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L33[00:57:33] <Xain> does Obj loader
support uv mapping
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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
L47[01:08:39] ***
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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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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
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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/
L74[02:09:01] ⇨
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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
L80[02:13:16] ***
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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
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
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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
L199[06:09:20] ⇦
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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?
L203[06:11:20]
⇨ Joins: panda_2134
(uid121359@id-121359.brockwell.irccloud.com)
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
L208[06:15:50]
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L209[06:18:02]
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L210[06:19:48]
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L211[06:27:27] ⇦
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L212[06:57:10] ⇦
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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]
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L215[07:00:43] ⇦
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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]
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L224[07:42:56] ⇦
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L225[07:45:20] ⇦
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L226[07:51:46]
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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
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]
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L283[08:20:07] ⇦
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190 seconds)
L284[08:21:13] ⇦
Quits: VikeStep (~VikeStep@120.156.54.17) (Read error: Connection
reset by peer)
L285[08:26:55]
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L286[08:27:17]
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(~elucent__@d47-69-239-56.col.wideopenwest.com)
L287[08:28:27] ⇦
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timeout: 190 seconds)
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
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
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
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
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
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
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
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
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
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
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
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
L565[09:46:30] <gigaherz> even vanilla 1.9
has the "seams" on the item edges
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
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
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
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
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
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
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
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
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
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 :/
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/
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
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
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] ⇦
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L911[10:53:52]
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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
L944[10:55:48]
⇨ Joins: MonkeyTyrant
(~MonkeyTyr@stjhnbsu1kw-047055176111.dhcp-dynamic.FibreOp.nb.bellaliant.net)
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
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
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*
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
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seconds)
L1029[11:15:07] <Josephur> thansk guys
:)
L1030[11:15:10] <Josephur> err
thanks
L1032[11:16:12]
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L1033[11:16:30]
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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]
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(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]
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(~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 :/
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.
L1122[11:40:36] ***
Vigaro is now known as Vigaro|AFK
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
L1129[11:41:00]
⇨ Joins: JamEngulfer
(~JamEngulf@host86-156-96-101.range86-156.btcentralplus.com)
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
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..
L1162[11:45:04]
⇨ Joins: Enerccio
(webchat@94-74-250-153.client.rionet.cz)
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
L1169[11:48:07]
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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
L1174[11:48:50]
⇨ Joins: Enerccio
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L1175[11:48:58] <Enerccio> I am trying to
add recipe but it ignores the item count in item stacks
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
L1187[11:51:33]
⇨ Joins: boni (~boni@devsub.net)
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
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
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
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
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
L1258[11:59:55] ***
willieaway is now known as williewillus
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
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
L1279[12:03:38]
⇦ Quits: JamEngulfer
(~JamEngulf@host86-156-96-101.range86-156.btcentralplus.com) (Quit:
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L1280[12:03:52] <sham1> But answers like
this have to die
L1282[12:04:44]
⇨ Joins: McJty
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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
L1304[12:08:13] ***
airbreather_ is now known as airbreather
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
L1313[12:10:27]
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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?
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
L1345[12:30:59]
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L1346[12:31:23] ***
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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
:)
L1363[12:37:21] ***
Abrar|gone is now known as AbrarSyed
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 :/
L1372[12:41:55] <JustRamon> Might've
found the issue...
L1373[12:42:20]
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L1374[12:42:33] <JustRamon> nope I didn't
xD
L1375[12:43:02]
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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
L1381[12:48:45]
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L1382[12:48:48] <JustRamon> I do
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?
L1387[12:50:08]
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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!
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
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
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
L1417[12:53:53]
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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
L1426[12:54:31]
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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
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....
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]
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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
L1501[13:03:31]
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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
L1510[13:04:45]
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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
L1521[13:05:49]
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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
L1561[13:11:36]
⇨ Joins: Blue_Monster122
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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
L1603[13:19:31]
⇨ Joins: iconmaster
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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
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
L1646[13:31:56]
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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
L1672[13:38:04]
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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]
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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
L1691[13:44:04]
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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
L1699[13:44:41]
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L1700[13:44:48]
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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
L1714[13:47:27] <fry> it's all
there
L1715[13:47:52] <sham1> mmm
L1716[13:48:08]
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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?
L1720[13:48:59]
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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
L1727[13:50:32]
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L1728[13:50:58]
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L1730[13:51:55] <sham1> hmm
L1731[13:51:58] <sham1> TIL
L1732[13:52:19] <TehNut> getCurrentItem()
provides the stack
L1733[13:52:28]
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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
L1742[13:56:22]
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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
L1749[13:57:04] ***
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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
L1753[13:57:37]
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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
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
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
L1787[14:03:31]
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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
L1789[14:03:56] ***
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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?
L1793[14:04:35]
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L1794[14:04:42] <Curle> yep
L1795[14:04:56] <Curle> item with vanilla
texture/model/whatever you call it
L1797[14:05:13]
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L1798[14:05:14] <gigaherz> that's a
blockstate json for an item
L1800[14:05:22]
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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
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>"
L1814[14:07:20]
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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
L1819[14:11:53]
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L1821[14:12:18] ***
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L1822[14:12:18] <Admiral_Damage> so,
making a cube into a deformed hexahedron, crystal structure
etc
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
L1828[14:13:43]
⇨ Joins: Temportalist
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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
L1831[14:13:58]
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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
L1851[14:17:22]
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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
L1857[14:18:13]
⇨ Joins: armctec (~Thunderbi@186.204.129.28)
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
L1862[14:18:41]
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L1863[14:18:50] <Curle> goes for all
enchants
L1864[14:19:00]
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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
L1869[14:21:20]
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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
L1881[14:32:15] ***
Mata is now known as MattOfflineMc
L1882[14:32:16] <williewillus> so sort it
so the higher priority ones are to the "left"
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
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
L1918[14:42:12]
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Leaving)
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
L1937[14:44:23]
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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
L1939[14:46:08]
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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*
L1953[14:47:37] ***
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L1954[14:51:00] <LatvianModder> It works!
Thanks, williewillus
L1955[14:52:05]
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(~Davnit@71-47-89-196.res.bhn.net)
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]
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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] ***
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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
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.
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]
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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
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]
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L2053[15:08:36] <Curle> i'm getting there
zxD
L2055[15:09:14]
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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]
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())
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
L2063[15:11:39]
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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
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]
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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]
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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]
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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]
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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]
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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 ?
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
L2111[15:22:36]
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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]
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L2114[15:24:58] <TehNut> What do you
mean?
L2115[15:25:07]
⇨ Joins: Noppes
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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*
L2126[15:28:44]
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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
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]
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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] ***
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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
L2161[15:36:53] <Curle> Still no
change
L2162[15:36:57]
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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 :(
L2168[15:39:05]
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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 :)
L2180[15:42:03] ***
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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
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L2186[15:51:48] <AbrarSyed>
Sollux-Captor, breakpoints are your freind.
L2187[15:52:06]
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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]
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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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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?
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
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
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*
L2273[16:18:45]
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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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L2280[16:20:31] <Cypher121> also I don't
think enuma is a good variable name >_<
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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
L2331[16:43:31]
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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
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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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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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L2367[16:54:20] <Ordinastie> do it with
enderman under the rain
L2368[16:54:26] <TehNut> lol
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L2371[16:58:01] <TehNut> drops to ~ 1.5
TPS with 9000 Enderman
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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
L2408[17:46:18]
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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
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
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
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
L2540[19:55:43]
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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?
L2556[20:07:20]
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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
L2650[20:25:06]
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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
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
L2670[21:03:46] <gigaherz> paste code?
;P
L2671[21:04:07] <gigaherz> that looks
like your 4th vertex is wrong ;P
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
L2678[21:07:56] ***
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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
L2689[21:16:06] ***
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L2690[21:16:23] <gigaherz> while .pos()
etc convert to int and add it to the internal array
L2691[21:18:29] ***
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L2694[21:29:30] *
Delenas pokes at various things. Still not drawing.
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
L2711[21:52:49]
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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 ?
L2715[21:56:21]
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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
L2731[21:59:05] ***
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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
L2754[22:04:31]
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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
L2760[22:07:47] ***
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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 :/
L2766[22:17:06]
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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
L2774[22:36:30]
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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
L2776[22:38:07]
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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] ***
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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
L2791[22:47:20]
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If we wish to explore, if we wish to see what's over the next hill,
wonders unfold before us; all we have to do is want it
enough.)
L2793[22:48:06] ***
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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
L2797[22:59:56]
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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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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] ***
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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);}
L2816[23:20:27]
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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
L2838[23:29:38]
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L2840[23:30:29] <Elucent> you just want
to add itemstacks that have a wildcard value to your testlist
variable?
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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
L2845[23:32:29]
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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
L2880[23:43:11] ***
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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
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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
L2902[23:47:18]
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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
L2910[23:54:02]
⇦ Quits: Mraof
(~mraof@2601:642:4400:20c4:ba27:ebff:fea5:e37e) (Remote host closed
the connection)
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
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