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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
L7[00:04:55] ⇦
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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
L12[00:09:15] ⇦
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L13[00:20:09] ***
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L14[00:22:11] ***
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L15[00:29:03] ⇦
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Die Sprache der Politik ist daf�r gemacht, dass L�gen wahr klingen
und das T�ten angemessen wirkt. (George Orwell))
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] ⇦
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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)_/¯
L73[01:32:14] ⇨
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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] ⇦
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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
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
L92[01:39:58] <tterrag> jitteryness is my
gif recorder
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
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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
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
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
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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
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?
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
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
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
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
L236[02:07:44]
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L237[02:07:50]
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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.
L241[02:13:42] ⇦
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L242[02:13:43] ⇦
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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
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
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
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"
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
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)
L613[03:35:56]
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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
L633[03:38:50] ⇦
Quits: Larry1123 (Larry1123@irc.larry1123.net) (Ping timeout: 201
seconds)
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
L652[03:44:01] <Wuppy> we've got 2 Vives
in school, about 4 oculus (oculi?) and like 10 gear vrs :D
L653[03:44:20] ⇦
Quits: killjoy (~killjoy@71.65.255.183) (Ping timeout: 384
seconds)
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
L661[04:03:07]
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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
L676[04:31:04] ***
DRedhorse is now known as DonAway
L677[04:32:22] ⇦
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timeout: 190 seconds)
L678[04:32:28] ⇦
Quits: PrinceCat (~PrinceCat@124-170-91-29.dyn.iinet.net.au) (Quit:
My Mac has gone to sleep. ZZZzzz…)
L679[04:40:04]
⇨ Joins: VikeStep (~VikeStep@101.184.243.180)
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)
L684[05:00:54] ⇦
Quits: McJty (~jorrit@94-225-203-206.access.telenet.be) (Quit:
Leaving)
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
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
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]
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L746[05:36:08] <ghz|lappy>
getCapability(item handler, facing)
L747[05:36:23]
⇨ Joins: kimfy
(~kimfy___@236.5.200.37.customer.cdi.no)
L748[05:36:32] ⇦
Quits: VikeStep (~VikeStep@101.184.243.180) (Ping timeout: 384
seconds)
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
L770[05:40:57]
⇨ Joins: VikeStep (~VikeStep@101.184.243.180)
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
L809[05:54:20]
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L810[05:54:22] <Cypher121> PaleoCrafter:
he's one of minecraft unity maintainers
L811[05:54:36] <PaleoCrafter> cool
L812[06:00:05] ***
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L813[06:02:01]
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(Girafi@0x555178eb.adsl.cybercity.dk)
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
L816[06:07:50] ⇦
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by peer)
L817[06:09:14] <Wuppy> now this is a
forecast you want to see :D
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
L837[06:22:08]
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L838[06:23:00] ⇦
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seconds)
L839[06:23:46] <Girafi> Huh. Just read the
changelog for Forge 1.9 RB. The gui3d and smooth_lighting, what
exactly are those ? ^^
L841[06:25:51] <PaleoCrafter> I want the
blockstates file, duh :P
L842[06:25:52]
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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
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
L859[06:32:05] <Girafi> Huh. Where is that
gui3d value supposed to go ? ^^
L860[06:32:06]
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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
L875[06:35:41]
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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
L887[06:42:46] ⇦
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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
L891[06:44:18] ***
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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
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
L923[06:54:17] <ghz|lappy> ah i may not
need to make the effort, in the end
L925[06:54:25] <ghz|lappy> it has 1.9 beta
builds ;P
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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
L958[07:47:24]
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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
L983[08:00:29]
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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
L994[08:04:49] ***
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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
L999[08:08:04]
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L1001[08:08:47] <Cazzar> Also, DNS
unlocker xD
L1002[08:13:56]
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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
L1008[08:15:55]
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L1010[08:18:31] <Cazzar> Last scan to the
last active antivirus...
L1011[08:18:40] <Cazzar> 13/03/2014
L1012[08:19:13]
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L1013[08:20:14] <LatvianModder>
BubbleTrouble: I dont think it did that much
L1014[08:20:22] <LatvianModder> whats
broken?
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
:)
L1021[08:26:32]
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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...
L1030[09:00:42]
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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
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
L1046[09:11:00]
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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
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] ***
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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]
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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]
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(~KnightMin@adsl-68-255-6-227.dsl.emhril.sbcglobal.net) (Quit:
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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
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
L1230[09:46:19]
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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
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
L1288[10:04:13]
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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
L1291[10:06:58] ***
kroeser is now known as kroeser|away
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]
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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
L1308[10:13:39]
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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
L1318[10:16:57]
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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
L1323[10:18:44]
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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
L1332[10:26:30]
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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]
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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
L1343[10:29:30]
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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?
L1360[10:37:51]
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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
L1382[10:46:26]
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L1383[10:50:13] <LatvianModder> Crtl + B
:P
L1384[10:51:34]
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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
L1395[10:54:37]
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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
L1446[11:27:14] ***
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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?
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
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
L1614[12:00:23] ***
Vigaro is now known as V
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
L1628[12:02:19] <diesieben07> nobody does
that :P
L1629[12:03:26] <barteks2x> I rebuilt
everything. Now it doesn't copy any resources
L1630[12:03:31]
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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?
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
L1692[12:18:32]
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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
L1704[12:24:40] <williewillus> wat
L1705[12:24:40] <Forecaster> I'm guessing
I need to override some more methods :P
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
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
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
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?
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
L1851[13:22:27] <Drullkus> Ah
L1852[13:22:43] <Drullkus> I can do that
tomorrow, Vox
L1853[13:22:47] <vox> Nice
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
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?
L1875[13:26:45] ***
amadornes is now known as amadornes[OFF]
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
L1883[13:28:26]
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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 ^^
L1888[13:30:14]
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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
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
L1897[13:33:07] ***
fry is now known as fry|sleep
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.))
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)
())
L1905[13:35:55] <diesieben07> yeah that
should not load
L1906[13:35:56]
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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 ^^
L1918[13:36:51]
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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
L1922[13:37:49]
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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'
L1931[13:41:22]
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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
L1947[13:44:33]
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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
L1956[13:50:46]
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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
L1966[13:53:41]
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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
L1975[13:55:27]
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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
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
L2004[14:04:37] ***
williewillus is now known as willieaway
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
L2009[14:06:56]
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L2010[14:07:32] <Lumien> :(
L2011[14:07:53]
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L2012[14:10:57]
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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?
L2015[14:15:36]
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L2017[14:16:36]
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L2019[14:17:13] <vox> Oh man that is
legit
L2020[14:17:23]
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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
L2023[14:17:49]
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L2024[14:18:03] <Biochemic> haha xD
L2025[14:18:05]
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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
L2033[14:20:23]
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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
L2036[14:21:09]
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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
L2055[14:25:53]
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L2056[14:26:23] <Lumien> I'm on
1888
L2057[14:26:43]
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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
L2063[14:27:15]
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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 ^^
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
L2089[14:43:08]
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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
L2095[14:47:20]
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L2102[14:52:34] <M4thG33k> Thanks!
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
L2108[14:54:28] <gigaherz> for reference
;p
L2109[14:55:18]
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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
L2118[14:57:14]
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L2119[14:57:18] <Temportalist> gimme a
secc and Ill link it
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
L2125[14:59:38]
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L2126[14:59:42]
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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
L2134[15:00:42]
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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
L2147[15:02:24]
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L2148[15:02:50] <gigaherz> yeah sorry
that's probably not useful in your case
L2149[15:03:04]
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L2150[15:03:15] <vox> No problem ghz
thanks for looking :)
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
L2154[15:03:39]
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L2155[15:03:46] <vox> That's...
true
L2156[15:03:48]
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L2157[15:04:02] ***
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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
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
L2169[15:06:01]
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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
L2186[15:09:28]
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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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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
L2201[15:16:00] ***
big_Xplo|AFK is now known as big_Xplosion
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
L2207[15:21:29]
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L2209[15:22:58] <Temportalist> hehehe we
have golem entities :D
L2210[15:24:44]
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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
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
L2225[15:29:35] <Biochemic> okay :D yeah
i can take a look at it ^^
L2227[15:29:47] <vox> GerbShert: That's
probably a question for williewillus or gigaherz
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 ^^
L2235[15:32:11]
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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.
L2241[15:35:27]
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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
L2261[15:42:30] ***
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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?
L2268[15:47:16]
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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
L2273[15:48:22]
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L2276[15:50:17] <vox> Why are there...
two different sheep models?
L2277[15:50:38]
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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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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
L2292[16:02:20] ***
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L2293[16:03:13]
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L2294[16:03:22] <Ivorius> Does FG 2.0
create source and deobf jars by default?
L2296[16:04:10] <Tazz> thats what its
supposed to look like haha
L2297[16:05:44] <Biochemic> lol
xDDDD
L2298[16:08:56]
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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?
L2307[16:10:50] <vox> Theoretically, and
confirmed by bon-i, TiCon uses the same maven repo as JEI, the
progwm16 one
L2309[16:11:09]
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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?
L2314[16:11:56]
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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
L2325[16:13:38]
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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"
L2333[16:15:06]
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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
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
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?
L2363[16:18:26] <Ivorius> For my upload
archives task
L2364[16:18:52] <Ivorius> Oh, maven
plugin is gone
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
L2373[16:20:54] <gigaherz> the paging is
explicit ;P
L2374[16:21:45]
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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]
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L2385[16:23:23] <gigaherz> I don't really
use coremods in any of my dependencies XD
L2386[16:24:31]
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L2387[16:24:55] <Ivorius> I'll guess I'll
try
L2388[16:25:29]
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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 :/
L2395[16:29:42]
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L2398[16:33:05] <Ivorius> lol, FG 2.0
requires a later gradle than IDEA offers
L2399[16:33:55]
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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
L2410[16:38:55]
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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
L2431[16:44:30]
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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
L2445[16:46:54]
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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
L2448[16:47:28]
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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
L2469[17:12:14]
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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.
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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L2521[17:41:39] <barteks2x> I probably
also got min/max height wrong because I'm outside of the
world...
L2522[17:42:11]
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L2524[17:46:18] <unascribed> it's glowing
with a lightmap set and moves around
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?
L2558[17:56:38]
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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?
L2573[18:38:06]
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L2574[18:38:54] <Geforce> Any version
under 1.9 works fine...
L2575[18:39:40]
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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.
L2579[18:44:07] ***
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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
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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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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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
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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L2739[21:21:06] <tterrag|away> found
it
L2740[21:21:16] <tterrag|away> wrote that
from scratch myself
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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
L2841[23:20:46]
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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
L2846[23:22:26]
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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] ***
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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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