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L7[00:22:55] <Mraof> It's sort of annoying how AI targets are based on class
L8[00:24:28] <acidjazz> damn, morphadditions keeps crshing :(
L9[00:26:23] <acidjazz> com.temportalist.morphadditions.common.MorphAdditions
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L19[00:47:26] <Mraof> Hmm
L20[00:47:45] <Mraof> Is there a way I could create a new entity class at runtime
L21[00:47:58] <Mraof> (Based on packets received from the server)
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L23[00:50:59] <VikeStep> why not make a generic entity class with configurable properties?
L24[00:51:26] <Mraof> Because AI relies on actual classes
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L26[00:51:58] <VikeStep> there is a thing you can override called shouldExecute
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L28[00:52:22] <VikeStep> make it return false or super.shouldExecute() depending on the conditions
L29[00:53:04] <Mraof> So just make my own version of every AI task I use that has a target entity class?
L30[00:53:28] <Mraof> I guess that'd work, at least for my own mod
L31[00:54:07] <Mraof> Other mods would still be basing it on the class but I guess I can't do much about that
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L33[00:55:22] <VikeStep> So, you want to toggle certain AI features for different mobs I am guessing?
L34[00:56:49] <Mraof> Basically I want new mobs to be able to be defined on the server
L35[00:57:50] <Mraof> Not necessarily with new AI, but with specified AI and their own model/texture and their own stats and such
L36[00:58:24] <VikeStep> maybe creating a class at runtime might be the preferable approach here
L37[00:58:36] <acidjazz> anyone ever have issues flying in morph mode
L38[00:59:52] <Mraof> Yeah, but idk if that's actually possible
L39[01:00:31] <Mraof> Sending a class over the network and just loading it would probably work, but that's a terrible idea
L40[01:04:07] <VikeStep> mraof, the problem would be that you would need to create it on both the client and server
L41[01:05:00] <Mraof> How is that the problem?
L42[01:05:16] <VikeStep> a problem*
L43[01:05:53] <Mraof> Just creating it at runtime seems like a lot more of a problem to me
L44[01:06:20] <VikeStep> Mraof, http://docs.oracle.com/javase/6/docs/api/java/lang/reflect/Proxy.html
L45[01:06:26] <VikeStep> you might want to try use a Proxy
L46[01:06:38] <VikeStep> "A dynamic proxy class (simply referred to as a proxy class below) is a class that implements a list of interfaces specified at runtime when the class is created"
L47[01:07:00] <Mraof> It needs to extend an entity class
L48[01:07:09] <Mraof> Not an interface
L49[01:07:32] <VikeStep> the AI stuff are interfaces
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L52[01:08:45] <Mraof> The problem isn't that I need to create new AI, it's that I need to create new entities
L53[01:09:17] <VikeStep> don't entities which have a certain ai Implement them?
L54[01:09:23] <Mraof> And some AI tasks on based on entity class
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L56[01:09:39] <VikeStep> it's usually EntityThing extends EntityLivingBase implements AIBreakDoor
L57[01:09:40] <VikeStep> for example
L58[01:09:51] <Mraof> No
L59[01:09:51] <VikeStep> I don't have the code up, I might be wrong
L60[01:10:04] <VikeStep> ah, alright, don't mind me
L61[01:11:06] <Mraof> I guess I'll just have to make a generic entity class and deal with other mods not handling it right
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L78[01:43:02] <McJty> Anyone can help with this? https://bpaste.net/show/2d7473853eb6
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L80[01:47:08] <sham1> you should make at least one texture the default
L81[01:47:18] <sham1> AFAIK
L82[01:47:48] <sham1> Also, you may need to put that object containing "texture-object into an array
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L85[01:50:22] <McJty> Well one texture is default isn't it
L86[01:50:26] <McJty> I put it in the defaults section
L87[01:50:39] <sham1> yes
L88[01:50:41] <McJty> I don't understand when an array should be used and when not
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L90[01:51:21] <sham1> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6
L91[01:51:27] <sham1> It's all in the spec
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L93[01:52:26] <McJty> That doesn't explain it well IMHO
L94[01:52:31] <McJty> It is just a spec
L95[01:52:56] <sham1> it doesent, but what can you do
L96[01:53:27] <McJty> Using arrays didn't help
L97[01:55:17] <LexManos> !gm func_185913_b
L98[01:55:45] <McJty> lex, will the upgrade from 1.8.9 to 1.9 be big for modders or relatively small?
L99[01:56:12] <sham1> Is 1.9 even out yet?
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L101[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160223 mappings to Forge Maven.
L102[02:00:06] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160223-1.8.9.zip (mappings = "snapshot_20160223" in build.gradle).
L103[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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L120[02:39:42] <McJty> Ok, I don't get it: https://bpaste.net/show/4dae5b12ced7
L121[02:39:50] <McJty> I have the variants defined as far as I can see
L122[02:39:55] <McJty> But it still complains about them
L123[02:42:33] <Sandra> McJty, "model" definition
L124[02:42:45] <McJty> Sandra, yes?
L125[02:42:59] <Sandra> that's a blockstate file.
L126[02:43:08] <McJty> yes? go on?
L127[02:43:25] <McJty> It doesn't get to the model file because the blockstate is failing
L128[02:44:28] <Sandra> if the blockstate is failing there'd be another error relating to the blockstate failing?
L129[02:44:52] <McJty> Well the error indicates that it cannot find a model for that variant.
L130[02:45:08] <McJty> hmm
L131[02:45:16] <McJty> Maybe this boils down the the other error I can't fix:
L132[02:45:20] <McJty> [09:38:43] [Client thread/WARN]: Unable to resolve texture due to upward reference: #side in deepresonance:models/block/generator
L133[02:45:32] <McJty> Model: https://bpaste.net/show/490ba6468e0a
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L135[02:48:08] <Sandra> McJty, is there no more to these errors than that?
L136[02:48:15] <Sandra> because like... I get stacktraces.
L137[02:48:47] <McJty> No stacktraces.
L138[02:49:10] <Sandra> could I ask for a full log?
L139[02:49:17] <McJty> This is the entire log: https://bpaste.net/show/d1cb71520a65
L140[02:49:20] <Sandra> ty.
L141[02:49:23] <McJty> There are errors but those are unrelated to this
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L144[02:52:26] <Sandra> um..... huh.
L145[02:55:53] <Cazzar> "Hello welcome to tech support, have you tried turning it off and on again?" => How applicable to Tech support do you think that phrase/quote is? :P
L146[02:57:19] <Sandra> highly applicable?
L147[02:57:39] <Cazzar> 15 calls today, 7 or so had them as the resolution.
L148[03:05:11] <tterrag> McJty: do you really think using lambdas in tutorial examples is a good idea?
L149[03:05:58] <McJty> Why not?
L150[03:06:42] <tterrag> 1. it encourages depending on a version of java that MC does not require, to people who may not fully understand the ramifications of that
L151[03:06:44] <Cazzar> Wouldn't there be the better choice of explaining such functions which support the JVM language level that forge supports?
L152[03:07:09] <tterrag> 2. it obfuscates what the code actually does, especially considering many won't know what a lambda even is
L153[03:07:16] <Sandra> people should not be playing MC on a version of java that's not 1.8.
L154[03:07:24] <tterrag> also, your code won't compile, because your message handler lambda captures the parameters
L155[03:07:26] <tterrag> and they are nonfinal
L156[03:07:26] <Sandra> if they aren't, they can update.
L157[03:07:35] <Sandra> not that hard.
L158[03:07:37] <McJty> tterrag, it compiles
L159[03:07:49] <McJty> I have a github where that exact code is used
L160[03:08:07] <McJty> And I see no reason to go back to the past now
L161[03:08:14] <McJty> If they don't know lambda then now is the time to learn
L162[03:08:44] <Cazzar> It's not the problem of teaching them it.
L163[03:08:57] <tterrag> no - what's going to happen is you have a bunch of noob modders copypasting your code without understanding it
L164[03:09:07] <Cazzar> http://cazzar.net/tutorials/forgegradle/ForgeGradle-and-Java-8-A-Hackers-Guide/
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L166[03:09:15] <Cazzar> Read the first thing that I say after the title.
L167[03:09:29] <McJty> That happens regardless of what you use. Copy/pasting cannot be avoided really and people will often not understand what they copy
L168[03:09:30] <Cazzar> minus the fucked link :P
L169[03:09:49] <tterrag> right
L170[03:09:59] <tterrag> but now these people will be subjected to crashes they can't possibly decipher
L171[03:10:03] <Sandra> Cazzar, yes... in gradle?
L172[03:10:06] <tterrag> <50% of users currently have java 8
L173[03:10:19] <McJty> 100% of 1.8.9 users have java 8
L174[03:10:21] <Cazzar> Sandra: what?
L175[03:10:30] <tterrag> if they use windows, and the vanilla launcher
L176[03:10:36] <tterrag> which is FAR from 100%, especially in modded
L177[03:10:38] <McJty> tterrag, even JEI requires java8
L178[03:10:44] <tterrag> no it does not
L179[03:10:49] <McJty> Last time I was told it does
L180[03:11:01] <tterrag> https://github.com/mezz/JustEnoughItems/blob/1.8.9/build.gradle#L29-L30
L181[03:11:02] <tterrag> it never has
L182[03:11:14] <tterrag> ok, well not since december
L183[03:11:19] <tterrag> for a long while now it has not
L184[03:11:29] <Cazzar> https://github.com/mezz/JustEnoughItems/blob/1.8.9/build.gradle#L28
L185[03:11:35] <Cazzar> 1.7
L186[03:11:48] <Cazzar> So, I call bullshit to that claim :P
L187[03:11:51] <tterrag> and even if it did, I fail to see how one mod with a fairly proficient author using java 8 has anything to do with tutorials for beginners
L188[03:11:58] <McJty> Anyway, official java 1.7 support will end in a few months
L189[03:12:01] <tterrag> mezz knows what he's doing
L190[03:12:06] <McJty> It is not a good idea to dwindle on the past
L191[03:12:10] <tterrag> it's not the past
L192[03:12:12] <tterrag> MC uses java 6
L193[03:12:15] <tterrag> period
L194[03:12:16] <McJty> So what?
L195[03:12:22] <Cazzar> McJty: And offical support for windows XP was nulled by MSFT ages ago, but that never came to be
L196[03:12:25] <tterrag> <tterrag> but now these people will be subjected to crashes they can't possibly decipher
L197[03:12:30] <Sandra> Cazzar, FG supports java 8?
L198[03:12:32] <Cazzar> Because of the US millitary
L199[03:12:45] <Cazzar> Sandra: FG doesn't give a shit what java version you use
L200[03:12:57] <Sandra> exactly....
L201[03:12:58] <Cazzar> By default it implicitly sets to 1.6 though.
L202[03:13:02] <sham1> Everyone should be using java8 at this point, except for forge until MC itself is updated
L203[03:13:03] <Sandra> yes.
L204[03:13:04] <Sandra> it does.
L205[03:13:12] <McJty> I agree with sham1
L206[03:13:14] <Sandra> as sham1 said.
L207[03:13:20] <McJty> There is absolutely NO reason to stay with java7 or below that
L208[03:13:22] <tterrag> should is great
L209[03:13:31] <Cazzar> Sandra: It was namely making it use java 8 language constructs.. for earlier versions of java
L210[03:13:32] <tterrag> everyone should also give to charity and floss
L211[03:13:35] <tterrag> but I bet a ton of people don't
L212[03:13:45] <Sandra> Cazzar, okay.... why?
L213[03:13:46] <Cazzar> EX: use lambdas, but produce java 6 bytecode.
L214[03:13:49] <sham1> What do you have against java8
L215[03:13:57] <tterrag> sham1: nothing
L216[03:13:59] <tterrag> I use it myself
L217[03:14:00] <tterrag> often
L218[03:14:03] <sham1> And you could also use retrolambda yes
L219[03:14:12] <tterrag> I have a problem with including it in a tutorial with NO warning or explanation of what it means
L220[03:14:20] <Cazzar> sham1: http://upload.cazzar.net/u/1456218860
L221[03:14:34] <tterrag> MC is based on java 6. it runs on java 6. unless you understand the consequences of requiring a newer java version you shouldn't do it.
L222[03:14:41] <McJty> I can add a warning sure
L223[03:14:45] <McJty> But I will not stop using java8
L224[03:14:55] <Cazzar> tterrag was not trying to stop you using it.
L225[03:15:04] <tterrag> YOU don't have to. but stop feeding it to people who don't understand the difference
L226[03:15:16] <Cazzar> He was just saying, for a TUTORIAL, it'd be better to be upfront about it.
L227[03:15:18] <tterrag> you can put all the big scary warnings you want
L228[03:15:20] <sham1> But it's just a different version /s
L229[03:15:24] <tterrag> people are just going to copy paste what is on the page
L230[03:15:47] <tterrag> this is the major reason why forge docs have as little code as possible
L231[03:16:04] <Sandra> which is bad?
L232[03:16:08] <tterrag> no
L233[03:16:09] <tterrag> good
L234[03:16:23] <Sandra> people copy pasting code is inevitable?
L235[03:16:25] <tterrag> it replaces boilerplate code with actual explanation of concepts
L236[03:16:33] <sham1> Speaking of the forge docs...
L237[03:16:40] <tterrag> Sandra: yes, it is. so there is some code, very basic templates
L238[03:16:49] <sham1> It has been sitting there for almost 3 months now
L239[03:16:55] <tterrag> something which, if copied, would work fine in any environment
L240[03:17:11] <Cazzar> When I have written it in a way, where to construct the outcome, you kinda have to read the majority of the document
L241[03:17:22] <tterrag> see http://mcforge.readthedocs.org/en/latest/networking/simpleimpl/
L242[03:17:33] <tterrag> Cazzar: I use the same approach
L243[03:17:51] <McJty> Added a warning: http://modwiki.temporal-reality.com/mw/index.php/Main_Page
L244[03:18:55] <sham1> But how many people will land to the main page of the wiki
L245[03:18:56] <tterrag> let me get right to it. here is the problem I have with your wiki (aside from the fact taht you made it in the first place)
L246[03:18:58] <sham1> I mean really
L247[03:18:58] <tterrag> http://modwiki.temporal-reality.com/mw/index.php/Basic_Block-1.8.9
L248[03:19:01] <tterrag> 90% of that page is code
L249[03:19:05] <tterrag> there is ZERO explanation of any of it
L250[03:19:14] <tterrag> setRegistryName("firstblock"); // The unique name (within your mod) that identifies this block
L251[03:19:21] <tterrag> what does that tell someone who is wholly unfamiliar with modding?
L252[03:19:22] <tterrag> nothing
L253[03:19:40] <sham1> "Then it is recommended you have some centralized place where you initialize all your blocks. It is common to call this ModBlocks. The static init in this class should be called from within CommonProxy.preInit"
L254[03:19:41] <Sandra> like.... when I read the readthedocs docs for things like capabilities and networking.
L255[03:19:45] <Sandra> I understood nothing.
L256[03:19:45] <sham1> What? No!
L257[03:19:46] <McJty> Well yes. I made this wiki exactly like how I would like to learn how to program. By reading simple code that progresses step by step
L258[03:19:54] <Sandra> until I looked at code.
L259[03:19:54] <McJty> I agree that not everyone learns that way but I do
L260[03:20:02] <sham1> That's not how you should use proxies
L261[03:20:19] <Sandra> yeah....
L262[03:20:24] <tterrag> Sandra: looking at examples is to be expected
L263[03:20:36] * Cazzar goes off to play Rainbow 6 Siege
L264[03:20:41] <sham1> but not copy pasting
L265[03:20:49] <tterrag> right
L266[03:20:53] <sham1> Because you may not understand what that particular thing does
L267[03:21:03] <tterrag> I find it hard to believe also that you understood *nothing* from that quite extensive page
L268[03:21:16] <tterrag> if that is truly the case then you may need to back up a few steps
L269[03:21:36] <Sandra> one of my MAIN problems with the forge docs is that yes, it explains things.
L270[03:21:47] <sham1> how is that a problem
L271[03:21:53] <Sandra> but I get no context as to where to include the thing.
L272[03:22:04] <tterrag> no, I agree
L273[03:22:09] <tterrag> currently our pages are a bit sparse
L274[03:22:16] <tterrag> there needs to be a "putting it together" for each section
L275[03:22:19] <tterrag> or something along those lines
L276[03:22:22] <tterrag> no one said it's complete
L277[03:22:27] <Sandra> so I'm sitting here like "i have a thingie, now what".
L278[03:22:47] <tterrag> or potentially a section at the bottom of each page with a list of FOSS examples
L279[03:23:02] <tterrag> if you have improvements to make, make them
L280[03:23:26] <tterrag> if you found something that helped you understand it better elsewhere, add it to the page
L281[03:23:45] <tterrag> lex doesn't run the docs repo, I do, along with boni
L282[03:23:55] <tterrag> I'm not going to yell at you or ban you (not that I could)
L283[03:24:48] <tterrag> anyways, I should have been in bed an hour ago
L284[03:24:49] <tterrag> night
L285[03:24:50] <Sandra> like /this/: http://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L286[03:24:54] <Sandra> is what I call a good page.
L287[03:25:03] <Sandra> gives a whole example and explains it.
L288[03:25:03] <Lordmau5> o/
L289[03:25:08] <Sandra> with context.
L290[03:25:21] <McJty> Yes, that's a good page. I agree
L291[03:25:21] <tterrag> and in my simpleimpl page I give a (albeit rather simple) example packet
L292[03:25:24] <tterrag> what's the difference?
L293[03:25:38] <tterrag> yes that's a good page but it's missing quite a bit
L294[03:25:40] <LexManos> 48 more classes to rename.. fuck ive been at this for... 14 hours...
L295[03:25:59] <Lordmau5> classes?
L296[03:26:03] <sham1> Indeed
L297[03:26:03] <Lordmau5> which classes?
L298[03:26:11] <McJty> lex paving the way for us modders in 1.9 (great job!)
L299[03:26:29] <McJty> Lordmau5, 1.9 classes
L300[03:26:33] <Lordmau5> Oh, dude nice! Kudos to you, Lex :3
L301[03:26:41] <sham1> The amount of work morale is admirable
L302[03:26:51] <Lordmau5> what were the major changes again? Item-states, right?
L303[03:27:01] <Lordmau5> (please no render changes, please no render changes)
L304[03:27:07] <sham1> Two handed stuff
L305[03:27:08] <sham1> So yes
L306[03:27:08] <Lordmau5> as in, block-wise
L307[03:27:11] <LexManos> The changes are EVEN MORE JSON WHOO!!!
L308[03:27:16] <LexManos> But cool shit witht he json
L309[03:27:18] <tterrag> lex: IBlockStatePallete? is this chunk-based ID maps??
L310[03:27:18] <sham1> Multipart
L311[03:27:21] <McJty> Well from what lex tweeted earlier it appears that the chunk generation stuff has changed a lot too. Probably need to work a bit on rftools dimensions to port that :-)
L312[03:27:30] <Lordmau5> oh?
L313[03:27:31] <Sandra> json's cool.
L314[03:27:32] <Sandra> :P
L315[03:27:40] <Lordmau5> it's awful :3
L316[03:27:53] <McJty> json is not awful if done well
L317[03:27:53] <LexManos> Naw doesnt look like the world save format is palettized yet.. then agian i havent looked to deep into it, still doing namings
L318[03:27:55] <sham1> When you make it turing complete then it goes too far
L319[03:27:56] <Lordmau5> Still looking forward to the day when mods are written purely in JSON /s
L320[03:28:00] <McJty> It is actually a pretty good format
L321[03:28:01] <tterrag> darn
L322[03:28:06] <tterrag> a man can dream
L323[03:28:07] <Lordmau5> I know it's good
L324[03:28:11] <LexManos> Started with 341 unnamed classes, down to 48
L325[03:28:14] <Lordmau5> but you can hunt me down in terms of writing a whole mod in that crap :D
L326[03:28:32] <tterrag> ok
L327[03:28:33] <Sandra> yeah, the vanilla format for json in 1.8 leaves a bit to be desired.
L328[03:28:33] <tterrag> sleep
L329[03:28:36] *** tterrag is now known as tterrag|ZZZzzz
L330[03:28:38] <sham1> Turing-complete JSON for mod making...
L331[03:28:48] <Lordmau5> are you renaming classes to names that were already there? Or are those entirely new classes?
L332[03:28:57] <LexManos> new classes
L333[03:28:59] <boni> that reminds me, i wanted to put up a small doc for the forge bucket, hm
L334[03:29:12] <Lordmau5> And I assume Mojang didn't give you a list with their names, did they :S ?
L335[03:29:24] <tterrag|ZZZzzz> lex: on the bright side, that's 86% done!
L336[03:29:31] <Lordmau5> thanks for the math, tt :D
L337[03:29:33] <Sandra> q: since the forge json format has lots of shared features with the 1.9 format but not in the same way.... will the forge json format be removed or modified in 1.9?
L338[03:29:34] <tterrag|ZZZzzz> np
L339[03:29:38] * tterrag|ZZZzzz passes out
L340[03:29:38] ⇨ Joins: BerciTheBeast (BerciTheBe@77.111.11.55.ipv4.telemach.net)
L341[03:29:44] <Lordmau5> Good night, tt o/
L342[03:30:02] <sham1> The multipart format 1.9 introduces still lacks some stuff that the forge blockstate stuff has
L343[03:30:13] <Lordmau5> multipart format? 1.9? Wait what
L344[03:30:19] <Sandra> modified in some way then?
L345[03:30:21] <Lordmau5> so MCMP is not needed anymore? :D
L346[03:30:29] <sham1> http://minecraft.gamepedia.com/Model#Example:_Redstone_Wire
L347[03:30:32] <shadekiller666> no no no
L348[03:30:35] <Sandra> Lordmau5, no.... you can just make models out of multiple models.
L349[03:30:43] <Lordmau5> Ah.
L350[03:30:47] <LexManos> Most likely we'll keep the forge version
L351[03:30:57] <LexManos> there is a reason I made it add a marker
L352[03:31:04] <shadekiller666> the ender dragon is considered a "multipart" in code
L353[03:31:07] <LexManos> we can use that to determine what all we want to do.
L354[03:31:12] <Sandra> mmmkay, yeah.
L355[03:31:32] <boni> i personally prefer the forge format :I
L356[03:31:37] <LexManos> v2 will most likely be a re-write, to support 1.9's format.
L357[03:31:40] <Sandra> and as the marker is the version number, you could make a v2 of the forge format which supports both.
L358[03:31:43] <Sandra> yeah.
L359[03:31:45] <LexManos> So we'll load 1.8 and 1.9 forge variants
L360[03:31:50] <Lordmau5> neat
L361[03:32:09] <LexManos> Thats the idea anyways, we'll see how it works out
L362[03:32:27] <sham1> We shall wait until 1.9 actually rolls around
L363[03:32:31] <Lordmau5> ^
L364[03:32:44] <Lordmau5> gotta be fun to support both 1.8 and 1.9 again... yay
L365[03:32:55] <Lordmau5> At least it's the newer versions and not 1.7.10 that I have to worry about :D
L366[03:32:59] <Sandra> wait... what the hell is an elytra?
L367[03:33:11] <sham1> Or just make a final release for 1.8 stuff and continue in 1.9
L368[03:33:34] <Sandra> 1.9 won't be near as bad as 1.8 yeah?
L369[03:33:36] <Lordmau5> Since I'm not using anything in terms of items, I doubt I have to do much changes inbetween 1.8 and 1.9
L370[03:33:36] <Sandra> or nah.
L371[03:34:18] * boni fears all the changes to item handling with regard to his items
L372[03:34:43] <Lordmau5> sssssh boni, it's gonna be alright.
L373[03:35:06] <boni> well, i can always leave it as is and ignore the offhand
L374[03:35:08] <boni> ;D
L375[03:35:31] <Sandra> oh god. yeah, that's a thing isn't it.
L376[03:35:39] <Sandra> have fun with that boni.
L377[03:35:46] <Lordmau5> just do invisible item rendering
L378[03:35:50] <Lordmau5> > It's a feature
L379[03:37:19] <Sandra> oh wait, well, anything that has a right click use will continue to use that still if there's an offhand item.
L380[03:37:55] <Sandra> i like how you can change the handedness of your character. :P
L381[03:39:49] <Sandra> oh wow, they added a skyblock generator in 1.9.
L382[03:39:53] <Sandra> good.
L383[03:39:59] <sham1> yay
L384[03:41:11] <Sandra> elytra look cool.
L385[03:41:26] <sham1> The what
L386[03:41:47] <Sandra> the 1.9 flight mechanic.
L387[03:41:53] <Sandra> well it's more gliding but :P
L388[03:41:56] <McJty> yes, I've seen Etho use it
L389[03:41:58] <sham1> Oh the glider
L390[03:42:01] <McJty> There are some nice changes in 1.9
L391[03:42:05] <Sandra> wiiiings.
L392[03:42:07] <McJty> I also like how the end is much more expanded
L393[03:42:22] <Sandra> yeah, it was kinda boring before.
L394[03:42:37] <Sandra> what....
L395[03:42:38] <Sandra> Removed the Super Secret Settings button and the Alternate Blocks toggle from video settings.
L396[03:42:38] <Sandra> Twitch integration (along with the Broadcast Settings section in video settings) is removed.
L397[03:42:41] <sham1> Made for a good ender pearl farm
L398[03:42:44] <sham1> Yay
L399[03:42:54] <Sandra> no more shaders? :(
L400[03:43:00] <sham1> JSON shaders
L401[03:43:21] ⇦ Quits: Naiten (Naiten@5.143.54.20) (Read error: Connection reset by peer)
L402[03:43:35] <sham1> So the loss was not too grand
L403[03:44:02] <Sandra> the json shaders were like... the first json things in MC.
L404[03:44:05] <Sandra> sad to see them go.
L405[03:44:14] <sham1> First of many
L406[03:44:42] <Sandra> yep.
L407[03:44:46] <LexManos> ya twitch is gone
L408[03:44:56] <Sandra> i'm not sure I like that.
L409[03:44:58] <sham1> Did anyone actually use it
L410[03:45:11] <Sandra> no.
L411[03:45:24] <Cypher121> did it even ever work?
L412[03:45:30] <sham1> I guess
L413[03:45:34] <Sandra> it works.
L414[03:45:36] <Sandra> ish.
L415[03:46:11] <Cypher121> last time I tried to use it, game froze
L416[03:46:14] <Sandra> huh. shields are cool.
L417[03:46:26] <sham1> Shields!?
L418[03:46:26] <Sandra> you can pop a banner design on a shield.
L419[03:46:34] <Sandra> yes. shields.
L420[03:46:48] <Sandra> what's the point in an offhand slot if you don't have shields.
L421[03:46:59] <Sandra> plus the removal of spammy combat. :P
L422[03:47:16] <Sandra> instead using a charge and swing method.
L423[03:47:20] <Sandra> (iirc.)
L424[03:47:24] <sham1> 1.9 sounds like it is just a mod that was integrated to the actual codebase
L425[03:48:15] <Sandra> also.... beetroots?
L426[03:48:17] <Cypher121> you mean like a good half of the changes since ever?
L427[03:48:18] <Sandra> for some reason?
L428[03:48:20] <boni> well, at least 1.9 will allow me a better fine-grained control over knockback and attacks-speed than the hacky stuff i use now.
L429[03:48:40] <Sandra> why do we have beetroots?
L430[03:49:21] <Sandra> because... pocket edition does?
L431[03:49:22] <Sandra> okay.
L432[03:50:10] <Cypher121> no, that's the wrong question, because answer to it is always "because why not?"
L433[03:50:45] <Sandra> did they change the ender dragon to be like the console versions?
L434[03:51:01] <Sandra> or am I misremembering.
L435[03:51:35] *** K-4U|Off is now known as K_4U
L436[03:51:38] *** K_4U is now known as K-4U
L437[03:51:55] <Sandra> huh, you can now re-spawn the ender dragon.
L438[03:52:02] <Sandra> veeeery interesting.
L439[03:53:24] <sham1> I like how Mojang is just adding more and more of these RPG elements to the game, it's like "we started it by adding enchanting and XP so might as well go all the way and add some combat mechanics"
L440[03:54:53] <Sandra> it's fair.
L441[03:55:16] <Sandra> basically beta1.8 onward they just kept adding RPG elements.
L442[03:55:46] <sham1> HORSE ARMOUR
L443[03:57:14] <Lordmau5> wait you're telling me the twitch broadcast feature is gone?
L444[03:57:22] <sham1> If I want to play an RPG, I'll play an RPG. Not minecraft
L445[03:57:26] <Lordmau5> how are the 0 streamers that actually used it gonna use it now?! D:
L446[03:57:28] <sham1> Yes
L447[03:58:01] <Lordmau5> Any decent human being that's streaming on PC is using either OBS or Xsplit...
L448[03:58:21] <sham1> Shadowplay
L449[03:58:23] <Sandra> sethbling used it once.... when it was brand new.... to show it off.....
L450[03:58:29] <Lordmau5> ye, no, you don't stream with shadowplay
L451[03:58:30] <Sandra> that's about it.
L452[03:58:33] <Lordmau5> technically :p
L453[03:58:44] <Lordmau5> Doesn't shadowplay utilize the GPU encoding when streaming btw?
L454[03:58:49] <sham1> You can stream with shadowplay
L455[03:59:02] <sham1> Afaik yes
L456[03:59:02] <Lordmau5> I didn't say you couldn't, I said you shouldn't.
L457[03:59:03] ⇦ Quits: shadekiller666 (~shadekill@adsl-108-71-34-208.dsl.lsan03.sbcglobal.net) (Read error: Connection reset by peer)
L458[03:59:09] <Lordmau5> ye, you can get that result in OBS or xsplit as well
L459[03:59:15] <sham1> Ye
L460[03:59:30] <sham1> But they also limit your fps
L461[03:59:33] <sham1> To 60
L462[03:59:47] <Sandra> also the ender dragon's name is "Jean?"
L463[03:59:54] <sham1> Wat
L464[04:00:08] <sham1> how odd
L465[04:00:11] <Lordmau5> no they don't?
L466[04:00:13] <Lordmau5> well
L467[04:00:23] <Lordmau5> you shouldn't stream on Twitch in 60fps anyway if you aren't partnered
L468[04:00:28] <Sandra> like the player's name is "Steve?", the ender dragon's name is "Jean?"
L469[04:00:59] <sham1> And why is tha6
L470[04:01:11] <Lordmau5> GPU encoding at 60fps with 720p would be a bitrate of... what, 5-7mbit already, which you aren't allowed to stream in general
L471[04:01:21] <Lordmau5> the max bitrate allowed on twitch for non partners is 3.5mbit
L472[04:01:24] <sham1> Also, why must I use twitch instead of whatever arbitrary streaming service
L473[04:01:38] <Lordmau5> I'm going by the major one out there
L474[04:01:50] <sham1> Youtube :P
L475[04:01:53] <Lordmau5> pfft
L476[04:01:56] <Lordmau5> okay then
L477[04:02:02] <Sandra> youtube is better.
L478[04:02:08] <sham1> Less kappa
L479[04:02:09] <Lordmau5> either way: Streaming in 720p/60fps at 3.5mbit will cause a shitton of artifacting.
L480[04:02:32] <Sandra> i've heard issues on the streamer side with youtube, but viewer wise youtube is waaaay better.
L481[04:02:42] <Lordmau5> anything above, a bunch of users will not be able to watch (yes, there are still people that have shit internet)
L482[04:03:02] <sham1> Speaking of OBS
L483[04:03:02] <Sandra> Lordmau5, 3.5mbit is too high for me.
L484[04:03:08] <sham1> I should download it
L485[04:03:14] <Lordmau5> too high for watching or too high for streaming?
L486[04:03:17] <Sandra> to view stably.
L487[04:03:19] <Lordmau5> see
L488[04:03:22] <Sandra> watching.
L489[04:03:25] <Lordmau5> and anything below will cause MORE artifacting
L490[04:03:29] <sham1> The amount of bits IS TOO DAMN HIGH
L491[04:03:34] <Lordmau5> so 60fps is generally a no-no if you're streaming
L492[04:03:59] <Sandra> you can probably go for 60 if there's a converter that takes it down to 30.
L493[04:04:02] <Lordmau5> I stream at 720p/30fps at 2.5mbit because I know a majority of the viewers can actually watch it
L494[04:04:06] <Sandra> but yeah.
L495[04:04:34] <Lordmau5> also, CPU encoding > GPU encoding because it causes less artifacting
L496[04:04:46] <Lordmau5> GPU encoding is good for local recordings
L497[04:05:01] <sham1> But GPU encoding lets CPU do less work
L498[04:05:03] <Lordmau5> because you can set the bitrate to constant-quality, so it varies the bitrate depending on how much is happening on the screen
L499[04:05:11] <Lordmau5> yes, but the quality isn't as good as CPU
L500[04:05:15] <Sandra> 2.5mbit is /just/ within my best internet speed.
L501[04:05:17] ⇨ Joins: Naiten (Naiten@77.35.239.102)
L502[04:05:57] <Lordmau5> I wonder if streaming services might utilize h265 anytime in the future...
L503[04:05:59] <Lordmau5> would be interesting to know
L504[04:06:10] <Lordmau5> less filesize at same quality definitely rocks
L505[04:06:32] <Sandra> 1.6mbit is probably the limit of me viewing a quality stream.
L506[04:06:51] <McJty> Some players (like tlove) are streaming on beam.pro. Much better quality
L507[04:06:52] <Sandra> yes I have bad internet what of it?
L508[04:06:53] <Lordmau5> I've got all 8 seasons of House M.D. encoded in h265 - one season has ~24 episodes, each episode is 45 mins long, one season is ~4.5GB
L509[04:07:03] <Lordmau5> we could say the same about hitbox
L510[04:07:29] <Lordmau5> these services won't be able to keep up the quality / low-delay either though, if there are more people going to stream on it.
L511[04:07:32] <Sandra> beam.pro in my experience is even worse than twitch.
L512[04:07:49] <Sandra> Lordmau5, youtube can!
L513[04:08:02] <Lordmau5> Ye, but it's Google.
L514[04:08:10] <Lordmau5> I'd much rather support Twitch / Amazon :3
L515[04:08:11] <LexManos> !gm func_184376_a
L516[04:08:28] <Sandra> you'd rather support amazon than google?
L517[04:08:40] <Sandra> wow.
L518[04:08:58] <McJty> Sandra, really? For me the beam.pro quality is amazing compared to twitch
L519[04:09:10] <Lordmau5> Youtube Red, oh boy, more paying for crap \o/
L520[04:09:18] <Lordmau5> seriously? That's nothing I wanna support
L521[04:09:28] <Lordmau5> which is why I torrented the first episode of that PewDiePie series... what was it called again
L522[04:09:35] <Sandra> McJty, "quality" is the issue.
L523[04:09:35] <Lordmau5> Scare Pewdiepie?
L524[04:09:40] <Lordmau5> it's actually a decent series
L525[04:09:46] <boni> why.. why'd you watch pewdiepie
L526[04:09:50] <McJty> Sandra, how so?
L527[04:09:56] <Sandra> Lordmau5, youtube red isn't even available here.
L528[04:10:05] <Lordmau5> boni, have you watched the first episode yet of that series :P?
L529[04:10:13] <boni> no, i haven't watched any series ;o
L530[04:10:16] <Lordmau5> I don't watch him in general. But that series definitely is fun
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L532[04:10:18] <Sandra> McJty, as i said: <Sandra> 2.5mbit is /just/ within my best internet speed.
L533[04:10:27] <McJty> ah
L534[04:10:49] <Sandra> it
L535[04:10:57] <Sandra> 's INCREDIBLY LAGGY.
L536[04:11:01] <Sandra> on beam.
L537[04:11:24] <McJty> Ok, I have good internet so that helps of course
L538[04:11:28] <Lordmau5> nice
L539[04:11:36] <Lordmau5> boni: the 2nd episode of Scare Pewdiepie is up on KAT as well :P
L540[04:11:40] <Lordmau5> I know what I'm gonna watch this evening
L541[04:11:51] <kashike> I have better quality with beam
L542[04:13:07] <RANKSHANK> boni if you're against YouTube red you better not have an ad blocker installed: P
L543[04:13:30] <sham1> why's that
L544[04:18:20] <Sandra> ...
L545[04:18:31] <Sandra> how else do they earn money?
L546[04:19:11] <Sandra> also iirc yt red is just youtube using their library of quality creators to create original series, like netflix?
L547[04:19:16] <Sandra> so what's the issue?
L548[04:19:33] <Sandra> also providing legal ways to download videos.
L549[04:26:35] *** Darkevilmac is now known as DarkevilAway
L550[04:37:32] <Cazzar> Sandra: licensing fees? :P
L551[04:38:18] <Sandra> Cazzar, what licensing fees?
L552[04:38:31] <Cazzar> Well, not fees, just licensing issues.
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L554[04:51:17] <Lordmau5> suddenly quiet
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L571[05:07:13] <Lordmau5> anyone familiar with PowerAdvantage?
L572[05:20:24] *** kroeser is now known as kroeser|away
L573[05:27:23] <sham1> nah
L574[05:32:47] <Hunterz> It is somelthing like small IC2 for 1.8.9
L575[05:33:24] <Lordmau5> it's got a shitty fluid pipe implementation
L576[05:33:32] <Lordmau5> that only connects to tiles that implement a certain interface
L577[05:34:50] <sham1> Pipes eh
L578[05:39:49] <Cazzar> I feel like making a creepy minecraft mod...
L579[05:45:13] <Hunterz> it is very young mod
L580[05:45:32] <Lordmau5> PowerAdvantage?
L581[05:45:40] <Hunterz> you can make issue on the github
L582[05:45:46] <Lordmau5> that's what someone else did already
L583[05:46:04] <Lordmau5> he was in my mod's channel like an hour ago and was talking about the pipes not connecting to my tank valves
L584[05:46:41] <Lordmau5> after reading through the source code, it seemed to me that the pipes shouldn't connect to *any* of the IFluidHandlers
L585[05:46:51] <Lordmau5> so I asked him if he could check if the pipe would connect to a BC tank - and it didn't
L586[05:48:22] <Lordmau5> it's gonna be annoying again later today to setup a 1.7.10 dev env with my mod >_<
L587[05:48:54] <McJty> I keep both a 1.7.10 and a 1.8.9 dev env for the mods that I support on both platforms
L588[05:49:13] <Lordmau5> ech, I don't :3
L589[05:49:14] <Lordmau5> but I should
L590[05:49:28] <Lordmau5> so I don't have to do all the gradle setupDecompWorkspace stuff all the time
L591[05:49:43] <McJty> I currently have 20 dev envs on my HD :-)
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L595[06:01:21] <Lordmau5> "but Power Advantage was completed while the RF fans were still petitioning to boycott Minecraft 1.8 entirely."
L596[06:01:23] <Lordmau5> wait, that happened?
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L598[06:08:23] <Lordmau5> lmao
L599[06:08:27] <Lordmau5> "While 600 mods may sound like a lot, it isn't. Many of the mods do the same things, and many are basically emerald tool mods."
L600[06:09:13] <Cazzar> McJty: only 20? :P
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L602[06:09:56] <Lordmau5> >> but won't 1.9 be just as difficult, if not more-so, to port to?
L603[06:09:56] <Lordmau5> > It's easier to port to 1.9 than porting to 1.8 and then to 1.9.
L604[06:10:06] <Lordmau5> is this true or is it not?
L605[06:10:09] <IoP> at least MC dev envs are small(ish)
L606[06:10:31] <Lordmau5> In the end, if you switch over from 1.7 to 1.8, you mainly have to do the Block-rendering / blockstate stuff (json format)
L607[06:10:51] <Lordmau5> if you switch over from 1.8 to 1.9, you have to adjust the items to the same json format being used for blocks (or at least, similar?)
L608[06:10:56] <sham1> People be lazy
L609[06:10:58] <Lordmau5> if you switch from 1.7 to 1.9, you have to do both, no?
L610[06:11:13] <Lordmau5> thing is
L611[06:11:21] <sham1> yes
L612[06:11:26] <sham1> And people will be more laziere
L613[06:11:29] <IoP> try scaffolding yeoman hello world project(javascript) and be amazed how it use 2-4 GB per installation :P
L614[06:11:31] <Lordmau5> that's like saying "It's easier to walk 40km than to walk 20km and another 20km."
L615[06:12:36] <sham1> Well there is only one walk in the 40km one /s
L616[06:12:45] <Lordmau5> Kappa
L617[06:12:51] <Lordmau5> but there's a break inbetween the 2 20km ones :D
L618[06:13:00] <McJty> Lordmau5, I prefer multiple upgrades
L619[06:13:01] <sham1> But there is one more walk
L620[06:13:07] <McJty> I hate it when to much changes at once
L621[06:13:11] <McJty> Makes it harder to port
L622[06:13:13] <Lordmau5> Yup
L623[06:13:39] <Lordmau5> I was looking for a bit of stuff an stumbled upon this comment on a reddit thread
L624[06:13:39] <Lordmau5> https://www.reddit.com/r/feedthebeast/comments/3zexky/the_future_of_modded_minecraft_for_18/cymrhzt
L625[06:13:50] <Lordmau5> that's why I quoted it up there
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L627[06:17:02] <Lordmau5> is this coolsquid dude really relying on the whole "porting 1.7->1.9 is easier than 1.7->1.8->1.9"?
L628[06:17:03] <Lordmau5> wow..
L629[06:17:11] <sham1> I sent him a message essentially saying "you bloody stupid"
L630[06:17:19] <sham1> What the hell is his logic
L631[06:17:33] <sham1> Does he think that he does not need to do the 1.8 changes to port into 1.9 anyway
L632[06:17:42] <Lordmau5> another one /o/ https://www.reddit.com/r/feedthebeast/comments/3zexky/the_future_of_modded_minecraft_for_18/cyljau4
L633[06:18:17] <Lordmau5> oh no wait
L634[06:18:21] <Lordmau5> he's actually saying the right thing
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L636[06:18:32] <Lordmau5> or not? gash, I'm confused.
L637[06:18:41] <Lordmau5> but coolsquid definitely caused logic flaws xD
L638[06:19:36] <sham1> And yes, I just did send a reply to a comment that is 1 month old...
L639[06:19:50] <Lordmau5> I was about to do that as well :3
L640[06:20:56] <Lordmau5> I actually just DID that as well *thumbsup*
L641[06:22:37] <Lordmau5> I have the strong
L642[06:22:39] <Lordmau5> REALLY STRONG
L643[06:22:40] <Lordmau5> urge
L644[06:22:48] <Lordmau5> to just take HarvestCraft and refactor the whole damn mod
L645[06:23:08] <Lordmau5> ok WHAT THE HELL?!
L646[06:23:13] <Lordmau5> https://github.com/MatrexsVigil/harvestcraft/blob/master/java/com/pam/harvestcraft/harvestcraft.java Why would you decompile your own mod O_o
L647[06:23:50] <sham1> I on the other hand have no idea what kind of mod I should make
L648[06:23:55] <sham1> I mean jeez
L649[06:24:05] <sham1> So many ideas yet all of them shoot way too high
L650[06:24:33] <IoP> Lordmau5: one scenario: sources on one hard disk => disk failure => lost all sources
L651[06:24:41] <Lordmau5> acceptable
L652[06:25:02] <Lordmau5> JD has a options menu though to disable the line-comment thingies htough
L653[06:25:11] <Lordmau5> also, SOUTs https://github.com/MatrexsVigil/harvestcraft/blob/master/java/com/pam/harvestcraft/BlockPamMarket.java#L48 :3
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L656[06:30:55] <sham1> Weird how there is no fluid capability
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L660[06:38:03] <McJty> How would I do "enabled=false,lower=false,upper=false": { "textures": { "side": "deepresonance:blocks/generatorSideFullOff" } },
L661[06:38:03] <McJty> in the forge syntax?
L662[06:38:12] <McJty> i.e. with forge_marker set to 1
L663[06:39:48] <sham1> Details are in the spec
L664[06:40:13] <McJty> Sorry but i don't get that
L665[06:40:24] <McJty> I have looked at it and I think this should work but I can't really see from the specs
L666[06:40:46] <sham1> "enabled=false,lower=false,upper=false": { "textures": { "side": "deepresonance:blocks/generatorSideFullOff" } } after the "variants" block
L667[06:40:52] <sham1> outside that is
L668[06:41:07] <McJty> How can you see that from those specs?
L669[06:41:22] <sham1> https://gist.github.com/RainWarrior/0618131f51b8d37b80a6#file-forge-blockstate-v1-specs-L1-L11
L670[06:41:23] <acidjazz> hmm why isnt industrialcraft on sourceforge
L671[06:41:28] <sham1> 8th and 9th line
L672[06:41:44] <acidjazz> oh its a category
L673[06:42:16] <McJty> acidjazz, don't you mean curseforge?
L674[06:43:06] <sham1> He could also mean Sourceforge
L675[06:43:14] <sham1> Although curse is more likelyg
L676[06:44:07] <McJty> sham1, https://bpaste.net/show/3bdd549c85d6
L677[06:44:09] <McJty> It is not working
L678[06:44:17] <McJty> I simplified so that only the upper property is used in the block
L679[06:44:46] <Lordmau5> https://github.com/Lordmau5/FFS/blob/master/src/main/resources/assets/ffs/blockstates/blockFluidValve.json#L36 ?
L680[06:44:51] <Lordmau5> @ McJty
L681[06:45:04] <McJty> Yes, that works
L682[06:45:07] <Lordmau5> k
L683[06:45:08] <McJty> But I have three boolean properties
L684[06:45:12] <McJty> So eight combinations
L685[06:45:20] <Lordmau5> ye you can't nest them, that's the downside
L686[06:45:40] <McJty> I need this to work: "enabled=false,lower=false,upper=false": { "textures": { "side": "deepresonance:blocks/generatorSideFullOff" }
L687[06:45:57] <McJty> i have been struggling with this json for a day now :-9
L688[06:46:00] <McJty> :-(
L689[06:46:12] <McJty> Even though I have done much more complicated things already. Seems the simple things are eluding me
L690[06:48:54] <McJty> So any clues?
L691[06:49:19] <McJty> I would really like to avoid having to combine these three booleans in a single integer in code. That's so ugly...
L692[06:49:59] <McJty> Especially since one of the bits comes out of the meta and the other two not
L693[06:51:45] <acidjazz> McJty: yes i mean curseforge
L694[06:51:53] <acidjazz> so is industrialcraft2 stil used?
L695[06:52:00] <acidjazz> i cant find a download later tahn 2012
L696[06:52:01] <McJty> It is in infinity
L697[06:52:05] <McJty> So I would say yes
L698[06:52:12] <McJty> But not sure if the project is otherwise still active
L699[06:52:32] <Lordmau5> http://jenkins.ic2.player.to/job/IC2_experimental/ ?
L700[06:52:37] <Lordmau5> 2 days ago, hmm
L701[06:52:45] <acidjazz> should i use the experimental version?
L702[06:52:48] <acidjazz> whats infinity using?
L703[06:52:51] <McJty> Two days? Man they are surely slacking then :-)
L704[06:52:57] <Lordmau5> it's been "experimental" for like 2 years or so xD
L705[06:53:05] <Lordmau5> well, not 2
L706[06:53:05] <McJty> acidjazz, experimental too. There is nothing else
L707[06:53:09] <Lordmau5> but at least 1 year.
L708[06:54:31] <acidjazz> gotcha
L709[06:54:33] <acidjazz> should i use biomes?
L710[06:54:38] <acidjazz> biomesoplenty
L711[06:55:05] <McJty> Depends on what you want to do.
L712[06:55:14] <acidjazz> does it just generate biomes randomly
L713[06:55:39] <McJty> Well not sure
L714[06:56:32] <masa> http://www.phpied.com/files/location-location/location-location.html this somewhat summarizes why I hate javascript... :D
L715[06:57:10] <acidjazz> hmm what abou tthe erebus
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L717[06:57:28] <acidjazz> haha masa dont blame js, blame browsers for that
L718[06:57:40] <masa> same difference
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L720[07:01:43] <Cazzar> They missed one
L721[07:02:36] <acidjazz> is hte oreberry bush stuff from tinkers legit
L722[07:02:39] <acidjazz> or should i get magical crops
L723[07:03:32] <Cazzar> window['location']['replace'].apply(this, [location])
L724[07:05:23] <masa> how are ore berries "not legit"? personally I feel magical crops are too easy
L725[07:05:38] <acidjazz> thats my exact quetsion masa
L726[07:05:46] <acidjazz> thank you
L727[07:05:48] <acidjazz> i dont want too easy
L728[07:05:48] <masa> although I haven't ever used a pack where the mod has been installed...
L729[07:06:04] <masa> but from all the streams I have watched
L730[07:06:23] <masa> well I don't see how my personal opinion can help you decide what you like though :p
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L733[07:07:37] <acidjazz> im on the same page so
L734[07:07:39] <acidjazz> thats polenty
L735[07:07:44] <acidjazz> too easy = all i need to know
L736[07:07:50] <acidjazz> you aware of the morph mod btw
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L742[07:20:31] <masa> yes
L743[07:21:22] *** fry|sleep is now known as fry
L744[07:22:14] <McJty> fry, you're going to save me. I know it ;-)
L745[07:22:22] <McJty> I have been struggling for a day with some json: https://bpaste.net/show/09f8ff21f616
L746[07:22:43] <McJty> This is a simplified version. Because what I want to get working is this: "enabled=false,lower=false,upper=false": { "textures": { "side": "deepresonance:blocks/generatorSideFullOff" } }
L747[07:22:52] <McJty> But no matter what I do it is not working...
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L749[07:25:01] <fry> looks correct
L750[07:25:38] <McJty> So why doesn't it work if it looks correct?
L751[07:26:01] <masa> hm, don't you need to give the full definition of everything if defining full variants?
L752[07:26:23] <fry> surround the variant with [], yes
L753[07:26:41] <sham1> A-HA
L754[07:26:49] <McJty> I think I tried that. You mean like this: "upper=true": [ {"textures": {"side": "deepresonance:blocks/generatorSideBottomOff"}} ]
L755[07:27:01] <fry> yes
L756[07:27:10] <McJty> Well that doesn't work either but just to be sure let me try that again
L757[07:27:16] <Lordmau5> inb4 it works
L758[07:27:29] <masa> why don't you have like "variants": { "upper": { "true": {}, "false": {} }, doesn' that work too?
L759[07:27:44] <McJty> masa, because what I really want in the real block is this: enabled=false,lower=false,upper=false
L760[07:27:53] <McJty> masa, and I don't think you can nest can you?
L761[07:27:57] <masa> ah right
L762[07:28:38] <McJty> oh, why is this now suddenly deciding to start working. I tried so many things that I probably sidestepped the only real good solution by accident :-)
L763[07:28:43] <masa> yeah, so don't you need the "model" inside those full variant definitions and not just in the defaults?
L764[07:28:48] <McJty> But why? I don't get the difference between using [] and not using []
L765[07:28:51] <masa> oh so no?
L766[07:29:35] <fry> {} is per-value dispatch
L767[07:29:36] <masa> McJty: hm, I think it thinks that "upper=false" is a property otherwise, without the []
L768[07:30:06] <McJty> That seems like a really artificial syntax to distinguish between things IMHO
L769[07:30:16] <McJty> Not really intuitive
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L771[07:30:26] <masa> I agree
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L774[07:31:09] <McJty> But I'm already happy I got this working
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L781[07:32:18] <fry> that's one of the reasons we need forge blockstate v2
L782[07:32:21] <McJty> BTW, here is how it looks: http://i.imgur.com/dTrAXBh.png
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L784[07:32:34] <masa> oh right now that fry is here: why would me replacing the reference to ItemRender in my GuiContainer's drawScreen break _some_ block models from other mods into pink/black cubes?
L785[07:32:52] <fry> no idea
L786[07:33:21] <masa> for example the BC tank is a pink/black cube inside my GUI... does it have something to do with TESR renderers?
L787[07:34:31] <fry> again, no idea; why are you replacing anything? :P
L788[07:34:41] <McJty> Can I give the '#side' texture parameter to my generator model from within an item json too?
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L790[07:34:51] <McJty> Because it complains that it can't find '#side' for my inventory model
L791[07:35:31] <masa> fry: because I need to do a GL scale to 0.5x of the font before rendering the ItemStack's stackSize for my custom inventories
L792[07:36:18] <masa> unless tehre is another way to do it? But I haven't seen one...
L793[07:43:47] <ghz|afk> masa: you can just do GlStateManager.scale(0.5) before drawing text, and adjust the positions
L794[07:43:55] <ghz|afk> ;P
L795[07:44:14] <masa> and where do you suggest I do that excatly?
L796[07:44:26] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/client/renderer/item/RenderItemLargeStacks.java#L64
L797[07:44:29] <masa> here?
L798[07:44:41] <ghz|afk> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/essentializer/GuiEssentializer.java#L133,L148
L799[07:44:50] <ghz|afk> although
L800[07:45:13] <ghz|afk> I guess it's more complicated if you are drawing actual slots
L801[07:45:13] <ghz|afk> XD
L802[07:46:07] <masa> yeah... that's why I kinda need to replace the ITemRender reference that the vanilla GuiContainer#drawScreen() uses when it renders the inventory
L803[07:46:41] <masa> I just don't get what I'm doing wrong or not initializing because _some_ blocks lose their models
L804[07:46:45] <masa> but not all...
L805[07:47:42] <ghz|afk> how much is different between your draw method and the original one?
L806[07:48:09] <Nitrodev> hi
L807[07:49:25] <masa> ghz|afk: I only override that renderItemOverlayIntoGUI() method, which only render the stackSize (or other) text and the durability bar, not the item itself
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L809[07:50:28] <masa> but I guess I'm not initializing something correctly, and it seems I'm not actually wrapping the original ItemRender either, although some of the stuff might have been private anyway...
L810[07:50:33] <masa> I'll have to take another look
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L813[07:56:02] <Ordinastie> I've just realised why sometimes you get people saying they can't get the 1.7.10 or the 1.8 version of the mod from curse : http://puu.sh/niunb.jpg
L814[07:56:22] <Ordinastie> you tend to click the most visible download button, which may not be the current file
L815[07:56:58] <ghz|afk> IU often click on the link
L816[07:57:01] <ghz|afk> not the download arrow
L817[07:57:18] <ghz|afk> and then wonder how the F do I download, until I remember there's a button on the top-right
L818[07:57:43] <Ordinastie> yes, but not the "topest" and most visible button
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L823[07:58:27] <ghz|afk> so far as the information flow goes, the button is hidden
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L826[07:59:11] <ghz|afk> it's like curse wants people to pointlessly click on random things instead of actually downloading files
L827[07:59:12] <ghz|afk> ;P
L828[07:59:24] <Ordinastie> omfg...
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L831[07:59:48] <Ordinastie> I just realised too, that my switch mod doesn't actually work in runtime env -_-
L832[07:59:52] <masa> yeah.. the "main" download button in the top seems to just grab the last thing uploaded
L833[07:59:58] <Ordinastie> forgot the add the plugin to the manifest
L834[08:00:09] <Ordinastie> and nobody fucking even told me -_-
L835[08:00:37] <Ordinastie> masa, yes, I would prefer it used the latest for the lastest version available
L836[08:00:53] <masa> yep
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L949[08:04:14] <sham1> That was a netsplit if I ever saw one
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L953[08:21:12] <Ordinastie> damn, why suddenly, it can't find those two specific textures? :x
L954[08:21:15] <ghz|afk> ShadowChild: seen worse ;P
L955[08:21:19] <ghz|afk> oops
L956[08:21:20] <ghz|afk> sham1*
L957[08:21:41] <sham1> Stop pinging shadow
L958[08:21:42] <ghz|afk> damn you, big channel with lots of nicknamessharing the same first 3 (or even 4) letters!
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L962[08:28:53] <Ordinastie> ah, found it :x
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L964[08:31:41] <Ordinastie> well, that wasn't smart... the good thing is, switches do work with TNT
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L966[08:31:48] <Ordinastie> the bad thing is, I need to rebuild now ><
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L968[08:35:52] <Ordinastie> hu? no stable mapping release for 1.8.9 yet?
L969[08:37:15] <ghz|afk> !!latest 1.8.9
L970[08:37:16] <MCPBot_Reborn> === Latest Mappings ===
L971[08:37:17] <MCPBot_Reborn> MC Version Forge Gradle Channel
L972[08:37:18] <MCPBot_Reborn> 1.8.9 snapshot_20160223
L973[08:37:20] <ghz|afk> nope.
L974[08:37:27] <ghz|afk> just use latest. XD
L975[08:37:41] <ghz|afk> not that it matters anymore
L976[08:37:58] <ghz|afk> since you don't have to use deobf/dev jars
L977[08:38:05] <ghz|afk> forge will deobf them for you in dev
L978[08:38:32] <ghz|afk> so it's not so important to have common mappings with other mods
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L981[08:50:27] <Wuppy> o/
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L986[08:58:11] <Wuppy> wow, this game looks cool http://store.steampowered.com/app/396900/
L987[08:58:25] <sham1> Just use latest everything when modding. Latest mappings, latest mc and latest forge version
L988[08:58:57] <unascribed> I hope that doesn't wind up like TOXIKK
L989[08:59:22] <Rallias> Wuppy, Windows only :/
L990[08:59:55] <sham1> Probably for now
L991[09:00:10] <Wuppy> I saw this game a while back and was quite impressed, turns out it's being developed in third year of my school :o
L992[09:00:27] <sham1> They want the game be tesyed by the biggest population of gamers who sadly use windozo
L993[09:00:37] <Rallias> That's fine and all.
L994[09:00:44] <Rallias> They just ain't gonna get my money.
L995[09:01:30] <Wuppy> I wont ever buy early access either, but I do find that pretty cool
L996[09:01:33] <sham1> They probably will release to other platforms later
L997[09:01:37] <Wuppy> plus I love the concept
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L999[09:01:50] <Wuppy> considering how popular it is already, likely
L1000[09:02:12] <sham1> I hope that the game is akin to mario kart where you race and try to dick other people over with items
L1001[09:02:36] <sham1> Not too many games like that on PC
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L1004[09:06:18] <ghz|afk> sham1: Sega All Stars racing ;P
L1005[09:08:16] <sham1> Meh
L1006[09:08:24] <sham1> Other than that
L1007[09:08:26] <Wuppy> have any of you ever tried the Samsung VR thingy?
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L1016[09:28:45] <Ordinastie> ghz|afk, the question is, how setupDecompWorkspace did even work then?
L1017[09:34:04] <ghz|afk> https://twitter.com/xBCrafted/status/702150836940443649
L1018[09:34:05] <ghz|afk> XD
L1019[09:34:11] <ghz|afk> ?
L1020[09:34:31] <ghz|afk> the 1.8.8 mappings are accepted for 1.8.9
L1021[09:34:37] <ghz|afk> they just have a couple things missing
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L1025[09:40:42] <Ordinastie> well, not really : > This mapping 'stable_20' exists only for MC 1.8.8!
L1026[09:40:51] <williewillus> it still lets you use it
L1027[09:42:15] <Ordinastie> but not build with it
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L1031[09:52:46] <LatvianModder> what? I have stable_20 for my 1.8.9 setup
L1032[09:53:10] <williewillus> i still use december 29 lol
L1033[09:53:16] <williewillus> too lazy to update
L1034[09:53:34] <LatvianModder> Be hardcore! Use NO mappings!
L1035[09:53:56] <williewillus> lol
L1036[09:54:30] <LatvianModder> a.c.ab
L1037[09:54:33] <williewillus> the only srg name I even remember is the one for destroyBlock
L1038[09:54:48] <LatvianModder> a = Minecraft.class, iirc
L1039[09:54:49] <williewillus> back when it didnt have a name in 1.7, it was func_147480_a :P
L1040[09:54:52] <LatvianModder> so theres one
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L1043[10:00:49] <unascribed> !gm func_147480_a
L1044[10:00:53] <Ordinastie> what does that even mean ? java.lang.RuntimeException: Null method binding! private void Placement(IPlacement placement){
L1045[10:00:53] <Ordinastie> this.placement=placement;
L1046[10:00:54] <Ordinastie> }
L1047[10:01:45] <LatvianModder> it means (I think) you are trying to access... Why even that method name starts with a capital letter?
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L1049[10:02:00] <Ordinastie> it's a constructor
L1050[10:02:05] <LatvianModder> Its not
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L1052[10:02:16] <LatvianModder> if it was a constructor, it wouldnt have 'void'
L1053[10:02:22] <LatvianModder> its a method / function
L1054[10:02:32] <Ordinastie> in code it is though
L1055[10:02:46] <LatvianModder> .. BUT IT HAS void!
L1056[10:03:02] <Ordinastie> https://github.com/Ordinastie/MalisisCore/blob/1.8/src/main/java/net/malisis/core/block/component/DirectionalComponent.java#L68-L71
L1057[10:03:23] <LatvianModder> in IRC you wrote it with a void :P
L1058[10:03:45] <Ordinastie> in IRC, I copied the ouput log
L1059[10:03:54] <Ordinastie> http://puu.sh/niADM.png
L1060[10:04:04] <LatvianModder> Wha.. what. Ugh. Lambdas.
L1061[10:04:28] <unascribed> this is the first time I have ever seen someone's reaction to lambdas be "ugh"
L1062[10:04:35] <williewillus> oh eclipse
L1063[10:04:48] <williewillus> eclipse + fg + lambdas = bad, last time I heard
L1064[10:04:54] <williewillus> because of their stupid compiler
L1065[10:05:04] <unascribed> as someone who uses lambdas
L1066[10:05:05] <unascribed> in eclipse
L1067[10:05:08] <unascribed> with forgegradle
L1068[10:05:09] <Ordinastie> except it works fine in eclipse, it's the gradle build that fails
L1069[10:05:09] <unascribed> it works fine
L1070[10:05:16] <LatvianModder> why first?
L1071[10:05:22] <LatvianModder> Im ALL ugh about them
L1072[10:05:41] <Ordinastie> note that it doesn't actually fails
L1073[10:05:45] <williewillus> so you would rather write 5 lines of signature boilerplate for a runnable instead of ()-> stuff :P
L1074[10:05:47] <Ordinastie> it just output that when building
L1075[10:06:09] <LatvianModder> of course!
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L1090[10:46:05] <sham1> Lambdas are fine in eclipse
L1091[10:46:20] <sham1> Even in eclim
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L1100[11:16:09] <FusionLord> is there a method for getting and EntityPlayer by uuid?
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L1102[11:17:22] <LatvianModder> from world
L1103[11:17:37] <LatvianModder> worldObj.getPlayerEntityByUUID
L1104[11:18:29] <FusionLord> don't have the worldObj hoping this works MinecraftServer.getServer().getEntityFromUuid
L1105[11:19:35] <ghz|afk> assuming you do ti from the server thread
L1106[11:19:38] <LatvianModder> there is ServerConfigurationManager.uuidToPlayerMap
L1107[11:19:51] <FusionLord> ofc ghz :)
L1108[11:20:12] <ghz|afk> [17:04] (williewillus): eclipse + fg + lambdas = bad, last time I heard
L1109[11:20:14] <ghz|afk> the issue isn't eclipse
L1110[11:20:23] <ghz|afk> the issue is using lambdas for obfuscated interfaces
L1111[11:20:31] <ghz|afk> the reobfuscator can't rename them
L1112[11:20:36] <ghz|afk> and the result doesn't work outside of dev
L1113[11:20:38] <williewillus> i thought that got fixed
L1114[11:21:45] <Elec332> Does anybody know why BlockModelShapes.getTexture(IBlockState) doesnt apply its state to ISmartBlockModels?
L1115[11:22:41] <ghz|afk> williewillus: did it?
L1116[11:22:51] <ghz|afk> Iwas having that issue just like a month ago
L1117[11:23:13] <williewillus> Elec332: because that queries the particle texture of the isbm, most of which return a dummy texture
L1118[11:23:30] <williewillus> you can't easily get the texture out of a model, they aren't icons
L1119[11:23:35] <williewillus> you have to look in the quads
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L1121[11:23:49] <ghz|afk> to be exact: you'd have to read each quad
L1122[11:23:52] <ghz|afk> look at the UV coords
L1123[11:23:58] <ghz|afk> and then compare them with each one of the atlas textures
L1124[11:24:12] <ghz|afk> until you find a TAS that contains the UV coords
L1125[11:24:29] <ghz|afk> (as in, all the uv coords are within minU and maxU, and between minV and maxV)
L1126[11:25:10] <Elec332> williwillus: Well, I want some proper destroy particles for my blocks ;)
L1127[11:25:26] <williewillus> override the method in Block
L1128[11:25:34] <Elec332> I return a dummy one when it doesnt apply a blockstate
L1129[11:25:40] <williewillus> Block.addDestroyEffects
L1130[11:25:52] <williewillus> Block.addDiggingEffects, and Block.addLandingEffects
L1131[11:25:56] <williewillus> or something along that line
L1132[11:25:57] <williewillus> override those
L1133[11:26:06] <Elec332> hmmm
L1134[11:26:30] <Elec332> Would still be nice if the BlockState would be applied, but Ill look into that
L1135[11:27:14] <williewillus> its because the vanilla things for particles don't pass all the information needed
L1136[11:27:32] <williewillus> or something like that
L1137[11:28:14] <Elec332> that is true
L1138[11:28:31] <Elec332> thanks ;)
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L1140[11:30:55] <acidjazz> hey
L1141[11:31:09] <acidjazz> im trying to run a quarry w/ an electric engine powered by 2 solar panels
L1142[11:31:13] <acidjazz> am i retarded
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L1146[11:34:31] <unascribed> that's like
L1147[11:34:33] <unascribed> 2 EU/t
L1148[11:34:43] <unascribed> and the electrical engine has inefficiency
L1149[11:34:53] <unascribed> I'd be amazed if you're getting more than 1 RF/t
L1150[11:34:57] <unascribed> and quarries need lots of power
L1151[11:35:19] <ghz|afk> dependso nthe tier of the solar panel XD
L1152[11:35:20] <unascribed> also this is more a dev support channel than a user support channel
L1153[11:35:21] <acidjazz> what do y9ou suggest
L1154[11:35:31] <ghz|afk> a big reactor? ;P
L1155[11:35:37] <unascribed> I play a no-solar no-teleportation modpack with a focus on no OP mods
L1156[11:35:39] <acidjazz> http://i.imgur.com/9txRQKi.png
L1157[11:35:39] <unascribed> so I don't know
L1158[11:35:48] <FusionLord> does this make sense? http://puu.sh/niFHa/3403f6e4de.txt
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L1160[11:35:51] <unascribed> oh
L1161[11:35:55] <unascribed> that's not even wired right
L1162[11:36:05] <unascribed> kinetic pipes need a wooden pipe as an entry
L1163[11:36:14] <acidjazz> oh htey do
L1164[11:36:16] <unascribed> and the solar panels need cabling to connect them to the engine
L1165[11:36:20] <acidjazz> at which point unascribed
L1166[11:36:22] <ghz|afk> yeah no wooden pipe to remove electricity
L1167[11:36:23] <unascribed> only one of the panels is connected in this setup
L1168[11:36:35] <unascribed> https://unascribed.com/i/b0d44952.png
L1169[11:36:38] <unascribed> that pipe should be wood
L1170[11:37:00] <acidjazz> ok building
L1171[11:37:00] *** Abrar|gone is now known as AbrarSyed
L1172[11:37:21] <unascribed> I would say "just use a steam dynamo" for powering it
L1173[11:37:24] <acidjazz> wood transport pipe?
L1174[11:37:28] <unascribed> but your modpack probably has some ultimate OP power source
L1175[11:37:30] <unascribed> no, wood kinetic
L1176[11:38:09] <unascribed> if you're on an old version it may be called conductive
L1177[11:38:22] <FusionLord> acidjazz, you see it all connect once you get it right :P
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L1179[11:38:50] <acidjazz> that worked unascribed thanks :)
L1180[11:39:03] <acidjazz> hah its goin pretty fast actually
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L1182[11:39:15] <acidjazz> oh now its not
L1183[11:39:16] <unascribed> probably because the internal buffer on the panels and engine are full
L1184[11:39:17] <unascribed> yeah
L1185[11:39:25] <unascribed> buffers drained and now it's going painfully slow
L1186[11:39:38] <unascribed> early game the easiest thing to do is a steam dynamo
L1187[11:39:42] <unascribed> just runs of water and coal
L1188[11:39:45] <unascribed> off*
L1189[11:39:55] <acidjazz> solar i dont have to feed it
L1190[11:40:11] <unascribed> personally I run a horrifying sugar cane + zombie farm to power zombie generators
L1191[11:40:14] <ghz|afk> solar is SLOW
L1192[11:40:15] <unascribed> but your pack might not have Ender IO
L1193[11:40:21] <ghz|afk> you need higher tier solar for it to be useful
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L1202[11:40:25] <unascribed> ^
L1203[11:40:48] <acidjazz> i got ender io
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L1206[11:40:58] <unascribed> you should try their photovoltaic panels then
L1207[11:40:58] <acidjazz> and advanced solar plugin
L1208[11:41:05] <ghz|afk> I was thinking of a redstone harvester block once
L1209[11:41:07] <unascribed> I have them disabled in my pack, but they're basically RF solar panels
L1210[11:41:19] <acidjazz> photovaltaic ell
L1211[11:41:19] <acidjazz> i see
L1212[11:41:21] <ghz|afk> that would generate 1 RF per second (not tick)
L1213[11:41:26] <ghz|afk> if powered by redstone
L1214[11:41:28] <unascribed> also, try fluxducts instead of kinetic pipe (if you have Thermal Dynamics)
L1215[11:41:33] <unascribed> they're *way* better
L1216[11:41:42] <acidjazz> i need silicon
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L1218[11:41:55] <unascribed> that should just be sand in a pulverizer
L1219[11:41:55] <acidjazz> oo a sag mill
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L1222[11:42:29] <acidjazz> wheres energetic alloy from
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L1225[11:43:11] <FusionLord> did anyone look @ my link? does it make sense? http://i.imgur.com/9txRQKi.png
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L1227[11:43:29] <FusionLord> how did that copy?...
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L1229[11:43:42] <FusionLord> this is my link... http://puu.sh/niFHa/3403f6e4de.txt
L1230[11:43:44] <acidjazz> that my link FusionLord
L1231[11:43:48] <acidjazz> you are not me
L1232[11:43:49] <unascribed> energetic alloy is glowstone + redstone + gold ingot in an alloy smelter
L1233[11:44:04] <acidjazz> unascribed: can i make that in the tinker smelter
L1234[11:44:13] <unascribed> I don't think so
L1235[11:44:15] <FusionLord> acidjazz, like i was saying I have no clue how that got on my clipboard :P
L1236[11:44:16] <unascribed> unless you can melt glowstone
L1237[11:44:32] <unascribed> not sure if you can put energized glowstone in the smeltery
L1238[11:44:35] <unascribed> because it floats
L1239[11:45:03] <acidjazz> ender io is nuts
L1240[11:45:31] <acidjazz> how do i use this photo cell once i make it FusionLord ?
L1241[11:45:48] <Sephiroth> FusionLord, bc pipes require a wooden kinesis pipe to connect to energy sources.
L1242[11:45:49] <unascribed> just place it on top of a fluxduct or a wooden kinesis pipe
L1243[11:45:56] <acidjazz> oh sorry unascribed
L1244[11:46:07] <unascribed> Sephiroth, he sent the wrong link
L1245[11:46:11] <unascribed> we already solved that problem
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L1247[11:46:31] <FusionLord> acidjazz, no clue, never heard of photo cells...
L1248[11:46:56] <acidjazz> sorry FusionLord that was for unascribed
L1249[11:46:58] <unascribed> srsly make fluxducts
L1250[11:47:01] <unascribed> they make your life easier
L1251[11:47:20] <acidjazz> no results for
L1252[11:47:24] <unascribed> oh
L1253[11:47:30] <unascribed> nevermind
L1254[11:47:32] <acidjazz> fluxd
L1255[11:47:34] <acidjazz> or flux duct
L1256[11:47:44] <unascribed> that means you don't have thermal dynamics
L1257[11:47:46] <unascribed> which I find weird
L1258[11:47:53] <acidjazz> yes i do
L1259[11:48:21] <acidjazz> verifying
L1260[11:49:16] <acidjazz> i have expansion and foundation
L1261[11:49:29] <Sephiroth> you don't have dynamics then.
L1262[11:49:33] <sham1> But no dynamics
L1263[11:49:35] <Sephiroth> dynamics is a standalone mod. :P
L1264[11:49:37] <acidjazz> no sir
L1265[11:49:41] <acidjazz> ok let me upgrade to this
L1266[11:49:56] <acidjazz> sigh soulda just gone w/ a whole FTB modpack, but i wanted to be custom and up to date on ersioning
L1267[11:49:59] <acidjazz> versioning*
L1268[11:50:04] <sham1> Thermal dynamics is the most useful of the thermal series of mods IMO
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L1270[11:50:20] <Sephiroth> if you have eio, the energy conduits are quite good too
L1271[11:50:29] <acidjazz> ive been compiling my own modpack, now realizing its a bad mistake http://www.github.com/acidjazz/forgeplugs
L1272[11:50:45] <unascribed> no, making a custom modpack is a useful learning experience
L1273[11:50:49] <sham1> EIO conduits in general are great fun
L1274[11:50:57] <unascribed> yeah, but they need to be configured
L1275[11:50:59] <unascribed> and with how small they are...
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L1277[11:51:20] <Sephiroth> I love running fluids, energy and items in one block space.
L1278[11:52:21] <sham1> and AE
L1279[11:56:58] <FusionLord> does anyone know what the units returned units of Vec3i.getDistanceSq() are because it isn't blocks/meters
L1280[11:57:12] <diesieben07> its blocks but squared
L1281[11:57:15] <diesieben07> hence the sq
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L1283[11:57:26] <diesieben07> its for if you just want to check if something is e.g. less than N blocks away
L1284[11:57:30] <masa> yeah because everything in the entire minecraft world needs to fit and by done inside a one block space, that is so much fun...
L1285[11:57:39] <diesieben07> then you check if distanceSq is < than N²
L1286[11:57:51] <diesieben07> becuase then you don't have to do an expensive sqrt in the distance
L1287[11:58:42] <FusionLord> thanks diesieben07 totally disregarded the Sq :P
L1288[11:59:32] <williewillus> is casting from uint16_t to int16_t well defined or no?
L1289[12:00:15] <FusionLord> http://puu.sh/niH6p/07ff2e61b3.jpg what do ya think?
L1290[12:00:17] <williewillus> if not how would I tell C "just act like these bits as signed from now on"
L1291[12:00:31] <williewillus> could with some lighting ;p
L1292[12:01:00] <ghz|afk> williewillus: yes
L1293[12:01:10] <williewillus> does it have the effect I just described?
L1294[12:01:15] <ghz|afk> yes
L1295[12:01:22] <williewillus> awesome
L1296[12:02:03] <ghz|afk> there's also "(signed)x" and "(unsigned)x" casts, but I'm not certain if they make the type signed/unsigned, or they are shorthands for "signed int" and "unsigned int"
L1297[12:02:26] <ghz|afk> but regardless
L1298[12:03:05] <ghz|afk> a very clunky way to force a signed number to become zero-extended instead of sign,extended, is to do "(long)(uint)x"
L1299[12:03:16] <masa> do any of the C integer casts actually change the bit level representation of the value?
L1300[12:03:30] <ghz|afk> only the ones that change the number of bits
L1301[12:03:32] <sham1> The only difference between uint16_t and int16_t is how they treat their most significant bit
L1302[12:03:46] <masa> so basically signed integers with negative values?
L1303[12:04:11] <masa> between different length types?
L1304[12:04:27] <sham1> If it is more lenghty, then it will become positive
L1305[12:04:39] <sham1> If less, well, that's hard to say
L1306[12:04:43] <sham1> Depends on the bit pattern
L1307[12:05:06] <masa> oh so casting for example int16_t to int32_t doesn't actually do sign extension to the value?
L1308[12:05:17] <masa> assuming it's negative
L1309[12:05:29] <sham1> Like int16_t => int32_t will make it positive
L1310[12:05:40] <sham1> Because there will be empty space on the left AFAIK
L1311[12:05:48] <sham1> Don't quote me on that
L1312[12:06:35] <masa> so basically the casts won't actually convert the value from the old type to the new type, it will just say "you are now understood as this type"?
L1313[12:06:40] <williewillus> is adding a signed and unsigned together undefined in some cases? because I just tried unsigned 128 + signed -5 and it worked (123)
L1314[12:06:48] <sham1> Yes
L1315[12:06:53] <sham1> To masa
L1316[12:07:05] <masa> ok
L1317[12:07:07] <ghz|afk> masa: yes, (uint16_t)-1 == 65536
L1318[12:07:29] <sham1> Thank you 2's complement
L1319[12:07:44] <ghz|afk> williewillus: I'm not sure what the standard says about those
L1320[12:07:48] <ghz|afk> they generally give you warnings
L1321[12:08:08] <ghz|afk> well ,they give you warnings in comparisons
L1322[12:08:12] <ghz|afk> but those warnigns make sense
L1323[12:08:14] <williewillus> no warnings from gcc when doing that :P
L1324[12:08:22] <ghz|afk> there's some rule for it
L1325[12:08:24] <sham1> Did you do "-Wall"
L1326[12:08:27] <ghz|afk> I just don't know from memory
L1327[12:08:35] <ghz|afk> -Wall -pedantic
L1328[12:08:42] <ghz|afk> and cry ;P
L1329[12:08:59] <sham1> -Wall -pedantic -Werror
L1330[12:09:00] <sham1> :D
L1331[12:09:18] <williewillus> yeah no warnings, strange
L1332[12:09:43] <sham1> "We'll force you to fix those warnings, even if you don't like it"
L1333[12:09:44] <thor12022_oops> it's adding -Werror that makes you cry
L1334[12:10:08] <williewillus> our prof has that on all of the build flags for projects :P
L1335[12:10:13] <williewillus> -Wall and -Werror
L1336[12:10:27] <ghz|afk> yeah but -Wall is not ALL the warnings
L1337[12:10:29] <ghz|afk> there's extra
L1338[12:10:30] <ghz|afk> ;P
L1339[12:10:32] <sham1> -Wall does not actually activate all the errors
L1340[12:10:34] <sham1> Damn it giga
L1341[12:10:59] <thor12022_oops> yeah, -Wextra as well
L1342[12:11:19] <acidjazz> unascribed: you still there
L1343[12:12:05] <acidjazz> unascribed: here's wha ti got so far https://github.com/acidjazz/forgeplugs/tree/master/1.7.10/mods, you see any you dont think i sould use? Or any i'm missing you think I should use?
L1344[12:12:48] <masa> what is the goal of the pack?
L1345[12:13:20] <ghz|afk> hah
L1346[12:13:27] <ghz|afk> -Wtraditional -Wstrict-prototypes
L1347[12:13:31] <ghz|afk> they are mutually breaking
L1348[12:13:41] <ghz|afk> if you use strict prototypes, your code isn't traditional anymore
L1349[12:13:59] <sham1> :D
L1350[12:14:04] <sham1> Oh GNU project
L1351[12:14:34] <sham1> You're so quircky yet people are still fond of you
L1352[12:15:01] <unascribed> acidjazz, looking at it
L1353[12:15:15] <unascribed> MFR kind of breaks the game
L1354[12:15:18] <unascribed> but if you're okay with that
L1355[12:15:45] <sham1> MFR?
L1356[12:15:46] <sham1> How
L1357[12:15:47] <unascribed> oh, you have morph
L1358[12:15:53] <unascribed> of course you're okay with breaking the game
L1359[12:16:01] <unascribed> sham1, it's overpowered in almost every way imaginable
L1360[12:16:02] <ghz|afk> morph is fun
L1361[12:16:17] <unascribed> keep in mind though
L1362[12:16:24] <unascribed> I'm the one with the modpack that has no solar and no item teleportation
L1363[12:16:26] <ghz|afk> too easy though
L1364[12:16:46] <sham1> Morph is basically "Kill a bat and go into the nether so you can fly now
L1365[12:16:48] <sham1> "
L1366[12:16:51] <unascribed> acidjazz, the only hole I really see is Thermal Dynamics
L1367[12:16:53] <ghz|afk> woudl be nice if you had to use something to "catch" a mob's soul
L1368[12:16:55] <sham1> Forgot the \"
L1369[12:17:04] <ghz|afk> sham1: there's an option to disallow flight until you kill a wither
L1370[12:17:15] <sham1> Hmm
L1371[12:17:25] <ghz|afk> yo ucan still slowfall as a chicken
L1372[12:17:34] <acidjazz> unascribed: well thats a good sign
L1373[12:17:52] <unascribed> you may want to try Spice of Life
L1374[12:17:55] <unascribed> since you have PHC
L1375[12:17:59] <sham1> I like having a parasuite
L1376[12:18:10] <ghz|afk> spice of life is the one that gives diminishing returns on food?
L1377[12:18:13] <unascribed> yes
L1378[12:18:15] <acidjazz> whats PHC?
L1379[12:18:17] <ghz|afk> yeah I hate that one
L1380[12:18:20] <unascribed> Pam's HarvestCraft
L1381[12:18:20] <ghz|afk> Pam's Harvestcraft
L1382[12:18:28] <sham1> Oh harvestcraft
L1383[12:18:28] <unascribed> yeah, Spice of Life isn't for everyone
L1384[12:18:41] <ghz|afk> food isn't less nutritive because you eat a lot of it
L1385[12:18:52] <acidjazz> so spice of life forces you to use different foods
L1386[12:18:57] <unascribed> yes
L1387[12:19:02] <acidjazz> that should be in the game
L1388[12:19:06] <unascribed> so rather than having one giant cow farm
L1389[12:19:10] <unascribed> you need a bunch of farms
L1390[12:19:20] <unascribed> and since PHC adds cooking
L1391[12:19:22] <ghz|afk> cow farm? pff
L1392[12:19:25] <unascribed> and each different kind of meal counts as separate
L1393[12:19:28] <acidjazz> right it forces you to alternate your nutrition
L1394[12:19:28] <ghz|afk> just one little potato farm is infinite food
L1395[12:19:30] <acidjazz> like in real life
L1396[12:19:40] <ghz|afk> no rela life does NOT work like that
L1397[12:19:41] <unascribed> aehh
L1398[12:19:42] <unascribed> ehh*
L1399[12:19:44] <ghz|afk> calories are calories
L1400[12:19:51] <unascribed> if it separated foods into food groups
L1401[12:19:52] <acidjazz> really ghz|afk you eat baked potatoes every day
L1402[12:19:58] <unascribed> and made you eat one from each food group
L1403[12:19:59] <sham1> Why not
L1404[12:20:00] <ghz|afk> no I do not
L1405[12:20:03] <unascribed> then it'd be realistic
L1406[12:20:05] <sham1> Baked potatoes are good
L1407[12:20:13] <unascribed> but making you eat different foods, regardless of what they are
L1408[12:20:15] <ghz|afk> my RL diet consists of pasta/rice/potatoes + meat/eggs
L1409[12:20:20] <unascribed> that's just an excuse for game balance
L1410[12:20:21] <acidjazz> yea every day eat the whole thing no salt pepper or ketchup sham1
L1411[12:20:31] <sham1> I hate ketchup
L1412[12:20:33] <ghz|afk> every single mela.
L1413[12:20:34] <ghz|afk> meal*
L1414[12:20:36] <masa> at home we have baked potatoes almost every day, only the sauce and the meat things vary
L1415[12:20:36] <sham1> So good for me
L1416[12:20:38] <acidjazz> ghz|afk: thats 5 different foods already
L1417[12:20:50] <ghz|afk> acidjazz: yes, but just becauseI ate pasta yesterday
L1418[12:20:55] <ghz|afk> doesn't mean suddenly pasta contains less calories today
L1419[12:21:04] <sham1> Ketchup is overrated addon to food
L1420[12:21:10] <unascribed> ketchup is carb sauce
L1421[12:21:14] <acidjazz> unascribed: are you familiar w/ the morph mod
L1422[12:21:14] <ghz|afk> you *can* live for a long time with just carbs and water
L1423[12:21:17] <unascribed> acidjazz, yes
L1424[12:21:22] <ghz|afk> you'll be anemic after a while
L1425[12:21:24] <ghz|afk> but alive
L1426[12:21:34] <acidjazz> unascribed: for some reason i can't fly as a bat, oddest thing, the config is all setup i see the wings icon, won't let me
L1427[12:21:44] <acidjazz> unascribed: tried removing simplyjetpacks no go
L1428[12:21:52] <unascribed> why would removing simplyjetpacks fix it? :P
L1429[12:21:56] <unascribed> either way
L1430[12:22:01] <unascribed> morph uses creative-style flight
L1431[12:22:04] <unascribed> try doubletapping space
L1432[12:22:17] <acidjazz> because its flying functionality
L1433[12:22:29] <acidjazz> whats space usually bound to
L1434[12:22:51] <unascribed> jump
L1435[12:23:09] <acidjazz> k sec loading
L1436[12:26:04] <acidjazz> hah you're right
L1437[12:26:05] <acidjazz> awesoem
L1438[12:28:46] <FusionLord> williewillus, you said somethting about lighting any idea what i'm doing wrong? https://github.com/FusionLord/TomTom/blob/master/src/main/java/net/fusionlord/tomtom/events/ClientTickHandler.java#L112-L127
L1439[12:28:54] <acidjazz> is there a more advanced way of maybe telling 1.7 to render blocks farther
L1440[12:28:57] <acidjazz> im sure my pc can handle it
L1441[12:29:11] <FusionLord> acidjazz, optifine
L1442[12:29:18] <unascribed> OptiFine can increase render distances up to 32 chunks
L1443[12:29:21] <unascribed> but only in singleplayer
L1444[12:29:31] <acidjazz> what can it do multi
L1445[12:29:38] <unascribed> 16
L1446[12:29:43] <unascribed> the vanilla limit
L1447[12:29:51] <unascribed> the server simply won't send chunks past that
L1448[12:29:53] <FusionLord> that is a server limitation
L1449[12:30:06] <LatvianModder> whats the fastest way to convert Integer[] to int[] and int[] to Integer[]?
L1450[12:30:09] <LatvianModder> can I just cast them?
L1451[12:30:20] <ghz|afk> n oyou can't cast
L1452[12:30:29] <acidjazz> what if i run my own server unascribed
L1453[12:30:37] <unascribed> still won't send all 32 chunks
L1454[12:30:54] <unascribed> there may be some mod to do that
L1455[12:30:57] <unascribed> i don't know
L1456[12:31:04] <LatvianModder> https://github.com/LatvianModder/LatLib/blob/master/src/latmod/lib/Converter.java#L37-L53
L1457[12:31:13] <LatvianModder> I wrote a converter, but I doubt thats good
L1458[12:33:13] <FusionLord> shadekiller666, how would i go about setting up correct lighting for this http://puu.sh/niH6p/07ff2e61b3.jpg CODE: https://github.com/FusionLord/TomTom/blob/master/src/main/java/net/fusionlord/tomtom/events/ClientTickHandler.java#L112-L127
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L1460[12:35:34] <williewillus> FusionLord: if you're using gl to move the arrow around then you don't need to rebake it every render tick
L1461[12:35:36] <williewillus> yikes :P
L1462[12:36:49] <williewillus> cache the baked model and trash it on resource reload
L1463[12:37:34] <FusionLord> good to know will do
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L1465[12:40:15] <FusionLord> ok just updated that and pushed :)
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L1467[12:43:33] <shadekiller666> FusionLord, did you figure out the lighting issue?
L1468[12:43:53] <FusionLord> nope
L1469[12:44:58] <williewillus> did you maybe try enableStandardItemLighting
L1470[12:45:02] <williewillus> or whatever that method was called
L1471[12:45:27] <FusionLord> I couldn't find that anywhere, that was my first thought
L1472[12:45:47] <williewillus> OpenGlHelper
L1473[12:46:05] <LatvianModder> 'foreach' is as fast as 'for, int index', right?
L1474[12:46:16] <williewillus> depends on the collection
L1475[12:46:16] <LatvianModder> or at least, the difference is insignificant
L1476[12:46:34] <williewillus> if you use indexed for on a linked list it's going to be a lot slwoer than iterator for
L1477[12:46:53] <williewillus> on arrays they're equivalent
L1478[12:47:31] <williewillus> FusionLord: i misspoke, its RenderHelper
L1479[12:47:46] <LatvianModder> so, i Should always use for(Object o : collection) ?
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L1481[12:47:47] <FusionLord> williewillus, was just about to wirte it isn't that class :P
L1482[12:47:58] <sham1> LatvianModder, unless you need the index somewhere, yes
L1483[12:48:04] <williewillus> generally it shouldn't matter
L1484[12:48:04] <LatvianModder> ok, thanks
L1485[12:48:10] <LatvianModder> its just prettier
L1486[12:48:29] <LatvianModder> im just optimizing / prettyfying code rn
L1487[12:48:40] <Delenas> o/
L1488[12:48:53] <LatvianModder> o/
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L1490[12:50:07] <sham1> So is Arrays.stream(arr).map(Integer::value).toArray(/*whatever*/)
L1491[12:50:19] <williewillus> wat
L1492[12:50:24] <williewillus> FusionLord: did it work?
L1493[12:51:02] <sham1> That code, aside from some mistakes on my part, is able to turn Integer[] into int[]
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L1496[12:53:27] <FusionLord> williewillus, kinda...
L1497[12:53:43] <FusionLord> http://puu.sh/niKqs/3ebd5b427b.png
L1498[12:53:57] <sham1> Ah z-fighting
L1499[12:54:09] <sham1> How I hate it
L1500[12:54:23] <williewillus> wait why is that kinda
L1501[12:54:32] <williewillus> just move the words down or the arrow up?
L1502[12:54:39] <williewillus> better yet let people move it
L1503[12:54:53] <williewillus> it still doesn't look right though shading wise
L1504[12:55:52] <FusionLord> its really dark
L1505[12:56:15] <williewillus> yeah its supposed to distribute the light over the array
L1506[12:56:19] <williewillus> so some parts are darker than others
L1507[12:56:24] <williewillus> *arrow
L1508[12:56:31] <williewillus> but its all the same color
L1509[12:58:56] <Ordinastie> it's because rendering models as block don't use the normals
L1510[12:59:31] <sham1> Also, I just noticed that RWTema made a PR for fluid capability <3
L1511[12:59:46] <williewillus> all block models don't use normals? 0.o
L1512[12:59:49] <williewillus> thats an OBJ btw
L1513[13:00:07] <FusionLord> yes obj and it isn't tied to a block
L1514[13:00:33] <FusionLord> williewillus, in the previous screen shot it was upside down...
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L1516[13:01:13] <FusionLord> didn't have lighting before so I had no clue :P
L1517[13:03:16] <williewillus> crazy idea, set a block model to the arrow model and see if it has proper shading
L1518[13:03:22] <Ordinastie> what you'd want is to behave like item models
L1519[13:03:28] <Flenix> Hey all, having an issue with TESR (1.7.10). Probably a stupid mistake somewhere, but basically when I look up above a certain amount (roughly 45 degrees below flat eye level), my textures glitch out. My block uses both renderers for different parts and it only happens to the TESR part. Code (Screenshot links are at top of post) http://pastebin.com/J85EUnW7
L1520[13:03:38] <williewillus> Ordinastie: how do you make it "behave" like an item model?
L1521[13:03:52] <williewillus> it's just an OBJ, the model system makes no differentiation?
L1522[13:04:15] <Ordinastie> the model system, no, but the rendering process does
L1523[13:04:33] <Ordinastie> because blocks and items don't use the same vertexformat for some reason
L1524[13:04:44] <FusionLord> http://puu.sh/niL3k/535465eeb9.jpg
L1525[13:04:47] <williewillus> oh oyu might wanna use the RenderItem methods to render the model
L1526[13:04:51] <williewillus> instead of BlockModelRenderer
L1527[13:05:03] <Ordinastie> items pass the faces normals in the vertex data, so lighting changes based on the model position/rotation
L1528[13:05:59] <FusionLord> so basicly write my own render code because I don't have an item or block?
L1529[13:06:02] <williewillus> hm the RenderItem methods are all heavily tied to stacks though
L1530[13:06:08] <williewillus> you can copy the REnderItem methods
L1531[13:06:17] <williewillus> just take out everything referring to itemstack
L1532[13:06:46] <williewillus> specifically look at private void renderModel(IBakedModel, int, Itemstack)
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L1534[13:07:19] <williewillus> actually wait before you do that
L1535[13:07:26] <williewillus> try baking with the item vertexformat
L1536[13:07:33] <williewillus> idk if thatll do anything
L1537[13:08:39] <Ordinastie> problem is, I don't think renderModelBrightnessColor() will populate the vertex data with normals
L1538[13:08:44] <FusionLord> where do i get the Item Vertex format
L1539[13:08:56] <fry> what format are you baking with now?
L1540[13:09:08] <Ordinastie> (and that's why I handle all that in my renderer)
L1541[13:09:33] <FusionLord> fry https://github.com/FusionLord/TomTom/blob/master/src/main/java/net/fusionlord/tomtom/events/ClientTickHandler.java#L71-L72
L1542[13:10:04] <williewillus> link the picture as well
L1543[13:10:04] <Ordinastie> also, you might wann try with enableGUIStandardItemLighting
L1544[13:10:11] <fry> and how did you find DEFAULT_BAKED_FORMAT, if you don't mind me asking?
L1545[13:10:12] <williewillus> we already tried that
L1546[13:10:36] <Ordinastie> williewillus, I mean in addition to using the item vertex format
L1547[13:10:38] <fry> I've seen the picture :P
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L1549[13:11:29] <FusionLord> fry, I used Intellij search for VertexFormat its the only static ref i found
L1550[13:11:41] <fry> well, it's not
L1551[13:11:51] <fry> look at DefaultVertexFormat
L1552[13:12:02] <fry> *DefaultVertexFormats
L1553[13:12:28] <fry> and yes, you need to use ITEM
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L1555[13:13:58] <FusionLord> using DefaultVertexFormats.ITEM no change
L1556[13:14:48] <fry> call RenderHelper.enableStandardItemLighting before and disable after rendering
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L1558[13:21:09] <FusionLord> http://puu.sh/niMaB/cd3a539957.png Current code: https://github.com/FusionLord/TomTom/blob/master/src/main/java/net/fusionlord/tomtom/events/ClientTickHandler.java
L1559[13:21:57] <fry> and can you show the actual model? :P
L1560[13:21:58] <FusionLord> thtought this may be relivant http://puu.sh/niMem/e08941f35c.jpg caused by tool tips
L1561[13:22:03] <fry> (obj file :P)
L1562[13:22:19] <fry> ah, so it works sometimes
L1563[13:22:26] <FusionLord> https://github.com/FusionLord/TomTom/blob/master/src/main/resources/assets/tomtom/models/gps_arrow.obj
L1564[13:23:12] <FusionLord> fry that was caused by a tooltip, normally the arrow doesn't render when currentScreen != null
L1565[13:23:15] <sham1> Eclipse for some reason does not like the diamond syntax
L1566[13:23:20] <williewillus> somethings being enabled in tooltips that you need to enable
L1567[13:23:22] <williewillus> but idk what
L1568[13:23:28] <sham1> Which is odd as my target and source compatibilities are java9
L1569[13:23:31] <sham1> 8*
L1570[13:25:04] <Flenix> Hey all, having an issue with TESR (1.7.10). Probably a stupid mistake somewhere, but basically when I look up above a certain amount (roughly 45 degrees below flat eye level), my textures glitch out. My block uses both renderers for different parts and it only happens to the TESR part. Code (Screenshot links are at top of post) http://pastebin.com/J85EUnW7
L1571[13:25:12] <williewillus> when tooltips are done rendering they enable lighting, depth, standard item lighting, and rescale normal
L1572[13:25:28] <fry> my money is on rescale normal
L1573[13:25:30] <Ordinastie> can you try with enableGUIStandardItemLighting ?
L1574[13:25:42] <williewillus> we already tried enableStandrdItemLighting
L1575[13:25:49] *** MrKickkiller is now known as MrKick|Away
L1576[13:25:51] <williewillus> and enableGUI... is just the same thing with a glrotate
L1577[13:25:52] <fry> Ordinastie: come on, it's literally the same + a couple of rotations
L1578[13:25:57] <fry> :P
L1579[13:26:03] <FusionLord> Ordinastie, i'll try again now that we are using Item Vertex
L1580[13:26:08] <fry> -_-
L1581[13:26:10] <williewillus> enable rescale normals
L1582[13:26:14] <fry> ^
L1583[13:26:20] <Ordinastie> fry, didn't look at the code
L1584[13:26:37] <fry> then why are you suggesting anything at all?
L1585[13:26:43] <williewillus> lol
L1586[13:27:15] <FusionLord> no dice on enableGUI...
L1587[13:27:25] <fry> *gasp*
L1588[13:27:27] <williewillus> lol
L1589[13:27:27] <FusionLord> figured tho :P
L1590[13:27:57] <FusionLord> enable rescale normals?
L1591[13:28:04] <FusionLord> GL call?
L1592[13:28:14] <williewillus> GlStateManager.enableRescaleNormal
L1593[13:28:16] <williewillus> or something like that
L1594[13:28:23] <williewillus> disable after rendering the model
L1595[13:29:44] <FusionLord> I could kiss you williewillus jk :P http://puu.sh/niMMh/bd15721098.png
L1596[13:29:51] <williewillus> nice
L1597[13:29:56] <sham1> Kiss 'em
L1598[13:30:03] <williewillus> yay problem solving! :P
L1599[13:30:28] <williewillus> saw that it was rendering right with tooltips -> go look at tooltips and see what it turns off/on when it's done -> there you go :P
L1600[13:30:43] <sham1> And I solved my problem of forgetting that EnumMap takes the class of the enum
L1601[13:30:49] <williewillus> lol
L1602[13:31:13] <sham1> It was not that eclim did not support diamond-syntax
L1603[13:31:17] <sham1> It was just me being an idiot
L1604[13:31:34] <FusionLord> and here we are sized back down and with the text back
L1605[13:31:35] <FusionLord> http://puu.sh/niMMh/bd15721098.png
L1606[13:31:49] <FusionLord> errmmm... this link:P http://puu.sh/niMTN/9be43c567a.png
L1607[13:32:22] <sham1> Yay for metres
L1608[13:32:49] <FusionLord> sham1, wouldn't make sense for anything else :P
L1609[13:32:59] <williewillus> i'm liking your grave mod's looks
L1610[13:33:01] <sham1> True
L1611[13:33:24] <williewillus> and yay models anyone can reskin or reshape that with a rp :D
L1612[13:33:42] <FusionLord> williewillus, this isn't the graves mod :P the graves mod is just the first to have support for TomTom
L1613[13:33:57] <williewillus> oh is this just a location hud?
L1614[13:34:01] <williewillus> cool nonetheless
L1615[13:34:10] <sham1> "tomtom"
L1616[13:34:13] <sham1> Oh god
L1617[13:34:16] <williewillus> could use a better name though
L1618[13:34:24] <williewillus> tomtom gps'es are pretty shit
L1619[13:34:25] <williewillus> ;p
L1620[13:34:32] <sham1> Also, prepare to get sued
L1621[13:34:33] <sham1> A LOT
L1622[13:34:37] <kyau> thats what mod for wow was called that did the same... i dunno
L1623[13:34:38] <williewillus> i doubt they care
L1624[13:34:49] <kyau> doubt its an issue
L1625[13:34:49] <FusionLord> williewillus, http://puu.sh/niN8s/65d2b42279.txt
L1626[13:35:16] <FusionLord> also this is the inspiration... http://www.curse.com/addons/wow/tomtom
L1627[13:35:34] <kyau> yea thats what i was talking about :)
L1628[13:35:50] <williewillus> huh why do I have curse premium
L1629[13:35:52] <williewillus> I just noticed
L1630[13:36:02] <FusionLord> williewillus, aren't you a mod dev?
L1631[13:36:06] <FusionLord> thats why
L1632[13:36:07] <McJty> williewillus, as a mod author you get that automatically
L1633[13:36:12] <williewillus> oh lol
L1634[13:36:17] <sham1> yay
L1635[13:36:27] <williewillus> even though I don't actually have a mod, I work on another and ahve two ports :P
L1636[13:36:37] <williewillus> but botania 1.8 is almost at 3400 curse downloads so yay
L1637[13:36:37] <FusionLord> lol
L1638[13:37:00] <williewillus> aura has 11.6k
L1639[13:37:00] <sham1> How do they determine if you are a mod dev
L1640[13:37:10] <williewillus> no idea
L1641[13:37:13] <williewillus> reputation?
L1642[13:37:15] ⇨ Joins: Javaschreiber (~Thunderbi@p57A46C98.dip0.t-ipconnect.de)
L1643[13:37:20] <sham1> Do you just set up an addon or does it need certain amount of downloads or what
L1644[13:37:23] <Flenix> Downloads per month
L1645[13:37:27] <Flenix> I believe it's 1000 downloads
L1646[13:37:28] <sham1> Ah
L1647[13:37:28] <ghz|afk> maybe from being added as an author to a project?
L1648[13:37:33] <FusionLord> I got mine way back when mods were just posted on the forum...
L1649[13:37:45] <Flenix> I got mine when I had a bukkit mod
L1650[13:37:51] ⇨ Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L1651[13:37:55] <sham1> Plugin*
L1652[13:37:58] <FusionLord> ^
L1653[13:38:00] <Flenix> ^That
L1654[13:38:04] <ghz|afk> igit like 2 years of curse premium from publishing a single bukkit plugin
L1655[13:38:05] <FusionLord> xD
L1656[13:38:06] <Flenix> I've not touched bukkit in so long :P
L1657[13:38:07] <LatvianModder> they google your name and search for "X is an amazing modder!" posts, dug
L1658[13:38:27] <FusionLord> ya dug :P
L1659[13:38:40] <LatvianModder> duh*. Happy? :P
L1660[13:38:52] <FusionLord> no... i liked dug "{
L1661[13:38:53] <FusionLord> :P
L1662[13:39:28] <williewillus> heh "how google famous are you?" is a good time waster
L1663[13:39:46] <williewillus> my real name is pretty much fully google-concealed, but this username is all over
L1664[13:40:11] <LatvianModder> nah, I share my real name with no fear
L1665[13:40:16] <LatvianModder> I mean. Why not
L1666[13:40:24] <williewillus> I don't conceal on purpose, but there's lots of other people with my real name
L1667[13:40:30] <williewillus> so I don't find mtyself til the 3-4th page
L1668[13:40:37] ⇦ Quits: Drullkus (~Drullkus@205.155.154.1) (Quit: Gotta go!)
L1669[13:40:38] ⇨ Joins: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L1670[13:40:42] <williewillus> if you search this username you get 1. the botania fork xD
L1671[13:40:56] <williewillus> 2. my youtube 3. my blog 4. my patreon 5. my curseforge
L1672[13:41:07] <LatvianModder> well, my name is.. difficult to translate, so..
L1673[13:41:18] <LatvianModder> I dont use it much
L1674[13:43:39] <Wuppy> okay... small suggestion to everybody
L1675[13:43:55] <Wuppy> never, ever, at all, in any way, ever even think about developing for the windows store
L1676[13:44:01] <williewillus> lol
L1677[13:44:01] <Wuppy> don't do it
L1678[13:44:03] <LatvianModder> lol
L1679[13:44:09] ⇦ Quits: DRedhorse (~dredhorse@p54A397FA.dip0.t-ipconnect.de) (Ping timeout: 186 seconds)
L1680[13:44:14] <Delenas> Can confirm, uwp is *!#%!.
L1681[13:44:17] <Wuppy> my app didn't get uploaded because 1 image didn't work correctly
L1682[13:44:26] <Wuppy> right now I'm making a new build to get it up there
L1683[13:44:30] <FusionLord> lol Wuppy took you too long to figure that out :P
L1684[13:44:39] <Wuppy> and the only way to make the build work is for the editor to show errors everywhree
L1685[13:44:46] <Flenix> ha, if I google Flenix
L1686[13:44:53] <Flenix> it autocorrects to my oldest mod FlenixCities
L1687[13:44:56] <Wuppy> I don't know why, but if the editor is error free, the build is full of errors, if the editor is full or errors it works
L1688[13:45:14] <Wuppy> these red x's are errors: http://i.imgur.com/BHniAvO.png
L1689[13:45:21] <Wuppy> but only if I have all these red things will it compile
L1690[13:45:51] <FusionLord> sounds like windows to me :P
L1691[13:46:06] <LatvianModder> wait, why are you deving something for MS store at all?
L1692[13:46:20] <williewillus> for people like me who use w10m of course
L1693[13:46:31] <williewillus> and before anyone throws shit, yes I actually like it and it fits my uses
L1694[13:46:36] <williewillus> ;p
L1695[13:46:44] ⇨ Joins: DRedhorse (~dredhorse@p54A397FA.dip0.t-ipconnect.de)
L1696[13:46:45] <LatvianModder> no, I mean
L1697[13:46:54] <LatvianModder> Why. :D
L1698[13:47:14] <FusionLord> i have win10m and cannot wait to get Android back in my life!!!
L1699[13:47:23] <LatvianModder> win10m?
L1700[13:47:28] <Wuppy> LatvianModder, it was a competition requiremtnt
L1701[13:47:28] <williewillus> are you running it on an ancient phone?
L1702[13:47:36] <FusionLord> windows 10 mobile
L1703[13:47:40] <LatvianModder> oh lol
L1704[13:47:41] <williewillus> yes but what phone
L1705[13:47:55] <FusionLord> nokia lumia 635 i think...
L1706[13:47:58] <Wuppy> FusionLord & williewillus if you guys ever wonder why there's a lack of apps on your devices, http://i.imgur.com/BHniAvO.png might be a hint towards why
L1707[13:48:08] <williewillus> i honestly don't care :P
L1708[13:48:10] <sham1> One thing I enjoy about Win10 is the ability to play mobile games on my computer
L1709[13:48:15] <sham1> But that is about it
L1710[13:48:21] <williewillus> it fits my needs and the services I want have good apps so I'm good
L1711[13:48:44] <williewillus> thirxd party uwp youtube apps trash the official ones :P
L1712[13:48:57] <FusionLord> yup its the 635
L1713[13:49:04] <Flenix> I'm having an issue with TESR (1.7.10). Probably a stupid mistake somewhere, but basically when I look up above a certain amount (roughly 45 degrees below flat eye level), my textures glitch out. My block uses both renderers for different parts and it only happens to the TESR part. Code (Screenshot links are at top of post) http://pastebin.com/J85EUnW7
L1714[13:49:23] <Wuppy> welp, it only took me time to create 9 errors in the editor before I could make the build :P
L1715[13:49:39] <FusionLord> williewillus, you got that 8Stream?
L1716[13:49:48] <williewillus> I have ustream
L1717[13:49:50] <williewillus> it's UWP
L1718[13:50:02] <FusionLord> uwp?
L1719[13:50:09] <williewillus> compiled for w10
L1720[13:50:10] <Wuppy> universal windows poop
L1721[13:50:16] <FusionLord> ahh
L1722[13:50:25] <williewillus> aeries 2 for twitter, mytube! for youtube
L1723[13:50:51] <FusionLord> I've been using 8Stream it is pretty good since Twitch will not touch the WP platform
L1724[13:51:07] <williewillus> is 8stream uwp? or is it just wp8.1
L1725[13:51:16] <FusionLord> not sure
L1726[13:51:19] <FusionLord> search it
L1727[13:51:24] <williewillus> ah its uwp
L1728[13:51:48] <FusionLord> whelp its time for work... bbl
L1729[13:51:59] <FusionLord> thanks for all the help
L1730[13:52:14] ⇦ Quits: FusionLord (~FusionLor@ip70-190-176-197.ph.ph.cox.net) (Quit: Leaving)
L1731[13:52:27] <williewillus> Flenix: post your tesr code
L1732[13:53:18] <Flenix> I did- it's the pastebin at the end?
L1733[13:53:45] *** williewillus is now known as willieaway
L1734[13:55:15] <sham1> Damn it XBOX thingamagic
L1735[13:55:29] <Flenix> Worth noting I'm using tessellator instead of a techne-style model too. Seemed really quite silly to have an entire model class and extra texture just for the sake of a single square - plus I'll be doing lighting stuff later.
L1736[13:55:43] ⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping timeout: 198 seconds)
L1737[13:56:31] <ghz|afk> Flenix: if your "square" is static (doesn't change over time), consider pre-baking the vertex data into na array of ints[], and then using worldRenderer.addVertexData
L1738[13:56:54] <ghz|afk> wait nevermind
L1739[13:56:55] <Flenix> I'm on 1.7, but it does change - it has animations and stuff they're just removed while I try to resolve the problem
L1740[13:56:56] <ghz|afk> you said 1.7.10
L1741[13:57:00] <sham1> My god the win10 version is smooth
L1742[13:57:07] <ghz|afk> sham1: enter the nether
L1743[13:57:12] <sham1> Can't
L1744[13:57:14] <sham1> Survival
L1745[13:57:14] <ghz|afk> "generating the world" takes barely one second
L1746[13:57:15] <ghz|afk> ;P
L1747[13:57:17] <sham1> I have to build up
L1748[13:57:22] <ghz|afk> worldgen is FAST
L1749[13:57:24] <sham1> Just wow
L1750[13:57:38] <McJty> I saw a video of the win10 version with render distances all the way up to a huge number
L1751[13:57:38] <sham1> I cannot see my FPS :(
L1752[13:57:41] <ghz|afk> I heard someone edited the view range to 4000
L1753[13:57:42] <Flenix> Have you guys tried that c++ remake? IT's incredibly fast just very featureless.
L1754[13:57:43] <McJty> And it was still very fast
L1755[13:57:47] <Flenix> wait, is the win10 one still java?
L1756[13:57:48] <ghz|afk> and it was still smooth
L1757[13:57:52] <McJty> Flenix, no, that's c++
L1758[13:57:54] <ghz|afk> no Flenix
L1759[13:57:58] <ghz|afk> it's mcpe (c++)
L1760[13:58:05] <ghz|afk> with tweaked UI to match the java one
L1761[13:58:19] <Flenix> Ah fair enough, it's probably the same as the 3rd party one I tried then :P
L1762[13:58:38] <sham1> The win10 one is official dud
L1763[13:58:43] <ghz|afk> yeh
L1764[13:58:49] <Flenix> Yeah I know
L1765[13:58:52] <ghz|afk> probably similar speed-wise
L1766[13:58:54] <McJty> This kind of thing makes me wonder if it wouldn't be nice to have a C++ engine/core for worldgen/rendering. It would have to be crossplatform of course. And the rest of the game java
L1767[13:58:57] <Delenas> Ah, the benefits of multithreading, a clean codebase, and knowledge of what to do from the start. It does wonders for development.
L1768[13:59:06] <ghz|afk> McJty: it would probably be nice
L1769[13:59:09] <sham1> Now, if only we could introduce mods into this
L1770[13:59:16] <ghz|afk> have everything at/below World
L1771[13:59:20] <ghz|afk> done in C++
L1772[13:59:27] <unascribed> putting the renderer in C++ doesn't magically make it fast
L1773[13:59:30] <ghz|afk> and only the high-level logic as java "scripts"
L1774[13:59:31] <Delenas> MS would have to support it natively.
L1775[13:59:31] <McJty> It would not be nice for RFTools dimensions however as that ties into worlgen too
L1776[13:59:36] <McJty> But still nice in general
L1777[13:59:39] <unascribed> the renderer in Minecraft is slow because the person who wrote it sucks at writing renderers
L1778[13:59:47] <McJty> unascribed, no but using the win10 renderer/chunk generation apparently does
L1779[13:59:48] <sham1> Notch pls
L1780[13:59:49] <unascribed> you can write a perfectly good renderer in Java
L1781[13:59:59] <ghz|afk> anyhow
L1782[14:00:01] <ghz|afk> let's remember the topic
L1783[14:00:06] <sham1> Meh
L1784[14:00:09] <Delenas> The problem isn't Java. It was sloppy planning.
L1785[14:00:11] <ghz|afk> "mc would be better in <language>" is banned
L1786[14:00:12] <ghz|afk> ;P
L1787[14:00:20] <unascribed> yes because it's a ridiculously stupid topic
L1788[14:00:24] <unascribed> it's not true in any way
L1789[14:00:30] <unascribed> MC sucks because it sucks not because of Java
L1790[14:00:34] <sham1> We're still talking about an official port here
L1791[14:00:37] <Delenas> Happens to any project: You start something, you add a ton of stuff, it gets jumbled.
L1792[14:00:44] * McJty goes to port MC to INTERCAL
L1793[14:01:04] <ghz|afk> yeah, although it could possibly benefit if java got added unsigned integers, valuetypes, and such
L1794[14:01:06] * fry goes to port MC to command blocks and armor stands
L1795[14:01:16] <ghz|afk> fry: lol
L1796[14:01:19] <Delenas> fry: Sethbling did it first
L1797[14:01:20] <ghz|afk> wait
L1798[14:01:25] <ghz|afk> let's run MCPE inside computercraft
L1799[14:01:33] <sham1> Oh god yes
L1800[14:01:34] <unascribed> also ghz|afk why are you still on your afk nick
L1801[14:01:38] *** ghz|afk is now known as gigaherz
L1802[14:01:40] <gigaherz> because lazy
L1803[14:01:41] <fry> Delenas: as if I wasn't referencing what he did :P
L1804[14:01:49] <sham1> Wait, that would mean using LUA
L1805[14:01:51] <sham1> NOPE
L1806[14:01:52] <unascribed> Lua*
L1807[14:01:58] <sham1> Whatever
L1808[14:01:59] <sham1> Stelo
L1809[14:03:24] <sham1> Anyway
L1810[14:03:47] <sham1> How has everyone's days been
L1811[14:04:42] <unascribed> awful
L1812[14:04:48] <unascribed> a cookieverse portal opened on my desk and took my keyboard
L1813[14:04:48] <sham1> How so
L1814[14:04:50] <sham1> Ah
L1815[14:05:01] * Delenas ponder. Documentation on transferStackInSlot is.. lacking. @.@
L1816[14:05:02] <sham1> Open it again and get infinite cookies
L1817[14:05:24] <unascribed> but it was a nice mechanical keyboard :<
L1818[14:05:34] <sham1> You can get it as well
L1819[14:05:38] <sham1> Also, how are you typing
L1820[14:05:42] <unascribed> I have spares
L1821[14:05:54] <sham1> I see
L1822[14:06:17] <sham1> Anyway gigaherz, did you send that PR about that IItemHandler-specific Slot yet
L1823[14:06:22] <Wuppy> has anyone here tried the samsung gear vr?
L1824[14:06:36] <Wuppy> or any kind of vr, really
L1825[14:06:48] <sham1> I have tried countless Oculi
L1826[14:06:53] <unascribed> https://www.google.com/get/cardboard/
L1827[14:06:54] <unascribed> :P
L1828[14:07:17] <sham1> Oh and cardboard
L1829[14:07:27] <Wuppy> I tried the cardboard as well, pretty cool
L1830[14:07:29] <LexDesktop> !gm func_96637_b
L1831[14:07:32] <Wuppy> but the gear vr was better IMO
L1832[14:07:40] ⇨ Joins: Dereta (webchat@p578E3173.dip0.t-ipconnect.de)
L1833[14:07:42] <Wuppy> except for the main menu which made me really sick within minutes
L1834[14:07:50] <Wuppy> the games for it are still shit though, but the tech is relaly cool
L1835[14:07:57] <Wuppy> can't wait to check out the oculus and vive :)
L1836[14:07:58] <Flenix> Wuppy, I'll be trying a HTC vive next month, want me to tell you if it's any good?
L1837[14:08:16] <Wuppy> Flenix, by then I'll almost certainly have tried it myself, we have several in our school \o/
L1838[14:08:21] <Flenix> Lucky you :P
L1839[14:08:22] *** Mine|away is now known as minecreatr
L1840[14:08:27] <Wuppy> and we _can_ use them
L1841[14:08:38] <Flenix> I'm going to this, it'll be my first VR experience: http://virtuallydead.co.uk/
L1842[14:08:55] <Wuppy> oh I'll be developing a project for the oculus though \o/
L1843[14:09:25] <unascribed> I love ridiculously unhelpful one-screen sites like this
L1844[14:09:27] <unascribed> wait
L1845[14:09:28] <unascribed> you can scroll
L1846[14:09:29] <unascribed> nvm
L1847[14:09:35] <Flenix> :P
L1848[14:09:50] <unascribed> though, who am I to talk
L1849[14:09:51] <sham1> I hate web apps for that
L1850[14:09:56] <unascribed> my site is a ridiculously unhelpful one-screen site
L1851[14:10:01] <sham1> Just give me websites
L1852[14:10:14] ⇦ Parts: Dereta (webchat@p578E3173.dip0.t-ipconnect.de) ())
L1853[14:10:32] <Flenix> My website is just stupidly ugly because I didn't know what bootstrap was and I'm too lazy to fix it now
L1854[14:10:45] <Flenix> It's got the download link and it's not just a plain white page. That's all it needs really
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L1858[14:21:57] <sham1> I usually do my websites myself because extreme NIH
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L1869[14:32:22] <Dereta> Hey guys.. can someone help me? I've trouble with Forum registration... i didn't recive the Activation mail since 2 days... already send it again. But nothing.. they's also not in the spam folder :<
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L1871[14:35:10] <Dereta> no forum stuff here for this problem :?
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L1873[14:36:51] <Lordmau5> wow
L1874[14:36:59] <Lordmau5> feels impossible to setup a 1.7.10 dev environment
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L1876[14:37:10] <sham1> I imagine on purpose
L1877[14:37:31] <Lordmau5> I still have the setup and stuff, like all the gradle stuff
L1878[14:38:25] <Lordmau5> ah
L1879[14:38:27] <Lordmau5> this seems good
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L1884[14:45:07] <Lordmau5> oh come on
L1885[14:45:11] <Lordmau5> this is fcking bullshit
L1886[14:45:29] <Lordmau5> I excplicitely set the forge version to 10.13.4.1558 in the build.gradle but it still downloaded 1448?
L1887[14:45:30] <Lordmau5> wtf
L1888[14:45:57] <Dereta> Still need help with Forum Registration
L1889[14:46:30] <sham1> did you check your spam
L1890[14:46:37] <sham1> It might be there
L1891[14:46:47] <Dereta> yes i do. there's nothing then spam :x
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L1894[14:49:13] <Dereta> also resend activation mail 3-4 Times.. and nothing happens. Does a mod/admin can activate it manually? or what can i do.
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L1901[15:08:05] <Dereta> Can i also ask here for help with Mods? or just in forum?
L1902[15:08:14] <sham1> Well where else
L1903[15:08:16] <sham1> Ask away
L1904[15:08:35] <sham1> Also, tell what minecraft version you are modding to
L1905[15:10:15] <gigaherz> Dereta: this channel is primarily for help with mod development
L1906[15:10:27] <gigaherz> you can however ask questions about using and installing mods
L1907[15:10:49] <gigaherz> however, if you have a question for a specific mod, unless the mod author is here, it's best to ask them
L1908[15:11:02] <gigaherz> so look for irc channels, twitter handles, or whatever
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L1910[15:11:05] <Dereta> i'm the author.. xD :D
L1911[15:11:14] <sham1> Or if that is not what you want to discuss at that moment, you can also go into tangents like we do
L1912[15:11:17] <gigaherz> yeah then you fall inthe "mod development" category
L1913[15:11:23] <gigaherz> which is the primary purpose of the channel :)
L1914[15:11:50] <Dereta> mh. okay. I wan't to make a "harvest mod" for minecraft v1.8 If i break a wheat or carror or pottato i want all field in range of 1 arround the breaked block should harvest too... this is my code for now.. i don't know how to break the blocks arround the block/item i destoryed.. try already to call breakBlockEvent.. etcpp.. Pastebin: http://pastebin.com/vPCxEA8k
L1915[15:12:33] <sham1> Like all 8 crops around or just all 4
L1916[15:12:45] <Dereta> all 8 like
L1917[15:12:59] <sham1> k
L1918[15:13:12] <Dereta> xxx <next row> xox <next row> xxx (o is broked block)
L1919[15:13:20] <sham1> ya
L1920[15:13:57] <sham1> Try to call breakBlock on checkBlock
L1921[15:14:20] <sham1> I'm not sure that does what you want though as I have not done something like this personally
L1922[15:14:50] <sham1> Or would giga object to that?
L1923[15:15:07] <Dereta> and what should the last Parameter be? which default state block? or checkBlock State?
L1924[15:15:21] <sham1> Let me check
L1925[15:15:56] <sham1> !gm breakBlock
L1926[15:16:08] <Dereta> ?
L1927[15:16:51] <sham1> No, it's not it
L1928[15:17:20] <sham1> just call World's setBlockToAir to the checkBlock's position
L1929[15:17:26] <sham1> And we shall talk about drops after that
L1930[15:17:31] <sham1> I just want to make sure it works
L1931[15:18:01] <Dereta> nope.. so i can't use it :< thats the problem... i have a server and want to give my friends the mod to.. don't want to create a Server Mod
L1932[15:18:19] <sham1> That isn't a problem
L1933[15:18:24] <sham1> It is not a server thing
L1934[15:18:32] <sham1> Wait
L1935[15:18:35] <sham1> Hmm
L1936[15:18:37] <Dereta> drops is server thing...
L1937[15:18:41] <sham1> That makes it slightly harder
L1938[15:19:01] <sham1> Because you cannot make any changes outside the server
L1939[15:19:13] <Dereta> yeah^^ also can't send a packet with breakBlock Packet?
L1940[15:19:33] <sham1> gigaherz, you there?
L1941[15:20:19] <sham1> Well seeing as that event's main code is not run on client anyway
L1942[15:20:42] <Dereta> ?
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L1944[15:21:14] <sham1> Because world.isRemote is only true on client, and you are inverting it, so it is true on server
L1945[15:21:32] <Dereta> but if i change nothing will happen :<
L1946[15:21:42] <sham1> Indeed
L1947[15:21:44] <sham1> That is the dilema
L1948[15:21:56] <sham1> You sure you want this to be a client-only mod?=
L1949[15:22:07] <Dereta> yep...
L1950[15:22:14] <sham1> Hmm
L1951[15:23:09] <Dereta> if i remove the ! then i get this error "player cannot be resolved or is not a field"
L1952[15:23:34] <gigaherz> [22:19] (sham1): gigaherz, you there?
L1953[15:23:36] <gigaherz> sortof ;P
L1954[15:23:42] <sham1> You have any thoughts of this
L1955[15:23:49] <LatvianModder> attoharz
L1956[15:24:34] <LatvianModder> Thats even more generic nickname than me gigaherz...
L1957[15:25:22] <Dereta> so.. now the error is gone. but it jump over "if (e.world.isRemote)" so it will not be executed ó.o.
L1958[15:25:55] <LexManos> !gm func_185474_a
L1959[15:26:03] <LexManos> !gm func_180657_a
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L1961[15:27:28] <Dereta> what means !gm xD?
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L1963[15:27:46] <LatvianModder> get method
L1964[15:28:06] <Dereta> ah okay
L1965[15:28:16] <LatvianModder> for getting the obfuscated method names
L1966[15:28:37] <LexManos> !gm func_180654_a
L1967[15:30:44] <gigaherz> heh twitter decided to suggest eloraam as someone to follow
L1968[15:31:53] <Dereta> sham1?... no idea?
L1969[15:31:59] <sham1> no
L1970[15:32:03] <sham1> Sadly
L1971[15:32:08] <Dereta> dammed.. :<
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L1973[15:33:07] <Mraof> http://mraof.com/temp/mcScreenshots/2016-02-23_16.31.53.png Success
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L1975[15:33:18] <Dereta> Anyone else an idea how i can break block or send a break block packet from client... don't wanna server mod..
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L1977[15:34:27] <manmaed> how do i do block craing events?
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L1979[15:34:32] <manmaed> crafting
L1980[15:34:59] <manmaed> as ItemCraftedEvent is only for Items
L1981[15:35:36] <gigaherz> everything in the inventory are items
L1982[15:36:00] <gigaherz> crafting a block returns an ItemStack, that points to an ItemBlock, that in turn points to the Block
L1983[15:36:27] <Flenix> Anyone else got any ideas for my weird issue earlier? TESR on 1.7.10 - when I look up above a certain amount (roughly 45 degrees below flat eye level), my textures glitch out. My block uses both renderers (ISBRH/TESR) for different parts and it only happens to the TESR part. Code (Screenshot links are at top of post) http://pastebin.com/J85EUnW7
L1984[15:36:35] <gigaherz> the only time the block exists as a "block", is while it's placed on the terrain grid
L1985[15:37:11] <Mraof> I realized that the asm library was exactly what I needed to solve the problem I mentioned last night
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L1987[15:38:23] <manmaed> if(event.crafting.getItem()== BRPBlocks.brpglass) errors out or am i doing it wrong?
L1988[15:38:31] <Mraof> The test entity uses a class that was created with the asm library
L1989[15:38:39] <sham1> Well you are comparing an item to a block...
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L1991[15:38:47] <sham1> You need the item form of the block
L1992[15:39:05] <gigaherz> manmaed: yes, do
L1993[15:39:10] <manmaed> how would i get that
L1994[15:39:21] <gigaherz> if getItem() == Item.getItemFromBlock(brpglass)
L1995[15:39:22] <sham1> Itme.getItemFromBlock...
L1996[15:39:27] <sham1> DAMN IT GIGA
L1997[15:39:33] <gigaherz> ^^_^
L1998[15:39:38] <gigaherz> oops I grew an extra eye
L1999[15:39:42] <Mraof> So now I should be able to create new mobs on the server which work right with the AI
L2000[15:40:06] <williewillus> Mraof, whater you trying to do again? :P
L2001[15:40:38] <Mraof> Make it so that new mobs can be created on a server
L2002[15:40:49] <williewillus> world.spawnEntity? :P
L2003[15:41:01] <Mraof> No, not new instances of them
L2004[15:41:11] <williewillus> uhhh like new types?
L2005[15:41:16] <williewillus> how are you going to register those?
L2006[15:41:18] <Mraof> Yeah
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L2008[15:41:35] <Mraof> Why would registering them be a problem?
L2009[15:41:46] <williewillus> because the set of entities is defined on startup...?
L2010[15:42:00] <Mraof> Oh, is it?
L2011[15:42:01] <Mraof> Hmm
L2012[15:42:13] <williewillus> how are you going to let all clients know about a new type?
L2013[15:42:37] <Mraof> Well I'd just send a packet when they connect with the information about the new types
L2014[15:42:41] <williewillus> not how it works
L2015[15:42:44] <williewillus> at all :P
L2016[15:42:47] <williewillus> the idea of adding new entity types at runtime is like trying to do the same with blocks/items, you can't :P
L2017[15:42:55] <Mraof> Hmm
L2018[15:43:10] <unascribed> you could have one generic entity
L2019[15:43:13] <williewillus> you could have one real entity
L2020[15:43:15] <williewillus> and "sub entities"
L2021[15:43:16] <williewillus> yeah
L2022[15:43:16] <unascribed> and use it's data to delegate to a user type
L2023[15:43:29] <Mraof> So it's not as easy as adding a new dimension defined on the server
L2024[15:43:48] <williewillus> no, it's the same "difficulty" as adding a block
L2025[15:43:53] <williewillus> probably more so
L2026[15:44:01] <williewillus> because blocks get fancy remapping stuff on login
L2027[15:46:32] <Mraof> Well it looks like I can create one at FMLServerStartedEvent, when is it too late?
L2028[15:46:43] <williewillus> after init
L2029[15:46:46] <williewillus> is too late
L2030[15:47:01] <williewillus> i think the sub-entity thing is the way to go tbh
L2031[15:47:13] <williewillus> you'd have to create a custom way of specifying how to render them
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L2037[16:00:16] <Mraof> When the player connects to the server isn't too late
L2038[16:00:26] <Mraof> Unless something is different in an obfuscated enviroment somehow
L2039[16:00:27] <williewillus> yes it is
L2040[16:00:43] <williewillus> it doesn't crash but it won't work
L2041[16:00:53] <williewillus> do you call EntityRegistry.registerModEntity?
L2042[16:00:57] <Mraof> What do you mean by it won't work
L2043[16:01:10] <Mraof> Yeah
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L2045[16:01:44] <williewillus> try spawning your entity
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L2047[16:02:31] <Mraof> http://mraof.com/temp/mcScreenshots/2016-02-23_17.01.26.png
L2048[16:02:50] <Mraof> It wasn't registered on the client until the client joined the server
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L2054[16:18:18] <LexManos> !gm func_181662_b
L2055[16:18:36] <[NK]Ghost> oh yeah.. good ol func_181662_b
L2056[16:18:42] <[NK]Ghost> totes important
L2057[16:18:55] <[NK]Ghost> :D
L2058[16:19:17] <[NK]Ghost> dood lex - am doing more interactive skyblocks stuff tonight
L2059[16:20:39] <williewillus> is there really no way to listen for a general entity death?
L2060[16:20:44] <williewillus> .-.
L2061[16:20:48] <unascribed> LivingDeathEvent
L2062[16:20:58] <williewillus> not living
L2063[16:21:00] <williewillus> carts
L2064[16:21:08] <williewillus> I need to know when any minecart dies
L2065[16:21:10] <SkySom> Nope!
L2066[16:21:26] <SkySom> At least there wasn't in 1.7.10
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L2068[16:21:40] <williewillus> was there a reason for that or just that no one's needed it?
L2069[16:21:45] <williewillus> if second I'm pring
L2070[16:21:51] <SkySom> Dunno.
L2071[16:22:40] <SkySom> May I ask why you need to know when any minecart dies?
L2072[16:22:53] <williewillus> lol
L2073[16:22:55] <masa> wasn't there something in the world that gets called when it kills the entities?
L2074[16:23:00] <williewillus> spawn smoke particles
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L2076[16:23:44] <williewillus> there's overrides in the entity class
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L2078[16:23:51] <williewillus> but I don't want to touch the class
L2079[16:23:54] <williewillus> and I want to get all minecarts
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L2081[16:24:31] <Spider> hi
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L2083[16:28:05] <masa> williewillus: all IWorldAccesses will call the onEntityRemoved(), so I guess you could add your own IWorldAccess?
L2084[16:29:02] <Spider> guys
L2085[16:29:04] <Spider> what is better
L2086[16:29:09] <williewillus> do I have to remove it when the world unloads?
L2087[16:29:24] <Spider> generate a ore in eventhandler, or create a class for oregenerator to every single ore?
L2088[16:29:29] <williewillus> i'm presuming no if I'm not being dumb
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L2090[16:29:35] <williewillus> gc will eat it automatically
L2091[16:32:05] <masa> only RenderGlobal seems to be calling removeWorldAccess in vanilla, so I guess not yeah..
L2092[16:32:58] <Mraof> The problem is that setDead being called doesn't mean it's actually killed, I think
L2093[16:33:59] <masa> well unless something is reverting the isDead flag, it will be removed from the world on the next tick I believe
L2094[16:34:28] <Mraof> Yeah
L2095[16:34:39] <Mraof> Things do revert it, though
L2096[16:34:45] <williewillus> well you can't for carts
L2097[16:34:49] <williewillus> since there's no death event for them
L2098[16:34:54] <masa> setDead is also a bit dump on some entities... or misleading
L2099[16:34:56] <williewillus> there's only cancelable death events for livings
L2100[16:35:28] <Mraof> World.removeEntity calls setDead
L2101[16:35:32] <masa> for example slimes will split in setDead() and minecarts will spill their contents
L2102[16:35:39] <Mraof> And that's called in travelToDimension
L2103[16:37:02] <Mraof> Basically it just means that it needs to be removed from the world on the next tick, not that it's actually dead
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L2105[16:38:45] <Mraof> For Minecarts there could be an event in killMinecart, but a generic entity death event wouldn't really work, from what I can tell
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L2107[16:39:20] <williewillus> i don't really care for that level of detail in this case, it can emit particles when portaling too :P
L2108[16:40:54] <Mraof> A Minecart death event would be better
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L2110[16:41:22] <Mraof> Because a generic death event that isn't entirely accurate would definitely be misused
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L2119[17:12:14] <Rogue_> anyone know a convenient way of converting window x,y coords to the worldrenderer coords for the Tessellator?
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L2121[17:15:04] <tterrag> uhh..do you need to convert them?
L2122[17:15:20] <Rogue_> yes
L2123[17:16:03] <Rogue_> ideally anyhow, I'm making sense of a click on a window x,y and referencing an object orientated via the worldrenderer
L2124[17:16:45] <tterrag> ray trace?
L2125[17:16:57] <tterrag> you're going to need to explain a bit more I think. maybe a screenshot?
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L2128[17:18:26] <Rogue_> when I say worldrenderer
L2129[17:18:42] <Rogue_> I mean Tessellator#getWorldRenderer
L2130[17:18:54] <Rogue_> however I'm using this in an overlay (e.g. like chat or scoreboard)
L2131[17:19:14] <Rogue_> so Gui#drawRec etc
L2132[17:19:22] <tterrag> ok
L2133[17:19:26] <tterrag> I still don't see the problem
L2134[17:19:41] <Rogue_> well when someone clicks with a GuiScreen open
L2135[17:19:48] <Rogue_> I'm provided with a window x,y
L2136[17:19:54] <Rogue_> which aren't the same as those coordinates
L2137[17:20:14] <Rogue_> for example above the chatbar in the render is at a height of say, -110
L2138[17:20:19] <Rogue_> but in window x,y could be 350
L2139[17:20:47] <Rogue_> additionally afaik the worldrenderer position is absolute, vs window being relative
L2140[17:21:04] <tterrag> what is a "window" ?
L2141[17:21:10] <Rogue_> your viewport
L2142[17:21:34] <Rogue_> the entire screen you have open and rendering mc in
L2143[17:21:38] <tterrag> ok
L2144[17:21:49] <tterrag> yes, that goes from 0,0 at the top left iirc
L2145[17:22:11] <tterrag> why not just translate your rendering to align to the window coords?
L2146[17:22:31] <tterrag> I don't understand your system but the resolution of both renders is the same, so it should be a simple matter of adding/subtracting half the width/height
L2147[17:22:57] <Rogue_> if they're the same, then why would the clicks differ
L2148[17:22:59] <Rogue_> sec
L2149[17:23:14] <tterrag> again I'm not sure how you are getting -110
L2150[17:23:19] <tterrag> unless you have translated somehow
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L2152[17:24:52] <Rogue_> http://pastebin.com/5BTRpbyg
L2153[17:25:39] <tterrag> first thing I notice is that your top is lower than your bottom
L2154[17:25:42] <tterrag> that seems wrong
L2155[17:25:47] <Rogue_> http://i.imgur.com/YouQAK7.png
L2156[17:26:15] <Rogue_> wouldn't matter regardless as there's an internal swap function
L2157[17:26:46] <tterrag> where are you rendering these? and generating these rectangles?
L2158[17:27:30] <Rogue_> simple calls to Gui#drawRect
L2159[17:27:48] <Rogue_> it never drew with positive arguments
L2160[17:28:01] <tterrag> but where
L2161[17:28:08] <Rogue_> right now they're just relatively positioned from the chat arguments
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L2163[17:28:12] <Rogue_> where as in what?
L2164[17:28:42] <Rogue_> chat coordinates*
L2165[17:29:21] <tterrag> from what context?
L2166[17:29:22] <Rogue_> an example would be GuiNewChat#drawChat
L2167[17:29:24] <tterrag> some event? some GUI?
L2168[17:29:33] <Rogue_> the same coordinates used in that
L2169[17:29:37] <Rogue_> relatively modified
L2170[17:29:43] <shadekiller666> bored
L2171[17:29:49] <shadekiller666> so bored
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L2173[17:31:24] <tterrag> *sigh*
L2174[17:31:29] <tterrag> you still haven't answered my question
L2175[17:31:33] <tterrag> where is your code running
L2176[17:31:37] <Rogue_> I'm not using an event
L2177[17:31:40] <Rogue_> nor a pre-made gui
L2178[17:31:54] <Rogue_> I subjugated the GuiNewChat and placed a facade there instead which reads what is called
L2179[17:32:23] <tterrag> you did what to the huh?
L2180[17:32:24] <Rogue_> it hooks the GuiIngame#persistantChatGui variable
L2181[17:32:29] <tterrag> ASM nonsense?
L2182[17:32:33] <Rogue_> no
L2183[17:32:35] <Rogue_> reflection
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L2185[17:33:28] <Rogue_> facade == dummy class / something to simply receive all calls to the variable, subjugated/replaced is what I did to it
L2186[17:33:45] <Rogue_> think of it like indiana jones
L2187[17:33:48] <Rogue_> I sandbagged the variable
L2188[17:34:00] <tterrag> uhh huh...
L2189[17:34:11] <tterrag> so you render the new rectangles from...where? drawChat?
L2190[17:34:41] <Rogue_> essentially, yes
L2191[17:34:48] <Rogue_> when it calls to render #drawChat, I additionally render tabs
L2192[17:35:34] <tterrag> GlStateManager.translate((float)event.posX, (float)event.posY, 0.0F);
L2193[17:35:37] <tterrag> line before drawChat is called
L2194[17:35:42] <tterrag> ._.
L2195[17:35:47] <Rogue_> sec
L2196[17:36:11] <shadekiller666> not exactly sure how indiana jones relates to drawing guis but ok
L2197[17:36:26] <Rogue_> when he swaps the treasure
L2198[17:36:39] <Rogue_> anyhow GL11#glTranslatef looks like what I want
L2199[17:36:48] <Rogue_> thanks tterrag
L2200[17:37:10] <shadekiller666> and almost gets smashed by a boulder?
L2201[17:37:19] <Rogue_> sounds about right for this afternoon
L2202[17:38:24] <tterrag> translating is a hacky solution
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L2204[17:38:47] <tterrag> especially since you know longer know how much it was translated by
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L2213[18:18:24] <LexManos> !gm func_180616_a
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L2216[18:23:38] <LexManos> !gm func_77659_a
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L2241[19:11:18] <unascribed> <insert generic joke that suggests these functions are well-known here>
L2242[19:14:01] <LexManos> !gm func_82781_a
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L2246[19:25:58] <Spider> I´m using a old method
L2247[19:26:11] <Spider> so i will recreate my proxies and the main mod file
L2248[19:26:13] <Spider> ;-;
L2249[19:26:19] <Spider> lets work
L2250[19:28:46] <gigaherz> ?
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L2252[19:31:24] <gigaherz> !!latest 1.8.9
L2253[19:31:25] <MCPBot_Reborn> === Latest Mappings ===
L2254[19:31:25] <MCPBot_Reborn> MC Version Forge Gradle Channel
L2255[19:31:26] <MCPBot_Reborn> 1.8.9 snapshot_20160223
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L2266[20:28:49] <unascribed> I wish there was some magic incantation to make MCPBot output more concise info
L2267[20:28:54] <unascribed> would make !! a lot less spammy
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L2271[20:36:38] <unascribed> (3 messages isn't neccessary just to print the latest stable and snapshot mappings for one mc version)
L2272[20:36:55] <gigaherz> hmf how does one create/register a new enchantment?
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L2275[20:37:47] <gigaherz> best tutorial/example I managed to find uses hardcoded IDs
L2276[20:39:14] <diesieben07> check if id in config file exist. if so, use that. otherwise find empty id and use that and put it in the config file
L2277[20:39:25] <diesieben07> there isn't yet an enchantment registry yet
L2278[20:39:30] <diesieben07> yet yet yet
L2279[20:39:43] <gigaherz> okay :/
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L2281[20:41:53] <killjoy> http://www.digitaltrends.com/mobile/t-mobile-unboxes-galaxy-s7-underwater/
L2282[20:43:09] <diesieben07> ...
L2283[20:43:19] <diesieben07> samsungs always look so ... cheap to me
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L2286[20:50:29] <gigaherz> fuck that page scared me
L2287[20:50:35] <gigaherz> I HATE pages that play videos without asking
L2288[20:50:55] <gigaherz> hopefully I didn't wake anyone in the house
L2289[20:50:57] <gigaherz> shit was LOUD
L2290[20:52:49] <gigaherz> diesieben07: should I start looking at some specific number? cos it just found 9 as thefirst available ID, but I don't know if that's ok to use
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L2292[20:54:01] <diesieben07> that should be fine i think
L2293[20:54:11] <diesieben07> idk why vanilla is skipping 9-15
L2294[20:55:04] <unascribed> vanilla is making some vauge attempt to organize the enchants
L2295[20:55:10] <unascribed> 0-15 is armor
L2296[20:55:16] <unascribed> 16-31 is swords
L2297[20:55:20] <diesieben07> LOL
L2298[20:55:23] <unascribed> 32-47 is tools
L2299[20:55:27] <unascribed> 48-60 is bows
L2300[20:55:29] <diesieben07> -.-
L2301[20:55:38] <unascribed> 61-69 is rods
L2302[20:55:50] <diesieben07> yeah so maybe start at 70 then
L2303[20:56:02] <unascribed> but wait, 70 is an enchant that works on virtually everything
L2304[20:56:06] <unascribed> it's like unbreaking all over again
L2305[20:56:18] <unascribed> except unbreaking is in the "tools" department
L2306[20:56:44] <gigaherz> mine IS an enchant that works on anything
L2307[20:56:52] <gigaherz> (or will)
L2308[20:56:58] <unascribed> 70 is an actual vanilla enchant in 1.9 is my point
L2309[20:57:02] <gigaherz> ah
L2310[20:57:15] <gigaherz> calling it Scraping (I to III), and will return some materials from the just-broken tool/armor
L2311[20:57:24] <unascribed> interesting
L2312[20:57:35] <gigaherz> (for tools, higher the level means higher chance that it returns thegood material instead of a stick)
L2313[20:57:40] <unascribed> via crafting recipe iteration or checking the anvil material?
L2314[20:57:49] <gigaherz> for now, hardcoded
L2315[20:57:58] <gigaherz> but I wantedto allow thirdparty tools somehow
L2316[20:58:04] <gigaherz> so I may iterate recipes
L2317[20:58:12] <gigaherz> although now that you mention repair material...
L2318[20:58:27] <gigaherz> that would be nice, for like, chain armor
L2319[20:58:28] <unascribed> be careful with shovels
L2320[20:58:29] <gigaherz> to return iron
L2321[20:58:42] <gigaherz> hm?
L2322[20:58:54] <unascribed> well, you may feel compelled to give more than one of the repair material when it breaks
L2323[20:58:59] <unascribed> but if you do it wrong, shovels are a dupe glitch
L2324[20:59:01] <gigaherz> ah, no
L2325[20:59:09] <gigaherz> it only ever returns one item
L2326[20:59:12] <gigaherz> from the recipe
L2327[20:59:12] <unascribed> good
L2328[20:59:24] <gigaherz> you DID let the tool break
L2329[20:59:26] <gigaherz> ;P
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L2332[21:19:53] <Techfoxis> How do potions retain their original border color when you tint them?
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L2335[21:21:02] <gigaherz> Techfoxis: I assume there are two layers on the item model
L2336[21:21:06] <gigaherz> and only one of them has the tint
L2337[21:21:11] <williewillus> border color?
L2338[21:21:23] <williewillus> the potion model is two layers, one's the bottle, the other's the liquid
L2339[21:21:25] <Techfoxis> The white trim on bottles.
L2340[21:21:53] <williewillus> the getColorFromItemstack method in Item only returns color for the liquid layer
L2341[21:22:15] <Techfoxis> Yeah, but how do I do that?
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L2343[21:22:33] <williewillus> have two layers
L2344[21:22:35] <williewillus> and use that method
L2345[21:23:00] <williewillus> you know how you specify layer0, layer1, etc. in a builtin/generated item model? do that
L2346[21:23:06] <gigaherz> Techfoxis: in your item model, you can have "textures": { "layer0": "something", "layer1":"something else", ... }
L2347[21:23:11] <williewillus> the number at the end will be passed to you in getColorFromItemstack
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L2349[21:23:56] <Techfoxis> Oh! It gets called for each layer?
L2350[21:24:22] <williewillus> yeah
L2351[21:24:32] <williewillus> the "renderpass" argument is the layer
L2352[21:24:36] <williewillus> not really a renderpass anymore
L2353[21:24:40] <williewillus> but still called per layer
L2354[21:25:04] * Techfoxis Head becomes a pleasant shade of blue
L2355[21:25:59] <williewillus> see: https://github.com/williewillus/Botania/blob/MC18/src/main/java/vazkii/botania/common/item/ItemTwigWand.java#L195-L201
L2356[21:26:00] <williewillus> and https://github.com/williewillus/Botania/blob/MC18/src/main/resources/assets/botania/models/item/twigWand.json
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L2358[21:26:34] <williewillus> layer 0 is the wand of the forest itself
L2359[21:26:42] <williewillus> layers 1 and 2 are the multicolored leaves on the wand
L2360[21:27:38] <Techfoxis> Got it, thanks
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L2362[21:42:37] <williewillus> anyone good with nitty gritty C type system details?
L2363[21:44:50] <FusionLord> how would one make a clientside command?
L2364[21:45:00] <tterrag> ClientCommandHandler?
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L2367[21:47:11] <FusionLord> ty tterrag didn't know that existed.
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L2369[22:01:11] <gigaherz> shit, armor breaking from durability loss does not raise any event :(
L2370[22:02:04] <unascribed> oh yeah
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L2372[22:02:26] <unascribed> I think I dealt with that in my mod by iterating through every player on the server whenever setDamage was called with a damage value that would break the armor piece
L2373[22:02:45] <unascribed> massive hack, sure
L2374[22:02:50] <unascribed> But At Least It's Not ASM™
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L2377[22:04:31] <gigaherz> hmmm
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L2379[22:05:11] <gigaherz> I guess I could keep a list of players that have been hurt since the last tick
L2380[22:05:23] <gigaherz> and then check if the are missing any armor
L2381[22:05:31] <gigaherz> but meh
L2382[22:05:46] <gigaherz> potential for involuntary duping
L2383[22:06:14] <gigaherz> is there an event for the final "health loss"?
L2384[22:07:27] <gigaherz> LivingHurtEvent is called before applying the damage, so if there was something where I could see the damage applied to the player, I could test for final dmg < original dmg, and then see if an item has disappeared in between
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L2386[22:09:05] <gigaherz> mehh, I wouldn't want to give people diamonds just because they were removing an armor piece from the slot right at the same time they were getting damaged
L2387[22:09:12] <gigaherz> duping abuse potential too big
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L2390[22:16:55] <Cypher121> gigaherz: what are you trying to do? give materials back after armor broke down?
L2391[22:17:13] <gigaherz> yup
L2392[22:17:37] <gigaherz> it works for tools using PlayerDestroyItemEvent, but can't find anything for armor
L2393[22:18:07] <Cypher121> I'd say replace "broke" with "went under x durability" if you don't find it
L2394[22:18:56] <gigaherz> I'll think on it tomorrow
L2395[22:18:56] <gigaherz> night
L2396[22:18:57] <Cypher121> however if armor goes from x+1 to 0 in 1 hit that still won't work =\
L2397[22:19:05] <Cypher121> bye
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L2399[22:19:23] <ghz|afk> if you have some idea, ping me and I'l lread the solution tomorrow ;P
L2400[22:19:46] <ghz|afk> (speakers won't ping since they'll be off ;P)
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L2405[22:25:29] <LexManos> !gm func_177435_g
L2406[22:25:54] <williewillus> found any shiny things in 1.9?
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L2408[22:29:29] <LexManos> !gm func_180640_a
L2409[22:29:38] <LexManos> !gm func_180646_a
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L2429[23:46:05] <FusionLord> for anyone that is intrested in testing my gps mod it is live on curseforge @ http://minecraft.curseforge.com/projects/tomtom
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