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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
L35[01:07:38] <Wuppy> :P
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
L44[01:13:17] <Arctic_Wolfy> http://imgur.com/4JNq3dN
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?
L49[01:14:16] <killjoy> this? https://www.youtube.com/watch?v=70OT3UZbhHs
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
L60[01:17:31] <killjoy> https://youtu.be/70OT3UZbhHs?t=4m54s
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
L205[08:30:50] <ghz|afk> Naiten: https://www.youtube.com/watch?v=btPJPFnesV4
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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
L215[08:34:44] <gigaherz> [15:30] (ghz|afk): Naiten: https://www.youtube.com/watch?v=btPJPFnesV4
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L218[08:35:09] <MattDahEpic> Naiten, if you want something that will make you want to not be on the internet for a while theres https://www.youtube.com/playlist?list=PLqg2eUOPo99cfURyHjDssHNMMePYdb6W3
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
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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
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L227[08:40:07] <Doxin> what replaces TileEntitySpecialRenderer in 1.8?
L228[08:40:14] <sham1> Nothing
L229[08:40:18] <Doxin> ?
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?
L234[08:41:34] <sham1> https://docs.oracle.com/javase/tutorial/java/generics/
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
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L248[08:50:20] <Doxin> sham1: thanks
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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
L302[09:34:55] <Doxin> gigaherz: http://i.imgur.com/EH5Tayy.png
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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
L312[09:39:50] <Doxin> so does anyone have a clever suggestion as to what I am doing wrong: http://paste.pound-python.org/show/XgRAAOTIQT5lTnnVP5Ij/ ?
L313[09:39:52] <Doxin> I'm stumped.
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L315[09:43:06] <sham1> Ask fry's help, assuming he is present
L316[09:43:10] *** big_Xplosion is now known as big_Xplo|AFK
L317[09:43:28] * Doxin pokes and prods fry
L318[09:43:32] <Doxin> fry: you there?
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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
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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] *** Abrar|gone is now known as AbrarSyed
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
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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.
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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
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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] *** DRedhorse is now known as DonAway
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?
L470[10:49:41] <williewillus> https://i.gyazo.com/75c2cea008ed76ad5759371ff3925126.png
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))
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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
L567[11:06:45] <masa> ah
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
L605[11:22:43] <FusionLord> that was short lived :P http://puu.sh/nr5rk/b5e537f630.png
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
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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
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L638[11:33:59] <Ordinastie> good for them
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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
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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
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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
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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?
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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] *** Firedingo is now known as Firedingo|zzzz
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
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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
L717[12:04:12] <roxox1> http://codecheck.it/codecheck/files?repo=sjsucs49j&problem=hw9b
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
L734[12:09:30] <roxox1> http://pastebin.com/JkZPrGTs
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
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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
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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
L763[12:15:18] <roxox1> http://codecheck.it/codecheck/files?repo=sjsucs49j&problem=hw9b
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
L773[12:16:00] <Mraof> https://www.jetbrains.com/idea/help/structural-search-and-replace.html Huh, this looks useful
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
L822[12:24:17] <gigaherz> http://minecraft.curseforge.com/projects/survivalist
L823[12:24:20] <gigaherz> released a new version
L824[12:24:28] <gigaherz> http://mods.curse.com/mc-mods/minecraft/242289-survivalist
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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]
L828[12:24:38] <gigaherz> http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2627129-survivalist-spicing-up-the-early-game-without
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.
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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
L918[12:34:00] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/commits/1.9
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
L932[12:35:15] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/tree/1.9/rejects/minecraft/net/minecraft
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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
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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
L1011[12:41:30] <roxox1> http://pastebin.com/43WvyfqX
L1012[12:41:30] <Ordinastie> well, almost ^^ http://puu.sh/nrasL.png
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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L1036[12:42:48] <roxox1> I did, http://pastebin.com/43WvyfqX
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
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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
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L1071[12:48:24] <Ordinastie> yeah \o/ System.out.println(p1);
L1072[12:48:26] <Ordinastie> failed
L1073[12:48:37] <Ordinastie> http://puu.sh/nraUe.png
L1074[12:50:18] <roxox1> Aw shit
L1075[12:50:23] <roxox1> Mine timed out xD
L1076[12:50:53] <sham1> My commit message 10/10 https://github.com/sham1/FluidCraft
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L1078[12:51:22] <roxox1> http://pastebin.com/B3QRt2T4
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
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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
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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
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L1111[12:57:13] <roxox1> http://pastebin.com/B3QRt2T4
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
L1121[13:01:23] <roxox1> http://i.imgur.com/d4wP50i.jpg
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
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L1128[13:02:53] ⇨ Joins: Helle (~ufo@a83-162-153-252.adsl.xs4all.nl)
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
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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
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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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L1157[13:18:52] <ghz|afk> over 1h, and still doesn't show up on http://mods.curse.com/mc-mods/minecraft/242289-survivalist
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] ⇨ Joins: Stiforr (~Stiforr@ip72-216-8-185.pn.at.cox.net)
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
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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
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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
L1252[14:03:52] <roxox1> http://pastebin.com/d6f2wR3n
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] *** tterrag|ZZZzzz is now known as tterrag
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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
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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.
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L1271[14:14:28] <FusionLord> how does the aditional skin things work, jacket/sleves and pant legs
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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
L1294[14:27:40] <tterrag> sham1: https://gist.github.com/tterrag1098/46b672970dc1c1257a8b
L1295[14:28:06] * bspkrs collects the froth to serve to Corosus in his espresso
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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
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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
L1335[14:33:33] <tterrag> gigaherz: https://gist.github.com/tterrag1098/46b672970dc1c1257a8b#file-makefile
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
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L1398[14:39:39] <tterrag> anyways...class is over now
L1399[14:39:40] <tterrag> later all
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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
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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
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L1412[15:02:37] <LexManos> !gm func_70071_h_
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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?
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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
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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
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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.
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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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L1453[15:35:50] <Arctic_Wolfy> Any one think that a paper rocket/missle would be stupid?
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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
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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?
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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
L1524[15:59:58] * MattDahEpic facepalms http://i.imgur.com/huZltS8.png
L1525[16:00:06] <gigaherz> hopefully you don't have to pay royalties every time you use thatname
L1526[16:00:07] <gigaherz> XD
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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
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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
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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
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L1579[16:20:29] <gigaherz> killjoy: how does the item use logic look like? ;P
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L1581[16:20:49] <killjoy> !sm 184592 getHeldItemOffhand
L1582[16:20:50] <williewillus> hm
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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
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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
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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
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L1608[16:25:04] <Corosus> yay decompiling the right branch this time...
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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
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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
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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
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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
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L1667[16:39:28] <shadekiller666> lol
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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
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L1691[17:00:15] <Arctic_Wolfy> Okay, I think I see an item entity? O.o
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L1694[17:03:22] <Corosus> hmm thats odd, EntityLiving and EntityLivingBase both have separate ItemStack arrays for inventory in hands
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L1696[17:04:05] <Arctic_Wolfy> :o
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L1698[17:04:22] <Arctic_Wolfy> So why is an item showing up? O.o
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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
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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
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L1713[17:07:17] <tterrag> I was just looking for the mcp python scripts though
L1714[17:07:20] <tterrag> plain source, no forge
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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...
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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
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L1727[17:12:36] <tterrag> just seems like a lot of overhead for decompile.bat :P
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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
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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?
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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
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L1752[17:27:17] <Matthew> just named them all in one go :P
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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
L1781[17:59:44] <DireDoesGames> Any idea what could be causing this? http://hastebin.com/awajonevag.dos
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L1784[18:00:58] <Doxin> so I've got this tile entity: http://paste.pound-python.org/show/PT6Zfp5kAVFeeGR9ksAu/ . somehow contents keeps getting cleared to a list of nulls before my TESR gets a chance to render anything. what's going on?
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L1786[18:01:52] <DireDoesGames> Hmm, Anyone on who can help?
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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
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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"
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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
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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] ⇦ Quits: SubconsciousEye (~Subconsci@cpe-65-28-43-97.wi.res.rr.com) (Ping timeout: 186 seconds)
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] ⇨ Joins: vsg1990 (~vsg1990@pool-74-110-57-203.bflony.fios.verizon.net)
L1836[18:13:28] <Stiforr> http://bit.ly/1QpTeet
L1837[18:13:48] ⇦ Quits: auenf (David@DC-54-199.bpb.bigpond.com) (Remote host 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 (~thecodewa@75-128-36-21.static.mtpk.ca.charter.com)
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
L1898[18:27:26] <tterrag> so this is mojang's solution to the clock model? http://puu.sh/nrx61.png
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!
L1925[18:31:58] <tterrag> http://minecraft.curseforge.com/members/tterrag1098/projects
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] ⇦ Quits: armctec (~Thunderbi@201.6.199.201) (Ping timeout: 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] ⇦ Quits: Zaggy1024 (~Zaggy1024@174-20-95-124.mpls.qwest.net) (Ping timeout: 186 seconds)
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
L1949[18:36:40] <Corosus> you could try to use the latest on http://export.mcpbot.bspk.rs/
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] ⇦ Quits: NullEntity_ (~NullEntit@rrcs-74-62-96-227.west.biz.rr.com) (Read error: Connection reset by peer)
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 ^
L1986[18:49:46] <tterrag> here is probably a good place then http://mcforge.readthedocs.org/en/latest/gettingstarted/
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] ⇨ Joins: Lunatrius` (~Lunatrius@cpe-77.38.103.182.cable.t-1.si)
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] ⇦ Quits: Lunatrius (~Lunatrius@cpe-77.38.103.182.cable.t-1.si) (Ping timeout: 186 seconds)
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] ⇦ Quits: mousieamie (~amyt@8.18.218.175) (Ping timeout: 207 seconds)
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
L2010[19:01:38] <DireDoesGames> [ForgeGradle] jenkins build #989 finished: failure http://ci.jenkins.minecraftforge.net/job/ForgeGradle/989/
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] ⇨ Joins: Drullkus (~Drullkus@c-67-180-188-243.hsd1.ca.comcast.net)
L2041[19:09:00] ⇨ Joins: Arctic_Wolfy (~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] ⇨ Joins: Delenas (Delenas@2601:987:401:9071:c0c3:e1a5:8ff0:b647)
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] ⇦ Quits: killjoy (~killjoy@71.65.255.183) (Ping timeout: 186 seconds)
L2097[19:17:59] ⇦ Parts: DireDoesRandomShit (~DireDoesG@199-7-158-56.eng.wind.ca) ())
L2098[19:17:59] ⇨ Joins: DireDoesRandomShit (~DireDoesG@199-7-158-56.eng.wind.ca)
L2099[19:18:11] <Arctic_Wolfy> Hey, apparently DireDoesRandomShit is saying he can't talk on the channel.
L2100[19:18:49] ⇦ Quits: roxox1 (~roxox1@cpc5-bigg3-2-0-cust11.9-2.cable.virginm.net) (Ping timeout: 198 seconds)
L2101[19:18:49] ⇦ Parts: DireDoesRandomShit (~DireDoesG@199-7-158-56.eng.wind.ca) ())
L2102[19:19:09] ⇨ Joins: DireDoesModding (~DireDoesG@199-7-158-56.eng.wind.ca)
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] *** Shorter is now known as DireLearnsMods
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L2119[19:21:59] ⇦ 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
L2127[19:24:36] <Elucent> gigaherz: it's http://bit.ly/1LTFVkB, but it's not like they rehosted it or anything -- just some publicity
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L2129[19:26:08] <Arctic_Wolfy> http://pastebin.com/uz3JYzJb
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L2131[19:26:17] <gigaherz> lol at the comments
L2132[19:26:20] <gigaherz> "omfg CLAY?!"
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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
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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.
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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> ?
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L2209[19:42:54] <tterrag> DireDoesGames: what about that sentence is confusing?
L2210[19:43:39] <Arctic_Wolfy> Elucent: http://pastebin.com/rtMjZ35t
L2211[19:44:30] <DireDoesGames> all
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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
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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.
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L2255[19:58:11] <Delenas> There's a new projectRed? I know Asie has Charset..
L2256[19:59:04] ⇨ Joins: VikeStep (~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
L2261[20:01:46] <gigaherz> the curseforge link points to https://github.com/MrTJP/ProjectRed
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
L2293[20:08:02] *** Cojo|NOMS is now known as Cojo
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
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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
L2359[20:50:31] <DireDoesGames> http://pastebin.com/q5G3MJA3
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
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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...
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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
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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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L2456[22:45:28] <Arctic_Wolfy> From ealier but haven't changed it, http://pastebin.com/uz3JYzJb
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?
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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
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L2474[22:50:07] <Arctic_Wolfy> The problem is the Y... no X or Z...
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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> >.<
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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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L2505[23:35:01] <TehNut> Just keep an eye here. It's being worked on. https://github.com/MinecraftForge/MinecraftForge/tree/1.9
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
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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...
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L2519[23:47:29] <lahwran> hey hipsterpig, you around
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L2521[23:47:47] <lahwran> drat.
L2522[23:47:58] <lahwran> well, anyway. hey folks. a while ago, ichun threw this together for me: https://gist.github.com/iChun/e4ee648593e6469ce7c0 - I am only just now getting around to using it. does this look like 1.7 or 1.8 code to you?
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:
L2525[23:48:49] <lahwran> https://gist.github.com/lahwran/918245cbbd793f1a5fd0
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?
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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...
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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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L2550[23:55:58] <lahwran> not manually altered since loading up forge 1.7.10: https://gist.github.com/lahwran/a990c32742b88ead3159
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
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