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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
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
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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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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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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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
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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?
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
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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
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
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
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
L242[03:17:33] <tterrag> Cazzar: I use the
same approach
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
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
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
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
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
L531[04:10:17]
⇨ Joins: HassanS6000
(~nfinity@2607:5300:60:9940::)
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] ***
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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.
L553[04:49:12] ⇦
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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 :-)
L592[05:50:47]
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L593[05:55:38] ***
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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?
L597[06:05:19]
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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
L601[06:09:26]
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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
L625[06:13:50] <Lordmau5> that's why I
quoted it up there
L626[06:16:48]
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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
L633[06:18:17] <Lordmau5> oh no wait
L634[06:18:21] <Lordmau5> he's actually
saying the right thing
L635[06:18:31] ⇦
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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?!
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
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L656[06:30:55] <sham1> Weird how there is
no fluid capability
L657[06:31:17]
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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?
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
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
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
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
L715[06:57:10] <acidjazz> hmm what abou
tthe erebus
L716[06:57:12]
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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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L741[07:14:51] ***
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L742[07:20:31] <masa> yes
L743[07:21:22] ***
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L744[07:22:14] <McJty> fry, you're going
to save me. I know it ;-)
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...
L748[07:23:41]
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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"}} ]
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
L770[07:30:22]
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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
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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?
L789[07:34:51]
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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?
L797[07:44:29] <masa> here?
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
L808[07:49:25] ⇦
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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
L811[07:50:51] ***
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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!
L959[08:26:21] ***
Vigaro|AFK is now known as Vigaro
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L962[08:28:53] <Ordinastie> ah, found it
:x
L963[08:30:42] ⇦
Quits: VikeStep (~VikeStep@120.156.54.17) (Quit:
Leaving)
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 ><
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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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
L998[09:01:47]
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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
L1002[09:04:42]
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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?
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
L1022[09:36:26]
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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!
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
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!
L1076[10:07:23]
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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
L1120[11:23:46]
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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 ;)
L1139[11:30:21]
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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
L1157[11:35:39] <unascribed> so I don't
know
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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
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
L1220[11:42:16]
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L1222[11:42:29] <acidjazz> wheres
energetic alloy from
L1223[11:42:59]
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L1227[11:43:29] <FusionLord> how did that
copy?...
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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
L1246[11:46:18]
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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
L1269[11:50:17]
⇨ Joins: Rogue_
(~Rogue_@cpe-172-101-140-142.rochester.res.rr.com)
L1270[11:50:20] <Sephiroth> if you have
eio, the energy conduits are quite good too
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...
L1276[11:51:07]
⇨ Joins: Jezza (~Jezza@185.44.151.105)
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
L1282[11:57:26] ***
AbrarSyed is now known as Abrar|gone
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?
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
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
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
L1457[12:31:13] <LatvianModder> I wrote a
converter, but I doubt thats good
L1459[12:35:33]
⇨ Joins: DRedhorse
(~dredhorse@p54A397FA.dip0.t-ipconnect.de)
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
L1464[12:38:53]
⇨ Joins: MattBDev (~MattBDev@198.54.211.2)
L1465[12:40:15] <FusionLord> ok just
updated that and pushed :)
L1466[12:42:43]
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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) ?
L1480[12:47:47]
⇨ Joins: Delenas
(Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647)
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/
L1489[12:50:06]
⇦ Quits: Wastl2 (~Wastl2@f052015092.adsl.alicedsl.de) (Quit:
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this one and help me take over the world of IRC.)
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[]
L1494[12:51:47]
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(~Hgrebnedn@d8D872D48.access.telenet.be)
L1495[12:52:42]
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L1496[12:53:27] <FusionLord>
williewillus, kinda...
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...
L1515[13:00:39]
⇨ Joins: Flenix (~Flenix@2a01:4f8:201:63e2::2)
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
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)
L1533[13:06:49]
⇦ Quits: mousieamie
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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)
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
L1548[13:10:38]
⇨ Joins: mousieamie
(~amyt@c-67-180-195-205.hsd1.ca.comcast.net)
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
L1554[13:12:34]
⇨ Joins: kmecpp
(~kmecpp@pool-71-167-167-219.nycmny.fios.verizon.net)
L1555[13:13:58] <FusionLord> using
DefaultVertexFormats.ITEM no change
L1556[13:14:48] <fry> call
RenderHelper.enableStandardItemLighting before and disable after
rendering
L1557[13:18:11]
⇦ Quits: Meow-J (uid69628@id-69628.highgate.irccloud.com)
(Quit: Connection closed for inactivity)
L1559[13:21:57] <fry> and can you show
the actual model? :P
L1561[13:22:03] <fry> (obj file :P)
L1562[13:22:19] <fry> ah, so it works
sometimes
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
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
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
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
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
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
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
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]
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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] ***
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L1840[14:08:27] <Wuppy> and we _can_ use
them
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]
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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 :<
L1870[14:34:31]
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L1871[14:35:10] <Dereta> no forum stuff
here for this problem :?
L1872[14:36:28]
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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
L1875[14:37:08]
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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
L1880[14:39:02]
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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
L1909[15:11:04]
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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> ?
L1943[15:20:46]
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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?
L1962[15:27:35]
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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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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
L2007[15:41:30]
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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
L2032[15:49:45]
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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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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
L2075[16:23:39]
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L2076[16:23:44] <williewillus> there's
overrides in the entity class
L2077[16:23:45] ***
Cojo is now known as Cojo|run
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
L2080[16:24:17]
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L2081[16:24:31] <Spider> hi
L2082[16:24:44]
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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
L2089[16:29:33] ***
fry is now known as fry|sleep
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
L2104[16:37:53]
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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
L2106[16:38:53]
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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
L2109[16:41:09] ***
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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?
L2120[17:14:04]
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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?
L2126[17:17:01] ***
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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
L2151[17:24:15] ***
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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
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
L2162[17:28:09]
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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
L2172[17:30:24] ***
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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
L2184[17:32:37]
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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
L2203[17:38:25] ***
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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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L2240[19:07:03] ***
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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> ?
L2251[19:30:58]
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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
L2256[19:34:37]
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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
L2268[20:29:37] ***
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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?
L2273[20:37:13]
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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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L2282[20:43:09] <diesieben07> ...
L2283[20:43:19] <diesieben07> samsungs
always look so ... cheap to me
L2284[20:43:57] ***
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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?
L2333[21:19:55]
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good.)
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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
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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?
L2365[21:45:21]
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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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