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L33[00:57:33] <Xain> does Obj loader support uv mapping
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L36[00:59:23] <Sollux-Captor> can someone help me with this modpack crash please? http://paste.ee/p/VRvde
L37[01:02:55] <Xain> looks like its realted to a mod that is used for tweaking biomes past that i am not sure
L38[01:03:18] <Sollux-Captor> GAH!!! BiomeTweaker >_> i think that is a mod i have
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L40[01:04:24] <Sollux-Captor> lets see if disabling that mod works
L41[01:04:36] <Sollux-Captor> *makes it work
L42[01:04:49] <Xain> there was also a exception thrown as a null pointer but given that the biome tweaker one came up first in the log might want to remove that mod and test again
L43[01:06:20] <Sollux-Captor> disabled biome tweaker. Looks like i got the same errors as before
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L45[01:06:57] <Sollux-Captor> the problem is with "ticking world" or what ever
L46[01:07:07] <Sollux-Captor> and i have no clue what is causing it
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L48[01:11:24] <Xain> only thing i can such is disable all mods and add them in one at a time to see what one it breaks
L49[01:11:28] <Xain> will it take awhile yeah
L50[01:13:39] <Sollux-Captor> eh ill do that tomorrow. im just gonna go to bed now. been working on fixing this pack all day :(
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L67[01:56:17] <Arctic_Wolfy> I don't under stand why the players eye height is 0.12F. Why?
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L71[02:00:01] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160306 mappings to Forge Maven.
L72[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160306-1.9.zip (mappings = "snapshot_20160306" in build.gradle).
L73[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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L75[02:09:28] <CrazyPants> I just got a full motion hard core porn ad when downloading the forge MDK. My 7yo daughter was in the room two minutes ago. This is total unacceptable
L76[02:10:52] <tterrag> I've mentioned this before
L77[02:10:58] <tterrag> LexManos: ^^ I think this is worth a ping
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L79[02:13:06] <McJty> I can't even download forge (without using the direct link button) at my work. The ad site that is being used is already blocked by my work filter
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L81[02:13:21] <McJty> So it seems known to be a suspicious site apparently
L82[02:16:35] <CrazyPants> As much as I hate ads, I do understand LexManos needs to make livingt. That is why I dont use an addblocker. But showing porn for a download that is used by countless children, really really bad
L83[02:17:22] <CrazyPants> not a conversation I would liek to having with my daughter atm
L84[02:17:57] <IoP> Did you report that ad?
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L86[02:18:43] <CrazyPants> no, I closed teh browser as quickly as I possibly could
L87[02:19:07] <CrazyPants> my kids are walking the house and could have appeared any second
L88[02:19:15] <Ordinastie> <insert joke about targeted ads here>
L89[02:19:41] <Saphire> you can get the download link out of link to the ad site?
L90[02:19:50] <Saphire> *direct download linux out of..
L91[02:20:23] <tterrag> yes there is a direct download link
L92[02:20:33] <tterrag> but it is unintuitive
L93[02:20:42] <tterrag> no first time visitor is going to find it
L94[02:20:44] <CrazyPants> I can easily download forge directly, but that is not the point.
L95[02:21:05] <SirSavary> Does adfoc.us allow 18+ ads?
L96[02:21:44] <CrazyPants> apparently. and if not, they dont police it
L97[02:21:59] <SirSavary> it's a self serve platform, that's why
L98[02:22:06] <SirSavary> so they don't filter anything, you need to report it
L99[02:22:08] <SirSavary> which is dumb but w/e
L100[02:22:11] <SirSavary> it's how it is
L101[02:22:21] <SirSavary> I wonder how many people actually download Forge in a day
L102[02:22:33] <SirSavary> 10,000?
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L117[03:11:12] <LexManos> CrazyPants, if its porn let me know, a screenshot is important. I can get specific ads pulled as long as I know about them.
L118[03:11:42] <LexManos> Also yes, adfocus does use some targeted ads based off some publically avalible stats google collects about you
L119[03:13:07] <LexManos> And McJty ALL ad sites are blocked by any half way good firewall/filter its nothing special.
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L134[04:00:07] <CrazyPants> It's a bit late to have it pulled once it has been shown. If it was just me and other adults downloading that would be fine
L135[04:00:46] <CrazyPants> How many kids is it ok to show porn too before it gets pulled?
L136[04:00:47] <Josephur> SNL's new Drumpf skit is awesome lol
L137[04:01:52] <CrazyPants> As for the analytics stuff, that is completely irrelevant and not applicable anyway
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L139[04:03:15] <CrazyPants> I have always endured adfly etc as much as I hate them as I respect peoples choice to make money and use them
L140[04:03:45] <Josephur> adfly is too obtrusive
L141[04:04:04] <Josephur> Any ad network that cons people with ads like "Your computer is infected" is lame
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L143[04:04:15] <Josephur> And I own a computer shop :P
L144[04:04:39] <Josephur> So those kind of things make me money.. but they aren't right
L145[04:04:41] <CrazyPants> But a service that has any chance of full page, full motion porn adds is unacceptable, especially for something used by so many children
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L155[04:34:48] <sham1> Wait wait wait
L156[04:34:57] <sham1> There's AE2 for 1.8.9
L157[04:38:12] <IoP> https://www.reddit.com/r/feedthebeast/comments/45rsg7/i_was_missing_ae2_in_18_so_i_made_my_own_with/ ;)
L158[04:39:26] <sham1> Well I have to build it in-house but that should not be a problem
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L171[05:25:47] <Josephur> sham1: I compile the AE2 for 1.8.9 once and awhile to see the progress :P
L172[05:25:57] <Josephur> It's no where near being ready if you go buy what's on github
L173[05:26:21] <Josephur> https://github.com/AppliedEnergistics/Applied-Energistics-2/tree/1.8.9-rv3
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L181[05:50:07] <masa> how many "decent" (as in comparable earnings and functionality) ad sites are there anyway? are there really that many alternatives in any case? and how many of them have strict, enforced policies for the types of ads they allow?
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L187[06:03:22] <AtomicStryker> yo. it is possible to forcibly kick a player out of a gui from serverside, right
L188[06:03:35] <AtomicStryker> i dont remember if being damaged closes the inv or not
L189[06:05:09] <geratheon> Hey! Is there an easy way to get a list of all TileEntities within an AABB?
L190[06:06:00] <geratheon> Or is it a bad idea to do anyway?
L191[06:06:12] <Cazzar> The question is why?
L192[06:06:32] <masa> AtomicStryker: just a GUI or specifically a GuiCOntainer?
L193[06:06:35] <AtomicStryker> tileentities are kept in an unsorted list, just go through them all
L194[06:06:47] <AtomicStryker> masa: in this case a container, but the general case would interest me too
L195[06:08:04] <AtomicStryker> nevermind found it, closeScreen in EntityPlayerMP
L196[06:08:18] <AtomicStryker> sends a packet that kills client gui too
L197[06:08:20] <masa> oh ok
L198[06:08:28] <masa> good to know
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L200[06:09:50] <AtomicStryker> hm now i could just force close everyones inv in a radius but thats clumsy
L201[06:10:02] <AtomicStryker> but there doesnt appear to be a way to GET the current gui
L202[06:10:45] <masa> get it where?
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L204[06:11:32] <AtomicStryker> found it aswell, atleast for containers, EntityPlayerMP.openContainer
L205[06:11:39] <masa> yep
L206[06:13:32] <masa> and on the client Minecraft.currentScreen holds the GUI reference
L207[06:14:05] <masa> not that you need that often except when dealing with HUD related mods
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L210[06:19:48] ⇨ Joins: Jezza (~Jezza@185.44.151.74)
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L213[06:59:58] * Josephur does his almost daily check to see if ExtraUtilities2 has been released for 1.8.9 yet
L214[07:00:32] ⇨ Joins: armctec (~Thunderbi@186.204.129.28)
L215[07:00:43] ⇦ Quits: armctec (~Thunderbi@186.204.129.28) (Remote host closed the connection)
L216[07:00:47] <Josephur> That's a negative
L217[07:00:47] ⇨ Joins: armctec (~Thunderbi@186.204.129.28)
L218[07:01:43] <sham1> What's a negative
L219[07:02:09] <Josephur> ExtraUtilities2 is not public yet
L220[07:02:20] <Josephur> I shall check again tomorrow :D
L221[07:03:08] ⇦ Quits: AtomicStryker (~AtomicStr@ip-37-201-234-130.hsi13.unitymediagroup.de) (Quit: Leaving)
L222[07:04:36] * Josephur pokes RWTema even though he isn't here
L223[07:11:19] ⇨ Joins: Javaschreiber (~Thunderbi@p5DD8E1FB.dip0.t-ipconnect.de)
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L225[07:45:20] ⇦ Quits: Upth (~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Ping timeout: 186 seconds)
L226[07:51:46] ⇨ Joins: iari (~iari@evana.futhark24.org)
L227[07:52:14] <iari> wow, the new 1.9 combat system reminds my on dark souls
L228[07:52:28] <iari> block until you get your frame, hit, block again, repeat until you win
L229[07:52:46] <iari> only thing missing are doge rolls ^^
L230[07:52:49] <sham1> At least no more spammclick
L231[07:53:13] <iari> yep, I learned this the hard way
L232[07:53:41] <iari> but I didn't see much of the promised change of the End
L233[07:54:03] <iari> there where pictures at the official MC wiki which looks like some kind of End village
L234[07:55:15] <sham1> Still has that weird thing of potion arrows being consumed even in creative
L235[07:55:40] <iari> but still working anyways xD
L236[07:55:45] ⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit: Leaving)
L237[07:55:58] <sham1> And the elytra is awesome
L238[07:56:05] <iari> just fought the ender dragon just to see if something interessting happen
L239[07:56:06] *** Curle|Away is now known as Curle
L240[07:56:09] <Curle> doge rolls?
L241[07:56:16] <Curle> very misspelling
L242[07:56:20] <Curle> much dodge
L243[07:56:20] <Curle> wow
L244[07:56:29] <sham1> Shut up
L245[07:56:31] <sham1> Please
L246[07:56:43] <sham1> We don't need any more doge
L247[07:56:45] <sham1> Doge is dead
L248[07:56:59] <Curle> Fair enough.
L249[07:57:06] <Curle> No need to be hostile, though :(
L250[07:57:32] <sham1> I am hostile against any of these "dank memes"
L251[07:57:47] <Curle> Okay, I can understand that, xD
L252[07:58:00] <iari> something I should know or better not?
L253[07:58:11] <Curle> we*
L254[07:59:23] <sham1> But yeah
L255[07:59:27] <sham1> The elytra is very awesome
L256[08:01:06] <Curle> except for the fact it takes ~10 seconds to open
L257[08:01:07] <Curle> :/
L258[08:03:17] <Curle> oh
L259[08:03:19] <Curle> im a dumb
L260[08:03:26] <Curle> press space while in the air
L261[08:03:27] <Curle> xD
L262[08:04:54] ⇦ Quits: geratheon (~geratheon@ip4d169e2b.dynamic.kabel-deutschland.de) (Quit: leaving)
L263[08:07:41] <iari> oh, just found the End village
L264[08:07:43] <iari> interessting
L265[08:07:57] ⇨ Joins: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L266[08:09:13] <ghz|afk> [14:52] (iari): only thing missing are doge rolls ^^
L267[08:09:16] <ghz|afk> let's make this a mod :3
L268[08:10:05] <iari> could be interessting
L269[08:10:19] <iari> and yes, I ment dodge
L270[08:11:11] *** MattOfflineMc is now known as Mata
L271[08:11:40] <ghz|afk> hmmm
L272[08:11:50] <ghz|afk> double-tap on left/back/right = roll once
L273[08:11:53] <Mata> Hmm for some reason when trying to setup a 1.7.2 development workspace, the instance isn't starting up and java is just throwing a currentmodificationexception
L274[08:11:56] <ghz|afk> (or "jump")
L275[08:12:03] <ghz|afk> double-tap forward = roll+sprint
L276[08:12:24] <Mata> http://pastebin.com/fLKUhpDx
L277[08:12:35] <ghz|afk> probably easier if it's done applying a little bit of "knockback" in the dodge direction
L278[08:13:28] <iari> ghz|afk, sounds like an great idea. only problem I see is that this could be pretty OP without weapon und armor weight which is anoying the implement, especally if you want to offer a API for aother mods
L279[08:14:38] ⇨ Joins: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
L280[08:14:45] <iari> while dodging you need to have some frames where you can't be hit. unless it would be useless
L281[08:15:37] <ghz|afk> hmmm resistance for 5-10 ticks?
L282[08:19:06] ⇨ Joins: armctec (~Thunderbi@186.204.129.28)
L283[08:20:07] ⇦ Quits: kimfy (~kimfy___@17.89-10-163.nextgentel.com) (Ping timeout: 190 seconds)
L284[08:21:13] ⇦ Quits: VikeStep (~VikeStep@120.156.54.17) (Read error: Connection reset by peer)
L285[08:26:55] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L286[08:27:17] ⇨ Joins: Elucent (~elucent__@d47-69-239-56.col.wideopenwest.com)
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L288[08:28:49] <iari> it would need a cooldown then because if you haven't one a player can just keep rolling out every critical situation
L289[08:29:45] <ghz|afk> well ofc
L290[08:30:07] ⇦ Quits: portablejim (~portablej@2001:4830:121d:a01:f1c2:6888:edf8:df44) (Quit: Konversation terminated!)
L291[08:30:34] <ghz|afk> although this is mc
L292[08:30:41] <ghz|afk> there isn't that much space to roll in a cave
L293[08:31:03] <ghz|afk> and rolling could be made to NOT step up blocks
L294[08:31:12] <ghz|afk> (I mean full ones)
L295[08:31:20] <ghz|afk> if it just pushes you back slightly
L296[08:34:09] ⇨ Joins: gabizou|laptop (~gabizou@irc.spongepowered.org)
L297[08:35:32] <iari> could work
L298[08:36:43] *** fry|sleep is now known as fry
L299[08:36:44] <Mata> Hmm this prob i am having is so weird
L300[08:37:03] <Mata> it's the actual minecraft code itsself thats giving a currentmodificationexception
L301[08:37:09] <Mata> i am not even changing anything yet
L302[08:37:16] <Mata> tested on intellij and eclipse
L303[08:37:22] <Curle> Mata: I believe that is caused by not having the JDK installed
L304[08:37:31] <Mata> i do *i think*
L305[08:37:49] <Curle> JDK or JRE?
L306[08:38:01] <Curle> Is the JDK in your PATH?
L307[08:38:09] <Mata> wait is jdk1.8 supported in minecraft 1.7.2
L308[08:38:20] <sham1> why would it not be
L309[08:38:25] <Curle> yes, it's backwards-compatible
L310[08:38:26] <Mata> hmm then its not that
L311[08:38:33] ⇨ Joins: BlueRaven (~BlueRaven@50-121-212-76.drr03.clbg.wv.frontiernet.net)
L312[08:38:34] <Curle> I had this before
L313[08:38:41] <Mata> Hmm pc is doing weird things now, lemme restart quickly
L314[08:38:42] <Curle> Try just doing SetupDecompWorkspace again
L315[08:38:59] <Curle> --refresh-dependencies
L316[08:39:04] <fry> yes, there was a java8-related error at some point
L317[08:39:07] <iari> uh, the only time ive tried to run minecraft with jdk it crashed constantly
L318[08:39:13] <iari> since then I never tried again
L319[08:39:15] *** Mata is now known as MattOfflineMc
L320[08:39:20] <fry> 1.7.2 is very old, it might not be fixed for it
L321[08:39:38] <Javaschreiber> Btw, why would you want to setup a 1.7.2 dev env, when 1.8.9 is out?
L322[08:39:40] <Curle> wait
L323[08:39:44] <Curle> it is java 1.8
L324[08:39:55] <Curle> it fixed a bug which fml for 1.7.x used
L325[08:40:02] <Curle> use 1.7 for 1.7
L326[08:40:19] ⇦ Quits: Javaschreiber (~Thunderbi@p5DD8E1FB.dip0.t-ipconnect.de) (Quit: Javaschreiber)
L327[08:40:22] <Curle> 1.8 for 1.8
L328[08:40:23] <Curle> (handy :D
L329[08:40:24] <Curle> )
L330[08:40:26] <fry> 1.8 works fine for 1.7.10
L331[08:40:32] <fry> 1.7.2 is ancient.
L332[08:40:37] <Curle> They probably fixed it then xD
L333[08:40:49] <Curle> 1.7.2 is shit, confirmed
L334[08:40:49] <ghz|afk> never had an issue running mc 1.7.10 on java8 ;P
L335[08:40:54] <ghz|afk> 1.7.2, no idea
L336[08:40:55] <ghz|afk> XD
L337[08:41:01] *** ghz|afk is now known as gigaherz
L338[08:41:04] <Curle> either use java 1.7 for 1.7.2, or use 1.7.10
L339[08:41:16] <sham1> Or use 1.8.9
L340[08:41:30] <Curle> "This is a warning that a few days ago, a Java update versioned 1.8.0_20 was released, which currently makes it impossible to play modded Minecraft. The release fixed a Java bug which was hiding a bug in Forge Modloader- users with this new version of java will now receive a ConcurrentModificationException when trying to load modpacks in Minecraft 1.6+."
L341[08:41:44] *** MattOfflineMc is now known as Mata
L342[08:41:57] <Curle> Looks like they fixed it for 1.7.10
L343[08:42:39] <Mata> okay so get 1.7
L344[08:42:39] <Curle> "This is fixed, but only in the latest forge for 1.7.10. Everything from 1.6.1 or above to 1.7.2 or below is still broken."
L345[08:42:45] <Mata> gimme a sec
L346[08:43:54] <sham1> why are you on 1.7.x at all
L347[08:44:27] <Curle> sham1: I was for ages, it's simply much easier
L348[08:44:44] <Curle> Seiously, just the block + item jsons have taken me about a month
L349[08:44:51] <Curle> and i'm not even half-way done
L350[08:45:03] <sham1> If you are dumb about how you do it, sure
L351[08:45:16] <Curle> there's no easier way to do it
L352[08:45:34] <sham1> Make yourself a python script that generates the JSONs
L353[08:45:48] <Curle> No idea how to use python xD
L354[08:46:05] <Curle> No time to learn
L355[08:46:31] <Mata> sham1, creating mods for older modpacks
L356[08:46:32] <Mata> :P
L357[08:46:37] <sham1> WHY
L358[08:46:43] <Curle> for all* modpacks
L359[08:46:43] <Mata> Difficulty Locker
L360[08:46:51] <Mata> that feacture that is in 1.8
L361[08:46:55] <sham1> FTB Unstable...
L362[08:46:56] <Mata> i am adding to previous versions
L363[08:46:59] <Curle> does not work
L364[08:47:04] <sham1> Yes it does
L365[08:47:06] <Curle> I seriously cannot even get it to load
L366[08:47:16] <sham1> Well that is your problem
L367[08:47:17] <fry> Curle: http://cdn.creativityatwork.com/wp-content/uploads/too-busy-to-innovate-12313b06a873-e1402372288884.jpeg
L368[08:47:27] <Mata> update to 1.8 https://s-media-cache-ak0.pinimg.com/236x/50/78/51/507851a89c9d6e2444307aec8ebe1d52.jpg
L369[08:47:58] <Curle> if it doesn't work, it's not a modpack, it's broken.
L370[08:48:02] <Curle> plus, that's one.
L371[08:48:03] <Curle> one.
L372[08:48:23] <Curle> that nobody uses because it says it's broken,.
L373[08:49:00] <sham1> So, because no one uses it, therefore there are no fixes to bugs and updates to mods so no one uses it...
L374[08:49:20] <Curle> So go back to your Unstable hidey-hole which will most likely be corrupted tomorrow
L375[08:49:24] <Curle> and shut up
L376[08:49:48] <Mata> Curle, we have been running unstable for a month now
L377[08:49:51] <Mata> no corruptions
L378[08:49:53] <Mata> just buggy mods
L379[08:49:59] <Mata> same map
L380[08:50:06] <Curle> shh xD
L381[08:50:29] <Curle> credit where it's due, nice going.
L382[08:50:43] <Mata> okay with biomes o' plenty being disabled and enabled a time its kinda weird but further world is playable
L383[08:51:42] <Curle> ^^
L384[08:51:52] <Curle> gotta do what you gotta do, eh/
L385[08:52:19] <Mata> yup
L386[08:52:53] <LatvianModder> Unstable has worked fine for me too
L387[08:53:01] ⇨ Joins: Naiten (Naiten@77.35.140.150)
L388[08:53:03] <LatvianModder> 2:0 :P
L389[08:53:06] ⇨ Joins: maxlowry123 (~IceChat9@pool-71-244-115-181.albyny.fios.verizon.net)
L390[08:53:22] <Mata> omg downlaoding java 1.7 indeed fixed it
L391[08:53:34] <Curle> see?
L392[08:53:36] <Curle> :D
L393[08:53:43] <Curle> Technic away!
L394[08:53:56] * Curle flies away on a fuel-powered IC2 jetpack
L395[08:54:05] <sham1> Wait
L396[08:54:08] <Mata> now lets see if my mod is directly compatable with 1.7 without crashes
L397[08:54:12] <Mata> Yup
L398[08:54:14] <sham1> I thought that IC2 only had electric jetpacks
L399[08:54:15] <Mata> no editing needed
L400[08:54:29] <Curle> nope, that was an after-thought
L401[08:54:35] <Curle> they had fuel ones first
L402[08:55:49] <Curle> http://anter-gerang.org
L403[08:55:53] <Curle> getting there :D
L404[08:57:00] <Curle> haven't really done anything to the other pages xD
L405[08:57:27] *** Kolatra is now known as Kolatra[away]
L406[08:59:07] <Mata> And updated on curseforge :D
L407[08:59:31] <Mata> lets see how much of my code is compatable with 1.6 LOL
L408[09:00:29] <Mata> odang ant
L409[09:00:31] <Mata> never mind
L410[09:00:32] <Mata> lol
L411[09:04:08] <Mata> o wait i remember 960 somthing having gradle in there
L412[09:04:42] <Curle> i remember a command that allowed you to edit the mojang code
L413[09:04:47] <Curle> as a mess around
L414[09:04:53] <Mata> lol
L415[09:04:58] *** cpw|out is now known as cpw
L416[09:05:02] <Curle> i loved changing the gui text and the mob damages/health
L417[09:05:11] <Mata> i done that by just creating a file with same name and package as the original file
L418[09:05:14] <Mata> :P
L419[09:05:26] <Curle> Filr?
L420[09:05:29] <Curle> File?
L421[09:05:50] <Curle> oh, override
L422[09:05:51] <Mata> yeah, your file would be loaded into memory after the original file and so overriding the old file
L423[09:05:52] <Mata> :P
L424[09:06:33] <Curle> so if you make a copy of the game as a mod, you have free reign over everything? :P
L425[09:07:20] <Curle> iirc there was a gradle command that unlocked the source
L426[09:07:48] <Mata> well the almighty grandfather just came back
L427[09:07:50] <Mata> ask him
L428[09:07:50] <Mata> :P
L429[09:07:58] <Curle> wh?
L430[09:08:05] <Curle> who, what, where, when?
L431[09:08:14] <Mata> someone with a name starting in cp and ending in w
L432[09:08:30] <Mata> well i guess the actual grandfather would be le-x
L433[09:08:31] <Mata> but meh
L434[09:08:40] <Mata> :P
L435[09:08:41] <Curle> O great Cee Pee Double-U, I summon thee!
L436[09:08:47] *** bilde2910 is now known as bilde2910|away
L437[09:08:54] ⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L438[09:08:58] <Mata> lol
L439[09:09:07] <sham1> Apparently we are now talking in IPA
L440[09:09:08] <Saphire> *double-v
L441[09:09:14] <Curle> shh
L442[09:09:26] <Mata> lol
L443[09:09:36] <Curle> you ruined the ritual
L444[09:09:45] <Curle> now we need a God's blood to summon him
L445[09:09:51] <Mata> Curle, its way easier
L446[09:10:05] <Curle> Ping!
L447[09:10:06] <Mata> cpw,
L448[09:10:06] *** Mata is now known as MattOfflineMc
L449[09:10:09] <Curle> cpw, get over here
L450[09:10:16] <Curle> inja
L451[09:10:19] <Curle> ninja*
L452[09:10:31] * MattOfflineMc runs
L453[09:10:36] <Curle> xD
L454[09:10:41] <Curle> get outta here
L455[09:10:43] * MattOfflineMc hides
L456[09:10:44] ⇨ Joins: Seppon (~Noppes@82-168-99-26.ip.telfort.nl)
L457[09:10:57] * Curle walks closer slowly
L458[09:11:05] <Curle> Coward!
L459[09:11:07] <Curle> :P
L460[09:11:12] *** MattOfflineMc is now known as Mata
L461[09:11:15] <Curle> he's not here
L462[09:11:17] <Curle> rip
L463[09:11:20] <Mata> nop indeed lol
L464[09:13:17] <Mata> omfg http://i.imgur.com/lu9Uslj.png
L465[09:13:21] ⇦ Quits: Noppie (~Noppes@82-168-99-26.ip.telfort.nl) (Ping timeout: 195 seconds)
L466[09:13:22] <Mata> long time no see
L467[09:13:45] <Curle> xD
L468[09:13:54] <Curle> Hmm
L469[09:14:01] <Curle> Unascribed, you here?
L470[09:14:11] <unascribed> for the most part
L471[09:14:18] <Curle> That was quick
L472[09:14:20] <unascribed> what'd I do
L473[09:14:34] <unascribed> well, you did ping me
L474[09:14:39] <unascribed> I'm playing on my modded server
L475[09:14:43] <Curle> How far along is the run-time mod update checker you were making?
L476[09:14:43] <unascribed> so I heard the ping
L477[09:14:53] <unascribed> the entire framework is there
L478[09:14:59] <unascribed> but I haven't written the update checker yet
L479[09:15:00] <Mata> Hmm just about every import that i have, is not compatable with 1.6.4
L480[09:15:01] <Mata> GG
L481[09:15:11] <unascribed> it's extensible if you want to do it yourself :P http://minecraft.curseforge.com/projects/neoteric
L482[09:15:12] <gigaherz> XD
L483[09:15:13] <Mata> even the logger
L484[09:15:19] <Curle> Okay, nice to know. :D
L485[09:15:32] <unascribed> my problem is my modpack is stuck in 1.7
L486[09:15:36] <unascribed> and my modpack is the main reason I write mods
L487[09:15:42] <unascribed> and 1.7 doesn't have the native Forge version checker
L488[09:16:15] <unascribed> so I have little incentive to work on Neoteric instead of something like my Android app
L489[09:16:42] <Curle> Fair enough
L490[09:17:07] <Mata> wtf config, srsly
L491[09:17:34] <Curle> I was almost getting second thoughts about who made it xD
L492[09:17:53] <Curle> i was gonna ping giga for a second there :P
L493[09:18:17] <unascribed> see giga isn't insane enough to take a random thought on IRC and instantly go code a mod out of it
L494[09:18:17] <gigaherz> I'd have said "wasn't me, can't remember who it was"
L495[09:18:18] <gigaherz> ;P
L496[09:18:29] <unascribed> I think that's what he said around when I said I was actually working on it
L497[09:18:36] <gigaherz> yeah
L498[09:18:41] ⇨ Joins: H1N1theI (~h1n1thei@2601:5c2:8100:5898:daeb:97ff:fee9:f781)
L499[09:18:43] <gigaherz> "wait, you are ACTUALLY doing it?"
L500[09:18:48] <gigaherz> or something along those lines
L501[09:18:53] <unascribed> but yeah, the mod works and there's an entire task framework there
L502[09:18:59] <unascribed> super easy to plug into it if you want to write the taks
L503[09:19:00] <unascribed> task*
L504[09:19:12] <unascribed> I'll probably open source it when I either come to terms with how awful the renderer is or refactor it
L505[09:20:42] <Curle> :P
L506[09:20:47] *** DarkevilAway is now known as Darkevilmac
L507[09:23:48] <Curle> God damn it
L508[09:23:55] <Curle> it's so hard to use zyro
L509[09:30:10] <Mata> meh just rewriting EnumDifficulty, will maintain comatabillity lol
L510[09:30:22] <Mata> will be helper so i dont need to change code gg
L511[09:32:06] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L512[09:33:02] <Mata> okay now just need to figure out how 1.6.4 did the gui stuff and im done :D
L513[09:33:34] <unascribed> ?
L514[09:34:39] ⇨ Joins: Noppie (~Noppes@82-168-99-26.ip.telfort.nl)
L515[09:35:16] <Mata> how 1.6.4 supported changing 'notch' gui code
L516[09:35:19] ⇦ Quits: panda_2134 (uid121359@id-121359.brockwell.irccloud.com) (Quit: Connection closed for inactivity)
L517[09:36:04] <diesieben07> eh why do you care abotu 1.6.4?
L518[09:36:17] <Mata> downgrading mod to as low as 1.6.4 :P
L519[09:36:23] <Mata> maybe 1.6 if i can get it working
L520[09:36:43] <diesieben07> why :O
L521[09:36:47] ⇦ Quits: Seppon (~Noppes@82-168-99-26.ip.telfort.nl) (Ping timeout: 190 seconds)
L522[09:36:47] ⇦ Quits: turmfalke (~turmfalke@p20030056CF59CF0F3E1054059F93821B.dip0.t-ipconnect.de) (Ping timeout: 190 seconds)
L523[09:37:00] <Mata> OMG I GOT A NAME THAT ACCTUALLY HAS A SKIN
L524[09:37:04] <Mata> sorry just had to let that go
L525[09:37:07] <Mata> whats the chance
L526[09:37:19] *** amadornes is now known as amadornes[AFK]
L527[09:37:24] <Mata> It's a difficulty locker, that button in 1.8 to lock difficulty
L528[09:37:34] <Mata> im making it available for 1.6.4, 1.7.2 and 1.7.10
L529[09:37:39] <unascribed> why
L530[09:37:41] <unascribed> 1.7 is old enough
L531[09:37:50] <masa> why do you support old crap that needs to g oaway?
L532[09:37:50] <Mata> nostalgia
L533[09:38:21] <diesieben07> this has nothing to do with nostalgia :D
L534[09:38:21] <Mata> Meh
L535[09:38:23] <unascribed> well then go mod something people actually don't play anymore
L536[09:38:31] <unascribed> like beta 1.3
L537[09:38:45] <sham1> Or alphas
L538[09:38:52] <Mata> Minecraft Beta 1.7.3 ?
L539[09:39:05] <Mata> i know someone who plays that daily
L540[09:39:07] <Mata> :P
L541[09:39:18] <unascribed> probably since it's the last version with farlands
L542[09:39:23] <Mata> Yup
L543[09:39:25] <Mata> kurt j mac
L544[09:39:31] <masa> daily?
L545[09:39:39] <unascribed> FLoB isn't quite daily
L546[09:39:41] <Mata> did you know someone acctually brought back the far lands in 1.8 by changing 1 line of code
L547[09:39:51] <unascribed> yeah, it's a pretty simple math error
L548[09:39:54] <Mata> yeah
L549[09:40:31] <unascribed> either way
L550[09:40:39] <unascribed> 1.6 is recent enough that people still play it and you shouldn't encourage them
L551[09:41:06] ⇨ Joins: Sollux-Captor (~Sollux-Ca@2601:547:c400:bb5e:24fe:16e0:22f3:e04e)
L552[09:41:40] <masa> I'm also probably going to play it still at some point - because I still haven't finished AS1 :p
L553[09:42:22] <Mata> i wonder when changing that math, does that 1 line of math even cause the floating point errors in blocks?
L554[09:42:28] <Mata> *boundingboxes
L555[09:43:01] <unascribed> I'm pretty sure that's still a problem in the latest version
L556[09:43:05] *** DRedhorse is now known as DonAway
L557[09:43:11] <unascribed> you don't fix floating point inaccuracy
L558[09:43:31] <Mata> i haven't seen any floating point errors around the border?
L559[09:43:44] <Mata> lets check
L560[09:44:05] <masa> it doesn't exist anymore for the hilight boxes
L561[09:44:34] <masa> but some things like the cactus hitbox were completely f*cked at least in 1.7 when you were far away from origin
L562[09:46:26] <diesieben07> you cannot fix floating point inaccuracy
L563[09:46:29] <diesieben07> but you can work around it
L564[09:46:29] <Mata> http://i.imgur.com/pkWPcQC.png
L565[09:46:30] <gigaherz> even vanilla 1.9 has the "seams" on the item edges
L566[09:46:39] <Mata> 8http://i.imgur.com/cYTuh73.png
L567[09:46:42] <Mata> *
L568[09:46:47] <diesieben07> the fix is that things are always rendered relative to the player
L569[09:46:50] <diesieben07> so there are no huge numbers
L570[09:46:55] <diesieben07> something like that
L571[09:47:01] <gigaherz> relative to the camera*
L572[09:47:25] <gigaherz> (which is always close to the player)
L573[09:47:51] <gigaherz> although minecraft could be doing it relative to the player
L574[09:48:37] <Mata> 64 bit ints? :P
L575[09:48:52] <Mata> could be long time fix :P
L576[09:48:59] <Mata> *is
L577[09:49:22] <unascribed> Minecraft does use doubles
L578[09:49:28] <Mata> oyeah
L579[09:50:07] <unascribed> I should make a mod that syncs the precise position of item entities
L580[09:50:16] <unascribed> chopping down a tree and watching the logs glitch up and down is so annoying
L581[09:50:28] ⇨ Joins: turmfalke (~turmfalke@p20030056CF59CF61E15013667951CF50.dip0.t-ipconnect.de)
L582[09:51:50] <gigaherz> the precision of doubles is why the "far lands" are a thing
L583[09:51:58] <Mata> i can't find that mod anymore that just changed the math
L584[09:52:06] <Mata> all mods i find acctually add it as a worldgen
L585[09:52:18] <gigaherz> although current MC prevents you from traveling that far
L586[09:52:22] <gigaherz> but the idea is
L587[09:52:44] <gigaherz> the larger the number gets, the larger the "smallest difference" also gets
L588[09:53:16] <gigaherz> there's a point when this smallest difference gets big enough that precision errors cause the worldgen to round up/down to a different block's position
L589[09:53:33] <gigaherz> and then there's another point where the smallest difference is > 1.0
L590[09:53:42] <gigaherz> at which point generation just starts failing epicly
L591[09:53:50] <unascribed> ( https://en.wikipedia.org/wiki/Unit_in_the_last_place )
L592[09:54:44] <gigaherz> the 60 million limit is an arbitrary limit chosen because that way they can still transfer the x,y,z blockpos as a single Long
L593[09:55:25] <Mata> so in 1.7 and previous versions, if you would travel in the fake world (non collision world) for long enough
L594[09:55:31] <Mata> you would get something like the farlands
L595[09:55:41] <gigaherz> yes
L596[09:55:42] <Mata> ?
L597[09:55:45] <Mata> awesome
L598[09:55:59] <Mata> that non collision world was awesome tho
L599[09:56:03] <Mata> why did they remove it
L600[09:56:04] <Mata> :(
L601[09:56:09] <unascribed> because it was a bug?
L602[09:56:27] <Mata> so, now its just the skybox without any gen after the 30000000 mark
L603[09:56:49] <gigaherz> technically the world border prevents you from walking outside the region I believe?
L604[09:57:09] <gigaherz> I don't know exactly how they did it
L605[09:57:16] <Mata> no, when tping to 29999999 you get placed 5 blocks outside the border
L606[09:57:26] <gigaherz> ah
L607[09:57:34] <gigaherz> I thought they just prevented the player position from being outside the area
L608[09:57:40] <Mata> nop
L609[09:57:47] <gigaherz> and just let the max view range be the actual generation limit
L610[09:57:57] <unascribed> there's something like that I think
L611[09:58:01] <masa> I just tested this just now
L612[09:58:12] <Mata> its only like blocks outside the border
L613[09:58:14] <unascribed> at 32000000 you get kicked for "Illegal stance" iirc
L614[09:58:26] <unascribed> s/stance/position/
L615[09:58:27] <Mata> yeah but you can't get there without nbt editing
L616[09:58:29] <masa> in 1.8 the world dead stops at 30M, in 1.9 there is either real or fake terrain as far as I can see
L617[09:58:41] <masa> the world border is at 29,999,984
L618[09:59:03] ⇨ Joins: P3pp3rF1y3 (~P3pp3rF1y@100-250-77-178-ptr.xsky.cz)
L619[09:59:13] <masa> but the player can't move or tp in-game outside the 30M mark
L620[09:59:55] <Mata> oh intresting
L621[10:00:05] <Mata> you can't edit any blocks outside of the border
L622[10:00:05] <masa> as in, if you tp yourself outside the world border, you can move there but only up to the 30M mark
L623[10:00:10] <gigaherz> https://www.youtube.com/watch?v=wjLcpHTTHXk
L624[10:00:12] <Mata> even if i set the border to 10x10
L625[10:00:17] <Mata> from 0 0
L626[10:00:17] <masa> yes
L627[10:00:25] <gigaherz> you can see the precision in those vids
L628[10:01:00] <masa> also that cactus hitbox derp is fixed in 1.9 (wonder why...)
L629[10:01:21] <masa> in 1.8.9 it is still broken
L630[10:01:35] ⇨ Joins: MattDahEpic (~MattDahEp@184-96-202-46.hlrn.qwest.net)
L631[10:01:56] <Mata> MattDahEpic, pls
L632[10:02:16] <MattDahEpic> wat
L633[10:02:20] <Mata> :P
L634[10:02:24] <unascribed> this is why you should set tab complete to "Shell-like" and not "Inline cycle"
L635[10:02:46] <Mata> omg got a world with world after border
L636[10:02:48] <Mata> awesome
L637[10:03:02] <Mata> *water
L638[10:03:29] *** Vigaro|AFK is now known as Vigaro
L639[10:04:29] <masa> http://masa.dy.fi/temp/minecraft/world_edge/
L640[10:04:54] <Mata> nice cpu
L641[10:05:06] <masa> anyone know of those are fake blocks outside there in 1.9? at least decoration stops after the world border
L642[10:05:26] <Mata> masa
L643[10:05:31] <Mata> every block outside of the border
L644[10:05:33] <Mata> is non editable
L645[10:05:36] <Mata> collision does apply
L646[10:05:52] <Mata> http://i.imgur.com/v00a7Rv.png
L647[10:06:06] <Mata> same generation cpu masa :P
L648[10:06:18] <LatvianModder> masa, you can go beyond world border and test
L649[10:06:21] <masa> well I mean, in 1.7 and below there was "visible terrain" outisde the 30M mark, but you could move through it
L650[10:06:48] <LatvianModder> just resize world border now
L651[10:06:49] <Mata> at the actual 30m mark there is another border
L652[10:06:52] <Mata> a second invisible
L653[10:06:53] <masa> LatvianModder: nope, I can tp outisde the border, but I can't actually move any further than 30M, they have capped the entity position
L654[10:06:53] <LatvianModder> set it to like 3000
L655[10:07:08] <masa> so I don't know if the block at 30M + 1 is non-colliding/fake
L656[10:07:09] <LatvianModder> but you can change world border size
L657[10:07:25] <Mata> masa the block that you are at, is less that 30m
L658[10:07:35] <Mata> the border is a few blocks in
L659[10:07:43] <Mata> therre is no 30m +1
L660[10:07:51] <Mata> i can try get there with nbt editor gimme a sec
L661[10:07:53] <masa> well the world border size doesn't matter, it won't suddenly make terrain at like 200, 2000 non-collidable
L662[10:08:03] <Mata> umm, non editable
L663[10:08:11] <LatvianModder> but I think those are fake blocks
L664[10:08:14] <masa> I'm not talking about editing
L665[10:08:24] <LatvianModder> no collision, no biome decorator
L666[10:08:25] <Mata> no you dont fall through them if you set the border closer
L667[10:08:35] <masa> but fake blocks that are not in the world... not sure how that used to work, but you can test that in 1.7
L668[10:08:43] <masa> you fall through the world at 30M + 1
L669[10:08:51] <masa> although it is visually there
L670[10:09:06] <Curle> i really want to play survival where the world border is closing in
L671[10:09:16] <LatvianModder> that would be fun
L672[10:09:17] <Mata> yes masa but in 1.8 there is a 2nd world border, one that you cant tp past/change
L673[10:09:29] <Curle> someone should make that a mod
L674[10:09:32] <Curle> :D
L675[10:09:35] <LatvianModder> why a mod?
L676[10:09:38] <LatvianModder> an adventure map
L677[10:09:43] <LatvianModder> / survival
L678[10:09:51] ⇨ Joins: Loetkolben (~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L679[10:09:58] <masa> Mata: afaik you couldn't tp beyond 30M even in 1.7, and probably earlier too
L680[10:10:03] <Curle> I was thinking gamemode
L681[10:10:13] <masa> although I think you could move tehre freely in-game though
L682[10:10:14] <LatvianModder> oh! that could be the next map. a survival, where you have to get a super expensive item before world border eats you
L683[10:10:16] <Mata> no you cant
L684[10:10:22] <Mata> you can tp to 29999999 tho
L685[10:10:24] <Curle> Notch apple?
L686[10:10:37] <Curle> Nether star?
L687[10:10:38] <LatvianModder> im talking expensive. Creative energy cell prehaps
L688[10:10:42] <Curle> Oh, god.
L689[10:10:49] <Curle> Infinity Evolved Expert
L690[10:10:54] <LatvianModder> well yeah
L691[10:10:55] <unascribed> apparently by expensive you mean unobtainable?
L692[10:11:07] <unascribed> unless you mean one of those insane modpacks with super ridiculously grindy recipes to obtain debug items
L693[10:11:08] <LatvianModder> its obtainable?
L694[10:11:20] <LatvianModder> you mean.. the most popular pack so far?
L695[10:11:21] <Curle> The infusion process itself would take 3x the time it would take for the world border to close in on you
L696[10:11:26] <unascribed> it's not obtainable in base TE
L697[10:11:27] <Curle> and there are 12 infusions
L698[10:11:45] <Curle> 12 mana pools?
L699[10:11:47] <Curle> or tanks?
L700[10:11:53] <LatvianModder> Fine. Silicio antimatter :D
L701[10:11:56] <Curle> 12 tanks x 6 mana pools
L702[10:12:01] <Curle> oh, god.
L703[10:12:11] <Curle> I haven't played silico yet but that is OP.
L704[10:12:17] <Curle> Atomic Science red matter?
L705[10:12:25] <Curle> :O
L706[10:12:34] <Curle> Someone should make Atomic Science for 1.8
L707[10:13:22] <Curle> EE dark matter
L708[10:13:27] <Curle> wait, that's easy
L709[10:13:30] <Curle> erm
L710[10:13:37] <Curle> A stack of Nether stars!
L711[10:14:00] <masa> also easy if you just make a wither skeleton farm
L712[10:14:08] <masa> even in vanilla I mean
L713[10:14:12] <Curle> :/
L714[10:14:21] <Curle> Okay,
L715[10:14:24] <unascribed> a stack of triple compressed nether stars
L716[10:14:28] <Curle> a stack of Primordial Pearls
L717[10:14:34] <Curle> ^ ^
L718[10:14:57] <unascribed> or maybe 1 octuple compressed nether star
L719[10:14:59] <masa> I have no idea what any of these other things mentioned are, except the energy cell :p
L720[10:15:04] <unascribed> and you smelt that into a nethrockium block
L721[10:15:08] <unascribed> and everyone cries
L722[10:15:21] <Curle> a stack of nethrockium blocks
L723[10:15:24] <Curle> :3
L724[10:15:32] <masa> is that a real thing?
L725[10:15:35] <unascribed> no
L726[10:15:36] <Curle> Nope
L727[10:15:38] <unascribed> I'm referencing bedrockium
L728[10:15:41] <Curle> I can make it so :D
L729[10:15:44] <masa> ok
L730[10:15:48] <unascribed> which is almost as ridiculous
L731[10:15:59] <Curle> it's simple to make that
L732[10:16:04] <Curle> Give me 10 minutes :D
L733[10:16:12] <unascribed> 43 million cobblestone
L734[10:16:30] ⇨ Joins: KanoCodex (~Giratina5@2604:180:0:368::bcd8)
L735[10:16:41] <Curle> so, 8 new Nether Star variants
L736[10:16:43] <unascribed> there have been about 14 quarries run on my server so far and nobody is even close to that
L737[10:16:59] <Curle> I feel like there should be Nethrockium tools
L738[10:17:05] <unascribed> ;_;
L739[10:17:12] <Curle> With Nether Star sticks
L740[10:17:13] <Curle> :d
L741[10:17:24] <Curle> Again, 10 minutes :D
L742[10:18:30] <unascribed> aand I just found out the cause of my lag on my server is my own mod
L743[10:18:31] <unascribed> grrr
L744[10:19:14] <unascribed> I had assumed renderItemIn2D made a display list itself, but apparently it does not
L745[10:20:38] <Curle> a stack of bedrockium barrels
L746[10:20:41] <Curle> :OO
L747[10:20:43] <unascribed> no
L748[10:20:55] ⇨ Joins: AforAnonymous (bitch2k@dyn-051-116.vix2.mmc.at)
L749[10:21:53] <Mata> now just wondering why i have 500 downloads and no points on curse
L750[10:21:53] <Mata> lol
L751[10:22:25] <LatvianModder> When did you upload your project?
L752[10:22:31] <Mata> last week
L753[10:22:41] <unascribed> uh-huh
L754[10:22:46] <unascribed> the curse reward terms gives me a 403
L755[10:22:47] <LatvianModder> yeah, you wont get points for a month now
L756[10:23:00] <Mata> what??
L757[10:23:14] <LatvianModder> you only get points for previous month's downloads
L758[10:23:19] <Mata> owwwww
L759[10:23:33] <LatvianModder> you could get 1M downloads / day. You'd still get points next month :P
L760[10:23:34] <Mata> you get a month instead of just when you get the right amount?
L761[10:23:38] <Mata> i get ya
L762[10:23:44] <LatvianModder> Or at leasts, thats what ive observed
L763[10:24:14] <LatvianModder> noone has released the CP formula :D
L764[10:24:58] <Mata> i talked to myrathi and he could'nt even explain
L765[10:25:22] <LatvianModder> he still exists? havent heard of him for years.. o_O
L766[10:25:41] <Mata> yeah, he's on the ftb ts kinda regular at least every time i've popped on i've seem him
L767[10:25:49] <Mata> im not too regular on there xD
L768[10:26:20] <LatvianModder> I dont hang out much with FTB despite being part of em :P
L769[10:26:44] <Mata> meh the ts community kinda gone downhill since the whole ts is there just for 1 channel now
L770[10:26:48] <Mata> not calling any names
L771[10:26:56] <Mata> :P
L772[10:27:37] ⇨ Joins: Brokkoli (~Brokkoli@p5B23CBD5.dip0.t-ipconnect.de)
L773[10:33:58] ⇦ Quits: armctec (~Thunderbi@186.204.129.28) (Quit: armctec)
L774[10:34:24] <Curle> hmm
L775[10:34:38] <Curle> curseforge account problems strike again
L776[10:34:54] <Curle> i try to log in, it gives me this bogus account
L777[10:35:04] <Curle> but my other computer logs in fine
L778[10:35:07] <Curle> O_o
L779[10:37:27] <Curle> i try to log into: The_Curle
L780[10:37:40] <Curle> i log into: SuccessKidVsBadLuckBrian (??)
L781[10:37:45] <Mata> LOL
L782[10:37:49] <Curle> wtf does that even mean
L783[10:38:09] <Curle> i only made one account xD
L784[10:38:27] <Mata> lol maybe probs with sessions?
L785[10:38:32] <Mata> try edit something on his account
L786[10:38:49] <Curle> i cant
L787[10:38:51] <Curle> no permissions
L788[10:38:55] <Curle> to do anything
L789[10:38:59] <unascribed> might be the difference between a curseforge account and a minecraft curseforge account
L790[10:39:15] <Curle> make a new project, upload files, make a comment
L791[10:39:18] <Curle> cant do anything
L792[10:39:22] <MattDahEpic> maybe report at #curseforge ?
L793[10:39:25] <Curle> support cant help either
L794[10:39:56] <Curle> unascribed, i only made one account
L795[10:40:22] <Curle> this is why i dont use curse
L796[10:40:29] <Curle> and the launcher is glitchy as shit
L797[10:40:59] <Mata> lol
L798[10:41:03] <Mata> but it is handy af
L799[10:41:16] <Mata> being able to install mods into a modpack with1 button
L800[10:41:24] <Mata> and distrobuting and downloading that modpack 1 button
L801[10:41:44] <Curle> and crashing windows with 1 button
L802[10:41:55] <Curle> inb4 why are you using windows
L803[10:42:04] <Mata> yeah use mac
L804[10:42:08] <Mata> its what all the cool kids use
L805[10:42:11] <Curle> maybe i want to see outside
L806[10:42:33] *** amadornes[AFK] is now known as amadornes
L807[10:43:28] <unascribed> why use windows when you can leave through the door
L808[10:44:03] <gigaherz> because windows works, and through the door is outside, and fuck outside
L809[10:44:08] <gigaherz> ;P
L810[10:45:13] <Josephur> hmm
L811[10:45:33] <Josephur> I tried to update Agrarian Skies 2 mods on my server to fix some issues.. crashes client now :(
L812[10:45:53] <Josephur> but either I'm tired, or the error is something odd.. I don't see it pointing to a mod but FML itself :/
L813[10:45:56] <Mata> Kappa such trolly very wow http://i.imgur.com/mpeGwDJ.png
L814[10:46:13] <Josephur> Anyone have a sec? http://pastebin.com/csEN1JT5
L815[10:46:40] <LatvianModder> wow mata.
L816[10:46:43] <unascribed> you installed a 1.8 mod on a 1.7 pack
L817[10:46:51] <Mata> danget you are fast unascribed
L818[10:46:57] <Josephur> unascribed: thanks
L819[10:47:03] <Josephur> does it say which one ?
L820[10:47:23] <unascribed> no, but it's a coremod
L821[10:47:28] <Josephur> I'm looking but my eyes are failing :D
L822[10:47:31] <Curle> dont use coremods xD
L823[10:47:31] <LatvianModder> probably CC
L824[10:47:34] <Mata> maybe code chicken core
L825[10:47:41] <Curle> ChickenBones Core?
L826[10:47:42] <Mata> lol all at the same time
L827[10:47:54] <Josephur> lemme check that
L828[10:48:05] <Curle> downloadmorewam.com
L829[10:48:06] <unascribed> the basic explanation is they renamed the FML package in 1.8 from c.pw/mods/fml (without the dot) to net/minecraftforge/fml
L830[10:48:10] <Curle> more dedidated wams
L831[10:48:14] <Josephur> CodeChickenLib-1.7.10-1.1.3.140-universal.jar
L832[10:48:15] <unascribed> so if you ever see net/minecraftforge/fml in an error in a 1.7 pack
L833[10:48:18] <Lordmau5> dedodated*
L834[10:48:36] <Curle> shh
L835[10:48:36] <Josephur> CodeChickenCore-1.7.10-1.0.7.47-universal.jar
L836[10:48:40] <Mata> Lordmau5, o/
L837[10:48:43] <Lordmau5> \o
L838[10:48:44] <Josephur> they seem ok
L839[10:48:57] <unascribed> send a `dir` / `ls -l` of your mods directory
L840[10:49:11] <unascribed> and/or some other directory listing of some description
L841[10:49:20] <Mata> Dalthow o/
L842[10:49:21] <Mata> :P
L843[10:49:21] <Curle> or a screenshot
L844[10:49:21] <Curle> :P
L845[10:49:30] <unascribed> screenshots of file managers are bleh
L846[10:49:36] <LatvianModder> Curle: WTF was that
L847[10:49:37] <LatvianModder> :D
L848[10:49:38] <Josephur> I'll pastebin
L849[10:49:41] <Curle> shh now bby
L850[10:49:49] <LatvianModder> WAAAM
L851[10:49:50] <Curle> it's going to be okay
L852[10:49:52] ⇦ Quits: xanderio (~xanderio@p5b21fd77.dip0.t-ipconnect.de) (Ping timeout: 207 seconds)
L853[10:49:55] <unascribed> ls -l > modlist
L854[10:50:03] <unascribed> scp modlist myserver:~/public_html/modlist.txt
L855[10:50:08] <unascribed> rm modlist
L856[10:50:16] <Josephur> http://pastebin.com/pQcF8ECQ
L857[10:50:22] <Curle> rm /dev/sda1
L858[10:50:25] <sham1> "ls -l"
L859[10:50:28] <unascribed> oh wow you actually know how to use dir
L860[10:50:29] <sham1> No
L861[10:50:31] <Josephur> dir | clip
L862[10:50:33] <unascribed> that gets points from me :P
L863[10:50:33] <Josephur> ;)
L864[10:50:40] <sham1> You should umount /dev/sda1
L865[10:50:47] ⇨ Joins: Samario (~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L866[10:50:53] <unascribed> halp my butter disappear
L867[10:51:07] <unascribed> "TConstruct-1.7.10-1.8.8.build991.jar"
L868[10:51:08] <sham1> I have to write a text
L869[10:51:08] <Josephur> I'm surprised at how many people don't know clip exists in Winblows
L870[10:51:10] <Curle> botania 1.8
L871[10:51:11] <Josephur> ahhhhh
L872[10:51:18] <sham1> To school
L873[10:51:18] <Josephur> botania is ok, it's its version number
L874[10:51:20] <unascribed> well if that isn't the most confusing goddamn filename ever
L875[10:51:20] <sham1> In swedish
L876[10:51:22] <Josephur> but Tconstruct...
L877[10:51:24] <Josephur> let me fix :D
L878[10:51:31] <unascribed> tconstruct might be right
L879[10:51:33] <unascribed> idk
L880[10:51:36] <unascribed> it's confusing as hell
L881[10:51:37] <Curle> 1.7.10
L882[10:51:38] <Josephur> I'll check it
L883[10:51:41] <Mata> danget i keep typing ls instead of dir
L884[10:51:42] <Mata> always do it
L885[10:51:48] <Curle> mcversion-major-minor
L886[10:51:49] <unascribed> install linux
L887[10:51:57] <Curle> its okay
L888[10:51:57] <Josephur> tconstruct is fine
L889[10:52:02] <unascribed> people aren't consistent with that, Curle
L890[10:52:03] ⇨ Joins: MalkContent (MalkConten@p4FDCE99A.dip0.t-ipconnect.de)
L891[10:52:17] <Curle> its what ticon uses
L892[10:52:24] <Lordmau5> http://minecraft.curseforge.com/projects/tinkers-construct/files/2264246
L893[10:52:26] <Curle> botania im not so sure
L894[10:52:27] <Lordmau5> 1.7.10-1.8.8
L895[10:52:30] <Lordmau5> for 1.7.10
L896[10:52:34] <Lordmau5> TConstruct is fine
L897[10:52:36] <Josephur> TConstruct-1.7.10-1.8.8.build991.jar
L898[10:52:37] <unascribed> did you add any custom mods to the pack?
L899[10:52:41] <Josephur> no
L900[10:52:45] <Josephur> just upgraded what Jaded had
L901[10:52:46] <Curle> see!
L902[10:52:56] <unascribed> so yes you added custom mods
L903[10:52:57] <Mata> umm
L904[10:53:01] <Mata> lol
L905[10:53:03] <Josephur> but I wouldn't rule out me nabbing a 1.8 instead of 1.7.10 on accident
L906[10:53:13] <Josephur> I'm double checking them
L907[10:53:21] <unascribed> I could write a really simple bash basically-one-liner to check this
L908[10:53:25] <unascribed> zip up the mods folder and upload it somewhere
L909[10:53:34] <Lordmau5> Botania is a 1.7.10 build as well as far as I see
L910[10:53:41] ⇦ Quits: GhostfromTexas (~GFt@cpe-97-99-171-244.tx.res.rr.com) (Ping timeout: 195 seconds)
L911[10:53:52] ⇨ Joins: GhostfromTexas (~GFt@cpe-97-99-171-244.tx.res.rr.com)
L912[10:54:00] <Curle> y6ea
L913[10:54:02] <Curle> yea*
L914[10:54:10] <Curle> cant see any 1.8 releases O_O
L915[10:54:13] <unascribed> people should start their mod versioning at 0.x
L916[10:54:17] <unascribed> and then skip 1.x entirely
L917[10:54:20] <Josephur> it's uploading
L918[10:54:21] <unascribed> to avoid this confusion
L919[10:54:37] <Curle> what's in the 1.7.10 folder?
L920[10:54:44] <Lordmau5> 1.9 mods
L921[10:54:50] <Curle> :O
L922[10:54:51] <Lordmau5> ayyy /o/
L923[10:54:53] <sham1> People should just have rolling releases
L924[10:54:55] <Sollux-Captor> does forge 1.8 not have IIcon? im looking under net.minecraft.util and i am not seeing it
L925[10:55:00] <unascribed> no
L926[10:55:00] <sham1> Screw version numbers
L927[10:55:02] <sham1> No
L928[10:55:02] <unascribed> everything is models
L929[10:55:04] <Curle> sollux: we use josns now
L930[10:55:05] <sham1> Well
L931[10:55:07] <unascribed> you will accept models into YOUR VERY BEING
L932[10:55:07] <Curle> jsons*
L933[10:55:09] <Josephur> 1.7.10 contains: Baubles-1.7.10-1.0.1.10.jar CodeChickenLib-1.7.10-1.1.3.140-universal.jar commons-codec-1.9.jar commons-compress-1.8.1.jar
L934[10:55:09] <Lordmau5> IIcon is gone, Sollux-Captor
L935[10:55:10] <sham1> It does sort of
L936[10:55:17] <Sollux-Captor> i see
L937[10:55:26] <sham1> But you have to define your models in JSON or OBJ
L938[10:55:27] <Lordmau5> rendering changed... again :P
L939[10:55:29] <sham1> Or B3D
L940[10:55:34] <unascribed> or some custom format
L941[10:55:35] <unascribed> doesn't matter
L942[10:55:38] <unascribed> it gets baked all the same
L943[10:55:47] <Lordmau5> save them as a .obj file, rename them into .sollux and load them
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L945[10:55:49] <Lordmau5> that works, right? Kappa
L946[10:55:50] <sham1> I want some cake now
L947[10:55:51] <unascribed> lol
L948[10:55:51] <Josephur> https://drive.google.com/file/d/0BwSrQcQz1CscY0NtdGx1TTM2WHc/view?usp=sharing
L949[10:55:54] <Josephur> That's the entire mods folder
L950[10:56:33] <Josephur> one of these has to accidentally be a 1.8 mod or something :/
L951[10:56:54] <Josephur> when your downloading so many mods its so easy to click the wrong thing downloading from Curse :/
L952[10:57:06] <Mata> thats why you should use the launcher
L953[10:57:06] <Mata> :P
L954[10:57:30] <Curle> rip
L955[10:57:40] <Josephur> Mata: I'm trying to manually udpate Agrarian Skies 2 to latest mods to try and solve issues on a large AG2 server.
L956[10:57:42] <Curle> if i leave the launcher idle for 3 seconds then click it
L957[10:57:45] <Curle> it crashes windows
L958[10:57:56] <Josephur> Mata: or maybe that wasn't meant for me ;)
L959[10:59:11] <Josephur> Surely it wouldn't have anything to do with me upgrading the forge she used to the latest 1.7.10 forge?
L960[10:59:14] <unascribed> spaces in filenames are the bane of my existence
L961[10:59:37] ⇦ Quits: MoxieGrrl_ (~MoxieGrrl@173-23-172-139.client.mchsi.com) (Read error: Connection reset by peer)
L962[11:00:01] <Curle> non-unicode characters
L963[11:00:05] <Curle> ughhh...
L964[11:00:36] * Josephur looks at the logs folder
L965[11:01:43] <Curle> I keep forgetting, in Java, = means the right is allocated to the left, doesn't it?
L966[11:01:58] <unascribed> a = b
L967[11:02:01] <unascribed> a is now the same as b
L968[11:02:03] * Mata has got a instance running with all most updated as2 mods
L969[11:02:16] <Curle> yea
L970[11:02:21] <Josephur> Mata: can you do a dir ?
L971[11:02:28] <Curle> i have an internal string and a parameter
L972[11:02:33] <Josephur> something isn't matching on mine
L973[11:02:39] <Josephur> I just updated them all as of today
L974[11:02:45] <Curle> i want the parameter to define the string
L975[11:02:51] <Josephur> the crash log doesn't point to a specific mod either :/
L976[11:03:32] <Josephur> aha I may have found it!
L977[11:03:36] <Josephur> it might be Inventory Tweaks
L978[11:03:44] <Josephur> I think I may have 1.8'd that one
L979[11:03:49] <masa> Josephur: hardcoremapreset
L980[11:03:54] <masa> from what I can see
L981[11:04:01] <masa> 2.1.3 is for 1.8.9
L982[11:04:20] <Josephur> thanks I'll check that one too
L983[11:04:23] <Mata> Josephur, while you are busy get Difficulty Locker, it will come in handy if you want to screw yourself over :P
L984[11:04:34] <Mata> *shameless self promotion*
L985[11:04:34] <Mata> :P
L986[11:04:41] <unascribed> whatever PackGuard is doesn't have an mcmod.info...?
L987[11:05:08] <Josephur> Yup I fucked that one up too
L988[11:05:24] <Josephur> PackGuard is something I don't know much of, I had to look it up myself
L989[11:05:33] <Josephur> I did not update it though
L990[11:05:41] <Josephur> let me try after eliminating both of those 1.8 mods
L991[11:08:01] <Josephur> uh oh had to update AE2 to rv3 now it's really not happy LOL
L992[11:08:42] <Josephur> UCE RedstoneArsenal{1.7.10R1.1.3B1} [Redstone Arsenal] (RedstoneArsenal-[1.7.10]1.1.3B1-93.jar)
L993[11:08:43] <Josephur> hmm
L994[11:09:04] <Josephur> cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: cofh/redstonearsenal/item/tool/ItemWrenchRF
L995[11:09:22] ⇨ Joins: sinkillerj (~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
L996[11:09:45] <Josephur> trying another version :)
L997[11:10:12] <Meller> dont you need to update cofhcore and lib for Ae rv 3?
L998[11:10:29] <Josephur> I believe I have Meller
L999[11:10:44] ⇦ Quits: Loetkolben (~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over and Out!)
L1000[11:10:50] <Josephur> AE no longer seems to be complaining
L1001[11:10:57] <masa> ugh, don't go updating mods to alpha versions unless you REALLY know what you are doing...
L1002[11:10:59] <unascribed> I give up, even after writing this unholy mess it's not finding the mod (which was InvTweaks)
L1003[11:11:01] <unascribed> for jar in /home/aesen/Josephur/mods/*.jar; do cd /home/aesen/Josephur/mods/unpacked; unzip "$jar" mcmod.info; if [[ "`jq -r '.[0].mcversion' mcmod.info`" =~ "1\\.8.?.?" ]]; then echo $jar; sleep 10; fi; rm mcmod.info; done
L1004[11:11:12] <masa> you are MUCH more likely to break everything
L1005[11:11:20] <Josephur> unascribed: I think I have it now, but I shall save that :)
L1006[11:11:22] <unascribed> yeah, especially AE alphas...
L1007[11:11:24] <Josephur> It's alive!!!!
L1008[11:11:26] <Josephur> :)
L1009[11:11:28] <unascribed> AE alphas don't have compatible API
L1010[11:11:59] <unascribed> anyway, back to syncing attackedAtYaw and precise item locations
L1011[11:12:01] <masa> unascribed: you are assuming everyone actually has a proper mcmod.info? :D
L1012[11:12:08] <unascribed> well
L1013[11:12:12] <Josephur> yeah I think about 16 of these mods don't have mcmod.info files
L1014[11:12:13] <unascribed> jq was returning null for like half of them
L1015[11:12:13] <unascribed> so no
L1016[11:12:16] <Josephur> but still that is helpful
L1017[11:12:40] <sham1> Yes
L1018[11:12:42] <unascribed> except it doesn't even work
L1019[11:12:43] <unascribed> don't save it
L1020[11:12:46] <sham1> Everyone has a proper mcmod.info
L1021[11:12:49] <Josephur> lol
L1022[11:13:03] <unascribed> and it requires jq
L1023[11:13:08] <Josephur> here is the real question
L1024[11:13:11] <Josephur> have I broken the questbook
L1025[11:13:14] <unascribed> yes
L1026[11:13:17] <Josephur> At least I know how to edit any broken quests
L1027[11:13:19] <sham1> Ruby looks interesting
L1028[11:13:42] ⇦ Quits: GhostfromTexas (~GFt@cpe-97-99-171-244.tx.res.rr.com) (Ping timeout: 198 seconds)
L1029[11:15:07] <Josephur> thansk guys :)
L1030[11:15:10] <Josephur> err thanks
L1031[11:16:04] <Mata> http://minecraft.curseforge.com/forums/general/general-discussion/9659-idea-for-curseforge :P
L1032[11:16:12] ⇨ Joins: JamEngulfer (~JamEngulf@host86-156-96-101.range86-156.btcentralplus.com)
L1033[11:16:30] ⇨ Joins: GhostfromTexas (~GFt@136.0.2.244)
L1034[11:17:42] <JamEngulfer> How would I go about initializing an NBTTagCompound?
L1035[11:17:49] <unascribed> new NBTTagCompound()
L1036[11:17:51] <JamEngulfer> For my item
L1037[11:17:53] <gigaherz> you just instantiate one
L1038[11:18:09] <unascribed> if (!itemstack.hasTagCompound()) itemstack.setTagCompound(new NBTTagCompound());
L1039[11:18:11] <JamEngulfer> Because currently, when I try and read a value from it, I get an exception and a crash. Specifically, a NPE
L1040[11:18:12] <unascribed> then use getTagCompound
L1041[11:18:26] ⇦ Quits: JamEngulfer (~JamEngulf@host86-156-96-101.range86-156.btcentralplus.com) (Read error: Connection reset by peer)
L1042[11:18:29] <gigaherz> I jsut do like
L1043[11:18:45] <gigaherz> NBTTagCompound tag = stack.getTagCompound();
L1044[11:19:10] <diesieben07> there is a method that does all this...
L1045[11:19:12] <gigaherz> if(tag == null) { tag = new NBTTagCompound(); stack.setTagCompound(tag); }
L1046[11:19:37] <diesieben07> stack.getSubCompound
L1047[11:19:56] ⇦ Quits: GhostfromTexas (~GFt@136.0.2.244) (Ping timeout: 195 seconds)
L1048[11:20:18] <Lordmau5> getSubCompound?
L1049[11:20:22] <diesieben07> yes.
L1050[11:20:28] <Lordmau5> that's on itemstacks?
L1051[11:20:30] <diesieben07> yes.
L1052[11:20:37] <Lordmau5> never heard of that / used that O_o
L1053[11:20:38] *** kirby|gone is now known as mrkirby153
L1054[11:20:45] <diesieben07> it's new since 1.8
L1055[11:20:49] <Lordmau5> ah, figured
L1056[11:21:20] <Lordmau5> and since I haven't worked with itemstacks in 1.8 yet, that's why I haven't heard of it :D
L1057[11:21:34] <Curle> o/ die
L1058[11:21:41] <Curle> i believe it's worked
L1059[11:21:44] <diesieben07> lol
L1060[11:22:58] ⇦ Quits: MonkeyTyrant (~MonkeyTyr@stjhnbsu1kw-047055176111.dhcp-dynamic.FibreOp.nb.bellaliant.net) (Quit: Leaving)
L1061[11:23:30] ⇨ Joins: JamEngulfer (~JamEngulf@host86-156-96-101.range86-156.btcentralplus.com)
L1062[11:23:58] <JamEngulfer> Oh my god, that ‘you must have your nick registered’ is so annoying
L1063[11:24:42] <JamEngulfer> For some reason, my client takes its sweet time identifying my account, so I get put into #RegisterYourNameMoron every time
L1064[11:25:00] <JamEngulfer> Then for some unknown reason, I’m unable to rejoin this room for ages
L1065[11:25:34] *** JamEngulfer is now known as JamEngulfer221
L1066[11:25:42] ⇨ Joins: GhostfromTexas (~GFt@cpe-97-99-171-244.tx.res.rr.com)
L1067[11:25:44] *** JamEngulfer221 is now known as JamEngulfer
L1068[11:25:50] <gigaherz> JamEngulfer: get a client that supports SASL
L1069[11:26:28] <gigaherz> SASL lets the client authenticate during the connection process so by the time autojoin happens, you are already registered
L1070[11:26:51] <JamEngulfer> I do
L1071[11:26:53] ⇨ Joins: Admiral_Damage (~Admiral_D@162.152.199.146.dyn.plus.net)
L1072[11:26:57] <JamEngulfer> It just doesn’t
L1073[11:27:10] <gigaherz> then it's not using SASL correctly
L1074[11:27:50] <gigaherz> because for me it says "you are now identified" BEFORE sending the MOTD and stuff
L1075[11:28:20] <JamEngulfer> Yeah, same
L1076[11:29:15] <JamEngulfer> I think it’s because it keeps refusing to remember my credentials ever since I changed my nick
L1077[11:29:34] <JamEngulfer> So it asks me for my password every time :/
L1078[11:29:51] <Curle> Can anyone see the site at http://anter-gerang.org ?
L1079[11:30:00] <JamEngulfer> yes
L1080[11:30:29] <Curle> I'm working on it with diesieben
L1081[11:30:33] <Curle> and he can't see it :/
L1082[11:31:07] ⇦ Quits: Elucent (~elucent__@d47-69-239-56.col.wideopenwest.com) (Ping timeout: 190 seconds)
L1083[11:31:08] <shadowfacts> yes, Curle
L1084[11:31:34] <Josephur> Curl: DNS issue?
L1085[11:31:35] <shadowfacts> though the A image part of the isn't on the about and contact pages
L1086[11:31:38] <Curle> not self-promotion, legit problems :(
L1087[11:31:50] <Josephur> have em nslookup :D
L1088[11:31:57] <Curle> I've removed the "about" and "contact" pages..
L1089[11:32:19] <Josephur> I still see them.
L1090[11:32:30] <Curle> The files don't exist...
L1091[11:32:38] <Curle> ugh
L1092[11:32:48] <Josephur> Are you using some kind of cache plugin on top of the platform you're using ?
L1093[11:33:05] <Josephur> Like those cache plugins for speeding up WordPress instances?
L1094[11:33:15] <Curle> nope
L1095[11:33:53] <Josephur> I would use WordPress instead of Zyro ;)
L1096[11:34:45] <Curle> i can just add snippets of code with zyro
L1097[11:34:45] <Josephur> But I suppose your stuck with that if your using free webhosting eh
L1098[11:34:58] <Curle> its selfhosted
L1099[11:35:06] ⇦ Quits: JamEngulfer (~JamEngulf@host86-156-96-101.range86-156.btcentralplus.com) (Quit: JamEngulfer)
L1100[11:35:34] <Curle> yes, free, but I have 100% control
L1101[11:35:44] <Curle> and unlimited bandwidth/disk usage
L1102[11:35:52] <Curle> (i can always add another drive :D)
L1103[11:36:13] <Josephur> Well complete control rarely comes with free :D
L1104[11:36:20] <Josephur> Restart Apache and see if your page issue still exists :P
L1105[11:36:20] <Josephur> hehe
L1106[11:36:21] *** cpw is now known as cpw|out
L1107[11:38:08] <Curle> it's one person and everything else works
L1108[11:38:14] <Curle> so i assume its just his side
L1109[11:38:49] <Curle> okay, it updated
L1110[11:39:04] <Curle> just need to add the actual tutorial
L1111[11:39:20] <Curle> what front-end language do you guys recommend?
L1112[11:39:37] <shadowfacts> what'd you mean?
L1113[11:39:44] <Josephur> Yeah not sure what you mean.
L1114[11:39:58] <Curle> might be getting my words mixed up
L1115[11:40:04] <Curle> alt to html
L1116[11:40:15] <diesieben07> you cannot make a webpage without html
L1117[11:40:23] <shadowfacts> you can use a server side templating system that renders to html
L1118[11:40:24] <Curle> you know what i mean!
L1119[11:40:28] <shadowfacts> e.g. jekyll
L1120[11:40:30] <diesieben07> no i do not :d
L1121[11:40:35] <fry> scala + react is nice.
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L1123[11:40:38] <Josephur> If you're meaning server side language that handles your content system.. PHP :P
L1124[11:40:42] <shadowfacts> jekyll is good
L1125[11:40:47] <shadowfacts> eww, php
L1126[11:40:49] *** Vigaro|AFK is now known as Vigaro
L1127[11:40:56] <diesieben07> that is all backend
L1128[11:40:57] <diesieben07> not front end
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L1130[11:41:08] <Josephur> Well I didn't understand his question :D
L1131[11:41:09] <Josephur> hehehe
L1132[11:41:14] <JamEngulfer> Hmm
L1133[11:41:19] <JamEngulfer> Eyyy, I fixed my IRC
L1134[11:41:30] <Curle> something with more control over stuff than html
L1135[11:41:40] <diesieben07> define "stuff"
L1136[11:41:48] <Curle> everything?
L1137[11:41:48] <Curle> xD
L1138[11:41:57] <diesieben07> all the browser speaks is html + css + javascript
L1139[11:42:02] <diesieben07> you cannot give it anything else if you want a website
L1140[11:42:03] <Josephur> See I still don't understand it :D
L1141[11:42:04] <Josephur> hehehe
L1142[11:42:15] <Curle> c'mon, you're the one that complained about html diesie xD
L1143[11:42:15] <diesieben07> how you produce those 3 things does not matter, but that is what needs to come out in the end
L1144[11:42:17] <Josephur> Curle: Are you talking about a content management system ?
L1145[11:42:19] <diesieben07> wat
L1146[11:42:21] <diesieben07> no i did not
L1147[11:42:27] <JamEngulfer> I see what you mean
L1148[11:42:32] <fry> again, scala.js + react are nice.
L1149[11:42:38] <Admiral_Damage> Hey everyone, I'm having trouble animating armor in 1.8... Using a custom ModelBiped (size redefined), can't get the model animated properly.
L1150[11:42:52] <JamEngulfer> Curle: There are many many solutions for what you’re looking for
L1151[11:42:53] <Rogue_> mfw NoClassDefFoundError when classes are in the jar
L1152[11:42:55] <Rogue_> fuuu loader
L1153[11:42:57] <Josephur> Admiral_Damage: Have you tried putting a donk on it?
L1154[11:43:21] <JamEngulfer> PHP, Node.js, Django etc
L1155[11:43:42] <Josephur> Sorry I'm joking https://youtu.be/ckMvj1piK58?t=50
L1156[11:43:43] <Josephur> :)
L1157[11:44:09] <JamEngulfer> Then you have serverside control of what page you’re serving to the visitor
L1158[11:44:12] <Admiral_Damage> Crocodile Dundee came to mind...
L1159[11:44:22] <Josephur> lol yeah :D
L1160[11:44:28] <Josephur> the "other" Donk
L1161[11:44:43] <Admiral_Damage> Erm, the .setModelAttributes method... I need to pull the default characteristics for model behaviour from the game, that's managed by a null flag though..
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L1163[11:45:28] <JamEngulfer> Anyway, I’m getting a NPE when I’m trying to access an NBT tag. How would I go about initializing something like an int if I’m storing coordinates?
L1164[11:45:48] <JamEngulfer> I can’t just use 0, so how would I represent no value being held?
L1165[11:46:12] <fry> don't use an int
L1166[11:46:27] <JamEngulfer> Actually, I guess I could use a boolean to store whether the ints have been set
L1167[11:46:35] <JamEngulfer> Oh yeah, I should use floats, right?
L1168[11:46:51] <Josephur> Well the default for a float is 0.0f
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L1170[11:48:07] <unascribed> you're getting an NPE because the item has no tag
L1171[11:48:15] <unascribed> you need to set one if it's not present
L1172[11:48:24] <JamEngulfer> Ah, I just realised where I went wrong
L1173[11:48:35] <JamEngulfer> I was using an item I created before I changed the code
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L1175[11:48:58] <Enerccio> I am trying to add recipe but it ignores the item count in item stacks
L1176[11:49:22] <Enerccio> http://pastebin.com/RzLMJd8X
L1177[11:49:54] <unascribed> because that's not how recipes work
L1178[11:50:01] <unascribed> you can set the amount for the output
L1179[11:50:02] <unascribed> but not the input
L1180[11:50:21] <Curle> okay, live markdown to html here I come! :D
L1181[11:50:24] <unascribed> if you don't like that you need a layered recipe or a custom crafting station
L1182[11:50:27] <Enerccio> oh? that is a bummer...
L1183[11:50:42] <Enerccio> hmm let me check that
L1184[11:50:50] <Admiral_Damage> model.setModelAttributes(m) m being the model derived, I don't know how to grab m for say, DiamondArmor, any ideas?
L1185[11:51:09] <Admiral_Damage> model being my model within my armor class
L1186[11:51:18] <JamEngulfer> Actually, wait. How do I initialize the NBTTagCompound for my item then? You used to be able to do itemstack.stackTagCompound = new NBTTagCompound(), but now it’s behind a getter, you can’t do that
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L1188[11:51:33] <sham1> setter
L1189[11:51:43] <sham1> or subTag
L1190[11:51:52] <Peterzen> Ey guys, are there any decent video series on forge modding?
L1191[11:52:02] <Enerccio> where can I find more advanced info?
L1192[11:52:24] <Josephur> Peterzen: I can give you the one I followed in the beginning, one sec.
L1193[11:52:25] <sham1> Peterzen, what do you mean by "video series on forge modding"
L1194[11:52:36] <sham1> Video tutorials?
L1195[11:52:41] <unascribed> if the video series tells you to register items with their unlocalized name do not listen
L1196[11:52:51] <unascribed> unlocalized names are not item names
L1197[11:52:59] <unascribed> name ids?
L1198[11:53:01] <unascribed> whatever
L1199[11:53:01] <sham1> They can be
L1200[11:53:02] <unascribed> point is
L1201[11:53:05] <JamEngulfer> sham1: Oh of course. That was dumb of me. I didn’t notice stack.setTagCompound()
L1202[11:53:06] <unascribed> unlocalized names are for localization
L1203[11:53:06] <sham1> But not always
L1204[11:53:14] <Josephur> https://www.youtube.com/watch?v=tx_78_6pK-g
L1205[11:53:15] <Peterzen> any kind of video tutorials or not so much tutorials but examples/explanations of mechanics concerning minecraft/forge modding
L1206[11:53:25] <Josephur> Don't know how great it is, but it got me started, I didn't finish it :D
L1207[11:53:28] <Josephur> I moved on
L1208[11:53:30] <sham1> You could always ask here for info...
L1209[11:53:33] <JamEngulfer> God NBT is a pain
L1210[11:53:42] <masa> why?
L1211[11:53:44] <sham1> Nah
L1212[11:53:46] <masa> NBT is love
L1213[11:53:49] <Peterzen> alright, thanks Josephur will check it out
L1214[11:53:50] <JamEngulfer> I mean, I get it
L1215[11:53:55] <JamEngulfer> But it’s a little fiddly
L1216[11:54:17] <Curle> Pahimar's Let's Mod series is always good
L1217[11:54:18] <Enerccio> I dont get what is the point of this wiki page -_- http://www.minecraftforge.net/wiki/Minecraft_Forge
L1218[11:54:19] <JamEngulfer> JavaScript is just <3 for easily making/reading data structures
L1219[11:54:27] <Curle> Wuppy did an epic series with theOrange
L1220[11:54:27] <masa> eugh
L1221[11:54:31] <Enerccio> I mean why is it linked as "api"
L1222[11:54:33] <masa> js is terrible
L1223[11:54:33] <unascribed> that entire wiki has no point, don't read it
L1224[11:54:42] <unascribed> go to readthedocs instead
L1225[11:54:52] <Enerccio> ok
L1226[11:54:56] <Curle> I'm working with Diesieben to make a concise tutorial series on my site
L1227[11:54:58] <Enerccio> thanks
L1228[11:54:59] <sham1> Javascript is decent
L1229[11:55:06] <sham1> As long as I am not forced to use jQuery
L1230[11:55:08] <unascribed> there's a link to the RTD in the topic
L1231[11:55:21] <Josephur> I like jQuery :/
L1232[11:55:21] <JamEngulfer> JQuery is also great
L1233[11:55:26] <Curle> readthedocs != tutorials
L1234[11:55:27] <sham1> It is bloat
L1235[11:55:28] <unascribed> sham1, just use VanillaJS™ http://vanilla-js.com/
L1236[11:55:54] <sham1> VanillaJS is the best plugin to javascript I have ever seen
L1237[11:55:58] <Peterzen> vanilla-js best framework
L1238[11:56:03] <sham1> Especially the version for ECMAScript 6
L1239[11:56:19] <fry> people who don't like jquery don't remember the days before it.
L1240[11:56:32] <sham1> I have heard horror stories
L1241[11:56:34] <unascribed> if you don't feel like supporting ancient versions of IE
L1242[11:56:41] <unascribed> then you don't need jquery, modern JS is surprisingly nice
L1243[11:56:56] <unascribed> but if you need to support all the things jquery is definitely neccessary to smooth over all the quirks in older browsers
L1244[11:57:14] <sham1> But I rather not fall into things that can be exatirated like this: http://needsmorejquery.com/
L1245[11:57:54] <sham1> That picture, fake or not, illustrates some of the reasons I don't like stuff like jQuery, Boost or Apache Commons
L1246[11:58:00] <Josephur> sham1: lol @ that site
L1247[11:58:30] <JamEngulfer> sham1: That is amazing
L1248[11:58:39] <JamEngulfer> Yeah, unfortunately true on SO
L1249[11:58:45] <sham1> Yeah
L1250[11:58:51] <fry> ...comparing jquery to boost
L1251[11:59:01] * fry will leave now
L1252[11:59:04] <unascribed> jquery *is* quite large
L1253[11:59:08] <unascribed> not quite to the degree of boost
L1254[11:59:09] <unascribed> but still
L1255[11:59:13] <sham1> Boost is nice, yes
L1256[11:59:26] <sham1> But I'd rather just use the standard library thankyouverymuch
L1257[11:59:51] <sham1> Because I like my compile times to be few seconds at most
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L1259[12:00:09] <masa> I have a hate-hate relationship with boost
L1260[12:00:10] <Josephur> Former first lady Nancy Reagan dies at age 94.
L1261[12:00:15] <sham1> Yeah
L1262[12:00:16] <fry> for lolz, look at the source of http://needsmorejquery.com/ :P
L1263[12:00:18] <masa> frickin 100 MB of source or so
L1264[12:00:28] <masa> that is BS on a Gentoo especially :p
L1265[12:00:37] <Josephur> lol fry
L1266[12:00:43] <unascribed> lol it uses jquery to add the image to the page
L1267[12:00:54] <sham1> Irony at its finest
L1268[12:01:09] <Josephur> and it's jquery is pretty funny too
L1269[12:01:21] <Josephur> $.get('ssRUr' + polish.number(2).number(4).add().number(2).pow().number() + '.txt',
L1270[12:01:30] <fry> it uses jquery to add numbers.
L1271[12:01:42] <sham1> Although that can be done with normal Javascript easily as long as you do not need to support IE6 or whatever
L1272[12:01:45] <Josephur> hahaha
L1273[12:01:50] <sham1> The image stuff that is
L1274[12:02:10] <sham1> I like me some $(".selectors")
L1275[12:02:15] <sham1> But seriously
L1276[12:03:16] <sham1> And as far as the Java equivelent of jQuery goes
L1277[12:03:17] <sham1> Meh
L1278[12:03:24] <sham1> I can stand Apache commons
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L1280[12:03:52] <sham1> But answers like this have to die
L1281[12:03:52] <sham1> http://stackoverflow.com/a/13174951
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L1283[12:05:00] <sham1> Because it does not tell you how the serialization to byte array works
L1284[12:05:12] <sham1> It just gives you this black box that does it for you without explaining it
L1285[12:05:34] <sham1> Also, I am a bit of a NIH
L1286[12:06:01] <Josephur> is Mr Crayfish's model app pretty much what most people use ?
L1287[12:06:22] <sham1> I just write the JSONs by-hand and reload until I get the resault I want
L1288[12:06:28] <unascribed> I did that once
L1289[12:06:30] <Josephur> ick :D
L1290[12:06:30] <unascribed> never again
L1291[12:06:40] <williewillus> yeah
L1292[12:06:42] <sham1> I think it is refreshing once in a while
L1293[12:06:43] <unascribed> it was also during some horrible snapshot where F3+T leaked memory like hell
L1294[12:06:44] <williewillus> crayfish + manual
L1295[12:06:52] <williewillus> unascribed: some mods still do that
L1296[12:06:56] <Josephur> refreshing.. you like torture don't you? :D
L1297[12:07:01] <williewillus> because they generate their models and don't clear the cache when reloading -.-
L1298[12:07:04] <sham1> once in a while being the keyword
L1299[12:07:08] <unascribed> this was vanilla, I was making a resource pack for someone
L1300[12:07:29] <unascribed> "halp i dont understand how boxes work"
L1301[12:07:31] <unascribed> "here"
L1302[12:07:59] <sham1> I wish there was a part in the model JSONs where you could specify all four vertices of the quad
L1303[12:08:03] <unascribed> I'm probably missing something extremely obvious
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L1305[12:08:14] <sham1> So I could make triangles without learning how to model
L1306[12:08:15] <unascribed> but how do you flag your mod as runtime reconfigurable
L1307[12:08:38] <williewillus> more than just flagging
L1308[12:08:48] <williewillus> theres a couple classes you have to make I think
L1309[12:08:53] <unascribed> well not doing that
L1310[12:08:56] <unascribed> this is a tiny tweaks mod
L1311[12:08:58] <unascribed> not going to bother
L1312[12:09:21] <unascribed> I even went to the trouble of not caching the config values :L
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L1321[12:23:02] <Arctic_Wolfy> Okay, so I'm having trouble with ray tracing in that the server and client are getting different results...
L1322[12:23:08] <williewillus> 1.7?
L1323[12:23:16] <Arctic_Wolfy> Yes.
L1324[12:23:16] <williewillus> 1.8 fixed that :P
L1325[12:23:27] <Arctic_Wolfy> Oi...
L1326[12:23:42] <Arctic_Wolfy> So how can I fix this?
L1327[12:23:55] <sham1> By updating :P
L1328[12:24:01] <williewillus> i'll let someone more educated answer since I actually don't know :P
L1329[12:24:07] <williewillus> only knew the issue not the fix
L1330[12:24:14] <unascribed> well, attackedAtYaw is now syncing with my mod... it's honestly kind of weird since it's different
L1331[12:24:27] <Arctic_Wolfy> Any other options?
L1332[12:24:43] <Arctic_Wolfy> Hmm?
L1333[12:24:45] <sham1> SYnc it yourself
L1334[12:25:03] <Arctic_Wolfy> Okay, what do I sync?
L1335[12:25:07] <Arctic_Wolfy> And how?
L1336[12:26:56] <williewillus> unascribed: you got the vanilla animation to play?
L1337[12:27:05] <unascribed> https://unascribed.com/v/d1c66006.mp4
L1338[12:27:13] <unascribed> (mod disabled: https://unascribed.com/v/299c5f69.mp4 )
L1339[12:27:51] <unascribed> ding at the end is you pinging me :P
L1340[12:28:07] <unascribed> though ffmpeg distorted the hell out of it
L1341[12:28:40] <sham1> OMG that distortion
L1342[12:28:42] <Arctic_Wolfy> So what do I need to sync?
L1343[12:28:58] <sham1> the ray trace
L1344[12:29:04] <sham1> The look vector
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L1348[12:33:24] <Mraoffle> http://mraof.com/temp/mcScreenshots/2016-03-06_05.44.59.png
L1349[12:33:29] <JustRamon> How do I make a block in inventory render it's block shape?
L1350[12:33:44] *** Mraoffle is now known as Mraof
L1351[12:34:06] <gigaherz> JustRamon: 1.8.9?
L1352[12:34:10] <JustRamon> yes
L1353[12:34:14] <gigaherz> what is rendering instead?
L1354[12:34:31] <JustRamon> cube but without texture
L1355[12:34:43] <gigaherz> do you call ModelLoader.setCustomModelResourceLocation?
L1356[12:34:56] <gigaherz> it should go in your client proxy, and should get called during pre-init
L1357[12:35:27] <JustRamon> but how do I get the item for that method then?
L1358[12:35:43] <gigaherz> Item.getItemFromBlock(block)
L1359[12:35:47] <JustRamon> right
L1360[12:35:52] <JustRamon> alright
L1361[12:35:54] <JustRamon> :P
L1362[12:36:00] <JustRamon> thanks :)
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L1364[12:37:35] <Sollux-Captor> what controls block drops?
L1365[12:37:40] <Sollux-Captor> like what class?
L1366[12:39:26] <Curle> Block?
L1367[12:39:45] <sham1> What the block drops is decided by the block itself
L1368[12:39:53] <sham1> It can be overridden by an event
L1369[12:40:09] <Sollux-Captor> ok
L1370[12:40:13] <JustRamon> hmm gigaherz, still a black/purple cube :/
L1371[12:40:37] <JustRamon> modid/models/item/itemname.json : http://pastebin.com/rd12Hqvt
L1372[12:41:55] <JustRamon> Might've found the issue...
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L1374[12:42:33] <JustRamon> nope I didn't xD
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L1377[12:45:08] <gigaherz> JustRamon: what does the debug log say?
L1378[12:47:16] <JustRamon> [19:46:49] [Client thread/ERROR] [FML]: Model definition for location sweet:sweetgrass#inventory not found
L1379[12:48:34] <Admiral_Damage> For rendering the 3D block in inventory, you need an JSON model in the item folder, located aside the block folder
L1380[12:48:44] <Admiral_Damage> it will call the model of the block
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L1382[12:48:48] <JustRamon> I do
L1383[12:49:00] <JustRamon> http://pastebin.com/rd12Hqvt
L1384[12:49:31] <gigaherz> meh you can use forge blockstates
L1385[12:49:36] <gigaherz> then you don't need no item model jsons
L1386[12:49:51] <LatvianModder> wait, what?
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L1388[12:50:08] <LatvianModder> how can I make it not need item json?
L1389[12:50:15] <LatvianModder> tell me!
L1390[12:50:26] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/blockstates/iron_nugget.json
L1391[12:50:28] <gigaherz> for an item
L1392[12:51:18] <Admiral_Damage> That's if he wants a 2d texture, afaik he's after a 3D model in hand
L1393[12:51:32] <gigaherz> https://github.com/gigaherz/Ender-Rift/blob/master/src/main/resources/assets/enderrift/blockstates/blockGenerator.json
L1394[12:51:39] <gigaherz> I'm using a .obj model
L1395[12:51:40] <unascribed> okay that's more like it
L1396[12:51:45] <gigaherz> but "cube_all" works just as well
L1397[12:51:48] <unascribed> I shouldn't write code about minor visual changes while half asleep
L1398[12:52:12] <LatvianModder> seriously? "inventory": [{ "transform": "forge:default-block" }] makes it not need an model/item.json?
L1399[12:52:25] <LatvianModder> model/item/block.json* :P
L1400[12:52:33] <gigaherz> sortof
L1401[12:52:36] <gigaherz> forge makes it so that
L1402[12:52:47] <LatvianModder> ok, yeah. But what if I have a combined model?
L1403[12:52:51] <gigaherz> ifoyu call setCustomMRL with the blockstates filename
L1404[12:52:59] <unascribed> https://unascribed.com/v/c1405302.mp4 ACTUALLY fixed attackedAtYaw syncing
L1405[12:53:00] <gigaherz> and that blockstates file has the variant string you specified
L1406[12:53:02] <gigaherz> such as
L1407[12:53:10] <LatvianModder> ok, ill test
L1408[12:53:10] <gigaherz> "facing=east,powered=true"
L1409[12:53:16] <gigaherz> it will use THAT model
L1410[12:53:19] <gigaherz> for the inventory
L1411[12:53:22] <Admiral_Damage> o.O native .obj in json? huh..
L1412[12:53:25] <gigaherz> "inventory" is just a concrete case
L1413[12:53:32] <williewillus> unascribed: give me that nao 0.o
L1414[12:53:41] <gigaherz> Admiral_Damage: yup, thanks to shadekiller
L1415[12:53:49] <unascribed> well this mod is super simple and super small
L1416[12:53:52] <Admiral_Damage> say what build of forge
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L1418[12:53:54] <gigaherz> and fry, for adding the underlying support for custom model loaders
L1419[12:53:56] <unascribed> once I implement precise item entity location syncing
L1420[12:53:59] <unascribed> I'm releasing it and going to bed
L1421[12:53:59] <Admiral_Damage> oops, derp 'say'
L1422[12:54:08] <williewillus> okay ping me when you do haha
L1423[12:54:10] <gigaherz> anything from like 6 months ago onward
L1424[12:54:16] <gigaherz> anything 1.8.9 has it
L1425[12:54:20] <gigaherz> and anything from late 1.8.0
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L1427[12:54:37] <Admiral_Damage> bah working with raw 1.8, im being stubborn, my armor has problems
L1428[12:54:50] <Admiral_Damage> tho i did update to 1.8.9
L1429[12:55:08] <gigaherz> all you need is, in your client proxy, call OBJLoader.instance.addDomain("yourmodid")
L1430[12:55:15] <Admiral_Damage> gotcha
L1431[12:55:19] <gigaherz> and then reference the .obj model from your blockstates file
L1432[12:55:22] <unascribed> hm, does anyone have a suggestion on how to override location syncing code other than "ASM the entity tracker"
L1433[12:55:24] <gigaherz> including ITEM blockstates files
L1434[12:55:27] <unascribed> I'd prefer to keep this mod ASM-free
L1435[12:55:46] <gigaherz> no idea sorry unascribed ;P
L1436[12:55:48] <Admiral_Damage> yea i noticed in your blockGenerator
L1437[12:56:09] <gigaherz> yeah the fun thing is that you can use blockstate files for non-block items
L1438[12:56:27] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L129
L1439[12:56:43] <gigaherz> (thanks to forge ;P)
L1440[12:57:04] <Admiral_Damage> actually
L1441[12:57:09] <LatvianModder> gigaherz: dude, you just solved like 1000 problems of mine :D
L1442[12:57:09] <Admiral_Damage> could you take a look at something for me
L1443[12:57:15] <gigaherz> XD
L1444[12:57:21] <LatvianModder> That variants:inventory is hellova useful
L1445[12:57:22] <Admiral_Damage> gig +1
L1446[12:57:27] <masa> unascribed: what does vanilla do if the locations are not exact?
L1447[12:57:35] <unascribed> it sends a fixed-point integer
L1448[12:57:36] <gigaherz> LatvianModder: note that you don't actuallyneed it to be "inventory"
L1449[12:57:39] <unascribed> it's accurate to 1/32 of a block
L1450[12:57:41] <unascribed> which is fine for most things
L1451[12:57:43] <masa> oh ok
L1452[12:57:45] <gigaherz> you can use "facing=east,powered=false" and it will also work
L1453[12:57:46] <unascribed> but item entities can spawn right on the edge of a block
L1454[12:57:50] <unascribed> and then then glitch up and down like mad
L1455[12:58:01] <masa> yeah..
L1456[12:58:02] <LatvianModder> gig, so, how do I specify which variants to use for inventory item?
L1457[12:58:23] <masa> so how does it pack the values?
L1458[12:58:34] <unascribed> (int)(posX*32)
L1459[12:58:35] <LatvianModder> just that "facing=east,powered=false": { "transform":"forge:default-block" }?
L1460[12:58:51] <gigaherz> ModelLoader.setCustomMRL(theItem, meta, new ModelResourceLocation("modid:blockstatesFilename", "variant_string"))
L1461[12:58:53] <gigaherz> no
L1462[12:59:05] <masa> and what is the type that gets sent over the network?
L1463[12:59:09] <gigaherz> that's just a shorthand for the block transforms
L1464[12:59:09] <unascribed> int
L1465[12:59:18] <gigaherz> that make it not be giant when it's in your hand in 3rdperson
L1466[12:59:41] <unascribed> it really should be a float if that whole 32 bits is so important to them
L1467[12:59:45] <unascribed> but I'm just syncing the entire double
L1468[12:59:47] * Mraof adds cool features to their mod just so people will bother them less
L1469[12:59:49] <unascribed> accurate physics is the goal
L1470[13:00:29] <Admiral_Damage> Erm, gig, or anyone for that matter, know anything about .setModelAttributes(ModelBiped)
L1471[13:00:35] <masa> humm... what is the resolution of a double at magnitude 30M?
L1472[13:00:42] <unascribed> not very good
L1473[13:00:48] <gigaherz> Admiral_Damage: sorry never touched that ;P
L1474[13:01:21] <unascribed> yeah, the unit of least precision at 30000000 is 2
L1475[13:01:22] <gigaherz> masa: double has somewhere between 10 and 12 digits of precision
L1476[13:01:42] <gigaherz> basically to calculate it you want
L1477[13:01:47] <gigaherz> Double.EPSILON * 30000000
L1478[13:01:48] <Mraof> Are floats and doubles stored as fractions or am I misremembering
L1479[13:01:50] <Admiral_Damage> On forums was talking to coolAlias bout it, but I have no idea how to do what he says, details errr....
L1480[13:01:56] <Admiral_Damage> http://www.minecraftforge.net/forum/index.php/topic,33173.0.html
L1481[13:01:58] <gigaherz> Mraof: not exactly
L1482[13:02:02] <gigaherz> they are stored as
L1483[13:02:06] <unascribed> er
L1484[13:02:07] <unascribed> wait
L1485[13:02:09] <unascribed> that was for a float
L1486[13:02:09] <unascribed> oops
L1487[13:02:10] <gigaherz> <sign>.<exponent>.<mantissa>
L1488[13:02:17] <gigaherz> where
L1489[13:02:18] <unascribed> it's 3.725290298461914E-9
L1490[13:02:34] ⇦ Quits: Korobi (korobi@is.a.ninja.korobi.io) (Quit: *vanishes*)
L1491[13:02:41] <gigaherz> number = pow(-1,sign) * exp(exponent) * 1.mantissa
L1492[13:02:44] <masa> at 30M? that's pretty good at least in this case :p
L1493[13:02:47] <unascribed> for comparison the ulp at 0 is 4.9E-324
L1494[13:02:49] ⇨ Joins: Korobi (korobi@is.a.ninja.korobi.io)
L1495[13:02:50] <gigaherz> and I write "1.mantissa"
L1496[13:02:52] <unascribed> so it's quite a bit less accurate
L1497[13:02:56] <gigaherz> because for non-denormal numbers
L1498[13:02:59] <unascribed> but it still works to an extent
L1499[13:03:10] <gigaherz> the leftmost "1" bit is eluded
L1500[13:03:19] <gigaherz> a float number would look like
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L1502[13:03:35] <gigaherz> -1.0473567e-5
L1503[13:03:36] <JustRamon> hmm
L1504[13:03:40] <gigaherz> the float bits store only
L1505[13:03:47] <Admiral_Damage> This thing with the armor has been holding me back since... almost 6 months, no solution yet.
L1506[13:03:55] <gigaherz> 1/-5/0473567
L1507[13:04:11] <gigaherz> (in binary ofc)
L1508[13:04:13] <Mraof> I see
L1509[13:04:45] <Mraof> Hmm
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L1511[13:04:49] <gigaherz> the exponent is chosen so that the mantissa always has a 1 on the integral part
L1512[13:05:04] <Mraof> Okay
L1513[13:05:13] <gigaherz> since exponents are powers of 2
L1514[13:05:25] <Rogue_> here's a fun one
L1515[13:05:26] <Mraof> Is there anything that just stores numbers as fractions?
L1516[13:05:34] <unascribed> fixed-point.
L1517[13:05:34] <Rogue_> why would forge's classloader only load 2 out of 3 enum constants
L1518[13:05:39] <gigaherz> fixed point
L1519[13:05:41] <Rogue_> even better, why would it load constant 0 and 2, but not 1
L1520[13:05:47] <gigaherz> a 16.16 fixed point
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L1522[13:05:52] <gigaherz> stores the numbers multiplied by 65536
L1523[13:06:13] <gigaherz> so if you had one such 16.16 fixed point number
L1524[13:06:23] <gigaherz> to convert to double, you'd do fp/65536.0
L1525[13:06:45] <Mraof> Okay
L1526[13:06:48] <gigaherz> and I sat 16.16 because it's a nice round number
L1527[13:06:49] <gigaherz> but you can have
L1528[13:06:59] <gigaherz> 4.12
L1529[13:07:08] <gigaherz> for example, in like, audio topics
L1530[13:07:17] <gigaherz> or HDR images
L1531[13:07:21] <unascribed> the minecraft protocol is something like 24.8
L1532[13:07:39] <gigaherz> having such an established bit ratio
L1533[13:07:47] <gigaherz> lets you use binary logic operations
L1534[13:07:52] <gigaherz> such as pre/post-shifting
L1535[13:07:59] <Arctic_Wolfy> I think I might of just found out my ray tracing problem...
L1536[13:08:11] <Mraof> Okay
L1537[13:08:31] <gigaherz> adding two fixed-point numbers is just like adding integers
L1538[13:08:33] <gigaherz> but multiplication
L1539[13:08:36] <gigaherz> if you do
L1540[13:08:48] <gigaherz> <16.16> * <16.16> you end up with a <32.32>
L1541[13:08:57] <gigaherz> so you have to >>16 afterward
L1542[13:09:02] <gigaherz> if you want to return to .16
L1543[13:09:11] <Arctic_Wolfy> It looks like the client and server sides have a different eye height...
L1544[13:09:21] <unascribed> sounds like minecraft
L1545[13:09:28] <gigaherz> then there's some more esoteric formats
L1546[13:09:35] <gigaherz> like COM's Decimal data type
L1547[13:09:40] <gigaherz> which is "variable point"
L1548[13:09:51] <Arctic_Wolfy> unascribed, you referring to what I said?
L1549[13:09:57] <unascribed> yeah
L1550[13:09:59] <gigaherz> the number has 120 bits of number
L1551[13:10:04] <gigaherz> and 8 bits of "decimal point location"
L1552[13:10:11] <gigaherz> if the decimal number is 0
L1553[13:10:13] <unascribed> that kind of dumb discrepancy is exactly what I would expect from Minecraft :P
L1554[13:10:17] <gigaherz> then the number works out as an integer
L1555[13:10:22] <gigaherz> if it's 1, then it's divided by 10
L1556[13:10:27] <Arctic_Wolfy> And the difference is pretty big...
L1557[13:10:28] <gigaherz> if it's 2, then it's divided by 100
L1558[13:10:28] <gigaherz> etc
L1559[13:10:45] <unascribed> I usually use boundingBox.minY and maxY
L1560[13:10:48] <unascribed> they're more reliable
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L1562[13:12:30] <Mraof> For Scapecraft I've made a gui to configure mob drops and the ability to add new textures and even mobs to the server that get sent to the client
L1563[13:12:43] <Mraof> Just because I don't want people bugging me to add or change stuff
L1564[13:12:45] <Arctic_Wolfy> Client = 0.12f, server (same player) = 1.62f, server (different player) = 1.82f...
L1565[13:13:07] <Arctic_Wolfy> Just... why? Why so many numbers...
L1566[13:13:25] <unascribed> wlcm 2 mncrft
L1567[13:13:38] <unascribed> it's a miracle the game works at all
L1568[13:13:38] ⇨ Joins: DesertIce (~DesertIce@98.7.1.173)
L1569[13:14:16] <gigaherz> that said,
L1570[13:14:21] <gigaherz> if Minecraft had been done right
L1571[13:14:24] <gigaherz> it wouldn't have succeeded
L1572[13:14:25] <gigaherz> ;P
L1573[13:14:44] <gigaherz> Notch just simply would have never finished it ;p
L1574[13:14:54] <Arctic_Wolfy> It seams like Mojang made minecraft, in seperate groups, isocated from one another...
L1575[13:15:19] <gigaherz> well the server and client used to be actually separate programs
L1576[13:15:20] <gigaherz> ;P
L1577[13:15:28] <unascribed> complete with separate versions
L1578[13:15:31] <gigaherz> they share code now ;P
L1579[13:15:48] <gigaherz> although it's more accurate to say, the client contains server code now
L1580[13:15:51] *** Ashlee is now known as Ashower
L1581[13:15:57] <gigaherz> the server world is still a different beast from the client world
L1582[13:15:58] <Curle> aha
L1583[13:15:58] <Arctic_Wolfy> Ya... And they never though about changing the differences in them...
L1584[13:16:05] <williewillus> client and server eye height differ....
L1585[13:16:07] <williewillus> in 1.7
L1586[13:16:10] <williewillus> fixed in 1.8 ;p
L1587[13:16:22] <williewillus> just subtract/add the difference
L1588[13:16:29] <Mraof> @SideOnly
L1589[13:16:39] <Mraof> I wish they actually did completely share code
L1590[13:16:43] <Arctic_Wolfy> I'll just do the computations myselt.
L1591[13:16:50] <Mraof> And just have different entry points or whatever
L1592[13:16:55] <williewillus> Mraof: wat
L1593[13:16:57] <unascribed> but they do?
L1594[13:16:59] <williewillus> the game does share code...
L1595[13:17:14] <williewillus> if not we'd be modding like it was 1.2
L1596[13:17:17] <williewillus> separate client/server jars
L1597[13:17:26] <Mraof> Isn't some code not being on the server why the SideOnly annotation exists?
L1598[13:17:36] <unascribed> for stuff like rendering yes
L1599[13:17:39] <unascribed> the server doesn't even have lwjgl
L1600[13:17:46] <unascribed> so if you tried to render stuff it would crash
L1601[13:17:58] <unascribed> methods that are inexplicably missing on the server side were stripped by the optimizer
L1602[13:18:06] <unascribed> and if you make a good case you can get Forge to patch it back in
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L1604[13:19:37] <Mraof> The main thing that annoys me is that some models are SideOnly
L1605[13:19:41] <Mraof> I can deal with it, though
L1606[13:19:50] <williewillus> of course they are
L1607[13:19:51] <williewillus> :P
L1608[13:19:56] <williewillus> server doesn't care about models
L1609[13:20:02] <williewillus> *physical models
L1610[13:20:06] <williewillus> *physical server -.-
L1611[13:21:05] <Mraof> Right now I'm wanting to basically send models from the server to the client
L1612[13:21:19] <Mraof> ModelBase models, I mean
L1613[13:21:40] <Mraof> Though of course not the actual class, just enough information about it for the client to recreate it properly
L1614[13:22:10] <fry> don't use ModelBase
L1615[13:22:22] <Mraof> What else should I use for mobs?
L1616[13:22:24] <diesieben07> fry, is there an easy (built in) way to apply a TRSRTransformation to an already baked model?
L1617[13:22:53] <sham1> Easiness is relative :P
L1618[13:22:58] <fry> Mraof: anything else
L1619[13:23:13] <fry> diesieben07: get the non-baked version of that model
L1620[13:23:16] <diesieben07> easyness meaning not going in and understanding how bakedQuad works and messing with that :D
L1621[13:23:17] <diesieben07> and how?
L1622[13:23:21] <diesieben07> there might not be one
L1623[13:23:27] <Mraof> But like what?
L1624[13:23:27] <fry> how're you getting the baked one?
L1625[13:23:35] <diesieben07> ItemModelMesher#getItemModel
L1626[13:23:40] <diesieben07> it#
L1627[13:23:45] <diesieben07> it#s for an existing item
L1628[13:24:07] <diesieben07> and multiple of those need to be combined into one with different offsets to each other
L1629[13:24:38] <diesieben07> current way is to construct a MultiModel.Baked directly, but then i cannot transform the individual models
L1630[13:25:13] <fry> are you transforming arbitrary item models, or models for items that you own?
L1631[13:25:19] <diesieben07> arbitrary
L1632[13:26:10] <fry> https://gist.github.com/RainWarrior/b1d5772f710cd39f4740
L1633[13:26:33] <diesieben07> ah,so what i had assumed, parse the quads
L1634[13:26:35] <diesieben07> ty
L1635[13:26:38] <fry> Mraof: depends on how complex you want the models to be
L1636[13:27:06] <Curle> Trying to derive about 8 items from 1 class, how do? xD
L1637[13:27:21] <diesieben07> construct 8 instaces of that class.
L1638[13:27:42] <Mraof> Okay
L1639[13:28:08] <Mraof> I've started looking into how to animate obj models
L1640[13:28:23] <Mraof> But often people just give me models they made with techne or tabula or whatever
L1641[13:29:02] <fry> let's start at the beginning: why do you want to load them from the server?
L1642[13:30:14] <Mraof> So people stop bothering me to add new models to the mod and release a new version, mainly
L1643[13:30:32] <Curle> oh, hie die
L1644[13:30:36] <fry> and how would that help?
L1645[13:31:48] <Mraof> Well if they could just add new models themselves I wouldn't have to add them myself and build a new version with the added models
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L1647[13:32:03] <fry> so, put them in a resource pack
L1648[13:32:22] <Mraof> I'm probably going to create some sort of converter from ModelBase to some other format
L1649[13:32:56] <fry> and that's why you don't use ModelBase
L1650[13:32:59] <fry> it's not a "format"
L1651[13:33:11] <Mraof> Yeah
L1652[13:33:19] <fry> and you can't build anything that'll convert from arbitrary ModelBase to something sane
L1653[13:33:48] <fry> you can, sometimes, convert models created by specialized programs, like techne or tabula
L1654[13:34:01] <Mraof> That's all I really care about, really
L1655[13:34:03] <fry> but it's still stupidly hard and pointless
L1656[13:34:29] <fry> if the model was made in techne, ask for .tcn, or go shoot the artist
L1657[13:34:49] <fry> if it was made in tabula, go ask for whatever it exports besides ModelBase
L1658[13:34:59] <Mraof> Oh yeah, forge can load .tcn
L1659[13:35:07] <fry> it can't anymore
L1660[13:35:13] <Mraof> Oh, okay
L1661[13:35:26] <fry> nobody bothered to port the loader
L1662[13:35:32] <Mraof> Okay
L1663[13:36:23] <Mraof> I'd rather start using obj models anyway
L1664[13:36:42] <fry> obj don't support animations
L1665[13:36:51] <fry> so, they're not a good choice for most mobs
L1666[13:37:11] <Mraof> Hmm
L1667[13:37:24] <gigaherz> you could use obj models for the different parts, but the nyou'd have to load each part separately, and do the animations yourself in code
L1668[13:37:31] <Mraof> Couldn't they support animations with some sort of wrapper or whatever, though?
L1669[13:37:40] <Mraof> Well they do have groups
L1670[13:37:42] <fry> yes, I thought about that
L1671[13:38:04] <Mraof> Which can be rendered seperately, I've tested it
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L1673[13:38:10] <fry> I've made an ad-hoc thing for animating vanilla json models, in forge
L1674[13:38:35] <Mraof> The problem is it's hard to create one texture for multiple groups in blender
L1675[13:38:36] <Delenas> o/ all
L1676[13:38:47] <fry> it's possible to do something similar for objs, but there's a lot of ground work to do for that before that.
L1677[13:38:59] <fry> Mraof: you don't need to use 1 texture
L1678[13:39:32] <Mraof> I guess not
L1679[13:40:11] <fry> some things are harder with the new model system, a lot of things are simpler. take advantage of the simpler things
L1680[13:40:36] <Mraof> Okay
L1681[13:41:27] <Mraof> I haven't updated to 1.8 yet, I will once I'm done with the current update to my mod I'm almost done with
L1682[13:41:42] <Mraof> I have already told people to stop sending me ModelBase item models
L1683[13:42:07] ⇦ Quits: xanderio (~xanderio@p5b21fd77.dip0.t-ipconnect.de) (Ping timeout: 207 seconds)
L1684[13:42:32] <Mraof> Some of the ones I have have way too many boxes because people were trying to be fancy
L1685[13:42:46] <Mraof> Like a sword with 63 ModelRenderers
L1686[13:43:17] <gigaherz> and you could do exactly the same with just one single .obj model ;P
L1687[13:43:26] <gigaherz> (or json model, for that matter)
L1688[13:43:29] <Mraof> Yeah
L1689[13:43:41] <Mraof> Well json models don't support parts being rotated differently, do they?
L1690[13:43:53] <fry> they do, to an extent
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L1693[13:44:12] <Mraof> Like arbitrary rotations or whatever
L1694[13:44:18] <gigaherz> I believe I heard someone mentioned there's a rotation for the boxes
L1695[13:44:25] <gigaherz> havne't seen it in use yet, though
L1696[13:44:26] <gigaherz> ;P
L1697[13:44:31] <williewillus> that was me :P
L1698[13:44:39] <fry> you can combine multiple models into one
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L1701[13:44:50] <fry> and rotate each part arbitrarily
L1702[13:44:58] <fry> (if you're using forge, of course :P)
L1703[13:45:05] <Mraof> I see
L1704[13:45:11] <williewillus> still don't know how i'm gonna do the lexicon lol
L1705[13:45:25] <williewillus> dynamically generated text + animation
L1706[13:45:30] <Admiral_Damage> fry, can you skew transform cubes in json? trying to avoid using .obj, not a problem if I have to use it
L1707[13:45:31] <Mraof> I really want to get this update done so I can update to 1.8
L1708[13:45:45] <fry> Admiral_Damage: yes
L1709[13:45:57] <fry> skew = rotate + non-uniform scale + rotate
L1710[13:46:26] <Admiral_Damage> any examples?
L1711[13:46:37] <sham1> BTW Fry, has there been any significant progress in the Forge 1.9
L1712[13:47:00] <sham1> Because these commits elude me
L1713[13:47:15] <fry> sham1: seriously: https://github.com/MinecraftForge/MinecraftForge/tree/1.9
L1714[13:47:27] <fry> it's all there
L1715[13:47:52] <sham1> mmm
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L1717[13:48:36] <fry> still 419 errors and 23 reject files to go through
L1718[13:48:54] <sham1> Nice
L1719[13:48:56] <Delenas> Is there a decent way to get which index a player's held item is at in the inventory?
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L1721[13:49:10] <LatvianModder> yes
L1722[13:49:19] <LatvianModder> player.inventory.currentItem
L1723[13:49:59] <sham1> That gets the item yes
L1724[13:50:05] <sham1> But not the index that item resides in
L1725[13:50:10] <Admiral_Damage> How would you rotate twice in the same json..?
L1726[13:50:24] <sham1> Because
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L1729[13:51:22] <TehNut> sham1: No, that provides the index of the item. http://tehnut.info/share/BCKHHygWbn.png
L1730[13:51:55] <sham1> hmm
L1731[13:51:58] <sham1> TIL
L1732[13:52:19] <TehNut> getCurrentItem() provides the stack
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L1734[13:52:32] <Delenas> Excellent. That removes some checks and a loop. :>
L1735[13:55:07] <Curle> so about 1 op?
L1736[13:55:10] <Curle> :P
L1737[13:55:32] <unascribed> -o
L1738[13:55:48] <Delenas> ?
L1739[13:56:00] <unascribed> removes one op
L1740[13:56:05] <unascribed> /mode -o
L1741[13:56:12] <unascribed> :L
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L1743[13:56:22] <gigaherz> [20:45] (williewillus): dynamically generated text + animation
L1744[13:56:31] <Delenas> I know, but how do.. never mind.
L1745[13:56:32] <gigaherz> I wrote that xml "book" parser and renderer for my book
L1746[13:56:33] <gigaherz> ;P
L1747[13:56:58] <williewillus> the model
L1748[13:57:00] <williewillus> not the gui
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L1750[13:57:18] <williewillus> the one that flips open when you open the book
L1751[13:57:18] <Delenas> Now, to ponder in-world fluid usage versus tank usage..
L1752[13:57:27] <gigaherz> oh
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L1754[13:57:57] <williewillus> https://www.youtube.com/watch?v=LQEpsK6mdcQ
L1755[13:58:13] <williewillus> that thing has dynamic text on it, opens and closes animted, and aniamtes every time you turn a page
L1756[13:58:19] <williewillus> so yeah idk
L1757[13:58:45] <gigaherz> hmmm
L1758[13:59:11] <gigaherz> you could use an empty model, and draw using events
L1759[13:59:16] <Delenas> Hmm. Okay, next question. Rendering text over a block. (Think EnderIO farming stations).. can't think of the name of those. That part of a block, or a draw loop..?
L1760[13:59:20] <gigaherz> the way I draw the spell beams and such
L1761[13:59:38] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/renders/SpellRenderOverlay.java
L1762[14:00:34] <gigaherz> I use RenderWorldLastEvent to draw the effects for the player that's in the client
L1763[14:00:45] <gigaherz> and RenderPlayerEvent.Post to draw the other players
L1764[14:01:05] <Admiral_Damage> gigaherz, what are the .mtls doing? (new to .obj)
L1765[14:01:13] <sham1> materials
L1766[14:01:15] <gigaherz> the .mtl files describe the material
L1767[14:01:20] <gigaherz> (texture, color, etc)
L1768[14:01:22] <sham1> ^
L1769[14:01:23] <Admiral_Damage> I'm aware, I mean what are they doing..
L1770[14:01:28] <Admiral_Damage> as in, ive read one or two
L1771[14:01:31] <sham1> They are
L1772[14:01:38] <gigaherz> Kd means "diffuse color"
L1773[14:01:41] <sham1> Just keep them there
L1774[14:01:47] <gigaherz> map_Kd means "diffuse texture map"
L1775[14:01:55] <gigaherz> Ka means "ambient color"
L1776[14:01:56] <Admiral_Damage> right, so, the path...
L1777[14:02:02] <gigaherz> map_Ka means "ambient texture path"
L1778[14:02:03] <gigaherz> etc
L1779[14:02:10] <gigaherz> you probably want to change the path
L1780[14:02:12] <gigaherz> to be minecraft-style
L1781[14:02:13] <Admiral_Damage> I have a list of those terms, I want to know where that path goes
L1782[14:02:15] <Admiral_Damage> and ya ik
L1783[14:02:28] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/models/block/analyzer.mtl
L1784[14:02:31] <gigaherz> something like this
L1785[14:02:41] <gigaherz> I also get rid of all the unrelated attributes
L1786[14:02:41] <Admiral_Damage> oh right gotcha
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L1788[14:03:36] <Admiral_Damage> so, I've got my own models for crystals and such, (large crystal structures), they fit and are scaled... but they have their own textures and UVing
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L1790[14:04:06] <Curle> How would you make a json for a vanilla texture?
L1791[14:04:31] <gigaherz> ?
L1792[14:04:34] <gigaherz> item model?
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L1794[14:04:42] <Curle> yep
L1795[14:04:56] <Curle> item with vanilla texture/model/whatever you call it
L1796[14:05:04] <gigaherz> https://github.com/gigaherz/Survivalist/blob/master/src/main/resources/assets/survivalist/blockstates/iron_nugget.json
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L1798[14:05:14] <gigaherz> that's a blockstate json for an item
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L1801[14:05:30] <gigaherz> using the vanilla model for items
L1802[14:05:35] <gigaherz> and a texture provided by my mod
L1803[14:05:36] <Admiral_Damage> btw gig whats the forge_marker flag?
L1804[14:05:45] <gigaherz> "forge_marker":1
L1805[14:05:49] <Delenas-> version of forge blockstates
L1806[14:05:55] <sham1> https://mcforge.readthedocs.org/en/latest/blockstates/forgeBlockstates/
L1807[14:05:56] <gigaherz> tells forge that the json file should be loaded with forge blockstates V1 loader
L1808[14:05:57] <Admiral_Damage> erm
L1809[14:06:01] <gigaherz> instead of the vanilla blockstates loader
L1810[14:06:09] <Admiral_Damage> will read
L1811[14:06:11] <Curle> so a vanilla texture would be "minecraft:item/<item>"?
L1812[14:06:16] <gigaherz> the forge blockstates loader adds a whole bunch of awesome features
L1813[14:06:23] <gigaherz> Curle: yes, or just "item/<item>"
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L1815[14:09:47] <Admiral_Damage> ah ok, sorta get it, will need to do research, so how about transforming block models?
L1816[14:10:41] <gigaherz> "transforming" in what sense?
L1817[14:10:43] <Admiral_Damage> How would i implement the rotate + non-uniform scale + rotate into a json,
L1818[14:10:47] <Admiral_Damage> as fry said earlier
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L1822[14:12:18] <Admiral_Damage> so, making a cube into a deformed hexahedron, crystal structure etc
L1823[14:13:28] <Admiral_Damage> http://i.imgur.com/41wMfpJ.png ignoring the 4 shapes on the right,
L1824[14:13:31] <Curle> How does one json-ify a custom model/
L1825[14:13:37] <williewillus> Curle: depends
L1826[14:13:38] <Admiral_Damage> no this is just a cube, regular cube
L1827[14:13:38] <Curle> Or
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L1829[14:13:47] <williewillus> what does it look like and what is it used for?
L1830[14:13:51] <Admiral_Damage> o oops sry read as giga
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L1832[14:14:01] <Curle> it's a juicer thingy, looks like a blender
L1833[14:14:03] <Curle> used for juicing
L1834[14:14:17] <williewillus> does it animate or just sit still?
L1835[14:14:35] <Curle> it sits still but has a separate animation for food
L1836[14:14:41] <Temportalist> Hey, I am looking for a status update (havent been in contact with MC community in a couple of months). What does the status of MCForge for 1.9 look like at the moment?
L1837[14:14:51] <williewillus> Temportalist: a couple weeks
L1838[14:15:14] <Temportalist> williewillus: Thats for when stable force for 1.9 is supposed to come out?
L1839[14:15:19] <williewillus> no
L1840[14:15:23] <williewillus> wild guess
L1841[14:15:27] <Temportalist> oh okay haha
L1842[14:16:02] <williewillus> so block.colorMultiplier got moved to a separate interface for some reason
L1843[14:16:05] <Temportalist> Should I assume it is currently a work in progress? Or are the forge devs still working on 1.8.9?
L1844[14:16:10] <williewillus> wip
L1845[14:16:14] <williewillus> you can check github its all there
L1846[14:16:16] <Temportalist> okay, cool. thanks for the heads up
L1847[14:16:21] <Mraof> It will come out in 1-10000
L1848[14:16:32] <williewillus> where the unit is undefined ;p
L1849[14:16:56] <Mraof> Exactly
L1850[14:17:09] <sham1> Valve time
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L1852[14:17:35] <Temportalist> :P
L1853[14:17:41] <Curle> sham1: controversy xD
L1854[14:17:55] <Curle> in 3 years, valve time. xD
L1855[14:18:03] <Sollux-Captor> is fortune I have an int value of 1?
L1856[14:18:03] <sham1> Mobile authenticator
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L1858[14:18:15] <Sollux-Captor> does*
L1859[14:18:27] <Curle> Sollux: 0
L1860[14:18:35] <Curle> fortune 0 = 1
L1861[14:18:40] <Curle> fortune -1 = null
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L1863[14:18:50] <Curle> goes for all enchants
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L1865[14:19:10] <Sollux-Captor> so if a tool has no fortune on it it is considered to have fortune -1?
L1866[14:19:41] <Delenas-> indeed
L1867[14:19:51] <sham1> Zero-indexing
L1868[14:19:56] <sham1> håh
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L1870[14:24:41] <gigaherz> [21:19] (Sollux-Captor): so if a tool has no fortune on it it is considered to have fortune -1?
L1871[14:24:55] <gigaherz> hmmm if that's so, then I have a bug in my Survivalist mod XD
L1872[14:25:09] <Sollux-Captor> hehe :P
L1873[14:25:28] <gigaherz> no wait hmm
L1874[14:25:34] <gigaherz> I didn't actually use fortune in it
L1875[14:25:41] <Sollux-Captor> im just working on block drops and making my own custom fortune modifier
L1876[14:26:54] <Sollux-Captor> speaking of drops, how would i go about overriding drops from vanilla blocks?
L1877[14:27:32] <sham1> has someone here used an PriorityQueue here before
L1878[14:28:48] <sham1> For I am trying to discover how I should use the Comparator in such a way that I can enduse the order I want
L1879[14:32:00] <williewillus> it's a min heap
L1880[14:32:08] <sham1> Yes
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L1882[14:32:16] <williewillus> so sort it so the higher priority ones are to the "left"
L1883[14:32:18] <gigaherz> Sollux-Captor: https://github.com/gigaherz/Survivalist/blob/master/src/main/java/gigaherz/survivalist/rocks/RocksEventHandling.java
L1884[14:32:19] <williewillus> in the comparator
L1885[14:32:23] <gigaherz> that's how I do it
L1886[14:33:03] <Arctic_Wolfy> Okay... some thing weird is happening, My ray tracing keeps getting the same block when one of the vec's is totally different...
L1887[14:33:04] <Sollux-Captor> thx gigaherz, i'll give it a look
L1888[14:33:05] <sham1> And the higher priority of the first param of comparator is had when you return 1, right?
L1889[14:33:17] <sham1> I have never had to play with these
L1890[14:33:33] <sham1> I am trying to sort by distance
L1891[14:34:49] <sham1> So the further away a thing is from a chosen BlockPos, the higher priority
L1892[14:37:33] <williewillus> actually it seems it does follow natural ordering
L1893[14:37:45] <williewillus> e.g. lower values on comparator -> lower in tree
L1894[14:37:57] <sham1> Hmm
L1895[14:38:01] <LatvianModder> I need to use comma or semicoln in north=true,south=true?
L1896[14:38:05] <williewillus> comma
L1897[14:38:17] <williewillus> and poll() grabs the top of the tree
L1898[14:38:26] <williewillus> so just sort by distance and it should be fine
L1899[14:38:56] <sham1> I think it is easier for me to just gist this
L1900[14:38:59] <LatvianModder> ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation("silicio:cable", "north=true,south=true")); doesnt work, its just an unknown model for item. Block in world works fine
L1901[14:39:12] <sham1> Because it could be easier
L1902[14:39:17] <sham1> To explain
L1903[14:39:45] <sham1> https://gist.github.com/sham1/fd22a062b751dfa424b6
L1904[14:40:03] <williewillus> LatvianModder: show json
L1905[14:40:03] <diesieben07> sham1, just do Integer.signum(v1 - v2)
L1906[14:40:07] <LatvianModder> one sec
L1907[14:40:10] <diesieben07> that will sort so that v1 is lower than v2
L1908[14:40:32] <williewillus> assuming there's a double variant for that :p
L1909[14:40:35] <williewillus> because it's distance
L1910[14:40:40] <sham1> Yeah
L1911[14:40:53] <sham1> distanceSq returns an double
L1912[14:40:59] <williewillus> Double.compare
L1913[14:41:12] <diesieben07> yup
L1914[14:41:56] <sham1> And if I do that then it will be sorted so the higher distance gets the priority I presume?
L1915[14:42:01] <williewillus> yup
L1916[14:42:05] <sham1> Awesome
L1917[14:42:08] <LatvianModder> williewillus: https://github.com/LatvianModder/Silicio/blob/1.8.9/src/main/resources/assets/silicio/blockstates/cable.json
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L1919[14:42:19] <williewillus> "higher" in the comparator means higher in the heap which means higher priority
L1920[14:42:27] <sham1> Good
L1921[14:42:38] <williewillus> LatvianModder: the variant you specify doesn't exist
L1922[14:42:47] <williewillus> north=true,south=true doesn't exist
L1923[14:42:54] <Curle> eh?
L1924[14:42:56] <LatvianModder> but...
L1925[14:43:00] <Curle> I have a bunch of jsons, one is working.
L1926[14:43:05] <williewillus> now, east=false,north=true,south=true,west=false
L1927[14:43:07] <williewillus> exists
L1928[14:43:09] <LatvianModder> oh
L1929[14:43:22] <LatvianModder> I need to include all variants?
L1930[14:43:27] <Curle> all the other are identical, just the one is working :(
L1931[14:43:28] <williewillus> the forge json really just generates all the vanilla strings behind the scenes
L1932[14:43:36] <williewillus> so you have to specify the vanilla string
L1933[14:43:56] <Josephur> What mod adds the hammer in FTB Infinity Evolved to hammer double compressed materials?
L1934[14:44:11] <williewillus> oh it forgot to include up/down
L1935[14:44:13] <williewillus> include that too ;p
L1936[14:44:23] <Curle> Joseph, it should say
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L1938[14:44:49] <Josephur> I thought someone would know without me having to install it, lemme launch curse and do that :D
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L1940[14:46:39] <LatvianModder> williewillus: still no luck. my string is now "down=false,up=false,north=true,south=true,west=false,east=false"
L1941[14:46:47] <williewillus> must be in alphabetical order
L1942[14:46:50] <williewillus> like how vanilla does it
L1943[14:47:05] <sham1> I just looked at the JSON generated by PSI
L1944[14:47:08] <sham1> Never again
L1945[14:47:13] <williewillus> down east north south up west
L1946[14:47:13] <LatvianModder> [22:45:51] [Client thread/ERROR]: Model definition for location silicio:cable#down=false,up=false,north=true,south=true,west=false,east=false not found
L1947[14:47:20] <LatvianModder> whaat? ok...
L1948[14:47:26] <williewillus> that's how the vanila variant strings work
L1949[14:47:32] <sham1> Anyway
L1950[14:47:32] <LatvianModder> wery weird
L1951[14:47:34] <williewillus> there needs to be an order established
L1952[14:47:34] <LatvianModder> v*
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L1954[14:51:00] <LatvianModder> It works! Thanks, williewillus
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L1956[14:52:20] <Admiral_Damage> How would I go about getting _default from ForgeHooksClient? Need to pass it in as a setModelAttributes argument
L1957[14:52:32] <Admiral_Damage> (under getArmorModel)
L1958[14:53:12] <diesieben07> do you mean you are trying to call ForgeHooksClient.getArmorModel?
L1959[14:53:17] <williewillus> you don't call that
L1960[14:53:21] <williewillus> that is for forge
L1961[14:53:22] <williewillus> not you
L1962[14:53:24] <diesieben07> because if so, that ^
L1963[14:53:37] ⇨ Joins: modmuss50 (sid42264@2604:8300:100:200b:6667:1:0:a518)
L1964[14:53:50] <Admiral_Damage> Well, can someone enlighten me on what I need to do, this is the situation so far: http://www.minecraftforge.net/forum/index.php/topic,33173.0.html
L1965[14:54:13] <Admiral_Damage> _default is for the behaviour, I do need it afaik to pull the "default" behaviour and apply it to my model
L1966[14:54:14] *** PaleoCrafter is now known as PaleOff
L1967[14:54:34] <diesieben07> yes, getArmorModel in your Item class has that argument
L1968[14:54:41] <diesieben07> you are overriding the wrong version
L1969[14:55:04] <diesieben07> it is deprecated, your IDE should warn you about that.
L1970[14:55:16] <williewillus> override the other getArmorModel
L1971[14:55:16] <Admiral_Damage> Nope, using Eclipse Mars 4.5.0
L1972[14:55:41] <williewillus> https://github.com/williewillus/Botania/commit/b12cd80ad3b318a8c6dbc83a3fe7f2a212bb87c3
L1973[14:56:06] <williewillus> that's all you need to do
L1974[14:56:15] <williewillus> where "model" is the custom one
L1975[14:57:04] <williewillus> you need a newer build of forge than 1740 ish i believe
L1976[14:57:15] <Admiral_Damage> This was with 1502...
L1977[14:57:25] <Admiral_Damage> wait.. not sure but its def 15xx
L1978[14:57:39] <williewillus> I just showed you the solution so :P
L1979[14:57:43] <williewillus> just find a way to get that
L1980[14:58:07] <gigaherz> people really shoudl stop using old 1.8/1.8.9 ;P
L1981[14:58:15] <gigaherz> basically anything before 1.8.9 build 1722 is "too old" ;P
L1982[14:58:24] <williewillus> also 1500s is 1.8.0...
L1983[14:58:27] <gigaherz> yep
L1984[14:58:32] <williewillus> like REALLY old 1.8.0
L1985[14:58:49] <Admiral_Damage> I'm aware, was hoping for more than a 'just use this'
L1986[14:58:56] <williewillus> well, the fix is in
L1987[14:59:10] <williewillus> but in an actually useful and updated version of forge
L1988[14:59:19] <williewillus> its like the whole 1.7.2 thing all over again dammit
L1989[14:59:25] <Admiral_Damage> I know I know
L1990[14:59:38] <Admiral_Damage> Thanks though
L1991[14:59:49] <diesieben07> what more than a "just do this" do you want...
L1992[14:59:57] <diesieben07> it was more or less a bug, it was fixed
L1993[15:00:00] <diesieben07> update and you will get the fix.
L1994[15:00:03] <diesieben07> thats how programmign works.
L1995[15:00:37] <Admiral_Damage> I know.. I just had some small reasons for keeping back, wondered if I could find a way to implement it myself is all. Not trying to be awkward on purpose
L1996[15:00:50] <Admiral_Damage> Thanks again.
L1997[15:00:55] <diesieben07> even if it wasnt for htis bug you should update
L1998[15:00:56] <diesieben07> your version is absolutely ancient#
L1999[15:01:05] <diesieben07> and i cannot type properly for shit.
L2000[15:01:31] <unascribed> williewillus, http://minecraft.curseforge.com/projects/ascribe
L2001[15:01:50] <Admiral_Damage> That's just my luck tho lol, my 1.8.9 is 1715... Le sigh,
L2002[15:02:01] <Admiral_Damage> will update and report back with progress
L2003[15:02:23] <diesieben07> why do you even have separate 1.8 / 1.8.9...
L2004[15:02:36] <williewillus> unascribed: awesome thanks
L2005[15:02:41] <unascribed> :P
L2006[15:02:44] <unascribed> as promised I'm logging off now
L2007[15:02:45] <Admiral_Damage> I'm not familiar on version compatability, don't go into one, I genuinely never looked at it before.
L2008[15:02:47] <unascribed> stayed up to write this
L2009[15:03:00] <Admiral_Damage> To go with that, I don't use any form of git so
L2010[15:03:06] <williewillus> lol
L2011[15:03:20] <Curle> diesie
L2012[15:03:22] <williewillus> you're seriously doing 10x the work you need to if you don't use version control
L2013[15:03:40] <Admiral_Damage> Again, I genuinely never looked into it
L2014[15:03:51] <Admiral_Damage> If someone could enlighten me on a better way, I would take all advice
L2015[15:04:00] <williewillus> git-scm.org/book
L2016[15:04:03] ⇨ Joins: SirSavary (~SirSavary@CPE38aa3c7be347-CMbc4dfbf61bd0.cpe.net.cable.rogers.com)
L2017[15:04:17] <williewillus> you really only need the first 3 chapters
L2018[15:04:36] <williewillus> but it's magical really. I can keep the 1.7 and 1.8.x branches of a mod synced together
L2019[15:04:40] ⇨ Joins: Manusoftar (Manusoftar@190.105.29.157)
L2020[15:04:41] <williewillus> wtihout having to make changes twice
L2021[15:05:02] <williewillus> you can go back in time to look at something, or revert specific changes
L2022[15:05:04] <williewillus> etc.
L2023[15:05:11] <Admiral_Damage> Ya, often found myself remaking code for everything 1.2.5 - 1.8 at every major interval
L2024[15:05:11] <shadowfacts> <3 git
L2025[15:05:17] <williewillus> yeah...
L2026[15:05:22] <williewillus> not sure how you ever survivied without vc
L2027[15:05:28] <williewillus> anyways read ch 1-3 of that
L2028[15:05:44] <Admiral_Damage> I haven't got a problem with it, would rather start from scratch each time as I often redo things far more efficiently every time, bleh
L2029[15:05:46] <Admiral_Damage> will have a read
L2030[15:05:58] <williewillus> I doubt it's more efficient every time
L2031[15:06:04] <Admiral_Damage> o.o youd be suprised...
L2032[15:06:13] <williewillus> you just feel that way since you rewrote it
L2033[15:06:21] <Wuppy> o/
L2034[15:06:24] <Wuppy> o/
L2035[15:06:24] <williewillus> but rewriting doesn't necessarily fix bugs
L2036[15:06:25] <Manusoftar> guys, i've created a mod for mc 1.8 that has a little GUI, the items and blocks it features are displayed properly but the GUI doesn't show the texture, it brings the infamous checkedboard like texture... Although when i tested it with gradlew start client it worked fine, but when i placed the jar onto my mc mods folder the texture failed...
L2037[15:06:26] <Wuppy> o/
L2038[15:06:28] <williewillus> you just exchange your bug set for another
L2039[15:06:51] <Manusoftar> the mod is in this repo -> https://github.com/manusoftar/Mortero
L2040[15:06:58] <Wuppy> \o- -o/ \o/
L2041[15:07:03] <Curle> o/
L2042[15:07:04] <Curle> :D
L2043[15:07:04] <Admiral_Damage> Wuppy needs attention
L2044[15:07:13] <Wuppy> Admiral_Damage, no, I'm dancing :P
L2045[15:07:14] *** williewillus is now known as willieaway
L2046[15:07:15] <Delenas-> o/ Wuppy
L2047[15:07:17] <Admiral_Damage> o
L2048[15:07:20] <Admiral_Damage> ~o~
L2049[15:07:21] <Manusoftar> i checked inside the jar and looked for the image file and it is indeed there
L2050[15:07:21] <Wuppy> XD
L2051[15:07:33] <Wuppy> hai Curle
L2052[15:08:02] ⇨ Joins: sokratis12GR (webchat@62.221.158.197)
L2053[15:08:36] <Curle> i'm getting there zxD
L2054[15:08:48] <Curle> http://anter-gerang.org/Index
L2055[15:09:14] ⇨ Joins: Xain (~Xain@node-1w7jr9srgwfqo12m24k6kx9j7.ipv6.telus.net)
L2056[15:09:36] <Delenas-> Day 12: Medical assistance required. Send help. http://imgur.com/QIcUikO
L2057[15:09:37] <Wuppy> heh, I started drinking at 11AM, it's 10PM now...
L2058[15:09:55] <Arctic_Wolfy> Is there a limit one the things I can ray trace in one tick?
L2059[15:10:02] <Xain> afternoon
L2060[15:10:13] <Arctic_Wolfy> *on
L2061[15:10:52] ⇦ Parts: sokratis12GR (webchat@62.221.158.197) ())
L2062[15:11:36] <Xain> having a slight some what trivial issue, i have an obj file thats being loaded fine but one of the textures is rotated. In blender i have it switching the x and y coords im going to go out on a limb and say that whatever its generated in the material file is not being usd
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L2064[15:11:41] <Xain> used*
L2065[15:11:55] <Xain> so i guess my best option is to rotate the texture itself and apply it as a second texture
L2066[15:11:58] <Xain> ?
L2067[15:13:37] <Wuppy> small suggestion, do not drink before 12AM xD
L2068[15:13:55] <Sollux-Captor> indubitably
L2069[15:14:31] <Wuppy> especially on a sunday
L2070[15:14:49] ⇨ Joins: sokratis12GR|real (sokratis12@62.221.158.197)
L2071[15:15:07] <Sollux-Captor> well... sunday is a day of rest :P so i say the good is go for drinking xD
L2072[15:15:19] <Wuppy> haha
L2073[15:15:37] <Wuppy> don't drink on a sunday morning ::P
L2074[15:15:48] <Sollux-Captor> now that is different xD
L2075[15:15:56] <Wuppy> protip from someone who drank on a sunday morning twice in a row
L2076[15:15:57] <Curle> Don't feed the gremlins past noon?
L2077[15:16:08] <Sollux-Captor> protip dont drink in the morning in general xD?
L2078[15:16:17] <Curle> protip dont drink xD
L2079[15:16:22] ⇦ Parts: sokratis12GR|real (sokratis12@62.221.158.197) ())
L2080[15:16:25] <Wuppy> nope, drinking is good
L2081[15:16:33] <Curle> ik, just kidding
L2082[15:16:34] <Curle> :P
L2083[15:16:34] <Sollux-Captor> protip, but a nice wine on a fancy occasion is nice :o
L2084[15:16:36] ⇨ Joins: sokratis12GR|real (sokratis12@62.221.158.197)
L2085[15:16:43] <Wuppy> beer!
L2086[15:16:46] <Wuppy> also, flugel :P
L2087[15:16:47] <Curle> protip, stop saying protip
L2088[15:16:56] <Sollux-Captor> protip that is impossible
L2089[15:17:24] ⇦ Quits: sokratis12GR|real (sokratis12@62.221.158.197) (Client Quit)
L2090[15:17:56] <Curle> noobtip it is
L2091[15:17:56] <Curle> xD
L2092[15:18:18] <Wuppy> do they have flugel in other places?
L2093[15:18:23] <Wuppy> or is that just dutch?
L2094[15:19:17] <Sollux-Captor> never heard of it, so it might be
L2095[15:19:44] <Wuppy> it's great :)
L2096[15:19:50] ⇨ Joins: sokratis (sokratis@62.221.158.197)
L2097[15:20:17] <Sollux-Captor> hmm, ill give it a try when i get the chance
L2098[15:20:25] <sokratis> Hello, does someone know how to add number values to be changable in a config file ?
L2099[15:20:37] <Wuppy> https://movinglogistics.nl/slir/w900//uploads/webshop/flugel_mini.jpg
L2100[15:20:41] <Wuppy> ^ amazing :D
L2101[15:20:52] <TehNut> config.getInt()?
L2102[15:20:55] <Sollux-Captor> sweet?
L2103[15:20:58] <Curle> Looks like the blood of a demon
L2104[15:21:08] <Wuppy> it's kinda like wodka red bull
L2105[15:21:10] <Wuppy> but different
L2106[15:21:16] <sokratis> Hello TehNut, You old post helped me in the creation of my first conifg :)
L2107[15:21:37] <sokratis> but how to make it with boleans ?
L2108[15:21:48] <TehNut> config.getBoolean() :P
L2109[15:22:00] <sokratis> 1 sec
L2110[15:22:29] <sokratis> https://github.com/sokratis12GR/ArmorPlus/tree/master/src/main/java/sokratis12GR/ArmorPlus
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L2112[15:23:00] <sokratis> I mean how i can make it so people can add their own protection values ?
L2113[15:23:29] ⇨ Joins: BlueRaven (~BlueRaven@50-121-212-76.drr03.clbg.wv.frontiernet.net)
L2114[15:24:58] <TehNut> What do you mean?
L2115[15:25:07] ⇨ Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L2116[15:26:32] <sokratis> for example enableCoalArmorCrafting = config.getBoolean("enableCoalArmorCrafting", category, true,"Enable/Disable The Coal Armor Crafting"); to be made so they could add values rather than "true/false"
L2117[15:26:40] <Sollux-Captor> so i have a blanancing question: essentially my mod makes glass making a bit more realistic and harder for the user to obtain glass. it takes 4 silicon to essentially make 1 glass and the silicon ore has a random drop range of 4-2. is this too grindy?
L2118[15:27:15] <TehNut> But all a boolean is is true/false. What other values would you want there?
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L2120[15:27:42] <sokratis> so i can't do it with booleans ?
L2121[15:27:54] <Curle> Sollux: That seems fair
L2122[15:28:19] <TehNut> No
L2123[15:28:20] <Sollux-Captor> and ofc fortune will help out with that later game whne you can enchant
L2124[15:28:25] <sokratis> Is there any other than booleans ? because i know only booleans
L2125[15:28:35] <sokratis> are*
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L2127[15:28:48] <Sollux-Captor> ints
L2128[15:28:54] <Sollux-Captor> idk what you want but ints
L2129[15:29:23] <TehNut> config.getInt("myIntValue", category, defaultValue, minValue, maxValue, "comment")
L2130[15:29:24] <Curle> oh, ffs
L2131[15:29:32] <sokratis> How i can use ints for changing an number for example [5] protection to [10 or any other]
L2132[15:29:52] <sokratis> oh Thanks!!, but how i can set it up for an armor ?
L2133[15:29:53] <diesieben07> an int IS a number.
L2134[15:29:56] <TehNut> The same way you're using the booleans, but with an int
L2135[15:29:57] <Curle> does anyone have a REALLY simple example of how to register item models? xD
L2136[15:30:16] <Sollux-Captor> i think i do?
L2137[15:30:18] <Sollux-Captor> lel
L2138[15:30:21] <Curle> my mrls are going down the shitter
L2139[15:30:22] <Curle> :P
L2140[15:30:40] <TehNut> https://gist.github.com/TehNut/a72f835ba36a995851c9
L2141[15:31:02] <Curle> neat
L2142[15:31:19] <Wuppy> oh I got the best news ever today!
L2143[15:31:30] <Wuppy> the best movie ever just got released
L2144[15:31:36] <Sollux-Captor> What movie?
L2145[15:31:43] <Wuppy> it was done about a year ago but for some reason never got released
L2146[15:31:50] <Wuppy> Blue Mountain State Rise of Thadland
L2147[15:32:51] <sokratis> TehNut do you have an example with the ints ?
L2148[15:33:07] ⇨ Joins: SirSavary (~SirSavary@CPE38aa3c7be347-CMbc4dfbf61bd0.cpe.net.cable.rogers.com)
L2149[15:33:09] <TehNut> Look at the old post you saw. I used ints in that config
L2150[15:33:18] <sokratis> ok
L2151[15:33:18] <Curle> TehNut: What if it doesn't have a variant? xD
L2152[15:33:35] <Curle> The ResourceLocation requires a variant with it
L2153[15:33:43] <TehNut> Just give it a variant
L2154[15:33:52] <TehNut> I think you can use "inventory"
L2155[15:33:57] <diesieben07> items by default use inventory, yes
L2156[15:34:00] <Curle> oh, gg
L2157[15:34:09] *** kroeser is now known as kroeser|away
L2158[15:35:54] <gigaherz> "inventory" is what vanilla uses
L2159[15:36:04] <gigaherz> forge allowsyou to use any other variant name as defined in the blockstates file
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L2161[15:36:53] <Curle> Still no change
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L2164[15:37:25] <gigaherz> Curle: https://github.com/gigaherz/PackingTape/blob/master/src/main/java/gigaherz/packingtape/client/ClientProxy.java
L2165[15:37:45] <gigaherz> line 49 isn't needed anymore, but that should be a good "simple" example of how things work ;P
L2166[15:38:25] <Curle> I'm using almost that exact code
L2167[15:38:32] <Curle> Damn it :(
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L2169[15:39:48] <Admiral_Damage> All works with the armor now, thx diesieben07
L2170[15:40:59] <sokratis> TehNut this is right ? gaianiteSieveChance = config.getInt("gaianiteSieveChance", category, 40, 0, 100, "Chance for a sieve to drop a standard Gaianite Essence. Set to 0 to disable.");
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L2172[15:41:11] <Curle> Wuppy, I summon thee
L2173[15:41:12] <TehNut> yes
L2174[15:41:19] <sokratis> ok
L2175[15:41:32] <Wuppy> I am present
L2176[15:41:36] <Curle> sweet
L2177[15:41:40] <Curle> PM?
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L2179[15:41:46] <Wuppy> go ahead :)
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L2182[15:48:10] <Sollux-Captor> either im being completely stupid or am just not good in life but im not sure why this is being wierd with its max drops http://paste.ee/p/hg13W my max with increasing fortune goes 4 6 8 9 or at least as that is what i am getting from my test results
L2183[15:48:28] ⇨ Joins: Pennyw95 (~Dr.Benway@151.36.3.99)
L2184[15:49:15] <Sollux-Captor> i wanted it to increment by 2 or by 1 so my final max results should be 4 5 6 7 or 4 6 8 10
L2185[15:50:31] *** kroeser|away is now known as kroeser
L2186[15:51:48] <AbrarSyed> Sollux-Captor, breakpoints are your freind.
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L2188[15:52:30] <Sollux-Captor> where the hell would i break in that code snipet?
L2189[15:52:40] <AbrarSyed> dunno, I didnt look at the code
L2190[15:52:45] <Sollux-Captor> >_>
L2191[15:52:47] <AbrarSyed> whatever you suspect is the problem
L2192[15:53:08] <AbrarSyed> if you step through the code, you will see exactly whats going on and why. SUrely you will be able to figure it out then
L2193[15:53:11] <Sollux-Captor> i think my problem is that im just doing math wrong xD
L2194[15:53:24] <AbrarSyed> then stepping through it will show you that
L2195[15:54:00] <Sollux-Captor> ive been mathing all day :3 getting lazy!! do math for me xD!!!
L2196[15:54:16] * AbrarSyed is lazy too
L2197[15:54:28] <AbrarSyed> nobody is gonna do your work for you
L2198[15:54:41] <Sollux-Captor> lel it was worth a shot
L2199[15:55:10] <Pennyw95> Little question...if I want to check if a block's IBlockState is what I'm looking for, my first thought would be to compare world.getBlockState(pos) with myBlock.getDefaultState.withProperty(myBlock.myProperty, myPropertyValue). Is it correct?
L2200[15:56:17] <Pennyw95> The thing is, I'm wondering if this would still be good if the blockState has many properties. If my block's iBlockState has 2 properties different from the defaultState, and I only check for one, i assume it won't work, even though I don't care about the other one?
L2201[15:57:55] <sokratis> ItemArmor.ArmorMaterial enuma = EnumHelper.addArmorMaterial("LAVAARMOR", "LavaArmor", 32, new int[]{ 6, 11, 9, 5 }, 20);
L2202[15:58:13] <sokratis> How I can make this changeable in the config ?
L2203[15:58:23] <sokratis> do i do this individual for all damage values ?
L2204[15:58:27] <sokratis> or the final one ?
L2205[15:59:06] <sokratis> [32] - Protection to be able to be any number
L2206[15:59:26] <Manusoftar> anyone... any idea why my texture is failing???
L2207[15:59:59] <Ivorius> Maybe train it better
L2208[16:00:02] <Ivorius> Get it a private tutor
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L2211[16:00:40] <sokratis> do i have to add if (confighandler.lavaarmorprotection) {}
L2212[16:00:44] <sokratis> ?
L2213[16:01:42] <Ivorius> sokratis, that would be advisable
L2214[16:01:56] <Ivorius> Do a non-static initializer and wrap in an if
L2215[16:02:06] <sokratis> ...
L2216[16:02:36] <Ivorius> Downside is that all clients must have the same config in mp
L2217[16:02:40] <sokratis> How i can do that ? [I Didn't understood what you said]
L2218[16:02:59] <Ivorius> lol
L2219[16:03:10] <Ivorius> Look up what static in java means, what an initializer is and what an if is
L2220[16:03:27] <sokratis> i know static and if
L2221[16:03:47] <sokratis> I knew Initializer but forgot it xD
L2222[16:04:00] <Ivorius> 'enuma = EnumHelper.addArmorMaterial("LAVAARMOR", "LavaArmor", 32, new int[]{ 6, 11, 9, 5 }, 20);'
L2223[16:04:08] <Ivorius> Move this to load()
L2224[16:04:21] <Ivorius> Or init or whatever you kids call it these days
L2225[16:04:25] <Ivorius> In your @Mod
L2226[16:04:51] ⇦ Quits: Manusoftar (Manusoftar@190.105.29.157) (Ping timeout: 198 seconds)
L2227[16:05:42] <sokratis> I don't have load() xD
L2228[16:06:22] <Pennyw95> public static void init()
L2229[16:06:22] <Ivorius> Pennyw95: That will compare the complete state, yes
L2230[16:06:27] <Ivorius> All 16 types
L2231[16:06:54] <Ivorius> If you just want one property, use .getPropertyValue or whatever its called == yourPropertyValue
L2232[16:06:58] <Pennyw95> so if I have a PropertyEnum PE and PropertyBool PB
L2233[16:07:11] <Pennyw95> I need to check if the state has PB as false but can be any value of PE
L2234[16:07:40] <Ivorius> Then get your state, get the PB property, get its value and check it for true
L2235[16:07:42] <Ivorius> Or false
L2236[16:07:49] <Pennyw95> I can't just do getDefaultState.withProperty(myBLock.PB, false)
L2237[16:07:57] <Pennyw95> I see...thanks :)
L2238[16:08:07] <Ivorius> Any blockstate has all properties assigned
L2239[16:08:08] <Pennyw95> .getValue, if I'm not mistaken?
L2240[16:08:13] <Ivorius> Probably
L2241[16:08:16] <Pennyw95> ty
L2242[16:10:20] <sokratis> lavaArmorValue = config.getInt("lavaArmorValue", category, 32, 1, 10, "comment"); this ?
L2243[16:11:02] <Ivorius> Isn't that min, max, default?
L2244[16:11:13] <Ivorius> Otherwise yes
L2245[16:11:18] <Cypher121> lava armor doesn't sound healthy
L2246[16:11:22] <sokratis> default, min, max
L2247[16:11:35] <Ivorius> Then 32, 1, 10 makes no sense
L2248[16:11:36] <sokratis> Cyrpher121 In the new update will be xD
L2249[16:11:48] <sokratis> em yeah lol
L2250[16:12:03] <sokratis> 32, 1, 50*
L2251[16:12:05] <sokratis> xD
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L2254[16:13:21] <Manusoftar> Any idea why the gui texture is not working on my mod?? -> https://github.com/manusoftar/Mortero
L2255[16:13:22] <sokratis> To make the the config part is easy for me, but the hard is idk how to import the values of the config to the armor valiues
L2256[16:14:10] <Cypher121> you just read the config into variables and then create armor with these variables as their parameters
L2257[16:14:38] <Ivorius> And make sure you do it after you read your config
L2258[16:15:06] <Ivorius> lol Manusoftar, you git your saves?
L2259[16:15:25] <Ivorius> I recommend using this gitignore https://github.com/Ivorforce/RecurrentComplex/blob/master/.gitignore
L2260[16:16:08] <sokratis> Ivoriues I made it sure in the last update ...
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L2262[16:16:52] <Ivorius> Manusoftar, I see more than one GUI
L2263[16:17:11] <sokratis> https://paste.ee/p/5mUfP and https://paste.ee/p/F0AJw
L2264[16:17:11] <Cypher121> so yeah, something like "Config.init(); MyArmor = new MyArmor(Config.I_DONT, CONFIG.FUCKING_KNOW, Config.WHAT_VALUES, Config.ARMOR_NEEDS);"
L2265[16:17:22] <Ivorius> Ah wait, you have like a weird setup
L2266[16:18:12] <sokratis> These are the config handler and the lavaarmor
L2267[16:18:18] <Manusoftar> Ivorius: the gui is here -> https://github.com/manusoftar/Mortero/tree/Fixed/src/main/java/com/manusoftar/mortero/gui
L2268[16:18:19] <Ivorius> public void load(FMLInitializationEvent event)
L2269[16:18:19] <Ivorius> lel
L2270[16:18:37] <sokratis> do I have to add an line to the lavaarmor or the the main ? ArmorPlus.jav ?
L2271[16:18:39] <Ivorius> Also your initializer is still static
L2272[16:18:44] <sokratis> java*
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L2274[16:18:49] <Manusoftar> Im not pretty good with git so i messed it up a little but the mod does work, only that texture is not showing up
L2275[16:18:58] <Ivorius> I highly recommend never doing static blocks
L2276[16:19:04] <Ivorius> ( static { [...] }
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L2278[16:19:47] <sokratis> Here is the ArmorPlus.java https://paste.ee/p/OLGSf
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L2280[16:20:31] <Cypher121> also I don't think enuma is a good variable name >_<
L2281[16:20:33] *** sokratis is now known as sokratis12GR
L2282[16:20:47] <sokratis12GR> finally i can use my real nickname xD
L2283[16:21:39] <sokratis12GR> Em Guys... What do you prefer Eclipse or InteliJ ?
L2284[16:21:40] <Ivorius> Manusoftar: Looks fine to me
L2285[16:21:48] <Ivorius> What's the problem, you just don't see anything?
L2286[16:22:12] <Manusoftar> Ivorius: when i open the gui i see the checkerboard thing instead of my texture
L2287[16:22:20] <Cypher121> intellij
L2288[16:22:26] <Cypher121> and cue the flaming
L2289[16:22:53] <sokratis12GR> Ok, I use InteliJ IDEA 15.0
L2290[16:23:16] <Ivorius> Manusoftar: Why didn't you say that in the first place
L2291[16:23:21] <Ivorius> That just means your path is wrong
L2292[16:23:34] <Ordinastie> is it normal that TE.getDescriptionPacket() doesn't have generic in its signature ?
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L2294[16:24:11] <Ivorius> Ordinastie, when did any mc class ever have generics
L2295[16:24:14] <Pennyw95> well, getSubItems has been given generics only from 1.8
L2296[16:24:32] <Ordinastie> Ivorius, since 1.8.9
L2297[16:24:32] <Pennyw95> At least, I remember having to add them when updating from 1.7
L2298[16:24:39] <Manusoftar> Ivorius: i said it dude :P thanks anyway i'll check the path it is trying to use
L2299[16:25:09] <Manusoftar> now im getting this when i try to GradleStart -> java.lang.NoSuchFieldError: DEFAULT_BAKED_FORMAT
L2300[16:25:32] <Manusoftar> i searched for that constant on my code and it doesn't seem to be there...
L2301[16:25:42] <Ivorius> GradleStart is Forge
L2302[16:26:43] <Manusoftar> so?
L2303[16:27:16] <Ivorius> Sounds like your workplace is fucked
L2304[16:27:21] <Manusoftar> im trying to run my mod (im using Eclipse) so i configured the run command to execute GradleStart it tries to start minecraft but it crashes with that eror
L2305[16:27:23] <Ivorius> *workspace
L2306[16:27:47] <Manusoftar> i always tested my mods from Eclipse with GradleStart
L2307[16:27:49] <Manusoftar> ...
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L2309[16:32:21] <Ordinastie> ok, lets continue with generics ><
L2310[16:32:27] <Ordinastie> I have : public class DoorRenderer<T extends DoorTileEntity> extends MalisisRenderer<T>
L2311[16:32:47] <Ordinastie> and public class MalisisRenderer<T extends TileEntity> extends TileEntitySpecialRenderer<T> { public void registerFor(Class<T> clazz) {} }
L2312[16:33:07] <Ordinastie> Why can't I call regsiterFor(DoorTileEntity.class) ?
L2313[16:33:12] <Ordinastie> from DoorRenderer
L2314[16:34:22] <Pennyw95> registerFor? Is it 1.9?
L2315[16:34:55] <Ordinastie> is my own
L2316[16:35:01] <Pennyw95> ah, ok
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L2318[16:37:59] <Ordinastie> rah, I don't get it
L2319[16:38:48] <Manusoftar> Ivorius: the weird thing is that when i run it through GradleStart the texture works just fine, when i run the gradlew build and then put the jar onto my actual minecraft installation the texture fails to load???
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L2321[16:39:15] <DanYeomans> hey
L2322[16:39:43] <sokratis12GR> Does anyone know any tutorials on how to add multiple ores and structures to custom dimensions ?
L2323[16:39:44] <Ordinastie> Manusoftar, double check casing on the paths
L2324[16:40:29] <Ivorius> Manusoftar: Mortero.MODID+":/textures/gui/mortero_gui.png" vs Mortero.MODID+":textures/gui/mortero_gui.png"
L2325[16:40:36] <Ivorius> Pretty sure the extra slash does it
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L2327[16:41:46] <Manusoftar> i'll try that...
L2328[16:42:07] <Manusoftar> is there any place i can check which are the latest mappings for a certain forge version???
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L2330[16:43:04] <TehNut> With !latest
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L2332[16:44:27] <Manusoftar> TehNut: you mean right here on the irc channel??
L2333[16:44:32] <TehNut> yes
L2334[16:44:35] <Manusoftar> ok
L2335[16:44:37] <Manusoftar> thanks
L2336[16:44:40] <Manusoftar> !latest
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L2338[16:45:03] <sokratis12GR> TehNut You made Dimensional Doors right ?
L2339[16:45:19] <TehNut> I don't
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L2341[16:45:35] <sokratis12GR> oh, sorry..
L2342[16:45:38] <TehNut> Blood Magic and Soul Shards
L2343[16:45:56] <sokratis12GR> cool
L2344[16:46:13] <sokratis12GR> I know that you made Blood Magic but didn't knew you made Soul Shards
L2345[16:46:24] <TehNut> I recently picked it up
L2346[16:46:31] <sokratis12GR> kk
L2347[16:46:55] <Manusoftar> Ivorius: you mean that i shall add the slash or remove it?
L2348[16:46:56] <sokratis12GR> Do you know s.b or where i can find tutorial on creating Structures for dimensions and ore generations ?
L2349[16:47:04] <Ivorius> Remove it
L2350[16:47:19] <Manusoftar> ok done, now im building it so i can test it on my current installation
L2351[16:47:36] <TehNut> i got bored http://tehnut.info/share/K6Uutjwltw.mp4
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L2353[16:49:01] <Manusoftar> that was insane! =P
L2354[16:49:41] <sokratis12GR> 4K mobs
L2355[16:51:00] <Manusoftar> how did you manage to avoid your RAM to be eaten?!!
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L2357[16:51:25] <Ivorius> Probably just downloaded some more
L2358[16:51:29] <TehNut> that's a very good question actually
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L2361[16:51:40] MineBot sets mode: +o on LexMobile
L2362[16:52:21] <sokratis12GR> I use to put 4-6 GB RAM to my Minecraft so it uses 4-6/16 xD
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L2366[16:53:11] <TehNut> okay works less well with Withers... http://tehnut.info/share/FEmp30VJX2.mp4
L2367[16:54:20] <Ordinastie> do it with enderman under the rain
L2368[16:54:26] <TehNut> lol
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L2370[16:55:55] <TehNut> not too bad actually http://tehnut.info/share/HGyWxlPwv4.mp4
L2371[16:58:01] <TehNut> drops to ~ 1.5 TPS with 9000 Enderman
L2372[17:00:32] <sokratis12GR> When you don't know how to set up a set effect but only individual... http://sokratis12gr.weebly.com/uploads.html
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L2375[17:06:03] <sokratis12GR> Ok Guys Cya I have to translate some pages and then zzz bb
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L2389[17:16:42] <gudenau> Hello!
L2390[17:17:01] <gudenau> Is there a block break event that gets fired by the player that has the side the they mined?
L2391[17:19:22] <Ordinastie> AFAIK, no
L2392[17:19:41] <gudenau> Back to a raytrace I suppose.
L2393[17:19:42] <gudenau> YAY
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L2400[17:37:39] <williewillus> how would I load a resourcepack from within code? :P
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L2404[17:42:43] <poste9> hello.. do you guys know any mod having something like Jabba's dolly working on 1.8.9 ?
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L2406[17:44:22] <TehNut> Packing Tape
L2407[17:44:33] <TehNut> Blood Magic has a Sigil, too
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L2410[17:47:22] <gigaherz> poste9: Packing Tape (my mod) works more like the cardboard boxes from whatever mod it was, but it serves a similar purpose -- xcept they are single-use unlike the dolly
L2411[17:47:47] <TehNut> Mekanism had the cardboard boxes
L2412[17:49:49] <gudenau> ctrl+middle click? :-P
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L2414[17:50:28] <gigaherz> ctrl-middleclick in creative copies the block as-is, why?
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L2416[17:51:53] <gudenau> It copies the NBT data aswell.
L2417[17:52:03] <gudenau> Nice little trick!
L2418[17:54:51] <gigaherz> yeah I know I used it extensively while debugging the packing tape mod
L2419[17:54:52] <gigaherz> ;P
L2420[17:55:03] <gigaherz> it's almost identical to picking up the block in survival
L2421[17:55:08] <gigaherz> xcept there's one extra tag as a marker
L2422[18:00:45] <gudenau> The most fun part of doing multibreaking things, the offsets. :-/
L2423[18:01:23] <poste9> i will try to make a simple mod for my self just to add just the dolly to my single player instance, if it gives me too much trouble, I will try the packing tape, thanks.
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L2431[18:18:46] <gudenau> Why is math escaping me right now. -/-
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L2433[18:20:05] <williewillus> is there a tool that let you query the GC to see what is still holding on to an object?
L2434[18:20:12] <williewillus> just curious
L2435[18:21:46] <gudenau> Not to my knowlage.
L2436[18:22:14] <gudenau> You might be able to do some hacky things and make the GC "froget" somthing to see what crashes.
L2437[18:24:52] <williewillus> oh, visualvm's heap dump analyzer can
L2438[18:25:38] <gudenau> Testing multi mine stuff is so fun. :-D
L2439[18:28:24] <williewillus> multimine stuff?
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L2441[18:30:17] <gudenau> You break one block and multiple break, like the hammers in TC.
L2442[18:30:47] <williewillus> oh
L2443[18:30:53] <williewillus> i thought you meant atomicstryker's mod :P
L2444[18:30:59] <williewillus> which is great btw more packs should include it
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L2446[18:31:41] <gigaherz> I had some issues with it
L2447[18:31:48] <gigaherz> (ages ago)
L2448[18:31:51] <gigaherz> dunno if they were fixed since then
L2449[18:32:04] <gigaherz> but the mining sometimes got out of sync and such
L2450[18:32:08] <gudenau> It is fun to prank your friends by walking in front of them when they are about to break obsidian. :-D
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L2452[18:37:04] <gudenau> Do any of you guys do if(!object) to check for null?
L2453[18:37:20] <gudenau> I do that once and a while, but this is not C. :-P
L2454[18:37:23] <Ordinastie> it doesn't
L2455[18:37:45] <Ordinastie> if object is not a bool, it will error even I think
L2456[18:37:51] <gudenau> I know.
L2457[18:38:01] <gudenau> But I type that out sometimes.
L2458[18:38:08] <Ordinastie> oh, I misread your question
L2459[18:38:25] <gigaherz> I do after I have used C for a while
L2460[18:38:39] <gigaherz> but C isn't my primary language, it's C#, so I don't have that habit that much
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L2462[18:42:21] <gudenau> I use diffrent editors, so the diffrent looks keep me in diffrent modes; most the time.
L2463[18:45:06] <gudenau> Ah, what is the name for the time it takes to break a block again?
L2464[18:45:18] <gudenau> There is hardness, but isn't that for explotions?
L2465[18:45:45] <Ordinastie> it's resistance for explosion
L2466[18:45:49] <gudenau> Oh.
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L2470[18:52:31] <williewillus> what the actual fuck
L2471[18:52:31] <williewillus> https://i.gyazo.com/773619552bfb8bb850e27e2d1b8e361a.png
L2472[18:52:38] <williewillus> (that's 571000)
L2473[18:54:25] <Ordinastie> and then you have the PoolVariant, it's what? 412k? :p
L2474[18:54:44] <williewillus> idk if this is accurate
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L2476[18:54:59] <williewillus> if I heap dump it only shows 2 SpreaderVariant[]'s
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L2483[19:14:59] <williewillus> oh my god
L2484[19:15:05] <williewillus> just looked at the old potion flippy code
L2485[19:15:11] <williewillus> its so ugly
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L2489[19:27:15] <bloxgate> Hi, I'm having a strange issue with putting a 3d model into the game. I've got it to show up, but its offset by about -.5 in all directions. I've already made sure that I have the center of the object at 0 0 0 in blender, but it still happens.
L2490[19:28:59] <gigaherz> that's the issue
L2491[19:29:14] <gigaherz> the model has to be within the 0,0,0 to 1,1,1 area
L2492[19:29:18] <bloxgate> ah
L2493[19:29:27] <gigaherz> or actually
L2494[19:29:41] <bloxgate> so putting it at 0.5 0.5 0.5, with the origin in the middle would work?
L2495[19:29:48] <gigaherz> yes
L2496[19:29:54] <gigaherz> or it may be offset by 1
L2497[19:30:03] <gigaherz> in that case move it "south" to -0.5
L2498[19:30:25] <gigaherz> I have that issue when exporting from rhino3d
L2499[19:32:08] <bloxgate> yep looks like it needs to be -0.5
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L2501[19:34:50] <killjoy> So I got gilded 3 times today
L2502[19:35:44] <gigaherz> ?
L2503[19:36:00] <killjoy> By the lookks of it, ssomeone gilded the entire comments section
L2504[19:36:06] <killjoy> I had 3 comments at the time
L2505[19:36:34] <gigaherz> no idea what that means XD
L2506[19:36:44] <killjoy> The thread: (warning ponies) https://redd.it/4948wo
L2507[19:37:31] * gigaherz does not care for ponies
L2508[19:38:00] <trizmo> anyone know of a good forge mod like lwc?
L2509[19:38:07] <gigaherz> what's lwc?
L2510[19:38:08] <killjoy> securitycraft?
L2511[19:38:14] <killjoy> lightweight chests
L2512[19:38:18] <bloxgate> its that bukkit plugin that let you lock doors and chests
L2513[19:38:22] <trizmo> lwc is block locking
L2514[19:38:22] <killjoy> it's a block locking plugin
L2515[19:38:41] <gigaherz> ah
L2516[19:38:46] <bloxgate> alright, the model works fine now. Thanks!
L2517[19:38:47] <killjoy> if you're not the owner, you can't interact and/or break it
L2518[19:39:20] <trizmo> yeah im looking for something for an ftb server like thatt
L2519[19:39:44] <killjoy> lwc says it works on forge
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L2521[19:40:10] <bloxgate> yep, just drop the lwc jar into mods
L2522[19:40:32] <killjoy> https://github.com/Hidendra/LWC/wiki/v5-installation
L2523[19:41:03] <trizmo> i cant get it to lock the blocks
L2524[19:43:54] <killjoy> you should ask hidendra or whoever makes it
L2525[19:44:07] <killjoy> or someone who knows the plugin
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L2527[19:44:43] <williewillus> this is so annoying
L2528[19:44:54] <williewillus> TE's getting called when their block doesn't actually have their block
L2529[19:45:01] <williewillus> tempted to just say fuckit and use vanilla's workaround
L2530[19:45:16] <williewillus> (which is use raw metas using TE.getBlockMetadata())
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L2532[19:49:16] <gigaherz> williewillus: theBlock.getStateFromMeta(this.getMetadata()) ;P
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L2534[19:49:54] <williewillus> that doesnt get to the real issue though
L2535[19:50:01] <williewillus> why do TE's exist when their block doesn't?
L2536[19:50:12] <gigaherz> there was a reason for it
L2537[19:50:17] <gigaherz> I can't remember what it was XD
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L2539[19:50:25] <Ordinastie> probably not a good one
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L2543[20:03:30] <Sollux-Captor> o/
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L2546[20:05:08] <vectorwing> is this a proper place for model questions? :o
L2547[20:05:19] <Sollux-Captor> probably :I
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L2549[20:05:31] <vectorwing> just a curiosity in regards to blocks that visibly hold a liquid
L2550[20:05:45] <Sollux-Captor> ye i would say this is the right place
L2551[20:05:57] <vectorwing> alright then
L2552[20:06:04] <Sollux-Captor> im no mod so dont quote me xD
L2553[20:06:38] <vectorwing> this block will hold varying volumes of a liquid, sorta like crucible or witch cauldron
L2554[20:07:07] <vectorwing> do i make one cube for the bottom and one for each wall of the "vessel"?
L2555[20:07:19] <killjoy> or a ender tank?
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L2557[20:07:21] <vectorwing> or is there some form of negative space rendering?
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L2560[20:07:38] <vectorwing> well, you can only see the liquid from the top. it's a clay vessel
L2561[20:07:39] <killjoy> there's culling, isn't there?
L2562[20:07:45] <williewillus> is this 1.8?
L2563[20:07:49] <vectorwing> 1.7
L2564[20:07:53] <williewillus> nvm ;p
L2565[20:07:58] <killjoy> okah
L2566[20:07:59] <williewillus> I haev answers for 1.8 haha
L2567[20:08:03] <williewillus> and update
L2568[20:08:17] <vectorwing> well, feel free to discuss them x) i might do 1.7 and 1.8 versions
L2569[20:09:15] <vectorwing> i assume the visible liquid would just be a textured cube that increases/decreases in size inside, right?
L2570[20:09:22] <vectorwing> and becomes invisible when empty
L2571[20:09:39] <gigaherz> sortof, yeah
L2572[20:09:47] <gigaherz> you draw a plane with the liquid's texture
L2573[20:09:51] <gigaherz> at different levels
L2574[20:09:56] <gigaherz> or just don't show it at all if empty
L2575[20:10:00] <vectorwing> yeah
L2576[20:10:07] <gigaherz> in 1.7 you'd do that in a TESR or ISBRH
L2577[20:10:19] <gigaherz> in 1.8 you'd either use a smart block model, or a TESR
L2578[20:10:25] <vectorwing> for walls, will 5 cubes (4 walls and bottom) work or is there a better method?
L2579[20:10:27] <gigaherz> the idea is the same, just the way you implement it changes
L2580[20:10:39] <gigaherz> hm?
L2581[20:10:45] <vectorwing> the vessel itself
L2582[20:10:53] <gigaherz> sure
L2583[20:11:01] <vectorwing> ok
L2584[20:11:09] <vectorwing> thanks for the help!
L2585[20:11:09] <williewillus> also, any kind of liquid in this or a defined set of them?
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L2588[20:11:36] <vectorwing> it holds either water or one of 16 dilluted dyes
L2589[20:11:44] <vectorwing> it's a dyeing vat, to facilitate item coloring
L2590[20:11:45] <gigaherz> ah so it's your own stuff?
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L2592[20:11:54] <gigaherz> not just "any liquid"?
L2593[20:11:55] <vectorwing> yes, i'll be adding 16... forge fluids >_>
L2594[20:12:11] <vectorwing> and only these, yeah
L2595[20:12:15] <gigaherz> well if it's a finite number of combinations
L2596[20:12:24] <gigaherz> 1.8 blockstates would be much nicer for this
L2597[20:12:25] <gigaherz> ;P
L2598[20:12:32] <gigaherz> specially with forge blockstates
L2599[20:12:38] <gigaherz> you could have two blockstate properties
L2600[20:12:43] <vectorwing> i need to start studying the new "ways" of 1.8
L2601[20:12:46] <gigaherz> "level" and "liquid"
L2602[20:12:56] <gigaherz> with level being like, 0..3 with 0 = empty
L2603[20:13:07] <gigaherz> and liquid being "water", "red", "blue", ...
L2604[20:13:19] <gigaherz> and then using the blockstates file
L2605[20:13:23] <vectorwing> hm
L2606[20:13:49] <gigaherz> you could choose the model for the level, and change the texture depending on liquid
L2607[20:13:55] <gigaherz> IF you don't accept arbitrary fluids.
L2608[20:14:15] <williewillus> it 's what the cauldron does
L2609[20:14:19] <williewillus> the water is part of the model
L2610[20:14:38] <gigaherz> in fact you could retexture the cauldron, probably
L2611[20:14:43] <williewillus> hm I just noticed a pattern with the crashes
L2612[20:14:45] <gigaherz> make a "vat" texture for the cauldron itself
L2613[20:14:53] <williewillus> opticrap is installed in each report
L2614[20:14:53] <williewillus> -.-
L2615[20:15:02] <gigaherz> and assign it to the model XD
L2616[20:15:24] <vectorwing> gigaherz, the vat will have a different appearance, with wooden supports and stuff
L2617[20:15:45] <vectorwing> and if things go well, you can "flush" the contents and the vessel topples over
L2618[20:15:47] <gigaherz> ahh then youcan't use that trick
L2619[20:16:05] <gigaherz> otherwise you could have assigned your own textures to "bottom", "top", "side" and "water" ;P
L2620[20:16:11] <vectorwing> mhm
L2621[20:16:22] <williewillus> ughh why is optifine a piece of shit
L2622[20:16:24] <gigaherz> and "inside" ;P
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L2624[20:16:44] <gigaherz> vectorwing: you can still use blockstates
L2625[20:16:51] <gigaherz> just not specifically using the vanilla cauldron
L2626[20:17:08] <gigaherz> you'd have to create separate models ;P
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L2631[20:21:03] <vectorwing> i'm on it atm
L2632[20:21:25] <vectorwing> ichun's model editor is a nice treat
L2633[20:22:13] <killjoy> Is it possible to use a lambda for the eventbus?
L2634[20:22:35] <williewillus> killjoy: sure
L2635[20:22:43] <williewillus> if you make your own SAM :P
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L2637[20:22:50] <killjoy> SAM?
L2638[20:22:58] <williewillus> single abstract method interface
L2639[20:23:02] <williewillus> actually no you can;t
L2640[20:23:06] <williewillus> since the annotation wouldn't apply
L2641[20:23:17] <killjoy> I'd rather auto-generate it with a transformer
L2642[20:23:44] <gigaherz> no way to add handlers to the event bus without the annotation?
L2643[20:23:45] <williewillus> what do you even need to do
L2644[20:23:45] <gigaherz> XD
L2645[20:23:52] <killjoy> something like <T> void register(Class<T> event, T listener)
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L2647[20:24:36] <Sollux-Captor> i need opinions. So for drop chance of an item from a block, is it more balanced to add the fortune modifier to the max value when deciding the range for how many drops you get or is it more balanced to add a additional itemdrops onto the standard range?
L2648[20:24:56] <williewillus> do it how vanilla does it
L2649[20:24:57] <killjoy> *Supplier<T> listener
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L2651[20:25:14] <williewillus> you mean Consumer <T> lol
L2652[20:25:16] <williewillus> anyways
L2653[20:25:18] <killjoy> yes
L2654[20:25:22] <williewillus> FML constructs the holder object for you
L2655[20:25:33] <Sollux-Captor> how does vanilla decide drop amounts based on fortune enchants?
L2656[20:25:42] <killjoy> I'm actually using guava's eventbus
L2657[20:25:59] <williewillus> what is this for?
L2658[20:26:11] <killjoy> gui events
L2659[20:26:13] <williewillus> Sollux-Captor: http://minecraft.gamepedia.com/Enchanting#Fortune
L2660[20:26:21] <killjoy> each gui object has its own eventbus
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L2662[20:27:23] <killjoy> I might make my own eventbus which supports lambdas
L2663[20:27:44] <killjoy> or maybe a method which creates a wrapper
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L2668[20:59:03] <Ordinastie> damn, since I reinstalled Eclipse, I don't have the terminate and relaunch button anymore, and i can't find it anywhere
L2669[21:03:07] <Delenas> Hour 5 of trying to get a square to render in a tesr. Results inconclusive. http://imgur.com/OyCf09k
L2670[21:03:46] <gigaherz> paste code? ;P
L2671[21:04:07] <gigaherz> that looks like your 4th vertex is wrong ;P
L2672[21:05:01] <Delenas> http://pastebin.com/yx0nWjYS
L2673[21:05:37] <gigaherz> you need .color() on EVERY vertex
L2674[21:07:12] <Delenas> And now nothing draws..
L2675[21:07:36] <williewillus> you need to use all elements and in order
L2676[21:07:42] <williewillus> eery vertex needs a pos() and color()
L2677[21:07:53] <williewillus> because you said every vertex would have it by stating POSITION_COLOR
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L2679[21:14:19] <tterrag> which is kinda annoying tbh
L2680[21:14:24] <tterrag> I wish I could set a constant color
L2681[21:14:59] <gigaherz> you could, but you'd need a vertex format with just position
L2682[21:15:06] <gigaherz> and then specify glColor before starting to draw
L2683[21:15:13] <Ordinastie> you shouldn't even be using that, you should put vertexData[] directly
L2684[21:15:39] <williewillus> lol wat
L2685[21:15:47] <Ordinastie> and have a Vertex class that output that give you that data
L2686[21:15:47] <gigaherz> they effectively do the same, putVertexData or whatever the name was
L2687[21:15:56] <gigaherz> just copies the array into the internal array
L2688[21:15:59] <Ordinastie> I mean, if you want to do it correctly
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L2690[21:16:23] <gigaherz> while .pos() etc convert to int and add it to the internal array
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L2694[21:29:30] * Delenas pokes at various things. Still not drawing.
L2695[21:32:00] <Delenas> https://bitbucket.org/snippets/ostenvighx/8rAXe Am I missing something here
L2696[21:35:47] <bloxgate> ok so I have the model showing ok now, but I can't interact with it at all. I can walk into it and it'll stop me, but I can't break it or place things on it.
L2697[21:38:57] <williewillus> models are completely unrelated to hitboxes
L2698[21:39:37] <bloxgate> shouldn't it just have a default cube as the hitbox? or do I have to specify that?
L2699[21:41:16] <williewillus> no
L2700[21:41:41] <williewillus> that wouldn't make sense. models are changeable using resource packs, so if they changed the hitbox then it wouldn't make sense on servers
L2701[21:41:49] <bloxgate> ah
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L2703[21:42:13] <williewillus> i think theres something like setblockbounds or setsize in the constrcutor
L2704[21:42:16] <williewillus> lok at vanilla
L2705[21:45:24] <bloxgate> yep setBlockBounds it was
L2706[21:45:44] <bloxgate> or not...
L2707[21:45:45] <bloxgate> hmm
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L2710[21:50:17] <bloxgate> there we go
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L2714[21:55:27] <Ordinastie> do you know if it's possible in eclipse to have working set specific settings for errors/warnings ?
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L2716[21:56:42] <Ordinastie> apparently not :/
L2717[21:57:00] <gigaherz> williewillus: imagine ifthe hitbox test was client-side AND changeable from resourcepacks
L2718[21:57:02] <gigaherz> the cheats.
L2719[21:57:37] <Ordinastie> gigaherz, well, resourcespacks are already w-ray cheats anyway
L2720[21:57:50] <Ordinastie> *x-ray
L2721[21:57:56] <williewillus> not in 1.8
L2722[21:58:00] <gigaherz> onlybecause mc sucks at occlusion ;P
L2723[21:58:12] <williewillus> at least they're much harder to do in 1.8
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L2725[21:58:17] <Ordinastie> williewillus, not really
L2726[21:58:26] <gigaherz> and well
L2727[21:58:27] <williewillus> since all SOLID layer blocks can't have transparent parts
L2728[21:58:27] <Ordinastie> it took like 5 minutes to do it
L2729[21:58:40] <williewillus> on what blocks?
L2730[21:59:01] <Ordinastie> since the face is defined by the json model
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L2732[21:59:07] <Ordinastie> you can not draw them
L2733[21:59:14] <gigaherz> lol
L2734[21:59:15] <Ordinastie> and keep them only for ores
L2735[21:59:29] <Ordinastie> granted, you need to deactivate the culling for the ores
L2736[21:59:50] <gigaherz> well that just means the server would need integrated anti-xray
L2737[21:59:58] <gigaherz> which would still not be perfect
L2738[21:59:58] <Ordinastie> it's not a perfect x-ray, because you won't see the ores for the chunks that are entirely culled
L2739[22:00:11] <Ordinastie> gigaherz, it's undetectable
L2740[22:00:19] <gigaherz> doesn't need to be detected
L2741[22:00:22] <gigaherz> anti-xray means
L2742[22:00:27] <gigaherz> any blocks that's covered from all 6 sides
L2743[22:00:37] <gigaherz> gets encoded as "stone" for network purposes
L2744[22:00:45] <Ordinastie> ah
L2745[22:00:56] <gigaherz> clients don't know it's there until it's uncovered
L2746[22:00:57] <Ordinastie> that's quite smart actually
L2747[22:01:14] <gigaherz> it doesn't fix cave snipping though
L2748[22:01:19] <Ordinastie> it would still work for partially covered ores
L2749[22:01:24] <Ordinastie> yep
L2750[22:02:01] <gigaherz> for that you'd need server-side occlusion testing... and I wouldn't want to be the one to implement that
L2751[22:02:09] <Ordinastie> ok, lets that what that generic mess as broken
L2752[22:02:22] <williewillus> gigaherz: eh, their client VisGraph seems to run fast enough :P
L2753[22:02:31] <williewillus> but running it for every player will probbaly be too heavy
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L2756[22:06:55] <Ordinastie> omg, I want to kill something
L2757[22:07:04] <Ordinastie> I have again a NPE that doesn't make sense at all :x
L2758[22:07:36] <gigaherz> time to sleep, for me
L2759[22:07:37] <gigaherz> night ppl
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L2761[22:08:24] <Ordinastie> oh, wait, no, it's normal :x
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L2765[22:15:24] <Ordinastie> well, at least something broke :/
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L2771[22:35:27] <khumps> im trying to start working with machines but my generator and energy storage are acting kind of funky. My energy storage will only take energy from the west face. the generator can face any direction
L2772[22:35:36] <khumps> Im using COFH energy API
L2773[22:35:47] <khumps> https://gist.github.com/anonymous/ff44a810ca5717701023
L2774[22:36:30] ⇨ Joins: lahwran (~lahwran@lahwran.net)
L2775[22:36:51] <khumps> i have a side that is designed to output only but i commented that out to see if that was the issue. no luck
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L2777[22:38:11] <khumps> Im using ForgeDirection to get the sides
L2778[22:39:44] <sham1|ZZzZ> Well, you are not implementing receiveEnergy
L2779[22:39:52] *** sham1|ZZzZ is now known as sham1
L2780[22:39:56] <khumps> if you read the gist, the methods that are in question should be doReceive and doExtract
L2781[22:40:28] <sham1> Why do it like that when you can just do it like RF API intended it
L2782[22:41:31] <khumps> meaning implementing EnergyProvider/Receiver?
L2783[22:41:42] <Prospector> Sorry to bother you guys, but do any of you see why this would be adding itemstacks with a metadata of 32767 to the TestList? http://pastebin.com/Nm9zATP0
L2784[22:42:33] <sham1> Thay would be the items you get from the ore dictionary
L2785[22:42:43] <Prospector> How would you suggest I do it?
L2786[22:43:46] <sham1> First of all, use the improved for-loop
L2787[22:45:24] <Ordinastie> it's the WILDCARD value for the oredict
L2788[22:45:36] <Prospector> ohh
L2789[22:45:38] <Prospector> that makes sense
L2790[22:45:51] <Prospector> hmm
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L2792[22:47:38] <killjoy> This is what I was thinking of doing to get lambdas working with eventbus. warning: dynamic asm class https://gist.github.com/killjoy1221/5f9424bbb6333a77e24b
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L2794[22:50:43] <Prospector> Alright thanks guys, think I solved the issue now
L2795[22:51:10] <sham1> Bleh, trying to find an interesting opensource project is annoying
L2796[22:51:59] <Elucent> question about attribute modifiers: i'm trying to set a sword's damage using the following override, but it seems to give me a damage buff even when it's not equipped. code: http://pastebin.com/DQ7ATGeE
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L2800[23:01:44] <SirSavary> Is it worth trying to raise the height limit?
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L2802[23:05:29] <Prospector> Hmm so I still have a little problem
L2803[23:05:44] <Prospector> How should I go about handling the items that use the WILDCARD value?
L2804[23:06:13] <Prospector> I need to add each of the items to the list individually
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L2807[23:14:19] <vectorwing> i made a thing http://puu.sh/nxGoy/4a10d7eed5.png
L2808[23:14:31] <vectorwing> it's a vat for dyeing items more easily
L2809[23:15:24] <vectorwing> still wondering how to represent the currently stored dye on the sides
L2810[23:15:47] *** fry is now known as fry|sleep
L2811[23:18:24] <Elucent> vectorwing two questions: are you asking about how it should look or how to code how it looks, and also can you hold mixtures of dyes?
L2812[23:18:57] <vectorwing> Elucent, just the looks. i got the hang of renderizing models, but was wondering if it was efficient to use 5 cuboids to make a "bucket" shape
L2813[23:19:27] <vectorwing> and no, each dye vat holds only 1 color at a time, but can hold 8000 mb of it, which equals 80 uses for 8 dye items
L2814[23:19:59] <vectorwing> but you can flush the contents anytime to hold another color
L2815[23:20:06] <killjoy> heh, turns out all I needed was @FunctionalInterface public interface Listener<T> {@Subscribe void accept(T event);}
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L2817[23:20:28] <Elucent> so you just want to show somehow what dye is in the vat?
L2818[23:20:51] <vectorwing> yeah. i know the fluid inside does the job, but would be nice from an angle too
L2819[23:21:09] <vectorwing> i was thinking of either coloring the base or the sides of the vat with a splotch of ink or something
L2820[23:21:35] <Prospector> hex code? lol
L2821[23:22:22] <Elucent> if you aren't worried about being realistic or anything, i think the practical solution would probably be some kind of cuboid on each side showing what color it contains
L2822[23:22:28] <Elucent> at least, that'd be easiest to see
L2823[23:23:10] <vectorwing> hmmm
L2824[23:23:30] <vectorwing> maybe like a little strap of colored wool hanging out?
L2825[23:23:31] *** TehNut|Gone is now known as TehNut
L2826[23:23:33] <Prospector> Or you could use some sort of dipping stick and it'll print the colour to chat
L2827[23:24:01] <vectorwing> to use the stick, yoy'd get close enough to see the liquid inside
L2828[23:24:04] <vectorwing> you*
L2829[23:24:12] <Ordinastie> vectorwing, make the horizontal yellow strip be the color inside
L2830[23:24:27] <vectorwing> that's another option
L2831[23:24:59] <vectorwing> i'll try both wool strap and coloring the rope
L2832[23:25:05] <vectorwing> see what looks cooler x)
L2833[23:25:22] <vectorwing> thanks
L2834[23:25:30] <Prospector> Another thing to throw out there, maybe a right-click to print the colour to chat as well? I mean you can't forget about the colour blind
L2835[23:26:56] <vectorwing> good point!
L2836[23:27:53] <vectorwing> will add that
L2837[23:29:18] <Prospector> So I'm stuck. How can I account for items that are added to the oredictionary with the WILDCARD value? I need to add each of the itemstacks from the wildcard stack to the list http://pastebin.com/GLMhBUUT
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L2840[23:30:29] <Elucent> you just want to add itemstacks that have a wildcard value to your testlist variable?
L2841[23:31:15] *** Vigaro is now known as Vigaro|AFK
L2842[23:31:32] <Prospector> No I want to add all of them, but the ones that use a wildcard value mess my system up. What I need to do is if they're using the wildcard, it iterates through the item's metadatas and adds each of them individually
L2843[23:31:38] <Prospector> not sure how to do that is my issue
L2844[23:32:15] <Elucent> through each of the item's possible metadatas or just all metadatas
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L2846[23:32:47] <Prospector> For example, let's say I am using treeSapling. I need to insert all 6 of the saplings into the list
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L2848[23:33:28] <Elucent> what if you add an NBT tag to each of the itemstacks that goes in TestList, a boolean for "Wildcard"
L2849[23:33:41] <Elucent> and if it's true, then in whatever function you use TestList you can ignore metadata
L2850[23:34:13] <Prospector> hmm not gonna work like that. The itemstacks from the list are spawned in the world
L2851[23:34:19] <Prospector> they need to keep the metadata
L2852[23:34:53] <Elucent> so if you get a wildcard value, then you're going to spawn all variants of that item?
L2853[23:35:08] <Prospector> Here I am explaining this very poorly
L2854[23:35:11] <Prospector> let me start over
L2855[23:36:23] <Ordinastie> for some reason, the oak door and only the oak door won't use my model
L2856[23:36:32] <tterrag> lex: would you at least consider making the direct links a bit more obvious?
L2857[23:36:36] <Ordinastie> all the other doors work as inteded but not the oak door
L2858[23:36:38] <tterrag> clicking the little "i" is hardly intuitive
L2859[23:36:54] <Ordinastie> I can't find out why :x
L2860[23:37:17] <Prospector> I am randomly selecting a itemstack from this list to spawn in the world. I want to use the ore dictionary to add all 'treeSapling' to the list.
L2861[23:37:41] <Elucent> oh okay
L2862[23:37:42] <Prospector> Because of this, entries using the wildcard spawn entities with a metadata of the wildcard value
L2863[23:38:48] <Elucent> so if you get one of those examples, you want to add all possible other saplings to your testlist?
L2864[23:39:11] <Prospector> Yes
L2865[23:39:35] <Elucent> are you just defining this list once, or are you doing it when you call your function
L2866[23:40:13] <Prospector> It's defined in another class
L2867[23:40:25] <Prospector> oh
L2868[23:40:26] <Prospector> I see
L2869[23:40:30] <Prospector> it's only once
L2870[23:40:34] <Prospector> sorry misread
L2871[23:41:56] <Elucent> getSubItems() seems like the best option then
L2872[23:42:15] <Ordinastie> client side only
L2873[23:42:22] <Elucent> wait, it is?
L2874[23:42:34] <tterrag> yes
L2875[23:42:39] <tterrag> it's only used by the creative GUI
L2876[23:42:39] <Elucent> you're right
L2877[23:42:41] <Ordinastie> it's used to populate the creative tabs
L2878[23:42:52] <Ordinastie> I don't think you can do what you want
L2879[23:43:10] <Prospector> hmm
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L2881[23:43:25] <tterrag> you would have to check passively
L2882[23:43:28] <Ordinastie> there is no way to know what metadata is used to separate different blocks/items
L2883[23:43:36] <tterrag> the oredict is not meant to be a lookup for itemstacks
L2884[23:44:05] <Prospector> How does forge check the items for the wildcard value then?
L2885[23:44:12] ⇨ Joins: Naiten (~Naiten@82.162.0.201)
L2886[23:44:24] <tterrag> it doesn't
L2887[23:44:27] <tterrag> why would it need to?
L2888[23:44:47] <Prospector> oh
L2889[23:44:49] <Ordinastie> it itemStacks that are checked against the oredict
L2890[23:44:55] <Elucent> when forge comes across a wildcard value, all it would do is just ignore the metadata in whatever test function it uses
L2891[23:45:08] <Prospector> that makes sense
L2892[23:45:34] <Prospector> So I guess my best bet would be to just not use the ore dictionary and have every item manually added?
L2893[23:45:48] <Elucent> i mean, that would work
L2894[23:46:10] <Elucent> i can't think of anything else currently
L2895[23:46:27] <Elucent> you could use packets to send the .getSubItems() results from client to server theoretically
L2896[23:46:33] <Elucent> but that's kinda ridiculous
L2897[23:46:40] ⇨ Joins: Pomelo_n (Pomelo_n@d172-218-132-71.bchsia.telus.net)
L2898[23:46:43] <tterrag> no...like I said, you can't do active lookups
L2899[23:46:50] <tterrag> you can ask the oredict IF an itemstack has a certain name
L2900[23:46:57] <tterrag> but you can't say "give me all itemstacks with this name"
L2901[23:47:02] <tterrag> so you need to rethink your logic
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L2903[23:47:27] <Prospector> Yeah I guess the ore dict wasn't meant to be an output in a recipe
L2904[23:47:29] <Pomelo_n> What Scala version does Forge recommend? Or, do you need a specific one?
L2905[23:50:28] <Pomelo_n> I am an idiot, ostracize me.
L2906[23:51:32] <killjoy> forge packages the recommended scala
L2907[23:52:59] <Ordinastie> omg, the model stuff is really a fucking mess, it's infuriatign
L2908[23:53:00] <killjoy> it has 2.11
L2909[23:53:57] <Ordinastie> I give up :x
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L2911[23:54:30] <killjoy> Ok, I have this code. How do I retain dead events? https://gist.github.com/killjoy1221/275ab5fad1ab7191cf79
L2912[23:54:33] <Prospector> you know, that's the first time I've ever run into anything impossible when modding
L2913[23:55:26] <tterrag> you must be new then
L2914[23:55:42] <tterrag> killjoy: wot
L2915[23:55:42] <killjoy> I've never run into anything impossible
L2916[23:55:45] <Elucent> i mean, nothing's impossible
L2917[23:55:54] <killjoy> they were mearly improbably
L2918[23:55:56] <killjoy> *improbable
L2919[23:56:08] <killjoy> tterrag, registering lambdas
L2920[23:56:14] <tterrag> impossible == prohibitively complicated
L2921[23:56:18] <tterrag> for all intents and purposes :P
L2922[23:56:19] <Elucent> you could iterate through every registered item, determine its oredict registration, then use packets to get their getSubItems() data to the server
L2923[23:56:26] <tterrag> ^
L2924[23:56:34] <tterrag> so, possible? yes. feasible? not really
L2925[23:56:40] <Elucent> but yeah, why on earth would you put yourself through that
L2926[23:56:49] <tterrag> killjoy: that sentence explains nothing O.o
L2927[23:56:51] <Ordinastie> you have no garantee that subitems will return all the items
L2928[23:57:00] <tterrag> also true
L2929[23:57:14] <tterrag> you could iterate through the entire registry and all possible damage values
L2930[23:57:20] <tterrag> but you'd have to very defensively trycatch
L2931[23:57:29] <tterrag> again, possible but not feasible
L2932[23:57:47] <Ordinastie> again, no guarantee that 2 meta represent 2 different items
L2933[23:58:02] <killjoy> My solution currently works, but it would consume all events, even if they would normally be dead events
L2934[23:58:14] <Ordinastie> what do you call a dead event ?
L2935[23:58:26] <killjoy> an event that isn't subscribed to
L2936[23:58:37] <killjoy> this is guava's eventbus
L2937[23:58:55] <Ordinastie> <killjoy> an event that isn't subscribed to < try again
L2938[23:59:14] <killjoy> http://docs.guava-libraries.googlecode.com/git/javadoc/com/google/common/eventbus/DeadEvent.html
L2939[23:59:32] <Ordinastie> ah
L2940[23:59:37] <killjoy> when an event fails to post, it gets wrapped in a DeadEvent
L2941[23:59:39] <Ordinastie> event with no listeners
L2942[23:59:41] <Prospector> I mean I am pretty new to modding and I've never done anything crazy in modding before
L2943[23:59:53] <Ordinastie> why do you care about dead events
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