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L1[00:00:16] <PrinceCat> The fields are only set in the subclasses though?
L2[00:02:05] <tterrag> then the subclasses need them
L3[00:02:06] <PrinceCat> Everything in the base class returns null
L4[00:02:13] <tterrag> that's probably a bad idea
L5[00:02:16] <tterrag> why not have abstract methods?
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L7[00:03:16] <PrinceCat> Because then the serializer wouldn't know what to do, right?
L8[00:03:27] <PrinceCat> Did you look at my example classes above?
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L10[00:05:00] <tterrag> what?
L11[00:05:06] <tterrag> you can't deserialize an abstract class anyways
L12[00:05:13] <tterrag> and a class that "just returns null" is basically abstract
L13[00:05:45] <tterrag> <Zaggy1024> you probably shouldn't be serializing with an instance of the class you're serializing...
L14[00:05:46] <tterrag> he's right
L15[00:05:48] <Ordinastie> PrinceCat, I think the issue is your design
L16[00:05:55] <PrinceCat> Very much so.
L17[00:06:01] <PrinceCat> I don't know how to design it otherwise.
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L19[00:06:13] <tterrag> also, you have the serializer implemented on the superclass
L20[00:06:18] <tterrag> this is obviously going to fail
L21[00:06:40] <tterrag> how is gson supposed to know what subclass to create?
L22[00:06:50] <tterrag> or to create one at all?
L23[00:07:13] <PrinceCat> Updated examples:
L24[00:07:14] <PrinceCat> https://gist.github.com/LiamEarle/a20a609487d576db5383
L25[00:07:20] <PrinceCat> https://gist.github.com/LiamEarle/45ecad2a5c5af70669d7
L26[00:07:27] <tterrag> you know you can put multiple files in a gist
L27[00:07:40] <PrinceCat> I'm posting them directly from the IDE
L28[00:07:41] <tterrag> step 1: stop using the same class for object and serializer
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L30[00:08:04] <tterrag> step 2: create a serializer/deserializer (or whatever is needed) for every class that needs one
L31[00:08:16] <Ordinastie> how I would do it :
L32[00:08:22] <tterrag> you should NOT need a serializer/deserializer for this superclass (which should really be abstract anyways)
L33[00:08:28] <Ordinastie> remove that ModulBase :
L34[00:08:35] <Ordinastie> make an interface
L35[00:09:16] <Ordinastie> have an adapateur to map one of the JSON field to the actual module type that implement the interface
L36[00:09:44] <PrinceCat> It needs a serializer so I can send it to my webserver.
L37[00:10:14] <PrinceCat> I'm trying to make it so eventually other people can add their own to my mod, that's why I'm trying to create something generic that will work at runtime.
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L39[00:12:30] <PrinceCat> Hence the Base class.
L40[00:12:49] <Ordinastie> you want something like that : http://puu.sh/nCqys.png
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L42[00:12:55] <PrinceCat> They're added to a registry dynamically at runtime so I can't always guarantee
L43[00:13:13] <PrinceCat> and supply a serializer for each class*
L44[00:13:16] <Ordinastie> and your adaptateur gets the right class based on "redstone"
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L46[00:13:50] <PrinceCat> https://gist.github.com/LiamEarle/abb91599368173641704
L47[00:13:52] <Ordinastie> probably a Map<String,Class>
L48[00:13:56] <PrinceCat> This is the registration class
L49[00:14:02] <PrinceCat> Yup, already got something like that.
L50[00:14:28] <tterrag> <PrinceCat> They're added to a registry dynamically at runtime so I can't always guarantee
L51[00:14:28] <tterrag> <PrinceCat> and supply a serializer for each class*
L52[00:14:32] <tterrag> you NEED to do that
L53[00:14:40] <tterrag> how are you supposed to know how to serialize random classes?
L54[00:15:02] <Ordinastie> isn't there a default serialization ?
L55[00:15:09] <tterrag> sure
L56[00:15:11] <PrinceCat> I need some way for them to all conform then. I couldn't figure out how to serialize from an interface.
L57[00:15:12] <tterrag> but it's not guaranteed to work
L58[00:15:35] <tterrag> easy, registerTreeAdapter
L59[00:15:43] <tterrag> for some IModuleBase
L60[00:15:48] <tterrag> then call interface methods to serialize it
L61[00:16:09] <PrinceCat> I haven't ventured upon registerTreeAdapter in my adventures..
L62[00:16:12] <PrinceCat> Is it a gson feature?
L63[00:16:13] <tterrag> but you must make it very clear that implementers MUST use those methods for serialization purposes, and extra data will not be serialized
L64[00:16:20] <tterrag> use GsonBuilder
L65[00:16:29] <tterrag> this is how you register type adapters...I thought you had gotten this far
L66[00:16:40] <PrinceCat> I have gotten this far.
L67[00:17:08] <PrinceCat> Okay, wait.. I think I've got it.
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L69[00:17:31] <tterrag> registerTreeAdapter is different because it works for any subclass
L70[00:17:37] <tterrag> not just the specific class you register it for
L71[00:17:50] <Ordinastie> not sure if useful, but here is my deserialization for my block packs : https://github.com/Ordinastie/DIYDecorativeBlocks/blob/master/src/net/malisis/ddb/json/BlockPackJsonReader.java#L121-L148
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L73[00:18:31] <PrinceCat> I can't find registerTreeAdapter?
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L75[00:18:42] <PrinceCat> There's something about hierachy?
L76[00:19:24] <Ordinastie> (and the JSON : https://gist.github.com/Ordinastie/f267ba77e75769f16822)
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L78[00:20:08] <tterrag> PrinceCat: oh whoops
L79[00:20:10] <tterrag> I remembered wrong
L80[00:20:17] <tterrag> yeah registerTyepHierarchyAdapter
L81[00:20:18] <tterrag> sorry
L82[00:22:14] <tterrag> PrinceCat: best bet for supporting extra data, have some kind of Map<String, JsonObject> getExtraData() and readExtraData(Map<String, JsonObject>)
L83[00:22:23] <tterrag> then they could just serialize their fields normally
L84[00:22:26] <tterrag> and put them in a nap
L85[00:22:27] <tterrag> map
L86[00:22:28] <PrinceCat> Good idea.
L87[00:24:03] <tterrag> I'm trying to think of a more magical gson-y way to do it
L88[00:24:07] <tterrag> but I can't think of one
L89[00:24:21] <tterrag> (unless you want to go back to providing serializers for each class)
L90[00:24:41] <tterrag> or just requiring that the class be serializable the default way (restrictive but workable)
L91[00:25:53] <PrinceCat> Okay, so I've created a generic JsonSerializer<IModule>
L92[00:26:13] <PrinceCat> The IModule class just has those three methods in it.
L93[00:26:42] <PrinceCat> I've got RedstoneModule that implements IModule, and I've registered it - but when I go to print out the json it's just an empty json object?
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L96[00:29:33] <PrinceCat> @tterrag
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L100[00:30:21] <tterrag> PrinceCat: new GsonBuilder().registerTypeHierarchyAdapter(new ModuleSerializer()).build().toJson(new RedstoneModule(...));
L101[00:30:23] <tterrag> print that?
L102[00:31:11] <PrinceCat> Needs a class as its first parameter
L103[00:31:14] <killjoy> I wish mc used the latest gson
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L105[00:31:37] <PrinceCat> Would it be RedstoneModule.class or IModule.class?
L106[00:31:45] <PrinceCat> ModuleSerializer.class*
L107[00:31:52] <killjoy> then we could use the JsonAdapter annotation
L108[00:32:10] <killjoy> @since 2.3
L109[00:34:45] <PrinceCat> System.out.println(new GsonBuilder().registerTypeHierarchyAdapter(IModule.class, new ModuleSerializer()).create().toJson(new RedstoneModule()));
L110[00:34:54] <PrinceCat> Produces: {"name":"[\"playerName\",\"playerUUID\",\"tileUUID\",\"tileLocation\",\"state\"]","description":"Controls a redstone manager"}
L111[00:35:23] <PrinceCat> For some reason name is now the parameters? This is my serializer class: https://gist.github.com/LiamEarle/34d226f4599d611718d6
L112[00:39:26] <PrinceCat> That's some totally unexpected behaviour @tterrag
L113[00:39:41] <tterrag> hm...yeah
L114[00:39:55] <tterrag> put a debug breakpoint on the serializer
L115[00:39:57] <tterrag> see what it's doing
L116[00:40:15] <killjoy> I suggest letting gson do the serializing for you
L117[00:40:29] <killjoy> just create the proper fields
L118[00:41:00] <killjoy> String[] name;String description;
L119[00:41:51] <PrinceCat> I don't think that
L120[00:41:57] <PrinceCat> that'd quite work for what I want*
L121[00:42:27] <killjoy> do you want mixed list types?
L122[00:43:13] <PrinceCat> No, I meant as in I want people to be able to instantiate a class implementing it, where they don't have direct access to the fields.
L123[00:43:33] <killjoy> gson will do private fields
L124[00:43:36] <tterrag> ^
L125[00:43:38] <killjoy> it uses reflection to get to it
L126[00:43:46] <killjoy> same as anyone if they really wanted to
L127[00:44:05] <PrinceCat> That was my first approach though?
L128[00:44:07] <killjoy> if you don't want a field serialized, make it transient
L129[00:44:34] <killjoy> if you want to change its name, mark it with @SerializedName
L130[00:44:36] <PrinceCat> My first approach had fields and getter fields, but the getter fields were never accessed.
L131[00:44:49] <killjoy> getter "fields"?
L132[00:45:05] <PrinceCat> Sorry getter methods*
L133[00:45:17] <killjoy> because gson doesn't care about methods
L134[00:46:35] <PrinceCat> But then how are the users meant to set values for them?
L135[00:46:45] <killjoy> by using setters?
L136[00:47:05] <PrinceCat> I don't really just want them set through a constructor, and setters have to be called externally?
L137[00:47:20] <killjoy> from the user or from gson?
L138[00:47:28] <PrinceCat> From the user.
L139[00:47:55] <killjoy> they can be
L140[00:47:56] <tterrag> and you can't use a constructor why?
L141[00:49:06] <PrinceCat> https://dl.dropboxusercontent.com/u/43063172/Screen%20Shot%202016-03-11%20at%204.48.12%20PM.png
L142[00:49:20] <PrinceCat> It's totally ignoring that getName() line?
L143[00:49:22] <PrinceCat> So weird.
L144[00:49:37] <killjoy> because you're setting it to "params"
L145[00:49:46] <PrinceCat> Am I?
L146[00:49:55] <killjoy> yes
L147[00:50:07] <killjoy> think of JsonObject like a map
L148[00:50:07] <PrinceCat> How?
L149[00:50:15] <killjoy> o.put("name)
L150[00:50:21] <PrinceCat> Oh siht.
L151[00:50:23] <PrinceCat> shit
L152[00:50:25] <PrinceCat> I literally just saw it.
L153[00:50:29] <PrinceCat> Wow, I'm an idiot.
L154[00:50:30] <PrinceCat> Yep.
L155[00:50:40] <TehNut> hehe
L156[00:50:49] <killjoy> You might want to make params a String[]
L157[00:50:50] <PrinceCat> I forgot to change the identifier when I copied the line over.
L158[00:51:00] <PrinceCat> I can do that.
L159[00:51:04] <killjoy> ah
L160[00:51:05] <fry> stop copying and pasting
L161[00:51:13] <fry> it wastes more time than it saves
L162[00:51:15] <PrinceCat> Any particular reason?
L163[00:51:23] <killjoy> make snippits intead
L164[00:51:25] <TehNut> i don't copypaste. i ctrl+d
L165[00:52:21] <PrinceCat> Yeah, I Ctrl + D'd it
L166[00:52:26] <PrinceCat> Did the first line, then duplicated.
L167[00:52:30] <PrinceCat> That's why it was still called "name"
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L170[00:55:35] <PrinceCat> Any way to disable this escaping? I've tried setting disableHtmlEscaping() on the GsonBuilder
L171[00:55:36] <PrinceCat> "[\"playerName\",\"playerUUID\",\"tileUUID\",\"tileLocation\",\"state\"]"
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L173[00:55:48] <killjoy> yes
L174[00:55:53] <killjoy> make it a String[]
L175[00:56:08] <PrinceCat> It is a String[] now
L176[00:56:12] <killjoy> no, it's a string
L177[00:56:37] <killjoy> notice the " at the beginning
L178[00:56:40] <killjoy> right before the [
L179[00:56:41] <PrinceCat> return new String[] {"playerName", "playerUUID", "tileUUID", "tileLocation", "state"};
L180[00:56:41] <PrinceCat> ?
L181[00:56:49] <killjoy> you're saving it as a string
L182[00:56:53] <PrinceCat> *sigh*
L183[00:57:05] <killjoy> save it to a JsonArray instead of a String
L184[00:58:46] <PrinceCat> Nailed it, thank you.
L185[00:58:57] <PrinceCat> JsonArray array = new JsonArray();
L186[00:58:57] <PrinceCat> array.add(gson.toJsonTree(src.getParameterNames()));
L187[00:59:01] <killjoy> I still suggest using nothing
L188[00:59:13] <PrinceCat> Using nothing?
L189[00:59:21] <killjoy> using gson's default serializer
L190[00:59:54] <PrinceCat> Oh, right.
L191[01:01:07] <killjoy> it seems like your serializer is 1-1
L192[01:02:00] <PrinceCat> What do you mean by that?
L193[01:02:19] <killjoy> name -> getName()
L194[01:02:35] <killjoy> description -> getDescription
L195[01:02:41] <PrinceCat> Yeah, pretty much.
L196[01:02:44] <killjoy> prameters -> getParameterNames
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L198[01:03:13] <killjoy> are those basic getters?
L199[01:03:20] <PrinceCat> Yeah they are.
L200[01:04:09] <killjoy> oh, IModule
L201[01:04:12] <killjoy> interface?
L202[01:04:36] <killjoy> gson loves serializing interfaces
L203[01:04:42] <killjoy> it hates deserializing them
L204[01:06:37] <PrinceCat> It won't need to be deserialized ever, so that's okay.
L205[01:07:09] <PrinceCat> It's only being sent to my webserver so it knows how to handle data
L206[01:07:32] <PrinceCat> That's what the getParameterNames() is for, so I can write something that will know every time what to send.
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L218[01:30:46] <PrinceCat> Thanks for all your help and putting up with my derpiness, @tterrag.
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L220[01:31:02] <PrinceCat> Oh, and @Ordinastie
L221[01:43:11] <Ordinastie> if somebody if feeling like making a texture for that... :) http://puu.sh/nCucq.png
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L223[01:49:32] <McJty> Anyone know how to make a custom armor move with the body?
L224[01:49:50] <McJty> i.e. the armor that I have works but it doesn't animate with the player
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L229[01:57:46] <Kolatra> McJty, still never got it? D:
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L231[01:59:02] <McJty> Well I only started investigating how all of this works right now
L232[01:59:06] <McJty> But I didn't get any suggestions though
L233[01:59:13] <McJty> I know where it goes wrong but not sure how to fix
L234[01:59:13] <Kolatra> ah okay.
L235[01:59:25] <McJty> I'm currently doing some experiments
L236[02:00:01] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160311 mappings to Forge Maven.
L237[02:00:05] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160311-1.9.zip (mappings = "snapshot_20160311" in build.gradle).
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L239[02:00:15] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L241[02:02:04] <McJty> Ah
L242[02:02:08] <McJty> I actually think I know what's wrong
L243[02:02:23] <McJty> The transformation from the parent biped isn't given to the models I think
L244[02:02:45] <Nitrodev> Good Morning/Afternoon/Evening everybody!
L245[02:04:41] *** DonAway is now known as DRedhorse
L246[02:12:11] <Nitrodev> today: code optimizing
L247[02:13:43] <McJty> Kolatra, I think I fixed it. Have to test for the entire armor to see if it actually works
L248[02:13:46] <McJty> But the legs are correct now
L249[02:13:53] <Kolatra> Hopefully it does :D
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L251[02:21:31] <Nitrodev> so what are you guys up to?
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L254[02:23:59] <McJty> Hmm. Ok. I can get the rotation to work now but the model is fundamentally broken
L255[02:24:08] <McJty> It is missing polygons that are only visible if the limbs are moving
L256[02:24:12] <McJty> I need a new armor...
L257[02:25:01] <Nitrodev> what mod are you working on McJty?
L258[02:25:07] <McJty> Deep Resonance
L259[02:25:10] <PrinceCat> What's the general procedure about notifying blocks for updating these days?
L260[02:25:23] <PrinceCat> worldObj.markBlockForUpdate(pos) and then notify all neighbours?
L261[02:25:28] <Nitrodev> does it already have armor?
L262[02:25:46] <Nitrodev> PrinceCat, that looks sensible to me
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L264[02:26:09] <McJty> Nitrodev, it has but it looks bad
L265[02:26:15] <Nitrodev> ah
L266[02:26:16] <McJty> Nitrodev, in the current release the limbs don't move with the player
L267[02:26:25] <McJty> I fixed that but now it seems many polygons are missing
L268[02:26:30] <Nitrodev> okay then :P
L269[02:26:30] <McJty> So the armor is just broken. I need a new one
L270[02:26:47] <Nitrodev> yeah probably
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L282[02:54:40] <PrinceCat> Does the Forge player no longer have a UUID?
L283[02:54:49] <PrinceCat> Or a name?
L284[02:55:41] <PrinceCat> ownerUUID = player.getUniqueID();ownerName = player.getDisplayName().getFormattedText();
L285[02:55:49] <PrinceCat> Whoops, but always null?
L286[02:57:18] <PrinceCat> I'm trying to append the playerName and playerUUID to a TileEntity using the onBlockPlaced() method in its Block class but for some reason it's always null.
L287[02:58:10] <PrinceCat> Nope, the usernamecache has a UUID and name for each player.. I must be doing something wrong.
L288[03:08:21] *** Keridos|away is now known as Keridos
L289[03:12:50] <Zaggy1024> am I missing something or is this code in ChunkCache completely broken? http://i.imgur.com/qNQvXxH.png
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L293[03:13:48] <Nitrodev> so many questions but no one's answering them
L294[03:13:53] <Zaggy1024> looks like it was added by Forge, and the Y bounds checking is inverted :\
L295[03:14:01] <McJty> yes that seems rather wrontg
L296[03:14:03] <McJty> wrong
L297[03:14:22] <McJty> What version of forge is that?
L298[03:15:31] <PrinceCat> Well I solved my problem, I was using onBlockPlaced as opposed to onBlockPlacedBy.
L299[03:16:23] <Zaggy1024> umm
L300[03:17:42] <Zaggy1024> somewhere around 1722
L301[03:17:56] <Zaggy1024> but it hasn't changed since, from looking at the patch on github
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L303[03:24:21] <tterrag> was added here https://github.com/MinecraftForge/MinecraftForge/commit/a9a022f45ee985dbc60f28f701f72e42d3a53571
L304[03:24:23] <tterrag> fry: ^
L305[03:25:21] <Nitrodev> okay NOW i'm going to go optimize my code
L306[03:26:09] <Nitrodev> just so every container i add only needs one line to define it
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L308[03:31:01] <Cazzar> That's not exactly optimization...
L309[03:34:55] <Nitrodev> oh
L310[03:35:01] <Nitrodev> ah nevertheless
L311[03:35:19] <Nitrodev> now i'm just lost as i need to figure out the location of the container
L312[03:35:43] <Nitrodev> and whatever i add here would be the same for every single te i make
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L316[03:59:11] <Nitrodev> there we go code for it is now done
L317[03:59:52] <Nitrodev> now all i need is to make a Gui class for the same purpose and then all i need to do is write one line on GUIHandler per a te i need
L318[04:00:20] <Nitrodev> oh yeah i need to make a TE for every block still
L319[04:00:22] <Nitrodev> oh well
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L325[04:13:05] <Ordinastie> damn it's ugly :( http://puu.sh/nCzG6.jpg
L326[04:13:13] <Ordinastie> that why I need someone to make me textures :(
L327[04:14:50] <unascribed> what is it?
L328[04:16:03] <Ordinastie> what do you think? ><
L329[04:16:04] <McJty> Ordinastie, managed to fix the memory leak in mailisis doors already?
L330[04:16:20] <Ordinastie> McJty, I can't I have no idea where to look :x
L331[04:16:27] <McJty> hmm
L332[04:16:28] <unascribed> it's a door with a valve-handle-thing on it.. I don't know what they're called
L333[04:16:43] <McJty> Because it is a bit of a showstopper. Especially for servers
L334[04:16:43] <unascribed> to me it's a panic room door because of something I built long ago in Blockland
L335[04:16:43] <Ordinastie> unascribed, that's it
L336[04:17:17] <McJty> Ordinastie, also I have the feeling that the memory isn't even given back when you save your map and load again. You have to actually quit MC
L337[04:17:22] <McJty> Ordinastie, perhaps that gives a hint or so
L338[04:17:29] <unascribed> what is this memory leak called by?
L339[04:17:31] <unascribed> er
L340[04:17:34] <unascribed> caused by*
L341[04:17:39] <McJty> Having the mod in your instance
L342[04:17:46] <McJty> I wasn't even using any doors yet
L343[04:17:50] <unascribed> :o
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L345[04:19:37] <unascribed> Ordinastie, mind if I take a shot at the texture?
L346[04:19:44] <unascribed> It's unlikely to be very good
L347[04:19:49] <unascribed> but I could try at least :P
L348[04:20:00] <Ordinastie> sure
L349[04:21:00] *** fry is now known as fry|sleep
L350[04:21:24] <Ordinastie> unascribed, http://puu.sh/nCA0q.rar
L351[04:21:43] <unascribed> now to find out if I even have unrar installed...
L352[04:21:59] <Ordinastie> you want a zip? :)
L353[04:22:00] <unascribed> I do, huh.
L354[04:22:16] <unascribed> nah, I can extract the rar
L355[04:22:30] <unascribed> but a .tar.xz would have been best :P
L356[04:22:32] <Ordinastie> McJty, do you have any idea on how I could find what causes the leak ?
L357[04:22:57] <McJty> Well this is hard of course
L358[04:23:04] <McJty> However there are a few clues
L359[04:23:08] <unascribed> I've been having a leak issue in my pack lately, I'm currently computing retained sizes on a heapdump
L360[04:23:13] <McJty> First clue is that this happens even if no door of your mod is being used
L361[04:23:25] <unascribed> (which will likely take a really long time)
L362[04:23:28] <McJty> That means that it probably isn't related to door specific logic
L363[04:23:36] <McJty> It is also server side which excludes everything client related
L364[04:24:06] <McJty> Such memory leaks are often caused by things like static maps growing every tick
L365[04:24:17] <McJty> Or callbacks/listeners/events being registered over and over
L366[04:24:26] <McJty> I'm looking at your code now
L367[04:24:53] <Ordinastie> Do you have other MalisisMods beside the Doors ?
L368[04:25:01] <McJty> hmm no
L369[04:25:19] <McJty> I'm not at my gaming PC now but when I'm back to that I'll try just adding MalissisCore
L370[04:25:24] <McJty> (too many 's')
L371[04:25:29] <McJty> And see if I get the problem then too
L372[04:25:56] <Ordinastie> yeah, but nothing of the could would even be used I think
L373[04:26:02] <Ordinastie> *nothing of the core
L374[04:26:23] <McJty> No event handlers or things that happen regardless?
L375[04:27:08] <Ordinastie> not really
L376[04:28:07] <Ordinastie> if it was client side, I could understand
L377[04:28:15] <Ordinastie> some renderer fuck up on my side
L378[04:28:20] <McJty> I see a few things like ChunkBlockHandler that are registered in core
L379[04:28:22] <Ordinastie> but serverside, I don't do much server side
L380[04:28:23] <McJty> Not sure what they do
L381[04:28:43] <Ordinastie> it's a hack, and not a pretty one :s
L382[04:29:18] <Ordinastie> that allows block to get notified when another block is changed in their chunk
L383[04:29:34] <Ordinastie> allows stuff like having a bounding box bigger than 1x1x1
L384[04:29:47] <Ordinastie> (used by Carriage and Medieval doors)
L385[04:31:31] <unascribed> why not just use multiple blocks and only render one of them?
L386[04:31:47] <McJty> Yes, that's how I would do it too
L387[04:32:03] <Ordinastie> so simplify the code
L388[04:32:12] <unascribed> >simplify
L389[04:32:15] <unascribed> >requires tons of weird hacks
L390[04:32:43] <Ordinastie> simplify for the modder, not for me
L391[04:32:54] <Ordinastie> the block just need an interface
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L393[04:34:15] <Ordinastie> but yes, I also have a multiblock approach used for Rusty hatch
L394[04:35:37] <Ordinastie> but ChunkBlockHandler uses private Map<Chunk, TLongHashSet> serverChunks = new WeakHashMap<>();
L395[04:35:45] <Ordinastie> so I assume it work grow infinitely
L396[04:36:12] <Ordinastie> and that map is not populated if you didn't use any big doors
L397[04:37:53] <Cazzar> http://upload.cazzar.net/u/1457692491 It was a fair game, I swear!
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L400[04:41:40] <Ordinastie> I need to change the handle texture I think : http://puu.sh/nCALn.jpg
L401[04:41:43] <unascribed> Ordinastie, is it okay if I move around the texture regions? the existing layout doesn't work at a lower resolution since a lot of the regions are odd numbers
L402[04:42:28] <Ordinastie> hum, I'll need to remap the UVs :(
L403[04:42:30] <Ordinastie> but ok
L404[04:42:42] <Ordinastie> or you can keep the resolution :)
L405[04:42:45] <unascribed> I would do it if I could navigate Blender's awful interface
L406[04:43:10] <unascribed> I guess I could scale it up afterwards and shove it into the existing texture
L407[04:43:10] <Ordinastie> I got used to used
L408[04:43:14] <Hunterz> doors to freezer?
L409[04:43:19] <Ordinastie> *used to it
L410[04:43:33] <unascribed> yeah, and I've never used it :P
L411[04:43:35] <Ordinastie> Hunterz, door to whatever you want :)
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L413[04:43:47] <Hunterz> maybe rusty texture to old bunker will be cool
L414[04:44:15] <unascribed> https://unascribed.com/i/f88d56f9.png
L415[04:44:16] <Hunterz> similar to rusty hatch from yours mod
L416[04:44:17] <unascribed> this is the packing I'm using
L417[04:46:17] <Cazzar> Artistically, I think that would look better in such a fashion where the corners are jagged instead of the 45 degree slopes
L418[04:46:37] <Ordinastie> you mean for the model ?
L419[04:46:40] <unascribed> It's just rough colors matching the original shape right now
L420[04:46:42] <Cazzar> Yeah
L421[04:46:59] <Ordinastie> it just makes way more quads though
L422[04:47:05] <Cazzar> True
L423[04:47:18] <Cazzar> Then again, it's mostly tesselated into triangles :P
L424[04:47:45] <Ordinastie> currently, the door itself is just one polygon
L425[04:47:52] <Ordinastie> I mean, the front and the back
L426[04:48:01] <Cazzar> Yes, though when you make that triangles, it's 10
L427[04:48:26] <Ordinastie> and like a hundred if you don't do the slope
L428[04:48:40] <Cazzar> Depends
L429[04:48:58] <Ordinastie> the slope is just a quads on the side
L430[04:49:10] <Ordinastie> if you make a stair, it multiplies it
L431[04:49:14] <Hunterz> http://www.turbosquid.com/3d-models/obj-submarine-door/831333 something like this :)
L432[04:49:23] *** MrKick|Away is now known as MrKickkiller
L433[04:49:42] <Ordinastie> Hunterz, go ahead, make that low res, see how it looks
L434[04:49:46] <Cazzar> Also, I was only mentioning the artistic side of it
L435[04:49:55] <Ordinastie> Cazzar, I know :)
L436[04:50:01] <Hunterz> :)
L437[04:50:19] <Ordinastie> Hunterz, also, 10 fucking dollars
L438[04:50:29] <Hunterz> it was onlz example
L439[04:50:35] <Hunterz> only
L440[04:51:37] <Ordinastie> I wonder if I should make the handle a bit bigger
L441[04:53:46] <unascribed> https://unascribed.com/i/d519202e.png
L442[04:53:46] <unascribed> so far
L443[04:58:57] <Ordinastie> http://puu.sh/nCBp0.png
L444[04:59:16] <unascribed> yeah, I pulled it up in Blender as well
L445[04:59:22] <unascribed> the middle panel being misaligned was intentional
L446[04:59:25] <unascribed> but I think I'll fix it
L447[05:00:02] <Ordinastie> the handle is not in the center vertically
L448[05:01:35] <unascribed> how did you get it to use nearest-neighbor scaling?
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L450[05:03:51] <Ordinastie> unascribed, in photoshop, when you change the image size
L451[05:03:57] <unascribed> oh, so you didn't get it to
L452[05:04:01] <unascribed> I mean blender
L453[05:04:09] <unascribed> I'll just run it through mogrify then
L454[05:04:22] <Ordinastie> no, I edit the png in PS, and then reload in blender
L455[05:04:25] <Ordinastie> Alt+R
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L457[05:04:54] <unascribed> yes, but my point was how you got it to stay crisp
L458[05:05:01] <unascribed> but if you just upscaled the texture
L459[05:10:24] <unascribed> https://unascribed.com/i/770d4b0e.png
L460[05:10:29] <Saphire> http://xkcd.com/1654/ lol
L461[05:14:53] <unascribed> idk, I have no more ideas on how to improve the texture
L462[05:15:04] <unascribed> original packing and resolution (upscaled): https://unascribed.com/f/ed31fbe6_verticalHatch.png
L463[05:15:33] <unascribed> custom packing and normal resolution: https://unascribed.com/f/af1e8382_verticalHatchScribed.png
L464[05:16:42] <Ordinastie> the corners
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L466[05:16:52] <unascribed> that's more a model issue though
L467[05:16:58] <unascribed> and as we already established, I can't blender :P
L468[05:17:14] <Ordinastie> the texture must go beyond the slope
L469[05:17:54] <Ordinastie> see : http://puu.sh/nCC2k.png
L470[05:19:05] <unascribed> https://unascribed.com/f/c4c38fbb_verticalHatch.png ?
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L475[05:44:50] <Ordinastie> unascribed, lol, mebbe :p
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L477[05:47:38] <Ordinastie> http://puu.sh/nCD5d.jpg
L478[05:48:21] <Ordinastie> corner again :p http://puu.sh/nCD6N.jpg
L479[05:48:22] <unascribed> that'd probably look better if the entire dark border was left behind
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L481[05:52:11] <PrinceCat> That ItemBlock though is my favourite, hahaha.
L482[05:52:50] <Ordinastie> unascribed, http://puu.sh/nCDcx.jpg
L483[05:53:47] <unascribed> so that's what the red stripes are for
L484[05:54:00] <Ordinastie> lol yeah, may not keep them
L485[05:56:05] <Ordinastie> the texture is nice, but the handle still feels wrong
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L487[06:03:41] <PrinceCat> Maybe like, black and yellow caution for the edges?
L488[06:03:42] ⇨ Joins: yopu (~yopu@184-89-171-53.res.bhn.net)
L489[06:03:49] <PrinceCat> Feels more natural than red and white? Not sure
L490[06:03:55] <PrinceCat> More "caution" industrially.
L491[06:04:27] <PrinceCat> Like "don't get ur limbs caught in here" caution
L492[06:07:47] <unascribed> yeah, red and white says "this is made of candy"
L493[06:07:49] <unascribed> :P
L494[06:08:57] <Nitro|AFK> i got a question regarding GUIs
L495[06:10:44] <Nitro|AFK> let me just pull up my git repo first
L496[06:10:56] *** Nitro|AFK is now known as Nitrodev
L497[06:11:41] <Nitrodev> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/gui/GuiStorage.java
L498[06:11:43] <Nitrodev> there
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L500[06:12:18] <Nitrodev> so do i write all the params of my ContainerStorage constructor on the line 16 of that linked class?
L501[06:12:38] <Nitrodev> the constructor is here: https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/gui/ContainerStorage.java#L15
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L503[06:22:15] <PrinceCat> You'll have to if that's the only constructor you have available.
L504[06:23:36] <Nitrodev> k
L505[06:25:09] <Nitrodev> but i know i can put in null on the other params
L506[06:25:23] <Nitrodev> oh nvm
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L510[06:31:23] <masa> why is your storageInventory field static? that seems like a really bad idea
L511[06:32:43] <McJty> that's indeed a terrible idea
L512[06:32:55] <McJty> Nitrodev, that will break when multiple players access different containers of your mod
L513[06:33:01] <Nitrodev> okay
L514[06:33:02] <masa> so if ever there are two players that open your GUIs at the same time, stuff will blow up
L515[06:33:41] <Nitrodev> no matetr if it's the same block?
L516[06:33:56] <masa> because all of the containers would use that exact same storageInventory reference
L517[06:34:04] <McJty> Well you will guarantee that different players will not look at different instances of your block at the same time?
L518[06:34:12] <masa> everything that uses that container class
L519[06:34:21] <Nitrodev> oh boy
L520[06:34:33] <Nitrodev> well the static keyword is gone no
L521[06:34:34] <Nitrodev> w
L522[06:36:18] <masa> my terminologu might not be correct here, but basically static says that the field does not belong to the object, it belongs to the class, so there is always just that single field, the different instances don't have their own copies of it
L523[06:36:55] <PrinceCat> Correct masa.
L524[06:37:05] <Nitrodev> i know that
L525[06:37:12] <Nitrodev> i have learned java
L526[06:37:22] <masa> and still you used it there? :p
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L528[06:38:32] <Nitrodev> yeah
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L530[06:38:55] <Nitrodev> had a brain fart
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L532[06:39:54] <Nitrodev> but otherwise the classes look fine?
L533[06:39:56] <masa> and I believe you were just re-structuring your container classes, to make them more generic, right?
L534[06:40:26] <Nitrodev> actually i'm trying to make a class for every block i'm going to make
L535[06:40:41] <Nitrodev> so i don't need to have 10 different gui classes etc.
L536[06:41:21] <masa> in that case in my opinion it would make more sense to have like a ContainerCIO class that has basically what you now have in ContainerStorage, an then in the ContainerStorage class you would have a constructor with just the inventory arguments
L537[06:41:45] <masa> and then you call the super (ie. the ContainerCIO constructor) with the correct slot and position arguments
L538[06:41:52] <McJty> Sometimes you can also use factory/builder pattern for this.
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L540[06:42:05] <McJty> In RFTools I have a ContainerFactory which makes containers for me
L541[06:42:07] <Nitrodev> but would what i currently have work?
L542[06:42:36] <masa> sure, but now you need to then have the slot counts and positions in the GuiHandler
L543[06:42:47] <masa> where you create the container
L544[06:42:58] <masa> which to me feels a bit clumsy place to have them
L545[06:43:23] <Nitrodev> yeah i know that
L546[06:43:59] <Nitrodev> McJty, a factory is basically what i'm trying to do
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L548[06:52:42] <Nitrodev> so many params in the GuiStorage constructor
L549[06:54:01] <Nitrodev> goes outside the screen
L550[06:54:08] <Nitrodev> a little
L551[06:58:39] <Nitrodev> okay masa you were right, if i put this GuiStorage constructor params in the GuiHandler it will go WAY past the screen
L552[06:58:48] <Nitrodev> i need to do i the way you told me to
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L556[07:20:04] <MalkContent> neat. topic already is gui and inventories?
L557[07:22:10] <MalkContent> I'm gonna do the bag item with inventoryhandler today or may the coffee intake kill me
L558[07:23:56] <LatvianModder> So with getRenderType() = 2, it wont render it static, but only TESR?
L559[07:24:05] <LatvianModder> for Block, that is
L560[07:24:08] <diesieben07> bag item with iitemhandler is actually much easier than with IInventory
L561[07:24:51] <LatvianModder> Is there an example code of how to export items to nearby chests with IItemHandler?
L562[07:25:15] <MalkContent> probably ^^ I just have to do it I guess
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L572[07:39:35] <PaleoCrafter> dafuq, twitch won't let me log in
L573[07:40:35] <Nitrodev> MalkContent, if you needhelp with the bag ask me i've done it
L574[07:41:03] <Nitrodev> i don't understand jack shit what the code does but it works
L575[07:45:39] <Cazzar> What.. the fuck http://upload.cazzar.net/u/1457703929
L576[07:46:18] <Nitrodev> ?humanity?
L577[07:46:52] <Nitrodev> you okay there
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L591[08:16:45] <Tyhone> Hey all, quick question I cant seem to find an answer to, is it bad practice in 1.8 to use a loop to add all meta item variants in ModelBakery for a single Item, rather than typing out "new ResourceLocation(MOD_ID + ":" + ITEM_VARIANT" for each one? I cant really find any Gits were someone's done this
L592[08:17:08] <Tyhone> where*
L593[08:17:58] <gigaherz> if you do it right, no
L594[08:18:14] <gigaherz> but if your plan is to use "getUnlocalizedName().substring" for anything related with that
L595[08:18:16] <gigaherz> then you aredoing it wrong
L596[08:18:36] <gigaherz> getUnlocalizedName exists exclusively to provide the translation text "id"
L597[08:19:23] <Tyhone> Alright cool, i'm not doing that, I store everything in a reference class, using a String for the item name and a String[] for all the variant names, and then I'm calling them in a for loop
L598[08:19:42] <gigaherz> that should be ok
L599[08:19:42] <Tyhone> for doing the rendering
L600[08:20:00] <gigaherz> it's just not what people normally do ;P
L601[08:20:26] <Nitrodev> i do that for my bags and for my fabrics
L602[08:20:36] <Nitrodev> no diea do i do it for the rendering
L603[08:20:37] <gigaherz> I just... copypaste one of the existing lines and modify it
L604[08:20:37] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L113
L605[08:20:44] <gigaherz> the lazy way ;P
L606[08:21:36] <Nitrodev> yeah
L607[08:21:41] <Nitrodev> the ultra lazy way
L608[08:21:47] <Nitrodev> more lines of code though
L609[08:21:49] <Tyhone> Eh, means I write "addItemVariants(ITEM, ITEM_VARIANT_LIST);" Instead of lines and lines of "new resource(..." for all my my meta items
L610[08:22:04] <Nitrodev> what?
L611[08:22:07] <gigaherz> Tyhone: if you look at my code
L612[08:22:11] <Nitrodev> i just do a for loop
L613[08:22:16] <gigaherz> you'll see I don't spell out that either
L614[08:22:21] <gigaherz> I have helper methods
L615[08:22:21] <gigaherz> XD
L616[08:22:28] <gigaherz> spell that out*
L617[08:22:49] <Tyhone> Checking now, and yeah i made a method to call where i just pass in the item name and the array and it does the rest :)
L618[08:23:06] <Nitrodev> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/init/Cioitems.java#L38-L43
L619[08:23:10] <Nitrodev> that's my way
L620[08:23:50] <Tyhone> oh nice, pretty much what I have Nitro, except i put the for loop in the method as well, so i dont have to type it out each time
L621[08:24:24] <Nitrodev> that's what i got
L622[08:24:35] <Nitrodev> wait? which method?
L623[08:25:08] <Tyhone> One sec I'll pastebin my code, I need to set up git so bad...
L624[08:25:49] <Nitrodev> okay
L625[08:26:00] <Nitrodev> yeah it makes it a whole lot easier for people to help
L626[08:26:09] <Tyhone> http://pastebin.com/BKavc0JQ
L627[08:26:36] <diesieben07> you are using outdated methods btw.
L628[08:26:43] <diesieben07> registerItemVariants is no longer needed
L629[08:26:51] <Tyhone> Oh?
L630[08:26:59] <diesieben07> and use ModelLoader.setCustomModelResourceLocation instead of that ItemModelMesher stuff
L631[08:27:00] <Nitrodev> ah like that
L632[08:27:05] <diesieben07> just make sure to call it in preInit
L633[08:27:15] <Tyhone> Huh, since when? I must be looking at old tutorials
L634[08:27:28] <Nitrodev> Tyhone, let me guess you watched bedrockmienrs tutorials?
L635[08:27:34] <Nitrodev> or read rather
L636[08:27:35] <diesieben07> basically... a little bit after the initial 1.8 release
L637[08:27:48] <diesieben07> this is just the absolute first thing that people did before forge did any rendering stuff
L638[08:27:52] <Nitrodev> i know he has outdated tutorials
L639[08:28:03] <diesieben07> basically every tutorial on this out there is outdated
L640[08:28:05] <Tyhone> Yeah, First one that came up, I dont use any of his code though, A lot of it didnt seem super clean for some of it
L641[08:28:23] <Tyhone> Like my metablock class can be used universally, dont ne a new one for each metablock
L642[08:28:51] <Tyhone> Alright well cheers for the tip, saves me some hassle :)
L643[08:31:41] <Tyhone> That didnt come out right, His code is good, easier to understand for beginners, defiantly useful, and it helped a lot, i just like my code structure
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L652[08:38:47] <LatvianModder> Space \o/ http://imgur.com/arX6i6t
L653[08:41:03] <Nitrodev> oooh
L654[08:41:05] <Nitrodev> new mod?
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L656[08:48:10] <LatvianModder> Nah, Silicio
L657[08:48:25] <LatvianModder> Just added a block that has End Portal effect from all faces
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L662[08:53:51] <Nitrodev> hi williewillus
L663[08:53:57] <williewillus> hello
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L665[08:56:54] <MalkContent> if you have the code for that, that'd be awesome Nitrodev
L666[08:57:05] <Nitrodev> i do
L667[08:57:09] <Nitrodev> alot of it
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L669[08:57:57] <Nitrodev> https://github.com/Nitrodev/ConstructIO/tree/master/src/main/java/com/nitrodev/constructio/utils
L670[08:58:03] <Nitrodev> there
L671[08:58:22] <Nitrodev> but i don't think i sould eb the one to help you
L672[08:58:33] <Nitrodev> since i don't understand anythign about this code
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L674[08:59:22] <MalkContent> doesn't matter :) it's nice to have a reference
L675[08:59:49] <Nitrodev> yeah then also look at ContainerBag and GuiBag both in the gui folder
L676[09:00:25] <MalkContent> will do
L677[09:04:37] <masa> is that code still the one from my mod essentially?
L678[09:05:24] <masa> seems that way
L679[09:06:05] <masa> MalkContent: yeah so that one is still the old code using IInventory. I'm currently porting all of that to IItemHandler
L680[09:06:39] <masa> it isn't publicly pushed yet, since I haven't ported my InventoryUtils class, and thus it won't even compile atm. Hoping to get that done today
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L682[09:09:42] * MalkContent nods
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L684[09:16:33] <Nitrodev> masa, yeah the code i got is basically yours
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L686[09:16:44] <Nitrodev> i just copied it
L687[09:16:50] <Nitrodev> still trying to understand it
L688[09:17:05] <williewillus> probably more worth to learn capas instead
L689[09:19:00] <Nitrodev> learn what now?
L690[09:19:11] <williewillus> capabilities/iitemhandler
L691[09:19:19] <Nitrodev> oh
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L695[09:24:09] <masa> I don't think I'll add my item based inventories as capas though...
L696[09:24:31] <LatvianModder> williewillus: any idea what DefaultVertexFormats.PADDING_1B does?
L697[09:24:42] <LatvianModder> seems to always be in pair with NORMAL_3B
L698[09:24:42] <williewillus> probably what it says it does
L699[09:24:45] <masa> I don't see much benefit from it, and I saw there are apparently some issues with those still, at least with item-based inventories?
L700[09:24:51] <LatvianModder> I dont really understand the translation :P
L701[09:25:35] <masa> they will be IItemHandlers, just not used via caps
L702[09:26:18] <williewillus> it just seems to indicate padding in the vertex buffer :P
L703[09:26:38] <williewillus> idk what for, since it's not aligning anything or another
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L706[09:30:14] <Nitrodev> okay i think i need to make a containerfactory
L707[09:30:46] <williewillus> wat
L708[09:32:11] <Nitrodev> so i don't have to make a seperate container and gui class for ever TE
L709[09:32:14] <Nitrodev> every*
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L711[09:34:20] <Nitrodev> if you got a different way of doing that i'd love to hear it
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L713[09:36:44] <SkySom> A container factory? lol
L714[09:36:53] <SkySom> I think you're over complicating things really.
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L716[09:37:34] <SkySom> I mean depending on what you're guis are. you could pass in some simple variables which have the guis be different without resorting to a factory
L717[09:39:16] <Nitrodev> yeah but then the lines would be WAYYY to big
L718[09:39:27] <Nitrodev> when you're typing it in GuiHandler
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L720[09:39:52] <williewillus> you need to communicate the information somehow...
L721[09:40:09] <Nitrodev> what?
L722[09:40:22] <williewillus> I'm saying that the number of lines wouldn't really change
L723[09:40:35] <williewillus> you could have a factory *method* for calrity but I think a separate factory object is overkill
L724[09:41:25] <MattDahEpic> a container factory factory?
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L726[09:42:05] <Nitrodev> simply; i don't want to have many container and gui classes
L727[09:42:07] <williewillus> http://projects.haykranen.nl/java/
L728[09:43:14] <diesieben07> that has nothing to do with a factory per se.
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L730[09:43:18] <Lumien> Nitro why not?
L731[09:43:32] <Nitrodev> too much code
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L733[09:44:14] <williewillus> how many containers/guis will you have?
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L736[09:44:40] <Nitrodev> for now 5
L737[09:44:43] <Lumien> If i want to change the class of my te i can just change the class in the registration right?
L738[09:44:49] <Nitrodev> but who knows if i will have more
L739[09:44:58] <diesieben07> yes lumien
L740[09:44:58] <Lumien> And if i want to change the name i register the old name as an "alternative" for a few versions
L741[09:45:04] <diesieben07> yes
L742[09:45:06] <williewillus> yeah
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L744[09:45:12] <williewillus> registerTileEntityWithALterantives or something like that
L745[09:45:18] <williewillus> has the word "alternate" in it :P
L746[09:45:21] <diesieben07> Nitrodev: this again has nothing to do with factory methods.
L747[09:45:30] <diesieben07> or factories at all
L748[09:45:43] <Nitrodev> okay i don't know what to call them
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L750[09:46:02] <diesieben07> you are abstracting
L751[09:46:11] <diesieben07> instead of hardcoding everything in individual classe
L752[09:46:15] <sham1> Design patterns :P
L753[09:46:18] <diesieben07> you make one class that is configurable.
L754[09:46:32] <Nitrodev> what i have done
L755[09:46:36] <Nitrodev> i did it
L756[09:46:44] <sham1> We shall make the gang of four happy with us
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L758[09:47:04] <Nitrodev> but the line i need to write in the goes outside the screen
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L760[09:47:19] <MattDahEpic> game of code: a song of containers and factories
L761[09:47:19] <Nitrodev> in the GuiHandler*
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L763[09:47:50] <diesieben07> ...
L764[09:47:53] <diesieben07> linebreaks
L765[09:47:55] <diesieben07> they exist.
L766[09:48:09] <Nitrodev> you can do that in method calling?
L767[09:48:14] <diesieben07> yes
L768[09:48:19] <Nitrodev> it won't break it?
L769[09:48:20] <diesieben07> java doesn't give a crap about newlines
L770[09:48:28] <MattDahEpic> compilier doesnt care how it looks
L771[09:49:17] <MattDahEpic> you could put the entire class on one line and it would still work
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L773[09:49:37] <shadekiller666> "i don't give a shit about your fancy newlines!!!"
L774[09:49:57] <williewillus> one of the only mainstream languages that does care about whitespace is python
L775[09:50:10] <Nitrodev> okay thanks. good to know
L776[09:50:24] <sham1> CoffeeScript wants its whitespaces back
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L778[09:50:30] <Lumien> Can i somehow change the name of one of my blocks as well or does that not work?
L779[09:50:30] <whitephoenix> Offtopic but nitro, were you the guy on youtube who made all those cool 3d computercraft animations?
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L781[09:50:51] <Nitrodev> i wonder if there is a completely literal programming language
L782[09:51:07] <Nitrodev> like you need to wirte the code in sentences
L783[09:51:16] <williewillus> sure
L784[09:51:19] <williewillus> Shakespeare
L785[09:51:23] <williewillus> malbolge
L786[09:51:24] <williewillus> ;p
L787[09:51:45] <sham1> http://esolangs.org/wiki/English
L788[09:51:54] <sham1> And any other human language
L789[09:52:06] <sham1> But jokes aside
L790[09:52:09] <williewillus> lool
L791[09:52:23] <sham1> SQL can read very much like a real English statement at times
L792[09:52:37] <williewillus> http://esolangs.org/wiki/Whitespace
L793[09:53:13] <sham1> >syntax highlighting
L794[09:53:15] <whitephoenix> >mfw greentext programming language is a thing
L795[09:53:39] <sham1> wait what
L796[09:53:52] <sham1> I have to know it then
L797[09:54:06] <whitephoenix> Arnold C is great too
L798[09:55:28] <mustangflyer> Hi, guys. Am I missing something, or is there no idempotent constructor for CreativeTabs? Do you just *instantiate* one to register it!?
L799[09:55:33] <williewillus> yup
L800[09:55:37] <whitephoenix> https://lhartikk.github.io/ArnoldC/
L801[09:55:55] <sham1> "idempotent"
L802[09:55:59] <sham1> The hell is that
L803[09:56:08] <sham1> And why have I not heard that word before
L804[09:56:36] <whitephoenix> "denoting an element of a set that is unchanged in value when multiplied or otherwise operated on by itself." Hmm I didn't know about that either
L805[09:56:38] <mustangflyer> Basically, an operation that can be applied multiple times, with the same result.
L806[09:58:23] <mustangflyer> So there is no such thing as a registry for the things? Or no way to remove them (without reflection)? You just instantiate one to register it?
L807[09:58:41] <diesieben07> yes
L808[09:58:50] <diesieben07> although creativeTabAray is public
L809[09:58:53] <williewillus> they get added to an array on creation
L810[09:58:56] <diesieben07> so you can just modify the contents if you really want to
L811[09:59:13] <sham1> new CreativeTab("name") { /* you need to override some stuff here */ };
L812[09:59:20] <Nitrodev> and a crash
L813[09:59:45] <sham1> Well it was not meant as a comprehensive example
L814[09:59:49] <Nitrodev> oh yeah i haven't made a gui texture yet
L815[09:59:52] <sham1> Only as a way to show what to do
L816[10:00:36] <mustangflyer> Ah, I overlooked that it's public. Thanks for mentioning it. Still, that registering in the constructor seems to go against good OO practice...
L817[10:00:52] <diesieben07> lol good OO practice... in minecraft...
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L819[10:00:58] <sham1> ^
L820[10:01:14] <sham1> MC is crappy as far as good OOP design is concerned
L821[10:01:23] <sham1> To be fair, it was written by an amatoure but still
L822[10:01:50] <williewillus> to be fair a lot has been cleaned up
L823[10:01:56] <williewillus> esp since 1.4/5
L824[10:01:58] <mustangflyer> I was getting the feeling that there were some questionable decisions made, but to hear it's a known trend...
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L826[10:03:02] <sham1> The codebase is messy and the decompilation can also be quite messy at times
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L828[10:03:31] <gigaherz> amateur*
L829[10:03:36] <gigaherz> ;P
L830[10:04:03] <sham1> Same difference
L831[10:04:48] <gigaherz> I gaveyou the information, if you want to apply it or not, that's up to you ;P
L832[10:06:17] <mustangflyer> I haven't looked at the code base for a few years (excluding the mod jams), so tbh I'm a bit surprised to see such things now (/still?). Thanks, anyways.
L833[10:06:35] <sham1> All the tertiary statements
L834[10:06:46] <diesieben07> thats not mojangs fault tho
L835[10:07:02] <sham1> Indeed
L836[10:08:32] <gigaherz> decompiler's heuristics for chooseing between ternary and if/else are... funny
L837[10:08:36] <gigaherz> choosing*
L838[10:08:46] <diesieben07> "heuristics"
L839[10:08:58] <diesieben07> "choose ternery unless it doesnt compile anymore that way"
L840[10:09:17] <sham1> That is a very simple heuristic
L841[10:09:23] <diesieben07> meh :=P
L842[10:12:28] <Nitrodev> http://pastebin.com/xqjC4GsE
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L844[10:12:41] <Nitrodev> that happens when i try and put items inside my te
L845[10:12:47] <Nitrodev> or container rather
L846[10:13:04] <diesieben07> show container, GuiContainer, IGuiHandler and where you call player.openGui
L847[10:13:26] <Nitrodev> on it
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L849[10:14:25] <masa> I'd guess wrong parameter to the Slot constructor when adding them to the Container
L850[10:14:58] <Nitrodev> https://github.com/Nitrodev/ConstructIO/tree/master/src/main/java/com/nitrodev/constructio/gui
L851[10:15:03] <Nitrodev> that's the folder
L852[10:15:20] <Nitrodev> classes are Handler and everything with Storage
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L854[10:16:44] <diesieben07> you do not return anything for GUI_WoodenCrate_Stone in getServerGuiElement
L855[10:16:52] <diesieben07> is that the GUI we are talking about?
L856[10:17:03] <Nitrodev> i'm an idiiot
L857[10:18:58] <Nitrodev> okay added that
L858[10:19:21] <masa> also, where is your no-arguments constructor for TESTorage?
L859[10:19:39] <Wuppy> well that was an interesting day :P
L860[10:20:00] <masa> afaik relying on the one with arguments will blow up when they are read from the world on load
L861[10:20:15] <diesieben07> you should not have one with argumetns at all really
L862[10:20:24] <Wuppy> moving a bunting when there's a ton of people looking at you like "wtf are you doing"... :P
L863[10:20:26] <Nitrodev> ?
L864[10:20:46] <diesieben07> A TileEntity must have a constuctor without any arguments
L865[10:21:10] <Wuppy> we also got Epic sax guy to play loud as hell in the central hall of our university
L866[10:22:00] <gigaherz> WAT
L867[10:22:11] <gigaherz> 1.9.1 pre3 has "lolcat" as a language choice?
L868[10:22:13] <Nitrodev> diesieben07, why?
L869[10:22:17] <Wuppy> lol
L870[10:22:28] <masa> Nitrodev: https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/tileentity/TileEntityMemoryChest.java#L31
L871[10:22:29] <diesieben07> because when minecrft needs to load your TE from disk it needs that constructor
L872[10:22:31] <Wuppy> mojang has time left over don't they gigaherz :P
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L874[10:22:56] <masa> yeah, not like there are critical bugs with minecarts of anything ;D
L875[10:23:21] <Ri5ux> Flappy trilobite anyone? https://www.youtube.com/watch?v=Gyn1CqUW4iE
L876[10:23:33] <Wuppy> basketball in rocket league anyone? http://www.pcgamer.com/shoot-hoops-in-rocket-league-basketball/?utm_source=facebook&utm_medium=social&utm_campaign=pcgfb
L877[10:23:58] <gigaherz> https://www.youtube.com/watch?v=jhazlalW7nk&feature=youtu.be
L878[10:23:59] <gigaherz> >_<
L879[10:24:06] <gigaherz> so cringe, much wow.
L880[10:24:21] <Nitrodev> okay but what on earth do i put in the non argumented constructor?
L881[10:24:43] <diesieben07> usually nothing at all
L882[10:24:48] <Nitrodev> really?
L883[10:24:53] <sham1> Really
L884[10:24:53] <diesieben07> look at vanilla.
L885[10:24:57] <Wuppy> ugh... screw Minecraft :V
L886[10:25:00] <gigaherz> public Bleh() {} done.
L887[10:25:01] <Wuppy> seriously :V
L888[10:25:09] <Stiforr> Wuppy I miss your tuts : (
L889[10:25:15] <Wuppy> this is not hilarious this is stupid as hell :V
L890[10:25:25] <Wuppy> thanks Stiforr, but I just dont have time for it anymore :C
L891[10:25:28] <sham1> why do you miss tutorials when we have readthedocs
L892[10:25:33] <sham1> That do them a lot better
L893[10:25:35] <sham1> IHMO
L894[10:25:41] <sham1> No offence Wuppy
L895[10:25:44] <Stiforr> lol
L896[10:25:47] <Wuppy> sham1, depends on what you consider better tbh
L897[10:25:56] <Nitrodev> okay done
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L900[10:26:19] <Wuppy> sham1, I'd say the read the docs are of a higher factual quality
L901[10:26:33] <Wuppy> but mine might (not saying they are, but maybe) be easier to use
L902[10:26:33] <Stiforr> Well I sit in front of a computer 9 hours a day for work and if I wanna do MC stuff I dont wanna read code and then write code. I'd rather listen to wuppys voice and write code
L903[10:26:41] <Ri5ux> Is LOLCAT actually there?
L904[10:26:44] <Ri5ux> Or is he just a troll
L905[10:26:48] <Wuppy> Ri5ux, sadly, yes
L906[10:26:51] <Ri5ux> Wow
L907[10:26:57] <sham1> >sadly
L908[10:26:58] <Ri5ux> I think I just gave up on Minecraft
L909[10:27:00] <sham1> You insane!?
L910[10:27:05] <Wuppy> agreed Ri5ux
L911[10:27:19] <sham1> We have to support all the dank memes
L912[10:27:29] <sham1> Let us all localize our mods for the dankness
L913[10:27:39] <gigaherz> 10-13 year olds are a big market for Minecraft
L914[10:28:07] <sham1> ^
L915[10:28:27] <sham1> Oh the new Elytra sounds
L916[10:28:31] <sham1> Glorious
L917[10:28:32] <Ri5ux> I know more 8-9 year olds that play it :/
L918[10:28:41] <Stiforr> I have a 5 year old that plays
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L920[10:29:03] <Stiforr> By then time he's 10 he'll be at Direwolfs level
L921[10:29:19] <gigaherz> or he'll be bored and give up mc ;p
L922[10:29:23] <Stiforr> HA
L923[10:29:35] <sham1> Well parents propably buy minecraft to their kids for the same reason as they buy CoD for them
L924[10:29:35] <Stiforr> By then MC will run on unreal engine
L925[10:29:53] <Wuppy> Stiforr, Mc won't be able to run in Unreal
L926[10:30:08] <Stiforr> Yea it was just a bad joke lol
L927[10:30:15] <sham1> The kids get a baby sitter and the parents can go to somewhere else to have some alone time
L928[10:30:34] <Wuppy> I know, but the fun thing is, even though Unreal is well optimized, I don't think it's possible to get Minecraft running above a few fps
L929[10:30:36] <Stiforr> Hey if you gotta make dinner you can expect the dog to keep him entertained :P
L930[10:31:18] <Ri5ux> Give them a bucket of rocks and tell them to build a house.
L931[10:31:24] <Ri5ux> And then move out into it
L932[10:31:27] <sham1> Dogs are scary :(
L933[10:31:49] <masa> Oh and here I thought parents buy their kids CoD and then they go and playe Minecraft themselves...
L934[10:31:52] <Stiforr> sham1 dogs are only scary if their owners make them scary :P
L935[10:32:01] <sham1> o
L936[10:32:03] <sham1> No
L937[10:32:09] <Stiforr> masa don't give away our secrets
L938[10:32:15] <Ri5ux> I once had a dog, it literally ripped my face off.
L939[10:32:19] <Ri5ux> I was 10
L940[10:32:22] <sham1> I have a fobia against dogs
L941[10:32:28] <masa> but anyway, wasn't pirate language a thing since forver ago, so why would LOLCAT be a bad thing? it's not like it's on by default, so why do you care? :p
L942[10:32:33] <sham1> A actualfobia
L943[10:32:37] <Stiforr> i can totaly understand the fear of dogs
L944[10:32:47] <Stiforr> It really sucks for us who actually own good dogs
L945[10:32:53] <sham1> Mmm
L946[10:33:14] <sham1> It's like I fear even the nicest dog possible and it makes me sad
L947[10:33:18] <sham1> Or not outright fear
L948[10:33:21] <sham1> Get uncomfortable
L949[10:33:37] <Stiforr> Puppies?
L950[10:33:38] <Ri5ux> masa, because it was added to the game officially by developers to support talking like idiots
L951[10:33:40] <gigaherz> that must suck
L952[10:33:42] <PaleoCrafter> Phobia*
L953[10:33:49] <sham1> Yes
L954[10:34:03] <PaleoCrafter> Get your spelling right :P
L955[10:34:09] <sham1> Ne
L956[10:34:11] <masa> well there seem to be at least two kinds of dogs: 1) "aww a cute adorable happy puppy" and 2) "I WILL MURDER NAYONE EXCEPT MY OWNER, AND MAYBE EVEN THEM RAWRRRR"
L957[10:34:28] <sham1> Wolves
L958[10:34:30] <Stiforr> masa yea that's caused by lack of socialization
L959[10:35:07] <Stiforr> even poodles can do that tho
L960[10:35:20] <gigaherz> usually the smaller the dog, the more they bark
L961[10:35:20] <Stiforr> If you hide your dog when someone comes over
L962[10:35:33] <masa> adult rotweilers or whatever I wouldn't put in the cute puppy category no matter how social they are :p
L963[10:35:39] <Stiforr> they start to think they are supposed to be afraid of people coming over
L964[10:35:57] <Ri5ux> dog.autoHide=true;
L965[10:36:11] <MalkContent> is there anything already in the code that uses the itemhandler already?
L966[10:36:30] <gigaherz> "strangers = I get locked up ---> stangers = evil"
L967[10:36:36] <Stiforr> exactly
L968[10:36:57] <Stiforr> it's a bad way to condition protection dogs
L969[10:37:04] <gigaherz> not necessarily because they are afraid of them, they may just associate them with the bad feeling of being locked up
L970[10:37:04] <Stiforr> it's done by some trainers
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L973[10:37:28] <gigaherz> and they made indirectly think "by preventing them from being here, I avoid getting locked up"
L974[10:37:34] <gigaherz> may*
L975[10:38:02] <Stiforr> well "people" become and unkown
L976[10:38:12] <Stiforr> and they fear the unkown
L977[10:38:19] <Stiforr> in dogs fear = aggression
L978[10:38:47] <sham1> Well that is also with humans
L979[10:39:16] <Stiforr> dogs have that instinct tho and they can't help it
L980[10:39:24] <Stiforr> we can be fearful but not agressive
L981[10:39:44] <gigaherz> most animals do, the whole "fight or flight" thing. dogs are just more inclined toward fight
L982[10:39:55] <Stiforr> yep
L983[10:40:01] <Stiforr> like a bunny won't fight
L984[10:40:02] <gigaherz> but they will also run, if fight failed
L985[10:40:22] <gigaherz> actually they will, if they are cornered
L986[10:40:36] <gigaherz> they will jump and bite and scratch
L987[10:40:46] <Stiforr> well yea i suppose but it'd be like if an infant fought tyson
L988[10:41:08] * Stiforr hopes someone gets the reference
L989[10:42:02] <MalkContent> nvm, got it. was just fucking up the search
L990[10:44:23] <sham1> Oh how I love the port system in FreeBSD
L991[10:44:30] <sham1> It is so satisfying
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L1006[11:04:23] <OrionOnline> Anyone know a good IRC Channel for LWJGL?
L1007[11:04:35] <OrionOnline> I am trying to look for some help on projection Matrixes and view Matrixes
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L1016[11:06:56] <sham1> Matrices
L1017[11:07:06] <sham1> Matrixes would refer to the movies
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L1026[11:11:16] <OrionOnline> sham1, do not be rude
L1027[11:11:24] <OrionOnline> I have been at this problem for a good day now
L1028[11:11:28] <sham1> I'm serious
L1029[11:11:38] <sham1> But yeah
L1030[11:11:39] <sham1> What is it
L1031[11:12:04] <OrionOnline> I am trying to get the projectionMatrix to work
L1032[11:12:19] <OrionOnline> But for some reason it keeps putting the vertexes behind my freaking Camera
L1033[11:12:27] <sham1> show your matrices
L1034[11:12:30] <sham1> and code
L1035[11:13:36] <OrionOnline> sham, projection matrix and data: http://snag.gy/PSmHo.jpg (in excel)
L1036[11:14:28] <OrionOnline> render code: https://github.com/OrionDevelopment/TM-OpenGL/blob/master/src/com/smithsgaming/transportmanager/util/OpenGLUtil.java#L906-L944
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L1038[11:17:35] <sham1> You are kind of using deprecated OGL stuff
L1039[11:19:28] <sham1> Why is it that some sites put recruitment messages into the dev console in their sitw
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L1042[11:25:10] <OrionOnline> sham1, why is that depreciated?
L1043[11:25:25] <sham1> wait no
L1044[11:25:29] <OrionOnline> It is standard openGL3.3
L1045[11:25:34] <sham1> I am being a derp again
L1046[11:25:36] <OrionOnline> Using buffered geometry
L1047[11:25:45] <sham1> I really have no idea
L1048[11:26:08] <gigaherz> at least it's not glBegin/glEnd ;p
L1049[11:26:43] <OrionOnline> :D
L1050[11:26:57] <gigaherz> but it's also no glMultiDrawArraysIndirect
L1051[11:27:50] <OrionOnline> gigaherz, I am not into the fancy stuff yet
L1052[11:27:56] <OrionOnline> I am trying to figure out what is happening
L1053[11:28:09] <OrionOnline> It creates a projectionMatrix and uploads it fine
L1054[11:28:19] <OrionOnline> But i creates z values that are < 0
L1055[11:28:30] <gigaherz> no idea sorry, i don't have any real experience with actual opengl
L1056[11:30:04] <OrionOnline> No prob
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L1059[11:46:08] <shadekiller666> !gf field_188036_k
L1060[11:46:48] <shadekiller666> !gf field_181690_b
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L1064[11:58:17] <PaleoCrafter> I wonder, when will things start rolling in the ForgeUtils repo? xD
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L1067[12:06:57] <Ri5ux> ForgeUtils?
L1068[12:07:36] <Ri5ux> What is that supposed to be? Some fancy compilation of useful methods and classes?
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L1071[12:13:19] <shadekiller666> in 1.9, what does the "fixed" keyword in "display" in the model jsons refer to?
L1072[12:13:37] <shadekiller666> is that like transforms when in an itemframe?
L1073[12:14:43] <PaleoCrafter> Ri5ux, apparently a 'normal' mod mainly with server management capabilities under the official forge name
L1074[12:15:19] <Ri5ux> Oh, so like ForgeEssentials that was poorly supported for like 5 minutes?
L1075[12:16:30] <PaleoCrafter> Yeah, although FE wasn't ever officially endorsed afaik, it was more a FMP sort of deal
L1076[12:16:51] <Ri5ux> I see, well hopefully this has better luck.
L1077[12:16:58] <sham1> Why was FMP called FMP anyway
L1078[12:17:02] <PaleoCrafter> shadekiller666, it's for item frames, yes
L1079[12:17:10] <shadekiller666> in other words, should never have had "Forge" appended to the front of it, PaleoCrafter
L1080[12:17:17] <shadekiller666> thanks
L1081[12:17:25] <PaleoCrafter> You know, vanilla has resources on this stuff as well :P http://minecraft.gamepedia.com/Model
L1082[12:18:09] <PaleoCrafter> sham1, because it's a forge mod? xD
L1083[12:18:15] <sham1> No?
L1084[12:18:50] <PaleoCrafter> Forge as in 'loaded by FML' :P
L1085[12:18:52] *** tterrag|ZZZzzz is now known as tterrag
L1086[12:19:01] * sham1 facepalms
L1087[12:20:05] <shadekiller666> would you happen to know if the transform axis are flipped when in the left hand?
L1088[12:20:21] <PaleoCrafter> I doubt it
L1089[12:20:45] <shadekiller666> ie. if a translation of 10 when in right hand moves the model to the right, would it do the same in the left hand? or would it move left?
L1090[12:21:03] <PaleoCrafter> Try it :P
L1091[12:21:05] <shadekiller666> i know the rotations are +-180 for left as they are for right
L1092[12:21:16] <shadekiller666> can't, game won't launch yet :P
L1093[12:21:57] <PaleoCrafter> Resource packs :P
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L1096[12:24:39] <Nitrodev> hi i'm back
L1097[12:26:09] <PaleoCrafter> Hi back, I'm Paleo
L1098[12:26:33] <PaleoCrafter> Hue hue hue
L1099[12:27:29] <sham1> you and your dadjokes
L1100[12:27:46] <Nitrodev> yeah
L1101[12:27:51] <Nitrodev> he's weird like that
L1102[12:28:02] <Nitrodev> now where awsa i before i left
L1103[12:28:08] <Nitrodev> was*
L1104[12:28:29] <PaleoCrafter> Probably in front of your computer
L1105[12:28:42] * diesieben07 throws things at PaleoCrafter
L1106[12:29:17] <Nitrodev> oh yeah the TEs and containers for my blockstates
L1107[12:29:26] <PaleoCrafter> Oh look, somebody just threw a new phone at me xD
L1108[12:29:31] <Nitrodev> after this i will go to the texture side
L1109[12:29:37] <sham1> (╯°□°)╯︵ ┻━┻
L1110[12:29:45] <shadekiller666> come to the texture side, we have uvs!
L1111[12:30:39] <Nitrodev> uvs?
L1112[12:30:43] <LatvianModder> UVs
L1113[12:30:44] <LatvianModder> yes
L1114[12:31:48] <sham1> Come to the dark side, for we have cookies
L1115[12:32:18] <PaleoCrafter> They probably are burnt though
L1116[12:32:39] <LatvianModder> The best kind
L1117[12:33:01] <Nitrodev> so what are you guys working on?
L1118[12:33:21] <sham1> I am trying to get the virtualbox guest additions to work on FreeBSD
L1119[12:34:37] <AbrarSyed> kvm >> virtualbox
L1120[12:34:40] <sham1> Which means I need to update my ports tree with svn
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L1122[12:35:10] <sham1> What if I use KVM with Virtualbox
L1123[12:35:13] <sham1> You know, why not both
L1124[12:35:15] <PaleoCrafter> AbrarSyed, can't do bitshifts on that :PO
L1125[12:35:33] <AbrarSyed> > = greater than.. >> == much greater than
L1126[12:37:01] <Nitrodev> so many technical words
L1127[12:37:19] <Nitrodev> i don't understand how do you even know what they mean sham1
L1128[12:37:37] <sham1> A lot of dedication
L1129[12:37:48] <PaleoCrafter> ≫ this is much greater than :P
L1130[12:38:29] <AbrarSyed> Nitrodev, lack of life :P
L1131[12:38:49] <sham1> So anyway
L1132[12:39:03] <sham1> What do you guys think of the LOLCAT language in 1.9.1
L1133[12:39:19] <AbrarSyed> thy added a language? wat?
L1134[12:39:34] <sham1> yes
L1135[12:39:37] <PaleoCrafter> crap, had I better commited this when I still knew what I did xD
L1136[12:40:19] <SkySom> Mojang doesn't understand what .1 is supposed to mean, do that?
L1137[12:40:42] <gigaherz> do they*
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L1140[12:42:50] <PaleoCrafter> and they sort of decide themselves what .1 means, it's not like they adhear to semver
L1141[12:42:59] <PaleoCrafter> *adher
L1142[12:43:01] <PaleoCrafter> *adhere
L1143[12:45:13] <Ivorius> ... or should
L1144[12:46:03] <shadekiller666> i did some digging in the vanilla item jsons
L1145[12:46:09] <Nitrodev> http://pastebin.com/xiuq8ag1
L1146[12:46:15] <Nitrodev> what is that error?
L1147[12:46:29] <Nitrodev> https://github.com/Nitrodev/ConstructIO/blob/master/src/main/java/com/nitrodev/constructio/gui/GuiHandler.java
L1148[12:46:33] <Nitrodev> that's the handler class
L1149[12:47:38] <Ivorius> Looks like you need a special constructor
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L1151[12:47:48] <Nitrodev> what?
L1152[12:47:48] <Ivorius> InventoryPlayer, TEStorage, ResourceLocation, and like 8 ints
L1153[12:47:57] <Nitrodev> i added 2 params
L1154[12:47:57] <diesieben07> that shouldn't even compile if that error is thrown...
L1155[12:47:59] <Elucent> Is there a way to remove the built-in slowdown from EnumAction.BOW?
L1156[12:48:30] <Nitrodev> yeah that's not the problem
L1157[12:48:34] <tterrag> probably need to rebuild the project
L1158[12:48:50] * Nitrodev flips tterrag off
L1159[12:49:01] <shadekiller666> the differences between the righthand and the lefthand transform values are: rotation: signs on the numbers are flipped in the lefthand transforms (kind of), translation: values remain the same, scale: values remain the same
L1160[12:49:02] <Ivorius> Yeah fuck you tterrag for helping
L1161[12:49:18] <shadekiller666> at least thats how they're defined in item/handheld
L1162[12:49:23] <Elucent> Wow, rude.
L1163[12:49:28] <tterrag> ¯\_(ツ)_/¯
L1164[12:49:31] <gigaherz> Elucent: I thought the slowdown was tied to having an item use in progress
L1165[12:49:34] <gigaherz> not specifically the bow
L1166[12:49:58] <Nitrodev> Ivorius, he wasn't helping...
L1167[12:49:59] <Elucent> gigaherz yeah, I'm wondering if there's a way to remove the slowdown from the item use
L1168[12:50:23] <Elucent> gigaherz short of just using like a speed effect or something
L1169[12:50:59] <tterrag> actually it was an honest suggestion
L1170[12:51:04] <tterrag> I'm not sure how you took that in a hostile way
L1171[12:51:10] <tterrag> but uh, ok
L1172[12:52:13] *** tterrag is now known as tterrag|away
L1173[12:52:17] <Nitrodev> wait rebuild?
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L1175[12:52:53] <Nitrodev> oh yeah that was it
L1176[12:53:03] <Nitrodev> i fell bad now :(
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L1182[13:02:08] <Elucent> also, how do I properly instantiate a Vec3
L1183[13:02:45] <Elucent> since Vec3(x,y,z) doesn't seem to be working
L1184[13:03:36] <Elucent> wait, nevermind, I'm stupid
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L1190[13:13:43] <williewillus> !gm func_145838_q 1.8.9
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L1194[13:17:57] <Nitrodev> what are you guys working on?
L1195[13:18:09] <williewillus> me? :P
L1196[13:18:09] <gigaherz> I'm porting my IRC client from WinForms to WPF
L1197[13:18:17] <Elucent> I'm implementing the Crissaegrim sword from Castlevania: SotN into my magic mod
L1198[13:18:25] <williewillus> I am fixing bugs in botania and PE :P
L1199[13:18:35] <gigaherz> PE?
L1200[13:18:41] <williewillus> ProjectE
L1201[13:18:41] <Elucent> ProjectE
L1202[13:18:44] <gigaherz> Oh
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L1204[13:18:52] <sham1> I think I will work on a 2048 clone
L1205[13:18:52] <williewillus> the mod I actually worked on before botania happened heh
L1206[13:19:03] <gigaherz> PE sounds like MCPE ;P you should say PjE instead
L1207[13:19:19] <williewillus> ew
L1208[13:19:23] <masa> pheww, almost done converting my inventory utils to IItemHandler... 3 more methods to go, but I'll eat something now...
L1209[13:19:25] <gigaherz> PtE?
L1210[13:19:27] <Elucent> or you could say EE2
L1211[13:19:40] <Elucent> because at this point it's functionally the same
L1212[13:19:48] <gigaherz> it even uses the EE2 icons, right?
L1213[13:19:49] ⇨ Joins: Jezza (~Jezza@185.44.151.53)
L1214[13:19:49] <Ri5ux> Need help with a slight problem. It's a really hard one to describe without recording it too. The animations I've created in this ModelRenderer work *perfect*... that is until I move the player in the world. The second I try moving the player around, the animations get all out of sync and sometimes fix themselves over time. https://gist.github.com/Ri5ux/f669bf4160da65014243#file-modeltrilobite-java-L347
L1215[13:20:03] <gigaherz> textures*
L1216[13:20:06] <williewillus> I'm gonna migrate PE to capas
L1217[13:20:13] <Ri5ux> I have absolutely no idea what's causing this, so if someone could please look at the model, that would be great.
L1218[13:20:13] <williewillus> yeah it does we got permission a while ago
L1219[13:20:13] <masa> I'm liking IItemHandler quite a lot, I was able to remove a bunch of code. Although at some places it makes things a bit more complex
L1220[13:20:38] <Nitrodev> capas?
L1221[13:20:42] <Elucent> is there any reason not to use Vector3d instead of Vec3?
L1222[13:20:43] <williewillus> shit that is a huge model lol
L1223[13:20:48] <williewillus> Nitrodev: capabilities
L1224[13:20:49] <gigaherz> Nitrodev: capabilities
L1225[13:20:50] <Ri5ux> ._.
L1226[13:20:52] <sham1> capabilities Nitrodev
L1227[13:21:00] <Nitrodev> oh
L1228[13:21:13] <williewillus> ah gif would probably explain better Ri5ux
L1229[13:21:16] <williewillus> *a
L1230[13:21:26] <gigaherz> or .mp4 ;P
L1231[13:21:31] <Ri5ux> I'm not gonna lie, I've never created a GIF
L1232[13:21:34] <masa> or *.webm
L1233[13:21:39] <gigaherz> I record videos using OBS and put them on my dropbox's public folder
L1234[13:21:39] <gigaherz> Xd
L1235[13:21:40] <masa> or *.mkv
L1236[13:21:44] <TehNut> ShareX. Get it, use it, love it
L1237[13:21:48] <sham1> or *.avi
L1238[13:21:52] <masa> eww
L1239[13:22:00] <gigaherz> eww avi
L1240[13:22:06] <Ri5ux> Getting sharex
L1241[13:22:18] <williewillus> bleh migrating TE's that have old saving mechanisms to capas is annoying
L1242[13:22:20] <sham1> BTW a quick question
L1243[13:22:22] <Elucent> .wmv
L1244[13:22:23] <williewillus> I'm not really sure how I should go about it
L1245[13:22:42] <williewillus> right now in botania the capa is just a layer over the old saving code, which is still there
L1246[13:22:55] <williewillus> is that how its meant to be used?
L1247[13:23:10] <sham1> Did Double.compare sort is a way that made the sorts go in descending order
L1248[13:23:30] <sham1> Or rather, does it sort the values in descending order
L1249[13:23:40] <gigaherz> sort does ascending, I think?
L1250[13:23:42] <williewillus> no it sorts ascending
L1251[13:23:47] <gigaherz> if you want descending, you can negate theresult of compare
L1252[13:23:55] <gigaherz> just return -compare on the sort function
L1253[13:24:06] <Nitrodev> i'm just simply adding the tes that my mod is dependent on
L1254[13:24:10] * Ri5ux creates the gif
L1255[13:24:46] <Ri5ux> Oh god, GIF be choppy
L1256[13:24:50] <sham1> So a comparetor like this: (a, b) -> Double.compare(a.distanceSq(pos), b.distanceSq(pos)) would be in ascending order
L1257[13:24:56] <williewillus> yea
L1258[13:24:59] <sham1> Ok
L1259[13:25:08] <sham1> Time to put a minus before the compare
L1260[13:25:39] <sham1> because the most distance away fluid cubes have the highest priority
L1261[13:25:46] <sham1> For my pump
L1262[13:25:53] <TehNut> Ri5ux: I think you need to tweak the default values. Change the encoder to FFmpeg and bump the FPS up to something... not terribad
L1263[13:26:14] <Elucent> is it safe to use EntityPlayer.cameraYaw/cameraPitch?
L1264[13:26:29] <Ri5ux> Encoder is FFmpeg, cant find the FPS settings
L1265[13:26:57] <TehNut> http://tehnut.info/share/PlUgruVsen.png
L1266[13:27:38] <TehNut> And http://tehnut.info/share/BIAiZV1I0k.png
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L1268[13:28:34] <williewillus> Elucent: use as in change?
L1269[13:28:43] <Ri5ux> Alright, trying to record it again
L1270[13:28:57] <Elucent> no just accessing their values
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L1272[13:29:45] <williewillus> i think its fine then
L1273[13:30:23] ⇨ Joins: McJty (~jorrit@94-225-203-206.access.telenet.be)
L1274[13:31:26] <Ri5ux> GIF is uploading.
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L1276[13:32:23] <TehNut> Did that fix the choppyness?
L1277[13:32:43] <Ri5ux> Yeah
L1278[13:32:47] <Ri5ux> Thanks btw
L1279[13:32:49] <TehNut> Np
L1280[13:33:14] *** AbrarSyed is now known as Abrar|gone
L1281[13:33:19] <Ri5ux> Eh. GIF is 50MB.... Imgur complained that it couldnt convert it to an MP4
L1282[13:33:51] <TehNut> um
L1283[13:33:59] <TehNut> it shouldn't be that large
L1284[13:34:06] <Ri5ux> It is ._.
L1285[13:34:07] <Nitrodev> yeah
L1286[13:34:18] <Nitrodev> how long is said gif?
L1287[13:34:23] <TehNut> It should actually record it as an mp4 that you can send to gfycat (if it's <15 seconds)
L1288[13:34:24] <Ri5ux> 30 seconds
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L1290[13:34:34] <TehNut> or Streamable if longer
L1291[13:34:47] <TehNut> My 36 second one is only 2.45Mb
L1292[13:34:50] <shirkit> How can I render stuff in the world using an ItemRenderer?
L1293[13:34:59] <Ri5ux> I could just record it as an MP4 and use said Gyfcat
L1294[13:35:03] <shirkit> Like rendering blocks
L1295[13:35:19] <tterrag|away> wat
L1296[13:35:55] <masa> why not record to mo4 and uplaod to youtube instead of these gif nonsense
L1297[13:35:59] <masa> *mp4
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L1299[13:36:14] <tterrag|away> yt takes ages
L1300[13:36:15] <Ri5ux> lol
L1301[13:36:25] <sham1> Upload it to Vimeo
L1302[13:36:27] <tterrag|away> gfy is way faster and easier
L1303[13:36:31] <masa> well stream it to beam then, and we can watch teh last vod
L1304[13:36:47] <McJty> I prefer youtube. Easier to bookmark, play from a certain point, pause and so on
L1305[13:36:53] <masa> yep
L1306[13:37:03] *** helinus|off is now known as helinus
L1307[13:37:28] <TehNut> I send everything to my webserver. Screw third party hosts :P
L1308[13:37:34] * Ri5ux is uploading to Gyfcat now
L1309[13:38:05] <masa> CRF 30.. close to potato quality? :p
L1310[13:38:37] <TehNut> Ends up looking like this http://tehnut.info/share/K6Uutjwltw.mp4
L1311[13:38:43] <TehNut> Pretty far from potato
L1312[13:38:50] <Ri5ux> Looks good to me ^
L1313[13:40:09] <Ri5ux> Okay, so now that I finally got the thing uploaded, who remembers the problem? Lol
L1314[13:40:11] <Ri5ux> https://gfycat.com/VillainousImaginaryAdouri
L1315[13:40:24] <masa> heh, especially that block... was it called Server Lag Generator? :p
L1316[13:40:30] <Ri5ux> Oh god, it cut it off...
L1317[13:40:34] <TehNut> that is.. terrifying
L1318[13:40:35] <Ri5ux> I think you can still see enough of it tho
L1319[13:40:40] <Ri5ux> or not
L1320[13:40:49] <williewillus> wait what is the prob haha
L1321[13:41:08] <Ri5ux> "Need help with a slight problem. It's a really hard one to describe without recording it too. The animations I've created in this ModelRenderer work *perfect*... that is until I move the player in the world. The second I try moving the player around, the animations get all out of sync and sometimes fix themselves over time. https://gist.github.com/Ri5ux/f669bf4160da65014243#file-modeltrilobite-java-L347 "
L1322[13:41:10] <TehNut> masa: That's a Soul Shards spawner that I removed all the limits of
L1323[13:41:26] <masa> hehe ok
L1324[13:41:28] <TehNut> That's also 500 pigs spawning every second while ignoring the mob cap
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L1326[13:41:37] <Ri5ux> Okay it literally didnt get the part where the model animations messed up
L1327[13:41:38] *** williewillus is now known as willieaway
L1328[13:41:52] <Ri5ux> Im just gonna put it on youtube
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L1330[13:43:07] <Ri5ux> Boom, uploaded and processed: https://youtu.be/aX3T4BTa4g4
L1331[13:43:31] <Ri5ux> Will be potato quality for probably 5-10 mins tho
L1332[13:44:10] <Ri5ux> But you can see that basically once I start moving the player, the animations completely make up a mind of their own
L1333[13:46:00] <shirkit> can I store an array in a NBTTagCompund without having to conver to a byte array?
L1334[13:46:30] <Ri5ux> shirkit, To my knowledge, yes.
L1335[13:46:59] <masa> an array of what?
L1336[13:47:10] <Ri5ux> ^
L1337[13:47:31] <masa> NBT only has byte and int arrays
L1338[13:48:14] <Ri5ux> I thought I saw a vanilla utility somewhere that could also do String arrays
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L1341[13:49:01] <shirkit> found it, I can store an int[], that's just easier
L1342[13:49:52] <Ri5ux> As for my problem, if any of you guys have any idea as to what the heck is going on, ping me. I'm gonna watch a few episodes of Agents of S.H.I.E.L.D
L1343[13:49:53] <williewillus> there aren't string arrays, you'd just use an NBTTagList of NBTTagString's
L1344[13:49:56] <Nitrodev> man hotswap is SOOO useful iwth guis
L1345[13:50:01] <masa> there is no direct String array type, it would have to be for example a NBTTagList of Strings
L1346[13:50:25] <Ri5ux> Ah, yep, you're right masa. That was it.
L1347[13:50:26] <whitephoenix> 1.9 added lolcat as a language...
L1348[13:50:27] <williewillus> if that one clojure forge bridge plugin gets going we could have dynamic REPL for modding ;D
L1349[13:50:39] <Ivorius> Ri5ux: Is it supposed to stand on the floor normally
L1350[13:50:40] <Ivorius> Or fly?
L1351[13:50:41] <williewillus> no need to screw with hotswap just change it
L1352[13:50:42] <whitephoenix> the text is too big for the button almost everywhere
L1353[13:50:57] <Ri5ux> Ivorius, Yes.
L1354[13:51:03] <Ivorius> Ah
L1355[13:51:12] <Ri5ux> You can see in the end if went completely out of whack. The whole thing floating-like
L1356[13:51:13] <Ivorius> I thought it was weird that it always has an exact lowest point :P
L1357[13:51:39] <DRedhorse> anybody has an idea why icdd would eat my cpu on a mac in OSX?
L1358[13:51:57] <Ivorius> Because IDEA does lots of things
L1359[13:52:12] <Ivorius> It uses 2GB for me
L1360[13:52:38] <Ri5ux> it went*
L1361[13:54:00] <whitephoenix> I wish the jetbrains loading splash screens had exit buttons
L1362[13:54:24] <Nitrodev> i'm halfway through my mods main feature
L1363[13:54:29] <whitephoenix> Which is what?
L1364[13:56:10] <Ri5ux> Oh, I figured out the problem with my animations I think...
L1365[13:56:24] <Ri5ux> It quit doing it
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L1367[14:00:16] <Nitrodev> whitephoenix, storage blocks
L1368[14:00:21] <Nitrodev> think iron chests
L1369[14:00:24] <Nitrodev> kinda like that
L1370[14:00:24] <whitephoenix> cool
L1371[14:00:40] <Nitrodev> ofcourse it won't be a 100% clone
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L1379[14:29:25] <Ri5ux> Who wants to play with the land octopi? https://youtu.be/PSt3ATEaXaA
L1380[14:29:57] <Elucent> that is
L1381[14:29:59] <Elucent> uncomfortable
L1382[14:30:05] <Ri5ux> lol
L1383[14:30:25] <Nitrodev> oh god
L1384[14:30:35] <Nitrodev> what did you do?
L1385[14:30:41] <Ri5ux> hehe
L1386[14:30:44] <Nitrodev> why would ANYONE want that in their game
L1387[14:31:06] <Ri5ux> Ahaha. It's a trilobite from the movie Prometheus :P
L1388[14:31:53] <Ri5ux> This about sums it up: http://vignette2.wikia.nocookie.net/avp/images/9/91/TrilobiteImpregnatesEngineer.PNG/revision/latest?cb=20120805153810
L1389[14:31:58] <Elucent> i mean, if you wanted to freak people out, nice job
L1390[14:32:01] <Nitrodev> nevertheless it's hidious
L1391[14:32:21] <PaleoCrafter> looks nothing like a real Trilobite though xD
L1392[14:32:29] <Ri5ux> Ik :P
L1393[14:32:48] <PaleoCrafter> also, all the CGI in that picture :PO
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L1395[14:33:03] <PaleoCrafter> could be taken from a game cutscene
L1396[14:34:14] <Ri5ux> Heyy, it's in HD now, if you want to be more creeped out by details xD
L1397[14:36:54] <Elucent> it looks like the top segments of each leg are blue, though you can't always see them
L1398[14:37:16] <shirkit> is there an easy way to render an Item in first person? doing renderItemIn2D is drawing in the wrong perspective
L1399[14:37:18] <Ri5ux> Yeah, it wasn't visible before the animations existed, so I've gotta fix that
L1400[14:37:40] <Corosus> ssssssssssssssssexy
L1401[14:42:24] <williewillus> shirkit: look at what the game does before it calls renderItemIn2D
L1402[14:42:29] <williewillus> to setup the transform
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L1405[14:51:38] <Curle> o/
L1406[14:51:43] <Wuppy> \o
L1407[14:52:02] <Curle> Hey guys, what do you call fresh green vegetables from one of the fathers of computing? :D
L1408[14:52:39] <Wuppy> beer?
L1409[14:52:45] <Curle> Babbage's Cabbages! :D
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L1411[14:53:18] <Curle> How is beer green? xD
L1412[14:53:21] <Curle> When*
L1413[14:53:37] <Curle> Except when the yeast has died O_o
L1414[14:53:58] <Wuppy> hop is green
L1415[14:54:15] <Curle> :/
L1416[14:54:20] <Curle> Shh xD
L1417[14:56:53] <Wuppy> also, heineken is green :)
L1418[14:57:07] <Wuppy> although it's also bad
L1419[14:59:24] *** williewillus is now known as willieaway
L1420[14:59:57] <Curle> That goes without saying, though
L1421[15:00:28] <shirkit> okay, now can I somehow convert from world coordinates to camera coordinates in first person render?
L1422[15:00:32] <Wuppy> where're you from Curle?
L1423[15:00:45] <Curle> Wales :)
L1424[15:01:03] <Wuppy> :O
L1425[15:01:09] <Wuppy> gib me real Guinness
L1426[15:01:16] <Curle> xD
L1427[15:01:21] <Wuppy> and Magners!
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L1429[15:01:34] <Curle> There's legitimately a Guiness factory down the road xD
L1430[15:01:50] * Wuppy moves to Curle
L1431[15:02:04] <Nitrodev> what does that have to do with anynthin?
L1432[15:02:25] <Wuppy> Nitrodev, what does what have to do with what?
L1433[15:02:26] <Curle> They occasionally give free "samples"
L1434[15:02:44] *** Abrar|gone is now known as AbrarSyed
L1435[15:02:48] <Wuppy> you.... basterd :P
L1436[15:02:59] <Curle> by samples i mean cases
L1437[15:03:07] <Wuppy> you basterd!
L1438[15:03:19] <Curle> you absoloute...
L1439[15:03:24] <Nitrodev> what defines the mining speed of a block?
L1440[15:03:26] <Wuppy> I'm so jelly :P
L1441[15:03:30] <Wuppy> Nitrodev, the hardness
L1442[15:03:32] <Curle> blockHardness?
L1443[15:03:37] <Nitrodev> ah
L1444[15:03:38] <Curle> Ninja
L1445[15:03:44] <Wuppy> well, the hardness vs the strength of the pickaxe
L1446[15:04:01] <Curle> mining speed != strength :)
L1447[15:04:32] <Wuppy> Curle> Shh xD
L1448[15:04:43] <Curle> gold has the strength of iron, but mines faster xD
L1449[15:05:32] <Nitrodev> but where do i find the hardnesses of diferent blocks
L1450[15:05:42] <Wuppy> Nitrodev, its material
L1451[15:05:47] <Curle> block.getHardness?
L1452[15:06:06] <Curle> you can setHardness in the constructor, that overrides the material
L1453[15:06:08] <Wuppy> Curle, block.getMaterial().getHardness
L1454[15:06:10] <Wuppy> right?
L1455[15:06:25] <Curle> cant check right now, but the block overrides the material
L1456[15:06:40] <Curle> (blockClass).get[block]Hardness?
L1457[15:06:53] <Wuppy> yeah... you're right, nvm
L1458[15:07:01] <Curle> xD
L1459[15:07:06] <Wuppy> has been like one and a half year since I've modded Minecraft :o
L1460[15:07:12] <Curle> Figures
L1461[15:07:19] <Curle> xD
L1462[15:07:40] <Curle> I'm still doing a side project on 1.7.10 for a little wip modpack i made :)
L1463[15:07:49] <Nitrodev> like i need to know the hardness of wood in this case
L1464[15:07:57] <Curle> A specific wood, or any?
L1465[15:08:08] <Wuppy> Curle, do differnet blocks have differnet hardnesses?
L1466[15:08:10] <Curle> Material.wood.getHardness
L1467[15:08:12] <Curle> yes
L1468[15:08:15] <Wuppy> :o
L1469[15:08:23] <Curle> constructor > setBlockHardness(float)
L1470[15:08:39] <Curle> I learned that the hard way
L1471[15:08:56] <Wuppy> Curle, I'm not saying if it's possible
L1472[15:08:58] <Curle> I made ores that can be broken instantly with the fist, because I used Material.ground, without setting the hardness xD
L1473[15:09:08] <Wuppy> but I'm just surprised there's wood with differnet hardnesses
L1474[15:09:10] <Nitrodev> there is no getHardjess
L1475[15:09:20] <Curle> Wood? Not sure
L1476[15:09:29] <Wuppy> Nitrodev, the hardness is set in the Block, not the Material
L1477[15:09:31] <Curle> I recall spruce taking .4 seconds longer to mine
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L1479[15:09:34] <shirkit> So I want to draw over (highlight) certain blocks when I use an item on that block, but on the ItemRenderer I'm in Camera Coordinates. I don't see a possible way to do this not beiing in a TileEntity renderer, does anyone has some ideas?
L1480[15:09:48] <Curle> erm
L1481[15:09:52] <Wuppy> also Curle my current "main" project is for Philips :D
L1482[15:10:01] <Curle> Soft or hard?
L1483[15:10:08] *** Vigaro|AFK is now known as Vigaro
L1484[15:10:15] <Curle> ware**
L1485[15:10:19] <Wuppy> both :D
L1486[15:10:27] <Curle> neat!
L1487[15:10:44] <Wuppy> I'm making a custom controller using their Philips Hue
L1488[15:10:53] <Curle> I love just hearing about what madness you get into during your spare time xd
L1489[15:11:04] <Wuppy> spare time?
L1490[15:11:07] <Wuppy> that's my school :P
L1491[15:11:14] ⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit: Leaving.)
L1492[15:11:34] <Curle> shh
L1493[15:11:41] <PaleoCrafter> shirkit, 1) you should mod a version where IItemRenderer isn't a thing anymore by now :P 2) just don't do it in the item renderer, do it in RenderWorldLastEvent or something similar
L1494[15:11:43] <Wuppy> this is my main project for my school I work on 3 days a week full-time
L1495[15:11:57] <Wuppy> but yeah, I'm writing a custom controller with Arduino, wifi, RFID and the Philips Hue
L1496[15:12:08] <Wuppy> and the AI for the game I'll be using it for
L1497[15:12:23] <Curle> RFID + game?
L1498[15:12:44] <Wuppy> yep, you hold an RFID scanner in your hand and there's several RFID tags on your table
L1499[15:12:49] <Curle> Also, what's the Hue?
L1500[15:12:58] <Wuppy> that's basically a fancy lamp :P
L1501[15:13:04] <Curle> Oh, right. xD
L1502[15:13:15] <Curle> Arduino, huh?
L1503[15:13:21] <Wuppy> yip yip
L1504[15:13:42] <Curle> I was about to go all "raspberry pi" mode then i remembered
L1505[15:13:52] <Curle> it's Wuppy. xD
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L1507[15:13:56] <PaleoCrafter> y u no NFC?
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L1509[15:14:02] <Curle> Near-Field?
L1510[15:14:08] <Curle> Doesn't that cost a bomb?
L1511[15:14:24] <gigaherz> no the whole point of NFC is that it's cheap
L1512[15:14:29] <Wuppy> and as a side project I'm working for my university and another for dutch museums
L1513[15:15:01] <gigaherz> or more accurately
L1514[15:15:04] <Wuppy> "RFID is the process by which items are uniquely identified using radio waves, and NFC is a specialized subset within the family of RFID technology. Specifically, NFC is a branch of High-Frequency (HF) RFID"
L1515[15:15:04] <gigaherz> RFID is NFC
L1516[15:15:06] <shirkit> PaleoCrafter: sorry but how can I subscribe to that event?
L1517[15:15:13] <gigaherz> one subtype of it
L1518[15:15:19] <PaleoCrafter> other way around :P
L1519[15:15:23] <gigaherz> right
L1520[15:15:28] <Nitrodev> man when broken my block doesn't drop itself
L1521[15:15:31] <shirkit> but it's on 1.7.10 =\
L1522[15:15:41] <PaleoCrafter> why? :P
L1523[15:15:52] <Wuppy> PaleoCrafter, what's the advantage of NFC?
L1524[15:15:58] <whitephoenix> It's time to write a stupid mod like the world has never seen!
L1525[15:16:04] <PaleoCrafter> pretty much every phone has it nowadays? :P
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L1527[15:16:34] <gigaherz> NFC in phones can read many RFID chips
L1528[15:16:41] <Curle> Wuppy, it takes effect immediately
L1529[15:16:47] <Wuppy> PaleoCrafter, we've got 2:
L1530[15:16:47] <Wuppy> https://www.sparkfun.com/products/13198 at school
L1531[15:17:02] <PaleoCrafter> *2*
L1532[15:17:04] <Wuppy> Curle, what now?
L1533[15:17:05] <Curle> I can tap my phone on an nfc tag in my city and it loads before i've taken it off
L1534[15:17:16] <Wuppy> PaleoCrafter, we only need 1 scanner for our game
L1535[15:17:33] <Wuppy> Curle, that happens with RFID as well
L1536[15:17:44] <gigaherz> really
L1537[15:17:52] <gigaherz> NFC and RFID can almost be used interchangeably
L1538[15:17:58] <Wuppy> we need 5 tags, and 1 scanner in your hand
L1539[15:18:02] <Wuppy> perfect system
L1540[15:18:06] <gigaherz> the time to read/write depends on how much data there is, since it's slow
L1541[15:18:24] <gigaherz> but Amiibos, contactless credit cards, phone-based payment,
L1542[15:19:06] <Wuppy> the amount of cool gear I've got atm is amazing though :D
L1543[15:19:35] <Wuppy> having a free Gear VR + Samsung S6 is pretty awesome :P
L1544[15:20:04] <Wuppy> well, borrowed, but close enough
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L1546[15:20:52] <Curle> Vive on it's way :D
L1547[15:21:14] ⇨ Joins: kimfy (~kimfy___@17.89-10-163.nextgentel.com)
L1548[15:21:15] <Wuppy> we've got some in our university, but I haven't had a chance to try it out yet
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L1550[15:25:48] *** willieaway is now known as williewillus
L1551[15:28:50] <Curle> Who's Abrar?
L1552[15:28:57] <Curle> I keep seeing it pop up
L1553[15:29:11] <PaleoCrafter> he wrote ForgeGradle
L1554[15:29:27] ⇦ Quits: Nitrodev (~Nitrodev@dcx0f0yylbyl88msqsdhy-3.rev.dnainternet.fi) (Read error: Connection reset by peer)
L1555[15:29:37] <Curle> wuppy's host is a****s****.com
L1556[15:29:39] <PaleoCrafter> basically, he's the reason we have such a reasonable dev environment compared to versions <1.5 :P
L1557[15:29:48] <Curle> ^ that's fair
L1558[15:29:51] <PaleoCrafter> well, he also gives people accounts on his bouncer
L1559[15:31:08] <Curle> ah.
L1560[15:32:47] <williewillus> i need to get one of those
L1561[15:32:52] <williewillus> since panicbnc is bleh
L1562[15:32:53] <Curle> same xD
L1563[15:33:15] <williewillus> do we just pm him?
L1564[15:33:27] <Curle> Might make my own
L1565[15:33:29] <Curle> xD
L1566[15:33:59] ⇨ Joins: PieGuy128 (~PieGuy128@bas11-montreal02-1128535499.dsl.bell.ca)
L1567[15:34:59] <PaleoCrafter> AbrarSyed are you giving away access to your bouncer for free :P
L1568[15:35:25] ⇨ Joins: H1N1theI (~h1n1thei@2601:5c2:8100:5898::4d96)
L1569[15:35:30] <PaleoCrafter> add a comma and a question mark in there wherever you like
L1570[15:37:25] <Curle> that's pinged him xD
L1571[15:37:43] <PaleoCrafter> oh my gurd, Curle, I just pinged Abrar
L1572[15:37:44] <gigaherz> ooh then I can turn it into haiku: "AbrarSyed are you? giving away access to, your bouncer for free :P"
L1573[15:38:03] <Curle> oh nu!
L1574[15:38:05] <Curle> xd
L1575[15:38:11] <Zaggy1024> why is everyone dying?
L1576[15:38:27] <smbarbour> They drank the Kool-Aid
L1577[15:38:41] <Curle> it was too kool!
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L1579[15:38:54] <Curle> they punched it with liquid nitrogen xD
L1580[15:39:21] <Zaggy1024> hm, is there no way to reference a models/item model rather than models/block in a blockstates json?
L1581[15:39:24] <Curle> spiked?
L1582[15:39:25] <smbarbour> (It was actually Fla-vor-aid that was used)
L1583[15:39:44] <AbrarSyed> PaleoCrafter, yeah
L1584[15:39:44] <Zaggy1024> I want to specify the inventory model for a block but I'd rather the actual model was in item/
L1585[15:40:12] <PaleoCrafter> good job, gigaherz, but I think your first verse has 6 syllables (depends on the pronunciation of Abrar's name of course)
L1586[15:40:33] <gigaherz> ah, yeah
L1587[15:41:04] <williewillus> Zaggy1024: i don't think so, due to how the path is parsed by vanilla
L1588[15:41:12] <williewillus> (and forge keeps that the same to maintain compat)
L1589[15:41:22] <williewillus> or idk, maybe it can be changed
L1590[15:41:27] <williewillus> but itd break all current blockstate jsons
L1591[15:42:14] <Zaggy1024> heh, the loading bar sure likes to crash Minecraft when a resource is malformed
L1592[15:42:14] <Curle> ab-RAR or abr-ah-reh
L1593[15:42:34] <AbrarSyed> ab-rar
L1594[15:42:46] <PaleoCrafter> it's more about the Syed
L1595[15:42:53] <gigaherz> Sy-Ed?
L1596[15:43:02] <Curle> Say-Ed?
L1597[15:43:10] <Curle> See-Ed?
L1598[15:43:12] <Zaggy1024> you say Ed
L1599[15:43:13] <williewillus> I guess "psi" "ed"
L1600[15:43:15] <PaleoCrafter> or sighed? xD
L1601[15:43:22] <AbrarSyed> psi-ed, but see-ed works too
L1602[15:43:32] <PaleoCrafter> yeah, then the first verse has 6 syllables
L1603[15:44:00] <AbrarSyed> actual pronunciation is more like s-uh-yy-id, harder y
L1604[15:44:29] <PaleoCrafter> doesn't change the actual syllables though :P
L1605[15:44:57] <Curle> So how I've been saying it? XD
L1606[15:45:02] <Curle> About that bouncer... xD
L1607[15:45:31] <williewillus> pm probably :P
L1608[15:45:39] <AbrarSyed> what about it?
L1609[15:45:57] <Curle> Not sure if im blind or you didnt answer willie's question xD
L1610[15:46:19] <williewillus> i asked a question?
L1611[15:46:21] <williewillus> lol
L1612[15:46:28] <AbrarSyed> paleo did, and I asnwered
L1613[15:46:41] <Curle> Oh
L1614[15:46:44] <Curle> So I am blind.
L1615[15:46:44] <Curle> xD
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L1617[15:55:12] <williewillus> people are gonna be pissed at me lol, I haven't been very consistent with my botania 1.8 versioning scheme xP
L1618[15:55:24] <williewillus> but finally gonna fix up the gradle script and go back to the upstream way of doing it
L1619[15:55:40] <AbrarSyed> semver ftw
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L1621[15:57:07] <shirkit> PaleoCrafter: shouldn't it be on RenderWorldEvent instead of RenderWorldLastEvent?
L1622[15:57:18] <williewillus> oh upstream just does straight build numbers hah
L1623[15:57:38] <PaleoCrafter> that only gets called on chunk updates, shirkit
L1624[15:57:49] <shirkit> huuum
L1625[15:57:53] <AbrarSyed> actuakly forge doesn more than jyust build numbers.. but anyways
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L1627[16:01:56] <Curle> is there an item in vanilla that spawns a bunch of particles near the player when you right click it?
L1628[16:02:11] <williewillus> food
L1629[16:02:28] <williewillus> any breakable item on its last use
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L1631[16:03:09] <shadekiller666> ender pearl
L1632[16:03:19] <Curle> ^ this is what i wanted xD
L1633[16:04:14] <williewillus> well that doesnt do particels when you right click it :P
L1634[16:04:21] <williewillus> that does particles when the item is flying
L1635[16:04:42] <Curle> Same thing!
L1636[16:04:42] <Curle> xD
L1637[16:05:10] <Curle> is there a specific class for that?
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L1639[16:05:23] <williewillus> the ender pearl entity just calls world.spawnParticle :P
L1640[16:05:33] <williewillus> note that particles only spawn clientside
L1641[16:05:47] <Curle> i mean the ender pearl
L1642[16:05:50] <Curle> is there a class for it
L1643[16:05:56] <williewillus> EntityEnderPearl
L1644[16:06:20] <williewillus> huh they actually only spawn particles when they land
L1645[16:06:30] <williewillus> ender eyes (EntityEnderEye) spawns particles whe flying
L1646[16:07:30] <Curle> I'm making an item that pushes you smoothly forward about 5 blocks, spawns a bunch of particles when you finish moving and then break
L1647[16:07:34] <Curle> breaks*
L1648[16:07:56] <williewillus> ah
L1649[16:11:46] <masa> welp, I got my InventoryUtils updated for IItemhandler...
L1650[16:12:03] <masa> still untested though, since tehre are still compile errors elsewhere
L1651[16:12:04] <gigaherz> yay
L1652[16:12:18] <shirkit> PaleoCrafter: doing a RenderBlocks call to render a block on that event would solve this or I would need to setup the stack matrix to convert to world coordinates?
L1653[16:12:39] <masa> I've been porting stuff for IItemHandler for almost a week without being able to even run the game... there can't be many bugs in such an untested refactor, right? ;D
L1654[16:12:48] <williewillus> lol
L1655[16:12:53] <williewillus> chunk it up?
L1656[16:13:00] <williewillus> like only the Botania TE's do caps rn
L1657[16:13:14] <williewillus> and corporea has been retrofitted ish
L1658[16:13:16] <gigaherz> lol you could have used InvWrapper to temporarily test some implementations while others are not done yet
L1659[16:13:18] <williewillus> the items still use iinv
L1660[16:13:32] <williewillus> since I have no idea how item caps works still xD
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L1662[16:13:49] <gigaherz> ?
L1663[16:14:01] <gigaherz> they work thesame as anything else?
L1664[16:14:01] <masa> well.. I first ported my TEs, then my items, now my inventory utils... and at every point parts of the code have been incompatible with eachother :p
L1665[16:14:09] <gigaherz> i haven't actually tested them yet,
L1666[16:14:24] <gigaherz> but they should "just work" simply by overriding initcapabilities in your item?
L1667[16:14:33] <Curle> i just got pinged?
L1668[16:14:34] <Curle> xD
L1669[16:14:42] <masa> there is an open issue by algo about caps in itemstacks...
L1670[16:14:50] <gigaherz> oh?
L1671[16:14:52] <masa> so I don't know if they are broken or what
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L1673[16:15:06] <masa> but I'm not going to use caps for my items though
L1674[16:15:17] <masa> I don't see the benefit, onlu potential new problems
L1675[16:15:26] <williewillus> i just don't get why the item version you have to return an ICapabilityProvider
L1676[16:15:34] <williewillus> and how serialization works
L1677[16:15:37] <gigaherz> hmmm
L1678[16:15:38] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/issues/2523
L1679[16:15:41] <Curle> shirkit, you managed to ping me with that message somehow xD
L1680[16:15:57] <gigaherz> williewillus: return an instance of ICapabilitySerializable
L1681[16:16:07] <gigaherz> which has save/load methods in it
L1682[16:16:09] <williewillus> what if I have my own serialization scheme
L1683[16:16:11] <williewillus> from before caps
L1684[16:16:15] <gigaherz> ah
L1685[16:16:21] <gigaherz> then you upgrade the old ones
L1686[16:16:25] <shirkit> Curle: really weird
L1687[16:16:28] <williewillus> what does that even mean lol
L1688[16:16:30] <gigaherz> initCapabilities has an NBt arg
L1689[16:16:34] <gigaherz> you read the old data if present
L1690[16:16:39] <gigaherz> and make new data incompatible with the old one
L1691[16:17:07] <gigaherz> alternatively
L1692[16:17:13] <gigaherz> you can make the capability NOT serializable
L1693[16:17:14] <Curle> is there a method that triggers when you right click that doesnt care if it's a block?
L1694[16:17:19] <gigaherz> and manually load/save data to the NBT
L1695[16:17:27] <gigaherz> but then you lose 90% of what makes item capabilities interesting
L1696[16:17:52] <williewillus> Curle: onItemRightClick
L1697[16:17:54] <gigaherz> Curle: you handle both onItemRightClick and onItemUse
L1698[16:17:58] <gigaherz> one triggers when the other does not
L1699[16:17:59] <gigaherz> XD
L1700[16:18:10] <gigaherz> IIRC
L1701[16:18:11] <williewillus> that needs a rename
L1702[16:18:33] <AbrarSyed> there is a difference beteween the two ya know
L1703[16:18:40] <AbrarSyed> use is when you arnt popinting at anything
L1704[16:18:44] <williewillus> i know
L1705[16:18:52] <williewillus> but the current names are super ambiguous
L1706[16:18:56] <AbrarSyed> yeah
L1707[16:19:19] <Curle> right click assumes on a block
L1708[16:19:23] <gigaherz> yes
L1709[16:19:29] <Curle> and use assumes... use?
L1710[16:19:43] <gigaherz> onItemRightClick means "on item interact with block"
L1711[16:19:49] <Curle> why does it only trigger when you're not looking at a block!? xD
L1712[16:19:50] <gigaherz> onItemUse means "on item use by itself"
L1713[16:20:02] <williewillus> some items have use on a block :P
L1714[16:20:12] <Curle> Someone should add a method that triggers either way
L1715[16:20:13] <Curle> xD
L1716[16:20:22] <gigaherz> oryou can do it yourself?
L1717[16:20:24] <gigaherz> XD
L1718[16:20:25] <williewillus> playerinteractevent
L1719[16:20:26] <Curle> shh
L1720[16:20:33] <AbrarSyed> its a little bit different than just block usage
L1721[16:20:33] <masa> uh wtf guys
L1722[16:20:34] <williewillus> which is a mess but getting redone in 1.9 finally
L1723[16:20:53] <gigaherz> masa: what? XD
L1724[16:20:56] * AbrarSyed doesnt remember anymore
L1725[16:20:56] <masa> onItemUse() fires when you ARE targeting a block, and onItemRightClick() when right clicking on air
L1726[16:21:12] <Curle> What version? xD
L1727[16:21:22] * gigaherz is confused now
L1728[16:21:25] <AbrarSyed> read the docs
L1729[16:21:32] <AbrarSyed> !pubfind onItemRightCLick
L1730[16:21:39] <AbrarSyed> !find onItemRightClick
L1731[16:21:45] <AbrarSyed> none found...
L1732[16:21:49] <AbrarSyed> oh.. there they are
L1733[16:22:18] <masa> public boolean onItemUse(ItemStack stack, EntityPlayer player, World world, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ)
L1734[16:22:58] <masa> vs. public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player)
L1735[16:22:59] <whitephoenix> Noob question: What would be the best way to put a delay between chat messages I'm adding?
L1736[16:23:21] <masa> how/when are they sent?
L1737[16:23:50] <tterrag|away> ^
L1738[16:23:52] *** tterrag|away is now known as tterrag
L1739[16:23:53] <Curle> Use a button? xD
L1740[16:23:55] <whitephoenix> EntityJoinWorldEvent sends three messages which are generated in a for loop
L1741[16:24:04] <diesieben07> you have to use a tick handler
L1742[16:24:07] <diesieben07> and count ticks
L1743[16:24:10] <tterrag> you could use some kind of scheduling ticker
L1744[16:24:12] <whitephoenix> Alright thanks
L1745[16:24:13] <Curle> o/ ben
L1746[16:24:18] <diesieben07> \o
L1747[16:24:24] <tterrag> but in the end it's just going to be a TickEvent subclass listener, yeah
L1748[16:24:26] <gigaherz> tick handler + Queue + a counter variable, and send the next message when it reaches 0, and reload the counter
L1749[16:24:26] <gigaherz> XD
L1750[16:24:28] <diesieben07> although my name is not ben, but whatevs :D
L1751[16:24:40] <Curle> tough, that's your name now c:
L1752[16:25:04] <diesieben07> tick scheduler: https://git.io/vaZKM
L1753[16:25:21] <Curle> you stab them, then they die, sie [see] ben?
L1754[16:25:31] <Curle> :D
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L1756[16:26:03] <diesieben07> no :D
L1757[16:26:07] <masa> nope, that's like "the seven 07"
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L1759[16:26:26] <masa> or something...
L1760[16:26:35] <gigaherz> Die, Sieben #07
L1761[16:26:44] <diesieben07> what masa said :D
L1762[16:26:49] <masa> my german is extremely rusty and moldy at this point :p
L1763[16:26:55] <gigaherz> which means there's a "Sieben" person
L1764[16:27:03] <gigaherz> of which there are #01 through #07
L1765[16:27:09] <gigaherz> and the #07 has been marked for death
L1766[16:27:32] <diesieben07> lo
L1767[16:27:34] <diesieben07> lol
L1768[16:28:47] <Curle> Aha
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L1770[16:29:01] <Curle> here comes the supreme bouncer of joy :D
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L1779[16:43:14] <Curle> haha
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L1781[16:47:10] <shirkit> can I subscribe for events outside the initialization process?
L1782[16:47:28] <williewillus> what kind of events?
L1783[16:47:41] <shirkit> render events
L1784[16:48:07] <shirkit> I don't want to have my event handler running all the time
L1785[16:48:31] <williewillus> you could unregister it from the bus :P
L1786[16:48:40] <williewillus> and to answer your original question yes
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L1788[16:53:55] <shirkit> williewillus: thanks, it worked!
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L1793[17:04:32] <Arctic_Wolfy> I need some help with entity pathfinding, it seams my entity is getting stuck on occasion and isn't pathing for some reason.
L1794[17:06:59] <Arctic_Wolfy> I think the problem is when the entity is close to the desination and it's where a block is.
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L1799[17:12:11] <tterrag> fry: oh, good, you woke up :P
L1800[17:12:18] <tterrag> having a weird issue with frustum TESR checks
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L1802[17:15:45] * fry puts a quarter in tterrag and rotates the handle
L1803[17:15:53] <tterrag> fry: gif is uploading
L1804[17:16:03] <tterrag> sorry my internet is being slow
L1805[17:16:15] <tterrag> but basically - the TESR just stops rendering at a very specific angle
L1806[17:16:18] * fry puts a quarter in tterrag's internet and rotates the handle
L1807[17:16:27] <tterrag> and it's not my bounding box...getRenderBoundingBox is just not being called at all
L1808[17:16:31] <tterrag> it's like the TE does not exist in the compile chunk
L1809[17:17:01] <tterrag> I'm a bit outdated, so if you've fixed anything like this let me know
L1810[17:17:06] <tterrag> otherwise...still working on the gif
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L1812[17:23:36] <shadekiller666> so i was trying to test how my obj loader updates cooperate with 1.9, and just realized that the code in ForgeBlockStateV1.Deserializer that handles "forge:default-block" is commented out
L1813[17:23:54] <shadekiller666> i can see why
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L1818[17:29:22] <shadekiller666> wait
L1819[17:29:50] <shadekiller666> did all of the actual values for translate/rotate/scale change?
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L1822[17:31:16] <shadekiller666> i know that third and first person now have left and right hand variants, but "thirdperson_righthand" now has rotation:[75, 45, 0], translation:[0, 2.5, 0], and scale: 0.375]
L1823[17:31:32] <shadekiller666> for the default block
L1824[17:32:22] <shadekiller666> used to be translate: 0, 1.5f/16, -2.75f/16
L1825[17:32:36] <shadekiller666> and rotate: 10, -45, 170
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L1827[17:37:59] <masa> woo, getting close to "done", only one TE class left with errors. THen I get to actually testing how absolutely everything is broken after all this refactoring and changing stuff to IItemHandler... :D
L1828[17:40:10] <gigaherz> ^_^
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L1831[17:44:52] <masa> atm there are 26 matches for the search \WIInventory\W in my mod's code :p
L1832[17:45:39] <tterrag> fry: http://i.imgur.com/D7kTfDp.jpg
L1833[17:45:48] <tterrag> Sorry got distracted :p
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L1835[17:46:30] <fry> well, strange indeed
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L1837[17:51:58] <masa> why the hell does that claim to be a jpg? :D
L1838[17:52:15] <gigaherz> imgur puts ".jpg" on the URL regardless of the actual format
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L1840[17:52:40] <masa> ...
L1841[17:52:55] <thecodewarrior> wut
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L1845[18:02:54] <tterrag> Yeah I should have changed it to gifv
L1846[18:02:55] <tterrag> ma bad
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L1849[18:06:55] <gigaherz> funny thing is
L1850[18:06:58] <gigaherz> the url doesn't really matter
L1851[18:07:14] <gigaherz> http://i.imgur.com/D7kTfDp.gif
L1852[18:07:14] <gigaherz> http://i.imgur.com/D7kTfDp.gifv
L1853[18:07:40] <gigaherz> http://i.imgur.com/D7kTfDp.png
L1854[18:07:43] <tterrag> Except it does
L1855[18:07:51] <tterrag> Because only the .gifv link is a real gifv
L1856[18:07:57] <tterrag> The rest are gif
L1857[18:08:12] <gigaherz> oh right
L1858[18:08:39] <gigaherz> when oyu use gifv. it opens a page with an html5 video tag pointing to a .webm
L1859[18:08:43] <gigaherz> http://i.imgur.com/D7kTfDp.webm
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L1867[18:29:10] <masa> yay, back to 0 errors and 0 warning in the whole mod \o/
L1868[18:29:38] <masa> so tomorrow I get to head desking while testing EVERYTHING related to inventories... >_>
L1869[18:30:20] <sham1> Unit test all the things
L1870[18:30:24] <sham1> Wait
L1871[18:30:33] <sham1> Would unit testing actually be practical when modding
L1872[18:30:45] <sham1> Anyway
L1873[18:30:57] <sham1> Got guest additions of VirtualBox to work on FreeBSD
L1874[18:31:03] <sham1> Had to install the package though
L1875[18:31:11] <sham1> So no use of ports, but oh well
L1876[18:32:26] <sham1> Luckaly ports and binary packages can be mixed and matched to your heart's content
L1877[18:34:03] <shadekiller666> hmmm
L1878[18:34:32] <shadekiller666> is anyone else that has a 1.9 forge dev env getting a bunch of FNFEs on launch?
L1879[18:34:46] <sham1> Let me guess
L1880[18:34:50] <shadekiller666> not being able to find the models for the test mods?
L1881[18:34:52] <sham1> FileNotFoundException
L1882[18:34:55] <shadekiller666> ya
L1883[18:38:44] <sham1> Woot
L1884[18:40:14] <gigaherz> hmmm I can check
L1885[18:41:15] <gigaherz> ... after eclipse opens...
L1886[18:41:54] <gigaherz> ... launching ...
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L1888[18:43:03] <gigaherz> yep
L1889[18:43:04] <gigaherz> http://pastebin.com/QwTZpTwx
L1890[18:43:32] <gigaherz> oops the log was so long eclipse dropped the earlier content from the console panel
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L1892[18:43:56] <shadekiller666> ok, that means i didn't cause that :P
L1893[18:44:04] <gigaherz> but yeah it looks like 1.9 has that issue
L1894[18:44:26] <shadekiller666> probably has something to do with the forge blockstate mapper
L1895[18:44:33] <shadekiller666> parser
L1896[18:44:34] <shadekiller666> thingy
L1897[18:46:47] <shirkit> does the RenderWorldLastEvent call lags behind the drawing? it only get's updated once per in-game tick?
L1898[18:47:29] <masa> once per render tick
L1899[18:47:43] <masa> or frame, whatever
L1900[18:48:22] <masa> otherwise it would be pretty pointless
L1901[18:49:02] <gigaherz> RenderWorldLastEvent happens at the end of the worlddrawing loop
L1902[18:49:06] <gigaherz> before GUI (IIRC)
L1903[18:49:22] <gigaherz> it's asynchronous from the logic ticking
L1904[18:49:38] <gigaherz> that's why there's a partialTicks parameter in all the rendering-related functions
L1905[18:49:41] <shirkit> huuuum, my drawings are stutering when I'm moving
L1906[18:49:50] <gigaherz> so that youcan do smooth interpolation between the old position and the new position
L1907[18:50:03] <shirkit> =]
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L1910[18:53:32] <shirkit> totally forgot that the player position was only updated in in-game ticks
L1911[18:54:25] <thecodewarrior> trasnslate by -( event.player.lastTickPosX + (event.player.posX - event.player.lastTickPosX) * (double)event.partialTicks ) for each axis
L1912[18:55:14] <shirkit> =]
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L1915[19:00:12] <Elucent> Anyone else here a castlevania fan? https://gfycat.com/WiltedNaughtyAmberpenshell
L1916[19:03:16] <shadekiller666> gigaherz, does your dev env have a "dynbuckettest" folder in the test-resources folder? or anywhere else for that matter?
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L1918[19:03:47] <gigaherz> nope no folders with "dynbucket" in the name
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L1920[19:04:35] <shadekiller666> ok, cuz thats the first thing that throws a RuntimeException because it can't find blockstates for it
L1921[19:04:41] <shirkit> how do I clear the previous color on the buffer? my drawings are being affect by some color left on the stack
L1922[19:05:04] <gigaherz> GlStateManager.color(1,1,1) ?
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L1925[19:05:57] <shirkit> can't see that one
L1926[19:06:21] <gigaherz> 1.7?
L1927[19:06:24] <shirkit> yes
L1928[19:06:31] <tterrag> fry: so no ideas? Do you want the world?
L1929[19:06:34] <gigaherz> GL11.glColor3f(1,1,1)
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L1931[19:07:04] <shirkit> nope, doesn't do it
L1932[19:07:22] <tterrag> Then it's not color
L1933[19:08:03] <tterrag> or you used it wronf
L1934[19:09:12] <shirkit> if it's not color I have no idea what could it be
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L1936[19:10:34] <shirkit> it changes when I'm in certain positions, but I've only set glColor4f(1, 1, 1, 0.5f);
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L1938[19:12:14] <gigaherz> shirkit: you may want to show us the code
L1939[19:12:49] <shirkit> https://gist.github.com/Shirkit/d480cff3a84ff259bfe8
L1940[19:14:27] <shirkit> it's only relevant on line 40 beyond
L1941[19:14:40] <gigaherz> ewh glBegin/glVertex
L1942[19:14:44] <shirkit> mpt rea;;y
L1943[19:15:27] <shirkit> it's the only method I learned back in college
L1944[19:15:42] <shirkit> don't know the fancy stuff
L1945[19:16:51] <shadekiller666> hmmm
L1946[19:17:10] <shadekiller666> seems that it can't find any of the resources for the forge test mods
L1947[19:18:22] <shirkit> gigaherz: found anything?
L1948[19:21:39] <gigaherz> not really
L1949[19:21:50] <gigaherz> I have never used raw opengl like that in minecraft, though
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L1951[19:22:36] <shirkit> how would you draw a cube then?
L1952[19:22:51] <gigaherz> you can use the tesellator
L1953[19:26:04] <shirkit> let me change to this tessellator thingy
L1954[19:32:38] <shirkit> nope
L1955[19:32:40] <shirkit> the samee
L1956[19:32:58] <shirkit> even doing a tessellator.disableColor(); doesn't change the color
L1957[19:35:17] <shirkit> this is what happens: http://imgur.com/a/anHUm when I move a bit forward from the original position it changes color
L1958[19:35:47] <shadekiller666> what is it with graphic designers and using white text on top of freaking neon orange?
L1959[19:36:21] <shadekiller666> gigaherz, another question about 1.9 forge, when you load into a world, is your fist transparent?
L1960[19:36:37] <shadekiller666> your fist on its own, not when holding an item
L1961[19:36:48] <gigaherz> I don't think so
L1962[19:37:00] <gigaherz> at least I don't recall seeing any transparency yesterdayt
L1963[19:37:09] <gigaherz> do you use the latest version?
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L1965[19:37:33] <shadekiller666> its up to date with the forge repo
L1966[19:38:30] <shadekiller666> or was an hour ago... :P
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L1970[19:46:36] <shadekiller666> sweet, 1.9 srg mappings are up
L1971[19:47:16] <progwml6> they have been for a while
L1972[19:47:41] <shadekiller666> they're actually being used by forge now
L1973[19:47:47] <shadekiller666> as of 45 minutes ago
L1974[19:47:51] <gigaherz> oh?
L1975[19:48:05] <shirkit> can I fire a new thread so I don't block the client, or do I need to do on updates
L1976[19:48:05] <shadekiller666> hour ago*
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L1978[19:49:00] <gigaherz> oh I see, the patches are now using srg names instead of "pretty" names?
L1979[19:49:48] <masa> shirkit: is that maybe a blending or lighting issue?
L1980[19:49:55] <williewillus> shirkit: new thread for what?
L1981[19:50:05] <shirkit> masa: I do not know how to check for that
L1982[19:50:35] <shirkit> williewillus: checking an area of 64x64x64 around a certain block
L1983[19:50:46] <williewillus> don't ever use threads to touch the world
L1984[19:50:55] <williewillus> mc isn't designed to be multithreaded
L1985[19:51:14] <williewillus> you can take a snapshot or something (i forget what they're called, but those take time to create as well)
L1986[19:51:29] <williewillus> and use those in threads, but don't touch the actual world itself
L1987[19:51:38] <shadekiller666> BlockSnapshot?
L1988[19:51:43] <williewillus> nah it was something else
L1989[19:51:47] <williewillus> blocksnapshot is a singl eblock
L1990[19:52:18] <williewillus> ah chunkcache
L1991[19:52:22] <williewillus> it's a vanilla thing
L1992[19:52:33] <williewillus> you pass it the range and it copies it from the world (consuming time to do so, though)
L1993[19:53:04] <shirkit> williewillus: well, I change blocking the client processing for blocking the client copying
L1994[19:53:13] <williewillus> yeah
L1995[19:53:18] <shirkit> might as well just block the client
L1996[19:53:19] <williewillus> split your work over several ticks
L1997[19:53:41] <williewillus> I'd just do it all in the main thread distributed over several ticks
L1998[19:53:52] <shirkit> the thing is it's an item and not an tile entity
L1999[19:53:54] <shirkit> =D
L2000[19:54:02] <williewillus> what difference does that make?
L2001[19:54:02] <shirkit> well I'll figure out something
L2002[19:54:22] <shirkit> I need to store information on the stack instead on the object instance
L2003[19:54:30] <shirkit> need to convert to nbt
L2004[19:54:34] <shirkit> so it's acessible next time
L2005[19:54:51] <williewillus> wha? :P
L2006[19:54:59] <williewillus> what does the stack have to do with this again?
L2007[19:55:11] <shirkit> I right click with an item, start the processing
L2008[19:55:19] <shirkit> I halt in the middle of the tick cause I ran out of time
L2009[19:55:22] <williewillus> ah
L2010[19:55:29] <shirkit> how do I store the information for next tick?
L2011[19:55:39] <shirkit> I can only see this working by saving on nbt tags
L2012[19:55:42] <williewillus> yeah
L2013[19:55:45] <shirkit> and checking the Itemupdate method
L2014[19:55:46] <williewillus> which is fine
L2015[19:55:51] <williewillus> NBT is hashmaps and those are fast
L2016[19:55:58] <shadekiller666> gigaherz, this is what i was talking about with the transparent fist (although now its brighter than it was before): http://imgur.com/67oA1rd
L2017[19:56:04] <shirkit> and hopefully the player doesn't change the current held item
L2018[19:56:21] <tterrag> you can detect that
L2019[19:56:23] <williewillus> what is supposed to happen if they do that?
L2020[19:56:32] <gigaherz> shadekiller666: yeah that means someone is forgetting the blend mode into additive
L2021[19:56:35] <tterrag> that's the last boolean in the method
L2022[19:56:37] <tterrag> isSelected
L2023[19:56:38] <gigaherz> blend func*`
L2024[19:56:51] <williewillus> anyways the common way to do this kind of work is split it over several ticks
L2025[19:56:58] <shadekiller666> ahh
L2026[19:56:59] <williewillus> threads are almost always not worth it
L2027[19:57:06] <williewillus> actually make that always
L2028[19:57:22] <shirkit> well my research project was only possible due to threading
L2029[19:57:35] <williewillus> I meant not in the context of MC
L2030[19:57:38] <williewillus> due to how it's written
L2031[19:57:47] <shirkit> indeed
L2032[19:57:52] <williewillus> touching worlds from outside the main thread will bring nothing but pain :P
L2033[19:58:37] <shirkit> tterrag: you were talking to me?
L2034[19:59:50] <tterrag> yes
L2035[19:59:55] <tterrag> williewillus: I disagree on threads never being useful :P
L2036[19:59:57] <tterrag> but in this context, yes threads are WAY overkill
L2037[20:00:23] <williewillus> in mc, they're useful for 1. update checking 2. advanced graphs like energy networks/thaumcraft aura, etc.
L2038[20:00:25] <williewillus> otherwise not really
L2039[20:00:35] <williewillus> + whatever vanilla uses it for (rendering, audio, network)
L2040[20:01:14] <shirkit> what isSelected boolean?
L2041[20:01:37] <williewillus> if the stack is currently selected :P
L2042[20:01:52] <shadekiller666> are bows supposed to fire two arrows?
L2043[20:02:02] <williewillus> no lol
L2044[20:02:07] <williewillus> is one a ghost?
L2045[20:02:16] <shadekiller666> i don't think so
L2046[20:02:48] <shadekiller666> nope
L2047[20:02:53] <shadekiller666> fires two arrows
L2048[20:03:05] <shadekiller666> stacksize decreases by two and everything...
L2049[20:03:18] <tterrag> williewillus: threads do this http://i.imgur.com/Yxb3ebm.gifv
L2050[20:03:18] <tterrag> :P
L2051[20:03:59] <williewillus> well yeah internet communication
L2052[20:04:02] <tterrag> no
L2053[20:04:05] <tterrag> no downloading happening there
L2054[20:05:00] <shirkit> I supose I could block the client, fire a bunch of thread for each area, wait for everyone to return and then resume
L2055[20:05:14] <tterrag> why block?
L2056[20:05:39] <shadekiller666> that sounds like a great way to completely destroy framerate
L2057[20:05:53] <shirkit> that's what I'm trying to avoid
L2058[20:07:17] <williewillus> that totally defeats the purpose of even using threads
L2059[20:07:28] <williewillus> and the world will not like that
L2060[20:07:54] <masa> what are you doing that takes that long?
L2061[20:08:11] <williewillus> as i said just split it over ticks
L2062[20:08:17] <shirkit> checking for every touching block in a radious of 64x64x64
L2063[20:08:18] <williewillus> simple solution
L2064[20:08:21] <shirkit> yes, I'm going to do that
L2065[20:08:37] <williewillus> and if it's clientside you don't need to store info in the stack
L2066[20:08:43] <williewillus> just have a tickhandler that tracks it
L2067[20:08:50] <williewillus> or something similar
L2068[20:08:52] <shirkit> tick handler?
L2069[20:08:53] <shirkit> huuum
L2070[20:08:59] <shirkit> let me tale a look at that
L2071[20:09:52] <masa> I made a very simple scheduler/tick handler for my builder's wand, which uses a task to place a fixed amount of blocks per game tick, if building large things
L2072[20:11:00] <shirkit> is the source available?
L2073[20:11:07] <masa> https://github.com/maruohon/enderutilities/tree/master/src/main/java/fi/dy/masa/enderutilities/event/tasks
L2074[20:11:28] <williewillus> i should probably migrate the botania bifrost rod to distribute as well
L2075[20:11:35] <williewillus> it makes the whole bridge in one tick currently :P
L2076[20:11:57] <masa> and then call it like this:
L2077[20:12:00] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/event/TickHandler.java#L108
L2078[20:14:29] <Zaggy1024> one nice thing about allowing custom blockstates loaders is that I could experiment with a new loader in my own mod before deciding that it's ready for a pull request :)
L2079[20:14:53] <Zaggy1024> making it work right would be quite a task being able to effectively test it beforehand
L2080[20:15:31] <Zaggy1024> making test mods doesn't cover as many cases as me just fiddling with it on various blocks
L2081[20:16:48] <shadekiller666> only problem is, the custom loader in question would be of a size larger than would be "tinkering"
L2082[20:16:59] <shadekiller666> loaders get large quite quickly :P
L2083[20:17:13] <Zaggy1024> hm? what does size have to do with it?
L2084[20:17:23] <Zaggy1024> the current Forge blockstates loader is pretty gigantic :P
L2085[20:17:35] <shadekiller666> right
L2086[20:17:48] <shadekiller666> but forge isn't "tinkering" with the blockstate loader :P
L2087[20:18:32] <tterrag> shirkit: https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/util/Scheduler.java
L2088[20:18:34] <Zaggy1024> the reason I want to work on a new one is because the current ones are inadequate in a number of ways
L2089[20:18:35] <tterrag> there's my scheduler :P
L2090[20:18:42] <tterrag> public domain so uh, do whatever
L2091[20:18:48] <Zaggy1024> (vanilla and forge's)
L2092[20:19:19] <shadekiller666> forge's is definitely better than vanilla's
L2093[20:19:23] <Zaggy1024> of course it is
L2094[20:19:30] <Zaggy1024> I'm not arguing that it isn't
L2095[20:19:55] <shadekiller666> i know
L2096[20:20:08] <Zaggy1024> but it has some missing features that make it completely unable to do certain things in a text-efficient way
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L2098[20:22:54] <Zaggy1024> and part of the problem when v1 was made was that all of the needed features weren't really clear to me (due to me being unable to test the thing on real blocks that I would want to make in the future)
L2099[20:23:19] <Zaggy1024> so I didn't realize how important building in priorities for the properties' variant values is for some things
L2100[20:23:28] <Zaggy1024> because you can't override things in a certain order
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L2103[20:30:11] <shadekiller666> this is part of the reason why it has a version system isn't it? :P
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L2112[21:14:55] <tterrag> cpw: why is -DFORGE_FORCE_FRAME_RECALC=true not the default behavior?
L2113[21:15:00] <tterrag> if it fixes the runtime deobf issue in eclipse
L2114[21:16:30] <Matthew> tterrag, https://github.com/MinecraftForge/ForgeGradle/blob/FG_2.1/src/main/java/net/minecraftforge/gradle/tasks/GenEclipseRunTask.java#L82
L2115[21:16:40] <tterrag> ok
L2116[21:16:41] <Matthew> FG only sets it for eclipse. no sense in having it enabled for idea
L2117[21:16:44] <tterrag> and what FG version is that in?
L2118[21:16:47] <Matthew> 2.1
L2119[21:16:48] <tterrag> because evidently it's not working
L2120[21:16:51] <tterrag> (have to set it manually)
L2121[21:17:03] <Matthew> it's not in your run configs?
L2122[21:17:57] <tterrag> not the one with the problem, just passing down info
L2123[21:18:13] <tterrag> Matthew: wait
L2124[21:18:19] <tterrag> apparently REMOVING the arg fixes the issues...
L2125[21:18:31] <Matthew> dammit tterrag, pick a channel :P
L2126[21:18:41] <tterrag> I was just giving you context
L2127[21:18:56] <tterrag> so uh, apparently that flag is just broken
L2128[21:19:01] <tterrag> cpw: ignore me, this is an abrar problem >.>
L2129[21:19:03] <shirkit> What's the difference between the ClientTickEvent and PlayerTickEvent on client side?
L2130[21:19:13] <tterrag> shirkit: they occur at different points in the tick
L2131[21:26:47] <LexManos> it forces you to have ALL deps in your classpath
L2132[21:26:55] <LexManos> and people are bitching about it
L2133[21:26:58] <LexManos> so we're not doing it
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L2135[21:30:14] <tterrag> lex: it what?
L2136[21:30:24] <tterrag> doesn't that defeat the purpose of mod folder runtime deobf?
L2137[21:30:32] <tterrag> and, if it works without that arg, why include it at all?
L2138[21:31:01] <LexManos> it DOESNT work without that arg
L2139[21:31:09] <LexManos> because eclipse's compiler is shit
L2140[21:31:22] <LexManos> It MAY work without it, depending on if the compiler feels like being nice.
L2141[21:31:38] <LexManos> And the mods are added to the classpath so it is fine.
L2142[21:32:03] <tterrag> evidently not, as I have seen multiple people crashing with runtime deobf running
L2143[21:32:29] <tterrag> something is missing here
L2144[21:32:39] <tterrag> does FG need to be resetup if you add a mod to the mods folder?
L2145[21:32:45] <LexManos> then you're fucking something up get a log
L2146[21:32:56] <Matthew> lex, its the getCommonSuperClass issue they're running into
L2147[21:33:04] <LexManos> dunno how abrar hooked that in
L2148[21:33:04] <LexManos> yes i know
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L2150[21:33:08] <LexManos> thats the entire point of this.
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L2152[21:33:44] <AbrarSyed> huh?
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L2154[21:34:58] <tterrag> this is one of the logs, for reference http://puu.sh/nDrYZ.txt
L2155[21:35:04] <tterrag> this is happening with the flag there
L2156[21:35:46] <LexManos> You need Buildcraft in your classpath
L2157[21:36:23] <tterrag> ok, but you said FG should add it, no?
L2158[21:36:31] <LexManos> FG doesnt add shit
L2159[21:36:32] <LexManos> FML does
L2160[21:36:40] <tterrag> then...what's the missing link here
L2161[21:36:52] <LexManos> Or well, maybe it does buit thats a different point
L2162[21:37:12] <tterrag> because I can add the mods in my mods folder to the classpath, but that's a temporary solution
L2163[21:37:17] <tterrag> as they will get nuked next time I run gradlew eclipse
L2164[21:37:18] <LexManos> Is Buildcraft in your mods folder and being descrovered?
L2165[21:37:34] <tterrag> it's not my stacktrace. but, I assume so?
L2166[21:37:44] <LexManos> you'
L2167[21:38:18] <LexManos> re assuming wrong then
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L2170[21:39:25] <tterrag> lex: just got word from the owner of the stacktrace, they say it was in their mods folder being discovered
L2171[21:39:58] <LexManos> Logs or it didnt happen
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L2176[21:47:16] <Thutmose> Anyone know why this would happen in my development environment when I try to run my mod from inside the libs? http://pastebin.com/wcsr3VmK the classes seem to be there... http://imgur.com/Ou9UjHe there are also no related compiler errors/warnings
L2177[21:48:49] <Thutmose> it runs fine when I compile it an run it out of eclipse, and runs fine if I remove the jar from libs and add the source to the build path
L2178[21:49:37] <shirkit> doesn't PlayerTickEvent get's called on SSP?
L2179[21:50:18] <LexManos> Interesting, got the FML log?
L2180[21:53:46] <Thutmose> http://pastebin.com/Dvgqt2s1 is the FML log
L2181[21:54:14] <tterrag> lex hopefully I can get you a full log later maybe tomorrow
L2182[21:54:20] <tterrag> everyone I was talking to unfortunately has vanished
L2183[21:54:27] <shirkit> Tick handlers have moved from MinecraftForge bus to FMLCommonHandler bus
L2184[21:54:30] <tterrag> and I'm a bit busy myself
L2185[21:58:11] <LexManos> humm weird error. Its throwing a error because the class loader errored before loading that class...
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L2187[21:59:04] <Thutmose> hmm, seems this is occuring, what did I do wrong to make it happen? [23:56:28] [Client thread/WARN] [FML]: * The API thut|API from source <gradle path>thutcore-2.3.4.jar is loaded from an incompatible classloader. THIS WILL NOT WORK!
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L2189[21:59:49] <LexManos> what ide are you using?
L2190[21:59:57] <Thutmose> eclipse
L2191[22:00:03] <LexManos> interesting
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L2194[22:04:22] <shirkit> masa: I went with your implementation, thanks for sharing in LGPL
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L2197[22:06:32] <williewillus> shirkit: the two buses are the same, it shouldn't matter which you use
L2198[22:07:06] <williewillus> anyways, is RenderHandEvent called only when you're holding nothing?
L2199[22:07:16] <shirkit> williewillus: well it actually only worked when I switched from MinecraftForge to FMLCommonHandler
L2200[22:07:23] <williewillus> 0.o
L2201[22:07:29] <williewillus> what version of minecraft/forge are you on?
L2202[22:08:37] <shirkit> Forge Mod Loader version 7.99.36.1558 for Minecraft 1.7.10 loading
L2203[22:09:34] <Matthew> yeah 1.8 was when the event busses merged
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L2205[22:10:13] <williewillus> yup
L2206[22:10:17] <williewillus> also update :P
L2207[22:11:21] <shirkit> well I can't actually modify a LGPL code to fit my needs and release it under MIT
L2208[22:12:12] <williewillus> i meant code for 1.8
L2209[22:12:15] <williewillus> :P
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L2213[22:20:33] <masa> shirkit: np, I'm just happy if it was useful :)
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L2218[22:24:27] MineBot sets mode: +o on LexManos
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L2223[22:37:04] <williewillus> what happens if you mark an event handler with "throws"
L2224[22:37:06] <williewillus> and it throws? :P
L2225[22:37:19] <williewillus> just crash?
L2226[22:41:43] <kashike> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/fml/common/eventhandler/EventBus.java#L143-L160
L2227[22:51:50] <Admiral_Damage> What options do I have for animating a 3D block model?
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L2230[22:52:51] <fry> forge animation system (json or b3d model) or manual code in the TESR
L2231[22:53:31] <Admiral_Damage> Currently working with .obj...
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L2233[22:54:13] <shadekiller666> objs don't natively support animation
L2234[22:54:37] <shadekiller666> objloader itself *may* support animation in the future
L2235[22:54:48] <shadekiller666> that is a very big *may*
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L2237[22:55:05] <williewillus> close enough? https://gyazo.com/4001cb0efe753ccd16c523041bb1abb7
L2238[22:55:07] <Admiral_Damage> I guess it heavily depends on the file format?
L2239[22:55:20] <williewillus> (that is just the IItemRenderer from 1.7 stuffed into RenderHandEvent
L2240[22:55:21] <shadekiller666> yep
L2241[22:55:33] <ParadoxBomb> Hello! I am looking for help with modding. Do I have the right place?
L2242[22:55:34] <shadekiller666> for animations to be supported with obj models
L2243[22:55:44] <shadekiller666> you'd need 1 model file per keyframe
L2244[22:55:46] <Admiral_Damage> in the same sense there's a png with animation but its easier to just use .gif
L2245[22:55:58] <Admiral_Damage> because anim png isnt native..
L2246[22:56:09] <shadekiller666> yep
L2247[22:56:19] <Admiral_Damage> Ok erm, so, bellows.
L2248[22:56:24] <Admiral_Damage> Or however you spell those
L2249[22:56:28] <shadekiller666> now
L2250[22:56:34] <tterrag> williewillus: why not stuff it into a TESR item renderer?
L2251[22:56:36] <shadekiller666> there is a potential solution
L2252[22:56:52] <williewillus> because it needs to look normal from third person
L2253[22:57:12] <shadekiller666> use more than 1 model: allow the static parts of the model to be rendered by the game in the standard way
L2254[22:57:21] <Admiral_Damage> Oh I thought that was a given anyway
L2255[22:57:23] <williewillus> do what botania does with OBJs :P
L2256[22:57:27] <shadekiller666> and use a TESR with a separate model to render the moving parts
L2257[22:57:31] <williewillus> ^
L2258[22:57:37] <Admiral_Damage> Already accepted that, the issue I'm thinking I will encounter is
L2259[22:57:43] <Admiral_Damage> the bellows bag will need to compress and depress
L2260[22:58:09] <shadekiller666> theres no way to deform the actual geometry
L2261[22:58:13] <Admiral_Damage> Its not a triangular bellow, its a cube, so I don't have to take into account angles
L2262[22:58:20] <shadekiller666> thats even outside of the scope of minecraft itself
L2263[22:58:25] <Admiral_Damage> no i know
L2264[22:59:09] <shadekiller666> instead of doing that, use a bunch of boxes that collapse in on each other
L2265[22:59:20] <shadekiller666> (you can still do it with only 2 models)
L2266[22:59:25] <shadekiller666> 2 model files*
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L2268[22:59:40] <shadekiller666> so lets say you have a stack of 4 rectangular boxes
L2269[22:59:45] <shadekiller666> all in the same obj file
L2270[23:01:15] <shadekiller666> if you put each box into its own group in your modeling software (or just allow the exporter to write the group names in), you can then load the file into the game, and render once for every moving part (so 4 boxes = 4 "renders", though they would all happen in the same render tick), each of which having a different group active
L2271[23:01:39] <shadekiller666> (this is why i made sure to give the obj loader group visibility support :P)
L2272[23:01:56] <williewillus> ugh the gl state is all messed up :/
L2273[23:02:29] <ParadoxBomb> This probably sounds really nooby to you vets, but I'm trying to figure out how to pass an IBlockState into the constructor of a TileEntity. The only problem is that the TE is getting placed in place of a block that was just destroyed. I have a projectile entity that does the breaking/placing but the logic is escaping me.
L2274[23:02:32] <Admiral_Damage> I was thinking, using TESR... to have two objs, one stays the same height but moves down, the other just reduces in Y size proportionally to the height of the other http://i.imgur.com/qOiu01u.png
L2275[23:02:54] <ParadoxBomb> Is what I'm trying to do even possible or am I just being herp?
L2276[23:02:56] <Admiral_Damage> So the brown bit staying the same size, while the gray model compresses
L2277[23:02:57] <shadekiller666> you can do that with opengl, yes
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L2279[23:03:11] <shadekiller666> hell you could do it with 1 for the moving parts
L2280[23:03:13] <Admiral_Damage> I'm totally fine with it, just... opengl breaks mym brain...
L2281[23:03:19] <shadekiller666> and just use the group feature
L2282[23:03:29] <Admiral_Damage> my*
L2283[23:06:03] <Admiral_Damage> I still cant get my head around popmatrix and push and all that, any places for good reading?
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L2285[23:07:27] <shadekiller666> ok
L2286[23:07:42] * shadekiller666 is computer modeller/animator
L2287[23:07:49] * shadekiller666 will attempt to explain
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L2289[23:08:33] <shadekiller666> in your modeling software, every object has a pivot point
L2290[23:08:43] <Admiral_Damage> I know push and pop act like brackets sorta
L2291[23:08:50] <Admiral_Damage> o sry, go on
L2292[23:09:06] <shadekiller666> the "center" of transformations (the point that the object would rotate around for example)
L2293[23:09:43] <shadekiller666> each pairing of pushMatrix()/popMatrix() gives you an additional one of these transform points
L2294[23:10:04] <shadekiller666> when nested inside of each other
L2295[23:10:25] <shadekiller666> push/push/pop/pop, you get 2 transforms, one of which is the parent of the other
L2296[23:10:31] <shadekiller666> the outer being the parent
L2297[23:11:07] <shadekiller666> anything you do to the parent applies to the child(ren), but anything you do to a child only applies to that child
L2298[23:11:31] <Admiral_Damage> So the child transform is fixed to the specified vector away from the parent one, meaning if the parent moves, the child moves with it?
L2299[23:11:36] <whitephoenix> This was a bad idea https://github.com/whitephoenix0/MsPaintTexturePack
L2300[23:11:41] <shadekiller666> yep
L2301[23:11:50] <shadekiller666> or if the parent rotates, so does the child
L2302[23:11:52] <ParadoxBomb> oh god what
L2303[23:11:54] <Admiral_Damage> Yeah
L2304[23:12:06] <shadekiller666> but the child can also rotate/move/scale independently of the parent
L2305[23:12:24] <shadekiller666> so if i rotated both the parent and the child 90 degrees in the same direction
L2306[23:12:32] <Admiral_Damage> whitephoenix, please don't do transparent textures like leaves and glass in paint, everything will be black...
L2307[23:12:39] <shadekiller666> the child would have rotated a total of 180 degrees
L2308[23:12:52] <whitephoenix> Admiral_Damage: I'm using paint.net to make things actually transparent no worries
L2309[23:12:56] <Admiral_Damage> xD
L2310[23:13:38] <whitephoenix> I wonder if you can get ms paint to work on linux with wine or something
L2311[23:13:41] <Admiral_Damage> wait
L2312[23:13:45] <Admiral_Damage> wouldnt the child not be moved at all
L2313[23:13:52] <Admiral_Damage> oh wait nvm derp
L2314[23:14:00] <Admiral_Damage> sry for a sec i forgot the heirachy
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L2316[23:15:02] <Admiral_Damage> so sorta like the running on a conveyor belt which is on wheels ._. (except angular distance not linear)
L2317[23:15:06] <shadekiller666> having computer modelling/animation experience really helps with visualizing things in opengl :P
L2318[23:15:20] <shadekiller666> uhhhhhh sure?
L2319[23:15:22] <Admiral_Damage> Yeah I have modelling experience, just, I never really got into the nitty gritty of it before
L2320[23:15:56] <shadekiller666> hierarchy management is more of an animation thing tbh
L2321[23:16:03] <Admiral_Damage> Oh ya
L2322[23:16:14] <Admiral_Damage> if its a static model it tends not to matter iirc
L2323[23:16:20] <shadekiller666> thats where hierarchies really come into play, though they are nice for organization as well
L2324[23:16:38] <shadekiller666> duh
L2325[23:17:00] <shadekiller666> if the damn thing aint gonna move who gives a shit about the point around witch it would move?
L2326[23:17:08] <Admiral_Damage> lmao ik
L2327[23:17:13] <Admiral_Damage> i mean its different
L2328[23:17:21] <Admiral_Damage> if you take into account rotation of model parts
L2329[23:17:40] <Admiral_Damage> if you center something somewhere, differntly to somewhere else, i.e with diagonal parts
L2330[23:17:53] <Admiral_Damage> but its self explanatory .3. i guess
L2331[23:18:15] <shadekiller666> ya i guess
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L2333[23:18:47] <shadekiller666> the child's transform values get "zeroed out" relative to the parent
L2334[23:19:24] <Admiral_Damage> errr, not always, I've had to mess with both rotation and offset of both
L2335[23:19:29] <Admiral_Damage> but ya in rare cases
L2336[23:20:00] <ParadoxBomb> whitephonenix:I fixed the textures for you :) https://github.com/ParadoxBomb/MsPaintTexturePack
L2337[23:21:35] <Admiral_Damage> Not sure what to say^
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L2339[23:22:29] <ParadoxBomb> Hehe
L2340[23:22:36] <Admiral_Damage> Words..
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L2342[23:22:51] <Admiral_Damage> erm, so shade I got the beacon thing working
L2343[23:23:12] <whitephoenix> Lmao nice job
L2344[23:23:25] <whitephoenix> You've undone my 30 seconds of work
L2345[23:23:49] <Admiral_Damage> needsmorerecyclebin
L2346[23:23:49] <ParadoxBomb> Thanks. I take pride in my effort. :)
L2347[23:24:12] <whitephoenix> Also if anyone hasn't seen this yet on github: https://github.com/illacceptanything/illacceptanything
L2348[23:24:43] <Admiral_Damage> The first rule; Awww damnit
L2349[23:24:45] <shadekiller666> beacon thing?
L2350[23:25:02] <Admiral_Damage> shadekiller666, yea http://i.imgur.com/2otSkHn.gif
L2351[23:25:08] <Admiral_Damage> Was trying to figure out how to render it
L2352[23:25:38] <shadekiller666> ahh nice
L2353[23:25:58] <Admiral_Damage> heres the problem now though
L2354[23:26:36] <Admiral_Damage> thecodewarrior showed me how to calc vector3 and rotation towards a point from the player, I need to figure out how to aim this 'beam'
L2355[23:27:31] <shadekiller666> you mean point the beam at the player from the tower?
L2356[23:27:37] <Admiral_Damage> or vice versa
L2357[23:27:44] <Admiral_Damage> from any point to any point
L2358[23:27:47] <shadekiller666> well
L2359[23:28:14] <Admiral_Damage> I'm guessing its a transform of rotation based on the vec that i calculated
L2360[23:28:35] <Admiral_Damage> (cause duh)
L2361[23:29:25] <shadekiller666> https://github.com/shadekiller666/MinecraftForge/blob/OBJ_Loader/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java#L948-L972
L2362[23:30:11] <shadekiller666> that is the code that rotates an "eye ball" to allways point towards the player
L2363[23:30:19] <Admiral_Damage> eww
L2364[23:30:34] <shadekiller666> teLoc is the location of the block, playerLoc is, well, the player
L2365[23:31:05] <shadekiller666> the transform point for the player is centered at the feet
L2366[23:31:22] <Admiral_Damage> May I upload the 3 classes (pls ignore the fact its mostly bloat code, this was just for a working model independent of the game's code)
L2367[23:31:24] <shadekiller666> so if you want it to point at the head you add the eye height to the y coordinate
L2368[23:31:39] <shadekiller666> sure
L2369[23:31:41] <Admiral_Damage> It gets complex because I'm using the beacon's renderer (but my own model)
L2370[23:31:43] <Admiral_Damage> sorta
L2371[23:32:15] <ParadoxBomb> I keep reading "beacon" as "bacon."
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L2373[23:33:35] <Admiral_Damage> Go get food... you need it
L2374[23:34:02] <ParadoxBomb> Sounds like a good idea
L2375[23:35:56] <Admiral_Damage> Again, its literally almost identical to the beacon https://github.com/AdmiralDamage/ContentMod
L2376[23:36:00] <Admiral_Damage> temporary repo
L2377[23:36:30] <Admiral_Damage> Haven't removed the bloatcode either
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L2379[23:41:17] <shadekiller666> might i recommend for loops? :P
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L2381[23:42:42] <Admiral_Damage> " literally almost identical to the beacon" recommend it to mojang
L2382[23:42:44] <shadekiller666> so to make the beam point at the player, you would use that code i linked you to GlStateManager.rotate() just before a pushMatrix call that contains all of that rendering code for the beacon
L2383[23:42:53] <shadekiller666> no
L2384[23:42:56] <Admiral_Damage> xD
L2385[23:43:16] <shadekiller666> might i recommend not copying their incomplete code?
L2386[23:43:32] <Admiral_Damage> I'm not copying it for a final version
L2387[23:43:36] <Admiral_Damage> this is just to learn the concept
L2388[23:43:41] <Admiral_Damage> and i stated that its mostly bloatcode
L2389[23:43:41] <shadekiller666> mhmm
L2390[23:43:49] <shadekiller666> anyway
L2391[23:44:14] <shadekiller666> if you look at the code i linked you
L2392[23:44:18] <williewillus> !gf prevEquippedProgress 1.8.9
L2393[23:44:28] <williewillus> !gf equippedProgress 1.8.9
L2394[23:44:32] ⇨ Joins: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L2395[23:44:34] <Admiral_Damage> where would I put a pushmatrix in mine?
L2396[23:44:53] <Admiral_Damage> I know what class and what method, just not sure where
L2397[23:45:11] <shadekiller666> all you really need is the stuff up to "double anglePitch = Math.atan2(...);"
L2398[23:45:44] <shadekiller666> you would surround all of the gl calls and worldrenderer calls and such that actually do the rendering with a push/pop pair
L2399[23:46:04] <shadekiller666> so whatever the first line of code is that handles the rendering right now, put a pushMatrix() above it
L2400[23:46:11] <shadekiller666> and a popMatrix() at the very end
L2401[23:47:39] * ParadoxBomb will have to remember that when I get around to rendering for my own mod
L2402[23:47:51] <shadekiller666> then above that pushMatrix(), you'd want to have another pushMatrix() (with the pop at the end again), and between the two pushMatrix calls, you'd have the code i linked, up to the "double anglePitch = ..." line, pluss two calls to GlStateManager.rotate()
L2403[23:47:54] <williewillus> so much copying and reflecting lol
L2404[23:48:09] <williewillus> there's probably a much better way to do this but I want to get it working the lazy way first
L2405[23:48:19] <williewillus> well not reflecting, methodhandlering :D
L2406[23:48:25] ⇨ Joins: Elucent (~elucent__@d47-69-239-56.col.wideopenwest.com)
L2407[23:48:28] <shadekiller666> the first rotation would look similar to the "AxisAngle4d yaw = ..." line
L2408[23:48:45] <shadekiller666> and the second would look similar to the "AxisAngle4d pitch = ..." line
L2409[23:48:59] <Elucent> what's the best way to make an entity just not render
L2410[23:49:34] <Admiral_Damage> erm, btw where would rotate() go
L2411[23:49:42] <Admiral_Damage> i'd assume outside and before the push
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L2414[23:50:09] <ParadoxBomb> Elucent: can you just give it a completely transparent texture?
L2415[23:51:08] <shadekiller666> yes, both rotate() calls would go before the inner pushMatrix() calls
L2416[23:51:10] <Elucent> ParadoxBomb that would probably work, you're right
L2417[23:51:33] <Admiral_Damage> Ahhhhhhhhh
L2418[23:51:35] <Admiral_Damage> got it
L2419[23:51:48] <Admiral_Damage> I was kinda worried because i wasn't sure all the beam segments were connected as one model
L2420[23:51:57] <shadekiller666> doesn't matter
L2421[23:52:04] <Admiral_Damage> Yeah I understand why now
L2422[23:52:08] <shadekiller666> you're rotating the whole thing :P
L2423[23:52:09] <Admiral_Damage> with the push and pop
L2424[23:52:16] <Admiral_Damage> yea i got it xD
L2425[23:52:28] <Admiral_Damage> Thanks thats really useful btw
L2426[23:52:43] <shadekiller666> and the reason i told you to have 2 push/pop pairs is to avoid those rotate commands affecting other rendering code elsewhere
L2427[23:52:55] <Admiral_Damage> http://i.imgur.com/lAnkz2W.png was playing around with it just now
L2428[23:52:58] <shadekiller666> the beams rotate and all of a sudden all the mobs do the same...
L2429[23:53:10] <shadekiller666> nice
L2430[23:53:22] <Admiral_Damage> inb4 death star (trademark)
L2431[23:53:42] <shadekiller666> ...
L2432[23:53:55] <shadekiller666> i want a mod that has an "Ultimate Beacon"
L2433[23:54:02] <Admiral_Damage> I'm on it...
L2434[23:54:07] <Admiral_Damage> believe me I am more than on it
L2435[23:54:17] <Admiral_Damage> long over due
L2436[23:54:30] <ParadoxBomb> Tangentially speaking... I'm trying to get a block to imitate another block a la OB Canvas. I'm trying to figure how to pass the IBlockState from the entity that places the block into the entity itself. Any pointers?
L2437[23:54:47] <shadekiller666> to build it you have to dig a massive semi-circular hole, build individual beacons in the correct locations, and provide it with a fuck ton of power
L2438[23:55:10] <shadekiller666> paradox, NBT data
L2439[23:55:46] <Admiral_Damage> actually the angled beacons wouldnt be a problem
L2440[23:56:00] <Admiral_Damage> because they could track an entity thats held by the central beam
L2441[23:56:08] <ParadoxBomb> Can you be a bit more specific, shade? I'm still new to modding.
L2442[23:56:10] <Admiral_Damage> using the vectors gathered..
L2443[23:56:22] <shadekiller666> once it has enough power, all of the beacons aim towards the center and combine into one massive beam
L2444[23:56:47] <Admiral_Damage> ._. this is going to be so pointless, yet so good
L2445[23:56:54] <shadekiller666> ParadoxBomb, write the IBlockState data to NBT in the form of metadata
L2446[23:57:07] <shadekiller666> into the entity's NBT
L2447[23:57:10] <Admiral_Damage> think it was 1.6 ish? I made a mod that was a one man band
L2448[23:57:25] <Admiral_Damage> mounted the drum and everything on the back
L2449[23:57:50] <Admiral_Damage> never released it
L2450[23:58:00] <shadekiller666> i don't know what the advantage to having this massive beacon would be, but i'm sure you could come up with one
L2451[23:58:03] <ParadoxBomb> How does that transfer to the TE though? I've done some logging outputs fo testing and it seems to bypass the normal block constructor completely
L2452[23:58:25] <shadekiller666> ParadoxBomb, blocks only get initialized once
L2453[23:58:36] <shadekiller666> tile entities get initialized on placement
L2454[23:58:52] <ParadoxBomb> so the contruxtor is called only during game initialization?
L2455[23:58:57] <ParadoxBomb> *constructor
L2456[23:59:03] <shadekiller666> for blocks yes
L2457[23:59:08] <ParadoxBomb> Oh jeez
L2458[23:59:08] <shadekiller666> because they are singletons
L2459[23:59:21] <shadekiller666> meaning only 1 instance of each block class exists, ever
L2460[23:59:27] <ParadoxBomb> I did not know that
L2461[23:59:29] <shadekiller666> thats what tile entities are for
L2462[23:59:33] <ParadoxBomb> okay
L2463[23:59:58] <Elucent> inside your tile entity, you'll need to override the readFromNBT and writeToNBT functions
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