
a thing
L1210[11:24:44] <sham1> Unless they are
leader commands, there is no reason
L1211[11:25:09] <whitephoenix0> this
movement stuff is gonna take some practice
L1212[11:25:15] <sham1> hjkl'
L1213[11:25:55] <sham1> And then a bunch
of word movements
L1214[11:26:09] <whitephoenix0> I'm doing
vim-adventures.com right now :P
L1215[11:26:43] ***
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L1216[11:27:47] ***
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L1217[11:28:17] <Rallias> I never learned
movement.
L1218[11:28:26] <Rallias> I just use
scroll wheel, home/end, and arrows.
L1219[11:29:24] <FusionLord> does anyone
know how to load an obj without it being attached to a block, I
want to render it on the HUD
L1220[11:29:53] <Rallias> FusionLord, I'd
look at pumpkin code.
L1221[11:30:08] <Rallias> but no I don't
know how.
L1222[11:30:09] <FusionLord> pumpkin code
wat?
L1223[11:30:26] <Rallias> Orange thing
you wear on your head to hide from endermen.
L1224[11:30:31] <whitephoenix0> I'm
confused: do you still keep your right hand on jkl; or do you move
it over to hjkl?
L1225[11:30:38] <FusionLord> I know how
to render the hud, just need help loading the obj
L1226[11:31:12] <Rallias> whitephoenix0,
However you feel like doing it.
L1227[11:31:21]
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L1228[11:32:33] ***
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L1229[11:33:46] <sham1> That is the most
recomended way
L1230[11:35:30] <Jezza> Why is there a
random constructor in ResourceLocation with an unused int?
L1231[11:36:01] <Jezza> Oh, collision,
derp.
L1232[11:36:03] <Jezza> Nevermind
L1233[11:36:21] <Jezza> Ambiguous
call
L1234[11:36:26] <Jezza> Back to work
everyone.
L1235[11:38:27] <FusionLord> Jezza, don't
tell me what to do :P
L1236[11:38:33] <xaviergmail>
whitephoenix0: I keep my index on j and middle finger on k because
going up/down with jk is much more common than going sideways so I
use my stronger fingers for that
L1237[11:38:53] <whitephoenix0> alright
thanks
L1238[11:50:10]
⇨ Joins: mousieamie (~amyt@104.153.227.175)
L1239[11:57:48] <FusionLord> when
rendering on the hud, the coordinate system starts at the top left
right?
L1240[11:57:58] <FusionLord> when
rendering on the hud, the coordinate system starts at the top left,
right?
L1241[12:04:18] <infinitefoxes_> the
coordinate matrix should be the same as any gui
L1242[12:06:52] <FusionLord> which is top
left as origin?
L1243[12:07:00]
⇨ Joins: kimfy (~kimfy___@89.10.163.17)
L1244[12:07:09] <FusionLord> cannot
remember
L1245[12:09:16] <infinitefoxes_> believe
so
L1246[12:16:06] ***
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amadornes[AFK] is now known as amadornes
L1248[12:19:29] <tterrag|phone> yes
L1249[12:19:32] ***
tterrag|phone is now known as tterrag
L1251[12:36:22] <OrionOnline> Guys is
their a way to map an ItemStack (filled with an ItemBlock instance)
to a specific IBlockState?
L1252[12:37:02]
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L1254[12:37:06] <OrionOnline> Let me
guess a CustomStateMapper
L1255[12:37:10]
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L1256[12:37:11] <OrionOnline> So never
mind i figured it out
L1257[12:37:19] <OrionOnline> Or actually
not
L1258[12:37:23] <OrionOnline> fry?
L1259[12:37:52] <tterrag> OrionOnline:
ModelLoader.setCustomMeshDefinition
L1260[12:38:08] <tterrag> I think that's
what you want? your question is pretty vague
L1261[12:38:29] <OrionOnline> Let me
explain this better
L1262[12:38:46]
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L1263[12:39:11] <OrionOnline> So i have a
custom ISmartModel which holds a block then can be made up out of
for example iron, or stone, or obsidian
L1264[12:39:38] <tterrag>
ISMartBlockModel you mean
L1265[12:39:42] <OrionOnline> So the
Model grabs the ExtendedState of the Block, checks for the right
model and grabs the correctly textured OBJ
L1266[12:39:46] <OrionOnline> tterrag,
yes sorry
L1267[12:40:10] <OrionOnline> The problem
i am now facing is, that i need a way to make the ItemBlock
instance look correctly and not just like the default Iron
one
L1268[12:40:33] <OrionOnline> It
basically needs to convert the NBT on the ItemStack to a proper
BlockState so it canh grab the correct model
L1269[12:41:19] <tterrag>
ISmartItemModel?
L1270[12:41:24] <williewillus> ^
L1271[12:41:28] <OrionOnline> Yeah but
how?
L1272[12:41:33] <williewillus> usually
you can even implement it on the same class lol
L1273[12:41:40] <OrionOnline>
Okey.....
L1274[12:41:40] <williewillus> just read
however you store it in the item form
L1275[12:41:43] <williewillus> it's up to
you
L1276[12:41:45] <williewillus> nbt?
meta?
L1278[12:42:42] <gigaherz> OrionOnline:
wait
L1279[12:43:00]
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L1280[12:43:02] <gigaherz> do you just
need to change some variant string based on the nbt data?
L1281[12:43:08] <williewillus> no
L1282[12:43:08] <gigaherz> becauseyou can
do that without using any ISmart*Model at all
L1283[12:43:17] <williewillus> the block
model is smart itself
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L1286[12:43:48] <gigaherz> wait
nevermind
L1287[12:43:54] <gigaherz> I didn't read
all the lines ;P
L1288[12:44:01] <OrionOnline> I am gonne
go with just do it twice :D
L1289[12:44:10] *
gigaherz is avoiding getExtendedState like a plague ;P
L1290[12:44:30] <williewillus> thats why
implementing both on the same class is common
L1291[12:44:41] <gigaherz> for as long as
I can, i'll try to achieve my purpose without using
IUnlistedProperties
L1292[12:44:41] <williewillus> you do it
twice and share whatever caching/generation mechanisms
L1293[12:44:42] <tterrag> extended state
is awesome
L1294[12:44:42] <gigaherz> XD
L1295[12:44:46] <tterrag> as long as you
COMPLETELY understand its purpose
L1296[12:45:02] <williewillus> it's a
magical way to get me more meta values right??
L1297[12:45:06] <williewillus> /s
L1298[12:45:09] <tterrag> :C
L1299[12:45:22] <tterrag> you return it
and that's it. then it goes to your ISBM. done
L1300[12:45:34] <tterrag> don't be fancy
with it. it's just a context provider for your ISBM
L1301[12:45:40] <tterrag> anyways, gtg
:P
L1302[12:45:42] ***
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L1303[12:45:56] <FusionLord> is there a
way to render an obj without tlooping all the components
L1304[12:46:17] <williewillus> what do
you mean looping al the components
L1306[12:47:11] <williewillus> why the
hell are you rendering faces manually lol
L1307[12:47:31] <williewillus> the
blockmodelrenderer is supposed to do all this for you
L1308[12:47:35] <FusionLord>
williewillus, that was the question I just asked wasn't it ?
L1309[12:47:45] <williewillus> uhh you
bake the model
L1310[12:47:51] <williewillus> and give
it to the BMR
L1311[12:47:54] <williewillus> that's
it
L1312[12:47:56] <FusionLord> this isn't
tied to a block or item or tesr this is just on the hud
L1313[12:48:07] <williewillus> that
doesn't matter?
L1314[12:48:08] <williewillus> bake
it
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L1316[12:48:18] <FusionLord> no where did
i put my oven
L1317[12:48:29] <williewillus> -.-
L1318[12:48:32] <williewillus>
OBJModel.bake()
L1319[12:49:20] <FusionLord> ik that,
:P
L1320[12:50:36] <williewillus> get an
ibakedmodel and pass it to renderModelBrightness
L1321[12:50:46] <williewillus>
blockmodelrenderer renders any kind of bakedmodel regardless of its
name
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L1323[12:51:03] <williewillus> that way
of rendering was a new one :P
L1324[12:53:07] <fry> you can use
renderModelBrightnessColor if youy don't have a blockstate
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L1328[12:55:46] <FusionLord> what class
is renderModelBrightnessColor from?
L1329[12:56:12]
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L1330[12:56:45] <fry> !!gm
renderModelBrightnessColor
L1331[12:56:46] <MCPBot_Reborn> === MC
1.8.9:
net/minecraft/client/renderer/BlockModelRenderer.renderModelBrightnessColor
(bgf.a) UNLOCKED ===
L1332[12:56:46] <MCPBot_Reborn> Name : a
=> func_178262_a => renderModelBrightnessColor
L1333[12:56:47] <MCPBot_Reborn>
Descriptor : (Lboq;FFFF)V =>
(Lnet/minecraft/client/resources/model/IBakedModel;FFFF)V
L1334[12:56:48] <MCPBot_Reborn> Comment :
None
L1335[12:56:48] <MCPBot_Reborn> SRG
Params : IBakedModel p_178262_1_, F p_178262_2_, F p_178262_3_, F
p_178262_4_, F p_178262_5_
L1336[12:56:49] <MCPBot_Reborn> MCP
Params : IBakedModel bakedModel, float p_178262_2_, float red,
float green, float blue
L1337[12:56:50] <MCPBot_Reborn> Last
Change: 2014-10-07 12:16:12.532630-04:00 (sp614x)
L1338[12:56:52] <sham1> Argh
L1339[12:57:03] <sham1> My IRC windows is
getting all filles up
L1340[12:57:07] <williewillus> lol
L1341[12:57:50] <sham1> Cant that be
redirected to a certain chosen person
L1342[12:57:51] <sham1> !help
L1343[12:57:55] <williewillus> no
L1344[12:57:57] <williewillus> :P
L1345[12:57:59]
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L1346[12:57:59] <sham1> !help gc
L1347[12:58:05] <sham1> dag nabit
L1348[12:58:23] <williewillus> also, you
get a BMR from a BlockRendererDispatcher which can be gotten from
Minecraft, btw
L1349[12:58:53] <sham1> I bet everything
can be gotten from Minecraft class if you try hard enough
L1350[12:59:15] <FusionLord>
williewillus, thanks i did find that :P
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L1352[13:14:02] <FusionLord> how would I
do this if the model has no states
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L1355[13:16:24] <williewillus>
FusionLord: renderModelBrightnessColor doesn't take a
blockstate
L1356[13:16:49] <fry> 21:53 forge @fry |
you can use renderModelBrightnessColor if youy don't have a
blockstate
L1357[13:17:03] <williewillus> :P
L1358[13:17:31] <FusionLord> when baking
it still requires a IModelState
L1359[13:18:08] <FusionLord> I had read
fry's message
L1360[13:18:16] <williewillus>
IMOdelState is not a blockstate
L1361[13:18:34] <FusionLord> @ what point
did i say BlockState?
L1362[13:18:35] <williewillus> in the
case of OBJ models you pass in a OBJState stating which groups you
want on or off
L1363[13:18:49] <williewillus> none, but
learn to look around
L1364[13:18:56] <williewillus> if you
look at what inherits IModelState you'd see OBJState
L1365[13:19:12] <FusionLord> derp thanks
:P
L1366[13:20:29] <FusionLord> the one
place i didn't look
L1367[13:20:42] <fry> in 95% of cases you
use model.getDefaultState()
L1368[13:20:54]
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L1370[13:21:30] <FusionLord> hmm... now
there is a giant arrow on my screen :P
L1371[13:21:34] <FusionLord> as intended
:P
L1372[13:22:24] <FusionLord> there is no
lighting tho is there a possible fix for that?
L1373[13:23:51] <williewillus> no idea
how lighting works in the GUI
L1374[13:24:04] <williewillus>
renderModelBrightnessColor applies correct lighting in world but
idk for gui
L1375[13:24:10] <FusionLord> so far it
doesn't :P
L1376[13:26:40] <fry> screenshot
L1379[13:33:37] ***
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L1380[13:33:58] <williewillus> uh is that
textured right? :P
L1381[13:34:59] <OrionOnline> Is their a
way i can target a model defined in the JSON to a modelloader that
loads data form a JSON and then passes that data on to a OBJ
loader?
L1382[13:35:24] <williewillus> uh not
sure if you can "chainload" like that
L1383[13:35:29] <williewillus> but idk
precisely what the quesriton is
L1384[13:36:47] <gigaherz> the model
loader system works by having all the data in the blockstates
json
L1385[13:37:09] <gigaherz> but yeah no
diea what exactly you are asking
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L1387[13:38:11] <FusionLord> willieaway,
yes
L1388[13:41:28] <Lordmau5> can I do
GL.rotate with the FastTESR? :3
L1389[13:42:10]
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L1391[13:42:49] <Wuppy> please give me as
much feedback as possible, it's really important :)
L1392[13:44:54] <fry> Lordmau5: no
L1393[13:45:12] <Lordmau5> damn, so I
would have to write my whole vertex code twice...
L1394[13:45:25] <Lordmau5> or stick to
the old method
L1395[13:45:33] <Lordmau5> any advantage
over the old TESR btw?
L1396[13:45:38] <Lordmau5> like,
significant advantage or the like
L1397[13:46:10] <fry> almost double the
FPS
L1398[13:46:32] <fry> use the model
system, then you don't have to write any vertex code
L1399[13:46:52] <Wuppy> fry, please play
my game :P
L1400[13:46:54] <Lordmau5> model for fake
fluid rendering? D:
L1401[13:47:00] <fry> Wuppy: no
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L1403[13:47:21] <fry> Lordmau5: forge
fluids are rendered used a model
L1404[13:47:22] <Wuppy> :(
L1405[13:47:32] <Lordmau5> but they are a
physical block, no?
L1406[13:48:00] <Lordmau5> as said, I'm
rendering a fake fluid at a position where no physical block
is
L1407[13:48:26] <fry> doesn't matter
much
L1408[13:48:40] <fry> models and blocks
are mostly decoupled
L1409[13:49:09] <Lordmau5> so how would I
go for rendering a fake fluid within my tank then
L1410[13:49:25] <Lordmau5> like, I know
the Fluid / FluidStack, the position it has to be rendered on
and... yea, that
L1411[13:49:46] <Lordmau5> kinda faking
the brightness of the fluid as well, so there's that, too
L1412[13:49:54] <kimfy> What's it about
Wuppy?
L1413[13:50:54] <Wuppy> it's a side
scroller shooter
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L1416[13:53:35] <kimfy> i'll try it
L1417[13:54:04] <Wuppy> thanks :)
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L1419[13:56:52] <IoP> Wuppy: You should
mention also platform
L1420[13:57:05] <Wuppy> it's for windows
x86
L1421[13:57:11] <Wuppy> but of course
works on 64 as well
L1422[13:57:25]
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L1429[14:05:45] <IoP> Wuppy: you probably
want to check that zip in virustotal if not done already.
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L1434[14:13:58] <Wuppy> what do you mean
IoP?
L1435[14:20:48]
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L1436[14:20:49] <IoP> Wuppy: one (false)
warning. Idk which file triggered that.
L1437[14:21:01] <Wuppy> hmm strange
L1438[14:21:27] <Wuppy> although I did
make it so I'm sure there's not a virus in there + I'll remove
it/never use it from now on
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L1441[14:25:20] <IoP> You could try
testing executables one by one to find the culprit and report to
upstream if it is precompiled component
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L1446[14:32:09] <Lordmau5> as in, I
checked my vertex-order. it's okay, but somehow this happens
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L1448[14:35:19] <Lordmau5>
neaaaaaaaaaat
L1449[14:35:21] <Elec332> Do you properly
handle whether the side should be rendered?
L1450[14:35:22] <Lordmau5> new SourceTree
version :o
L1451[14:35:25] <Lordmau5> ye, I do
L1452[14:35:30] <Lord_Ralex> Lordmau5, i
hate it
L1453[14:35:39] <Elec332> bc it looks
like a problem with that
L1454[14:35:41] <Lord_Ralex> their new ui
does not flow well for me, and it's been buggy :(
L1455[14:35:52] <Lordmau5> :/ sad to hear
that
L1456[14:35:58] <Lordmau5> Elec332, I'll
check on it again in a sec
L1457[14:36:05] <Lordmau5> but it should
be right...
L1458[14:36:33]
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L1459[14:37:53] <FusionLord> ... i broke
it :P
L1460[14:38:27] <PaleoCrafter> Do you
disable culling anywhere without enabling it again, Lordmau5?
L1461[14:39:15] <Lordmau5> nope, not in
the current code
L1462[14:39:44] <Lordmau5> should a
vertex render stuff from both sides...?
L1463[14:39:51] <Lordmau5> as in, 4
vertices
L1464[14:40:10] <PaleoCrafter> Not unless
culling is disabled ;)
L1465[14:40:18] <PaleoCrafter> And I
literally mean anywhere
L1467[14:40:50] <Lordmau5> ah
L1468[14:41:16] <PaleoCrafter> The clouds
look cool, FusionLord xD
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L1470[14:41:29] <FusionLord> that is what
i thought aswell
L1471[14:42:23] <FusionLord> still didn't
get lighting to work on my arrow
L1472[14:42:50] <Lordmau5> alrighty,
thanks Paleo
L1473[14:42:52] <Lordmau5> that fixed
it
L1474[14:42:57] <PaleoCrafter> You're
welcome
L1475[14:43:08] <Lordmau5> disable
culling -> render -> enable culling :3
L1476[14:43:13] <PaleoCrafter> GL state
can be a bitch sometimes :P
L1477[14:43:24] <Lordmau5> you tell me
;)
L1478[14:43:40] <Lordmau5> Took me around
one hour to switch over to the FastTESR so there's that... :D
L1479[14:44:37] <PaleoCrafter> Would be
kind of cool if you could selectively 'import' stuff from the
current state but reset everything else entirely while you're
rendering
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L1484[14:54:08] <OrionOnline> is their a
way to copy an IModel?
L1485[14:54:13] <OrionOnline> in
particular an OBJModel
L1486[14:57:12] <LatvianModder>
Reflection!
L1487[14:57:19] <LatvianModder> Nno. Bad
idea. Never do that :P
L1488[14:57:43] <LatvianModder> and why
copy when you can point to the same one
L1489[14:57:44] <LatvianModder> ?
L1490[14:57:48] <OrionOnline> I just used
retexture with an empty map
L1491[14:58:08] <OrionOnline> I need to
copy it before i can modify it, i need the original
L1492[14:58:13] <OrionOnline> and the
modified one
L1493[14:58:24] <OrionOnline> But not
modified in the form of a retexture
L1494[14:58:31] <OrionOnline> I needed a
copy to change the color
L1495[14:58:44] <PaleoCrafter> Models are
immutable afaik
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L1497[14:59:39] <OrionOnline> Not the
MatLib for the OBJ
L1498[14:59:59] <OrionOnline> It even has
a function to recolor a specific material
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L1500[15:00:49] <shadekiller666>
uhh
L1501[15:00:58] <PaleoCrafter> Bad shade
I say xD
L1502[15:01:37] <shadekiller666> OBJState
has a recolor function
L1503[15:02:27] <OrionOnline> The state
has a recolor function....
L1504[15:02:29] <OrionOnline> Hmm
L1505[15:02:34] <OrionOnline> that might
work too
L1506[15:02:52] <shadekiller666> and
about copying, every function that returns an IModel from obj state
should return a new instance with the same data
L1507[15:03:01] <shadekiller666>
*should*
L1508[15:03:39] <OrionOnline>
shadekiller666, bugreport
L1509[15:03:47] <OrionOnline> The recolor
function on the MatLib is broken
L1510[15:04:00] <OrionOnline> colorVec.x
= (color >> 16 & 255) / 255; sets it all the time to 0
unless the channel is 255
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L1512[15:04:16] <OrionOnline> you will
need to devide by 255F
L1513[15:04:23] <OrionOnline> Should i
make an Issue on Forge?
L1514[15:04:38] <shadekiller666> give me
a second
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L1516[15:05:30] <OrionOnline> sure
L1517[15:05:56] <shadekiller666> there
are updates to the OBJ Loader sitting in a PR and i'm checking what
the code looks like in those
L1518[15:07:22] <OrionOnline> okey
L1519[15:08:16] <shadekiller666>
OBJState.setMaterialColor() has "float a = (color >> 24
& 255) / 255"
L1520[15:08:44] <shadekiller666> and
shifts by 16 for red, 8 for green, and none for blue
L1521[15:09:00] <OrionOnline> Yep those
shifts are fine
L1522[15:09:12] <OrionOnline> But it
devides an int by an int
L1523[15:09:27] <OrionOnline> Which
autocasts to an int cutting the values after the 0
L1524[15:09:33] <OrionOnline> so 0,15
becomes 0
L1525[15:09:55] <shadekiller666> and
you're sure about this?
L1526[15:10:23] <shadekiller666> (its an
easy fix, i just need to go through the process of updating my
workspace and pushing a new commit)
L1527[15:10:47] <shadekiller666> though i
should probably update the workspace anyway
L1528[15:10:49] <OrionOnline> I am trying
it fixes the vector
L1529[15:10:56] <OrionOnline> But i am
doing something wrong elswere
L1530[15:11:02] <shadekiller666> ?
L1531[15:11:15] <OrionOnline> let me get
my own build of armory to work before i say yeah that fixes
it
L1532[15:11:23] <shadekiller666>
lol
L1533[15:12:34] <OrionOnline> Yep that
fixes it
L1534[15:12:40] <OrionOnline> just make
it /255F
L1535[15:12:44] <shadekiller666> k
L1536[15:12:56] <shadekiller666> fry,
have you gotten a chance to look at the updates at all?
L1537[15:12:58] <OrionOnline> Then the
numbers are not getting cut and the vector behaves like a color
vector
L1538[15:13:00] <fry> yes
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L1540[15:13:54] <shadekiller666> ok, have
you noticed anything that needs attention?
L1541[15:14:53] <fry> yes
L1542[15:15:13] <fry> I don't like that
there's obj-specific group handling
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L1544[15:16:13] <shadekiller666> ?
L1545[15:16:23] <shadekiller666> groups
themselves are obj-specific
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L1547[15:16:37] <fry> there should be a
common syntax for all models
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L1549[15:16:53] <shadekiller666> there
are commands in the obj file that denote a "group"
L1550[15:17:05] <fry> there's nothing
special about "model has a list of strings that represent
parts of that model"
L1551[15:17:37] <shadekiller666> or are
you talking about all models having the ability to toggle the
visibilty of a group of faces with the name of
"face_group" or something?
L1552[15:17:54] <fry> yes
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L1554[15:18:20] <shadekiller666> ok
L1555[15:19:02] <shadekiller666> do you
have any ideas about how other model formats could define which
faces of a model would be included in a group?
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L1557[15:19:51] <shadekiller666> would
this only be for formats that already have a built in way to denote
a "group"?
L1558[15:19:57] <fry> probably
L1559[15:20:20] <fry> (I can't think of
any that don't)
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L1563[15:23:27] <FusionLord> is there an
easy way to get the angle between 2 BlockPos?
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L1565[15:23:48] <williewillus> pos'es are
3d vectors
L1566[15:23:59] <williewillus> so the
standard vector math should work
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L1568[15:26:18] <OrionOnline> FusionLord,
williewillus yep yep yep
L1569[15:26:50] <FusionLord> sorry I'm
jsut a scrub and don't know the math that is required i guess
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L1575[15:29:34] <shadekiller666> wow...
sourcetree has changed
L1576[15:29:41] <shadekiller666> fry, so
what do you want to do?
L1577[15:30:29] <shadekiller666> should
this be another interface, or should it be written into a forge
base model or something?
L1578[15:31:08] <fry> that's what I'm in
the process of figuring out
L1579[15:32:13] <shadekiller666> ok
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L1581[15:33:16] <shadekiller666> i don't
think an interface would be the best option, as they can't have
default methods in versions of java below 1.8
L1582[15:33:25] <williewillus>
FusionLord: see ^ that will give theta the angle between the two
vecs in the plane that holds them
L1583[15:33:28] <williewillus> oops he
left
L1584[15:35:35] <PaleoCrafter> Geez, the
repo list in that new SourceTree version is ugly
L1585[15:35:38] <OrionOnline>
shadekiller666, i have a question when i set the color on the
OBModel.Material is that rendered as an overlay?
L1586[15:35:49] <shadekiller666>
nope
L1587[15:35:54] <williewillus> its
rebaked i think
L1588[15:35:54] <Lordmau5> hmm...
L1589[15:35:58] <OrionOnline> What is it
used for then?
L1590[15:36:06] <Lordmau5> any idea if I
can render a animated texture via. the WorldRenderer?
L1591[15:36:06] <OrionOnline> I set the
color before it is baked
L1592[15:36:11] <PaleoCrafter> The icons
indicating changes etc hurt my eyes
L1593[15:36:19] <williewillus>
PaleoCrafter: screenshot? :P
L1594[15:36:23] <williewillus> no
sourcetree on linux
L1595[15:36:44] <shadekiller666> when
baking the model, the loader will bake the color of the material as
well as the texture of the material into the data array
L1596[15:36:49] <PaleoCrafter> I just
shut my PC down :P
L1597[15:37:00] <shadekiller666> after
that minecraft/opengl takes over
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L1599[15:37:32] <OrionOnline>
shadekiller666, though so too, but that does not seem to happen...,
when i look at the BakedOBJModel i can see that the Unbaked still
has the colored material
L1600[15:37:34] <PaleoCrafter> Lordmau5,
of course
L1601[15:37:40] <Lordmau5> _how_
though
L1602[15:37:40] <OrionOnline> But it is
not rendered
L1604[15:37:48] <williewillus> like any
other texture
L1605[15:37:52] <williewillus> animated
textures are abstracted away nicely
L1606[15:37:57] <OrionOnline> One should
be like it is now and the other one should be purple
L1607[15:37:59] <williewillus> stitch it
into the atlas
L1608[15:38:03] <PaleoCrafter> If it's a
stitched texture, you don't have to do anything
L1609[15:38:15] <Lordmau5> I'm loading
the overlay texture via. a "new ResourceLocation"
L1610[15:38:25] <williewillus> why not
use the atlas?
L1611[15:38:39] <williewillus> i don't
even know how youd use an animated texture otherwise lol
L1612[15:38:43] <Lordmau5> how would I
utilize that to bind that specific texture later on?
L1613[15:38:47] <shadekiller666> the
color idea was originally intended as a way of supporting vertex
coloring, in which case the mtl file would not have a
"map_Kx" line, but would have a "Kx" line for
color, which would tell the loader to use a pure white texture as
the TAS
L1614[15:38:49] <williewillus> uhhh
L1615[15:38:55] <williewillus> register
it to the atlas, which is one big texture
L1616[15:39:00] <williewillus> you bind
that big texture and draw a small region of it
L1617[15:39:15] <Lordmau5> *cough cough*
glRepeat *cough cough*
L1618[15:39:19] <Lordmau5> :<
L1620[15:39:26] <OrionOnline>
shadekiller666, so if i have a texture set, it does not use the
coloring?
L1621[15:39:28] <shadekiller666> orion,
lemme see the code, can't help much with just an image :P
L1622[15:39:32] <shadekiller666>
uhh
L1623[15:39:38] <williewillus> why can't
you just draw it once per face? :P
L1624[15:39:41] <shadekiller666> it
should still bake the color regardless
L1625[15:39:50] <shadekiller666> if you
use the proper VertexFormat
L1626[15:40:01] <PaleoCrafter> You'd have
to do the thing vanilla does for animated stuff on the atlas,
Lordmau5
L1627[15:40:01] <OrionOnline> It uses the
standard baking methods
L1628[15:40:07] <Lordmau5> Cuz this is
easier and I cba to do more vertex BS in the
DrawBlockHighlightEvent
L1629[15:40:16] <williewillus> well if
you don't use the atlas
L1630[15:40:34] <williewillus> i think
you have to load and tick the texture yourself
L1631[15:40:36] <williewillus> of
something weird
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L1633[15:40:46] <PaleoCrafter> i.e.
uploading the current frame to your bound texture
L1634[15:41:29] <Lordmau5> I might have
an idea on how to do it for per-block/face rendering
L1635[15:41:52] <shadekiller666> orion,
you may have to tell the objstate to force a rebake
L1636[15:42:00] <Lordmau5> but even if I
stitch it into the TextureAtlas, don't I need to fetch a different
UV of it then?
L1637[15:42:01] <PaleoCrafter> You could
also use a fragment shader
L1638[15:42:03] <williewillus> no
L1639[15:42:09] <williewillus> the atlas
manages ALL the animation
L1640[15:42:15] <williewillus> you just
hold onto your TextureAtlasSprite
L1641[15:42:16] <shadekiller666> theres a
boolean in OBJState that OBJBakedModel will check
L1642[15:42:20] <williewillus> and the UV
gets updated for you
L1644[15:42:47] <PaleoCrafter> With a
shader, you can use TAS and implement repeating yourself
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L1646[15:45:45] <OrionOnline> Hmm
weird
L1647[15:46:14]
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L1648[15:46:36] <LatvianModder> is
IExtendedEntityProperties both-sided or only server sided?
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L1652[15:48:04] <shadekiller666> orion, i
can't help much without seeing what your code is doing
L1653[15:48:05] <Lumien> It's not synced
if that's what you mean
L1654[15:48:13] <shadekiller666> the
model baking process is complicated
L1655[15:48:22] <OrionOnline>
shadekiller666, i figured it out
L1656[15:48:27] <shadekiller666> ok
L1657[15:48:30] <OrionOnline> I hat the
red channel set to 144
L1658[15:48:36] <OrionOnline> Which made
it not take the value properly
L1659[15:48:39] <OrionOnline> It is
working just fine
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L1661[15:49:14] <OrionOnline> like except
for the / 255 instead of the / 255F
L1662[15:49:19] <OrionOnline> That is
indeed broken
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L1667[16:02:46] <shadekiller666> ok
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L1676[16:17:27] <OrionOnline>
shadekiller666, one question though, why does it use a direct
reference to the material in the individual vertex instead of a
string with the name of the material?
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L1682[16:20:52] <gigaherz> (at
myself)
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L1686[16:23:52] <gigaherz> heh
L1687[16:24:26] <williewillus> is there a
rate limit on that? :D
L1688[16:24:33] <diesieben07> not
yet
L1689[16:24:37] <diesieben07> its all
very prototypie
L1690[16:24:41] <williewillus> because
first thing I'm gonna try to do is put it on a comparator rapid
pulsar :D
L1691[16:24:43] <diesieben07> the block
model is not even done yet
L1692[16:24:44] <Spider> wow
L1693[16:24:44] <Spider> a camera
L1694[16:24:57] <diesieben07> you have no
idea how complex this thing is .
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L1696[16:25:13] <williewillus> it seems
to be affected by the culling though
L1697[16:25:17] <williewillus> howare you
getting around that?
L1698[16:25:35] <diesieben07> each one of
those has it's completely own renderer
L1699[16:25:37] <Cypher121> did you test
it on dedicated server?
L1700[16:25:39] <diesieben07> yes.
L1701[16:25:53] <Cypher121> cool
L1702[16:25:55] <diesieben07> trust me, i
am an engineer™
L1703[16:25:56] <williewillus> but the
first few sreenshots still had some missing sections
L1704[16:25:59] <diesieben07> yeah i
know
L1705[16:26:01] <williewillus> but
anyways nice work
L1706[16:26:04] <diesieben07> because it
was still transmitting
L1707[16:26:10] <diesieben07> it even
works across dimensions
L1708[16:26:34] <fry> why 1.7.10?
L1709[16:26:51] <williewillus> next step:
remodel it into the Pocket Edition/W10M camera model so they have
one less "exclusive feature"
L1710[16:27:00] <diesieben07> because
that is where i started on and i am finishing it before i do the
update
L1711[16:27:34] <fry> why?
L1712[16:28:02] <diesieben07> because the
order does not matter if its not even released yet does it?
L1713[16:28:13] <fry> order?
L1714[16:28:22] <diesieben07> first
update then finish or first finish then update
L1715[16:28:33] <gigaherz> welll
L1716[16:28:47] <gigaherz> depends on how
much of "finish" needs to be repeated for the
update
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L1718[16:29:03] <diesieben07> not much i
would guess...?
L1719[16:29:08] <gigaherz> no idea
L1720[16:29:29] <fry> first update then
finish is definitely less effort than first finish then
update
L1721[16:29:38] <diesieben07> yes it
probably is
L1722[16:29:42] <gigaherz> I have no idea
what is involved in rendering the POV of the camera
L1723[16:29:44] <diesieben07> but i am
not a robot and i am lazy and i am putting it off
L1724[16:30:03] <fry> nonsense
L1725[16:30:03] <diesieben07> gigaherz,
make a framebuffer, call EntityRenderer.renderWorld or however its
called
L1726[16:30:08] <fry> we all know you are
a robot :P
L1727[16:30:08] <diesieben07> i already
checked, its same in 1.8
L1728[16:30:12] <gigaherz> ah
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L1732[16:36:02] <OrionOnline> why is it
so hard to generate a second instance of the same freaking
model
L1733[16:36:15] <gigaherz> eh?
L1734[16:36:24] <diesieben07> you don't
need to.
L1735[16:36:28] <diesieben07> models are
immutable
L1736[16:36:31] <OrionOnline> I need to
modify it
L1737[16:36:35] <diesieben07> in what
way?
L1738[16:36:43] <OrionOnline> I need to
color the texture during runtime
L1739[16:36:51] <OrionOnline> In
particular that of a OBJModel
L1740[16:36:53] <diesieben07> like a
tint?
L1741[16:36:57] <OrionOnline> yes
L1742[16:37:28] <OrionOnline> exactly
like a tint
L1743[16:37:33] <OrionOnline> But only on
a part of the model
L1744[16:37:35] <OrionOnline> Not on the
whole
L1745[16:37:49] <diesieben07> you
probably have to create a new custom model and generate a new
versino of the BakedQuads
L1746[16:37:53] <diesieben07> but fry
would know better
L1747[16:37:59] <fry> I don't :P
L1748[16:38:21] <OrionOnline> Yep tried
that
L1749[16:38:22] <diesieben07> i can't
believe i actually somewhat understand this model rendering
stuff
L1750[16:38:40] <OrionOnline> Not
working, the model is cached in the OBJLoader
L1751[16:38:52] <gigaherz> uh
L1752[16:38:53] <OrionOnline> i just get
the original back and i cannot modify that
L1753[16:39:02] <gigaherz> request the
bakequads
L1754[16:39:04] <gigaherz> edit
them
L1755[16:39:11] <gigaherz> and then
return YOUR IBakedModel
L1756[16:39:15] <diesieben07> no do not
edit THEM
L1757[16:39:19] <diesieben07> create NEW
baked quads
L1758[16:39:20] <OrionOnline> I was told
that editing the bakedquads was bad, like really bad
L1759[16:39:21] <gigaherz> well duplicate
them
L1760[16:39:24] <williewillus> copy
everything
L1761[16:39:25] <diesieben07> do NOT
modify quads
L1762[16:39:30] <gigaherz> sorry wrong
word
L1763[16:39:31] <williewillus> can you
even?
L1764[16:39:37] <gigaherz> I mean
"duplicate them changing the numbers"
L1765[16:39:44] <williewillus> i thought
quads were immutable or is that not enforced
L1766[16:39:45] <OrionOnline> So i
thought i edit the IModel (not the baked)
L1767[16:39:55] <OrionOnline> Which seems
a nice as place as any todo so
L1768[16:40:08] <diesieben07> no, you
cannot edt models
L1769[16:40:10] <OrionOnline> But i
cannot get a copy of the OBJModel that has no references what so
ever to the original
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L1771[16:40:11] <diesieben07> baked or
not
L1772[16:40:17] <gigaherz> well the
baking is a lie, in the caseof b3d/obj
L1773[16:40:22] <gigaherz> since the
IBakedModel isn't actually baked
L1774[16:40:29] <williewillus> it
is
L1775[16:40:32] <OrionOnline> Why is that
so? Why am i not allowed to edit the model prebake?
L1776[16:40:32] <gigaherz> it isn't truly
baked until the first time someone calls getGeneralQuads
L1777[16:40:33] <williewillus> the inside
just stays spongy
L1778[16:40:40] <williewillus> you don't
"edit" models
L1779[16:40:42] <williewillus> they're
immutable
L1780[16:40:43] <diesieben07> because it
is immutable.
L1781[16:40:51] <williewillus> you call
things and you get a new IModel back
L1782[16:41:20] <OrionOnline> Why would
they be immutable, specifically in the OBJ their is no use of a
immutable set on the groups, faces, vertices or any other part that
limits me from doing so
L1783[16:41:31] <OrionOnline> see
williewillus that is a lie
L1784[16:41:31] <williewillus> because if
they were mutable we would ahve LOTS of problems
L1785[16:41:34] <diesieben07> imho the
OBJ stuff is horribly broken in this regard.
L1786[16:41:41] <williewillus> which
apparently they are
L1787[16:41:44] <williewillus> blame
shade
L1788[16:41:45] <williewillus> :P
L1789[16:41:46] <diesieben07> the baked
obj mode is not actually baked and shit like that.
L1790[16:41:49] <diesieben07> i already
did
L1791[16:41:53] <diesieben07> he had some
excuse i did not unerstand
L1792[16:41:57] <OrionOnline> You get a
new instance of the IModel back, which is a shalow copy of the
original with the changed values
L1793[16:42:02] <williewillus> ew
L1794[16:42:05] <williewillus> what the
hell
L1795[16:42:07] <diesieben07> that is
ok
L1796[16:42:14] <diesieben07> since they
are immutable there is nothing wrong with it
L1797[16:42:20] <OrionOnline> no
diesieben that is not okey
L1798[16:42:23] <diesieben07> it just
says "this original model + these changes"
L1799[16:42:26] <diesieben07> thats
TOTALLY fine.
L1800[16:42:27]
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L1801[16:42:34] <diesieben07> since you
know original cannot change
L1802[16:42:45] <OrionOnline> Since the
OBJModel for example allows me to modify the materials, these
changes however are not passed on to the vertices
L1803[16:42:53] <SpiderC> guys
L1804[16:43:00] <OrionOnline> Which is my
problem right about now
L1805[16:43:00] <williewillus> what are
you even trying to do again xD
L1806[16:43:35] <OrionOnline> I am trying
to color a specific part of the OBJModel (so one material)
depending on the data coming from my API=
L1807[16:43:53] <OrionOnline> the
OBJState, only allows me to color all of it, or none
L1808[16:44:03] <OrionOnline> Which is
quite useless to me right now
L1809[16:44:30] <SpiderC> gente, se eu
quiser que uma planta spawne embaixo de uma folha, o que eu farei?
já botei para a planta spawnar na folha, mas ela só spawna na parte
de cima... (google translator, i´m brazillian :b)
L1810[16:44:34] <SpiderC> ops
L1811[16:44:40] <SpiderC> people, if I
want a spawner plant under a sheet, what will I do? the spawn have
choked on leaf plant, but it only spawns on top ...
L1812[16:45:07] <SpiderC> well
L1813[16:45:14] <SpiderC> just spawn the
plant under the leaves
L1814[16:45:15] <SpiderC> not on
top
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L1817[16:45:37] <OrionOnline>
williewillus, any idea how to handle that, in a way that does not
involve copying the quads around
L1818[16:45:38] <OrionOnline> ??
L1819[16:46:02] <SpiderC> hey
L1820[16:46:06] <SpiderC> if you make a
obj
L1821[16:46:08] <SpiderC> with all
collors
L1822[16:46:19] <SpiderC> and put right
click, it changes the model?
L1823[16:46:19] <williewillus> uh any
brazilians want to translate the original sentence because google
translate sucks
L1824[16:46:56] <SpiderC> haha,
really
L1825[16:47:15] <SpiderC> but, what i
need to do
L1826[16:47:23] <SpiderC> to spawn the
crop under the leaves, not on top
L1827[16:48:04] <SpiderC> i tried to
change the spawn
L1828[16:48:19] <SpiderC> but it justs
spawns on top
L1829[16:48:27] <SpiderC> like a normal
crop
L1830[16:48:43] <williewillus> yeah sorry
idk what you mean by crop, they don't spawn on leaves
L1831[16:50:03] <SpiderC> not a
crop
L1832[16:50:04] <SpiderC> a plant
L1833[16:50:15] <SpiderC> and i change
the spawn
L1834[16:50:19] <SpiderC> and it spawns
on leaves
L1835[16:50:30] <SpiderC> normal, but i
want to they spawn under the leaves
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L1838[17:08:20] <SpiderC> forget
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L1840[17:13:48] <shadekiller666>
OrionOnline, about the direct reference to the material vs the
name, it depends on how the vertex needs to interact with said
material, and if there is access to the material map from whereever
it is needed
L1841[17:14:20] <shadekiller666>
sometimes its fine to just store the name of the material, other
times its better to have a direct reference
L1842[17:15:04] <OrionOnline> True, but
it makes things way more complicated then it needs to be, during
the actuall baking (so when it grabs the general quads for
example), it has acces to the model.... Which means it has acces to
the matlib
L1843[17:16:23] <OrionOnline>
shadekiller666, sorry for the rant...
L1844[17:16:51] <OrionOnline> It is just
that some limitations on the model system, how should i put it,
very limiting ot making it extremely complex
L1845[17:17:39] <OrionOnline> And i
personally donnot like ASM... SO i have to use a hacky other way
around those
L1846[17:17:55] <shadekiller666>
hmmm
L1848[17:18:18] <OrionOnline> In the end
it works
L1849[17:18:19] <shadekiller666> Face
stores the material name
L1850[17:18:39] <shadekiller666> vertex
having the material may be left over from prior versions
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L1852[17:19:18] <OrionOnline> yep which
is fine, and actually worked as i thougt it would, but nope when it
bakes it it uses a reference from the vertex, which was next to the
float division bug from earlier causing the fact that i only saw a
complete iron one
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L1854[17:19:56] <shadekiller666> if i
remember correctly
L1855[17:21:05] <shadekiller666> it is
possible for vertices to have completely different materials from
the face that they are contained in
L1856[17:21:30] <shadekiller666> i don't
remember if it is possible for those materials to not be in the
material map
L1857[17:22:00] <OrionOnline> See as far
as i can see that is not possible
L1858[17:22:21] <OrionOnline> The
material state ment usemtl comes after the vertexes and before the
faces in the OBJ file
L1859[17:22:39] <shadekiller666> i'm
assuming you're looking at the released version of the OBJModel
code right?
L1860[17:22:44] <OrionOnline> Yep
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L1862[17:23:14] <OrionOnline> I am
currently looking at 1757
L1864[17:24:31] <OrionOnline> Let me
see
L1865[17:24:33] <shadekiller666>
1757?
L1866[17:24:53] <shadekiller666> OBJModel
is only 1623 in the released version :P
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L1868[17:25:11] <shadekiller666> i should
really give the obj loader a version number...
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L1876[17:33:39] <OrionOnline> The current
released version of forge is 1757
L1877[17:33:49] <OrionOnline> Which is
what i am using
L1878[17:34:15] <OrionOnline> And
shadekiller666 the bug with the color is not in that code as you
are not processing an int anymore as a color but a vector4f
L1879[17:34:47] <shadekiller666> oh
L1880[17:34:57] <shadekiller666> ok
L1881[17:36:33] <OrionOnline> so it is
fixed their
L1882[17:36:48] <OrionOnline> And that
version their seems much more functional then the one we are
currently using
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L1886[17:40:48] <shadekiller666> ya
L1887[17:41:02] <shadekiller666> there
are some much needed improvements in those updates
L1888[17:41:51] <OrionOnline> Is there a
way to get the Localized name of a block depending on its
state?
L1889[17:42:46] <gigaherz> localized
names don't really exist for blocks
L1890[17:43:12] <gigaherz> the method in
it is just for the default ItemBlock
L1891[17:43:20] <RANKSHANK> You'd have to
use the ItemBlock
L1892[17:43:25] <gigaherz> so you'll need
your own ItemBlock that overrides getUnlocalizedName(meta)
L1893[17:43:29] <gigaherz> well
(ItemStack)
L1894[17:43:37] <OrionOnline> So if i
want an custom one their i need an ItemBlock okey
L1895[17:43:45] <OrionOnline> How do i
register a custom ItemBlock again?
L1896[17:44:02] <gigaherz>
registerBlock(theblock, ItemBlockX.class, "name")
L1897[17:44:04] <RANKSHANK> Add the class
to the block registry
L1898[17:44:19] <shadekiller666>
there*
L1899[17:45:00]
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L1901[17:46:32] <RANKSHANK> ?
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L1907[18:03:32] <gigaherz> Hm....
L1908[18:04:47] <gigaherz> I wonder if
there's any mod that adds some sort of upgradeable energy blades
(something like star wars lightsabers)
L1909[18:05:13] <gigaherz> (well there's
obviously a lightsabers mod, that I didn't doubt)
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L1912[18:30:44] <shadekiller666> fry,
about the groups thing, what do you think about how i implemented
it?
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L1916[18:51:02] <LexManos> !gf
func_70080_a
L1917[18:51:08] <LexManos> !gm
func_70080_a
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L1919[18:54:49] <williewillus> ugh I hate
the chest close sound in 1.9 :P
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L1934[19:28:17] <Techfoxis> Can a block
have a PropertyInteger value of 1...16?
L1935[19:29:26] <Techfoxis> I'm having a
problem where when the property=16 it turns into a different block
from my mod
L1936[19:29:44] <Techfoxis> It worked for
0...15
L1937[19:29:55] <tterrag> sure, just tell
it that's the range
L1938[19:30:03] <tterrag>
PropertyInteger.create takes a min and max
L1939[19:30:58] <williewillus> and if its
saving to meta shift it down one :p
L1940[19:31:34] <Techfoxis> That's what
it's set to, but when I use World.setBlockState(pos, state), when I
use the 16 variant it turns into a different block
L1941[19:32:19] <Techfoxis> I have a
creative mode only dev-tool that cycles through them.
L1942[19:32:32] <williewillus> did you
set default state
L1943[19:32:42] <williewillus> and do
your state-meta methods map one to one
L1944[19:33:17] <Techfoxis> Yep, if I set
it to use the value=16 variant, it places a different block.
L1945[19:33:35] <gigaherz> Techcable:
your getMetaFromState
L1946[19:33:38] <williewillus> yup
L1947[19:33:40] <gigaherz> and
getStateFromMeta
L1948[19:33:42] <gigaherz> show them to
us
L1949[19:33:48] <williewillus> ^
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L1951[19:33:53] <tterrag> "your
methods. give them to me"
L1952[19:34:02] <williewillus> things get
really weird if your getMetaFromState/getStateFrommeta are
wrong
L1953[19:34:07] <williewillus> the game
doesnt crash but weird things happen
L1954[19:34:34] <tterrag> I suspect
what's happening is bit packing magic
L1955[19:34:46] <tterrag> stateID = id
<< 4 | meta
L1956[19:34:54] <tterrag> meta = 16 so id
gets upped by 1
L1957[19:35:13] <tterrag> so you get the
state for the next block
L1958[19:35:24] <tterrag> you essentially
have a 2-to-1 mapping
L1959[19:35:27] <williewillus> heh
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L1962[19:36:00] <tterrag> that's the only
explanation I see making sense
L1964[19:36:15] <williewillus> YUP
L1965[19:36:18] <williewillus> woopos
caps
L1966[19:36:19] <tterrag> solution:
getMetaFromState() { return state.getProperty(PROPERTY) - 1;
}
L1967[19:36:34] <williewillus> yeah -1
and +1, the only valid meta values are [0, 15]
L1968[19:36:41] <tterrag> question, why
bother doing 1..16?
L1969[19:36:44] <tterrag> you're a
programmer
L1970[19:36:46] <tterrag> use 0 based
ranges
L1971[19:36:46] <gigaherz> return new
BlockState(this, new IProperty[]{ PROPERTY_NUTRIENTS_LEVEL
});
L1972[19:36:49] <williewillus> 0 indexed
:P
L1973[19:36:50] <gigaherz> you don't need
that array, Techfoxis
L1974[19:36:55] <gigaherz> it's a
variadic function
L1975[19:37:07] <gigaherz> just do:
return new BlockState(this, PROPERTY_NUTRIENTS_LEVEL );
L1976[19:37:22] <gigaherz> (that's just a
remark, the solution was given by tterrag)
L1977[19:37:41] <tterrag> the true
solution is to use a 0 indexed range
L1978[19:37:49] <tterrag> it just makes
things simpler
L1979[19:37:51] <gigaherz> meh it can
look nicer in the F3 screen ;P
L1980[19:37:59] <williewillus> which no
one looks at :P
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L1982[19:38:13] <Techfoxis> That's what I
was going for gigaherz!
L1983[19:38:20] <gigaherz> but
really
L1984[19:38:30] <gigaherz> if you want to
keep 1,16 then always keep in mind
L1985[19:38:35] <gigaherz> metadata MUST
remain in the 0..15 range
L1986[19:38:41] <gigaherz> so you have to
"fix" the number
L1987[19:38:46] <gigaherz> which in this
case can simply be -1
L1988[19:38:58] <williewillus> and +1 for
meta->state
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L1990[19:39:11] <Techfoxis> ;( Lol,
that's the first question I asked when I joined this session
L1991[19:39:23] <williewillus> what
question lol
L1992[19:39:24] <Techfoxis> Well, sort
of
L1993[19:39:38] <gigaherz> minecraft
keeps only 4 bits of metadata, so you can do whatever you want with
those bits
L1994[19:39:40] <Techfoxis> I forgot I
asked if I could set the value not the meta.
L1995[19:39:40] <tterrag> no you
didn't
L1996[19:39:43] <gigaherz> so long as you
only use those 4 bits
L1997[19:39:48] <tterrag>
<Techfoxis> Can a block have a PropertyInteger value of
1...16?
L1998[19:39:49] <tterrag> answer:
yes
L1999[19:40:03] <tterrag> it can have
42..69
L2000[19:40:05] <tterrag> it doesn't
matter
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L2002[19:40:15] <Techfoxis> Yeah, I
understand now.
L2003[19:40:18] <williewillus> hm, does
any place in vanilla actually use getActualState to check a
TE?
L2004[19:40:22] <gigaherz> (it can't be
-16..-1 though, it's limited to positives :(
L2005[19:40:25] <tterrag> someone add an
!xy command to mcpbot pls
L2006[19:40:38] <tterrag> gigaherz: not
if you write your own :P
L2007[19:40:50] <gigaherz> williewillus:
no vanilla does not have TE-dependant blockstates
L2008[19:40:54] <gigaherz> IIRC
L2009[19:40:58] <bspkrs> tterrag, !xy
command?
L2011[19:41:11] <tterrag> just link to
that :P
L2012[19:41:22] <williewillus> lol
L2014[19:41:42] ***
fry is now known as fry|sleep
L2015[19:41:49] <tterrag> really just
more examples
L2016[19:43:00] <unascribed> now I know
the name for it and can call people out for it and be all
angry
L2017[19:43:10] <tterrag> yes, it comes
up quite often
L2018[19:43:13]
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L2019[19:43:30] <unascribed> though it
does seem like it's also possible to go too far in the other
direction
L2020[19:43:33] <Techfoxis> gigaherz:
Thanks for the tip about the property array.
L2021[19:43:34] <tterrag> especially for
such a specialized system as forge+MC, people pigeonhole their
problems down to a very specific solution they want to try
L2022[19:43:54] <unascribed> it seems
like people avoid answering my questions because I give too much
information about the problem I'm trying to solve
L2023[19:44:01] <tterrag> unascribed:
anyone with a task broad enough that it is unexplainable should be
able to solve their own dang problem, or ask resaonable questions
:P
L2024[19:45:46]
⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
()
L2025[19:46:08] *
unascribed now has /xy
L2026[19:46:19] <unascribed> What are you
*really* trying to do?
L2027[19:47:04]
⇨ Joins: Xilef11
(~EiraIRC@bas1-ottawa09-2925288638.dsl.bell.ca)
L2028[19:47:57] <VikeStep> XY problem was
really common when helping non-coder friend doing the compulsory
python course for their electrical degrees
L2029[19:48:05] <VikeStep> non-coder
friends*
L2030[19:48:13] <Techcable> wat
L2031[19:48:14]
⇨ Joins: Naiten (Naiten@77.34.252.62)
L2032[19:48:23] <VikeStep> they'd ask me
how to do really complex stuff
L2033[19:48:34] <VikeStep> when it can be
much simpler
L2034[19:48:50] <VikeStep> or do you mean
wat about compulsory python course for electrical degrees?
L2035[19:48:52] <Techcable> yeah, I mean
I was wondering why I was pinged
L2036[19:49:01] <VikeStep> lol
L2037[19:49:16]
⇨ Joins: MonkeyTyrant
(~MonkeyTyr@stjhnbsu1kw-047055176111.dhcp-dynamic.FibreOp.nb.bellaliant.net)
L2038[19:49:23] <VikeStep> Techcable,
someone meant to ping someone else
L2039[19:49:23] <Techcable> though it
does seam silly that they require you to learn python to be an
electrical engineer
L2040[19:49:37] <Techcable> okay
L2041[19:49:37] <VikeStep> actually, that
is just the first programming course
L2042[19:49:42] <Techcable> :/
L2043[19:49:45] <VikeStep> all electrical
engineers at our uni do assembly and embedded systems
L2044[19:49:55] <VikeStep> as a
compulsory course
L2045[19:50:01] <Techcable> wat
L2046[19:50:17] <Techcable> thats
silly\
L2047[19:50:20] <williewillus> why not
Java
L2048[19:50:32] <williewillus> since it's
closer in heritage and syntax to C
L2049[19:50:33] <VikeStep> software
engineers do a Java course
L2050[19:50:48] <VikeStep> but its not
compulsory for electrical
L2051[19:50:51] ***
DarkevilAway is now known as Darkevilmac
L2052[19:51:14] <unascribed> it'd
probably be easier to learn Java than Python..
L2053[19:51:16] <VikeStep> it's not
specifically "learn 2 java" though, it's just different
sides of programming
L2054[19:51:29] <unascribed> It's a messy
scripting language bent to do lots of things with many different
requirements
L2055[19:51:45] <unascribed> and it has
multiple styles of programming just tacked onto it
L2056[19:51:45] <VikeStep> unascribed, au
contraire mon frere
L2057[19:51:48] <unascribed> pain au
fromage
L2058[19:51:54] <MonkeyTyrant> I did C,
Assembly, VHDL, Java, and MATLAB in my required courses
L2059[19:52:05] <Techfoxis> I'm one of
those people who thought Javascript was the best, then I tried Ruby
and realized that the world was right, Javascript pretty much
sucks.
L2060[19:52:14] <unascribed> I hate
JavaScript
L2061[19:52:16] <unascribed> but I use it
anyway
L2062[19:52:17] <VikeStep> oh yeah,
everyone knows MATLAB
L2063[19:52:19] <unascribed> because it's
the simplest solution
L2064[19:52:26] <VikeStep> it was part of
out Problem Solving course...
L2065[19:52:29] <VikeStep> our*
L2066[19:52:32] <williewillus> i'm doing
c/assembly in my class right now
L2067[19:52:40] <Techfoxis> Ruby is so
beautiful...
L2068[19:52:50] <unascribed> I never
particularly liked Ruby
L2069[19:52:56] <unascribed> but half of
the good software I use is written in Ruby
L2070[19:52:58] <unascribed> so maybe
that's a sign
L2071[19:53:13] <MonkeyTyrant> I find
Ruby difficult to read
L2072[19:53:20] <williewillus> team
python :P
L2073[19:53:23] <Techfoxis> Not the most
resource efficient programming language.
L2074[19:53:24] <unascribed> the other
half is stuff written in JS that is pretending to be good but is
actually a horrifying mess underneath
L2075[19:53:27] <unascribed> funny how JS
stuff does that
L2076[19:53:34] <VikeStep> See, I keep
wanting to learn all these different languages, but to what end
haha, I might learn ruby, but I'll probably never use it
L2077[19:53:42] <unascribed> learn
everything
L2078[19:53:49] <unascribed> you'll
naturally settle on one (or more) languages
L2079[19:53:49] <unascribed> or
not.
L2080[19:53:50] <VikeStep> I just need:
Python, Java/C#, and C/C++
L2081[19:54:03] <VikeStep> even using C#
for web dev (ASP.NET)
L2082[19:54:06] <MonkeyTyrant> I learned
Ruby so I could edit a script. I wouldn't build something from
scratch using it
L2083[19:54:50] <VikeStep> Currently
learning Haskell though, since I need to learn functional
programming properly
L2084[19:54:58] <MonkeyTyrant> the most
useful languages I've learned are Java, Python, and PHP
L2085[19:55:53] <MonkeyTyrant> the least
useful I've learned is Prolog
L2086[19:57:06] <unascribed> I should
write a webapp in assembly
L2087[19:57:18]
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L2088[19:59:25] <gigaherz> unascribed:
you could, cgi interface
L2089[19:59:33] <unascribed> cgi is
cheating
L2090[19:59:36] <gigaherz> although I
doubt there's any modern server that still runs cgi by
defailt
L2091[19:59:37] <gigaherz> XD
L2092[19:59:43] <gigaherz> default*
L2093[19:59:47] ***
Techfoxis is now known as Techfoxis|Away
L2094[19:59:49] <MonkeyTyrant> I'd like
to see if that's possible in straight assembly
L2095[19:59:56] <unascribed> um
L2096[19:59:57] <gigaherz> cgi?
sure
L2097[19:59:57] <unascribed> yes
L2098[19:59:57]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L2099[19:59:57] <williewillus> anything
is possible in assembly
L2100[20:00:07] <williewillus> :P
L2101[20:00:08] <gigaherz> cgi works by
placing the GET/POST variables on the environment
L2102[20:00:18] <gigaherz> piping the
input to stdin, and the output to stdout
L2103[20:00:29] <gigaherz> the rest is up
to you
L2104[20:00:35] <MonkeyTyrant> wouldn't
you have to right the whole server too?
L2105[20:00:43] <williewillus> yeah
L2106[20:00:44] <gigaherz> ?
L2108[20:00:47] <williewillus> but again
its possible in assembly
L2109[20:00:53] <williewillus> you can do
whatever the shit you want :P
L2110[20:00:57] <MonkeyTyrant> possible,
but so very painful
L2111[20:01:18] <unascribed> someone just
linked me that in Mumble
L2112[20:01:19] <unascribed> lol
L2113[20:01:21]
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L2115[20:01:43] <VikeStep> some of us
write mods in bytecode :P then we can write web apps in
assembly
L2116[20:02:04] <unascribed> the first
one is me sending it along with "someone in IRC sent
this" and the second is someone responding to me mentioning
the idea of writing a webapp in assembly
L2117[20:02:04] <williewillus> not whole
mods
L2118[20:02:14] <VikeStep> but you
can
L2119[20:02:15] <williewillus> if youre
writing whole logic units in ASM you need a doctor
L2120[20:02:37] <williewillus> ASM should
always just be a one line redirect hook or modification :P
L2121[20:02:42] <tterrag> a psychiatrist
really
L2122[20:06:45]
⇦ Quits: Naiten (Naiten@77.34.252.62) (Ping timeout: 198
seconds)
L2123[20:06:59] <infinitefoxes_> is it
not possible to use an inner class as my packet handler... ?
L2124[20:07:06] <unascribed> needs to be
static
L2125[20:07:14] <unascribed> all my
packet classes are inners
L2126[20:07:18] <unascribed> so yes it
does work
L2127[20:09:03] <infinitefoxes_> even
being static it's still throwing java.lang.NoSuchMethodException:
MyPacket$Handler.<init>()
L2128[20:09:19] <infinitefoxes_> and
there's a blank constructor for it as well
L2129[20:09:22] <williewillus>
public?
L2130[20:09:27]
⇨ Joins: sinkillerj
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L2131[20:09:34] <infinitefoxes_>
yep
L2132[20:09:37] <williewillus> post
code?
L2133[20:10:17]
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(~FusionLor@ip70-190-176-197.ph.ph.cox.net)
L2134[20:10:19]
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(Quit: Leaving)
L2136[20:11:01] <infinitefoxes_> and for
registering the packet
L2137[20:11:04] <infinitefoxes_>
instance.registerMessage(PacketAcceptInvite.Handler.class,
PacketAcceptInvite.class, discriminant++, Side.SERVER);
L2138[20:11:09] <tterrag> packet doesn't
have an init method
L2139[20:11:20] <tterrag> packet needs a
no-args constructor, I mean
L2140[20:11:46] <unascribed> secret
identity of infinitefoxes confirmed
L2141[20:11:55] <infinitefoxes_> oh
really?
L2142[20:12:22] <unascribed> oh, yeah,
tterrag is right
L2143[20:12:25] <unascribed> I was
focusing on the Handler
L2144[20:12:26] <tterrag> of course
L2145[20:12:32] <unascribed> but there's
no noarg constructor for the message itself
L2146[20:12:33] <infinitefoxes_> still
crashing
L2147[20:12:35] <infinitefoxes_> same
reason
L2148[20:12:39] <tterrag> in fact,
handlers DON'T need a default constructor if you supply an instance
rather than a class
L2149[20:12:48] <tterrag> but packets
must be created on demand on the receiving end
L2150[20:12:53] <tterrag> using
reflection
L2151[20:12:58] <tterrag> infinitefoxes_:
full stack trace, and REAL code
L2152[20:13:03] <tterrag> now this edited
stuff :P
L2153[20:13:06] <tterrag> not*
L2154[20:13:11] <infinitefoxes_> well I
didn't think the other bits were relevant
L2155[20:13:15] <infinitefoxes_> but fair
enough
L2157[20:15:35]
⇦ Quits: vsg1990
(~vsg1990@pool-74-110-57-203.bflony.fios.verizon.net) (Quit:
Leaving)
L2158[20:15:41] <infinitefoxes_>
apparently editing that gist with the stacktrace didn't work
L2159[20:15:44] <tterrag> why register it
to both sides?
L2160[20:16:33] <infinitefoxes_> it's
commented out for a reason
L2162[20:16:48] <tterrag> no it's
not?
L2163[20:16:59] <tterrag> oh, sorry
L2164[20:17:00] <tterrag> misread
L2165[20:17:14] <tterrag> still, full
stacktrace
L2166[20:17:26] <tterrag> you can add
files in an edit
L2167[20:17:30] <williewillus> also arent
you supposed to return a reply packet instead of sneding one
separately?
L2168[20:17:34] <infinitefoxes_> getting
a "content can't be empty"
L2169[20:17:36] <infinitefoxes_> so I'll
just make a new gist for it
L2170[20:17:49] <williewillus> (shudders
with flashbacks of that one guy trying to hack around simpleimpl a
couple weeks ago)
L2172[20:18:48] <williewillus> huh, the
default constructor didnt get generated?
L2173[20:19:16]
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L2174[20:19:18] <infinitefoxes_> I'll try
adding a blank constructor to my handler in case it didn't
L2175[20:19:36] <tterrag> maybe your
project isn't building or something?
L2176[20:19:51] <tterrag> if it didn't
generate one then your class has no constructor, which is invalid
:P
L2177[20:20:07] <infinitefoxes_> errr how
do I rebuild the project then in IntelliJ?
L2178[20:20:23] <tterrag> you could print
out Handler.class.getConstructors
L2179[20:20:23] <infinitefoxes_> scratch
that, found it
L2180[20:20:26] <tterrag> just to
see
L2181[20:20:35] <tterrag> also what
williewillus said
L2182[20:20:39] <tterrag> don't send a
packet from a packet
L2183[20:20:43] <tterrag> that's going to
result in threading issues
L2184[20:20:46] <tterrag> just return
it
L2185[20:20:50] <infinitefoxes_> it's
copy-pasted, I know
L2186[20:20:59] <infinitefoxes_> :p
L2187[20:21:01] <tterrag> there's a
reason it's REQ,RESP
L2188[20:21:06] <infinitefoxes_>
yep
L2189[20:21:17] <infinitefoxes_> adding
the blank constructor worked, but shouldn't the compiler be
generating that for me?
L2190[20:21:26] <williewillus> yeah
L2191[20:21:31] <williewillus> are you
using eclipse?
L2192[20:21:34] <infinitefoxes_>
intellij
L2193[20:21:39] <williewillus> might be
eclipsec doing nonstandard shit again
L2194[20:21:42] <williewillus> oh
nvm
L2195[20:21:45]
⇨ Joins: fuj1n (~fuj1n@101.190.105.229)
L2196[20:21:53] <tterrag> again
L2197[20:21:59] <tterrag> remove it and
do Handler.class.getConstructors
L2198[20:22:01] <tterrag> I'm
interested
L2199[20:22:14] <infinitefoxes_> waiting
for my editor to respond again :p
L2200[20:22:18] <tterrag> there has to be
*something*
L2201[20:25:01]
⇨ Joins: mousieamie
(~amyt@c-67-180-195-205.hsd1.ca.comcast.net)
L2203[20:25:59] <infinitefoxes_> I
removed the blank constructor and now it suddenly works
though
L2204[20:26:06] <tterrag> yeah
L2205[20:26:09] <williewillus> probably
wasnt building properly
L2206[20:26:12] <tterrag> so as I
thought, something wasn't being built
L2207[20:26:26] <infinitefoxes_> wouldn't
put it past this craptop to be messing stuff like that up
L2208[20:29:26] ***
Vigaro is now known as Vigaro|AFK
L2209[20:29:50]
⇨ Joins: Drullkus (~Drullkus@4.16.40.115)
L2210[20:29:53] <infinitefoxes_>
unascribed: so, guessed who I am yet?
L2211[20:30:04] <unascribed> it's kind of
your github username
L2212[20:30:08] <unascribed> that's what
I pointed out >.>
L2213[20:30:13] <infinitefoxes_> oh,
didn't see it
L2214[20:30:20] ***
PaleoCrafter is now known as PaleOff
L2215[20:31:21]
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L2216[20:33:02] <infinitefoxes_> my only
reason for joining with a different nick was because looking
through my IRC bouncer's logs showed that you guys didn't uhm
L2217[20:33:05] <infinitefoxes_>
particularly like the Aether
L2218[20:33:12]
⇨ Joins: Cobbleopolis
(~Cobbleopo@2602:302:d104:c430::45)
L2219[20:33:12] <infinitefoxes_> and I
didn't want that to get in the way of anything
L2220[20:33:13] <unascribed> lol
L2221[20:33:18] <williewillus> i don't
not like it :P
L2222[20:33:26] <williewillus> it's just
been semi dead for the past half decade
L2223[20:33:29] <williewillus> haha
L2224[20:33:39] <infinitefoxes_> semi is
a bit of an understatement
L2225[20:33:42] <infinitefoxes_>
haha
L2226[20:33:44] <unascribed> I'm the one
that went to the trouble of decompiling, patching, and merging the
damn thing to fix a few annoying bugs
L2227[20:33:48] <unascribed> I wouldn't
do that if I didn't like the mod
L2228[20:33:56] <infinitefoxes_> I'm
aware
L2229[20:33:57] <williewillus> how did
that work out lol
L2230[20:34:07] <williewillus> were you
patches actually taken?
L2231[20:34:11] <infinitefoxes_> we ended
up merging your fixes fyi
L2232[20:34:13] <unascribed> I
resubmitted it as nonexperimental because someone asked me to and
it was inexplicably rejected
L2233[20:34:14] <unascribed> oh, and
yes
L2234[20:34:17] <infinitefoxes_> most of
them, anyways
L2235[20:34:22] <unascribed> but like one
patch was missed and it was BBoldt's favorite
L2236[20:34:27] <unascribed> so I had to
make an ASM mod
L2237[20:34:33] <williewillus> what did
it do?
L2238[20:34:35] <infinitefoxes_> what
exactly was that?
L2239[20:34:46] <unascribed> fixes the
Tab stuff not checking the class hierarchy
L2240[20:34:55] <infinitefoxes_> hm
L2241[20:34:58] <unascribed> EiraIrc and
TabbyChat extend the chat gui and tabs do an equality
comparison
L2242[20:35:08] <infinitefoxes_> might've
not merged it back into the main branch then
L2243[20:35:46] <unascribed> either way
as long as I have a custom modpack there will be some form of
Aether II patching :P
L2244[20:35:58] <williewillus> hows the
1.8 port been going so far? :P
L2245[20:36:04] <unascribed> at least now
it's not a redistribution
L2246[20:36:25] <infinitefoxes_>
williewillus: it's been going pretty steadily
L2247[20:36:28] <infinitefoxes_> most of
the time it's taken is just
L2248[20:36:39] <williewillus> good
L2249[20:36:41] <infinitefoxes_> getting
beta 1.7.3 code that's been patched to death over the years
rewritten for 1.8
L2250[20:36:48] <infinitefoxes_> it's why
1.7 is a disaster
L2251[20:36:53] <unascribed> wait
L2252[20:36:57] <williewillus> ? i
thuoght aether ii was rewrite?
L2253[20:37:01] <unascribed> the 1.7
version of Aether *wasn't* a complete rewrite?
L2254[20:37:02] <unascribed> what in
hell
L2255[20:37:12] <williewillus> *1.6
aether II came out for 1.6
L2256[20:37:36] <infinitefoxes_> 1.7
wasn't a complete rewrite afaik
L2257[20:37:40] <infinitefoxes_> I wasn't
part of the team during that time
L2258[20:37:45] <infinitefoxes_> there's
code in git dating back to MC 1.2.5
L2259[20:37:49] <williewillus> i also
thought aether II was a full rewrite
L2260[20:37:56]
⇨ Joins: Spider
(~NETVirtua@201-29-232-230.user.veloxzone.com.br)
L2261[20:38:01] <williewillus> apparently
not lol
L2262[20:38:04] <unascribed>
williewillus, 1.6 does not exist
L2263[20:38:10] <infinitefoxes_> 1.6 does
:p
L2264[20:38:13] <unascribed> no
L2265[20:38:20] <unascribed> 1.6 is a lie
made up by the government
L2266[20:38:26] <infinitefoxes_> we
removed the download links a while ago
L2267[20:38:29] <infinitefoxes_> because
of the whole EULA crap
L2268[20:38:29] <williewillus> *1.6.4
happy
L2269[20:38:34] <infinitefoxes_>
apparently we weren't allowed to do capes or something
L2270[20:38:37] <Spider> 1.6 is a
cak
L2271[20:38:37] <Spider> *cake
L2272[20:38:38] <unascribed> 1.6.4 is
also a lie
L2273[20:39:01] <infinitefoxes_> (I still
can't find any official statement from Mojang regarding adding your
own custom capes)
L2274[20:39:09] <gigaherz> the concept of
"rewrite" is different in some people
L2275[20:39:20] <gigaherz> "We are
rewriting this code!" can sometimes mean "minor
refactorings"
L2276[20:39:50] <Spider> i think a mod
cape is different
L2277[20:39:52] <gigaherz>
infinitefoxes_: it doesn't really matter, though
L2278[20:39:54] <Spider> i don´t
know
L2279[20:39:56] <unascribed> during the
initial EULA crap when Mojang decided an informal blog post is
legally binding
L2280[20:40:04] <unascribed> they
reserved capes for Mojang official business
L2281[20:40:04] <gigaherz> capes are a
gift from mojang given to special people
L2282[20:40:18] <Spider> yes, but are
special capes
L2283[20:40:22] <gigaherz> it's rude to
add other capes
L2284[20:40:24] <Spider> that works in
multiplayer
L2285[20:40:29] <Spider> in vanilla
L2286[20:40:38] <infinitefoxes_>
gigaherz: it's why we removed them in subsequent releases
L2287[20:40:47] <infinitefoxes_> we
didn't know if the EULA (well, blog post) was retroactive
L2288[20:40:50] <Spider> hmm
L2289[20:40:51] <infinitefoxes_> so we
just took down the old downloads
L2290[20:41:17] <tterrag> their language
was specifically directed at servers
L2291[20:41:19] <tterrag> not mods
L2292[20:41:27] <tterrag> it was vague
though, because blog post
L2293[20:41:38] <tterrag> but I saw
nothing in the post that said MODS could not add FREE capes
L2294[20:41:42] <infinitefoxes_> well,
one of our team members got in touch with Marc
L2295[20:41:49] <williewillus> they
obviously haven't enforced it, because see: Optifine
L2296[20:41:51] <infinitefoxes_> of which
he said, yes our capes did violate the EULA supposedly
L2297[20:42:16] <gigaherz> EULAs are
weird
L2298[20:42:21] <gigaherz> they aren't
really something that makes legal sense
L2299[20:42:23] <tterrag> what he says
doesn't matter, read the text, it doesn't mention noncommercial
capes in any way
L2300[20:42:26] <gigaherz> all they
achieve
L2301[20:42:42] <gigaherz> is that you
sortof can't compalin if they terminate the service because you
didn't follow those rules
L2302[20:42:48] <infinitefoxes_> tterrag:
it's not a huge deal for us
L2303[20:42:56] <infinitefoxes_> we were
going to replace the capes anyways
L2304[20:42:59] <gigaherz> (you can still
complain, free speech and all)
L2305[20:43:03] <tterrag> yeah capes are
lame
L2306[20:43:04] <tterrag> :D
L2307[20:43:05] <gigaherz> but things
like waiving rights and such
L2308[20:43:13] <Spider> i think, if you
want to make a cape for thor, for example, you probably will use
the cape
L2309[20:43:26] <gigaherz> the only cases
where those are legally binding is in signed contracts, and only
for some rights
L2310[20:44:05] <Fendirain> How would I
get a LayerHeldItem to move when an entity's limbs move?
L2311[20:44:08] <williewillus> its not
really that hard to get around it though, just make it not a cape,
make it like a robe or something that stays stationary and doesnt
use theri cape code
L2312[20:44:11] <williewillus> easy
:P
L2313[20:44:16] <gigaherz>
infinitefoxes_: how about custom shoulderpads? ;P
L2315[20:44:42] <williewillus> Fendirain:
that should be applied automatically
L2316[20:44:44] <Spider> just make an
armor without front
L2317[20:44:44] <unascribed> --
Mojang
L2318[20:44:54] <gigaherz> or
L2319[20:44:57] <gigaherz> tabards
L2320[20:45:01] <Fendirain> I must be
doing it wrong then.
L2321[20:45:03] <gigaherz> that go in the
front, and hanga bit low
L2322[20:45:11] <gigaherz> hang*
L2323[20:45:21] <williewillus> Fendirain:
what are you trtying to do?
L2324[20:45:43] <gigaherz> why do I even
use google images?
L2326[20:45:59] <williewillus> wtf
L2327[20:46:08] <Spider> ?
L2328[20:46:15] <unascribed> ok
L2329[20:46:20] <gigaherz> wtf kind of
pose is that?
L2330[20:46:24] <Spider> this isn´t a
cape
L2331[20:46:26] <gigaherz> is that
"how to poop with a tabard"?
L2332[20:46:28] <Spider> the assassin´s
pose
L2333[20:46:34] <tterrag> the "I'm
really tired of shooting stock photos today" pose
L2334[20:47:03] <Spider> zoom at her
face
L2335[20:48:04] <Fendirain> Most of this
push is what I have been trying to do, Which is have the
FenderiumMob have a tree chopping animation.
L2337[20:48:07] <gigaherz> tterrag:
that's a 3d model though
L2339[20:48:25] <Fendirain> I'm most
likely doing something wrong.
L2340[20:48:49] <williewillus> does your
mob ahve a custom model?
L2341[20:48:53] <Fendirain> Yep
L2342[20:48:58] <FusionLord> what is a
good mod that has an api that i can get some tips from?
L2343[20:49:01]
⇨ Joins: Techcable (~Techcable@techcable.net)
L2344[20:49:08] <williewillus>
FusionLord: thats a really broad question :P
L2345[20:49:19] <gigaherz> FusionLord:
what kind of api?
L2346[20:49:28] <unascribed> well if you
want an example on how not to do an API to add pre-init verifier
tasks
L2347[20:49:29] <tterrag> why did you
ping me
L2348[20:49:32] <tterrag> O.o
L2349[20:49:39] <FusionLord> I want other
mods to tell my mod some information :)
L2350[20:49:43]
⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping
timeout: 198 seconds)
L2351[20:49:44] <unascribed> -.-
L2352[20:49:44] <williewillus> Fendirain:
in layerhelditem postRenderArm is called on the mob's model
L2353[20:49:46] <unascribed> /xy
L2354[20:49:48] <unascribed> What are you
*really* trying to do?
L2355[20:49:51] <williewillus> yours
might not react to that
L2356[20:50:05] <Fendirain> Ah, One
sec.
L2357[20:50:16] <gigaherz> FusionLord:
that tells us nothing
L2358[20:50:50] <FusionLord> gigaherz,
then you tell me exactly what you want me to tell you then because
that is exactly what I want to do...
L2359[20:51:04] <williewillus> lol
wat
L2360[20:51:07] <gigaherz> what kind of
information?
L2361[20:51:08] <gigaherz> when?
L2362[20:51:14] <gigaherz> during init?
at runtime? periodically?
L2363[20:51:15] <williewillus> you'll
really do anything he'll say? ;p
L2364[20:51:29] <gigaherz> information
about what?
L2365[20:51:32] <gigaherz> some random
string?
L2366[20:51:43] <tterrag> and
finally
L2367[20:51:45] <gigaherz> itemstacks?
entities? block data?
L2368[20:51:46] <tterrag> why not
IMC?
L2369[20:51:48]
⇦ Quits: Techcable (~Techcable@techcable.net) (Client
Quit)
L2370[20:51:57] <FusionLord> I'm making a
gps mod that others can pass me a BlockPos and a String
L2371[20:52:05] <FusionLord> when ever
the other mod wants
L2372[20:52:21] <tterrag> a BlockPos and
a string of what?
L2373[20:52:22] <gigaherz> so you want to
have a POI api (points of interest)
L2374[20:52:22]
⇨ Joins: Techcable (~Techcable@techcable.net)
L2375[20:52:24] <gigaherz> ?
L2376[20:52:24] <Spider> hey, you guys
have a class for item creation, registering and rendering, or do
all in the main mod class?
L2377[20:52:44] <gigaherz> you could do
that with the IMC system
L2378[20:52:48] <tterrag> Spider: doing
it all in the main class is rather ugly, segmenting it is
better
L2379[20:52:51] <tterrag> separating
items and blocks
L2380[20:52:59] <williewillus> also you
can't do rendering/models in main class
L2381[20:53:05] <Spider> yes
L2382[20:53:05] <FusionLord> tterrag, a
legible String that I will draw on the screen
L2383[20:53:11] <gigaherz> Spider:
registration I do in the mod class
L2384[20:53:14] <gigaherz> rendering
belongs on the client
L2385[20:53:20] <gigaherz> so it's in the
client proxy
L2386[20:53:28] <tterrag> FusionLord: I
agree with gigaherz, IMC seems perfectly suited for this
L2387[20:53:41] <williewillus> wow who
named the first parameter of RenderLiving.rotateCorpse
"bat"
L2388[20:53:57] <FusionLord> with IMC
wouldn't I need to add an event that will read messages
L2389[20:54:01] <Spider> in the items
class, i init, i register and i registerRenders
L2390[20:54:03] <tterrag> yes
L2391[20:54:05] <tterrag> IMCEvent
L2392[20:54:11] <tterrag> what's wrong
with that
L2393[20:54:14] <gigaherz> FusionLord:
you have a little event that notifies you of messages sent to your
mod, yes
L2394[20:54:39] <gigaherz> the
initialization IMC messages are processed between init and
post-init, all in one batch
L2395[20:54:43] <williewillus> Spider: if
you do that all together your mod will crash dedicated
servers
L2396[20:54:44] <williewillus> try
it
L2397[20:54:52] <gigaherz> while the
runtime IMC messages are processed on the fly, as they come
L2398[20:55:01] <Spider> oh...
L2399[20:55:04] <Spider> so what i
do?
L2400[20:55:17] <gigaherz> have a client
proxy, and put all client-specific code in it
L2401[20:55:30] <gigaherz> and then form
your preinit call the client proxy method
L2402[20:55:38] <gigaherz> from*
L2403[20:55:41] <Spider> i have a client
proxy
L2404[20:55:51] <infinitefoxes_>
williewillus: doesn't beat the Swing javadoc randomly in
containers
L2405[20:55:59] <williewillus> 0.o
L2406[20:56:02] <Spider> that have
´´public void registerRenders, and registerRenders from items and
blocks
L2407[20:56:08] <williewillus>
infinitefoxes_: where?
L2408[20:56:14] <gigaherz> Spider:
L2409[20:56:27] <gigaherz> and it's empty
in the common/server proxy?
L2410[20:56:41] <Spider> yes, it´s
empty
L2411[20:56:52] <gigaherz> yeah then the
codei s already in your client proxy, is it not? ;P
L2412[20:57:10] <Spider> the client proxy
extends common proxy
L2413[20:57:15] <infinitefoxes_>
williewillus: just looked for it, someone must've removed it
lol
L2414[20:57:19] <infinitefoxes_> it was
for JList
L2415[20:57:19] <gigaherz> I have it like
this
L2418[20:57:57] <Spider> no
L2419[20:58:00] <Spider> its like
that
L2420[20:58:01] <Spider> wait
L2421[20:58:03] <williewillus> is theere
a capa -> iinv wrapper?
L2422[20:58:05] <gigaherz> in my
case
L2423[20:58:07] <gigaherz> I have an
interface
L2424[20:58:09] <gigaherz> instead of
common
L2425[20:58:17] <gigaherz> but for most
practical purposes, it's the sam
L2426[21:00:06] ***
kirby|gone is now known as mrkirby153
L2428[21:00:59] <Spider> Client
L2430[21:01:08] <Spider> and the items
class
L2431[21:02:41] <gigaherz> yeah you use
the old method
L2432[21:02:47] <gigaherz> calling
itemmodelmeshes is obsolete
L2434[21:03:50] ***
Dark is now known as Dark|Zzzz
L2435[21:04:23] <williewillus> Spider:
whered you learn the getItemModelMesher().register() from
L2436[21:04:35] <williewillus> there has
to be some tutorial source point of that xP
L2437[21:05:18] <tterrag> FusionLord:
check that it was sent to you
L2438[21:05:19] <Spider> yes...
haha
L2439[21:05:36] <Spider> I think it is
practical
L2440[21:05:41] <williewillus> i thought
the imc event was only fired if it was for you?
L2441[21:05:42] <FusionLord>
ModelLoader.setCustomModelResourceLocation() is this a thing
williewillus
L2442[21:05:56] <williewillus> yes
L2443[21:05:57] <williewillus> ?
L2444[21:05:57] <FusionLord>
williewillus, won't hurt to check
L2445[21:05:58] <tterrag> how could it
know? all you have is an event handler
L2446[21:06:21] <FusionLord>
williewillus, i meant that for spider
L2447[21:06:27] <FusionLord> isn't that
the same thing
L2448[21:06:31] <williewillus> no
L2449[21:06:43] <williewillus> the
getItemModelMesher().register() is obsolete and won't work
L2450[21:06:52] <Spider> :c
L2451[21:06:54] <williewillus> whatever
tutorial that keeps teaching taht eneds to be updated
L2452[21:06:58] <tterrag> hm, maybe it
does only send it to the target mod
L2453[21:07:04] <FusionLord> and what I
posted is the new right
L2454[21:07:17] <williewillus> use
ModelLoader.setCustomModelResourceLocation(item, meta, MRL)
L2455[21:07:26] <Spider> this tutorial is
from last year
L2456[21:07:30] <williewillus>
link?
L2457[21:07:34] <Spider> the things
changed
L2458[21:07:42] <Spider> it´s from
mrcrayfish
L2460[21:08:09] <Spider> classes
L2463[21:08:41] <Spider> and the items
class
L2464[21:09:07] <FusionLord> tterrag, I
don't see the IMCEvent being fired at all... atleast a reference
that is haven't tried my code yet
L2465[21:09:25] <williewillus> ugh video
tutorials
L2466[21:09:30] <williewillus> and lots
of misinformation in the comments
L2467[21:09:34]
⇨ Joins: Techcable (~Techcable@techcable.net)
L2468[21:11:36] <tterrag> FusionLord:
it's a lifecycle event for some reason. must be in your @Mod
class
L2469[21:12:47] <FusionLord> hmmm.... ok,
the event doesn't say who it is for, just who it is from.
L2470[21:12:59]
⇦ Quits: Xilef11
(~EiraIRC@bas1-ottawa09-2925288638.dsl.bell.ca) (Read error:
Connection reset by peer)
L2471[21:14:01] <tterrag> I was wrong on
that
L2473[21:14:09] <Techfoxis|Away>
Bye!
L2474[21:14:13] <tterrag> you can assume
the message is for you
L2475[21:14:25]
⇦ Quits: Techfoxis|Away
(~Techfoxis@pool-74-110-119-59.nrflva.fios.verizon.net) (Quit:
ZZZZzzzzzzzzzzzzzz....)
L2476[21:14:29] <gigaherz> the messages
are directedto a modid
L2477[21:14:35] <gigaherz> that's why
they are "lifecycle" events
L2478[21:14:47] <gigaherz> because they
are send TO the modid's owner class
L2479[21:14:59] <infinitefoxes_> oh boy,
that dumb packet handler constructor isn't being built
L2480[21:15:02] <gigaherz> (if
loaded)
L2481[21:15:06] <gigaherz> one
interesting things about that
L2482[21:15:11] <gigaherz> is that if the
mod isn't present
L2483[21:15:13] <gigaherz> they are just
ignored
L2484[21:15:40] <gigaherz> so users of
the IMC system can just safely send those messages without having
to manually check for the presence of the mod
L2485[21:17:21] <FusionLord> gigaherz,
and how does that effect gc?
L2486[21:17:33] <FusionLord> can it eat
memory?
L2487[21:17:56] <gigaherz> wat?
L2488[21:18:18] <williewillus> 0.o
L2489[21:18:30] <FusionLord> idk how it
all really works but if those messages are just left there
L2490[21:18:38] <FusionLord> can it eat
working memory?
L2491[21:18:39] <williewillus> they get
discarded and eaten by the gc
L2492[21:18:43] <gigaherz> uh they aren't
just "left there"
L2493[21:18:46] <FusionLord> gotcha
L2494[21:18:47] <williewillus> provided
the sending mod is not retarded
L2495[21:18:51] <gigaherz> the whole job
of the GC
L2496[21:18:54] <gigaherz> is to find
those references
L2497[21:18:57] <gigaherz> they are quite
fast at it
L2498[21:19:07] <gigaherz> heck
L2499[21:19:10] <gigaherz> look at the
BlockPos
L2500[21:19:18] <gigaherz> there's like 3
million blockpos created PER SECOND
L2501[21:19:37] <FusionLord> good
point
L2502[21:19:42] <gigaherz> and mc 1.8 is
still faster than 1.7
L2503[21:19:43] <williewillus> watch a
graph of the edenspace next time you use visualvm it's crazy
L2504[21:19:56] <gigaherz> so don't worry
about GC
L2505[21:20:05] <gigaherz> if you HAVE to
worry about GC
L2506[21:20:09] <gigaherz> then you are
doing something very wrong
L2507[21:20:14] <FusionLord> will do,
will not? :P
L2508[21:20:14] <williewillus> generally
:P
L2509[21:20:32] <williewillus> sometimes
you need to be conscious of what you're holding on to
L2510[21:20:34]
⇨ Joins: Unh0ly_Tigg
(~Robert@c-76-115-95-185.hsd1.or.comcast.net)
L2511[21:20:39] <gigaherz> yes
ofcourse
L2512[21:20:42] <williewillus> esp world
references, (tile) entity references, etc.
L2513[21:20:59] <gigaherz> not being
conscious of it is what causes people to end up worrying about the
GC ;P
L2514[21:21:12] <williewillus> also
causes dumb memory leaks
L2515[21:21:18] <FusionLord> ... why
would one store a te... it would never update.....
L2516[21:21:20] <FusionLord> :P
L2517[21:21:30] <williewillus> like my
1.8 modpack killing ram because SOME MOD is not dumping their model
cache on resource reload
L2518[21:21:34] <gigaherz> the problem
with storing a TE reference
L2519[21:21:38] <williewillus> so the old
ones just stay there
L2520[21:21:41] <gigaherz> is that when
the block DOES get unloaded and reloaded
L2521[21:21:53] <gigaherz> another
reference is created (new TE with data loaded from NBT)
L2522[21:21:57] <gigaherz> so you end up
with a stale copy
L2523[21:22:02] <gigaherz> and THAT will
eat ram
L2524[21:22:11] <gigaherz> (and cause
subtle bugs that are hard to debug)
L2525[21:22:12] <FusionLord> right, just
what i was saying
L2526[21:22:15] <Unh0ly_Tigg> So, I'm
running into a weird issue... Running LWJGL3, and calling
glGetString(GL_VERSION) returns "3.3.0 ...", and using
RealtechVR's OpenGL Extensions Viewer, I get "4.4.0 ...",
but I know that the drivers I have installed should include 4.5
support. And I'm at an impass...
L2527[21:22:37] <gigaherz> Unh0ly_Tigg:
your own program?
L2528[21:22:40] <gigaherz> or mc?
L2529[21:22:45] <Unh0ly_Tigg> my
own
L2530[21:22:51] <Unh0ly_Tigg> mc doesn't
use lwjgl3
L2531[21:22:55] <gigaherz> what kind of
context are you initializing?
L2532[21:23:04] <gigaherz> I haven't
touched gl properly yet
L2533[21:23:10] <gigaherz> but it may be
that if you initialize an opengl3 context
L2534[21:23:16] <gigaherz> it will not
tell you about version 4.5?
L2535[21:23:30] <Unh0ly_Tigg> oh, fudge,
I set the preferred gl version to 3.3...
L2537[21:23:53] <Unh0ly_Tigg> and running
with 4.5 now...
L2538[21:23:56] <gigaherz> XD
L2539[21:24:05] <infinitefoxes_> killjoy:
doesn't have a scrollbar, open more stuff pls
L2540[21:24:15] <gigaherz> killjoy: show
labels? ;p
L2541[21:24:18] <killjoy> But it's 1080
w
L2542[21:24:31] <Unh0ly_Tigg> I wish
there was a way to determine what opengl versions are possible at
runtime prior to creating an opengl context...
L2543[21:24:34] <infinitefoxes_> you mean
1920?
L2544[21:24:40] <killjoy> yes
L2545[21:24:47] <gigaherz> yeah that's
1920x40 or whtaever
L2546[21:24:47] <gigaherz> XD
L2547[21:24:53] <gigaherz> yep 40
:D
L2548[21:25:01] *
gigaherz is good ad judging heights, apparently
L2549[21:25:04] <gigaherz> at*
L2550[21:25:09] <williewillus> killjoy:
too much windows
L2551[21:25:24] <gigaherz> killjoy: my
only suggestion would be a second monitor ;P
L2552[21:25:32] <gigaherz> and show
labels ;P
L2553[21:25:38] <killjoy> workspaces work
too
L2554[21:25:58] <williewillus> have there
ever been successful attempts at replacing the windows window
manager? :P
L2555[21:26:10] <gigaherz> sortof?
L2556[21:26:17] <williewillus> i bet some
people would love something like awesome/i3 for windows
L2557[21:26:23] <gigaherz> the window
manager itself is in win32k.sys
L2558[21:26:35] <gigaherz> but you can
intercept the nonclient messages
L2559[21:26:40] <gigaherz> and do custom
"skinning"
L2560[21:26:44] <Unh0ly_Tigg> also, this
extension viewer is a little weird... It reports the directx
version available, but it says "9.0c - June 2010,
11.0"
L2561[21:26:58] <gigaherz> which can
include NCHITTEST to change what windows percieves as the
minimize/maximize buttons and such
L2562[21:27:02] <williewillus> thats like
browsers reporting every browsre under the sun intheir user
agent
L2563[21:27:25] <killjoy> i though it was
just programs decorating themselves
L2564[21:28:36] <gigaherz> there ARE
things like this
L2566[21:28:40] <gigaherz> (kde on
windows)
L2567[21:28:52] <gigaherz> which adds
some of the widgets and such from kde, on windows
L2568[21:29:03] <gigaherz> but it does
not change the window manager
L2569[21:29:04] <Unh0ly_Tigg> You know
what I find weird about Windows? The fact that a window isn't
really minimized, it's just moved off to (x or y, don't
remember)=~-30000.
L2570[21:29:24] <infinitefoxes_> that
sounds like something Windows would do
L2571[21:29:51] <FusionLord> yeah i could
see that
L2572[21:30:19] <Unh0ly_Tigg> I can
understand how it would be easier than a different window state...
"Is the window located way far off, where if a user could
access that space, they are insane? ok, they're
minimized"
L2573[21:30:22] <FusionLord> gigaherz,
that screenshot hurts my eyes :P
L2574[21:30:27] <gigaherz> Unh0ly_Tigg:
techincally, there ARE actual minimized windows
L2575[21:30:38] <gigaherz> but they are
like in windows 3.1
L2576[21:30:54] <gigaherz> with the
window becoming a small rectangle iwth just titlebar and control
buttons
L2577[21:31:00] <Unh0ly_Tigg> gigaherz,
yes, but their location while minimized is reported out in that
area.
L2578[21:31:03] <gigaherz> and being
organized at the bottom-left of the screen
L2579[21:31:10] <gigaherz> the minimized
you speak about
L2580[21:31:11] <FusionLord> if
explorer.exe is killed and you minimise a window it resizes to the
bottom of the screen
L2581[21:31:18] <gigaherz> happens when a
shell program is configured
L2582[21:31:21] <gigaherz> such as
explorer.exe
L2583[21:31:44] <gigaherz> but the
windows IS in minimized state
L2584[21:31:49] <Unh0ly_Tigg> minimized,
as in "not visible on screen, but available via the taskbar as
a running program"
L2585[21:31:51] <gigaherz> that's just
the number th at shows when you query the position
L2586[21:32:16] <williewillus>
FusionLord: that's because its kde4
L2587[21:32:19] <williewillus> kde4 looks
like shit
L2588[21:32:24] <williewillus> kde5
actually looks semi decent
L2590[21:32:55] <gigaherz> or more
accuartely this struct
L2592[21:33:07] <gigaherz> the showCmd
number, tells you which is the current state of the window
L2593[21:33:11] <tterrag> oh is that kde?
now I know what the computers at my college use
L2594[21:33:13] <tterrag> :P
L2595[21:34:10] <Unh0ly_Tigg> gigaherz,
the struct link is returning a 500 for me.
L2596[21:34:21] <gigaherz> meh
L2597[21:34:27] <gigaherz> they work
here, jsut take some 15 seconds to show
L2598[21:34:32] <gigaherz> (page remains
blank meanwhile)
L2599[21:34:47] <Unh0ly_Tigg> this is an
immediate 500 response for me.
L2600[21:34:50] <gigaherz> weird
L2601[21:34:56] <gigaherz> also, the
delay is only on firefox
L2602[21:34:59] <gigaherz> edge is
immediate here XD
L2603[21:35:13] <gigaherz> first link is
to GetWindowPlacement function
L2604[21:35:18] <gigaherz> second link to
the WINDOWPLACEMENT structure
L2606[21:35:50] <gigaherz> weird XD
L2607[21:36:28] <Unh0ly_Tigg> and edge is
just fine... wtf
L2609[21:36:53] <gigaherz>
Microsoft.
L2610[21:37:02] <gigaherz> they manage to
be browser-specific even while being standards compliant
L2611[21:37:22] <Unh0ly_Tigg> but the
first link worked just fine...
L2612[21:37:28]
⇨ Joins: Naiten (Naiten@77.35.249.39)
L2613[21:37:41] *
gigaherz shrugs
L2614[21:37:50] <williewillus> working in
chrome
L2616[21:42:48] <Unh0ly_Tigg> imc
messages are only delivered between init and postinit phases.
L2617[21:43:19] <Unh0ly_Tigg> you can't
use it after postinit phase has been called.
L2618[21:43:29] <gigaherz> nire
accyurately, all the imc messages sent before postinit, are sent
all at once between init and postinit
L2619[21:43:33] <gigaherz> more
accurately*
L2620[21:43:36] <FusionLord> tterrag,
gigaherz ^^
L2621[21:43:50] <williewillus> yeah wait
who suggested imc in the first place :P
L2622[21:43:53] <williewillus> that only
works onstartup
L2623[21:43:59] <FusionLord> gigaherz,
did
L2624[21:44:01] <gigaherz> not true
L2625[21:44:02] <gigaherz> there's
L2626[21:44:13] <gigaherz>
sendRuntimeMessage
L2627[21:44:17] <gigaherz> which works
the same as the normal one
L2628[21:44:20] <gigaherz> but can be
sent at any time
L2629[21:44:20] <gigaherz> ,P
L2630[21:44:24] <williewillus> til
L2631[21:45:27]
⇦ Quits: Spider
(~NETVirtua@201-29-232-230.user.veloxzone.com.br) (Quit:
Leaving)
L2632[21:45:28] <gigaherz> however, he
wasn't very clear on if those POIs were static or dynamic
L2633[21:45:31] <gigaherz> ;P
L2635[21:46:19] <williewillus> ugh
aesthetic detail mojang why are you so inattentive to it
L2636[21:46:25] <williewillus> well i
guess in this case microsoft
L2637[21:46:27] <gigaherz> FusionLord: I
think so
L2638[21:46:32] <williewillus> in pe/w10
the experience orbs are totally wrong
L2639[21:46:45] <gigaherz> are
they?
L2640[21:46:46] <williewillus> they
appear immediately on death instead of after the corpse
disappears
L2641[21:46:53] <williewillus> which
bothers me like hel
L2642[21:46:55] <williewillus>
*hell
L2643[21:46:56] <gigaherz> lol
L2644[21:47:05] <gigaherz> such a tiny
detail
L2645[21:47:23] <williewillus> i notice
all the tiny aesthetic mistaskes between each mc version
L2646[21:47:25] <williewillus> it drives
me nuts
L2647[21:47:35]
⇨ Joins: Upthorn
(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net)
L2648[21:47:42] <FusionLord> gigaherz,
still didn't fire on my side
L2649[21:47:59] <gigaherz> do you
actually have two separate mods talking to eachother?
L2650[21:48:06] <gigaherz> I have no idea
if IMC fires if you send it from yourself
L2651[21:48:15] <FusionLord> yes
L2652[21:48:20] <FusionLord> TomTom and
Graves
L2653[21:48:44] <gigaherz> and I suppose
they ARE loaded in the same development enviornment? XD
L2654[21:49:38] <FusionLord> yes of
L2655[21:49:41] <FusionLord> corse
L2656[21:51:43] <FusionLord> TomTom isn't
loaded...
L2657[21:52:46]
⇦ Quits: Drullkus (~Drullkus@4.16.40.115) (Remote host closed
the connection)
L2658[21:53:20] <williewillus> lol
L2659[21:55:02] <FusionLord> how do i get
the debug enviroment to load multiple modules
L2660[21:55:09] <FusionLord>
intellij
L2661[21:55:54] <gigaherz> oh hey,
mcwin10 doesn't have the oversized items on the output slots
anymore :D
L2662[21:58:08] ***
Kolatra is now known as Kolatra[away]
L2664[21:59:21] <gigaherz> :/
L2665[21:59:26] <gigaherz> no idea then,
is the modid correct?
L2667[22:07:38]
⇨ Joins: Wastl2
(~Wastl2@f052015092.adsl.alicedsl.de)
L2668[22:08:53] <FusionLord> are
IMCMessages sent to server and client or just server?
L2669[22:09:03] <FusionLord> no that that
is the issue at hand
L2670[22:09:16] <williewillus> imcs are
between mods
L2671[22:09:20] <williewillus> nothing to
do with client/server
L2672[22:09:51] <FusionLord> well it has
to be sent to the mod somewhere
L2673[22:10:16] <FusionLord> is it
dependant on the side that the sender is on?
L2674[22:10:40] <FusionLord> nvm
derp
L2675[22:11:05]
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L2676[22:13:01]
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(~jorrit@94-225-203-206.access.telenet.be)
L2677[22:14:09] <FusionLord> gigaherz,
this works package net.fusionlord.tomtom.events;
L2678[22:14:09] <FusionLord> import
com.google.common.collect.ImmutableList;
L2679[22:14:09] <FusionLord> import
net.fusionlord.tomtom.TomTom;
L2680[22:14:09] <FusionLord> import
net.fusionlord.tomtom.helpers.LogHelper;
L2681[22:14:09] <FusionLord> import
net.minecraft.nbt.NBTTagCompound;
L2682[22:14:14] <FusionLord> import
net.minecraft.util.BlockPos;
L2683[22:14:16] <FusionLord> import
net.minecraftforge.fml.common.event.FMLInterModComms;
L2684[22:14:16] <williewillus> oh
god
L2685[22:14:18] <FusionLord> import
net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
L2686[22:14:20] <FusionLord> import
net.minecraftforge.fml.common.gameevent.TickEvent;
L2687[22:14:22] <williewillus>
noooooooooooooo
L2688[22:14:22] <FusionLord> * Created by
FusionLord on 2/22/2016.
L2689[22:14:24] <FusionLord> */
L2690[22:14:26] <FusionLord> public class
IMCEvents
L2691[22:14:28] <FusionLord> {
L2692[22:14:30] <FusionLord>
@SubscribeEvent
L2693[22:14:30] <Unh0ly_Tigg> FusionLord,
STOP
L2694[22:14:32] <FusionLord> public void
onIMCMessage(TickEvent event)
L2695[22:14:34] <FusionLord> {
L2696[22:14:36] <FusionLord> if
(event.phase != TickEvent.Phase.END) return;
L2697[22:14:38] <FusionLord>
ImmutableList<FMLInterModComms.IMCMessage> messages =
FMLInterModComms.fetchRuntimeMessages(TomTom.INSTANCE);
L2698[22:14:43] <FusionLord> if
(messages.size() > 0)
L2699[22:14:45] <FusionLord> {
L2700[22:14:46] <williewillus>
Unh0ly_Tigg: is client probably split it
L2701[22:14:47] <FusionLord>
FMLInterModComms.IMCMessage message = messages.get(0);
L2702[22:14:49] <FusionLord>
if(message.key.equalsIgnoreCase("setPointer"))
L2703[22:14:51] <FusionLord> {
L2704[22:14:52] <tterrag> leave
L2705[22:14:53] <FusionLord>
if(message.isNBTMessage())
L2706[22:14:54] <tterrag> leave the
channel
L2707[22:14:55] <FusionLord> {
L2708[22:14:55] <tterrag> now
L2709[22:14:57] <FusionLord>
NBTTagCompound tag = message.getNBTValue();
L2710[22:14:59] <FusionLord>
if(!tag.hasKey("location"))
L2711[22:15:00] <tterrag> FusionLord:
NOW
L2712[22:15:01] <FusionLord> { return;
}
L2713[22:15:03] <FusionLord>
TomTom.INSTANCE.setPos(BlockPos.fromLong(tag.getLong("location")));
L2714[22:15:05] <FusionLord>
if(tag.hasKey("text"))
L2715[22:15:06] <Disconsented> the
spam
L2716[22:15:07]
⇦ Quits: FusionLord
(~FusionLor@ip70-190-176-197.ph.ph.cox.net) (Quit:
Leaving)
L2717[22:15:08] <Disconsented> why
L2718[22:15:11] <Lord_Ralex> generally
leaves won't work
L2719[22:15:12] <tterrag> finally
L2720[22:15:14] <Lord_Ralex> cause it's
queued
L2721[22:15:19] <unascribed> ffs
L2722[22:15:20] <williewillus> quit the
client t
L2723[22:15:32] <tterrag> it's queued by
the client or the znc
L2724[22:15:35] <tterrag> not the irc
server
L2725[22:16:03] <tterrag> unless the
channel doesn't have +n you can't send to it if you aren't in
it
L2726[22:16:16] <unascribed> reminds me
of that one time I had a macro set on my keyboard to enter a Lua
script
L2727[22:16:23] <unascribed> (this was
before ComputerCraft supported copy-paste)
L2728[22:16:24] <Lord_Ralex> but yeah,
you said leave, which really won't work. has to close the client
for it to terminate
L2729[22:16:32] <unascribed> and I
dropped something on the key it was bound to while in the Bukkit
IRC
L2730[22:16:35] <tterrag> I think the
client will still try the messages
L2731[22:16:41] <tterrag> so he just has
to wait a bit for it to clear the queue
L2732[22:16:42] <Lord_Ralex> it depends
on the client
L2733[22:16:45] <tterrag> depends on the
client yeah
L2734[22:16:53] <Lord_Ralex> cause some
would just terminate the connection
L2735[22:16:56] <Lord_Ralex> which would
kill the queue
L2736[22:17:01] <tterrag> seems he quit
IRC though
L2737[22:17:13] <Lord_Ralex> not sure if
any would actually keep the connection till the queue was empty
though
L2738[22:17:30] <tterrag> I'm on ZNC so I
can't do anything about it :P
L2739[22:17:41] <Lord_Ralex> well, you
could still
L2740[22:18:10] <VikeStep> I think he
must have pastebinned it and then forgot to copy the URL so he
still had the code in his clipboard
L2741[22:18:14]
⇨ Joins: FusionLord
(~FusionLor@ip70-190-176-197.ph.ph.cox.net)
L2742[22:18:18] *
FireBall1725 slaps FusionLord
L2743[22:18:21] <tterrag> yes
L2744[22:18:21] <Lord_Ralex> i think
clients that do that are dumb anyways
L2745[22:18:22]
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L2746[22:18:28] <tterrag> I've done it
before when I paste before puush is done uploading
L2747[22:18:31] <unascribed> yeah, my
client will do it for 1-4 lines
L2748[22:18:36] <unascribed> but if you
try to paste a bunch
L2749[22:18:38] <unascribed> it pops up a
dialog
L2750[22:18:45] <Lord_Ralex> i wish
clients woudl either a) not actually send like that, or b)
warn
L2751[22:18:46] <unascribed> "Do you
*really* want to paste 100 lines?"
L2752[22:19:30] <unascribed> 99% of the
time the answer is "oh god no"
L2753[22:19:47] <Lord_Ralex> 100% of the
time
L2754[22:20:15] <FusionLord> sorry
L2756[22:20:48] <VikeStep> was reading a
post on how to do custom error pages with asp.net "First do
this, but wait! it doesn't tell you the error. So do this, oh wait!
it doesn't catch all errors. So do this, oh wait! it doesn't tell
you the error. So do this, and it works"
L2757[22:20:56] <VikeStep> I should've
read the whole article first
L2758[22:20:59] <VikeStep> because I did
each step
L2759[22:21:52] <unascribed> you people
are actually doing useful things
L2760[22:22:07] <unascribed> and I'm just
over here generating electricity by submerging zombie heads in
rotten food water
L2761[22:24:05]
⇨ Joins: Lathanael|Away
(~Lathanael@p549602C5.dip0.t-ipconnect.de)
L2762[22:24:26] <gigaherz> FusionLord: ah
so runtime messages are received manually?
L2763[22:25:20]
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L2765[22:27:27] <infinitefoxes_>
completely forgot about this "feature" I did
L2766[22:27:36] <FusionLord> gigaherz,
they can be it seems
L2767[22:27:59] <FusionLord> but that
@EventHandler in the main @mod class doesn't catch them
L2768[22:29:42]
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L2769[22:36:03] <McJty> Why does
Block.getDrops() have an IBlockAccess parameter instead of World?
Means I always have to cast that if I want to check isRemote
L2770[22:36:36] <gigaherz> I guess it's
an "ask mojang" situation?
L2771[22:36:38] <McJty> Or hmm, is this
only ever called server side?
L2772[22:36:39] <williewillus> it's a
forge method
L2773[22:36:44] <williewillus> and it's
only called serverside
L2774[22:36:47] <McJty> aha ok
L2775[22:36:50] <McJty> That helps
L2776[22:37:13] <williewillus> its only
called from dropBlockAsItemWithChance
L2777[22:38:24] <tterrag> but potentially
other mods could call it
L2778[22:38:29] <tterrag> why do you care
about the side in there?
L2779[22:38:40] <williewillus> yeah
strange to check siding in a drops method
L2780[22:38:54] <williewillus> which
pretty implicitly is a logical server deal
L2781[22:39:38] <tterrag> eh, something
tells me JER is calling getDrops on the client
L2782[22:39:41] <McJty> Well I just
wanted to make sure to only do it server side
L2783[22:39:53] <McJty> As I need access
to server only stuff in getDrops
L2784[22:39:58] <tterrag> such as?
L2785[22:40:18] *
unascribed prepares to be terrified
L2786[22:40:19] <McJty> Well mod
information. i.e. how much energy there still is in my
multiblock
L2787[22:40:27] <McJty> So I can add that
to the NBT of the drop
L2788[22:40:52] <McJty> That only exists
server side
L2789[22:40:53] <tterrag> if something is
calling it on the client chances are they don't care about accurate
NBT data
L2790[22:41:04] <tterrag> give them what
they asked for
L2791[22:41:05] <McJty> Yes but then my
routine would crash
L2792[22:41:11] <McJty> Which is why I
added the protection :-)
L2793[22:41:12] <unascribed> no it
wouldn't
L2794[22:41:14] <tterrag> what?
why?
L2795[22:41:18] <McJty> ...
L2796[22:41:25] <unascribed> because you
would be nullchecking and type checking the tile entity like a good
boy
L2797[22:41:29] <McJty> Because the
information is only available server side and on client that code
will crash
L2798[22:41:29] <tterrag> do you have
something @SideOnly(Side.SERVER) ?
L2799[22:41:36] <McJty> unascribed, I do
that of course
L2800[22:41:38] <McJty> The tile entity
is there
L2801[22:41:45] <McJty> But my
information is stored in WorldSavedData structure
L2802[22:41:45] <tterrag> unascribed:
that should be unnecessary, in a perfect world
L2803[22:41:49] <McJty> And that's only
present server side in my case
L2804[22:41:58] <unascribed>
>information about a block
L2805[22:42:02] <unascribed> >not
stored in a tile entity
L2806[22:42:18] <unascribed> and
obviously it's not shared or something because it's in the
drop
L2807[22:42:37] <gigaherz> unascribed:
not all blocks have block-specific data
L2808[22:43:07] <gigaherz> like my
ender-rift, the TE stores a reference to a Rift object, which is
managed by a WorldSavedData
L2809[22:43:11] <McJty> I implement my
tank/generator style multiblocks by not storing the contents in the
TE but in World data instead
L2810[22:43:16] <unascribed> but rifts
are actually special
L2811[22:43:23] <unascribed> that was an
example I was going to bring up
L2812[22:43:28] <McJty> That way my
multiblocks work even if they are not chunkloaded (like the multi
dimensional powercell in rftools)
L2813[22:43:59] <McJty> So in getDrops()
I need to access that so that I can get the relative portion of the
energy/whatever in the NBT of that drop
L2814[22:44:24] <McJty> i.e.
worlddata->getTotalEnergy(id) / #blocks -> NBT
L2815[22:45:05]
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L2817[22:50:25] ***
williewillus is now known as willieaway
L2818[22:50:41] ***
gigaherz is now known as ghz|afk
L2819[22:50:43] <ghz|afk> night
L2820[22:50:48]
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L2821[22:53:54]
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またね)
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L2823[23:01:34] <McJty> What exactly does
this error mean?
L2824[23:01:34] <McJty> [06:00:08]
[Client thread/WARN]: Unable to resolve texture due to upward
reference: #side in deepresonance:models/block/generator
L2827[23:02:57]
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L2828[23:03:27]
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L2829[23:05:12] <McJty> nobody?
L2830[23:05:35] <VikeStep> does cube
already have a #side value?
L2831[23:05:49] <McJty> I doubt it.
That's my variable
L2832[23:05:49] <VikeStep> that may be
it
L2833[23:05:59] <McJty> But I pass that
in my blockstate?
L2834[23:06:03] <VikeStep> I mean the
block/cube json
L2835[23:06:28] <McJty> There is no #side
in that
L2836[23:09:29]
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L2839[23:12:05] <McJty> The weird thing
is that I'm doing similar things elsewhere and then it works
L2840[23:14:38] ***
cpw is now known as cpw|out
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willieaway is now known as williewillus
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