<<Prev
Next>>
Scroll to Bottom
Stuff goes here
L1[00:01:17] ***
TTFTCUTS is now known as TTFT|Away
L2[00:01:45] ⇨
Joins: thecodewarrior
(~thecodewa@75-128-36-21.static.mtpk.ca.charter.com)
L3[00:03:09] <masa> at least
BlockEvent.HarvestDropsEvent
L4[00:04:00] <masa> Sollux-Captor: like what
exactly? I have an xmpp server using a server software called
Prosody and I connect to it using Pidgin
L5[00:04:43] <Sollux-Captor> I'm trying to
make a chatbot for streaming with agsXMPP
L7[00:14:29] <SatanicSanta> Strike any red
flags for particular situations anyone's seen or been in?
L8[00:16:04] <SatanicSanta> (If it's hard to
tell: While mining, the progress appears to reset or something,
making it impossible to use them)
L9[00:16:38] <TehNut> Is the NBT changing
while you mine?
L10[00:17:09] <SatanicSanta> It changes in
onUpdate, so yeah
L11[00:17:13] <SatanicSanta> Not sure why I
didn't think of that :P
L12[00:18:20] ⇨
Joins: killjoy
(~killjoy@2606:a000:1118:c020:c978:919e:f329:43b1)
L13[00:18:54] <SatanicSanta> Although I
don't think I can really get around doing that.
L15[00:20:22] <TehNut> If you comment out
the NBT changing, does it work?
L16[00:20:52] <SatanicSanta> It wouldn't.
That's the only place that the tools "Ticks" and
"Speed" get updated
L17[00:21:06] <SatanicSanta> which are used
for a LOT of functionality
L18[00:21:16] <SatanicSanta> Or by
"work" do you mean "allows me to break
things"?
L19[00:22:04] *
SatanicSanta tests the latter
L20[00:22:18] <TehNut> Yeah that second
thing
L21[00:23:02] ⇨
Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L22[00:24:16] ⇦
Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Read error:
Connection reset by peer)
L23[00:24:32] ⇨
Joins: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L24[00:24:50] ***
Kaiyouko is now known as Kaiyouka
L25[00:25:16] <SatanicSanta> TehNut: Yes,
so that is the culprit.
L26[00:26:03] <TehNut> Is this 1.7?
L27[00:26:06] <SatanicSanta> Yes
L28[00:26:09] <TehNut> Hrm
L29[00:26:37] <TehNut> Not really
sure
L30[00:27:43] *
SatanicSanta sighs
L31[00:28:06] <SatanicSanta> Thank you btw
:P
L32[00:28:42] <SatanicSanta> I was sitting
here scrolling through the merge commit where I rewrote a bunch of
this stuff, trying to find where this bug would have been
introduced, specifically in the event handling code. It was going
nowhere.
L33[00:28:54] <TehNut> hehe
L34[00:31:17] ⇦
Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Read
error: Connection reset by peer)
L35[00:33:18] ⇨
Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L36[00:35:39] ⇦
Quits: Drullkus (~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net)
()
L37[00:38:11] ⇦
Quits: Stiforr (~Stiforr@ip72-216-8-185.pn.at.cox.net) (Quit:
Leaving)
L38[00:42:49] <thecodewarrior> If I'm using
a LinkedList, it would be faster to insert at the beginning,
correct?
L39[00:42:55] <thecodewarrior> If I don't
care about order
L40[00:43:40] ⇨
Joins: Hunterz (~hunterz@62.182.234.189)
L41[00:44:49] <McJty> If you don't care
about order then why not use a set?
L42[00:44:59] <McJty> Or why not add at the
end?
L43[00:45:04] <McJty> Of a normal list that
is
L44[00:45:12] <McJty> LinkedList is rarely
a good idea
L45[00:47:26] <SatanicSanta> Every time
I've considered using a LinkedList I found a better solution.
L46[00:47:44] <McJty> I never even consider
it :-)
L47[00:48:48] <tterrag> linked list is the
best option if you NEVER want to do an index lookup :P
L48[00:49:00] <tterrag> or...insert at the
end
L49[00:49:01] <tterrag> :P
L50[00:49:15] <McJty> Well it is heavy on
garbage creation
L51[00:49:24] <McJty> i.e. lots of objects
per thing in the list
L52[00:50:25] ⇦
Quits: Brokkoli (~Brokkoli@p5B23C352.dip0.t-ipconnect.de) (Quit:
Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
L53[00:50:55] ⇨
Joins: alex_6611
(~alex_6611@p5DE799D9.dip0.t-ipconnect.de)
L54[00:52:05] <unascribed> SatanicSanta, if
an item's NBT changes the client resets the break timer
L55[00:52:19] <unascribed> but it's just
the client, so if you set getShareTag to false it'll fix it at the
cost of not syncing NBT
L56[00:52:41] <SatanicSanta> There's quite
a bit of client stuff that goes on relating to that NBT
L57[00:53:06] <unascribed> I wrote a
pickaxe that slowly speeds up with NBT syncing for a 1.7 mod
recently, and my solution was to update the nbt after every break
rather than every tick
L58[00:53:08] <SatanicSanta> I'm thinking I
can just store the values that are set in a map, and then set the
NBT when the blocks are destroyed
L59[00:53:15] <unascribed> and not to run
cooldown code until swingProgress == 0
L60[00:53:45] <SatanicSanta> yeah thats
basically what im doing, but if the player is *not* mining, im
going to set the NBT because that is important as well.
L61[00:53:54] <SatanicSanta> just trying to
figure out how I can check if the player is mining :P
L62[00:53:56] <unascribed> yeah, that's
what swingProgress is for
L63[00:54:04] <unascribed> swingProgress is
always >0 when the player is mining
L64[00:54:15] <SatanicSanta> Oh, neat.
Thanks
L65[00:54:27] <unascribed> it fluctuates
though, as it represents the arm swinging
L66[00:54:30] <unascribed> not the block
break timer
L67[00:54:37] <unascribed> not entirely
sure why the server simulates it
L68[00:54:39] <unascribed> but I'm not
complaining
L69[00:55:44] <SatanicSanta> Hm. I probably
couldn't get a value in a map if the key is an itemstack and its
nbt is slightly different, right?
L70[00:55:55] <unascribed> I don't think
itemstacks implement equals in 1.7
L71[00:56:01] <unascribed> but to be sure
you could use an IdentityHashMap
L72[00:56:10] <unascribed> and since it's
an inside-out field, you should use a weak hash map
L73[00:56:51] <SatanicSanta> TIL
L74[00:57:01] <unascribed> easiest way to
do that is probably new
MapMaker().weakKeys().concurrencyLevel(1).makeMap();
L75[00:57:43] <TehNut> I don't think it
implements equals in 1.8 or 1.9 either
L76[00:58:32] <unascribed> actually
L77[00:58:32] <unascribed> here
L79[00:58:41] <unascribed> I just wrote
this for a mod that uses inside-out fields
L80[00:58:47] <unascribed> no special
deps
L81[00:58:58] <unascribed> be careful what
type you pass to def in get though
L82[00:59:52] <zenith|coding> Does 1.8 have
an equivalent to RenderManager.instance.playerViewX
L83[01:00:40] <zenith|coding> or
playerViewY for that matter
L84[01:00:42] <TehNut>
Minecraft.getMinecraft().getRenderManager().playerViewX
L85[01:10:00] ⇦
Quits: sinkillerj (~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
(Quit: またね)
L86[01:10:05] ⇦
Quits: Emris (~Miranda@62.178.245.147) (Read error: Connection
reset by peer)
L87[01:11:20] ***
Vigaro is now known as Vigaro|AFK
L88[01:11:41] <tterrag> it's hard making
GUI stuff from scratch in a language you barely know
>_>
L90[01:14:27] ⇦
Quits: Naiten (Naiten@77.34.174.144) (Read error: Connection reset
by peer)
L91[01:17:02] ⇨
Joins: gravityfox
(~gravityfo@cpe-23-242-168-28.socal.res.rr.com)
L92[01:17:06] ***
gravityfox is now known as foxy
L93[01:18:07] ***
minecreatr is now known as Mine|dreamland
L94[01:19:39] ⇦
Quits: Sollux-Captor
(~Sollux-Ca@2601:547:c400:bb5e:d177:8b4c:9854:8fa7) (Quit:
Leaving)
L95[01:21:33] ⇨
Joins: Taesh (~Taesh@ip-220-201-46-46.dialup.ice.net)
L96[01:24:02] ⇦
Quits: Temportalist (uid37180@2604:8300:100:200b:6667:3:0:913c)
(Quit: Connection closed for inactivity)
L97[01:29:03] ⇦
Quits: whitephoenix (~whitephoe@67-42-84-182.tukw.qwest.net) (Ping
timeout: 201 seconds)
L98[01:41:20] <SatanicSanta> unascribed:
Testing swingProgress doesn't seem to work, since it gets set to 0
during the swinging process at some point
L99[01:41:33] <unascribed> huh, let me
check my code real quick
L100[01:42:06] <unascribed> oh, I check
isSwingInProgress
L101[01:42:08] <unascribed>
misremembered
L102[01:44:31] <SatanicSanta> ah
L103[01:46:11] <SatanicSanta> Yeah it
seems to work now, thanks!
L104[01:47:24] ***
kroeser|away is now known as kroeser
L105[01:59:58] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160424 mappings to Forge Maven.
L106[02:00:02] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160424-1.9.zip (mappings
= "snapshot_20160424" in build.gradle).
L107[02:00:12] <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/
L108[02:03:51] ⇦
Quits: thecodewarrior
(~thecodewa@75-128-36-21.static.mtpk.ca.charter.com) (Remote host
closed the connection)
L109[02:25:23] ⇦
Quits: Doty1154 (~Doty1154@2601:648:8000:134f:e4c5:64f0:cc99:998c)
(Read error: Connection reset by peer)
L110[02:26:57]
⇨ Joins: LordSaad (~LordSaad@213.204.109.62)
L111[02:27:23] <LordSaad> any guides on
rendering an/any item on the screen for GuiScreen?
L112[02:28:08]
⇨ Joins: Jiraiyah (~Jiraiyah@46.62.134.235)
L113[02:28:17] <Jiraiyah> ProfMobius, you
around?
L114[02:32:20] <McJty> LordSaad, not
really guides but I do that regularly in my mods. For what version
of MC?
L115[02:32:32] <LordSaad> 1.9
L116[02:32:45] <LordSaad> id love sample
code :)
L117[02:32:49] <McJty> ok let me find some
code for you
L119[02:33:47] <McJty> Near the end
L120[02:33:54] <McJty> Line 104
L121[02:34:08] <McJty> Actually no
L122[02:34:15] <McJty> that makes use of
some abstraction layer I wrote for
L123[02:34:16] <McJty> that
L124[02:34:19] <McJty> Let me find you the
real code
L126[02:34:47] <McJty> That's the code of
the GUI widget that handles this
L127[02:35:09] <LordSaad> ah
L128[02:35:14] <LordSaad> i was a bit
confused for a sec
L129[02:35:21]
⇨ Joins: Hgrebnednav
(~Hgrebnedn@d8D872D48.access.telenet.be)
L130[02:35:27] <LordSaad> is that class
only for block models?
L131[02:35:46] <McJty> No items work
too
L132[02:35:51] <McJty> In fact I use it
for my modular storage
L133[02:35:52] <LordSaad>
RenderHelper.renderObject
L134[02:36:00] <LordSaad> im guessing
thats what im looking for
L135[02:36:02] <McJty> Which can basically
render every object like it is in your inventory
L136[02:36:16] <LordSaad> perfect!
L137[02:36:22] <McJty> Ah let me point you
to RenderHelper
L139[02:36:41] <McJty> Not the cleanest
code
L140[02:36:44] <McJty> But it works
L141[02:36:54] <LordSaad> oh i thought
that was a vanilla thing TwT
L142[02:37:24] <killjoy> has anyone
experienced chrome "freezing" after it loads a
webpage?
L143[02:37:27] <killjoy> Such as
youtube
L144[02:37:52] <LordSaad> me a bit
L145[02:38:05] <LordSaad> Mcjty, may i
copy a bit of the code in RenderHelper?
L146[02:38:29] <McJty> sure, feel free to
steal :-)
L147[02:38:31] <killjoy> I might switch to
firefox
L148[02:38:34] <Jiraiyah> killjoy does it
yell about scripts or something?
L149[02:38:43] <killjoy> That's what I'm
thinking it's about
L150[02:38:52] <killjoy> JS hogs all the
UI stuff
L151[02:38:55] <Jiraiyah> then it should
be flax
L152[02:38:58] <Jiraiyah> flash
L153[02:38:59] <killjoy> scrolling is
independent
L154[02:39:23] <LordSaad> free theft.
lmao
L155[02:39:33] <killjoy> Just disabled
it... It loads up so much faster now!
L156[02:39:53] <killjoy> Flash needs to be
put out of its misery
L157[02:40:15] <killjoy> I think I still
need it for hulu
L158[02:41:08] <killjoy> yup.. and the app
sucks
L159[02:44:08]
⇨ Joins: madcrazydrumma
(~madcrazyd@host-89-241-237-241.as13285.net)
L160[02:44:45] <madcrazydrumma> Hey guys!
How do i draw over the whole normal in game gui? The way im doing
it works, but every so often (i.e. if a chat message shows up) the
gui goes like white over my drawn objects
L162[02:45:55] <madcrazydrumma> And how
would i enable transparency in my textures?
L163[02:46:04] <killjoy> What
version?
L164[02:46:08] <killjoy> 1.8+?
L165[02:46:08] <madcrazydrumma> 1.9
L166[02:46:16] <killjoy>
GlStateManager.enableBlend()
L167[02:47:47] <madcrazydrumma> Will that
sort it all out? haha
L168[02:49:02] <killjoy> It should
L169[02:49:26] <madcrazydrumma> Ill give
it a go
L170[02:50:27] <LordSaad> McJty, it
worked, all i needed was itemRender.renderItemAndEffectIntoGUI. No
code theft, yay
L171[02:50:42] <madcrazydrumma> LordSaad,
what were you trying to do?
L172[02:50:56] <McJty> LordSaad, yes, in
the end it is actually pretty simple
L173[02:51:02] <LordSaad> ....
"render item and effect into gui" lol
L174[02:51:11] <LordSaad> i thought that
was obvious
L175[02:51:37] <madcrazydrumma>
hahaha
L176[02:51:43] <madcrazydrumma> yeah i've
done that for my gui in my mod
L178[02:52:11] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 384
seconds)
L179[02:52:19] <madcrazydrumma> killjoy,
it doesn'
L180[02:52:25] <madcrazydrumma> doesn't
enable transparency however
L181[02:52:25] <LordSaad> fancy!
L182[02:52:28] <madcrazydrumma>
thanks!
L183[02:54:49] <LordSaad> how do i get the
recipe of an Item object?
L184[02:54:53] <LordSaad> or itemstack if
that helps
L185[02:56:07] <madcrazydrumma>
CraftingManager.instance().getRecipeList() ?
L186[02:56:14] <LordSaad> ooh neat
L187[02:56:29] <madcrazydrumma> I don't
know, but thats where i just saw recipes being added by
gameregistry so
L188[02:56:32] <madcrazydrumma> give it a
go
L189[02:56:44] ⇦
Quits: killjoy (~killjoy@2606:a000:1118:c020:c978:919e:f329:43b1)
(Ping timeout: 190 seconds)
L190[02:56:49] <LordSaad> wait
L191[02:57:06] ***
AEnterpriseAFK is now known as AEnterprise
L192[02:57:18] <LordSaad> how do i get a
recipe out of that list? lol
L193[02:57:27] <LordSaad> its a list of
IRecipe
L194[02:57:42] <LordSaad> i have an
itemstack/item
L195[02:58:36]
⇨ Joins: xanderio
(~xanderio@p57960512.dip0.t-ipconnect.de)
L196[02:59:25] <madcrazydrumma>
CraftingManager.getInstance().getRecipeList().stream().forEach((recipe)
-> {
L197[02:59:25] <madcrazydrumma>
recipe.//call methods here
L198[02:59:25] <madcrazydrumma> });
L199[02:59:43] <madcrazydrumma> Otherwise
I'm not sure how you can do that
L200[02:59:59] ⇦
Quits: xanderio (~xanderio@p57960512.dip0.t-ipconnect.de) (Client
Quit)
L201[03:00:45] <LordSaad> basically loop
through the list and check if the recipe contains the result of my
item
L202[03:01:15] <madcrazydrumma> Yeah
that's the way I would do it, its inefficient but for now if it
works just use it
L203[03:01:28]
⇨ Joins: sciguyryan (~sciguyrya@95.211.184.243)
L204[03:01:30] <LordSaad> ok one more
thing
L205[03:01:45] <LordSaad> whats the diff
between getCraftingResult and getRecipeOutput?
L206[03:02:51] <madcrazydrumma> I think
the getCraftingResult is the result that's still in the crafting
table maybe
L207[03:02:52] <LordSaad> oh nvm
L208[03:03:01] <madcrazydrumma> or the
other one is
L209[03:03:03] <madcrazydrumma> I can't
remember
L210[03:03:03] <LordSaad> craftingresult
needs an inventory object thing
L211[03:03:22] <madcrazydrumma> Just use
getRecipeOutput then haha
L212[03:04:25] <LordSaad> this still
confuses me
L213[03:04:58] <madcrazydrumma> What, the
for each?
L214[03:05:02] <LordSaad> is
getRemainingItems the method i need to get the items used to craft
or is it the left over items like buckets after crafting
cake?
L215[03:05:15] <LordSaad> the for each is
simple, the Irecipe is whats confuses me
L216[03:05:58] <LordSaad> im successfully
checking what the item is supposidly right now, but i cant figure
out how im supposed to get the actual items used to craft.
haha
L217[03:06:11] <madcrazydrumma> I don't
really know; all I suggest is trial and error
L218[03:06:21] <LordSaad> siiiigh
L219[03:06:57] <LordSaad> thanks for the
help
L220[03:07:16] <madcrazydrumma> sorry bud,
haha
L221[03:07:17] <madcrazydrumma> no
worries
L222[03:09:46] <LordSaad> McJty, do you
know how to get the recipe of an item at all? (the items of the
recipe crafted)
L223[03:10:12] ⇦
Quits: SatanicSanta
(~SatanicSa@c-76-115-175-15.hsd1.or.comcast.net) (Quit:
sleep)
L224[03:10:26] <McJty> You mean you want
to know how an item can be crafted in code?
L225[03:10:59] <LordSaad> the itemstack[]
of the items used to craft an item
L226[03:11:04] <LordSaad> basically the
recipe
L227[03:11:37] <McJty> You have to loop
through the recipes I guess
L228[03:12:02] <madcrazydrumma> That's
what I thought
L229[03:12:29]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L230[03:12:35] <LordSaad> theres nothing
in IRecipe that returns a list of the items crafted with
L231[03:13:20] ***
blood_ is now known as blood|sleep
L232[03:13:34] <McJty> No you have to
check if it is a shaped recipe
L233[03:13:39] <McJty> i.e. instanceof
ShapedRecipes
L234[03:14:14] <madcrazydrumma> Ahh I
didn't think of that
L235[03:14:32]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L236[03:14:36] <McJty> There is no way to
catch all the recipes because mods can technically implement
IRecipe any way they want
L237[03:14:46] <LordSaad> oooooh
L238[03:14:54] <LordSaad> ill try
that
L239[03:15:11] <madcrazydrumma> That's why
i said it would be inefficient
L240[03:16:06] <LordSaad> yup ur
right
L241[03:16:16] <madcrazydrumma> Good luck
with it man, let me know how it goes haha
L242[03:16:30] <McJty> If you need to do
this often you may want to make a cache
L243[03:16:49] <McJty> brb
L244[03:16:51] <madcrazydrumma> Yeah and
reset the cache when appropriate
L245[03:17:45] ⇦
Quits: madcrazydrumma (~madcrazyd@host-89-241-237-241.as13285.net)
(Quit: Leaving)
L246[03:30:02] <LordSaad> for (ItemStack
item : shaped.recipeItems) {
L247[03:30:02] <LordSaad> if (item !=
null) {
L248[03:30:06] <LordSaad> thats not
passing
L249[03:30:32] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 201
seconds)
L250[03:30:37] <LordSaad> i think im gonna
make that cache...
L251[03:35:24]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L252[03:48:15] <LordSaad> ok better
question: how do i display the recipe of an item? u know like how
botania does it in the lexicon or how thaumcraft does it in the
thaumonomocon
L253[03:48:32] <LordSaad> like, u can
hover over it and see the details of the item
L254[03:48:32] ⇦
Quits: DanYeomans (~DanYeoman@135-23-231-89.cpe.pppoe.ca) (Quit:
Leaving)
L255[03:51:44] ⇦
Quits: mumfrey (~Mumfrey@dedi5.eq2.co.uk) (Ping timeout: 190
seconds)
L256[03:51:45]
⇨ Joins: madcrazydrumma
(~madcrazyd@host-89-241-237-241.as13285.net)
L257[03:51:51]
⇨ Joins: mumfrey (~Mumfrey@dedi5.eq2.co.uk)
L258[03:52:03] <madcrazydrumma> Im trying
to render a transparent texture in my ingame gui; im using the
blend func stuff from GlStateManager but its still nto
working
L259[03:52:29] <tterrag>
enableBlend()
L260[03:52:38] ⇦
Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit:
Leaving)
L262[03:55:54] <madcrazydrumma> tterrag,
im already doing that
L263[03:56:18] <tterrag> you colored to
1,1,1, is the texture itself actually transparent?
L264[03:56:58] <madcrazydrumma> Yeah
L265[03:57:02] <madcrazydrumma> so should
i remove the color?
L266[03:58:22] <tterrag> shouldn't be
necessary
L267[03:58:38] <tterrag> could you
actually show your whole code though
L268[03:59:00] ⇦
Quits: Jiraiyah (~Jiraiyah@46.62.134.235) (Read error: Connection
reset by peer)
L269[03:59:22]
⇨ Joins: Jiraiyah (~Jiraiyah@46.62.134.235)
L270[03:59:30] <madcrazydrumma> even
removing the color doesnt help
L272[04:00:30] <tterrag> what's the
transparent part? drawTexturedModalRect?
L273[04:00:37] <madcrazydrumma> yeah
L274[04:01:13] <tterrag> odd that it
doesn't work
L275[04:01:19] <madcrazydrumma> I know
right??
L276[04:01:27] <tterrag> something could
be screwing up the GL state
L277[04:01:32] <madcrazydrumma> rip
L278[04:01:34] <tterrag> do you use
push/pop attrib anywhere?
L279[04:01:45] <madcrazydrumma> just in
the second draw method
L280[04:01:53] <madcrazydrumma>
rendergameoverlay*
L281[04:02:09] <tterrag> where?
L282[04:09:15] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 384
seconds)
L283[04:14:55] <madcrazydrumma> at the
beginning
L284[04:15:19] <madcrazydrumma> tterrag,
line 61
L285[04:15:40] <tterrag> >
GlStateManager.pushMatrix();
L286[04:15:41] <tterrag> no...
L287[04:16:25] <madcrazydrumma> I got told
to use that here hah
L288[04:19:01] <madcrazydrumma> What
shouldi use?
L289[04:20:57] ⇦
Quits: sciguyryan (~sciguyrya@95.211.184.243) (Remote host closed
the connection)
L290[04:21:02]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L291[04:23:48]
⇨ Joins: Noppes
(~Noppes@82-168-99-26.ip.telfort.nl)
L292[04:24:19] <tterrag> you didn't
understand my question I think
L293[04:24:24] <tterrag> <tterrag>
do you use push/pop attrib anywhere?
L294[04:24:35] <tterrag> not matrix
L295[04:24:36] <tterrag> attrib
L296[04:25:24] <madcrazydrumma>
ooooh
L297[04:25:31] <madcrazydrumma> then no i
dont
L298[04:25:37] <madcrazydrumma> should i
be using it?
L299[04:27:30]
⇨ Joins: P3pp3rF1y2
(~P3pp3rF1y@100-250-77-178-ptr.xsky.cz)
L300[04:27:54] <tterrag> definitely
not
L301[04:31:33]
⇨ Joins: Elec332
(~Elec332@ip5456d4a5.speed.planet.nl)
L302[04:36:40] ***
MrKick|Away is now known as MrKickkiller
L303[04:37:43] <madcrazydrumma> Any idea
on the issue
L305[04:39:29] <madcrazydrumma> hahaha oh
god
L306[04:39:30] <ghz|afk> wat
L307[04:39:37] <LordSaad> look at the blue
tip xD
L308[04:39:41] ***
ghz|afk is now known as gigaherz
L309[04:39:44] <gigaherz> wtf are you
doing?
L310[04:39:44] <LordSaad> such a perfect
accident
L312[04:39:58] <LordSaad> gigaherz, bad
loop :P
L313[04:40:10] <gigaherz> why do you have
a loop at all?
L314[04:40:24] <LordSaad> you dont know
wtf is happening to know why i need a loop
L315[04:40:36] <madcrazydrumma> gigaherz,
terag is helping with my problem; but we cant figure out the issue.
I'm trying to get my textures that i render on my overlay event to
have transparency
L316[04:40:57] <gigaherz>
enableBlend?
L318[04:41:17] <madcrazydrumma> done
that
L319[04:41:20] <madcrazydrumma> go to line
61 onward
L320[04:41:24] <gigaherz>
blendFunc(GL_SRC_ALPHA,GL_INV_SRC_ALPHA) ?
L321[04:41:44] <gigaherz> eh one
minus
L322[04:41:47] <gigaherz> "inv"
is dx
L323[04:41:54] <madcrazydrumma> im using
that already
L324[04:41:59] <gigaherz> yeah no idea
then :/
L325[04:42:02] <madcrazydrumma> fuck
L326[04:42:11] <gigaherz> this is direct
rendering right?
L327[04:42:14] <gigaherz> yeah you said
overlay
L328[04:42:17]
⇨ Joins: alex_6611_
(~alex_6611@p5DE79617.dip0.t-ipconnect.de)
L329[04:42:20] <madcrazydrumma> yeah
L330[04:42:27] ⇦
Quits: alex_6611 (~alex_6611@p5DE799D9.dip0.t-ipconnect.de) (Killed
(NickServ (GHOST command used by
alex_6611_!~alex_6611@p5DE79617.dip0.t-ipconnect.de)))
L331[04:42:37] ***
alex_6611_ is now known as alex_6611
L332[04:42:39]
⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L333[04:43:12] <gigaherz> thisi s what I
do on my overlay
L335[04:46:18] <gigaherz> for reference,
those renderers are called from
L337[04:46:40] <gigaherz> but I don't do
ogl magic in there
L338[04:47:06] <madcrazydrumma> Even doing
it the way you are doesn't work
L339[04:47:21] <madcrazydrumma> Could it
because im using event.POST? or calling the same event twice?
L340[04:47:23]
⇨ Joins: Nitrodev
(~Nitrodev@87-92-75-66.bb.dnainternet.fi)
L341[04:48:31] <gigaherz> what event are
you using?
L342[04:48:40] <madcrazydrumma>
RenderGameOverlayEvent
L343[04:49:32] <gigaherz> aha gui overlay
then
L345[04:49:54] <gigaherz> do you have the
"if" limiting it to one overlay phase?
L346[04:50:02] <gigaherz> otherwise it
woudl draw like 10 times per frame
L347[04:50:04] <gigaherz> XD
L348[04:50:15] <tterrag> ahahha
L349[04:50:16] <tterrag> that is probably
it
L350[04:50:22] <tterrag> I forgot about
that
L351[04:50:27] <madcrazydrumma> No
xD
L353[04:50:36] <tterrag> it's rendering
transparent a bunch of times :P
L354[04:51:16] <madcrazydrumma> I have the
if statement in the first event on line 41
L355[04:51:21] <madcrazydrumma> 42*
L356[04:55:00] <tterrag> why do you cancel
them all
L357[04:55:39] <madcrazydrumma> Because im
rendering my own health bars and stuff
L358[04:56:28]
⇨ Joins: Naiten (Naiten@77.35.131.112)
L359[05:01:59] <madcrazydrumma> How would
I remove everything but the experience and chat on the gui?
L360[05:02:43] <gigaherz> well if you want
to cancel, you'd have to cancel from Pre, I guess?
L361[05:02:51] <gigaherz> ifit's
cancelable, that is
L362[05:04:04] <gigaherz> yeah if
youcancel it, the element isn't drawn
L363[05:04:34] <madcrazydrumma> So i have
to do it in pre?
L364[05:04:51] <gigaherz> the ones you
want to replace, yes
L365[05:05:16] <gigaherz> if you wantedto
draw on top, you'd need Post
L366[05:05:22] <madcrazydrumma> okay
L367[05:07:08] <Taesh> When you say pre
and post, you mean init?
L368[05:07:39] <gigaherz> no
L369[05:07:47] <gigaherz> many event have
pre and post phases
L370[05:07:49] <madcrazydrumma> ^^
L371[05:07:59] <gigaherz> so like
L372[05:07:59] <gigaherz>
RenderGameOverlayEvent
L373[05:08:04] <gigaherz> happens twice
per element
L374[05:08:12] <gigaherz> first,
"RenderGameOverlayEvent.Pre" is sent
L375[05:08:27] <gigaherz> which allows
cancellation, or drawingthings beforethe element is drawn
L376[05:08:38] <gigaherz> and thne
afterward, "RenderGameOverlayEvent.Post"
L377[05:08:44] <gigaherz> which allows
drawing things on top of this element
L378[05:09:21] <madcrazydrumma> giga, so i
cancel like this:
http://pastebin.com/UWKYaL6B, but the
transparency is still not working, but when I just do one, it
works
L379[05:09:27] <gigaherz> my
MagicContainerOverlay uses RenderGameOverlayEvent.Post of the
Experience bar phase, simply because I want it to draw on top of
the rest of the gui
L380[05:09:33] <gigaherz> butbefore the F3
screen and such
L381[05:10:05] <gigaherz> madcrazydrumma:
hmm not sure if it's setCanceled, or setResult(DENY)
L382[05:10:25] <gigaherz> but that has
nothing to do with transparency?
L383[05:11:10] <madcrazydrumma> when I
did, event.getType() != ElementType.HEALTH, it was
transparent
L384[05:11:12] <madcrazydrumma> but now
its not working
L385[05:11:21] <gigaherz> WHEN do you
draw?
L386[05:11:25] <gigaherz> paste the code
that actually draws
L388[05:11:59] <madcrazydrumma> wait
L389[05:12:00] <madcrazydrumma> wrong
paste
L390[05:12:01] <gigaherz> the whole
event
L392[05:13:49] <gigaherz> you still need
an if
L393[05:13:52] <gigaherz> in the
.Post
L394[05:13:57] <gigaherz> to limit the
drawing to one event
L395[05:14:05] <gigaherz> otherwise it's
still happening multiple times
L396[05:14:36] <gigaherz> both
RenderGameOverlayEvent.Pre and RenderGameOverlayEvent.Post are
called multiple times per frame
L397[05:14:39] <madcrazydrumma> So
Ahh
L398[05:14:49] <madcrazydrumma> So what if
would i use
L399[05:15:09] <gigaherz> if you want it
to draw on top of the rest of the gui
L400[05:15:13] <gigaherz> use the
experience one
L401[05:15:30] <gigaherz> although
L402[05:15:32] <gigaherz> you cancel
experience
L403[05:15:33] <gigaherz> so
L404[05:15:43] <gigaherz> you may need to
draw in Pre
L405[05:15:52] <gigaherz> or draw
earlier
L406[05:15:58] <gigaherz> in whatever the
last element you allow
L407[05:16:06]
⇨ Joins: keybounce_
(~keybounce@45-25-230-67.lightspeed.bkfdca.sbcglobal.net)
L408[05:16:26] <gigaherz> or use
Post/ALL
L409[05:16:36] ⇦
Quits: keybounce
(~keybounce@45-25-230-67.lightspeed.bkfdca.sbcglobal.net) (Ping
timeout: 201 seconds)
L410[05:16:36] ***
keybounce_ is now known as keybounce
L411[05:16:42] <gigaherz> if
(event.getType() != RenderGameOverlayEvent.ElementType.ALL)
return;
L412[05:16:47] <gigaherz> in your
post
L413[05:16:51] <gigaherz> try that
L414[05:17:06] <gigaherz> hmf
L415[05:17:18] <gigaherz> although that
happens after the stuff has been disabled
L416[05:17:58] <gigaherz> yeah I think
drawing in the Pre of EXPERIENCE is the best place
L417[05:18:14] <madcrazydrumma> The all
works
L418[05:18:49] <gigaherz> well yeah
becauseyou do all the enableBlend and such
L419[05:18:50] <gigaherz> ;p
L420[05:19:21] <madcrazydrumma> xD
L421[05:19:32] <madcrazydrumma> Well now i
need to figure these stupid capability things out
L422[05:19:38] <madcrazydrumma> for mana
and such
L423[05:22:40] <gigaherz> storing mana is
easy
L424[05:22:47] <gigaherz> you just need
all the boilerplate code
L425[05:22:57] <madcrazydrumma> Yeah
that's what I am struggling with haha
L426[05:23:04] <madcrazydrumma> I've got
like 20 classes and its such a mess
L427[05:23:09] <madcrazydrumma> I think i
should only have like 4
L428[05:23:11] <gigaherz> and then a field
and accessors for keeping track of the value
L429[05:23:11] <gigaherz> XD
L430[05:23:24] <gigaherz> y oucan do a
capability in just "one"
L431[05:23:29] <madcrazydrumma> o.o?
L432[05:23:29] <gigaherz> if you don't
count a few inner classes ;P
L433[05:23:32] <madcrazydrumma>
hahaha
L434[05:24:44] <gigaherz> this is
something I wrote as an example for someone else
L436[05:24:47] <gigaherz> it's
incomplete
L437[05:24:49] <gigaherz> butit's a good
start
L438[05:24:49] <gigaherz> ;P
L439[05:25:18] <gigaherz> it's also for an
item
L440[05:25:19] <madcrazydrumma> Do you use
a mana capability in eop?
L441[05:25:21] <gigaherz> instead of an
entity
L442[05:25:25] <gigaherz> nope
L443[05:25:38] <gigaherz> the magic is
stored in the items
L444[05:25:51] <gigaherz> I did plan on
having a player-bound progression system eventually
L445[05:25:54] <gigaherz> I just haven't
started on it
L446[05:26:13] <madcrazydrumma> ahh okay
fair enough
L447[05:26:17] <gigaherz> for now I just
have a few achievements
L448[05:26:32] <gigaherz> I do have a
capability
L449[05:26:39] <gigaherz> it tracks the
active spellcast
L450[05:27:29] <madcrazydrumma> When you
say the CapabilityTargettable is incomplete, how far is it from
complete? haha
L451[05:27:42] <gigaherz> dunno I wrote
it, but never tested it
L452[05:27:42] <gigaherz> XD
L453[05:27:58] <gigaherz> I think
mostly
L454[05:28:09] <gigaherz> you'd just need
to implement the AttachCapabilityEvent.Entity
L455[05:28:18] <gigaherz> instead of the
Item#initCapabilities
L456[05:28:29] <gigaherz> and the player
clone event to be able to carry over the mana on death
L458[05:31:09] <Cazzar> if you are going
to tell me there is an update, at least DO IT RIGHT
L459[05:31:15] ***
heldplayer|off is now known as heldplayer
L460[05:33:25] <gigaherz> Cazzar: it
didn't want to tell you
L461[05:33:30] <gigaherz> it wanted to
install it
L462[05:33:33] <gigaherz> without asking
you at all
L463[05:33:47] <gigaherz> apparently
oracle started updating people's java without asking
L464[05:33:58] <Cazzar> Mine just fails...
constantly.
L465[05:34:24] <gigaherz> ctrl-C the
dialog into notepad
L466[05:34:31] <gigaherz> and try to
access the url directly
L467[05:34:31] <gigaherz> ;P
L468[05:35:00] <Cazzar> CBA
L469[05:35:06] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Ping timeout:
201 seconds)
L470[05:35:17] <gigaherz> "You have
successfully installed java"
L471[05:35:18] <gigaherz> worked for
me
L472[05:35:19] <gigaherz> ;P
L473[05:35:19] <Cazzar> ALso, windows
dialogues don't let you
L474[05:35:22] <gigaherz> yes they
do
L475[05:35:26] <gigaherz> not widely known
feature
L476[05:35:27] <Cazzar> Not all of
them
L477[05:35:35] <gigaherz> if it's an
actual win32 MessageBox
L478[05:35:37] <gigaherz> it will
L479[05:36:05]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L480[05:37:24]
⇨ Joins: Javaschreiber
(~Thunderbi@p5DD8F5A0.dip0.t-ipconnect.de)
L482[05:50:06] ***
PaleOff is now known as PaleoCrafter
L483[05:52:23] ⇦
Quits: Javaschreiber (~Thunderbi@p5DD8F5A0.dip0.t-ipconnect.de)
(Ping timeout: 384 seconds)
L484[05:52:32] ⇦
Quits: madcrazydrumma (~madcrazyd@host-89-241-237-241.as13285.net)
(Quit: Leaving)
L485[06:05:19] ⇦
Quits: Upthorn
(~ogmar@108-204-125-173.lightspeed.frokca.sbcglobal.net) (Ping
timeout: 201 seconds)
L486[06:08:17]
⇨ Joins: theraspberry
(~theraspbe@CPE-124-188-9-116.dccz1.win.bigpond.net.au)
L487[06:09:01] <theraspberry> Is there a
way of downloading libaries in CLI? cause making a server and
uploading it to my host is a pain.
L488[06:26:42]
⇨ Joins: kimfy
(~kimfy___@236.5.200.37.customer.cdi.no)
L489[06:29:23] ***
AEnterprise is now known as AEnterpriseAFK
L490[06:29:59] <Cazzar> curl, wget,
anything that supports HTTP download?
L491[06:30:03]
⇨ Joins: founderio
(~Thunderbi@p200300C4E3C65B00E896A86C17867E02.dip0.t-ipconnect.de)
L492[06:39:59] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Ping timeout:
384 seconds)
L493[06:43:28] <PaleoCrafter>
theraspberry, the installer accepts the installServer
argument
L494[06:44:19]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L495[06:57:20]
⇨ Joins: DebugsPeople
(~DebugsPeo@2a02:810d:95c0:880:2da4:1328:f763:4e2c)
L496[07:04:58]
⇨ Joins: Emris (~Miranda@62.178.245.147)
L497[07:11:44] ⇦
Quits: TheMike_ (~Mike@2607:5300:60:47bc:1ceb:da::) (Ping timeout:
190 seconds)
L498[07:14:17]
⇨ Joins: danielm59
(~IceChat77@cpc6-stev7-2-0-cust433.9-2.cable.virginm.net)
L499[07:33:01] ***
fry|sleep is now known as fry
L500[07:40:27] ⇦
Quits: Naiten (Naiten@77.35.131.112) (Read error: Connection reset
by peer)
L501[07:45:32] ⇦
Quits: fuj1n (~fuj1n@101.190.250.201) (Quit: sleep)
L502[07:50:07] ⇦
Quits: Kilobyte (kilobyte@cucumber.kilobyte22.de) (Quit: ZNC -
1.6.0 - http://znc.in)
L503[07:52:08]
⇨ Joins: Kilobyte
(~kilobyte@cucumber.kilobyte22.de)
L504[07:52:08] ⇦
Quits: panda_2134 (~panda_213@ss1.flamerat.org) (Read error:
Connection reset by peer)
L505[07:54:57] ⇦
Quits: Kilobyte (~kilobyte@cucumber.kilobyte22.de) (Client
Quit)
L506[07:56:32]
⇨ Joins: Kilobyte
(kilobyte@cucumber.kilobyte22.de)
L507[08:01:24] ⇦
Quits: turmfalke
(~turmfalke@p20030056CF06BA6621EE09B1F0857F92.dip0.t-ipconnect.de)
(Ping timeout: 190 seconds)
L508[08:02:23]
⇨ Joins: Naiten (Naiten@77.34.246.192)
L509[08:06:01] ***
TTFT|Away is now known as TTFTCUTS
L510[08:06:11]
⇨ Joins: Girafi
(Girafi@0x555178eb.adsl.cybercity.dk)
L511[08:15:06]
⇨ Joins: turmfalke
(~turmfalke@p20030056CF06BA81CC12FD4D694D7A5B.dip0.t-ipconnect.de)
L512[08:17:26] ⇦
Quits: danielm59
(~IceChat77@cpc6-stev7-2-0-cust433.9-2.cable.virginm.net) (Quit: He
who laughs last, thinks slowest)
L513[08:26:44] ⇦
Quits: alex_6611 (~alex_6611@p5DE79617.dip0.t-ipconnect.de) (Ping
timeout: 190 seconds)
L514[08:46:12] ⇦
Quits: LordSaad (~LordSaad@213.204.109.62) (Quit:
Leaving)
L515[08:51:49] ⇦
Quits: theraspberry
(~theraspbe@CPE-124-188-9-116.dccz1.win.bigpond.net.au) (Remote
host closed the connection)
L516[08:56:16]
⇨ Joins: vox
(~voxmods@pool-71-178-241-173.washdc.fios.verizon.net)
L517[08:57:41] ⇦
Quits: kimfy (~kimfy___@236.5.200.37.customer.cdi.no) (Ping
timeout: 384 seconds)
L518[08:58:47]
⇨ Joins: sciguyryan (~sciguyrya@95.211.184.243)
L519[09:00:14]
⇨ Joins: Vazkii
(~Vazkii@a79-169-163-74.cpe.netcabo.pt)
L520[09:03:42] ⇦
Quits: Jezza (~Jezza@92.206.5.6) (Read error: Connection reset by
peer)
L521[09:05:19]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L522[09:06:59] ***
kroeser is now known as kroeser|away
L523[09:09:49]
⇨ Joins: Brokkoli
(~Brokkoli@p5B23C352.dip0.t-ipconnect.de)
L524[09:12:30]
⇨ Joins: IceDragon (~ThatGuy@184.170.52.232)
L525[09:13:19] ⇦
Quits: GildedGames
(~GildedGam@ec2-54-163-97-245.compute-1.amazonaws.com) (Remote host
closed the connection)
L526[09:13:29]
⇨ Joins: GildedGames
(~GildedGam@ec2-54-221-141-37.compute-1.amazonaws.com)
L527[09:17:33]
⇨ Joins: Poppy
(~Poppy@chello085216146055.chello.sk)
L528[09:18:12]
⇨ Joins: madcrazydrumma
(~madcrazyd@host-89-241-237-241.as13285.net)
L529[09:20:34]
⇨ Joins: agowa338
(~Thunderbi@p54918D7D.dip0.t-ipconnect.de)
L530[09:22:17] ⇦
Quits: Nitrodev (~Nitrodev@87-92-75-66.bb.dnainternet.fi) (Quit:
Leaving)
L531[09:24:48] ⇦
Quits: madcrazydrumma (~madcrazyd@host-89-241-237-241.as13285.net)
(Quit: Leaving)
L532[09:30:12]
⇨ Joins: MattDahEpic
(~MattDahEp@174-16-188-51.hlrn.qwest.net)
L533[09:30:33] ⇦
Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping
timeout: 384 seconds)
L534[09:34:00]
⇨ Joins: Shukaro (~Shukaro@130.108.232.236)
L535[09:37:04] <gigaherz> \o/
L536[09:37:10] <gigaherz> got working
setup with my own mod
L537[09:37:14] <gigaherz> (survival
;P)
L538[09:42:04] ⇦
Quits: Jiraiyah (~Jiraiyah@46.62.134.235) (Ping timeout: 190
seconds)
L539[09:42:39] <vox> nice!
L540[09:43:02] <vox> Oh man, I'm going to
have to look into how Intangible did its book
L541[09:43:21] <vox> "book"
because it hangs in the air and uses mouse input
L542[09:45:30] <gigaherz> I noticed
another "issue" about the way my mod's browser
works
L543[09:45:44] <gigaherz> it always
prefers placing things in the first available inventory
L544[09:45:59] <gigaherz> but it would be
best if it tries to continue pushingthings into the same inventory
that already contains them
L545[09:46:24] <gigaherz> I could do a
first pass looking for inventories that already have the item
L546[09:46:38] <gigaherz> and then a
second pass to push them elsewhere if anything remains
afterward
L547[09:46:39] <gigaherz> hmm
L548[09:46:48] <gigaherz> I guess I'll do
that
L549[09:47:21]
⇨ Joins: killjoy
(~killjoy@2606:a000:1118:c020:b581:f995:e275:5e30)
L550[09:53:48] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L551[09:54:21] ⇦
Quits: killjoy (~killjoy@2606:a000:1118:c020:b581:f995:e275:5e30)
(Ping timeout: 384 seconds)
L552[10:00:31] ⇦
Quits: MattDahEpic (~MattDahEp@174-16-188-51.hlrn.qwest.net) (Quit:
sleep, school, or food)
L553[10:06:28]
⇨ Joins: Jiraiyah (~Jiraiyah@46.62.134.235)
L554[10:06:46] <Jiraiyah> ProfMobius, you
around? have a crash report :D
L555[10:12:59]
⇨ Joins: Nitrodev
(~Nitrodev@87-92-75-66.bb.dnainternet.fi)
L556[10:13:25] ⇦
Quits: RichardG (richardg86@201.17.106.149) (Quit: You saw
nothing.)
L557[10:14:49] <Ivorius> Jiraiyah: Make an
issue
L558[10:14:51] <Ivorius> You are a
dev
L559[10:15:11] <ollieread> No you
are
L560[10:17:14] <vox> No you are
L561[10:17:24] ⇦
Quits: Jiraiyah (~Jiraiyah@46.62.134.235) (Ping timeout: 190
seconds)
L562[10:20:41]
⇨ Joins: RichardG (richardg86@201.17.106.149)
L563[10:20:41]
MineBot sets mode: +v on RichardG
L564[10:37:09]
⇨ Joins: theFlaxbeard
(~theFlaxbe@184.97.160.234)
L565[10:37:16] <zenith|coding> I'm trying
to render text pointed a the player always. Can anyone see anything
immediately wrong with this:
http://pastebin.com/mS6gVctE
L566[10:37:22] <zenith|coding> That's the
rotating code
L567[10:38:08] <PaleoCrafter> 1) What's
wrong visually? 2) Where do you call it?
L568[10:38:50] ***
kroeser|away is now known as kroeser
L570[10:39:10] <zenith|coding> Sec, I'll
show you what's wrong visually
L571[10:40:25] <zenith|coding> Oh wait, I
remember.
L572[10:40:35] <zenith|coding> What's
wrong visually is that I can't see it at all
L573[10:41:11] <PaleoCrafter> well, you
translate after you rotate
L574[10:41:13] <PaleoCrafter> swap
that
L575[10:43:45] <zenith|coding> Still
nothin
L576[10:43:50] ***
Vigaro|AFK is now known as Vigaro
L577[10:45:05] <PaleoCrafter> it works
without the rotation?
L578[10:45:54] <zenith|coding> yeah
L579[10:46:01] <zenith|coding> It just
shows on the north side only
L580[10:46:35] <PaleoCrafter> well, the
rotation code is correct
L581[10:47:01] ***
willieaway is now known as williewillus
L582[10:47:10] <zenith|coding> So there's
probably something else in the rendering environment that's giving
me grief then you think?
L583[10:47:17] <zenith|coding> Something
I'm not cleaning up somewhere else maybe?
L584[10:47:22] <PaleoCrafter> mebbe
L585[10:56:24]
⇨ Joins: Zaggy1024
(~Zaggy1024@174-20-95-124.mpls.qwest.net)
L586[10:58:30] ⇦
Quits: jandal (~quassel@li951-76.members.linode.com) (Ping timeout:
198 seconds)
L587[10:58:33]
⇨ Joins: jandal
(~quassel@li951-76.members.linode.com)
L588[11:01:33]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L589[11:03:54] ⇦
Quits: VikeStep (~VikeStep@101.184.243.180) (Quit:
Leaving)
L590[11:04:39] ⇦
Quits: Taesh (~Taesh@ip-220-201-46-46.dialup.ice.net) (Quit: This
computer has gone to sleep)
L591[11:06:21] ⇦
Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Client
Quit)
L592[11:08:01] ⇦
Quits: Actuarius (~Actuarius@195.91.246.187) (Ping timeout: 384
seconds)
L593[11:09:37] ⇦
Quits: Naiten (Naiten@77.34.246.192) (Read error: Connection reset
by peer)
L594[11:12:38]
⇨ Joins: killjoy
(~killjoy@2606:a000:1118:c020:94f1:a632:4238:5282)
L595[11:14:02]
⇨ Joins: BillGHero
(~null@cpe-76-177-51-62.natcky.res.rr.com)
L596[11:30:14]
⇨ Joins: Temportalist
(uid37180@id-37180.charlton.irccloud.com)
L597[11:31:23] <Temportalist> In theory,
could I thread game registry register things? Compression loops
through all the items and blocks in game and that can take a
while.
L598[11:31:39] <unascribed> that sounds
extremely dangerous
L599[11:31:47] <unascribed> generally the
answer to "can I thread minecraft" is
"no"
L600[11:32:51] <gigaherz> Temportalist:
"in theory" you can thread anything
L601[11:32:56] <Temportalist> It just
really happers the loading process
L602[11:33:03] <Temportalist>
Hampers*
L603[11:33:09] <gigaherz> the question is,
are you ready to go all the way and make the whole process
thread-safe?
L604[11:33:28] <Temportalist>
probably
L605[11:33:34] <gigaherz>
"registering things" is actually the quicker part of
loading?
L606[11:33:40] <unascribed> lol, you'd be
rewriting half the game
L607[11:33:45] <gigaherz> most of thetime
is spent loading models and stitching textures
L608[11:34:11] <Temportalist> Actually
most of the time is just spent iterating through the items and
blocks to make recipes. That's all it is.
L609[11:34:24] <gigaherz> ?
L610[11:34:31] <gigaherz> you mean your
specific loading?
L611[11:34:34] <gigaherz> or in
general?
L612[11:34:45] <Temportalist> Mine
specifically
L613[11:35:10] <Temportalist> Another
thought is that I could try to make a recipe that is super dynamic
and doesn't require the loading of blocks/items
L615[11:35:54] <PaleoCrafter> looks pretty
cool
L616[11:36:04] <Temportalist> I like my
second thought better. It would avoid threading and loading on
startup
L617[11:36:56] <PaleoCrafter> would be
100% awesome if the stick didn't just pop into the sapling :P
L618[11:37:00] <PaleoCrafter> add
particles or something
L619[11:37:13] <zenith|coding> Oh
definitely
L620[11:37:18] <zenith|coding> One step at
a time :)
L621[11:37:30] ***
Abrar|gone is now known as AbrarSyed
L622[11:37:41] <PaleoCrafter> do it nao
:P
L623[11:38:10] <TehNut> I've seen 2 GIF's
of sticks spinning, but I'm already looking forward to screwing
around with that mod :P
L624[11:38:21] <gigaherz> lol
L625[11:38:56] <unascribed> needs more
particle effects
L626[11:40:24] <Temportalist> WHAT IS THIS
zenith|coding ?!
L627[11:40:30] <unascribed> spinning
sticks
L628[11:40:41] <unascribed> oh someone
already said more particles
L629[11:40:42] <unascribed> whoops
L630[11:40:44] <gigaherz> Temportalist:
apparently something that turns sticks into saplings
L631[11:40:49] <Temportalist> :P
L632[11:40:53] <gigaherz> a
resaplinginator
L633[11:41:01] <unascribed> a Life
Imbuer
L634[11:41:07] <gigaherz> same thing
;P
L635[11:41:21] <gigaherz> zenith|coding:
in my magic mod, I have a small version of the cloud particle
L636[11:41:31] <gigaherz> I'd spawn some
ofthose while the machine is running
L637[11:41:33] <zenith|coding> It's a mod
I'm working on called Essential. It's about using the 5 essences
(wood, fire, earth, metal, and water) to transmute things into
other things. It's designed to be an alternative to Ex Nihilo
L638[11:41:43] <gigaherz> and then some
otherswhen the conversion happens
L639[11:42:12] <unascribed> smoke
particles aren't very magic-y :P
L640[11:42:52] <gigaherz> not smoke,
"small clouds" ;P
L642[11:42:57] <zenith|coding> I wonder if
I can use GL coloring to color particle effects
L643[11:43:04] <unascribed> yeah,
smoke.
L644[11:43:06] <gigaherz> yes, you can
modify the rendering process
L645[11:43:19] <gigaherz> let me find you
the links
L647[11:43:40] <PaleoCrafter> those look
different from before, gigaherz
L648[11:43:43] <gigaherz> particle type
registration
L649[11:43:46] <PaleoCrafter> or is it
another machine?
L650[11:43:47] <gigaherz> PaleoCrafter:
that's an old vid
L651[11:43:51] <PaleoCrafter> ah :D
L652[11:44:05] <gigaherz> still looks like
that, though
L653[11:44:08] <gigaherz> mostly
L654[11:44:22] <zenith|coding> If so I can
make one "poof" particle effect and recolor it
L655[11:44:29] ⇦
Quits: vox (~voxmods@pool-71-178-241-173.washdc.fios.verizon.net)
(Ping timeout: 201 seconds)
L657[11:44:38] <gigaherz> the handler
class
L658[11:44:43] <gigaherz> which I just
change the scale
L659[11:44:50] <gigaherz> but you could do
custom color or such
L661[11:45:14] <gigaherz> and that's how
you register the particle rendering itself
L662[11:45:37] <zenith|coding> Awesome.
Thanks, gigaherz
L663[11:45:51] <gigaherz> got all 3
links?
L664[11:45:54] <zenith|coding>
Yessir
L665[11:45:58] <gigaherz> ^_^
L666[11:46:01] <gigaherz> have fun
L668[11:46:25] <gigaherz> I recorded this
while testing the semi-random animation offset
L669[11:46:59] <gigaherz> oh btwe
L671[11:47:00] <zenith|coding> I also have
a semi-random animation offset, I use it for my itemstack
renders
L672[11:47:02] <gigaherz> that's how I
spawn them
L673[11:47:14] ***
Mine|dreamland is now known as minecreatr
L674[11:47:23] <gigaherz> there's 4 cases
because the block has 4 holes
L675[11:47:28] <gigaherz> and I chooseone
of the 4 holes at random
L676[11:47:55] <PaleoCrafter> can't you
make that a one-liner somehow? :P
L677[11:48:37] <PaleoCrafter> like, rotate
a vector around the y axis by Random.nextInt(4)*90deg or something
:P
L678[11:48:58]
⇨ Joins: Intektor
(~Intektor4@p5B275ECF.dip0.t-ipconnect.de)
L679[11:49:22] <zenith|coding> I think it
would be a 2-liner
L680[11:49:34] <PaleoCrafter>
probably
L681[11:49:46] <gigaherz> PaleoCrafter:
possibly, but meh.
L683[11:49:57] <PaleoCrafter> what, meh?
:P
L684[11:50:29] <PaleoCrafter> what exactly
do you need that for, Intektor?
L685[11:50:41] <gigaherz> meh to spending
any effort into making that a one-liner
L686[11:50:42] <gigaherz> ;P
L687[11:50:52] <PaleoCrafter> but... the
conciseness D:
L688[11:50:54] <Intektor> I need to find
all those tools, to register them in my mod
L689[11:51:19] <PaleoCrafter> can't you do
it on demand or something?
L690[11:51:32] <gigaherz> if java had
support for operators and valuetypes
L691[11:51:43] <gigaherz> I'd just use a
Vec2i or something
L692[11:51:46] <gigaherz> but meh.
;P
L693[11:52:12] <PaleoCrafter> I think
there's a Valhalla prototype :P
L694[11:52:19] <Intektor> well, maybe I
can
L695[11:52:22] <Intektor> so how?
L696[11:52:31] <Intektor> but I need it on
the server
L697[11:52:43] <unascribed> take a step
back, why do you want lists of every tool type
L698[11:52:47] <PaleoCrafter> ^
L699[11:52:53] ⇦
Quits: auenf (David@DC-53-50.bpb.bigpond.com) (Ping timeout: 186
seconds)
L700[11:53:53]
⇨ Joins: auenf (David@DC-53-50.bpb.bigpond.com)
L702[11:58:10] ⇦
Quits: Maxetime
(~Thunderbi@modemcable086.219-70-69.static.videotron.ca) (Quit:
Maxetime)
L703[11:58:23] ⇦
Quits: killjoy (~killjoy@2606:a000:1118:c020:94f1:a632:4238:5282)
(Ping timeout: 190 seconds)
L704[11:58:49] <unascribed> okay, and
where is this used?
L705[11:58:55] <unascribed>
onItemRightClick for a case block?
L706[11:59:00] <unascribed> if so you
should just check this then
L707[11:59:04] <unascribed> rather than
shoving it into lists
L708[12:02:02]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L709[12:03:23]
⇨ Joins: Maxetime
(~Thunderbi@modemcable086.219-70-69.static.videotron.ca)
L710[12:06:56]
⇨ Joins: Kaiyouko
(~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L711[12:09:04] ⇦
Quits: Kaiyouka (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
(Ping timeout: 190 seconds)
L712[12:09:13] ⇦
Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 384
seconds)
L713[12:14:18]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L714[12:16:50] <masa> and you assume all
the tools extend the vanilla classes?
L715[12:16:58] <masa> for example mine
doesn't
L716[12:17:56] <masa> but yeah, what is
the point of having all that stuff in lists?
L717[12:18:39]
⇨ Joins: legendff
(~legendff@dslb-188-106-210-015.188.106.pools.vodafone-ip.de)
L718[12:20:11] <Temportalist>
PaleoCrafter: scala compound for statement, go
L719[12:20:30] <Temportalist> i.e. for
(row <- 0 until 3) for (col <- 0 until 3)
L720[12:21:12]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L721[12:23:23] ⇦
Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk) (Ping
timeout: 384 seconds)
L722[12:31:39] <PaleoCrafter> wat,
Temportalist?
L723[12:32:00] <PaleoCrafter> for { row
<- 0 until 3 \n col <- 0 until 3 } ? :P
L724[12:32:04] <Temportalist> ya
L725[12:32:12] <PaleoCrafter> or for(row
<- 0 until 3; col <- 0 until 3)
L726[12:32:17] <PaleoCrafter> depending on
what you prefer
L727[12:32:21] <Temportalist> but was
hoping for something smoller :P
L729[12:34:37] <legendff> Hey, not sure if
this is the right place to ask, but uhhh well. Having problems with
setting up a modding enviroment on Eclipse. I'm probably just a big
dumbo, anyways. So I'm following some tutorial(tried a few).
Downloading the mdk(1.8.9). unzipping, running gradlew
setupDecompWorkspace and gradlew eclipse in the forge main dir and
Ill end up with a 100mb folder, so far so good. Opening the eclipse
folder
L730[12:34:37] <legendff> inside
eclipse(...). I have the mdk example, its errorfree, it starts, I
can even mod. So this is were the tutorials usually stop or go
stupid. Do I really have to put my code into the example project?
Do I really have to set up a workspace for every single mod? I cant
copy the project in eclipse, because it points on itself... in
explorer I cant even locate it. As I said I'm probably just a huge
dumbo, but
L731[12:34:38] <legendff> yea.. cant help
myself :(
L732[12:34:38] <PaleoCrafter> then you'd
just do for((col, row) <- (0 until 3) cross (0 until 3)), not
really smaller, but meh :P
L733[12:34:43] ⇦
Quits: LexLap2
(~LexManos@146-115-147-36.c3-0.nwt-ubr1.sbo-nwt.ma.cable.rcn.com)
(Read error: Connection reset by peer)
L734[12:35:03] ⇦
Quits: BillGHero (~null@cpe-76-177-51-62.natcky.res.rr.com) (Ping
timeout: 201 seconds)
L735[12:35:37] <PaleoCrafter> could
probably add something like ** (applying cross to itself n times)
and then you could have for((row, col) <- (0 until 3) ** 2)
xD
L736[12:35:42] <masa> legendff: I have a
custom setup I'm using for my mods
L737[12:35:49]
⇨ Joins: LexLap2
(~LexManos@146-115-147-36.c3-0.nwt-ubr1.sbo-nwt.ma.cable.rcn.com)
L738[12:35:50]
MineBot sets mode: +o on LexLap2
L739[12:35:57] <masa> it is usually not
recommended to do it that way by anyone I know
L740[12:36:14] <masa> but, it does have
all my mods in the same workspace that way
L741[12:37:08] ***
kirby|gone is now known as mrkirby153
L742[12:37:15] <PaleoCrafter> well, in
eclipse, having multiple mods in one workspace is no problem
:P
L743[12:37:30] ⇦
Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping timeout:
198 seconds)
L744[12:38:03] <masa> is it in idea
then?
L745[12:38:12] <Temportalist> masa, no i
have no issues :P
L746[12:38:13]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L747[12:38:24] <Temportalist> I have a
ton
L748[12:38:26] <PaleoCrafter> it's a
little more difficult in IDEA, yes
L749[12:38:43] <PaleoCrafter> although it
might have become a lot easier in 2016.1, I suppose
L751[12:38:57] <Temportalist>
PaleoCrafter: it is a LOT easier than it used to be
L752[12:39:13] <gigaherz> I heard it has,
but I also heard idea 2016 had some issues with importing forge's
stuff so I just kept idea 15 ;P
L753[12:39:29] <Temportalist> gigaherz:
not really
L754[12:39:46] <Temportalist> at least i
havent encountered anything
L755[12:40:08] <PaleoCrafter> the only
real problems are with the run configs, but that might have been
fixed on FG's end already (haven't set up a project in some time
now)
L756[12:40:28] <PaleoCrafter> and the
other one is that sources don't get attached, but only for some
people, for some weird ass reason
L757[12:43:04]
⇨ Joins: PieGuy128
(~PieGuy128@MTRLPQ5031W-LP130-03-2925246979.dsl.bell.ca)
L758[12:43:06] ***
blood|sleep is now known as blood_
L759[12:43:49] <Temportalist>
occassionally resources just wont load, and im not sure why this
just started happening haha
L760[12:44:07] <PaleoCrafter> *that*
hasn't happened for me XD
L761[12:47:44] <legendff> anyone maybe has
a good tutorial on setting a modding workspace up properly? Stuff I
can find on google are most of the time just (wall of
text)"run gradlew setupDecompWorkspace ... run gradlew
eclipse"(wall of text) and in the end they are editing the mdk
example lo
L762[12:48:04] ⇦
Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 190
seconds)
L763[12:48:05] <PaleoCrafter> that's all
there is to it :P
L764[12:49:03] <masa> legendff: I'm eating
atm, but I can walk you through it in about half an hour if you
want?
L765[12:49:19] <legendff> that would be
amazing masa:
L766[12:49:21]
⇨ Joins: airbreather_
(~airbreath@d149-67-99-43.nap.wideopenwest.com)
L767[12:49:31]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L768[12:50:30] <gigaherz> legendff: but
setting up a mod workspace IS just "run gradlew setupDecW, run
gradlew eclipse, import existing project into eclipse
workspace"
L769[12:50:30] <gigaherz> ;P
L770[12:50:39]
⇨ Joins: BillGHero
(~null@cpe-76-177-51-62.natcky.res.rr.com)
L771[12:51:42] ⇦
Quits: airbreather (~airbreath@d149-67-99-43.nap.wideopenwest.com)
(Ping timeout: 201 seconds)
L772[12:52:31] <gigaherz> in the case of
using IDEA for modding, it's "run gradlew sDecW, import gradle
file into idea, open idea's gradle panel, run genIntelliJruns task,
click on the blue refresh icon in the gradle panel"
L773[12:52:58] <PaleoCrafter> that last
step isn't necessary, as far as I'm aware :P
L775[12:53:11] <PaleoCrafter> and if your
settings are good, step 1 and 2 can be swapped
L776[12:53:21] <gigaherz> PaleoCrafter: I
guess not right after importing
L777[12:53:47] <gigaherz> hmm however,
wouldn't you need to refresh if you do swap them?
L778[12:53:58]
⇨ Joins: gr8pefish
(~gr8pefish@24-156-81-9.flagcmtk01.res.dyn.suddenlink.net)
L779[12:54:12] <PaleoCrafter> I honestly
don't know :P
L780[12:54:27] <TehNut> import -> run
setupDecompWorkspace task from sidebar -> run genIntellijRuns
task from sidebar -> Click green refresh button in sidebar
L781[12:54:30] <gigaherz> meh dunno, I
just press it right after I do something that coudl potentially
modify things
L782[12:54:47] <gigaherz> green refresh
icon in sidebar?
L783[12:55:19] <legendff> I'm using
eclipse. as I said earlier it ends me with an mdk example that
runs. I could mod like that. But I have no Idea how to use that on
new projects, creating a 100mb workspace for each mod isnt an
option for me.
L784[12:55:37] <PaleoCrafter> the
workspace shouldn't be a 100mb unless you use ATs
L785[12:55:39] <gigaherz> well that's how
it works
L786[12:55:39] <masa> legendff: I sent you
a pm with a basic explanation
L787[12:55:49] <gigaherz> also the
workspace uses shared libs
L788[12:55:56] <gigaherz> forge sources,
mc dependencies, etc
L789[12:55:58] <PaleoCrafter> ^
L790[12:56:08] <gigaherz> are shared for
all workspaces using the same version of forge and mappings
L791[12:56:19] <gigaherz> you basically
have one set of libraries for each pair of forge+mappings
L792[12:57:56] <gigaherz> althouhg, I just
measured it
L793[12:58:03] <gigaherz> my mod folders
are around 300-400mb each
L794[12:58:03] <gigaherz> XD
L795[12:58:37] <gigaherz> my modding
folder is > 6gb
L796[12:58:37] <gigaherz> ;P
L797[12:58:51] <PaleoCrafter> maybe it
actually puts assets in the mod's folder?
L798[12:59:01] <gigaherz> the build/
folder is the biggest
L799[12:59:24] <gigaherz> actually the
biggest is run/saves
L800[12:59:30] <TehNut> I build everything
on my server, so my local modding directories aren't too huge
L801[12:59:31] <gigaherz> but excluding
the debugworlds
L802[13:00:01] <TehNut> Oh, also it's a
blue refresh button, not green
L803[13:00:05] <TehNut> oopys
L805[13:02:17] <LexLap2> and someone is
bitching about a few 100 MB? Wow....
L806[13:02:37] <LexLap2> Go take $10 and
get yourself a 20gb flash drive and you'll be fine.
L807[13:09:00] <williewillus> gigaherz:
mine is just 2 :P
L808[13:09:27] <williewillus> 600M for
Botania, 250 for Forge, 220 for PE, and 150 ish for about 4
others
L809[13:09:55] <PaleoCrafter> how are you
modding the pocket edition?!?1!?
L810[13:10:10] <williewillus> my multimc
folder is only 2G as well surprisingly
L811[13:10:14] ***
AbrarSyed is now known as Abrar|gone
L812[13:10:30] *
williewillus is not sure if that question was serious or not
:P
L813[13:10:55] <PaleoCrafter> the '1'
didn't get there by accident :P
L814[13:11:08] <gigaherz> you could
shorten it to PjE and then there wouldn't be any
jokes/confusions
L815[13:11:09] <gigaherz> ;p
L816[13:11:23] <TehNut> but then there
wouldn't be any jokes/confusions
L817[13:11:26] <williewillus> meh
L818[13:11:38] <williewillus> :P
L819[13:11:47] <gigaherz> oh btw
williewillus
L820[13:12:00] <gigaherz> I was trying to
play with botania on 1.8.9 (the pioneers modpack)
L821[13:12:18] <gigaherz> and the JEI
recipes for the flowers don't actually open the right flower?
L822[13:12:43] <williewillus> i thought i
fixed that
L823[13:12:52] <gigaherz> maybe they use
an old version
L824[13:12:53] <williewillus> which
version does it hvae
L825[13:13:17] <gigaherz> 299
L826[13:13:23] <williewillus> hm its still
there
L827[13:13:28] <williewillus> i'll
recheck
L828[13:27:14] ***
Kaiyouko is now known as Kaiyouka
L829[13:28:39]
⇨ Joins: KnightMiner
(~KnightMin@adsl-68-255-5-52.dsl.emhril.sbcglobal.net)
L830[13:36:06] ⇦
Quits: Sprocks
(~Sprocks@bmtnon3746w-lp130-05-1176475207.dsl.bell.ca) (Ping
timeout: 201 seconds)
L831[13:38:39] <legendff> LexLap2: not
bitching about a few 100mb. My liteloader workspace is 600mb big,
completely fine, as long as I don't have to set it up for every of
the 243 mods Ive written so far lol. Anyways Got a solution now
thats working. Thanks everyone :p
L832[13:38:49]
⇨ Joins: Sprocks
(~Sprocks@BMTNON3746W-LP130-05-1176475207.dsl.bell.ca)
L833[13:39:03] <PaleoCrafter> uhm... 243
mods?
L834[13:39:20] <gigaherz> wat
L835[13:39:48] <gigaherz> you plan on
working on 243 mods at once?
L836[13:40:01] <Temportalist> ^^^^^^
L837[13:40:17] <PaleoCrafter> it could
obviously be 243 dirt to diamond mods, with various in- and output
sizes
L838[13:40:43] <gigaherz> wait
L839[13:40:48] <gigaherz> 243 that you
have created *so far*
L840[13:40:48] <gigaherz> wtf
L841[13:40:51] <legendff> ye
L842[13:40:55]
⇨ Joins: vox
(~voxmods@pool-71-178-241-173.washdc.fios.verizon.net)
L843[13:41:03] <gigaherz> why so many
lol
L844[13:41:07] <gigaherz> just make a
single one with a config file
L845[13:41:07] <gigaherz> XD
L846[13:41:09] <PaleoCrafter> also, read
the topic, legendff
L847[13:41:35] <PaleoCrafter> tsk, configs
are way too complex, gigaherz :P
L848[13:41:56] <PitchBright> o/
L850[13:42:05] <gigaherz> meh it's just a
"simple" pattern
L851[13:42:08] ⇦
Parts: legendff
(~legendff@dslb-188-106-210-015.188.106.pools.vodafone-ip.de)
(Leaving))
L852[13:42:24] <PaleoCrafter> it's too
much work for a dirt do diamond mod though
L853[13:42:31] <gigaherz> true
L854[13:42:35] <gigaherz> although I
guess
L855[13:42:39] <gigaherz> maybe he has one
mod per recipe
L856[13:42:43] <PaleoCrafter> which makes
we wonder, is there a dirt to diamond enterprise edition? xD
L857[13:42:43] <gigaherz> dirt to
gravel
L858[13:42:47] <gigaherz> gravel to
cobble
L859[13:42:48] <gigaherz> cobble to
stone
L860[13:42:51] <vox> zenith|coding, man
that's awesome though
L861[13:42:53] <gigaherz> stone to
obsidian
L862[13:42:54] <gigaherz> etc
L863[13:43:01] <vox> I'm already looking
forward to that mod
L864[13:43:21] <vox> Btw you planning for
an API so other mods can add recipes for their own materials?
L865[13:43:28] <vox> I'd be a fan :D
L866[13:43:41] <zenith|coding> It'll be
json-based
L867[13:43:58] <zenith|coding> There will
be a config folder where you can add recipes.
L868[13:44:00] <vox> Awesome
L869[13:44:17] <zenith|coding> Basically
it will pull in each json file in that directory and parse them
out
L870[13:44:19] <gigaherz> fancy, although
that sortof makes it annoying for modders to add recipes
programmatically ;P
L871[13:44:31] <zenith|coding> There'll be
a hook as well :)
L872[13:44:39] <gigaherz> nice ;P
L873[13:45:01]
⇨ Joins: alex_6611
(~alex_6611@p5DE79617.dip0.t-ipconnect.de)
L874[13:45:11] <zenith|coding> There's a
recipe registry, similar to the minecraft one
L875[13:45:17] <zenith|coding> I made the
api call similar as well
L876[13:45:28] <gigaherz> what version of
mc?
L877[13:45:35] <gigaherz> if you are doing
it on 1.9
L878[13:45:46] <zenith|coding> 1.8.9 for
now. Once 1.9 is more stable, I'll move over to that
L879[13:45:58] <zenith|coding> It's still
*way* early though
L880[13:46:02] <gigaherz> 1.9 has a
generic registry system
L881[13:46:08] <zenith|coding> (in the
mod's life I mean)
L882[13:46:10] <gigaherz> although it's
not meant for recipes hmm
L883[13:46:26] <gigaherz> there were talks
about a generic recipe registration system, iirc
L884[13:46:33] <zenith|coding> I've been
working on it for maybe 2 weeks. Probably another month or two
before an alpha release
L885[13:46:34] <gigaherz> maybe it will
happen in the 1.9.x series
L886[13:46:55] <vox> I think that's a
thing actually
L887[13:47:05] <vox> lemme see if I'm
being dumb or not
L888[13:47:28] <zenith|coding> There's a
lot of special sauce in my recipes, and in the recipe handler
L889[13:47:48] <gigaherz> normal crafting
recipes end up as an IRecipe class
L890[13:47:56] <zenith|coding> So even if
there is a generic recipe handler at some point, I probably won't
use it for the transmutation recipes TBH
L891[13:47:57] <vox> > Blocks, Items,
Potions, PotionTypes, SoundEvents, Enchantments, Biomes, etc.
L892[13:48:04] <gigaherz> that has methods
to get the outputs based on the existing inputs
L893[13:48:27] <gigaherz> vox: yeah those
are registries for "things"
L894[13:48:35] <vox> Yeah
L895[13:48:35] <gigaherz> and you can add
new registrable things
L896[13:48:39] <gigaherz> but it's not for
recipes
L897[13:48:47] <vox> Oh, that's annoying a
bit
L898[13:48:50] <vox> Good to know
though
L899[13:48:55] <gigaherz> since recipes
aren't a "Map<ResourceLocation, Object>"
L900[13:48:59] <gigaherz> they are just
lists
L901[13:49:10] <gigaherz> where the first
one to accept the job takes it
L902[13:49:23] <gigaherz> so a generic
recipe
L903[13:49:24] <gigaherz> would be
like
L904[13:49:55] <Wuppy> marble sand races
are the best xD
L905[13:49:59] <gigaherz>
IGenericRecipe<InputsType, OutputsType> { boolean
accepts(InputsType data); OutputsType getResult(InputsType data);
}
L906[13:50:14] <gigaherz> and then all he
recipe registries would extend from there
L907[13:50:47] <gigaherz> (code just for
example purposes, not meant to match any actual
implementation)
L908[13:53:33] <Flenix> Anyone got any
ideas how I could approach checking if a player fell from height
but then landed in something like water, or grabbed a ladder? the
LivingFallEvent only gets called when they actually collide with a
solid block
L909[13:53:44] <Flenix> I basically want
to know if the player fell enough to take damage, but somehow
avoided that damage
L910[13:53:59] <PaleoCrafter> look at how
vanilla checks it?
L911[13:54:10] ***
zenith|coding is now known as zenith|away
L912[13:54:25] <gigaherz> Flenix:
iirc
L913[13:54:35] <gigaherz> mc has a
"blocks fallen" counter in the entity
L914[13:54:48] <gigaherz> which gets reset
when you do anything that cancels fall damage
L915[13:54:54] <gigaherz> even if you slow
the player down
L916[13:55:01] <gigaherz> if you don't
reset that number, it will still kill you
L917[13:55:23] <gigaherz> that's why I do
this in my magic mod: (fetching link)
L918[13:55:34] <PaleoCrafter> testing such
a feature in creative can be literally fater later on, btw :P
L920[13:55:42] <PaleoCrafter> *fatal
L921[13:56:10] <gigaherz> isntead of
resetting the fall damage completely as most blocks do
L922[13:56:25] <gigaherz> I adjust the
block count with the same % reduction that I applied to the
speed
L923[13:57:37] <vox> back in the 1.1-1.2
days I played with a mod that had creative flight, but you always
had to make sure you landed higher or on equal height from where
you took off
L924[13:57:39] <gigaherz> anyhow what I
meant is, if you were to keep a separate counter elsewhere
L925[13:57:54] <vox> because they didn't
manage fall damage correctly
L926[13:57:54] <gigaherz> and once
touching the ground
L927[13:58:00] <gigaherz> you check if the
two values don't match
L928[13:58:10] <gigaherz> that'd mean
there was a fall damage reduction along the way
L929[13:58:26] <gigaherz> vox: they
probably didn't reset this fall counter ;P
L930[13:58:32] <Flenix> Alright, I'll have
a play around with that, thanks
L931[13:58:39] <vox> probably not :P
L932[13:58:56] <Flenix> I remember using
that mod too, first mod I ever used actually
L933[13:59:10] <vox> I don't even remember
what mod that was.... those were my Tekkit days because that's what
all of my friends were playing at the time :P
L934[13:59:15] <PaleoCrafter> what exactly
is it you're trying to achieve, btw, Flenix?
L935[13:59:18]
⇨ Joins: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de)
L936[13:59:22] <PaleoCrafter> just
something with fall damage?
L937[13:59:44] <Flenix> I've been working
on a skills mod, I want to give XP if they've fallen but managed to
avoid the fall damage by landing in water etc
L938[14:00:01] <PaleoCrafter> ah,
okay
L939[14:00:11] <vox> that's pretty
cool
L940[14:00:38] <PaleoCrafter> then I'd
just duplicate the logic for the damage in
EntityLivingBase.fall
L941[14:00:39] <Flenix> The mod itself is
based loosely around SAO, if any of you have watched that. This is
the aerobatics skill, first real skill I'm working on :P
L942[14:04:46] <Intektor> has someone an
idea how I get the ItemRenderer object in 1.7.10?
L943[14:05:20] <PaleoCrafter> wat
L944[14:05:25] <masa> eek 1.7
L945[14:05:40] <tterrag> I don't really
think it has changed
L946[14:05:51] <Intektor> some weirdo
wants to pay me if I downgrade my mod to 1.7.10
L947[14:05:57] <PaleoCrafter> oh,
ItemRenderer actually was a thing, wasn't aware of that
L948[14:05:57] <gigaherz> lol
L949[14:06:05] <vox> Flenix: SAO is the
only anime that I've ever liked
L950[14:06:18] <vox> And only then really
the first two-ish arcs, mainly the first
L951[14:06:24] <Intektor> So what was it
back then?
L952[14:06:26] <vox> That would make a
good game, imo
L953[14:06:31] <gigaherz> vox: but but,
there's some anime from the 90s and early 2000s that's way better
than that ;P
L954[14:06:43] <PaleoCrafter> they'd
better invest their money in some thugs to get other authors to
update to 1.8+
L955[14:06:45] <vox> Not any that I've
watched ;P
L956[14:06:53] <Flenix> I really liked it,
hence starting this. Then the guys who make the MCSAO mod asked me
to help them, so this is gonna be part of the revamp of that
too
L957[14:06:58] <gigaherz> not even stuff
like Eureka seven?
L958[14:07:26] <vox> I haven't watched
that
L959[14:07:30]
⇨ Joins: Blubberbub
(~Blubberbu@pD953C28C.dip0.t-ipconnect.de)
L960[14:07:33] <gigaherz> FLCL?
L961[14:07:47] <vox> Nope. I'm pretty
anime-deprived :P
L962[14:07:58] <gigaherz> ;P
L963[14:08:02] <vox> SAO, Aldnoah.Zero was
okay, a few others that I don't remember
L964[14:08:32] <gigaherz> so the issue is
you haven't really watched the good animes
L965[14:08:44] <gigaherz> (SAO is good --
I'm not denying that, it'sj ust not the only good one ;P)
L966[14:08:45] <tterrag> Intektor: just
create your own
L967[14:08:55] <Intektor> ok thanks
L968[14:09:06] <tterrag> though - why do
you need it?
L969[14:09:08] <vox> Apparently :P
L970[14:09:29] <tterrag> there is also
RenderManager.instance.itemRenderer
L972[14:09:59] <TehNut> >Dragon Ball
Z
L973[14:10:01] <gigaherz> all the ones
that show up in google's contextual results bar at the top
L974[14:10:13] <gigaherz> are relatively
good ;P
L975[14:10:44] <TehNut> I can agree with
some of those there
L976[14:11:02] <gigaherz> evangelion was
good, then the ending made it bad retroactively
L977[14:11:17] <gigaherz> spend the whole
anime waiting for things to get better
L978[14:11:23] <gigaherz> then nope. ends
up worse.
L979[14:12:59] <vox> Meh I really didn't
like DragonBall Z or any of the other ones
L980[14:13:05] <vox> seemed... just not
that great
L981[14:13:13] <gigaherz> DBZ is one of
the worst in the list, tbh
L982[14:13:13] <gigaherz> XD
L983[14:13:24] <TehNut> YuGiOh is on that
list too
L984[14:13:46] <TehNut> And Naruto
L985[14:13:50] <gigaherz> narute was
nice
L986[14:13:55] <gigaherz> until the
filler
L987[14:14:03] <TehNut> Yeah that killed
it
L988[14:14:22] <gigaherz> I continued
reading the manga
L989[14:14:24] <gigaherz> but ignored the
anime
L990[14:14:40]
⇨ Joins: Actuarius (~Actuarius@195.91.246.187)
L991[14:14:40]
MineBot sets mode: +v on Actuarius
L992[14:15:37] <vox> When I was a kid I
used to watch the YuGiOh tv shows
L993[14:15:40] <tterrag> fry: update?
:P
L994[14:16:05] <gigaherz> yugioh never
interested me, neither did pokemon
L995[14:16:14] <gigaherz> I did watch a
couple of seasons of digimon
L996[14:16:16] <gigaherz> but meh
L997[14:16:31] <fry> power outage :P
L998[14:16:48] <tterrag> it's not on a
server?
L999[14:16:49] <PaleoCrafter> $xy
L1000[14:16:53] <PaleoCrafter> FRY,
WHY
L1001[14:16:59] <tterrag> $ xy
L1002[14:16:59] <Actuarius> Usage: $
[labels|labels add|labels remove|assign|deassign|open|close]
[<issue>] [<label>|<assignee>]; add supports a
list of labels
L1003[14:17:04] <tterrag> still no
:P
L1004[14:17:22] <PaleoCrafter> WHERE'S DA
REPO
L1005[14:19:10] <tterrag> fry: I could
put it on my server, if you need something to host it on
L1006[14:19:22] <tterrag> though, lex is
probably a better person to ask :P
L1007[14:19:33] <Intektor>
world.addSceduledTask does not seem to exist in 1.7.10, what should
I do?
L1008[14:19:44] <Intektor> I am working
in IMessageHandler
L1009[14:19:49] <PaleoCrafter>
nothing
L1010[14:19:52] <williewillus> you don't
need to do that in 17
L1011[14:19:53] <fry> I do have a server
of my own, it's just easier to update it if it's running locally
:D
L1012[14:20:12] <PaleoCrafter> don't you
have a full deployment system and everything though? :P
L1013[14:20:21] <fry> sbt stage
L1014[14:20:27] <PaleoCrafter> gotta go
enterprisy
L1015[14:21:49]
⇦ Quits: AnrDaemon (~ZNC@darkdragon-nln.starlink.ru) (Ping
timeout: 384 seconds)
L1016[14:23:08]
⇨ Joins: AnrDaemon
(~ZNC@darkdragon-nln.starlink.ru)
L1017[14:27:49]
⇨ Joins: Ipsis
(~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
L1018[14:31:27]
⇦ Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Ping
timeout: 384 seconds)
L1019[14:36:47] <theFlaxbeard> Just
starting out using 1.8.9 foge. One of my blocks has a TESR, how can
I have it not have a JSON model at all?
L1020[14:38:49]
⇦ Quits: Intektor (~Intektor4@p5B275ECF.dip0.t-ipconnect.de)
(Quit: Leaving)
L1021[14:41:27]
⇨ Joins: Intektor
(~Intektor4@p5B275ECF.dip0.t-ipconnect.de)
L1023[14:41:44] <gigaherz> theFlaxbeard:
are ALL the parts of the model dynamic?
L1024[14:41:55] <gigaherz> because it's
much better to have the static parts in a json/obj/b3d model
L1025[14:41:58] <theFlaxbeard> gigaherz:
Yes
L1026[14:42:11] <gigaherz> so that when
you move away
L1027[14:42:16] <gigaherz> beyond TESR
render limit
L1028[14:42:17] <Intektor> what do I have
to change?
L1029[14:42:20] <gigaherz> there's still
something drawn
L1030[14:42:30] <theFlaxbeard> gigaherz:
It's a gear, the whole thing rotates.
L1031[14:42:38] <gigaherz> I know there's
something for when a block is only TESR
L1032[14:42:42] <gigaherz> but I can't
remember what it was XD
L1033[14:42:50] <theFlaxbeard> :P
L1035[14:44:36] <williewillus> override
getRenderType
L1036[14:44:37] <gigaherz> Override
getRenderType() in your block class as needed. Default is 3: static
model with optional TESR. 2: Force TESR only. [...]
L1037[14:44:44] <gigaherz> that's
probably it ;P
L1038[14:45:00] <williewillus> return 2
in 1.8.9 or ENTITYBLOCK in 1.9
L1039[14:45:39] <williewillus> which will
force tesr only, note that the json model is still used for the
digging particle by default so I usually specify a
"dummy" model that exists only to specify the #particle
texture
L1040[14:47:10] <gigaherz> this should
work for an empty dummy block: { "forge_marker": 1,
"variants": { "normal": {
"model":"builtin/entity", "textures":
{ "particle": "particle texture" } } } }
L1041[14:47:34] <gigaherz> (in the
blockstates file, that is)
L1042[14:47:48] <gigaherz> oops
"normal": [{ ... }]
L1043[14:47:55] <gigaherz> there shoudl
be the extra [] around that block
L1044[14:50:30] <williewillus> i don't
know how builtin/entity is parsed
L1045[14:50:32] <williewillus> lemme
try
L1046[14:50:41] <williewillus> its
posible forge blockstate doesn't even parse it?
L1047[14:50:59] <williewillus> I just
have a model json with a 0 sized cube :P
L1048[14:51:12] <theFlaxbeard>
williewillus: Is this correct?
L1049[14:51:13] <theFlaxbeard> gigaherz:
{ "forge_marker" : 1, "variants": {
"normal": [{ "model":
"builtin/entity", "textures: {"particle" :
"sprockets:blocks/test" } } ] } }
L1050[14:51:44] <williewillus> gigaherz:
it might not
L1051[14:51:52] <williewillus> vanilla
tesrs have particles hardcoded
L1052[14:51:53] <williewillus> -.-
L1053[14:53:59] <williewillus> yeah
doesn't work
L1054[14:55:03] <williewillus> wait nvm i
didn't set it properly an extra 3 snuck in there :P
L1055[14:55:24] <williewillus> trying
again
L1056[14:55:55]
⇦ Quits: Nitrodev (~Nitrodev@87-92-75-66.bb.dnainternet.fi)
(Quit: Leaving)
L1057[14:56:31] <williewillus> doesn't
work, builtin/entity is not recognized by the forge blockstate
json
L1058[14:56:59] <PaleoCrafter> fry once
suggested builtin/generated to me, can't remember if it worked
though
L1059[14:57:25]
⇨ Joins: Nitrodev
(~Nitrodev@87-92-75-66.bb.dnainternet.fi)
L1060[14:58:13]
⇨ Joins: Cojo
(~Cojosan@west-4b-pat-1.oit.duke.edu)
L1061[14:58:22] <williewillus> i guess
that would work if you're never going to render that model
L1062[14:58:56] <williewillus> huh
interesting the vanilla tesr blocks don't even have blockstate
files
L1063[14:59:00] <williewillus> where does
it do that?
L1064[14:59:09] <williewillus> remove
that requirement i mean
L1065[14:59:18] <williewillus> without
erroring
L1066[15:00:30] ***
kroeser is now known as kroeser|away
L1067[15:00:52] <williewillus> oh,
hardcoded
L1068[15:01:00] <williewillus> of course
what was I expecting :P
L1069[15:04:03]
⇦ Quits: Zyferus
(Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping
timeout: 190 seconds)
L1070[15:05:06]
⇨ Joins: aef (~aef@schweinehegel.raxys.net)
L1071[15:06:15]
⇦ Quits: sciguyryan (~sciguyrya@95.211.184.243) (Remote host
closed the connection)
L1072[15:12:49]
⇦ Quits: aef (~aef@schweinehegel.raxys.net) (Ping timeout:
384 seconds)
L1073[15:13:58]
⇨ Joins: killjoy
(~killjoy@2606:a000:1118:c020:cd1d:4f97:7c81:74cb)
L1074[15:14:24]
⇦ Quits: Intektor (~Intektor4@p5B275ECF.dip0.t-ipconnect.de)
(Quit: Leaving)
L1075[15:14:31]
⇦ Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 384
seconds)
L1076[15:14:59]
⇨ Joins: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net)
L1077[15:15:39] <gigaherz> hmm
builtin/entity doesn't work?
L1078[15:15:44] <gigaherz> I coudl have
sworn I saw someone use it
L1079[15:16:15] *
gigaherz shrugs
L1080[15:16:21] <gigaherz> maybe it was
someone complaining that it didn't work
L1081[15:16:21] <gigaherz> XD
L1082[15:16:37]
⇦ Quits: RichardG (richardg86@201.17.106.149) (Ping timeout:
201 seconds)
L1083[15:17:36] ***
PaleoCrafter is now known as PaleOff
L1084[15:19:47]
⇦ Quits: Blubberbub
(~Blubberbu@pD953C28C.dip0.t-ipconnect.de) (Read error: Connection
reset by peer)
L1085[15:20:47]
⇦ Quits: founderio
(~Thunderbi@p200300C4E3C65B00E896A86C17867E02.dip0.t-ipconnect.de)
(Quit: founderio)
L1086[15:21:14]
⇦ Quits: Hunterz (~hunterz@62.182.234.189) (Quit:
Leaving.)
L1087[15:21:53]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L1088[15:31:21]
⇨ Joins: thecodewarrior
(~thecodewa@75-128-36-21.static.mtpk.ca.charter.com)
L1089[15:33:13]
⇦ Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 384
seconds)
L1090[15:38:45]
⇨ Joins: DanYeomans
(~DanYeoman@135-23-231-89.cpe.pppoe.ca)
L1091[15:39:02] <DanYeomans>
realistically, should i still support 1.7.10 version of my
mod
L1092[15:39:22] <capitalthree> define
"support"
L1093[15:39:43] <DanYeomans> i added a
new feature to my 1.8.x version of my mod, and ive been requested
to implement it in 1.7.10
L1094[15:39:49] <capitalthree> bugfixes I
would say, yes, new feature development, not if you don't feel like
it
L1095[15:40:04]
⇦ Quits: Ipsis (~Ipsis@82-69-71-184.dsl.in-addr.zen.co.uk)
(Ping timeout: 384 seconds)
L1096[15:40:04] <capitalthree> if it's
easy and you don't mind, backports are nice
L1097[15:40:08] <capitalthree> but you're
not obligated
L1098[15:40:12] <DanYeomans> well
L1099[15:40:23] <DanYeomans> i'm having
trouble with TESRs
L1100[15:40:28] <DanYeomans> because i
added a new block type
L1101[15:40:36] <DanYeomans> that uses
the same tile entity as another block type
L1102[15:40:41] <DanYeomans> but they
need different renderers
L1103[15:40:49] <DanYeomans> and as far
as i can tell i'd have to just make a new tileentity to do
that
L1104[15:41:22] <DanYeomans> also
backporting my code caused literally everything to break so
:S
L1105[15:41:38] <capitalthree> I wouldn't
bother in your shoes :P
L1106[15:41:45] <gigaherz> DanYeomans: I
wouldn't add new features to 1.7.10
L1107[15:41:51] <gigaherz> just bugfix
crashes
L1108[15:41:52] <capitalthree> if it's
open source, tell your users they're welcome to backport it and
make a PR
L1109[15:41:55] <DanYeomans> yeah that's
what i was thinking
L1110[15:42:26] <DanYeomans> the 1.8
version source is available. 1.7.10 support was actually a last
minute thing i did
L1111[15:43:36] <capitalthree> you prolly
wanna share your 1.7.10 source if you want them to have a fighting
chance :P
L1112[15:43:40] <capitalthree> what's the
feature?
L1113[15:44:45] <DanYeomans> i added
cross-dimensional teleporters. they use the same tile entity as my
regular teleporter
L1114[15:45:38] <DanYeomans> so both of
the blocks inherit a base teleporter block class. the tile entity
is the same. when i run the game both blocks use the new block's
appearance
L1115[15:45:57] <capitalthree> can I see
how the renderer is defined?
L1116[15:46:05] <capitalthree> or
specified
L1117[15:46:15] <capitalthree> in the
tileentity's code
L1119[15:48:06] <DanYeomans> oops hold on
i made a change
L1120[15:48:09] <DanYeomans> one
second
L1121[15:48:36] <DanYeomans> in the
client proxy they're both supposed to use the
TileEntityTeleporter
L1122[15:48:57] <DanYeomans> i was
messing around with the idea but it's messy
L1123[15:50:33] <capitalthree> I see:
renderTileEntityAt(TileEntity te
L1124[15:50:45] <capitalthree> can you
make one renderer that does different things depending on the
te?
L1125[15:51:43] <DanYeomans> i could but
i'm not sure how that'd work
L1126[15:51:49] <DanYeomans> the models
are the same
L1127[15:51:57] <DanYeomans> the issue is
the textures are also the same
L1128[15:52:09] <DanYeomans> the models
are supposed to be the same, i mean
L1129[15:53:07] <capitalthree>
DanYeomans: line 28 in your paste
L1130[15:53:15] <capitalthree> can't you
just bind a different texture
L1131[15:53:19] <DanYeomans> i am
L1132[15:53:22] <capitalthree> based on
what tileentity you get?
L1133[15:53:33] <DanYeomans> the
tileentity is the same, though
L1134[15:53:40] <DanYeomans> so i
couldn't check based on that
L1135[15:53:44] <capitalthree> ohh
L1136[15:54:06] <capitalthree> you can't
give your tileentity a flag so it knows which kind it is?
L1137[15:54:22] <DanYeomans> i could i
suppose
L1138[15:54:31] <DanYeomans> it's a gross
hack but i'll do it
L1139[15:54:44] <capitalthree> honestly
if you want the easiest object oriented way
L1140[15:54:56] <capitalthree> give the
tileentity itself a function that returns its texture
L1141[15:55:19]
⇦ Quits: Cojo (~Cojosan@west-4b-pat-1.oit.duke.edu) (Quit:
Beds explode goodnight)
L1142[15:55:37] <theFlaxbeard> Is FMP out
for 1.8 or 1.9 yet?
L1143[15:55:37] <capitalthree> or a
member assigned at creation
L1144[15:55:52] <DanYeomans> i dont
really want to put too much effort into it
L1145[15:55:58] <gigaherz> theFlaxbeard:
FMP?
L1146[15:56:03] <theFlaxbeard> Forge
MultiPart
L1147[15:56:03] <DanYeomans> i'll just
make 2 textures in the TESR
L1148[15:56:09] <capitalthree> I don't
see why it's a gross hack to make your tileentity aware of what it
is, when it's what's passed into the render thing xD
L1149[15:56:15] <gigaherz> there's
mcmultipart now
L1150[15:56:15] <theFlaxbeard> Doesn't
appear so
L1151[15:56:20] <gigaherz> it replaces
the old one
L1152[15:56:21] <DanYeomans> and it
checks the block associated with the tileentity
L1153[15:56:23] <gigaherz> since it
needed a rewrite
L1154[15:56:32] <theFlaxbeard> Oh
cool
L1155[15:56:55] <gigaherz>
#mcmultipart
L1156[15:57:57]
⇦ Quits: Nitrodev (~Nitrodev@87-92-75-66.bb.dnainternet.fi)
(Read error: Connection reset by peer)
L1157[15:58:43]
⇦ Quits: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl) (Ping
timeout: 190 seconds)
L1158[15:59:46]
⇦ Quits: Loetkolben
(~Loetkolbe@ipbcc17c0a.dynamic.kabel-deutschland.de) (Quit: Over
and Out!)
L1159[16:00:37]
⇨ Joins: Zyferus
(~Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L1160[16:12:53]
⇦ Quits: alex_6611 (~alex_6611@p5DE79617.dip0.t-ipconnect.de)
(Ping timeout: 384 seconds)
L1161[16:18:18]
⇦ Quits: PieGuy128
(~PieGuy128@MTRLPQ5031W-LP130-03-2925246979.dsl.bell.ca) (Quit:
Leaving)
L1162[16:18:30] <Temportalist> could
there be issues with Capabilities and Scala?
L1163[16:18:43] <gigaherz> no idea
L1164[16:18:54] <TehNut> Neotech uses
Capabilities and Scala just fine
L1165[16:19:04] <Temportalist> can I see
his code somewhere?
L1167[16:19:31] <gigaherz> Neotech is the
mod, not the author
L1168[16:19:32] <gigaherz> XD
L1169[16:19:38] <Temportalist> i figured
that
L1170[16:28:14] <Temportalist>
Update
L1171[16:28:27] <Temportalist>
@CapabilityInject only worked when as a java static field
L1172[16:28:39] <Temportalist> it did not
work when as a varaible in a scala object
L1173[16:28:44]
⇨ Joins: sinkillerj
(~sinkiller@nc-67-232-14-71.dhcp.embarqhsd.net)
L1174[16:29:01] <gigaherz> can't do
static fields in scala?
L1175[16:29:13] <Temportalist> an field
in an object IS a static field
L1176[16:29:20] <Temportalist>
eerrrr
L1177[16:29:25] <Temportalist> scratch
that
L1178[16:29:30]
⇦ Quits: Noppes (~Noppes@82-168-99-26.ip.telfort.nl) (Read
error: Connection reset by peer)
L1179[16:29:35] <Temportalist> no, you
cannot to my knowledge
L1180[16:29:50]
⇨ Joins: MattDahEpic
(~MattDahEp@174-16-188-51.hlrn.qwest.net)
L1181[16:30:40] <TehNut> i thought that's
what "lazy" was?
L1182[16:31:02] <TehNut> But this is
merely from looking at some scala files I didn't understand
L1183[16:31:36] *
Temportalist goes to learn about lazy vals
L1184[16:32:01] <Temportalist> "In
contrast to a method (defined with def) a lazy val is executed once
and then never again."
L1185[16:33:02] <TehNut> oh
L1186[16:33:06] <TehNut> nevermind me
then
L1188[16:35:28] <TehNut> Ah
L1189[16:35:33]
⇨ Joins: TheMike
(~Mike@2607:5300:60:47bc:1ceb:da::)
L1190[16:35:35] <TehNut> Well you'll have
to do hybrid stuff then
L1191[16:36:12] <Temportalist> yup
L1192[16:37:37]
⇨ Joins: madcrazydrumma
(~madcrazyd@host-89-241-237-241.as13285.net)
L1193[16:38:12] <madcrazydrumma> Im
rendering my health bar myself, and so far I render it as follows
from 0 to current health as the width. I still want the same, but I
want the bar to go in equally from the sides
L1194[16:38:15] <madcrazydrumma> so it
goes inward
L1195[16:38:42]
⇦ Quits: TheMike (~Mike@2607:5300:60:47bc:1ceb:da::) (Read
error: Connection reset by peer)
L1196[16:38:53]
⇨ Joins: TheMike_
(~Mike@2607:5300:60:47bc:1ceb:da::)
L1197[16:43:59] <gigaherz> Temportalist:
I still think it's sortof stupid to do that
L1198[16:44:05] <gigaherz> I mean not
allow statics
L1199[16:44:10] <gigaherz> even for
cross-compatibility
L1200[16:44:57] <Temportalist> I think
it's stupid that they don't compile down to statics
L1201[16:45:08] <gigaherz> oww oww
oww
L1202[16:45:18] <gigaherz> I jsut
scratched myself under a nail with a pointy object
L1203[16:45:20] ***
amadornes is now known as amadornes[OFF]
L1204[16:46:22] <madcrazydrumma>
gigaherz, that sucks; ive done that plenty o' times
L1205[16:46:58] <madcrazydrumma> btw;
http://pastebin.com/0MSuD1gp -> the middle of the
inner bar and the last one.. i want the middle one to collapse
inward as i described above, and i want the last one to move into
the right
L1206[16:47:07] <madcrazydrumma> I tried
doing something but it was just shifting the whole bar
L1207[16:47:27]
⇦ Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be)
(Ping timeout: 384 seconds)
L1209[16:57:57] <HassanS6000> How would I
go about making an itemframe with text above it in 1.8.9
L1210[17:00:20]
⇦ Quits: Samario
(~Samario@cpc5-bigg3-2-0-cust219.9-2.cable.virginm.net) (Quit: See
ya.)
L1211[17:00:35] <williewillus> what do
you mean text above it?
L1212[17:00:38] <madcrazydrumma> hahaha
diesieben07
L1213[17:00:45] <williewillus> vanilla
item frames only show text if the item inside them is named
L1214[17:01:14] <williewillus> lol
what
L1215[17:01:24]
⇦ Quits: Lunatrius (~Lunatrius@cpe-77.38.77.164.cable.t-1.si)
(Read error: Connection reset by peer)
L1216[17:01:41]
⇨ Joins: Lunatrius
(~Lunatrius@cpe-77.38.77.164.cable.t-1.si)
L1217[17:02:04] <HassanS6000> yea i got
that, figured out another way to do what i wanted
L1218[17:02:26] <Temportalist>
diesieben07: what the literal fuck
L1219[17:02:41] <diesieben07> yes
:D
L1220[17:02:52] <diesieben07> "me
me" to be pronounced in the seananners way.
L1221[17:04:33] <HassanS6000> Lol any
ideas on getting this to be more than one line, or is that not
possible?
L1223[17:06:17] <madcrazydrumma>
diesieben07, could you check my problem? :3
L1224[17:06:28] <diesieben07> which
is...?
L1225[17:06:35] <madcrazydrumma>
HassanS6000, [LS] meant to be a new line?
L1226[17:06:47] <madcrazydrumma> [22:47]
diesieben07
L1227[17:06:50] <HassanS6000>
madcrazydrumma: yea, it seems like the way I'm doin it is not
workin
L1228[17:06:51] <diesieben07>
FR.drawString can only draw a single line
L1229[17:06:56] <madcrazydrumma> ^^
L1230[17:06:57] <diesieben07> you have to
split it and draw multiple lines
L1231[17:07:04] <HassanS6000> How would I
go about it
L1232[17:07:14] <madcrazydrumma> Like he
said, split it and draw multiple lines
L1233[17:07:26] <diesieben07>
Splitter.on('\n') => put in a static final field
L1234[17:07:34] <diesieben07> then
SPLIT.split(text)
L1235[17:07:41] <diesieben07> and foreach
over that
L1236[17:07:46] <diesieben07> draw each
line a little lower
L1237[17:08:10] <diesieben07> now you
madcrazydrumma, what is your problem?
L1238[17:08:27] <madcrazydrumma>
http://pastebin.com/0MSuD1gp -> the middle of the
inner bar and the last one.. i want the middle one to collapse
inward as i described above, and i want the last one to move into
the right
L1239[17:09:27] <diesieben07> no idea
what you mean. screenshot? :D
L1241[17:10:06] <madcrazydrumma> the
health bar should decrease evenly on either side and the right bar
should decrease to the right
L1242[17:10:13] <madcrazydrumma> they all
currently decrease to the left
L1243[17:10:18] <diesieben07> oh oh
L1244[17:10:32] <madcrazydrumma> ^^
L1245[17:10:42] <diesieben07>
healthBarWidth = healthBarMaxWidth * (curHealth / maxHealth)
L1246[17:11:21] <diesieben07> then
healthbarStartX = (healthBarMaxWidth - healthBarhWidth) / 2
L1247[17:11:32] <diesieben07> then draw
the bar at healthbarStartX with width healthbarWidth
L1248[17:11:59] <HassanS6000> Where is
the code that draws the string
L1249[17:12:25] <HassanS6000> for the
itemframes
L1250[17:12:49] <madcrazydrumma> Okay and
for the other one diesieben07? I tried it but it just keeps moving
the whole bar to the right xD
L1251[17:12:51] <diesieben07> and for the
right one: rightBarX = rightBarStartX + rigthBarMaxWidth -
rightBarWidth
L1252[17:13:00] <diesieben07>
rightBarStartX = leftmost position of the right bar
L1253[17:13:01] <madcrazydrumma> Alright
cheers, ill go try that now ^^
L1254[17:13:09] <diesieben07>
rightBarWidth = width of the bar that shoudl be drawn
L1255[17:13:22] <madcrazydrumma> okay ill
give it a bash
L1256[17:13:25] <madcrazydrumma> ciao for
now
L1257[17:17:23]
⇦ Quits: madcrazydrumma
(~madcrazyd@host-89-241-237-241.as13285.net) (Ping timeout: 190
seconds)
L1258[17:18:21] ***
MrKickkiller is now known as MrKick|Away
L1259[17:18:58]
⇨ Joins: Naiten (Naiten@82.162.50.100)
L1260[17:19:14]
⇦ Quits: BillGHero (~null@cpe-76-177-51-62.natcky.res.rr.com)
(Quit: Leaving)
L1261[17:21:26] <williewillus> gigaherz:
seen this before?
L1263[17:21:49] <gigaherz> yes
L1264[17:22:00] <gigaherz> means someone
isreturning "new ItemStack(null)"
L1265[17:22:13] <gigaherz> either because
they are crazy, or because some Item wasn't found
L1266[17:22:31] <gigaherz> the current
version should have that fixed, though
L1267[17:22:58]
⇦ Quits: gr8pefish
(~gr8pefish@24-156-81-9.flagcmtk01.res.dyn.suddenlink.net) (Quit:
I'm gone)
L1268[17:23:07] <williewillus> latest 1.9
build on currse
L1269[17:23:09] <williewillus>
*curse
L1270[17:23:32] <gigaherz> hmm I fixed
that in 0.7.3
L1271[17:23:37] <gigaherz> anything newer
thatn that should have worked :/
L1272[17:23:49] <williewillus> blegh I
wish people used the right logger
L1273[17:24:04] <williewillus> i like
knowing what mod a random message comes from :P
L1274[17:24:09] <gigaherz> heh
L1275[17:26:17] <williewillus> also
eleccore looks like it does super hacky shit with rendering
-.-
L1276[17:26:20] <williewillus> y
L1277[17:26:59]
⇨ Joins: KindOne
(kindone@h134.53.90.75.dynamic.ip.windstream.net)
L1278[17:27:58]
⇦ Quits: vox
(~voxmods@pool-71-178-241-173.washdc.fios.verizon.net) (Ping
timeout: 201 seconds)
L1279[17:28:23] <williewillus> welp looks
like mods got a lot more ram intensive, i can't start 1.9 with 1G
of RAM anymore lol
L1280[17:29:42] <gigaherz> lol
L1281[17:30:48] <williewillus> i also
have a suspicion that people are still being dumb and caching
bakedmodels without clearing them on resource reload
L1282[17:31:34] <diesieben07> someone
should make a screaming log entry for that
L1283[17:33:28] <williewillus> 1200M used
on a superflat world
L1284[17:33:31] <williewillus> this isn't
normal
L1285[17:33:41] <williewillus> this isn't
even that many mods
L1286[17:34:02] <williewillus> eh it's
getting a bit better
L1287[17:34:06] <williewillus> gcs down
to ~700M
L1288[17:36:54] ***
williewillus is now known as willieaway
L1289[17:38:24] ***
willieaway is now known as williewillus
L1290[17:38:36] <williewillus> lol some
mod completely borks the block breaking auxsfx
L1291[17:38:38] <williewillus> great
job
L1292[17:43:03]
⇨ Joins: vox
(~voxmods@pool-71-178-241-173.washdc.fios.verizon.net)
L1293[17:44:43]
⇦ Quits: IceDragon (~ThatGuy@184.170.52.232) (Ping timeout:
190 seconds)
L1294[17:46:45] <vox> So what's this
"hayo" that I'm seeing all over the FTB Reddit posts from
Vaz and willie and people
L1295[17:48:22]
⇨ Joins: Zorn_Taov
(~Greenfox@c-71-198-205-107.hsd1.ca.comcast.net)
L1296[17:48:23] <Zorn_Taov> what part of
minecraft downloads the assets? the launcher or the game
itself?
L1297[17:48:28] <williewillus> i assume
you weren't around back in the 1.2.5 and earlier days?
L1298[17:48:32] <williewillus> Zorn_Taov:
launcher
L1299[17:48:34] <vox> I believe the
launcher
L1300[17:48:34] <williewillus> used to be
the game
L1301[17:48:40] <williewillus> but that's
a bad idea so they moved it to launcher
L1302[17:48:43] <Zorn_Taov> crap,
ok
L1303[17:48:51] <vox> willie, I was but
not involved with FTB at all
L1304[17:48:56] <vox> Those were my
Tekkit days
L1306[17:49:33]
⇦ Quits: Poppy (~Poppy@chello085216146055.chello.sk) (Ping
timeout: 201 seconds)
L1307[17:49:33] <tterrag> read the bottom
section
L1308[17:49:39] <tterrag> most of the
pages have something like that :P
L1309[17:50:24] <vox> Hah, that's
awesome
L1310[17:51:05] <williewillus> is there a
way to suppress all the chisel warnings lol
L1311[17:54:58] <tterrag> williewillus:
they have been disabled since build 6
L1312[17:55:29] <williewillus> welp I'm
guessing I have the wrong thing this one has no mcmod.info or
version tags
L1313[17:55:40] <williewillus> i got the
latest one from curse
L1315[17:55:55] <tterrag> what warnings
exactly?
L1316[17:56:17] <williewillus>
"Substituted default .. json for ..."
L1317[17:56:46] <tterrag> ah whoops
L1318[17:56:50] <tterrag> those don't
obey the debug flag
L1320[17:57:44] <tterrag> oh that may or
may not work on 1.9
L1321[17:57:51] <tterrag> I don't
actually know
L1322[17:57:58] <gigaherz> hmmm does the
AE2 crafting interface keep the items in the crafting grid when
closed?
L1323[17:58:07] <gigaherz> I wonder what
my crafting browser should do
L1324[17:58:09] <tterrag> no it won't run
on 1.9
L1325[17:58:10] <tterrag> sec
L1326[18:03:50] <gigaherz> \o/
L1327[18:03:54] <gigaherz> crafting grid
appears to work
L1328[18:04:04] <gigaherz> now I just
need a "clear grid" option
L1329[18:04:12] <gigaherz> toget stuff
back into the inventories
L1330[18:05:11] <williewillus> well I
found out who was putting a null stack in the OD
L1331[18:05:16] <williewillus> it's
quark, probably by accident
L1332[18:05:21] <gigaherz> heh
L1333[18:05:51]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L1334[18:08:50] ***
Flenix is now known as SleepyFlenix
L1335[18:09:07] <gigaherz> hmm are gui
buttons called only on the client?
L1336[18:09:13] <gigaherz> wait nevermind
that
L1337[18:09:18] <gigaherz>
brainfart
L1338[18:09:25]
⇦ Quits: KindOne
(kindone@h134.53.90.75.dynamic.ip.windstream.net) (Quit: Hiring PHP
developers does not contribute to the quota of employees with
disabilities.)
L1340[18:10:13] <tterrag> wait I'm an
idiot
L1341[18:10:13] <tterrag> mappings
L1342[18:14:30]
⇨ Joins: UntouchedWagons
(~quassel@CPEc0c1c02b932c-CMf0f2490e1480.cpe.net.cable.rogers.com)
L1343[18:14:43]
⇦ Quits: DebugsPeople
(~DebugsPeo@2a02:810d:95c0:880:2da4:1328:f763:4e2c) (Ping timeout:
190 seconds)
L1344[18:14:45]
⇦ Parts: UntouchedWagons
(~quassel@CPEc0c1c02b932c-CMf0f2490e1480.cpe.net.cable.rogers.com)
())
L1345[18:14:50]
⇨ Joins: UntouchedWagons
(~quassel@CPEc0c1c02b932c-CMf0f2490e1480.cpe.net.cable.rogers.com)
L1346[18:15:04]
⇨ Joins: IceDragon (~ThatGuy@184.170.13.178)
L1347[18:17:11]
⇨ Joins: Upthorn
(~ogmar@108-85-88-44.lightspeed.frokca.sbcglobal.net)
L1348[18:17:32]
⇦ Parts: UntouchedWagons
(~quassel@CPEc0c1c02b932c-CMf0f2490e1480.cpe.net.cable.rogers.com)
())
L1349[18:18:08] ***
williewillus is now known as willieaway
L1350[18:18:47]
⇦ Quits: Naiten (Naiten@82.162.50.100) (Read error:
Connection reset by peer)
L1351[18:21:13] ***
vox is now known as vox|away
L1352[18:21:59] <gigaherz> \o/ clear
button works
L1353[18:22:02] <gigaherz> but it's
massive
L1354[18:22:25] <gigaherz> I mean, I had
to make it 20 tall because the default drawing doesn't support
smaller buttons XD
L1356[18:31:14] <gigaherz> the standard
GuiButton doesn't take into account vertical sizes != 20
L1357[18:31:17] <gigaherz> so it will cut
the texture
L1358[18:31:29] <gigaherz> had to
implement the same thing it does for thewidth, to also work for the
height ;P
L1359[18:32:10]
⇨ Joins: Stiforr
(~Stiforr@ip72-216-8-185.pn.at.cox.net)
L1360[18:39:21] <gigaherz> :3
L1361[18:39:30] <gigaherz> there, looking
as it should ;P
L1363[18:41:58] <gigaherz> hmf now, what
recipe should I make this
L1364[18:42:17] <gigaherz> it's an
upgrade from the normal one
L1365[18:42:26] <gigaherz> so I
considered just making it the normal one + a crafting table
L1366[18:42:29] <gigaherz> but that
wouldn't be fun
L1367[18:42:39] <gigaherz> since anyone
owuld just immediately make the crafting version
L1368[18:42:45]
⇦ Quits: vox|away
(~voxmods@pool-71-178-241-173.washdc.fios.verizon.net) (Read error:
Connection reset by peer)
L1369[18:43:15]
⇨ Joins: vox
(~voxmods@pool-71-178-241-173.washdc.fios.verizon.net)
L1370[18:44:43]
⇦ Quits: P3pp3rF1y2 (~P3pp3rF1y@100-250-77-178-ptr.xsky.cz)
(Ping timeout: 190 seconds)
L1371[18:44:45]
⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout:
384 seconds)
L1372[18:51:43] <masa> oh btw, are those
regular SLots?
L1373[18:51:59] <masa> and more
precisely, how are you rendering the item count on them?
L1374[18:52:30]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L1375[18:53:06] <masa> atm I don't have
my 0.5x scale stack size rendering enabled on the 1.9 version
because of one remaining bug in MCP that prevents a couple of ATs
from working
L1376[18:53:50] <masa> and I haven't felt
like rewriting all of GuiContainer
L1377[18:54:03]
⇦ Quits: agowa338 (~Thunderbi@p54918D7D.dip0.t-ipconnect.de)
(Ping timeout: 190 seconds)
L1378[18:57:13]
⇦ Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 384
seconds)
L1379[18:58:59]
⇨ Joins: Jezza (~Jezza@92.206.5.6)
L1380[19:01:42]
⇦ Quits: Saturn812 (~Saturn812@185.14.28.119) (Quit:
Leaving...)
L1381[19:02:29]
⇨ Joins: agowa338
(~Thunderbi@p54918D7D.dip0.t-ipconnect.de)
L1382[19:03:58]
⇦ Quits: Wastl2 (~Wastl2@x4e352687.dyn.telefonica.de) (Quit:
Lost terminal)
L1383[19:09:12]
⇦ Quits: Firedingo (~Firedingo@101.161.175.198) (Read error:
Connection reset by peer)
L1384[19:09:12]
⇦ Quits: Johannes13 (~Johannes1@141.70.98.128) (Read error:
Connection reset by peer)
L1385[19:09:12]
⇨ Joins: Johannes13_ (Johannes13@141.70.98.128)
L1386[19:09:12]
⇦ Quits: MattDahEpic
(~MattDahEp@174-16-188-51.hlrn.qwest.net) (Killed (NickServ (GHOST
command used by MattDahEpic-Starting2)))
L1387[19:09:12]
⇨ Joins: MattDahEpic
(~MattDahEp@174-16-188-51.hlrn.qwest.net)
L1388[19:09:12]
⇨ Joins: airbreather__
(~airbreath@d149-67-99-43.nap.wideopenwest.com)
L1389[19:09:12]
⇨ Joins: Firedingo|AFK
(~Firedingo@101.161.175.198)
L1390[19:09:12]
⇦ Quits: Pentium320 (aperture@169.31-7-44.tkchopin.pl)
(Killed (NickServ (GHOST command used by
Pentium320_)))
L1391[19:09:28]
⇨ Joins: Pentium320
(aperture@169.31-7-44.tkchopin.pl)
L1392[19:09:46] ***
Firedingo|AFK is now known as Firedingo
L1393[19:13:05]
⇦ Quits: Jezza (~Jezza@92.206.5.6) (Ping timeout: 384
seconds)
L1394[19:13:05]
⇦ Quits: Vazkii (~Vazkii@a79-169-163-74.cpe.netcabo.pt) (Ping
timeout: 384 seconds)
L1395[19:13:05]
⇦ Quits: Emris (~Miranda@62.178.245.147) (Ping timeout: 384
seconds)
L1396[19:13:39]
⇦ Quits: airbreather_
(~airbreath@d149-67-99-43.nap.wideopenwest.com) (Ping timeout: 384
seconds)
L1397[19:17:13]
⇨ Joins: agowa339
(~Thunderbi@p54918D7D.dip0.t-ipconnect.de)
L1398[19:17:23]
⇦ Quits: agowa338 (~Thunderbi@p54918D7D.dip0.t-ipconnect.de)
(Ping timeout: 190 seconds)
L1399[19:17:24] ***
agowa339 is now known as agowa338
L1400[19:18:54] ***
willieaway is now known as williewillus
L1401[19:20:23] ***
vox is now known as vox|away
L1402[19:22:24] <DanYeomans> any idea why
the icon for a block texture might be opaque? (1.7.10)
L1403[19:25:43] <williewillus> in
world?
L1404[19:26:22] <williewillus> of so
override one of the is<X>Cube methods to return false,
isOpaqueCube maybe? idk how it works in 1.7
L1405[19:26:38] ***
gigaherz is now known as ghz|afk
L1406[19:26:50] <DanYeomans> i mean in
inventory sorry
L1408[19:28:39] <williewillus> no idea
then
L1409[19:28:52] <williewillus>
minecreatr: baking with light data? :D
L1410[19:29:06] <minecreatr> yeah,
messing with it williewillus :P
L1411[19:29:09] <williewillus> or is that
just coloring
L1412[19:29:12] <williewillus> nice
L1413[19:29:38] <minecreatr> was trying
to see if I could change lightmap position to do fullbright, but
since models are all ITEM format they dont have TEX_2S :(
L1414[19:29:49] <minecreatr> so I am
seeing if I can do something similar messing with the color
attribute xD
L1415[19:30:31] <williewillus> it won't
glow in the dark then
L1416[19:30:36] <williewillus> can't you
use a custom format?
L1417[19:31:36] <minecreatr> I guess, atm
our system works by transforming a model and making it use our
texture system by changing the uv attribute, I guess we could just
as easily rebake into a new format
L1418[19:31:46] <williewillus> well the
BLOCK format seems to have lmap data
L1419[19:32:32] <minecreatr> yeah, but
all the models seem to be ITEM format
L1420[19:34:31] ***
Vigaro is now known as Vigaro|AFK
L1421[19:35:37] ***
Vigaro|AFK is now known as Vigaro
L1422[19:37:47] <DanYeomans> how/where do
i set a particle icon for a 1.8 block
L1423[19:37:50] <DanYeomans> 1.7.10
block
L1424[19:37:51] <DanYeomans> sorry
L1425[19:39:28]
⇨ Joins: VikeStep
(~VikeStep|@a82-141.nat.uq.edu.au)
L1426[19:39:54] ***
Firedingo is now known as Firedingo|Napzz
L1427[19:42:48] <williewillus> it uses
getIcon
L1428[19:43:12]
⇦ Quits: KGS (~KGS@h-155-4-135-249.na.cust.bahnhof.se) (Ping
timeout: 198 seconds)
L1429[19:56:15]
⇨ Joins: synthetica
(~synthetic@cpe-98-27-161-235.neo.res.rr.com)
L1430[19:56:22] <synthetica> Hi!
L1431[19:58:12] <synthetica> What Gradle
task should be run after updating the Forge version in
build.gradle?
L1432[19:58:40] <MattDahEpic>
setupDecompWorkspace
L1433[19:59:06] <synthetica> I thought I
already did that. Will try again.
L1434[19:59:34] <synthetica>
Thanks.
L1435[19:59:44] <barteks2x> My methods in
FirstLightProcessor grow to 6+ method arguments and I have no idea
how can I change it
L1436[20:16:03]
⇦ Quits: agowa338 (~Thunderbi@p54918D7D.dip0.t-ipconnect.de)
(Ping timeout: 190 seconds)
L1437[20:17:44] <williewillus> 6 is
hardly bad in the context of mc lol
L1438[20:17:53]
⇨ Joins: agowa338
(~Thunderbi@p54918D7D.dip0.t-ipconnect.de)
L1439[20:17:58] ***
fry is now known as fry|sleep
L1440[20:26:37]
⇨ Joins: Drullkus
(~Dru11kus@2601:646:8301:8947:5d84:7bad:19b8:7736)
L1441[20:29:26]
⇦ Quits: synthetica
(~synthetic@cpe-98-27-161-235.neo.res.rr.com) (Quit:
Leaving)
L1442[20:36:43]
⇦ Quits: rebecca (~rebecca@209.95.50.54) (Ping timeout: 190
seconds)
L1443[20:38:25]
⇨ Joins: minot
(~minot@pool-108-35-29-135.nwrknj.fios.verizon.net)
L1444[20:38:36] <barteks2x> williewillus,
these are not coordinate arguments
L1445[20:50:01]
⇨ Joins: rebecca (~rebecca@209.95.50.161)
L1446[20:54:57]
⇦ Quits: agowa338 (~Thunderbi@p54918D7D.dip0.t-ipconnect.de)
(Remote host closed the connection)
L1447[20:55:02]
⇨ Joins: agowa338
(~Thunderbi@p54918D7D.dip0.t-ipconnect.de)
L1448[21:02:18] ***
Vigaro is now known as V
L1449[21:19:50]
⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk)
()
L1450[21:40:07] ***
tterrag is now known as tterrag|ZZZzzz
L1451[21:44:39]
⇦ Quits: KnightMiner
(~KnightMin@adsl-68-255-5-52.dsl.emhril.sbcglobal.net) (Read error:
Connection reset by peer)
L1452[21:45:31] ***
vox|away is now known as vox
L1453[21:46:23]
⇦ Quits: SandGrainOne
(~Terje@cm-84.210.171.146.getinternet.no) (Ping timeout: 190
seconds)
L1454[21:48:03]
⇦ Quits: minot
(~minot@pool-108-35-29-135.nwrknj.fios.verizon.net) (Read error:
Connection reset by peer)
L1455[21:51:31]
⇨ Joins: Wastl2
(~Wastl2@x4e350da3.dyn.telefonica.de)
L1456[21:57:33]
⇦ Quits: thecodewarrior
(~thecodewa@75-128-36-21.static.mtpk.ca.charter.com) (Remote host
closed the connection)
L1457[21:58:12]
⇦ Quits: Alex_hawks (~Alex_hawk@101.186.185.63) (Read error:
Connection reset by peer)
L1458[21:58:43]
⇨ Joins: Alex_hawks (~Alex_hawk@101.186.185.63)
L1459[22:01:32]
⇨ Joins: whitephoenix
(~whitephoe@216-160-104-253.tukw.qwest.net)
L1460[22:01:58]
⇦ Quits: MattDahEpic
(~MattDahEp@174-16-188-51.hlrn.qwest.net) (Quit: sleep, school, or
food)
L1461[22:04:03]
⇦ Quits: Temportalist
(uid37180@id-37180.charlton.irccloud.com) (Quit: Connection closed
for inactivity)
L1462[22:04:07] <barteks2x> It's the
stupidest question I've ever asked, but I can't figure it out. How
to make array of Pair<Integer, Integer>? this code doesn't
compile: Pair<Integer, Integer>[][] minMax = new
Pair<Integer, Integer>[maxX - minX + 1][maxX - minX +
1];
L1463[22:05:03]
⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout:
190 seconds)
L1464[22:07:19]
⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L1465[22:07:40] <killjoy> barteks2x, if i
remember, you can't make arrays out of generics
L1466[22:08:53] <barteks2x> Seriously? Is
my only alternative List<List<Pair<Integer,
Integer>>> minMax = new ArrayList<>(), with complex
inserts after that?
L1467[22:09:23] <DanYeomans> anyone know
of any good examples of forge capabilities being used
L1468[22:09:32] <williewillus>
DanYeomans: for what
L1469[22:09:39] <vox> Dan, check out
gigaherz's repo on github
L1470[22:09:40] <barteks2x> I will just
make 2 int arrays...
L1471[22:09:44] <DanYeomans> to mimic an
IExtendedEntityProperties
L1474[22:10:01] <williewillus> barteks2x:
make your own specialized class that holds two ints
L1475[22:10:05] <williewillus> ?
L1476[22:10:28] <vox> zenith|away, that
is freaking awesome
L1477[22:10:34] <barteks2x> I want this
code to be as fast as possible anyway
L1478[22:10:35] <vox> I can't wait to see
what that mod will do
L1479[22:10:49] <barteks2x> It currently
takes >1minute to run
L1480[22:11:01] <zenith|away> vox I also
can't wait for you to see what the mod will do XD
L1482[22:11:14] <vox> Your code on github
or somewhere?
L1483[22:11:22] *
williewillus continues violently ripping code out of
ProjectE
L1484[22:11:54] <vox> Accurate in all
ways
L1485[22:12:00] <DanYeomans> this is
confusing haha
L1486[22:12:16]
⇨ Joins: McJty
(~jorrit@94-225-203-206.access.telenet.be)
L1488[22:14:55] <vox> o/ McJty
L1489[22:15:00] <vox> thanks zenith
L1490[22:15:24] <zenith|away> McJty, I've
totally stolen and repurposed your item rendering code from
ImmersiveCraft :)
L1491[22:16:40] <vox> Oh man
ImmersiveCraft looks awesome as well
L1492[22:17:00] <vox> Yeah, zenith, you
repurposed that code very well :D
L1493[22:17:22] <zenith|away> I borrowed
a huge chunk of the code I use to render items and tile entities in
general from IC
L1494[22:17:42] <vox> So what's the plan
with Essential? What're the concepts?
L1495[22:17:50] <zenith|away> And I
borrowed a lot of particle code from Botania/Psi
L1496[22:18:46] <zenith|away> Sec,
vox
L1498[22:21:36]
⇨ Joins: Naiten (Naiten@77.34.163.45)
L1499[22:22:10]
⇨ Joins: Aurilux
(~Aurilux@2602:304:b0d0:4590:463:9759:81df:74c1)
L1500[22:22:45] <zenith|away> It's
intended to be a skyblock mod, in the same general category as Ex
Nihilo, with a more interesting progression path.
L1501[22:22:57] <zenith|away> Instead of
break cobble, sift gravel, repeat
L1502[22:23:13] <zenith|away> But there
will (at some point) be a non-skyblock version as well
L1503[22:24:12] <vox> Sounds fun
L1504[22:24:25] <zenith|away> A lot of it
is based around infusing things with one ore more of the 5 essences
(wood, fire, earth, metal, water) and turning them into other
things
L1505[22:24:35] <zenith|away> In the
example above, sticks -> saplings
L1506[22:24:46] <zenith|away> Another
example might be wheat to sugarcane
L1507[22:24:48] <vox> I'm a fan of
skyblocks, but really only when I can play them with other people.
I'll have to make a pack for us when you're further along!
L1508[22:25:42] <zenith|away> My partner
on the project is a pack developer, so there will definitely be at
least one when it's ready :)
L1509[22:25:55]
⇦ Quits: Aurilux
(~Aurilux@2602:304:b0d0:4590:463:9759:81df:74c1) (Client
Quit)
L1510[22:26:39]
⇦ Quits: VikeStep (~VikeStep|@a82-141.nat.uq.edu.au) (Quit:
Leaving)
L1511[22:26:50] <vox> Nice!
L1512[22:28:22] <zenith|away> There will
be in-game documentation, but I think that'll be the only GUI
L1513[22:28:35] <zenith|away> Everything
else will be in-world interaction stuff
L1514[22:30:44]
⇦ Quits: vox
(~voxmods@pool-71-178-241-173.washdc.fios.verizon.net) (Ping
timeout: 201 seconds)
L1515[22:30:50] ***
zenith|away is now known as zenith
L1516[22:35:40]
⇦ Quits: Naiten (Naiten@77.34.163.45) (Ping timeout: 201
seconds)
L1517[22:42:59]
⇨ Joins: Mraof (~mraof@50.153.182.136)
L1518[22:44:59] ***
williewillus is now known as willieaway
L1519[22:47:10] <DanYeomans> i think i've
written my capabilities properly
L1520[22:47:13] <barteks2x> I found out
that I have >130 worlds in MyProject/run/saves
L1521[22:47:23] <DanYeomans> but i have
absolutely no clue how to attach them to an entity lol
L1523[22:48:39] <DanYeomans> i have not.
that would probably be very helpful!
L1524[22:48:41] <DanYeomans> thanks
L1525[22:48:58] <zenith> You're welcome.
Just passing it forward. Someone else here pointed me at those a
couple weeks ago.
L1526[22:49:04] <zenith> It was probably
willie
L1527[22:50:50] <barteks2x> It was nearly
instant... and it didn't work.
L1528[22:52:25] <DanYeomans> hmm
L1529[22:52:33] <DanYeomans> it's talking
about the ICapabilityProvider
L1530[22:52:42] <DanYeomans> and it
doesn't mention where you implement that interface
L1531[22:52:51] <DanYeomans> do you
implement it in the main capability class? :S
L1532[22:55:43]
⇦ Quits: Lathanael|Away
(~Lathanael@p54961D28.dip0.t-ipconnect.de) (Ping timeout: 190
seconds)
L1533[22:56:20]
⇦ Quits: Stiforr (~Stiforr@ip72-216-8-185.pn.at.cox.net)
(Read error: Connection reset by peer)
L1534[22:57:52] <barteks2x> Where was the
configuration option to disable loading screen (it sometimes
crashes with that xcb message for me)
L1535[22:57:53]
⇨ Joins: Lathanael|Away
(~Lathanael@p54960464.dip0.t-ipconnect.de)
L1536[22:59:51]
⇨ Joins: vox|sleep
(~voxmods@pool-71-178-241-173.washdc.fios.verizon.net)
L1537[22:59:58] <vox|sleep> Later all,
heading to bed
L1538[23:00:01] <vox|sleep> Night!
L1539[23:05:53]
⇦ Quits: whitephoenix
(~whitephoe@216-160-104-253.tukw.qwest.net) (Ping timeout: 201
seconds)
L1540[23:06:03]
⇦ Quits: Mraof (~mraof@50.153.182.136) (Ping timeout: 190
seconds)
L1541[23:08:01] ***
Abrar|gone is now known as AbrarSyed
L1542[23:09:40]
⇦ Quits: Drullkus
(~Dru11kus@2601:646:8301:8947:5d84:7bad:19b8:7736) (Read error:
Connection reset by peer)
L1543[23:10:07]
⇨ Joins: Drullkus
(~Dru11kus@2601:646:8301:8947:5d84:7bad:19b8:7736)
L1544[23:12:08]
⇦ Quits: McJty (~jorrit@94-225-203-206.access.telenet.be)
(Quit: Leaving)
L1545[23:13:18]
⇨ Joins: Mraof (~mraof@50.153.181.96)
L1546[23:15:47] <barteks2x> I've never
seen my skylight code go sp fast. 4-5 seconds for the whole
spawn.
L1547[23:17:15] <barteks2x> Now worldgen
can actually keep up with player movement
L1549[23:24:29]
⇦ Quits: theFlaxbeard (~theFlaxbe@184.97.160.234) (Read
error: Connection reset by peer)
L1550[23:35:20] <zenith> I'm not sure,
DanYeomans. I only use the ItemStackHandler capability so far
L1551[23:35:29]
⇦ Quits: Mraof (~mraof@50.153.181.96) (Ping timeout: 201
seconds)
L1552[23:35:33] <DanYeomans> hmm
L1553[23:35:38] <DanYeomans> i think i
have a clue about how it works
L1554[23:36:34]
⇦ Quits: Shukaro (~Shukaro@130.108.232.236) (Read error:
Connection reset by peer)
L1556[23:37:05] <zenith> I also made a
subclass of the ItemStackHandler as well.
L1557[23:38:12]
⇨ Joins: Mraof (~mraof@50.153.181.96)
L1558[23:38:37] <DanYeomans> well
L1559[23:38:55] <DanYeomans> im trying to
replace my IEEP
L1560[23:39:05] <DanYeomans> so i'm not
sure how that would work
L1561[23:39:07] <killjoy> ]
L1562[23:39:23] <DanYeomans> i mean
L1563[23:39:28] <DanYeomans> i read the
blurb in the doc about it
L1564[23:39:34] <DanYeomans> but that
only raised more questions
L1565[23:39:54]
⇨ Joins: Naiten (Naiten@81.2.62.146)
L1566[23:44:23]
⇨ Joins: Tatsu011
(~Tatsu@cpe-76-92-121-172.kc.res.rr.com)
L1567[23:44:49] <Tatsu011> Does anyone
know what happened to IExtendedEntityProperties?
L1568[23:45:17] <killjoy> poof
L1569[23:45:30] <killjoy> it went
poof
L1570[23:45:41] <killjoy> I don't
remember what replaced it
L1571[23:45:42] <Tatsu011> Is there a
suitible replacement / implementation?
L1572[23:47:28] <killjoy> sadly, google
doesn't like forge stuff
L1573[23:51:48] <Tatsu011> Skimming the
changelog doesn't help either....
L1574[23:52:15] <TehNut>
Capabilities
L1575[23:55:35] ***
willieaway is now known as williewillus
L1576[23:55:43] <williewillus> caps are
amazing
L1577[23:55:46] <Tatsu011> Which
one?
L1578[23:55:51] <DanYeomans> Caps are
confusing
L1579[23:55:59] <williewillus> migrated
ProjectE's alchemical bag IEEP to caps just now
L1580[23:56:01] <williewillus> was almost
too easy
L1581[23:56:09] <DanYeomans> um
L1582[23:56:10] <DanYeomans> how
L1583[23:56:17] <williewillus> -500 lines
of code and none of the desync problems i used to have haha
L1584[23:56:21] <williewillus> hold on
lemme link
L1585[23:56:33] <DanYeomans> because ive
been bashing my head on the desk for about an hour over this
L1586[23:56:35] <williewillus> is this
IEEP for internal usage or public exposure?
L1587[23:56:42] <DanYeomans> internal
usage
L1588[23:56:58] <DanYeomans> just needs
to store like, 2 variables for living entities and read/write them
to nbt
L1589[23:57:27] <williewillus> hmm aren't
you better off just using the nbt directly?
L1590[23:57:35] <williewillus> caps/ieep
for that sounds a bit overkill
L1591[23:57:37] <williewillus> imo
L1592[23:57:57] <Tatsu011> The thing
about porting projects...
L1593[23:58:06] <DanYeomans> not exactly
because the values are modified onLivingUpdate
L1594[23:58:21] <DanYeomans> they need to
be updated every frame
L1595[23:58:25]
⇨ Joins: DemoXin
(~DemoXin@126.sub-70-210-56.myvzw.com)
L1596[23:58:31] <Tatsu011> I have a class
called MultiModelData which implements
IExtendedEntityProperties
L1597[23:59:39] <Tatsu011> which I assume
is to save and load the proper models when the corresponding items
are called.