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L1[00:03:14] <masa> because of the middle bit?
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L3[00:05:48] <Lymia> Panes?
L4[00:11:49] <SomeGuyInATree> Eclipse just broke and likes to now think that nothing can be resolved. None of my classes can be found at all.. All I did was clean the build folder because it was building in removed code..
L5[00:11:50] <unascribed> glass panes/iron bars
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L7[00:12:07] <unascribed> SomeGuyInATree, did you disable automatic building or something?
L8[00:12:22] <SomeGuyInATree> I didn't change anything within eclipse..
L9[00:12:39] <unascribed> well, try doing Project -> Clean
L10[00:12:55] <SomeGuyInATree> Oh, ty.
L11[00:13:14] <unascribed> that's how you're *supposed* to delete cached binaries
L12[00:14:18] <SomeGuyInATree> I figured things excluded from my build path wouldn't be included.. Cheers though unascribed.
L13[00:16:56] <Lymia> Oh.
L14[00:16:57] <Lymia> Those.
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L17[00:20:39] <Drullkus> !gc hax
L18[00:20:45] <Drullkus> bummer
L19[00:21:37] <tterrag> masa: context https://twitter.com/tterrag1098/status/704181269484146688
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L34[01:04:52] <FusionLord> does anyone know if there is a method to find the closest structure village/dessert, jungle temple/stronghold?
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L38[01:19:00] <Saturn812> i assume they depend on the world seed, you might be able to calculate their position even in ungenirated chunks
L39[01:19:48] <Lymia> Hrm
L40[01:20:03] <Lymia> Maybe you could do something with low level APIs for worldgen?
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L42[01:20:08] <Lymia> I'm not familiar with that part of the code
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L46[01:26:41] <FusionLord> well I found that there is a VillageCollection in World, there a start :P
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L49[01:30:07] MineBot sets mode: +o on cpw|out
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L52[01:33:40] <FusionLord> well that didn't really work -.- http://puu.sh/npton/716cb44743.jpg
L53[01:34:48] <tterrag> FusionLord: what is that lol
L54[01:35:11] <FusionLord> well that was supposed to be a Village ....
L55[01:35:19] <tterrag> haha
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L57[01:35:50] <FusionLord> tterrag|ZZZzzz, this is the code so not sure what happened http://puu.sh/nptte/8747f62dc6.txt
L58[01:36:14] <tterrag|ZZZzzz> that's probably a list of valid places to PUT villages
L59[01:36:25] <tterrag|ZZZzzz> that doesn't mean there will actually be one there
L60[01:36:31] <tterrag|ZZZzzz> just that there could be, if conditions are right
L61[01:36:53] <tterrag|ZZZzzz> there is a program that can show you villages, called AMIDST, you've probably heard of it
L62[01:37:07] <tterrag|ZZZzzz> it's often got villages in places where they don't really show up, just because the game decided not to actually generate one
L63[01:37:25] <tterrag|ZZZzzz> anyways I'm off to bed
L64[01:37:28] <tterrag|ZZZzzz> good luck
L65[01:37:30] <FusionLord> night
L66[01:37:34] <FusionLord> :)
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L68[01:39:32] <FusionLord> ok that so called village has more than two villagers????
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L72[01:49:26] <FusionLord> so getting the average coordinates of doors to find the center of a village seems to be a little broken....http://puu.sh/nptXj/c5b744fc01.jpg
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L77[02:00:02] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160229 mappings to Forge Maven.
L78[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160229-1.8.9.zip (mappings = "snapshot_20160229" in build.gradle).
L79[02:00:16] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L82[02:07:50] <Cazzar> FusionLord: or your rendering is off? :P
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L84[02:09:39] <FusionLord> no
L85[02:10:08] <FusionLord> the becon is set to the location that Mojang code returns
L86[02:10:12] <FusionLord> beacon
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L88[02:15:18] <FusionLord> Cazzar, http://puu.sh/npuTF/46bfa2e716.jpg :P
L89[02:17:04] <Naiten> Leo DiCaprio won an oscar, what a time to live. Maybe Mojang will make modders life easier this year?
L90[02:19:34] <FusionLord> Leo has done many great films, if he is just now getting an oscar, I MUST see this momvie...
L91[02:19:48] <FusionLord> movie**
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L93[02:21:32] <Saturn812> what was that movie btw? The one in the wilds?
L94[02:23:18] <FusionLord> The Revenant I think
L95[02:24:03] <FusionLord> and don't confuse it with the zombie movie called The Revenant, that was a huge wast of my time...
L96[02:25:32] <Saturn812> i don't think DiCaprio done any zombie movies
L97[02:25:47] <Saturn812> which is ironic considering his name :D
L98[02:26:41] <FusionLord> lol
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L101[02:35:40] <LexManos> Speaking of zombie films
L102[02:35:48] <LexManos> anyone got a suggestion on one to watch before bed?
L103[02:39:50] <Saphire> Hm..
L104[02:40:30] <Saphire> I think I saw a photo of DiCaprio holding the award.. and flipping off :D
L105[02:41:23] <Saphire> Uh.. nevermind
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L123[03:48:25] <Andrey96> Hi all. I know it's not really on topic, but do anyone know mod that adds simple items based on config to use with MineTweaker?
L124[03:51:33] <Hunterz> maybe this: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/1445782-wip-custom-stuff-3-create-content-ingame
L125[03:55:42] <Andrey96> Yes, pretty like this. Thanks for help. But it looks too complicated to use it just for simple items. It includes javascript and I already have MineTweaker with it's scripts. So, I'm going to write own simplest mod to do this.
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L129[04:18:05] <McJty> Hmm, I have a tile entity that needs to do worldObj.getBlockState() in it's update() method. However I have the feeling that this can cause unneeded chunkloading
L130[04:18:27] <McJty> Is there a way to test if I shouldn't do that getBlockState() to prevent the chunk from staying loaded?
L131[04:19:52] <Lumien> isBlockLoaded
L132[04:20:08] <McJty> aha thanks
L133[04:20:12] <McJty> Exactly what I need
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L154[06:02:26] <gigaherz_h> [11:18] (McJty): Hmm, I have a tile entity that needs to do worldObj.getBlockState() in it's update() method.
L155[06:02:43] <gigaherz_h> remember to check if getBlock() is the right block, update() can tick one extra time when the block is removed
L156[06:02:44] <gigaherz_h> ;P
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L161[06:41:24] <McJty> gigaherz_h, the getBlockState that I'm doing is *exactly* to check if it is the right block :-)
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L163[06:44:01] <gigaherz_h> heh
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L167[06:59:29] <DemoXin> So, setupDecompWorkspace -> :applySourcePatches fails spectacularly. Is this a common problem?
L168[07:00:22] <gigaherz_h> no
L169[07:00:37] <gigaherz_h> it's a common problem for :decompileMc to require extra memory on the jvm
L170[07:00:58] <gigaherz_h> but I have never heard of :applySourcePatches failing before
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L179[07:29:47] <Wuppy> I love how di caprio flipped everybody off when he took his oscar xD
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L181[07:32:48] <gigaherz> Wuppy: did he?
L182[07:33:04] <Wuppy> http://imgur.com/68fYG6C
L183[07:33:09] <Wuppy> also subtle as hell :P
L184[07:36:46] <gigaherz> lolñ
L185[07:36:48] <gigaherz> -ñ
L186[07:37:19] <Wuppy> that is one strange character to press accidentally :o
L187[07:38:49] <gigaherz> no it isn't
L188[07:38:53] <gigaherz> it's right next to the l
L189[07:38:59] <gigaherz> where the english kb has the ;: key
L190[07:39:01] <Wuppy> I can't even do that character on mine :P
L191[07:39:09] <Wuppy> weird spanish keyboard
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L195[07:50:55] <Sam54> (Sorry for my french-based english). I made an anti-cheat for my server. I would like to obfuscate it. Can-I use proguard or it will make launch problems ?
L196[07:51:12] <Wuppy> anti-cheat?
L197[07:51:27] <Sam54> program wich block cheats
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L199[07:52:21] <DemoXin> If it's for your server, why do you need to obfuscate it?
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L201[07:53:16] <Sam54> Because it is a big french server (an average of 300 players instantly) and old devs are trying to make a copy of our launcher wich integrate cheats
L202[07:53:17] <gigaherz> DemoXin: he could mean a client-side anti-cheat mod that is required by the server
L203[07:53:35] <Sam54> gigaherz: yes it is
L204[07:53:49] * DemoXin looks at modID, makes empty version of mod with same id.
L205[07:53:53] <gigaherz> yep
L206[07:53:58] <gigaherz> I don't know if you can obfuscate or not
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L208[07:54:30] <gigaherz> but remember that obfuscation != DRM
L209[07:54:36] <Sam54> drm ?
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L211[07:54:59] <gigaherz> obfuscation won't prevent people from creating another mod that says it's yours, but doesn't actually do the anti-cheat
L212[07:55:26] <Sam54> I made a token-based system wich verify the mod's identity.
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L214[07:55:52] <DemoXin> obfuscation makes decompiled code harder to read. It still would take literally 5 minutes or less to just make a shell that does nothing but tells the server it's your anti-cheat.
L215[07:56:02] <DemoXin> Anything on the client cannot be trusted.
L216[07:56:36] <gigaherz> what kind of cheats do people use anyhow?
L217[07:56:59] <Sam54> the main problem is xray, for others I make a whitelist of authorized modids
L218[07:57:09] <gigaherz> aren't there anti-xray mods
L219[07:57:25] <gigaherz> that pretend all blocks are stone unless they have an air block next to them?
L220[07:57:48] <Sam54> it is server-side mods
L221[07:58:11] <Sam54> And xray also provide a fly function
L222[07:58:53] <Sam54> I can't use classic no-cheat program like NoCheatPlus because my server is modded and some objects allows player to ~~~fly~~~
L223[07:59:03] <gigaherz> ah right
L224[07:59:26] <Cazzar> Hmm, someone who has a working gradle version get me the md5sum of the 1.8.9 jar :P
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L226[08:00:02] <gigaherz> Cazzar: 1.8.9 jar?
L227[08:00:12] <AnrDaemon> 1.8.9 what jar? MC? Forge?
L228[08:00:27] <AnrDaemon> And why do you need gradle for md5 calc?
L229[08:00:30] <Cazzar> Yes the vanilla 1.8.9 jar, I need a cached working mdk copy md5
L230[08:01:10] <Cazzar> AnrDaemon I have a suspicion for the issue related to DemoXin and https://github.com/MinecraftForge/ForgeGradle/issues/344
L231[08:01:18] <Cazzar> And the md5sum would tell me if it is.
L232[08:01:26] <AnrDaemon> 396099e23e58309d21713ab5d7c1d1a8 *1.8.9.jar
L233[08:01:39] <Cazzar> So that's the vanilla one?
L234[08:01:47] <AnrDaemon> No need gradle for having md5sum
L235[08:02:00] <gigaherz> I don't see any 1.8.9 jar inside the .gradle folder ;P
L236[08:02:03] <sham1> Did 1.9 come out yet
L237[08:02:12] <sham1> For vanilla
L238[08:02:16] <gigaherz> sham1: they said earlier "in a few hours"
L239[08:02:16] <DemoXin> No, 1.9 isn't out.
L240[08:02:29] <AnrDaemon> $ sha512sum 1.8.9.jar
L241[08:02:30] <AnrDaemon> 9aaa00821ef3683b57d82a2a3a739be7add1c0dadaabefe94c2c9071dc2e7055985b6ea073bf889f633229de410d20799599988cd49aa4856d182a23571dc11d *1.8.9.jar
L242[08:02:34] <DemoXin> ^^ almost 4 hours ago
L243[08:02:35] <gigaherz> https://twitter.com/jeb_/status/704262855231717376
L244[08:03:14] <sham1> Well the business hours end in two hours in sweden so they may want to hurry up
L245[08:03:17] <Cazzar> AnrDaemon better get me the sha1
L246[08:03:28] <AnrDaemon> It's weak.
L247[08:03:42] <sham1> Sha512
L248[08:03:47] <AnrDaemon> But if you insist...
L249[08:03:48] <AnrDaemon> 3870888a6c3d349d3771a3e9d16c9bf5e076b908 *1.8.9.jar
L250[08:04:12] <Cazzar> It's what mojang use on their side :P
L251[08:04:21] <gigaherz> aha
L252[08:04:22] <gigaherz> found one
L253[08:04:23] <gigaherz> File: minecraft-1.8.9.jar
L254[08:04:23] <gigaherz> CRC-32: d6e41a11
L255[08:04:23] <gigaherz> MD4: 420b738c5a575106af229f1b33980827
L256[08:04:23] <gigaherz> MD5: 396099e23e58309d21713ab5d7c1d1a8
L257[08:04:23] <gigaherz> SHA-1: 3870888a6c3d349d3771a3e9d16c9bf5e076b908
L258[08:04:34] <gigaherz> that's the jar inside C:\Users\gigaherz\.gradle\caches\minecraft\net\minecraft\minecraft\1.8.9
L259[08:04:44] <AnrDaemon> Yup.
L260[08:04:58] <AnrDaemon> Seems to be checking out.
L261[08:05:10] <Cazzar> Okay so it wasn't that...
L262[08:05:47] <gigaherz> :3 http://code.kliu.org/hashcheck/
L263[08:06:27] <gigaherz> (hashtab is fancier, but this one is easier to copy from xD)
L264[08:06:30] ⇨ Joins: otho (~otho@177.180.167.84)
L265[08:07:02] <gigaherz> https://twitter.com/jeb_/status/704306746983124993
L266[08:07:03] <gigaherz> soon!
L267[08:07:54] <Cazzar> Here
L268[08:08:10] <IoP> soon MC 1.9 cancelled and now 2.0 with .net announced?
L269[08:08:32] <Cazzar> curl https://s3.amazonaws.com/Minecraft.Download/versions/1.8.9/1.8.9.json | jq .downloads.client
L270[08:10:10] <gigaherz> IoP: nono, if that happened it owuld be "Minecraft java abandoned, development will continue exclusively on PE/Console/Win10 editions"
L271[08:11:56] ⇦ Quits: VikeStep (~VikeStep@120.156.54.17) (Read error: Connection reset by peer)
L272[08:13:11] ⇨ Joins: GigaIRC (~GigaIRC@58.Red-79-147-96.dynamicIP.rima-tde.net)
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L274[08:14:47] <gigaherz> oww almost :D
L275[08:14:54] * gigaherz is fixing his old IRC client
L276[08:15:35] ⇨ Joins: GigaIRC (~GigaIRC@58.Red-79-147-96.dynamicIP.rima-tde.net)
L277[08:15:40] <GigaIRC> Now :D
L278[08:16:06] <gigaherz> https://twitter.com/jeb_/status/704309072670167040
L279[08:16:08] <gigaherz> it's OUT!
L280[08:16:13] <gigaherz> Go spam Mijang's servers! ;P
L281[08:16:17] <gigaherz> Mojang*
L282[08:18:11] ⇦ Quits: Naiten (Naiten@77.34.183.33) (Ping timeout: 195 seconds)
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L285[08:24:43] <sham1> YES
L286[08:24:44] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L287[08:24:51] <sham1> Now to just wait
L288[08:25:44] <sham1> For forge to make jump, and seeing as awesome lex is at porting, it should not take a while
L289[08:26:27] <sham1> Although a week is the most realistic to also get mappings going
L290[08:28:26] <sham1> I be exited
L291[08:29:54] <gigaherz> apparently excitement disables your complex language centers
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L295[08:31:28] <sham1> Yes
L296[08:31:36] <sham1> Evidently
L297[08:31:43] <sham1> Also mobile keyboard
L298[08:31:52] ⇨ Joins: Benimatic (~Benimatic@cblmdm72-241-106-31.buckeyecom.net)
L299[08:33:41] <sham1> So don't blame me but the touchscreen
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L302[08:41:28] <IoP> Still NO forge release for current MC?!
L303[08:44:26] <fry> what?
L304[08:45:21] ⇦ Quits: auenf (David@101.175.162.178) (Ping timeout: 186 seconds)
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L306[08:46:02] <Hunterz> IoP: use /topic
L307[08:46:55] <IoP> which part of it?
L308[08:47:08] <Hunterz> Banned topics
L309[08:47:40] <IoP> Technically i dod not ask ETA
L310[08:48:59] <IoP> well maybe after 30 weeks instead 30 minutes :P
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L313[08:53:34] <sham1> Lets wait for MCP first
L314[08:54:32] <Wuppy> what's elytra?
L315[08:54:40] <sham1> Elystra
L316[08:54:42] <gigaherz> like a hang glider
L317[08:54:44] <gigaherz> but done right
L318[08:54:50] <sham1> That's what
L319[08:54:52] <gigaherz> it feels awesome to use it
L320[08:55:04] <gigaherz> can be found on the floating ships on the outer end
L321[08:55:23] <sham1> I might just download Vanilla
L322[08:55:25] <sham1> Might
L323[08:55:28] ⇨ Joins: auenf (David@DC-54-199.bpb.bigpond.com)
L324[08:55:37] <gigaherz> Wuppy: get vanilla 1.9
L325[08:55:41] <gigaherz> start a creative amplified world
L326[08:55:46] <gigaherz> give yourself elytra
L327[08:55:53] ⇦ Quits: Sam54 (~Sam54@84-92-190-213.intermediasud.com) (Quit: Leaving)
L328[08:56:01] <Wuppy> and start flying around, that sounds cool :O
L329[08:56:02] <gigaherz> fly to an extreme hills biome, to the top
L330[08:56:07] <Wuppy> but, I haven't played M in ages
L331[08:56:20] <gigaherz> drop yourself
L332[08:56:27] <gigaherz> and when you gain a bit of speed, press space again
L333[08:56:34] <gigaherz> and fap
L334[08:56:38] <sham1> There's an installer for Vanilla
L335[08:56:39] <sham1> Wat
L336[08:56:42] <gigaherz> best enjoyed in F5 mode ;P
L337[08:56:58] <Wuppy> and fap eh gigaherz? :P
L338[08:57:32] <sham1> yes
L339[08:57:45] <gigaherz> yes, have you never wantedto fap while hang-gliding?
L340[08:57:56] <Wuppy> not really, no
L341[08:58:11] <sham1> >Removed Herobrine
L342[08:58:15] <sham1> FFS mojang
L343[08:58:30] <sham1> One does not simply remove Herobrine
L344[08:59:34] <sham1> But how do you flap exactly
L345[09:00:09] ⇨ Joins: Manusoftar (webchat@23-128-89-200.fibertel.com.ar)
L346[09:02:02] <sham1> Wait, there's voice chat?
L347[09:03:41] ⇨ Joins: psxlover (psxlover@ppp-2-87-5-24.home.otenet.gr)
L348[09:04:08] <gigaherz> sham1: you don't "flap", it's a glider, you point up, and exchange forward speed for a bit of height
L349[09:04:17] <sham1> Oh
L350[09:04:23] <gigaherz> or point down, and exchange height for speed
L351[09:04:44] <sham1> I can't seem to open it
L352[09:05:09] <gigaherz> you press space again after jumping=? IIRC that'swhat they said
L353[09:05:21] <sham1> Creative
L354[09:05:26] <sham1> Damn it
L355[09:05:33] <gigaherz> not THAT close together, AFTER jumping
L356[09:05:56] <sham1> I like thhis
L357[09:06:29] <sham1> Found my favorite way to move around
L358[09:06:40] <gigaherz> right :3
L359[09:06:49] <sham1> Still no grabling hook though
L360[09:06:57] <sham1> So not Just Cause 3 yet
L361[09:07:55] *** Keridos is now known as Keridos|away
L362[09:08:07] <gigaherz> sham1: hmm I don't know if worldgen will have changed since the snapshot I created this world in
L363[09:08:08] <gigaherz> but
L364[09:08:51] <sham1> Aww, no more spammy clicking
L365[09:09:10] <sham1> And I can punch with the shield
L366[09:10:01] <sham1> Also, I feel naked without JEI
L367[09:10:49] <gigaherz> sham1: https://dl.dropboxusercontent.com/u/743491/2016-02-29_16.08.43.png
L368[09:10:53] <sham1> Oh my god the new boat
L369[09:11:09] <gigaherz> dropping down from there is AWESOME ;P
L370[09:11:26] <sham1> Definetly feels like the wingsuit from JC3
L371[09:11:49] <sham1> Sorry Valve, Mojang has captured my heart yet again
L372[09:12:25] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-02-29_16.12.10.png
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L374[09:12:40] <sham1> Wow
L375[09:12:50] <sham1> That actually looks like something from earth
L376[09:12:51] <sham1> Maybe
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L380[09:15:12] ⇨ Joins: Manusoftar (~manusofta@181.111.53.180)
L381[09:15:45] <Manusoftar> I've been working on a mod for mc 1.8 that has a little gui, a custom item and a few custom blocks.
L382[09:16:13] <Manusoftar> When i test it by running gradlew start client it works like a charm but when i try to run the jar on my mods folder
L383[09:16:32] <Manusoftar> the gui texture does not show up, instead i get the checkersboard no texture thing...
L384[09:16:47] <Manusoftar> just in case here is my repo -> https://github.com/manusoftar/Mortero
L385[09:17:57] ⇨ Joins: shadekiller666 (~shadekill@adsl-108-71-36-80.dsl.lsan03.sbcglobal.net)
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L387[09:20:22] *** Cojo is now known as Cojo|AFK
L388[09:20:46] <gigaherz> sham1: https://dl.dropboxusercontent.com/u/743491/2016-02-29-1619-31.mp4
L389[09:22:14] <sham1> It'll be about 10 seconds after Forge for 1.9 is released that we get something like rocket boost for that so you can continue flying forever
L390[09:24:17] <gigaherz> ooooh, MC Elytra was released on a LEAP day
L391[09:24:37] <sham1> Illuminati confirmed
L392[09:24:54] ⇦ Quits: Naiten (~Naiten@82.162.50.221) (Read error: Connection reset by peer)
L393[09:24:59] <sham1> Also punny
L394[09:28:17] <luacs1998> https://mojang.com/2016/02/minecraft-19-combat-update/
L395[09:28:29] <gigaherz> luacs1998: we know ;P
L396[09:28:35] <luacs1998> how long before forge update: i pay 10:1 for june lol
L397[09:28:37] <gigaherz> we have been testing it for the past half hour
L398[09:28:59] <gigaherz> "testing" == "enjoying the elytra" ;P
L399[09:29:06] <gigaherz> luacs1998: https://dl.dropboxusercontent.com/u/743491/2016-02-29-1619-31.mp4
L400[09:36:27] <gigaherz> Manusoftar: howcome you use 1.8 and not 1.8.9?
L401[09:37:28] <gigaherz> by the way your build.gradle is a bit "wrong" -- you did not edit the "group" and "archivesBaseName" on it ;P
L402[09:38:37] <gigaherz> but I don't see what could cause your gui not to work
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L405[09:45:12] <Manusoftar> gigaherz: its 1.8 because i started developing it when 1.8.9 didn't even exist... =P
L406[09:46:03] ⇦ Quits: otho (~otho@177.180.167.84) (Quit: Leaving)
L407[09:46:29] <sham1> lets see how many people in my sub box will discuss the 1.9 update
L408[09:47:20] <sham1> The boot is so fast without any mods
L409[09:47:29] <sham1> But then again, no mods means me === sad
L410[09:50:28] <FusionLord> Error: '===' is not a valid operator. :P
L411[09:50:34] <sham1> JavaScript
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L413[09:51:15] <FusionLord> I was just messing around anyway :P
L414[09:51:18] <sham1> And apparently I cannot glide anymore
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L417[09:55:04] *** willieaway is now known as williewillus
L418[09:55:41] <sham1> One thing I don't like is that the elystra takes space in the armour slot
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L421[09:57:38] <gigaherz> sham1: yeah
L422[09:57:53] <sham1> Although, there probably will be a mod for that
L423[09:58:07] <gigaherz> Armored Elytra
L424[09:58:25] <sham1> More like a mod that adds a special slot for it
L425[09:58:40] <gigaherz> yeah but I wonder if that own't require just too many hacks
L426[09:58:44] <gigaherz> won't*
L427[09:58:49] <gigaherz> well, I guess forge will take care of it
L428[09:58:57] <sham1> You can use substitute can't you?
L429[09:59:03] * shadekiller666 imagines bullets bouncing off of an elytra
L430[09:59:09] <gigaherz> well my assumption
L431[09:59:25] <gigaherz> is that they did "if chest slot.getItem() == elytra"
L432[09:59:41] <FusionLord> oh 1.9 is out cool... missed the beat i guess
L433[09:59:59] <sham1> Hey, you have to beat the ender dragon to get it safely you sure as hell should have to be able to wear your full armour with it
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L436[10:01:08] <FusionLord> adds an "off-hand" slot, but cannot add a "trinket" slot... >.>
L437[10:01:12] <sham1> Mmmm
L438[10:01:18] <williewillus> FusionLord: what would you even put there
L439[10:01:29] <gigaherz> FusionLord: vanilla has no trinkets, so what would the purpose be?
L440[10:01:34] <FusionLord> where? in the trinket
L441[10:01:38] <sham1> They could have made an Elytra slot
L442[10:01:39] <FusionLord> the elytra
L443[10:01:52] <williewillus> a new slot
L444[10:01:55] <williewillus> just for ONE thing
L445[10:01:56] <gigaherz> but the elytra isn't a trinket, it's something you strap onto yourself
L446[10:01:57] <williewillus> that's terribel design
L447[10:02:02] <gigaherz> also
L448[10:02:06] <gigaherz> it's called balancing
L449[10:02:10] <gigaherz> you either have armor, or elytra
L450[10:02:13] <gigaherz> it's a conscious choice
L451[10:02:44] ⇦ Quits: Drullkus (~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net) (Remote host closed the connection)
L452[10:02:52] <sham1> And it is not as if we cannot change that
L453[10:03:19] *** kroeser is now known as kroeser|away
L454[10:03:28] <gigaherz> thing I wasnt the most with 1.9 modding, is a way to craft the elytra ;P
L455[10:03:31] <gigaherz> want*
L456[10:03:36] <FusionLord> sham1, well we can't..... not yet :P
L457[10:03:45] <sham1> Well yeah
L458[10:04:10] <sham1> I want to be able to make something with elytra that I can use it with to not have to slow down from gliding
L459[10:04:15] <sham1> As I said, rocket boots
L460[10:04:44] <sham1> That consume x amount of RF/t when active
L461[10:05:06] ⇨ Joins: xanderio (~xanderio@p5B21FED4.dip0.t-ipconnect.de)
L462[10:05:21] <FusionLord> inb4 Steve's Elytra :P
L463[10:05:38] ⇨ Joins: psxlover (psxlover@ppp-2-87-5-24.home.otenet.gr)
L464[10:07:19] <gigaherz> [17:03] (FusionLord): sham1, well we can't..... not yet :P
L465[10:07:20] <gigaherz> yes we can
L466[10:07:23] <gigaherz> just not with Forge ;P
L467[10:07:30] <FusionLord> w/e
L468[10:07:37] <gigaherz> you can go onto the jar, remove META-INF, and edit some bytecode :D
L469[10:07:44] * gigaherz shudders
L470[10:07:50] <FusionLord> ^
L471[10:08:01] <williewillus> or use meddle when it updates :P
L472[10:08:13] <gigaherz> meddle?
L473[10:08:26] <williewillus> its another minor modding api by fyberoptic
L474[10:08:30] <williewillus> it supports all the snapshots
L475[10:08:34] <gigaherz> ah
L476[10:08:39] <gigaherz> a "tweak loader"
L477[10:08:43] <gigaherz> version-agnostic
L478[10:08:46] <williewillus> yeah
L479[10:09:15] <McJty> Hmm, after you do world.setBlockState() and the block you set has a tile entity, is that tile entity already initialized with a world object?
L480[10:09:25] <McJty> I have a crash where worldObj is null in a freshly placed block that way
L481[10:10:30] <gigaherz> hmmm
L482[10:10:40] <gigaherz> I think it should be?
L483[10:10:52] <gigaherz> after returning from setBlockState, the TE should be initialized I believe
L484[10:10:56] <McJty> I thought so too but not sure why I'm getting that crash
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L490[10:14:04] <McJty> What is even more weird is that after the crash reloading the world results in a similar crash but then the TE isn't freshly placed
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L492[10:14:35] <McJty> afk
L493[10:14:38] <gigaherz> o_O
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L497[10:21:33] <McJty> I have no clue what is wrong but the problem is easy to avoid by checking for worldObj != null
L498[10:21:47] <McJty> And the thing even does what it has to do
L499[10:22:01] <sham1> onLoad
L500[10:22:20] <williewillus> onload doesnt even work properly :P
L501[10:22:26] <williewillus> it has a world but doesn't know its block
L502[10:22:32] *** kroeser|away is now known as kroeser
L503[10:22:40] <sham1> worldObj.getBlockstate(pos);
L504[10:22:42] <sham1> ;P
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L506[10:27:18] <williewillus> that doesn't work
L507[10:27:22] <williewillus> it triggers an infinite loop
L508[10:27:24] <williewillus> :P
L509[10:27:29] <sham1> wat
L510[10:27:42] <williewillus> theres an issue on github about it
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L512[10:28:13] <sham1> #ForgeWats
L513[10:29:15] <thor12022_oops> underpowered compared to #ForgeWatts
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L515[10:29:46] <sham1> FW/t
L516[10:29:55] <sham1> The *new* RF
L517[10:31:27] <sham1> I should patent that
L518[10:31:49] <thor12022_oops> um, wouldn't MJ/t be MJ?
L519[10:31:56] <thor12022_oops> *FW/t
L520[10:32:06] <sham1> Nah
L521[10:32:43] <thor12022_oops> whoops, that would be FW*t. Carry on.
L522[10:33:52] <sham1> I'll make sure that will become the standard
L523[10:33:56] <sham1> in 1.9
L524[10:36:06] <sham1> Hopefully
L525[10:36:54] <FusionLord> shadekiller666, did you ever work up a fix for that break animation bug, just curious
L526[10:37:41] <shadekiller666> uhh
L527[10:37:53] <shadekiller666> not completely
L528[10:38:21] <shadekiller666> fry, someone was asking about support for tint index for b3d and obj models
L529[10:38:33] <FusionLord> that was me :P
L530[10:38:39] <shadekiller666> ie. models like the spawn egg
L531[10:38:46] <shadekiller666> lol
L532[10:38:57] <shadekiller666> ok, fry, fusionlord was asking about it :P
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L535[10:40:51] <FusionLord> shadekiller666, another question... did you find anything on the mipmap issue?
L536[10:40:55] <shadekiller666> fusion, the idea for the block break animation that has the most potential is allowing the blockstate json to define its own model for that
L537[10:41:02] <shadekiller666> mipmap issue?
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L539[10:41:16] <FusionLord> http://puu.sh/mFrye/9e027eae1b.jpg
L540[10:41:34] ⇦ Parts: Hunterz (~hunterz@82.202.112.230) ())
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L542[10:41:46] <shadekiller666> no idea about that
L543[10:41:55] <FusionLord> yeah I ended up seperateing the model into 3 models and just rotating it.
L544[10:42:07] <FusionLord> i was just curious about the bug
L545[10:42:58] <shadekiller666> i had another idea for solving the block break animation bug, which involved making a model that could subdivide itself into faces with a maximum surface area of 1x1
L546[10:43:28] *** MrKick|Away is now known as MrKickkiller
L547[10:44:18] <shadekiller666> ie. if the entire face of the model spans 3 blocks vertically and horizontally (surface area of 9 blocks), the model would subdivide itself into 9 faces with area of 1x1, which would then draw the properly-sized uv shell on the texture map
L548[10:44:21] <FusionLord> would that work tho? I had those sections devided into 1^3 I thought
L549[10:44:27] <shadekiller666> effectively tiling the texture
L550[10:44:58] <shadekiller666> the way that the game applies the block break animation texture is strange
L551[10:44:59] <FusionLord> brb
L552[10:45:16] <shadekiller666> well, its *kind of* the standard way of doing it
L553[10:45:36] <shadekiller666> it "projects" the texture onto the faces
L554[10:46:41] <shadekiller666> it basically takes the 3x1 position vectors of the vertices and converts them into 2x1 uv vectors, which it then passes into the TAS for the block break texture
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L556[10:47:57] <shadekiller666> so if the vertex position vector is outside of 0..1 on any axis, the uv shell for faces pointing in that direction(?) end up being positioned outside of the actual texture on the map
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L558[10:50:11] <shadekiller666> fry, any word on when the obj loader updates will be pulled?
L559[10:50:21] <shadekiller666> or if there is anything you want me to change?
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L563[10:57:15] <shadekiller666> its always nice when there are no conflicts when rebasing the OBJ_Loader branch onto an updated master
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L567[11:03:57] <shadekiller666> i wish there was a way to save eclipse's tab layout between different git branches
L568[11:04:16] <sham1> Vim
L569[11:04:32] <shadekiller666> like "have this set of classes open as tabs for branch A, and this one for branch B"
L570[11:05:27] <sham1> Aww
L571[11:05:35] <sham1> No longer jumping to get criticals in 1.9
L572[11:05:55] <gigaherz> they removed that?
L573[11:06:04] <sham1> yash
L574[11:06:18] <sham1> Don't see the sparklies
L575[11:06:23] <gigaherz> works for me
L576[11:06:34] <sham1> Then again
L577[11:06:39] <sham1> Not using all particles
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L579[11:07:30] <gigaherz> just so long as I swing while falling ;P
L580[11:08:00] <sham1> yas
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L582[11:09:11] <shadekiller666> how would Vim help with that?
L583[11:09:22] <sham1> it has good tabs
L584[11:10:03] <sham1> That work across branches ;P
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L586[11:10:51] ⇨ Joins: psxlover (psxlover@ppp-2-87-5-24.home.otenet.gr)
L587[11:12:10] <sham1> Also, the multipart JSON looks delicious
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L591[11:15:42] <shadekiller666> lex, how are things going with the 1.9 forge update?
L592[11:16:18] <sham1> I'd think not well considering that we need MCP mappings
L593[11:16:18] <sham1> !latest
L594[11:16:39] <shadekiller666> !latest
L595[11:16:55] <gigaherz> may as well do one !!latest so all can see? ;P
L596[11:16:55] <progwml6> mappings will not show up on the bot till they are ready
L597[11:17:04] <sham1> That being my point
L598[11:17:09] <gigaherz> but yeah
L599[11:17:14] <gigaherz> mappings won't switch to 1.9
L600[11:17:18] <gigaherz> until they really want to just switch to 1.9
L601[11:17:37] <gigaherz> which means 1.8.9 mappings won't be updated anymore :(
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L603[11:17:54] <sham1> Which seeing the official stance Forfe and its influence will be soonTM
L604[11:18:36] <gigaherz> but yeah
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L609[11:21:26] <gigaherz> there made my irc client's text selectable and copiable again ;P
L610[11:21:42] <sham1> >there
L611[11:21:48] <sham1> Sorry
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L614[11:24:03] <sham1> I should probably get into the habbit of "Branch early, Branch often"
L615[11:24:27] <shadekiller666> what is the cmd to print java version in cmd prompt?
L616[11:25:01] <FusionLord> java -v isn't it?
L617[11:25:18] <FusionLord> nope it is version
L618[11:25:25] <FusionLord> java -version
L619[11:25:52] <shadekiller666> thanks
L620[11:25:56] <FusionLord> np
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L623[11:30:36] <masa> I hate it when programs use a single '-' for the full-word version of an argument...
L624[11:31:07] <sham1> DAMN YOU GNU FOR MAKING -- THE STANDARD FOR LONG NAMES
L625[11:31:14] <sham1> Sorry for caps
L626[11:31:25] <masa> ?
L627[11:31:33] <gigaherz> I just prefer the windows way ;P /Something ;P
L628[11:31:44] <masa> f tha
L629[11:31:47] <masa> *that
L630[11:31:56] <sham1> Got your Vindozo out of here
L631[11:31:58] <masa> /Something is a path
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L633[11:32:08] <sham1> ^
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L635[11:33:02] <masa> '-' for single letter arguments and '--' for full arguments
L636[11:33:55] <diesieben07> and why not - for full arguments?
L637[11:33:59] <diesieben07> i mean, we are in 2016
L638[11:34:11] <masa> then how would you know which ones are single letter arguments?
L639[11:34:30] <masa> cp -auxi src dst
L640[11:34:33] <sham1> -- is also for passing arguments to more underlying thing
L641[11:34:39] <sham1> when it is alone
L642[11:34:41] <diesieben07> that is a full argument :D
L643[11:34:47] <diesieben07> i find that syntax stupid
L644[11:34:49] <masa> no it's not
L645[11:34:52] <diesieben07> i know it not
L646[11:34:56] <diesieben07> thats what it looks like to me
L647[11:35:01] <diesieben07> -a -u -x -i
L648[11:35:04] <diesieben07> is what i would do
L649[11:35:09] <masa> 'cp -a -u -x -i src dst' would just be stupid
L650[11:35:28] <sham1> ah
L651[11:35:48] <sham1> -- is where command options end and after which you can only use positional parameters
L652[11:36:12] <sham1> Thank you stackexchange
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L658[11:56:02] <Mraof> Looks like my setup to show highlights or whatever at the bottom of my screen works
L659[11:56:05] <Mraof> So if someone pings me I'll see the channel/query name even if I'm not looking at my irc client
L660[11:56:49] <gigaherz> heh
L661[11:56:54] ⇨ Joins: otho (~otho@186.219.89.104)
L662[11:57:31] <Mraof> I switched to i3 a couple days ago
L663[11:59:51] <gigaherz> I kinda wish mirc would do proper windows notification "balloons" (they used to be balloon-shaped on win7 ;P)
L664[11:59:58] <gigaherz> then I'd set up my nick highlighting to show them
L665[12:00:05] <gigaherz> but mirc has its own custom notification popup which is meh
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L671[12:10:16] <Mraof> I'm using irssi
L672[12:10:26] <FusionLord> Well thats nice... "A fatal error has been detected by the Java Runtime Environment"
L673[12:10:59] ⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L674[12:12:08] <williewillus> i3 :D
L675[12:12:52] <Mraof> I was using openbox before
L676[12:13:04] <Mraof> I like i3, I think
L677[12:13:12] <williewillus> what do you use to show your notifications? just adding it to the bar or what
L678[12:13:19] <Mraof> Yeah
L679[12:15:10] <Mraof> I use https://github.com/irssi/scripts.irssi.org/blob/gh-pages/scripts/activity_file.pl
L680[12:18:50] ⇨ Joins: mousieamie (~amyt@8.18.218.175)
L681[12:21:24] <williewillus> yeah i use hexchat, probably could hack sommething similar up in python
L682[12:26:03] <Flenix> Is there any quick method to tell if the player is actually moving, or am I gonna have to do some crazy packet stuff with the player is pressing keys that would make them move?
L683[12:27:44] <Mraof> What do you mean by actually moving
L684[12:28:31] <Mraof> Like does that include trying to move but not because blocks are in the way?
L685[12:28:51] <Flenix> Yup, basically a server-side thing for at least if they're pressing WASD
L686[12:29:06] <Flenix> If I can cover them sitting in minecarts etc too that'd be cool but that's not really essential
L687[12:30:13] <Mraof> Well you could just check their motion, I guess
L688[12:30:50] <Flenix> Ah yeah, good idea. Thanks :)
L689[12:30:54] *** williewillus is now known as willieaway
L690[12:30:54] <Mraof> Like the motionX, motionY, motionZ
L691[12:30:56] <Mraof> You're welcome
L692[12:31:22] <Flenix> That's even better than I wanted actually - it's for offsetting gun accuracy, and now if they're freefalling I can give them basically no hope of hitting a target :D
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L702[13:02:43] <williewillus> https://www.reddit.com/r/Minecraft/comments/489lhl/19_will_be_released_in_a_few_hours/d0ibumg?context=3
L703[13:02:47] <williewillus> sighs :P
L704[13:02:58] <gigaherz> ?
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L706[13:03:18] <williewillus> the comment I'm replying to
L707[13:04:12] <gigaherz> ah
L708[13:04:15] <gigaherz> Isee
L709[13:04:23] <gigaherz> yeah misconceptions upon misconceptions
L710[13:04:38] <gigaherz> people confusing models vs textures, people repeating misinformation like parrots ,etc
L711[13:06:19] <williewillus> mainly the last that irritates me
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L714[13:09:22] <gigaherz> I can't be arsed to get a reddit account, otherwise I'd reply there too
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L717[13:21:59] <ZarJohn> Hello, is there any permament link to the latest stable version of forge for a specific minecraft version?
L718[13:24:34] <mikebald> ZarJohn doesn't appear so
L719[13:25:08] <gigaherz> I don't believe there's a permanent link besides "http://files.minecraftforge.net/&quot;
L720[13:25:39] <gigaherz> why would you need a permanent link?
L721[13:25:47] * mikebald was wondering the same thing.
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L723[13:26:25] <Flashfire> Has anyone noticed that the initial forge client load is slower since an update in 1.8.9?
L724[13:26:48] <gigaherz> yes it has been noticed
L725[13:27:04] <gigaherz> but it's minimal difference
L726[13:27:19] <Flashfire> Alright
L727[13:29:43] <tterrag|phone> I don't think it's minimal
L728[13:29:49] <tterrag|phone> It seems to load all the models twice
L729[13:30:13] <ZarJohn> We've created a server startscript a long time ago and now we wanted to add a auto
L730[13:30:15] <tterrag|phone> add chisel and suddenly it's an extra 10-15 sexonds
L731[13:30:24] <tterrag|phone> lol phone typo
L732[13:30:41] <ZarJohn> maticly install of forge and probably sponge and some others...
L733[13:30:44] <tterrag|phone> ZarJohn: auto updating is generally a bad idea
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L735[13:36:06] <ZarJohn> We don't want to make an auto update. It's a semi automatic update(suggest and do all the world if the players click a button) and make a clean install for a new server.
L736[13:36:45] <tterrag|phone> But its a bad idea
L737[13:36:56] <tterrag|phone> One day your pack could work but the next it would fail
L738[13:37:06] <tterrag|phone> with no change by the user
L739[13:37:13] <tterrag|phone> It's rare but possible
L740[13:40:18] <ZarJohn> it should breake it. The user gets a messe when a new stable version comes out. Then he CAN press a button and the server does a complete+
L741[13:40:35] <ZarJohn> backup, then it tries to update
L742[13:40:37] <Zaggy1024> chained ternary statements are the most confusing thing ever
L743[13:42:13] * mikebald shrugs; if you're competent you should be able to get the URL yourself, so no need for a direct URL.
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L745[13:42:57] <mikebald> Kinda dick move to avoid the ad link though.
L746[13:44:30] <tterrag|phone> Does anyone here know anything about PE modding? or know someone who does?
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L748[13:47:45] <ZarJohn> mikebald didn't really think about this....
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L753[14:10:26] <Lordmau5> anyone using SourceTree?
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L756[14:15:52] <SkySom> I use it at work
L757[14:15:54] <SkySom> Well did
L758[14:15:59] <SkySom> I just switched to GitKraken
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L764[14:25:46] <DRedhorse> can somebody point me in the right direction with a crash issue in smf? http://pastebin.com/7tsSsmpU
L765[14:29:06] <LatvianModder> #BlameStevesCarts
L766[14:29:22] <LatvianModder> or factory
L767[14:29:23] <LatvianModder> vswe.stevesfactory
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L771[14:36:12] <williewillus> how do i specify a gradle dependency for something that's only on curse?
L772[14:36:17] <williewillus> (baubles)
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L774[14:37:06] <Elucent> how can i get the current world seed in code?
L775[14:37:22] <williewillus> worldObj.worldInfo.getSeed()
L776[14:37:30] <williewillus> getWorldInfO*
L777[14:37:51] <Elucent> is that within any particular class?
L778[14:37:58] <MattDahEpic> will the forge update system bork itself if i dont specify a latest AND recomended version in the jasons?
L779[14:38:05] <masa> also World#getSeed() whould be a thing in 1.8.x?
L780[14:38:41] <masa> *should
L781[14:39:20] <Elucent> nvm i think i found something that should work
L782[14:42:06] <DRedhorse> LatvianModder yeah... I figured that out already.. a pity imo
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L784[14:42:41] <LatvianModder> williewillus: download the file and point to it :P
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L787[14:49:35] <SkySom> Heh yeah. Pretty much download it. LOL
L788[14:49:43] <SkySom> I set up an auto downloader in my build.gradle
L789[14:49:45] <SkySom> For I am lazy
L790[14:51:31] <gigaherz> I just dumped the baubles.api package directly on my mod's src folder and then added the baubles jar into the mods folder and poof, it works
L791[14:51:32] <gigaherz> ;P
L792[14:51:50] <gigaherz> gradle/maven are overrated
L793[14:51:50] <gigaherz> ;p
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L798[15:00:56] <Lordmau5> SkySom, does GitKraken offer merging?
L799[15:01:00] ⇨ Joins: armctec (~Thunderbi@186.204.12.120)
L800[15:01:00] <Lordmau5> e.g. via. DiffMerge or similar?
L801[15:01:24] <SkySom> You can configure a merge tool
L802[15:01:28] <SkySom> But I've never used it
L803[15:02:24] <AbrarSyed> meld?
L804[15:03:20] <AbrarSyed> http://meldmerge.org/
L805[15:08:12] <LatvianModder> So.. why you need this?
L806[15:08:20] <LatvianModder> any git client / Idea / Eclipse can tell this too
L807[15:08:49] <AbrarSyed> someone said merge tools..
L808[15:09:12] <AbrarSyed> its convenient when you dont have a git repo to deal with. THink forge or MCP patches
L809[15:11:04] <Lordmau5> I mean merging in general
L810[15:11:08] <Lordmau5> SourceTree causes issues
L811[15:11:22] <Lordmau5> it always does a 2nd "virtual" branch when I have merge conflicts
L812[15:11:36] <Lordmau5> and I can't get the conflicts resolved at all - the options are greyed out
L813[15:11:37] <Flashfire> Is it possible to make wearable non-armor items like mob heads?
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L815[15:11:48] <Lordmau5> but whatever, I'm out now :p - o/
L816[15:11:55] <Flashfire> I'm wondering if those in particular are hardcoded because I can't seem to find how they do it
L817[15:11:59] <diesieben07> Flashfire, there is a method in item, isValidArmor or smth
L818[15:12:09] <Flashfire> Alright, thanks for that
L819[15:16:00] *** willieaway is now known as williewillus
L820[15:16:43] <williewillus> LatvianModder: no i mean I want someone to be able to do gradle setupDecompWorkspace and it just pulls baubles off curse automatically :P
L821[15:16:54] <LatvianModder> Pfft who needs that
L822[15:16:56] <williewillus> like how JEI and other sane mods with mavens work :P
L823[15:17:26] <LatvianModder> Sanity? Ahahah! Naaah https://github.com/LatvianModder/FTBUtilities/blob/1.8.9/build.gradle#L34-L35
L824[15:17:36] <tterrag|phone> williewillus: use ivy
L825[15:17:41] <tterrag|phone> it can pull from any direct file link
L826[15:17:44] *** tterrag|phone is now known as tterrag
L827[15:18:12] <thor12022_oops> bdew has a crazy downloader gradle script https://github.com/bdew/eumfr/blob/master/deps/downloader.gradle
L828[15:19:13] <williewillus> is it just ivy { url "<path to jar>" } ?
L829[15:21:14] <tterrag> no you have to feed it some pattern
L830[15:21:22] <tterrag> idk exactly how it works...I've never used it personally
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L832[15:24:21] <Flashfire> Do mob heads render hardcoded or is there a way to render an item as a helmet in the same way?
L833[15:24:47] <gigaherz> given that adventure maps can place any block on a head
L834[15:24:52] <Flashfire> I mean without making a full armour texture for a head
L835[15:25:25] <diesieben07> you can provide custom armor models
L836[15:25:26] <gigaherz> you can use entity rendering layers
L837[15:25:34] <diesieben07> Item.getArmorModel
L838[15:25:46] <Flashfire> Oh, I see
L839[15:25:49] <gigaherz> ah I didn't know that one
L840[15:25:50] <Flashfire> I will look into that, thanks again
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L843[15:34:12] <Flashfire> So I am supposed to create a new class that extends ModelBiped and use that as the 4th argument?
L844[15:34:30] <williewillus> no
L845[15:34:37] <williewillus> look at how it's called
L846[15:35:06] ⇦ Quits: Jezza (~Jezza@185.44.151.4) (Ping timeout: 195 seconds)
L847[15:35:40] <williewillus> so anyone know why TE's are not always guaranteed to stop rendering when their block is gone?
L848[15:36:01] <williewillus> i get moderate amounts of crashes from my tesrs checking blockstate properties on air
L849[15:36:02] <gigaherz> hm?
L850[15:36:13] <williewillus> which means the tesr is still getting called after the block changes...
L851[15:36:25] <gigaherz> ah maybe the same delay that allows the TE to tick one extra time after removal?
L852[15:36:31] <williewillus> vanilla gets around it by using raw meta directly >.>
L853[15:36:38] ⇨ Joins: otho (~otho@177.180.167.84)
L854[15:36:45] <gigaherz> jsut handle it?
L855[15:36:54] <gigaherz> getBlockState(pos)
L856[15:37:00] <gigaherz> if getblock() != theblock return;
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L858[15:38:27] <Flashfire> I think I should be using renderHelmetOverlay
L859[15:38:52] <Flashfire> Unless that's just the overlay over the screen that the player sees
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L862[15:40:26] <diesieben07> that is what it is.
L863[15:40:44] <Flashfire> Ah I see
L864[15:40:51] <diesieben07> read the javadocs -.-
L865[15:43:56] <Flashfire> It seems like the only thing I can do with getArmorModel is make a custom ModelBiped class and use that
L866[15:44:13] <Flashfire> williewillius told me that isn't the case though so I'm confused
L867[15:44:27] <williewillus> that's not what is passed into the fourth argument
L868[15:44:34] <williewillus> check how forge/vanilla uses it
L869[15:44:56] <Flashfire> It's called from LayerBipedArmor
L870[15:45:29] <Flashfire> Oh, I see what you mean now, I'm supposed to return it in the method
L871[15:45:42] <killjoy> vanilla's armor is a little confusing
L872[15:45:56] <killjoy> there's a base class, then a class extending it for every mob that has armor
L873[15:45:58] <tterrag> fry: you there?
L874[15:46:07] <Flashfire> I don't see where mob heads are rendered since they don't call getArmorModel
L875[15:46:14] <killjoy> I ended up to reimplementing it for myself
L876[15:46:36] <williewillus> mob heads are rendered in LayerCustomHead
L877[15:46:43] <tterrag> ah wait nvm sorry for ping
L878[15:46:46] <tterrag> I figured it out :P
L879[15:46:55] <killjoy> I love layers
L880[15:47:13] <tterrag> missing comma in a model element >.>
L881[15:47:21] <Flashfire> Oh, I looked for something like that before, I must not have looked hard enough
L882[15:47:24] <tterrag> apparently when there is a missing comma MC just says "make it a full face quad"
L883[15:47:27] <tterrag> that's not confusing or anything
L884[15:47:45] <williewillus> yeah the forge deserializer just crashes the game :P
L885[15:48:55] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L886[15:50:11] <killjoy> does anyone have basic mappings for 1.9?
L887[15:50:31] <killjoy> I know it's unlikely
L888[15:50:38] <williewillus> ask lex or fyber :P
L889[15:51:09] <tterrag> pretty sure MCP will be out today
L890[15:51:10] <Mraof> http://mraof.com/temp/mcScreenshots/2016-02-29_16.42.36.png
L891[15:51:16] <killjoy> then I will wait
L892[15:51:29] <williewillus> those nameplates are a bit hard to read
L893[15:51:30] <williewillus> but nice
L894[15:51:31] <killjoy> Mraof, needs a bridge
L895[15:51:41] <tterrag> https://twitter.com/LexManos/status/704422114619559936
L896[15:51:48] <tterrag> whoops...sorry if that pings...ma bad
L897[15:52:04] <tterrag> if it does, you should add (?!/) to your ping regex :P
L898[15:52:06] * LexManos smacks you
L899[15:52:23] <tterrag> I deserve it
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L901[15:52:31] <tterrag> but yeah, you can stop those pings with regex magic :D
L902[15:52:43] <killjoy> should've put it in a t.co
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L904[15:52:51] <tterrag> yes yes
L905[15:52:52] <tterrag> I know
L906[15:53:05] <Mraof> Haha
L907[15:53:39] <killjoy> we should wait for 1.9.1
L908[15:53:56] <killjoy> then people won't get confused about 1.9 not being compatible with 1.9.10
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L911[15:55:20] <tterrag> pretty happy with this final result http://puu.sh/nqal4.jpg
L912[15:55:21] <Doxin> I'm trying to create a custom block, but it renders as the purple/black checker in inventories. it does render correctly in the world, and I did call ModelLoader.setCustomModelResourceLocation for the blocks item.
L913[15:55:30] <tterrag> it only took a few hours of model fiddling .-.
L914[15:55:45] * gigaherz plans to update Survivalist to 1.9 as soon as forge is available for it
L915[15:56:25] * williewillus plans the same for PE, AC, and Botania :P
L916[15:56:45] <Sephiroth> is that non-broken ctm on panes? :O
L917[15:56:48] <gigaherz> the other mods I may hold off a bit
L918[15:56:52] <tterrag> Sephiroth: yep
L919[15:57:05] <gigaherz> tterrag: nice
L920[15:57:07] <williewillus> i'm probably gonna do AC first since it's playerbase isn't huge
L921[15:57:12] <Mraof> I haven't decided if I'm going to update Scapecraft to 1.9 right after updating to 1.8
L922[15:57:21] <williewillus> Botania next, and PE last if I can convince sin to drop 1.7 lol
L923[15:57:24] <gigaherz> that's why I may hold off
L924[15:57:25] <Mraof> Probably not
L925[15:57:33] <gigaherz> I want to GET an userbase
L926[15:57:50] <gigaherz> if I drop 1.8.9 compat as soon as 1.9 forge pops into existance
L927[15:57:56] <gigaherz> it won't happen ;P
L928[15:57:58] <williewillus> I don't want to maintain three versions of PE so only going to go 1.9 when we kill 1.8/7 (hopefully the latter)
L929[15:58:48] <Sephiroth> tterrag, all i can say is genius. Excellent work.
L930[15:59:10] <tterrag> the edges are still screwed though http://puu.sh/nqaCa.jpg
L931[15:59:13] <tterrag> working on it :P
L932[15:59:21] *** K-4U is now known as K-4U|Off
L933[15:59:46] <Mraof> I'll have to figure out how to handle the new combat system
L934[16:00:11] <Sephiroth> g'luck. Its ... kinda why I rarely use any ctm panes if i use any.. :v lol
L935[16:00:21] <Mraof> Since Scapecraft does change how combat works
L936[16:00:48] <Sephiroth> the uh.. broken-ness of pane ctm.. :p
L937[16:00:59] <Mraof> (Weapons with different attack speeds, a variable amount of damage, a subtractive defense system)
L938[16:01:06] <Sephiroth> I wish ae2 cable facades would support the CTM. :v
L939[16:01:30] <tterrag> they probably can in 1.8 ;)
L940[16:02:09] <Sephiroth> according to the topic of the ae irc channel, there's no plans for 1.8. :v
L941[16:02:19] <tterrag> really? that's surprising
L942[16:02:59] <tterrag> https://github.com/AppliedEnergistics/Applied-Energistics-2/tree/1.8.9-rv3
L943[16:03:01] *** ZarJohn is now known as ZarJohn|offline
L944[16:03:01] <tterrag> .-.
L945[16:03:14] <tterrag> maybe they decided to just hold off for 1.9? idk
L946[16:03:28] * Sephiroth shrug
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L948[16:07:43] <tterrag> model debugging in a nutshell http://puu.sh/nqbdB.jpg
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L953[16:25:05] <tterrag> ok fry now I have a real question
L954[16:25:11] <tterrag> when you are back give me a ping please :P
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L956[16:27:34] <tterrag> gigaherz: you around? you may also be familiar enough to help me out here :P
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L959[16:33:02] <williewillus> ugh
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L961[16:33:07] <williewillus> anyone able to reun thaumcraft in dev
L962[16:33:27] <fry> tterrag: ping
L963[16:33:27] <williewillus> I get http://pastebin.com/VPN2BE84
L964[16:34:16] <fry> williewillus: try manually downloading baubles
L965[16:34:18] <tterrag> fry: ok, I'm trying to figure out what's wrong with my "unrotate" logic that gives me this (the side texture) http://puu.sh/nqcYi.jpg
L966[16:34:26] *** MrKick|Away is now known as MrKickkiller
L967[16:34:27] <williewillus> I can't do that
L968[16:34:32] <williewillus> baubles is includedf through a gradle dep
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L970[16:34:41] <williewillus> adding it to the mod folder again wouldn't work
L971[16:34:57] <fry> well
L972[16:35:08] <fry> try removing that dep for a moment then :P
L973[16:35:23] <tterrag> that's using this code fry https://github.com/Chisel-Team/Chisel/blob/0b78dc324edfc7e75d2a0b64b79d7307ddac2b82/src/main/java/team/chisel/client/render/Quad.java#L309-L352
L974[16:35:25] <williewillus> that means resetting up the workspace and redecompiling >.> but okay
L975[16:35:25] <tterrag> see derotate()
L976[16:35:26] <fry> that way you'll at least know if the error is caused by baubles loading
L977[16:36:30] <tterrag> however using this logic https://github.com/Chisel-Team/Chisel/blob/1.8/dev/src/main/java/team/chisel/client/render/Quad.java#L343-L357 I can get this http://puu.sh/nqd5y.jpg
L978[16:36:43] <tterrag> but then it breaks other models http://puu.sh/nqd86.jpg
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L982[16:37:43] <tterrag> that's all :P
L983[16:37:57] <fry> I really shouldn't be debugging this instead of you, especially in a late hour like this one :P
L984[16:39:54] <tterrag> I'm out of ideas
L985[16:40:05] <tterrag> the second method was my fix, but I only just realized it breaks other stuff
L986[16:43:43] <tterrag> that's why I pinged gigaherz as well since he helped me write the initial code >.>
L987[16:43:46] <tterrag> but he seems to have vanished
L988[16:44:00] <gigaherz> I'm here
L989[16:44:20] <gigaherz> but I'm coding in C#/WPF, which sortof excludes thinking about Java/MC right now
L990[16:44:21] <gigaherz> XD
L991[16:44:41] <gigaherz> although what I was doing isn't working, so I may as well take a break
L992[16:45:07] <williewillus> wtf
L993[16:45:19] <williewillus> my brews are getting random thaumcraft effects instead of their proper effects
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L995[16:45:49] <gigaherz> wat XD
L996[16:46:02] <williewillus> https://github.com/williewillus/Botania/issues/148
L997[16:46:03] <tterrag> gigaherz: well, read up :P
L998[16:46:07] <fry> potion id conflict \o/
L999[16:46:16] <tterrag> it has to do with this stupid "de rotation" logic again -_-
L1000[16:46:19] <williewillus> but the potion registry should have gotten rid of that
L1001[16:46:33] <williewillus> we both use the forge provided ctor which auto assigns ids
L1002[16:49:58] *** AbrarSyed is now known as Abrar|gone
L1003[16:50:07] <LexManos> !gm ItemShears.getStrVsBlock
L1004[16:50:33] <LexManos> !fsp p_150893_2_ state
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L1006[16:52:13] ⇦ Parts: AlphaBlend (whizkid300@pool-108-0-105-214.lsanca.fios.verizon.net) ())
L1007[16:52:24] <LexManos> !gm SoundManager.playSound
L1008[16:52:44] <LexManos> !fsp p_148611_1_ p_sound
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L1011[16:54:25] <Unh0ly_Tigg> So, Lex, how's the update coming along?
L1012[16:54:57] <gigaherz> Unh0ly_Tigg: check the conversation on his twitter ;P
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L1016[16:56:33] <gudenau> Hello!
L1017[16:57:21] <gudenau> How could I make a block that uses diffrent textures based on the state/meta? I seem to have gotten it to work in the world, but not in the inventory.
L1018[16:59:14] <diesieben07> you have to call ModelLoader.setCustomModelResourceLocation with each of the possible metadata
L1019[16:59:18] <diesieben07> and give it a ModelResourceLocation
L1020[16:59:22] <gudenau> *derp*
L1021[16:59:31] <diesieben07> or if that is not feasable, use setCustomMeshDefinition
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L1024[17:02:54] <gudenau> Ok, now I just need to make the item have subtypes; right?
L1025[17:03:04] <gigaherz> gudenau: note that you will need to provide a custom ItemBlock with a couple overrides, since the vanilla one doesn't do metadata != 0
L1026[17:03:09] <EwyBoy> Does anyone know how the end-portal texture / render thingy is made? I can't seem to find it in the soruce
L1027[17:03:14] <gudenau> Right....
L1028[17:03:28] <gudenau> Easy at least.
L1029[17:04:24] <diesieben07> EwyBoy, TileEntityEndPortalRenderer
L1030[17:04:34] <EwyBoy> yeah I just found it..
L1031[17:04:36] <EwyBoy> but thanks
L1032[17:04:43] <gigaherz> sorry tterrag, i'm staring at your code, blankly -- my brain's not in Java mode tonight XD
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L1034[17:05:01] <tterrag> lol
L1035[17:05:59] <gudenau> NOT IN JAVA MODE?
L1036[17:06:04] <gudenau> What is wrong with you?
L1037[17:06:16] <gudenau> It should always be in Java mode. :-P
L1038[17:06:48] <gigaherz> gudenau: I'm primarily a C# developer
L1039[17:06:49] <gigaherz> ;p
L1040[17:06:56] <gudenau> *gasp*
L1041[17:07:05] <gigaherz> I was toying around with my old IRC client this afternoon
L1042[17:08:26] ⇨ Joins: Was (~Was@2e6b3ffe.catv.pool.telekom.hu)
L1043[17:08:28] <gudenau> Got to love the old protocols, pure text. Easy to debug, but can be a pain to implement at times.
L1044[17:08:58] <gigaherz> heh the protocol itself works relatively well as it is
L1045[17:09:01] <gigaherz> no SASL yet
L1046[17:09:18] <gigaherz> the reason I gave up on that project some years ago
L1047[17:09:23] <gigaherz> was the display sideof things
L1048[17:09:26] <gudenau> I like having my strings prefixed with a length.
L1049[17:09:34] <gigaherz> I couldn't get it to be fast and work well at the same time
L1050[17:09:55] <gigaherz> I was looking around my projects folder for nostalgia purposes
L1051[17:09:57] <gigaherz> and I saw it
L1052[17:10:09] <gigaherz> and I thought "hey I never actually did implement the WPF-based approach"
L1053[17:10:38] <gigaherz> and I wrote a panel based on WPF's RichTextBox/FlowDocument, and it was nice :3
L1054[17:10:41] <gudenau> Oh yeah, the Ore Dict is a thing that I should probably be using.
L1055[17:12:01] * gudenau can not spell, so I use [rough class name].class.getName() to abuse IDE features.
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L1058[17:14:52] <Delenas> o/
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L1062[17:16:42] <gudenau> So, ore dict; what is the naming convention?
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L1064[17:19:36] <Mraof> http://www.minecraftforge.net/wiki/Common_Oredict_names Probably similar to these
L1065[17:19:46] <Delenas> generic type, then specific type. plankWood, stickWood, ingotIron, nuggetGold..
L1066[17:19:59] <Mraof> Yeah
L1067[17:20:45] <gigaherz> probably updated, but nice way to see the patterns -> http://www.minecraftforge.net/wiki/Common_Oredict_names
L1068[17:20:55] <gigaherz> or wait already linked
L1069[17:20:58] <Mraof> Yeah
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L1071[17:21:14] <Mraof> I use that page to make sure I name things in a way people would guess
L1072[17:21:25] <Mraof> Or people would typically use
L1073[17:21:41] <gudenau> Thanks.
L1074[17:21:46] <Mraof> So I don't have stuff like barBronze instead of ingotBronze, for example
L1075[17:22:47] <tterrag> gigaherz: so you're giving up then? :P
L1076[17:23:05] <gudenau> Then, how do I use them in recipies?
L1077[17:23:18] <gudenau> Sorta out of the loop with this. :-P
L1078[17:23:24] <tterrag> the problem seems to come from the fact that on the pane model the UVs are already rotated somehow
L1079[17:23:32] <Mraof> What sort of recipes?
L1080[17:23:45] <Delenas> http://pastebin.com/bsdNfdwd
L1081[17:23:45] <Mraof> That is to say, normal crafting recipes or are you making your own kind of recipes
L1082[17:23:50] <gudenau> Like, iron ingots -> iron block
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L1084[17:24:08] <gudenau> Both, but at the moment normal ones.
L1085[17:24:24] <Mraof> ShapedOreRecipe and ShapelessOreRecipe
L1086[17:24:32] <Delenas> See above link.
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L1088[17:25:06] <gudenau> Thanks.
L1089[17:25:11] <Mraof> Why does that code have new Object[] { ... }
L1090[17:25:32] <diesieben07> cargo culting
L1091[17:25:36] <diesieben07> everyone does it, everyone copies it
L1092[17:25:44] <diesieben07> nobody questions it
L1093[17:25:47] <Delenas> Does it no longer need it? o.o
L1094[17:25:59] <Mraof> It doesn't now, if it ever did before
L1095[17:26:01] <diesieben07> it never needed it
L1096[17:26:01] <tterrag> it never did
L1097[17:26:03] <diesieben07> varargs
L1098[17:26:06] <Mraof> Yeah
L1099[17:26:09] <gudenau> It is not neeved, got to love ...
L1100[17:26:22] <tterrag> well I mean, if you want to get down to the nitty gritty, it is needed, the compiler just does it for you :P
L1101[17:26:24] <Delenas> ..oh. Well then!
L1102[17:26:41] <gudenau> To bad you can not do somthing like: Object1 ..., Object2 ...
L1103[17:26:47] <gudenau> That would be nice.
L1104[17:26:50] <diesieben07> how would that work though?
L1105[17:26:54] <diesieben07> which go in 1 which go in 2? :D
L1106[17:27:10] <gudenau> Need an even number of args, every other one would be Object1, the others Object2
L1107[17:27:18] <diesieben07> oh
L1108[17:27:20] <diesieben07> hmm
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L1110[17:27:32] <tterrag> just use a POJO to combine the objects
L1111[17:27:40] <diesieben07> sounds like a very specific usecase just for map expressions
L1112[17:27:47] <gudenau> Basicly.
L1113[17:27:47] <tterrag> or a Pair
L1114[17:28:07] <gudenau> I do just use objects for that, but the two times that would be nice... :-P
L1115[17:28:10] <Delenas> Forge is starting really friggin slow now.. x.x
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L1117[17:29:18] <gudenau> Then for custom stuff, I use the method in the ore dic class?
L1118[17:29:45] <diesieben07> depends on what you want to do exactly
L1119[17:30:14] <gudenau> Allow diffrent stuff like steel, copper, tin, etc to be used interchangably.
L1120[17:30:22] <diesieben07> ah
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L1122[17:30:29] <diesieben07> so you need to check e.g. "is this stack copper"?
L1123[17:30:41] <gudenau> That is what I was asking. :-P
L1124[17:30:55] <gudenau> Could I also get the ore dict name of a stack?
L1125[17:31:03] <diesieben07> there can be more than one ;)
L1126[17:31:08] <diesieben07> OreDictionary.getOreID("oreCopper") in preINit,put it in a static field
L1127[17:31:24] <gudenau> Does that get a stack?
L1128[17:31:33] <gudenau> I was asking for the other way around.
L1129[17:31:38] <diesieben07> give me a sec here :P
L1130[17:31:54] <diesieben07> then to check do Ints.contains(OreDictionary.getOreIDs(<someitemStack>), myStaticField)
L1131[17:31:59] <diesieben07> if that returns true, the stack is copper
L1132[17:32:13] <gudenau> More or less what I was thinking.
L1133[17:32:29] <gudenau> Then, if somthing does not have an ID; what gets returned?
L1134[17:32:37] <diesieben07> it reserves a new id
L1135[17:32:51] <diesieben07> and if later someone registers a copper, it will use that new id
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L1137[17:34:23] <gudenau> Programmer art! :-P https://imgur.com/ByfkgJC
L1138[17:35:24] <tterrag> ugh, I just wanted to avoid the hassle of writing my own no-ice-melting mod, but all the ones out there are jarmods -_-
L1139[17:35:37] <gudenau> Ewwwwwww.
L1140[17:35:43] <gudenau> Should be an easy coremod though.
L1141[17:35:49] <Mraof> That ingot in the top right has something weird going on with the line thickness
L1142[17:35:49] <gudenau> What version by chance?
L1143[17:35:50] <tterrag> ...coremod?!?
L1144[17:35:55] <tterrag> Blocks.ice.setTickRandomly(false)
L1145[17:35:59] <gudenau> Oh.
L1146[17:36:02] <gudenau> WOOPS
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L1148[17:36:15] <gudenau> Did not think that was a thing. :-P
L1149[17:36:30] <gudenau> Mraof programmer art.
L1150[17:36:37] <gudenau> AKA: Not final
L1151[17:36:54] <Mraof> I see
L1152[17:37:14] <Mraof> Programmer art is a weird term
L1153[17:37:51] <gigaherz> it's common in gamedev
L1154[17:37:57] <gigaherz> (the term)
L1155[17:38:13] <gudenau> Yep.
L1156[17:38:41] <gigaherz> specially on indie games
L1157[17:38:52] <gigaherz> there's a lot of indie games released with what would qualify as programmer art
L1158[17:38:53] <gigaherz> XD
L1159[17:39:07] <gudenau> Like MC? :-P
L1160[17:39:33] <gigaherz> nah
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L1162[17:39:39] <gigaherz> not mspaint-y enough
L1163[17:39:54] <Mraof> I mean the most experience I've had regarding programmers making art is myself making art
L1164[17:40:14] <Mraof> And I think the sprites and such I make are pretty good
L1165[17:40:17] <Mraof> http://mraof.com/temp/guihelper/
L1166[17:40:17] <gigaherz> I consider myself above average as far as programmer art goes ;P
L1167[17:40:43] <gudenau> That steel is above avarage for me.
L1168[17:40:52] <gigaherz> ye hthat link is nice enough
L1169[17:41:04] <gigaherz> https://dl.dropboxusercontent.com/u/743491/Books.png
L1170[17:41:08] <gigaherz> not all programmers can model ;P
L1171[17:41:10] <Mraof> Though I should probably fix that axe, I'm not longer satisfied with it
L1172[17:41:17] <gigaherz> https://dl.dropboxusercontent.com/u/743491/2016-02-11_18.04.52.png
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L1174[17:41:26] <gudenau> Models are not the worst thing in the world.
L1175[17:41:48] <gigaherz> http://mods.curse.com/mc-mods/minecraft/242289-survivalist
L1176[17:41:53] <gigaherz> I'm not the best at pixel art ;P
L1177[17:41:57] <gigaherz> I just avoid mspaint
L1178[17:41:58] <gigaherz> ;P
L1179[17:42:09] <gudenau> I found a typeo.
L1180[17:42:44] <Mraof> I basically always use gimp
L1181[17:42:48] <gigaherz> where? ;P
L1182[17:42:49] <gudenau> paint.net here
L1183[17:43:03] <gudenau> OreDictionary.getOreIDs look at the JavaDoc
L1184[17:43:15] <gigaherz> ah I thought you meant like, my mod description Xd
L1185[17:43:41] <gudenau> I should get my brother to go all gramer nazi of forge. :-P
L1186[17:43:48] <gudenau> on*
L1187[17:44:08] <gigaherz> ugh
L1188[17:44:10] <gigaherz> the curse page changed
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L1190[17:44:34] <gigaherz> and the one comment I had is gone
L1191[17:44:34] <gigaherz> XD
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L1193[17:46:03] <gudenau> This seems super gross and slow.
L1194[17:46:20] <gudenau> http://pastebin.com/z3y2DCSx
L1195[17:46:52] *** Cojo|noms is now known as Cojo
L1196[17:48:15] <diesieben07> it's the best you can do
L1197[17:48:24] <gudenau> Oh well.
L1198[17:49:13] <Mraof> How else would you do it?
L1199[17:49:21] <Delenas> For recipes- how does one return a crafting item on creation? For example, item 1 + planks = item 1 + new block
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L1201[17:49:41] <diesieben07> make a custom IRecipe
L1202[17:50:12] <gudenau> Or an event handler?
L1203[17:50:59] <diesieben07> nope
L1204[17:51:05] <diesieben07> that will be glitchy
L1205[17:51:18] <diesieben07> the only even that exists with crafting fires when you take the result out
L1206[17:51:22] <diesieben07> actually wait
L1207[17:51:26] <diesieben07> i might be misunderstanding here
L1208[17:51:38] <gudenau> That is what he wants, add an item to the result.
L1209[17:51:40] <diesieben07> are you talking like how a milk bucket leaves behind an empty bucket in the grid?
L1210[17:51:57] <Delenas> yup
L1211[17:52:00] <gudenau> Oh
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L1213[17:52:02] <gudenau> Sorry.
L1214[17:52:11] <diesieben07> hasContainerItem & getContainerItem in the Item class
L1215[17:52:11] <Delenas> I have a hammer item that's used to craft things
L1216[17:52:19] <diesieben07> getContainerItem is the item that is left behind
L1217[17:52:41] <Delenas> That work for blocks?
L1218[17:52:56] <diesieben07> custom ItemBlock class
L1219[17:53:00] <Mraof> Well you don't ever have an actual block in the crafting grid
L1220[17:53:00] <Mraof> Yeah
L1221[17:54:10] <Delenas> I know of Item.getItemFromBlock, but ItemBlock? How would I map that item to a block? o.o
L1222[17:54:18] <gudenau> Anything look wrong here? http://pastebin.com/R9qF3p1c
L1223[17:54:28] <gudenau> ItemBlock.block I think/.
L1224[17:54:45] <Delenas> ...oh. I see.
L1225[17:54:51] <diesieben07> Delenas, you make a class that extends ItemBlock. then you pass that with your registerBlock call
L1226[17:54:52] <Mraof> When you register the block
L1227[17:54:52] <Delenas> It's literally called ItemBlock. Derp.
L1228[17:55:05] <Mraof> Yeah
L1229[17:55:37] <Mraof> gudenau: I'd combine those two if statements
L1230[17:56:01] <Mraof> Or actual I wouldn't have if statements if you don't need them
L1231[17:56:07] <gudenau> I was planning on making it more compact, but that makes it harder to read.
L1232[17:56:33] <Delenas> I would register it with registerItem? registerBlock?
L1233[17:56:46] <diesieben07> registerBlock
L1234[17:56:52] <gudenau> GameRegistry.registerBlock(Block, ItemBlock, String)
L1235[17:56:54] <gigaherz> you don't register the itemblock separately
L1236[17:56:57] <diesieben07> there is a version of that that takes an ItemBlock class
L1237[17:56:59] <gigaherz> you put it on the registerBlock call
L1238[17:57:00] <Mraof> return ItemStack.areItemsEqual(stack1, stack2) && ItemStack.areItemStackTagsEqual(stack1, stack2);
L1239[17:57:06] <Mraof> Yeah
L1240[17:57:08] <gudenau> Err, Class<?extends ItemBlock>
L1241[17:57:48] <Mraof> registerBlock(exampleBlock, ItemBlockExample.class, "exampleBlock")
L1242[17:57:58] <Delenas> aha.
L1243[17:58:26] <gudenau> Because that is not what I said at all. :-P
L1244[17:59:09] <Mraof> I was just giving an example
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L1248[18:02:04] <gudenau> Oh my god, steel is annoying me and I am just testing it. GG players.
L1249[18:03:11] <gudenau> Now I need to go and fix my main crafting table thing.
L1250[18:03:19] <gudenau> The code is trash.
L1251[18:04:27] *** fry is now known as fry|sleep
L1252[18:05:03] <gudenau> I even made a TODO about that. :-P
L1253[18:05:03] <gudenau> /TODO Overhaul this crap
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L1255[18:07:16] <gudenau> Number one: I should make it so that I am only checking the inventory when it is marked dirty or whatever instead of on every tick.
L1256[18:07:39] <Delenas> So, wait. hasContainerItem- I get returning an itemstack with the "empty" item, but what's the passed itemstack?
L1257[18:08:28] <diesieben07> in case of a bucket it would be the full bucket
L1258[18:08:44] <Delenas> Ooh. For damaging the item and such.
L1259[18:08:51] <Delenas> Yes?
L1260[18:08:59] <diesieben07> yes
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L1262[18:11:23] <gudenau> Is there a onInventoryChanged for IInventorys?
L1263[18:11:31] <diesieben07> markDirty?
L1264[18:11:50] <gudenau> I guess I should just override that. :-P
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L1266[18:11:57] <gigaherz> gudenau: InventoryBasic?
L1267[18:13:05] <gigaherz> if so, it has "addInventoryChangeListener" that takes an IInvBasic interface (onInventoryChanged method)
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L1269[18:15:53] <Mraof> What is InventoryBasic, I noticed it when making containers/guis but still made my own class
L1270[18:15:58] <gudenau> I am just sitting here, staring at my code, scared to try to fix it.
L1271[18:16:16] <Mraof> Why?
L1272[18:16:34] <Delenas> ..wtf Mojang, your item/block registration internal process is insane.
L1273[18:16:34] <gigaherz> Mraof: a generic implementation of IInventory
L1274[18:16:37] <gudenau> 9x9 grid, fuel, burn time. :-P
L1275[18:16:45] <gigaherz> Delenas: they have an internal registration process?
L1276[18:16:48] <gudenau> FFFFFFFFFFF
L1277[18:16:50] <gigaherz> I thought it was just an array
L1278[18:16:58] <gudenau> I need to change my inventorys now don't I?
L1279[18:17:10] <gigaherz> ?
L1280[18:17:23] <Delenas> I was attempting to look up how cake's crafting works
L1281[18:17:25] <shadekiller666> wtf
L1282[18:17:25] <gudenau> Didn't they change all that?
L1283[18:17:34] <Delenas> And ohgodwhy.png
L1284[18:17:42] <Mraof> The burn time is part of the inventory?
L1285[18:17:42] <shadekiller666> no webpages are fucking loading
L1286[18:18:26] <gigaherz> gudenau: not sure what you mean
L1287[18:18:55] <Delenas> I can't find out how Items.getRegisteredItem works
L1288[18:19:07] <gigaherz> in 1.8.9, forge added IItemHandler capability, which replaces IInventory, if that's what you meant?
L1289[18:19:28] <Mraof> What markDirty is normally used for in IInventory is to mark tileentities for update
L1290[18:19:29] <gudenau> Yep.
L1291[18:20:00] <gudenau> Yes, but I need to check when the inventory changes to do crafting stuff.
L1292[18:20:11] <diesieben07> Delenas, it's private, you shouldn't be using it. use GameData.getItemRegistry().getObject
L1293[18:20:20] <Mraof> Do you have your own container?
L1294[18:20:31] <gudenau> Me? Yeah, and my own TE.
L1295[18:20:41] <Delenas> I'm -not- using it.
L1296[18:20:47] <Delenas> I'm trying to figure out how cake works.
L1297[18:20:51] <Mraof> I'd say do it in the container, not the inventory
L1298[18:21:04] <diesieben07> cake? :O
L1299[18:21:07] <gudenau> Why? I want to make this automatable.
L1300[18:21:26] <Mraof> Oh, okay
L1301[18:22:12] <Mraof> Do it in the TileEntity, then
L1302[18:22:22] <gudenau> That is what I am doing.
L1303[18:22:25] <Mraof> Okay
L1304[18:22:37] <Mraof> I'm not sure exactly how you have everything set up
L1305[18:22:41] <gigaherz> Delenas: how's cake related to items?
L1306[18:22:44] <Delenas> diesieben07, the container stuff
L1307[18:23:05] <Mraof> Is the TileEntity the inventory?
L1308[18:23:07] <gudenau> I am ripping it all out, it is total garbage that did not work half the time.
L1309[18:23:07] <diesieben07> no idea what you are talking about
L1310[18:23:13] <gudenau> Yes.
L1311[18:23:22] <Delenas> For a code example for cake's bucket crafting
L1312[18:23:22] <gigaherz> Delenas: explain your problem, not your failed solution
L1313[18:23:47] <gigaherz> so what you wanted to ask is
L1314[18:23:52] <diesieben07> oh
L1315[18:23:59] <gigaherz> how to make a recipe that leaves the buckets in the crafting grid?
L1316[18:24:01] <diesieben07> what does that have to do with that method? :O
L1317[18:24:03] <williewillus> does the potion id map change between init and world load now?
L1318[18:24:05] <Mraof> What sort of automation do you want?
L1319[18:24:07] <williewillus> due to the potion registry
L1320[18:24:13] <gigaherz> this has absolutely nothing to do with item registration
L1321[18:24:17] <gigaherz> it's the recipe system
L1322[18:24:22] <gudenau> I will just do this myself. :-P
L1323[18:24:28] <Mraof> Okay
L1324[18:24:40] <williewillus> gigaherz: setContainerItem?
L1325[18:24:43] <Delenas> Simple. I have a block (BlockWorkbench) that's crafted with a hammer and 'plankWood'. Wanted to see how to use ItemBlock (for me, ItemWorkbench) to leave that hammer.
L1326[18:25:15] <Mraof> I was just going to say you might want to implement ISidedInventory depending on what you were going to do
L1327[18:25:24] <diesieben07> if th hammer should be left the HAMMER needs the container item...
L1328[18:25:43] <gigaherz> Delenas: then the container item is your hammer
L1329[18:26:18] <gigaherz> in your Item class, override getContainerItem
L1330[18:26:27] <gigaherz> and hasContainerItem
L1331[18:26:44] <williewillus> woops pinged the wrong person lol
L1332[18:26:53] <gigaherz> and return the hammer as-is (or after reducing durability)
L1333[18:27:22] <Delenas> Okay. I probably didn't explain it well before, then
L1334[18:27:24] <gigaherz> although if you don't want to reduce durability, you can use setContainerItem as williewillus mentioned
L1335[18:27:54] <Delenas> ItemBlock was mentioned before and I was hunting to add this to BlockWorkbench
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L1338[18:28:30] <diesieben07> because you said you need it for a block...
L1339[18:28:50] <williewillus> ugh
L1340[18:28:59] <williewillus> why do PotionEffects not have registry delegates?
L1341[18:29:13] <diesieben07> what is the point of registry delegates anyways?
L1342[18:29:20] <williewillus> they survive ID shifting
L1343[18:29:49] <diesieben07> a Potion object also does?!
L1344[18:29:53] <Delenas> I said "item 1 + planks = item 1 + new block"...
L1345[18:29:55] <diesieben07> and so does a Block or Item block
L1346[18:29:56] <williewillus> botania register brews in postInit which take a collection of PotionEffects
L1347[18:30:05] <williewillus> PotionEffects only use number ids
L1348[18:30:08] <williewillus> which shift when the server starts
L1349[18:30:12] <shadekiller666> searge tweeted that mcp 1.9 should be out very soon
L1350[18:30:18] <diesieben07> then that needs to fixed by making them use Potion
L1351[18:30:21] <diesieben07> why use a delegate?
L1352[18:30:25] <williewillus> it can't use potion
L1353[18:30:29] <diesieben07> why
L1354[18:30:40] <williewillus> if potion was fine I woud've used it already
L1355[18:30:47] <williewillus> PotionEffect has duration + amplifier
L1356[18:31:07] <diesieben07> i mean PotionEffect should use Potion object, not ID
L1357[18:31:19] <williewillus> it doesn't is the problem :P
L1358[18:31:47] <diesieben07> my question was what is the point of delegates
L1359[18:31:53] <diesieben07> you said they survive ID shifts
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L1361[18:31:57] <diesieben07> so does the Potion/Block/Item object
L1362[18:32:07] <williewillus> I misspoke :P
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L1364[18:32:10] <williewillus> I meant Potion object
L1365[18:32:12] <gigaherz> I keep wondering how searge can keep doing MCP, after having seen the actual MC source, he must be facepalming at some of the commuinity names ;P
L1366[18:32:16] <gudenau> HRM
L1367[18:32:29] <gudenau> What are the slot IDs for the furnace?
L1368[18:32:29] <williewillus> gigaherz: he doesn't :P
L1369[18:32:31] <williewillus> lex does
L1370[18:32:45] <williewillus> he's mcp leader in name only really
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L1373[18:33:39] <williewillus> not sure how to solve this
L1374[18:35:48] <williewillus> I'm probably just gonna use my own "PotionEffect" that uses the real object
L1375[18:35:54] <williewillus> and convert to the vanilla one on demand at runtime >.>
L1376[18:37:24] <shadekiller666> wtf att why is it taking 20 minutes to watch a 10 minute video at 480p...
L1377[18:37:49] <gudenau> Why do I only get 2 up?
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L1379[18:40:37] <gudenau> Heh, I think I found a minor furnace bug. :-P
L1380[18:43:55] <williewillus> what is it?
L1381[18:44:14] <gudenau> If the fuel stack is negitive it works just fine.
L1382[18:44:24] <diesieben07> why do you have negative stacks? :O
L1383[18:44:28] <gudenau> Does not remove it when it concumes the fuel.
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L1386[18:44:47] <gudenau> I do not, but there have been cases where you can get them do to bugs in the game.
L1387[18:44:53] <gudenau> Or mods.
L1388[18:45:09] <diesieben07> i would not consider this a bug tbh
L1389[18:47:15] <gudenau> Question, if there is an item inserted into my TE; will markDirty get called?
L1390[18:47:58] <diesieben07> setInventorySlotContents has to call markDirty, so yes
L1391[18:48:14] <gudenau> Ok.
L1392[18:48:57] <williewillus> if you use capas and aren't just wrapping iinventory you have to do it yourself though
L1393[18:49:09] <gudenau> capas?
L1394[18:49:13] <williewillus> capabilities
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L1396[18:54:54] <gudenau> i-- is read after the decrement while --i is before, correct?
L1397[18:55:21] <tterrag> i-- is decrement, return
L1398[18:55:25] <tterrag> um
L1399[18:55:31] <tterrag> wait I already got it backwards lol
L1400[18:55:39] <tterrag> i-- is return, decrement :P
L1401[18:55:56] <gudenau> So, i = 1-- would not change?
L1402[18:56:00] <gudenau> i--*
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L1404[18:56:18] <diesieben07> yes, that does nothing
L1405[18:56:19] <gudenau> Sorry, been a little while. :-P
L1406[18:56:24] <tterrag> uh...yeah that would do nothing
L1407[18:56:25] <diesieben07> except waste cpu cycles :D
L1408[18:56:28] <tterrag> why...why would you do that
L1409[18:56:40] <williewillus> probably would get optimized away though :P
L1410[18:56:43] <gudenau> I would not, just making sure I understand.
L1411[18:56:44] <williewillus> provided you rubn it enough
L1412[18:57:12] <shadekiller666> ide would probably yell at you for doing that anyway :P
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L1414[18:59:02] <gudenau> Nope.
L1415[18:59:06] <gudenau> Interesting.
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L1417[19:02:30] <gudenau> Lets test my new crafting code.
L1418[19:02:35] <gudenau> Fingers crossed.
L1419[19:02:44] <gigaherz> gudenau: consider that "i=i++" gets translated into "set i to i; increment i;"
L1420[19:02:53] <gigaherz> XD
L1421[19:03:03] <gudenau> Uhm, that sounds very undefined.
L1422[19:03:08] <gudenau> I will have to play with that later.
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L1426[19:03:53] <gudenau> HRM
L1427[19:04:08] <gudenau> It would help if I remeber the size of my crafting table. :-P
L1428[19:04:42] <killjoy> you're not using magic numbers, are you?
L1429[19:04:55] <gudenau> Nope.
L1430[19:05:18] <gudenau> I am using global varables calculated by doing math based on the size of my grid.
L1431[19:05:25] <killjoy> "global variables"
L1432[19:05:26] <killjoy> wut
L1433[19:05:45] <killjoy> you're either doing things wrong or don't know what a global variable is
L1434[19:06:09] <killjoy> people have gotten fired for using global variables
L1435[19:06:25] <gudenau> Example: private static final int OUTPUT_SLOT = FUEL_SLOT + 1;
L1436[19:06:31] <killjoy> those are constants
L1437[19:06:36] <gigaherz> gudenau: there's no such thing as "globals" in Java ;P
L1438[19:06:38] <gudenau> It is global though.
L1439[19:06:40] <killjoy> ^
L1440[19:06:44] <gigaherz> no, it's static
L1441[19:06:45] <killjoy> or any oob
L1442[19:06:46] <gudenau> In the scope of the object at least.
L1443[19:06:50] <gigaherz> but it's still self-contained inside a class
L1444[19:06:50] <gigaherz> ;P
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L1446[19:07:17] <gigaherz> specially that one, which is private, any other class can't even *see* it
L1447[19:07:26] <gudenau> Reflection.
L1448[19:07:32] <gudenau> natives.
L1449[19:07:34] <gigaherz> the clases still don't see it
L1450[19:07:37] <gudenau> Unsafe even?
L1451[19:07:50] <gudenau> -.-
L1452[19:08:04] <gigaherz> all those things are workarounds that let you access things that you can't see/touch
L1453[19:08:04] <gigaherz> ;P
L1454[19:08:20] <Arctic_Wolfy> Is it possible to render an item texture on a block using a TESR?
L1455[19:08:23] <killjoy> and they are bad
L1456[19:08:26] <diesieben07> streams anyone? http://i.imgur.com/2EHkLPp.png
L1457[19:08:27] <williewillus> Arctic_Wolfy: yup
L1458[19:08:27] <gigaherz> it's like breaking a door glass and opening the door form the inside handle
L1459[19:08:28] <gudenau> I can not see you, could I access you with Reflection? :-P
L1460[19:08:31] <williewillus> Arctic_Wolfy: 1.8?
L1461[19:08:37] <Delenas> So, uhh. http://imgur.com/RInAzDM
L1462[19:08:40] <Arctic_Wolfy> 1.7.10
L1463[19:08:46] <williewillus> oh idk then lol
L1464[19:08:48] <killjoy> direct calls are a small handgun
L1465[19:08:52] <williewillus> get the icon and use tessellator
L1466[19:08:53] <killjoy> reflection is an rpg
L1467[19:08:54] <gudenau> Step one, Arctic_Wolfy update.
L1468[19:09:09] <Arctic_Wolfy> Hmm?
L1469[19:09:10] <williewillus> in 1.8 you just call one line
L1470[19:09:11] <williewillus> Minecraft.getMinecraft().getRenderItem().renderItem(stack, ItemCameraTransforms.TransformType.NONE);
L1471[19:09:14] <williewillus> :P
L1472[19:09:19] <gigaherz> diesieben07: that's wider than what my field of vision can understand
L1473[19:09:19] <gigaherz> XD
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L1475[19:09:28] <diesieben07> lol
L1476[19:09:33] <Arctic_Wolfy> >.<
L1477[19:09:33] <gigaherz> consider chopping up those lines ;P
L1478[19:09:34] <killjoy> reflection is more expensive and requires more prep to use
L1479[19:09:44] <killjoy> and if you miss....
L1480[19:09:46] <williewillus> Arctic_Wolfy: use getIcon and the tessellator
L1481[19:09:57] <Arctic_Wolfy> Trying that.
L1482[19:10:09] <Arctic_Wolfy> But I see nothing.
L1483[19:10:19] <gigaherz> diesieben07: I see the point of coding with streams
L1484[19:10:21] <williewillus> show code
L1485[19:10:36] <gigaherz> but if that was me, I'd want to convert those to classic loops so I can understand the meaning a month later
L1486[19:10:36] <gigaherz> XD
L1487[19:11:07] <gudenau> What in the world? The is no way that is java.
L1488[19:11:21] <diesieben07> lol
L1489[19:11:27] <diesieben07> i find that much easier to understand that loops
L1490[19:11:31] <diesieben07> also, better? http://i.imgur.com/B1qvlQf.png
L1491[19:11:35] <diesieben07> *than
L1492[19:11:52] <diesieben07> i dont want to see that code witout streams
L1493[19:11:53] <gudenau> -> is a structure thing in C. What the heck.
L1494[19:12:03] <diesieben07> lambdas
L1495[19:12:13] <diesieben07> think of it as syntax sugar for inner classes
L1496[19:12:18] <shadekiller666> -> is for pointers
L1497[19:12:20] <gudenau> λ?
L1498[19:12:23] <gigaherz> gudenau: no, it's a pointer reference
L1499[19:12:32] <gigaherz> same as "." but for pointers
L1500[19:12:47] <diesieben07> gudenau, https://docs.oracle.com/javase/tutorial/java/javaOO/lambdaexpressions.html
L1501[19:13:10] <gigaherz> or you could say "ptr->a" is a shorthand for "(*ptr).a"
L1502[19:13:13] <Arctic_Wolfy> http://pastebin.com/TWEHFtdd
L1503[19:14:13] <Arctic_Wolfy> That's the code.
L1504[19:15:56] <Arctic_Wolfy> Am I still connected or did the room just go quiet all of a sudden?
L1505[19:16:12] <shadekiller666> nope, you're not connected
L1506[19:16:20] <Delenas> oredict recipes- can I just use "gem" to target all gem types? gemDiamond, gemEmerald, etc?
L1507[19:16:49] <Arctic_Wolfy> Okay... And I pasted my code for who ever wanted it...
L1508[19:18:54] <Mraof> I guess you could do that
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L1510[19:18:57] <Arctic_Wolfy> Found the problem!
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L1517[19:23:59] <williewillus> Arctic_Wolfy: what was it?
L1518[19:24:25] <Arctic_Wolfy> I forgot a method call to one of my methods.
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L1524[19:48:16] <gudenau> Is a TE marked dirty on load?
L1525[19:48:21] <gudenau> Doubt it.
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L1529[19:57:07] <gudenau> Looks like my code mostly works. :-D
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L1531[20:06:56] <xaero> Lex: any reason why you renamed the sound parameter to p_sound instead of formatting to the standing convention `soundIn`? More than one naming style makes the names messy (and there's probably more than one already :P)
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L1540[20:15:00] <gudenau> My GUI is wierd. The progress bars are super jumpy. 0.o
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L1542[20:17:44] <gudenau> Might have been old code, oops.
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L1545[20:19:48] <gudenau> Or not.
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L1549[20:24:55] * gudenau facepalms to the moon and back
L1550[20:25:08] <gudenau> I frogot some breaks on a switch.
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L1561[20:37:42] <poste9> ok, now I think I can talk..
L1562[20:37:48] <poste9> nice.
L1563[20:39:48] <killjoy1> just registered? On an actual client?
L1564[20:42:13] <poste9> I just had a NullPointerException from the EntityPlayer class when it calls the getName method... Its pretty obvius that this gameProfile pointer is not assigned. return this.gameProfile.getName(); BUT I want to know if I did anything wrong... I just registered an event handler with the PlayerEvent parameter and I'm logging the event.entity.toString(); with happens to call, eventually,
L1565[20:42:14] <poste9> the EntityPlayer.getName() method with is causing this Exception.
L1566[20:42:20] <poste9> Any thoughts ?
L1567[20:42:42] <williewillus> 0.o show code?
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L1570[20:43:33] <killjoy1> has anyone managed to fix the exrocist head when riding things?
L1571[20:43:41] <poste9> http://pastebin.com/EiJTYQsX
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L1573[20:43:48] <williewillus> killjoy1: so it's not just my mod? lol
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L1575[20:44:14] <killjoy1> no, vanilla
L1576[20:44:27] <williewillus> that's a lot of event handling that's going on :P
L1577[20:44:37] <killjoy1> http://i.imgur.com/AxLz6AK.png
L1578[20:44:39] <williewillus> also use the entiyPlayer field
L1579[20:44:42] <williewillus> not the entity field
L1580[20:44:55] <williewillus> what are those arrows :P
L1581[20:44:57] <diesieben07> you are handling every. single. type. of player event
L1582[20:44:59] <diesieben07> why? :O
L1583[20:45:01] <williewillus> ^
L1584[20:45:05] <diesieben07> that is basically NEVER the right choice
L1585[20:45:17] <killjoy1> arrows is a resource pack
L1586[20:45:21] <poste9> because I want to know what events I am able to handle ^^
L1587[20:45:34] <diesieben07> PlayerEvent class, type hierarchy
L1588[20:45:38] <diesieben07> you have an IDE for a reason :P
L1589[20:47:02] <poste9> ok, that sounded mean... but its fine.. I'm trying to do something using this highlevel lang that I would never think about coding on... but hey, thank you for your tip.
L1590[20:47:12] <williewillus> lol
L1591[20:47:17] <diesieben07> i am not mean, just pragmatic and to the point :P
L1592[20:47:34] <poste9> I would probabbly do the same thing, I really understand u. ;)
L1593[20:48:03] <tterrag> if you're using eclipse you can just right click on the type and press open type hierarchy
L1594[20:48:11] <tterrag> or ctrl+T
L1595[20:49:03] <poste9> yea.. thats pretty cool.. im used to QtCreator and I dont think it has this thing
L1596[20:49:13] *** Mumfrey is now known as mumfrey
L1597[20:50:02] <gigaherz> due to templates and macros, it's not always possible to make a list of things in C++
L1598[20:50:29] <poste9> yup
L1599[20:52:26] <shadekiller666> williewillus, i meant to ask, whats the difference between O.o and 0.o? is the last one a pirate?
L1600[20:52:42] <williewillus> lol
L1601[20:53:03] <williewillus> I've just started using 0 because didn't want to press shift for a capital O
L1602[20:53:06] <williewillus> literally just lazy
L1603[20:53:08] <tterrag> o_o
L1604[20:53:10] <williewillus> 0.o
L1605[20:53:16] <tterrag> O-O
L1606[20:53:17] <williewillus> nor shift for an underscore
L1607[20:53:25] <Delenas> o.ø
L1608[20:54:25] <diesieben07> ∞
L1609[20:54:38] <Delenas> ».«
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L1613[20:55:43] <gigaherz> oo-
L1614[20:56:19] <poste9> derp.. I got the wrong class to describe the error
L1615[20:56:27] <poste9> the event is EntityConstructing
L1616[20:56:44] <tterrag> yes
L1617[20:56:44] <poste9> I cant access entityPlayer
L1618[20:56:48] <tterrag> the event is DURING construction
L1619[20:56:55] <tterrag> the entity is not fully constructed yet
L1620[20:57:00] <diesieben07> well, because EntityConstructing is not fired just for players
L1621[20:57:03] <williewillus> ^
L1622[20:57:05] <diesieben07> it is fired for ALL entities
L1623[20:57:09] <williewillus> there is no entityPlayer field
L1624[20:57:14] <poste9> yep and thats what Im trying to catch
L1625[20:57:38] <poste9> the fact it raises an exception when I call event.entity.toString(); isn't a bad thing?
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L1627[20:57:59] <tterrag> also that
L1628[20:58:02] <tterrag> no
L1629[20:58:05] <diesieben07> dont call toString in that event
L1630[20:58:10] <tterrag> because you are calling an instance method on an unconstructed object
L1631[20:58:15] <tterrag> that's invalid
L1632[20:58:20] <tterrag> or, well, just a bad idea
L1633[20:58:29] <diesieben07> unless the metod is designed to work
L1634[20:58:37] <diesieben07> such as registerExtendedProperty
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L1636[20:59:02] <Arctic_Wolfy> Why might I have a lag spike every time I try to back up?
L1637[20:59:40] <gigaherz> back up? as in, backup the save?
L1638[20:59:46] <Arctic_Wolfy> And what ever it was stopped...
L1639[20:59:53] <gigaherz> or walk backwards?
L1640[20:59:56] <williewillus> lol
L1641[20:59:58] <Arctic_Wolfy> No, I mean as in, you back up!
L1642[21:00:29] <Arctic_Wolfy> The second one.
L1643[21:00:46] <killjoy1> pressing s?
L1644[21:00:52] <Arctic_Wolfy> Yes.
L1645[21:01:07] <Arctic_Wolfy> What other key would it be?
L1646[21:01:10] <williewillus> wut
L1647[21:01:14] <poste9> event.getClass().toGenericString() solved my problem... thank you all
L1648[21:01:15] <killjoy1> you can change it
L1649[21:01:19] <Arctic_Wolfy> What?
L1650[21:01:24] <Arctic_Wolfy> And I know...
L1651[21:01:26] <gigaherz> wat
L1652[21:01:27] <diesieben07> poste9, wtf are you doing that for?
L1653[21:01:34] <williewillus> poste9: what are you doing 0.o
L1654[21:01:36] <Delenas> I could set one of my many mouse buttons to "back up"
L1655[21:01:39] <poste9> dude Im curious
L1656[21:01:42] <gigaherz> poste9: can you explain what you are trying to achieve?
L1657[21:01:46] <williewillus> nothing it seems lol
L1658[21:01:47] <killjoy1> as the doctor says to the patient, don't do that.
L1659[21:01:51] <Arctic_Wolfy> But I left them at default like a sain person.
L1660[21:01:59] <poste9> I just want to know what is being passed as an argument to that function
L1661[21:02:03] <gigaherz> poste9: but getting the class name is something you can do right there in the debugger
L1662[21:02:03] <williewillus> literally open the class hierarchy to examine what events are available
L1663[21:02:08] <williewillus> that is a silly way to do it
L1664[21:02:14] <Arctic_Wolfy> Maybe I should do what Delenas did.
L1665[21:02:20] <gigaherz> just set a breakpoint, and look at the tooltips and inspector
L1666[21:02:27] <williewillus> also you already know what is being passed to an eventhandler
L1667[21:02:28] <poste9> for every single entity ?
L1668[21:02:31] <poste9> that would take ages
L1669[21:02:35] <williewillus> wat
L1670[21:02:38] <williewillus> ??
L1671[21:02:40] <diesieben07> WAT.
L1672[21:02:47] <Arctic_Wolfy> Wait... does F3 + S do something?
L1673[21:02:49] <williewillus> what are you trying to achieve??
L1674[21:02:55] <poste9> rofl
L1675[21:03:02] <killjoy1> it reloads the sound manager
L1676[21:03:04] <williewillus> Arctic_Wolfy: used to reload sounds, now reloads...something
L1677[21:03:06] <williewillus> removed in 1.9
L1678[21:03:08] <FusionLord> Arctic_Wolfy, reloads all assets including sounds
L1679[21:03:10] <williewillus> in favor of f3+t
L1680[21:03:38] <gigaherz> really?
L1681[21:03:39] <williewillus> f3+s/t used to be separate but sometime they merged infunctionality so 1.9 removed it
L1682[21:03:46] <williewillus> probably when resource packs happened
L1683[21:03:47] <gigaherz> but but
L1684[21:03:51] <gigaherz> f3+t opens the chat also
L1685[21:03:52] <Delenas> Does F3 + R do anything?
L1686[21:03:52] <gigaherz> it's annoying
L1687[21:03:56] <gigaherz> I got used to f3+s :(
L1688[21:03:59] <Arctic_Wolfy> Ah. I recently hit F3 + H to hide the stuff.. and my keyboard gets keys stuck somethimes.
L1689[21:04:09] <Delenas> Because they should set that to resourcepacks.
L1690[21:04:21] <williewillus> it's f3+t from legacy
L1691[21:04:24] <williewillus> for texturepacks
L1692[21:04:35] <williewillus> just changing the keybind for no reason is pointless :P
L1693[21:04:47] <Delenas> Times change. Also, chat is annoying.
L1694[21:04:50] <tterrag> I'll just make a mod to re-add f3+s :P
L1695[21:05:00] <Delenas> And it makes more sense for R, because Resource pack.
L1696[21:05:01] <tterrag> I'm with gigaherz
L1697[21:05:04] <FusionLord> f3+D is nice
L1698[21:05:09] <williewillus> I think in 1.9 f3+X commands no longer open guis
L1699[21:05:33] <Arctic_Wolfy> F3 + X? o.o
L1700[21:05:40] <williewillus> <X>
L1701[21:05:44] <Delenas> Pretty sure they changed it so it works on keyup now
L1702[21:05:47] <williewillus> insert letter here
L1703[21:05:50] <killjoy1> doesn't work in 1.8
L1704[21:05:55] <Arctic_Wolfy> What does "D" do?
L1705[21:05:59] <williewillus> clears chat
L1706[21:06:06] <FusionLord> here is a full list http://minecraft.gamepedia.com/Debug_screen#More_debug-keys
L1707[21:06:12] <tterrag> oh really?
L1708[21:06:16] <tterrag> it won't open the chat anymore?
L1709[21:06:18] <tterrag> ok I can live with that
L1710[21:06:23] <killjoy1> that's F3+t
L1711[21:06:36] <tterrag> <williewillus> I think in 1.9 f3+X commands no longer open guis
L1712[21:06:41] <williewillus> yeah I just checked
L1713[21:06:41] <killjoy1> that last bind is wrong
L1714[21:06:45] <williewillus> it doesn't open chat anymore
L1715[21:06:48] <williewillus> nor the f3 screen
L1716[21:06:49] <killjoy1> it's shift+f3, not f3+shift
L1717[21:06:51] <tterrag> awesome :P
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L1719[21:08:10] <poste9> Ok.. now a real question: using this SimpleNetworkWrapper is there a place I can read about the limitations? Basically I need to know if I have somekind of packets per second limit or even max packet size
L1720[21:08:26] <williewillus> the guideline for that is "don't be stupid"
L1721[21:08:39] <williewillus> :P
L1722[21:09:00] <tterrag> the limit is only the user's bandwidth
L1723[21:09:01] <killjoy1> I take it a lot of thhese are in 1.9
L1724[21:09:06] <tterrag> but yeah, don't be stupid
L1725[21:09:15] <williewillus> killjoy1: these what?
L1726[21:09:19] <williewillus> only f3+q is new
L1727[21:09:25] <killjoy1> f3 keys
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L1729[21:09:37] <killjoy1> mainly n, q, f
L1730[21:10:03] <williewillus> ah f is new
L1731[21:10:07] <williewillus> thought it was older
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L1733[21:10:16] <FusionLord> killjoy1, it is now Shift+F3
L1734[21:10:18] <FusionLord> :)
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L1736[21:10:21] <Delenas> Q is nice
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L1738[21:10:32] <killjoy1> that's because f by itself used to cycle through render distances
L1739[21:10:38] <killjoy1> tiny/small/normal/far
L1740[21:11:11] <killjoy1> alt+f3 seems sketchy
L1741[21:11:12] <poste9> I noticed that trying to transmit voice in real time is not going as good as I would need.. so now I'm trying to group a bunch of samples and send it together.. The first option would go wrong if the server queue to send the messages be small or if there's somekind of conditional mutex going on.. would be bad. And if I have packet size limitation the second option would be bad as well..
L1742[21:11:23] <Delenas> It does make me wonder why Mojang bound everything to one function key though, and not multiple.
L1743[21:11:48] <williewillus> poste9: I would open another network connection for that kinda stuff
L1744[21:11:53] <poste9> :/
L1745[21:11:54] <killjoy1> poste9, mc uses tcp. that's not good for voice
L1746[21:11:58] <williewillus> ^
L1747[21:11:58] <killjoy1> you should use udp
L1748[21:12:13] <killjoy1> so create a separate connection for your voice
L1749[21:12:41] <tterrag> or just use one of the many existing voice mods .-.
L1750[21:12:47] <williewillus> ^ that too
L1751[21:12:52] <killjoy1> mekanism is one
L1752[21:12:53] <poste9> whats the fun of that? ^^
L1753[21:12:58] <tterrag> not wasting your time? :P
L1754[21:13:00] <williewillus> ^
L1755[21:13:01] ⇨ Joins: IoP (jikuja@kapsi.fi)
L1756[21:13:22] <poste9> its just about perspective
L1757[21:13:28] <williewillus> or...not wasting time
L1758[21:13:46] <FusionLord> some people have the time to waste....
L1759[21:13:58] <FusionLord> I for one am not one of those people :P
L1760[21:14:00] <Delenas> Don't re-create the wheel unless it really adds something.
L1761[21:14:22] <diesieben07> if you want to learn... recreating thewheel is fine
L1762[21:14:27] <Delenas> For example, thermal expansion added power because they wanted their own network. It just happened to get popular.
L1763[21:14:29] <FusionLord> ^
L1764[21:14:44] <poste9> dude.. I work with pjsip 8h/day I just want to implement something new here
L1765[21:15:04] <poste9> but u guys are so mean.. Im gonna cry
L1766[21:15:13] <williewillus> lol
L1767[21:15:14] * diesieben07 hugs poste
L1768[21:15:21] <poste9> ;'
L1769[21:15:21] <FusionLord> ... who was being mean?
L1770[21:15:25] <Delenas> Because really, people want to see new stuff.
L1771[21:15:32] <killjoy1> shuuuun
L1772[21:15:37] <killjoy1> be nice
L1773[21:15:41] <killjoy1> or be shunned
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L1775[21:15:51] <poste9> yea like dialing to a mobile fone from your minecraft would be so 90's
L1776[21:16:06] <Delenas> Sethbling did it. /s
L1777[21:16:18] <killjoy1> using command blocks, right?
L1778[21:16:21] <Delenas> Well, video calling or whatever
L1779[21:16:27] <Delenas> And in vanilla.
L1780[21:16:41] <diesieben07> he didn't do it, really
L1781[21:16:41] <killjoy1> he also made a sethbling video generator
L1782[21:16:48] <diesieben07> verizon did most the work
L1783[21:16:52] <FusionLord> Delenas, Verison did it //
L1784[21:16:54] <Arctic_Wolfy> Hmm... I need help, It seams that the client doesn't know about the items in my IInventory TileEntity...
L1785[21:16:59] <FusionLord> verizon**
L1786[21:17:38] <gigaherz> Arctic_Wolfy: TileEntities don't synchronize automatically
L1787[21:17:56] <Arctic_Wolfy> gigaherz: What I gotta do then?
L1788[21:17:58] <gigaherz> the client's copy of the TE won't know what items have been added from the server, unless something notifies it
L1789[21:18:01] <gigaherz> however
L1790[21:18:04] <killjoy1> you have to sync manually
L1791[21:18:05] <gigaherz> when you have a GUI open
L1792[21:18:18] <gigaherz> the Container class will send slot contents to the client
L1793[21:18:26] <Arctic_Wolfy> I never said I opened a GUI...
L1794[21:18:35] <gigaherz> which will cause the client to assign the slot, which in turn causes the inventory to update
L1795[21:19:02] <gigaherz> but that only affects Slot-assigned items, and only while a gui is open
L1796[21:19:11] <diesieben07> giga was just explaining that unless you are using a GUI, it will not just sync by magic
L1797[21:19:21] <gigaherz> if you need the contents in any other situation, you will need to synchronize manually
L1798[21:19:23] <Arctic_Wolfy> I don't have a GUI...
L1799[21:19:32] <diesieben07> which in turn menas you need to sync manually
L1800[21:19:39] <diesieben07> basic deduction :D
L1801[21:19:41] <Arctic_Wolfy> And how?
L1802[21:19:45] <diesieben07> packets
L1803[21:19:49] <gigaherz> send your own packets
L1804[21:19:50] <Arctic_Wolfy> x.x
L1805[21:20:00] <williewillus> you can be lazy and the vanilla packet :P
L1806[21:20:02] <gigaherz> it's not as hard as it sounds
L1807[21:20:02] <williewillus> *send
L1808[21:20:22] <poste9> dude you almost made me give up of the project.. I thought verizon was a guy...
L1809[21:20:24] <Arctic_Wolfy> I've tried them before...
L1810[21:20:38] <williewillus> packets?
L1811[21:20:41] <diesieben07> lol
L1812[21:20:43] <williewillus> or the vanilla ones specifically?
L1813[21:21:01] <williewillus> literally if you wanna be lazy send the vanilla one ;p
L1814[21:21:11] <Arctic_Wolfy> I don't know, I think my packets.
L1815[21:21:24] <gigaherz> Arctic_Wolfy: the lazy way, is to implement getDescriptionPacket, and onDataPacket
L1816[21:21:32] <gigaherz> and then use markBlockForUpdate
L1817[21:21:35] <gigaherz> whenever something changes
L1818[21:21:42] <Arctic_Wolfy> Kay.
L1819[21:22:01] <FusionLord> IMessage, IMessageHandler, and SimpleNetworkWrapper make packets so easy!
L1820[21:22:09] <Arctic_Wolfy> :o
L1821[21:22:40] <gigaherz> yeah, even when you add the cross-thread scheduling
L1822[21:22:50] <Delenas> https://i.imgflip.com/10257d.jpg
L1823[21:23:25] <FusionLord> ^ NICE!
L1824[21:23:47] <Delenas> Minecraft modding be like
L1825[21:23:50] <FusionLord> gigaherz, what are you doing with threads now?
L1826[21:24:41] <gigaherz> FusionLord: in 1.8+, the message handler runs on the network thread
L1827[21:24:42] <Arctic_Wolfy> And what do I do with these packets methods?
L1828[21:24:58] <gigaherz> you have to use a scheduled task to run the handling code in the proper thread
L1829[21:25:04] <FusionLord> ahh
L1830[21:25:32] <FusionLord> Arctic_Wolfy, what method are you using the desctiption packet?
L1831[21:25:40] <gigaherz> Arctic_Wolfy: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/essentializer/TileEssentializer.java#L115,L129
L1832[21:25:51] <gigaherz> this is THE lazy way
L1833[21:26:02] <gigaherz> I still have the methods, but I'm not using them (and if I am, I shouldn't be ;P)
L1834[21:26:49] <gigaherz> in fact I don't think L128 should be there at all
L1835[21:26:54] * diesieben07 still thinks his packet system is the best
L1836[21:26:57] * diesieben07 goes back to his holle
L1837[21:27:00] <diesieben07> *hole
L1838[21:27:14] <FusionLord> o/ thanks for the input diesieben07 :)
L1839[21:27:21] <diesieben07> lol
L1840[21:27:24] <diesieben07> my pleasure
L1841[21:27:30] <poste9> oh now that u are talking about this... I noticed that If I write 1600 bytes I get 1601 bytes... what should be doing that Im not ?
L1842[21:27:42] <gigaherz> write where?
L1843[21:27:44] <diesieben07> packet ID is prepened
L1844[21:27:49] <tterrag> probably a null terminated...or ID yeah
L1845[21:27:50] <diesieben07> which is probably what you are seeing
L1846[21:27:55] <gigaherz> ah yeah
L1847[21:28:07] <tterrag> is the descriminator a byte?
L1848[21:28:09] <gigaherz> yes
L1849[21:28:19] <poste9> nice, that makes sense
L1850[21:28:19] <tterrag> so I can't register more than 256 packets to a channel?
L1851[21:28:22] <gigaherz> at the beginning of the packet data for simpleimpl
L1852[21:28:24] <gigaherz> nope
L1853[21:28:27] <tterrag> hm
L1854[21:28:28] <tterrag> interesting
L1855[21:28:30] <tterrag> not that I will
L1856[21:28:31] <gigaherz> so far as I know
L1857[21:28:44] <tterrag> gigaherz: still too tired to read my code? :P
L1858[21:28:50] <poste9> Can I go back to packetid 1 after 255 ?
L1859[21:28:50] <Delenas> Why in god's name would anyone NEED more than 256 packet types
L1860[21:28:54] <gigaherz> it's 4:30am
L1861[21:29:00] <gigaherz> XD
L1862[21:29:01] <poste9> oh nvm
L1863[21:29:16] <williewillus> and no by the way
L1864[21:29:17] <poste9> its packet type, not packet id per say
L1865[21:29:17] <FusionLord> tterrag, dang what you need 255 packets for :P
L1866[21:29:21] <williewillus> that makes no sense to reuse id's
L1867[21:29:24] <tterrag> <tterrag> not that I will
L1868[21:29:33] <FusionLord> gotcha :P
L1869[21:30:02] <williewillus> tterrag: to fix the broken pane model you just changed cull to cullface in the respective directions right
L1870[21:30:26] <tterrag> williewillus: uh...to fix the non culling yeah
L1871[21:30:30] <tterrag> but I have other issues yet :P
L1872[21:30:51] <poste9> did anyone ever made anything hooking sdl or opengl inside the game? is it doable? not that I want to, im just curious
L1873[21:31:07] <tterrag> opengl is already used...
L1874[21:31:21] <williewillus> yeah the whole game runs on gl...
L1875[21:31:22] <Delenas> People hook openGL all the time. Without that, Thaumcraft wouldn't exist.
L1876[21:31:29] <williewillus> that's not even hooking
L1877[21:31:30] <poste9> nice
L1878[21:31:37] <FusionLord> i almost died @ OpenGL :P
L1879[21:31:38] <williewillus> that's using LWJGL the normal way
L1880[21:31:43] <Delenas> And Azanor would be sad.
L1881[21:32:02] <williewillus> people misuse "hook" a lot ;p
L1882[21:32:06] <Delenas> Because no pretties and fancy things.
L1883[21:32:11] <gigaherz> poste9: the whole game is built on top of lwjgl, which is sortof like java's equivalent of sdl
L1884[21:32:48] <poste9> oh thats cool, I never thought java would have his own renderer
L1885[21:32:58] <gigaherz> it's not its own renderer
L1886[21:33:09] <poste9> its just an equivalent then?
L1887[21:33:12] <gigaherz> it's just bindings for the native opengl and such
L1888[21:33:15] <diesieben07> its basically just a bunch of native methods
L1889[21:33:22] <diesieben07> which are wrappers for the native opengl calls
L1890[21:33:37] <gigaherz> just like SDL, really
L1891[21:33:48] <poste9> just like sdl when it uses opengl right?
L1892[21:33:51] <tterrag> actually the methods you call are not native
L1893[21:33:51] <gigaherz> SDL-> system libraries -> devices
L1894[21:34:02] <gigaherz> lwjgl -> native bindings -> system libraries
L1895[21:34:19] <FusionLord> -> devices
L1896[21:34:22] <tterrag> the method you call, checks the capabilities, gets the function pointer, other stuff, THEN calls the native method
L1897[21:34:26] ⇨ Joins: hasunwoo (~hasunwoo@14.50.209.13)
L1898[21:34:39] <Delenas> tl;dr magic
L1899[21:34:41] <gigaherz> there's one extra layer since lwjgl has to manage calling out of the JVM
L1900[21:34:50] <gigaherz> (and getting callbacks back in)
L1901[21:34:57] <hasunwoo> What is default depth test mode in minecraft?
L1902[21:35:11] <gigaherz> my guess is "depends"
L1903[21:35:45] <hasunwoo> Can i reset depth buffer in rendering loop?
L1904[21:35:50] <hasunwoo> Or does it mess up
L1905[21:36:01] <gigaherz> that's beyond my knowledge ;P
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L1907[21:36:41] <Delenas> ..people really come in here and don't give their whole scope, don't they
L1908[21:37:19] <gigaherz> they also don't wait for someone more knowledgeable to help
L1909[21:37:34] <gigaherz> I'm sure he know thinks "no one knew"
L1910[21:37:36] <FusionLord> hasunwoo, I haven't found any issues with just calling GlStateManager.enable/disableDepth() as far as changing the depth func the stateManager stores that info so you can fetch and return it to the original state.
L1911[21:37:36] <gigaherz> XD
L1912[21:37:40] <gigaherz> FusionLord: he left
L1913[21:37:46] <killjoy1> depth buffer?
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L1915[21:37:49] <FusionLord> wow rude
L1916[21:37:51] <killjoy1> I'd say yes
L1917[21:38:00] <killjoy1> but it depends on the context
L1918[21:38:07] <gigaherz> killjoy1: he's not here anymore ;P
L1919[21:38:17] <killjoy1> i kno
L1920[21:38:34] <killjoy1> that's what I would say if he didn't leave
L1921[21:39:25] <FusionLord> lol
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L1923[21:42:07] <williewillus> hm
L1924[21:42:20] <williewillus> i just thought of something
L1925[21:42:43] <williewillus> having models defined and declared in forge json is really convenient for us, but doesn't that make stacking multiple rp's together difficult?
L1926[21:42:44] <FusionLord> becarful doing that :P
L1927[21:43:22] <FusionLord> wrong chat oops
L1928[21:43:34] <gigaherz> williewillus: it makes it impossible for an RP to only change some states
L1929[21:43:34] <williewillus> it focuses all changes onto the blockstate json so RP's won't be able to work as well together
L1930[21:43:37] <williewillus> yup
L1931[21:43:50] <williewillus> I might split things back out if that's the case
L1932[21:43:52] <williewillus> we'll see
L1933[21:43:52] <gigaherz> like, you can't have an RP that changes the texture assignations, and another one that changes transforms
L1934[21:43:57] <gigaherz> applied to the same blockstates file
L1935[21:44:03] <FusionLord> ... what is rp?
L1936[21:44:03] <gigaherz> since RPs just override the file entries
L1937[21:44:07] <gigaherz> Resource Packs
L1938[21:44:07] <williewillus> resource pack
L1939[21:44:11] <FusionLord> ahh
L1940[21:44:21] <gigaherz> RPs don't get applied incrementally
L1941[21:44:25] <gigaherz> if an upper RP has a file
L1942[21:44:26] <williewillus> they probably thought of that when making the blockstate system
L1943[21:44:32] <gigaherz> the lower RP files don't get used at all
L1944[21:44:34] <williewillus> hence everything is split apart
L1945[21:44:42] <Arctic_Wolfy> Question, is it okay to leave getInventoryName() as returning a null in a GUIless inventory?
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L1948[21:44:49] <gigaherz> Arctic_Wolfy: yes
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L1950[21:44:52] <gigaherz> even with a gui, it's ok
L1951[21:44:56] <williewillus> or just use empty string
L1952[21:44:59] <williewillus> it's safe :P
L1953[21:45:07] <gigaherz> the only time that method is called, is if YOUR CODE calls it
L1954[21:45:10] <gigaherz> ;P
L1955[21:45:31] <Delenas> Reflection would like to have a word with you
L1956[21:46:00] <Arctic_Wolfy> Okay. Now I can tell my friend that others aare saying that the null is okay in this instance... >.>
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L1958[21:46:23] <Delenas> Even still, anyone using said reflection is probably checking for that anyway. >.>
L1959[21:47:00] <gigaherz> let's say anyone who expects to get an inventory name from my blocks, woudl be in for a surprise ;P
L1960[21:47:11] <gigaherz> (if it doesn't null-check)
L1961[21:47:26] <williewillus> if a type has a well defined "none" or "empty" value use it, imo
L1962[21:47:30] <williewillus> so just return ""
L1963[21:47:47] <Delenas> I usually just hook to the block and return the unlocalized name.
L1964[21:48:10] <poste9> throw an exception man, if your mod doesnt handle it, u shouldnt let ppl call it
L1965[21:48:13] <FusionLord> gigaherz, if someone is looking for that in your code they should be null checking... just saying
L1966[21:48:41] <FusionLord> and that isn't specific to you
L1967[21:49:02] <Delenas> poste: That's kind of a dick move. Just return null.
L1968[21:49:30] <poste9> and let the poor guy figure what the heck is going on
L1969[21:49:32] <gigaherz> throwing exceptions would mean people's games crash
L1970[21:49:37] <gigaherz> that's unnecessary
L1971[21:50:01] <poste9> and expecting a string and getting null would do the same I guess
L1972[21:50:02] <Delenas> "Okay, let me just place down this Botania redstring container and *WORLD CORRUPT*
L1973[21:50:36] <FusionLord> poste9, it is really good practice to *ALWAYS* null check.
L1974[21:51:03] <Delenas> try-catch blocks? Less common for code that is nearly always doing the same thing.
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L1976[21:51:18] <williewillus> hm
L1977[21:51:32] <williewillus> I might split all the models with multiple states back out into separate model files
L1978[21:51:43] <Delenas> People expect null, not exceptions.
L1979[21:51:44] <williewillus> but keep the ones with just a single variant
L1980[21:52:05] <williewillus> idk
L1981[21:52:16] <williewillus> I actually get why they split everything up now
L1982[21:52:54] <poste9> yea u guys know best. I just think when Im trying to compile and I dont handle an exception I will notice there's something wrong before I run it.
L1983[21:53:22] <Delenas> Thing is
L1984[21:53:52] <Delenas> -You- know what to expect when working with your blocks. Others don't. Best to follow a somewhat-standard.
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L1987[22:07:48] <Arctic_Wolfy> worldObj.isRemote would be true if I'm on the client, right?
L1988[22:07:59] <hasunwoo> Anyone know how translatetoworldcoord in https://github.com/Chicken-Bones/CodeChickenLib/blob/master/src/codechicken/lib/render/RenderUtils.java works?
L1989[22:08:20] <hasunwoo> I don't know the math behind that method
L1990[22:08:47] <williewillus> it takes into account the partial ticks between each game tick
L1991[22:08:51] <williewillus> which allows a smooth animation
L1992[22:09:04] <williewillus> Arctic_Wolfy: yup
L1993[22:09:16] <Arctic_Wolfy> I could look at it, but I'm guessing some one might say before I figure it out.
L1994[22:09:29] <Arctic_Wolfy> And some one did.
L1995[22:09:49] ⇦ Quits: Lathanael|Away (~Lathanael@p54961143.dip0.t-ipconnect.de) (Ping timeout: 198 seconds)
L1996[22:12:45] <hasunwoo> I don't know what is partial tick
L1997[22:12:58] <hasunwoo> I searched google and there is no explaination
L1998[22:13:11] <hasunwoo> Anyone know what is partial tick?
L1999[22:13:40] <tterrag> the time between ticks
L2000[22:13:43] <tterrag> exactly what it sounds like
L2001[22:14:07] <tterrag> the method you linked is copypasted in vanilla code quite a few times
L2002[22:14:40] <gigaherz> hasunwoo:
L2003[22:14:46] <gigaherz> minecraft runs the logic 20 times per second
L2004[22:14:51] <gigaherz> but the rendering works separately
L2005[22:14:52] <hasunwoo> Yeah
L2006[22:14:55] <gigaherz> and can be faster or slower
L2007[22:15:04] <gigaherz> it does not need to happen exactly on a logic update
L2008[22:15:06] <gigaherz> so
L2009[22:15:34] <gigaherz> if a rendering cycle happens after only 25% of the time has passed since the last logic cycle
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L2011[22:15:41] <gigaherz> the partialTicks value would be 0.25
L2012[22:15:56] <gigaherz> this allows calculating intermediate values
L2013[22:16:05] <gigaherz> so that the movement is smooth
L2014[22:16:14] <Delenas> 1.9... "Fixed rain being too frequent" thank you Mojang.
L2015[22:16:22] <hasunwoo> Oh i see
L2016[22:16:23] <gigaherz> if it did not exist, everything would run at 20fps
L2017[22:16:28] <gigaherz> even if the rendering would draw faster
L2018[22:16:33] <gigaherz> things would just not update any quicker
L2019[22:16:53] <gigaherz> the function that calculates the intermediate values is called "linear interpolation"
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L2021[22:17:47] <gigaherz> you'll often see the written as "A*(1-p) + B*p" which is mathematically equivalent to "A + p*(B-A)"
L2022[22:18:07] <killjoy1> yay communitive
L2023[22:20:06] <tterrag> less precise though
L2024[22:20:17] <killjoy1> I mean distributive
L2025[22:20:26] <gigaherz> less multiplications ;P
L2026[22:20:39] <gigaherz> that's the whole reason we write the latter form
L2027[22:21:03] <killjoy1> A-Ap+Bp
L2028[22:21:20] <killjoy1> or something
L2029[22:21:22] <killjoy1> it doesn't matter
L2030[22:21:22] <gigaherz> yup
L2031[22:21:42] <killjoy1> but then it would be A-p(A+B)
L2032[22:21:50] <williewillus> is mcp out?
L2033[22:21:51] <gigaherz> A*(1-p) + B*p === A*1-A*p + B*p === A - A*p + B*p === A - (B-A)*p
L2034[22:21:55] <williewillus> wanna dig around :3
L2035[22:22:09] <gigaherz> williewillus: there's forge rejects in the repo, so I guess?
L2036[22:22:09] <gigaherz> XD
L2037[22:22:24] <FusionLord> williewillus, sure it is... :P #1.8.9 xD
L2038[22:22:25] <Arctic_Wolfy> Hahaha... rain...
L2039[22:22:35] <williewillus> for 1.9 lol
L2040[22:22:41] <williewillus> I wanna see what things changed in code
L2041[22:23:04] <gigaherz> williewillus: https://github.com/MinecraftForge/MinecraftForge/tree/1.9/rejects/minecraft/net/minecraft
L2042[22:23:15] <gigaherz> if you wanna see what changed, look at all the rejected patches
L2043[22:23:16] <gigaherz> ;P
L2044[22:23:32] <williewillus> well that's all the cahgnes that happened in a forge patch site :P
L2045[22:23:34] <williewillus> not total changes
L2046[22:23:39] <killjoy1> is patches.mcp the old stuff?
L2047[22:23:46] <killjoy1> or the new stuff?
L2048[22:24:02] <williewillus> that's applied patches
L2049[22:24:06] <williewillus> rejects is all the merge conflicts
L2050[22:24:18] <killjoy1> .mcp = success?
L2051[22:24:36] ⇦ Quits: Flashfire (~Flashfire@d24-36-192-173.home1.cgocable.net) (Ping timeout: 195 seconds)
L2052[22:25:36] <tterrag> !latest
L2053[22:25:43] <tterrag> no release yet :P
L2054[22:25:55] <FusionLord> so does that mean that the patches need to be rewritten?
L2055[22:25:58] <williewillus> no
L2056[22:26:02] <williewillus> rarely is that the case
L2057[22:26:10] <FusionLord> then what?
L2058[22:26:13] <williewillus> they just need some poking so they merge in correctly
L2059[22:26:18] <gigaherz> FusionLord: depends on the thunks
L2060[22:26:28] <gigaherz> sometimes it's a matter of finding "the new right place"
L2061[22:26:40] <gigaherz> sometimes they do have to get reorganized to fit the new code
L2062[22:26:41] ⇨ Joins: MattDahEpic (~MattDahEp@184-96-202-46.hlrn.qwest.net)
L2063[22:26:52] <williewillus> sometimes things just get entirely changed
L2064[22:26:53] <gigaherz> but discarding a whole feature... that doesn't change often ;P
L2065[22:26:59] <williewillus> but we don't have any of that
L2066[22:27:01] <williewillus> this time ;)
L2067[22:27:01] <gigaherz> that doesn't happen often**
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L2069[22:27:12] <williewillus> cough1.8
L2070[22:27:17] <FusionLord> so change the line number at which the patch is injected?
L2071[22:27:23] <gigaherz> yeah
L2072[22:27:28] <gigaherz> which means apply the patch by hand
L2073[22:27:34] <gigaherz> because diff doesn't know the surrounding code
L2074[22:27:39] <williewillus> it's exactly like resolving merge conflicts in git
L2075[22:27:42] <williewillus> if you've run into that before
L2076[22:27:50] <tterrag> well apparently 33 minutes ago cp-w did a rather large commit
L2077[22:27:55] <tterrag> so it seems like progress is swift so far
L2078[22:28:12] <gigaherz> he called it "First few patches"
L2079[22:28:13] <FusionLord> thats good to hear
L2080[22:28:34] <tterrag> gigaherz: well, the commit is so big it gets truncated by github
L2081[22:28:36] <tterrag> so
L2082[22:28:36] <MattDahEpic> cp dubbya
L2083[22:28:37] <gigaherz> so don't get overly excited
L2084[22:28:40] <tterrag> maybe an understatement
L2085[22:29:08] <tterrag> though, perhaps he was just applying the unrejected ones
L2086[22:29:25] <williewillus> i just want to look at the dualwielding code
L2087[22:29:28] <gigaherz> nah some rejects were involved
L2088[22:29:38] <williewillus> and the vanilla multipart blockstate loading
L2089[22:29:41] <williewillus> and the loot tables
L2090[22:29:43] <killjoy1> apply a tweaker plugin then take a look?
L2091[22:29:55] <killjoy1> unless we really need snapshot data
L2092[22:29:59] <williewillus> I don't have mappings :P
L2093[22:30:03] <gigaherz> williewillus: not entity roll?
L2094[22:30:08] <gigaherz> or server-side item use?
L2095[22:30:12] ⇨ Joins: legomaster14 (webchat@173-24-17-65.client.mchsi.com)
L2096[22:30:14] <williewillus> server side item use?
L2097[22:30:22] <gigaherz> entities can now "use" the items they hold
L2098[22:30:29] <gigaherz> such as bows are "drawn" before shooting
L2099[22:30:37] <williewillus> that is probably an animation
L2100[22:30:44] <williewillus> not actual skeletons calling onItemUse :p
L2101[22:30:49] <gigaherz> no, the shooting doesn't happen until after the item use duration is over
L2102[22:30:55] <gigaherz> so the server is counting the time
L2103[22:30:56] <gigaherz> ;P
L2104[22:31:09] <tterrag> legomaster14: webchats are muted in here
L2105[22:31:11] <williewillus> I'm saying the skeeletons are probably not calling bow methods
L2106[22:31:13] <tterrag> anyways, gtg for a bit
L2107[22:31:15] *** tterrag is now known as tterrag|away
L2108[22:31:25] <tterrag|away> also gigaherz go to sleep so you can help me tomorrow >__>
L2109[22:31:25] <gigaherz> IIRC, the twitter messages from dinnerbone said they refactored the item use system
L2110[22:31:28] <gigaherz> so that it's at entity level
L2111[22:31:30] <gigaherz> instead of player level
L2112[22:31:36] <williewillus> idk then
L2113[22:31:47] <gigaherz> tterrag|away: XD yeah I should
L2114[22:31:48] <williewillus> but loot tables + dual is more interesting for me :P
L2115[22:31:51] <williewillus> and a sane potion system
L2116[22:31:52] <gigaherz> heh
L2117[22:32:17] <FusionLord> wait what? a sane potion system...
L2118[22:32:36] <williewillus> as in, they don't use number id's, have a full registry system, and use nbt like they should've
L2119[22:32:44] <gigaherz> williewillus: can't you just see that in the repo already?
L2120[22:32:44] <williewillus> instead of flipping meta bits everywhere
L2121[22:32:57] <williewillus> what repo? there is no vanilla 1.9 code there :P
L2122[22:33:00] <FusionLord> well that is awesome
L2123[22:33:07] <williewillus> most of the applied patches don't reveal new code
L2124[22:33:08] <gigaherz> williewillus:
L2125[22:33:10] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/tree/1.9
L2126[22:33:10] <tterrag|away> I think notch wrote the original potion code at a ballmer peak
L2127[22:33:13] <gigaherz> I mean clone that
L2128[22:33:15] <gigaherz> and run setupForge
L2129[22:33:16] <gigaherz> ;P
L2130[22:33:21] <williewillus> good idea lol
L2131[22:33:23] <tterrag|away> because it requires some kind of godly mind to understand what is happening in those potion classes
L2132[22:33:43] <FusionLord> tterrag|away, so much for |away ....
L2133[22:33:45] <tterrag|away> for the uninitiated https://xkcd.com/323/
L2134[22:33:48] <tterrag|away> yeah yeah I'm heading out
L2135[22:33:49] <tterrag|away> shh
L2136[22:34:14] <gigaherz> hmf yeah me too
L2137[22:34:16] *** gigaherz is now known as ghz|afk
L2138[22:34:18] <ghz|afk> bedtime ;P
L2139[22:34:26] <tterrag|away> your afk nick is annoying
L2140[22:34:34] <tterrag|away> because "gig<tab>" does not autocomplete you
L2141[22:34:41] <williewillus> setupForge fails because no mcp lol
L2142[22:34:45] <ghz|afk> sorry, efnet habit ;P
L2143[22:34:56] <williewillus> which is hosted on libraries.minecraft.net interestingl
L2144[22:34:59] <williewillus> y
L2145[22:35:48] <ghz|afk> maybe if I finish my IRC client I'll have different afk nicknames per network ;P
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L2148[22:36:09] * ghz|afk afks
L2149[22:36:25] <Delenas> o/ McJty
L2150[22:37:51] <McJty> Hi
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L2155[22:39:18] <legomaster14> so im having trouble getting agrarian skies 2 to run, i have found that in the vanilla minecraft launcher that it sends you to from curse the default minecraft forge is set to 10.13.4.1492 and not using the .1558 version however when i force it to use the 1558 version it works just fine but when i exit and go back it has reverted back to the 1492 anyone know how to fix this or where i can go for more help?
L2156[22:42:35] <FusionLord> legomaster14, try #FTB
L2157[22:42:56] <legomaster14> k ty
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L2172[23:08:17] <Arctic_Wolfy> How do I tell if an item in an ItemStack is a block?
L2173[23:08:45] <sham1> You don't
L2174[23:08:53] <Arctic_Wolfy> x.x
L2175[23:09:02] <Arctic_Wolfy> Theres no way?
L2176[23:09:23] <TehNut> instanceof ItemBlock
L2177[23:09:27] <sham1> Usually you can check if the Item contained is an instance of ItemBlock but this does not alwaus work
L2178[23:09:40] <sham1> Lookimg at you sugar cane
L2179[23:10:04] <TehNut> If it's an actual block, it works. If it's an item that places a block, it won't
L2180[23:10:32] <Arctic_Wolfy> I mean, I don't care if it is a block and has it's own item as long as the item has a texture.
L2181[23:10:57] <sham1> It is very unintuitive for reeds not to use itemblock even though they are a block
L2182[23:11:26] <sham1> What are you trying to do
L2183[23:11:29] <Arctic_Wolfy> Mojang for you.
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L2185[23:12:05] <Arctic_Wolfy> And I'm trying to render the items in my block, on it.
L2186[23:12:32] <sham1> Just render the model
L2187[23:12:48] *** cpw is now known as cpw|out
L2188[23:12:57] <Arctic_Wolfy> Oh? How?
L2189[23:13:12] <sham1> 1.8?
L2190[23:13:20] <Arctic_Wolfy> 1.7.10... x.x
L2191[23:13:48] <sham1> Meh
L2192[23:13:54] <Arctic_Wolfy> What?
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L2562[23:31:12] *** nova.esper.net sets mode: +vv PaleOff iPixeli
L2563[23:31:45] <killjoy1> welcome back from the world of net split
L2564[23:32:03] <RANKSHANK> That was a big one :P
L2565[23:32:16] <Arctic_Wolfy> :o
L2566[23:32:33] <TehNut> My client usually condenses those...
L2567[23:32:39] <TehNut> that was a whole lotta people
L2568[23:32:45] <Arctic_Wolfy> XD
L2569[23:33:10] <RANKSHANK> Only the frymeister was left in the admin panel :P
L2570[23:34:40] <sham1> That's good
L2571[23:34:48] <killjoy1> lol unascribed
L2572[23:34:56] <unascribed> huh?
L2573[23:34:58] <killjoy1> * unascribed (~aesen@everybody.do.the.net.split.unascribed.com) has joined
L2574[23:35:02] <unascribed> yep :P
L2575[23:35:24] ⇨ Joins: Brokkoli (~Brokkoli@f054026034.adsl.alicedsl.de)
L2576[23:35:26] <Arctic_Wolfy> XD
L2577[23:36:31] <sham1> It is like the flop except that netsplit is more annoying
L2578[23:37:12] <unascribed> well, my rdns used to be "open.the.door.get.on.the.floor.everybody.do.the.net.split" as a combination of that and another thing
L2579[23:37:14] <unascribed> but it was too long
L2580[23:37:34] <Arctic_Wolfy> :P
L2581[23:40:34] ⇦ Quits: poste9 (poste9@179.214.86.108) (Read error: Connection reset by peer)
L2582[23:40:40] <Arctic_Wolfy> Okay... why can't I change texture maps?
L2583[23:40:58] <killjoy1> still can't beat bad.horse
L2584[23:41:06] <RANKSHANK> What do you mean?
L2585[23:41:40] <Arctic_Wolfy> In TESP, it seams I can't render block textures...
L2586[23:41:57] <killjoy1> tracert -h 50 bad.horse
L2587[23:42:02] <killjoy1> run that command in cmd
L2588[23:42:10] <killjoy1> traceroute -m 50 bad.horse
L2589[23:42:15] <killjoy1> or if you're on linux
L2590[23:42:39] <Arctic_Wolfy> Uhmm... no thx...
L2591[23:42:42] <killjoy1> yes
L2592[23:43:13] <killjoy1> he.rides.across.the.nation
L2593[23:43:19] <Arctic_Wolfy> I doubt that will do any thing...
L2594[23:43:33] <killjoy1> I was talking to RANKSHANK
L2595[23:44:24] <Arctic_Wolfy> How was I supose to know? You said it after I said something...
L2596[23:45:08] <killjoy1> I was also in response to unascribed
L2597[23:45:19] <Arctic_Wolfy> x.x
L2598[23:45:37] <Arctic_Wolfy> But stilll... I can't seam to change my texture maps...
L2599[23:46:07] <RANKSHANK> killjoy1 Haha that is ingenuity
L2600[23:46:47] <RANKSHANK> Arctic_Wolfy are you binding the right texture?
L2601[23:47:06] <killjoy1> I'm sure you're wondering why there's a 1 in front of my name. You're probably asking (was killjoy taken?)
L2602[23:47:07] <killjoy1> Yes.
L2603[23:47:08] <killjoy1> by me
L2604[23:47:09] <Arctic_Wolfy> Yes.
L2605[23:47:21] <unascribed> /msg NickServ GHOST killjoy
L2606[23:47:22] <killjoy1> and I'm too lazy to change back
L2607[23:47:26] <killjoy1> it's already gone
L2608[23:47:34] *** killjoy1 is now known as killjoy
L2609[23:47:44] <killjoy> all better
L2610[23:47:54] <killjoy> I hate typing passwords in irc
L2611[23:48:08] <sham1> Don't
L2612[23:48:24] <killjoy> I actually have a join command to ghost myself
L2613[23:48:30] <killjoy> but it doesn't work half the time
L2614[23:48:59] <Arctic_Wolfy> RANKSHANK, I'm using the block and item sheets, but it seams stuck on item sheets...
L2615[23:49:32] <RANKSHANK> What MC version are you building against
L2616[23:49:45] <Arctic_Wolfy> 1.7.10
L2617[23:50:23] <Arctic_Wolfy> I know it's not changing, b/c cobble is showing part of the repeater icon...
L2618[23:50:38] <RANKSHANK> You have a git?
L2619[23:51:12] <xaero> seams.. I see what you did there :P
L2620[23:51:20] <Arctic_Wolfy> Yes, but I'm not using it.
L2621[23:51:35] <RANKSHANK> Ahh fair enough...
L2622[23:51:38] <Arctic_Wolfy> Did I misspell?
L2623[23:52:09] ⇦ Quits: MattDahEpic (~MattDahEp@184-96-202-46.hlrn.qwest.net) (Quit: sleep, school, or food)
L2624[23:52:17] <Arctic_Wolfy> I have pastebin that I can use.
L2625[23:53:27] <RANKSHANK> Alrighty let's have a looksee ;)
L2626[23:56:03] <Arctic_Wolfy> For fox sake... IDK what I did... but now it works... >.>
L2627[23:56:22] ⇦ Quits: Elucent (~elucent__@d47-69-239-56.col.wideopenwest.com) (Quit: Leaving)
L2628[23:56:25] <RANKSHANK> Lol Murphy
L2629[23:56:35] <Arctic_Wolfy> And now it broke again...
L2630[23:56:47] <Arctic_Wolfy> Stuck on blocks now...
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L2632[23:58:24] <Arctic_Wolfy> http://pastebin.com/0AD2ivsp
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