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L1[00:03:04] <Cypher121> my wild guess would be diamond operator
L2[00:04:15] <tterrag> that's just syntax as well :P
L3[00:04:19] <Matthew> well yeah generics aren't a thing at runtime
L4[00:04:32] <Matthew> well you can get to them, but meh
L5[00:04:43] <tterrag> only sometimes
L6[00:04:55] <tterrag> if it's a concrete generic
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L8[00:05:35] <Cypher121> < M> [21:51:43] it targets 6, but has to use the 7+ compiler
L9[00:05:39] <Cypher121> that's what I meant
L10[00:06:51] <Matthew> oh wel if they use the diamond at mojang, we would never know. because that doesn't make it past the compiler
L11[00:07:30] <tterrag> exactly
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L19[00:59:50] <mezz> how do I get the minecraft server in 1.9?
L20[01:00:05] <fry> depends, why do you need it? :P
L21[01:00:11] <mezz> MinecraftServer.getServer().getPlayerProfileCache().getGameProfileForUsername
L22[01:00:29] <kashike> through FMLCommonHandler
L23[01:00:57] <mezz> thanks, that should do it
L24[01:01:13] <fry> if you have the world - use world.getMinecraftServer()
L25[01:01:17] <fry> if not - do that :P
L26[01:01:46] <mezz> I may have the world, let me dig
L27[01:02:04] <mezz> ok I do have the player
L28[01:02:13] <kashike> fry: assuming WorldServer yes
L29[01:02:17] <kashike> WorldClient getMinecraftServer is null
L30[01:02:44] <fry> duh, there's no server on the client :P
L31[01:03:01] <kashike> sure there is :P
L32[01:03:42] <mezz> basically I'm handling letters. client types text for a person's name, asks the server for their mailing address. mailing address is built on GameProfile/UUID
L33[01:03:57] <mezz> thanks for the help
L34[01:05:28] <fry> FMLCommonHandler.getMinecraftServer will be null if there's no integrated server started on the client, from what I can read
L35[01:06:11] <kashike> yup
L36[01:06:15] <capitalthree> so in other words if you're not in singleplayer?
L37[01:06:25] <kashike> the difference is that WorldClient#getMinecraftServer is always null
L38[01:08:12] <fry> it should never be null in WorldServer though :P
L39[01:08:27] <kashike> correct :P
L40[01:09:43] ⇨ Joins: immibis (~immibis@122-60-107-218.jetstream.xtra.co.nz)
L41[01:09:43] *** immibis was kicked by MineBot (User is banned from this channel))
L42[01:09:55] <Cypher121> lol
L43[01:10:49] <capitalthree> immibis is banned? o_o or fake immibis
L44[01:10:59] <kashike> immibis is banned.
L45[01:11:09] <capitalthree> whoah howcome?
L46[01:11:25] <fry> history :P
L47[01:11:47] <TehNut> If you check his commit history on Github, you'll figure out quick enough
L48[01:15:58] <gabizou> What's the new way to get the Block registry?
L49[01:16:09] <TehNut> ForgeRegistries.BLOCKS
L50[01:16:20] <gabizou> thanks
L51[01:16:38] <TehNut> Same for Items, Potions, Biomes, etc
L52[01:19:16] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 384 seconds)
L53[01:19:45] <capitalthree> holy wow. added a fakelatency option for singleplayer
L54[01:19:50] ⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L55[01:19:55] <capitalthree> that's pretty funny but probably not what you're talking about
L56[01:21:45] <sham1> "fakelatency"
L57[01:21:46] <sham1> Why
L58[01:22:12] <capitalthree> none of his commits are recent
L59[01:22:21] <capitalthree> and I don't see what's offensive about them
L60[01:22:43] *** Keridos|away is now known as Keridos
L61[01:23:46] <kashike> capitalthree: where do you see fakelatency?
L62[01:24:00] <capitalthree> TehNut told me to look at immibis' commit history for drama
L63[01:24:08] <Cypher121> what classifiers to use for jar and shadowjar?
L64[01:24:15] <Cypher121> none and 'fat'?
L65[01:24:21] <capitalthree> fakelatency jumped out at me because it's funny, but I don't see anything that should get him banned...
L66[01:24:27] <kashike> Cypher121: by default it's '' (empty) and 'all'
L67[01:24:42] <kashike> capitalthree: link?
L68[01:25:25] <Cypher121> fakelatency reminds me of cs speedhacks
L69[01:28:15] <capitalthree> kashike: all I'm looking at is his commit history
L70[01:28:36] <kashike> I don't see fakelatency in his history
L71[01:28:38] <kashike> ¯\_(ツ)_/¯
L72[01:30:46] <capitalthree> kashike: https://github.com/MinecraftForkage/MinecraftForkage/commit/7ff9cd5bfff25f2419a4adfddc7f2757ef4ab09d
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L75[01:33:00] <luacs1998> capitalthree, probably the entire reason why he made those commits at all
L76[01:33:19] <capitalthree> is testing?
L77[01:33:26] ⇦ Quits: Zyferus (Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net) (Ping timeout: 384 seconds)
L78[01:34:21] ⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L79[01:37:05] <tterrag> off topic, anyone have experience with coding gravity physics? :P
L80[01:37:22] <tterrag> http://pastebin.com/wSddeSea <- my N-body force calculation. it's C++ but any programmer can probably read it
L81[01:37:51] <tterrag> (this is applied to each body pair)
L82[01:38:08] <tterrag> in testing it seems mostly fine
L83[01:38:13] <tterrag> but slightly off
L84[01:38:41] <thecodewarrior> How can I set normal blockstate properties and then extended properties? The normal withProperty always returns a normal IBlockState.
L85[01:38:45] *** kroeser|away is now known as kroeser
L86[01:38:59] <fry> set normal properties after extended ones
L87[01:39:01] <fry> or cast
L88[01:39:26] <fry> tterrag: it will always be slightly off, unless your time scale is infinitely small
L89[01:39:31] <tterrag> of course
L90[01:39:34] <tterrag> but it seems too off
L91[01:39:52] <tterrag> fry: http://i.imgur.com/jD88aN5.gifv
L92[01:39:58] <tterrag> jitteryness is my gif recorder
L93[01:40:13] <fry> LOL
L94[01:40:18] <tterrag> the way it flings off seems very unnatural
L95[01:40:26] <mezz> what the
L96[01:40:34] <tterrag> the gif recorder exaggerates it
L97[01:40:38] <tterrag> but yeah, it's not quite right :P
L98[01:40:44] <thecodewarrior> So I can't have a getActualState and getExtendedState?
L99[01:40:52] <fry> how are you actually changing the positions?
L100[01:41:02] <fry> thecodewarrior: what? why?
L101[01:41:06] <tterrag> double time = clock.getElapsedTime().asMilliseconds() / 1000.0;
L102[01:41:06] <tterrag> for (Body *b : bodies) { b->applyForce(time); }
L103[01:41:12] <tterrag> and then
L104[01:41:22] <tterrag> vel += (tickDiff * force) / mass;
L105[01:41:22] <tterrag> pos += tickDiff * vel;
L106[01:41:36] <tterrag> variable timescale because screw precise timing
L107[01:42:15] <thecodewarrior> getActualState is for the functional state, the stuff to do with collisions and such, and the other is for the complex rendering state.
L108[01:42:42] <fry> getExtendedState should get the result of getActualState as it's input
L109[01:43:00] ⇨ Joins: Zyferus (Zyferus@172-3-154-217.lightspeed.mssnks.sbcglobal.net)
L110[01:43:22] <thecodewarrior> Exactly, getActualState is returning a BlockStateContainer$StateImplementation
L111[01:43:54] <fry> it's returning whatever you have defined in your block
L112[01:44:25] <fry> tterrag: https://en.wikipedia.org/wiki/Euler_method vs https://en.wikipedia.org/wiki/Runge���Kutta_methods
L113[01:44:43] <thecodewarrior> http://pastebin.com/GAUDjStr
L114[01:45:06] <tterrag> wow quassel does not like the em dash in the url
L115[01:45:19] <tterrag> fry: tl;dr? :D
L116[01:45:23] <fry> no
L117[01:45:54] <fry> alright: "The Euler method is a first-order method, which means that the local error (error per step) is proportional to the square of the step size, and the global error (error at a given time) is proportional to the step size"
L118[01:46:07] <tterrag> my eyes glaze over on wiki pages like those. I'd be happy to read a more beginner friendly explanation
L119[01:46:20] <fry> how more beginner-friendly can you get
L120[01:46:24] <tterrag> I see
L121[01:46:29] <tterrag> sorry typed that up before you sent that
L122[01:46:55] <tterrag> so you think the problem is just my timescale?
L123[01:47:03] <fry> no, it's also the integration method
L124[01:47:15] <fry> euler is shit, and nobody uses it
L125[01:47:22] <fry> (except MC of course)
L126[01:47:41] <fry> (and other games that don't care about the quality of their physics)
L127[01:47:51] <tterrag> and I assume that's what I am doing
L128[01:47:58] <tterrag> whether I meant to or not
L129[01:49:37] ⇨ Joins: Kaiyouko (~IdiotNono@c-75-71-231-133.hsd1.co.comcast.net)
L130[01:49:58] <tterrag> oh GOD
L131[01:50:09] <tterrag> fry: no, I just found my error, and it's even stupider than you likely predicted :D
L132[01:50:19] <tterrag> I should probably RESTART THE CLOCK
L133[01:50:23] <fry> it may very well be
L134[01:50:27] <sham1> :P
L135[01:50:36] <fry> but you should still drift away noticably
L136[01:50:43] <tterrag> the reason it flies off is because the time difference was constantly increasing
L137[01:50:47] <fry> unless you use silly small timescale
L138[01:51:17] <tterrag> currently just relying on vsync because lazy
L139[01:51:19] <tterrag> that may change
L140[01:51:26] <fry> ...
L141[01:51:37] <fry> your physics is tied to the framerate?
L142[01:51:37] <sham1> >vsync
L143[01:51:39] <tterrag> man I started writing this yesterday
L144[01:51:45] <sham1> And also that
L145[01:51:45] <tterrag> cut me some slack
L146[01:51:46] *** tterrag was kicked by fry (tterrag))
L147[01:51:51] <sham1> Wow
L148[01:51:53] ⇨ Joins: tterrag (~tterrag@tterrag.com)
L149[01:51:56] <tterrag> #modabuse
L150[01:51:56] <fry> NEVER DO THAT
L151[01:52:04] <tterrag> thanks, captain obvious
L152[01:52:15] <tterrag> I'm being lazy so I can test my physics
L153[01:52:16] <fry> not even if you "started yesterday"
L154[01:52:32] <fry> fucking ELDER SCROLLS still does that
L155[01:52:33] <sham1> But yeah, physics should be made frame-independent
L156[01:52:35] <tterrag> and, with variable timescale, it doesn't matter so much. I realize precision drops as the framerate does
L157[01:52:43] <fry> no, it matters
L158[01:53:00] <tterrag> of course it matters. but it doesn't matter /as much/ as it would with fixed timescale
L159[01:53:09] <tterrag> my physics isn't going to go 2 times faster at 120fps *cough*
L160[01:53:32] <tterrag> this is temporary unless I hit my deadline before I get a chance to implement it :P
L161[01:53:35] ⇨ Joins: alex_6611 (~alex_6611@p54936F59.dip0.t-ipconnect.de)
L162[01:53:38] <fry> you'll never fix this
L163[01:53:46] <fry> unless you do it right from the start
L164[01:53:52] <tterrag> fry: how would I even separate it? threads? I've never touched threads in C++
L165[01:53:59] <tterrag> yet another completely foreign system I'd need to learn in a few weeks
L166[01:54:21] <fry> better than repeating this shitty design for the 100000th time
L167[01:54:32] <tterrag> no, not really
L168[01:54:36] <fry> yes, really
L169[01:54:38] <capitalthree> but old quake engines do it!
L170[01:54:39] <tterrag> this is a freaking class project. I'm not coding for NASA
L171[01:54:43] <tterrag> chilll out
L172[01:54:44] <tterrag> jesus
L173[01:54:53] <fry> you're writing it to learn something? correct?
L174[01:55:00] <tterrag> yes, OpenGL
L175[01:55:01] <capitalthree> tterrag: the longer you go with it like this, the harder it will be to refactor
L176[01:55:06] <capitalthree> it gets harder, not easier
L177[01:55:10] <tterrag> capitalthree: I initially wrote it with threads in mind, actually
L178[01:55:13] <tterrag> so switching wouldn't be hard
L179[01:55:21] <capitalthree> oh well if it's so easy, prove it :3
L180[01:55:26] <tterrag> but then I realized I had no clue about C++ threads and did this as a temporary holdover
L181[01:55:28] <fry> threads are not needed to decouple physics from FPS
L182[01:55:30] <tterrag> I never said it was easy
L183[01:55:44] <tterrag> then what? sleep?
L184[01:55:49] <fry> -_-
L185[01:56:07] <tterrag> fry: you know it gets a bit annoying when you treat everyone as if they are experts already
L186[01:56:21] <fry> why do they tell you to write a game without teaching basic foundations first?
L187[01:56:27] <tterrag> they didn't tell me to write anything
L188[01:56:35] <tterrag> this project was completely up to us, pending approval
L189[01:56:52] <fry> so, what are your other choices?
L190[01:56:54] <tterrag> I was interested, but now I lack time. it needs to be done, sub-par or not. I'll make it as good as I can, but I'm not superman
L191[01:57:01] <fry> or is it completely open-ended?
L192[01:57:06] <tterrag> completely open-ended
L193[01:57:27] <fry> "it needs to be done, sub-par or not" is why everything in software is broken nowadays
L194[01:57:35] ⇦ Quits: catchin (~catchin@ip98-164-220-131.oc.oc.cox.net) (Quit: http://catchin.bandcamp.com)
L195[01:57:36] <tterrag> again the point of this project is to flex my OpenGL skills, not physics. if the physics works *well enough* then it's good enough
L196[01:57:41] <tterrag> I need to focus on the rendering aspect
L197[01:57:45] <tterrag> the physics engine is #2
L198[01:57:54] <tterrag> but it needs to work before I can do other things
L199[01:58:21] <tterrag> wow, since I fixed the time scale everything is a lot slower :P
L200[01:58:22] <tterrag> go figure
L201[01:58:40] <fry> you can't build a house without a foundation
L202[01:58:43] <tterrag> I should probably scale up the forces so I'm not working with massive numbers and losing precision
L203[01:58:51] <tterrag> bad idea? :P
L204[01:58:58] <fry> stop coding
L205[01:59:02] <fry> and go read something
L206[01:59:11] <fry> it'll make you a better programmer
L207[01:59:19] <tterrag> I've read plenty
L208[01:59:34] <fry> unless your typing skills are shit and you're improving those
L209[01:59:39] <fry> not enough apparently
L210[01:59:49] <sham1> I'll just leave this here: https://en.wikipedia.org/wiki/Delta_timing
L211[01:59:57] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160505 mappings to Forge Maven.
L212[02:00:00] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160505-1.9.zip (mappings = "snapshot_20160505" in build.gradle).
L213[02:00:11] <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/
L214[02:00:24] <thecodewarrior> Ummmm. I think if I have an extended block state without any unlisted properties it returns normal IBlockStates from getBaseState(). I think.
L215[02:00:37] <capitalthree> if you use delta timing, the physics is still tied to framerate
L216[02:00:51] <capitalthree> it just is a good approximation as long as you keep framerate high
L217[02:01:13] <tterrag> sham1: https://github.com/tterrag1098/COSC482/blob/master/Homework05/Bubbles%20Again/GraphicsEngine.cpp#L114-L132
L218[02:01:16] <tterrag> I've done it before
L219[02:01:27] <tterrag> this was on a small project with plenty of spare time
L220[02:01:38] <tterrag> it's not perfect but it's the idea
L221[02:02:05] <tterrag> if this was a project I was actually passionate about, and not a class project to prove my skill in a completely different area of programming, I would care more about doing it "right"
L222[02:02:34] <fry> do it right, or don't do it at all
L223[02:02:46] <fry> don't make a game if you can't do it right in the time you have
L224[02:02:58] <tterrag> again fry. on a project of my own, I would agree wholeheartedly.
L225[02:02:59] ⇨ Joins: Elec332 (~Elec332@ip5456d4a5.speed.planet.nl)
L226[02:03:06] <tterrag> but I don't have the motivation or time to do EVERYTHING the most perfect way here
L227[02:03:19] <tterrag> you saying "BUT YOU HAVE TO" isn't going to give me an extra month
L228[02:03:23] <tterrag> sorry
L229[02:03:31] <fry> I'm not saying that
L230[02:03:34] <tterrag> and I'm wasting time arguing now
L231[02:03:45] <fry> I'm saying you should've chosen your project better
L232[02:04:01] <tterrag> perhaps
L233[02:04:47] <tterrag> shoulda coulda woulda ;P
L234[02:06:56] ⇨ Joins: Ordinastie_ (~Ordinasti@87-231-58-94.rev.numericable.fr)
L235[02:07:08] <capitalthree> you should just take the quake engine and change variable names
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L237[02:07:50] ⇨ Joins: Noppes (~Noppes@82-168-99-26.ip.telfort.nl)
L238[02:08:34] <capitalthree> that's some free grade-A shitty advice
L239[02:12:52] <thecodewarrior> All fixed by adding an unlisted fluff property. :) Hacky but necessary.
L240[02:13:40] <tterrag> capitalthree: hey, I got a semi-stable orbit, so I'm happy :P http://i.imgur.com/DF8RPo9.gifv
L241[02:13:42] ⇦ Quits: bilde2910 (bilde2910@51.174.170.178) (Ping timeout: 190 seconds)
L242[02:13:43] ⇦ Quits: Girafi (Girafi@0x555178eb.adsl.cybercity.dk) (Read error: Connection reset by peer)
L243[02:14:15] <sham1> Dat shading
L244[02:14:33] <tterrag> I haven't even touched shaders yet. you shut up
L245[02:14:52] <sham1> No u
L246[02:15:10] <capitalthree> tterrag: yay!
L247[02:15:10] <thecodewarrior> dat texture variety
L248[02:15:21] <tterrag> why do I post anything here -_-
L249[02:15:25] ⇨ Joins: bilde2910 (bilde2910@51.174.170.178)
L250[02:15:36] <tterrag> you guys know the meaning of the word "prototype" yes?
L251[02:15:48] <sham1> No /s
L252[02:15:49] <thecodewarrior> it means "ready to ship", right?
L253[02:16:00] <tterrag> only if you're ubisoft
L254[02:16:04] <tterrag> *badumtss*
L255[02:17:00] ⇨ Joins: ghz|lappy (~gigaherz@84.89.63.25)
L256[02:17:12] <sham1> Something something Tetris Ultimate
L257[02:17:36] <tterrag> update: orbit still going
L258[02:17:43] <tterrag> looks like a winner :P
L259[02:17:50] <ghz|lappy> sup?
L260[02:17:52] <ghz|lappy> morning people
L261[02:17:56] <tterrag> morning
L262[02:18:00] <sham1> Morning
L263[02:18:03] <tterrag> I'm doing physics :D (badly, apparently)
L264[02:18:45] <Darkhax> lol
L265[02:18:51] <thecodewarrior> YAY! now I can spawn hundreds of chickens in my caged ladders without it killing the TPS! (this is largely due to not doing dozens of block checks each time one of them checks for collisions)
L266[02:19:56] <ghz|lappy> heh
L267[02:20:37] <sham1> But seriously, how could even Ubisoft fuck up Tetris
L268[02:20:55] <ghz|lappy> how did they fuck up?
L269[02:21:05] <sham1> Every way
L270[02:21:12] <ghz|lappy> but I mean do pieces drop?
L271[02:21:17] <Cypher121> it was lagging and crashing
L272[02:21:17] *** PaleOff is now known as PaleoCrafter
L273[02:21:18] <ghz|lappy> and can they be rotated?
L274[02:21:28] <Cypher121> pieces dropped, but so did game
L275[02:21:33] <sham1> :P
L276[02:21:33] <ghz|lappy> heh
L277[02:21:42] <ghz|lappy> so the game technically did work
L278[02:21:49] <ghz|lappy> it just wasn't release-worthy
L279[02:21:53] <sham1> Aside from the times it didn't
L280[02:22:19] <ghz|lappy> but the pieces were the right shapes, and were able to fall down, and make lines
L281[02:22:22] <ghz|lappy> ;P
L282[02:22:31] <sham1> But lag and stuff
L283[02:31:47] <Cypher121> ffs, jetbrains
L284[02:31:55] <sham1> Wat
L285[02:32:11] <Cypher121> I have a notification stuck at the top of my editor
L286[02:32:18] <Cypher121> saying "kotlin is not configured"
L287[02:32:27] *** AEnterpriseAFK is now known as AEnterprise
L288[02:32:53] <kashike> because you're editing kotlin files in a non-kotlin-configured project
L289[02:33:01] ⇦ Quits: blood|wrk (~owned@STATIC228.iona.edu) (Read error: Connection reset by peer)
L290[02:33:17] <Cypher121> that's the thing
L291[02:33:20] <Cypher121> it's configured
L292[02:33:40] <Cypher121> apparently, if you're using gradle, idea just searches for 'compile' dependency on kotlin library in your build
L293[02:33:59] <Cypher121> I have a shade dependency instead and it's too stupid to resolve it
L294[02:34:10] <Cypher121> and now the fun part: there's no way to turn it off
L295[02:38:35] *** MrKick|Away is now known as MrKickkiller
L296[02:39:30] ⇦ Quits: thecodewarrior (~thecodewa@75-128-36-21.static.mtpk.ca.charter.com) (Remote host closed the connection)
L297[02:40:02] <capitalthree> oh yeah I had that problem. I had to delete and reimport the project. it was a weird bug
L298[02:40:14] <capitalthree> it was building fine on the command line so definitely idea bug
L299[02:40:26] ⇦ Quits: blood_ (unknown@ool-4574115b.dyn.optonline.net) (Read error: Connection reset by peer)
L300[02:40:36] <capitalthree> oh I wasn't using shade though at the time
L301[02:40:43] <capitalthree> so it might be even worse for you D:
L302[02:41:02] <capitalthree> I wish forge just shipped the kotlin libs but I've already been told not gonna happen
L303[02:41:21] <sham1> They already ship Scala
L304[02:41:37] <sham1> Adding kotling to the mix would be just bloat at that point
L305[02:41:48] <Ordinastie_> adding scala was already a mistake
L306[02:41:55] <PaleoCrafter> indeed
L307[02:41:58] <sham1> No?
L308[02:42:02] <Cypher121> not really
L309[02:42:14] <Cypher121> scala weighs like a fucking battleship
L310[02:42:29] <PaleoCrafter> the compiler does, yes :P
L311[02:42:42] <PaleoCrafter> there's no reason to ship *that* though, imo
L312[02:42:51] <Cypher121> if everybody who used it had to shade it, these mods would not be in any single pack
L313[02:42:56] <fry> there are plentry of stupid trivial mods that weigh much more :P
L314[02:43:03] <Cypher121> even runtime is giant iirc
L315[02:43:31] <PaleoCrafter> the problem I have is that we're probably also stuck to 2.11.x until Forge (and that means MC) switches to J8 xD
L316[02:43:43] <capitalthree> sham1: no, scala libs are 25MB and kotlin's are 0.8MB :P
L317[02:43:46] <capitalthree> which one's bloat?
L318[02:43:53] <sham1> Kotling
L319[02:44:01] <capitalthree> kotling isn't a thing
L320[02:44:16] <Cypher121> it's a new zerg unit
L321[02:44:20] <Cypher121> didn't you hear?
L322[02:44:27] <capitalthree> also shading is stupid
L323[02:44:46] <sham1> Much prefer Protoss but whatever
L324[02:44:51] <capitalthree> it would be best, if forge didn't add scala libs, to just throw them in the mods folder
L325[02:45:06] <capitalthree> though shading kotlin isn't so bad I guess
L326[02:45:08] <Cypher121> well, gl explaining users why they should pull these libs from god knows there
L327[02:45:23] <Cypher121> it's not like scala runtime is on curse or something
L328[02:45:24] ⇦ Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 384 seconds)
L329[02:45:32] <capitalthree> it's easy, you reupload the lib to forge and say "it's a library some mods use"
L330[02:45:51] <capitalthree> they don't have to know or care the difference between a programming language runtime and a libcofh
L331[02:45:56] <capitalthree> just that some mods rely on it
L332[02:46:05] <sham1> JRE
L333[02:46:06] <PaleoCrafter> isn't that what forgelin does anyway?
L334[02:46:09] <capitalthree> er to forge? to curseforge I mean
L335[02:46:13] <sham1> THis is a library that a mod depends on
L336[02:46:23] <capitalthree> PaleoCrafter: forgelin shoves it into your mod's jar :P
L337[02:46:28] <PaleoCrafter> oh, meh
L338[02:46:39] <PaleoCrafter> it should be ashamed then :P
L339[02:46:42] <capitalthree> so 10 kotlin mods = 10 copies of a language runtime
L340[02:47:04] <capitalthree> now kotlin's not too big but it means my 5kb mod becomes almost a 1mb mod :P which is kinda silly
L341[02:47:24] <capitalthree> (I didn't shade but since apparently everyone else does, I guess I will)
L342[02:47:43] <Ordinastie_> like there will be 10 kotlin mods :p
L343[02:47:48] ⇨ Joins: Hgreb (~Hgrebnedn@d8D872D48.access.telenet.be)
L344[02:47:49] <PaleoCrafter> btw, the scala *libraries* are only ~10mb (scala-library + scala-reflect) :P
L345[02:48:24] <capitalthree> well forge ships with 25MB of scala something
L346[02:48:33] <PaleoCrafter> yeah, because it includes the compiler, which is stupid
L347[02:48:37] <sham1> ^
L348[02:48:41] <Cypher121> well, I am thinking about shading kotlin into this thing and then reusing it as a separate jar https://github.com/Cypher121/MC-ExtLib
L349[02:48:51] <sham1> If you want to do a scala mod, you already have the scala compiler
L350[02:48:54] <capitalthree> Ordinastie_: in a perfect world, everyone would machine translate all their java code to kotlin and never touch java again :D
L351[02:49:02] ⇦ Quits: Hgrebnednav (~Hgrebnedn@d8D872D48.access.telenet.be) (Ping timeout: 190 seconds)
L352[02:49:04] <sham1> Eww
L353[02:49:05] <sham1> No
L354[02:49:09] <sham1> Frege is where it is at
L355[02:49:24] <capitalthree> isn't frege a language with near-haskell semantics?
L356[02:49:30] <PaleoCrafter> Xtend xD
L357[02:49:31] <Ordinastie_> in a perfect world, stupid sentences like that one wouldn't exist
L358[02:49:42] <capitalthree> the point of kotlin is that it has java semantics, so you *can* machine translate java to kotlin
L359[02:49:48] <capitalthree> java to frege wouldn't make sense
L360[02:49:49] <fry> in a perfect world Kotlin would've never been created
L361[02:49:57] <sham1> ^
L362[02:49:58] <PaleoCrafter> ^
L363[02:50:03] <capitalthree> fry: because java would have its features?
L364[02:50:26] <sham1> What features
L365[02:50:28] <capitalthree> because nullable-by-default references would never have been a thing? xD
L366[02:50:34] <Cypher121> because someone would be there to pour cold water on people designing java 1
L367[02:50:38] <sham1> Optional<?>
L368[02:50:45] <capitalthree> sham1: that's scala
L369[02:50:52] <sham1> That's java dude
L370[02:50:52] <Cypher121> that's java
L371[02:50:59] <sham1> Option[_] is scala
L372[02:51:01] <capitalthree> well scala had it first
L373[02:51:12] <capitalthree> I thought you meant kotlin. kotlin handles it differently
L374[02:51:19] <sham1> Well haskell had it even firster
L375[02:51:34] <capitalthree> basically kotlin has really lightweight syntactic sugar for the equivalent of @Nullable annotations :P
L376[02:51:42] <capitalthree> but with enforcement by default
L377[02:51:43] <PaleoCrafter> and some other purely functional language probably had it even earlier than Haskell
L378[02:51:44] <Cypher121> not really
L379[02:51:45] <kashike> shipping scala was a mistake
L380[02:51:48] <kashike> so much bandwidth
L381[02:51:53] <kashike> wasted.
L382[02:51:54] <sham1> PaleoCrafter, probably
L383[02:51:56] <ghz|lappy> https://en.wikipedia.org/wiki/Null_pointer#History
L384[02:52:18] <Cypher121> i'm pretty sure identity objects existed even before haskell
L385[02:53:02] <capitalthree> anyways the difference between scala Option and java Optional is that in scala, people actually *use* Option
L386[02:53:17] <sham1> *I* use optional
L387[02:53:19] <kashike> people use Optional too
L388[02:53:19] <capitalthree> and you know why? because with pattern matching, it's not pulling teeth
L389[02:53:21] <PaleoCrafter> So do I
L390[02:53:23] <sham1> Also, so do people of Guava
L391[02:53:31] <capitalthree> well ok I'm glad people use it, but they do it a lot less
L392[02:53:36] <capitalthree> guava is good
L393[02:53:37] <kashike> guava's Optional is better than Java's imo
L394[02:53:56] <PaleoCrafter> do you have any actual proof for that, capitalthree? :P
L395[02:54:00] <Cypher121> optional in java is so... java
L396[02:54:05] <Cypher121> 1 sec
L397[02:54:22] <capitalthree> PaleoCrafter: yes. if you go into #scala asking for help with code where you used nulls, they will laugh you out
L398[02:54:22] <ghz|lappy> they could have added some syntactic sugar for it
L399[02:54:28] <capitalthree> it's a cultural difference
L400[02:54:32] <ghz|lappy> something like C#'s "type?"
L401[02:54:42] <PaleoCrafter> those people don't use Optional then, duh
L402[02:54:43] <ghz|lappy> int? x; means "Nullable<int> x;"
L403[02:55:00] <capitalthree> PaleoCrafter: they use Option
L404[02:55:04] <sham1> We do not need even more syntax sugar
L405[02:55:09] <ghz|lappy> yes we do
L406[02:55:13] <ghz|lappy> ;P
L407[02:55:14] <PaleoCrafter> I was talking about your "well ok I'm glad people use it, but they do it a lot less"
L408[02:55:15] <Cypher121> https://www.reddit.com/r/programming/comments/4gufkp/deprecating_javas_optionalget/d2ku1bf
L409[02:55:27] <capitalthree> ghz|lappy: do you like "type?" ? because that's exactly what kotlin does
L410[02:55:30] <capitalthree> :P
L411[02:55:55] <PaleoCrafter> or do you mean, the amount of people using it is miniscule?
L412[02:56:01] <capitalthree> PaleoCrafter: sorry, I'm sure some java programmers are great. I mean that, yes
L413[02:56:06] <capitalthree> it's not the standard
L414[02:56:12] <PaleoCrafter> ah well, then I agree xD
L415[02:56:13] <capitalthree> it's not, as they'd say, idiomatic java
L416[02:56:29] <sham1> Idiomatic Java can be quite stupid
L417[02:56:41] <sham1> Abstract bean factory beans
L418[02:56:48] <Cypher121> given a: T?, in kotlin I can do a?.b()?.c()!!
L419[02:56:49] <capitalthree> and scala and kotlin just make it more concise to write good code, imo
L420[02:56:58] <ghz|lappy> capitalthree: I do, but the interesting part is that in C#, it only applies to valuetypes
L421[02:56:58] <capitalthree> in java, often the clean way to do something is verbose
L422[02:57:04] <capitalthree> and so people do something lazy instead
L423[02:57:04] <ghz|lappy> since reference types are already nullable ;P
L424[02:57:17] <Cypher121> in java, given Optional<T> a, I can do a.map(T::b).map(T::c).get()
L425[02:57:18] <sham1> Verbosity is not a bad thing if done correctly
L426[02:57:23] <Cypher121> guess which I prefer
L427[02:57:32] <ghz|lappy> sham1: no
L428[02:57:34] <sham1> Yes
L429[02:57:35] <Cypher121> sham1: verbosity vs length
L430[02:57:36] <ghz|lappy> but people still name variables
L431[02:57:42] <ghz|lappy> "a", "b", "c" to type less
L432[02:57:58] <ghz|lappy> verbosity keeps people away from features
L433[02:58:01] <ghz|lappy> which is why sugar is good
L434[02:58:07] <sham1> That is trying way too hard not to be verbose and it hurts readability
L435[02:58:19] <capitalthree> personally I don't mind verbosity. what I mind is that *other* people write shit code to irrationally avoid it
L436[02:58:26] <capitalthree> and sooner or later, I have to read their code
L437[02:58:28] <PaleoCrafter> Cypher121, why you be using get and !! ? :P
L438[02:58:41] <capitalthree> I was a defender of java for a long time, but type inferrence is just better
L439[02:58:48] <sham1> Getting it
L440[02:58:51] <capitalthree> java is great but kotlin is more great :P
L441[02:58:51] <sham1> Someday
L442[02:59:06] <Cypher121> PaleoCrafter: fastest way to end that without leaving another nullable as a result
L443[02:59:07] <sham1> Did they scrap the local type inference from java9
L444[02:59:13] <PaleoCrafter> but it's bad :P
L445[02:59:19] <PaleoCrafter> it was never in, sham1 :P
L446[02:59:23] <Cypher121> of course I could write .orElse(d)
L447[02:59:28] <Cypher121> but meh
L448[02:59:32] <PaleoCrafter> it is/was being considered
L449[02:59:43] <capitalthree> java needs ?. and ?:
L450[02:59:50] <sham1> We have ? and :
L451[03:00:04] <capitalthree> that has nothing to do with this but ok
L452[03:00:06] <sham1> boolean ? something : something_else
L453[03:00:21] <Cypher121> every language needs some of the king ?:
L454[03:00:30] <capitalthree> so: a?.b means, a==null?null:a.b
L455[03:00:31] <tterrag> sham1: ?: is similar but different
L456[03:00:36] <tterrag> return foo ?: bar
L457[03:00:41] <tterrag> return bar if foo is null
L458[03:00:43] <capitalthree> a?:b means a==null?b:a
L459[03:00:55] <ghz|lappy> that's "??" in C#
L460[03:00:59] <tterrag> ?. is the same but for the dot operator
L461[03:01:02] <ghz|lappy> return a ?? -1;
L462[03:01:22] <Cypher121> anyway, that's exactly one fucking feature of kotlin
L463[03:01:34] <capitalthree> two but ok
L464[03:01:37] <Cypher121> can we for a sec talk about extensions, or maybe internal visibility?
L465[03:01:38] <capitalthree> type inferrence?
L466[03:01:46] <fry> it's the only one that matters
L467[03:01:55] <Cypher121> ehh, not really
L468[03:01:59] <fry> scala has every other kotlin feature :P
L469[03:02:13] <ghz|lappy> type inference, extension methods, null-handling operators
L470[03:02:15] <capitalthree> scala is great but not everyone's gonna learn scala
L471[03:02:18] <capitalthree> I use scala at work
L472[03:02:20] <ghz|lappy> the only thing C# doesn't support is non-nullable references
L473[03:02:20] <ghz|lappy> XD
L474[03:02:27] <capitalthree> I just like how approachable kotlin is to a java programmer
L475[03:02:52] <Cypher121> also kotlin is fun
L476[03:02:56] <Cypher121> and scala is def
L477[03:02:59] <Cypher121> i have no shame
L478[03:03:05] <capitalthree> hahaha
L479[03:03:11] <tterrag> I just want java++ where the syntax of regular java still works but there's just /extra stuff/
L480[03:03:19] <tterrag> elvis operator et al
L481[03:03:26] <tterrag> anyways, time for sleep :P
L482[03:03:26] <fry> java's type system is broken
L483[03:03:38] <capitalthree> tterrag: the only reason I don't agree is, type inferrence
L484[03:03:39] <fry> syntax sugar won't fix it :P
L485[03:03:51] <tterrag> type inference could easily be one of those extra things capitalthree
L486[03:03:56] <capitalthree> java's syntax uses type signatures in the place of val and var and def, etc
L487[03:03:59] <tterrag> it could be added trivially while maintaining backwards source compat
L488[03:04:18] <capitalthree> actually I take that back, people have done this, they just replace the type with auto
L489[03:04:21] <tterrag> I am very aware of what type inference is
L490[03:04:29] <capitalthree> you're right
L491[03:04:38] <tterrag> in fact, lombok accomplishes it INSIDE java. but I understand that lombok is not perfect
L492[03:04:40] <PaleoCrafter> http://openjdk.java.net/jeps/286 :P
L493[03:04:44] <capitalthree> here's the problem: oracle owns java now
L494[03:04:51] <capitalthree> so java isn't *going* to ++
L495[03:05:10] <PaleoCrafter> mind the 'Candidate' status, sham1 :P
L496[03:05:13] <capitalthree> and there's no point of forking it to maintain compatibility because the next version of official java will then break it
L497[03:05:24] <capitalthree> so that's why people make new languages... oracle dropped the ball
L498[03:05:50] <capitalthree> oracle is scratching the surface lately but they waited until competitor languages were much more mature
L499[03:06:08] <tterrag> um
L500[03:06:11] *** big_Xplo|AFK is now known as big_Xplosion
L501[03:06:15] <capitalthree> so I agree with wanting what you want
L502[03:06:21] <tterrag> obviously my theoretical java++ would need to update when source level does
L503[03:06:24] <tterrag> that goes without saying
L504[03:06:29] <capitalthree> but I think reality dictates that we need a language maintainer who is not oracle
L505[03:06:50] <tterrag> in fact, I'd be fine with it forking off at java 8 and only selectively bringing in features from 9+
L506[03:07:03] <capitalthree> yeah that's true, someone could make a java++ that overhauls with each language version
L507[03:07:06] <tterrag> but unless I'm doing it myself, there's not much point discussing :P
L508[03:07:13] <tterrag> like I said, time for sleep
L509[03:07:15] *** tterrag is now known as tterrag|ZZZzzz
L510[03:07:30] <capitalthree> but java 9 ++ will be back compatible with java 8, and java 9, but not with java 8 ++
L511[03:07:43] <capitalthree> so your java ++ *software* will become harder to maintain
L512[03:07:52] <PaleoCrafter> uhm, why would it?
L513[03:07:58] <capitalthree> kotlin doesn't have that problem because it's not chasing oracle's target
L514[03:08:10] <tterrag|ZZZzzz> er, what?
L515[03:08:15] <tterrag|ZZZzzz> sorry I had to come back to respond to that
L516[03:08:21] <tterrag|ZZZzzz> there's no reason java++ couldn't maintain backwards compat with itself
L517[03:08:28] <capitalthree> PaleoCrafter: because every time oracle introduces a java feature that conflicts syntactically or semantically with a previous java++ version
L518[03:08:30] <PaleoCrafter> and Java's backwards compat has always been one of the main concerns, even before Oracle :P
L519[03:08:41] <capitalthree> the next java++ version has to choose which one to be compatible with
L520[03:08:52] <tterrag|ZZZzzz> not at all
L521[03:08:58] <Cypher121> wat. I just found this in logger initialization of one of my mods
L522[03:09:03] <Cypher121> Minecraft.getMinecraft().thePlayer.sendChatMessage("yo, shit's outdated");
L523[03:09:07] <fry> scala managed to integrate both lambdas and default methods just fine :P
L524[03:09:18] <PaleoCrafter> ^ that too :P
L525[03:09:51] <capitalthree> if java 8++ adds a feature, and java 9 adds a feature that cannot be disambiguated from it by the parser, what do you do?
L526[03:10:18] <Cypher121> blame oracle ofc
L527[03:10:20] <fry> you don't make java 8++ in the first place :P
L528[03:10:26] <capitalthree> fry: because scala is compatible with java abi wise, but not the actual syntax of the language
L529[03:10:33] <capitalthree> fry: and yes that's my point :P
L530[03:10:37] *** DonAway is now known as DRedhorse
L531[03:10:58] <capitalthree> scalac makes no attempt to compile all valid java code
L532[03:11:04] <capitalthree> kotlin doesn't either
L533[03:11:10] <tterrag|ZZZzzz> That's *forward* compat
L534[03:11:11] <capitalthree> and it's because of the problem I'm talking about
L535[03:11:27] <PaleoCrafter> if java 9 adds a feature that clashes syntactically, chances are pretty high it matches the java 8++ one :P
L536[03:11:35] <tterrag|ZZZzzz> Obviously java8++ cannot be necessarily compatible with java 9
L537[03:11:43] <capitalthree> PaleoCrafter: that's a nice thing to hope for
L538[03:11:48] <capitalthree> it might even turn true
L539[03:11:51] <tterrag|ZZZzzz> But that's not what you said at first
L540[03:11:52] <capitalthree> but it's no guarantee
L541[03:11:55] <PaleoCrafter> of course not
L542[03:11:57] <capitalthree> so you will end up with some problems
L543[03:12:05] <ghz|lappy> IMO the syntax features are the least of the concerns
L544[03:12:11] <ghz|lappy> question is: JVM++?
L545[03:12:15] <ghz|lappy> or just sugar?
L546[03:12:16] <ghz|lappy> ;P
L547[03:12:25] <capitalthree> which means, in the way that statements are either true or false, "all java8 ++ programs will compile as java9 ++" will be false
L548[03:12:41] <capitalthree> tterrag|ZZZzzz: what do you think I said at first?
L549[03:12:50] <capitalthree> ghz|lappy: just sugar
L550[03:12:59] <capitalthree> the jvm is fine
L551[03:12:59] <ghz|lappy> there's such thing as compatibility profiles: you could simply have the compiler allow
L552[03:13:19] <ghz|lappy> -profile="std1.8"
L553[03:13:24] <capitalthree> that complicates the compiler. it's no longer one parse tree
L554[03:13:30] <capitalthree> it can be done but it's shitty
L555[03:13:32] <Cypher121> i'd be happy with just compiler macros
L556[03:13:52] <capitalthree> compared to drawing a line and saying "our language isn't java. it'll be easy to learn. you'll be fine"
L557[03:14:05] <PaleoCrafter> hm... would the windows taskbar popping over a fullscreen youtube video on the main screen when focusing a window on a second monitor be a windows or youtube/browser problem? xD
L558[03:14:13] <capitalthree> I'm sure no java coder who honestly tried to learn kotlin ever actually found that slightly different syntax was a barrier
L559[03:14:20] <capitalthree> it's just a mild annoyance
L560[03:14:40] <ghz|lappy> PaleoCrafter: a bit of both
L561[03:14:42] <fry> same is true for scala :P
L562[03:14:45] <Cypher121> it wasn't even annoyance tbh
L563[03:14:53] <ghz|lappy> since can access the other screen,
L564[03:14:54] <Cypher121> for scala, no, it's a pain in the ass
L565[03:14:58] <ghz|lappy> it means it's not true exclusive modefullscreen
L566[03:14:59] <PaleoCrafter> fuck off, Cypher121
L567[03:15:03] <Cypher121> wow
L568[03:15:05] <PaleoCrafter> the syntax is quite similar to Kotlin's
L569[03:15:10] <Cypher121> sure
L570[03:15:10] <PaleoCrafter> the basics, at least
L571[03:15:17] <capitalthree> fry: I very much agree, though once they start trying to read idiomatic scala code, they might be very confused :P
L572[03:15:25] <fry> scala's syntax is stupidly simple
L573[03:15:26] <Cypher121> and [] means same thing as in other c-style languages, right?
L574[03:15:26] ⇨ Joins: Noc7is (~Noc7is@ip68-106-209-192.om.om.cox.net)
L575[03:15:27] <Cypher121> right?
L576[03:15:28] <ghz|lappy> just a "topmost" window, set to "borderless windowed"
L577[03:15:31] <capitalthree> I like both languages quite a bit, anyways. scala and kotlin
L578[03:15:34] <fry> and it's much simpler than java's :P
L579[03:15:41] <capitalthree> I like java quite a bit too, just less :P
L580[03:15:43] <ghz|lappy> and those windows DO allow other topmost windows to be on top of them
L581[03:16:13] <capitalthree> fry: I think scala is peerless when you have a hotshot team who isn't afraid to learn and think
L582[03:16:18] <PaleoCrafter> yeah, ghz|lappy, but I don't recall this happening in Windows 10 up until now xD
L583[03:16:22] <capitalthree> but java is a mass consumption programming language
L584[03:16:23] <Noc7is> bspkrs, on a 4K display words in MCPMappingViewer merge together and are rather difficult to see.
L585[03:16:29] <capitalthree> java isn't just for hotshot coders
L586[03:16:41] <capitalthree> so kotlin is a better *direct* upgrade from java than scala is
L587[03:16:50] <capitalthree> though scala is still better if you know how to use it
L588[03:16:57] <Noc7is> I suggest adding a bit of padding to each text field
L589[03:17:00] <Ordinastie_> omg, you're so annoying with your arguments :x
L590[03:18:26] <Cypher121> is it just me or idea 16 fucks up the font?
L591[03:19:56] <capitalthree> anyways I'm gonna go to sleep
L592[03:20:07] ⇨ Joins: Larry1123 (Larry1123@irc.larry1123.net)
L593[03:20:13] <capitalthree> everyone who disagrees with me about stuff, I still love you, have a great day
L594[03:21:07] <Wuppy> finally!
L595[03:21:13] <Wuppy> it's finally nice weather in the netherlands
L596[03:22:04] <capitalthree> you mean, like, the actual netherlands? not just the lands of the nether?
L597[03:22:49] <Wuppy> the actual netherlands, country
L598[03:23:02] <ghz|lappy> PaleoCrafter: oh, when FOCUSING, hmmm
L599[03:23:25] <PaleoCrafter> yeah, I have youtube on the main screen and hexchat on the second one
L600[03:23:38] <ghz|lappy> I vaguely recall that happening in the past
L601[03:23:49] <ghz|lappy> but not in windows 10
L602[03:23:51] <PaleoCrafter> exactly
L603[03:23:56] <Cypher121> but yeah, I'm rewriting magneticraft in kotlin. going to be fun
L604[03:24:14] <PaleoCrafter> it was an issue in Win7 for me, but it used to be fine in 10
L605[03:25:32] <Wuppy> I wonder if I should go to the free jazz festival in the city today...
L606[03:29:37] <PaleoCrafter> ah, appears to be a chrome issue, ghz|lappy
L607[03:34:22] *** Noc7is is now known as Noc7is|4KLaptopGTX960MCorei7
L608[03:35:15] ⇦ Parts: Noc7is|4KLaptopGTX960MCorei7 (~Noc7is@ip68-106-209-192.om.om.cox.net) ())
L609[03:35:32] <Cypher121> wat
L610[03:35:33] ⇨ Joins: Noc7is (~Noc7is@ip68-106-209-192.om.om.cox.net)
L611[03:35:37] <Wuppy> not bad :P
L612[03:35:41] ⇦ Quits: Noc7is (~Noc7is@ip68-106-209-192.om.om.cox.net) (Quit: Noc7is)
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L614[03:36:25] <Cypher121> om.om.cox.net
L615[03:36:31] <Wuppy> I can change my name to GTX 765M i5
L616[03:36:33] <Cypher121> I need to get my mind out of the gutter
L617[03:36:33] <Noc7is> omnom your face ._.
L618[03:36:42] <Wuppy> or GTX970 i5 4460 :D
L619[03:36:52] <Wuppy> my pc <3
L620[03:37:01] <Noc7is> Apparentley I got too creative with my nick
L621[03:37:20] <Wuppy> you need a better pc though, not VR ready
L622[03:37:31] <Noc7is> wat
L623[03:37:34] <Wuppy> neither is mine though, even though I just build it myself for a thousand euros :V
L624[03:37:46] <Cypher121> gtx 970 i5-4670 :P
L625[03:37:55] <Wuppy> you're VR ready then Cypher121
L626[03:37:59] <Cypher121> i know
L627[03:37:59] <Wuppy> now get a VR set :P
L628[03:38:01] <Noc7is> My desktop has a GTX 970 and an i7 5820K
L629[03:38:09] <Cypher121> get me the money first
L630[03:38:29] <Wuppy> jesus Noc7is
L631[03:38:34] <Cypher121> then get me a nice hotas stick and you'll never see me again
L632[03:38:39] <Wuppy> how do you get the money
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L634[03:38:52] <Noc7is> lol, my mod paid for it
L635[03:38:52] <Cypher121> with a getter >_>
L636[03:39:00] <Wuppy> which one is that?
L637[03:39:10] <Nitrodev> remind me how you modders earn money from this?
L638[03:39:13] <Noc7is> Its the um, you know, that one mod
L639[03:39:15] <Noc7is> >_>
L640[03:39:26] <Noc7is> with the stuff
L641[03:39:33] <Wuppy> I dunno, I haven't played MC for a while now
L642[03:40:41] <Cypher121> Noc7is: is that stuff round?
L643[03:40:59] <Noc7is> Meh, I'll just spoil it
L644[03:41:57] <baegmon> Hi everyone, can anyone tell me why my code is still sending the player two messages? I've checked isRemote and stuff but it still seems to send the player two messages. (http://pastebin.com/c4RA3vmb)
L645[03:42:06] <baegmon> also, the vive is pretty nice :D
L646[03:42:21] <Noc7is> I just hit the sleep button on my laptop... surprised im still connected
L647[03:42:30] <Wuppy> I really want to try the vive once, but I have tried the Gear VR and the Oculus, they're awesome
L648[03:42:37] <Wuppy> and I've been told the vive is even better
L649[03:43:16] <Cypher121> I want to see what comes out of OSVR
L650[03:43:26] <baegmon> got 5 for work and they wanna bring in more :D
L651[03:43:34] <Noc7is> My mod: http://i.imgur.com/umfSEvz.png
L652[03:44:01] <Wuppy> we've got 2 Vives in school, about 4 oculus (oculi?) and like 10 gear vrs :D
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L654[03:44:22] <PaleoCrafter> aren't you banned, Ri5ux? :P
L655[03:44:23] <Wuppy> plus we'll soon get a ton more gear vrs and a bunch of 360 cameras & smart watches
L656[03:44:36] <Noc7is> Shhhhh PaleoCrafter
L657[03:44:39] <Noc7is> lol
L658[03:47:54] <Noc7is> Btw I solved that problem I had, so that's over with.
L659[03:48:11] <Cypher121> GameRegistry.registerBlock(BlockTest)
L660[03:48:22] <Cypher121> ok, that's strange to write
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L668[04:21:21] <Noc7is> om nom: https://scontent-dfw1-1.xx.fbcdn.net/t31.0-8/13198542_1201175729906837_2601830119325690424_o.jpg
L669[04:22:40] <heldplayer> OH GOD NO PLEASE
L670[04:22:44] <heldplayer> GET IT OFF
L671[04:22:46] <heldplayer> BURN IT
L672[04:23:04] <Noc7is> o-o
L673[04:23:30] <Cypher121> what was the fix for idea 2016 gradlestart problems?
L674[04:24:35] <PaleoCrafter> choose the mod_main module instead of mod
L675[04:27:15] <Cypher121> thx
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L680[04:41:52] <ghz|lappy> hmf, can't think of anything to spend time on :/
L681[04:41:58] <ghz|lappy> my work laptop is still not here
L682[04:59:22] <Javaschreiber> @ghy|lappy: go for a walk?
L683[05:00:14] ⇦ Quits: Javaschreiber (~Thunderbi@p4FF8B4C3.dip0.t-ipconnect.de) (Quit: Javaschreiber)
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L685[05:03:54] <ghz|lappy> Well that wouldn't really do -- I AM supposed to be at work, I just can't actually work because they messed up and I have no computer to work on XD
L686[05:06:58] <Cypher121> ghz|lappy: drink whole building's supply of coffee
L687[05:17:03] <ghz|lappy> hmmm :3
L688[05:17:05] <ghz|lappy> I just had a silly idea
L689[05:17:15] <ghz|lappy> Ender cauldron
L690[05:17:33] <ghz|lappy> it fits up to 1B of any fluid, shared by all cauldrons with the same color code
L691[05:17:50] <Cypher121> so
L692[05:17:55] <Cypher121> a shitty ender tank
L693[05:17:58] <ghz|lappy> yes XD
L694[05:18:03] <Cypher121> neat
L695[05:18:08] <ghz|lappy> I was considering the possibility of adding tanks to my Enderthing mod
L696[05:18:25] <ghz|lappy> but I didn't just want to make yet another ender tank
L697[05:18:29] <Noc7is> Does anyone know what rotation value is modified when the player moves backwards? rotationYaw and rotationYawHead are not the ones being modified apparently
L698[05:18:38] <ghz|lappy> so I thought like
L699[05:18:44] <ghz|lappy> Ender Barrels
L700[05:18:48] <Cypher121> well, most likely rotation stays the same
L701[05:18:54] <ghz|lappy> which woudl be the serious version
L702[05:19:00] <Cypher121> motion is modified
L703[05:19:15] <ghz|lappy> Noc7is: the body rotation is client-side, I think
L704[05:19:24] <Noc7is> Thats when Im checking it
L705[05:19:24] <ghz|lappy> it isn't represented in the entity itself
L706[05:19:27] <ghz|lappy> only in the renderer
L707[05:19:29] <Noc7is> Where*
L708[05:19:42] <Noc7is> Ah
L709[05:19:46] <Noc7is> Well shit
L710[05:19:50] <ghz|lappy> check ModelBiped or such
L711[05:19:54] <PaleoCrafter> anybody want to confirm this for me? https://github.com/MinecraftForge/MinecraftForge/issues/2825 xD
L712[05:20:13] <Cypher121> kotlin is going to be a blast with capabilities
L713[05:20:19] <Noc7is> Oh, you know what, you might have just saved me a headache, thanks!
L714[05:21:39] <ghz|lappy> out of curiosity, what did you need it for? ;P
L715[05:26:11] <Noc7is> I thought I needed it, but I realized I didn't, I was trying to counter-rotate the rotation that the player was adding to a mounted entity when I realized that the rotation is on the mounted entity.
L716[05:26:39] <ghz|lappy> ah
L717[05:28:31] <Cypher121> class NotAChest : TileEntity(), IItemHandler by ItemStackHandler(27) {...}
L718[05:28:37] <Cypher121> ^w^
L719[05:28:58] <ghz|lappy> wat o_O
L720[05:29:02] <Cypher121> delegation
L721[05:29:11] <ghz|lappy> but you don't expose IItemHandler directly in the TE
L722[05:29:17] <ghz|lappy> you return it from getCapability
L723[05:29:27] <Cypher121> just an example
L724[05:29:51] <ghz|lappy> interesting feature, i suppose ;p
L725[05:30:07] <Cypher121> yeah
L726[05:32:03] <Cypher121> also I'm pretty sure many apis will have both interface and capability, especially those that already existed in 1.7
L727[05:32:18] <PaleoCrafter> the interface would be IInventory though :P
L728[05:32:30] <PaleoCrafter> and you shouldn't use that anymore
L729[05:33:07] <ollieread> For those interested, overwatch has an open beta for the next 4 days http://overwatch.campaign.blizzard.com/hero/tracer/eu.html#lang=en-gb
L730[05:33:15] <Cypher121> nah
L731[05:33:28] <Cypher121> I have brain cancer from tracer in HotS already
L732[05:33:51] <ghz|lappy> i'm sure those interested would keep themselves informed ;P
L733[05:34:03] <ollieread> You'd be surprised ghz|lappy
L734[05:34:12] <ollieread> I've been playing for the last 3 days
L735[05:34:14] <ollieread> Very enjoyable
L736[05:34:33] <ghz|lappy> i'm not a fan of MOBAs or FPSs so meh
L737[05:34:45] <ollieread> It's not really a MOBA lol
L738[05:34:54] <ghz|lappy> it's more of an Arena FPS
L739[05:34:57] <ollieread> It's more like team fortress
L740[05:35:05] <ghz|lappy> mixed with TF and such
L741[05:35:08] <ghz|lappy> but yeah same
L742[05:35:47] <Cypher121> so no more iinv/isidedinv?
L743[05:35:55] <Cypher121> good riddance, I guess
L744[05:35:55] <ghz|lappy> ideally
L745[05:36:03] ⇨ Joins: founderio (~Thunderbi@p200300C4E3C3D000A591B557ED480A19.dip0.t-ipconnect.de)
L746[05:36:08] <ghz|lappy> getCapability(item handler, facing)
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L749[05:36:36] <ghz|lappy> you can choose to return different IItemHandlers for each facing
L750[05:36:38] <ghz|lappy> or always the same one
L751[05:36:43] <ghz|lappy> or a different one for null
L752[05:36:45] <Cypher121> I wonder if I can make a gradle task that generates blockstate/model files for me
L753[05:36:48] <ghz|lappy> it's up to you
L754[05:37:01] <ghz|lappy> sure, you could, but what woudl it generate them FROM?
L755[05:37:59] <Cypher121> well, let's just say defining this stuff as a bunch of abstract methods in a BlockBase class is much simpler than most other solutions I can think of
L756[05:38:25] <ghz|lappy> ewh, no
L757[05:38:48] <ghz|lappy> defining that stuff in a visual model editor, and then generating a blockstates file for it, is the simplest way ;P
L758[05:39:27] <Cypher121> actually, anything that is not a cube will probably be done with techne/obj
L759[05:39:46] <ghz|lappy> you can use MrCrayfish's editor and export to json
L760[05:39:48] <Cypher121> so that just leaves a metric fuckton of boilerplate
L761[05:39:50] <ghz|lappy> or blender and export to obj
L762[05:39:52] <ghz|lappy> or whatever
L763[05:39:59] <ghz|lappy> in fact
L764[05:40:09] <Cypher121> yeah, but even then you have to write blockstates
L765[05:40:19] <ghz|lappy> i'd sortof prefer to have the java code autogenerated FROM the blockstates file, than the other way around
L766[05:40:20] <ghz|lappy> XD
L767[05:40:27] <Cypher121> wat
L768[05:40:33] <Cypher121> why would you do that
L769[05:40:35] <ghz|lappy> it's just not really complete enough for that
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L771[05:41:09] <ghz|lappy> it's how i'm used to doing stuff like GUIs
L772[05:41:09] <Cypher121> you can't write a blockstate factory or even proper inheritance with all these jsons
L773[05:41:32] <ghz|lappy> define the visual aspect on a XAML/html/whatever
L774[05:41:42] <ghz|lappy> and then have a partial class with the related events
L775[05:41:52] <ghz|lappy> and the compiler generates the intermediate code for you
L776[05:41:59] <Cypher121> mvc?
L777[05:42:28] <ghz|lappy> sortof, yeah
L778[05:43:08] <Cypher121> anyway, I'm going to do something that will be minimal effort per each additional block
L779[05:43:22] <ghz|lappy> your choice
L780[05:43:28] <ghz|lappy> IMO it already is minimal
L781[05:43:34] <ghz|lappy> jsut copypaste a few files ;P
L782[05:44:14] <Cypher121> and then replace everything 50 times
L783[05:44:15] <Cypher121> nah
L784[05:44:21] <PaleoCrafter> and with forge blockstates, you really only need one JSON for simple blocks :P
L785[05:44:25] *** AEnterprise is now known as AEnterpriseAFK
L786[05:45:13] <Cypher121> well, ideally I would like 0
L787[05:45:17] <Cypher121> hate that stuff
L788[05:45:32] <PaleoCrafter> dem resource packs though :P
L789[05:45:59] <ghz|lappy> Cypher121: it's easy to think like that
L790[05:46:04] <Cypher121> well, let packmakers do jsons and let those jsons override code
L791[05:46:09] <ghz|lappy> but then you see what some resourcepack artists can achieve with some model magic
L792[05:46:15] <Cypher121> again
L793[05:46:16] <Cypher121> ^
L794[05:46:23] <PaleoCrafter> moving away from doing everything in code is good as well :P
L795[05:46:27] <PaleoCrafter> declarative style and such
L796[05:46:44] <ghz|lappy> if anything, I just don't really agree with json itself
L797[05:46:45] <ghz|lappy> but meh
L798[05:46:46] <Ordinastie_> Cypher121, I know some lib that allows you to not use JSONs :)
L799[05:46:48] <ghz|lappy> it does the job
L800[05:47:26] <Cypher121> + there aren't many people who can achieve something better than the guy who makes visuals for magneticraft
L801[05:47:34] <Cypher121> Ordinastie_: your core mod?
L802[05:47:38] <Ordinastie_> yes
L803[05:47:52] <Cypher121> meh
L804[05:48:07] * PaleoCrafter slaps, tars, feathers and quarters Ordinastie_ and then burns the individual pieces
L805[05:48:28] <Cypher121> lel
L806[05:50:07] <barteks2x> Did they remove void fog in 1.9 or it's my code doing something I don't know about?
L807[05:50:48] <PaleoCrafter> Cypher121, your artist sure knows how to use a noise filter ;P
L808[05:50:50] * ghz|lappy afks
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L810[05:54:22] <Cypher121> PaleoCrafter: he's one of minecraft unity maintainers
L811[05:54:36] <PaleoCrafter> cool
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L814[06:06:22] <Lumien> In the 1.9 Dimension System, the id of the Dimension Type is not meant to be used as an dimension id right?
L815[06:06:30] <Lumien> So that you can have multiple dimensions with one dimension type
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L817[06:09:14] <Wuppy> now this is a forecast you want to see :D
L818[06:09:15] <Wuppy> http://i.imgur.com/FMXEn2C.png
L819[06:09:27] <PaleoCrafter> I don't want my forecast to be Dutch
L820[06:10:05] <Cypher121> I have no idea what donderdag is
L821[06:10:08] <Cypher121> but it sounds bad
L822[06:12:16] <Wuppy> lol, that's Thursday
L823[06:12:51] <Wuppy> PaleoCrafter, I guess, but that temperature :O
L824[06:13:09] <PaleoCrafter> it's about 2K warmer here :P
L825[06:14:23] <Wuppy> meh, this temperature is perfect
L826[06:19:04] <baegmon> could anyone help me out / point me in a tutorial that shows a working multi-textured block for at least 1.8.9 ~ 1.9? (I asked this yesterday but was told to check Neale's tutorials which do not work, also checked the Pumpkin and Furnace source files AND other tutorials). The texture loads in the inventory and when I throw it away but not when I place it down.
L827[06:19:32] <Girafi> Have you done the blockstate json?
L828[06:19:55] <baegmon> yep, texture loads when I hover over it.
L829[06:19:56] <PaleoCrafter> orientation dependent or just multiple textures like the crafting table?
L830[06:20:28] <Girafi> Hover over it, as in Waila?
L831[06:20:33] <PaleoCrafter> we're talking about your code, baegmon :P do you have a file in assets/<resource_domain>/blockstates/ ? :P
L832[06:20:54] <PaleoCrafter> and does that file's name match your block's registry name?
L833[06:21:03] <baegmon> Oh no I mean in my hotbar thing down the bottom, and yea it is in the blockstates folder also with the appropriate mod ids and it does match the block registry name
L834[06:21:09] <barteks2x> I just fixed night vision potion and removed void fog by returning Double.NaN from WorldType.voidFadeMagnitude
L835[06:21:23] <PaleoCrafter> show us that file then
L836[06:21:33] <PaleoCrafter> and your latest client log
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L839[06:23:46] <Girafi> Huh. Just read the changelog for Forge 1.9 RB. The gui3d and smooth_lighting, what exactly are those ? ^^
L840[06:25:15] <baegmon> Block: http://pastebin.com/qeXu5pK0 Error: http://pastebin.com/aEUNyyCU
L841[06:25:51] <PaleoCrafter> I want the blockstates file, duh :P
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L843[06:26:23] <baegmon> blockstates file: http://pastebin.com/i0fkZVW8
L844[06:26:24] <PaleoCrafter> and you don't have the necessary getMetaFromState/getStateFromMeta methods
L845[06:26:50] <baegmon> oh woops forgot to repaste them back in but they still return the ": Don't know how to convert powerhouse:spring[facing=north] back into data..." line
L846[06:27:02] <PaleoCrafter> then you didn't override them .P
L847[06:27:54] <baegmon> just tried that (if it was actually that I would've killed myself) but same error
L848[06:28:23] <PaleoCrafter> paste your block class again then
L849[06:29:06] <baegmon> http://pastebin.com/H0G1vUfV
L850[06:29:33] <baegmon> Since it loads the textures if I throw it in the ground, but not when I place it down, I'm sure its something ridiculously stupid.... :(
L851[06:29:39] <PaleoCrafter> and gui3d seems to affect lighting in GUIs, Girafi
L852[06:29:55] <PaleoCrafter> such that your block doesn't look all flat, I suppose
L853[06:30:31] <PaleoCrafter> you're looking two substantially different things in both cases, baegmon :P one is the actual block, the other one an item which happens to place down the block
L854[06:30:51] <PaleoCrafter> dude...
L855[06:31:01] <PaleoCrafter> you... just copied the methods from the super class, didn't you?
L856[06:31:31] <baegmon> I'm just following Neals tutorial, and the others I found all have this as their base code for the textured block
L857[06:31:44] <PaleoCrafter> who or what is Neals? :P
L858[06:32:01] <baegmon> http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/2657724-1-8-9-modding-tutorials-by-nealegaming
L859[06:32:05] <Girafi> Huh. Where is that gui3d value supposed to go ? ^^
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L861[06:32:08] <baegmon> dude makes pretty good tutorials :O
L862[06:32:09] <madcrazydrumma> What has registerEntityRenderingHandler changed to?
L863[06:32:34] <PaleoCrafter> in the variant, Girafi
L864[06:32:44] <PaleoCrafter> so on the same level as "model": "whatever"
L865[06:32:51] <PaleoCrafter> in a forge blockstates file, at least
L866[06:33:10] <Girafi> Gotcha, thanks ^^
L867[06:33:50] <PaleoCrafter> nothing, madcrazydrumma, it just takes a factory now
L868[06:34:24] <madcrazydrumma> Example PaleoCrafter ?
L869[06:34:31] <PaleoCrafter> vanilla?
L870[06:34:50] <PaleoCrafter> oh, it's actually a Forge-provided type
L871[06:34:57] <Girafi> Yeah, I was just about to say that :p
L872[06:34:59] <PaleoCrafter> I've never really worked with entities, so dunno :P
L873[06:35:20] <PaleoCrafter> but it should be pretty much the same as it was before
L874[06:35:36] <PaleoCrafter> just instead of passing the Render instance directly, you return a new one in the factory
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L876[06:35:49] <PaleoCrafter> YourRender::new if you have access to Java 8 should suffice :P
L877[06:36:43] <PaleoCrafter> btw, baegmon, I'd suggest looking at what some vanilla blocks return in those methods rather than following a tutorial
L878[06:37:01] <PaleoCrafter> maybe 1 out of 100 MC modding tutorials would deserve being called "pretty good" :P
L879[06:40:49] <Wuppy> bloody hell making UI for VR is frustrating
L880[06:41:17] <ghz|lappy> how so?
L881[06:41:38] <Wuppy> You can't use Screen Space Canvas in Unity
L882[06:41:44] <ghz|lappy> oh
L883[06:42:00] <ghz|lappy> but you can use camera canvas
L884[06:42:04] <ghz|lappy> and render to texture
L885[06:42:06] <ghz|lappy> ;P
L886[06:42:29] <Wuppy> it has to be World Space UI sadly
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L888[06:42:56] <ghz|lappy> you can still do it, though
L889[06:43:06] <ghz|lappy> draw the ui in one camera, with a render target
L890[06:43:21] <ghz|lappy> and then apply this texture as a material, to a plane
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L892[06:44:21] <ghz|lappy> then you can have the HUD follow the look direction normally, and have a control that, when held, "fixes" the location of the ui, and lets you look at it
L893[06:44:29] <ghz|lappy> at least that's how i'd do it
L894[06:44:32] <ghz|lappy> but I have never used VR
L895[06:45:49] <Wuppy> what the actual fuck
L896[06:46:10] <Wuppy> this UI be tripping
L897[06:46:38] <vox> o/
L898[06:47:20] <ghz|lappy> so
L899[06:47:22] <ghz|lappy> my mod
L900[06:47:26] <ghz|lappy> Enderthing
L901[06:47:32] <ghz|lappy> i'm thinking about possibly adding fluids
L902[06:47:38] <ghz|lappy> I had this idea earlier:
L903[06:47:45] <ghz|lappy> Ender Cauldron + Ender Barrel
L904[06:48:13] <vox> Barrels are coolio
L905[06:48:13] <ghz|lappy> one can be used to automate insert/remove, and the other exposes the fluid while in the inventory also
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L907[06:49:30] <ghz|lappy> I was also thinking of adding a Funnel block that works practically like the hopper, xcept for fluids
L908[06:49:31] <ghz|lappy> ;P
L909[06:50:27] <vox> Sounds like a Buildcraft pump but OP
L910[06:50:37] <ghz|lappy> OP how?
L911[06:51:00] <vox> Because it wouldn't require power or anything? At least that was my first impression
L912[06:51:07] <ghz|lappy> wait pump? no not pump
L913[06:51:15] <vox> explain
L914[06:51:33] <ghz|lappy> I was thinking just draining tanks
L915[06:51:37] <ghz|lappy> not actual in-world fluids
L916[06:52:07] <ghz|lappy> the hopper doesn't break placed blocks by itself
L917[06:52:33] <ghz|lappy> it only affects inventories, in-world items, and item-carrying entities (minecarts with chest)
L918[06:52:49] <vox> True, okay. That sounds fine
L919[06:52:55] <vox> It's basically a pipe, though
L920[06:52:59] <ghz|lappy> yes
L921[06:53:10] <ghz|lappy> a very slow pipe ;P
L922[06:53:39] <vox> :P
L923[06:54:17] <ghz|lappy> ah i may not need to make the effort, in the end
L924[06:54:18] <ghz|lappy> http://minecraft.curseforge.com/projects/endertanks
L925[06:54:25] <ghz|lappy> it has 1.9 beta builds ;P
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L929[07:09:16] <Cypher121> ghz|lappy: so http://ftbwiki.org/Fluid_Hopper ?
L930[07:10:11] <ghz|lappy> yes xcept whoever decided to call it "fluid hopper" insetad of "funnel" needs to be slapped
L931[07:10:11] <ghz|lappy> ;P
L932[07:10:23] * Cypher121 shrugs
L933[07:10:41] <ghz|lappy> and ewh, output upward goes against everything a hopper stands for! ;P
L934[07:10:48] <Cypher121> wat
L935[07:10:50] <Cypher121> no
L936[07:11:15] <Cypher121> lol
L937[07:11:20] <Cypher121> these pictures are wrong
L938[07:12:03] <Cypher121> anyway, cya
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L946[07:37:57] <ghz|lappy> Oops, that's a bad bug
L947[07:38:11] <ghz|lappy> I forgot to implement player clone handling in my enderthing capability
L948[07:38:23] <ghz|lappy> so the versions that relied on it for storage, would lose ALL the private inventories upon death
L949[07:38:44] <PaleoCrafter> that's why I'm for automatic cloning :P
L950[07:38:50] <ghz|lappy> yeah
L951[07:39:00] <ghz|lappy> or at least a capability signal for it
L952[07:39:35] <ghz|lappy> i nthe ICapabilityProvider, a method like "transferDataOnClone(A,B)"
L953[07:39:44] <PaleoCrafter> something like that, yeah
L954[07:40:22] <ghz|lappy> thankfully I switched to storing the private data on the WorldSavedData
L955[07:40:28] <PaleoCrafter> hehe
L956[07:40:29] <ghz|lappy> so anyone using the latest version should be safe ;P
L957[07:40:41] <ghz|lappy> but I know the xBPacked modpack uses 0.5.4 atm
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L959[07:50:28] <baegmon> lol just found out why my multi-texture blocks wasn't loading. Eclipse wasn't reloading the changes I made into the json files so it was loading old data for some fucking reason.... spent so much time on this :/
L960[07:50:45] <PaleoCrafter> ah, enable auto-refresh then :P
L961[07:50:58] <Ordinastie_> no auto refresh in eclipse
L962[07:51:05] <PaleoCrafter> of course there is :P
L963[07:51:08] <PaleoCrafter> it's just disabled by default
L964[07:51:16] <Ordinastie_> really ? never found it
L965[07:51:17] <PaleoCrafter> due to some issue with linxus iirc
L966[07:51:25] <PaleoCrafter> *linux, lol
L967[07:51:47] <ghz|lappy> bbl, doctor appointment
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L969[07:52:11] <Ordinastie_> Refresh using native hooks or polling ?
L970[07:52:18] <PaleoCrafter> I think so, yes
L971[07:52:26] <PaleoCrafter> or Refresh on Access
L972[07:52:28] <baegmon> I just checked, its enabled I hate life
L973[07:53:13] <Ordinastie_> there is a Refresh resources when index changes too but it's in Git options, so I doubt it's that
L974[07:53:51] <PaleoCrafter> over 3 years ago, when I was still using eclipse, that 'Refresh using native hooks or polling' was definitely working, so xD
L975[07:54:10] <Ordinastie_> yeah, it's was disabled for me
L976[07:54:29] <Ordinastie_> if that works, it'll help
L977[07:54:44] <baegmon> well I just uninstalled eclipse lol moved the project into IDEA now
L978[07:55:36] <PaleoCrafter> just like it should be :P
L979[07:55:51] <Ordinastie_> damn fanboy
L980[07:56:40] <PaleoCrafter> you're just incapable of seeing the truth
L981[07:58:44] <baegmon> feels good to be back though I like IDEA interface more :P
L982[07:59:34] <Shalmezad> IDEA + vim plugin = <3
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L984[08:01:57] <Cazzar> Well, that was a virus fest
L985[08:02:04] <Cazzar> Sister's laptop was playing up...
L986[08:02:20] <Cazzar> Windows Defender/MSE hit @ 90k
L987[08:02:51] <Wuppy> what
L988[08:02:52] <Wuppy> how
L989[08:02:59] <Wuppy> seriously
L990[08:03:00] <Shalmezad> Ouch. Does she at least have a recovery disk/usb so you can start over?
L991[08:03:27] <Cazzar> Shalmezad: I would have best PC practices, and I don't even backup :P
L992[08:03:44] <Cazzar> It's recoverable... somehow
L993[08:03:51] <Wuppy> oh thanks for reminding me, I need to make another backup :P
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L997[08:06:22] <Shalmezad> Cazzar: I don't either, but I'm not using windows on most of my machines, so I have the linux distro disks as my recovery :P
L998[08:07:54] <vox> linux <3
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L1001[08:08:47] <Cazzar> Also, DNS unlocker xD
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L1004[08:14:15] <BubbleTrouble> hello
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L1007[08:15:16] <BubbleTrouble> Hey, I was wondering how much the modelbakery changed from mc 1.8 to 1.9 cause i cant seem to get it woking on mc 1.9
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L1010[08:18:31] <Cazzar> Last scan to the last active antivirus...
L1011[08:18:40] <Cazzar> 13/03/2014
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L1013[08:20:14] <LatvianModder> BubbleTrouble: I dont think it did that much
L1014[08:20:22] <LatvianModder> whats broken?
L1015[08:21:58] <BubbleTrouble> https://gyazo.com/cb9708947be531e65a5e4fb9c147d55b the toggled codde part used to work, and now it gives erros, i looked at the changes but tbh there werent many so i am not sure why it aint working
L1016[08:22:15] <PaleoCrafter> oh dear
L1017[08:22:27] <PaleoCrafter> that code is from the very beginnings of 1.8, isn't it? :P
L1018[08:22:49] <PaleoCrafter> use ModelLoader.setCustomModelResourceLocation, BubbleTrouble ;)
L1019[08:24:16] <LatvianModder> And dont forget to use it in preInit() state
L1020[08:25:01] <BubbleTrouble> ah, ok :)
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L1029[09:00:33] <barteks2x> I realized that to make chunk unloadign work correctly with vanilla worldgen in cubic chunks I would need to implement something that would work very similar to a garbage collector...
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L1032[09:02:11] <big_Xplosion> I have a block with different blockstates. One of those blockstates I would need to render semi-transparant. Other should use the standard model files. Is this possible? and how would I have to do it?
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L1034[09:06:25] <vox> barteks2x: yep :D
L1035[09:06:30] <Shalmezad> Should just be a matter of having different models set for your block states in the blockstates/block.json, right?
L1036[09:06:37] <vox> yep, probably
L1037[09:06:49] <vox> you also would have to change your RenderLayer
L1038[09:07:05] <vox> http://greyminecraftcoder.blogspot.com/2014/12/block-rendering-18.html
L1039[09:07:30] <barteks2x> Actually, maybe I could abuse java GC for it...
L1040[09:07:38] <vox> possibly
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L1042[09:08:58] <Shalmezad> vox: Thanks for the link. Looks like it has a post that solves a separate issue I'm playing with this week. ;)
L1043[09:09:13] <vox> No problem :D
L1044[09:09:24] <barteks2x> I simply need to use weak references to store these cubes in ChunkProvider, and then store actual references to these cubes in other cubes that are loaded the normal way
L1045[09:10:49] * vox is busy ripping code out of the vanilla shields
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L1048[09:11:51] <vox> Right now I'm working on adding more shields than just the iron one that's in vanilla, then I'll be adding TiCon support too :D
L1049[09:12:00] <Temportalist> vox: YAS
L1050[09:12:02] <vox> And hopefully I can keep the cool banner coloring system
L1051[09:12:09] <Temportalist> vox: YAAASSS
L1052[09:12:13] <vox> lol
L1053[09:12:19] <Temportalist> vox: do a TiCon PR for dis
L1054[09:12:39] <vox> boni: opinion on this? I know you've said you didn't want armor, but?
L1055[09:12:50] <vox> Temportalist: Alright, if boni likes it I will
L1056[09:12:58] <Temportalist> why no armor? that should be a thing.
L1057[09:13:09] <Temportalist> vox: #TinkersConstruct
L1058[09:13:12] <vox> Idk, the Slime Knights have said they weren't going to do that
L1059[09:13:15] <vox> True, true.
L1060[09:13:41] <big_Xplosion> vox, Shalmezad, the problem is that I need to change the alpha value of a texture and I don't think you can do that with the model files?
L1061[09:13:51] <ghz|afk> vox: there's some Armoury mod that tries to be the tinker's of armor
L1062[09:14:53] <vox> big_Xplosion you'd need separate textures, which you *can* reference from separate models
L1063[09:15:33] <vox> Ugh IDEA broke itself again
L1064[09:15:51] <vox> I freaking have had to run setupDecompWorkspace like 10 times over the last 2 days
L1065[09:16:26] <vox> Oh wait what it fixed itself somehow this time while I was typing that
L1066[09:16:29] <vox> huh
L1067[09:16:44] <masa> and people change to IDEA because... why again? :p
L1068[09:16:54] <ghz|afk> masa: because it's better
L1069[09:17:03] <masa> yeah clearly XD
L1070[09:17:03] <ghz|afk> i haven't actually experienced those self-breaking issues ;P
L1071[09:17:23] <masa> how is it better?
L1072[09:17:26] <vox> I only started experiencing issues yesterday
L1073[09:17:36] <vox> Oh man IDEA is better in every way basically
L1074[09:17:39] <masa> it just seems to need weird extra steps for everything
L1075[09:18:00] <ghz|afk> what it does, feels better the way it does it
L1076[09:18:10] <sham1> IDEA has more clarity
L1077[09:18:15] <vox> Very true
L1078[09:18:30] <masa> examples?
L1079[09:18:31] <sham1> Proper night theme where you can still actually see the text
L1080[09:18:37] <ghz|afk> yo ucould say that maybe IDEa isn't better per se, just agrees more with the way I work
L1081[09:18:42] <ghz|afk> IDEA*
L1082[09:18:49] <capitalthree> idea just has snazzier completion features
L1083[09:18:51] <PaleoCrafter> ^
L1084[09:18:56] <PaleoCrafter> and it just feels smoother to me xD
L1085[09:19:00] <SkySom> Agree. IDEA's debug mode just seems to be cleaner for me than Eclipses
L1086[09:19:01] <capitalthree> at the end of the day nobody needs an ide, we just want to do less work
L1087[09:19:06] <capitalthree> and idea does more work for me
L1088[09:19:07] <SkySom> And having to change views and such
L1089[09:19:21] <ghz|afk> I'm biased against eclipse
L1090[09:19:30] <ghz|afk> simply from the days where I got fed up from waiting for it to start
L1091[09:19:34] <vox> Same here
L1092[09:19:37] <ghz|afk> and switched to NetBeans
L1093[09:19:49] <sham1> >Netbeans
L1094[09:19:59] <ghz|afk> when when I started modding again in the 1.8 days
L1095[09:20:14] <ghz|afk> I had to choose between eclipse and IDEA, chose idea, and liked it well enough
L1096[09:20:27] <ghz|afk> after switching to dark theme, and switching to VS-style keybinds
L1097[09:20:39] <Temportalist> its been a while, how do you add rendering for an entity?
L1098[09:20:43] <capitalthree> I hear netbeans has a great gui creator. irrelevant for minecraft though :P
L1099[09:20:44] <sham1> You and your proprietary software
L1100[09:20:56] <capitalthree> proprietary? o_o
L1101[09:21:07] <capitalthree> idea community edition is just as open source as eclipse is
L1102[09:21:12] <sham1> VS
L1103[09:21:15] <capitalthree> ahhh
L1104[09:21:15] <capitalthree> right
L1105[09:21:17] <vox> VS is great
L1106[09:21:33] <ghz|afk> Temportalist: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientProxy.java#L273
L1107[09:21:33] * vox walks away because he's also using IDEA Ultimate, more proprietary software
L1108[09:21:36] <ghz|afk> if oyu use java8
L1109[09:21:36] <capitalthree> I hear people like vs but I hate microsoft so I won't bother :P
L1110[09:21:36] <ghz|afk> ;p
L1111[09:21:50] <capitalthree> but great ide from what I hear
L1112[09:21:52] <ghz|afk> VS is just simply better.
L1113[09:21:58] <ghz|afk> ;P
L1114[09:21:59] <PaleoCrafter> VS simply from a coding perspective is unusable without ReSharper :P
L1115[09:22:08] <ghz|afk> nah
L1116[09:22:11] <vox> I disagree, but ReSharper is nice
L1117[09:22:11] <ghz|afk> it's still quite nice
L1118[09:22:12] <Temportalist> ghz|afk: what are those ::
L1119[09:22:21] <ghz|afk> resharper turns it from "better" to "awesome"
L1120[09:22:27] <ghz|afk> Temportalist: a java8 feature
L1121[09:22:28] <vox> oh man I love that factory syntax stolen from C++ scopes
L1122[09:22:35] <Temportalist> haha
L1123[09:22:44] <ghz|afk> that creates an implicit lambda from a method name
L1124[09:22:48] <vox> Yeah it's a Java8 feature that they totally couldn't come up with their own syntax for
L1125[09:23:06] <vox> So now it confuses everyone who has used C++
L1126[09:23:10] <ghz|afk> XD
L1127[09:23:21] <ghz|afk> C# just uses "."
L1128[09:23:27] <ghz|afk> actually
L1129[09:23:34] <Temportalist> ghz|afk: @deprecated use the factory version during Preinitialization.
L1130[09:23:34] <ghz|afk> I don't even know if it can reference a constructor that way at all
L1131[09:23:40] ⇨ Joins: Lordmau5 (~Lordmau5@aeg-gaming.net)
L1132[09:23:41] <ghz|afk> Temportalist: yes
L1133[09:23:44] <ghz|afk> that's the factory version
L1134[09:23:44] <Lordmau5> o/
L1135[09:23:44] <ghz|afk> XD
L1136[09:23:49] <ghz|afk> o/
L1137[09:23:49] <Temportalist> what is the new factory version?
L1138[09:23:53] <Temportalist> le confused
L1139[09:23:57] <ghz|afk> Temportalist: same method name
L1140[09:24:00] <ghz|afk> just different last parameter
L1141[09:24:01] <PaleoCrafter> ever heard of overloading, Temportalist? :P
L1142[09:24:03] <Temportalist> ah
L1143[09:24:05] <ghz|afk> are you using java8? or java 6?
L1144[09:24:13] <vox> ghz: You can doing some reflection things, and there's definitely factories but they're a bit different IIRC
L1145[09:24:17] <vox> I've never used them in C#
L1146[09:24:19] *** ghz|afk is now known as gigaherz
L1147[09:24:33] <gigaherz> vox: yeah I mean you can't do "Class.new" as a way to pass a constructor as a delegate
L1148[09:24:37] <vox> anyone know if TiCon has a maven repo?
L1149[09:24:58] <Lordmau5> let's poke unascribed and see if he's here
L1150[09:25:01] ⇨ Joins: Brokkoli (~Brokkoli@p5B23C982.dip0.t-ipconnect.de)
L1151[09:25:12] <gigaherz> vox: ask in the ticon channel
L1152[09:25:12] <gigaherz> ;P
L1153[09:25:14] <Shalmezad> Nope. I know it has a github repo (been looking at it to see how 1.8 works)
L1154[09:25:37] <vox> Huh, it's hosted in the DVS1 maven repo apparently
L1155[09:25:44] <vox> Like JEI
L1156[09:26:15] *** cpw|out is now known as cpw
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L1158[09:27:03] <PaleoCrafter> well, prog has been doing TiCon stuff, haven't they? :P
L1159[09:27:53] <vox> idk
L1160[09:28:01] <SkySom> I think prog used to.
L1161[09:28:08] <SkySom> Not sure if he currently does
L1162[09:28:42] ⇦ Quits: vombatiform (~russt@2600:3c01::f03c:91ff:fea8:15d0) (Ping timeout: 190 seconds)
L1163[09:28:42] <PaleoCrafter> his site states that he has retired and only provides the build server nowadays
L1164[09:29:21] * Temportalist just wants natura
L1165[09:29:39] <Shalmezad> progwml6? Last commit I see in TiCon is from 2014
L1166[09:29:57] <BubbleTrouble> I dont see any model changing in the 1.9 custom bow class, except for the one in the model in the hotbar.
L1167[09:32:39] <PaleoCrafter> it uses predicates in the json
L1168[09:33:04] <vox> Temportalist: I think that's being worked on... I think
L1169[09:33:15] <vox> I'm pretty sure I heard that from someone here
L1170[09:34:30] ⇦ Quits: KnightMiner (~KnightMin@adsl-68-255-6-227.dsl.emhril.sbcglobal.net) (Quit: Leaving)
L1171[09:34:43] <LatvianModder> Is that a vanilla bug, that if you use bow from off-hand it doesnt actually draw it when you shoot arrows?
L1172[09:34:46] <BubbleTrouble> @PaleoCrafter ok
L1173[09:34:58] <LatvianModder> It just looks like you are holding it as normal item
L1174[09:35:04] <PaleoCrafter> try it in vanilla? :P
L1175[09:35:11] <vox> I'll do that, one sec
L1176[09:35:16] <vox> waiting for download
L1177[09:35:27] <barteks2x> Will they ever fix rendering chunks? I never know if what I see is vanilla bug or I'm doing something wrong
L1178[09:35:34] <LatvianModder> I dont have vanilla.. But I guess Ill try it out
L1179[09:35:45] <vox> LatvianModder: I gotchu :P
L1180[09:35:49] ⇨ Joins: blood|wrk (~owned@STATIC228.iona.edu)
L1181[09:36:24] <PaleoCrafter> you couldn't possibly be more vague, barteks2x
L1182[09:36:32] <PaleoCrafter> except for omitting 'chunks' maybe
L1183[09:37:03] <capitalthree> hehe I started a balance fork of ticon 1.7.10, I think boni is annoyed with me
L1184[09:37:04] <vox> nope, works fine in vanilla
L1185[09:37:11] <barteks2x> sometiems it just refuses to render some chunks. In vanilla and with my mod. But with cubi chunks it happens much more frequently
L1186[09:37:14] <capitalthree> either for rebalancing the mod, or for keeping 1.7.10 code alive. probably both
L1187[09:37:15] <vox> Lex, I think we found another bug in forge
L1188[09:37:23] <PaleoCrafter> did you test it in 1.9.0, vox?
L1189[09:37:32] <vox> Oh shoot, this is 1.9.2
L1190[09:37:34] <vox> one sec
L1191[09:37:36] <PaleoCrafter> :P
L1192[09:39:07] <vox> Nope, works fine as well in vanilla 1.9.0
L1193[09:39:16] <LatvianModder> https://youtu.be/e3NL3Qe6y_4
L1194[09:39:19] <PaleoCrafter> welp, fry|afk is to blame then
L1195[09:39:20] <vox> Anyone brave enough to ping Lex?
L1196[09:39:35] <LatvianModder> I would but its pointless, I dont think he is around
L1197[09:39:40] <sham1> Make an issue
L1198[09:39:41] <PaleoCrafter> better just ping fry directly, Lex doesn't concern himself with rendering :P
L1199[09:39:43] <Temportalist> LatvianModder and PaleoCrafter are voiced :P
L1200[09:39:52] <LatvianModder> + whats the point to ping hom about a bug? Forge issues is the way to go
L1201[09:39:58] <PaleoCrafter> that doesn't mean shit, Temportalist :P
L1202[09:40:02] <Temportalist> hehe
L1203[09:40:16] <vox> Eh, true
L1204[09:40:24] <LatvianModder> Last time I pinged him I got kicked, so it doesnt matter :P
L1205[09:40:45] <LatvianModder> so, can you confirm this works in 1.9 vanilla? I will have to check and make a video
L1206[09:40:56] <AKTheKnight> I avoid pinging anyone unless I'm talking to them
L1207[09:41:05] <AKTheKnight> I get scared I'll get banned
L1208[09:41:09] <vox> LatvianModder: yep, it does
L1209[09:41:14] <vox> Kind of
L1210[09:41:23] <vox> The animation is definitely there in vanilla
L1211[09:41:30] <vox> But the bow is always pointing downwards
L1212[09:41:40] <PaleoCrafter> I thought you meant the whole animation, LatvianModder
L1213[09:41:55] <PaleoCrafter> but just tested it myself, you don't aim in vanilla either, yeah
L1214[09:42:06] <vox> Yep, you don't aim but the animation is there
L1215[09:42:06] <LatvianModder> So thats a vanilla bug?
L1216[09:42:10] <PaleoCrafter> yep
L1217[09:42:18] <vox> I don't really agree
L1218[09:42:25] <vox> The draw animation is still there
L1219[09:42:29] <LatvianModder> So is there a point to make an issue about it? Ill check if it does that in 1.9.2
L1220[09:42:32] <PaleoCrafter> but you should still hold it up :P
L1221[09:42:33] <Shalmezad> I'm feeling brave. Which Lex do you want pinged?
L1222[09:42:45] <LatvianModder> Better dont :P
L1223[09:42:53] <LatvianModder> We dont need him now :P
L1224[09:43:06] <vox> Same deal in 1.9.2, the bow is always facing down but the draw animation is there
L1225[09:43:16] <vox> So Forge definitely is screwed up, but so is vanilla
L1226[09:43:29] <LatvianModder> So.. Forge didnt do anything
L1227[09:43:44] <LatvianModder> I feel Meh about making a vanilla issue
L1228[09:43:49] ⇨ Joins: catchin (~catchin@ip98-164-220-131.oc.oc.cox.net)
L1229[09:43:58] <vox> lol
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L1232[09:46:50] <PaleoCrafter> it appears to be fixed in 1.9.3 anyway
L1233[09:47:00] <PaleoCrafter> actually, nvm, held it in the main hand xD
L1234[09:47:21] *** amadornes[OFF] is now known as amadornes
L1235[09:48:12] <vox> where is the shield rendering code :/
L1236[09:48:51] *** Vigaro is now known as V
L1237[09:49:11] <PaleoCrafter> TileEntityItemStackRenderer
L1238[09:49:32] *** willieaway is now known as williewillus
L1239[09:49:36] <vox> Ugh
L1240[09:49:48] <LatvianModder> de fock is that
L1241[09:50:10] <heldplayer> TileEntityItemStackAndPossiblySomeOtherThingsLikeBlocksSpecialSimpleFastRenderer
L1242[09:50:14] <PaleoCrafter> ^
L1243[09:50:22] <williewillus> it's the "hack around the model system" renderer :P
L1244[09:50:26] <LatvianModder> yeah, im looking at that class
L1245[09:50:32] <LatvianModder> and im like.. what the fuck, mojang
L1246[09:50:34] <williewillus> though i did not know that display transforms work on those
L1247[09:50:36] <PaleoCrafter> it should be renamed, btw
L1248[09:50:38] <williewillus> well it's needed
L1249[09:50:51] <PaleoCrafter> will have to submit that to the bot issues
L1250[09:50:52] <williewillus> until they make a sane animated model system
L1251[09:51:17] <LatvianModder> that will never happen
L1252[09:51:23] <LatvianModder> ok, it probably will Some day
L1253[09:51:24] <williewillus> it probably will
L1254[09:51:33] <PaleoCrafter> vanilla-wise it's only really needed because they are lazy :P
L1255[09:51:44] <LatvianModder> but that some day is this much *shows with hands* away
L1256[09:51:46] <williewillus> TE/entity rendering is many times over more expensive thain terrain
L1257[09:52:06] <PaleoCrafter> and I'm just waiting for fry to add item support to the forge animation stuff
L1258[09:52:13] <williewillus> there is item support :P
L1259[09:52:23] <PaleoCrafter> through a TESR, I bet? :P
L1260[09:52:25] <williewillus> no
L1261[09:52:50] <williewillus> the block form does it using a tesr but items are already queried every tick for models so
L1262[09:52:59] <williewillus> they can be whatever the fuck animated they want lol
L1263[09:53:11] <PaleoCrafter> hm, last time I talked to fry he said it didn't support items natively yet
L1264[09:53:18] <williewillus> in the latest forge dev workspace that engine thing he used to demo the animation system has an animated item form
L1265[09:53:41] <williewillus> yeah new in 1.9 iirc
L1266[09:53:54] <PaleoCrafter> heh, it was quite new when talked about it
L1267[09:53:58] <PaleoCrafter> so that's understandable then
L1268[09:54:15] <PaleoCrafter> so no need for TileEntityItemStackRenderer at all, technically :P
L1269[09:54:32] <williewillus> https://github.com/MinecraftForge/MinecraftForge/blob/master/src/test/java/net/minecraftforge/debug/ModelAnimationDebug.java#L155-L161
L1270[09:54:39] <williewillus> and the cap provider below
L1271[09:55:05] <PaleoCrafter> cool stuff
L1272[09:55:16] <williewillus> i still want to migrate the botania lexicon model to the animation system, but i still don't know how i'd do it
L1273[09:55:42] <williewillus> since there's a lot of dynamic text on the cover, and idk how to animate it correctly, and it'd be different for eitther hand
L1274[09:57:26] <PaleoCrafter> bully fry into doing it for you?
L1275[09:57:31] <williewillus> lol
L1276[09:57:40] <williewillus> currently i just do the dirty cheat
L1277[09:57:59] <williewillus> (cancel hand rendering and then render it using GL :P)
L1278[09:58:06] <vox> Looool
L1279[09:58:13] <williewillus> and have an empty model for that perspective
L1280[10:03:05] <vox> Where did you say the source was for the shield rendering?
L1281[10:03:18] <williewillus> ModelShield
L1282[10:03:24] <williewillus> rendered via the TEISR
L1283[10:03:31] <vox> Thanks
L1284[10:03:36] <PaleoCrafter> the vanilla lit furnace does not have an item, right?
L1285[10:03:40] <williewillus> no
L1286[10:03:47] <PaleoCrafter> gu
L1287[10:03:50] <PaleoCrafter> *gud
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L1289[10:06:27] <masa> does someone here use Slack? how the hell does that work, I can't find a registration form, are the credentials per-team or something?
L1290[10:06:38] <williewillus> yes
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L1292[10:07:53] <SkySom> Slack is good.
L1293[10:08:04] <SkySom> But it depends on if the slack is invite only or not
L1294[10:08:38] <SkySom> Like our work one, you can sign up for, you just need to have a work email address, but another one I use, you have to be invited to get to the registration page
L1295[10:08:54] <williewillus> hm
L1296[10:09:01] <williewillus> something really bugs me about the reequip cooldown bar
L1297[10:09:18] <Temportalist> so all of my assets just stopped working for some unknown reason...
L1298[10:09:20] <williewillus> hold an axe and swing it, cooldown is fine, now switch to another item, then switch back
L1299[10:09:31] <williewillus> the cooldown restores fast then goes oh wait nope
L1300[10:09:38] <williewillus> and restores correctly a second time
L1301[10:09:56] <williewillus> only seems to happen when scrolling to it too
L1302[10:09:59] <williewillus> number keys is fine
L1303[10:11:39] ⇨ Joins: Xilef11 (~xilef11@209.195.101.19)
L1304[10:12:21] <Xilef11> is there an easy way to switch mod code between mappings?
L1305[10:12:38] <williewillus> what do you mean?
L1306[10:13:35] <heldplayer> sed
L1307[10:13:38] <heldplayer> Maybe
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L1309[10:13:58] <Xilef11> when srg names mappings update, I'd like an automated way to change my code
L1310[10:14:24] <williewillus> not easily
L1311[10:14:30] <williewillus> to do it automatically
L1312[10:14:36] <williewillus> usually things don't change that much
L1313[10:14:40] <williewillus> unless youre using months old mappings
L1314[10:15:12] <Xilef11> from stable_20 to snapshot_20160312
L1315[10:16:15] <williewillus> just use the bot to fix all your compile errors :P
L1316[10:16:26] <PaleoCrafter> go for newer mappings, maybe snapshot_20160505 :P
L1317[10:16:49] <PaleoCrafter> otherwise you won't have the CONSTANT_CASE stuff, for example
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L1319[10:17:04] <williewillus> lol I think I'm still on one before that
L1320[10:17:11] <Xilef11> oh? snapshot_20160312 is the one shipped with the latest forge release
L1321[10:17:29] <PaleoCrafter> the MDK gets updated only every so often :P
L1322[10:18:07] <PaleoCrafter> the example mod wouldn't even compile through the early released of 1.8, iirc
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L1329[10:25:00] <Nitrodev> i feel like deleting my current mod project
L1330[10:25:11] <williewillus> why lol
L1331[10:26:03] <Nitrodev> dunno
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L1333[10:26:38] <Delenas> o/
L1334[10:26:42] <Nitrodev> i just feel like trying to go for a simpler mod
L1335[10:26:47] ⇨ Joins: Wolwrig (~Wolwrig@2602:ffe8:200::7f1e:61de)
L1336[10:27:11] <Nitrodev> and now i could potentially make a mod i would actually release since i got some experience with modding and java
L1337[10:27:35] <SkySom> A simpler mod for a first release is usually a good idea
L1338[10:27:41] <SkySom> Start small and then go from there
L1339[10:28:07] <Xilef11> wait... BlockPos changed name?
L1340[10:28:35] <Xilef11> or is my workspace derping again
L1341[10:28:52] <williewillus> it didnt lol
L1342[10:29:14] <Nitrodev> and i do have mod ideas so those wouldn't be a problem
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L1344[10:29:49] <williewillus> just shelve it
L1345[10:29:51] <williewillus> no need to delete it
L1346[10:29:57] <Xilef11> changed packages :p
L1347[10:30:10] <williewillus> !latest 1.8.9
L1348[10:30:18] <williewillus> oh
L1349[10:30:23] <williewillus> you're going from 1.8 to 1.9
L1350[10:31:42] <Nitrodev> yeah i think i'm gonna do just that williewillus
L1351[10:31:58] <Xilef11> 1.8.9 to 1.9 yes
L1352[10:32:07] <williewillus> what are you planning on doing next Nitro?
L1353[10:33:18] <Temportalist> So idea just stops making resources sporadically. Any one have any ideas why?
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L1357[10:35:03] <williewillus> what do you mean
L1358[10:35:07] <williewillus> like your assets stop appearing?
L1359[10:37:50] <Xilef11> is there a bot command for old name -> new name?
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L1361[10:38:01] <Nitrodev> Each time you do something that could be attriduted to one of the sins, you gain some sort of
L1362[10:38:01] <williewillus> mh/fh
L1363[10:38:01] <Nitrodev> 'stat' for said sin. If it gets too high, you start gaining negative effects.
L1364[10:38:06] <Nitrodev> that's the diea
L1365[10:38:10] <Nitrodev> idea*
L1366[10:38:13] <williewillus> cool
L1367[10:38:42] <williewillus> Xilef11: also use the migration mappings bon-i made
L1368[10:38:46] <williewillus> see my 1.9 gist
L1369[10:38:49] <Shalmezad> Nitrodev: What about calling it karma?
L1370[10:38:49] <Temportalist> williewillus: the assets just dont seem to be active in game, then I checked the build folder for resources and only some were there. those that were weren't being loaded
L1371[10:39:16] <Nitrodev> Shalmezad, calling what karma? the mod? the stat?
L1372[10:39:31] <williewillus> the mod probably
L1373[10:39:59] <Shalmezad> Why not both? Could also go the other direction as well (do something good, get good effects)
L1374[10:40:22] <Nitrodev> well the initial name i thought of is 'Deadly Sins'
L1375[10:42:44] <Temportalist> williewillus: any ideas why the resources arent loading?
L1376[10:42:56] <williewillus> no, mine never fail 0.o
L1377[10:42:58] <Temportalist> is there a quick fix to force idea to build the things
L1378[10:43:07] <williewillus> the make all button
L1379[10:43:10] <williewillus> or rebuild project
L1380[10:43:22] <Temportalist> rebuild?
L1381[10:45:03] <williewillus> Build -> rebuild project
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L1383[10:50:13] <LatvianModder> Crtl + B :P
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L1385[10:51:43] <vox> You know... when I first thought of looking into custom shields, I figured they just set a color for the shield outline
L1386[10:51:46] <vox> apparently... not
L1387[10:51:56] <vox> Or if they are, it's not somewhere that I see
L1388[10:52:04] <williewillus> shields have banner pattern support
L1389[10:52:08] <williewillus> so :P
L1390[10:52:29] <vox> I mean, yeah, but for the outline
L1391[10:52:47] <vox> My goal is to keep the banner support, but I don't know if that'll happen
L1392[10:53:20] <williewillus> thats a pretty big deal breaker
L1393[10:53:25] <vox> Agreed
L1394[10:53:53] <vox> The banner support is one of the things about shields that I really like
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L1396[10:54:53] *** kroeser|away is now known as kroeser
L1397[10:56:37] * vox is frustrated with jumping around the MC source because he can't figure out where things get registered
L1398[10:57:17] <williewillus> what are you looking for
L1399[10:58:12] <Temportalist> williewillus: so i figured out that the resources DO export, they just arent being loaded by MC...
L1400[10:58:17] <williewillus> lol
L1401[10:58:33] * Temportalist doesnt know what to do D':
L1402[10:59:04] <vox> Man this GL 1.1 syntax
L1403[10:59:26] <vox> I was looking for where the ModelShield was actually set as the shield's model but I figured that one out
L1404[10:59:44] <vox> Now I'm trying to figure out how it, and ModelRenderer, work
L1405[10:59:59] <williewillus> Model*
L1406[11:00:00] <vox> And where the heck the banner support is because I can't find it in the code atm
L1407[11:00:03] <williewillus> is the old model system
L1408[11:00:10] <williewillus> like the kind used for entities and TESRs
L1409[11:00:19] <vox> Yes?
L1410[11:00:33] <vox> Unless this is unused code that's how shields are rendered, I think
L1411[11:00:48] <vox> It could very well be that it is unused
L1412[11:04:26] <barteks2x> Is it normal that mc spawns big (5+) groups of animals in a single chunk but most chunk sdon't have animals at all?
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L1416[11:06:46] <williewillus> not unheard of :P
L1417[11:06:56] <williewillus> i think theyre spawned in packs too
L1418[11:08:52] <Temportalist> WHY ISNT MC LOADING ANY OF LE ASSETS
L1419[11:08:54] <Temportalist> Grrrrr
L1420[11:09:02] <williewillus> time to nuke the workspace amirite
L1421[11:09:08] <Temportalist> I just did
L1422[11:09:15] <williewillus> lol
L1423[11:09:21] <Temportalist> I removed the gradle project and re-imported
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L1426[11:14:15] <Delenas> Is it possible to add custom directories and files to resourcepacks? Like, bedcraftbeyond/frames/<file> ?
L1427[11:14:45] <vox> This isn't really the place to ask, but I don't think so
L1428[11:15:16] <Ordinastie_> yes you can
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L1430[11:15:42] <Ordinastie_> by resourcepacks, he means assets
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L1432[11:15:49] <vox> Do you?
L1433[11:16:06] <vox> Ordinastie_: it's not safe to assume :P
L1434[11:16:26] <Delenas> Yeah. Assets, base. If the files are overridden by a pack, great. IF not, eh.
L1435[11:16:26] <Ordinastie_> it is, he's doing some bed mod
L1436[11:17:07] <Delenas> I'd like to specify that mods can add to bedcraft/frames to add support for their blocks in bedcraft's frames.
L1437[11:17:40] <Delenas> So I'd rather keep that out of config, and instead have it in the resources.
L1438[11:18:24] <vox> Ah okay
L1439[11:18:28] <vox> I have no idea then :P
L1440[11:22:10] <Ordinastie_> just allow any block in the recipe and use the texture for the model
L1441[11:23:45] <Delenas> Uhh, no. That's not how this works. It's a list of wood types that are allowed, not a "hey everything is good now build"
L1442[11:24:25] <Delenas> We were using oredict plankWood, but some mods are being stupid and not registering their stuff, so we're moving to a user-defined set of files.
L1443[11:24:50] <williewillus> just make user yell at said mod to register to od
L1444[11:24:55] <williewillus> like theyre supposed to :P
L1445[11:25:39] <Temportalist> williewillus: I dont understand: https://gist.github.com/TheTemportalist/816302f2ef5d6dceac877d1cca45bf8b
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L1448[11:31:26] <barteks2x> How to make .lang file work? I added it to projectdir/src/main/resources/assets/cubicchunks/lang with name en_US.lang and UTF8 encoding and it just doesn't work.
L1449[11:31:40] <williewillus> do you have pack.mcmeta?
L1450[11:31:47] <williewillus> it needs to be like a resource pack
L1451[11:32:13] <barteks2x> what needs to be in that pack.mcmeta file?
L1452[11:32:39] <williewillus> same as a normal resource pack: https://github.com/williewillus/Botania/tree/MC19/src/main/resources
L1453[11:32:42] <gigaherz> doesn't the mcmod.info achieve it?
L1454[11:32:48] <williewillus> no?
L1455[11:32:53] <williewillus> vanilla doesnt care about mcmod.info
L1456[11:32:58] <williewillus> also pack_format should be 2
L1457[11:33:00] <williewillus> I forgot to change it
L1458[11:33:11] <gigaherz> that's a mod, though?
L1459[11:33:28] <williewillus> you need pack.mcmeta or else your mod resources don't join the resource system
L1460[11:33:33] <gigaherz> wat
L1461[11:33:36] <vox> what?
L1462[11:33:44] <williewillus> it doesn't work for me if I don't have it
L1463[11:33:45] <gigaherz> I have *never* had a pack file
L1464[11:33:51] <vox> I don't have one of those
L1465[11:33:52] <gigaherz> in any of my mod ideas or attempts
L1466[11:33:57] <vox> It works fine for me without
L1467[11:33:59] <barteks2x> still nope
L1468[11:34:02] <gigaherz> it has always worked just fine
L1469[11:34:17] <williewillus> ?shrug
L1470[11:34:28] <williewillus> its working right now so i'm not touching it
L1471[11:35:33] <barteks2x> I always had a problem with making resources work when making forge mods...
L1472[11:35:57] <barteks2x> It always took me 20min to set up everything else, and a few hours to get resources working
L1473[11:36:17] <vox> It Just Worked (TM) out of the box when I started
L1474[11:36:25] <LatvianModder> which I18n is faster? The one that is both-sided or the one that is @SideOnly(CLIENT) ?
L1475[11:36:31] <LatvianModder> I would Guess that Client side one
L1476[11:36:37] <vox> Yeah probably
L1477[11:36:37] <williewillus> neither
L1478[11:36:46] <williewillus> they probably use the same thing
L1479[11:36:51] <vox> I.... probably should use that but I'm lazy :P
L1480[11:37:03] <LatvianModder> Ill check, but I think they have something different
L1481[11:37:10] <gigaherz> it's just a Map<String,String> in the end
L1482[11:37:14] <williewillus> ^
L1483[11:37:25] <williewillus> it all goes to LanguageMap which holds one of those^
L1484[11:38:59] <LatvianModder> so it seems
L1485[11:39:13] <LatvianModder> and.. defuq.. I think ill just use the common-sided one
L1486[11:39:27] <LatvianModder> just to be safe that it doesnt throw an exception somewhere
L1487[11:39:47] <barteks2x> I really want to make localization work, I don't want to be stuck with generator.VanillaCubic world type name forever :(
L1488[11:40:21] <LatvianModder> then just add generator.VanillaCubic=Name in your en_US.lang
L1489[11:40:30] <barteks2x> I did
L1490[11:40:33] <barteks2x> and it doesn't work
L1491[11:40:52] <williewillus> someone make a mod that adds natural wind currents
L1492[11:40:58] <williewillus> so you can get elytra boosts
L1493[11:41:07] <gigaherz> I want to
L1494[11:41:11] <williewillus> like they do in real life hang gliding
L1495[11:41:21] <gigaherz> but I wasn't sure exactly HOW to do it
L1496[11:41:24] <williewillus> when they find in updraft they circle around it to get super high and glide
L1497[11:41:30] <gigaherz> I was considering procedural values
L1498[11:41:34] <gigaherz> but meh
L1499[11:41:35] <vox> You'd have to compute them based on landscape
L1500[11:41:41] <vox> Or, to be somewhat accurate
L1501[11:41:55] <gigaherz> or just generating cloud-like formations
L1502[11:41:56] <vox> It's pretty damn hard, I've done it before with ocean currents for a game
L1503[11:41:57] <gigaherz> just with air currents
L1504[11:42:01] <vox> Meh, true
L1505[11:42:26] <gigaherz> my idea was to make a "current" block
L1506[11:42:40] <gigaherz> with 3 bits for direction, and 1 bit for strong/weak
L1507[11:42:45] <williewillus> why would you need a block?
L1508[11:42:49] <gigaherz> you wouldn't
L1509[11:42:52] <gigaherz> that's one of the two ideas
L1510[11:43:08] <barteks2x> Is there anything I can do to figure out why my lang file doesn't work or it's just guessing?
L1511[11:43:08] <gigaherz> the other idea would be to generate the values purely procedurally
L1512[11:43:10] <Biochemic> why not setting up a list per world with currents saved in there?
L1513[11:43:38] <Biochemic> smth. like this ive done with fallout areas per world (for nuclear explosives)
L1514[11:43:43] <gigaherz> barteks2x: dunno it has always "just worked" for me
L1515[11:43:45] <Biochemic> a current can be pretty big
L1516[11:43:56] <williewillus> you'd only generate them around players though
L1517[11:44:17] <williewillus> calculating them in loaded but latent chunks is just a waste :P
L1518[11:44:21] <gigaherz> that was the other idea
L1519[11:44:22] <Temportalist> gigaherz: do you have any clue why MC isnt loading the resources? https://gist.github.com/TheTemportalist/816302f2ef5d6dceac877d1cca45bf8b
L1520[11:44:25] <gigaherz> basedo n your position
L1521[11:44:28] <gigaherz> using a function
L1522[11:44:32] <gigaherz> generate a current value
L1523[11:44:47] <gigaherz> but this value would ideally be contextual, and that would make it intensive
L1524[11:44:56] <gigaherz> Temportalist: like I just told barteks2x
L1525[11:45:01] <gigaherz> it "just works" for me
L1526[11:45:03] <Biochemic> then calculate them based on the blocks on surface?
L1527[11:45:11] <williewillus> still pretty intsneive
L1528[11:45:19] <PaleoCrafter> generate an average for a chunk on generation?
L1529[11:45:31] <williewillus> well the chunk can change
L1530[11:45:39] <Biochemic> no that would be more work actually
L1531[11:45:53] <gigaherz> nah the most realistically viable solutions
L1532[11:45:54] <Temportalist> barteks2x: i think we are having similar issues. IDEA sporradically just decides to not load the resources with MC launch.
L1533[11:46:02] <Biochemic> yes, true
L1534[11:46:03] <Biochemic> ^^
L1535[11:46:04] <barteks2x> Ok, that's strange. It works when I use runClient task
L1536[11:46:07] <gigaherz> are either purely based on some noise function separate from the terrain
L1537[11:46:25] <Biochemic> yes, but that would be sometimes rly weird
L1538[11:46:28] <williewillus> i'd like it to be terrain specific
L1539[11:46:28] <gigaherz> or generate random "areas" of current using the same method as ores and such
L1540[11:46:55] <williewillus> makes it more fun to find a huge mountain and think of the currents you'd get off that, etc.
L1541[11:47:00] <Temportalist> barteks2x: I tried run client and it just stopped haha
L1542[11:47:04] <PaleoCrafter> yeah, that area thing is basically what I mean
L1543[11:47:12] <gigaherz> the generation type could change based on biome
L1544[11:47:19] <gigaherz> extreme hills -> moreturbulence
L1545[11:47:20] <Biochemic> haha true xD
L1546[11:47:27] <gigaherz> desert -> weak but more upward
L1547[11:47:30] <PaleoCrafter> make it based on the biome and highest block in the chunk or something
L1548[11:47:43] <williewillus> is there a function for highest block in chunk?
L1549[11:47:51] <gigaherz> there's the heightmap
L1550[11:47:53] <PaleoCrafter> ^
L1551[11:47:55] <Biochemic> but are upwinds not based on thermal activity of the surface?
L1552[11:48:06] <gigaherz> so it would be just looking up 256 values
L1553[11:48:09] <williewillus> sure but mc does not have many of those
L1554[11:48:15] <williewillus> fire + lava + deserts :P
L1555[11:48:23] <barteks2x> there is biome temperarure
L1556[11:48:38] <barteks2x> that also changes with height
L1557[11:48:49] <Biochemic> trees? snow, and stone are also relevant
L1558[11:48:58] <williewillus> well everything is relevant
L1559[11:49:03] <williewillus> the problem is doing it without lagging to hell
L1560[11:49:05] <PaleoCrafter> ^
L1561[11:49:08] <Biochemic> actually yes xD
L1562[11:49:09] <Shalmezad> But in all honesty, does realism matter?
L1563[11:49:09] <williewillus> so you have to give up some things
L1564[11:49:33] <williewillus> Shalmezad: if it's not based on some kind of terrain, then it's no better them someone just jerking your elytra controls around randomly
L1565[11:49:37] <williewillus> imo
L1566[11:49:55] <williewillus> at the VERY least it should be biome + height
L1567[11:50:02] <PaleoCrafter> could of course go apeshit crazy and make it part of a seasons + better weather mod xD
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L1569[11:50:14] <williewillus> did that seasons mod ever go anywhere
L1570[11:50:18] <Biochemic> yes biome + height sounds good
L1571[11:51:20] <Temportalist> barteks2x: are you just going with runClient then?
L1572[11:51:21] <PaleoCrafter> can also make the biomes distribute heat across their boundaries
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L1574[11:51:52] <PaleoCrafter> so the border region between a taiga and a desert would have different properties than the centre of either one
L1575[11:52:05] <barteks2x> Temportalist, if it works outside of dev encironment, I'm happy with it. I will probably never have more than 5 strings to translate anyway
L1576[11:52:31] <Temportalist> okay. im still stuck because I need to test in dev, especially with assets
L1577[11:52:39] <Biochemic> like with computing the average of the temperature of current+neighbour chunks
L1578[11:53:27] <barteks2x> I remember when writing mod for 1.6.* I had to make my mod directory name exactly the same as modid for resource loading to work. Is that still a thing?
L1579[11:53:51] <Temportalist> probably, at least they match in my environment
L1580[11:54:03] <Biochemic> same here yes
L1581[11:54:11] <barteks2x> in my case modid is cubicchunks but directory name is CubicChunks
L1582[11:54:23] <williewillus> oh yes
L1583[11:54:25] <Temportalist> make the directory name all lowercase
L1584[11:54:30] <vox> The overall directory that has the project in it or the resources directory?
L1585[11:54:35] <williewillus> all resource domains have to be all lowercase
L1586[11:54:39] <barteks2x> the directory that has the project
L1587[11:54:42] <vox> If it's the overall directory, it doesn't matter.
L1588[11:54:50] <williewillus> assets/cubicchunks/lang/en_US.lang
L1589[11:54:52] <vox> Just the resources directory matters
L1590[11:54:55] <vox> yeah, that
L1591[11:55:19] <Biochemic> src/main/resources/asses/MODID/..
L1592[11:55:19] <barteks2x> I remember in earlier version I had to make the directory with my project the same name as modid. Maybe it was just coincidence that it worked after I did it?
L1593[11:55:33] <vox> Probably? Mine isn't the same
L1594[11:55:37] <vox> And it's working fine
L1595[11:55:52] <barteks2x> and it also works fine when running fro idea?
L1596[11:55:56] <vox> Yep
L1597[11:56:00] <vox> Idk, you may as well try it
L1598[11:56:34] <Temportalist> WTF
L1599[11:56:43] <Temportalist> apparently NONE of my modules are loading assets...
L1600[11:57:06] <barteks2x> all other files in resources/ work, just this one doesn't. Can I somehow check if this file is even deteted as resource?
L1601[11:57:33] <vox> Check if it's copied to your run directory?
L1602[11:57:57] <Temportalist> vox: why would it be in the run directory?
L1603[11:58:16] <vox> Okay, I'm dumb resources don't go there
L1604[11:58:35] <vox> build a jar, and check if the file is inside it
L1605[11:58:52] <Forecaster> if I want something to happen when an item is "used" I need to create a class for it that extends "Item" and override "onItemRightClick" correct?
L1606[11:58:56] <barteks2x> when I use runClient it works even without pack.mcmeta. And idea probably doesn't load from jar file
L1607[11:59:16] <Forecaster> or is it "onItemUsed"?
L1608[11:59:18] <vox> wait you said it works?
L1609[11:59:26] <Delenas> onItemUsed, Forecaster.
L1610[11:59:40] <Temportalist> so my resources are put in build/resources, but arent being loaded into the game
L1611[11:59:40] <diesieben07> Forecaster, depeds on what you mean by "used", really. like a bow?
L1612[12:00:14] <williewillus> Forecaster: onItemRightClick is for one off item right click like an ender pearl. onItemUse is called when you right click a block with the item
L1613[12:00:21] <Forecaster> right now all I need is for it to print an nbt tag to chat to the using player
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L1615[12:00:25] <williewillus> if you want a bow like behaviour, something else
L1616[12:00:32] <williewillus> you want onItemRightClick then probably
L1617[12:00:57] <Forecaster> as long as it works when "using" it on air
L1618[12:00:58] <Forecaster> :P
L1619[12:01:11] <williewillus> yes thats what onItemRIghtClick is
L1620[12:01:25] <barteks2x> idea probably runs it from build/classes/production/ModName/
L1621[12:01:28] <Biochemic> Temportalist: is your modID lowercase? sometimes it does work, when modid and resource directory are both lowercase
L1622[12:01:28] <diesieben07> just say "right clicked" man :D
L1623[12:01:33] <Temportalist> Biochemic: yes
L1624[12:01:48] <Biochemic> okay thats weird then..
L1625[12:01:59] <Forecaster> the key's are rebindable though > . >
L1626[12:02:01] <barteks2x> and the assets directory is not copied there
L1627[12:02:05] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/tree/1.9
L1628[12:02:19] <diesieben07> nobody does that :P
L1629[12:03:26] <barteks2x> I rebuilt everything. Now it doesn't copy any resources
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L1631[12:03:32] <barteks2x> Even mixins don't load
L1632[12:03:56] <williewillus> lol
L1633[12:04:05] <williewillus> is today everyones workspace breaks day
L1634[12:04:15] <Stiforr> mine still works :P
L1635[12:04:28] <barteks2x> It's probably not a coincidence that it broke right after I updated to idea 16...
L1636[12:04:30] <Temportalist> williewillus: yup
L1637[12:04:38] <Stiforr> i even got sonarqube working with teamcity
L1638[12:04:40] <Temportalist> barteks2x: I too am running 16
L1639[12:04:42] <williewillus> i'm fine on idea 2016
L1640[12:04:43] <Stiforr> So i feel accomplished
L1641[12:04:45] <vox> Same here
L1642[12:05:08] <barteks2x> it just doesn't copy any resources at all
L1643[12:05:21] <Temportalist> thats funky
L1644[12:05:27] <Biochemic> "broken IDE" day
L1645[12:05:28] <Temportalist> mine are at least copying
L1646[12:05:41] <vox> williewillus: So, you talked about the TileItemSomeThingIDontRememberSuchALongName. Where is that in the MC code?
L1647[12:05:57] <vox> And this ModelShield *isn't* used?
L1648[12:05:57] <williewillus> TEISR TileEntityItemStackRenderer
L1649[12:05:58] <Temportalist> vox: TileEntityItemStackRenderer
L1650[12:05:59] <williewillus> it is
L1651[12:06:06] <vox> wait what
L1652[12:06:14] <williewillus> what what
L1653[12:06:55] <vox> the ModelShield *is* used? I thought you said it wasn't :P
L1654[12:07:00] <williewillus> i didn't say that :P
L1655[12:07:04] <barteks2x> Even Netbeans worked better...
L1656[12:07:08] <vox> oh, I missed something you said then
L1657[12:07:18] <Biochemic> Netbenas works?? :D
L1658[12:07:22] <Biochemic> *beans
L1659[12:07:22] <vox> I'm trying to figure out where the color for the shield outline is set and I'm having no luck
L1660[12:07:34] <barteks2x> If you configure it to use runClient task - yes
L1661[12:07:43] <williewillus> it's not set anywhere, that's part of the texture
L1662[12:07:46] <williewillus> i think
L1663[12:08:00] <vox> I'm not finding a texture either but I could be wrong and/or dumb
L1664[12:08:02] <Biochemic> oh well... i had it installed, but use eclipse instead ..
L1665[12:08:14] <barteks2x> at least it worked when I did it last time in 1.8
L1666[12:08:37] <barteks2x> but at that time I couldn't figure out how to run it in debug mode
L1667[12:08:40] <vox> I did find the banner textures
L1668[12:08:54] <vox> oh derp I found them
L1669[12:09:01] <Biochemic> i think that i take a look at it later ^^
L1670[12:09:02] <vox> Now where are these used in code.... pfft :P
L1671[12:09:20] <williewillus> ModelShield :P
L1672[12:09:38] <vox> Also this outline thing doesn't seem to exist, the shield textures just seem to be a low-res copy of the banner textures
L1673[12:10:01] <Temportalist> okay, mine has magically started working again...
L1674[12:10:14] <williewillus> border.png?
L1675[12:10:23] <williewillus> assets/minecraft/textures/entity/shield/border.png
L1676[12:10:51] <vox> Yeah but that's the banner border, not the actual shield border, unless they're using the same texture for both
L1677[12:11:54] <williewillus> oh shield border is on the actual shield texture
L1678[12:12:03] <williewillus> assets/miencraft/textures/entity/shield_base.png
L1679[12:12:12] <vox> lol found it just as you said that
L1680[12:12:13] <vox> thanks
L1681[12:13:06] <vox> I wonder.... can I generate this texture on-the-fly instead of having a ton of them?
L1682[12:13:29] <vox> boni: you around? How does TiCon do this?
L1683[12:13:42] <williewillus> what are you trying to do?
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L1685[12:14:19] <vox> I'm adding different shields based on the oreDict
L1686[12:14:56] <williewillus> i would just do my own rendering instead of trying to hijack the vanilla one :P
L1687[12:15:05] <vox> But... banner support!
L1688[12:16:34] <gigaherz> bastardize vanilla code? ;P
L1689[12:16:57] <vox> That's the plan, but I have to figure out how to change this texture to get the outline color I want :P
L1690[12:17:10] <barteks2x> It just refuxes to copy resources. I will copy them maually
L1691[12:17:30] <vox> I mean, I could have a ton of different colors of textures set up, but then I'd have to redo it anyway when I add TiCon support
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L1694[12:20:10] <Forecaster> well, that exploded
L1695[12:20:51] <Biochemic> your Workspace? :D
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L1697[12:21:18] <Forecaster> got an NPE when I tried activating the item
L1698[12:21:23] <Forecaster> seems I broke the localization too
L1699[12:21:43] <diesieben07> show your code
L1700[12:21:50] <williewillus> lol 3rd workspace broken today?
L1701[12:22:00] <Biochemic> yes xD
L1702[12:22:15] <Forecaster> one sec, I'll commit it
L1703[12:24:06] <Forecaster> https://github.com/Forecaster/BlockTycoon/blob/master/src/main/java/org/towerofawesome/item/ItemCrate.java
L1704[12:24:40] <williewillus> wat
L1705[12:24:40] <Forecaster> I'm guessing I need to override some more methods :P
L1706[12:24:47] <diesieben07> the fuck is this: https://git.io/vwbdX
L1707[12:24:51] <williewillus> you are loading an empty compound into the stack
L1708[12:24:55] <williewillus> overwriting that stack's nbt
L1709[12:25:08] <williewillus> what diesieben07 just highlighted
L1710[12:25:13] <diesieben07> overwriting *everything* in that stack
L1711[12:25:32] <Forecaster> oh
L1712[12:25:33] <Forecaster> that'd do it
L1713[12:25:34] * Forecaster is completely new to NBT
L1714[12:25:39] <williewillus> lol
L1715[12:25:47] <Forecaster> doesn't readFromNBT fill the tag with the items stuff?
L1716[12:25:51] <williewillus> no?
L1717[12:25:59] <Forecaster> aw
L1718[12:25:59] <diesieben07> readFromNbt reads the stack from the NBT
L1719[12:26:11] <williewillus> it's saying "take the tag and and put the info it has into this stack"
L1720[12:26:16] <williewillus> since the tag is empty
L1721[12:26:18] <Forecaster> ooh
L1722[12:26:21] <williewillus> it can't find anything
L1723[12:26:25] <Forecaster> I got it backwards then?
L1724[12:26:26] <williewillus> no item ID, not stack size, etc.
L1725[12:26:39] <barteks2x> stupid me, I didn't refresh gradle projects after updating to idea 16
L1726[12:26:39] <diesieben07> backwards?
L1727[12:26:43] <diesieben07> what are you trying to do?
L1728[12:26:46] <Forecaster> or am I poking in the wrong place completely
L1729[12:26:47] <williewillus> myTag = stack.getTagCompound().getString("goods_type");
L1730[12:26:52] <williewillus> null checked of course
L1731[12:26:55] <PaleoCrafter> just gotta love ambient occlusion xD http://s.mineformers.de/java_2016-05-05_19-26-48.png
L1732[12:26:56] <Forecaster> check if an item has a tag
L1733[12:27:01] <Forecaster> and if not add it
L1734[12:27:07] <diesieben07> stack.getTagCompound yeh
L1735[12:27:16] <williewillus> if (!stack.hasTagCompound) stack.setTagCompound :P
L1736[12:27:23] <Forecaster> ah, yeah, that seems to make much more sense
L1737[12:27:55] <Biochemic> ambient occlusion's best :D
L1738[12:28:31] <barteks2x> yay, resources finally work for me
L1739[12:29:01] <Forecaster> and then stack.getTagCompound().setString("goods_type", "spheres"); to set it right?
L1740[12:29:42] <williewillus> yeah
L1741[12:29:57] <Forecaster> so I don't need to get the compound, add my tag and then set it
L1742[12:31:00] <williewillus> depends on what you want to do
L1743[12:31:14] <Forecaster> add my string to the item
L1744[12:31:35] <williewillus> then sure that's fine
L1745[12:31:43] <Forecaster> excellent
L1746[12:31:58] <williewillus> a tag compound is just a Map<String, NBTBase>
L1747[12:32:12] <williewillus> the NBTBase can be NBTInt, NBTString, another NBTTagCompound, NBTList, etc.
L1748[12:33:00] <Forecaster> you can nest nbt data then?
L1749[12:33:07] <diesieben07> of course
L1750[12:33:11] <Forecaster> neat
L1751[12:33:18] <Biochemic> thats the point in nbt :D
L1752[12:34:05] <Forecaster> explosion #2
L1753[12:34:48] <PaleoCrafter> just imagine NBT like JSON which you have come to love :P
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L1756[12:36:29] <barteks2x> why my linux can't just start killing programs when running out of memory...
L1757[12:36:47] <Forecaster> you haven't given it a license to kill
L1758[12:36:48] <williewillus> it does do that :P
L1759[12:36:57] <barteks2x> it doesn't for me. It just freezes
L1760[12:37:09] <barteks2x> Maybe if I waited several days it would kill some program
L1761[12:37:27] <barteks2x> I once waited 3 hours
L1762[12:37:53] <barteks2x> and then - hard reset
L1763[12:38:08] <williewillus> http://linux-mm.org/OOM_Killer
L1764[12:38:34] <williewillus> maybe some distros disable it
L1765[12:38:56] <Forecaster> dangit
L1766[12:38:59] <barteks2x> except that before OOM killer starts doing anything the whole system freezes completely. It *sometimes* does kill some programs
L1767[12:39:13] <Forecaster> stack.getTagCompound().getString("") NPE's
L1768[12:39:24] <barteks2x> specifically, when I try to reproduce that freezing with a C program
L1769[12:39:33] <Forecaster> I tried doing if (.hasKey("")) before, but that NPE's too
L1770[12:39:43] <williewillus> yes because the compound itself is null
L1771[12:39:51] <williewillus> you need to check stack.hasTagCompound first
L1772[12:40:13] <Forecaster> why is it null though?
L1773[12:40:20] <williewillus> most items don't have NBT
L1774[12:40:21] <Forecaster> I thought the item stored stuff there
L1775[12:40:27] <Forecaster> oh
L1776[12:40:47] <williewillus> NBT is used for stuff like enchantments
L1777[12:40:50] <williewillus> custom names
L1778[12:40:51] <williewillus> etc.
L1779[12:40:52] <Forecaster> then presumably I need to add a new compound to add my tag?
L1780[12:41:03] <Forecaster> if it's null of course
L1781[12:41:08] <williewillus> yes
L1782[12:41:38] <Forecaster> but doing that earlier crashed too for some reason >:
L1783[12:41:52] <Forecaster> although I did that incorrectly anyway probably
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L1785[12:43:11] <barteks2x> As always, when I want to reproduce that system freeze OOM killer works
L1786[12:43:21] <williewillus> lool
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L1790[12:44:02] <M4thG33k> Hello! Does anyone know of a good resource I could look at to learn how to handle recipes in which the NBT data of the output stack depends on the the NBT data of the input stack(s)?
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L1792[12:44:57] <gigaherz> M4thG33k: I used custom IRecipes
L1793[12:45:03] <williewillus> i'm pretty sure vanilla has something
L1794[12:45:18] <gigaherz> https://github.com/gigaherz/Enderthing/tree/master/src/main/java/gigaherz/enderthing/recipes
L1795[12:45:31] <gigaherz> vanilla has a thing for copying the *metadata* number to the output
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L1797[12:46:00] <gigaherz> and I think you could manually transfer it to the output using the crafting event
L1798[12:46:29] <Forecaster> woo got it working
L1799[12:46:39] <Forecaster> I also need to side-check it seems
L1800[12:46:49] <M4thG33k> I think I understand. I'll see if I can cook something up. Thanks giga!
L1801[12:47:03] <gigaherz> the event won't really work on other crafting machines, though, unless they manually call it
L1802[12:47:57] <M4thG33k> meaning that it won't be able to craft at all, or it will simply default to a recipe that doesn't have NBT?
L1803[12:48:10] <gigaherz> if oyu have the standard recipe without NBT
L1804[12:48:20] <gigaherz> and you add the NBT using PlayerEvent.ItemCraftedEvent
L1805[12:48:30] <gigaherz> a machine that doesn't also call this event, won't have the NBT
L1806[12:48:36] <M4thG33k> Gotcha
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L1817[13:07:35] <vox> Any opinions on how to make this better?
L1818[13:07:37] <vox> http://imgur.com/Aos9V6n
L1819[13:08:18] <diesieben07> some drop shadow
L1820[13:08:21] <vox> It's *really* boring right now
L1821[13:08:24] <vox> okay, I'll try that
L1822[13:08:29] <vox> On the shield and the text?
L1823[13:08:33] <Forecaster> both
L1824[13:08:41] <Forecaster> yeah
L1825[13:08:46] <diesieben07> and maybe some wood background
L1826[13:08:47] <diesieben07> rustic
L1827[13:08:51] <Forecaster> otherwise it's fine I think
L1828[13:08:52] <diesieben07> but I'm not a designer :D
L1829[13:09:04] <Biochemic> wood is always good :D
L1830[13:09:38] <Biochemic> you could experiment with the shield in center and the text in front of it some how
L1831[13:10:02] <thor12022> bonus points if the background wood is minecraft-inspired
L1832[13:10:08] <Nitrodev> or a curvy text above the shiel
L1833[13:10:38] <Biochemic> not above, because the schield is not rounded on the upper side
L1834[13:10:54] <Biochemic> but below would be an option ^^
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L1836[13:11:56] <Biochemic> an idea would be to let the text glow, when it's in front of the shield, to highlight it a bit more
L1837[13:12:41] <Nitrodev> but then the shield wouldn't show that much
L1838[13:12:58] <Nitrodev> and guessing by the name of the mod showing the shield is important
L1839[13:13:49] <Biochemic> yes, but you could make it larger. It's just a suggestion :D
L1840[13:14:48] <Biochemic> like making it a bit more lowRes, size it up without filtering and den try stuff out
L1841[13:14:58] <Biochemic> *then
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L1843[13:16:15] <vox> True, I'll try that too
L1844[13:16:16] <vox> I like the wood idea
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L1846[13:20:35] <vox> The shield looks bad when it's downscaled
L1847[13:20:43] <vox> Hey Drull want to do a little graphics stuff for me? :P
L1848[13:21:25] <Drullkus> Sure
L1849[13:21:48] <vox> Oh cool
L1850[13:22:09] <vox> http://imgur.com/Aos9V6n.png I've been struggling with making a banner
L1851[13:22:27] <Drullkus> Ah
L1852[13:22:43] <Drullkus> I can do that tomorrow, Vox
L1853[13:22:47] <vox> Nice
L1854[13:22:51] <vox> http://imgur.com/FTVW53k
L1855[13:22:56] <Drullkus> I got only an hour and half to relax before I have to go to work
L1856[13:23:15] <vox> no problem, man. You're the one volunteering :P
L1857[13:23:23] <Drullkus> :P
L1858[13:23:34] <vox> I like the wood background that I bastardized out of MC's texture, but it makes the shield look like garbage since it has so many artefacts when downscaled
L1859[13:23:55] <Drullkus> lol
L1860[13:23:56] <Biochemic> yeah ..
L1861[13:23:58] <diesieben07> use a better downscaling algorithm then? :D
L1862[13:24:22] <diesieben07> ah :)
L1863[13:24:30] <diesieben07> whoops, wrong chat
L1864[13:24:42] <vox> Yo check this out http://imgur.com/RUvJUsk
L1865[13:24:54] <vox> Playing around with outlines, somehow turned it blue
L1866[13:24:58] <Biochemic> edge detection?
L1867[13:24:59] <vox> That's pretty damn cool
L1868[13:25:00] <vox> Yeah
L1869[13:25:04] <Biochemic> nice :D
L1870[13:25:37] <Nitrodev> i think Biochemic meant to make the shield itself wooden but nice anyway
L1871[13:26:03] <Biochemic> actually yes :DDDD
L1872[13:26:22] <Biochemic> vox: if you want, i could help you out ^^
L1873[13:26:35] <vox> Yeah sure
L1874[13:26:42] <vox> Want me to upload what I've got now?
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L1876[13:26:50] <Biochemic> yupps ^^
L1877[13:27:04] <vox> Also, what program are you using? I've been using Paint.NET but I can export the pdn file to a bunch of pngs
L1878[13:27:33] <Biochemic> gimp 2.8 ^^
L1879[13:27:35] <vox> Also, I'm using a font called Arcapulse, you can find it online. Or, you can change it if you want :P
L1880[13:27:39] <vox> Oh, can gimp open these?
L1881[13:27:44] <Biochemic> yes i look :D
L1882[13:27:55] <Biochemic> i look :D
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L1884[13:28:39] <Biochemic> no it cant, but it can psd ^^
L1885[13:28:53] <Biochemic> but i think png are still easiest to handle for me
L1886[13:29:35] <vox> Okay, I can do that
L1887[13:30:13] <Biochemic> kk ^^
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L1889[13:30:51] <barteks2x> I have no idea how it's possible, but cubic chunks world in server environment as is. I use client classes without proxy in several places.
L1890[13:31:18] <AKTheKnight> grr. Reading back through chat and being really confused about why vox is making "shield banter"
L1891[13:31:22] <M4thG33k> If I have a custom IRecipe class whose recipes I want visible in JEI, is that something I do with a JEI plugin, or should that be feasible without?
L1892[13:31:23] <AKTheKnight> Then I realised I can't read
L1893[13:31:33] <vox> :D
L1894[13:32:20] <Biochemic> okay just installed the font ^^
L1895[13:32:33] <barteks2x> Does forge load both client and server classes when running server from idea?
L1896[13:32:46] <diesieben07> No, client classes will trigger an exception
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L1898[13:33:14] <barteks2x> weird, I'm sure I use client classes in several places. And server works.
L1899[13:33:57] ⇦ Parts: M4thG33k (~M4thG33k@173-16-169-233.client.mchsi.com) (Leaving...on a dragon.))
L1900[13:34:11] <vox> Biochemic: Check out the repo at https://github.com/VoxMods/ShieldRework
L1901[13:34:15] <vox> they're in the img folder
L1902[13:34:23] <Biochemic> okay thx^^
L1903[13:35:10] ⇦ Parts: SomeBodyUnderATree (~SomeGuyIn@203.87.118.52) ())
L1904[13:35:33] <barteks2x> for example this: https://github.com/Barteks2x/CubicChunks/blob/master/src/main/java/cubicchunks/CCFmlEventHandler.java#L56 why does it even load successfully on server?
L1905[13:35:55] <diesieben07> yeah that should not load
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L1907[13:36:00] <williewillus> it shouldnt
L1908[13:36:04] <barteks2x> it does
L1909[13:36:04] <williewillus> try it on dediserver
L1910[13:36:19] <barteks2x> I'm tunning "Minecraft Server" run configuration
L1911[13:36:19] <diesieben07> although
L1912[13:36:22] <barteks2x> *running
L1913[13:36:25] <diesieben07> ClientTickEvent might nt be client-only
L1914[13:36:32] <barteks2x> But Minecraft class is
L1915[13:36:35] <diesieben07> and since its never fired the method is never referenced...
L1916[13:36:41] <diesieben07> so the classes in there are not loaded
L1917[13:36:46] <Biochemic> vox: if i have smth. ill upload and show you ^^
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L1919[13:36:54] <vox> Thanks!
L1920[13:37:12] <barteks2x> doesn't some of the magic done bu forge require all classes referenced in code to exist?
L1921[13:37:27] <diesieben07> idk
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L1923[13:37:58] <LexManos> No that's a java 8 thing.
L1924[13:38:21] <barteks2x> what is?
L1925[13:38:39] <LexManos> requiring valid frames, which means requireing all classes referenced to exist.
L1926[13:38:43] <LexManos> Atleast in dev-time
L1927[13:39:09] <barteks2x> so why does this code even load on server? O_o
L1928[13:39:40] <LexManos> because at runtime it resolves the frames when the method is invoked
L1929[13:39:58] <Matthew> does eclipse let you switch to the javac compiler?
L1930[13:40:44] <barteks2x> so my broken code accidentally works on server'
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L1932[13:41:29] <diesieben07> no it doesnt since basically all of eclipse's functionality requires their custom compil
L1933[13:41:31] <diesieben07> er
L1934[13:42:20] <Matthew> ahh. Idea has the option to switch to the eclipse compiler, but I have no clue why someone would want to do that
L1935[13:42:35] <SkySom> IDEA's compiler stops at 100 errors
L1936[13:42:38] <barteks2x> because eclipse compiler lets you run code that doesn't comile?
L1937[13:42:41] <diesieben07> ^
L1938[13:42:44] <Temportalist> williewillus: barteks2x: dafaque all the resources are gone again...
L1939[13:42:44] <SkySom> So maybe if you want to know how many there actually are.
L1940[13:42:49] <williewillus> lol
L1941[13:42:56] <Matthew> run code taht doesn't compile? 0_o
L1942[13:43:02] <Matthew> how the hell would the code run then
L1943[13:43:19] <diesieben07> it replaces it with a "throw new XXX"
L1944[13:43:23] <barteks2x> it just puts throw SomeNastyException() in places where it sees compile errors
L1945[13:43:34] <Matthew> interesting
L1946[13:43:58] <barteks2x> I've used that when porting (on M3L) cubic chunks from 1.7 to 1.8
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L1948[13:47:29] <williewillus> who used to do colored lights ?
L1949[13:48:34] <Matthew> cptragetoaster
L1950[13:49:55] <williewillus> do they have update plans?
L1951[13:50:02] <Xilef11> what should be returned from IBlockColor#ColorMultiplier to have no effect?
L1952[13:50:07] <williewillus> white
L1953[13:50:16] <Matthew> He seems to have vanished lately so I don't know
L1954[13:50:24] <williewillus> aka 0xFFFFFF
L1955[13:50:26] <Matthew> he's still on irc, but not in any channels
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L1957[13:51:17] <barteks2x> is it possible to find all references to client classes in my code?
L1958[13:51:33] <williewillus> net.minecraft.client
L1959[13:51:35] <williewillus> *
L1960[13:51:54] <Xilef11> and it should be registered in preinit?
L1961[13:52:39] <Temportalist> barteks2x: did you fix your resource loading issue?
L1962[13:52:59] <barteks2x> yes, bu refreshing gradle projects
L1963[13:53:22] <barteks2x> and then recompiling everything
L1964[13:53:23] <williewillus> no color handlers are init
L1965[13:53:36] <williewillus> because mc hasnt created the place where you register them yet in preinit
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L1967[13:53:50] <barteks2x> I have a question while I'm modifying code related to it: is it better to registe event handlers in init or preinit?
L1968[13:54:13] <diesieben07> doesnt really matter
L1969[13:54:26] <unascribed> Lordmau5, I'm here now
L1970[13:54:29] <unascribed> why ping?
L1971[13:54:34] <williewillus> you can register/unregister them any time you want :P
L1972[13:54:43] <williewillus> that is, any time before the event you need happens :P
L1973[13:55:00] <barteks2x> do any events happen before init?
L1974[13:55:11] <diesieben07> not any i know of
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L1976[13:55:30] <williewillus> modelbaking happens once between preinit/init
L1977[13:55:31] <diesieben07> willie you cannot actually register (without a huge warning) outside of the mod lifecycle events
L1978[13:55:33] <williewillus> not sure why though
L1979[13:55:39] <williewillus> diesieben07: TIL
L1980[13:55:44] <williewillus> whats the purpose of unregister theN
L1981[13:55:50] <diesieben07> no idea.
L1982[13:56:02] <diesieben07> the eventBus captures the registrating modder for each handler
L1983[13:56:06] <diesieben07> but it never uses that information
L1984[13:56:11] <diesieben07> so its kinda pointless
L1985[13:56:21] <williewillus> blaming purposes?
L1986[13:56:28] <williewillus> idk
L1987[13:56:30] <diesieben07> well, yes but its not used :D
L1988[13:56:36] <barteks2x> so far I registered event handlers in init and had emoty registerEvents() in proxies that was called in preinit :D
L1989[13:56:38] <diesieben07> also i think the package name should be enough for that
L1990[13:57:48] <barteks2x> what about packets, should these be registered in preinit or init?
L1991[13:58:07] <PaleoCrafter> do you intend to send packets before init? :P
L1992[13:58:14] <barteks2x> I don't think so
L1993[13:58:22] <Wuppy> oops
L1994[13:58:22] <Wuppy> http://i.imgur.com/06AZSTC.jpg
L1995[13:58:28] <PaleoCrafter> you can't :P so it doesn't matter
L1996[14:00:29] <Lumien> Does someone know whether in 1.9 it's intended / allowed to have multiple dimensions with one dimension type?
L1997[14:00:43] <Lumien> It seems to look like that but a bunch of vanilla code uses the id of the DimensionType as a dimension id
L1998[14:01:10] <vox> I'd talk to McJty about it (because RFTools Dimensions)
L1999[14:01:30] <McJty> Lumien, DimensionType corresponds mostly to the 'id' of the dimension.
L2000[14:03:03] <McJty> I RFTools Dimensions I make a new DimensionType for every new dimension
L2001[14:03:42] <Lumien> Is that not pushed yet? It looks like you just use ModDimensions.rftoolsType for everything
L2002[14:04:32] <McJty> ah right sorry. I was confused
L2003[14:04:37] <McJty> Just checking the code now
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L2005[14:05:04] <McJty> I made a new type in the very first version
L2006[14:05:15] <McJty> But now I changed that once I discovered that is not required
L2007[14:06:16] <Lumien> Yeah it seems to mostly work but time & weather for example is not synced properly between client and server
L2008[14:06:54] <McJty> Have to go
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L2010[14:07:32] <Lumien> :(
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L2013[14:12:37] <Temportalist> who was having issues with creative items the other dat?
L2014[14:12:39] <Temportalist> day?
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L2018[14:16:47] <Biochemic> vox: what do you think? https://cloudstorm.me/index.php/s/PKBNTyRDWR7jbrX
L2019[14:17:13] <vox> Oh man that is legit
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L2021[14:17:23] <Biochemic> :D
L2022[14:17:40] * vox wonders why other people are so much better at art than he is
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L2024[14:18:03] <Biochemic> haha xD
L2025[14:18:05] ⇨ Joins: M4thG33k (~M4thG33k@173-16-169-233.client.mchsi.com)
L2026[14:18:10] <Biochemic> it's just routine ^^
L2027[14:18:41] <vox> A single complaint: Half of the letter on the shield isn't the same color as the rest of the text :P
L2028[14:18:45] <M4thG33k> Where would one put code to add NBT data to the item dropped from breaking a block? I've tried doing it in getDrops(), but the tile has been destroyed by that point?
L2029[14:19:00] <vox> I know it's because of the shadow you put on half of the shield, but yeah
L2030[14:19:12] <vox> Is it quick to fix that? If it's not, don't bother it looks great overall
L2031[14:19:13] <Biochemic> yeah i can remove it, wait a sec
L2032[14:19:16] <vox> Awesome
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L2034[14:20:50] <vox> I still can't figure out what the heck is happening with this shield rendering :P
L2035[14:20:58] <vox> Probably something stupid I'm doing
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L2037[14:21:46] <Biochemic> vox: possibly ^^ just press F5 and it schould be updated
L2038[14:22:18] <LexManos> <McJty> Lumien, DimensionType corresponds mostly to the 'id' of the dimension.
L2039[14:22:18] <LexManos> <McJty> I RFTools Dimensions I make a new DimensionType for every new dimension
L2040[14:22:21] <LexManos> No.. no it doesn't
L2041[14:22:31] <LexManos> it's akin to the old provider type system
L2042[14:22:33] <vox> That is legit, thank you very much. You know how to use git? If you do, feel free to commit that to the repository I linked earlier
L2043[14:22:50] <vox> And add yourself to the README for some credit :D
L2044[14:22:52] <Lumien> Ok so the places Vanilla does use it as an id should be fixed then?
L2045[14:23:09] <Biochemic> yepp i do ^^ and i will :D no problem ^^
L2046[14:23:11] <LexManos> We have fixed all the places it uses it as an id
L2047[14:23:27] <vox> Biochemic :D
L2048[14:24:13] <Lumien> World 1352
L2049[14:24:21] <Lumien> & 1357
L2050[14:24:28] <Lumien> *WorldServer
L2051[14:25:03] <Lumien> It sends weather update packets to the "dimension type id" dimension
L2052[14:25:05] <LexManos> 1352:
L2053[14:25:05] <LexManos> BlockPos blockpos = p_184159_1_.getPosition();
L2054[14:25:27] <Lumien> ehh
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L2056[14:26:23] <Lumien> I'm on 1888
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L2058[14:26:55] <LexManos> im on master
L2059[14:26:58] <LexManos> you have comments
L2060[14:27:05] <LexManos> this.mcServer.getPlayerList().sendPacketToAllPlayersInDimension(new SPacketChangeGameState(8, this.thunderingStrength), this.provider.getDimension());
L2061[14:27:05] <Lumien> Oh
L2062[14:27:11] <LexManos> probalby what you're referring to
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L2064[14:27:47] <Lumien> Weird
L2065[14:27:52] <Lumien> Will resetup my workspace
L2066[14:28:12] <Lumien> It does have 1888 as the forge version ingame though
L2067[14:28:20] <LexManos> yes
L2068[14:28:30] <LexManos> You're in the modder environment
L2069[14:28:36] <LexManos> which applies comments
L2070[14:28:43] <LexManos> forge dev does not
L2071[14:28:47] <Lumien> Yes but that line is what i meant
L2072[14:28:52] <LexManos> because comments flux based on mappings
L2073[14:28:56] <Lumien> And it goes provider.getDimensionType().getId() for me
L2074[14:28:58] <LexManos> Any other lines?
L2075[14:30:33] <Lumien> In my workspace the same thing in MinecraftServer.updateTimeLightAndEntities
L2076[14:30:44] <Lumien> this.playerList.sendPacketToAllPlayersInDimension(new SPacketTimeUpdate(worldserver.getTotalWorldTime(), worldserver.getWorldTime(), worldserver.getGameRules().getBoolean("doDaylightCycle")), worldserver.provider.getDimensionType().getId());
L2077[14:35:06] <LatvianModder> "We have fixed all the places it uses it as an id"
L2078[14:35:06] <LatvianModder> That means you replaced all ints with DimensionType or all DimensionType with ints?
L2079[14:37:32] <vox> Biochemic: you good?
L2080[14:37:35] <LexManos> Im going through, seems my changes arnt in
L2081[14:37:56] <LexManos> basically it means we did s/getDimensionType().getId()/getDimension()/\
L2082[14:38:22] <LexManos> For anything that actually wants the dim id, and not the type
L2083[14:38:58] <Biochemic> vox: should be now. I am used to BitBucket ^^
L2084[14:39:12] <vox> ^^
L2085[14:39:59] <Biochemic> did it work? :D
L2086[14:40:24] <vox> Yep, I merged it in
L2087[14:40:30] <vox> Thanks again, looks awesome
L2088[14:40:39] <Biochemic> ah nice ^^ yupp, no problem :D
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L2091[14:43:53] <Xilef11> what what happened to Block#setBlockBounds?
L2092[14:44:01] <gigaherz> it's unnecessary
L2093[14:44:13] <gigaherz> override getBoundingBox and return the correct AABB
L2094[14:44:36] <Xilef11> thanks
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L2101[14:52:17] <mezz> M4thG33k, https://github.com/mezz/JustEnoughItems/blob/1.9/src/main/java/mezz/jei/api/INbtIgnoreList.java#L11-L15
L2102[14:52:34] <M4thG33k> Thanks!
L2103[14:53:24] <mezz> here's the vanilla plugin, shows how you get the nbt ignore list https://github.com/mezz/JustEnoughItems/blob/1.9/src/main/java/mezz/jei/plugins/vanilla/VanillaPlugin.java
L2104[14:53:40] <M4thG33k> Thanks again!
L2105[14:53:40] <mezz> it is adding some "global" ignored nbt though, make sure yours is for your item only
L2106[14:53:55] <mezz> no problem
L2107[14:54:25] <gigaherz> M4thG33k: https://github.com/gigaherz/Enderthing/blob/master/src/main/java/gigaherz/enderthing/integration/JEIPlugin.java#L27
L2108[14:54:28] <gigaherz> for reference ;p
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L2110[14:55:37] <gigaherz> although now that I see the other link, I realized it's a variadic function
L2111[14:56:09] <Temportalist> Hey, so I dont think the world likes me placing entities serverside
L2112[14:56:22] <Temportalist> it only places them client side
L2113[14:56:29] <gigaherz> wat
L2114[14:56:35] <gigaherz> are you sure you are doing it serverside?
L2115[14:56:50] <gigaherz> remember that "isRemote" means "is client side"
L2116[14:56:51] <Temportalist> pretty sure
L2117[14:56:52] <Temportalist> yup
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L2119[14:57:18] <Temportalist> gimme a secc and Ill link it
L2120[14:58:09] <Temportalist> gigaherz: https://github.com/TheTemportalist/EsoTeriCraft/blob/1.9/src/main/scala/temportalist/esotericraft/galvanization/common/item/ItemEggGolem.scala#L45
L2121[14:58:12] <vox> Is there any way to override vanilla recipes so that it doesn't consume an item>
L2122[14:58:25] <vox> I.e. not consuming the banner when coloring a shield
L2123[14:59:36] <vox> Nvm Google Search is my life atm :P
L2124[14:59:37] <mezz> you could remove the vanilla recipe and add your own
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L2127[14:59:50] <vox> Yep, that's where I'm going
L2128[14:59:54] <vox> And I'll register it to JEI :P
L2129[15:00:23] <gigaherz> vox: assuming 1.8+, since banners
L2130[15:00:27] <mezz> yeah when you alter vanilla like that there's a burden on you to make sure it's *perfect*
L2131[15:00:28] <vox> Yep
L2132[15:00:33] <gigaherz> there's the PlayerEvent.ItemCraftedEvent
L2133[15:00:39] <Temportalist> gigaherz: the add empty prints, but the entity is not put in the world
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L2135[15:00:42] <vox> Oh, it's changed?
L2136[15:00:46] <gigaherz> which lets you basically mess wit hthe crafting results
L2137[15:00:52] <vox> Thanks
L2138[15:00:53] <mezz> nice
L2139[15:00:54] <gigaherz> no idea if it has
L2140[15:01:11] <gigaherz> but I haven't used it pre-1.8
L2141[15:01:36] <gigaherz> although, wait
L2142[15:01:37] <gigaherz> hmm
L2143[15:01:45] <gigaherz> yo uwant to leave extra things in there
L2144[15:01:58] <vox> Yeah
L2145[15:02:04] <Temportalist> gigaherz: and the spawn entity in world function returns true
L2146[15:02:10] <gigaherz> the event happens *before* getRemainingItems
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L2148[15:02:50] <gigaherz> yeah sorry that's probably not useful in your case
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L2150[15:03:15] <vox> No problem ghz thanks for looking :)
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L2152[15:03:26] <vox> I'm still digging through this code for vanilla shields
L2153[15:03:37] <gigaherz> vox: you could replace the recipe class with one that overrides getRemaining Items ;P
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L2155[15:03:46] <vox> That's... true
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L2158[15:04:16] <vox> As far as the shield rendering system, I kind of want to just build it from the ground up but I have no idea how the banner thing would work then since it's custom GL nonsense
L2159[15:04:31] <vox> Using a TRIRSIEROEUTEWJKE
L2160[15:04:33] <vox> :P
L2161[15:04:36] <Temportalist> gigaherz: I am mistaken. It is spawned, and just never renders anything
L2162[15:05:03] <gigaherz> Temportalist: sorry I'm too tired to think about enttities right now
L2163[15:05:03] <gigaherz> XD
L2164[15:05:13] <Temportalist> no worries
L2165[15:05:25] <Temportalist> diesieben07: you around?
L2166[15:05:36] <Xilef11> when should IItemColors be registered?
L2167[15:05:47] * diesieben07 wakes from standby
L2168[15:05:47] <mezz> init
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L2170[15:06:02] <gigaherz> init, since Minecraft.getMinecraft() is null in preinit
L2171[15:06:02] <gigaherz> XD
L2172[15:06:14] <diesieben07> is it really?
L2173[15:06:27] <Temportalist> diesieben07: so I am spawning an entity checking for !world.isRemote, and it spawns, but nothing is rendered. The renderer is not even called. Any ideas?
L2174[15:06:38] <FallingD> i am trying to create a gui config with a slider for a float/double value (using NumberSliderEntry.java), however i can't seem to get the slider to display decimals. any idea?
L2175[15:06:41] <gigaherz> if mc itself isn't null
L2176[15:06:43] <gigaherz> Minecraft.getMinecraft().getItemColors() is
L2177[15:06:51] <gigaherz> whichever the case
L2178[15:06:53] <gigaherz> init.
L2179[15:06:54] <diesieben07> ah
L2180[15:07:11] <diesieben07> Temportalist, entity registered? entity has a public World constructor?
L2181[15:07:17] <Temportalist> yes and yes
L2182[15:08:00] <diesieben07> uh
L2183[15:08:05] <diesieben07> you sure about the 2nd one?
L2184[15:08:13] <diesieben07> i am looking at that scala thing and it does not look like it
L2185[15:08:34] <Temportalist> i am going to try removing the optional parameter, but it should work as is
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L2187[15:10:08] <Temportalist> diesieben07: yeah ,that didnt do anything
L2188[15:12:27] <Nitrodev> night all
L2189[15:12:30] <diesieben07> so where do you regisrer the entity? idont see it
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L2191[15:12:56] <Temportalist> https://github.com/TheTemportalist/EsoTeriCraft/blob/1.9/src/main/scala/temportalist/esotericraft/galvanization/common/init/ModEntities.scala#L17
L2192[15:13:14] <Temportalist> I derped a little hard
L2193[15:13:22] <Temportalist> Didnt call the entity registration class
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L2195[15:14:53] <diesieben07> yeah i was about to say
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L2197[15:15:05] <Temportalist> aight. next issue. the data from the server init wasnt carried over to the client :P
L2198[15:15:22] <diesieben07> server init?
L2199[15:15:47] <Temportalist> I create the entity with a string parameter. I need that on the client as well because it is rendering as another entity
L2200[15:15:59] <Temportalist> or rather, needs to render as the entity that string specifies
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L2202[15:16:00] <diesieben07> implement IEntityAdditionalSpawnData
L2203[15:18:54] <Temportalist> whats the standard for strings in a bytebuf?
L2204[15:19:49] <diesieben07> ByteBufUtils.writeUTF8String / readUTF8String
L2205[15:19:57] <gigaherz> ByteBufUtils. ... what diesieben07 said
L2206[15:21:17] <Temportalist> https://www.irccloud.com/pastebin/7KVgHZxG/
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L2209[15:22:58] <Temportalist> hehehe we have golem entities :D
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L2212[15:27:29] <Temportalist> Biochemic: you around?
L2213[15:27:33] <Temportalist> I really like that logo
L2214[15:27:40] <Biochemic> ehm yupp
L2215[15:27:43] <Biochemic> thx ^^
L2216[15:27:54] <vox> Temportalist: Agreed, it is pretty :D
L2217[15:28:07] <Temportalist> interested in taking looksee's at some of my mod's art wise?
L2218[15:28:31] <Biochemic> yeah why not :D
L2219[15:28:37] <Temportalist> https://github.com/TheTemportalist/Compression/tree/1.9
L2220[15:28:39] <vox> you beat me to it Temportalist :P
L2221[15:28:53] <Temportalist> Compression compresses *vitually* any block/item
L2222[15:29:03] <GerbShert> Hey, How would I go about getting a blocks texture so I could make a RGB array in 1.9?
L2223[15:29:06] <vox> I was going to ask him to do art for me too... not that I have much art to do at this point but you know, the logo is great :P
L2224[15:29:16] <Temportalist> Biochemic: http://minecraft.curseforge.com/projects/compression
L2225[15:29:35] <Biochemic> okay :D yeah i can take a look at it ^^
L2226[15:29:37] <Temportalist> Biochemic: Origin is just a library for my crap. Not really any textures there http://minecraft.curseforge.com/projects/origin
L2227[15:29:47] <vox> GerbShert: That's probably a question for williewillus or gigaherz
L2228[15:30:15] <Temportalist> Biochemic: Chunk Command does the chunk stuff NEI used to do, as well as allow chunkloading via commands http://minecraft.curseforge.com/projects/chunkcommander
L2229[15:30:34] <gigaherz> hm?
L2230[15:30:39] <Biochemic> kk ^^
L2231[15:30:44] <Temportalist> :D
L2232[15:30:46] <gigaherz> GerbShert: what do you mean with an "RGB array"?
L2233[15:31:07] <Temportalist> If you want commit access to any, let me know
L2234[15:31:43] <Biochemic> Temportalist: yes i'll message you, if there is something for you ^^
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L2236[15:34:27] <GerbShert> An array of each pixel in a texture that stores the rgb values.
L2237[15:34:51] <diesieben07> well
L2238[15:34:58] <diesieben07> what exactly do you define as "texture"?
L2239[15:35:14] <diesieben07> a block's model can use multiple textures
L2240[15:35:16] <diesieben07> or none.
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L2242[15:35:58] <vox> Can anyone spot how this person is referencing Tinker's Construct? https://github.com/Lance5057/Tinkers-Defense/blob/master/build.gradle
L2243[15:37:33] <PaleoCrafter> presumalby through the libs directory :P
L2244[15:37:50] <vox> Oh, so he's doing it manually
L2245[15:37:53] <vox> That's annoying
L2246[15:38:03] <vox> I wanted to copy his maven config for TiCon :P
L2247[15:38:05] <PaleoCrafter> note that that repo is horrible anyways :P
L2248[15:38:08] <vox> Yeah it is
L2249[15:38:43] <vox> It's a pretty popular mod though, almost 200k downloads
L2250[15:39:08] <Tazz> any reason why only my blocks arent showing up in 1.9?
L2251[15:39:13] <Tazz> Im using setRegistryName...
L2252[15:39:37] <GerbShert> I am trying to make a item that get's an ore's colour for an overlay.
L2253[15:39:47] <diesieben07> they are invisible or they are using the missing model?
L2254[15:39:53] <diesieben07> also in the world, in the inventory or both?
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L2256[15:40:48] <vox> diesieben07: Any idea how to change the color of a texture at runtime?
L2257[15:41:07] <diesieben07> GerbShert, you'll have to parse the baked model attached to the block, get the UVs out of there and then read the pixels from the main texture sheet at those UVs
L2258[15:41:23] <diesieben07> vox, kinda like the biome color multiplier?
L2259[15:41:37] <vox> Yeah that may work with a little hacking
L2260[15:41:52] <vox> Thanks for the idea
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L2262[15:44:32] <Shalmezad> vox: Think I found it in TiCon. src/main/java/slimeknights/tconstruct/library/client/MaterialRenderInfo.java
L2263[15:45:40] <Shalmezad> At least, in the 1.8.9 branch. Not sure if they're using it in 1.9
L2264[15:45:46] <vox> That is... interesting and I have no idea how it works :D
L2265[15:45:49] <vox> Thanks for the read!
L2266[15:46:07] <vox> Looks like the same code in 1.9
L2267[15:46:39] <vox> At this point where I have 60 downloads, is it safe to change my group name?
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L2269[15:47:22] <vox> I'm thinking about getting rid of the "com." part, but idk
L2270[15:47:23] <vox> w/e
L2271[15:47:33] <diesieben07> package name doesnt matter :D
L2272[15:48:21] <vox> Oh, nice. Thanks
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L2276[15:50:17] <vox> Why are there... two different sheep models?
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L2278[15:51:48] <diesieben07> one is the wool
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L2280[15:51:57] <diesieben07> because it can be removed
L2281[15:52:03] <PaleoCrafter> hm... shouldn't Minecraft.getMinecraft().getRenderItem().renderItem(stack, TransformType.GROUND) work out of the box (in a TESR)?
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L2283[15:58:34] <Tazz> Yulife is amazing at texturing holy crap: http://i.imgur.com/FEGuk6Z.png
L2284[15:59:00] <PaleoCrafter> careful, Tazz, people will want to steal your artist :P
L2285[15:59:13] <Tazz> XD
L2286[15:59:22] <Tazz> its beautiful though isnt it?
L2287[15:59:42] <PaleoCrafter> yep, looks really nice
L2288[15:59:46] <Biochemic> it look nice yepp ^^
L2289[16:00:05] <Biochemic> but what is it? :D
L2290[16:00:22] <Tazz> a brewing mechanic in this mod Im writing
L2291[16:00:46] <Biochemic> lol nice :D
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L2294[16:03:22] <Ivorius> Does FG 2.0 create source and deobf jars by default?
L2295[16:03:59] <Tazz> http://i.imgur.com/BT2783K.png I apparently did something wrong haha
L2296[16:04:10] <Tazz> thats what its supposed to look like haha
L2297[16:05:44] <Biochemic> lol xDDDD
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L2300[16:09:44] <gigaherz> Ivorius: no, just normal and sources
L2301[16:09:47] <vox> Ivorius: deobf isn't used anymore
L2302[16:09:51] <gigaherz> and the sources are translated to SRG names
L2303[16:09:55] <gigaherz> so that they work as-is in a maven repo
L2304[16:10:07] <gigaherz> when using the dependency mapping thingy
L2305[16:10:09] <vox> Speaking of maven repo, why the heck isn't this working?
L2306[16:10:16] <vox> :P
L2307[16:10:50] <vox> Theoretically, and confirmed by bon-i, TiCon uses the same maven repo as JEI, the progwm16 one
L2308[16:11:08] <vox> Error:Could not GET 'https://libraries.minecraft.net/tconstruct/TConstruct-1.9-2.3.0//TConstruct-1.9-2.3.0-.pom'. Received status code 403 from server
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L2310[16:11:23] <vox> However, that garbage is happening. Anything wrong with:
L2311[16:11:24] <vox> deobfCompile "tconstruct:TConstruct-1.9-2.3.0"
L2312[16:11:29] <vox> It looks completely fine to me
L2313[16:11:35] <gigaherz> access denied?
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L2315[16:11:58] <mezz> is there a TCon maven for 1.9 yet?
L2316[16:12:02] <vox> Yep, that
L2317[16:12:11] <mezz> I only see 1.8.9 on the jenkins
L2318[16:12:19] <vox> I asked bon-i the other day and theoretically it should be there
L2319[16:12:50] <mezz> oh I see it
L2320[16:13:13] <mezz> well there's one for PR testing but...
L2321[16:13:15] <gigaherz> hmm that line looks different
L2322[16:13:18] <gigaherz> than what I use for jei
L2323[16:13:22] <gigaherz> deobfCompile "mezz.jei:jei_1.9:3.2.14.190"
L2324[16:13:34] <gigaherz> there's less ":"s
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L2326[16:13:41] <vox> That's... true
L2327[16:14:17] <vox> I'm going to add more "TConstruct"s in different places and see what happens
L2328[16:14:28] <gigaherz> why not actually look for a correct line
L2329[16:14:28] <gigaherz> ;P
L2330[16:14:41] <Ivorius> gigaherz: So, reobf jars are not required anymore?
L2331[16:14:58] <Ivorius> builds are alright for dev environments?
L2332[16:15:04] <vox> Here's one from a 1.7.10 mod: compile "tconstruct:TConstruct:${config.minecraft_version}-${config.tconstruct_version}:deobf"
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L2334[16:15:18] <Ivorius> *deobf
L2335[16:15:24] <vox> Yep, you're good
L2336[16:15:34] <Ivorius> Cool, thanks
L2337[16:15:57] <gigaherz> so... deobfCompile "tconstruct:TConstruct:1.9-2.3.0"
L2338[16:16:04] <vox> yep, got it
L2339[16:16:09] <vox> Other than the fact that it didn't work :P
L2340[16:16:18] <gigaherz> Ivorius: basically
L2341[16:16:23] <gigaherz> anything included through maven
L2342[16:16:25] <vox> Error:Could not GET 'https://libraries.minecraft.net/tconstruct/TConstruct/1.9-2.3.0/TConstruct-1.9-2.3.0.pom'. Received status code 403 from server: Forbidden
L2343[16:16:26] <gigaherz> or in the mods/ folder
L2344[16:16:33] <gigaherz> will get mapped to your selected mappings automatically
L2345[16:16:40] <vox> or in the libs/ folder!
L2346[16:16:46] <gigaherz> does it actually work for libs/?
L2347[16:16:51] <gigaherz> I thought it was only maven and mods/
L2348[16:16:53] <vox> I think so
L2349[16:16:53] <Ivorius> I see
L2350[16:17:01] <Tazz> http://i.imgur.com/fHPvlP8.png pretty :3
L2351[16:17:04] <vox> Anyway ghz that didn't work still
L2352[16:17:25] <vox> Tazz: Vanilla book with different textures? :D
L2353[16:17:32] * Tazz shurgs
L2354[16:17:35] <Tazz> shrugs*
L2355[16:17:39] <Tazz> Yulife did it :D
L2356[16:17:48] <Tazz> with CyanideX's help on the cracks
L2357[16:17:49] <Tazz> **
L2358[16:17:52] <vox> Be aware that things could be odd if you're holding it in your offhand because textures get flipped
L2359[16:18:10] <vox> Or models get flipped... or something
L2360[16:18:18] <Tazz> oh god I forgot about the left hand thing....
L2361[16:18:20] <Ivorius> How do I get mavenDeployer back?
L2362[16:18:21] <vox> :D
L2363[16:18:26] <Ivorius> For my upload archives task
L2364[16:18:52] <Ivorius> Oh, maven plugin is gone
L2365[16:18:54] <gigaherz> Tazz: https://dl.dropboxusercontent.com/u/743491/MC/2016-02-19-0323-13.mp4
L2366[16:19:15] <gigaherz> https://dl.dropboxusercontent.com/u/743491/MC/2016-02-19-0257-03.mp4
L2367[16:19:25] <Tazz> nice
L2368[16:19:55] <Tazz> gigaherz, Im writing all the pages in my book with markdown haha
L2369[16:20:05] <gigaherz> mine are xml
L2370[16:20:07] <gigaherz> a bit htmlish
L2371[16:20:19] <Tazz> cool
L2372[16:20:43] <gigaherz> https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/resources/assets/elementsofpower/xml/guidebook.xml
L2373[16:20:54] <gigaherz> the paging is explicit ;P
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L2375[16:21:50] <vox> Oh that
L2376[16:21:52] <vox> is cool
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L2378[16:22:21] <Ivorius> Does FG 2.0 load Coremods and ATs from the classpath?
L2379[16:22:38] <Ivorius> Because 1.2 didn't and I had to make some special amends
L2380[16:22:43] <gigaherz> useDepAts = true
L2381[16:22:49] <gigaherz> in the minecraft{} block
L2382[16:22:51] <Ivorius> And coremods?
L2383[16:22:58] <gigaherz> coremods, can't remember
L2384[16:23:19] ⇨ Joins: theFlaxbeard (~theFlaxbe@184.97.134.35)
L2385[16:23:23] <gigaherz> I don't really use coremods in any of my dependencies XD
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L2387[16:24:55] <Ivorius> I'll guess I'll try
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L2389[16:25:33] <tterrag|away> I'm pretty sure FG checks the coremod entries in the manifest
L2390[16:25:45] <vox> Oh this is dirty code bon-i :/
L2391[16:25:46] <vox> import java.awt.*;
L2392[16:25:58] <tterrag|away> In compiled libs anyways
L2393[16:29:19] <vox> Welp. TiCon uses GL to render custom materials. Was hoping to avoid that :/
L2394[16:29:21] <vox> https://github.com/SlimeKnights/TinkersConstruct/blob/1.9/src/main/java/slimeknights/tconstruct/library/client/texture/AbstractColoredTexture.java
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L2396[16:29:42] <vox> Whoops, wrong thing: https://github.com/SlimeKnights/TinkersConstruct/blob/1.9/src/main/java/slimeknights/tconstruct/library/client/RenderUtil.java
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L2398[16:33:05] <Ivorius> lol, FG 2.0 requires a later gradle than IDEA offers
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L2400[16:35:24] <capitalthree> why do people say ">" here a lot?
L2401[16:36:08] <gigaherz> Ivorius: just use the gradle wrapper provided by forge
L2402[16:36:28] <gigaherz> the current one
L2403[16:36:28] <Matthew> or use the latest gradle wrapper. which is faster :P
L2404[16:36:37] <gigaherz> not wahtever ancuent gradle folder you may have had in 1.7.10
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L2406[16:37:37] <Ivorius> Why not just local distro
L2407[16:38:00] <Matthew> thats what I do. but most people don't want to have to install gradle
L2408[16:38:17] <gigaherz> yeah: gradle wrapper installs it for me ;P
L2409[16:38:39] <Matthew> pacman -S gradle <-- <3 arch
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L2411[16:39:18] <gigaherz> <-- windows
L2412[16:40:42] <unascribed> capitalthree, you're probably thinking of #ForgeGradle
L2413[16:40:46] <unascribed> you use > to participate in the idle RPG
L2414[16:41:02] <capitalthree> oh yeah you're right
L2415[16:41:04] <capitalthree> and omfg what
L2416[16:41:10] <capitalthree> whyyyy
L2417[16:41:23] * unascribed shrugs
L2418[16:41:29] <capitalthree> life is pain
L2419[16:41:36] <vox> Matthew: <3 arch
L2420[16:41:49] <capitalthree> why would they do an idlerpg *in* a channel that is also actually used?
L2421[16:41:54] <capitalthree> I can't think of anything more insane
L2422[16:42:04] <capitalthree> *asks question* *everyone who knows the answer is afraid to wreck their score* *crickets*
L2423[16:42:45] <Ivorius> Matthew: brew cask install gradle :P
L2424[16:43:10] <Matthew> cap, talking doesn't do anything with idlerpg
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L2426[16:43:53] <unascribed> yeah, I call it an idle RPG because that's what it's called in Shocky
L2427[16:43:57] <unascribed> but it's not really an idle RPG
L2428[16:44:23] <Tazz> gigaherz, you dont mind if I steal that page flip code do you?
L2429[16:44:25] <Ivorius> It's called idle RPG because statistically, there's a 99% chance you're an idler anyway
L2430[16:44:27] <Ivorius> Since it's IRC
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L2432[16:44:42] <gigaherz> Tazz: nah, go ahead
L2433[16:44:47] <Tazz> awesomesauce gigaherz thanks
L2434[16:45:01] <gigaherz> I wanted to implement an actual page flip animation
L2435[16:45:13] <gigaherz> with a page moving from left to right, or right to left
L2436[16:45:20] <gigaherz> never got around to it
L2437[16:45:20] <gigaherz> XD
L2438[16:45:41] <Tazz> gigaherz, if I finish that part you can use the code if you want :)
L2439[16:45:45] <gigaherz> heh
L2440[16:45:48] <Tazz> ill let you know :P
L2441[16:45:52] <gigaherz> k
L2442[16:46:04] <barteks2x> Is it possible to access the vanilla profiler object without using reflection?
L2443[16:46:20] <Ivorius> You wanna cheat or what
L2444[16:46:35] <capitalthree> Ivorius, unascribed, a specific trait of an idle rpg is that you are penalized for not being idle
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L2446[16:47:09] <Ivorius> Yes, but you have to consider the use value
L2447[16:47:27] <Ivorius> importance * occurrence
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L2449[16:47:31] <gigaherz> it's probably more like
L2450[16:47:43] <Ivorius> Importance is like 0.1 since it's a bullshit shocky plugin
L2451[16:47:44] <gigaherz> forgegradle was always so idle, they must have wanted to make use of that idle time for something
L2452[16:47:54] <Ivorius> Occurrence is 1% because 99% are idlers anyway
L2453[16:48:22] <Ivorius> So you get a use value of 0.001 which is hardly worth an implementation :P
L2454[16:50:04] <barteks2x> I forgot what I was just trying to do in my code...
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L2467[17:11:22] <masa> so I noticed today that most of my tool recipes were mixed up, ie. pickaxe had the shovel recipe etc... and nobody had reported anything in the 3 months that it has been out for 1.8.9. I guess not many people use my tools then... :D
L2468[17:12:12] <gigaherz> lol
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L2471[17:15:09] <barteks2x> I noticed that sometimes instead of reporting an issue people will just say "this thing is broken" and stop using it
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L2476[17:25:56] <barteks2x> Why the hell I'm getting no stacktrace?
L2477[17:26:45] <barteks2x> I'm getting exceptions with empty stacktrace
L2478[17:27:19] <Tazz> hey gigaherz do you happen to know how to render an item like a map>
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L2482[17:28:35] <barteks2x> oh, right, I forgot. "-XX:-OmitStackTraceInFastThrow" because java is weird
L2483[17:28:45] <madcrazydrumma> How do I set block bounds for something thats bigger than a block in width?
L2484[17:30:30] <unascribed> by making it multiple blocks
L2485[17:31:08] <unascribed> see: beds, doors, end portals, etc etc
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L2487[17:31:33] <madcrazydrumma> So I'd have to split up my model into different blocks?
L2488[17:31:34] <unascribed> a block that is larger than a block is simply broken and will not work properly
L2489[17:31:42] <unascribed> yues
L2490[17:31:44] <unascribed> yes*
L2491[17:31:48] <barteks2x> When connecting to a server, does server send world type to client?
L2492[17:32:06] <madcrazydrumma> that's so silly
L2493[17:32:20] <unascribed> it's really not, but okay
L2494[17:32:33] <unascribed> you have a block-based game, and you want something larger than a block
L2495[17:32:37] <unascribed> so you make it multiple blocks.
L2496[17:32:48] <madcrazydrumma> yeah but its still block shaped so technically its still logical
L2497[17:33:00] <unascribed> no, because it's larger than a block
L2498[17:33:16] <unascribed> see MalisisDoors Carriage Doors for what happens when you hack your way into having a block that is larger than a block
L2499[17:33:25] <unascribed> arrows go through them, they collide weirdly, and in general are Just Bad.
L2500[17:34:23] <unascribed> barteks2x, yes: http://wiki.vg/Protocol#Join_Game
L2501[17:34:39] <unascribed> it's also sent in the respawn packet
L2502[17:35:02] <barteks2x> Even custom world type? Eighter I'm not getting world type or world load event isn't fired
L2503[17:35:23] <unascribed> well, it's a string, not an integer
L2504[17:35:25] <unascribed> so I'd presume so
L2505[17:36:11] <barteks2x> is WorldLoadEvent fired when world loads clientside when joining server?
L2506[17:36:37] <barteks2x> *WorldEvent.Load
L2507[17:39:05] <unascribed> yes, it's called in the WorldClient constructor
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L2509[17:39:12] <unascribed> which is in turn called in the methods that process Respawn and Join Game packets
L2510[17:39:28] <unascribed> the world type gets shoved into the WorldSettings object
L2511[17:39:28] <barteks2x> nevermind, I didn't call super.registerEvents() in my ClientProxy
L2512[17:39:38] <unascribed> hah
L2513[17:39:41] <madcrazydrumma> So unascribed, do i have to register my separate blocks individually?
L2514[17:39:44] <unascribed> hate when I do that :P
L2515[17:39:56] <unascribed> madcrazydrumma, I'd just use meta
L2516[17:40:04] <unascribed> i.e. blockstates
L2517[17:40:21] <unascribed> if it's a TE you could also put it there if you're already out of space
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L2520[17:41:36] <Tazz> http://i.imgur.com/e9veusD.png figured it out haha
L2521[17:41:39] <barteks2x> I probably also got min/max height wrong because I'm outside of the world...
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L2523[17:46:04] <unascribed> is something like this possible in 1.8? (look at the tool): https://unascribed.com/i/1476af66.png
L2524[17:46:18] <unascribed> it's glowing with a lightmap set and moves around
L2525[17:47:10] <unascribed> https://unascribed.com/i/2c36d2aa.png
L2526[17:47:22] <gigaherz> hm?
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L2528[17:48:35] <gigaherz> I'm not sure exactly what you mean
L2529[17:48:38] <unascribed> i.e.: is it possible to have an animated and glowing attachment to a tool in 1.8
L2530[17:48:40] <S3> Sigh. I hate it when channels require you to be identified to join
L2531[17:48:50] <S3> IMy bouncer always keeps me logged in for so long that nickserv forgets who I am
L2532[17:48:51] <unascribed> I'm using an IItemRenderer at the moment since it's 1.7
L2533[17:48:54] <S3> and deregisters XD
L2534[17:49:03] <gigaherz> depends on how the "glowing" is meant to work
L2535[17:49:18] <unascribed> note also it's 3D
L2536[17:49:20] <unascribed> the animation is rotation
L2537[17:49:29] <unascribed> the color is also dependent on NBT
L2538[17:49:30] <gigaherz> but, whatever the case, it's not as easy as with the IItemRenderer
L2539[17:49:46] <S3> anyways, What is the exact meaning of "Fatally missing blocks and items"? I have a server and client that are exactly the same.. trying to know what actually happens under the hood that causes that error to throw
L2540[17:49:52] <gigaherz> you'd need a smart model, and every time it's called, you'd have to return an updated set of quads
L2541[17:50:06] <unascribed> S3, the server and client have an ID map mismatch that cannot be resolved
L2542[17:50:18] <S3> Interesting
L2543[17:50:28] <unascribed> usually it's because the client has something disabled that's enabled on the server
L2544[17:50:39] <unascribed> gigaherz, that sounds extremely painful.
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L2546[17:50:51] <unascribed> hm, I could try using RenderHandEvent
L2547[17:50:56] <unascribed> the translations are pretty well defined
L2548[17:51:09] <unascribed> this is only really needed for first-person
L2549[17:51:39] <unascribed> could probably use a layerrenderer of some flavor for third if I really wanted to
L2550[17:52:11] <gigaherz> yeah,
L2551[17:52:26] <gigaherz> I understand the reasoning behind not having a way to do custom drawing for items in hand
L2552[17:52:41] <unascribed> yeah, there are *extremely* specific cases where it's needed
L2553[17:52:41] <gigaherz> but for anything that requires proper animation and such
L2554[17:52:52] <unascribed> most animation can be done fine with smart models
L2555[17:54:19] <gigaherz> I do know a way to work around that, but it's not exactly pretty (and no, it does NOT involve asming anything ;P)
L2556[17:54:49] <gigaherz> so I'm avoiding it for as long as I can ;P
L2557[17:55:06] <unascribed> is it uglier than hacking RenderHandEvent?
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L2559[18:08:12] <gigaherz> gotta sleep, night
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L2567[18:28:16] <diesieben07> the difference a clean laptop cooler makes...
L2568[18:28:39] <diesieben07> CPU goes from 90° and throttling to 80° and full boost clock
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L2572[18:37:35] <Geforce> Whenever I try to create or join a world in the 1.9 Forge RB (or any 1.9 version for that matter, even vanilla MC), it takes a really long time to load, literally after five minutes of waiting, the console only says "building spawn area: 10%". Anyone else having the same problem?
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L2574[18:38:54] <Geforce> Any version under 1.9 works fine...
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L2576[18:40:49] <LexManos> hook up jprofiler and figure out whats taking so long.
L2577[18:40:52] <LexManos> Shouldnt be us tho.
L2578[18:42:43] <Geforce> Hmm, I'll try that, one sec.
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L2581[18:46:16] <tterrag|away> debugger on?
L2582[18:50:00] <barteks2x> Does idea automatically add some implementations of methods when I add method to an interface? I'm almost 100% sure I didn't implement 2 methods that are implemented.
L2583[18:50:51] <diesieben07> it shouldn't
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L2585[18:51:25] <barteks2x> it did for me. And I spent half hour trying to figure out why my worldType.getMin/maxHeight return 0
L2586[18:51:52] <diesieben07> thats exactly the reason why it shouldn't...
L2587[18:52:27] <barteks2x> well... I added the method by simply writing code to use it and letting idea add it to the inerface
L2588[18:52:40] <barteks2x> And then I made it a default method
L2589[18:52:57] <barteks2x> so I didn't really see anythign wrong
L2590[18:54:07] <barteks2x> and WTF? it added it to only one implementation
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L2592[18:54:33] <diesieben07> just saying it's much more likely that you dun goofed than intellij :P
L2593[18:54:59] <barteks2x> there is no way I could possibly make these methods return 0
L2594[18:55:34] <diesieben07> ;D
L2595[18:55:56] <barteks2x> I could possibly make them return 0/256 but not 0 for both of them
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L2598[18:59:20] <SatanicSanta> In 1.9, we still need a separate json and renderer for every single block, right?
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L2600[18:59:54] <diesieben07> No and you never did.
L2601[19:00:18] <SatanicSanta> Oh thank the lord.
L2602[19:00:25] <SatanicSanta> All the info I've found on post 1.7 blocks/items say you do
L2603[19:05:52] <diesieben07> it all depends on what you are trying to do.
L2604[19:09:51] <SatanicSanta> Right now I'm working on updating the simple metal blocks in the mod, but I'll need to work on more complicated renderers/models probably within a day
L2605[19:10:18] <diesieben07> define "complicated".
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L2607[19:10:43] <SatanicSanta> like, multiple meters tall, animations, complicated models
L2608[19:10:48] <SatanicSanta> er, used complicated again
L2609[19:11:27] <SatanicSanta> like this http://minecraft.curseforge.com/projects/flaxbeards-steam-power/images :P
L2610[19:12:24] <diesieben07> so models that are not cubes?
L2611[19:12:28] <SatanicSanta> yes
L2612[19:12:36] <SatanicSanta> but there are also cubes, which i am currently trying to find info on
L2613[19:13:05] <diesieben07> there is exactly 0 difference in using a "normal cube" model and using a fancy obj model.
L2614[19:13:35] <SatanicSanta> Mkay.
L2615[19:15:21] <SatanicSanta> diesieben07: Is there some information on it somewhere that doesn't say to make 3 JSON files and a renderer for every single block?
L2616[19:17:12] <diesieben07> what do you mean by "a renderer"?
L2617[19:18:57] <SatanicSanta> erm, misread something. disregard the renderer bit
L2618[19:19:45] <diesieben07> well the least you need for a block is a blockstate json
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L2620[19:19:59] <diesieben07> you can use the forge format to make thigns a little easier: http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/
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L2622[19:20:20] <SatanicSanta> even if the block doesnt actually have different states?
L2623[19:20:27] <diesieben07> of course.
L2624[19:20:32] <SatanicSanta> ok.
L2625[19:20:37] <diesieben07> then for a simple block all you (should) need is a normal variant with a texture entry
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L2628[19:20:59] <diesieben07> (as you can see in the first example on that page
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L2630[19:25:14] <SatanicSanta> And how would you point the block to this json? like the old setTextureName method(s)
L2631[19:25:27] <TehNut> It defaults to the registry name
L2632[19:25:46] <TehNut> If you want to modify it, ModelLoader.setCustomModelResourceLocation(...)
L2633[19:26:01] <diesieben07> ehhh no.
L2634[19:26:12] <diesieben07> the in-world thing uses the registry name
L2635[19:26:17] <diesieben07> to modify it you need a custom IStateMapper
L2636[19:26:29] <diesieben07> for the inventory (=ItemBlock) you ALWAYS need setCustomMRL
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L2639[19:38:59] <Prospector> Hello ;)
L2640[19:39:26] <Prospector> How does forge handle loot tables? In other words, how can I add dungeon loot and stuff in 1.9?
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L2672[20:11:12] <thebookster> can someone help me with the differences between making a mc 1.8 mod and a 1.9 mod? I've heard it's not too bad, but I'd like specifics, you know?
L2673[20:12:29] <thebookster> actually, nvm I'm going to read the forge documentation first so I know what the heck I'm talking about.
L2674[20:15:26] <diesieben07> its really not much at all
L2675[20:15:39] <diesieben07> mostly you can just follow 1.8 instructions
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L2677[20:16:42] <Noc7is> Prepare your faces: http://imgur.com/a/aacmk
L2678[20:18:06] <thebookster> Noc7is: do they hurt? or do they just control your body forever?
L2679[20:18:36] <thebookster> also, thanks diesieben07. I found a (hopefully) good tutorial for 1.8 but 1.9 seems to new to have basically any tutorials
L2680[20:18:48] <Noc7is> They implant an embryo in your face,which spends the next 10 minutes growing in your chest, and then it bursts out.
L2681[20:18:55] <Noc7is> Through the ribs
L2682[20:19:10] <thebookster> are you talking about the game or the mod?
L2683[20:19:15] <Noc7is> The mod
L2684[20:19:24] <thebookster> nice
L2685[20:19:31] <thebookster> also...ow
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L2687[20:20:37] <Noc7is> Next up, surgical medpod.
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L2697[20:47:19] <Elucent> question:
L2698[20:47:46] <Elucent> how would i go about crafting two items together to give nbt information to one of them
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L2701[20:48:10] <Elucent> im trying to "fill" an item with another, and i want to copy over data from the item it's being filled with
L2702[20:48:13] <killjoy> I would say to use a crafting handler, but I've never done it
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L2705[20:52:50] <diesieben07> Elucent, you need a custom IRecipe
L2706[20:53:06] <Elucent> i was hoping you wouldn't say that, now i have to figure those out
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L2713[21:10:06] <SatanicSanta> diesieben07: no you dont...
L2714[21:10:23] <diesieben07> wat?
L2715[21:10:27] <SatanicSanta> oh wait
L2716[21:10:33] <SatanicSanta> never mind. yes you do
L2717[21:10:55] * SatanicSanta needs to wake up
L2718[21:10:57] <SatanicSanta> carry on :)
L2719[21:11:47] <masa> huh, so cj is pissed because cofhlib has a ray tracing method...? I mean like, how many different way can you do a ray trace from the player t oachieve the same kind of result...
L2720[21:12:15] <SatanicSanta> What's wrong with cofhlib having a raytracing method?
L2721[21:12:19] <SatanicSanta> So many mods do that.
L2722[21:12:31] <masa> well he is saying that they stole his code
L2723[21:12:39] <masa> before his license allowed it
L2724[21:13:17] <TehNut> Drama? Where?
L2725[21:13:24] <masa> on the twitter land
L2726[21:13:36] <masa> https://twitter.com/CovertJaguar/status/728391125929631744
L2727[21:16:10] <tterrag|away> lol that's totally BS
L2728[21:16:13] <TehNut> ^
L2729[21:16:15] <tterrag|away> I'm pretty sure the code in EIO looks nearly the same as well
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L2731[21:16:51] <masa> yeah like I said... how many different ways can you add together a couple of vectors? :D
L2732[21:16:53] <tterrag|away> that is just how you do it. you can't copyright 5 lines of code especially when it already exists almost exactly the same in vanilla
L2733[21:17:34] <SatanicSanta> Yeah I'm pretty sure we have some code in FSP that is basically the same as that, as well.
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L2735[21:18:46] <theFlaxbeard> Yeah if you look to the relies on the gist skyboy points out the vanilla version
L2736[21:18:56] <SatanicSanta> mhm
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L2738[21:21:06] <tterrag|away> https://github.com/SleepyTrousers/EnderIO/blob/master/src/main/java/crazypants/enderio/teleport/telepad/ItemCoordSelector.java#L139-L144
L2739[21:21:06] <tterrag|away> found it
L2740[21:21:16] <tterrag|away> wrote that from scratch myself
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L2776[22:07:13] <Tazz> http://i.imgur.com/XyizncH.png :3
L2777[22:08:04] <TehNut> Oh that's how that texture is being used
L2778[22:08:32] <Tazz> haha
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L2780[22:08:48] <TehNut> Inap showed me earlier and I didn't really get what it was for :P
L2781[22:09:38] <Tazz> yeah
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L2799[23:12:43] <Tazz> TehNut, they are now rendered using markdown (the pages that is)
L2800[23:12:57] <TehNut> :o
L2801[23:13:08] <TehNut> How much MD is supported?
L2802[23:13:21] <Tazz> currently text, quotes and images
L2803[23:13:27] <Tazz> but I have plans for tables and whatnot
L2804[23:13:32] <TehNut> Nice
L2805[23:13:42] <Tazz> although I took the easy approach and used a markdown parser
L2806[23:13:48] <TehNut> hehe
L2807[23:13:52] <Tazz> I could have written the parser but I wanna get a beta release soon
L2808[23:14:01] <Tazz> I will go through and write the parser when I have more time
L2809[23:17:24] <codahq> hey, guys. what's the best way to get a reference to the server since MinecraftServer.getServer() is no longer static in 1.9?
L2810[23:17:33] <codahq> (from a static context)
L2811[23:17:54] <TehNut> FMLCommonHandler.instance().getMinecraftServerInstance()
L2812[23:17:57] <TehNut> or something like that
L2813[23:18:00] <Tazz> cut
L2814[23:18:01] <Tazz> wut*
L2815[23:18:12] <codahq> ty, TehNut
L2816[23:18:23] <Tazz> I needed that earlier TehNut XD
L2817[23:18:25] <Tazz> thanks XD
L2818[23:18:28] <TehNut> lol
L2819[23:18:35] <SatanicSanta> Tazz: I enjoy that.
L2820[23:18:41] <SatanicSanta> the markdown thing
L2821[23:18:41] <Tazz> SatanicSanta, enjoy what?
L2822[23:18:41] <Tazz> XD
L2823[23:18:43] <Tazz> thanks
L2824[23:18:46] <TehNut> You can also get it from any world instance, IIRC
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L2826[23:18:56] <codahq> i don't have a reference to world either.
L2827[23:19:04] <Tazz> SatanicSanta, why do you enjoy it? ^^
L2828[23:19:24] <SatanicSanta> Tazz: Just the fact that it uses markdown to render what appear to be lore pages
L2829[23:19:36] <Tazz> SatanicSanta, they are indeed lore pages haha
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L2831[23:19:48] <Tazz> but why is that enjoyable XD
L2832[23:19:55] <SatanicSanta> because i <3 markdown.
L2833[23:20:00] <Tazz> haha
L2834[23:20:08] <Tazz> SatanicSanta, you should see this project I wrote a while back
L2835[23:20:11] <TehNut> people who don't <3 markdown are wierd
L2836[23:20:12] <Tazz> most useless thing ever XD
L2837[23:20:28] <Tazz> I wrote a markdown -> block comment generator that integrated with GitHub
L2838[23:20:29] <SatanicSanta> Tazz: what is it?
L2839[23:20:32] <Tazz> so you could like
L2840[23:20:34] <SatanicSanta> ah
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L2842[23:21:21] <Tazz> # This is a test @s0cks and it would generate a header that said this is a test and link the github account named s0cks
L2843[23:21:23] <Tazz> (mine)
L2844[23:21:23] <Tazz> XD
L2845[23:22:21] <SatanicSanta> that is pretty useless
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L2847[23:23:06] <Tazz> SatanicSanta, yeah but it was to learn C :D
L2848[23:23:18] <Tazz> which was effective
L2849[23:23:35] <Tazz> since after that I went on to write half a language before continuing on to a much harder language runtime
L2850[23:23:42] <Tazz> the one thats in Eschelle currently haha
L2851[23:23:47] <SatanicSanta> Tazz: Ah, see I just went the C class route
L2852[23:23:53] <SatanicSanta> turns out it is not very effective.
L2853[23:24:02] <Tazz> SatanicSanta, yeah see I wish I was in college :(
L2854[23:24:36] <SatanicSanta> I am, and my C class is shit. It's absurdly beginner for how many times the instructor wrote "not for beginners" in its description
L2855[23:24:57] <Tazz> SatanicSanta, haha thats what Im afraid of when I get to college
L2856[23:25:09] <Tazz> the classes will be sufficiently beginner to me haha
L2857[23:25:43] <Tazz> I wanna go in there and wait for a project where I get to use any language I want and use my own :D
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L2859[23:27:43] <SatanicSanta> lol
L2860[23:29:51] *** cpw is now known as cpw|out
L2861[23:30:21] <Tazz> rofl I need to write a box/unbox instruction for my compiler XD
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L2863[23:30:50] <Tazz> SatanicSanta, apparently when compiling if an if statement has a true value it wont call it
L2864[23:30:59] <Tazz> it will just jmp to a unreachable block
L2865[23:31:04] <SatanicSanta> gg.
L2866[23:31:05] <Tazz> ikr
L2867[23:31:12] <Tazz> but if its false it will call it
L2868[23:31:22] <Tazz> makes no sense imo
L2869[23:31:35] <Tazz> but I figured out why true != true in Eschelle haha
L2870[23:31:40] <Tazz> because of the boxing issue
L2871[23:32:52] <Tazz> loading Boolean::TRUE into a register and Boolean::TRUE into another register then cmpq'ing the 2 registers doesnt work since they can get modified independenantly of eachother
L2872[23:32:57] <Tazz> however
L2873[23:33:24] <Tazz> if i unbox them into the register, i.e. just load the C value of Boolean::TRUE into each register and cmpq them then its fine
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