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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?
L6[00:02:56] ⇦
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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:
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
L29[00:07:53] ***
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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.
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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"
L45[00:13:28] ⇨
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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
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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?
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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"}
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?
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.
L219[01:30:52]
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L220[01:31:02] <PrinceCat> Oh, and
@Ordinastie
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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).
L238[02:00:08]
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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] ***
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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?
L252[02:23:00]
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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
L271[02:27:11]
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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] ***
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L292[03:13:21] ***
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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
L302[03:19:55] ⇦
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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
L307[03:31:00] ⇦
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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
L313[03:43:52] ***
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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
L320[04:07:52] ***
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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
L344[04:18:15] ⇦
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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
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
L392[04:34:12]
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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
L398[04:39:58]
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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 :)
L412[04:43:45]
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L413[04:43:47] <Hunterz> maybe rusty
texture to old bunker will be cool
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
L432[04:49:23] ***
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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
L442[04:53:46] <unascribed> so far
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?
L449[05:02:11]
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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
L461[05:14:53] <unascribed> idk, I have no
more ideas on how to improve the texture
L464[05:16:42] <Ordinastie> the
corners
L465[05:16:49]
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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
L471[05:23:28] ***
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L472[05:25:38] ***
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L475[05:44:50] <Ordinastie> unascribed,
lol, mebbe :p
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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.
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
L486[06:00:20]
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L487[06:03:41] <PrinceCat> Maybe like,
black and yellow caution for the edges?
L488[06:03:42]
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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
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?
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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
L527[06:37:40] ⇦
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L528[06:38:32] <Nitrodev> yeah
L529[06:38:37]
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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.
L539[06:41:56] ***
TehNut is now known as TehNut|Sleep
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
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
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 :)
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
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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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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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
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*
L762[09:47:21]
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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
L777[09:50:28] ***
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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
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
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
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...
L818[10:00:54]
⇨ Joins: OrionOnline
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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...
L825[10:02:36] ***
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L826[10:03:02] <sham1> The codebase is
messy and the decompilation can also be quite messy at times
L827[10:03:24] ***
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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
L843[10:12:34]
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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
L851[10:15:03] <Nitrodev> that's the
folder
L852[10:15:20] <Nitrodev> classes are
Handler and everything with Storage
L853[10:15:39]
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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
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
L873[10:22:50]
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L874[10:22:56] <masa> yeah, not like there
are critical bugs with minecarts of anything ;D
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
L898[10:26:05] ***
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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
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
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
L971[10:37:15] ⇦
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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
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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?
L1069[12:09:00]
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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
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
L1094[12:23:36]
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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
L1121[12:34:57]
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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*
L1138[12:41:30]
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L1139[12:41:57] ***
TehNut|Sleep is now known as TehNut
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
L1146[12:46:15] <Nitrodev> what is that
error?
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?
L1174[12:52:32]
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L1175[12:52:53] <Nitrodev> oh yeah that
was it
L1176[12:53:03] <Nitrodev> i fell bad now
:(
L1177[12:53:24]
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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
L1203[13:18:52]
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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
L1267[13:27:51]
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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]
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L1274[13:31:26] <Ri5ux> GIF is
uploading.
L1275[13:32:07]
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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
L1289[13:34:27]
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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
L1298[13:36:07]
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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
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
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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(~Lunatrius@cpe-77.38.103.182.cable.t-1.si)
L1326[13:41:37] <Ri5ux> Okay it literally
didnt get the part where the model animations messed up
L1327[13:41:38] ***
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L1328[13:41:52] <Ri5ux> Im just gonna put
it on youtube
L1329[13:41:55]
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(~Cojo@cpe-24-163-52-59.nc.res.rr.com)
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
L1339[13:48:37]
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(uid37180@id-37180.charlton.irccloud.com)
L1340[13:48:52] ***
willieaway is now known as williewillus
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
L1366[13:59:18]
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198 seconds)
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
L1372[14:10:06]
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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
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
L1394[14:32:58]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
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
L1403[14:51:07]
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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
L1410[14:53:02]
⇨ Joins: Blue_Monster122
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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!
L1428[15:01:27]
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timeout: 207 seconds)
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
L1478[15:09:33]
⇨ Joins: killjoy
(~killjoy@2606:a000:1118:c054:adbf:972a:b362:902d)
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
L1506[15:13:55]
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L1507[15:13:56] <PaleoCrafter> y u no
NFC?
L1508[15:13:59]
⇨ Joins: AbsentThirdEye
(~Subconsci@cpe-65-28-43-97.wi.res.rr.com)
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
L1526[15:16:10]
⇨ Joins: PieGuy128
(~PieGuy128@bas11-montreal02-1128535499.dsl.bell.ca)
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:
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
L1545[15:20:17]
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(~PieGuy128@bas11-montreal02-1128535499.dsl.bell.ca) (Remote host
closed the connection)
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
L1549[15:23:54]
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closed the connection)
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!
L1578[15:38:45]
⇦ Quits: kimfy (~kimfy___@17.89-10-163.nextgentel.com) (Ping
timeout: 198 seconds)
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
L1616[15:51:44]
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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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⇨ Joins: laci200270 (~laci20027@78.92.233.202)
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?
L1638[16:05:17]
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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
L1661[16:13:45]
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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
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:
L1753[16:25:21] <Curle> you stab them,
then they die, sie [see] ben?
L1754[16:25:31] <Curle> :D
L1755[16:25:46]
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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
L1769[16:28:54]
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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
L1787[16:50:39]
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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
L1826[17:34:11]
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enough.)
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> ^_^
L1829[17:43:29]
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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
L1833[17:45:48] <tterrag> Sorry got
distracted :p
L1834[17:45:48]
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L1835[17:46:30] <fry> well, strange
indeed
L1836[17:51:35]
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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
L1847[18:03:08]
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L1849[18:06:55] <gigaherz> funny thing
is
L1850[18:06:58] <gigaherz> the url
doesn't really matter
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
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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
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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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
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
L1950[19:21:51] ***
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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
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...
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?
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:
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
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
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
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
L2149[21:33:07]
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L2150[21:33:08] <LexManos> thats the
entire point of this.
L2151[21:33:13] ***
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L2152[21:33:44] <AbrarSyed> huh?
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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
L2168[21:38:27]
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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
L2172[21:42:18]
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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?
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...
L2186[21:58:45]
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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
L2192[22:03:30]
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L2194[22:04:22] <shirkit> masa: I went
with your implementation, thanks for sharing in LGPL
L2195[22:04:35]
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L2196[22:04:50] ***
willieaway is now known as williewillus
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
L2204[22:09:48]
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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
L2210[22:17:07]
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L2213[22:20:33] <masa> shirkit: np, I'm
just happy if it was useful :)
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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?
L2227[22:51:50] <Admiral_Damage> What
options do I have for animating a 3D block model?
L2228[22:51:50]
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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...
L2232[22:53:54]
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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*
L2236[22:55:04]
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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
L2278[23:03:06]
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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?
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
L2315[23:14:16]
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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
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. :)
L2348[23:24:43] <Admiral_Damage> The
first rule; Awww damnit
L2349[23:24:45] <shadekiller666> beacon
thing?
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)
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."
L2372[23:33:15]
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195 seconds)
L2373[23:33:35] <Admiral_Damage> Go get
food... you need it
L2374[23:34:02] <ParadoxBomb> Sounds like
a good idea
L2376[23:36:00] <Admiral_Damage>
temporary repo
L2377[23:36:30] <Admiral_Damage> Haven't
removed the bloatcode either
L2378[23:37:08]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L2379[23:41:17] <shadekiller666> might i
recommend for loops? :P
L2380[23:42:16]
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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
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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]
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(~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
L2412[23:49:43]
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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
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