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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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L37[01:31:06] <insaneau> besides me being an absolute genius, any ideas as to how this can happen? http://imgur.com/Oi6LYYM Code: http://pastebin.com/hUsbnVHa
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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
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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...
L77[02:31:44] <Wuppy> o/
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L88[03:22:49] <Lordmau5> o/_
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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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L102[03:49:02] <Cazzar> Time to have fun, and never play this game again: https://www.youtube.com/watch?v=1J5Dc0cLo5g
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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
L109[04:04:03] <Lordmau5> http://www.howtogeek.com/howto/32523/how-to-manually-repair-windows-7-boot-loader-problems/
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
L117[04:06:49] <Lordmau5> http://www.howtogeek.com/howto/32523/how-to-manually-repair-windows-7-boot-loader-problems/ :P
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
L122[04:08:38] <Lordmau5> https://help.ubuntu.com/community/RestoreUbuntu/XP/Vista/7Bootloader
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
L127[04:10:01] <Lordmau5> http://www.tenforums.com/tutorials/4200-recovery-drive-create-windows-10-a.html
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
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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
L148[04:17:25] <Cazzar> http://www.fixedbyvonnie.com/2013/12/how-to-repair-the-efi-bootloader-in-windows-8/ => if EFI
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
L153[04:18:07] <Cazzar> AtomicStryker: I'll leave this for you to listen to: https://www.youtube.com/watch?v=G-YNNJIe2Vk
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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L184[04:51:36] <Lordmau5> there we go, this is what I was looking for: https://www.reddit.com/r/feedthebeast/comments/44rdqz/rfc_forge_capability_based_rf_api_for_189/
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
L224[06:00:22] <OrionOnline> If you go the dynamic routes everything you need can be found in this package: https://github.com/SmithsModding/Armory/tree/Development-1.8/src/com/smithsmodding/armory/client/model
L225[06:00:30] <OrionOnline> Specifically the models for MultiArmor
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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
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L244[06:10:28] *** Darkevilmac is now known as DarkevilAway
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
L248[06:16:34] <kimfy> this is the output hch12907 http://i.imgur.com/HJY4qM7.png i'm sure you can do whatever. here's the model http://pastebin.com/4xsM5gv8
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] ⇦ Quits: Naiten (~Naiten@82.162.0.90) (Ping timeout: 190 seconds)
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] ⇨ Joins: Naiten (Naiten@77.34.22.72)
L258[06:19:36] <McJty> fade, what do you want to do exactly?
L259[06:20:23] *** Darkhax_AFK is now known as Darkhax
L260[06:20:44] *** kimfy is now known as kimfy|away
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] *** TehNut is now known as TehNut|Sleep
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] *** kimfy|away is now known as kimfy
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
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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] ⇦ Quits: Mraof (~mraof@c-50-185-47-54.hsd1.ca.comcast.net) (Ping timeout: 186 seconds)
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?
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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
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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] *** kimfy is now known as kimfy|away
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
L332[06:47:08] <Hea3veN> https://www.blender.org/manual/render/blender_render/materials/assigning_a_material.html
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
L349[06:52:00] <PrinceCat> https://gist.github.com/LiamEarle/33249a6b2f90a3864a90
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] ⇦ Quits: kimfy|away (~kimfy___@89.10.170.51) (Ping timeout: 190 seconds)
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 :-)
L381[07:00:27] <McJty> Hmm, this remapping doesn't seem to work: https://bpaste.net/show/f0710a862704
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
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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] ⇨ Joins: kimfy (~kimfy___@89.10.163.17)
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L394[07:03:42] <McJty> OrionOnline, example here: https://github.com/McJty/RFToolsDimensions/blob/master/src/main/java/mcjty/rftoolsdim/RFToolsDim.java
L395[07:03:54] <McJty> RFToolsdim sends an IMC message to RFTools requesting an api
L396[07:04:10] ⇨ Joins: Naiten (~Naiten@77.34.132.130)
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
L434[07:15:03] <OrionOnline> McJty, see how the API class holds a reference to a IAnvilMaterialRegistry: https://github.com/SmithsModding/Armory/blob/Development-1.8/src/com/smithsmodding/armory/api/API.java#L14
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
L438[07:15:28] <McJty> ^
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] *** K-4U|Off is now known as K-4U
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
L448[07:20:03] <McJty> https://bpaste.net/show/248b1aafefda
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?
L456[07:20:52] <PaleoCrafter> https://github.com/McJty/DeepResonance/blob/master/src/main/resources/assets/deepresonance/models/block/crystal.mtl defines it
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
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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
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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
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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
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L502[07:35:07] <PaleoCrafter> hm, I don't really have any easy examples handy right now
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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
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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
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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?
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L522[07:48:42] <sham1> why would that need a tutorial for
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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?
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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] ⇨ Joins: leagris (~lea@meumeu.noiraude.net)
L533[07:54:08] *** Jared|Away is now known as Jared
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
L546[07:58:19] <Wuppy> here it is: https://dl.dropboxusercontent.com/u/59067404/Temp/Guardian%20of%20the%20Exosphere%20Beta.zip
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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
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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
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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] ⇨ Joins: Spider (~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
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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 :-)
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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] ⇨ Joins: Raspen0 (~Raspen0@D97A01A5.cm-3-3a.dynamic.ziggo.nl)
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] ⇨ Joins: Linsor (~Linsor@37.139.80.89)
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
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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
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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] ⇨ Joins: riderj (~riderj@157.62.94.10)
L617[08:42:15] <fade> The ready-to-install mod jar
L618[08:42:21] <Lordmau5> https://jenkins.maxpowa.us/job/FFS/ so like this?
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?
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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?
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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
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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
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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
L673[09:13:39] <Ordinastie> http://puu.sh/nhlgQ.png
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
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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
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L707[09:18:17] <Lordmau5> hmm
L708[09:18:28] *** kroeser|away is now known as kroeser
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
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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> ^^
L721[09:19:33] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/renderer/icon/provider/PropertyEnumIconProvider.java#L96-L100
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
L728[09:20:09] <Ordinastie> is it because of that ? https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/renderer/icon/provider/PropertyEnumIconProvider.java#L87
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?)
L735[09:21:46] <Lordmau5> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/event/entity/player/PlayerDestroyItemEvent.java ?
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
L742[09:24:59] <Lordmau5> http://www.vrmmo-project.jp/
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
L773[09:32:20] <tterrag|ZZZzzz> http://puu.sh/nhm8e.png
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
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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
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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?
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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
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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)
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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
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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
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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/ ?
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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
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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] ⇨ Joins: Cobbleopolis (~Cobbleopo@2602:302:d104:c430::45)
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] ⇦ Quits: Drullkus (~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] *** AEnterprise is now known as AEnterpriseAFK
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
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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 (~whitephoe@67-42-85-206.tukw.qwest.net)
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
L1075[10:45:44] <Rallias> http://i.imgur.com/ezokNKa.png
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] *** Abrar|gone is now known as AbrarSyed
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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] *** williewillus is now known as willieaway
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
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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?
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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
L1117[10:50:40] <Purebe> IoP, http://i.imgur.com/0jhqLcS.jpg conemu looks good
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'
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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] ⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L1188[11:06:55] <fade> xaviergmail -- Configurable, either way
L1189[11:07:07] <fade> Not the bees
L1190[11:07:31] <xaviergmail> hehe
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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
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L1197[11:15:42] *** MagicianJezza is now known as Jezza
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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] ⇨ Joins: FusionLord (~FusionLor@ip70-190-176-197.ph.ph.cox.net)
L1203[11:21:29] <sham1> you mean neovim?
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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
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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] ⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping timeout: 186 seconds)
L1228[11:32:33] *** zz_SnowShock35 is now known as SnowShock35
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
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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
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L1248[12:19:29] <tterrag|phone> yes
L1249[12:19:32] *** tterrag|phone is now known as tterrag
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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] ⇨ Joins: thor12022_oops (thor12022_@205.175.226.97)
L1253[12:37:03] <FusionLord> ... something is a little wrong here ... http://puu.sh/nhwkL/bcc607c75e.jpg Code: http://puu.sh/nhwoS/7e9ff0ca8f.txt
L1254[12:37:06] <OrionOnline> Let me guess a CustomStateMapper
L1255[12:37:10] ⇨ Joins: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be)
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
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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?
L1277[12:42:10] <tterrag> just do the same thing twice :P https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/java/team/chisel/client/render/ModelChiselBlock.java#L109-L127
L1278[12:42:42] <gigaherz> OrionOnline: wait
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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
L1284[12:43:26] *** AbrarSyed is now known as Abrar|gone
L1285[12:43:47] <williewillus> also I concur with "just do it twice" https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/client/model/SpecialFlowerModel.java#L285-L314
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
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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
L1305[12:46:43] <FusionLord> williewillus, http://puu.sh/nhx16/10c7163d7b.txt
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?
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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
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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()
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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
L1377[13:30:27] <FusionLord> guess i didn't post that link oops :P http://puu.sh/nhzdX/807f50a8ec.png
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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
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L1390[13:42:34] <Wuppy> can as many people as possible please playtest my game? https://dl.dropboxusercontent.com/u/59067404/Temp/Guardian%20of%20the%20Exosphere.zip
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
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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?
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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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L1445[14:31:55] <Lordmau5> anyone know how this kinda rendering can be caused? https://i.lordmau5.com/1456172860-703
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...
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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
L1466[14:40:18] <FusionLord> http://puu.sh/nhEDE/0b2e5b9c98.jpg this was supposed to acompany my last message
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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L1574[15:29:29] <williewillus> cos(theta) = A dot B / (magnitude of A * magnitude of B) http://www.wikihow.com/Find-the-Angle-Between-Two-Vectors
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
L1603[15:37:47] <OrionOnline> http://i.imgur.com/nXJHjBf.png
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> :<
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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
L1643[15:42:42] <OrionOnline> Setting the kd key in the mtl works fine: http://i.imgur.com/nA3CG6M.png
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
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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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L1680[16:20:36] * gigaherz facepalms hard: https://github.com/gigaherz/Ender-Rift/releases/tag/v0.10.0
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L1682[16:20:52] <gigaherz> (at myself)
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L1684[16:22:52] <diesieben07> whooohooo! https://drive.google.com/file/d/0BwG9iHJ4BaXiTGlwZEtWSzlaOVU/view
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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.
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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
L1847[17:18:15] <OrionOnline> But: http://i.imgur.com/SLZy7Gy.png
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
L1863[17:23:53] <shadekiller666> just as a precaution, before you tell me about a bug, check to see if its already fixed/changed in the update PR: https://github.com/MinecraftForge/MinecraftForge/pull/2382/files
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*
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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
L1963[19:36:05] <Techfoxis> Yeah, I https://gist.github.com/techfoxis/9aea5455a5e0cdd19784
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?
L2010[19:41:09] <tterrag> http://xyproblem.info/
L2011[19:41:11] <tterrag> just link to that :P
L2012[19:41:22] <williewillus> lol
L2013[19:41:40] <tterrag> or a more detailed page http://mywiki.wooledge.org/XyProblem
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
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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
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L2025[19:46:08] * unascribed now has /xy
L2026[19:46:19] <unascribed> What are you *really* trying to do?
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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
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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
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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> ?
L2107[20:00:45] <VikeStep> unascribed, https://pbs.twimg.com/media/B0Fj-hZIMAAdCkt.png
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
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L2114[20:01:41] <unascribed> https://unascribed.com/i/ab36a2b6.png
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
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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 (~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
L2131[20:09:34] <infinitefoxes_> yep
L2132[20:09:37] <williewillus> post code?
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L2135[20:10:49] <infinitefoxes_> https://gist.github.com/Collin1971/409e4e830b73bd31c3fc
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
L2156[20:14:27] <infinitefoxes_> https://gist.github.com/Collin1971/e0ec53878a0c6158a0f2
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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
L2161[20:16:47] <tterrag> https://gist.github.com/Collin1971/e0ec53878a0c6158a0f2#file-networkingaether-java-L49-L50
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)
L2171[20:18:00] <infinitefoxes_> tterrag: https://gist.github.com/Collin1971/95c8b774aead46c0c7f4 stacktrace
L2172[20:18:48] <williewillus> huh, the default constructor didnt get generated?
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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
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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*
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L2202[20:25:47] <infinitefoxes_> tterrag: constructors of my class: https://gist.github.com/Collin1971/306f61c58702b7e8319b
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
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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
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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
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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
L2314[20:44:42] <unascribed> https://i.imgur.com/820mAka.jpg
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?
L2325[20:45:52] <gigaherz> tabard: http://image.shutterstock.com/z/stock-photo-woman-in-templar-tabard-and-armoured-coif-holding-a-dagger-105304592.jpg
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.
L2336[20:48:04] <Fendirain> https://github.com/Fendirain/Fendirain/commit/dd66fc5a0f698d585399dfc6ec514074d2b81eda
L2337[20:48:07] <gigaherz> tterrag: that's a 3d model though
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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 :)
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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
L2416[20:57:20] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/ModPackingTape.java#L70
L2417[20:57:31] <gigaherz> https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/client/ClientProxy.java
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
L2427[21:00:54] <Spider> http://prnt.sc/a6sf5h
L2428[21:00:59] <Spider> Client
L2429[21:01:05] <Spider> http://prnt.sc/a6sfby
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
L2433[21:03:42] <FusionLord> gigaherz, so something like this http://puu.sh/ni2Dk/7611f0801a.txt
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
L2459[21:08:04] <Spider> https://www.youtube.com/watch?v=S8Oy2Z5V2VU&index=2&list=PLy11IosblXIFDFAT3wz_5Nve05wIVKFSJ
L2460[21:08:09] <Spider> classes
L2461[21:08:20] ⇦ Quits: Techcable (~Techcable@techcable.net) (Quit: ZNC - http://znc.in)
L2462[21:08:38] <Spider> https://www.youtube.com/watch?v=2_qM-Z0IQ4k&index=3&list=PLy11IosblXIFDFAT3wz_5Nve05wIVKFSJ
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
L2472[21:14:06] <Techfoxis|Away> Capes... https://www.youtube.com/watch?v=GR_VhUdsUr0
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...
L2536[21:23:49] <killjoy> This is my taskbar right now. Suggestions? http://i.imgur.com/3mFTl6P.png
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
L2565[21:28:38] <gigaherz> https://i.ytimg.com/vi/phVXNT2k1vc/maxresdefault.jpg
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
L2589[21:32:40] <gigaherz> https://msdn.microsoft.com/en-us/library/windows/desktop/ms633518%28v=vs.85%29.aspx
L2590[21:32:55] <gigaherz> or more accuartely this struct
L2591[21:32:55] <gigaherz> https://msdn.microsoft.com/en-us/library/windows/desktop/ms632611%28v=vs.85%29.aspx
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
L2605[21:35:37] <Unh0ly_Tigg> http://i.imgur.com/BiShVfr.png this is what I'm seeing.
L2606[21:35:50] <gigaherz> weird XD
L2607[21:36:28] <Unh0ly_Tigg> and edge is just fine... wtf
L2608[21:36:50] <Unh0ly_Tigg> http://i.imgur.com/ldghOPq.png
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
L2615[21:41:13] <FusionLord> http://pastebin.com/g03aQ5Sm not firing
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
L2634[21:45:40] <FusionLord> so this? http://puu.sh/ni4Sp/4229bf7a12.txt
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]
L2663[21:58:34] <FusionLord> loaded now and not recieving messages -.- http://puu.sh/ni5xT/8375561272.jpg
L2664[21:59:21] <gigaherz> :/
L2665[21:59:26] <gigaherz> no idea then, is the modid correct?
L2666[22:01:00] <FusionLord> http://puu.sh/ni5Ht/de73177482.png
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
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L2676[22:13:01] ⇨ Joins: McJty (~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] ⇦ Quits: Lathanael|Away (~Lathanael@p54960911.dip0.t-ipconnect.de) (Ping timeout: 198 seconds)
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
L2755[22:20:45] <FusionLord> gigaherz, http://puu.sh/ni6mO/27fd5411d6.txt
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
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L2762[22:24:26] <gigaherz> FusionLord: ah so runtime messages are received manually?
L2763[22:25:20] ⇦ Quits: Naiten (Naiten@77.35.249.39) (Quit: Leaving)
L2764[22:27:20] <infinitefoxes_> https://collin1971.net/files/S4dH7m.mp4
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] ⇦ Quits: Unh0ly_Tigg (~Robert@c-76-115-95-185.hsd1.or.comcast.net) (Quit: Leaving)
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
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L2819[22:50:43] <ghz|afk> night
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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
L2825[23:01:54] <McJty> This is the blockstate: https://bpaste.net/show/6552b2884d01
L2826[23:02:25] <McJty> And the model: https://bpaste.net/show/95056ccb8fbb
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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
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L2839[23:12:05] <McJty> The weird thing is that I'm doing similar things elsewhere and then it works
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