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L1[00:00:58] <Arctic_Wolfy> O.o It has to do
with the items it seams...
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L4[00:05:44] <sham1> Seems
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L13[00:22:48] <xaero> Lex: (repeat since I
didn't see a reply) 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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L23[01:05:22] <Wuppy> heh, I've started
watching Pokemon from the start again :D
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L25[01:05:38] <Wuppy> sadly only the first
season in on netflix (NL)
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L27[01:06:44] <Wuppy> wow, the dutch
netflix actually has more pokemon than the US one
L28[01:07:08] <killjoy> hulu has pokemon
red
L29[01:07:12] <killjoy> 6 episodes
L30[01:07:16] <Wuppy> wow
L31[01:07:27] <killjoy> main character
isn't ash
L32[01:07:30] <killjoy> it's Red
L33[01:07:37] <killjoy> from the video
game
L34[01:07:37] <Wuppy> meh
L36[01:07:44] <killjoy> instead of Gary,
it's Blue
L37[01:07:58] <Wuppy> hmm, even the 1
season on netflix is incomplete
L38[01:08:05] <Wuppy> only 50 episodes
instead of 80
L39[01:10:39] <Wuppy> I'm wondering, how
many seasons with ash are there?
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L41[01:12:27] <killjoy> ash goes all the
way to black and white
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L43[01:12:46] <killjoy> at which point they
completely change the style and VAs
L45[01:13:34] <Wuppy> someone linked me to
a pokemon watching stream where there was a talking black
pickachu.... which one is that?
L46[01:13:38] <killjoy> that's obviously a
fortune MX pick
L47[01:13:59] <Arctic_Wolfy> Ya,
obviously!
L48[01:14:03] <killjoy> pokemon the
abridged?
L50[01:15:04] <Wuppy> nah it was an actual
pokemon episode
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L52[01:15:28] <Wuppy> with piplup, pikachu
and a black pikachu like black cat like thingy
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L54[01:15:34] <Wuppy> which spoke
english
L55[01:15:44] <killjoy> I thought you meant
like *black* pikachu
L56[01:15:54] <killjoy> as in it spoke
black
L57[01:16:04] <Wuppy> lol no it was the
color black :P
L58[01:16:42] <killjoy> well in that
series, ash killed his pikachu
L59[01:16:44] <killjoy> it got
replaced
L61[01:19:31] <Wuppy> hehe
L62[01:19:37] <Wuppy> but no it's an
official episode
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L71[01:44:32] <LexManos> !gm
BlockRedstoneWire.canConnectTo
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L75[01:51:50] <xaero> Lex: (repeat #3) 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 style already :P)
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L78[01:55:04] <McJty> I hate the 'xxxIn'
convention
L79[01:55:26] <McJty> It is the first thing
I rename when I override a method
L80[01:57:54] <unascribed> nobody likes
it
L81[01:57:57] <unascribed> it's there for
technical reasons
L82[02:00:02] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160301 mappings to Forge Maven.
L83[02:00:05] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160301-1.8.9.zip
(mappings = "snapshot_20160301" in build.gradle).
L84[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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L119[04:09:19] <sham1> Today I leant about
git cherry-pick and my god is it glorious
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L125[04:27:55] <sham1> !latest
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L143[05:37:27] <LexManos> !gm
getCollisionBoundingBox
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L146[05:49:29] <geratheon> Can somebody
tell me why my tileentity block isnt rendered properly in the
world? It's just an invisible block. The item is rendered properly
in the inventory. What could cause this? (When switching from
extending BlockContainer to Block everything works right)
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L149[05:50:01] <McJty> geratheon, without
code and screenshot that will be hard for us to do
L150[05:50:18] <fry> override
getRenderType, return 3
L151[05:50:34] <geratheon> I was hoping
that this is a common problem. I can do screenshots, but wait, I'll
try the rendertype
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L155[05:53:21] <geratheon> Yeah, that
works! I see, BlockContainer sets it to -1 for no render.
Thanks!
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L192[08:14:58] <sham1> Hmm
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L203[08:29:37] <Naiten> Somebody, give me
anti-procrastination pill pls
L204[08:30:42] <MalkContent> you probably
wouldn't take it anyways :P
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L207[08:33:23] <sham1>
Anti-procrastination you sau
L208[08:33:27] <Naiten> gigaherz, what is
this
L209[08:33:31] <gigaherz> if that didn't
help, I'm out of ideas
L210[08:33:41] <gigaherz> Naiten: if you
don't know the song, you should feel ashamed
L211[08:33:41] <gigaherz> ;P
L212[08:34:00] <Naiten> i know indeed, but
it's not helping
L213[08:34:16] <gigaherz> no? well
/shrug
L214[08:34:35] <sham1> Link pls
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L219[08:35:20] <sham1> EOtT
L220[08:35:25] <sham1> of course
L221[08:35:42] <Naiten> i want something
that will make me write the damn mod again
L222[08:36:16] <sham1> The day forge for
1.9 will become a thing is the day when I will be happy
L223[08:37:13] ⇦
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L224[08:37:58] <Naiten> i hope it won't as
overhelming as 1.8 was
L225[08:38:45] <sham1> Well 1.8 was not
exactly overwhelming
L226[08:39:59]
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L227[08:40:07] <Doxin> what replaces
TileEntitySpecialRenderer in 1.8?
L228[08:40:14] <sham1> Nothing
L230[08:40:29] <Doxin> so why can't
eclipse find TileEntitySpecialRenderer then?
L231[08:40:47] <sham1> You are not looking
hard enough
L232[08:40:52] <sham1> Or you are not
using generics with it
L233[08:41:04] <Doxin> meaning what?
L235[08:41:35] <sham1> ...
L236[08:41:36] <sham1> Learn java
L237[08:43:12] <Doxin> sorry for not being
100% up to date on terminology :I
L238[08:43:32] <Doxin> I fail to see where
I'd apply generics here.
L239[08:43:45] <sham1>
TileEntitySpecialRenderer<YourTE>
L240[08:45:57] <Doxin> turns out eclipse
is being stubborn, it can't find the right thing to import somehow.
what's the fqn for TileEntitySpecialRenderer?
L241[08:46:33] <sham1> !gt
TileEntitySpecialRenderer
L242[08:46:40] <sham1> !gc
TileEntitySpecialRenderer
L243[08:46:42] <sham1> Meh
L244[08:46:56] <sham1> It is written
TileEntitySpecialRenderer
L245[08:47:06] <sham1> The package is
net.minecraft.client.renderer.tileentity
L246[08:47:56]
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L248[08:50:20] <Doxin> sham1: thanks
L249[08:50:24] ⇦
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L252[08:53:25] <gigaherz> [15:36] (sham1):
The day forge for 1.9 will become a thing is the day when I will be
happy
L253[08:53:35] <gigaherz> looking at the
1.9 branch, it may not take TOO long
L254[08:53:36] <gigaherz> ;p
L255[08:56:04] <Doxin> is there some way
to get a TESR to first draw the block from blockstate and whatnot,
before drawing some custom things? I'd rather not duplicate a whole
bunch of rendering logic.
L256[08:57:03] <sham1> Wait, 1.9
branch
L257[08:57:08] <sham1> Time to stalk
it
L258[08:57:15] <gigaherz> Doxin: yes
L259[08:57:19] <gigaherz> or more
accurately
L260[08:57:28] <gigaherz> you can ask that
a block is both TESR+normal
L261[08:57:34] <gigaherz> so that the
normal rendering draws the normal block
L262[08:57:37] <gigaherz> and then the
TESR can add to it
L263[08:57:44] <Doxin> oh!
L264[08:57:46] <Doxin> how do I?
L265[08:58:08] <gigaherz> in 1.8+, this
should be the default behaviour
L266[08:58:12] <gigaherz> in 1.7, not
sure
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L268[09:01:28] <sham1> If you are using
1.7 still then you are just being a dumb fumb at that point
L269[09:01:32] <Doxin> gigaherz: does
getRenderType need to return 3 or 2?
L270[09:01:37] <Doxin> I am on 1.8
L271[09:01:42] <sham1> Good
L272[09:02:09] <sham1> Seen too many
idiots insisting on using 1.7
L273[09:03:31] <gigaherz> Doxin: hmm I
just don't override it
L274[09:03:55] <Doxin> yeah by default it
returns 3 so I guess that's my answer
L275[09:04:23] <Doxin> next question:
what's the proper method for rendering an item stack from a
TESR?
L276[09:05:16] <gigaherz> hmm I guess you
could use the same method used in entity rendering
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L278[09:05:34] <gigaherz> check
RenderSnowball
L279[09:05:37] <Doxin> gigaherz: that'd
require an actual tile entity to exist though, doesn't it?
L280[09:05:58] <gigaherz> it calls
RenderItem#renderItem(stack, camera transform)
L281[09:06:08] <Doxin> oooh
L282[09:06:10] <Doxin> fancypants
L283[09:06:28] <gigaherz> you can get a
RenderItem instance from Minecraft.getMinecraft().getRenderItem()
or something like that
L284[09:10:58] <Doxin> how do I get to the
tile entity data from the special renderer?
L285[09:13:23] <Doxin> oh
L286[09:13:23] <Doxin> duh
L287[09:13:29] <Doxin> it's passed as
argument
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L301[09:34:02] <Doxin> gigaherz: well,
that doesn't work in the slightest. somehow that renders a bow as
if it's being held by an invisible skeleton
L303[09:35:19]
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L304[09:35:33] <sham1> Well that is how it
gets rendered as an item
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L306[09:36:20] <Doxin> sham1: no bow is
present in any inventory
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L308[09:36:35] <Doxin> sham1: it ought to
be rendering a block of granite or w/e its called
L309[09:36:43] <Doxin> sham1: it also
ought to not have a breathing animation
L310[09:36:51] <Doxin> but do the spinning
thing
L311[09:37:01] <Doxin> so I figure I'm
tackling this entirely wrong somehow :P
L313[09:39:52] <Doxin> I'm stumped.
L314[09:40:25] ***
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L315[09:43:06] <sham1> Ask fry's help,
assuming he is present
L316[09:43:10] ***
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L317[09:43:28] *
Doxin pokes and prods fry
L318[09:43:32] <Doxin> fry: you
there?
L319[09:43:38]
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L320[09:43:40] <gigaherz> fry's working on
forge for 1.9
L321[09:43:56] <sham1> Well, lets not
disturb them
L322[09:44:05] <gigaherz> XD
L323[09:44:34] <fry> if 4 pings isn't
disturbing, I don't know what is :P
L324[09:44:39] <Doxin> whoops
L325[09:44:44] <gigaherz> sorry ;P
L326[09:44:48]
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L327[09:44:57] <sham1> Soz bby
L328[09:45:04] <Doxin> have you got time
or should I find someone else to help?
L329[09:45:21] <gigaherz> Doxin: I'm
reading
L330[09:45:33] ***
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L331[09:45:34] <gigaherz> first
"issue" I see, is that you don't apply the x,y,z
args
L332[09:45:36] <masa> Doxin: yu no no
popMatrix()? :p
L333[09:45:39] <Doxin> oh
L334[09:45:40] <masa> -no
L335[09:45:47] <gigaherz> then
L336[09:45:50] <gigaherz> you don't undo
what you change
L337[09:45:53] <sham1> And I am listening
for how DW20 explains vectors
L338[09:45:57] <gigaherz> all pushmatrix
need their respective popmatrix
L339[09:46:01] <sham1> Not too well may I
add
L340[09:46:02] <gigaherz> all disable
needs their respective enable
L341[09:46:12] <gigaherz> etc
L342[09:46:37] <gigaherz> oh wait you
are
L343[09:46:38] <gigaherz>
GlStateManager.translate(x,y+1,z);
L344[09:47:01] <sham1> he wants to render
above the block
L345[09:47:56] <MattDahEpic> i dont see
why people dont explain a vector as a collection of 3 numbers, and
then be all specific in the uses
L346[09:48:11] <gigaherz> because it's not
really what a vector is
L347[09:48:16] <gigaherz> a vector is a
3-dimensional number
L348[09:48:22] <Doxin> gigaherz: I'm just
not at all at home in opengl programming :/
L349[09:48:22] <gigaherz> where a real
number is a 1-dimensional number
L350[09:48:32] <Doxin> also I gotta run,
be back in 30 minutes or so. sorry.
L351[09:48:42] <sham1> I usually think
about vectors as offsets
L352[09:48:50] <gigaherz> so yes, it has
one component for each dimension (X,Y,Z)
L353[09:48:59] <sham1> Positions are
vectors that point to how much you need to offset from the
origin
L354[09:49:05] <gigaherz> yep
L355[09:49:16] <sham1> And for instance
the look vector is what I need to add into the position vector to
do stuff
L356[09:49:22] <gigaherz> a vector is
basically the change that happens between two points
L357[09:49:26] <sham1> Mmm
L358[09:49:48] <sham1> I had a vector
maths course on school
L359[09:49:52] <gigaherz> and a point is
the change that happens from the origin
L360[09:49:53] <sham1> No mention of cross
product
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L362[09:50:42] <gigaherz> dot product is
an operation that gives you how "parallel" two vectors
are
L363[09:50:51] <sham1> Ye
L364[09:51:04] <gigaherz> cross product is
sortof the opposite
L365[09:51:07] <sham1> Plenty of dot
product and defining 2d surfaces in 3d space with some 3d lines and
stuff like normals thrown in
L366[09:51:11] ***
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L367[09:51:16] <gigaherz> given two
vectors, it returns a perpendicular to both
L368[09:51:25] <sham1> yas
L369[09:51:41] <sham1> Was just sad that
we never ot thaught the cross product
L370[09:51:43] <sham1> Only dot
L371[09:51:45] <gigaherz> in spanish
L372[09:51:57] <gigaherz> we call them
"Scalar product of two vectors" and "Vector product
of two vectors"
L373[09:51:58] <Gurkenglas> I told the
minecraft launcher to put a new profile into a new folder, ran the
launcher till it showed the ingame client main menu, closed that,
pointed the forge installer to that folder, but still it says
theres no launcher profile:
https://gyazo.com/9f39a5a8c57c3885eeff857f7e05fa21
L374[09:52:08] <gigaherz> since one
returns a scalar, and one returns a vector
L375[09:52:09] <gigaherz> XD
L376[09:52:42] <gigaherz> they taught them
to me on the same class
L377[09:53:02] <masa> Gurkenglas: forge is
not installed to the game directory directly
L378[09:53:03] <sham1> We just called them
cross and dot although they could alsobe called in Finnish
"vektoritulo" and "skalaaritulo"
L379[09:53:16] <gigaherz> Gurkenglas:
that's not how it works
L380[09:53:22] <sham1> Because yay for
compound words
L381[09:53:24] <gigaherz> you install
forge on the main minecraft folder
L382[09:53:27] <gigaherz> it's unrelatedto
profiles
L383[09:53:31] <MattDahEpic> Gurkenglas,
point it at .minecraft
L384[09:53:32] <masa> instead it creates a
new "version" to the dropdown menu, which van be used in
any profile and any game directory
L385[09:53:39] <gigaherz> you need to
point it at the .minecraft folder
L386[09:53:45] <gigaherz> and THEN edit
your profile
L387[09:53:55] <gigaherz> and in the
"versions" dropdown box, you select the forge one
L388[09:54:00] <Gurkenglas> Okay,
thanks.
L389[09:54:24] ⇦
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L390[09:54:56] <sham1> I wish that Psi had
conditionals for spells
L391[09:55:03] <sham1> So I could make
stuff turing complete
L392[09:55:30] <sham1> Or somewhat more
turing complete
L393[09:56:06] <flappy> sham1: that'd make
psi into programming
L394[09:56:27] <flappy> atm it's more
sequencing thanprogramming per se
L395[09:56:31] <sham1> I see no probelms
although others probably woild
L396[09:56:45] <sham1> Sequencing can also
be seen as kind of programming
L397[09:56:54] <flappy> it's a subset i'd
say
L398[09:57:11] <sham1> It may or may not
be turing complete depending on how you can effect the
sequence
L399[09:57:20] <flappy> it's not
L400[09:57:26] <flappy> and afaik that's
intended
L401[09:57:33] <sham1> probably
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L404[09:57:55] <flappy> as completeness
would change the nature of how it works iirc
L405[09:58:40] <sham1> A magical
computercraft you use guns with
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L416[10:18:22] <ThePsionic> muh
pings
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L434[10:40:17] <FusionLord> and here you
can see the chat is silent, as we all wait for 1.9
L435[10:41:18] <williewillus> i just want
mcp to poke around :3
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L437[10:42:01] <Nitrodev> hi willie
L438[10:42:06] <williewillus> heyo
L439[10:42:14] <sham1> The suspence is way
too strong
L440[10:43:45] <williewillus> you can
track the approximate progress by looking at the reject folder size
:P
L441[10:44:32] <sham1> What does the
reject foldier actually do
L442[10:44:40] <williewillus> it holds all
the patches with merge conflicts
L443[10:44:42] <williewillus> with the new
version
L444[10:44:57] <williewillus> its just
like git, without the git part :P
L445[10:45:27] <williewillus> as patches
get manually merged in that folder will gradually dwindle
L446[10:45:29] <sham1> :C
L447[10:45:36] <williewillus> and then its
bugfixing/hooking into new things and then done
L448[10:45:57] <sham1> I'll play with the
elystra for now
L449[10:46:00] ⇦
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L450[10:46:05] <williewillus> i just want
to see the mcp mappings :P
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L452[10:46:40] <sham1> I just want to see
the new version so I can branch and update and see how much gets
broken and fix and merge and push and stuff so Fluidcraft will
become great again
L453[10:46:56] <MattDahEpic> make
fluidcraft great again
L454[10:47:00] <williewillus> is
Trumpcraft a thing
L455[10:47:01] <sham1> Yes
L456[10:47:04] <sham1> Wait
L457[10:47:13] <sham1> If it is not I am
going to be mad
L458[10:47:23] <williewillus> make it
lol
L459[10:47:27] <williewillus> it probably
isnt
L460[10:47:30] <sham1> :P
L461[10:47:41] ***
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L462[10:47:51] <thor12022_oops> there's a
Trumpcraft pack on Technic
L463[10:48:07] <sham1> "Make technic
great again"
L464[10:48:44] <gigaherz> Drumpf
L465[10:48:50] <MattDahEpic> ^
L466[10:49:22] <Ivorius> Is it an empty
pack?
L467[10:49:31] <williewillus> hm
L468[10:49:39] <Ivorius> Because
technically, mod features are foreigners in vanilla mc
L469[10:49:40] <williewillus> why is there
no duration/amplifier information here?
L471[10:49:43] <williewillus> 1.9^
L472[10:50:00] <MattDahEpic> strong
regeneration?
L473[10:50:03] <williewillus> is it part
of the potion registration now?
L474[10:50:47] <williewillus> that's regen
II, so amplifier is probably now part of registration
L475[10:50:51] <williewillus> and duration
as well
L476[10:50:56] <gigaherz> the strong_ part
seems like II
L477[10:50:57] <williewillus> idk if
that's good or not
L478[10:51:21] <gigaherz> I guess they
made each specific potion a separate item
L479[10:51:25] <gigaherz> in the items
array
L480[10:51:38] <gigaherz> they probably
did like
L481[10:51:47] <williewillus> ? it's all
still minecraft:potion
L482[10:51:47] <gigaherz> new
ItemPotion(effect, duration, amplifier) or some such
L483[10:51:55] <gigaherz> eh
L484[10:51:57] <gigaherz> right
L485[10:51:58] <williewillus> the actual
potion is stored in that nbt
L486[10:52:09] <MattDahEpic> i think
moving potion items to nbt would be better, like
{potion:regeneration,lvl:2}
L487[10:52:17] <williewillus> well the way
it looks right now
L488[10:52:19] <gigaherz> then, new
PotionEffect(effect id, duration, amplifier) or some such
L489[10:52:21] <williewillus> there is no
amplifiers
L490[10:52:23] <williewillus> or
duration
L491[10:52:27] <williewillus> it's part of
the registered potion
L492[10:52:31] <gigaherz> yeah
L493[10:52:37] <gigaherz> so they added a
potion registry somewhere
L494[10:52:52] <gigaherz> and the effect,
duration and strength is now part of this registered instance
L495[10:52:59] <gigaherz> whichever the
case
L496[10:53:15] <sham1> Yes
L497[10:53:15] <MattDahEpic> inb4
EnumPotion
L498[10:53:17] <gigaherz> question then
is
L499[10:53:27] <sham1> No more hardcoded
effects
L500[10:53:32] <williewillus> nah it'll be
extensible
L501[10:53:34] <gigaherz> can you give a
player some "regeneration 25" through chat
commands?
L502[10:53:40] <williewillus> lemme
try
L503[10:53:44] <MattDahEpic> gigaherz,
yes
L504[10:53:47] <gigaherz> if so
L505[10:53:52] <gigaherz> then the potion
effects are still flexible
L506[10:53:57] <gigaherz> and the
resitration is just for convenience
L507[10:54:35] <gigaherz> some
addPotion("minecraft:strong_regeneration", new
PotionEffect(regeneration, duration, amplifier))
L508[10:55:01]
⇨ Joins: iceman11a
(icemna11a@cpe-74-141-48-157.neo.res.rr.com)
L509[10:55:05] <williewillus> hm yeah
looked at the wiki
L510[10:55:17] <williewillus> looks like
potion *effects* got aliases/names as well
L511[10:55:29] <williewillus> so
strong_regeneration -> regeneration with amplifier 1 duration
22s
L512[10:55:33] <gigaherz> yup
L513[10:55:45] <MattDahEpic> hopefully not
new
PotionEffect(regeneration).withDuration(ticks).withAmplifer(amp);
L514[10:55:59] <williewillus> whats wrong
with that?
L515[10:56:08] <MattDahEpic> imho too
verbose
L516[10:56:13] <williewillus> clearer than
a three arg ctor
L517[10:56:19] <williewillus> and you have
no idea what the last two numbers mean
L518[10:56:23] <gigaherz> MattDahEpic:
that'd be better than what we have in 1.8
L519[10:56:36] <gigaherz> new
PotionEffect(PotionEffect.poison.getId(), duration,
amplifier);
L520[10:56:43] <Corosus> with the way they
change the rendering, i wouldnt be surprised if they did that
L521[10:56:48] <McJty> Yes, I also like
that notation. Also resembles blockstate handling too
L522[10:56:57] <Corosus> ah yes, that
too
L523[10:57:11] <williewillus> oh god the
new witch cackle sound
L524[10:57:12] <williewillus> it's
weird
L525[10:57:20] <MattDahEpic> williewillus,
shulker sounds
L526[10:57:59] <gigaherz> Myahahaha
L527[10:58:01] <williewillus> heh witches
make a sound when they use a potion too
L528[10:58:07] <williewillus> though I
wonder why not the normal slurping sound
L529[10:58:21] <MattDahEpic> i like that
theres a kill minecart sound
L530[10:59:08] <gigaherz> AND now you can
effectively disable my mod without actually disabling my mod
L531[10:59:09] <gigaherz> XD
L532[10:59:19] <williewillus> disable how
so?
L533[10:59:23] <gigaherz> every single
feature in the Survivalist mod can be toggled off
L534[10:59:29] <williewillus> the shulker
sound is good
L535[10:59:44] <williewillus> okay maybe
not the hurt sound when it's open lol
L536[11:01:25] <FusionLord> wish me luck i
just started a hardcore world, i give myself about 10 minutes
:P
L537[11:01:35] <williewillus> shit these
skellies are hard
L538[11:01:47] <MattDahEpic> skeletons are
snipers now
L539[11:02:02] <gigaherz> FusionLord:
dying in hardcore is more often due to fear than actually being
harder
L540[11:02:03] <gigaherz> XD
L541[11:02:17] <williewillus> yeah
lol
L542[11:02:21] <gigaherz> now if you
disable natural regeneration -- THAT's hardcore difficulty
L543[11:02:21] <gigaherz> ;p
L544[11:02:29] <williewillus> imo hardcore
should be more different than hard
L545[11:02:42] <MattDahEpic> well at least
in hardcore worlds you now turn to spec when you die
L546[11:02:53] <gigaherz> yeh
L547[11:02:58] <williewillus> e.g.
infinite fire spread, double damage over hard, new exclusive items
just for that mode, no natural regenm etc. etc.
L548[11:03:15] <MattDahEpic> williewillus,
require drinking water
L549[11:03:24] <gigaherz>
temperature?
L550[11:03:35] <gigaherz> require
fire-resistant armor to enter the nether
L551[11:03:35] <gigaherz> XD
L552[11:04:01] <gigaherz> without at least
Fire Resist I on each armor piece -> spontaneous flames
L553[11:04:18] <FusionLord> I'm just
terrible at the game in general :P
L554[11:04:38] <Corosus> omnicient block
breaking mobs every full moon
L555[11:04:56] <masa> has that mod been
released yet btw? :p
L556[11:05:06] <MattDahEpic> if they ever
make shulkers drop something, those drops could be used to make the
frostwalker/mending books craftable
L557[11:05:15] <Corosus> hahah, not yet
xD, not publically
L558[11:05:21] <Corosus> needs moar
improvements
L559[11:05:28] <masa> MattDahEpic: uh, why
mending? that'd just be too easy
L560[11:05:51] <masa> you already get
loads of mending books from fishing or you can breed villagers for
it
L561[11:06:03] <williewillus> hm you can
still two shot most mobs with a fully charged iron sword
L562[11:06:26] <masa> which enchants on
it?
L563[11:06:32] <williewillus>
nothing
L564[11:06:39] <williewillus> wait I have
potions
L565[11:06:40] <williewillus> nvm
L566[11:06:44] <Boreeas>
black!1SCHWARZ&6black
L568[11:07:06] <williewillus> make that
four shots 0.o
L569[11:07:53] <williewillus> you heal
faster when your saturation is high
L570[11:07:54] <masa> so it's the same as
before?
L571[11:07:54] <williewillus> I like
that
L572[11:08:02] <masa> yeah that is
nice
L573[11:08:49] <gigaherz> yeh saturation
is 8x of normal regen
L574[11:09:10] <gigaherz> which means
eating cooked meat is much more effective as food than ever
before
L575[11:09:52] <williewillus> the weaker
foods need unique effects
L576[11:09:55] <williewillus> to make them
appealing
L577[11:13:45] <williewillus> i take my
comment about shulkers having good sounds back
L578[11:13:49] <williewillus> they sound
like they're burping
L579[11:14:25] <williewillus> and is it a
coincidence the banners in the end cities look exactly like the
missing texture pattern lol
L580[11:17:11] <williewillus> lol how the
hell do I use these wings >.>
L581[11:17:26] <FusionLord> hold space I
think
L582[11:17:27] <masa> you need to jump
while falling to ectivate them now
L583[11:17:35] <masa> *activate
L584[11:17:43] <masa> which is a really
good change
L585[11:18:28] <masa> it was super
annoying in etho's lp when he was running down stairs of falling
like 1-2 blocks and the elytra would activate and then it would
always look like he was glitching to the ground
L586[11:18:48] <masa> I would have never
used them myself if they had remained that way
L587[11:18:50] <TehNut> Yes. Yes it was. I
was so happy when I heard that change
L588[11:18:59] <TehNut> I'll probably
still not use them
L589[11:19:11] <gigaherz> Woah this seed I
spawned in while testing my Survivalist mod is REALLY nice
L590[11:19:18] <masa> yeah currently in my
world I can't think of any uses for them
L591[11:19:33] <gigaherz> spaned in
plains, with nearby forest, nearby mountain, and nearby
desert
L592[11:19:36] <gigaherz> spawned*
L593[11:19:38] <masa> because to use them
you need to go up
L594[11:19:42] <FusionLord> wow setting
your "main" hand to left is strange
L595[11:19:50] <masa> and going up is
either slow or annoying or both
L596[11:19:53] <gigaherz> yep, even if you
are left-handed
L597[11:19:54] <gigaherz> XD
L598[11:19:59] <gigaherz> (I am)
L599[11:20:31] <masa> some things are just
inherently wrong :D being left-handed in minecraft is one.
L600[11:21:11] <gigaherz> !!latest
1.8.9
L601[11:21:12] <MCPBot_Reborn> === Latest
Mappings ===
L602[11:21:12] <MCPBot_Reborn> MC Version
Forge Gradle Channel
L603[11:21:13] <MCPBot_Reborn> 1.8.9
snapshot_20160301
L604[11:21:42] <FusionLord> whoo hoo
survivied my first night
L606[11:22:50] <williewillus> lol
L607[11:22:53] <williewillus> no
animals?
L608[11:23:15] <FusionLord> not in my
spawn area...
L609[11:24:11] <gigaherz> XD
L610[11:24:43] <FusionLord> tan bunnies
spawn in deserts ... whoo knew
L611[11:25:35] <gigaherz> 1.9 made bunnies
spawn with biome-based colors
L612[11:26:39] <Ordinastie> so you're
supposed to register the itemModel for EVERY meta used ?
L613[11:26:47] <gigaherz> yes.
L614[11:26:56] <gigaherz> but you can use
an mesh definition
L615[11:26:57] <FusionLord> The new
"Lag-o-meter" is cool
L616[11:27:10] <Ordinastie> ffs
L617[11:27:11] <gigaherz> you still need
to register every single variant name used
L618[11:27:20] <gigaherz> but it will
allow you to not repeat yourself
L619[11:27:22] <gigaherz> if that's what
bothers you
L620[11:28:04] <Ordinastie> what bothers
me is that I don't want to go even close to those fucking models
-_-
L621[11:29:00] <gigaherz> model loading is
unrelated to items, all MC knows is "I need these
models", and "I have these items" -- they are
completely separate lists
L622[11:29:38] <Ordinastie> except forge
doesn't give you a way to say "don't use models AT
ALL"
L623[11:29:40] <gigaherz>
setCustomMeshDefinition and setCustomModelResourceLocation bridge
that gap
L624[11:29:51] <Ordinastie> you'll have to
use shitty workaround
L625[11:30:32] <gigaherz> ? how can you
not use models?
L626[11:30:35] <gigaherz> are your items
never in an inventory?
L627[11:30:45] <gigaherz> if so, why are
they items at all? XD
L628[11:30:47] <FusionLord> crashed 1.9
....
L629[11:31:08] <Ordinastie> gigaherz, I
render them myself
L630[11:32:25] <williewillus> have you
even given the model system a chance?
L631[11:32:48] <Ordinastie> yes
L632[11:33:05] ***
DonAway is now known as DRedhorse
L633[11:33:09] <Ordinastie> why do you
think it took me that long to update to 1.8
L634[11:33:16] <masa> uh what?
L635[11:33:26] <masa> you render them
yourself? wtf? why?
L636[11:33:27] <williewillus> 1.8 ports of
chisel (crazy ctm) + botania (unlimited blocks in one id) +
carpenters blocks (crazy shapes AND rotations) all use it
fine
L637[11:33:57] ⇦
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Leaving)
L638[11:33:59] <Ordinastie> good for
them
L639[11:34:00] ***
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L640[11:34:01] <masa> carpenter's for 1.8
exists already?
L641[11:34:07] <williewillus> in very good
progress
L642[11:34:11] <masa> nice
L643[11:34:20]
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(~Poppy@chello085216146055.chello.sk)
L644[11:34:24] <Ordinastie> still, models
shouldn't be forced down our throats
L645[11:34:39] <williewillus> no, instead
we should have a 40+ case switch statement in renderblocks
L646[11:34:59] ***
K-4U|Work is now known as K-4U
L647[11:35:20] <Ordinastie> williewillus,
do you really think *I* have 40+ case switch statement ?
L648[11:35:21] <williewillus> from a
vanilla standpoint the migration makes perfect sense. and forge
just follows and adapts
L649[11:35:27] <williewillus> I'm talking
from vanilla
L650[11:35:37] <Ordinastie> I'm not
talking about vanilla
L651[11:35:41] <Ordinastie> I'm talking
bout forge
L652[11:35:42] ***
BerciTheBeast_ is now known as BerciTheBeast
L653[11:35:43] <williewillus> Forge
follows and adapts vanilla
L654[11:35:44] <FusionLord> Ordinastie,
are you talking like a 2d texture for your item?
L655[11:35:48] <williewillus> there is no
other way
L656[11:36:02] <williewillus> how much
longer will we hack around the system completely until it becomes
unsustainable?
L657[11:36:22] <Ordinastie> well, limiting
freedom is what leads to hacks
L658[11:36:25] <williewillus> anyways I'm
not having another model system argument today do what you
want
L659[11:37:00] <Ordinastie> forge wants to
adpats and facilitate use of models, sure, that's a good
thing
L660[11:37:15] <Ordinastie> but it should
also provides hooks to not use them
L661[11:37:29] <williewillus> its pretty
impossible to retain both systems, btw
L662[11:37:31] <Ordinastie> FusionLord,
the end result displayed is irrelevant
L663[11:37:39] <williewillus> ISBRH's are
not multithread safe
L664[11:39:41] <gigaherz> Ordinastie: make
a blank model
L665[11:39:52] <gigaherz> some
"builtin/generated" with no layers should work
L666[11:39:54] <Ordinastie> gigaherz, I do
have a fake model
L667[11:40:01] <Ordinastie>
ModelLoader.setCustomMeshDefinition(item, (stack) ->
model.getResourceLocation()); fixed it
L668[11:40:06] <gigaherz> make an
ItemMeshDefinition, that always returns that
L669[11:44:44] <williewillus> heh
MovingObjectPosition got renamed
L670[11:44:48] <williewillus> to a
slightly shorter name
L671[11:45:01] <sham1> MOP
L672[11:45:04] <sham1> :P
L673[11:45:20] <sham1> that would be
funny
L674[11:45:46] ***
MrKick|Away is now known as MrKickkiller
L675[11:47:22] ⇦
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L676[11:47:52]
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L677[11:48:18] <masa> I'm still waiting to
hear what is wrong with using models... other than "noo I
don't wanna ;_;"
L678[11:48:39] <sham1> There is nothing
else than that
L679[11:48:52] <williewillus> just let him
be :P
L680[11:49:13] <gigaherz> well there is
one valid reason: dynamic/animated item models
L681[11:49:18] <sham1> When COTH will
decide to update and sees that JSON stuff and EnumFacing have not
gone away I am going to laugh at their perceived stupidity
L682[11:49:30] <sham1> Well that is
L683[11:49:38] <sham1> But forge will have
those animation things
L684[11:50:50] <masa> how/when/where do
the ATs get applied to stuff that then ends up in my IDE?
L685[11:51:13] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L686[11:51:32] <masa> is it the
setupDecomp task or the eclipse task? and in which files does the
change actually take place?
L687[11:52:10] <masa> my usual dev
environment doesn't seem to work, the ATs won't apply, or the
change isn't visible in eclipse at least
L688[11:52:24] <williewillus> gigaherz:
animation API
L689[11:52:42] <masa> but when I made a
new workspace just for that one mod and ran the command in the
mod's directory, then it works
L690[11:53:00] <williewillus> maybe a
useDepATs?
L691[11:53:30] <masa> what does that then
do exactly?
L692[11:53:43] <williewillus> if you have
dependencies that have ATs it applies them
L693[11:53:50] <gigaherz> williewillus:
I'll have to take a proper look someday
L694[11:54:01] <gigaherz> it gave me the
impression it was more effort than it was worth
L695[11:54:16] <williewillus> the botania
book can be fully done with that animation API, I just have to
figure it out :P
L696[11:56:09] <Saphire> Or look at code
of book?
L697[11:57:20] <gigaherz> Saphire: this
isn't about displaying the book, this is about the opening/closing
animations
L698[11:57:23] ***
MrKickkiller is now known as MrKick|Away
L699[11:57:35] <Saphire> oh
L700[11:57:36] ***
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L701[11:58:03] <Saphire> That sounds more
complicated now .-.
L702[11:59:04] <sham1> how does the 1.8
botania book do it
L703[11:59:17] <sham1> Similarly to how
bows are animated?
L704[12:02:01] <williewillus> not even
close
L705[12:02:05] <williewillus> and I'm not
done with it :P
L706[12:02:22] <williewillus> in 1.7 it
grabbed the enchanting table's book's modelbase and rendered
it
L707[12:02:28] <williewillus> in 1.8 it's
going to use the animation api
L708[12:03:04] <sham1> Don't you mean
1.9
L709[12:03:15]
⇨ Joins: roxox1
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L710[12:03:16] <sham1> Because the anim
api will probably migrate there
L711[12:03:29] <roxox1> Is anyone able to
help me with my Java HW?
L712[12:03:41] <Ordinastie> I have reports
of NPE inside my TE because the world is not set in there which
doesn't really make sense
L713[12:03:48] <MalkContent> sham1:
botania isn't out for 1.9, now is it? :P
L714[12:03:49] <roxox1> I'm willing to pay
if somebody can complete it for me.
L715[12:03:58] <Ordinastie> is it a good
idea to set it again when I fetch the TE if it's not set ?
L716[12:04:05] <sham1> 1.9 for forge is
not out yet either
L718[12:04:32] <sham1> But was refering to
the fact that willie will probably continue doing stuff on 1.9 so
the real botania team can use his legwork to port
L719[12:05:07] <williewillus> roxox1: you
should complete your own hw :P
L720[12:05:20] <williewillus> you can ask
for help but no one will do it for you
L721[12:05:37] <roxox1> It's due in like
12 hours, and I have a shit ton of assignments I need to get
done.
L722[12:05:40] <williewillus> sham1: i'm
the only maintainer right now, there's no plans to return it
upstream, due to reasons
L723[12:05:54] <roxox1> I simply don't
have the time to do it.
L724[12:05:55] <sham1> Ah reasons
L725[12:05:58] <sham1> The best
reasons
L726[12:06:19] <roxox1> I think I could do
it if I had time, but eh... I don't.
L727[12:06:27] <williewillus> yet you have
time to ask here :P
L728[12:07:19] <roxox1> This is much
quicker
L729[12:07:35]
⇨ Joins: xanderio
(~xanderio@p5b21fdbc.dip0.t-ipconnect.de)
L730[12:08:01] <roxox1> Would you mind
helping me with it then? I need to get it finished fast.
L731[12:08:18] <williewillus> sham1: he
declared it complete and stopped working on it due to the passive
decay drama llama
L732[12:08:28] <sham1> hmm
L733[12:09:29] <roxox1> This is what I
currently have
L735[12:09:49] <williewillus> are you guys
like...not allowed to use arraylists?
L736[12:11:29] <SkySom> Rebuilding the
array for every... addition?!
L737[12:11:31]
⇨ Joins: Hunterz (~hunterz@62.182.234.189)
L738[12:11:43] <williewillus> at least
double the size so you can amortize :D but yeah use arraylist
L739[12:11:54] <roxox1> I do know
arraylists, but we haven't learnt them so we have to use
array[]
L740[12:12:19] <sham1> He cannot use
anything more advanced than what has been "taught"
L741[12:12:31] <williewillus> wtf
L742[12:12:33] ⇦
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L743[12:12:40] <FusionLord> thats
rough...
L744[12:12:51] <roxox1> I used an
arraylist on my last assignment, and got bitched at
L745[12:12:52] <williewillus> that
immediately makes be think that that is an awful class
L746[12:13:03] <Ordinastie> ^
L747[12:13:07] <sham1> It prolly is
L748[12:13:07] <williewillus> what kind of
teacher/class limits the students' use of their knowledge??
L749[12:13:22] <williewillus> unless the
objective of the assignment was "implement an arraylist"
I should be able to use whatever the hell i want
L750[12:13:26] ⇦
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L751[12:13:27] <Ordinastie> "so I got
a bad grade because I did better than expected?"
L752[12:13:29] <sham1> One that wants to
limit the more knowledgeable student's abilities
L753[12:13:43] <williewillus> anyhow
L754[12:14:02] <sham1> Well, in my java
class I just used stuff like ArrayLists and whatnot because fuck
restrictions
L755[12:14:12] <thor12022_oops> it makes
sure the students don't do anything the Prof./TA can't
understand
L756[12:14:13] <roxox1> I didn't get a bad
grade, I just got bitched at.
L757[12:14:14] <sham1> And got through
with the best grade
L758[12:14:24] <roxox1> Still got
100%
L759[12:14:36] <sham1> What kind of
bitching
L760[12:14:56] <roxox1> Meh, is not
important.
L761[12:14:58] <roxox1> Halp pls?
L762[12:15:10] <sham1> Wait, what was the
problem again
L764[12:15:19] <williewillus> break a
polygon into triangles and find the area
L765[12:15:23] <Ordinastie> roxox1, you
won't get someone here to write you code
L766[12:15:26] <williewillus> flatten
^
L767[12:15:29] <williewillus> *^
L768[12:15:35] <williewillus> oops
clipboard
L769[12:15:46] <sham1> This is not
StackOverflow :P
L770[12:15:56] <williewillus> well even SO
refuses to do hw
L771[12:15:56] <sham1> But yeah
L772[12:15:59] <Ordinastie> we'll merely
might rewiew and give advice
L774[12:16:04] <masa> Ordinastie: oh
really? i got tricked to writing an entire mod... ;D
L775[12:16:13] <roxox1> I'm confused as to
how I might split it into triangles
L776[12:16:28] <roxox1> That's my main
problem
L777[12:16:36] <Ordinastie> masa, did he
get a good grade for the mod? :p
L778[12:16:39] <williewillus> flatten the
points and pull off the front
L779[12:17:09] <roxox1> Say I have a
square.
L780[12:17:13] <roxox1> I get one
point
L781[12:17:16] <masa> Ordinastie: it's
still unfinished and not for school :p
L782[12:17:26] <roxox1> How do I know
which other two points to get
L783[12:17:28] <Ordinastie> roxox1, keep
the first and take them 2 by 2 ?
L784[12:17:29] <roxox1> So that I have a
triangle
L785[12:18:03] <roxox1> And when I do get
a triangle, how do I know which ones to remove?
L786[12:18:17] <Ordinastie> just take the
next 2
L787[12:18:21] <roxox1> Since two of the
points need to stay
L788[12:18:33] <sham1> clone those two
points
L789[12:18:36] <roxox1> Like, points[0],
points[1] and points[2]?
L790[12:18:43] <Ordinastie> ah right, just
move by 1, not by 2
L791[12:19:22] <roxox1> but.. which two
points?
L792[12:19:35] <sham1> Any arbitrary
different points
L793[12:19:40] <williewillus> that
wouldn't work
L794[12:19:43] <roxox1> I mean, when I
have three poitns
L795[12:19:44] <Ordinastie> 1, 2 and 3,
then 1 3 and 4, then 1, 4 and 5 ?
L796[12:19:45] <roxox1> points*
L797[12:19:45] <williewillus> if you just
pick random points
L798[12:19:48] <roxox1> I only need to get
rid of one.
L799[12:19:53] <roxox1> Which one do I get
rid of?
L800[12:19:54] <williewillus> you risk
splititng the shape into two
L801[12:20:11] <williewillus> and then
overcounting empty space
L802[12:20:13] <Ordinastie> I assume the
points given are in order
L803[12:20:21] <roxox1> The points are not
given in order.
L804[12:20:36] <williewillus> flatten the
points onto the x axis (sort on x coord)
L805[12:20:46] <williewillus> idk if youre
"allowed" to do that though
L806[12:20:54] <Ordinastie> williewillus,
don't think that would work
L807[12:21:42] <Ordinastie> roxox1, what
tells you they're not in order ?
L808[12:21:51] <Ordinastie> because if
they're not, that's an entire new problem
L809[12:21:52] <roxox1> Umm, I don't think
they are.
L810[12:21:59] <Ordinastie> one that's way
more complex
L811[12:22:01] <williewillus> if it's not
stated in the assignment spec then its undefined :P
L812[12:22:08] <roxox1> Look at the
PointTest.java
L813[12:22:14] <williewillus> and why not?
flatten on x axis, then pull 3 from the front, calculate the area,
discard the first, continue until no more points
L814[12:22:18] <roxox1> I think that the
square is in order, but the other two are not
L815[12:22:34] <Ordinastie> they are
L816[12:22:42] <roxox1> Oh, how do you
know?
L817[12:23:15] <Ordinastie> it's just a
loop
L818[12:23:49] <roxox1> Oh.
L819[12:24:06] <gigaherz> meh
L820[12:24:06] <roxox1> williewillus I
should sort my array by x values
L821[12:24:08] <Ordinastie> and like I
said, if they weren't, that'd be hell of a problem
L823[12:24:20] <gigaherz> released a new
version
L825[12:24:33] ***
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L826[12:24:34] <gigaherz> but it doesn't
show up on the main site
L827[12:24:34] <roxox1> i.e, smallest x
value at points[0]
L829[12:24:43] <williewillus> @ Ordinastie
why wouldn't what I just said work
L830[12:24:46] <gigaherz> even though the
gidget does have it
L831[12:24:50] <roxox1> And then calculate
the triangle
L832[12:24:52] <roxox1> based on
L833[12:24:58] <gigaherz> widget*
L834[12:25:00] <Ordinastie> because that
would break the order
L835[12:25:27] <roxox1> o.o wait if they
are in order
L836[12:25:34] <roxox1> Could I do
L837[12:25:37] <williewillus> what do you
mean break the order?
L838[12:25:38] <roxox1> remove
points[1]
L839[12:25:47] <roxox1> and calculate on
points[0], points[1] and points[2]
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L847[12:26:02] <Ordinastie> williewillus,
wait, you could make it work to I thunk
L848[12:26:06] <gigaherz> roxox1: in
winding order, not coords order
L849[12:26:06] <williewillus> I mean
visually, you take the shape, and collapse all points onto the x
axis, it should work right?
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L854[12:26:34] <Ordinastie> yes, you
wouldn't keep the first point as ref though
L855[12:26:43] <williewillus> yeah youd
discard the front of the list each time
L856[12:26:47] <roxox1> Wait, so I should
be sorting by x-axis or not?
L857[12:26:58] <Ordinastie> roxox1, you
should think by yourself
L858[12:27:02] <roxox1> discard the last
value in the array
L859[12:27:06] <roxox1> and calculate
triangle
L860[12:27:10] <roxox1> on the last three
points
L861[12:27:13] <williewillus> thats the
rough idea
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L863[12:27:28] <roxox1> And then with the
remaining points
L864[12:27:33] <Ordinastie> my idea was
more like GL_FAN :)
L865[12:27:37] <roxox1> Just create a new
polygon
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L867[12:27:44] <roxox1> And let it do it
again
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L869[12:28:05] <Ordinastie> oh, right, you
create a new polygon, that's stupid :s
L870[12:28:23] <roxox1> wait, I think I
have the general idea of what your saying
L871[12:28:39] <roxox1> I'll be back in
like 2 minutes once I've written some code for it
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L873[12:29:10] <Ordinastie> "let's
teach you recursion by giving you a problem that shoul probably not
be solved by using recursion"
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L877[12:29:16] <Ordinastie> great school
><
L878[12:29:32] <williewillus> yeah..
L879[12:29:44] <roxox1> Oh shit wait
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L881[12:29:55] <roxox1> How would I sort
by the x-axis, just a shit ton of loops?
L882[12:30:04] <williewillus> can you not
use collections.sort?
L883[12:30:06] <Ordinastie> now I want to
code it my way ><
L884[12:30:28] <roxox1> Umm
L885[12:30:34] <roxox1> I think I have to
keep to arrays.
L886[12:30:49] ***
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L887[12:30:55] <williewillus> 0.o
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L890[12:32:55] <roxox1> Aw fuck
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L892[12:33:06] <roxox1> I'ma use
collections, fuck it.
L893[12:33:11] <sham1> This is too funny
to follow
L894[12:33:21] <shadekiller666> fry, any
progress towards looking at the obj loader updates?
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L916[12:33:45] <sham1> Any progress
regarding forge 1.9 would be appreciated to hear about
L917[12:33:53] <williewillus> sham1: its
going
L919[12:34:00] <shadekiller666> sham1,
we're waiting on mcp mappings
L920[12:34:02] <gigaherz> it's going
L921[12:34:03] <williewillus> you can
follow the repo lol
L922[12:34:07] <gigaherz> shadekiller666:
he's busy with 1.9, it seems
L923[12:34:08] <gigaherz> XD
L924[12:34:22] <shadekiller666> lol
L925[12:34:23] <sham1> Waiting for
MCP...
L926[12:34:32] <sham1> Well this is gonna
take a while
L927[12:34:43] <sham1> I'll set up my 1.9
dev branch
L928[12:34:51] <shadekiller666> sham1,
they should have it out pretty quick actually
L929[12:35:02] <sham1> Hope you are
right
L930[12:35:10] <sham1> The wait is
painful
L931[12:35:11] <shadekiller666> fastest
they've ever gotten mcp out was 5 days before vanilla release
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L934[12:35:19] <shadekiller666> well
L935[12:35:21] <gigaherz> the number of
folders in there is steadily going down
L936[12:35:21] <gigaherz> XD
L937[12:35:32] <shadekiller666> searge
said "very soon" on twitter
L938[12:35:33] <shadekiller666> so
L939[12:35:34] <sham1> Also getting all
the 1.7.10 mods port to 1.9 is quite amusing
L940[12:35:49] <sham1> If we follow what a
lot of them saids
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L943[12:36:18] <shadekiller666> i think
we'll see more adoption of 1.9 than 1.8
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L957[12:36:36] <sham1> which is odd
because you would have to do a lot more work in 1.9 than in
1.8
L958[12:36:41] <gigaherz> dunno, there's a
lot of combat-update-haters
L959[12:36:51] <sham1> Oh no
L960[12:37:00] <sham1> Don't let the left
handed items be the next EnumFacing fiasco
L961[12:37:06] <williewillus> lol
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L963[12:37:13] <williewillus> hmm my
solution didn't seem to work
L964[12:37:16] <sham1> Because that would
be stupid
L965[12:37:19] <roxox1> Oh
L966[12:37:24] <roxox1> I can't use
doubles in comparators?
L967[12:37:25] <gigaherz> sham1: I foresee
a few dozen "spam-click-back" mods
L968[12:37:45] <shadekiller666> maybe not
having the updates pulled before forge switches to 1.9 would be
good, if there are additional changes that would have to be made to
the obj loader to accomodate said update i could include them in
the pr
L969[12:37:52] <williewillus> of course
you can
L970[12:37:55] <williewillus> use
Double
L971[12:38:01] <roxox1> Ah, ty.
L972[12:38:12] <roxox1> The return type is
incompatible with Comparator<Point>.compare(Point,
Point)
L973[12:38:18] <sham1> And I forsee some
Elytra mods
L974[12:38:49] <williewillus> ?
L975[12:39:01] <shadekiller666> i think
some of the 1.9 changes are things that would drive desire for 1.9
mods
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L978[12:39:08] <shadekiller666> like the
dual wielding
L979[12:39:08] <MalkContent> but the
Elytra is boring :x
L980[12:39:15] <gigaherz> MalkContent:
what
L981[12:39:16] <williewillus> elytra is
fun :P
L982[12:39:23] <williewillus> hang gliders
are boring
L983[12:39:24] <sham1> I just want a
little jetpack to it so I can fly forever
L984[12:39:25] <gigaherz> the Elytra is
the only interesting thing in 1.9!
L985[12:39:28] <gigaherz> it feels
amazing
L986[12:39:38] <MalkContent> isn't it just
a paraglider thingy?
L987[12:39:42] <gigaherz> better than any
half-asset "hang glider" and such
L988[12:39:42] <williewillus> someone
hasn't played SM64
L989[12:39:45] <sham1> I probably would
just make one
L990[12:39:46] <williewillus> ;p
L991[12:39:47] <gigaherz> assed*
L992[12:39:50] <gigaherz> MalkContent:
yes
L993[12:39:59] <gigaherz> all you need is
a jetpack strapped to your back
L994[12:40:02] <gigaherz> and endless
gliding
L995[12:40:02] <gigaherz> ;P
L996[12:40:04] <shadekiller666> lol
L997[12:40:06] <sham1> Ye
L998[12:40:19] <MalkContent> did that in
crashlanding
L999[12:40:19] <sham1> Does not need to be
difficul
L1000[12:40:24] <gigaherz>
rocket-propelled-elytra
L1001[12:40:32] <williewillus> the
gliding is different from hang gliders
L1002[12:40:34] <shadekiller666> or
channel your inner assassin's creed and use upward-blowing air
currents
L1003[12:40:35] <williewillus> i like it
more
L1004[12:40:39] <gigaherz> BB in a
bit
L1005[12:40:40] <sham1> You just hold
forward to use the jetpack to give yourself more speed and have it
use RF or whatever
L1006[12:40:42] ***
gigaherz is now known as ghz|afk
L1007[12:41:07] <roxox1> The return type
is incompatible with Comparator<Point>.compare(Point,
Point)
L1008[12:41:17] <shadekiller666>
what
L1009[12:41:25] <williewillus> what are
you returning?
L1010[12:41:26] <sham1> You cannot return
doubles from Comparitors
L1013[12:41:32] <williewillus> use
Double.compare or subtract yourself
L1014[12:41:35] <roxox1> Trying to sort
by xAxis
L1015[12:41:50] <sham1> Use the X
value
L1016[12:41:54] <sham1> Compare on
those
L1017[12:41:56] <sham1> And sort
L1018[12:41:58] <williewillus>
Ordinastie: did you do it the way I was mumbling about?
L1019[12:42:14] <Ordinastie> no, I did it
the way I was mumbling about :]
L1020[12:42:22] <Ordinastie> but square
failed for some reason ^^
L1021[12:42:23] <roxox1> Sham1, that's
what I'm doing though right?
L1022[12:42:41] <sham1> Well show your
code
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L1037[12:42:58] <williewillus> lol my
circle is good but the others fail
L1038[12:42:59] <williewillus> for
flattening
L1039[12:43:04] <williewillus> idk not
gonna waste time :P
L1040[12:43:29] <sham1> Well that should
work
L1041[12:43:34] <williewillus> also
Double.compare exists for a reason
L1042[12:43:43] <sham1> Also Lis#sort
pls
L1043[12:43:44] <roxox1> The method
sort(List<T>, Comparator<? super T>) in the type
Collections is not applicable for the arguments (Point[], new
Comparator<Point>(){})
L1044[12:43:54] <williewillus> you can't
use it on an array
L1045[12:44:04] <williewillus>
Arrays.sort
L1046[12:44:19] <roxox1> Ah, ty
L1047[12:44:35] <roxox1> And that should
'flatten' it onto x-axis?
L1048[12:44:43] <sham1> That sorts
them
L1049[12:44:45] <roxox1> i.e, sort by
raising/decreasing .getX()
L1050[12:45:03] <sham1> Hmm
L1051[12:45:06]
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L1064[12:45:12] <roxox1> Oh, so now afaik
I need to get the last three elements, calculate a triangle, then
remove the last element, and create a new polygon from the
remaining points
L1065[12:45:22] ***
Keridos is now known as Keridos|away
L1066[12:45:27] <sham1> *Press space to
accelerate your elytra for 10 RF/t*
L1067[12:45:40] <sham1> That is gonna be
my battle plan
L1068[12:47:15] <shadekiller666> fry, if
there are any changes that i need to make to the obj loader for the
1.9 switch let me know, so that i can work them into the updates in
the pr, instead of having the 1.9 update changes in forge before
the updates get pulled, it would help prevent merge errors when i
go to rebase the repo onto master after the 1.9 switch
happens
L1069[12:47:32]
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L1071[12:48:24] <Ordinastie> yeah \o/
System.out.println(p1);
L1072[12:48:26] <Ordinastie> failed
L1074[12:50:18] <roxox1> Aw shit
L1075[12:50:23] <roxox1> Mine timed out
xD
L1077[12:51:14]
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L1079[12:51:24] <williewillus> i don't
know yhow that msg is remotely related to the contents of your
commit
L1080[12:51:25] <williewillus> but
okay
L1081[12:51:27] <williewillus> :P
L1082[12:51:50] <roxox1> 'Fuck collision
boxes' xD
L1083[12:51:52]
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L1084[12:51:54] <sham1> It is not
L1085[12:52:25] <roxox1> I think my
program is getting stuck in an infinite loop
L1086[12:52:33] <williewillus> println
time?
L1087[12:52:39] <Ordinastie> nope
L1088[12:52:41] <roxox1> Umm, it times
out after 30 seconds
L1089[12:52:42] <Ordinastie> debug
time
L1090[12:52:44] <roxox1> On the
website
L1091[12:52:55] <williewillus>
Ordinastie: you think the website has a debugger? ;p
L1092[12:53:15] <sham1> I could make my
git commits "HAAAAANNNNDDDSSSS"
L1093[12:53:18] <Ordinastie> YOU EXPECTED
HIM TO CODE ON THE SITE???
L1094[12:53:20] <sham1> But that would be
quite bad
L1095[12:53:34] <Ordinastie> I think I'm
done ><
L1096[12:54:03] <Ordinastie> I think I'm
going to get some food and watch supernatural :p
L1097[12:54:09] <roxox1> I think it's
looping because I'm creating a new polygon inside the polygon
class
L1098[12:54:09] <roxox1> And it just
keeps making new ones
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L1100[12:54:35] <roxox1> wut?
L1101[12:55:18] <Ordinastie> recursion is
like a robbery, always have an exit strategy
L1102[12:55:19]
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L1103[12:55:26] <Ordinastie> or like
dating for that matter
L1104[12:55:42] <roxox1> I don't
understand what I did wrong
L1105[12:55:46] <roxox1> I sorted by
x-axis
L1106[12:55:56] <roxox1> Then made a
triangle from last three points
L1107[12:56:10] <roxox1> Then made a new
polygon from all of the points except the last one
L1108[12:56:28] <roxox1> And then did
return triangleArea + newPolygon.getArea()
L1109[12:57:03] <roxox1> But it just
times out
L1110[12:57:04]
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L1112[12:58:05] <roxox1> I think I'm just
stupid
L1113[13:00:11] <unascribed> is there any
reason you're using an array instead of a list
L1114[13:00:33] <unascribed> you're
storing objects, you want it to dynamically grow, and you want it
easily sortable
L1115[13:00:54] <williewillus>
unascribed: they're "not allowed to"
L1116[13:00:59] <unascribed> oh
L1117[13:01:02] <unascribed> it's a
homework problem
L1118[13:01:07] *
unascribed hereby refuses to help
L1119[13:01:09] <williewillus> which is
dumb
L1120[13:01:22] <williewillus> i should
be allowed to use anything I want that doesn't trivialize the
assignment
L1122[13:01:33] <roxox1> a buddy on skype
sent that to me xD
L1123[13:02:01] <williewillus> sort by
distance lol
L1124[13:02:11] <roxox1> It looks like
it's correct
L1125[13:02:17] <williewillus> that will
split the shape
L1126[13:02:19] <williewillus> in some
cases
L1127[13:02:47]
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L1129[13:03:29] <roxox1> Not 100% sure on
how to sort by distance though
L1130[13:03:43] <williewillus> standard
distance formula in 2d space
L1131[13:04:34] <Helle> So uh, hopefully
a simple question, using the Configuration configuration APIs, how
do I delete a property ? so that when saved they will be removed
from the config file (migrating a few config settings to a
different file)
L1132[13:05:49] <FusionLord> Helle,
Configuration.removeProperty???
L1133[13:06:06] <Helle> FusionLord: hrm,
doesn't show up as existing, uuuh
L1134[13:06:08] <Helle> hrm
L1135[13:06:09]
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L1136[13:06:36] <FusionLord> what is the
package of the Configuration class you are using?
L1137[13:07:53] <Helle> FusionLord:
net.minecraftforge.common.config
L1138[13:08:03] <FusionLord> its
there
L1139[13:08:28] <FusionLord> you did
reference your Configuration object right, not the class
staticly
L1140[13:10:43] <Helle> FusionLord: I
did, well, modifying existing working code
L1141[13:11:22] <Helle> but it might be
Eclipse being a butt
L1142[13:11:32]
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L1143[13:14:14] <MattDahEpic> does
killing the ender dragon fire a EntityDropsEvent?
L1144[13:15:01] <MattDahEpic> rather
LivingDropsEvent
L1145[13:15:14] <sham1> The wait is
real
L1146[13:15:41] <MattDahEpic> im waiting
for 1.9 by removing all my depreciated library mod methods
L1147[13:16:11] <sham1> I will also do
that
L1148[13:17:04] <roxox1> omfg
L1149[13:17:06] <roxox1> I timed out
again
L1150[13:17:14] <roxox1> what is this
bs
L1151[13:18:11] <sham1> I love force
pushes
L1152[13:18:15] <sham1> Let me rewrite
history
L1153[13:18:25] <MattDahEpic> git
blame
L1154[13:18:30] <sham1> git fire
L1155[13:18:41] <ghz|afk> seriously, the
new curse page sucks
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L1158[13:19:08] <sham1> I see stuff
L1159[13:19:18] <williewillus> y u not
using curseforge
L1160[13:19:26] <sham1> he is
L1161[13:19:37] <williewillus> the main
curse site is terrible :P
L1162[13:19:41] <MattDahEpic> curseforge
updates instantly, curse updated on the hour
L1163[13:19:46] <sham1> Oh hey, another
BSD lisence user :P
L1164[13:19:53]
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L1165[13:20:14] <sham1> license
L1166[13:20:21] <sham1> git commit
--amend
L1167[13:20:31] <ghz|afk> williewillus: I
use curseforge
L1168[13:20:36] <ghz|afk> but I expect
users to not use curseforge
L1169[13:20:47] <ghz|afk> so when it
takes so long to update the main site, I worry ;p
L1170[13:21:27] <Flenix> I want to
increase the players max food value from 20 to 100, to give my many
foods a little bit more variety. I did it ages ago in 1.6 with ASM,
but that's probably bad - is there a better way to go about it?
It's only going to be used within my modpack, so compatability
isn't a huge issue.
L1171[13:21:48] <MattDahEpic> Flenix, max
food is hardcoded
L1172[13:21:58] <Helle> FusionLord: in
what file/line would that method be defined ? because in
1.8-11.14.4.1569 it absolutely seems to not exist
L1173[13:21:58] <Flenix> So yes I have to
use ASM then?
L1174[13:22:36] <sham1> God damn it the
wait is real
L1175[13:22:41] <MattDahEpic> Flenix,
likely yes, but even if you do, will it render the extra food
bars?
L1176[13:22:58] <Stiforr> Is anyone able
to provide some insight on building forge for 1.9 from source? I'm
getting a 403 error when it tries to grab a dependency
L1177[13:22:59] <Flenix> I doubt it, but
I can handle that easily
L1178[13:23:01] <MattDahEpic> sham1, it
probably wont be ready today, play some games
L1179[13:23:11] <sham1> :C
L1180[13:23:24] <Flenix> If you're
waiting for 1.9 sham it'll be at least a few weeks
L1181[13:23:26] <MattDahEpic> try
actually playing minecraft for once
L1182[13:23:41] <sham1> ...'
L1183[13:23:51] <sham1> Do you know when
was the last time I have legit played Vanilla
L1184[13:23:59] <williewillus> Stiforr:
mcp isn't out yet
L1185[13:23:59] <Flenix> Play 1.7/1.8
;)
L1186[13:24:02] <sham1> It was a long
long time ago
L1187[13:24:04] <FusionLord> Helle, sorry
to have wasted your time.... it was renameProperty, and
removeCategory above it...
L1188[13:24:09] <sham1> In a galaxy far
away
L1189[13:24:19] <Stiforr> TY williewillus
that would explain it
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L1191[13:25:36] <sham1> I would not say
few weeks
L1192[13:25:43] <sham1> More like a day
at most after this
L1193[13:25:49] <williewillus> mcp within
the week
L1194[13:25:54] <williewillus> forge
within the month
L1195[13:25:56] <williewillus> or
sooner
L1196[13:26:00] <Helle> FusionLord:
thought so
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L1198[13:27:02] <roxox1> FML
L1199[13:27:08]
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L1200[13:27:11] <roxox1> Shit just
doesn't work
L1201[13:27:32] ***
ghz|afk is now known as gigaherz
L1202[13:27:52] <Flenix> sham1, do you
remember how long it was between 1.8 release and 1.8 forge?
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L1204[13:30:10] <MattDahEpic> 1.7->1.8
was bigger than 1.8->1.9 though
L1205[13:30:25] *
McJty hopes so :-)
L1206[13:30:38] <Helle> FusionLord: aah,
the ConfigCategory is a Map and hence implements the method
remove
L1207[13:31:05] <MalkContent>
"bigger" doesn't cut it
L1208[13:31:17] <MattDahEpic>
hugeganticer?
L1209[13:31:22] <MalkContent> ye
L1210[13:31:23] <MalkContent> a
L1211[13:33:02] <MattDahEpic> the real
question is who the hell uses torx 18 size screws in a product. the
t15 screwdriver is too small to turn them, while the t20 is too big
and nobody sells t18 screwdrivers
L1212[13:33:05] <MalkContent> 1.8->1.9
is like just another update. 1.7->1.8 was probably the biggest
one to date
L1213[13:33:23] <MalkContent> before that
it was 1.4(?)
L1214[13:33:38] <MattDahEpic> whichever
one combined server and client
L1215[13:33:46] <MalkContent> yea
L1216[13:33:53] <sham1> 1.3
L1217[13:34:10] <sham1> was the one that
combined
L1218[13:34:16] <McJty> I started modding
in 1.7.10 so I was spared all previous updates :-)
L1219[13:34:50] <sham1> I started 1.7.10
after 1.8 forge was out and I quickly converted
L1220[13:35:21] <williewillus>
^same
L1221[13:35:42] <williewillus> if anyone
asks me isbrh questions i just shrug :D
L1222[13:36:09] <sham1> I just try to
convert them to 1.8 or 1.9 once that comes out :D
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L1224[13:37:00] <sham1> A new branch is a
gogo
L1225[13:39:45]
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L1235[13:59:22] <roxox1> OH SHIT
L1236[13:59:25] <roxox1> I fuckin did
i
L1237[13:59:27] <roxox1> it*
L1238[13:59:31] <sham1> Good job
L1239[13:59:45] <roxox1> Except, it
returns -100 instead of 100
L1240[13:59:49] <roxox1> Damn, I thought
I did it :(
L1241[13:59:52] <sham1> Math.abs
L1242[14:00:00] <roxox1> Math.abs(-100)
return 50
L1243[14:00:07] <sham1> what?
L1244[14:00:17] <roxox1> idk, when I use
Math.abs, it returns 50
L1245[14:00:24] <roxox1> Oh shit
wait
L1246[14:00:41] <sham1> if (num < 0)
num = num * (-1);
L1247[14:01:05] <roxox1> I'll try
that
L1248[14:02:16] <roxox1> Nope, still
returning 50.
L1249[14:02:27] <roxox1> Returns 100 fine
if I am not using JUnit
L1250[14:02:47] <roxox1> But JUnit says
(Expected 100 got 50) or (Expected 100 got -100)
L1251[14:02:53] <sham1> Maybe something
is taking off 50
L1253[14:04:33] <sham1> I honestly have
no idea
L1254[14:04:39] <roxox1> Only when using
JUnit does it return 50
L1255[14:04:42] <roxox1> Normal java it's
fine
L1256[14:05:01] ***
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L1258[14:05:23] <tterrag> gigaherz: you
around for a likely stupid C++ question?
L1259[14:05:30] <sham1> Maybe the fault
is at JUnit then
L1260[14:07:23] <roxox1> I found the
problem
L1261[14:07:32] <roxox1> I'm modifying
the point[] array
L1262[14:07:39] <roxox1> And JUnit is
calling assertEquals twice
L1263[14:07:50] <roxox1> .getArea() can't
be run twice :p
L1264[14:08:44] <gigaherz> tterrag: I'm
around
L1265[14:08:57] <gigaherz> wether or not
the question is stupid, or if I'm up to it, we'll see
L1266[14:08:57] <gigaherz> ;p
L1267[14:10:57]
⇦ Quits: AforAnonymous (bitch2k@dyn-042-184.vix1.mmc.at)
(Quit: Try not to think not.)
L1268[14:11:57] <roxox1> Fixed it
L1269[14:12:08] <roxox1> Woo, it's
working. Now I need to bring runtime to under 30 seconds.
L1270[14:12:50] ***
Mine|dreamland is now known as minecreatr
L1271[14:14:28] <FusionLord> how does the
aditional skin things work, jacket/sleves and pant legs
L1272[14:17:19]
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(~vsg1990@pool-74-110-57-203.bflony.fios.verizon.net)
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L1276[14:25:11] <tterrag> gigaherz: well
I have this class, where including the header file tells me it
can't find the constructor, until I include the .cpp file
L1277[14:25:34] <sham1> Is the
constructor not defined in the header with the class?
L1278[14:26:11] <MCPBot_Reborn>
MCPBot_Reborn is now in read-only mode. Commands that change
database data are currently disabled.
L1279[14:26:21] <tterrag> sham1: of
course
L1280[14:26:24] <MCPBot_Reborn> ===
Mappings Commit ===
L1281[14:26:25] <sham1> IT'S
HAPPENING
L1282[14:26:27] <MCPBot_Reborn> Total:
199 method changes committed, 202 field changes committed, 809
method parameter changes committed
L1283[14:26:31] <MCPBot_Reborn> [STABLE
CSV] Pushing stable_22 mappings to Forge Maven.
L1284[14:26:34] <MCPBot_Reborn> [STABLE
CSV] Maven upload successful for mcp_stable-22-1.8.9.zip (mappings
= "stable_22" in build.gradle).
L1285[14:26:41] <tterrag> nope
L1286[14:26:44] <tterrag> lol
L1287[14:26:45] <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/
L1288[14:26:48] <tterrag> psych
L1289[14:26:48] <MCPBot_Reborn>
MCPBot_Reborn is no longer in read-only mode. All commands are now
available again.
L1290[14:26:52] <sham1> This is just the
first step
L1291[14:27:02] <MCPBot_Reborn>
MCPBot_Reborn is now in read-only mode. Commands that change
database data are currently disabled.
L1292[14:27:02] <tterrag> yeah I know
:p
L1293[14:27:37] *
Corosus froths at the mouth
L1295[14:28:06] *
bspkrs collects the froth to serve to Corosus in his
espresso
L1296[14:28:24]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
(Quit: Leaving)
L1297[14:28:26] <Corosus> yum!
L1298[14:28:41] <sham1> My body is
ready
L1299[14:28:50] <thor12022_oops> I'm just
going to assume he got rabies from his crazy zombies
L1300[14:28:55]
⇨ Joins: riderj (~riderj@157.62.94.10)
L1301[14:29:06] <RANKSHANK> :3
L1302[14:29:55] <tterrag> gigaherz:
^^
L1303[14:29:58] <Corosus> :3
L1304[14:30:27] <gigaherz> tterrag: what
is the actaul error?
L1305[14:30:33] <gigaherz> compile-time,
or link-time?
L1306[14:30:50] <tterrag> main.cpp:70:
undefined reference to `QuickSorter::QuickSorter(Partition)'
L1307[14:30:51] <tterrag> uhh
L1308[14:30:57] <tterrag> link
L1309[14:30:57] <gigaherz> link-time
then
L1310[14:31:08] <gigaherz> are you
linking the cpp file?
L1311[14:31:25] <tterrag> uh
L1312[14:31:29] <LatvianModder> pfft
no
L1313[14:31:29] <tterrag> maybe
L1314[14:31:37] <LatvianModder> h file is
all you need :P
L1315[14:31:40] <tterrag> this is a new
IDE I'm using...maybe it doesn't do that automatically
L1316[14:31:42] *
tterrag tries with makefile
L1317[14:31:57] <gigaherz> tterrag: which
IDE? ;P
L1318[14:32:00] <sham1> When in doubt
makefile
L1319[14:32:10] <gigaherz> meh makefiles
are overrated
L1320[14:32:22] <gigaherz> gcc -o program
file1.cpp file2.cpp file3.cpp
L1321[14:32:22] <gigaherz> ;P
L1322[14:32:24] <tterrag> gigaherz:
kdevelop
L1323[14:32:31] <tterrag> we're stuck on
these linux machines, I'm in lab right now :p
L1324[14:32:33] <gigaherz> ah, never
truly used it
L1325[14:32:34] <LatvianModder> so, why
does one language need 2 files for each class?
L1326[14:32:45] <gigaherz> LatvianModder:
it's due to how C++ works
L1327[14:32:55] <gigaherz> or how it
worked historically
L1328[14:33:05] <gigaherz> C/C++
compilers work by compilation units
L1329[14:33:08] <sham1> It's due to how C
works
L1330[14:33:09] <gigaherz> they are
separate and independent
L1331[14:33:12] <LatvianModder> arduino
seems to work pretty well without those files
L1332[14:33:15] <gigaherz> you compile a
.cpp file
L1333[14:33:19] <gigaherz> into a .o or
.obj
L1334[14:33:26] <gigaherz> and this file
has a series of exports
L1336[14:33:34] <gigaherz> and a series
of "imports" (referenced symbols)
L1337[14:33:36] <tterrag> still not
working with that
L1338[14:33:37] <tterrag> same
error
L1339[14:33:41] <gigaherz> once all the
.o/.obj files are produced
L1340[14:33:44] <sham1> You CAN program
without headers
L1341[14:33:48] <sham1> Good luck
though
L1342[14:33:56] <gigaherz> the linker
takes them all together
L1343[14:34:03] <gigaherz> and replaces
all the references to a name
L1344[14:34:07] <gigaherz> with the
address of that name
L1345[14:34:14] <sham1> And links with
the system libraries
L1346[14:34:14] <gigaherz> but as I
said
L1347[14:34:20] <gigaherz> each
compilation unit is separate and independent
L1348[14:34:23] <gigaherz> so in order
for A.cpp
L1349[14:34:34] <gigaherz> to know
there's a function called "doB()" inside B.cpp
L1350[14:34:35] *
tterrag notes that this class technically ends in 5
minutes
L1351[14:34:38] <gigaherz> it has to be
declared
L1352[14:34:39] <tterrag> >.>
L1353[14:34:55] <sham1> And the easiest
is to declare in a header
L1354[14:34:55] <gigaherz> tterrag: do
you have an actual
L1355[14:35:07] <sham1> Although you can
actually use "extern doB();"
L1356[14:35:07] <gigaherz>
QuickSorter::QuickSorter (Partition p) {}
L1357[14:35:09] <gigaherz>
declared?
L1358[14:35:12] <tterrag> yes
L1359[14:35:13] <tterrag> sec
L1360[14:35:23] <sham1> But that is
unclean
L1361[14:35:34] <tterrag> added to
gist
L1362[14:35:45] <gigaherz> sham1: extern
isn't needed, function prototypes are extern by default
L1363[14:35:46] <gigaherz> ;P
L1364[14:36:05] <sham1> I like to be
explicit and verbose about it okay
L1365[14:36:11] <gigaherz> tterrag: the
.h files aren't needed in the makefile
L1366[14:36:13] <gigaherz> and hmm
L1367[14:36:19] <gigaherz> you could try
to put main.cpp at the end?
L1368[14:36:22] <gigaherz> the order MAY
matter
L1369[14:36:25] <tterrag> O.o
L1370[14:36:36] <sham1> It's not like I
add "extern 'C'" on my every function I want not to get
name mangled :(
L1371[14:36:41] <tterrag> that's the
opposite of how I learned to write them
L1372[14:36:50] <tterrag> I thought the
.o's .cpp file was always first
L1373[14:36:51] <gigaherz> wait
L1374[14:36:52] <gigaherz> tterrag
L1375[14:36:52] <gigaherz> no
L1376[14:36:55] <gigaherz> I know what's
wrong
L1377[14:36:58] <tterrag> :l
L1378[14:37:00] <gigaherz> OBJS =
main.o
L1379[14:37:04] <gigaherz> you only link
to main.o
L1380[14:37:06] <tterrag> oh gawd
L1381[14:37:08] <sham1> :P
L1382[14:37:09] <tterrag> I forgot to add
it
L1383[14:37:12] <gigaherz> you don't have
QuickSorter.o
L1384[14:37:24] <sham1> Happens to the
best of us :D
L1385[14:37:56] <tterrag> woo it
compiles
L1386[14:37:59] <tterrag> then
immediately segfaults
L1387[14:38:00] <tterrag> \o/
L1388[14:38:07] <gigaherz> lol
L1389[14:38:21] <sham1> Don't you mean
SGFLTS
L1390[14:38:36] <sham1> Gotta remove
those vowels
L1391[14:38:50] <tterrag> actually
no
L1392[14:38:56] <tterrag>
gspicer-davis1@linux-jbi4:~/dev/COSC320/Lab4> ./Lab4
L1393[14:38:56] <tterrag> Segmentation
fault
L1394[14:39:15] <thor12022_oops> this is
C++ segmentation_fault
L1395[14:39:17] <tterrag> it's all proper
about the error
L1396[14:39:25] <sham1> Good
L1397[14:39:33]
⇨ Joins: manmaed
(~Ender@97e177f1.skybroadband.com)
L1398[14:39:39] <tterrag> anyways...class
is over now
L1399[14:39:40] <tterrag> later all
L1400[14:39:45] ***
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L1401[14:39:53] <sham1> So no Unix
"Lets shorten the name like we are working on a dumb
terminal" BS
L1402[14:39:57] <sham1> That's good
L1403[14:40:11] <sham1> I understand why
it was done
L1404[14:40:38]
⇦ Quits: sciguyryan (~sciguyrya@37.48.80.238) (Remote host
closed the connection)
L1405[14:42:51] <sham1> Well it is
late
L1406[14:49:57] <gigaherz> sham1: back in
the day, each letter counted ;P
L1407[14:50:02] <gigaherz> shor tnames
were a requirement
L1408[14:53:08]
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L1409[14:54:23] ***
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L1412[15:02:37] <LexManos> !gm
func_70071_h_
L1413[15:06:24]
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(~Doxin@2001:982:46cf:1:225:22ff:fec6:f070)
L1415[15:09:13] <Doxin> so how do I
render an item from my TESR? I've tried a bunch of things none of
which works.
L1416[15:12:03] <LexManos> !gm
func_70070_b
L1417[15:13:48] <Doxin> LexManos: that
aimed at me?
L1418[15:14:01]
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L1421[15:16:40] ***
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-.-))
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L1423[15:17:23]
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L1424[15:17:37] <dav1d> hey, so I enabled
ChickenChunks in the FTB Infinity package, started the server once,
then removed it again (didnt place a block) and disabled the mod
again, now I get this error while starting (server doesnt start
up): [FML]: Found a missing id from the world
ChickenChunks:chickenChunkLoader - Any hints on how I can remove
this stuff again?
L1425[15:18:01] <dav1d> I am guessing
there is a commandline switch, kinda like when updating, but I cant
find any docs for that
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L1430[15:23:37] <Doxin> sorry ._.
L1431[15:24:08] <Corosus> dav1d, it
should start once you type 'y' or 'yes' and hit enter
L1432[15:24:17] <Corosus> its not started
cause its waiting for your input to proceed
L1433[15:24:20]
⇨ Joins: Seppon
(~Noppes@82-168-99-26.ip.telfort.nl)
L1434[15:24:25] <Corosus> and shouldnt
bug you again afterwards
L1435[15:25:12] <thor12022_oops> I
thought it needed "/fml confirm"
L1436[15:25:38] <dav1d> Corosus: the
thing is, I dont get the /fml confirm question
L1437[15:25:45] <dav1d> that's why I am
confused
L1438[15:26:02] <dav1d> Server shows me
the message (above) and just exits
L1439[15:26:28]
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L1441[15:26:31] <Corosus> ah, yeah thats
weird, havent encountered that before
L1442[15:26:51] <dav1d> I'm gonna start
with -Dfml.queryResult=confirm, maybe it just works
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L1444[15:27:51] <Doxin> so how do I
render an item from my TESR? I've tried a bunch of things none of
which works in the slightest. the closest thing I've gotten is
getting the wrong item rendered as if an invisible skeleton was
holding it.
L1445[15:29:55] ***
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L1448[15:32:48] ***
willieaway is now known as williewillus
L1449[15:34:25] <williewillus> i already
said use the icon and tess
L1450[15:34:34] <williewillus> or update
to 1.8 and make one method call
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(~Arctic@71-8-85-40.dhcp.leds.al.charter.com)
L1452[15:35:44] ***
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L1453[15:35:50] <Arctic_Wolfy> Any one
think that a paper rocket/missle would be stupid?
L1454[15:36:19] ***
K-4U is now known as K-4U|Off
L1455[15:38:03] <williewillus> not if its
resonant reinforced super paper
L1456[15:38:45] <bspkrs> 4000 methods
processed
L1457[15:38:47] <Arctic_Wolfy> It would
be more like a firework that does a small amount of damage.
L1458[15:40:03] <williewillus> eta?
:D
L1459[15:40:12] <bspkrs> Soon™
L1460[15:40:27] <gigaherz> ETA(now) <
ETA(before)
L1461[15:40:52] <killjoy> ^ assert
L1462[15:41:59]
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L1463[15:42:12] <bspkrs> the longest part
is the method processing because it's also adding all the owners of
each method and the params
L1464[15:42:48] <MattDahEpic> do any of
the patches ever change access modifiers?
L1465[15:43:01] <williewillus> they use
ATs for that
L1466[15:43:04] <killjoy> those are
usually done using ATS
L1467[15:43:36] <williewillus> i just
realized I havent used mcp alone since...1.6? :P
L1468[15:43:45] <williewillus> but
excited to look at some parts of 1.9 before forge is done
L1469[15:43:57] <killjoy> well fg is just
mcp using gradle/java
L1470[15:44:02] <killjoy> instead of
python
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L1473[15:47:31] <MattDahEpic> maybe we
can update the fg wrapper to actually work for fg2.1
L1474[15:47:43] <killjoy> wrapper?
L1475[15:47:56] <MattDahEpic>
gradlew?
L1476[15:48:13] <killjoy> the wrapper
doesn't have anything to do with fg
L1477[15:48:19] <killjoy> just the gradle
version
L1478[15:48:31] <MattDahEpic> the current
wrapper doesnt load a new enough gradle version and fg
complains
L1479[15:48:39] <killjoy> you need
2.3
L1480[15:48:47] <killjoy> or maybe it's
2.5
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L1488[15:52:40] <MattDahEpic> im kinda
suprised with the microsoft purchase that minecraft hasnt switched
to azure for library distro
L1489[15:53:24] <killjoy> M$ doesn't
care
L1490[15:53:32] <killjoy> it's working.
Don't fix it
L1491[15:54:20] <gigaherz> MS only cares
about arvertising the PE/Console/Win10 versions and such, the PC
Minecraft sells itself
L1492[15:55:31] <williewillus> i hope
they correct all the aesthetically incorrect shit in pe ;p
L1493[15:55:46] <williewillus> because
god I can't stand how wrong the mob death animation is in pe
:P
L1494[15:56:06] <bspkrs> 12000 methods
processed
L1495[15:56:10] <gigaherz> it's not THAT
bad ;P
L1496[15:56:17] <gigaherz> \o/
L1497[15:56:21] <williewillus> the orbs
pop out AFTER the smoke NOT when the mob dies! :P
L1498[15:56:27] <gigaherz> (no idea how
many there are to process ;P)
L1499[15:56:28] <MattDahEpic> 3x method
count combo
L1500[15:56:31] <williewillus> how many
are there?
L1501[15:56:45] <killjoy> bspkrs, out of
how many?
L1502[15:56:50] <gigaherz> williewillus:
yo udo realize that's really just you being picky, right?
L1503[15:56:51] <gigaherz> XD
L1504[15:56:55] <bspkrs> Total methods:
12473 Total method owner links: 20525 Total params: 15312
L1505[15:56:55] <williewillus> yes
L1506[15:57:14] <williewillus> I believe
attention to details is important ;P
L1507[15:58:49] <MCPBot_Reborn>
MCPBot_Reborn is no longer in read-only mode. All commands are now
available again.
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L1509[15:59:12] <bspkrs> !!version
L1510[15:59:12] <MCPBot_Reborn> ===
Current Version ===
L1511[15:59:13] <MCPBot_Reborn> MCP
Version MC Version Release Type
L1512[15:59:14] <MCPBot_Reborn> 9.24 1.9
RELEASE
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L1514[15:59:19] <MattDahEpic>
woooooo
L1515[15:59:22] <killjoy> so mcp is now
on 1.9?
L1516[15:59:26] <williewillus>
woohoo
L1517[15:59:28] <bspkrs> Soon™
L1518[15:59:43] <killjoy> we can use fg
for 1.9 at least, right?
L1519[15:59:46]
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L1520[15:59:49] <bspkrs> Soon™
L1521[15:59:52] <williewillus> lol
L1522[15:59:55] <killjoy> such soon
L1523[15:59:58] <killjoy> very
later
L1525[16:00:06] <gigaherz> hopefully you
don't have to pay royalties every time you use thatname
L1526[16:00:07] <gigaherz> XD
L1527[16:00:29]
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L1537[16:10:04] <MCPBot_Reborn> [TEST
CSV] Pushing snapshot_20160301 mappings to Forge Maven.
L1538[16:10:07] <MCPBot_Reborn> [TEST
CSV] Maven upload successful for mcp_snapshot-20160301-1.9.zip
(mappings = "snapshot_20160301" in build.gradle).
L1539[16:10:15] <Corosus> :V
L1540[16:10:18] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~17:10 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L1541[16:10:21] <MCPBot_Reborn> [TEST
CSV] Pushing snapshot_20160301 mappings to Forge Maven.
L1542[16:10:25] <MCPBot_Reborn> [TEST
CSV] Maven upload successful for mcp_snapshot-20160301-1.9.zip
(mappings = "snapshot_20160301" in build.gradle).
L1543[16:10:32] <williewillus> :D
L1544[16:10:35] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~17:10 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
L1545[16:11:01] <bspkrs> weird, must have
exported JUST before I ran the command to export
L1546[16:11:51] <manmaed> lol
L1547[16:12:37] <williewillus> setupForge
should work now right
L1548[16:12:37] <killjoy> guess I'll have
to wait until tomorrow's snapshot so fg won't warn me about the
mappings being designed for 1.8.9
L1549[16:13:28] <LexManos> hehe good luck
with the update ;l we already have a 1.9 branch that we're working
on
L1550[16:13:56] <Corosus> im about to try
williewillus
L1551[16:14:12] <williewillus> I just
wanna poke the 1.9 vanilla code :P
L1552[16:14:16] <Corosus> me too
L1553[16:14:44] <killjoy> 3
L1554[16:15:16] <LexManos> Take it witha
grain of salt, and people should start writing some docs
L1555[16:15:19]
⇨ Joins: otho (~otho@177.180.167.84)
L1556[16:15:20] <killjoy> I think that
was the fastest decompile I've run
L1557[16:15:27] <LexManos> for blocks, a
lot of things have gotten a state varaible
L1558[16:16:09] <HassanS6000> !gm
func_71190_q
L1559[16:16:16] <HassanS6000> !gm
func_71190_q 1.8.9
L1560[16:16:29] <williewillus> killjoy:
it works?
L1561[16:16:35] <killjoy> yea
L1562[16:16:49] <diesieben07> just
checkout 1.9 branch and run setupForge?
L1563[16:16:59] <Corosus> update mappings
too i assume
L1564[16:17:03] <Corosus> its still using
stable_20
L1565[16:17:05] <diesieben07> ah ok
L1566[16:17:21] <Corosus> yay decompiling
this time
L1567[16:17:21] <diesieben07> cool
stuff
L1568[16:17:36] <killjoy> hm.. gotta find
the new isRiding()
L1569[16:17:47] <Corosus> to the
pig!
L1570[16:17:50] <williewillus> lol
L1571[16:18:42]
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L1575[16:20:02] <killjoy> I see helditem
has changed a lot
L1576[16:20:06] <williewillus>
!latest
L1577[16:20:07] <killjoy> because
main/offhand
L1578[16:20:24]
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L1579[16:20:29] <gigaherz> killjoy: how
does the item use logic look like? ;P
L1580[16:20:48]
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L1581[16:20:49] <killjoy> !sm 184592
getHeldItemOffhand
L1582[16:20:50] <williewillus> hm
L1583[16:20:57]
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L1585[16:21:04] <williewillus> i changed
the build.gradle to use snapshot_20160301 but it uses the 1.8.9 one
from today
L1586[16:21:06] <williewillus> not the
1.9 one
L1587[16:21:17] <tterrag|away> What's the
time scale on forge 1.9 do you think? days or weeks?
L1588[16:21:18] <killjoy> !sm 184586
getHeldItem
L1589[16:21:20] <kashike> you killed
MCPBot killjoy
L1590[16:21:21]
⇨ Joins: MCPBot_Reborn
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L1591[16:21:23] <kashike> goood job
L1592[16:21:26] <kashike> :p
L1593[16:21:34] <killjoy> !sm 184586
getHeldItem
L1594[16:21:39] <bspkrs> I had to restart
it... it was double-exporting
L1595[16:21:40] <williewillus> killjoy:
how did you get the 1.9 version of today's mappings?
L1596[16:21:54] <killjoy> I didn't
L1597[16:22:03] <williewillus> changing
build.gradle in the forge repo root pulls the 1.8.9 snapshot
L1598[16:22:08] <williewillus> oh
lol
L1599[16:22:09]
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L1600[16:22:12] <bspkrs> tterrag|away,
probably within a week or so?
L1601[16:22:23] <tterrag|away> Sounds
good
L1602[16:22:39] <kashike> gotta love
quick MCP updates :)
L1603[16:22:44] <killjoy> !sm 184614
getHeldItemMainhand
L1604[16:22:46] <tterrag|away> For me
personally I'm not gonna have much time this week to do stuff
>.>
L1605[16:23:41] <killjoy> !sm 184611
setHeldItem
L1606[16:23:56] <williewillus> meh I have
to remember how to wrangle the project to work in idea
L1607[16:24:44]
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L1608[16:25:04] <Corosus> yay decompiling
the right branch this time...
L1609[16:25:52]
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L1610[16:26:20] <killjoy> !sm 184193
getArmorInventoryList
L1611[16:26:47] <killjoy> ok, I'm done
for now :p
L1612[16:27:10] <williewillus> why is
EnumBlockRenderType for tesr "entityblock_animated"
:P
L1613[16:27:20] <williewillus> i think
"tesr" would've been better
L1614[16:27:31] *
Corosus licks lips and cracks open the new entityless
EntityFX
L1615[16:28:16]
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Quit)
L1619[16:28:45] <williewillus> !sm
func_188409_a getID
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L1621[16:29:05] <killjoy> oh, text
components are in a new package now
L1622[16:29:08] <killjoy> lots of new
packages in util
L1623[16:29:10] <williewillus> no
reply?
L1624[16:29:13] <williewillus> !gm
func_188409_a
L1625[16:29:18] <killjoy> mcpbot is
gone
L1626[16:29:19] <williewillus> 0.o
L1627[16:29:20] <williewillus> oh
L1628[16:29:21] <williewillus> rip
L1629[16:29:55] <bspkrs> something got
screwed up in the export timer thread
L1630[16:30:00] <bspkrs> it'll be back in
a min
L1631[16:30:02] <williewillus> oh man all
the unnamed fields in entityfx :P
L1632[16:30:07] <Corosus> yar
L1633[16:30:23] <Corosus> i assume a lot
are just migrated fields from Entity, should be easy to
rename
L1634[16:30:24] <williewillus> Potions
look good
L1635[16:31:17] <williewillus> oh yeah
loot tables :3
L1636[16:31:22] <williewillus> these look
nice
L1637[16:32:26] <manmaed> Hype for forge
1.9
L1638[16:32:28] <manmaed> :D
L1639[16:32:52] <LexManos> yes EntityFX's
no longer extend entity so they got new names
L1640[16:33:02] ***
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L1641[16:33:16] <killjoy>
ParticleFX?
L1642[16:33:18] <williewillus> I think
I'm most excited about loot tables :P and a sane potion
system
L1643[16:33:34] <fry> ~1200 errors left,
6509 lines if rejected patches
L1644[16:33:40] <Corosus> cool,
datawatchers got a refactor, no more IDs afaik
L1645[16:33:41] <LexManos> from the looks
of it things need work, but that's what forge is there for ;)
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L1648[16:36:41] <Corosus> !sf
field_188791_g armor
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L1650[16:37:30] <Corosus> !sf
field_188790_f attackSpeed
L1651[16:37:40] <williewillus> !sf
field_186514_a min
L1652[16:37:47] <Corosus> !sf
field_188792_h luck
L1653[16:38:02] <williewillus> Corosus:
are you sure these are getting to it lol
L1654[16:38:04]
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L1655[16:38:16] <shadekiller666> lex,
like the itemstate jsons?
L1656[16:38:17] <Corosus> it did the
first one, then no more
L1657[16:38:23] <Corosus> its either
backlogged or breaking
L1658[16:38:28] <williewillus> yeah just
give it time
L1659[16:38:35] <williewillus>
shadekiller666: I'd hardly call them itemstates :P
L1660[16:38:44] <williewillus> just
overrides that expose some code predicates into json
L1661[16:38:51] <shadekiller666>
lol
L1662[16:39:08] <shadekiller666> and the
64 json files for the compass...
L1663[16:39:12] <fry> they are not
itemstates
L1664[16:39:15] <Corosus> O_O
L1665[16:39:21] <fry> but they fit nicely
into the animation system :P
L1666[16:39:27]
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L1667[16:39:28] <shadekiller666>
lol
L1668[16:39:30] ***
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L1669[16:39:32] <Corosus> rip
L1670[16:39:59] <shadekiller666> fry, do
they give us something to do with the getItemModel method in the
custom loaders or whatever the method is named
L1671[16:40:02] <Corosus> i like that
mobs have a standard attack speed now, this is giving me ideas for
making things fun and harder
L1672[16:40:18] <Mraof> There, configured
stuff so now when I click the channel/query in my i3bar, it goes
there in irssi
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L1686[16:55:14] <Arctic_Wolfy> I need
help, I either can't get my entity to spawn, or render.
L1687[16:56:09] <Mraof> Remove its
renderer if you aren't sure so it'll use the default one or
whatever
L1688[16:57:54]
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L1691[17:00:15] <Arctic_Wolfy> Okay, I
think I see an item entity? O.o
L1692[17:02:10]
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L1694[17:03:22] <Corosus> hmm thats odd,
EntityLiving and EntityLivingBase both have separate ItemStack
arrays for inventory in hands
L1695[17:03:59]
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L1696[17:04:05] <Arctic_Wolfy> :o
L1697[17:04:17]
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L1698[17:04:22] <Arctic_Wolfy> So why is
an item showing up? O.o
L1699[17:04:25]
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L1700[17:05:07] <Corosus> hmm same for
what i assume is armor
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L1702[17:05:10] <tterrag|away> bspkrs:
so, is there an actual MCP release yet? or just the snapshot
export?
L1703[17:05:20] ***
tterrag|away is now known as tterrag
L1704[17:05:28] <tterrag> and if not, how
are you guys looking at the code :P
L1705[17:05:41]
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L1706[17:05:46] <Corosus> clone forge,
change mappings in gradle, run gradlew setupForge, import
project
L1707[17:05:54] <tterrag> ahh
L1708[17:06:36] *
tterrag creates Development/MC_1_9 folder
L1709[17:06:39] <tterrag> it is
time
L1710[17:06:58] <Corosus> it has like
2000 errors still, but its a start
L1711[17:07:04] <tterrag> :D
L1712[17:07:14]
⇨ Joins: mousieamie (~amyt@8.18.218.175)
L1713[17:07:17] <tterrag> I was just
looking for the mcp python scripts though
L1714[17:07:20] <tterrag> plain source,
no forge
L1715[17:07:46]
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L1718[17:09:12] <shadekiller666> welp,
Ubisoft seems to have fucked up yet another Far Cry game...
L1719[17:09:23] <shadekiller666> at least
on pc...
L1720[17:11:07]
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L1721[17:11:49] <MalkContent> far cry 3
was pretty neat
L1722[17:12:07] <MalkContent> far cry 4 i
didnt even bother because it was there so quickly and looked like
more of the same
L1723[17:12:16] <fry> tterrag: plain
source will be in the projects/Clean
L1724[17:12:23] <MalkContent> basically
how bf3 and bf4 went for me
L1725[17:12:29] <tterrag> fry: hm
ok
L1726[17:12:31]
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L1727[17:12:36] <tterrag> just seems like
a lot of overhead for decompile.bat :P
L1728[17:13:16]
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L1729[17:13:31] <fry> I'm sure there
exists a gradle task that'll only setup the clean project
L1730[17:13:56] <fry> try "gradle
setupProjectClean"
L1731[17:14:21] <Corosus> ah noice
:D
L1732[17:15:55] <tterrag> fry: not a
thing :P
L1733[17:15:58] ***
Mine|away is now known as minecreatr
L1734[17:16:04] <tterrag> let me look
through the tasks
L1735[17:16:14] <fry> well,
setupProjectForge is a thing
L1736[17:16:27] <tterrag> I don't see it
in gradlew tasks
L1737[17:16:32] <fry> --all
L1738[17:17:32] <tterrag> wasting too
much time when I could just run setupForge :P
L1739[17:18:39] <Corosus> yeah it spits
out both forge and clean project anyways
L1740[17:23:44] <fry> sigh, it's annoying
how much the bot dies
L1741[17:23:51]
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seconds)
L1742[17:24:46] <kashike> fry: Matthew
may be to blame this time, he sent it like 400 commands :P
L1743[17:25:09] <Matthew> bspkrs told me
to!
L1744[17:25:36] <fry> at once?
L1745[17:25:39]
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L1746[17:25:42] <Matthew> yeah in
dcc
L1747[17:25:52] <fry> why? 0_o
L1748[17:26:00] <Corosus> uppercasing
statics afaik
L1749[17:26:10] <Matthew> SoundEvents
init class
L1750[17:26:44] <Corosus> wow thats a lot
of sound events
L1751[17:27:08]
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L1752[17:27:17] <Matthew> just named them
all in one go :P
L1753[17:29:34]
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L1757[17:31:13] <Mogul> Hey guys, anyone
on here that knows a little bit about terrain generation and chunk
providers?
L1758[17:31:19]
⇨ Joins: DireDoesGames
(webchat@199-7-158-56.eng.wind.ca)
L1759[17:32:18] <gigaherz> Mogul: just
ask
L1760[17:32:43] <gigaherz> until you ask,
we can't even tell what "a little bit" means
L1761[17:32:51] <gigaherz> so expose your
issue or question
L1762[17:33:14] <Mogul> Well... I see
that I can generate the terrain in my own chunk provider, using
that provider with my own world type or dimension.
L1763[17:33:46] <Mogul> The problem is
that if I should do my own terraingen in there, this would make it
incompatible with other mods that add their own chunk generator,
right?
L1764[17:35:59] <Mogul> I am thinking
about making a small biome mod that I would like to use alongside
other bigger biome mods, but I would like to have the capabilities
offered by the chunk provider, so the question is if I am right
about the general matter and/or if there are other ways to achieve
what I want.
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L1773[17:58:22] <DireDoesGames> Is it
working?
L1774[17:58:31] <Corosus> dangit, mobs
have an attack speed attribute, but the AI attack routine still
hardcodes the attack delay
L1775[17:58:34] <DireDoesGames> Can you
read this?
L1776[17:59:02] <Mogul> @DireDoesGames
Yes
L1777[17:59:07] <DireDoesGames>
Yeah!
L1778[17:59:12] <DireDoesGames> IRC is
confusing...
L1779[17:59:27] <DireDoesGames>
Okay
L1780[17:59:31] <DireDoesGames> I have a
issue
L1782[18:00:16]
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L1785[18:01:37]
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L1786[18:01:52] <DireDoesGames> Hmm,
Anyone on who can help?
L1787[18:03:34]
⇨ Joins: SubconsciousEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
L1788[18:03:58] <Stiforr> DireDoesGames,
is that a server log or a client log
L1789[18:04:08] <DireDoesGames>
Client
L1790[18:04:32] <Stiforr> First thing I
would do is update your java. It's out of date
L1791[18:04:46] <Stiforr> version
1.8.0_25 is kinda old i think
L1792[18:05:04] <DireDoesGames> Hmm
L1793[18:05:10] <Stiforr> Java SE Runtime
Environment 8u73 is the latest
L1794[18:05:15] <DireDoesGames> I updated
it not long ago
L1795[18:05:29] <Stiforr> You might have
to add the path manually through the profile in the launcher
L1796[18:05:44]
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L1797[18:05:57] <Stiforr> Just edit the
forge profile and copy past the javaw.exe from
/programfiles/java/bin
L1798[18:06:15] <Stiforr> Copy and paste
the path to javaw.exe sorry
L1799[18:06:52] <DireDoesGames> Anything
else?
L1800[18:06:55] <DireDoesGames> Still
broken
L1801[18:07:27] <TehNut> IIRC that's an
error caused by an outdated Forge
L1802[18:07:44] <DireDoesGames>
"Outdated"
L1803[18:07:47]
⇨ Joins: EyeOfKoishi
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L1804[18:07:51] <DireDoesGames> Thats the
latest 1.7.10
L1805[18:08:15] <TehNut> outdated can
also mean "1.8+ mod is attempting to be loaded in
1.7.10"
L1806[18:08:24] <TehNut> EnderCore.
L1807[18:08:32] <TehNut> You're using
EnderCore for 1.8.9 in a 1.7.10 instance
L1808[18:08:33] <DireDoesGames> I though
so
L1809[18:08:44] <TehNut>
EnderCore-1.8.9-0.3.0.1-beta.jar
L1810[18:09:04] <Stiforr> Found
FMLCorePluginContainsFMLMod marker in
EnderCore-1.8.9-0.3.0.1-beta.jar, it will be examined later for
regular @Mod instances
L1811[18:09:07] <Stiforr> yep there it
is
L1812[18:09:08]
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L1813[18:09:08] <Stiforr> doh
L1814[18:09:18] <TehNut> So yeah,
outdated Forge :P
L1815[18:09:42] <DireDoesGames>
Woah
L1816[18:09:49] <DireDoesGames> I saw
that
L1817[18:09:49] <Stiforr> outdated
forge?
L1818[18:09:56] <DireDoesGames> But I did
not think it was that
L1819[18:10:18] <Stiforr> It's not
outdated forge. He is trying to load 1.8.9 mod with forge for
1.7.10
L1820[18:10:33]
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L1821[18:11:21] <TehNut> And Forge for
1.7.10 is "outdated" when you're attempting to load a
1.8.9 mod. I was making a joke.
L1822[18:11:27] <Stiforr> lol
L1823[18:11:51] <Stiforr> So remove
EnderCore-1.8.9-0.3.0.1-beta.jar DireDoesGames and try again
L1824[18:12:22] <DireDoesGames>
[ForgeMultipart@[1.2.0.336, is that a 1.8 version?
L1825[18:12:46] <Stiforr> yes
L1826[18:12:51] <DireDoesGames>
Damn
L1827[18:13:00] <DireDoesGames> So I
downloaded alot of 1.8 mods .-.
L1828[18:13:02] <Stiforr> wait
L1829[18:13:02] <Stiforr> no
L1830[18:13:04] <Stiforr> i'm sorry
L1831[18:13:05] <Stiforr> its not
L1832[18:13:12] <DireDoesGames> oh?
L1833[18:13:14] <shadekiller666> which
should not have "Forge" at the beginning of it...
L1834[18:13:17] <Stiforr> i meant to say
it isnt lol
L1835[18:13:17]
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L1837[18:13:48]
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closed the connection)
L1838[18:14:19] <DireDoesGames>
Jesus
L1839[18:14:30] <DireDoesGames> I fix one
error get two more
L1840[18:14:42] <DireDoesGames> Thats
what I get for having over 200 mods
L1841[18:14:46]
⇨ Joins: auenf (David@DC-54-199.bpb.bigpond.com)
L1842[18:14:52] <shadekiller666> welcome
to programming :P
L1843[18:14:54] <Stiforr> Yea good luck
with that :X
L1844[18:15:28] <Stiforr> I tend to keep
them small but specialized
L1845[18:15:30] <shadekiller666> (in
reality all of the errors already existed, you just weren't
notified of all of them)
L1846[18:15:33] <DireDoesGames> does
forgemultipart go in mods or mods/1.7.10?
L1847[18:15:40] <Stiforr> mods
L1848[18:15:52] <DireDoesGames> You
sure?
L1849[18:16:03] <Stiforr> yea
L1850[18:16:06] <DireDoesGames> Cause the
old forgemultipart is in mods/1.7.10
L1851[18:16:15]
⇨ Joins: Flashfire
(Flashfire@d24-36-192-173.home1.cgocable.net)
L1852[18:16:21] <Stiforr> the folder
1.7.10 gets created automatically
L1853[18:16:28] <Stiforr> so if something
needs to go there it gets put there :P
L1854[18:16:47] <Flashfire> Is it
possible to reload json models without restarting the client in
1.8.9?
L1855[18:17:03]
⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt)
(Quit: bOI)
L1856[18:18:20] <DireDoesGames>
Okayu
L1857[18:18:33] <DireDoesGames> Test
#274
L1858[18:19:14] <DireDoesGames>
Nope
L1859[18:19:24] <TehNut> Flashfire:
F3+T
L1860[18:19:46] <DireDoesGames> What the
hell is DragonAPI?
L1861[18:20:35] <TehNut> It's for Reika's
mods
L1862[18:20:39] <Flashfire> @TehNut Thank
you!
L1863[18:21:07] <tterrag> reika's core
mod
L1864[18:21:25] <DireDoesGames>
Holy
L1865[18:21:27] <TehNut> Do F3+Q. IIRC
that brings up a list of all those fancy key combos
L1866[18:21:50] <DireDoesGames> I have so
many mods
L1867[18:21:58] <DireDoesGames> Its
making me download even more
L1868[18:22:29] <DireDoesGames> Its not
helping the fact that I have 0.20MB up/down
L1869[18:22:55] <tterrag> Corosus: have
you seen this thing IItemPropertyGetter?
L1870[18:23:01] <tterrag> any idea what
it's for? :P
L1871[18:23:05] <Corosus> hmm
L1872[18:23:07] *
Corosus checks
L1873[18:23:34] <Stiforr> DireDoesGames,
might wanna go smaller :D
L1874[18:23:45] <DireDoesGames>
Never!
L1875[18:23:50] <tterrag> seems it's used
in ModelBlock
L1876[18:24:10] <DireDoesGames>
Okay
L1877[18:24:16] <DireDoesGames> Test
#275
L1878[18:24:17] <Corosus> yeah, looks
relevant to an item state
L1879[18:24:31] <Corosus> bow, clock,
compass, fishing rod, elytra use it
L1880[18:24:32] <hipsterpig> Corosus:
what.
L1881[18:24:33] <tterrag> I think
ResourceLocation officially needs a name change
L1882[18:24:42] <Stiforr> DireDoesGames,
this might need to go to a different IRC chan tbh
L1883[18:24:44] <tterrag> it is no longer
anything to do with resources
L1884[18:24:47] <Corosus> lol
L1885[18:24:47]
⇨ Joins: thecodewarrior
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L1886[18:25:00] *
Corosus rubs hipsterpig for good luck
L1887[18:25:14] <hipsterpig>
harder!
L1888[18:25:20] <DireDoesGames> I
quit
L1889[18:25:29] *
Corosus rubs intil he has some cooked bacon
L1890[18:25:30] <DireDoesGames> When a
mod says it needs a mod
L1891[18:25:38] <DireDoesGames> I'll
remove them both...
L1892[18:25:42] <hipsterpig> oh
sheeeit
L1893[18:25:52] <tterrag> it looks like
you can have an overrides{} block
L1894[18:26:10] <DireDoesGames> Uh, Does
this channel offer modding support?
L1895[18:26:27] <Stiforr> DireDoesGames,
i suppose but this is like a dev channel sort of
L1896[18:27:10] <Stiforr> They talk about
if else loops all day
L1897[18:27:23] <mikebald> not *all*
day
L1899[18:27:27] <tterrag> jesus
christ
L1900[18:28:00] <tterrag> and just as
many textures now
L1901[18:28:02] <tterrag> hahahaha
L1902[18:28:04] <tterrag> wow
L1903[18:28:07] *
thecodewarrior passes out from an overdose of JSON
L1904[18:28:18] <tterrag> 64 separate
textures for the clock
L1905[18:28:22] <Stiforr> lmao
L1906[18:28:27] <mikebald> I hope they at
least automate the creation of those models...
L1907[18:28:59] <TehNut> I think they use
Cubik for everything
L1908[18:29:06] <tterrag> why not allow
spritesheets which you can modify the UV on based on the
overrides?
L1909[18:29:27] <tterrag> overrides: {
predicate{time:xxx}, uv:[...]}
L1910[18:29:33] <tterrag> idk
L1911[18:29:35] <tterrag> something like
that
L1912[18:29:36] <tterrag> not THIS
L1913[18:30:04] <tterrag> !latest
L1914[18:30:11] <tterrag> bot is churning
lol
L1915[18:30:18] <tterrag> !sf
field_187968_k overrides
L1916[18:30:20] <gigaherz> tterrag
.......... that screenshot is just....... XD
L1917[18:30:30] <tterrag> O.o someone
already did that I guess
L1918[18:30:38] <tterrag> oh right I
never updated my mappings
L1919[18:31:13] <Stiforr> tterrag, what
mod do you maintain
L1920[18:31:19] <tterrag> Stiforr: a
few
L1921[18:31:29] <tterrag> namely Chisel
and EnderIO
L1922[18:31:36] <tterrag> but a lot more
barely anyone knows about :P
L1923[18:31:51] <TehNut> Twerking
Simulator 2014 is my favorite of yours
L1924[18:31:51] <thecodewarrior> I'm a
little annoyed with myself. I had somebody ask if they could update
catwalks to 1.8.9, but I'm already porting it. I've been sick for
the past couple weeks so I haven't replied but now I can't find it.
MCF, CF, Reddit, Twitter, it's disappeared. GAH!
L1926[18:32:00] <TehNut> I still say we
need a 2016 reboot
L1927[18:32:03] <tterrag> some I own,
some I just worked on a bit :P
L1928[18:33:02] <Stiforr> never heard of
enderIO, is it popular?
L1929[18:33:17] <tterrag> sitting at 2.1
million downloads
L1930[18:33:18] <tterrag> so, a bit
L1931[18:33:33] <Stiforr> lol i jk
L1932[18:33:38] <Stiforr> it's one of my
favorite mods
L1933[18:33:41] <tterrag> :P
L1934[18:33:48]
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190 seconds)
L1935[18:34:07] <tterrag> !gf
field_187968_k
L1936[18:34:10] <tterrag> hm
L1937[18:34:12] <Corosus> rofl @
clock
L1938[18:34:20] <tterrag> guess that
hasn't been released yet then
L1939[18:34:22] <Corosus> so i guess
items now have the hell that is block state json funtimes
L1940[18:34:23] <tterrag> fry pls
L1941[18:34:41] <tterrag> not quite, it
just has a way for you to pass aribtrary floats as
"states"
L1942[18:34:46] <tterrag> for clocks it's
"time"
L1943[18:35:02] <Corosus> true
enough
L1944[18:35:32] <fry|sleep> what?
L1945[18:35:45]
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L1946[18:35:55] <thecodewarrior> woah,
you can sleep-irc? cool!
L1947[18:36:02] <tterrag> fry no mapping
update since all your changes :P
L1948[18:36:05] <tterrag> not really your
fault
L1950[18:36:56] <Corosus> im not entirely
sure how to make it use the 3 files instead of the maven style use
though
L1951[18:37:06] <Corosus> id love to
cause i keep bumping into my own renamings
L1952[18:37:07] <tterrag> I did :P
L1953[18:37:14] <Corosus> hrm
L1954[18:37:16] <tterrag> I'm on the
latest snapshot
L1955[18:37:20] <bspkrs> I could force a
maven push
L1956[18:37:36] <tterrag> I'd do it on
the hour for the next few days lol
L1957[18:37:37] <Corosus> i mean the semi
live, that says the 'Last Export: 2 minutes 56 seconds ago', youre
using those tterrag ?
L1958[18:37:38] <tterrag> so many changes
:D
L1959[18:37:43] <tterrag> oh uh
L1960[18:37:45] <tterrag> maybe not
L1961[18:37:45] <tterrag> sec
L1962[18:37:58] <tterrag> ohhh no
L1963[18:38:01] *
Corosus is mapping out the mounting system
L1964[18:38:03] <tterrag> I'm just using
the snapshot
L1965[18:38:11] <Corosus> yeah snapshots
are daily, most of the time
L1966[18:38:16] <tterrag> a way to use
those semi-live as a maven dep would be godly
L1967[18:38:24] <Corosus> ya
L1968[18:38:29] <tterrag>
mappings=live
L1969[18:38:29] <tterrag> :D
L1970[18:38:34] <Corosus> teach us oh
wise bspkrs
L1971[18:38:55] <bspkrs> I pitched that
to lex and was shot down
L1972[18:39:00] <Corosus>
nnnnnnnnooooooooooooooo
L1973[18:40:16] <fry|sleep> y'all can
wait a day :P
L1974[18:40:26] <hipsterpig> pls do
L1975[18:40:28] <hipsterpig> i'm dead
tired
L1976[18:40:58] <Corosus> i guess i could
refactor naming things in my workspace if i really need a bit of
sanity
L1977[18:41:09]
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L1978[18:48:19] <DireDoesGames> Why does
release Walia require a Beta version of NEI?
L1979[18:48:31] <tterrag> because
dependency hell
L1980[18:48:58] <DireDoesGames> Any
reccomendations on where I should start modding?
L1981[18:49:16] <tterrag> do you know
java?
L1982[18:49:23] <DireDoesGames>
Indeed
L1983[18:49:27] <DireDoesGames> I know
how to code plugins
L1984[18:49:36] <shadekiller666> is waila
intended as an nei plugin?
L1985[18:49:45] <DireDoesGames> Yes
^
L1987[18:49:50] <tterrag> shadekiller666:
in 1.7 it requires nei
L1988[18:49:55] <shadekiller666> if not,
what is it that nei has that would be difficult for waila to
implement?
L1989[18:49:58] <tterrag> I wouldn't call
it a plugin rather than just a dep
L1990[18:50:05] <tterrag> in 1.8 it
dropped the nei dep
L1991[18:50:10] <shadekiller666>
ahh
L1992[18:50:20] <tterrag> nei has a
rather large coremod that provides easier access to item
rendering
L1993[18:51:10]
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L1994[18:51:20] <DireDoesGames> Hm
L1995[18:51:25] <DireDoesGames> Still
lost
L1996[18:51:43] <TehNut> I think there's
an NEI-less Waila floating around for 1.7.10
L1997[18:52:04] <tterrag> DireDoesGames:
why?
L1998[18:52:56]
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L1999[18:52:57] ***
Lunatrius` is now known as Lunatrius
L2000[18:55:59] <tterrag> DireDoesGames:
where are you getting stuck?
L2001[18:57:08]
⇨ Joins: Zaggy1024
(~Zaggy1024@174-20-95-124.mpls.qwest.net)
L2002[18:59:11] <DireDoesGames> I don't
understand the use of gradle
L2003[18:59:27] <tterrag> you don't
really need to, to begin with
L2004[18:59:35] <tterrag> follow that
guide word for word and you'll have a working mod setup
L2005[18:59:41] <tterrag> you can figure
out gradle more from there in #ForgeGradle :P
L2006[19:00:34]
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L2007[19:00:52] <Corosus> woot, new
pasenger riding system mapped out, funfact: entities can have
unlimited passengers, there is a remount delay, and they added code
to prevent dragons and withers from being ridden
L2008[19:01:14] <DireDoesGames> Gradle
has updated :P
L2009[19:01:22] <TehNut> confirmed:
mojang hates fun
L2011[19:01:42] <DireDoesGames> What does
that mean?
L2012[19:01:44] <Corosus> lol
L2013[19:02:14] <tterrag> it means the
latest build of FG failed
L2014[19:02:19] <tterrag> it doesn't mean
anything to you
L2015[19:02:32] <DireDoesGames> So they
broke it?
L2016[19:02:46] <gigaherz> we are
witnessing the 1.9 forge being created
L2017[19:02:48] <gigaherz> as we
speak
L2018[19:02:48] <DireDoesGames> AH!
Stupid mods saying they need a higher version
L2019[19:03:04] <gigaherz> so yes, things
broke
L2020[19:03:08] <gigaherz> and have to be
unbrokened
L2021[19:03:17] <DireDoesGames> This is
my saying
L2022[19:03:25] <DireDoesGames> "If
you can make it, You can break it"
L2023[19:03:29] <gigaherz> nono
L2024[19:03:31] <gigaherz> forge makes
it
L2025[19:03:34] <gigaherz> Mojang breaks
it next version
L2026[19:03:38] <gigaherz> so forge fixes
it again
L2027[19:03:47] <mikebald> Forge givith
and Mojang taketh away =)
L2028[19:03:52] <DireDoesGames> Yay
L2029[19:03:54] <DireDoesGames> New
build!
L2030[19:04:05] <tterrag> it won't
matter
L2031[19:04:06] <tterrag> seriously
:P
L2032[19:04:14] <tterrag> just set up
your mod :D
L2033[19:04:41] <DireDoesGames>
AHHAHAHA
L2034[19:04:43] <DireDoesGames>
Okay
L2035[19:04:47] <DireDoesGames> I update
NEI
L2036[19:04:58] <DireDoesGames> Now
ChickenChunckCore
L2037[19:05:02] <DireDoesGames> wants a
damn update
L2038[19:06:47] <tterrag> well yeah
L2039[19:06:53] <tterrag> that's a
given
L2040[19:07:12]
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L2041[19:09:00]
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(~Arctic@71-8-85-40.dhcp.leds.al.charter.com)
L2042[19:09:01] <DireDoesGames>
What..?
L2043[19:09:19] <Arctic_Wolfy> So, can I
get help with my entity?
L2044[19:09:50] <tterrag> DireDoesGames:
CCC is chickenbones' core mod
L2045[19:09:55] <tterrag> so of course
NEI requires it
L2046[19:10:00] <tterrag> and if you
update one, you will likely have to update the other
L2047[19:10:03] <DireDoesGames>
Yeah
L2048[19:10:06] <DireDoesGames> I have
the latest
L2049[19:10:11] <DireDoesGames> But its
still
L2050[19:10:13] <tterrag> what kind of
mod are you making anyways? lol
L2051[19:10:24] <DireDoesGames>
Who?
L2052[19:10:27] <tterrag> you
L2053[19:10:35] <DireDoesGames> Oh, Have
not started .-.
L2054[19:10:49] <tterrag> but
L2055[19:10:54] <tterrag> you are setting
up with all these deps
L2056[19:10:55] <tterrag> why?
L2057[19:11:09] <gigaherz> I thought he
was updating his modpack
L2058[19:11:13] <Elucent> DireDoesGames
you should just get forge running on its own first before trying to
install other stuff
L2059[19:11:19] <DireDoesGames> No, I'm
trying to run minecraft...
L2060[19:11:22] <tterrag> ._.
L2061[19:11:26] <Elucent> wait,
what?
L2062[19:11:35] <tterrag>
<DireDoesGames> Any reccomendations on where I should start
modding?
L2063[19:11:37] <tterrag>
what...what?
L2064[19:11:49] <DireDoesGames> Forge was
running
L2065[19:11:57] <Elucent> i'm confused,
is this a modpack or are you setting up a build environment for a
mod?
L2066[19:12:04] <DireDoesGames>
Yeah
L2067[19:12:10] <Elucent> ???
L2068[19:12:13] <DireDoesGames> I'm
scatter brained
L2069[19:12:17] <gigaherz> that was not a
yes/no question XD
L2070[19:12:32] <DireDoesGames> both
.-.
L2071[19:12:39] <tterrag> ...
L2072[19:12:42]
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L2073[19:12:42] <tterrag> it cannot be
both
L2074[19:12:45] <Elucent> they're very
different tasks
L2075[19:12:47] <gigaherz> then kindly
specify which one you are speaking about
L2076[19:12:53] <DireDoesGames>
Maybe?
L2077[19:12:59] <Elucent> are you trying
to make a modpack that you'll use in the future to test your mod
on?
L2078[19:13:28] <DireDoesGames> Yes
L2079[19:13:33] <tterrag> o.o
L2080[19:13:46] ***
Kolatra[away] is now known as Kolatra
L2081[19:13:51] <DireDoesGames> Nailed
it
L2082[19:13:51] <DireDoesGames> 18:13]
<Elucent> are you trying to make a modpack that you'll use in
the future to test your mod on?
L2083[19:14:21] <DireDoesGames> Hmm
L2084[19:14:21] <DireDoesGames> I
quit
L2085[19:14:23] <DireDoesGames> To many
errors >.<
L2086[19:14:25] <Arctic_Wolfy> Why is my
item rendering as a item?
L2087[19:14:53] <DireDoesGames> Cause its
a item?
L2088[19:15:08] <Arctic_Wolfy> No, it's
not an item.
L2089[19:15:14] <gigaherz> Arctic_Wolfy:
but you said "my item"
L2090[19:15:18] <DireDoesGames>
Arctic_Wolfy> Why is my item rendering as a item?
L2091[19:15:24] <Arctic_Wolfy> I mean
entity...
L2092[19:15:28] <DireDoesGames> :P
L2093[19:15:36] <gigaherz> what entity
renderer are you using?
L2094[19:15:42] ***
DireDoesGames is now known as DireDoesRandomShit
L2095[19:16:04] <Arctic_Wolfy> Just
extending Render.
L2096[19:16:08]
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L2097[19:17:59]
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(~DireDoesG@199-7-158-56.eng.wind.ca) ())
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L2099[19:18:11] <Arctic_Wolfy> Hey,
apparently DireDoesRandomShit is saying he can't talk on the
channel.
L2100[19:18:49]
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L2103[19:19:24] <Elucent> hey giga, i saw
you posted on reddit about your survivalist mod
L2104[19:19:43] <tterrag> yeah his name
is too long
L2105[19:19:47] <tterrag> -_-
L2106[19:20:07]
⇦ Parts: DireDoesModding
(~DireDoesG@199-7-158-56.eng.wind.ca) ())
L2107[19:20:19] <Elucent> if you want, i
could make you some textures
L2108[19:20:21]
⇨ Joins: Shorter
(~DireDoesG@199-7-158-56.eng.wind.ca)
L2109[19:20:26] <Shorter> Hi?
L2110[19:20:30] <Shorter> Hm
L2111[19:20:35] <Shorter> Whats the max
char?
L2112[19:20:44] <gigaherz> Elucent: no I
posted on minecraftforums, I don't have a reddit account
L2113[19:20:45] <gigaherz> ;p
L2114[19:20:57] <gigaherz> if it made it
to reddit, that's reddit doing its thing ;P
L2115[19:21:11] <Elucent> gigaherz: huh,
someone must have reposted it there. thought it might be you since
you seemed to have made it so recently
L2116[19:21:26] <Arctic_Wolfy> gigaherz:
You know why my entity won't render corectly?
L2117[19:21:37] ***
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⇦ Parts: DireLearnsModin
(~DireDoesG@199-7-158-56.eng.wind.ca) ())
L2120[19:21:59] <gigaherz> Arctic_Wolfy:
not unless you show your entity renderer registration and the
renderer class itself
L2121[19:22:02] <Elucent> arctic_wolfy
could you show your code?
L2122[19:22:14]
⇨ Joins: DireDoesGames
(~DireDoesG@199-7-158-56.eng.wind.ca)
L2123[19:22:22] <DireDoesGames> .. No
more nicks
L2124[19:22:41] <gigaherz> DireDoesGames:
14 letters is the limit on the channel, and you are already on 13
;P
L2125[19:22:55] <gigaherz> Elucent: you
got a link to the reddit post? ;P
L2126[19:23:26] <gigaherz> also, if you
want to make some textures, that'd be nice too ;P
L2128[19:24:51]
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L2131[19:26:17] <gigaherz> lol at the
comments
L2132[19:26:20] <gigaherz> "omfg
CLAY?!"
L2133[19:26:57]
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(~Lunatrius@cpe-77.38.103.182.cable.t-1.si) (Ping timeout: 186
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L2134[19:26:57] ***
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L2135[19:26:57] <Elucent> yeah, i think a
lot of people didn't realize that the point of the mod was to
lengthen early game
L2136[19:27:05] <gigaherz> I wonder what
they'd have said if I had actually made a recipe to make mortar
paste
L2137[19:27:25] <gigaherz> which would
have involved clay, water, and slimeballs
L2138[19:27:34] <gigaherz> XD
L2139[19:27:43] <Elucent> i feel like
that's going a bit too far
L2140[19:27:48] <tterrag> hey
IBlockProperties is neat
L2141[19:27:50] <gigaherz> yeah that's
why I chose to make it "just clay"
L2142[19:28:24] <Arctic_Wolfy> So why is
my entity not rendering?
L2143[19:28:37] <Arctic_Wolfy> Correctly
that is.
L2144[19:29:18] <Elucent> is
IBlockProperties not in 1.8.9?
L2145[19:29:37] <gigaherz> nope
L2146[19:29:44] <gigaherz> (just looked
;P)
L2147[19:29:56] <Elucent> awww, it
sounded neat
L2148[19:30:05] <Arctic_Wolfy> gigaherz:
You get the link?
L2149[19:30:07] <gigaherz> tterrag: what
does it do?
L2150[19:30:10] <gigaherz> Arctic_Wolfy:
yes
L2151[19:30:16] <gigaherz> but it's
1.7.10, and i never did entities back then
L2152[19:30:20] <tterrag> gigaherz:
IBlockState extends it
L2153[19:30:25] <Arctic_Wolfy> Oh...
x.x
L2154[19:30:27] <tterrag> so you can now
define block properties completely by the state
L2155[19:30:31] <tterrag> like material,
opaqueness, etc
L2156[19:30:38] <gigaherz> oh?
L2157[19:30:51] <DireDoesGames> Does
forge 1.9 work yet ..
L2158[19:30:52] <gigaherz> that's
interesting
L2159[19:30:57] <gigaherz> DireDoesGames:
lol give them time
L2160[19:31:01] <gigaherz> it has been
one single day
L2161[19:31:08] <DireDoesGames> :(
L2162[19:31:21] <DireDoesGames> I want to
make my first mod on 1.9
L2163[19:31:25] <Elucent> 1.9 forge
should be out pretty soon, at least relatively speaking
L2164[19:31:29]
⇨ Joins: Dyonovan (Dyonovan@108.162.128.195)
L2165[19:31:30] <gigaherz> they have
spent the whole day fixing things
L2166[19:31:39] <gigaherz> DireDoesGames:
just start on 1.8.9, and upgrade later
L2167[19:31:52] <DireDoesGames> I'm
wondering if I start coding on 1.7.10
L2168[19:31:54] <Elucent> might be weeks
or even months, but at least it's not gonna be a year in between
where the rendering system gets redone :P
L2169[19:31:55] <gigaherz> it won't be so
different as the switch from 1.7.10 to 1.8
L2170[19:32:00] <DireDoesGames> I will
have a hard time updating
L2171[19:32:01] <gigaherz> if you start
on 1.7.10
L2172[19:32:08] <Dyonovan> i sure this
has been asked a million times in the past couple of mins. Did
something change in the last 20 mins. Stable_20 is no longer
working for 1.8.9 build
L2173[19:32:10] <gigaherz> you'll have to
upgrade to 1.8 rendering, 1.8.9 generics
L2174[19:32:14] <gigaherz> and then 1.9
stuff
L2175[19:32:16] <Elucent> dire you should
use 1.8.9, way easier time updating, and you'll be familiar with
all of 1.8's weird rendering stuff
L2176[19:32:20] <gigaherz> if you start
at 1.8.9
L2177[19:32:25] <gigaherz> you will only
have one upgrade "step"
L2178[19:32:33] <gigaherz> much less
painful
L2179[19:32:45] <Arctic_Wolfy> Hmm?
L2180[19:32:55] <Arctic_Wolfy> gigaherz:
Talking to me?
L2181[19:33:04] <gigaherz> Dyonovan:
stable_20 is 1.8.8
L2182[19:33:08] <gigaherz> for 1.8.9 you
need stable_22
L2183[19:33:14] <gigaherz> !!latest 1.8.9
stable
L2184[19:33:14] <MCPBot_Reborn> ===
Latest Mappings ===
L2185[19:33:15] <MCPBot_Reborn> MC
Version Forge Gradle Channel
L2186[19:33:16] <MCPBot_Reborn> 1.8.9
stable_22
L2187[19:33:26] <gigaherz> it was pushed
just a while ago
L2188[19:33:32] <gigaherz> no
Arctic_Wolfy, talking to DireDoesGames
L2189[19:33:39] <Dyonovan> forge needs to
change there mdk file then. latest still has stable_20
L2190[19:33:39] <Arctic_Wolfy> Kay.
L2191[19:33:46] <gigaherz> Dyonovan:
yeah
L2192[19:33:48] <Dyonovan> thanks
gigaherz
L2193[19:33:51] <Arctic_Wolfy> Kay.
L2194[19:33:58] <gigaherz> but they are
extremely busy with porting forge to 1.9
L2195[19:34:00] <Elucent> Arctic_Wolfy:
what exactly are you trying to render? it looks like the
Tessellator is just drawing a quad
L2196[19:34:05] <gigaherz> give them a
week or so
L2197[19:34:09] <gigaherz> and everything
will stabilize a bit
L2198[19:34:32] <Arctic_Wolfy> Elucent:
It's a test, and it's failing.
L2199[19:35:22] <Elucent> Arctic_Wolfy
when you say rendering like an item, do you mean like a 2D fast
graphics item or a 3D fancy graphics item?
L2200[19:36:11] <Arctic_Wolfy> It's
rendering an EntityItem with stone...
L2201[19:37:33] <Elucent> and you've
registered the entity too?
L2202[19:37:39] <Arctic_Wolfy> Yes.
L2203[19:37:45]
⇦ Parts: Dyonovan (Dyonovan@108.162.128.195)
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L2204[19:39:16]
⇦ Quits: VikeStep (~VikeStep|@a82-44.nat.uq.edu.au) (Quit:
Leaving)
L2205[19:39:22] <Elucent> could i see
your entity code? i don't see any huge problems with what you
currently have
L2206[19:42:20] <DireDoesGames> Move the
files listed above to a new folder, this will be your mod project
folder.
L2207[19:42:23] <DireDoesGames> ?
L2208[19:42:42] ***
Cojo is now known as Cojo|NOMS
L2209[19:42:54] <tterrag> DireDoesGames:
what about that sentence is confusing?
L2211[19:44:30] <DireDoesGames> all
L2212[19:44:48]
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L2213[19:44:59] <DireDoesGames> i dont
get the point of it
L2214[19:45:11] <gigaherz> DireDoesGames:
instead of that, you can read it as
L2215[19:45:27] <gigaherz> "extract
all the files from the mdk zip, but feel free to delete everything
else that's not those files"
L2216[19:45:35] <Elucent> DireDoesGames:
you're basically making a folder that will hold all your coding
resources. when you use a program like IDEA or eclipse to code in,
it'll access all the stuff from your project from that folder
L2217[19:45:40] <tterrag> well, it's
useful to keep the mdk download around
L2218[19:45:42] <gigaherz> I recommend
leaving the src/ folderthough
L2219[19:45:42] <tterrag> but that works
too :P
L2220[19:46:01] <gigaherz> a base mod
folder looks like
L2221[19:46:03] <gigaherz>
build.gradle
L2222[19:46:07] <gigaherz> gradle/
L2223[19:46:12] <gigaherz>
gradlew.bat
L2224[19:46:13] <gigaherz> src/
L2225[19:46:26] <gigaherz> (with the
respective folder contents)
L2226[19:46:27] <tterrag>
(main/java/)
L2227[19:46:32] <Elucent> you can
basically just take everything from the .zip and put it in there if
you want, if it's simpler
L2228[19:46:55] <Arctic_Wolfy> Elucent:
did you get the link?
L2229[19:46:59] <gigaherz> all the readme
files and such, are only informational, and not required for
development
L2230[19:47:13] <gigaherz> inside the
stock src folder is a minimal skeleton
L2231[19:47:22] <Elucent> Arctic_Wolfy: i
did, currently trying to think of what your problem could be. i'm
honestly not sure :/
L2232[19:47:23] <gigaherz> my suggestion
is to rename the package and main mod class
L2233[19:47:34] <Arctic_Wolfy> Hmm...
:/
L2234[19:48:11] <Elucent> Arctic_Wolfy
you could put a System.out.println() statement in your render
function to make sure it's actually accessing it
L2235[19:49:27] <Arctic_Wolfy> I'm in
debug with a breakpoint in there, and I get nothing...
L2236[19:50:40] <Elucent> hold on, i
might have an idea -- checking in my IDE now
L2237[19:51:05] <Arctic_Wolfy> Kay
L2238[19:51:12] <Elucent> nevermind, i
was wrong
L2239[19:51:21] <Arctic_Wolfy> Hmm?
L2240[19:52:30] <Elucent> i thought maybe
IProjectile or some class you were extending had a function that
rendered an ItemStack, since vanilla IProjectiles tend to render
items
L2241[19:52:46] <Elucent> then i
remembered what interfaces are
L2242[19:53:10] <Arctic_Wolfy> Hmm... But
IProjectile is a interface.
L2243[19:53:27] <Elucent> yeah, i know,
so in hindsight there's no way it could have rendering code
L2244[19:53:43] <Arctic_Wolfy> Ya.
L2245[19:55:14] <DireDoesGames> Hmm
L2246[19:55:23]
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L2247[19:55:28] <Arctic_Wolfy> x.x
L2248[19:55:30] <DireDoesGames> Whos
working on the new ProjectRed?
L2249[19:55:48] <Elucent> yeah i don't
know what your problem is, i'll think on it but everything looks
okay to me
L2250[19:55:58] <Arctic_Wolfy> Kay.
L2251[19:56:12] <Elucent> maybe someone
more experienced with entity renderers might be able to help you, i
haven't used them too extensively
L2252[19:56:57] <DireDoesGames> Whos
working on the new ProjectRed?
L2253[19:58:03] <gigaherz> dunno.
L2254[19:58:08]
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L2255[19:58:11] <Delenas> There's a new
projectRed? I know Asie has Charset..
L2256[19:59:04]
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(~VikeStep|@a82-44.nat.uq.edu.au)
L2257[19:59:46] <DireDoesGames> I
mean
L2258[19:59:54] <DireDoesGames> Whos
developing it now?
L2259[20:00:04] <DireDoesGames> It was
really good :(
L2260[20:01:37] <DireDoesGames> Hmm
L2262[20:01:52] <DireDoesGames> How the
hell do I use CMD to get to my E:\Development\Forge
Modding\Development
L2263[20:01:55] <Elucent> i didn't hear
anything about Mr_TJP no longer working on it
L2264[20:02:03] <gigaherz> he workedo n
it 23 days ago so
L2265[20:02:11] <Delenas> Dire: use cd,
then type the drive letter
L2266[20:02:31] <Delenas> ie cd
"D:/Minecraft Dev/", then D:
L2267[20:03:09] <gigaherz> n oneed
L2268[20:03:14] <gigaherz> cd /D
D:\path
L2269[20:03:20] <gigaherz> will change
the drive letter for you
L2270[20:03:28] <gigaherz> so
L2271[20:03:31] <gigaherz> cd /D
E:\Development\Forge Modding\Development
L2272[20:03:34] <Delenas> oh? Hm. Never
knew that.
L2273[20:03:48] <Ordinastie> or just
E:
L2274[20:03:53] <gigaherz> it has been
around for a long time, but I discovered it sortof recently
L2275[20:03:53] <Ordinastie> then cd
path
L2276[20:03:57] <DireDoesGames> ah
L2277[20:04:35] <Delenas> Also.. is there
support for transparency on models?
L2278[20:04:54] <Delenas> Like, if I set
opacity to 0.8 in Blender's material tab, will that take
hold?
L2279[20:05:06] <gigaherz> hmm not sure
if that will work as-is
L2280[20:05:14] <gigaherz> also it
depends on where the model is used
L2281[20:05:24] <Delenas> On an
item
L2282[20:05:51] <gigaherz> having the
texture be somewhat transparent should work
L2283[20:05:56] <gigaherz> setting
opacity manually MAY work
L2284[20:06:11] <Delenas> I'm making
crystal formations that will be broken to shards (melting them
down, crafting stuffs).
L2285[20:06:11] <Elucent> Delenas: if
you're using it with minecraft's .obj tools, i think the color is
built into the model file so it should technically work
L2286[20:06:31] <Delenas> Was using b3d,
actually
L2287[20:06:50] <Elucent> same
difference, most model formats should save color data
L2288[20:06:53] <gigaherz> try it?
L2289[20:06:54] <gigaherz> XD
L2290[20:07:00] <gigaherz> it's that
simple
L2291[20:07:03] *
Delenas shrug.
L2292[20:07:06] <gigaherz> set to 0.2,
see if it's transparent ;P
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L2294[20:08:05] <Elucent> be warned that
if you try to have both opaque parts and translucent parts on the
same model, you'll probably have depth-testing issues
L2295[20:09:07] <Delenas> Nah, it'll be
fully translucent
L2296[20:09:36] <Arctic_Wolfy> Found
it!
L2297[20:09:45] <Elucent> what was
it?
L2298[20:11:10] <Arctic_Wolfy> Kinda, I
removed the registreation for another entity, and my item stopped
rendering... and I dug down to see if I was looking the wrong
way... and the entity was under ground... Or the render...
L2299[20:11:21] <Arctic_Wolfy> Either
way, I gotta go for now.
L2300[20:12:03] <Elucent> oh, i just saw
your issue
L2301[20:12:11] <Arctic_Wolfy> Hmm?
L2302[20:12:23] <tterrag> or just
shift+rightclick open command window here
L2303[20:12:24] <Elucent> your y is the
same for all vertices
L2304[20:12:26] <tterrag> DireDoesGames:
^^
L2305[20:12:47] <Arctic_Wolfy> Still
doesn't explain why it was an item before.
L2306[20:12:48] <Elucent> so you're
rendering a flat quad, probably intersecting with whatever block
it's on
L2307[20:13:06] <Elucent> yeah it doesn't
explain the item, but the entity rendering underground is probably
caused by that
L2308[20:13:45] <Arctic_Wolfy> My only
thought is the other entity extends EntityItem and it's gets messed
up.
L2309[20:14:00] <Arctic_Wolfy> Either way
AFK.
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L2315[20:27:43] <killjoy> kashike, you
messaged me earlier?
L2316[20:28:00] <killjoy> I was gone and
hexchat crashed before I got to look at it.
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L2320[20:32:52] <Delenas> For item jsons
using a model.. would I specify whether the model (.b3d) is in the
items folder, or is that automatic?
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L2322[20:37:48] <Delenas> nvm, found
something in my other codebase.
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L2328[20:45:05] <williewillus> yall find
any other shiny 1.9 things? :P
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L2330[20:46:15] <tterrag>
IBlockProperties
L2331[20:46:33] <FusionLord> cannot
access your offhand itemstack in a crafting table/ other vanilla
interfaces
L2332[20:47:19]
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L2334[20:47:35] <williewillus> tterrag:
what does that do :P
L2335[20:47:40] <williewillus> i just see
a bunch of srg names lol
L2336[20:47:54] <williewillus> oh
L2337[20:47:56] <tterrag> williewillus:
IBlockState extends it
L2338[20:47:57] <tterrag> yeah...
L2339[20:47:58] <tterrag> now you see
:P
L2340[20:48:02] <williewillus> a bunch of
things pulled up from block?
L2341[20:48:20] <williewillus>
interesting
L2342[20:48:23] <DireDoesGames> [19:48]
<williewillus> a bunch of things pMicrosoft Windows [Version
6.3.9600]
L2343[20:48:26] <DireDoesGames> (c) 2013
Microsoft Corporation. All rights reserved.
L2344[20:48:26] <DireDoesGames>
C:\Users\DireDoes>cd E:\Development\Forge
Modding\Development
L2345[20:48:26] <DireDoesGames>
C:\Users\DireDoes>cd /E:\Development\Forge
Modding\Development
L2346[20:48:26] <DireDoesGames> The
filename, directory name, or volume label syntax is
incorrect.
L2347[20:48:26] <DireDoesGames>
C:\Users\DireDoes>dir
L2348[20:48:27] <DireDoesGames> Volume in
drive C is Acer
L2349[20:48:27] <DireDoesGames> Volume
Serial Number is A64F-C2EE
L2350[20:48:27] <DireDoesGames> Directory
of C:\Users\DireDoes
L2351[20:48:27] <DireDoesGames>
2016-02-25 08:38 PM <DIR> .
L2352[20:48:32] <williewillus>
wat...
L2353[20:48:34] <DireDoesGames>
opps
L2354[20:48:38] <DireDoesGames> pastebin
tim
L2355[20:48:38] <Delenas> lul.
L2356[20:48:49] <tterrag> jesus what in
the world
L2357[20:48:59] <Delenas> Someone was in
a terminal.
L2358[20:49:49] <FusionLord>
DireDoesGames, cd /d E:\Development\Forge Modding\Development The
/d param will switch drives
L2360[20:50:53] <FusionLord> or next time
while in file explorer you can shift right click and select open
command prompt here
L2361[20:52:03] <FusionLord>
DireDoesGames, that was your issue correct?
L2362[20:52:32] <DireDoesGames>
no...
L2363[20:52:47] <FusionLord> yeah looking
at that pastebin i can see that now
L2364[20:52:58] <FusionLord> can you
pastebin your build.gradle
L2365[20:53:07] <tterrag> again
L2366[20:53:13] <tterrag> just
shift+right click in the folder
L2367[20:53:14] <tterrag> -_-
L2368[20:53:34] <tterrag> you need to
update the mappings for some reason...use stable_22
L2369[20:53:47] <FusionLord> ^
L2370[20:54:40] <tterrag> confirmed FG
broke the mdk
L2371[20:54:45] <tterrag> it used to only
warn about the mappings
L2372[20:54:48] <gigaherz> the mdk was
broken already
L2373[20:54:55] <gigaherz> FG just
stopped supporting the bug
L2374[20:54:55] <gigaherz> ;p
L2375[20:55:00] <tterrag> yeah well thats
a bad idea
L2376[20:55:07] <tterrag> update mdk
first
L2377[20:55:09] <tterrag> make it crash
second
L2378[20:55:10] <gigaherz> yeh
L2379[20:55:21] <tterrag> or better yet
don't make existing workspaces crash ever
L2380[20:55:28] <tterrag> because that's
stupid -_-
L2381[20:55:33] <tterrag> I still wish FG
didn't auto update
L2383[20:55:55] <FusionLord> FG auto
updateS?
L2384[20:56:12] <DireDoesGames> noob
question: whats fg
L2385[20:56:22] <tterrag>
forgegradle
L2386[20:56:56] <gigaherz> FusionLord:
depends on your build.gradle
L2387[20:57:02] <FusionLord> ah
L2388[20:57:09] <gigaherz> if you use
"classpath
'net.minecraftforge.gradle:ForgeGradle:2.1-SNAPSHOT'"
L2389[20:57:20] <gigaherz> it will fetch
the latest 2.1-SNAPSHOT available
L2390[20:58:01] <FusionLord> guess i just
never noticed...
L2392[20:58:19] <Corosus> yeah the
autoupdating part always annoyed me, i dont like that outside
sources can break my perfectly working dev environment
randomly
L2393[20:58:35] <gigaherz> then specify a
build/version explicitly
L2394[21:00:26]
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L2395[21:00:34] <williewillus> name ALL
the things! :D
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L2397[21:04:10] <Corosus> hmm never
thought to try that gigaherz, ill keep it in mind if i ever run
into trouble :D
L2398[21:04:40] <Corosus> ive learned a
decent more about the inner workings since that one time things
went to hell
L2399[21:05:40] <Matthew> Corosus, one of
the more recent gradle versions added the ability to choose a
certain version of a snapshot build
L2400[21:06:00] <Corosus> ahhh kk
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L2402[21:09:29] <Arctic_Wolfy>
Back.
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L2425[22:20:14] <killjoy1> Has anyone had
any drops in performance when running a mc server in a virtual
environment?
L2426[22:21:34] <sham1> Performance drops
and mc servers are really not a surprise
L2427[22:21:43] <Arctic_Wolfy> Oh, also,
Elucent, I found out the exact problem!
L2428[22:22:27] <killjoy1> but are there
any differences?
L2429[22:22:57] <killjoy1> I'd assume
many of the hosts virtualize.
L2430[22:23:03] <killjoy1> ie
creeperhost
L2431[22:23:06] <sham1> Depending how
much memory you give it
L2432[22:23:17] <killjoy1> you can always
scale
L2433[22:23:45] <killjoy1> probably
doesn't need more than 1 core seeing as mc doesn't use them
L2434[22:24:18] <sham1> multiple
servers
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L2440[22:40:05] <Arctic_Wolfy> What is
going on... my entity's rendering moves as I do... o.o
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L2443[22:43:03] <Zaggy1024> probably not
translated correctly
L2444[22:43:16] <Zaggy1024> need to paste
your code to get help
L2445[22:43:22] <Arctic_Wolfy> How do I
then?
L2446[22:43:36] <Zaggy1024>
pastebin.com
L2447[22:43:49] <sham1>
gist.github.com
L2448[22:43:54] <Arctic_Wolfy> One sec,
let me find the paste from ealier.
L2449[22:43:54] <Zaggy1024> that works
too :P
L2450[22:43:58] <Zaggy1024> I'm lazy and
link what I know
L2451[22:44:04] <Zaggy1024> I've heard it
has evil ads
L2452[22:44:21] <Arctic_Wolfy> And I
meant how at the first thing.
L2453[22:44:29] <Zaggy1024> how do you
translate it?
L2454[22:44:41] <Zaggy1024> paste your
code or I won't know what you're already doing
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L2457[22:46:11] <Zaggy1024> what
Minecraft version is that?
L2458[22:46:36] <Zaggy1024> also first
thing I noticed is glTranslated(x, y, z)
L2459[22:46:37] <Zaggy1024> remove
that
L2460[22:47:05] <Arctic_Wolfy> 1.7.10,
and why?
L2461[22:47:21] <Zaggy1024> eh, I can't
remember whether you need to use it
L2462[22:47:32] <killjoy1> you don't need
it for entities
L2463[22:47:33] <Zaggy1024> I've always
used the model rendering...
L2464[22:47:50] <killjoy1> The
EntityRenderer does it for you
L2465[22:48:01] <killjoy1> or is it the
RenderGlobal?
L2466[22:48:08]
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L2467[22:48:25] <Arctic_Wolfy> You do
need it...
L2468[22:48:49] <Zaggy1024>
super.doRender does it for me which is why I thought you wouldn't
need it
L2469[22:49:11] <Arctic_Wolfy> Well...
super.Render is abstract.
L2470[22:49:14] <Zaggy1024> I've never
really done the vertices manually
L2471[22:49:18] <Zaggy1024> in an
entity
L2472[22:49:25] <Arctic_Wolfy> x.x
L2473[22:49:37]
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L2474[22:50:07] <Arctic_Wolfy> The
problem is the Y... no X or Z...
L2475[22:50:18]
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L2476[22:50:24] <Zaggy1024> what?
L2477[22:50:42] <Zaggy1024> er wait
L2478[22:50:50] <Zaggy1024> you're using
the y parameter for your vertices :P
L2479[22:51:08] <Arctic_Wolfy> o.o
L2480[22:51:11] <Arctic_Wolfy>
>.<
L2481[22:58:15]
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L2483[23:00:10] <sham1> ::P
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L2487[23:01:53] <sham1> Ghosting
L2488[23:02:59] <Mraof> Hmm?
L2489[23:03:39] <sham1> Just
commenting
L2490[23:03:53] <sham1> I am kimd of
tired
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L2503[23:30:13] <otho> usually how much
time takes to the modding comunity migrate to a newer version of
minecraft? Can someone predict when modded 1.9.0 will be a
thing?
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L2506[23:35:11] <TehNut> I heard
something about 1-2 weeks for Forge
L2507[23:35:52] <killjoy1> mcp was
actually very fast this update
L2508[23:35:57] <killjoy1> compared to
1.7 and 1.8
L2509[23:35:59] <sham1> They are doing
pretty good
L2510[23:36:19] <progwml6> 1.7>1.8 had
tooling changes related to MCPbot around
L2511[23:36:30] <progwml6> iirc
L2512[23:36:53] <killjoy1> and 1.8.2
completely broke everything
L2513[23:37:43]
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L2516[23:43:39] <Arctic_Wolfy> Of
course... All this trouble... and there's already some thing that
does what I want/need...
L2517[23:47:00]
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L2518[23:47:01] ***
DonAway is now known as DRedhorse
L2519[23:47:29] <lahwran> hey hipsterpig,
you around
L2520[23:47:32] ***
DRedhorse is now known as DonAway
L2521[23:47:47] <lahwran> drat.
L2523[23:48:02] <lahwran> (hipsterpig pls
halp)
L2524[23:48:28] <lahwran> I put together
an intellij project and dropped this in, and when I try to build
it, it gives me a bunch of errors:
L2526[23:49:04] <lahwran> (also I goofed
up on import and renamed the package from lahwran.mod to
lahwran.example, but that's just 'cause I'm tired)
L2527[23:49:43] <lahwran> I'm building
with 1.7 because I had the impression that's what ichun said to
do
L2528[23:49:48] <lahwran> but it was a
while ago
L2529[23:49:50] <lahwran> not sure?
L2530[23:49:52]
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L2531[23:51:06] <lahwran> (also, by
"made this for me", I mean I actually paid him real
programmer money for it. just to protect his reputation as a person
who's pretty busy. and stuff.)
L2532[23:51:46] <lahwran> said to
clarify. bah, I'm tired. I'm just gonna hop off now, if anyone
cares to point answers at me I'll see them tomorrow and be
happy
L2533[23:51:48] <Arctic_Wolfy> :o
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L2536[23:52:30] <Arctic_Wolfy> Honestly,
the only way I could tell which it was would be if it had a
postion...
L2537[23:52:50]
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L2538[23:53:05] <lahwran> postion?
L2539[23:53:21] <lahwran> piston.
position. post-ion. uh...
L2540[23:53:35] <sham1> Post-ionic
era
L2541[23:54:19] <Arctic_Wolfy> Ya, block
postions are different in them... Also might be misspelling
that...
L2542[23:54:20] <lahwran> oh, wait
L2543[23:54:44] <lahwran> well, ok. so
it's not linking against the forge mod loader api
L2544[23:54:46] <lahwran> any idea why
not?
L2545[23:54:59] <FusionLord>
intellij?
L2546[23:55:03] <lahwran> that is
correct
L2547[23:55:26] <FusionLord> build.gradle
please
L2548[23:55:29] <lahwran> moment
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L2551[23:56:37] <FusionLord> and so you
are working with 1.7.110
L2552[23:56:41] <FusionLord> 10*
L2553[23:56:46] <lahwran> right
L2554[23:56:56] <lahwran> does the code I
posted look like it should be used with 1.8?
L2555[23:57:00] <lahwran> if so, then
that explains it
L2556[23:57:16] <FusionLord> no looks
like 1.7.10
L2557[23:57:47] <lahwran> (double-check:
by "the code I posted", I meant the gist from ichun,
first link I posted. is that also what you thought I meant when you
replied to that question?)
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L2559[23:58:03] <FusionLord> i would
suggest running gradlew setupDecompWorkspace again...
L2560[23:58:10] <lahwran> ._. k
L2561[23:59:08] <lahwran> running