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L14[00:37:23] <Lordmau5> I knew something
was off... what happened, lol
L15[00:37:34] <Lordmau5> did I accidentally
close this tab? lmao
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L24[00:53:27] <killjoy> Justice League:
Metropolis is experiencing a hurricane. Isn't it in Kansas?
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L30[00:56:48] <killjoy> Fendirain, anything
specific?
L31[00:57:33] <Fendirain> Well, It gives
StackOverflowError, But I know why. Not sure exactly how to
fix.
L32[00:57:41] <Fendirain> Otherwise,
Anything that could be cleaned up.
L33[00:57:53] <killjoy> bad loops
L34[00:57:59] <killjoy> or recursive
functions
L35[00:58:23] <Fendirain> I should claify,
It only throws it for Huge trees, Like the BOP one.
L36[00:59:30] <sham1> Sounds like
recursion
L37[00:59:50] <Fendirain> Well, It does
search a lot of blocks, But nothing should be able to loop.
L38[01:00:22] <killjoy> how about a
stacktrace?
L39[01:00:43] <Fendirain> The sacred oak
tree is huge. Vanilla trees have no issues.
L40[01:01:09] <killjoy> ?stacktrace
L41[01:01:28] <Fendirain> One sec, I was
surpressing them currently, Will get it.
L43[01:02:27] <Fendirain> Well, Like I
said, I know exactly what is causing the issue, Just unsure how to
fix it as my code currently is.,
L44[01:02:28] ⇦
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L45[01:02:42] <killjoy> we don't know where
it's happening
L46[01:02:46] <killjoy> help us to help
you
L47[01:02:48] <Fendirain> I'm getting
it
L48[01:02:49] ⇦
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L49[01:02:57] <Fendirain> Just need a
sec
L50[01:03:03] <killjoy> at least tell us
the method it's erroring at
L51[01:04:17] <Lordmau5> ^
L53[01:04:23] <Lordmau5> we could've looked
into it by now :D
L55[01:05:08] <Fendirain> Didn't bother
cutting it.
L56[01:05:25] <killjoy> Why did you say it
was java?
L58[01:05:42] <Fendirain> Where did I say
that?
L59[01:05:51] <Lordmau5> or one above
L60[01:05:54] <killjoy> in the
pastebin
L61[01:05:57] <Lordmau5> [23:03:17] [Server
thread/INFO]:
[fendirain.fendirain.utility.tools.TreeChopper:<init>:52]: at
fendirain.fendirain.utility.tools.TreeChopper.lambda$getAllConnectingTreeBlocks$0(TreeChopper.java:162)
L62[01:06:00] <killjoy> log != java
L63[01:06:11] <Lordmau5> one above it says
this "[23:03:17] [Server thread/INFO]:
[fendirain.fendirain.utility.tools.TreeChopper:<init>:52]: at
net.minecraft.block.Block.getDamageValue(Block.java:1164)"
L64[01:06:17] <Lordmau5> so I assume it's
#161 in the file
L65[01:06:17] <Fendirain> My bad,
Habit.
L66[01:06:54] <Lordmau5> technically, you
are being in an infinite loop at #167?
L67[01:07:15] <Fendirain> It shouldn't be,
Did I screw up?
L68[01:08:00] <sham1> Well you ARE
recursivly calling yourself
L69[01:08:17] <Fendirain> It shouldn't ever
call the same block twice.
L70[01:08:38] <Lordmau5> you use lambdas,
can you filter it out somehow?
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L73[01:09:12] <Lordmau5> technically,
couldn't you check here if the blockPos == the current blockPos in
the method and not add it if it's the case?
L74[01:11:12] <sham1> That would make
sense
L75[01:12:04] <Fendirain> searched blocks
contains every block that was searched, and it shouldn't recheck
any of them.
L76[01:12:51] <Fendirain> Let me try
something.
L77[01:13:28] <Lordmau5> you have to keep
in mind that when you have e.g. Blocks A B C and D
L78[01:13:37] <Lordmau5> then let A search
for neighbor blocks, it get's B C and D
L79[01:13:45] <Lordmau5> which then search
for neighbor blocks as well
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L81[01:13:55] <sham1> ANd B would get A and
C as well as D
L82[01:13:56] <Lordmau5> as in, B will find
A C and D, and that loops back to A searching for B C and D,
...
L83[01:14:00] <sham1> etc.
L84[01:14:16] <Lordmau5> so you'd need one
"global" (or temporary) map that contains all the found
blocks
L85[01:14:23] <Lordmau5> and if one of
these blocks is already in the list, don't add it again
L86[01:14:25] <sham1> "If this pos is
already present, don't include"
L87[01:14:38] <Lordmau5> ^
L88[01:14:42] <Fendirain> Thats what I
have.
L89[01:14:47] <killjoy> use a set?
L90[01:14:52] <killjoy> yeah, you are
L91[01:14:56] <sham1> Hmm
L92[01:15:10] <sham1> Do BlockPos respect
hashing?
L93[01:15:22] <Lordmau5> blockPos need to
be equals
L94[01:15:24] <Lordmau5> not "A ==
B"
L95[01:15:29] <Lordmau5> I figured that out
as well
L96[01:15:37] <killjoy> Is there a
hashset/map that supports custom hashing?
L97[01:15:38] <Lordmau5> so if there's
checking with ==, it won't work
L98[01:16:07] <Fendirain> I use
blockPos.toLong()
L99[01:16:08] <sham1> More like have a
custom BlockPos that implements the equals/hashCode contract
L100[01:16:25] <Fendirain> Can't screw up
checking a long against itself.
L101[01:16:31] <Fendirain> Another*
L102[01:16:46] ***
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L103[01:16:50] <Lordmau5> just go for
equals, lol
L104[01:16:53] <Lordmau5> check if that
perhaps fixes it
L105[01:17:02]
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L106[01:17:08] <Lordmau5> I mean, it's
worth a try... and if you can reproduce the error, a quick check
wouldn't hurt :p
L107[01:17:12] <killjoy> I see trove has
one
L108[01:17:21] <Fendirain> Well, I use
.contained(blockPos.toLong())
L109[01:17:42] <Fendirain> To check if it
is added, If true, Then it isn't checked.
L110[01:17:55] <Fendirain> If false, It is
checked & added to the list.
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L112[01:20:47] <sham1> That sounds kinda
backwards
L113[01:21:14] <sham1> Shouldn't it be
like "if false, it is not checked and thus has been
added"
L114[01:21:26] <sham1> "if true, it
has been checked and we may proceed"
L116[01:21:51] <sham1> Your wording was
confusing
L117[01:21:53] <sham1> That's all
L118[01:21:57] <Fendirain> I
figured.
L119[01:22:06] <Fendirain> Why I just
showed you.
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L121[01:22:30] <sham1> Let me turing
complete this code in my head
L122[01:23:41] <unascribed> have you
thought of maybe not trying to do everything at once and instead
queueing actions to be done across multiple ticks?
L123[01:23:47]
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L124[01:24:19] <unascribed> I'm getting
ready to log off for the night and just watched a bunch of Zero
Punctuation so I apologize in advance for any laziness and/or
bluntness
L125[01:24:27] <Fendirain> How would I do
that, But still make it hardly noticable by the player?
L126[01:24:36] <unascribed> firstly you
don't :P
L127[01:24:38] <Fendirain> I mean, For
most tree's its fine.
L128[01:24:39] ***
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L129[01:24:40] <sham1> Unless it is one of
those super trees
L130[01:24:44] <unascribed> I have an axe
that just scans outward
L131[01:24:45] <Fendirain> I may just have
to add a tree limit.
L132[01:24:51] <unascribed> so it breaks
blocks from the bottom up
L133[01:24:59] <unascribed> players love
it and it works flawlessly with no lag on even the largest of TF
trees
L134[01:25:36] <sham1> "Check out how
you can chop up this tree with only this crazy trick. Players love
it"
L135[01:26:14] <unascribed> my code
basically consists of "add blockpos to queue, iterate queue
every tick, add surrounding blocks to queue"
L136[01:26:14] <Fendirain> I mean, It has
no issue with Vanilla trees.
L137[01:26:37] <unascribed> surrounding
blocks get dropped from the queue if they aren't the same block as
the original one broken
L138[01:27:15]
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L139[01:28:41] <Fendirain> The tree I am
having an issue with is (8000+?) blocks.
L140[01:29:30] <Fendirain> So, I expect
some lag for this tree. Just the error is the issue.
L141[01:29:42] <Fendirain> It sometime
works / sometimes doesn't.
L142[01:31:07] <Fendirain> (Its not even
that the axe has the durability for this size, But if the player
wants to try....)
L144[01:31:24] <unascribed> the axe in
question
L145[01:31:45] <unascribed> lagspike is
driver GC lag because I run the opensource driver
L146[01:32:14] <sham1> Yeah, blame the
GC
L147[01:32:36] <sham1> Wait, what are the
chunks raising from the ground for
L148[01:32:40] <unascribed>
ChunkAnimator
L149[01:32:42] <unascribed> not java
GC
L150[01:32:46] <unascribed> it's my driver
cleaning up display lists
L151[01:32:50] <sham1> Oh hah
L152[01:32:59] <sham1> That axe
L153[01:33:01] <sham1> Jesus
L154[01:33:14] <sham1> That's a lot of
wood
L155[01:33:19] <unascribed> yep
L156[01:33:20] <unascribed> still cleaning
itu p
L157[01:33:20] <Wuppy> hehe
L158[01:33:21] <unascribed> it up*
L159[01:33:22] <Wuppy> :P
L160[01:33:30] <Wuppy> (sorry)
L161[01:33:33]
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L162[01:33:46] <sham1> Damn it wuppy
L164[01:33:50] <Fendirain> I have no issue
with that size tree as well.
L165[01:33:52] <sham1> You made my throw
my headphones
L166[01:33:56] <Fendirain> :p
L167[01:33:57] <sham1> From my head
L168[01:33:57] <Wuppy> sham1, I said sorry
xD
L169[01:34:26] <sham1> That achievement
name though
L170[01:34:31] <Fendirain> Though yours
shouldn't have an issue with Sacred Tree as well.
L171[01:34:43] <unascribed> yeah, a member
of my modpack team is referred to as "anti-fun"
L172[01:34:47] <unascribed> and he
relocalized the achievement
L173[01:35:02] <sham1> Well it is
accurate
L174[01:35:36] <Fendirain> The sacred tree
is x3 that in blocks. :/
L175[01:35:50] <unascribed> well, as I
said
L176[01:35:53] <unascribed> my method
doesn't scan ahead of time
L177[01:35:59] <Fendirain> I know.
L178[01:36:02] <unascribed> so it would
take an insane amount of Glyphs and a long time to chop it
down
L179[01:36:04] <unascribed> but it
wouldn't crash
L180[01:36:22] <Fendirain> To be fair,
Mine doesn't crash, It just throws the error and doesn't work.
:p
L181[01:36:29] <unascribed> well that's
slightly better
L182[01:37:49] <unascribed> finally
finished cleaning up all the wood and putting it in a barrel
L183[01:37:58] <unascribed> I now doubly
have more wood than I know what to do with
L184[01:38:03] <unascribed> and I haven't
even shipped it back to the overworld yet
L185[01:38:25] <Fendirain> I'm still not
sure if I want to keep it the way I am (Drop it all in one stack
when its done) or drop them seperate.
L186[01:38:40] <unascribed> well dropping
them separately has the satisfying effect of making it rain
wood
L187[01:38:50] <unascribed> especially if
your modpack has a mod to remove item combining
L188[01:38:58] <Fendirain> Hence why I'm
not sure. :p
L189[01:39:09] <unascribed> you could make
it a config option
L190[01:39:14] <unascribed>
B:awesomeWoodRain=true
L191[01:39:21] <Fendirain> True, I will do
that.
L192[01:40:46] <Fendirain> Looks like I
may have fixed the issue by moving searchedBlocks into the class
itself instead of passing it.
L193[01:40:57] <sham1> Something akin to
the matter ball in EE2/EE3/maybe ProjectE
L194[01:41:00] <Fendirain> or I haven't
gotten one big enough to cause it.
L195[01:41:14] <sham1> In consept that
is
L196[01:41:21] <unascribed> if it's a
StackOverflowError
L197[01:41:30] <unascribed> the solution
is to switch from a stack-based search to a queue-based
search
L198[01:41:40]
⇨ Joins: PrinceCat
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L199[01:41:45] <unascribed> Java doesn't
have proper recursion
L200[01:41:52] <unascribed> so stack-based
is only useful for small datasets
L201[01:42:22] <Fendirain> I'm trying to
get bigger trees to see if it still happens. 2898 blocks seems
fine.
L202[01:42:26] <sham1> Yeah
L203[01:42:31] <sham1> You want it to use
loops
L204[01:42:42] <unascribed> yeah,
essentially rather than calling a method recursively
L205[01:42:49] <unascribed> you add tasks
to a list and iterate over the list until it's empty
L206[01:42:59] <sham1> Rather Java has a
proper recursion, it just does not have a recursion
optimization
L207[01:43:01] <unascribed> beware
CMEs
L208[01:44:34] <unascribed> '"average
person bakes 45,108 cookies a year" factoid actually just
statistical error; El Kitten, who has produced 329.287 trillion
cookies in their lifetime, is an outlier and should not have been
counted.'
L209[01:45:42] <sham1> Oh I would like
some cookies now
L210[01:45:58] *
unascribed hands you 33.207 trillion cookies
L212[01:46:24] <sham1> How does one hand
that many cookies
L213[01:46:35] <unascribed> with
dimensional portals, obviously
L214[01:46:43] <unascribed> I have ten of
them
L215[01:46:53] *
killjoy steals 40 keks
L216[01:47:00] ***
AEnterpriseAFK is now known as AEnterprise
L219[01:48:04] ⇦
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L220[01:48:10] <killjoy> It's so
tiny
L221[01:48:15] <unascribed>
¯\_(ツ)_/¯
L223[01:48:43] <unascribed> better?
L224[01:48:50] <killjoy> yes
L225[01:48:56] <killjoy> ?enhance
L227[01:49:26] <unascribed> no
L228[01:49:29] <unascribed> I draw the
line at one-punch man
L229[01:49:35] <unascribed> I'm going to
bed
L230[01:49:56] <Lordmau5> OPM is
great
L231[01:49:59] <Lordmau5> in that case,
night o/
L232[01:50:08] <unascribed> I said I was
going to bed like 30 minutes ago
L233[01:50:12] <unascribed> so it's
overdue
L234[01:50:30] <unascribed> though I still
feel like #memecraftforge is a good idea
L235[01:50:33] <Fendirain>
Goodnight.
L236[01:50:48] <unascribed> we could turn
the really dark image of a door at midnight into a beaten-to-death
joke
L237[01:50:50] <Fendirain> Thanks for the
help.
L238[01:51:40] <killjoy> I want someone to
make a joke about direwolf20 auto-crafting 40 cakes and it being
terrible
L239[01:51:54] <sham1> why is it
terrible
L240[01:52:00] <killjoy> because
L241[01:52:04] <killjoy> It's as many as 4
tens
L242[01:52:14] <sham1> And?
L244[01:52:42] <sham1> Oh
L245[01:52:58] <killjoy> is there a hqm
for that?
L246[01:53:13] <Fendirain> 2800 Blocks?
Sure, I will work! 2064? Screw you!
L248[01:53:45] <sham1> Time to update
Unstable again
L249[01:53:56] <sham1> Lets see how big of
a world reset I have to do this time
L250[01:54:00] ***
AEnterprise is now known as AEnterpriseAFK
L251[01:54:16] <Fendirain> I hate that
Thaumcraft is easymode by default in unstable.
L252[01:54:42] <Fendirain> I didn't
realize until I tried to purposly make taint.
L253[01:54:58] <sham1> What does the
easymode do
L254[01:55:04] <Fendirain> No taint at
all.
L255[01:55:13] ***
AbrarSyed is now known as Abrar|gone
L256[01:55:22] <Fendirain> Flux it all up,
Your safe no matter what.
L257[01:55:24] <sham1> OH
L258[01:55:30] <sham1> Yay
L259[01:55:39] <sham1> No purple shit to
clean
L260[01:56:04] <Fendirain> Didn't he
removing that?
L261[01:56:23] <Fendirain> I meant the
taint that actually takes over blocks & spreads.
L262[01:56:25] <sham1> Dunno LoL
L263[01:56:39] <Fendirain> Plus the flux
can spawn wisps + other stuff.
L264[01:56:51] ⇦
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L265[01:56:55] <Fendirain> Can't finish
Thaumcraft without it. :p
L266[01:57:08] <sham1> Oh wow
L267[01:58:24] <Fendirain> When I realized
it was off, I already added enough flux to the (luckly far way)
area to spread far.
L268[01:58:37] <Fendirain> Turning it on
was not fun.
L269[01:58:47] <sham1> I can imagine
L270[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160226 mappings to Forge Maven.
L271[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160226-1.8.9.zip
(mappings = "snapshot_20160226" in build.gradle).
L272[02:00:15] <sham1> Finally I found
coal
L273[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/
L274[02:00:21] <sham1> No more burning
wood
L275[02:01:08] <Lordmau5> but but
but
L276[02:01:11] <Lordmau5> wood =>
charcoal
L277[02:01:16] <sham1> Yes
L278[02:01:29] <sham1> I don't want to
waste wood
L279[02:01:51] <Lordmau5> wood grows
back
L280[02:01:56] <Lordmau5> coal... not, as
far as I know
L281[02:02:02] <sham1> Too lazy to chop
stuff
L282[02:02:07] <Lordmau5> automate
it?
L283[02:02:11] <Fendirain> Not sure why
this keeps msissing blocks as well. :/
L284[02:02:17] <Fendirain> missing*
L285[02:02:30] <Lordmau5> how are you
checking the surroundings?
L286[02:02:33] <Lordmau5> only the
EnumFacings?
L287[02:02:57] ⇦
Quits: killjoy (~killjoy@71.65.255.183) (Ping timeout: 186
seconds)
L288[02:03:08] <Lordmau5> as in, up down
north south east west?
L289[02:03:20] <Fendirain> All 26 around
it.
L290[02:03:30] <Lordmau5> ok, so the 3x3x3
-1
L291[02:03:42] <Lordmau5> then the trees
are faulty
L292[02:03:48] <sham1> :D
L293[02:04:01] <Fendirain> In this case,
It has to be my code.
L294[02:04:06] <sham1> Manuefacture
error
L295[02:04:15] <Fendirain> But one issue
at a time, Maybe if I fix the other one, it will fix this as
well.
L296[02:04:37] ⇦
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L297[02:05:25] <McJty> Hmm, when I examine
shaped recipes in MC all ItemStacks containing blocks seem to have
an itemdamage equal to 32767 (-1)
L298[02:05:35] <McJty> What exactly does
that signify?
L299[02:06:03] <Lordmau5> any item damage
is valid for that recipe
L300[02:06:04] <Lordmau5> iirc
L301[02:06:19] <McJty> ah I see
L302[02:06:25] <Lordmau5> there should be
a constant for that though, instead of the "-1" or
32767
L303[02:06:42] <McJty> Probably
L304[02:06:43] <sham1> Well a string would
not fit either way so...
L305[02:07:00] <Lordmau5> I wanted to
quote both o them, but ech
L306[02:07:02] <Lordmau5> lazyness
L307[02:08:44] <sham1> Time to hunt for a
wolves
L309[02:09:18] <Fendirain> Why are those
blocks not checked? :/
L310[02:09:18] <sham1> And I suck at
grammar
L311[02:09:23] <Lymia> My parents have a
old external HDD with a 20 GB IDE hard drive inside.
L312[02:09:27] <Lymia> What year would
this even be from
L313[02:09:47] <sham1> NetBeans
L314[02:10:01] <Fendirain> Eh, Maybe I
should just attemp to rewrite this.
L315[02:10:02] *
McJty still remembers his first 20 MB HD (megabytes, not
giga)
L316[02:10:14] <Lordmau5> they should all
be within the 3x3x3 surrounding check though...
L317[02:10:20] <Fendirain> attempt*
L318[02:10:29] <Fendirain> Ya, That's why
I'm confused.
L319[02:10:40]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L320[02:10:41] <Lymia> 20 MB HD sounds
like "My god, I'll just stick with floppies"
L321[02:10:59] <sham1> I remember when my
father was able to make me TWO partitions
L322[02:11:00] <McJty> I started with
casette tape for storage actually
L323[02:11:04] <McJty> Now *that* was
annoying
L324[02:11:15] <sham1> c64?
L325[02:11:15] <McJty> But at least I
could copy software with my stereo
L326[02:11:17] <McJty> MSX
L328[02:11:23] <sham1> Oh
L329[02:11:24] <Fendirain> If my father
was able to make 1 partition I was still be amazed. :P
L330[02:11:34] <McJty> Just had to
remember to disable dolby (noise suppression) :-)
L331[02:11:44] <Fendirain> would
still*
L332[02:11:58] <Fendirain> I really should
go to bed, But I want to fix this.
L333[02:12:08] <sham1> "118GiB
floppy"
L334[02:12:09] <sham1> Wat
L335[02:12:15] ⇦
Quits: Ekho (~Ekho@2602:304:b01b:3c90:fcec:9680:bafe:7e9c) (Quit:
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L336[02:12:50] <Lymia> I think he just
named the partition on the SD card and set up an icon with
AutoRun.ini or whatever?
L337[02:13:27] <Lordmau5> we never
know
L338[02:13:28] <sham1> Well it looked like
a legit floppy and went into the floppy drive
L339[02:13:35]
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L340[02:13:43] <Lordmau5> hidden
autorun.ini then, however
L341[02:13:49] <Fendirain> Might have
moded it all.
L342[02:13:59] <sham1> Sounds
reasonable
L344[02:14:47] <Lordmau5> Instead of the
little pancake of magnetic tape that most floppy disks have inside,
thess disks are actually just mostly empty pieces of plastic that
have been modified to fit normal SD cards—which can sport
capacities in the hundreds of GB instead of the paltry 1 MB an
actual floppy can hold.
L345[02:14:48] <Lymia> My research on this
IDE drive makes it look like 2003ish?
L346[02:15:14] <Lymia> Can't we make
actual floppy disks that have wtf capacity nowadays too
L347[02:15:29] <Lymia> Just, like, put a
BD+RW disk in a floppy case
L348[02:15:34] <Fendirain> So basically, I
was correct.
L349[02:15:37] <Lymia> It's impractical,
but...
L350[02:15:57] <sham1> "Profession:
Zombie" Thanks WAILA
L351[02:16:11] <Lymia> ... maybe not
impractical. It's scratch-proof and you can probably put in a
double-sided disk.
L352[02:16:18] <Lordmau5> Why bother with
disks anyway
L353[02:16:25] <Lordmau5> SSDs sure will
surpass everything in the coming years
L354[02:17:01] <Fendirain> Hey, a 2TB ssd
is *only* $600...
L355[02:17:18] <Lordmau5> they will go
down immensely
L356[02:17:21] <Lordmau5> immens...
whatever it's typed
L357[02:17:33] <Fendirain> Yep, I remember
1TB being $1000 not that long ago.
L358[02:17:51] <Lordmau5> even the 500GB
was shit-expensive
L359[02:17:54] <Lymia> At the same time,
HDDs will get bigger and cheaper too though.
L360[02:17:58] <Lordmau5> and now? It's
like what, ~150€
L361[02:18:07] <Lordmau5> no
L362[02:18:13] <Lordmau5> HDDs have their
limits with ~10TB :D
L363[02:18:23] <Fendirain> Heck, The 128GB
one I have was expensive compared to harddrives when i got
it.
L364[02:18:43] <Lordmau5> they said they
were at the limits with 6TB already - then they found out "Oh
hey, why not put Helium inside the HDD to get more space in?"
-> 8 / 10TB
L365[02:19:08] <sham1> Hmm, neotech looks
a lot like TE
L366[02:19:13] <Lordmau5> for SSDs they
can utilize some new 3d-technology to fit more than 16TB onto that
damn thing
L367[02:19:46] <Lymia> That technology
won't be in mass production for a while, if it even can do what it
promises.
L368[02:19:57] <Lordmau5> yes, but we're
at the limit for HDDs
L369[02:20:06] <Lymia> And there'll be
progress on HDDs too at the same time. Which might not be so
radical.
L371[02:20:52] <Fendirain> Well
then...
L372[02:24:15] <Fendirain> I'm going to
leave this issue for the morning. Anyone care to help me fix my
entities axe swinging?
L373[02:25:58] <Fendirain> Mainly, The
fact that the axe is quite a bit above the arm when it's
swining.
L374[02:26:08] <Fendirain> swinging*
L377[02:28:57] ⇦
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L378[02:30:23]
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L379[02:32:12]
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L380[02:36:18] <Fendirain> That cat sure
shut everyone up, didn't it? :p
L381[02:36:28] ⇦
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L382[02:36:39] <Lordmau5> huh?
L383[02:36:44] <sham1> What
L384[02:36:50] <Lordmau5> Rather the
"I have to work and pretend I'm not here"-thing
L385[02:37:22] <Fendirain> There was a
nice converstion going on, Then cat, Then nothing. :p
L386[02:39:09] <PrinceCat> Did someone
mention cats? I missed it.
L387[02:39:15] <Lordmau5> Yoooooooo
L389[02:39:58] <PrinceCat> Replace
painting with any mod I've attempted to create and it's
accurate.
L390[02:40:08] <Fendirain> lol
L391[02:40:24]
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L392[02:40:30] <Lordmau5> wow
L393[02:40:38] <PrinceCat> I kinda want to
work on my mod, but I also want to wait until 1.9..
L394[02:41:14] ***
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L395[02:41:23] ⇦
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L396[02:41:37] <sham1> Why not both
L397[02:41:42] <Fendirain> I woudln't
think 1.9 will be ready for modding any time soon, So I'm not
waiting.
L399[02:41:57] <sham1> It is prepaired
for
L400[02:42:19] <PrinceCat> It looks like
they're making pretty good progress though?
L401[02:42:32] <Fendirain> Ah, So it won't
be like 1.8?
L402[02:42:58] <sham1> The problem with
1.8 was that for a long time the big mods refused to come up
here
L403[02:43:01] <Lordmau5> 1.8 -> 1.9
doesn't contain as huge changes as 1.7 to 1.8, as far as I've
heard
L404[02:43:04] <Lordmau5> also, that
L405[02:43:11] <PrinceCat> I don't think
so, no - there's no major like, rendering rewrite.
L406[02:43:19] <Lordmau5> itemstates are
one thing
L407[02:43:24] <Lordmau5> but that
shouldn't be too hard to adept to?
L408[02:43:31] <PrinceCat> I think a lot
of modders are going to jump on the 1.9 train.
L409[02:43:37] <McJty> Not sure but I had
the impression that in worldgen/chunkgen there are also
changes
L410[02:43:41] <McJty> Which might affect
my dimension mod
L411[02:43:43] <Fendirain> Ah, I wasn't
into modding (or coding actually) at that point, So I have no
idea.
L412[02:43:44] <PrinceCat> At least I'd be
incredibly disappointed if they didn't.
L413[02:43:46] <McJty> But I didn't
actually check
L414[02:44:01] <Lordmau5> I've heard
something about file-name changes for biome stuff, iirc
L415[02:45:52]
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L417[02:46:05] <Lordmau5> reminds me of
mods
L418[02:47:12] <Fendirain> Why does the
axe float so high up? Rendering is the thing I seem to have the
most trouble understanding.
L419[02:48:20] <PrinceCat> Gotta reach
those top branches, right Fendirain?
L420[02:48:30] <PrinceCat> ;
L421[02:48:32] <PrinceCat> ;)*
L422[02:48:41] <Fendirain>
Apperently.
L423[02:49:41] <Fendirain> I'm sure I am
just doing this all wrong is why.
L425[02:51:59] <Fendirain> If only Mojang
didn't cast it the Biped Model would this be so much easier.
L426[02:52:24] ⇦
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L427[02:53:16] <Fendirain> (It, as in the
model in LayerHeldItem)
L428[02:54:18]
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L432[03:03:16] ⇦
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L433[03:03:37] <Fendirain> Its about time
I go to bed, I will work on this in the morning. Night everyone,
Thanks for the help.
L434[03:04:11] <Lordmau5> o/
L435[03:04:35] <McJty> Prismarine crystals
are more rare then prismarine shards right?
L436[03:05:15] ⇦
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L438[03:28:09] ⇦
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L439[03:28:34] <Lordmau5> rip ping
timeouts
L440[03:28:52] ⇦
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L441[03:32:48] <Lymia> welp
L442[03:32:55] <Lymia> Now I know why my
parents partitioned this drive so strangely
L443[03:33:00] <Lymia> Damaged sectors.
:D
L444[03:33:38] <auenf> i had to partition
a drive one time to avoid using 1 of the platters
L445[03:36:13]
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L446[03:36:13]
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L447[03:36:35] ***
cpw|out is now known as cpw
L448[03:38:09] <Lymia> Also seems like
some effort was made to wipe the thing
L449[03:38:36] ***
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L450[03:39:24]
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L451[03:40:37] <Lymia> by which i mean
"delete everything" not "wipe"
L452[03:41:07] <Lymia> I feel bad for
whomever this drive originally belonged to.
L453[03:41:12] <Lymia> Two partitions with
bad sector chunks
L454[03:41:25] <Lymia> And apparently
didn't want to get a new HD
L455[03:42:40] <Lymia> I wonder if they
booted off this.
L456[03:42:50] <Lymia> I'm seeing cache
files from a browser.
L457[03:42:51] <McJty> What's the best way
to control the itemdamage from a dropped block? i.e. I have a block
which when harvested with a pickaxe should spawn an item with a
specific damage
L458[03:42:51]
⇨ Joins: Naiten (~Naiten@82.162.0.13)
L459[03:43:53] <Lordmau5>
harvestBlockByPlayer
L460[03:44:18] <McJty> Well actually not
only by player but in general
L461[03:44:39] <McJty> Where is
harvestBlockByPlayer actually?
L462[03:44:52] <TehNut> damageDropped
combined with getItemDropped
L463[03:45:17] <TehNut> Both pass the
state
L464[03:45:30] <McJty> ok thanks. That
seems to be what I need
L465[03:45:40] <Lordmau5> or that, works
too
L466[03:45:49] <McJty> Lordmau5, I
couldn't find your method
L467[03:45:53] <Lordmau5> which state is
being passed?
L468[03:45:58] <Lordmau5> the block
state?
L469[03:46:10] <Lordmau5> also Jty, it's
*soething* with "player" and "harvest":D
L470[03:46:14] <Lordmau5> something*
L471[03:46:36] <Lordmau5> if only the
block state is passed, you can't determine if it has been harvested
with a pickaxe or other certain tool by the player, can you?
L472[03:46:53] <McJty> That's ok
L473[03:47:00] <Lordmau5> unless you just
want to drop another block / item whenever it's being
destroyed
L474[03:47:02] <McJty> Just need to pass a
property in my blockstate to the damage for the dropped item
L475[03:47:04] <Lordmau5> than the 2
methods of Nut are ok
L476[03:47:55] <McJty> Now I have to
figure out how to render the item differently depending on the
damage
L477[03:48:06] <Lordmau5> item json?
L478[03:48:27] <Lordmau5> I have no idea,
to be perfectly honest. Never touched special item-rendering
L479[03:48:36] <McJty> I'll
experiment
L480[04:01:34] <McJty> Hmm, what else
should I do to make the item remember the damage? I have
damageDropped() return some value but if I enable F3-H I can see
the item still has damage 0
L481[04:01:41] <McJty> Actually it doesn't
even show the damage
L482[04:01:44] <McJty> Just the ID
L483[04:01:52] <McJty> Which seems to mean
that damage is not supported or something
L484[04:02:26] <Lordmau5> don't you still
have to set setMaxItemDamage or something similar in the
constructor of said Item?
L485[04:02:39] <McJty> But this is a
block
L486[04:02:42] <McJty> The drop of a
block
L487[04:02:45] <McJty> How can I do that
then?
L488[04:02:55] <McJty> Or do I do that in
my custom ItemBlock implementation?
L489[04:02:58] <TehNut> ItemBlock
L490[04:03:02] <Lordmau5> ye, in the
ItemBlock
L491[04:03:07] <McJty> ok
L492[04:04:02] <McJty>
setMaxDamage(0)?
L493[04:04:29] <Lordmau5> thing is... do
you need the setMaxDamage if you just want special rendering?
L494[04:04:46] <McJty> Well for now I just
want the thing to remember my metadata :-)
L495[04:04:48] <Lordmau5> I assume you can
give every item a "metadata" / damage value, even if they
don't have that... like, pork or so
L496[04:04:53] <McJty> I'll worry about
rendering after that
L497[04:05:18] <Lordmau5> check the Item
class, perhaps there's something in there? :3
L498[04:05:21] <Lordmau5> or ItemBlock
super methods
L499[04:06:17] <TehNut> If you're strictly
wondering why it's not showing the damage value in the tooltip, you
need setHasSubtypes(true)
L500[04:06:29] <TehNut> It *does* know the
meta, it just needs that to be "correct"
L501[04:06:32] <McJty> The thing that is
throwing me off is that blocks that I know support meta show
#ID/<damage> in the tooltip (with F3-H(
L502[04:06:35] <McJty> But my block
doesn't
L503[04:06:45] <McJty> ah
L504[04:06:55] <Lordmau5> oh, subtypes,
that was the thing
L505[04:07:00] <Lordmau5> reminds me of
something
L506[04:07:32] <Lordmau5> One day I found
out how RP2 did the "5 million blocks on one ID"
handling, whilst in theory you could only have up to 16
"blocks" on it
L507[04:07:51] <Lordmau5> letting you
know, this was like 2-3 years ago xD
L508[04:08:00] <Lordmau5> I was pretty
hyped when I found out how it worked, haha
L509[04:08:42] <McJty> Ok, now it
correctly shows the /0 in the tooltip
L510[04:08:46] <McJty> But it shouldn't be
0
L511[04:08:52] <McJty> The damage is still
not copied to my itemblock
L512[04:09:17] <TehNut> there's one other
thing to override, hold on
L513[04:09:40] <TehNut> getMetadata
L514[04:09:45] <TehNut> In your
ItemBlock
L515[04:09:54] <McJty> yes that one I
alrady have
L516[04:09:56] <McJty> But that's for
placing
L517[04:09:59] <TehNut> Ah
L518[04:10:01] <McJty> I'm not at that
stage yet :-)
L519[04:10:07] <McJty> The item doesn't
have the meta
L520[04:10:09] <McJty> That's my
problem
L521[04:10:26] <McJty> My block does
damageDropped() and I checked that it is returning the correct
thing there
L522[04:10:46] <TehNut> Pastebin the
code?
L523[04:10:56] ⇦
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L524[04:11:10] <McJty> I'll submit it to
github
L526[04:12:07] <McJty> With the block and
itemblock
L527[04:14:49] ⇦
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L529[04:17:05] <TehNut> Hm, I'm not
sure...
L531[04:18:22] <Lordmau5> Might not be
up2date but perhaps some methods in there are still relevant?
L532[04:18:23] <McJty> Let me try to load
that
L533[04:18:57] <McJty> Hmm it does
getSubBlocks too...
L534[04:19:12] <McJty> But nm. i'm going
to rewrite this
L535[04:19:13] <TehNut> getSubBlocks is
just for the creative tab IIRC
L536[04:19:16] <sham1> Well this is
odd
L537[04:19:22] <sham1> My blockstates
don't seem to work
L538[04:19:31] <Lordmau5> I'm waiting for
mcforge.stackexchange.com haha
L539[04:19:39] <Lordmau5> seeing that
there are modding questions on stackoverflow xD
L540[04:19:43]
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L541[04:20:23] <sham1> Even though we have
a completely good forum
L542[04:20:34] <Lordmau5> true
L543[04:20:43] <Lordmau5> oh btw, still
haven't gotten a response from the minecraftdata dude.
L544[04:20:46] <sham1> This is really
bothering me
L545[04:20:47] <TehNut> who uses official
forums anyways
L546[04:21:11] <sham1> My code is correct
at a glance yet these blockstates seem to indicate othervice
L547[04:21:55] <Lordmau5> so I'm gonna
write a nice message to CyrusOne regarding a takedown for either my
mod on the website or a whole website takedown due to the person
not cooperating with me
L548[04:22:18] <sham1> And I figured out
my stupidity yet again
L549[04:22:44] <sham1> Rememeber kids,
getActualState =/= getExtendedState
L550[04:22:52] <Lordmau5> obviously
:D
L551[04:23:03] <sham1> meh
L552[04:23:09] <Lordmau5> wasn't
getExtendedState only on the client for certain data?
L553[04:23:22] <Lordmau5> or rather, said
certain data only available on the client?
L554[04:23:22] <sham1> getActualState is
also client-only
L555[04:23:33] <Lordmau5> oh wait, is
it?
L556[04:23:38] <sham1> But for stuff
without unlisted properties
L557[04:24:17] <sham1> Wait no
L558[04:24:18] <sham1> I lied
L559[04:25:39]
⇨ Joins: PrinceCat
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L560[04:25:47] <McJty> I must say I don't
fully comprehend the distinction between both
L561[04:25:54] <sham1> Neither do I
L562[04:25:55] <McJty> I use getExtended
for ISBM's and getActual for simple json
L563[04:25:57] <sham1> But it exists so
meh
L564[04:26:14] <sham1> The debug was
hell
L565[04:26:32] <sham1> "Why won't you
work. You've worked before..."
L566[04:27:34] <sham1> "Fuck it, I'll
check fence... oh, it uses getActualState"
L567[04:39:34]
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L568[04:44:16] ⇦
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by peer)
L569[04:54:05]
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L571[04:55:11] <McJty> The block is
fine
L572[04:55:22] <McJty> When it is empty it
renders differently then when it is not
L573[04:55:28] <McJty> But I want the same
rendering difference for the item
L574[04:55:43] <McJty> For the item it
cannot use of blockstate of course so I use the
setCustomMeshDefinition
L575[04:55:49] <McJty> But it always
renders the full model
L576[04:56:37] ⇦
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timeout: 198 seconds)
L577[04:57:17] <Lordmau5> what happens if
you try to render the empty model regardless of what the power
value is?
L578[04:57:30] <Lordmau5> as in, just
return the emptymodel every time?
L579[04:58:00] <McJty> Let me try
that
L580[04:58:35] <Lordmau5> that was we know
if it's actually being rendered properly but the variants are not
correct or another issue is there
L581[04:58:38] <Lordmau5> way*
L582[04:58:58] <McJty> Ok, it renders as
full. So it appears the setCustomMeshDefinition is ignored or
something
L583[04:59:28] ***
fry|sleep is now known as fry
L584[04:59:33] <Lordmau5> uncomment what
you just commented (or rather, put the old version back with the
different model returning) and do souts?
L585[05:00:14] <Lordmau5> perhaps the
CustomMeshDef. is not ignored but, as I said, something's not right
in the blockstate file
L586[05:00:28] <McJty> Yes that's also
possible. Trying now
L587[05:01:13] <McJty> Nope, the code is
never called
L588[05:01:19] <McJty> None of the two
branches
L589[05:01:32]
⇨ Joins: Mraof
(~mraof@pool-74-110-222-32.rcmdva.fios.verizon.net)
L591[05:01:51] <McJty> The block renders
fine in the world (with two states)
L592[05:01:57] <McJty> But I can't get the
item to render correctly
L593[05:02:26] <fry>
"inventory,empty=true" is wrong
L594[05:02:37] <fry> it won't map to
anything in that blockstate file
L595[05:03:02] <McJty> Ah I forgot facing.
But still
L596[05:03:08] <sham1> I presume it has to
be a dor
L597[05:03:09] <McJty> It will not even
try to use the modesl
L598[05:03:10] <sham1> dot*
L599[05:03:16] <McJty> dot?
L600[05:03:20] <sham1> dot
L602[05:03:25] <McJty> explain?
L603[05:03:28] <sham1> Instead of a
comma
L604[05:03:38] <fry> what
L606[05:03:48] <sham1> I think I am being
slightly confused
L607[05:03:53] <fry> "inventory"
is a full variant
L608[05:03:56] <sham1> Hmm
L609[05:04:01] <fry> it's not a
property-value pair
L610[05:04:28] <McJty> fry, so exactly
what value should I use there? And also how do I get
setCustomMeshDefinition to actually work? The code never gets to
returning either model
L611[05:05:18] <fry>
"empty=true,facing=north"
L612[05:05:27] <fry> just like the
block
L613[05:05:39] <fry> as for why it's not
called - I don't know
L614[05:05:49] <fry> make sure initModel
is called
L615[05:05:57] <fry> (and in
preInit)
L616[05:06:05] <McJty> yes it is.
Otherwise the block and TESR wouldn't render
L617[05:06:07] <McJty> And those render
fine
L618[05:06:24] <fry> preInit?
L619[05:06:40] <McJty> yep
L620[05:07:06] <McJty> The item just
renders as the full block
L622[05:08:02] <McJty> Neither of the
System.out.println are called
L624[05:08:44] <fry>
setCustomModelResourceLocation is for the item
L626[05:08:58] <McJty> Hmm but if I remove
that will my block keep on rendering fine?
L627[05:09:01] <fry> and it takes
precedence over the ItemMeshDefinition
L628[05:09:13] <fry> yes, it's for the
item, it has nothing to do at all with the block
L629[05:10:27] <McJty> Thanks it works
now
L630[05:10:37] <McJty> (waila keeps on
showing the wrong/full item but I will not worry about that)
L631[05:11:14] <sham1> Damn there
collision boxes are frusturating
L632[05:11:31] <fry> waila's fault
:P
L633[05:11:44] <sham1> What?
L634[05:12:05] <McJty> sham1, that was
probably meant for me :-)
L635[05:12:09] <sham1> Ah
L636[05:12:15] <sham1> never mind
then
L637[05:15:21] ⇦
Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Ping timeout:
186 seconds)
L638[05:15:32] <sham1> It still is kinda
weird
L639[05:16:18]
⇨ Joins: Naiten (Naiten@77.35.218.82)
L640[05:22:54] ***
kroeser is now known as kroeser|away
L641[05:23:29] <sham1> ... Is there a
vanilla debug command I can use to inspect block collision
boxes
L642[05:25:01] <sham1> I can obviously see
the boxes of entities but can I do so with blocks
L643[05:25:54]
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L644[05:27:44] <McJty> Hmm.... Adding
'fire' to the world in a ServerTickEvent crashes minecraft
L645[05:27:50] <McJty> That worked in
1.7.10
L646[05:27:57] <McJty> Caused by:
java.lang.IllegalStateException: TickNextTick list out of
synch
L647[05:29:26]
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L648[05:36:46]
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L649[05:40:57] ***
Jared|Away is now known as Jared
L650[05:41:44] <sham1> It's official. I
hate collision bounding boxes
L651[05:43:13] <Wuppy> for some reason, if
you type "dead baby jokes" in slack, slackbot will reply
"FUCK YOU!"
L652[05:43:15] <Wuppy> I don't konw
why
L653[05:43:23] <Wuppy> but it's something
pretty interesting :P:
L654[05:43:45] <sham1> Probably because
you are a sick bastard for looking stuff like that up
L655[05:45:18] <Wuppy> you know the saying
in game development "dont be afraid to kill your baby"
right?
L656[05:45:46] <sham1> "Don't feel
sad if you have to scrap a consept"
L657[05:46:45] ***
K-4U is now known as K-4U|Fitness
L658[05:47:03] <McJty> Is it perhaps not
legal to modify the world (setBlockState) in a
ServerTickEvent?
L659[05:47:14]
⇨ Joins: kimfy (~kimfy___@89.10.163.17)
L660[05:53:16] ***
kroeser|away is now known as kroeser
L661[05:57:44] <kimfy> What is the
preferred way of reading a file from the assets folder?
L662[05:57:54] <sham1> InputStream
L664[05:58:08] <fry> what type of file are
you reading?
L665[05:58:12] <sham1> This should be
correct I presume
L666[05:58:22] <kimfy> json file
L667[05:58:35] <sham1> A miscalanious JSON
I presume
L668[05:58:39] <fry> what's in that json
file?
L669[05:59:23] <kimfy> data?
L670[05:59:34] <fry> what data? :p
L671[05:59:35] <sham1> For what
usage
L672[05:59:53] <kimfy> blockstate
templates
L673[06:00:25] <fry> and why do you need
blockstate templates
L675[06:01:08] ⇦
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L676[06:02:23] <kimfy> To generate
blockstate files for dynamically created blocks
L677[06:02:50] <kimfy> if there's a better
way, please enlighten me
L678[06:02:54] <fry> "dynamically
created blocks"?
L679[06:03:12] <kimfy> blocks made from
json files
L680[06:03:19]
⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L681[06:03:51] <fry> so, you have the json
files already, but for some reason you don't want to make more json
files?
L682[06:04:03] <kimfy> What?
L683[06:04:12] <sham1> I think he wants to
define his entire blocks in JSON
L685[06:04:24] <sham1> Not just the
model
L686[06:04:32] <sham1> In which case
why
L687[06:04:40] <fry> why can't you have
normal blockstate jsons in additional to whatever metadata jsons
you have already?
L688[06:04:56] <kimfy> Let me
rephrase
L689[06:05:38] <kimfy> I create my blocks
through json, mod parses information, i then need to generate a
blockstate.json for that block
L690[06:05:55] <fry> I understand
that
L691[06:07:07] <fry> why not put the model
information for that generated block in it's normal place though?
in the blockstate json?
L692[06:08:28] <fry> that way you don't
have to create a new syntax for specifying model/texture data in
your json, and you don't need to go through a roundtrip of creating
virtual json for the model system
L693[06:11:29] <kimfy> That's what I'm
trying to do, based on data - through code
L694[06:11:54] <fry> what data would you
use to create the blockstate?
L695[06:12:11] <fry> can you give a
concrete example?
L696[06:12:30] <sham1> Again, I must ask
why
L697[06:12:48]
⇨ Joins: Loetkolben
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L698[06:14:39] <kimfy> Okay, here goes.
What I'm doing is - put resource pack in
config/modid/resourcepacks, mod extract resourcepack to
resources/modid/textures/blocks, using ResourceLoader those
resources are loaded. Mod creates a JSON file for each resource
pack based on the textures found/available in that
resourcepack
L699[06:15:36] <kimfy> parse the json,
generate blocks from parsed info, now - generate the blockstate
file for the generated blocks
L700[06:15:51] <kimfy> Basically, converts
resource packs into their own "mods"
L701[06:16:15] <fry> why not put the
resourcepack in the resourcepacks folder?
L702[06:16:25] <fry> that way models will
... just load :P
L703[06:17:14] <fry> also, you're missing
a vital part of the information - mapping from blocks to models,
which is done in code
L704[06:17:22] <fry> and can't always be
recreated
L706[06:19:17] <fry> (it may work if you
simply want to make a debug thingy to look at all the models in the
resourcepack, but it won't give you 1-to-1 representation of mod
items)
L707[06:19:30] <fry> multiple blocks can
map to the same blockstate file
L708[06:19:39] <fry> and 1 block can map
to multiple blockstate files
L709[06:19:51] <fry> there's no
predetermined algorithm
L710[06:19:53] ⇦
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L712[06:24:29] <fry> let me clarify - you
only want to put plain textures in that resourcepack?
L713[06:25:44] <kimfy> I'm not putting
anything into a resource pack?
L714[06:26:08] <fry> so, the resourcepack
is 3rd party? normal 1.8 resourcepack?
L715[06:26:57] <kimfy> Wait, I'm not
following, what resource pack are you talking about?
L716[06:27:13] <fry> "put resource
pack in config/modid/resourcepacks, mod extract resourcepack to
resources/modid/textures/blocks"
L717[06:28:23] <kimfy> I'm still not sure
what you mean by "you only want to put plain textures in that
resourcepack?"
L718[06:29:07]
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L719[06:29:17] <kimfy> I'm extracting the
resource pack to minecraft/resources/modid/textures/blocks - all
files are prefixed with the name of the resource pack
L720[06:29:47] <fry> where does the
resource pack come from? do you create it?
L721[06:29:55] <kimfy> No you download it
from wherever
L722[06:30:19] <fry> so, that resourcepack
will already have blockstate jsons in it, correct?
L723[06:30:43] <kimfy> Not for pre 1.8
resource packs
L724[06:30:57] <fry> ah, so you want to
load pre-1.8 packs in 1.8
L725[06:31:25] *
gigaherz yawns
L726[06:31:31] <fry> in pre-1.8 you could
still assign random icons to random blocks
L727[06:31:48] <fry> and mods with ISBRHs
could render arbitrary shapes
L728[06:31:53] <kimfy> The problem I'm
trying to cover with my mod here
L729[06:31:59] <gigaherz> kimfy: if you
reference the same texture path from your json, as you did from the
1.7 block/texture, there's no reason it should stop working
L730[06:32:22] <fry> gigaherz: he doesn't
use blockstate jsons
L731[06:32:28] <kimfy> I do
L732[06:32:39] <fry> not directly :P
L733[06:32:50] <kimfy> How is it not
directly?
L734[06:33:13] <sham1> gigaherz, seeing as
you may be bored (I can see from yawning), can you help me with
these god forsaken collision bounding boxes
L735[06:33:21] <gigaherz> sham1: nah
that's from waking up
L736[06:33:25] <sham1> Hmm
L737[06:33:26] <gigaherz> i forgot to set
myself afk last night
L738[06:33:31] <sham1> You can still help
me :P
L739[06:33:40] <fry> please, go on and
tell what is the problem you want to cover, kimfy :P
L740[06:33:42] <gigaherz> I can try, but I
never really got them right in my mod
L742[06:33:53] <kimfy> Okay let me do that
lol
L743[06:33:55] <sham1> I don't understand
why those do not work
L744[06:34:29] <gigaherz> you only add the
boxes when they intersect?
L745[06:34:36] <gigaherz> isn't that
duplicating work?
L746[06:35:00] <sham1> Yes
L747[06:35:30] <sham1> That's what Vanilla
does so I presume it is what I should do as well
L748[06:35:45] <kimfy> Say you and your
friend cannot decide which texture pack to play with, right? You
decide you want Conquest and your friend wants John Smith - with my
mod, You could put one of them in config/modid/resorucepacks/, my
mod would generate a complete set of blocks from that texture pack,
now you'd just set Conquest as your resource pack and you could
play with conquest and john smith at the same time
L749[06:35:50] <sham1> And it works in
Vanilla so they must be doing something right
L750[06:35:50] <gigaherz> ah you are
right
L751[06:35:51] <gigaherz>
interesting
L752[06:36:07] <kimfy> Does it make any
sense
L753[06:36:19] <kimfy> I'm sorry if I'm
not clear enough
L754[06:36:36] <sham1> Like the core
collition works
L755[06:36:45] <sham1> But then the
"connections" dont
L756[06:36:46] <gigaherz> kimfy: wait you
want to generate extra blocks based on each resoruce pack?
L757[06:36:59] <kimfy> Basically yes
that's what I'm doing
L758[06:37:02] <gigaherz> ewh
L759[06:37:06] <gigaherz> the whole
pointof resource packs
L760[06:37:12] <sham1> I concure with giga
here
L761[06:37:16] <gigaherz> is that if you
really like HyperRealist
L762[06:37:18] <gigaherz> but I hate
it
L763[06:37:26] <gigaherz> I'm not forced
to see your textures
L764[06:37:27] <gigaherz> XD
L765[06:37:39] <kimfy> It's meant for a
build server
L766[06:37:58] ⇦
Quits: npe|office (~NPExcepti@bps-gw.hrz.tu-chemnitz.de) (Ping
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L767[06:38:32] <sham1> Because they should
work seeing as I add the AABBs into the list
L769[06:38:43] <gigaherz> yeah back to the
AABBs
L770[06:39:07] <gigaherz> sham1: aren't
the block coords on a corner?
L771[06:39:15] <sham1> yes
L772[06:39:20] <sham1> That is why I am
offsetting
L773[06:39:24] <gigaherz> wait
nevermind
L774[06:39:25] <kimfy> Kinda, but I'm
generating the JSON file your users would have to make based on the
textures that exist
L775[06:39:50] <kimfy> So all they'd have
to do is supply textures, and I'd do everything else
L776[06:39:54] <fry> what if your friend
wants to use models? or at least not blocks that have the same
texture for all 6 sides?
L777[06:39:57] <gigaherz> yeah all your
offsets are centered around 0.5
L778[06:40:17] <sham1> yeah
L779[06:40:26] <sham1> Because my core is
around there
L780[06:40:38] <Ordinastie> kimfy, that
was my plan at first, but that means no survival, at all, no way to
have anything but full blocks, not different materials etc
L781[06:40:44] <gigaherz> sham1: no idea
then, however I'll say that I never managed to make pipe-like
collisions work for my ender-rift multiblock
L782[06:40:54] <kimfy> I have it working,
I'm porting it to 1.8...
L783[06:41:03] <gigaherz> the collisions
did work, but you could "walk into" other parts of the
model and get stuck inside
L784[06:41:15] <kimfy> All I'm asking is,
what is the preferred way of reading a file from the assets
folder?
L785[06:41:22] <fry> sigh
L786[06:41:52] <kimfy> xD
L787[06:42:12] <sham1> Frusturation is
a-go for a lot of people here
L788[06:42:15] <kimfy> I'm currently doing
it in a rather fucked up way
L789[06:42:19] <kimfy> Iknow
L790[06:42:21] <kimfy> I'm sorry
L791[06:42:34] <fry>
IResourceManager.getResource(file),getInputStream()
L792[06:42:46] <kimfy> Ok so what I was
originally doing then xD
L793[06:43:10] <fry> good way of getting
IResourceManager is implementing
IResourceManagerReloadListener
L794[06:43:12] <kimfy> I'll post an
example of what I've got atm
L796[06:43:59] <fry> also, how are you
creating the corresponding blocks on the server?
L797[06:44:25] <kimfy> The generated json
is read on both sides, blockstate generation is on the client
only
L798[06:44:46] <fry> so, you read the
resourcepack on the server too?
L799[06:44:56] <fry> or do you have to
copy the json?
L800[06:45:21] <kimfy> I still have to
find a cleaner way of doing that atm, that's a problem I know I
have
L801[06:45:33] <kimfy> Currently yes it
has to be on both sides -.-
L802[06:45:45] <fry> there's no cleaner
way
L803[06:45:46] <kimfy> after one run you
can delete it though
L804[06:47:42] <Ordinastie> is there a
vanilla or forge method to convert string into itemStack ?
L805[06:47:58] <Ordinastie> something like
modid:item@damage
L806[06:48:36] <fry> string - probably
not, but you can read ItemStack from NBT
L807[06:49:02] <Ordinastie> no NBT
involved here
L809[06:50:11] <sham1> Hmm, apparently
pathfinding things they are solid yet they are not solid to the
player
L810[06:50:14] <fry> that's probably the
closest thing
L811[06:50:19] <Ordinastie> ah right the
command
L812[06:50:57] <fry> Item item =
getItemByText(sender, args[1]); int i = args.length >= 3 ?
parseInt(args[2], 1, 64) : 1; int j = args.length >= 4 ?
parseInt(args[3]) : 0; ItemStack itemstack = new ItemStack(item, i,
j);
L813[06:51:27] <Ordinastie> not really
helpful though, I'll keep my parsing then
L814[06:51:36] <fry> getItemByText simply
creates ResourceLocation and calls itemRegistry.getObject
L815[06:51:48] <Ordinastie> I wonder if I
should regex it
L816[06:51:55] <fry> yup, there's no
complete string representation for the whole stack
L817[06:51:58] <fry> that I know of
:p
L818[06:52:46] <Ordinastie> also, is
handle the stacksize directly a good idea
L819[06:52:54] <Ordinastie>
*handling
L820[06:52:54]
⇨ Joins: Vazkii
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L821[06:53:09] <fry> depends on what
you're doing with the stack :P
L822[06:53:38] <Ordinastie> currently,
it's recipe definition, so I don't need the stack size, but I'm
moving the parse method to the core, so I may make it more
generic
L823[06:54:11] <fry> make sizeless
definition return size = 1 :P
L824[06:54:25] <Ordinastie> the issue is
parsing the size
L825[06:55:08] <Ordinastie> easier if I
use a regex but still, you can't rule out weird mod names starting
with \d+x
L826[06:55:23] <Ordinastie> 15xmoarblox
mod!
L827[06:55:33] <fry> parse from the end
:P
L828[06:55:58] <fry> or add escaping to
the modid :p
L829[06:55:58] <Ordinastie> so
modid:item@damagextimes ?
L830[06:56:25] <Ordinastie> or maybe
modid:item@damage#times ?
L831[06:56:52] <fry> I don't think there
are any invalid characters for modid now
L832[06:57:07] <fry> so, any optional
things in the end will create ambiguity
L833[06:57:36] <Ordinastie> anything
before the last : is the mod id
L834[06:58:25] <Ordinastie> I'll make a
regex, that'll help
L835[06:58:29] <fry> see, vanilla will
often use anything before the first : :P
L836[06:58:35] <Ordinastie> and spend
10min remembering hwo to use them in java :(
L837[06:58:41] <fry> and not the last
:P
L838[06:59:02]
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L839[06:59:12] <Ordinastie> but I don't
really care for vanilla
L841[06:59:36] <Ordinastie> if item can't
have : inside, it has to be everything before :
L842[07:00:15] <Ordinastie> vanilla don't
have : inside minecraft, or the items, to parsing them is a non
factor, also vanilla won't parse the strings I get, so, no vanilla
doesn't matter here
L843[07:00:31]
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L844[07:05:36] <boni> but the real
question is
L845[07:05:38] <boni> vanilla or
chocolate
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L850[07:15:53] <sham1> No such thing as
compromise
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L852[07:28:26] <Ordinastie> humpf, for
some reason, item is empty with this :
((?<modid>.*?):)?(?<item>.*?)(@(?<damage>\\d+(x(?<size>\\d+))?))?
L853[07:28:47] <Ordinastie> am I missing
something obvious?
L854[07:29:04] <sham1> I had a problem and
I decided to use regex, now I have two problems
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L856[07:29:50] <Ordinastie> fixed it that
way :
L857[07:29:51] <Ordinastie>
((?<modid>.*?):)?(?<item>[^@]*)(@(?<damage>\\d+)(x(?<size>\\d+))?)?
L858[07:30:24] <sham1> All the meh
L859[07:30:40] <Ordinastie> only
restriction, if you want stack size, you have to specify damage
:/
L860[07:30:54] *
gigaherz would have just used a bunch of indexOf and
substring
L861[07:31:14] <gigaherz> actually, I did
use a bunch of indexof and substring
L862[07:31:31] <gigaherz> when I helped
whoeveritwas with the creative menu favorites tab mod
L863[07:32:20] <sham1> Fuck it, just gonna
make these MCMultiPart compatible and let that handle the
collisions
L864[07:32:32] <Ordinastie> sham1, what's
your issue ?
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L866[07:33:19] <sham1> Collision
boxes
L867[07:33:26] <sham1> Or rather the fact
that they don't work
L868[07:33:40] <sham1> Even when I do what
Vanilla does
L869[07:33:51] <sham1> I also tried to
look at BC but they did the same thing as Vanilla
L871[07:34:21] <Ordinastie> what are you
trying to do though ?
L872[07:34:38] <sham1> Add collisions
based on the Blockstate
L873[07:34:50] <sham1> So the connections
would actually be solid
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L875[07:35:05] <Ordinastie> I assume
getActualState rather that getBlockState ?
L876[07:35:20] <sham1> getActualState sets
the state yes
L877[07:35:35] <sham1> And then I use the
"addCollisionBoxesToList"-method
L878[07:35:40] <Ordinastie> show
code
L879[07:35:43] <sham1> Yes
L881[07:36:44] <sham1> I've tried a lot of
stuff from adding the AABBs manually to doing this
L882[07:36:51] <gigaherz> funny
L883[07:36:53] <gigaherz> after you said
that
L884[07:37:06] <gigaherz> I tried to
re-add all the different collision stuff to my rift structure
block
L885[07:37:15] <gigaherz> and I can't
reproduce the "falling into the block" issue
anymore
L886[07:37:46] <sham1> SHARE YOUR SECRETS
MASTER
L887[07:37:56] <Ordinastie> sham1, and
what do you observe that makes you think it doesn't work ?
L888[07:38:21] <sham1> I fall through the
places where the connections are
L889[07:38:25] <gigaherz> I do have a
problem, though. if I walk int othe block from the SIDES my head
goes black and I get pushed back XD
L890[07:38:42] <gigaherz> and mc cancels
thirdperson camera
L891[07:38:46] <sham1> It acts as if the
collision boxes are not there at all
L892[07:38:53] <gigaherz> wait
L893[07:38:54] <Ordinastie> first, double
check you have the right blockState
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L895[07:38:57] <Ordinastie> just in
case
L896[07:39:00] <gigaherz> sham1:
addCollisionBoxes require the local pos
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L898[07:39:07] <gigaherz> do you add
pos.x?
L899[07:39:37] <gigaherz>
setBlockBoundsBasedOnState is in "local" coordinates
(0..1)
L901[07:39:47] <gigaherz> while all the
other AABB methods use world coords
L902[07:39:49] <Ordinastie> notice the
AABBUtils.offset(pos, aabbs)
L903[07:39:53] <gigaherz> (pos.getX() +
0..1)
L904[07:40:07] <sham1> That is done by the
super implmenetations
L905[07:40:26] <sham1> Wait
L906[07:40:36] <Ordinastie> right
L907[07:40:41] <sham1> It only happens on
the intersection
L908[07:40:50] <sham1> I think I know what
is happening and I don't like it
L909[07:41:00] <Ordinastie> (that's why I
have my methods)
L910[07:41:08] <Ordinastie> 1 method to
handle them all
L912[07:41:21] <gigaherz> this is how i'm
doing it now
L913[07:42:40] <sham1> As I said, it only
happens on the intersection
L914[07:42:42] <gigaherz> although looking
at it again, I can just pass new BlockPos(0,0,0) from the
setBlockBoundsBasedOnState
L915[07:42:55] <gigaherz> you have
intersecting AABBs? that may mess it up
L916[07:43:13] <gigaherz> you probably
want to have separate boxes for the "core" and each
"extension"
L917[07:43:17] <sham1> Rather at the space
where one blockspace ends and one begins
L918[07:43:21] <sham1> I do that
L919[07:43:24] <gigaherz> ah
L920[07:43:50] <sham1> The boxes are not
used at the edges of blockspaces
L921[07:43:57] <sham1> Thus I am able to
walk through them
L922[07:45:11] <sham1> Although going
MCMultiPart compatible also gives me other perks such as getting a
nice cover system
L923[07:45:54] <gigaherz> OH I think I
know why I'm not having that issue
L924[07:45:58] <gigaherz> or in other
words
L925[07:46:03] <sham1> Why I do
L926[07:46:09] <gigaherz> why I think I
have the pushback
L928[07:46:28] <gigaherz> I tell mc the
global bounds are a full block
L929[07:46:49] <gigaherz> so I think it
may be that MC checks the "generic" bounds when you are
still outside the block
L930[07:46:59] <gigaherz> and only calls
the other methods when you are already in it
L931[07:47:03] <gigaherz> which, for you,
may be too late
L932[07:47:32] <sham1> Let me try
that
L933[07:48:42] <sham1> Nope, the
in-between part is still as unsolid as before
L934[07:49:20] <kimfy> Thanks for the help
anyways fry, sorry for being so unclear :P
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L950[08:28:53] <kimfy> Is there a way to
"blacklist" a blockstate property from having to be
specified in a blockstate?
L951[08:29:08] <kimfy> in a
blockstate.json*
L952[08:29:26] <gigaherz> you'd have to
have a custom state mapper that just doesn't reference it, I
think
L953[08:29:46] <gigaherz> basically the
idea is
L954[08:29:59] <gigaherz> the blockstates
are computed on one side
L955[08:30:04] <gigaherz> while the
blockstate is loading independently
L956[08:30:08] <gigaherz> without
knowledge of eachother
L957[08:30:13] <williewillus>
ModelLoader.setCustomStateMapper(BLOCK, new
StateMap.Builder().ignore(PROPERTY).ignore(ANOTHREPROPERTY).build())
L958[08:30:33] <gigaherz> then mc goes
"I need a variant "asdf""
L959[08:30:36] <williewillus> blockstate
json will act like those properties don't exist
L960[08:30:43] <kimfy> Ah great
L961[08:30:59] <gigaherz> and it's looked
up on the variant map
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L965[08:36:26] <kimfy> Thanks guys that
worked perfectly
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L969[08:39:28] <Ordinastie> I have items =
String[][]
L970[08:39:41] <Ordinastie> does that look
correct ? Stream.of(items).max((a, b) -> Math.max(a.length,
b.length)).get().length
L971[08:39:47] <Ordinastie> for max row
length
L972[08:41:23] <tterrag|ZZZzzz> er...isn't
it Arrays.stream() ?
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L974[08:42:26] <Ordinastie> didn't work
either way ><
L975[08:42:45] <Ordinastie> fuck, don't I
have JDK sources :/
L976[08:43:30] <tterrag> I would do
.map(arr -> Arrays.stream(arr).mapToInt(String::getLength))
:P
L977[08:43:36] <tterrag> or whatever
L978[08:43:54] <Ordinastie> I need the
longest row, not string lenght
L979[08:44:01] <tterrag> longest
row?
L980[08:44:02] <tterrag> ohh
L981[08:44:16] <tterrag> use mapToInt(arr
-> arr.length).max()
L982[08:44:29] <tterrag> err
L983[08:44:33] <tterrag> wait you need the
index right?
L985[08:45:25] <Ordinastie> tterrag, that
worked :)
L986[08:45:44] <tterrag> remember that
.max() is a final operation
L987[08:45:52] <tterrag> if you want more
details use .summaryStatistics
L988[08:47:43] <Ordinastie> and then
again, fry linked something too cryptic to be useable
L990[08:47:54] <fry> it's jdk
L991[08:48:06] <fry> how thick are
you?
L992[08:48:11] <tterrag> that's what you'd
use if your objects didn't easily convert to int
L993[08:48:16] <tterrag> I wouldn't really
call it cryptic
L994[08:48:30] <fry> or if you want the
actual object
L995[08:48:33] <fry> and not the int
resuly
L996[08:48:35] <fry> *result
L997[08:48:55] <tterrag> ^
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L999[08:54:49] <Ordinastie> trying to
convert my String[][] items into an actual recipe, not sure if
streams are useable here :s
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L1017[09:37:00] <sham1> Hmm, I noticed
something weird about addCollisionBoxesToList
L1018[09:37:19] <sham1> It does not seem
to be called while the game is going
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L1020[09:43:44] <gigaherz> it's called
only when an entity is about to collide (inside the block)
L1021[09:43:46] <gigaherz> IIRC
L1022[09:44:15] <sham1> Well it never got
called
L1023[09:44:20] <sham1> Under any
event
L1024[09:44:32] <sham1> This is so
fruturating :P
L1025[09:44:38] <sham1> I've been doing
this for hours
L1026[09:45:44] <gigaherz> it's called
from World.getCollidingBoundingBoxes and
World.getCollisionBoxes
L1027[09:46:11] <sham1> Mmm
L1028[09:46:12] <gigaherz> which in turn
are called from 23 places
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L1030[09:46:35] <gigaherz> and 2 places,
respectively
L1031[09:46:48] <gigaherz> the latter is
"pushOutOfBlocks"
L1032[09:47:12] <sham1> I'll take a look
at the vanilla fence and try to figure it out before I just go fuck
it
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L1034[09:47:28] <gigaherz> maybe look at
the hopper or cauldron
L1035[09:47:38] <gigaherz> you know howw
you can get inside them?
L1036[09:47:44] <sham1> Yeah?
L1037[09:48:25] <gigaherz> there was no
continuation to that, I mean that since you can get inside them,
they may be a place to look
L1038[09:48:25] <gigaherz> XD
L1039[09:48:40] <sham1> Oh :P
L1040[09:49:12] <sham1> I think I got a
terrible horrible idea
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L1042[09:53:59] <sham1> Wait no
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L1044[09:59:30] <sham1> Fuck this, I'll
do something else now
L1045[10:02:43] <gigaherz> \o/ fixed the
getting pushed back issue
L1046[10:03:00] <gigaherz> I wasn't
overriding isFullCube() to false
L1047[10:03:40] <sham1> That could be
it...
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L1050[10:09:35] *
gigaherz shrugs hard
L1051[10:09:43] <gigaherz> seems all the
issues I had last time I tried to do this are gone
L1052[10:10:01] <sham1> Now it is just me
trying to do whatever it takes
L1053[10:10:04] <gigaherz> next version
of ender-rift, whenever it may be, will have this fixed I guess
XD
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L1123[12:57:58] <sham1> I think I figured
out my problem with the collision stuff
L1124[12:59:17] <gigaherz> oh?
L1125[12:59:48] <sham1> Apparently the
state you get from the addCollisionBoxesToList does not use the
getActualState
L1126[13:00:11] <sham1> Seeing as all the
values in there were false ven though there are connections
L1127[13:00:41] <sham1> I kinda did think
it was weird that fence used seperate method to get the connections
values
L1128[13:00:58] <sham1> But now that I
know why, I can only cry "MOJANG" while shaking my
fist
L1129[13:02:38] <sham1> Time to test that
hypotesis
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L1131[13:04:05] <sham1> Wait nope
L1132[13:04:11] <sham1> God damn it
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L1136[13:14:40] <sham1> The jimmy level =
rusteled
L1137[13:15:52] <sham1> I'm temped to
just pull the code from the fence and tweak it until it works
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L1141[13:19:11] <Ordinastie> sham1, just
use MalisisCore and be done with it :p
L1142[13:19:25] <sham1> I refuse
L1143[13:19:45] <sham1> I shall not
tether myself to another dependancy
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L1145[13:21:45] *
mikebald has a dependency on spell checker =).
L1146[13:22:14] <sham1> Meh
L1147[13:23:18] <sham1> The word
"dependency" can be spelled in so many ways it is not
even funny
L1148[13:23:42] <sham1> In speech that
is
L1149[13:25:05] <gigaherz> lol
L1150[13:25:07] <gigaherz>
apparently
L1151[13:25:29] <sham1> But yeah, I don't
like dependencies that tie me down to a specific versions for a
long time
L1152[13:25:33] <gigaherz> there was a
competition meant to help girls get into tech
L1153[13:25:35] <gigaherz> and a boy won
it
L1154[13:25:40] <gigaherz> and people are
facepalming all over theplace
L1155[13:25:41] <sham1> Wat
L1156[13:25:57] <gigaherz> the people who
organized allowed both genders to join
L1157[13:26:02] <sham1> First of all, why
such competition
L1158[13:26:16] <gigaherz> because
there's an obvious bias that "tech is for boys"
L1159[13:26:20] <gigaherz> and people are
trying to fix it
L1160[13:26:45] <gigaherz> so these
people made this competition
L1161[13:26:54] <sham1> That cultural
attitude is not fixed with shit like this
L1162[13:26:54] <sham1> And even if it
is
L1163[13:27:01] <gigaherz> and in order
to help girls not feel like they were given the prize too
easily
L1164[13:27:03] <sham1> Why allow both
genders to get in
L1165[13:27:05] <gigaherz> they allowed
boys to join too
L1166[13:27:13] <sham1> Hmrm
L1167[13:27:27] <gigaherz> and there were
girl judges
L1168[13:27:30] <gigaherz> and such
L1169[13:27:32] <Ordinastie> what was the
prize?
L1170[13:27:34] <mikebald> It's kind of
poor taste to try and show that there's no gender bias by showing
gender bias...
L1171[13:27:37] <gigaherz> so it was not
unfairly judged or anything
L1172[13:27:51] <gigaherz> they were
shown the entries
L1173[13:27:55] <gigaherz> and told to
choose the best one
L1174[13:27:59] <gigaherz> which happened
to be this boy's entry
L1175[13:28:09] <mikebald> I meant that
as a reason for why they allowed both genders to join =)
L1176[13:28:12] <gigaherz> so there was
no bias on it, so far as anyone can tell
L1177[13:28:24] <gigaherz> it simply
happened that the best one was a boy
L1178[13:28:39] <gigaherz> which defeats
the point they were trying to advertise
L1179[13:28:43] <sham1> this..
L1180[13:29:09] <gigaherz> mikebald: if
you make girls-only competitions, you incentivise people to think
boys and girls should be treated separately
L1181[13:29:31] <gigaherz> but at the
same time, if you treat the minority in exactly equal terms, you
allow the existing bias to be maintained
L1182[13:29:43] <mikebald> gigaherz, yup
that was my point I was attempting to make, albeit poorly
L1183[13:29:51] <gigaherz> which iswhy
solving sexism and racism is so hard
L1184[13:30:33] <sham1> People are bias
against other people
L1185[13:30:41] <gigaherz> "well of
course a girl won, there were only girls" vs "well of
course the girls lost, the boys were taught better because they are
boys"
L1186[13:30:44] <sham1> sadly it is
hardwired in out specis
L1187[13:31:03] <gigaherz> we categorize
and generalize
L1188[13:31:04] <mikebald> sham1 yeah...
it just depends on what is the popular attribute of the month /
year
L1189[13:31:08] <gigaherz> it's how we
make sense ofthings
L1190[13:31:19] <gigaherz> our brain
can't cope with pure individuality
L1191[13:31:22] <gigaherz> we put things
in patterns
L1192[13:31:34] <gigaherz> it's more
efficient
L1193[13:31:46] <mikebald> gigaherz don't
tell me what my brain does! I'm an individual! =)
L1194[13:31:52] <gigaherz> yes
L1195[13:32:06] <sham1> But you still are
under the effect of group-thinking
L1196[13:32:07] <gigaherz> but I'm sure
if you see a table with 5 legs, you'd be "wtf?"
L1197[13:32:33] <gigaherz> the brain
categorizes and generalizes, and when something is outside the
established pattern, the pattern-matching fails
L1198[13:32:33] <sham1> I'd probably be
like "who made this abomination"
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L1200[13:32:41] <gigaherz> and it takes
extra effort to "think" about it
L1201[13:32:51] <gigaherz> hence why the
bias is reinforced
L1202[13:33:13] <sham1> But five-legged
tables are more stable so that's a thing
L1203[13:33:16] <sham1> If done
correctly
L1204[13:33:19] <gigaherz> of
course
L1205[13:33:26] <gigaherz> and in fact,
if you design a table for a group of 5
L1206[13:33:30] <gigaherz> 5 legs makes
sense
L1207[13:33:44] <gigaherz> you give
everyone a space between two legs
L1208[13:33:51] <gigaherz> but
still
L1209[13:33:54] <gigaherz> most tables
have 4 legs
L1210[13:34:04] <gigaherz> so if you see
it in a store, you'd initially feel annoyed
L1211[13:34:05] <sham1> Yes
L1212[13:34:24] <gigaherz> simply because
the brain has to say "table -- but with 5 legs" instead
of just "table"
L1213[13:34:52] <sham1> The hell is this
5 legs madness - my brain
L1214[13:35:41] <gigaherz> and yet we all
are ok with having office chairs with 5 wheels
L1215[13:35:42] <gigaherz> ;P
L1216[13:35:46] <mikebald> Meh, if it's
structural... w/e =)
L1217[13:35:53] <gigaherz> why? because
they aren't chair-like enough
L1218[13:36:04] <gigaherz> it's morel ike
5 feet than 5 legs ;P
L1219[13:36:09] <mikebald>
*structurally-sound
L1220[13:36:19] <gigaherz> so they become
a different category "office chair"
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L1222[13:36:52] <gigaherz> anyhow this
was just to say that the brain categorizes and generalizes, so bias
is intrinsic
L1223[13:37:27] <gigaherz> the only way
to solve sexism, is to make mixed groups so common, that people
simply stop associating those concepts with gender
L1224[13:38:15]
⇨ Joins: Elec332
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L1225[13:38:17] <sham1> Make everyone
genderless
L1226[13:38:20] <gigaherz> which is the
whole reason those groups ask everyone to try to have 50/50
distribution of genders
L1227[13:38:46] <gigaherz> (in like, jobs
and such)
L1228[13:39:36] <sham1> I'd like to see
some of these languages around the world drop the gender
pronoun
L1229[13:39:36] <sham1> It creates
unneeded polarity
L1230[13:40:28] <mikebald> sham1 well, if
you have enough of an education your title does become genderless..
e.g. Dr.
L1231[13:40:45] <sham1> Mmmmm
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L1234[13:41:40] <sham1> Doctoress
L1235[13:41:45] <sham1> ;P
L1236[13:41:51] <gigaherz> spanish has
"Doctor" vs "Doctora"
L1237[13:42:01] <mikebald> gigaherz huh,
didn't know that =)
L1238[13:42:19] <gigaherz> I'm not sure
right now if both abbreviate to "Dr." I have a feeling I
have seen "Dra. Something"
L1239[13:43:50] <sham1> In Finnish there
is only one noun for that
L1240[13:43:56] <sham1> So that's
nice
L1241[13:45:10] <sham1> And in Esperanto
there are doktoro and doktorino
L1242[13:45:54] <gigaherz> doktorino
sounds like how you'd say "little doctor" in
portuguese
L1243[13:46:24] <sham1> :P
L1244[13:46:40] <sham1> I assure to you
that it means doctress
L1245[13:46:44] <gigaherz> heh
L1246[13:46:53] <gigaherz> weird choice
for femenine suffix
L1247[13:47:10] <sham1> You can tell from
the -in ending at the word root "in this case doktor
L1248[13:47:41] <sham1> Because the -o is
there just to mark the noun :P
L1249[13:49:38] <sham1> Yes, that is one
of those things I am doing with my life, learning a constructed
language because I don't know, boredom
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L1251[14:12:28] <LexManos> Cutting class
renames at midnight tonight and then going to work on MCP/Forge
this weekend Get your suggestions/comments in.
L1252[14:18:03] <sham1> Would an
annotation rename suffice
L1253[14:18:27]
⇨ Joins: OrionOnline
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L1254[14:18:39] <LexManos> MC doesnt have
annotations
L1255[14:18:49] <sham1> I figure
L1256[14:18:53] <OrionOnline> Hi
guys.
L1257[14:19:13] <sham1> Well,I got none I
can complain about as far as names go
L1258[14:19:17] <OrionOnline> I am trying
to get my model to rotate using the rotation stuff from the JSON
Model system.
L1260[14:19:35] <sham1> Okay?
L1261[14:19:37] <OrionOnline> What am i
doing wrong?
L1262[14:21:50] <OrionOnline> I added the
facing definitions just like the ones on the Furnace
L1263[14:22:04] <OrionOnline> But that
seems to confuse the ForgeBlockState Loader
L1264[14:22:47] <sham1> If your variants
are fully qualified, they need to be outside the
variants-block
L1265[14:23:21]
⇨ Joins: Celtic
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L1266[14:23:50] <OrionOnline> Ah okey let
me try that then
L1268[14:24:30] <sham1> As per this
spec
L1269[14:25:03] <sham1> You should also
have the block with the rotation inside an array
L1270[14:25:04] <OrionOnline> thank you
sham, new PC so i lost all my bookmarks
L1271[14:25:11] <OrionOnline> Storing
that one now again
L1272[14:25:16] <sham1> :P
L1273[14:25:25] <sham1> No problem
L1274[14:25:29] <OrionOnline> Let see if
it works :d
L1275[14:25:59] <OrionOnline> For some
reason is it not working though.....
L1276[14:26:09] <OrionOnline> Can the
model system rotate OBJ Models?
L1277[14:28:36] <Celtic> Hoping someone
can answer this, or help direct to somewhere that might. Having a
bizarre latency issue. Playing a Minecraft Forge mod-pack, and my
upload to the server seems more or less instantaneous (or close
enough), but download from it seems to be blocked, or filtered by
something, because it can take dozens of seconds, or at it's worst,
multiple minutes for any kind of response from the server.
L1278[14:28:57] <Celtic> I'm happy to do
any necessary footwork, etc. But I don't even know where to begin
looking to fix this problem.
L1279[14:30:11] <OrionOnline>
Hmm....
L1280[14:30:17] <OrionOnline> sham1 you
there?
L1281[14:30:21] <sham1> Yes
L1282[14:31:31] <sham1> Try having it
"facing=south": [{ *your rotation here*}] etc
L1283[14:31:43] <OrionOnline> Nah i know
why it is not working
L1285[14:32:58] <OrionOnline> Any idea
how?
L1286[14:32:59] <sham1> Well it is still
good to do
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L1288[14:35:48] <gigaherz> OrionOnline:
first, you need to use new ExtendedBlockState on your
createBlockState
L1289[14:36:00] <gigaherz> and provide
both the array of listed properties, and the array of unlisted
properties
L1290[14:36:18] <gigaherz> then, on
getExtendedState, you return state.withProperty(unlisted property,
value)
L1291[14:36:51] <OrionOnline> Ah
L1292[14:36:55] <OrionOnline> Okey let me
try that
L1293[14:39:33] <gigaherz> Celtic: that
doesn't really sound like a forge issue? :/
L1294[14:39:45] <gigaherz> but no idea,
really
L1295[14:39:51] <OrionOnline> gigaherz,
still not turning.
L1296[14:40:19] <OrionOnline> Do i have
to specify a model for the variants of the facing?
L1297[14:40:26] <Celtic> I know, but at
this point, I'm grasping for straws, and I was hoping because it's
a Forge mod, that I might possibly be able to ask if anyone here
knows of some kind of log that Forge keeps that might help me sniff
out the problem.
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L1299[14:40:44] <gigaherz> OrionOnline:
what kind of rotation are you tryingto achieve?
L1300[14:40:59] <OrionOnline> Basically
like a furnace
L1301[14:41:03] <Celtic> I'm not asking
for handouts, and I'll move along if I must. I just thought I might
try, because I'm really at quite a loss at this point.
L1302[14:41:08] <gigaherz> you don't need
extended states at all, for that
L1303[14:41:18] <OrionOnline> I am using
an OBJ to render the Model
L1305[14:41:37] <gigaherz> me too
L1306[14:41:40] <gigaherz> look at this
blockstates file
L1307[14:41:58] <gigaherz> that's for a
furnace-like block that can only rotate horizontal
L1308[14:42:02] <OrionOnline> Yes?
L1310[14:42:11] <OrionOnline> Exactly
what i am looking for
L1311[14:42:21] <gigaherz> this for one
that can rotate all 6 facings like a dispenser
L1312[14:42:30] <OrionOnline> Yeah But
that is not what i want
L1313[14:42:45] <OrionOnline> I am not
using the ExtendedState for the Rotation or anythign
L1314[14:42:54] <gigaherz> ?
L1315[14:43:10] <OrionOnline> It holds
the MaterialType, which in turns determines the model that is
actually rendered
L1316[14:43:11] <gigaherz> the
'"y":angle' part is what causes the model to rotate
L1317[14:43:15] <OrionOnline> I
know
L1318[14:43:18] <OrionOnline> I have
that
L1319[14:43:26] <Ordinastie> !gm
func_175810_a
L1320[14:43:56] <gigaherz> ah you have a
smart model or such?
L1321[14:44:25] <mikebald> Celtic you may
get more assistance elsewhere; it can be confusing as you're mixing
up some terms. For example, there's a good chance that they are
forge mods that you're dealing with, it's not a forge modpack. The
modpack isn't managed or maintained by forge; chances are you're
thinking FTB.
L1322[14:44:35] <gigaherz> if so, you'd
have to either apply the rotation manually
L1323[14:45:01] <gigaherz> or hmm
L1324[14:45:19] <gigaherz> OrionOnline:
do yo uahve a fixed set of "materials" that you could
translate into a fixed set of models? or is it somehow
dynamic?
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L1326[14:45:37] <Ordinastie> !gm
func_176204_a
L1327[14:45:38] <OrionOnline> It is Fixed
after init
L1328[14:45:43] <Celtic> I apologize
Mike. I realize it wasn't a Forge-made mod-pack. That was poor
wording, I agree. But I have no intention of being a nuisance. I
think it might just be time to give up, to be honest. I've spent
more hours than it might be worth at this point.
L1329[14:45:47] <mikebald> Celtic there
is a #FTB channel that may help.
L1330[14:45:49] <OrionOnline> The model
loader bakes them all after post init
L1331[14:45:50] <Celtic> I appreciate
your time anyway.
L1332[14:46:05] <Celtic> I'll check in
there as well, but it's not an FTB modpack.
L1334[14:48:09] <OrionOnline> Then the
BakedModel selects one of the OBJModels based of the MATERIAL
properties
L1335[14:48:29] <gigaherz> yeah
L1336[14:48:32] <OrionOnline> But i want
the ModelSystem to rotate the AnvilModel regardless of which OBJ is
selected in the end
L1337[14:48:34] <gigaherz> but then you
lose the blockstates rotation
L1338[14:48:38] <gigaherz> hmf
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L1340[14:48:42] <OrionOnline> But
why
L1341[14:48:50] <OrionOnline> It makes no
sens that it looses the rotation
L1342[14:49:00] <gigaherz> do you
actually load the models from the blockstates variants?
L1343[14:49:07] <OrionOnline> Yes
L1344[14:49:40] <OrionOnline> As you can
see in the block state json uploaded on the gist
L1347[14:51:53] <OrionOnline> Which is
nothing more then a passthrough reference to the OBJ Loader for the
actual model, and the custom bottom and texture overrides for the
materials, if they are not specified the default (iron looking
metal) is used
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L1349[14:53:15] <sham1> Abrar is like the
Schrödinger's cat. He is indeterminatibly present
L1350[14:53:26] <OrionOnline> sham1
lol
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L1352[14:54:15] <Ordinastie> damn, I got
a crash report that doesn't make sense again :/
L1353[14:54:22] <gigaherz> heh
L1355[14:54:47] <OrionOnline> gigaherz,
even when i use your blockstate (with the facing in the variant) it
does not rotate...
L1356[14:54:48] <gigaherz> i'm still
completely stumped by this one
L1357[14:54:55] <gigaherz> OrionOnline:
no idea then
L1358[14:55:04] <gigaherz> you'd have to
speak with fry or shadekiller666
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L1377[15:16:12] <OrionOnline>
shadekiller666, you there?
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L1381[15:25:04] <OrionOnline> gigaherz, i
have been testing this..... weirdly enough the State is kept
through the ExtendedState call
L1382[15:25:14] <OrionOnline> But for
some reason ti is not rotated.
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L1384[15:26:17] <OrionOnline> Which is
really weird
L1385[15:29:56] <OrionOnline> gigaherz,
uh wow i figured out why it is not rotating
L1387[15:32:24] <williewillus> what kind
of model is this?
L1388[15:32:30] <williewillus> like logic
wise
L1389[15:32:58] <OrionOnline> It is a OBJ
Model
L1390[15:33:35] <OrionOnline> Or sort of,
my custom model loader loads the model but it is an OBJ at the end,
it just bakes variants with different textures is need be
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L1392[15:34:26] <OrionOnline> Even though
the ExtendedState holds the correct facing it does not care about
it
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L1395[15:35:18] <OrionOnline> any idea
williewillus ?
L1396[15:35:29] <unascribed> gigaherz,
they may want to try
"-XX:-OmitStackTraceInFastThrow"
L1397[15:35:47] <williewillus> wait is
your facing a listed or unlisted proeprty
L1398[15:36:09] <Ordinastie>
williewillus, are you the one coding AuraCascade ?
L1399[15:36:24] <williewillus> not
"coding" it per se, but yes I'm taking care of it right
now :P
L1400[15:36:46] <Ordinastie> I couldn't
find a 1.8.9 branch on github
L1401[15:36:55] <OrionOnline> listed, it
is the standard FacingProperty, that for example the vanilla
furnace uses asswell
L1402[15:37:09] <williewillus>
github.com/williewillus/Aura-Cascade/tree/MC188 ?
L1403[15:37:40] <Ordinastie> humpf, yeah,
the link on curseforge doesn't point to your repo
L1404[15:37:54] <williewillus> yeah since
I got access to the official curse project
L1405[15:38:27] <williewillus> the
changelog on each build points to my repo though
L1406[15:38:33] <Ordinastie> because I
have a crash report, but it doesn't really make sense on it's
own
L1407[15:38:40] <williewillus> what is
it?
L1408[15:38:53] <Ordinastie> let me copy
it
L1410[15:40:13] <Ordinastie> as your
AuraTile.update() is the starting point, I was wondering if you did
something weird with the worlds
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L1412[15:40:40] <MalkContent> is sand
oredicted?
L1413[15:40:46] <unascribed> your TE
doesn't have a world and isPowered is being called
L1414[15:40:50] <unascribed> check
hasWorldObj
L1415[15:41:20] <Ordinastie> unascribed,
yes, I figured that much ><
L1416[15:41:30] <williewillus> !gm
func_175625_s
L1417[15:41:34] <Ordinastie> question is,
how is it possible for the TE to not have a world ?
L1418[15:41:41] <MalkContent> nope, it's
not :|
L1419[15:41:42] <unascribed> during
loading TEs don't have a world obj
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L1421[15:42:07] <Ordinastie> except it's
not during loading, it's called from ItemDoor.placeDoor()
L1422[15:42:21] <unascribed> pretty close
to "during loading"
L1423[15:42:22] <Ordinastie> when id does
setBlockState() that set the world in the TE too
L1424[15:42:24] <unascribed> the block
has just been placed
L1425[15:42:40] <williewillus> i think i
know what the issue is
L1426[15:42:42] <Ordinastie> and THEN
does neighbordStateChange() that calls isPower
L1427[15:42:46] <williewillus> its asking
for tes in non generated chunks
L1428[15:42:52] <MalkContent> spoke too
soon
L1429[15:42:53] <williewillus> dump it on
my issue tracker
L1430[15:43:17] <Ordinastie> still
shouldn't affect it
L1431[15:44:02] <Ordinastie> tbh, I don't
think your mod has anything to do with it, but since it's in the
stacktrace, I ought to ask
L1432[15:44:20] <Ordinastie> just to me,
I don't really understand how the world can be null at that
point
L1433[15:44:31] <Ordinastie> and unless I
can replicate it...
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L1436[15:47:11] <OrionOnline> Anyone know
when and if shadekiller666 is coming back?
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L1439[15:54:20] <shadekiller666> what
about me
L1440[15:54:51] <shadekiller666>
OrionOnline, what about me?
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L1447[16:08:10] <gigaherz> [22:35]
(unascribed): gigaherz, they may want to try
"-XX:-OmitStackTraceInFastThrow"
L1448[16:08:13] <gigaherz> thx for the
suggestion
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L1456[16:19:46] <Arctic_Wolfy> Any one
know how to get the closest entity of a type to another entity of
the same type?
L1457[16:21:01] <tterrag>
world.getEntitiesWithinAABB
L1458[16:21:06] <tterrag> pass a Class
object
L1459[16:21:14] <tterrag> use getClass()
:P
L1460[16:21:42] <Arctic_Wolfy> Okay. And
I know what class it will be.
L1461[16:22:15] <tterrag> I'm
saying
L1462[16:22:19] <tterrag> if you are IN
the entity you care about
L1463[16:22:22] <tterrag> just call
getClass()
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L1465[16:24:14] <Arctic_Wolfy> I'm in an
Item class working with onEntityItemUpdate(EntityItem).
L1466[16:24:28] <tterrag> ok
L1467[16:25:18] <Arctic_Wolfy> And how do
I get an AxisAlignedBB?
L1468[16:25:46] <Ordinastie> you make one
?
L1469[16:26:03] <Arctic_Wolfy> The
constructor is protected.
L1470[16:26:08] <gigaherz> wat? no
L1471[16:26:16] <Arctic_Wolfy> Yes.
L1472[16:26:28] <Arctic_Wolfy> It said
so..
L1473[16:26:31] <gigaherz> then i'm a
magician, because I use it
L1474[16:26:32] <gigaherz> XD
L1476[16:26:53] <gigaherz> look around
there
L1477[16:26:53] <gigaherz> ;P
L1478[16:27:08] <tterrag> he's probably
on 1.7...
L1479[16:27:14] <tterrag> there is a
static constructor
L1480[16:27:23] <tterrag>
getBoundingBox
L1481[16:27:24] <Arctic_Wolfy> o.o
L1482[16:27:29] <gigaherz> ah, that was
different in 1.7?
L1483[16:27:32] <tterrag> yes
L1484[16:27:35] <Arctic_Wolfy> Hmm?
L1485[16:27:37] <tterrag> because they
used to pool the AABBs
L1486[16:27:40] <gigaherz> aah
L1487[16:27:47] <Arctic_Wolfy> So how do
I get one now?
L1488[16:27:49] <tterrag> then removed it
in 1.7.7-10 (can't remember exactly)
L1489[16:27:52] <tterrag> but left the
factory method
L1490[16:27:55] <tterrag> Arctic_Wolfy: I
just told you
L1491[16:28:44] <Arctic_Wolfy> Ah, sorry,
I the screen scrolled when I was reading that.
L1492[16:29:53] <Arctic_Wolfy> And are
the points I give relitive or absolute?
L1493[16:30:03] <tterrag> depends on the
context, but in this case, absolute
L1494[16:31:01] <Arctic_Wolfy> Even thou
it asks for the entity in the method?
L1495[16:31:19] <tterrag> what?
L1496[16:32:13] <tterrag> ah
L1497[16:32:15] <tterrag> you're using
findNearestEntityWithinAABB
L1498[16:32:16] <tterrag> ?
L1499[16:32:24] <Arctic_Wolfy>
World.findNearestEntityWithinAABB(Class,AxisAlignedBB,Entity)
L1500[16:32:44] <Arctic_Wolfy> Yes.
L1501[16:33:13] <Arctic_Wolfy> Would it
be reletive then?
L1502[16:33:21] <tterrag> no
L1503[16:33:26] <tterrag> the entity
passed is just the one to ignore
L1504[16:33:32] <williewillus> it would
be absolute, in the box
L1505[16:33:38] <Arctic_Wolfy>
Okay.
L1506[16:33:46] <williewillus> you can
get a box relative to some entity though, just get their bounding
box and expand it
L1507[16:34:03] <Arctic_Wolfy>
Okay.
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L1509[16:35:52] <Arctic_Wolfy> Will
expand set it to that size? Or add that amount?
L1510[16:36:04] <gigaherz> add
L1511[16:36:18] <gigaherz> ...I think
XD
L1512[16:36:28] <Arctic_Wolfy> Okay
then... >.<
L1513[16:36:45] <gigaherz> but really
making an AABB of a concrete size is easy
L1514[16:36:46] <gigaherz> just do
L1515[16:37:01] <williewillus> new
AABB(blockpos, blockpos.add(1, 1, 1)) :P
L1516[16:37:02] <Arctic_Wolfy> Kay.
L1517[16:37:49] <gigaherz> I was gonna
say (x-width/2, y-height/2, z-length/2, x+width/2, y+height/2,
z+length/2)
L1518[16:37:50] <gigaherz> ;P
L1519[16:38:01] <tterrag> williewillus:
1.7...
L1520[16:38:08] <williewillus> i missed
that part
L1521[16:38:09] <williewillus> lol
L1522[16:38:53] <Arctic_Wolfy> Maybe I
just do that, and possibly make a helper method to do that.
L1523[16:39:17] <Arctic_Wolfy> What
gigaherz said, not williewillus.
L1524[16:43:05] <OrionOnline>
shadekiller666, sorry was afk watching a series, a question does
the OBJ Model loader work with the facing anotation (for rotation)
of models?
L1525[16:43:25] <shadekiller666> facing
annotation?
L1526[16:43:44] <williewillus> probably
means in the blockstate file
L1527[16:43:55] <OrionOnline>
williewillus, shadekiller666 correct
L1528[16:44:02] <williewillus> and thats
a no iirc
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L1530[16:44:33] <shadekiller666> in the
released version of the objloader, in order for the loader to apply
an EnumFacing rotation, you have to pass the TRSRTransformation for
said EnumFacing into the OBJState constructor
L1531[16:45:02] <OrionOnline> When it
grabs the ExtendedState?=
L1532[16:45:08] <shadekiller666>
yep
L1533[16:45:33] <shadekiller666> you'd
then pass the OBJState as the value of the OBJProperty in the
IEBS
L1534[16:45:49] <shadekiller666> this is
fixed in the pr updates that are awaiting review
L1535[16:46:01] <shadekiller666> (i
think)
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L1537[16:46:34] <OrionOnline> hmm i can
only pass a list of groups, visibility and an IModelState to the
OBJState constructor
L1538[16:47:03] <williewillus>
IModelState
L1539[16:47:07] <williewillus>
TRSRTransform implements that
L1540[16:47:24] <OrionOnline> Ah
L1541[16:47:38] <OrionOnline> Now to
figure out how to transform EnumFacing to TRSR then
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L1543[16:48:18] <tterrag> pretty sure
there's a constructor for that
L1544[16:48:27] <shadekiller666> TRSR has
an EnumFacing constructor
L1545[16:49:28] <tterrag> public
TRSRTransformation(EnumFacing facing)
L1546[16:49:29] <tterrag> yep
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L1550[16:51:57] <OrionOnline> Does
passing an Empty Parts list to the constructor something?
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L1552[16:55:24] <shadekiller666>
uhhh
L1553[16:55:46] <shadekiller666>
shouldn't affect anything i don't think
L1554[16:56:12] <shadekiller666> the way
that groups are handled is changed in the pr so things work
differently :P
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L1557[16:57:28] <OrionOnline>
shadekiller666, for some reason it is not rotating it .....
L1558[16:57:56] <shadekiller666> gimme
the block class
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L1563[17:02:43] <OrionOnline> And the
block class
L1565[17:04:16] <OrionOnline>
shadekiller666 am i doing anythign wrong?
L1566[17:05:59] ***
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L1567[17:06:28] <shadekiller666> that
layout for getExtendedState is a bit strange
L1568[17:06:41] <Arctic_Wolfy> If I set
"ItemStack stack = entityItem.getEntityItem()" then
modify "stack" w/o seting it to something else, I should
be able to edit the stack in the entity throught my stack,
right?
L1569[17:08:00] <williewillus> i think
so, but I'd say prefer to defensively copy it
L1570[17:08:03] <williewillus> modify
then set it back
L1571[17:08:06] <williewillus> it's more
reliable
L1572[17:08:07] ***
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L1573[17:08:23] <Arctic_Wolfy> How
so?
L1574[17:08:45] <shadekiller666> i would
just do "EnumFacing facing = (EnumFacing)
state.getValue(FACING); TRSRTransformation transform = new
TRSRTransformation(facing); OBJModel.OBJState objState = new
OBJState(Lists.newArrayList(OBJModel.Group.ALL), true, transform);
<pass objState into withProperty()>"
L1575[17:08:50] <gigaherz> Arctic_Wolfy:
you can't rely on that
L1576[17:08:54] <williewillus> yeah
L1577[17:08:59] <williewillus> what if
mojang decifdes to start returning a copy?
L1578[17:09:00] <gigaherz> anyone could
modify that stack at any moment
L1579[17:09:02] <williewillus> your code
starts breaking
L1580[17:09:07] <williewillus> but it
still compiles and runs
L1581[17:09:09] <williewillus> so you
don't notice
L1582[17:09:16] <gigaherz> no need for
that: other mods could set it to a different start
L1583[17:09:18] <gigaherz> stack*
L1584[17:09:29] <Arctic_Wolfy> Okay, I
see.
L1585[17:10:11]
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L1588[17:13:58] <Arctic_Wolfy> And to
kill an item properly I do entityItem.setDead()?
L1589[17:14:32] <gigaherz> yes
L1590[17:14:47] <Arctic_Wolfy>
Okay.
L1591[17:14:57] ***
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L1593[17:18:12] <shadekiller666>
OrionOnline, are the tile entities null?
L1594[17:18:16] <OrionOnline> Nope
L1595[17:18:19] <OrionOnline> They are
not
L1596[17:18:42] <shadekiller666> iirc
getExtendedState gets called before the tile entities get
initialized
L1597[17:18:53] <OrionOnline> That might
be trhough
L1598[17:19:04] <shadekiller666> or
before a newly-placed TE gets initialized
L1599[17:19:06] <OrionOnline> But that
would also mean that if i update the Chunk it would fix the
problem
L1600[17:19:13] <OrionOnline> And it does
not do it
L1601[17:19:30] <OrionOnline> It would
also mean that it would not be able to render the correct material
but it would take the default one
L1602[17:19:50] <shadekiller666> if you
look at the anvils in f3, does the value for "facing"
change?
L1603[17:20:17] <OrionOnline> yes
L1604[17:20:21] <OrionOnline> they show
the correct value
L1605[17:21:23] <shadekiller666>
...
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L1607[17:21:55] <shadekiller666> why does
your anvil blockstate json have "facing": {} and
"facing=..."?
L1608[17:22:39] <OrionOnline> No
clue
L1609[17:22:42] <shadekiller666> the
forge blockstate format will handle the latter for you...
L1610[17:22:51] <OrionOnline> I had to
merch the file
L1611[17:22:57] <OrionOnline> Something
messed up there
L1612[17:22:58] <shadekiller666> ?
L1613[17:23:06] <OrionOnline> Let me
check if removing that fixes it
L1614[17:23:12] <shadekiller666>
merch?
L1615[17:23:18] <OrionOnline>
Merge*
L1616[17:23:25] <OrionOnline> On git i
had to merge it
L1617[17:23:29] <shadekiller666> oh
L1618[17:23:38] <shadekiller666> use
proper grammars plz
L1619[17:23:43] <OrionOnline> I will
try
L1620[17:23:53] <OrionOnline> But even
with a fixed one, the problem stays
L1621[17:24:19] <shadekiller666> did you
remove the "facing=<direction" lines?
L1622[17:24:37] ***
SnowShock35 is now known as zz_SnowShock35
L1623[17:24:47] <OrionOnline> yep
L1624[17:24:51] <OrionOnline> no
improvement
L1625[17:24:57] <shadekiller666> try
adding "up" and "down" to the
"facing": {} block
L1626[17:24:58]
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L1629[17:25:36] <OrionOnline> Will add
the up and down ones now
L1630[17:26:09] <shadekiller666> and put
the "inventory" block above the "facing"
block
L1631[17:26:14] <OrionOnline> okey
L1632[17:26:19] <OrionOnline> When i
remove the normal block
L1633[17:26:22] <shadekiller666> if only
for consistancy with examples :P
L1634[17:26:23] <OrionOnline> The model
does not want to load
L1635[17:26:38] <shadekiller666>
duh
L1636[17:26:40] <shadekiller666>
lol
L1637[17:26:52] <shadekiller666> the
"normal" block is what the game uses by default
L1638[17:26:56] <OrionOnline> Ah
oke
L1639[17:27:14] <shadekiller666> i don't
think theres ever a time when it can be omitted
L1640[17:27:18] <OrionOnline> I
understand the code part of the model system for a good aprt, but
the json is still a mirable
L1641[17:27:21] <OrionOnline>
miracle*
L1642[17:27:46] <OrionOnline> And nope,
no improvements when adding the up, down and moving the inventory
part
L1643[17:27:50] <shadekiller666> the
forge blockstate jsons are just a shorthand for the vanilla
blockstate jsons
L1644[17:27:58] ***
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L1645[17:28:06] <gigaherz> + model
jsons
L1646[17:28:23] <shadekiller666> where in
this monstrocity of a repo do you register your blocks?
L1647[17:28:25] <gigaherz> a forge
blockstates json combines vanilla blockstates AND vanilla models
into one
L1649[17:29:22] <shadekiller666> the
directions you list in "facing": {} get turned into the
"facing=<direction>" format by the game (kind
of)
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L1651[17:30:32] <shadekiller666> where do
you register the block with the ModelLoaderRegistry?
L1652[17:30:48] <OrionOnline> What do you
mean register the block with the model loader registry?
L1653[17:30:53] <shadekiller666>
MLR.setCustomModelResourceLocation()
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L1655[17:31:56] <shadekiller666> might be
ModelLoader.setCustomModelResourceLocation()
L1657[17:32:37]
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L1658[17:33:24] <shadekiller666> and that
gets called in which phase of the launch sequence?
L1659[17:34:04] <OrionOnline> pre
init
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L1662[17:35:24] <shadekiller666> :/
L1663[17:35:47] <OrionOnline>
shadekiller666, would it cause problems if i have a state mapper in
their?
L1664[17:35:57] <shadekiller666>
uhhh
L1665[17:36:13] <OrionOnline> Let me test
something
L1666[17:36:16] <shadekiller666> only if
you didn't implement the state mapper correctly
L1667[17:36:32] <MattDahEpic> would a pr
oredicting all slabs as 'slab' and their their specific type such
as cobblestone slabs as 'slabCobblestone' and stone slabs as
'slabStone' be accepted
L1668[17:36:47] <williewillus> not
without reason probably
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L1671[17:38:01] <shadekiller666> why are
you mapping to the "normal" variant
L1672[17:38:09] <OrionOnline> I am not
quite sure
L1673[17:38:13] <shadekiller666> that
would be the issue
L1674[17:38:19] <OrionOnline> I needed
that to make it even load the model
L1675[17:38:28] <shadekiller666>
...
L1676[17:38:33] <OrionOnline>
Actually
L1677[17:38:36]
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L1678[17:38:36] <OrionOnline> I am
talking bullshit
L1679[17:38:42] <OrionOnline> It works
just fine without
L1680[17:38:48] <OrionOnline> And their
was actually my problem
L1681[17:39:00] <shadekiller666> then
you've royally borked the entire launch process with regards to how
to load obj models
L1682[17:39:09] <shadekiller666> ok
L1683[17:39:14] <Arctic_Wolfy> If I make
a recipe, and specify one NBT tag for an ingredient, it will only
use it if the values match, right? And ignore any other tags?
L1685[17:39:29] <OrionOnline> :P
L1686[17:39:37] <gigaherz> Arctic_Wolfy:
I don't think recipes check NBT?
L1687[17:39:40] <shadekiller666> gg
L1688[17:39:41] <OrionOnline> I am not
sure why that actually is there XD
L1689[17:39:46] <OrionOnline> I am going
to remove that
L1690[17:39:50] <gigaherz> but I don't
really remember
L1691[17:40:28] <Arctic_Wolfy> gigaherz,
then I need to check if another recipe will work then.
L1692[17:40:37] <shadekiller666> a lot of
this code could be consolidated
L1693[17:40:45] <Arctic_Wolfy> Or works
corectly.
L1694[17:41:49]
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L1695[17:42:01] <OrionOnline>
shadekiller666, I know currently in the process of porting,
cleaning up, and revamping the progression tree of the mod
L1696[17:42:04] <Arctic_Wolfy> And it
ignores NBT...
L1697[17:42:07] <OrionOnline> So that it
feels more complete
L1698[17:42:33] <Arctic_Wolfy> I need
help writing my own Crafting handler then...
L1699[17:42:34] <shadekiller666> i mean
all of the code in general
L1700[17:42:34] <gigaherz> Arctic_Wolfy:
do you need the NBT to match on input? or just work with it to
specify the exact output?
L1701[17:42:50] <shadekiller666> you have
duplicate methods everywhere
L1702[17:42:52] <Arctic_Wolfy> Work on
the input.
L1703[17:42:59] <OrionOnline> I
know
L1704[17:43:23] <gigaherz> Arctic_Wolfy:
then, you may need your own IRecipe
L1705[17:43:45] <Arctic_Wolfy> And how do
I do this?
L1706[17:43:54] <OrionOnline> I have a
lot of code duplicates that got created when porting to 1.8, a lot
of stuff that is in their is one either already their cause i need
for something i have been testing and know i need in the future, or
can get removed
L1707[17:44:01] <gigaherz> depends
L1708[17:44:02] ***
kirby|gone is now known as mrkirby153
L1709[17:44:05] <gigaherz> is it shaped,
or shapeless?
L1710[17:44:16] <OrionOnline> Once i am
ready for release, i am going to take a day and get rit of all the
useless duplicate methods
L1711[17:44:23] <shadekiller666> no
L1712[17:44:28] <shadekiller666> i would
say do that asap
L1713[17:44:31] <gigaherz> this is an
example for how you could make a shapeless recipe:
L1715[17:44:55] <Arctic_Wolfy> I need a
few shaped, but one shapless, which could really be shaped since
it's one input.
L1716[17:44:59] <shadekiller666> if i was
a dev for this mod, i would have nuked all of this on the first day
i saw it :P
L1717[17:45:14] <OrionOnline> Actually
that might not be a bad idea
L1718[17:45:25] <OrionOnline> I have a
bit less time on my hands to implement port new stuff
L1719[17:45:35] <OrionOnline> I could
just clean everything i donnot need up
L1720[17:45:43] <gigaherz> Arctic_Wolfy:
then open ShapedRecipes (vanilla class)
L1721[17:45:46] <gigaherz> and look at
how it's implemented
L1722[17:46:07] <Arctic_Wolfy>
Okay.
L1723[17:46:08] <gigaherz> maybe even
extend ShapedRecipes, but override matches() and
getCraftingResult()
L1724[17:46:25] <Arctic_Wolfy>
Okay.
L1725[17:46:37] <OrionOnline> But not
now, i am going to bed
L1726[17:46:42] <OrionOnline> And have a
good night of sleep
L1727[17:46:45] <OrionOnline> See ya
all
L1728[17:47:22]
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L1732[18:00:47] <tterrag> gigaherz: can
you make sense of this? lol error: passing 'const
std::vector<Box*>' as 'this' argument of 'void
std::vector<_Tp, _Alloc>::push_back(const value_type&)
[with _Tp = Box*; _Alloc = std::allocator<Box*>;
std::vector<_Tp, _Alloc>::value_type = Box*]' discards
qualifiers [-fpermissive]|
L1733[18:01:38] <fry> why are you storing
pointers in a vector?
L1734[18:01:54] <tterrag> because when I
didn't it was destructing them
L1735[18:01:59] <tterrag> which nuked my
GL allocations
L1736[18:02:05]
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L1737[18:02:08] <fry> wat
L1738[18:02:19] <tterrag> wat wat
L1739[18:02:26] <tterrag> man I don't
know what I'm doing >.>
L1740[18:02:35] <tterrag> all I know is
the destructor was getting called
L1741[18:03:08] <fry> why are you using
C++ at all? :P
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L1744[18:03:45] <gigaherz> tterrag: so
far as I can tell, it's compalining that you are trying to
push_back a "const vector"·
L1745[18:03:48] <tterrag> erm...because
the class requires it?
L1746[18:03:55] <fry> lol
L1747[18:04:06] <fry> that's a bad class
then
L1748[18:04:14]
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L1749[18:04:16] <tterrag> -_-
L1750[18:04:20]
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L1751[18:04:25] <gigaherz> in my uni they
taught java as a beginner's langauge
L1752[18:04:28] <gigaherz> and then the
rest was C++
L1753[18:04:28] <tterrag> gigaherz:
and..how do i solve that
L1754[18:04:35] <gigaherz> tterrag: don't
make the class const
L1755[18:04:41] <tterrag>
it's...not?
L1756[18:04:49] <gigaherz> how are you
calling that?
L1757[18:04:51] <fry> const shouldn't be
the issue
L1758[18:05:03] <tterrag> this is
probably really bad, but
L1759[18:05:11] <tterrag>
ge->forEachBox([sc, toRemove](Box* b){if (b->contains(sc))
toRemove.push_back(b);});
L1760[18:05:12] <tterrag> heck if I
know
L1761[18:06:09] <gigaherz> ugh too many
things I never used XD
L1762[18:06:22] <tterrag> yeah
L1763[18:06:25] <tterrag> I should
probably stop this
L1764[18:06:33] <tterrag> but I can't
find a good way to do this
L1765[18:06:39] <gigaherz> so far as I
can tell, this is complaing that toRemove is a const
reference
L1766[18:06:40] <tterrag> I'd like to
figure out why the destructor was being called in the first
place
L1767[18:06:50] <gigaherz> which sortof
makes the toRemove vector immutable
L1768[18:07:03] <fry> ah, yes, makes some
sense
L1769[18:07:21] <gigaherz> but lambdas
are outside what I have used in C++
L1770[18:07:37]
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L1771[18:07:41] <gigaherz> wait
L1772[18:07:45] <tterrag> apparently
changing the capture to &toRemote fixes it
L1773[18:07:46] <gigaherz> the [] are the
closure variables right?
L1774[18:07:47] *
tterrag quits
L1775[18:07:52] <gigaherz> yeah I was
about to say
L1776[18:08:01] <fry> try forEachBox([sc,
&toRemove]
L1777[18:08:14] <gigaherz> I faintly
recall reading something about the captures being const by
default
L1778[18:08:24] <tterrag> fry: yes that
fixes it
L1779[18:08:31] <gigaherz> just like how
java requires "final" ;P
L1780[18:08:41] <tterrag> error: 'void
GraphicsEngine::forEachBox(Func) [with Func =
UI::processMouseMoved(sf::Event::MouseMoveEvent)::<lambda(Box*)>]',
declared using local type
'UI::processMouseMoved(sf::Event::MouseMoveEvent)::<lambda(Box*)>',
is used but never defined [-fpermissive]|
L1781[18:08:43] <tterrag> now I get that
-_-
L1783[18:10:32] <fry> do you have
multiple files?
L1784[18:10:39] <tterrag> header and
.cpp
L1785[18:10:40] <tterrag> yes
L1786[18:10:43] <fry> where did you
define the template?
L1787[18:10:47] <tterrag> in the
header
L1788[18:10:50] <tterrag> and the
cpp
L1789[18:10:57] <fry> ...what
L1790[18:11:00] <fry> in both?
L1791[18:11:06] <tterrag> is there a
better way?
L1792[18:11:15] <fry> what are you even
doing
L1793[18:11:22] <gigaherz> declare the
whole body in the header is the "better way" ;P
L1794[18:11:24] <tterrag> read the SO
post
L1795[18:11:26] <tterrag> that
L1796[18:11:27] <fry> you don't define
same things twice
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L1798[18:12:11] <fry> let me clarify: do
you just have 2 prototypes, or 2 full implementations?
L1799[18:12:13] <gigaherz> tterrag:
there's multiple answers
L1800[18:12:16] <gigaherz> which one did
you use?
L1801[18:12:25] <tterrag> fry: 1
declaration, 1 implementation
L1802[18:12:36] <fry> phew
L1803[18:12:50] <fry> and the
implementation is in the cpp?
L1804[18:13:12] <gigaherz> keep in mind
what I told you about separate declaration and implementation when
dealing with templates
L1805[18:13:37] <fry> yes, templates go
in the header
L1806[18:13:47] <fry> actual
implementations
L1807[18:14:09] <gigaherz> they can be
separate, but thenm you need explicit specializations
L1808[18:14:30] <gigaherz> the compiler
will happily assume all the specializations it needs exist, and it
will be up to the linker to discover that's not the case
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L1810[18:15:40] <tterrag> yeah
L1811[18:15:41] <gigaherz> there was an
attempt at making compilers able to specialize tempaltes defined
externally, but it never caught on, becuase it required
unreasonable complexity on the compilers
L1812[18:15:43] <tterrag> I just put the
impl in the header
L1813[18:15:49] <tterrag> ._.
L1814[18:16:03] <tterrag> it's literally
for(Box *b : boxes) f(b)
L1815[18:16:07] <gigaherz> but don't
despair, C++ modules are coming
L1816[18:16:18] <gigaherz> (in the same
sense that Java valuetypes are coming)
L1817[18:16:43]
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L1818[18:16:48] <fry> hey, C++ got
lambdas before java did :P
L1819[18:16:50] <shadekiller666>
Coming(TM)
L1820[18:17:08] <gigaherz> Microsoft has
an experimental (draft) implementation in VS2015
L1822[18:17:25] <gigaherz> it's actually
quite nice for C++ standards
L1823[18:17:44] <gigaherz> which makes me
worry the C++ community will reject it for making too much
sense
L1824[18:18:13] <shadekiller666> how much
of it is going to be bloated because they have to work around other
language features?
L1825[18:18:41] <gigaherz> none, so far
as I can tell
L1826[18:18:43] <gigaherz> what the
feature does
L1827[18:18:57] <gigaherz> is declare
certain implemented functions/classes/methods as module
exports
L1828[18:19:07] <gigaherz> which then get
compiled into "module information files" (metadata)
L1829[18:19:19] <gigaherz> which can be
used to import modules from other files
L1830[18:19:33] <gigaherz> it doesn't
change the lagnuage semantics much, at all
L1831[18:19:36] <shadekiller666> and a
"module" in this case is what?
L1832[18:19:41] <gigaherz> it just
replaces explicit prototypes in includefiles
L1833[18:19:52] <gigaherz> a module is
something you can "import" java-style
L1834[18:20:20] <gigaherz> anything
exported from a module is a symbol that gets imported
L1835[18:20:24] <gigaherz> when you
import said module
L1836[18:20:33] <shadekiller666> uhhh
ok
L1837[18:20:38] <shadekiller666> and this
is different from include?
L1838[18:20:42] <gigaherz> yes
L1839[18:20:48] <gigaherz> you may not
realize it
L1840[18:21:01] <gigaherz> but #include
statements actually "paste" the text into the parser
stream
L1841[18:21:06] <gigaherz> every time you
#include a header file
L1842[18:21:23] <gigaherz> the
preprocessor switches the input stream to the included file
L1843[18:21:24] <shadekiller666> ya, the
file gets fucking massive the more #include lines there are
L1844[18:21:27] <gigaherz> reads the
whole thing
L1845[18:21:29] <gigaherz> and then when
it's over
L1846[18:21:33] <gigaherz> returns to the
previous file
L1847[18:21:40] <gigaherz> with
modules
L1848[18:21:42] <gigaherz> this all goes
away
L1849[18:21:43] ***
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L1850[18:22:00] <gigaherz> the modules
get imported straight intot he compiler's "symbol
map"
L1851[18:22:06] <gigaherz> and type
map
L1852[18:22:11] <shadekiller666> ok
L1853[18:22:14] <gigaherz> no parsing
needed
L1854[18:22:24] <gigaherz> compile times
reduced by up to 90% and so on
L1855[18:22:34] <shadekiller666>
hahaha
L1856[18:22:40] <shadekiller666> they've
been saying that forever
L1857[18:22:52] <gigaherz> (random
number, I don't remember if they gave a number for it ;P)
L1858[18:23:57] <gigaherz> yes xcept this
is actually done, and works
L1859[18:23:57] <gigaherz> XD
L1860[18:24:06] <gigaherz> VS2015 update
1 has this experimental feature implemented
L1861[18:24:18] <shadekiller666> ok
L1862[18:24:43] <shadekiller666> but c++
is notorious for stupid compilers and incredibly long compile
times
L1863[18:24:54] <gigaherz> and don't
think it's a microsoft-only extension
L1865[18:25:11] <gigaherz> the IPR
mechanism is designed in part by the creator of C++ ;P
L1866[18:25:38] <acidjazz> you cant blame
c++
L1867[18:25:42] <acidjazz> thats way too
broad
L1868[18:25:49] <acidjazz> c++ is a major
reason we're here today
L1869[18:25:54] <tterrag> I feel
bad
L1870[18:25:58] <tterrag> I've turned c++
into java
L1871[18:25:59] <tterrag>
ge->forEachBox([this, sc](Box* b) {if (b->contains(sc))
capturedBoxes.push_back({b, b->getCenter()});});
L1872[18:26:13] <tterrag> the sad part is
it works
L1873[18:26:14] <acidjazz> the oracle JVM
is all C++
L1875[18:26:41] <gigaherz> tterrag: isn't
there some std::foreach? ;P
L1876[18:26:50] <shadekiller666>
acidjazz, yes, c++ is a major reason for almost every program
today, but that doesn't mean we can't criticize it for its shitty
layout
L1877[18:26:56] <tterrag> gigaherz:
*shrug* no idea
L1878[18:27:02] <shadekiller666> and
bloated, confusing syntax
L1879[18:27:03] <tterrag> I just wanted
to avoid passing around my vector instance
L1880[18:27:05] <gigaherz> wait
nevermind
L1881[18:27:08] <tterrag> as it was
getting copied and I don't understand it :P
L1882[18:27:12] <gigaherz> std::for_each
wascreated *before* the for_each feture
L1883[18:27:16] <gigaherz> of the for
loop
L1885[18:27:22] <gigaherz> it works
directly with iterators
L1886[18:27:33] <tterrag> c++ iterators
are weird
L1887[18:27:36] <tterrag> they are
basically just **
L1889[18:27:46] <tterrag> ^ my crazy code
actually functioning
L1890[18:28:06] <gigaherz> heh
L1891[18:28:38] <gigaherz> also
L1893[18:28:40] <Kolatra> tterrag,
fancy
L1894[18:28:41] <gigaherz> someone beat
you to it
L1895[18:28:42] <gigaherz> XD
L1896[18:28:51] <gigaherz> lazy
evaluation and functional-style programming for C++
L1897[18:29:24] <gigaherz> best and worst
thing of C++: crazy operator overloading
L1898[18:29:25] <tterrag> no libs
otherwise I'd be tempted :D
L1899[18:29:26] <gigaherz> XD
L1900[18:29:29] <tterrag> vanilla C++11
here
L1901[18:29:55] <gigaherz> even if it's
just headers? :(
L1902[18:29:57] <gigaherz> XD
L1903[18:30:17]
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L1904[18:30:18] <tterrag> yeah because we
turn in homeworks as source projects
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L1906[18:30:48] <shadekiller666> i do
prefer c# over java
L1907[18:31:00] <shadekiller666> but c++
is terrible
L1908[18:42:11] <Lymia> Eh.
L1909[18:42:29] <Lymia> With Java 8, I
don't really prefer C# over Java that much anymore.
L1910[18:43:04] <gigaherz> I do
L1911[18:43:06] <gigaherz> main reason:
var
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L1913[18:43:29] <Lymia> <tterrag>
I've turned c++ into java
L1914[18:43:30] <Lymia> <tterrag>
ge->forEachBox([this, sc](Box* b) {if (b->contains(sc))
capturedBoxes.push_back({b, b->getCenter()});});
L1915[18:43:36] <Lymia> That is
definitely not Java.
L1916[18:43:38] <gigaherz> (same as auto
in C++)
L1917[18:43:43] <gigaherz> Lymia: that's
C++
L1918[18:43:43] <gigaherz> XD
L1919[18:43:48] <Lymia> As in.
L1920[18:43:55] <Lymia> Nobody writes
Java like that. I don't think.
L1921[18:43:57] <gigaherz> but C++ using
steam-like foreach, and lambdas
L1922[18:44:12] <Lymia> It's more of a
Ruby or Scala style, I think.
L1923[18:44:48] <gigaherz> ge.forEach(b
-> {if (b.contains(sc)) capturedBoxes.add(Pair.of(b,
b->getCenter())); });
L1924[18:44:51] <gigaherz> more Java-like
now? ;P
L1925[18:45:20] <Lymia> Do Java
programmers write code like that now?
L1926[18:45:24] <gigaherz> yes.
L1927[18:45:30] <gigaherz> java8 ;p
L1928[18:45:54] <shadekiller666> forge
devs don't (yet)
L1929[18:45:57] <shadekiller666> :(
L1930[18:45:59] <shadekiller666>
lol
L1931[18:46:02] <Lymia> In Scala, I'd
probably write "val capturedBoxes =
ge.filter(_.contains(sc)).map(b => (b, b.getCenter))"
L1932[18:46:17] <gigaherz> in C# I'd have
something like
L1933[18:46:50] <Lymia> Or "for (b
<- ge if b.contains(sc)) capturedBoxes += (b,
b.getCenter)"
L1934[18:47:09] <gigaherz>
capturedBoxes.addRange(ge.where(b =>
b.contains(sc)).select(Tuple.Create(b, b.getCenter())));
L1935[18:47:19] <gigaherz> oops
L1936[18:47:24] <gigaherz>
capturedBoxes.addRange(ge.where(b => b.contains(sc)).select(b
=> Tuple.Create(b, b.getCenter())));
L1937[18:47:35] <Lymia> I guess it
depends on if capturedBoxes is mutable state, or not.
L1938[18:47:41] <Lymia> (Is this making a
new list or modifying an existing one)
L1939[18:48:06] <gigaherz> well
L1940[18:48:08] <gigaherz> if you make a
new list
L1941[18:48:09] <gigaherz> then
L1942[18:48:21] <gigaherz> var
capturedBoxes = ge.where(b => b.contains(sc)).select(b =>
Tuple.Create(b, b.getCenter()).ToList();
L1943[18:48:34] <Lymia> No for
notation?
L1944[18:48:38] <gigaherz> var
capturedBoxes = ge.Where(b => b.Contains(sc)).Select(b =>
Tuple.Create(b, b.getCenter()).ToList();
L1945[18:48:47] <gigaherz> sortof
L1946[18:48:48] <Lymia> "val
capturedBoxes = for(b <- ge if b.contains(sc)) yield (b,
b.getCenter)"
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L1948[18:49:12] <gigaherz> but I can't
remember linq syntax right now
L1949[18:49:13] <gigaherz> ;P
L1950[18:49:16] <Lymia> It's a lot
cleaner in the case where you iterate twice.
L1951[18:49:22] <gigaherz> sec let me
start VS and remind myself
L1952[18:50:54] <fry> linq syntax should
be very comparable to the for notation
L1953[18:51:01] <fry> from what I've
heard :P
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L1955[18:51:51] <Lymia> Isn't for
notation basically identical to Haskell's do notation?
L1956[18:51:54] <Lymia> Is LINQ
too?
L1957[18:51:58] <gigaherz> var result =
from b in ge where b.Contains(sc) select Tuple.Create(b,
b.Count);
L1958[18:52:10] <gigaherz> that's
linw
L1959[18:52:12] <gigaherz> linq*
L1960[18:52:21] <fry> yup, for in scala
is pretty much do in haskell
L1961[18:52:21] <gigaherz> it's lazy
enumerated
L1962[18:52:29] <gigaherz> so
"result" is just an object waiting to be executed
L1963[18:52:50] <gigaherz> var result =
(from b in ge where b.Contains(sc) select Tuple.Create(b,
b.Count)).ToList();
L1964[18:53:04] <gigaherz> or I could use
anonymous structs
L1965[18:53:35] <gigaherz> var result =
(from b in ge where b.Contains(sc) select new { B= b, C=
b.Count}).ToList();
L1966[18:53:39] <gigaherz> eh anonymous
classes*
L1967[18:54:00] <gigaherz> tis
wouldcreate an anonymous class with properties B and C
L1968[18:54:34] <gigaherz> you can work
wit hit, enumerate it in a for loop and such, pass itto function
taking generics
L1969[18:54:47] <gigaherz> but it
woulderror anywhere you require an actual type name
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L1971[18:54:50] <gigaherz>
(obviously)
L1972[18:55:08] <tterrag> Lymia: well I
only really know java, so if I wrote it, it's probably at least
similar to java :P
L1973[18:55:25] <tterrag> one of these
days forcing C++ to work like java will bite me, but it hasn't
happened yet :D
L1974[18:56:24] <gigaherz> thing I miss
the most from IDEA: type information tooltips
L1975[18:56:34] <Lymia> Manual memory
management is nasty.
L1976[18:56:36] <gigaherz> I miss the
most when using idea*
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L1978[18:56:51] <Lymia> That will
probably be the root cause of any screw-ups.
L1979[18:56:53] <tterrag> IDEA doesn't
have debug tooltips? O.o
L1980[18:57:07] <Me4502> Well that's a
name I haven't seen in years. Hey Lymia
L1981[18:57:13] <Lymia> Hi~
L1983[18:57:32] <tterrag> oh
L1984[18:57:34] <gigaherz> I can't just
hover a name, and get information about the
type/args/javadocs
L1985[18:57:49] <Lymia> It'd be even more
useful in Scala code.
L1986[18:57:51] <gigaherz> the closest
thing it has, is clunky and annoys me more than it helps
L1987[18:58:06] <Lymia> Because you have
all sorts of weird types flying around in the middle of
expressions.
L1989[18:58:51] <gigaherz> and this
L1990[18:58:52] <tterrag> ah yeah
L1991[18:59:01] <tterrag> definitely
missing that with C++ stuff
L1992[18:59:01] <gigaherz> the tooltip
docs :3
L1993[18:59:07] <tterrag> there's
tooltips in codeblocks, but they aren't that useful
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L1996[18:59:42] <tterrag> real
useful
L1997[18:59:45] <tterrag> I get *why*
that's the tooltip
L1998[18:59:47] <tterrag> well,
kinda
L1999[18:59:50] <tterrag> but still
annoying :P
L2000[18:59:52] <Lymia> That's
L2001[18:59:55] <Lymia> actually
useful
L2002[19:00:11] <Lymia> It's the most
useful information you can give about a macro.
L2003[19:00:21] <Lymia> Since they're
untyped
L2004[19:01:00] <tterrag> it's sad that
std::vector has no remove-by-instance method
L2005[19:01:08] <tterrag> is there any
good reason for that?
L2006[19:01:16] <Lymia> I wish I had that
in scala.
L2007[19:01:22] <Lymia> Where I could
highlight an expression and get its type
L2008[19:01:28] <Lymia> Would help me
debug type errors a lot.
L2009[19:01:28] <tterrag> er
L2010[19:01:29] <tterrag> you
don't?
L2011[19:01:32] <tterrag> eclipse
definitely does that
L2012[19:01:49] <Lymia> I don't think
so.
L2013[19:01:55] <tterrag> hmph
L2014[19:01:59] <tterrag> I stick with
java anyways
L2015[19:02:00] <Lymia> It might be
unobvious how to trigger it
L2016[19:02:02] <Lymia> I use IntelliJ,
so.
L2017[19:02:43] <fry> you can save
expression in a val
L2018[19:02:54] <fry> and make idea infer
the type
L2020[19:03:02] <Lymia> not so
useful
L2022[19:04:37] <fry> alt + =
L2024[19:05:57] <gigaherz> alt+= wouldn't
be a thing for me, = is not a direct key in the kb, it's
shift+0
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L2026[19:10:35] <Lymia> Alt + =
L2027[19:10:39] <Lymia> What an obvious
key combination
L2028[19:11:37] <fry> I wouldn't call it
obvious
L2029[19:11:57] <fry> I wouldn't call any
shortcuts obvious though :P
L2030[19:13:02] <gigaherz> Ctrl-C for
copy makes sense
L2031[19:13:07] <gigaherz> but then
Ctrl-V and Ctrl-X do not
L2032[19:13:08] <gigaherz> XD
L2033[19:13:19] <gigaherz> Ctrl-Vaste,
Ctrl-Xut
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L2035[19:15:01] <Lymia> Alt+= has two
problems.
L2036[19:15:03] <Lymia> it involves
Alt
L2037[19:15:05] <Lymia> And it involves
two hands
L2038[19:15:12] <Lymia> When it requires
you freaking highlight text to use.
L2039[19:15:43] <fry> majority of people
don't use right alt for special purposes :P
L2040[19:15:55] <fry> and they use mouse
for highlighting :P
L2041[19:15:55] <gigaherz> right alt is
altgr
L2042[19:16:05] <gigaherz> doesn't work
like alt for me
L2043[19:16:16] <Lymia> most people are
also right handed
L2044[19:16:57] <gigaherz> I'm left
handed ;P
L2045[19:17:26] <Lymia> Ctrl-C/X/V must
suck for you then
L2046[19:18:10] <gigaherz> no, I do them
with the left hand
L2047[19:18:13] <gigaherz> two
fingers
L2048[19:18:24] <gigaherz> it's actually
quite practical for me
L2049[19:18:31] <williewillus> people do
those shortcuts with their right hand?
L2050[19:18:32] <williewillus> 0.o
L2051[19:18:33] <gigaherz> little finger
+ index finger
L2052[19:19:06] <williewillus> i'm right
handed and I use left ctrl and left alt for everything
L2053[19:19:12] <Lymia> I generally use
mouse (or graphics tablet) + shortcuts around the left alt+ctrl for
programs like GIMP
L2054[19:21:46] <acidjazz> i mainly use
my penis
L2055[19:22:21] <Lymia> I didn't know we
had 12 year olds here.
L2056[19:22:35] <fry> oh, most of people
here are 12 year olds :P
L2057[19:22:54] *
gigaherz is 32 ;P
L2058[19:23:29] <gigaherz> but I'm still
12 in my heart :D
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L2063[19:29:43] <williewillus> 18 is
close enough to 12 right
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L2067[19:34:46] <masa> 31 but not
accomplished anything since being 18... or something... and also
not really fit for this society
L2068[19:35:02] <masa> all I want to do
is sit home and play and mod minecraft
L2069[19:35:16] <masa> that doesn't
really pay the bills though..
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L2074[19:58:30] <Arctic_Wolfy> Is there
any way to cancel a crafting event? Or see the crafting player in
the recipe?
L2075[19:59:26]
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L2077[20:08:08] <williewillus>
ItemCraftedEvent - isn't cancelable but you get the player
L2078[20:09:38] <Rogue_> any reason
Gui#drawRect requires negative params for the y values
L2079[20:09:56] <tterrag> it
doesn't
L2080[20:10:00] <Arctic_Wolfy> Hmm... And
I think I've tried to reverse it once. I think that was a
pain.
L2081[20:10:15] <Rogue_> anything
positive is well below the drawn area
L2082[20:10:35] <tterrag> you've probably
got some prior transformation affecting your drawing
L2083[20:10:39] <tterrag> drawRect just
draws what you give it
L2084[20:10:46] <Rogue_> except it
doesn't
L2085[20:10:50] <Rogue_> it isn't prior,
sec
L2086[20:13:56] <Rogue_> code is
literally `Gui.drawRect(left, top, right, bottom, 2130706432);`
where `bottom` is hardset right before being passed in for
debug
L2087[20:14:08] <Rogue_> waiting for
render so I can show you
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L2091[20:15:35] <Rogue_> it is
-absolutely- negative
L2092[20:15:44] <Rogue_> and anything
positive renders below the screen
L2093[20:15:46] <williewillus> lol
L2094[20:15:49]
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L2095[20:16:25]
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L2096[20:16:31] <Rogue_> my thought has
been that I have some weird context from GlStateManager
L2097[20:16:51] <Rogue_> but everyone
here just rejects it and says it's not possible so I'm posting yet
again to hope and find an answer
L2098[20:16:53] <tterrag> Rogue_: when
are you drawing this?
L2099[20:17:01] <Rogue_> during the chat
drawing phase
L2100[20:17:08] <tterrag> *sigh*
L2101[20:17:08] <tterrag> sec
L2102[20:17:09] <Rogue_>
GuiNewChat#drawChat
L2103[20:17:13] <Rogue_> so it is a
context?
L2104[20:17:32] <tterrag>
GlStateManager.translate((float)event.posX, (float)event.posY,
0.0F);
L2105[20:17:38] <tterrag> see
GuiIngameForge#renderChat
L2106[20:17:41] <Rogue_> alright, so need
to reverse that
L2107[20:17:44] <Rogue_> yeah
L2108[20:17:48] <tterrag> or just render
with it
L2109[20:17:56] <Rogue_> I've been
looking all over for a translate but didn't find anything accurate
enough
L2110[20:18:07] <tterrag> you have no
reference back to those translation params
L2111[20:18:12] <tterrag> it's best to
just use the context as given
L2112[20:18:16]
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L2113[20:18:28] <Rogue_> problem is then
associating a mouse click
L2114[20:18:32] <Rogue_> from a diff
context
L2115[20:18:36] <Rogue_> unless I reapply
the translates
L2116[20:18:57] <tterrag> why not use
RenderGameOverlayEvent.Chat ?
L2117[20:19:02] <tterrag> that is
pre-translate
L2118[20:19:43] <Rogue_> well there's
numerous ways to do it once I get the translation params, they
shouldn't change throughout the duration of the drawing
L2119[20:19:51] <Rogue_> unless `event`
is something I'm not expecting
L2120[20:19:57] <Rogue_> haven't gotten
to the method yet, intellij is being slow
L2121[20:20:33] <tterrag> use the
event
L2122[20:20:44] <tterrag> don't try to
replcae the chat GUI or whatever
L2123[20:20:58] <Rogue_> I already did
replace it completely
L2124[20:21:09] <Rogue_> the only thing
was associating the mouse events
L2125[20:21:16] <tterrag> why
L2126[20:21:18] <Rogue_> rest of it
works
L2127[20:21:20] <tterrag> ...why replace
it
L2128[20:21:32] <Rogue_> 'cause it was
easier
L2129[20:21:33] <tterrag> this is *why*
the event exists
L2130[20:21:34] <Rogue_> and it's a chat
mod
L2131[20:21:35] <tterrag> -_-
L2132[20:21:48] <tterrag> good luck with
compatibility
L2133[20:22:05] <Rogue_> on a diff
note
L2134[20:22:12] <Rogue_> anywhere I can
see forge's src for these things
L2135[20:22:24] <tterrag> in your
IDE?
L2137[20:22:57] <Arctic_Wolfy> Is there a
way to prevent an ItemEntity from taking damage from
lighting?
L2138[20:23:11] <tterrag> Arctic_Wolfy:
isn't that just burn damage?
L2139[20:23:36] <Rogue_> it's different
for me than you described
L2141[20:23:49] <tterrag> Rogue_: I'm
looking at 1.8 code, potentially an old version of forge
L2142[20:23:55] <tterrag> that's not
important though
L2143[20:23:57] <Rogue_> unless I'm in
the wrong package
L2144[20:24:08] <Rogue_> nmc/gui
L2145[20:24:21] <Rogue_> no
GuiIngameForge, just GuiIngame
L2146[20:24:34] <tterrag> then your setup
is broken
L2147[20:24:36] <Arctic_Wolfy> I set fire
immunity to 30 secs when I spawned a bolt.
L2148[20:24:40] <tterrag> GuiIngameForge
must be there
L2149[20:24:47] <Rogue_> it's not
L2150[20:25:03] <tterrag> it is. or the
game would not work.
L2151[20:25:13] <tterrag> just because
you can't see it doesn't mean it's not there. how did you set up
your workspace?
L2152[20:25:27] <Rogue_> well I did two,
I'm in the gradle one at the moment
L2153[20:25:31] <Rogue_> it's not in the
gradle workspace
L2154[20:25:49] <tterrag> that's not a
full answer
L2155[20:26:29] <Rogue_> ?
L2156[20:26:34] <Rogue_> I used
forgegradle
L2158[20:26:52] <Rogue_> everything does
run, and it loads the mods as expected
L2159[20:27:02] <tterrag> it's
net.minecraftforge.client
L2160[20:27:13] <Rogue_> okay so -not-
nmc then
L2161[20:27:15] <tterrag> there must be a
function to open a class
L2162[20:27:16] <Rogue_> sec
L2163[20:27:20] <Rogue_> yeah
L2164[20:27:21] <tterrag> eclipse has
ctrl+shift+T
L2165[20:27:41] <Rogue_> intellij has it
too, I'm there now
L2166[20:27:43] <Rogue_> just digging
around
L2167[20:28:01] <Rogue_> I don't replace
the GuiIngame at all but I do replace the GuiNewChat
L2168[20:28:37] <Rogue_> thanks for the
tip on GuiIngameForge#renderChat
L2169[20:29:09]
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L2171[20:35:35] <williewillus> lol anyone
good at opengl immediate mode
L2172[20:35:45] <williewillus> finally
got back to trying to make the floating flowers spin right
L2173[20:36:34] <gigaherz> dependso n
what you need to do
L2174[20:37:27] <gigaherz>
glRotate(ticksExisted * rotateSpeed, 0, 1, 0); ?
L2175[20:37:32] <tterrag> err
L2176[20:37:38] <tterrag> + (rotateSpeed
* partialTicks)
L2177[20:37:38] <tterrag> :P
L2178[20:37:45] <gigaherz> oops
L2179[20:37:48] <williewillus> currently:
orbits around block corner and with a way too big orbit
radius
L2180[20:37:53] <gigaherz>
glRotate((ticksExisted + partialTicks) * rotateSpeed, 0, 1, 0);
?
L2181[20:37:59] <williewillus> need it to
spin in place in the blokc center
L2182[20:38:01] <gigaherz> ah
L2183[20:38:02] <gigaherz> then
L2184[20:38:06] <tterrag> render ->
translate to center -> rotate
L2185[20:38:14] <gigaherz>
glTranslate(-0.5,0,-0.5)
L2186[20:38:17] <gigaherz>
glRotate((ticksExisted + partialTicks) * rotateSpeed, 0, 1, 0);
?
L2187[20:38:22] <gigaherz>
glTranslate(0.5,0,0.5)
L2188[20:38:25]
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L2189[20:38:28] <gigaherz> ... or the
other way around
L2190[20:38:54] <williewillus> radius
gets screwed
L2191[20:39:06] <gigaherz> wat?
L2192[20:39:16] <tterrag> it shouldn't
affect the radius at all
L2193[20:39:19] <gigaherz> did you try
with the signs swapped around?
L2194[20:39:26] <gigaherz> (negative
last)?
L2195[20:40:24] <williewillus> currently:
orbits the block center, but I want it to spin there in place not
orbit
L2197[20:40:57] <tterrag> yes, what
gigaherz said will fix that
L2198[20:41:17] <williewillus> yeah thats
fine it's centered right now
L2199[20:41:23] <williewillus> but it's
rotating with an enormous radius
L2200[20:41:27] <williewillus>
*spinning
L2201[20:41:33] <tterrag> ok...
L2202[20:41:51] <tterrag> you should do
the orbit rotation BEFORE the spin rotation
L2203[20:41:59] <tterrag> otherwise
you're working on the rotated matrix
L2204[20:42:01]
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L2205[20:42:03] <tterrag> which will ruin
it
L2206[20:42:18] <williewillus> wat
L2207[20:42:24] <williewillus> i don't
want it to orbit the blockspace
L2208[20:42:28] <williewillus> i want it
spin inside the blockspace
L2209[20:42:35] <tterrag> ...
L2210[20:42:39] <tterrag> then why do you
have two rotations
L2211[20:43:00] <williewillus> one tilts
the island
L2212[20:43:03] <williewillus> it's a
subtle effect
L2213[20:43:14] <tterrag> ok
L2214[20:43:20]
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L2215[20:43:48] <tterrag> try inverting
your translations
L2216[20:43:51] <tterrag> -0.5 then
0.5
L2217[20:43:55] <williewillus> already
tried that
L2218[20:44:00] <tterrag> and what's the
difference
L2219[20:44:00] <gigaherz> i have no idea
what you mean with radius
L2220[20:44:36] <tterrag> what do you
want -> what is happening -> what have you tried
L2221[20:44:37] <tterrag> pls
L2222[20:45:12] <gigaherz> a video
capture would help ;P
L2223[20:45:17] <tterrag> yes
L2224[20:45:18] <gigaherz> or some gif
;P
L2225[20:45:39] <williewillus> i want:
how it is in botania 1.7. the flower spins around inside its
blockspace, bobs up and down, and the island tilts back and forth
for a subtle effect. What is happening with the current github
code: the entire island orbits around the blockspace. tilt and bob
is fine
L2226[20:46:05] <gigaherz> is the model
itself centered on 0,0,0?
L2227[20:46:12] <williewillus> rendering
bakedmodels is not centered
L2228[20:46:15] <williewillus> it's the
corner
L2229[20:46:32] <tterrag> right
L2230[20:46:37] <gigaherz> so if you
don't do any transform, it's within the block space?
L2231[20:47:00] <gigaherz> that's what
i'm asking
L2232[20:47:12] <gigaherz> if the MODEL
is (0,0,0)-(1,1,1) or centered around 0
L2233[20:47:16] <gigaherz> not the block
space
L2234[20:47:33] <williewillus> no; if I
take everything out except for the initial translate(x, y, z) the
model appears one block north of the actual blockspace.
L2235[20:47:36] <williewillus> and yes
the model is well formed
L2236[20:47:39] <williewillus> it's just
a json
L2237[20:47:43] <gigaherz> aha
L2238[20:47:47] <gigaherz> then you have
to correct that FIRST
L2239[20:47:49] <gigaherz> before
anything else
L2240[20:48:14] <gigaherz> start with
translate(0,0,-1)
L2241[20:48:24] <gigaherz> (or 0,0,1,
whichever the case)
L2242[20:48:53] <tterrag> ^^
L2243[20:52:06]
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L2244[20:52:19] <williewillus> doesn't
work (still "orbits" instead of spinning, and now appears
to be at the wrong blockspace). I think it's because the rotations
are centered on the bakedmodels corner but nothing I do to try to
correct that works
L2245[20:52:28] <williewillus> tried
flipping the translations again but nothing
L2246[20:52:55] <williewillus> *appears
to be centered on the wrong blockspace
L2247[20:53:09] <tterrag> remove
everything
L2248[20:53:11] <tterrag> render a static
model
L2249[20:53:17] <tterrag> THEN, get it
centered on the block you want
L2250[20:53:21] <tterrag> THEN, try to
get it spinning
L2251[20:53:23] <tterrag> then do the
rest
L2252[20:53:56] <gigaherz> williewillus:
can you edit the original model so it's centered around 0?
L2253[20:54:00] <gigaherz> it will make
everything 1000x easier
L2254[20:54:01] <gigaherz> XD
L2255[20:54:07] <tterrag> heh, yeah
L2256[20:54:39] <gigaherz> for static
obj/b3d, you make them (0,0,0)..(0,0,-1) in blender
L2257[20:54:46] <gigaherz> fordynamic,
it's best to center around 0
L2258[20:54:52] <gigaherz> then transform
manually in the TESR ;P
L2259[20:54:56] <williewillus> this is
json + an item model mashed together
L2260[20:55:04] <gigaherz> ah json
file?
L2261[20:55:10] <gigaherz> json
model*
L2262[20:55:22] <williewillus> yes
combined in-code with an item model
L2263[20:55:24] <Rogue_> so it turns out
I've just been looking at the wrong GuiIngame class, thanks for
assisting in fixing a 3 day bug tterrag lololol
L2264[20:55:31] <tterrag> np
L2265[20:55:38] <tterrag> williewillus:
so do what I said then :P
L2266[20:55:43] <Rogue_> jfc I was near
hair-pulling levels there
L2267[20:55:59] <williewillus> yeah. this
is such a pita -.-
L2268[20:56:01] <gigaherz> williewillus:
well, start by getting it centered around the corner
L2269[20:56:17] <gigaherz> once you have
the initial transform that gets it centered around the corner
L2270[20:56:22] <gigaherz> add the
spinning rotation
L2271[20:56:35] <gigaherz> (after the
translation)
L2272[20:56:37] <williewillus> uh
corner?
L2273[20:56:40] <gigaherz> yes
L2274[20:56:42] <gigaherz> bear with
me
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L2276[20:57:00] <gigaherz> start by
translating so it's centered around a corner
L2277[20:57:04] <williewillus> any
corner?
L2278[20:57:10] <gigaherz> the one that's
smallest
L2279[20:57:15] <gigaherz> the one that
would be 0,0,0 of the block
L2280[20:57:18]
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L2281[20:57:23] <tterrag> god botania is
huge
L2282[20:57:28] <tterrag> 12%
cloning...
L2283[20:57:33] <tterrag> ok now it's
speeding up
L2284[20:57:47] <gigaherz> if you got the
right corner
L2285[20:57:52] <williewillus> okay
L2286[20:57:55] <gigaherz> doing a
rotation around the Y axis will spin correctly
L2287[20:58:15] <williewillus> it
doesn't
L2288[20:58:34] <gigaherz>
(-0.5,0,-1.5)?
L2289[20:58:43]
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L2290[20:58:45] <gigaherz> you said it
appears one block north?
L2291[20:59:07] <tterrag> williewillus:
your gradle setup is broken for cloners
L2292[20:59:09] <tterrag> -_-
L2293[20:59:20]
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L2294[20:59:24] <williewillus> this is
translate(x, y, z) + translate( -0.5, 0, 0.5) + the old
rotate
L2295[20:59:29] <williewillus> tterrag:
what part of it?
L2296[20:59:37] <tterrag>
private.properties
L2297[20:59:42] <williewillus> vaz made
it that way
L2298[20:59:46] <tterrag> if it doesn't
exist you should copy the example to it
L2299[20:59:50] <tterrag> NEVER ship a
broken workspace...
L2300[21:00:02] <williewillus>
?shrug
L2301[21:00:08] <tterrag> I should be
able to clone and run tasks
L2302[21:00:10] <tterrag> period
L2303[21:00:37] <williewillus> gigaherz:
translate(x, y, z) + translate(-0.5, 0, 0.5) brings it to northwest
corner, doing rotate around y axis does not spin in place
L2304[21:00:55] <gigaherz> then it's not
the right corner XD
L2305[21:01:14] <williewillus> it is on
the northwest corner I'm looking at it right now
L2306[21:01:15] <williewillus> :P
L2307[21:01:35] <gigaherz> can you try
with like
L2308[21:01:41] <williewillus> all the
corners
L2309[21:01:41] <gigaherz> +
translate(-0.5, 0, -0.5)
L2310[21:01:42] <gigaherz> or
L2311[21:01:47] <gigaherz> +
translate(-0.5, 0, -1.5)
L2312[21:01:52] <gigaherz> or other such
variations?
L2313[21:01:53] <gigaherz> XD
L2314[21:02:33] <gigaherz> there should
be one combination of values that makes it spin around itself
around the corner, instead of looping around another corner
L2315[21:02:48] <gigaherz> wherever it
spins around, that's where the "center" is now
L2316[21:03:21]
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L2317[21:03:23] <williewillus> none of
the corners work lol
L2318[21:04:28] *
gigaherz sighs
L2319[21:04:33] <gigaherz> I could jsut
be dense right now
L2320[21:04:41] <gigaherz> maybe you are
supposed to rotate before doing that translate
L2321[21:04:44] <gigaherz> I'm startingto
doubt myself
L2322[21:04:48] <gigaherz> that's not
good XD
L2323[21:05:04] <williewillus> well none
of them spin in place at least, they orbita point thats not the
corner
L2324[21:05:18] <gigaherz> and if you do
the rotation BEFORe the translatE(0.5)?
L2325[21:05:25] <gigaherz> BEFORE*
translate*
L2326[21:06:12] <williewillus> okay that
works
L2327[21:06:43] <tterrag> williewillus:
*sigh* you don't download baubles either
L2328[21:07:14] <williewillus> you're
talking like I wrote the buildscript lol
L2329[21:07:21] <williewillus> i didn't
bother to touch it when I started
L2330[21:07:22] <williewillus> and just
haven't
L2331[21:07:48] <gigaherz> williewillus:
okay now if you add another translate before, that's translate(0.5,
<bobing>, 0.5)
L2332[21:08:07] <gigaherz> it should keep
the spinning, but apply it around the center of the block?
L2333[21:08:29] <gigaherz> (before the
rotation)
L2334[21:09:04] <williewillus> it's
bobbing and spinning in place at the nw corner right now
L2335[21:09:34] <gigaherz> then translate
again, by 0.5, to center it on the block
L2336[21:09:40] <gigaherz> do this
translation before the spinning rotation
L2337[21:09:48]
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L2338[21:10:10] <gudenau> Hello!
L2339[21:10:12] <gudenau> Ok, why can I
not resize MC in a forge dev enviroment?
L2340[21:10:17] <williewillus> yup that
did it
L2341[21:10:19] <williewillus> thanks so
much lol
L2342[21:10:26] <gigaherz> gudenau: yes
you can?
L2343[21:10:28] <gigaherz> what do you
mean?
L2344[21:10:34] <gudenau> And, I can not
seem to rotate my model; give me a sec to grab the code and toss it
in a pastebin.
L2345[21:10:42] <williewillus> so
correcting the north offset after rotating was the solution
L2346[21:10:42]
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L2347[21:10:50] <gudenau> I am using
Windows 10, and I can not change the size of the MC window.
L2348[21:10:51] <gigaherz> yeah
L2349[21:10:56] <gigaherz> this confuses
me somewhat
L2350[21:11:06] <gigaherz> because in
direct opengl
L2351[21:11:13] <gigaherz> the transforms
are applied "backwards"
L2352[21:11:23] <gigaherz> you aren't
rotating the model
L2353[21:11:25] <gigaherz> you are
rotating the CAMERA
L2354[21:11:31]
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L2355[21:11:37] <gigaherz> you first
translate the camera TO the location of the block
L2356[21:11:38] <williewillus> til
L2357[21:11:40] <williewillus> lol
L2358[21:11:46] <gigaherz> then translate
the camera TO the center of the block
L2359[21:12:03] <gigaherz> then rotate
the camera around the spinning direction
L2361[21:12:11] <gigaherz> then translate
the camera TO the center of the model
L2362[21:12:29] <gigaherz> which results
in the model being drawn where it should
L2363[21:12:35] <tterrag> fixed it
L2365[21:12:53] <tterrag> there you
go
L2366[21:12:55] <gigaherz> [04:10]
(williewillus): so correcting the north offset after rotating was
the solution
L2367[21:12:57] <gigaherz> ninja'd
L2368[21:12:57] <gigaherz> ;p
L2369[21:13:15] <williewillus> gudenau:
TRSR's are 1/16x the amount of normal vanilla translate []
tags
L2370[21:13:28] <tterrag> rawtyped TESRs
btw
L2371[21:13:29] <tterrag> you
madman
L2372[21:13:31] <gudenau> So, it is
changing a small amount?
L2373[21:13:39] <williewillus> just an
fyi, since not many people know that and I don't know why that is
:P
L2374[21:13:40] <gudenau> Explains a lot
I suppose.
L2375[21:13:41] <gigaherz> gudenau: I
have had no issues resizing windows in win10
L2376[21:14:18] <williewillus> well the
opposite
L2377[21:14:28] <williewillus> 1 in TRSR
is 16x more than 1 in vanilla json
L2379[21:14:53] <gigaherz> gudenau: yep
that's not how it looks for me ;P
L2381[21:15:33] <tterrag> actually I'm
not sure if ithat's right
L2382[21:15:33] <tterrag> hrm
L2383[21:15:35] <gudenau> Interesting,
guess I am special.
L2384[21:15:47] <gigaherz> tterrag: you
knwo you can do (worldtime+t)*factor and do just one
multiplication, right?
L2385[21:15:47] <gigaherz> XD
L2386[21:15:54] <tterrag> eh right
L2387[21:15:54] <tterrag> true
L2388[21:16:06] <williewillus> the
worldTime var already includes partialticks though
L2389[21:16:07] <williewillus> :P
L2390[21:16:46] <tterrag> oh does
it
L2391[21:16:49] <tterrag> that would
explain it
L2392[21:16:51] <tterrag> whoops :P
L2393[21:17:06] <tterrag> anyways it's
fixed now
L2394[21:17:19] <tterrag> now go fix your
buildscript and type your TESRs >.>
L2395[21:17:30] <williewillus> all of
them are typed except that one
L2396[21:17:34] <gudenau> So, making all
three translation values 16 does not move my model at all.
L2397[21:17:44] <williewillus> because
it's used with two different TE's
L2398[21:17:59] <gudenau> Now, does it
get called......
L2399[21:18:15] <tterrag> williewillus:
make it generic
L2400[21:18:31] <tterrag> actually
uh
L2401[21:18:32] <tterrag> sec
L2402[21:18:41] <gudenau> Hrm, file not
found. Think I might know why. :-P
L2403[21:18:42] <tterrag> yeah
L2404[21:18:43] <williewillus>
TileFloatingFlower and TileFloatingSpecialFlower aren't related by
inheritance
L2405[21:18:47] <tterrag> what
L2406[21:18:48] <tterrag> why
L2407[21:18:56] <williewillus> the latter
extends TileSpecialFlower
L2408[21:19:01] <williewillus> the former
is just a TE
L2409[21:19:27] <williewillus> the former
TE has no purpose except to house the tesr (and emit glimmery
particles) :P
L2410[21:19:28] <tterrag> so just type it
with TileMod or something
L2411[21:19:41] <tterrag> rawtypes are
ugly and make warnings
L2412[21:19:53] <tterrag> at LEAST
@SuppressWarnings
L2413[21:20:24] <williewillus> lol I'm
glad I cleaned up all the warnings before you saw it then ;p. (the
mod was on java 6 and vaz didn't feel like type args everywhere so
ALL the raw types were used)
L2414[21:20:26] <tterrag> so many unused
variables ;_;
L2415[21:20:28] <williewillus> literally
everything
L2416[21:20:30] <williewillus>
where?
L2417[21:20:33] <tterrag> like
L2418[21:20:35] <tterrag> most of the
TESRs
L2419[21:20:43] <tterrag> my code is
obsessively warning free
L2420[21:20:49] <williewillus> do you
have your ide on pedantic or what lol
L2421[21:21:00] <gudenau> wat:
java.lang.IllegalArgumentException: can't bake vanilla models to
the format that doesn't fit into the default one: format: 0
elements:
L2422[21:21:02] <williewillus> and yeah
the result of things to json :P
L2423[21:21:02] <tterrag> unused variable
warnings are pretty common...
L2424[21:21:08] <williewillus> *moving
things
L2425[21:22:02] <gudenau> Uhm, any
help?
L2426[21:23:05] <williewillus> gudenau:
`new VertexFormat()`
L2427[21:23:06] <williewillus> wat
L2428[21:23:17] <williewillus> you're
specifying "bake this model to a vertexformat that has nothing
in it"
L2429[21:23:22] <gudenau> Is that the
problem then?
L2430[21:23:25] <williewillus> yes
L2431[21:23:38] <williewillus> try
Attributes.DEFAULT_BAKED_FORMAT or DefaultVertexFormats.ITEM
L2432[21:24:04] <gigaherz> "new
VertexFormat()" basically tells the gpu the vertex has no
position, no color, no texture, no normals, ...
L2433[21:24:09] <gigaherz> XD
L2434[21:24:32] ***
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L2435[21:25:06] <gudenau> Thanks, such a
noob.
L2436[21:26:14] <gudenau> Would anyone
want some security in the form of pollicies in forge?
L2437[21:26:35] <gudenau> To help prevent
malware in the form of mods.
L2438[21:27:57] <gudenau> Now I can not
see my model at all...
L2439[21:27:59] <gudenau>
INTERESTING
L2440[21:28:32] <gudenau> Do I need to
set my scale to 16?
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L2442[21:29:30] <gudenau> HRM
L2443[21:29:51] <gudenau> Any
ideas?
L2444[21:32:11]
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L2445[21:33:39] <gudenau> gigaherz?
L2446[21:34:25] <gigaherz> I enver used
TRSR ;P
L2447[21:34:29] <gigaherz> never*
L2448[21:34:55] <gudenau> willieaway,
dobt you would respond though.
L2449[21:35:00] <gigaherz> but willie
said the TRSR is scaled by 16
L2450[21:35:17] <gigaherz> so you should
divide by 16 whatever numbers you would normally use
L2451[21:35:25] <gudenau> Should I try to
scale 1/16?
L2452[21:35:31] <gigaherz> maybe?
L2453[21:35:45] <gudenau> Because, with
eveything but the scale at 0, it is not rendering that I can
see.
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L2455[21:36:35] <gudenau> Still nowhere
to be found. ;-/
L2456[21:36:37] <gudenau> :-/*
L2457[21:39:12] <Arctic_Wolfy> How do I
register entities?
L2458[21:39:21] <gudenau> EntityRegistery
I think.
L2459[21:39:22] <masa> just to make sure,
you are reloading the resources in mc after the code changes?
L2460[21:39:34] <gudenau> Restarting the
game each time.
L2461[21:39:38] <masa> ok
L2462[21:40:01] <gudenau> Now it is a
missing model. YAY
L2464[21:40:37] <gudenau> If someone has
an example, please speak up.
L2465[21:42:26]
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L2466[21:42:31] <masa> I haven't used OBJ
models, but I have some other model fiddling stuff
L2467[21:42:45] <gudenau> Item
models?
L2468[21:43:03] <masa> yes
L2470[21:43:27] <masa> I made some hacky
shit to position and scale those little "module" parts in
the tool
L2471[21:43:35] <gudenau> Do you use the
TRSRTransformation class at all?
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L2473[21:44:46] <masa> yeah, but only
minimally
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L2476[21:44:54] <gudenau> Could I see
some code?
L2477[21:45:17] <masa> and I can't
remember how it works anymore... :D
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L2481[21:46:30] <masa> that is the nasty
crap that defines the module rtanslations and scales o nthe
tools
L2482[21:46:54] <gudenau> Hrm, might make
a little util mod for this. Sheesh.
L2483[21:48:12] <masa> did you try it
with a basic json based model too, or do you know the OBJ model is
good?
L2484[21:48:30] <gudenau> It is good, it
renders in the wrong location though.
L2485[21:48:37] <gudenau> Might just mess
with the model though.
L2487[21:50:41] <masa> there is some
other TRSR stuff
L2488[21:51:02] <masa> other than those I
haven't really had to touch the transforms manually
L2489[21:51:21] <gudenau> Yeah, just
going to pop it into blender.
L2490[21:52:28] <masa> anyway, I'll head
to sleep now...
L2491[21:53:31] <gudenau> Have a good
night!
L2492[21:55:38] <gudenau> Does f3+t
reload obj models?
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L2494[21:56:51] <gudenau> It broke the
model, interesting.....
L2495[21:59:37] <gigaherz> woah, since
when can you make diorite with cobble+quartz? XD
L2496[21:59:50] <gudenau> Never?
L2497[22:00:24] <gigaherz> 2 cobble + 2
quartz = 2 diorite
L2498[22:00:26] <gigaherz> 1 diorite + 1
quarts = 1 granite
L2499[22:00:34] <gudenau> What a waste of
quartzz.
L2500[22:00:47] <gigaherz> 1 diorite + 1
cobble = 2 andesite
L2501[22:01:40] <gigaherz> my question
is, why is granite so expensive? XD
L2502[22:01:44] <gigaherz> it's the
ugliest XD
L2503[22:01:46] <gudenau> Wow, there
sneaky with some of these things; I know most recipies.
L2504[22:02:28] <gigaherz> how long has
1.8 existed? never heardo f anyone turning diorite into andesite
that way XD
L2505[22:02:41] <gudenau> Check the wiki
I guess.
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L2510[22:10:04] <Mogul> Hey guys
L2511[22:10:42] <Mogul> Awfully quiet
around here... oO
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L2520[22:17:01] <Mogul> I'm looking for
some general advice. I am thinking about making a mod that adds a
few biomes to the game. The idea would be to not have to reinvent
the wheel but just have a handfull of biomes to add to a modpack
that e.g. already features ExtraBiomesXL or some other biomes mod.
The problem is that I would love love love to have the ability do
directly change the basic terraingeneration for those new biomes.
And
L2521[22:17:01] <Mogul> as I see it this
has to be done in the chunk provider, meaning that I would need a
custom world type for that and could not easily add those biomes to
a world generated buy another biome mod or it's chunk provider
respectively.
L2522[22:18:16] <Mogul> So - do I
understand that right and, if yes, is there any way to make basic
terrain generation interact with another mod's terrain generation
without an API by that mod that offers that feature?
L2523[22:18:18] <gigaherz> hey you just
joined at a quiet moment ;p
L2524[22:18:28] <Mogul> Ye, normally it's
all talk here =D
L2525[22:19:23] <gigaherz> ah no idea
about worldgen stuffs sorry ;p
L2526[22:19:40] <gigaherz> most i have
done is spawn random items on a decorator ;P
L2527[22:20:12] <Mogul> Well, I see that
I can use the decorator to do pretty much whatever I want to, even
overwrite the whole terrain.
L2528[22:20:30] <Mogul> It's just that
it's not supposed to be like that and would cause tons of
problems.
L2529[22:20:35] <gigaherz> yeah
L2530[22:20:45] <gigaherz> that'd
probably be a bad idea xD
L2531[22:22:37] <Mogul> Hm, I've already
thought about using a noise field to "decorate" the
biome, like determining the position of trees by the maxima of the
noise field. Haven't tried it out yet though.
L2532[22:24:33] <karyonix> How is that
different from simple random position ?
L2533[22:24:53] <Mogul> I would be cooler
=D
L2534[22:25:09] <Mogul> And it might be
more consistent.
L2535[22:26:18] <karyonix> Maxima would
be everywhere in noise field.
L2536[22:27:32] <Mogul> Perhaps I am
using the wrong terminology, but yeah, I guess one would need
further more or less complex algorithms to actually position the
objects to generate.
L2537[22:28:13] <Mogul> And honestly I am
still not even sure if I wanna do that mod or if I should rather
leave it be.
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L2539[22:29:41] <karyonix> You can try. I
don't know anythong about terrain generation.
L2540[22:31:44] <karyonix> Does tree have
any structure that remember it is a tree after it is generate
?
L2541[22:31:59] <Mogul> Not that I know
of.
L2542[22:32:10] <Mogul> Well, there is a
tree gen event I think.
L2543[22:39:21] <gigaherz> nope after
generation a tree is just blocks
L2544[22:39:50] <gigaherz> leaves will
"wake up" on random ticks
L2545[22:39:59] <gigaherz> check if they
should check for a nearby log
L2546[22:40:03] <gigaherz> and go back to
sleep if not
L2547[22:40:32] <gigaherz> if they are
marked as needing to check (due to nearby block updates), they will
look for a log, and if not found, they will despawn
L2548[22:40:56] <gigaherz> while placed
leaves are marked as placed, and never do the checking
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L2553[22:51:26] <tterrag> BlayTheNinth:
your screenshot uploading goes to imgur right? how does their API
work? is there a limit?
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L2555[22:52:03] <BlayTheNinth> tterrag,
there is a limit and it'll error if its reached
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L2557[22:52:18] <tterrag> hm
L2558[22:52:34] <tterrag> that kinda
stinks, since it's not a central service
L2559[22:52:45] <BlayTheNinth> if it is
reached you can apply to be whitelisted though
L2560[22:54:29] <BlayTheNinth> or that
used to be the case at least
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L2574[23:02:15] <gigaherz> o_O did 8
people just quit exactly at 6am?
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L2577[23:02:53] <killjoy> they were on
abrar's znc
L2578[23:02:57] <killjoy> he restarted
it
L2579[23:02:57] <gigaherz> ah
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L2581[23:03:26] <gigaherz> right most of
them use the same domain
L2582[23:03:30] <gigaherz> XD
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L2599[23:49:13] <Arctic_Wolfy> What do I
do to make a block so the player can walk through it and not take
damage?
L2600[23:52:25] <Fendirain> That seems to
easy, Just waiting for something to break...
L2601[23:52:37] <Arctic_Wolfy> ...
L2602[23:52:48] <Fendirain> (For my
thing)
L2603[23:52:49] <TehNut>
Material.air
L2604[23:53:05] <shadekiller666>
material.air won't render anything
L2605[23:53:13] <TehNut> Or any material
that returns false for isSolid() and blocksMovement()
L2606[23:53:13] <Arctic_Wolfy> What about
besides materials?
L2607[23:53:29] <shadekiller666>
material.circuit would likely work
L2608[23:53:36] <shadekiller666> look at
fence gates
L2609[23:53:49] <TehNut> Oh I didn't know
that Circuit did that
L2610[23:53:51] <TehNut> Neat
L2611[23:53:55] <Arctic_Wolfy> I already
return false on those for the block.
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