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L1[00:00:55] <tterrag> o
L2[00:00:57] <tterrag> no clue then
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L5[00:10:20] <Keridos> hm still got the problem with light not updating when I delete my phantom lights from the world
L6[00:14:50] <Keridos> what can I do to prevent that from happening?
L7[00:15:20] <Keridos> it seems that I use setBlockToAir but some positions never update their lighting until rejoining the game.
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L11[00:23:38] <Keridos> weird is that it always seem to be the same blocks
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L13[00:25:53] <thecodewarrior> I seem to remember that there's a method to update light for a block, it's in world somewhere. I don't know why your blocks aren't updating though.
L14[00:28:41] <Keridos> the thing is that I am fairly sure that all the blocks are correctly set to air, the block has a TE, and my debug tool that renders those blocks does not show any.
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L18[00:49:59] <LexManos> TehNut, No, Mojang has refused to add that feature.
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L20[00:50:33] <TehNut> what feature
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L26[00:58:19] <tterrag> Keridos: there is a method to force a lighting recheck
L27[01:03:38] <Keridos> tterrag: notifylightset?
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L31[01:12:04] <sfxplayer> what is the preferred way of setting the Redstone output of a block
L32[01:16:40] <Keridos> this damn lights still bug
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L36[01:25:09] <Keridos> this bug exists in 3 different version of MC
L37[01:25:34] <Keridos> for some reason it seems when you update a lot of lights at the same time it bugs some of the lights until you relog
L38[01:26:41] <tterrag> now you see why Thaumcraft lights worked like they did :P
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L41[01:30:57] <Keridos> did TC have the same bug?
L42[01:31:07] <Keridos> or you mean the dynamic light level change?
L43[01:32:20] <tterrag> arcane lamp
L44[01:32:21] <tterrag> It slowly populates the area with sparse invisible lights
L45[01:32:56] <Keridos> i guess azanor ran into the same problems
L46[01:33:26] <Keridos> it would take a major rewrite to make my lamps do that
L47[01:33:52] <Keridos> currently i just have my algorithm that sets the blocks, and if needed adjusts their blockstate before or after setting
L48[01:34:11] <Keridos> to prevent them from triggering a whole update mass when their neighbor changes
L49[01:34:29] <Keridos> maybe I will add a random timer to them when creating them to make them turn on later
L50[01:35:40] <Keridos> tterrag: you happen to know if the bug presenting there is MC or forge?
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L52[01:39:44] <tterrag> No clue
L53[01:39:48] <tterrag> likely vanilla
L54[01:39:50] <tterrag> lighting sucks
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L58[01:59:59] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20160608 mappings to Forge Maven.
L59[02:00:03] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20160608-1.9.4.zip (mappings = "snapshot_20160608" in build.gradle).
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L61[02:00:13] <MCPBot_Reborn> Semi-live (every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed) MCPBot mapping exports can be found here: http://export.mcpbot.bspk.rs/
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L75[03:07:31] <Wuppy> this is one good bundle :o http://i.imgur.com/p3kApt7.png
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L85[04:44:13] <gigaherz|work> weird, there's usually SOME activity on irc -- I'm on 5 channels and there has only been ONE text line said overall
L86[04:44:43] <Ordinastie_> shush! you're disturbing the silence!
L87[04:47:08] <Wuppy> yeah it's weird gigaherz|work, IRC seems to be getting more and more silent every day
L88[04:47:30] <gigaherz|work> maybe everyone's moving to like, slack or discourse
L89[04:47:43] <Wuppy> maybe yeah
L90[04:48:56] <Wuppy> gigaherz|work, check this out: https://scontent-amt2-1.xx.fbcdn.net/t31.0-8/13418537_1003585813043869_4369977436870186169_o.jpg
L91[04:49:17] <gigaherz|work> I don't like crowds, Wuppy ;P
L92[04:49:42] <Ordinastie_> also, more topless guys than topless girls :/
L93[04:49:54] <gigaherz|work> how's that strange? ;P
L94[04:49:58] <Wuppy> gigaherz|work, yeah... then that's not the perfect place to be :P
L95[04:50:09] <Wuppy> Ordinastie_, that's pretty normal, especially with 30+C
L96[04:50:15] <Ordinastie_> it's not strange, just sad :(
L97[04:52:29] <Wuppy> oh trust me, there was absolutely nothing to complain about regarding girls on that festival :P
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L105[05:26:05] <barteks2x> argh, I didn't notice that my mod didn't build successfully for last 6 commits
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L107[05:27:09] <barteks2x> and that I had merge conflict in one of my files. it ran just fine in IDEA
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L110[05:46:58] <robedpixel> which function returns the direction that the player is facing?
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L124[06:20:17] <barteks2x> is it safe to assume that ICommandSender.getEntityWorld always returns some world? (the javadoc seems to contradict itself, it says that it returns the world if available, but then says that null is not allowed)
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L126[06:21:13] <Ordinastie_> and what world would it be if the command sender is a server console ?
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L128[06:21:53] <barteks2x> from javadoc: if you are not an entity in the world, return the overworld
L129[06:22:20] <barteks2x> but still, it says "Get the world, if available"
L130[06:22:55] <barteks2x> and it's definitely not @Nullable
L131[06:23:46] <barteks2x> what I want to know is, will it ever throw exception is world is not available
L132[06:24:50] <barteks2x> all vanilla implementations always return something
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L141[06:59:57] <Intektor> Id like to draw text in my world, and I am already doing it quite well, but my problem is that I want to create a waypoint, and the further you are away, the smaller gets the text, what makes sense, but I am already searching for something in GL11 to disable this, but I can't find it
L142[07:00:02] <Intektor> you have a idea?
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L144[07:00:18] <gigaherz|work> rather than draw the text at the position of the waypoint
L145[07:00:33] <gigaherz|work> you'd want to compute the screen location where the position would be
L146[07:00:46] <gigaherz|work> then draw the text in 2D
L147[07:00:56] <Intektor> wow
L148[07:01:01] <Intektor> how do I do this
L149[07:01:08] <Intektor> Have nerver done somthing like this before
L150[07:01:24] <gigaherz|work> with modern matrix libs, it would be eay, just like currentMatrix.transform(point), but since mc uses glPushMatrix/glRotate etc
L151[07:01:25] <gigaherz|work> no idea.
L152[07:01:55] <Intektor> I know libgdx has something like this
L153[07:01:59] <Intektor> but here :P
L154[07:03:18] <gigaherz|work> yeah can't find anything
L155[07:03:23] <Intektor> wait wait wait
L156[07:03:32] <Intektor> since I am calculating the look vector angle
L157[07:03:40] <Intektor> and checking if it is smaller that 0.2
L158[07:03:46] <Intektor> it has to be in the mod of the screen
L159[07:03:52] <Intektor> right?
L160[07:03:54] <Intektor> mid
L161[07:03:55] <gigaherz|work> what?
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L163[07:04:12] <gigaherz|work> if you have an angle
L164[07:04:18] <gigaherz|work> the further away, the more the tolerance grows
L165[07:05:03] <Intektor> http://i.imgur.com/vLh7mvw.png
L166[07:05:06] <Intektor> oh yeah
L167[07:05:08] <gigaherz|work> you can use the law of cosines to compute how much that'd be
L168[07:05:10] <Intektor> you are right
L169[07:05:29] <Intektor> the law of cosines? I know cosinus
L170[07:05:37] <gigaherz|work> "law of cosines" is a rule
L171[07:06:03] <gigaherz|work> https://en.wikipedia.org/wiki/Law_of_cosines
L172[07:06:03] <AKTheKnight> http://www.bbc.co.uk/schools/gcsebitesize/maths/geometry/furthertrigonometryhirev2.shtml
L173[07:06:12] <AKTheKnight> I prefer my link :P
L174[07:06:22] <gigaherz|work> lets you compute the length of the third edge
L175[07:06:29] <gigaherz|work> from two edges and their angle
L176[07:06:44] <Intektor> I sent you my code template
L177[07:06:55] <gigaherz|work> I'm at work ;P
L178[07:07:53] <Intektor> hm
L179[07:07:57] <Intektor> hm
L180[07:08:13] <gigaherz|work> there's a glGetFloatv in opengl, that can be used to obtain the current matrix from the matrix stack
L181[07:08:16] <gigaherz|work> however
L182[07:08:29] <gigaherz|work> this is only useful within mc because mc uses ancient opengl practices
L183[07:08:39] <gigaherz|work> the matrix stack has been deprecated for a long time
L184[07:08:54] <Intektor> so and then?
L185[07:09:02] <Intektor> when I get this matrix
L186[07:09:15] <gigaherz|work> you get the modelview matrix and the projection matrix
L187[07:09:18] <LatvianModder> Is this a magic number or something from minecraft? https://github.com/SleepyTrousers/EnderCore/blob/master/src/main/java/com/enderio/core/common/util/ChatUtil.java#L61
L188[07:09:23] <gigaherz|work> put them into some MAtrix4x4 object
L189[07:09:31] <gigaherz|work> multiply them together (in whatever order works for that lib)
L190[07:09:40] <gigaherz|work> and then transform the waypoint point using the resulting matrix
L191[07:09:53] <gigaherz|work> which would give you numbers in the -1..1 range
L192[07:10:08] <Intektor> bro...
L193[07:10:20] <Intektor> I will take a look at that ;D
L194[07:10:24] <gigaherz|work> look you have three choices
L195[07:10:29] <gigaherz|work> 1. you live with it getting smaller
L196[07:10:58] <gigaherz|work> 2. you try to outsmart the gpu, and scale it up the further it gets (I can assure you it will look bad)
L197[07:11:04] <gigaherz|work> 3. you can get the matrices and do what I said ;P
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L199[07:13:14] <Intektor> I pick 3
L200[07:13:27] <Intektor> 500 question, that one was hard
L201[07:13:43] <barteks2x> I think I have the first method I need to entirely replace, just to modify one line of code in it. CommandFill.execute.
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L203[07:15:47] <Intektor> wait wait, where is this OpenGl Class?
L204[07:16:13] <gigaherz|work> ?
L205[07:17:00] <Intektor> this glFloat method, where is it? I don't really know OpenGL, I am only using Gl11,
L206[07:17:11] <Intektor> And don't even know if its the same thing
L207[07:17:18] <gigaherz|work> hmm should be in GL11? but dunno maybe lwjgl doesn't even have it XD
L208[07:17:27] <gigaherz|work> let me open teamviewer and check
L209[07:18:10] <Intektor> there is a glGetFloat
L210[07:18:20] <Intektor> but not a glGetFloatv
L211[07:18:25] <gigaherz|work> glGetFloat(int, FloatBuffer)
L212[07:18:33] <gigaherz|work> you want a floatBuffer with 16 elements (well two of tem)
L213[07:18:35] <gigaherz|work> and then pass
L214[07:19:01] <gigaherz|work> GL11.GL_MODELVIEW_MATRIX and GL11.GL_PROJECTION_MATRIX as the ints
L215[07:19:59] <Intektor> GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, FloatBuffer.allocate(16)); ???????
L216[07:20:30] <Intektor> sorry but what?
L217[07:20:39] <gigaherz|work> uhh no
L218[07:20:43] <gigaherz|work> if you do that, then you can't read from it
L219[07:20:46] <gigaherz|work> use a variable lol
L220[07:20:59] <Intektor> so what do I have to write?
L221[07:21:46] <Intektor> FloatBuffer buffer = FloatBuffer.allocate(16); GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, buffer);
L222[07:22:04] <Intektor> ah ok and thgis two times
L223[07:22:57] <Intektor> http://i.imgur.com/OCkXZsd.png
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L225[07:25:05] <Intektor> is this correct? http://i.imgur.com/uKs1gOl.png
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L227[07:28:10] <gigaherz|work> yup
L228[07:28:16] <gigaherz|work> this is what I came up with: https://gist.github.com/gigaherz/7575e5ad6716435c091448ef88e0b4d0
L229[07:28:57] <AKTheKnight> LatvianModder: I think it just needed to be a unique code for each mod
L230[07:29:10] <LatvianModder> ive been using 1 lol
L231[07:29:20] <LatvianModder> since thats what minecraft tab does with / commands
L232[07:29:31] <AKTheKnight> As long as nobody else does then that's fine
L233[07:29:36] <Intektor> and the moethod you write there returns the point on the screen?
L234[07:30:01] <LatvianModder> oh, you guys are talking about 3D to 2D point?
L235[07:30:11] <gigaherz|work> it SHOULD return a vector2 in the -1..1 range
L236[07:30:25] <LatvianModder> because I need that and I have never gotten matrices to work
L237[07:30:35] <gigaherz|work> LatvianModder: yep
L238[07:30:41] <gigaherz|work> but I'm at work so I can't test the code
L239[07:30:57] <Intektor> but wait, why do you use point4 and not point3?
L240[07:31:04] <LatvianModder> at which point this method should be called? while rendering 3D or 2D?
L241[07:31:12] <LatvianModder> I suppose 2D
L242[07:31:22] <gigaherz|work> ?
L243[07:31:32] <gigaherz|work> this is for getting viewport coords
L244[07:31:39] <gigaherz|work> so you'd want it when you want to draw things using viewport coords
L245[07:31:41] <LatvianModder> do I call the "point tracker" from gui code or from world rendering code?
L246[07:31:48] <gigaherz|work> (or you can post-process it to go from viewport to pixels)
L247[07:31:56] <gigaherz|work> from gui
L248[07:32:00] <gigaherz|work> or world
L249[07:32:06] <gigaherz|work> actually
L250[07:32:11] <LatvianModder> ok. because I tried it and it was all weird, and definetly not what I needed
L251[07:32:16] <Intektor> what is a point4? what is the 4th parameter?
L252[07:32:19] <LatvianModder> my previous code, that is
L253[07:32:23] <LatvianModder> W axis
L254[07:32:30] <LatvianModder> Time. You can use this code to read future
L255[07:32:33] <gigaherz|work> the W in a vector4 represents scale
L256[07:32:38] <gigaherz|work> a normal vector has it set to 1
L257[07:32:45] <gigaherz|work> but the result of a matrix transform can make it bigger
L258[07:32:53] <gigaherz|work> which means the other values should be smaller
L259[07:33:05] <gigaherz|work> the actual 3d position after a matrix transform using a 4x4 matrix
L260[07:33:05] <Intektor> ehm
L261[07:33:10] <gigaherz|work> is vector.xyz/vector.w
L262[07:33:18] <gigaherz|work> which made me realize
L263[07:33:22] <gigaherz|work> I wrote scale(w)
L264[07:33:22] <Intektor> so I do, new Point4f(x, y, z, 1) ?
L265[07:33:26] <gigaherz|work> not scale(1/w)
L266[07:33:31] <gigaherz|work> yes
L267[07:33:39] <Intektor> hm ok
L268[07:33:49] <gigaherz|work> fixed in the gist
L269[07:34:22] <LatvianModder> if this code works, you are a god ghz :D
L270[07:34:23] <gigaherz|work> there also changed it to take x,y,z as inputs ;P
L271[07:35:04] <LatvianModder> so Vector4f point
L272[07:35:07] <gigaherz|work> renamed the function to make more sense
L273[07:35:07] <gigaherz|work> ;P
L274[07:35:10] <LatvianModder> x, y, z, what is w there?
L275[07:35:21] <LatvianModder> nvm
L276[07:35:23] <gigaherz|work> on the input, 1
L277[07:35:30] <gigaherz|work> since your vector doesn't need pre-scaling
L278[07:35:47] <LatvianModder> right. you changed that to float x, y, z anyway
L279[07:35:50] <gigaherz|work> yup
L280[07:35:56] <LatvianModder> oh, it would be cool if java allowed this...
L281[07:35:57] <gigaherz|work> to reduce confusion ;P
L282[07:36:05] <gigaherz|work> ??
L283[07:36:07] <gigaherz|work> allowed what?
L284[07:36:08] <LatvianModder> (float x, y, z, String smth else, int w, h)
L285[07:36:13] <gigaherz|work> oh
L286[07:36:15] <gigaherz|work> yeah
L287[07:36:17] <LatvianModder> and that would be 6 params
L288[07:36:29] <LatvianModder> smth_else* :P
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L290[07:38:31] <LatvianModder> shouldnt the matrices be cached and .flip after usage?
L291[07:38:42] <LatvianModder> I mean, does it affect performance much?
L292[07:38:57] <LatvianModder> not matrixes, I meant FloatBuffer modelview, projection
L293[07:39:04] <Intektor> gigaherz
L294[07:39:09] <Intektor> you code crashes instant
L295[07:39:13] <Intektor> your
L296[07:39:14] <gigaherz|work> heh
L297[07:39:15] <LatvianModder> lol
L298[07:39:16] <gigaherz|work> where? ;P
L299[07:39:28] <Intektor> java.lang.IllegalArgumentException: FloatBuffer is not direct
L300[07:39:29] <gigaherz|work> as I said, I'm at work, so I can't compile
L301[07:39:33] <Intektor> at the projection
L302[07:39:37] <gigaherz|work> wat?
L303[07:39:43] <LatvianModder> wat?
L304[07:39:44] <gigaherz|work> "not direct"?
L305[07:39:57] <LatvianModder> you might need to .flip() it
L306[07:40:29] <gigaherz|work> you'll have to investigate on your own, I have already avoided my responsibilities for too long
L307[07:40:29] <gigaherz|work> ;P
L308[07:40:40] <LatvianModder> ill try to figure out
L309[07:40:45] <Intektor> hm ok
L310[07:40:50] <Intektor> I will look at it
L311[07:42:11] <LatvianModder> Oh I got it
L312[07:42:38] <LatvianModder> instead of FloatBuffer.allocate(16) use GLAllocation.createDirectFloatBuffer(16)
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L314[07:43:20] <gigaherz|work> ah
L315[07:43:54] <gigaherz|work> I suppose it needs an object that has a native pointer in it
L316[07:44:17] <LatvianModder> basically, GL magic
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L318[07:44:22] <gigaherz|work> no
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L320[07:44:24] <gigaherz|work> JNI magic
L321[07:44:30] <LatvianModder> well, yeah ok
L322[07:44:41] <gigaherz|work> glGetFloatv function needs a pointer in it
L323[07:44:44] <LatvianModder> I would be so excited if Minecraft 1.11 was LWJGL3 :D
L324[07:44:52] <gigaherz|work> so the lwjgl has to do JNI magic to achieve the same result
L325[07:45:11] <gigaherz|work> in C#'s P/Invoke, the "vm" handles that for you
L326[07:45:35] <gigaherz|work> (it will lock a float[] in memory and then pass it over to the native function)
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L328[07:45:47] <gigaherz|work> but JNI is quite a lot more... manual
L329[07:46:20] <Intektor> gigaherz|work, ehm, so I get this vector now, what are these numbers, what is 0 0 for example
L330[07:46:31] <gigaherz|work> 0,0 is the center of the screen
L331[07:46:35] <gigaherz|work> x=-1 is the left edge
L332[07:46:38] <gigaherz|work> x=1 is the right edge
L333[07:46:45] <LatvianModder> same with y?
L334[07:46:52] <gigaherz|work> y=-1 is the bottom? or top? can't remember with opengl
L335[07:47:01] <gigaherz|work> but yeah
L336[07:47:08] <gigaherz|work> they should be viewport coords, in -1..1 range
L337[07:47:12] <LatvianModder> opengl has the wierdest coordinate system. 0 is bottom and 1 is top in 2D
L338[07:47:30] <gigaherz|work> if the numbers are outside the -1..1 range, it means the waypoint is NOT on the screenb
L339[07:47:31] <gigaherz|work> also
L340[07:47:41] <gigaherz|work> you may want to have the Z returned too
L341[07:47:43] <gigaherz|work> as a vector3
L342[07:47:53] <gigaherz|work> because if z is < 0, the object is behind the camera
L343[07:47:58] <gigaherz|work> and you probably don't want to draw that ;P
L344[07:48:39] <LatvianModder> and if w isnt 1, its outside this dimension, turn off your pc and hide
L345[07:48:45] <gigaherz|work> uh no
L346[07:48:49] <gigaherz|work> w WILL be different than 1
L347[07:49:00] <LatvianModder> ok. if it is 1 then :P
L348[07:49:02] <gigaherz|work> the further away the bigger w would be before scaling
L349[07:49:12] <gigaherz|work> after scaling, w should be 1, yes
L350[07:49:13] <gigaherz|work> ;P
L351[07:49:22] <gigaherz|work> now if w is 0
L352[07:49:26] <gigaherz|work> that's when it's outside this dimension
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L355[07:49:41] <LatvianModder> isnt that like.. inside you then?
L356[07:49:42] <gigaherz|work> because it means the size of the object is infinitely big
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L358[07:49:54] <gigaherz|work> it means it's EXACTLY inside the camera point
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L360[07:49:59] <gigaherz|work> that is, inside your eyeball's true center
L361[07:50:26] <gigaherz|work> in that case, x,y make no sense
L362[07:50:30] <gigaherz|work> may as well return 0,0 ;P
L363[07:50:35] <LatvianModder> http://i.imgur.com/meFmdH2.jpg
L364[07:50:46] <Intektor> http://i.imgur.com/cxHw0Mi.png brain please
L365[07:50:53] <Intektor> brain please tell me the solution
L366[07:51:04] <gigaherz|work> lol
L367[07:51:14] <LatvianModder> dude...
L368[07:51:19] <gigaherz|work> xpixel = (xviewport+1) * screenwidth / 2
L369[07:51:28] <LatvianModder> (x + 1) / 2 * width
L370[07:51:30] <LatvianModder> dang
L371[07:51:33] <LatvianModder> slow typer
L372[07:52:11] <gigaherz|work> and remember, that point has to be computed with the world matrices in place, not the 2D ones ;P
L373[07:52:33] <gigaherz|work> so either run the conversion fro mthe world render hook
L374[07:52:39] <gigaherz|work> or extract the matrices in it
L375[07:52:41] <gigaherz|work> and save them for later
L376[07:54:06] <LatvianModder> so this code CANT be run from gui?
L377[07:54:15] <gigaherz|work> not the getFloat
L378[07:54:17] <gigaherz|work> ;P
L379[07:54:23] <gigaherz|work> it would get the gui's matrix
L380[07:54:25] <LatvianModder> |:P
L381[07:54:30] <gigaherz|work> which wouldn't be that useful XD
L382[07:54:48] <gigaherz|work> the getFloat part has to be run when the world matrices are in place
L383[07:55:07] <gigaherz|work> the rest, whenever you want
L384[07:55:11] <Intektor> gigaherz|work, there is always coming negative x values
L385[07:55:26] <gigaherz|work> tried swapping the pjm and mvm args?
L386[07:55:38] <Intektor> yes
L387[07:55:41] <gigaherz|work> then no idea ;P
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L389[07:56:07] <gigaherz|work> I'll be home in ~2 hours
L390[07:56:17] <gigaherz|work> if you can't find a solution then, i'll check
L391[07:56:55] <gigaherz|work> (you may have to remind me ;P)
L392[07:58:48] <LatvianModder> would be cool if Forge or Minecraft already did the thing with getFloat
L393[07:59:59] <Intektor> cpw pls
L394[08:00:41] <LatvianModder> though there would always be someone that somehow misused it, breaking it for everyone else
L395[08:00:50] <LatvianModder> because modders \o/
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L397[08:01:15] <AKTheKnight> #BlameLatvian
L398[08:02:45] <LatvianModder> #BlameSociety.. Society6 for not delivering to Latvia |:I
L399[08:03:50] <AKTheKnight> lol
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L401[08:04:57] <gigaherz|work> maybe mc already does, I have never looked at calls to getFloat ;P
L402[08:06:17] <LatvianModder> why abs > 0.0000001D, not just > 0?
L403[08:06:34] <LatvianModder> F* not D
L404[08:06:37] <gigaherz|work> in C#, I'd have used float.Epsilon
L405[08:06:42] <gigaherz|work> no idea if that constant exists in java
L406[08:06:51] <LatvianModder> smallest possible number?
L407[08:06:58] <LatvianModder> closest to 0*
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L409[08:07:44] <LatvianModder> could be Float.MIN_NORMAL
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L412[08:18:13] <gigaherz|work> no, epsolon is the smallest difference between two numbers
L413[08:18:16] <gigaherz|work> epsilon*
L414[08:18:42] <gigaherz|work> as in, the difference between 1, and the smallest number that gets encoded as > 1
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L417[08:23:12] <LatvianModder> -0.4844063 -1.6384748 0.8483262 1.0
L418[08:23:32] <LatvianModder> I get values outside -1;1
L419[08:23:59] <LatvianModder> also, sometimes w isnt 1 :D -0.52537954 -1.6234996 0.79623425 0.99999994
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L422[08:28:33] <gigaherz|work> LatvianModder: that means the point is outside the screen
L423[08:28:42] <gigaherz|work> and if Z is < 0, it's behind the camera
L424[08:28:55] <gigaherz|work> and w=0.9999994 is 1 ;P
L425[08:29:15] <LatvianModder> yeah yeah, BUT. I think its pulling the wrong getFloat
L426[08:29:27] <LatvianModder> remember how minecraft's rendering has that weird offset
L427[08:29:27] <gigaherz|work> it just happens that N * (1/N) has precision loss ;P
L428[08:29:53] <gigaherz|work> you should just not trust W in there ;P
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L433[08:41:05] <LatvianModder> yup, its definetly the matrix
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L437[08:49:04] <LatvianModder> https://youtu.be/aH4x_hl4-x8
L438[08:49:08] <Intektor> http://i.imgur.com/DJyUoOz.png I have a problem with the rotation, when I apply one, the line starts flying around, but it should rotate around its starting point
L439[08:49:47] <LatvianModder> rotate Y first
L440[08:50:19] <Intektor> nope
L441[08:51:00] <LatvianModder> also, use LINES not LINE_STRIP, since you only have one line
L442[08:51:25] <Intektor> hm, I think it is flying around 0 0 0
L443[08:52:30] <Intektor> yes it is rotationg around 0 0 0
L444[08:56:24] <LatvianModder> ha, it does
L445[08:56:48] <LatvianModder> @gigaherz|work Minecraft does indeed cache matrices
L446[08:57:09] <LatvianModder> ActiveRenderInfo and few other places
L447[08:57:38] <gigaherz|work> heh
L448[08:57:55] <LatvianModder> except those are private fields.. nothing Reflection can't fix! :P
L449[08:58:03] <gigaherz|work> out of curiosity
L450[08:58:08] <gigaherz|work> does it do some matrix.invert?
L451[08:58:09] <LatvianModder> !gf ActiveRenderInfo.MODELVIEW
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L453[08:58:51] <gigaherz|work> there was this voice in my head saying "it may need inverting the matrix"
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L462[09:02:17] <gigaherz|work> \o/ I got paid
L463[09:02:33] <gigaherz|work> I'm no longer poor
L464[09:02:42] <gigaherz|work> (temporarily, since I have some debts to settle)
L465[09:04:16] <gigaherz|work> time to leave work and walk home
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L467[09:04:46] <Intektor> have you guys already figured out why the projection isn't working?
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L470[09:07:55] <M4thG33k> Hello! How would one go about checking if an itemstack has a custom enchantment from another mod applied to it? I don't have access to the enchantment's id
L471[09:10:19] <Spacebuilder> JDGui might be the only way so you can get that id. However, perhaps someone knows a better method. :)
L472[09:10:42] <M4thG33k> Does the Enchantment.getEnchantmentByLocation("modid:enchantRegistryName") work?
L473[09:11:01] <Spacebuilder> You would have to test it
L474[09:12:20] <M4thG33k> Oh, wait. I can get all the enchantments and look at their names. Got it
L475[09:17:28] <Spacebuilder> ok
L476[09:17:37] <LatvianModder> Intektor: mostly
L477[09:17:58] <LatvianModder> its because minecraft modifies the camera with bobbing and what not
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L483[09:35:10] <Intektor> LatvianModder, so can we fix it?
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L485[09:36:23] <LatvianModder> looking at it rn
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L487[09:48:49] <ghz|afk> HOME!
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L489[09:50:55] <Wuppy> gigaherz, SAME!
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L493[09:59:07] <Intektor> gigaherz, do you take a look at it now?
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L495[10:04:11] <Nitrodev> you guiys going to por t to 1.10?
L496[10:05:34] <fry> what about 1.11? is it too soon to ask about 1.11?
L497[10:05:37] <fry> maybe 1.12?
L498[10:06:31] <Wuppy> How many people do you think it requires on my school to use the sound installation which is already set up in a room?
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L500[10:09:45] <LatvianModder> more than none
L501[10:09:58] <Wuppy> roughly 20 :V
L502[10:10:05] <LatvianModder> I wasnt wrong :P
L503[10:10:36] <Wuppy> haha
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L509[10:18:45] <Anarchy> If i wanted to force a village to spawn by right clicking an item, where would i find the code to call that to happen?
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L511[10:25:02] <gigaherz> Anarchy: MapGenVillage maybe
L512[10:25:13] <gigaherz> it's just the first class with "village" in the name that seems related
L513[10:25:21] <gigaherz> just investigate from there
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L523[10:35:15] <Anarchy> alright thanks
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L525[10:40:36] <gigaherz> lol: https://twitter.com/SeargeDP/status/740564818336358402
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L533[10:56:22] <Rushmead> is getBlockHardness deprecated in 1.9.4?
L534[11:01:34] <gigaherz> you should call it on the blockstate directly
L535[11:01:40] <gigaherz> rather than get the block and ask it on the block
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L537[11:05:09] <Wuppy> okay so watch dogs 2 looks amazing
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L540[11:10:41] <AKTheKnight> So did WatchDogs
L541[11:13:02] <Ordinastie_> you mean the trailer :p
L542[11:14:30] <jamierocks> Ordinastie_: http://watchdogs.ubisoft.com/watchdogs/en-gb/reveal/
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L545[11:25:07] <m4> Where can I find info on item sprites for MC? things like file type, transparency, max/expected size etc
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L547[11:27:20] <gigaherz> m4: just any resourcepack guide -- the default item textures are 16x16 but bigger sizes work, so long as they are square, and they use all-or-nothing transparency
L548[11:27:27] <gigaherz> file type is png for all textures
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L550[11:28:14] * m4 misses the days when transparency was a palette colour and sprites could be done in paint
L551[11:28:23] <m4> but thanks, that's pretty much all of the info I need
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L553[11:28:47] <gigaherz> m4: paint.net
L554[11:28:57] <gigaherz> and you can do all-or-nothing transparency by simply deleting the pixels from the background
L555[11:28:58] <gigaherz> ;P
L556[11:29:03] <rakosmanjr> Paint.Net FTW
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L558[11:29:06] <m4> aye, paint.net is my next download
L559[11:29:26] <gigaherz> note that item models can have multiple layers
L560[11:29:38] <gigaherz> such as for having different dynamic colors on each layer
L561[11:29:49] <m4> I don't even know what that means :S
L562[11:29:56] <gigaherz> think spawn eggs
L563[11:30:01] <gigaherz> the textures are black&white
L564[11:30:08] <m4> ah, a recolour-type thing?
L565[11:30:11] <gigaherz> and the egg color and accent color are applied dynamically
L566[11:30:31] <LatvianModder> Paint.NET masterrace! \o/
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L571[11:31:14] <rakosmanjr> \o/
L572[11:31:29] <Intektor> gigaherz, have you fixed the problem?
L573[11:31:40] <gigaherz> no I haven't touched it
L574[11:31:56] <Intektor> then will you do it now?
L575[11:32:18] <LatvianModder> its almost like you are saying that he has to lol
L576[11:33:00] <iso2013> Is there an experienced modder available who can update TerrainControl for me? I've tried but it's really confusing - the way it registers biome id's is not normal
L577[11:33:18] <LatvianModder> GameRegistry.register()
L578[11:33:33] <LatvianModder> There are no biome IDs anymore
L579[11:33:41] <Temportalist> iso2013: Honestly, I looked at it, and it looks like hell
L580[11:34:03] <gigaherz> iso2013: what does the mod do?
L581[11:34:11] <iso2013> Custom user-defined biomes
L582[11:34:11] <gigaherz> depending on what it does, it may be easier to start over XD
L583[11:34:25] <iso2013> it's already mostly updated to 1.9 but the problem is in the way it registers biomes
L584[11:34:44] <LatvianModder> you register them in GameRegistry
L585[11:34:46] <gigaherz> what did it do?
L586[11:34:58] <LatvianModder> they dont have integer IDs anymore, they work the same as Block and Item
L587[11:35:09] <LatvianModder> well, they Do, but they are assigned
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L589[11:35:17] <iso2013> LatvianModder, It does, but the problem is it changes the biomes id so they can have more than 256 biomes
L590[11:35:20] <gigaherz> as LatvianModder said, the new registry system allows reigstering biomes with GameRegistry.register
L591[11:35:26] <gigaherz> so you may be able to simplify the process
L592[11:35:50] <iso2013> gigaherz, here's the error it threw: http://hastebin.com/uhocafotiy.tex
L593[11:36:21] <LatvianModder> whoa, this crash report hurts my eyes :D
L594[11:36:29] <iso2013> why
L595[11:36:40] <LatvianModder> show me the line where you are registering it
L596[11:36:57] <iso2013> just a sec
L597[11:37:20] <iso2013> https://gist.github.com/anonymous/b1d6dcde8e6ea73ebd03d23c4d735bd0
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L599[11:37:33] <iso2013> that's the method where biomes are registered, error thrown on line 14
L600[11:37:42] <LatvianModder> Nope! defiently wrong
L601[11:37:46] <LatvianModder> its close though :P
L602[11:37:54] <iso2013> mind fixing it? :D
L603[11:38:08] <LatvianModder> let's see
L604[11:38:12] <iso2013> sorry I'm really not familiar with TerrainControl or Forge
L605[11:38:15] <LatvianModder> ForgeBiome is just your base biome class?
L606[11:38:39] <iso2013> Yes
L607[11:40:05] <LatvianModder> StringHelper.toComputerFriendlyName(mybiome.getName())
L608[11:40:07] <LatvianModder> what :D
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L610[11:41:18] <iso2013> idek
L611[11:41:50] <LatvianModder> it looks super weird
L612[11:42:03] <LatvianModder> are you trying to override vanilla biomes?
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L614[11:43:20] <iso2013> LatvianModder, Yes I think it's possible to override them in the 1.7 versions
L615[11:44:13] <LatvianModder> except instead of getSavedId() now use something like getSavedRegistryName() (which shouldnt be an int but ResourceLocation)
L616[11:44:35] <iso2013> Do you want the full class file? (or the github repo)
L617[11:44:47] <LatvianModder> https://www.irccloud.com/pastebin/qES7M5g3/
L618[11:45:30] <LatvianModder> something like that probably
L619[11:45:45] <LatvianModder> totally not sure whats going on in your mod, but ok :D
L620[11:46:36] <iso2013> https://github.com/MCTCP/TerrainControl
L621[11:49:40] <iso2013> if you can fix it i'd be amazingly happy :D
L622[11:50:28] <LatvianModder> What the heck is all that :D
L623[11:50:50] <iso2013> idek
L624[11:50:50] <LatvianModder> ForgeBiome doesnt even extend vanilla biome... ofc you cant register it
L625[11:51:06] <iso2013> would you mind forking it and fixing the code
L626[11:51:11] <iso2013> or just telling me what to do :P
L627[11:51:13] <LatvianModder> yeah, I cant help with this much, sorry :P
L628[11:51:34] <iso2013> what do you think I have to do first
L629[11:51:34] <LatvianModder> Step 1: Rewrite the mod
L630[11:51:38] <iso2013> D:
L631[11:51:40] <iso2013> :p
L632[11:51:49] <LatvianModder> yeah its pretty grim :P
L633[11:52:18] <Anarchy> Anyone here ever force a village to spawn? i cant seem to find the appropriate code to cause it
L634[11:52:32] <iso2013> Looks like it has a universal core between bukkit and forge, and forge wrappers or something
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L636[11:54:23] <iso2013> Ah it looks like it's not registering the ForgeBiome object, but it uses the ForgeBiome object to store a BiomeConfig and a BiomeGenBase object
L637[11:54:47] <LatvianModder> like. rewrite it :D
L638[11:55:05] <LatvianModder> unsupport bukkit
L639[11:55:07] <iso2013> The whole thing or just the forge wrapper
L640[11:55:10] <iso2013> but bukkit is required
L641[11:55:11] <LatvianModder> All hail forge
L642[11:55:16] <iso2013> ew
L643[11:55:17] <LatvianModder> What?
L644[11:55:23] <LatvianModder> How is that even.. BURN IT
L645[11:55:28] <iso2013> Spigot i mean
L646[11:55:33] <iso2013> Spigot is best
L647[11:55:36] <LatvianModder> same thing
L648[11:56:56] <rakosmanjr> Forge is best! Forge master race! \o/
L649[11:56:58] <barteks2x> I finally got all vanilla commands working :D now I can make infinitely deep holes
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L651[11:57:35] <LatvianModder> Did you override them?
L652[11:57:44] <LatvianModder> Or used like reflection or smth?
L653[11:57:49] <LatvianModder> i mean ASM
L654[11:57:52] <barteks2x> hacked with Mixins
L655[11:58:13] <LatvianModder> whats that? sounds evol
L656[11:58:15] <LatvianModder> evil
L657[11:58:23] <barteks2x> a few @Redirects, @Injects and @ModifyConstants
L658[11:58:25] <iso2013> LatvianModder, where do I start in rewriting it?
L659[11:58:46] <LatvianModder> I dont even know. Delete everything, make a new @Mod
L660[11:58:52] <barteks2x> but generally, I don't think mods should do that
L661[12:00:13] <iso2013> Where do I find @Mod
L662[12:01:00] <barteks2x> LatvianModder, here is example command height fix: https://github.com/Barteks2x/CubicChunks/blob/master/src/main/java/cubicchunks/asm/mixin/core/MixinCommandCompare.java - so generally as evil asm, just easier to read
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L665[12:02:34] <LatvianModder> iso2013: do you even know how to make mods? :P
L666[12:02:39] <iso2013> Nope
L667[12:02:42] <LatvianModder> And I hope 2013 isnt your birth year :P
L668[12:02:46] <iso2013> nah
L669[12:02:49] <iso2013> year i got minecraft
L670[12:02:50] <LatvianModder> Then how can you port a mod? :P
L671[12:03:19] <iso2013> I've done a little modding
L672[12:03:23] <iso2013> don't remember it
L673[12:03:30] <iso2013> thought it would be simple to update to 1.9 :/
L674[12:03:49] <LatvianModder> Crtl + Space shows imports automatically
L675[12:04:25] <LatvianModder> Basically, use Idea magic and it will write all code for you. Also watch like a billion tutorials
L676[12:04:46] <iso2013> I'm willing to pay someone to update this to 1.9
L677[12:04:48] <LatvianModder> 1.7.10 -> 1.9 is probably one if the hardest updates there is
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L680[12:05:16] <rakosmanjr> Well you could try from 1.5 to 1.9
L681[12:05:19] <iso2013> There's a 1.8 version on the github
L682[12:05:23] <LatvianModder> xD
L683[12:05:43] <heldplayer> Can I try 1.3 -> 1.10?
L684[12:05:53] <iso2013> 1.3 Beta -> 1.10
L685[12:05:57] <heldplayer> Sure
L686[12:06:03] <LatvianModder> no no. 1.9.4.. to beta 1.3
L687[12:06:08] <rakosmanjr> The last time I modded was in 1.5, it was odd relearning a lot of stuff
L688[12:06:22] <LatvianModder> Its easy to work with new changes.. but really hard to miss features :P
L689[12:06:30] <heldplayer> After a certain amount it's just easier to rewrite it in the new version
L690[12:06:49] <LatvianModder> Like I did with all my mods... thats probably the reason why none have been released yet xD
L691[12:08:29] <barteks2x> A few years ago I was porting cubic chunks to 1.6.2... from beta 1.7.3
L692[12:10:06] <iso2013> LatvianModder, would you mind updating the 1.8 verion on their github to 1.9 :)
L693[12:10:10] * iso2013 is willing to pay
L694[12:10:16] <LatvianModder> how much?
L695[12:10:39] <iso2013> depends on how much work it is
L696[12:10:56] <iso2013> how much do you think is reasonable
L697[12:11:09] <LatvianModder> http://i.imgur.com/WZ5MYsp.png
L698[12:11:29] <LatvianModder> Im not really interested. Also I dont know prices of anything :P
L699[12:11:59] <LatvianModder> Maybe someone else wants to do it here. Most of the modders here are busy with their own projects
L700[12:12:18] <iso2013> figured
L701[12:12:45] <Samario> cubic chunks was cool
L702[12:13:05] <barteks2x> it still is, I'm still working on it
L703[12:13:33] <Intektor> can I write bigger text than the normal size on the screen?
L704[12:14:12] <Samario> the kinda thing that should've been a thing, but isn't, so the mod community's doing it instead
L705[12:14:41] <barteks2x> Samario, there: https://github.com/Barteks2x/CubicChunks
L706[12:15:36] <flappy> barteks2x: oh, you're back to working on it?
L707[12:15:40] <flappy> neatorama
L708[12:16:36] <Samario> i dunno, "no mobs spawn" seems like a pretty bad bug
L709[12:16:58] <barteks2x> because I haven't got arounf rewriting SpawnerAnimal class (or whatever it's called now)
L710[12:17:22] <barteks2x> mob spawning is relatively low priority for now, considering the ind of issues I have
L711[12:18:02] <barteks2x> I could probably implement mob sawning in a few hours
L712[12:20:11] <Samario> this and colored lighting and you have the ingredients for something that visually is amazing, but is an absolute nightmare for compatibility
L713[12:21:25] <barteks2x> is colored lighting still updated?
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L715[12:22:09] <Samario> i haven't actually checked, afaik it's 1.7.10
L716[12:22:20] <iso2013> Anyone here able to update a forge mod for me?
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L718[12:24:10] <barteks2x> Last time I looked at it, I think I would be able to update colored lighting to 1.8/1.9, but I already have the cubic chunks mod and not enough time to work on anything else
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L720[12:26:45] <diesieben07> iso2013, depends on the mod and the payment.
L721[12:26:59] <iso2013> diesieben07, TerrainControl 1.8 -> 1.9
L722[12:27:14] <iso2013> payment depends on how much you think is reasonable
L723[12:27:47] <diesieben07> i don't know that mod.
L724[12:29:18] <diesieben07> that would depend on the mod.
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L726[12:30:45] <iso2013> diesieben07, https://github.com/MCTCP/TerrainControl/tree/feature-biome-speed
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L728[12:31:32] <diesieben07> i'm on horrible train internet, might take a while for me to check
L729[12:33:09] <diesieben07> and you have spoken with the maintainers and they have abandoned the project?
L730[12:33:55] <iso2013> the maintainers have started 1.9 but someone earlier was saying the forge side needs to be completely rewritten
L731[12:34:11] <diesieben07> so... why are you asking for someone else to update it?
L732[12:34:14] <iso2013> the 2 developers aren't motivated like at all to update to 1.9 for forge, but they already have spigot
L733[12:34:42] <diesieben07> oh god spigot
L734[12:35:21] <diesieben07> yeah that two-system mod for bukkit/forge... that's ugly
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L736[12:35:26] <diesieben07> i am not touching that with a 10 foot pole
L737[12:35:40] <iso2013> haha k
L738[12:35:41] <iso2013> :(
L739[12:39:19] <diesieben07> plus this is too big of a mod for my time
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L749[13:10:29] <Temportalist> "<barteks2x>
L750[13:10:29] <Temportalist> I finally got all vanilla commands working :D now I can make infinitely deep holes" ahahahahaha
L751[13:12:04] <barteks2x> It was annoying when /fill ~ ~ ~ ~ ~-200 ~ air didn't work
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L753[13:26:20] <flappy> barteks2x: aww, built CC and it crashes on making a world with a LVT error
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L755[13:26:38] <flappy> barteks2x: http://paste.md-5.net/qoqicaruve.avrasm specifically
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L757[13:29:22] <barteks2x> flappy, how are you running it?
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L759[13:30:22] <flappy> barteks2x: MultiMC, as per usual
L760[13:30:22] <barteks2x> looks like you are in obf environment
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L762[13:30:34] <barteks2x> and there are some LVT differences
L763[13:30:36] <flappy> oh, does it currently need special stuffs?
L764[13:31:07] <barteks2x> it shouldn't, I just didn't test it with obfuscated env after adding recent mixins
L765[13:31:20] <barteks2x> good that someone caught the issue
L766[13:31:29] <flappy> heh
L767[13:32:22] <heldplayer> Ah yes, avrasm
L768[13:33:04] <flappy> heldplayer: heuristics :P
L769[13:33:15] <heldplayer> :p
L770[13:35:58] <barteks2x> when looking at it now, I'm wondering how the hell it even works
L771[13:36:08] <flappy> heldplayer: you can just leave the extension off to get a file without coloring
L772[13:38:03] <barteks2x> well... now time to update forge in my launcher
L773[13:40:32] <barteks2x> also, if you are wondering why the jar is almost 15MB - it's mostly MapDB that I use as save format
L774[13:41:18] <gigaherz> wait wait -- 1.10 is out?!
L775[13:41:53] <heldplayer> Yep
L776[13:42:05] <gigaherz> that was quick!
L777[13:42:16] <barteks2x> Maybe that update won't be so hard
L778[13:42:31] <gigaherz> nah it will probably be like if they released 1.9.7 instead
L779[13:42:36] <gigaherz> just they called it 1.10
L780[13:44:11] <barteks2x> hm... can I symlink build/libs as .minecraft/mods?
L781[13:44:22] <barteks2x> (would it work)
L782[13:44:51] <Intektor> how do I render a players head into a gui?
L783[13:46:35] <gigaherz> barteks2x: it should work
L784[13:46:35] <flappy> barteks2x: maybe?
L785[13:46:37] <gigaherz> it works on windows
L786[13:46:50] <barteks2x> windows has symlinks?
L787[13:46:58] <gigaherz> I have my .minecraft folder symlinked to h:\Minecraft\appdata
L788[13:46:59] <gigaherz> yes
L789[13:47:00] <gigaherz> since vista
L790[13:47:05] <flappy> technically ntfs has them
L791[13:47:09] <gigaherz> you open an admin cmd
L792[13:47:10] <gigaherz> and do
L793[13:47:18] <gigaherz> mklink /d name path
L794[13:47:21] <barteks2x> ntfs junctions? or something like that?
L795[13:47:26] <gigaherz> for directory symlink
L796[13:47:30] <gigaherz> an extension of it
L797[13:47:37] <gigaherz> with different semantics and restrictions
L798[13:47:47] <gigaherz> like ntfs junctions were "inode"-level symlinks
L799[13:47:50] <gigaherz> from one ntfs folder to another
L800[13:48:01] <gigaherz> closer to a mount point
L801[13:48:25] <gigaherz> while file/directory symlinks are more like the linux ones
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L803[13:49:58] <barteks2x> flappy, last tests before git commit && git push. Also, use VanillaCubic world type if you want to see vanilla terrain (or any survival-playable terrain)
L804[13:53:23] <flappy> barteks2x: yup, noticed you'd added more
L805[13:55:43] <barteks2x> (if you didn't notice, already updated and should work from launcher)
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L809[13:59:56] <M4thG33k> Can someone explain to me again the big difference between getUpdatePacket and getUpdateTag for TE's? One happens on world load and one is for in-game use, right?
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L812[14:02:47] <masa> M4thG33k: https://gist.github.com/williewillus/7945c4959b1142ece9828706b527c5a4
L813[14:02:49] <barteks2x> Minecraft lighting is always more complex than I think it is. Small change that should improve performance without breaking anything --> everything breaks
L814[14:03:21] <M4thG33k> thanks masa :)
L815[14:03:37] <masa> M4thG33k: so basically yes, getUpdateTag is for initial sync, getUpdatePacket when individual TEs are sent
L816[14:04:07] <masa> https://github.com/maruohon/enderutilities/blob/master/src/main/java/fi/dy/masa/enderutilities/tileentity/TileEntityEnderUtilities.java#L132-L195
L817[14:04:16] <masa> that's my main TE class
L818[14:04:28] <barteks2x> well, it does improve performance as expected. Lighting calculation is nearly instant. And serverside everything is fine. But somehow client is getting wrong values.
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L821[14:04:59] <masa> so my custom "getUpdatePacketTag()" is basically what getDescriptionPacket() used to be
L822[14:05:18] <masa> or well, the data part of it
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L830[14:39:12] <barteks2x> uh... no issues when flying almost 2500 blocks, and then suddenly this: http://i.imgur.com/dHnGBp6.png
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L834[14:43:19] <liondown19> hello a question which plugin it takes to customize NPC on minecraft in 1.9.4?
L835[14:45:08] <Zaggy1024> I wonder what these internal refactors are in 1.10
L836[14:45:53] <BaronNox> what do you mean liondown19?
L837[14:45:55] <barteks2x> I hope nothing related to code I'm working with
L838[14:46:41] <flappy> barteks2x: classic
L839[14:46:51] <flappy> it's the good ol' lighting issues
L840[14:47:05] <barteks2x> som they didn't do what I was about to say
L841[14:47:16] <barteks2x> ie. handle population properly
L842[14:47:28] <flappy> i think jeb tweeted about being able to fix those but it'd have lead to bugs
L843[14:47:53] <barteks2x> someone else sayd that he said it woud lead to performance issues
L844[14:48:04] <barteks2x> which I'm definitely getting when working on cubicchunks
L845[14:48:09] <liondown19> I ben made in seeking a way to customize via npc citizen but I find nothing and I have mod jammais use in server mode
L846[14:49:09] <heldplayer> liondown19: Is this for Bukkit/Spiggot or Sponge?
L847[14:49:22] <liondown19> Bukkit
L848[14:51:26] <tterrag> lex: what kind of internal refactors?
L849[14:51:35] <tterrag> with all their bugfixes I was expecting some
L850[14:51:36] <heldplayer> You might get more luck in #citizens or #bukkit then
L851[14:51:55] <heldplayer> #citizens is the official channel for the plugin
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L853[14:54:02] <barteks2x> the best/worst thing about my lighting glitches: they are clientside-only, it works just fine after I save&exit, and load the world again
L854[14:54:12] <liondown19> ok thank
L855[14:55:20] <flappy> barteks2x: hah, marvelous
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L857[14:55:34] <flappy> other mods seem to work just fine in negativeland
L858[14:55:51] <Intektor> is it possible to get all the edges of the player model? so I can draw lines there?
L859[14:56:50] <barteks2x> unfortunately it means I have absolutely no idea how to debug this thing. Well... the only possibility seems to be println() debugging. With hundreds of thousands of lines printed out
L860[14:56:55] <tterrag> I wonder how lex is looking at 1.10. is there some secret MCP build? :P
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L863[14:59:59] <tterrag> >VBOs are now enabled by default, overriding old options when upgrading
L864[15:00:02] <tterrag> thank god
L865[15:00:11] <tterrag> idk who decided initially to have those off by default, they help so much
L866[15:00:34] <tterrag> and there's no doubt this was ripped from NEI right? http://i.imgur.com/ZQad9nB.jpg
L867[15:00:38] <barteks2x> on my old ati GPU they cause slowdown
L868[15:00:43] <tterrag> I mean it looks exactly the same with different colors
L869[15:00:53] <tterrag> barteks2x: well that's why the option is there
L870[15:01:01] <tterrag> but on MOST decently modern GPUs it helps
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L872[15:01:31] <barteks2x> I eighter see no difference at all, or it's slower for me
L873[15:01:40] <barteks2x> depending on computer
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L877[15:11:33] <LexManos> tterrag, considering im the one who makes the mcp updates.....
L878[15:11:42] <tterrag> :D
L879[15:11:46] <tterrag> share? :P
L880[15:11:52] <LexManos> Not until its done
L881[15:12:21] <tterrag> ok :( so what's been changed?
L882[15:12:53] <Zidane> I was about to say...
L883[15:13:01] <LexManos> 1.10 is mostly a content update.
L884[15:13:11] <LexManos> But they did some annoying refactoring of classes in it.
L885[15:13:26] <LexManos> Made a handful of inner classes standalone.
L886[15:13:49] <LexManos> Means classes will get a rename, and makes matching things a bit more of a pain.
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L888[15:15:49] <tterrag> hm...I was hoping for more fixes
L889[15:16:00] <tterrag> a bit of a boring update content-wise, polar bears are neat I guess?
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L891[15:17:35] <Intektor> http://i.imgur.com/AtA2uyC.png http://i.imgur.com/ZtDzDX3.png I am trying to draw the outlines of a player, but it isn't quite going well, and I don't really know why I have to divide by 15, I found this out by testing. So if anyone has an idea about how models work please feel free to tell me
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L893[15:18:38] <tterrag> why not use the existing highlighting mechanic?
L894[15:19:11] <Intektor> you mean the glowing effect?
L895[15:19:21] <Intektor> no, I want to draw the outlines
L896[15:19:34] <Intektor> for my xray vision glasses
L897[15:20:04] <Intektor> so it doesn't get blurry over distance
L898[15:20:10] <Intektor> I don't like the glowing effect
L899[15:22:11] <tterrag> ok, well the way you are doing it seems weird, you iterate over the cuboids but then reference bipedLeftLeg only
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L903[15:26:21] <Intektor> One step after the other
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L905[15:28:53] <Intektor> http://i.imgur.com/T3IuzCM.png http://i.imgur.com/UQb0Knp.png so this is what I have now, but why is the offset not working?
L906[15:29:15] <Intektor> or how can I place them the way they should be placed?
L907[15:29:24] <tterrag> no idea
L908[15:30:00] <tterrag> though it doesn't appear that you apply rotations
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L910[15:30:56] <tterrag> why not just GlStateManager.translate(box.offsetX, ...)
L911[15:30:59] <tterrag> same with rotations
L912[15:31:26] <killjoy> Can't wait to mess around in 1.10.
L913[15:31:38] <killjoy> Or do I?
L914[15:32:05] <Intektor> because box.offsetX is always 0
L915[15:32:07] <Intektor> I checked it
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L918[15:34:21] <tterrag> maybe right now :P
L919[15:34:30] <tterrag> if that's true then why use it at all?
L920[15:36:41] <Intektor> well, I had no chance to change it out, because there is no replacement
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L923[15:38:33] <BaronNox> 1.10 has some amount of refactoring according to Lex. Do we know what systems got refactored?
L924[15:39:30] <tterrag> read up m8
L925[15:39:33] <killjoy> 1.10 is 1.9's addendum
L926[15:39:34] <barteks2x> oh my...
L927[15:39:50] <barteks2x> I added some printlns() and now log file is >100MB
L928[15:39:56] <BaronNox> ?
L929[15:40:09] <rakosmanjr> Have fun going through that
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L931[15:40:25] <barteks2x> and I didn't even find the glitch yet
L932[15:41:10] <OrionOnline> Good Evening
L933[15:41:13] <BaronNox> o7
L934[15:41:14] <OrionOnline> How is everybody?
L935[15:42:25] <barteks2x> I found the glitch but now my log file is 137MB
L936[15:42:39] <OrionOnline> Does anyone have a good example / tutorial on creating a custom Capability?
L937[15:42:48] <OrionOnline> Specifically for ItemStacks
L938[15:43:28] <tterrag> BaronNox: you just missed our conversation about 1.10. read up
L939[15:43:40] <BaronNox> oh ok thanks :)
L940[15:44:43] <OrionOnline> tterag? Any bigger problems with the 1.10 update?
L941[15:45:28] <BaronNox> My irc client is so small so it fits on my screen. I totally didn’t see the conversation :/
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L943[15:46:23] <Girafi> OrionOnline look up a bit, Lex explained it a bit ago :)
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L945[15:46:54] <OrionOnline> I donnot have the log
L946[15:47:04] <Girafi> Ohh you just logged in.
L947[15:47:12] <OrionOnline> Was there not a link somewhere? (I am not logged in 24 hours a day XD) :D
L948[15:47:48] <tterrag> http://pastebin.com/QMfPWrkC
L949[15:48:48] <OrionOnline> Ah oke tterag
L950[15:48:51] <OrionOnline> Thanks
L951[15:49:17] <OrionOnline> You know a good example of somone creating a custom capability for ItemStacks?
L952[15:51:03] <capitalthree> how does a mod get the path to the minecraft directory?
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L954[15:52:17] <barteks2x> so now I know what is wrong, but still no idea why/how is it even possible
L955[15:52:52] <OrionOnline> Let me refrace my Questionb
L956[15:54:01] <OrionOnline> I want to store some data inside my Capability in the NBT of the ItemStack that has that given capability. Inparticular a String containing an ID. I implemented the ICapabilty.IStorage messages when i register them. Do i need anything else?
L957[15:54:05] <capitalthree> how do I get the path to the base game directory?
L958[15:54:16] <capitalthree> in particular the server directory for a dedicated server
L959[15:56:46] <barteks2x> I have no idea how it's possible that I'm sending chunk data for chunks that haven't been fully generated yet...
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L961[15:59:37] <tterrag> capitalthree: DimensionManager.getCurrentSaveRootDirectory iirc
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L972[16:21:13] <capitalthree> tterrag: would that be the world folder or the game folder?
L973[16:21:28] <tterrag> world
L974[16:21:45] <tterrag> well
L975[16:21:55] <tterrag> not sure. print it out
L976[16:22:14] <tterrag> I think on a dedicated server it's just the root. but in SSP it's the save dir
L977[16:22:15] <Zaggy1024> what are loot pool names for?
L978[16:22:26] <barteks2x> clack sheeps scared be because I thought they are lighting glitches :D
L979[16:22:30] <barteks2x> *black
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L981[16:26:10] <Zaggy1024> lol
L982[16:26:11] <Zaggy1024> nice
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L985[16:32:22] <barteks2x> that small bug can't be fixed without rewriting half of generator pipeline or rewriting vanilla terrain generator
L986[16:32:46] <barteks2x> now I fully understand how it happens
L987[16:33:02] <barteks2x> hm... actually, I may be able to fix it
L988[16:33:14] <barteks2x> by adding yet another hack to vanilla generator
L989[16:34:22] <synthetica> Hi. I've got another problem. This time with writing NBT. On my compound.setBoolean("keyWasPressed", true); line, I get a null pointer exception when I press my keybind. I'm just trying to save that the tooltip is unlocked between logouts. Crash report is at http://pastebin.com/MS0W2UTy and code is at https://github.com/synthetixa/GeologyMod/blob/master/src/main/java/net/synthetixa/geo/common/GeoEventHandler.java Anyone kn
L990[16:34:22] <synthetica> ow anything?
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L993[16:38:49] <tterrag> god this is xy problem to the max
L994[16:38:56] <tterrag> why do you think creating a random itemstack is going to save anything?
L995[16:40:01] <synthetica> It's probably not. I just couldn't think of a better way.
L996[16:40:30] <diesieben07> you need to do it like GameSettings does it
L997[16:40:32] <TechnicianLP> why is that variable supposed to survive restats?
L998[16:40:36] <diesieben07> save it to some file
L999[16:41:05] <synthetica> It has to survive so that the item keeps the tooltip.
L1000[16:41:30] <synthetica> NBT wouldn't work?
L1001[16:41:45] <diesieben07> NBT is a file format.
L1002[16:42:01] <diesieben07> it's like asking "can i use NTFS to store my documents"
L1003[16:42:02] <diesieben07> sure you can.
L1004[16:42:08] <diesieben07> that's what it's designed for
L1005[16:42:24] <synthetica> Yes, I know. I'm just kind of confused.
L1006[16:42:36] <diesieben07> you need to save the setting to a file.
L1007[16:42:54] <TechnicianLP> if you want it to survive restarts
L1008[16:43:17] <synthetica> So, why is this not working. Shouldn't that be exactly what this does?
L1009[16:43:34] <diesieben07> you create an ItemStack
L1010[16:43:35] <diesieben07> in RAM
L1011[16:43:38] <diesieben07> then you write values to tha tItemStack
L1012[16:43:40] <diesieben07> in RAM
L1013[16:43:45] <synthetica> Oh...
L1014[16:43:45] <TechnicianLP> if you exit the vm the stack gets deleted
L1015[16:43:59] <synthetica> Okay.
L1016[16:44:12] <synthetica> So, I've got to kind of rethink things.
L1017[16:44:35] <TechnicianLP> btw: why not save that boolean to your config file?
L1018[16:44:54] <diesieben07> yes you could do that.
L1019[16:44:54] <synthetica> That's smart.
L1020[16:45:19] <synthetica> Will do.
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L1027[16:59:22] <synthetica> I've run into a problem. I know how to do this, but saving to a config file is for all worlds. This needs to be per-world...
L1028[16:59:53] <wiresegal> gamerules?
L1029[17:00:18] <synthetica> Could work...
L1030[17:00:48] <capitalthree> tterrag: lol, DimensionManager.getCurrentSaveRootDirectory threw an exception
L1031[17:00:54] <synthetica> Maybe that is my best bet.
L1032[17:00:59] <capitalthree> I think I'll go with unascribed's suggestion to just use the working directory
L1033[17:01:42] <diesieben07> if you don't wnat to use gamerules, WorldSavedData
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L1035[17:01:51] <synthetica> Thank you.
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L1046[17:21:23] <tterrag> capitalthree: don't do it before the world exists...duh
L1047[17:21:34] <tterrag> it depends on what you want
L1048[17:21:49] <tterrag> if you need to save data globally, per-save, or per-world
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L1052[17:26:11] <capitalthree> tterrag: yeah I wanted the whole game directory. I'll go with File(".")
L1053[17:27:30] <tterrag> beware of https://github.com/MinecraftForge/MinecraftForge/pull/2886
L1054[17:27:31] <tterrag> :P
L1055[17:30:25] <tterrag> also be aware that the working directory is semantically different on server vs client
L1056[17:30:33] <tterrag> as in, it contains different stuff
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L1060[17:42:18] <masa> wtf
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L1062[17:43:05] <masa> why the hell does ParticleDigging#init() pass a null BlockPos to multiplyColor(), although it has a BlockPos
L1063[17:43:46] <masa> I just crashed because World#getTileEntity() calls World#isOutsideBuildHeight() and that null BlockPos does not sit well with it
L1064[17:44:11] <wiresegal> yep, I found that in Botania actually
L1065[17:44:44] <wiresegal> running above an Abstruse Platform doesn't like it either
L1066[17:45:02] <wiresegal> because it checks the TE for color multiplier and the run particle is the same thing iirc
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L1068[17:45:31] <masa> yep
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L1070[17:46:00] <masa> this also started from spawnRunningParticles
L1071[17:47:07] <iso2013> How can I register a forge biome with a custom id?
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L1074[17:49:42] <TehNut> You don't
L1075[17:50:16] <TehNut> GameRegistry.register(yourBiome.setRegistryName("registryName"))
L1076[18:00:35] <iso2013> What if I have to?
L1077[18:04:03] <TehNut> You don't...
L1078[18:04:12] <iso2013> I have to
L1079[18:04:16] <TehNut> No, you don't
L1080[18:04:18] <Horfius> No you probably don't
L1081[18:04:24] <TehNut> You have "have to" then you're doing it wrong
L1082[18:04:34] <Horfius> ie. Just get the id back from the registry and use it from there :P
L1083[18:04:53] <iso2013> No, I have to because I'm registering more than 256 biomes :)
L1084[18:05:00] <Horfius> Then too bad
L1085[18:05:07] <Horfius> Because the system cannot handle that
L1086[18:05:10] <TehNut> ^
L1087[18:05:20] * iso2013 is now writing their own version of forge
L1088[18:05:32] <Horfius> Have fun when it doesn't work with the rest of forge :P
L1089[18:05:34] <TehNut> Yeah no that's a Minecraft thing.
L1090[18:05:40] <iso2013> idc
L1091[18:05:49] <TehNut> *shrug*
L1092[18:05:52] <TehNut> Have fun
L1093[18:06:04] <Horfius> Well why don't you ask yourself, do you really need that many biomes all at once?
L1094[18:06:19] <Horfius> Like, what player is going to go through all 256 of them?
L1095[18:06:32] <iso2013> Horfius, terraincontrol.
L1096[18:06:40] <Horfius> What does that mean?
L1097[18:06:44] <tterrag|away> The limit is hardcoded in vanilla
L1098[18:06:51] <iso2013> https://github.com/MCTCP/TerrainControl
L1099[18:07:03] <iso2013> Yes, but more than 256 biomes has worked in previous versions (1.7
L1100[18:07:43] <Horfius> I'm still sticking to my question of who would use that many biomes? Even then, the rest of the tools seem nice
L1101[18:07:57] <iso2013> it's epic and makes exploring fun again :p
L1102[18:09:05] <Horfius> Well considering a world can be 30Mx30Mx256, I think you're still going too large
L1103[18:09:15] <Horfius> A single dimension*
L1104[18:09:19] <iso2013> nah
L1105[18:09:58] <Horfius> Well what you're asking for won't happen and the fun of mods is having a bunch work together. You could asm the shit out of various things but you'd still make the game unstable most likely doing that
L1106[18:10:22] <iso2013> do you mind taking a look at how the 1.8 version works then
L1107[18:10:53] <Horfius> I'm busy with other stuff, and if you want to do it then why don't you?
L1108[18:11:29] <TehNut> This is you saying "lol fuck everything i want my way", so *you* do the work
L1109[18:11:38] <iso2013> because i'm not experienced with forge modding?
L1110[18:11:51] <Horfius> Then that's a great reason to learn :)
L1111[18:12:18] <iso2013> but realistically how long would that take
L1112[18:12:44] <Horfius> I don't know, but you're asking for a lot. If you want to do something that large you're gonna need a lot of time to do it
L1113[18:13:04] <iso2013> or could I pay someone to do it
L1114[18:13:23] <Horfius> Have fun finding someone to do it for cheap
L1115[18:13:25] <Horfius> Or at all
L1116[18:13:31] <TehNut> Or just wait for the devs to update it...
L1117[18:13:39] <Horfius> Vaz is the only modder I've ever heard of accepting payment for tiny mods
L1118[18:13:39] <iso2013> the devs arent updating it
L1119[18:13:46] <iso2013> thats why i'm doing it
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L1123[18:45:30] <masa> more biomes huh?
L1124[18:46:01] <masa> you'd need to either change the world format, or add custom storage for the larger biome space
L1125[18:46:19] <masa> and then hack around in the Biome class to add support
L1126[18:46:30] <masa> no idea how badly that would break things
L1127[18:49:20] <masa> hmm actually, since 1.9 it might not be that bad
L1128[18:50:25] <iso2013> masa this is working on 1.8 https://github.com/MCTCP/TerrainControl/tree/feature-biome-speed
L1129[18:50:46] <iso2013> then this one https://github.com/MCTCP/TerrainControl is partially updated to 1.9 but runs into problems with forge biome registration
L1130[18:51:40] <masa> do those actually support more than 256 biomes?
L1131[18:52:09] <iso2013> Yep
L1132[18:52:21] <iso2013> The first one works flawlessly with BiomeBundle which has 300+ biomes
L1133[18:52:26] <iso2013> 'biomes'
L1134[18:54:03] <masa> O_o
L1135[18:56:04] <iso2013> mind taking a look at how to do that in 1.9?
L1136[18:56:25] <masa> sorry, I simply don't have teh time
L1137[18:56:35] <iso2013> i'm willing to pay :P
L1138[18:57:00] <masa> still nope, that would make this not a hobby and that's then it stops being fun
L1139[18:57:21] <masa> *when
L1140[18:57:50] <iso2013> ok :(
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L1143[19:00:45] <Zaggy1024> it seems as though there's a rather troublesome issue with loot tables, although I'm not sure how valid this issue is because I haven't used loot tables before
L1144[19:00:51] <Zaggy1024> lemme know if I'm incorrect on this one https://github.com/MinecraftForge/MinecraftForge/issues/2974
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L1185[21:22:23] <killjoy1> These are the people I have to deal with. http://imgur.com/a/7nU12
L1186[21:23:53] <wiresegal> what even
L1187[21:26:26] <Genuine> Passive-aggressive much?
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L1190[21:30:54] <wiresegal> tfw you get annoyed you couldn't find your death point so you make up a whole new feature
L1191[21:31:23] <killjoy1> huh?
L1192[21:31:43] <wiresegal> I was exploring the end islands with a leap spell + elytra, and ended up dying to a shulker
L1193[21:31:49] <wiresegal> and I had just found my first ship
L1194[21:31:55] <wiresegal> so I made a death-finder item
L1195[21:32:11] <killjoy1> and not just use JM or MW?
L1196[21:32:26] <killjoy1> so you made another compass?
L1197[21:32:28] <wiresegal> dev env :P
L1198[21:32:44] <wiresegal> and yes, but in 1.9.4 (where there prolly aren't many)
L1199[21:33:19] <wiresegal> also this one feels a lot more correct in the environment of the game than a minimap
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L1201[21:35:38] <williewillus> killjoy1: what am I even looking at
L1202[21:35:47] <killjoy1> sign conversation
L1203[21:35:56] <williewillus> where?
L1204[21:36:04] <killjoy1> huH?
L1205[21:37:20] <williewillus> i mean did that come from a server somewhere or?
L1206[21:38:49] <killjoy1> yes
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L1220[22:09:21] <ecx> oh boy it's a 1.10
L1221[22:09:42] <kashike> correct
L1222[22:12:49] <ecx> why do all the forge devs get mappings ahead of time?
L1223[22:13:34] <ecx> like, http://files.minecraftforge.net/maven/de/oceanlabs/mcp/mcp/1.9.4/mcp-1.9.4-srg.zip)
L1224[22:13:41] <ecx> thats not even in a public mcp but it's there
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L1237[22:45:08] <killjoy1> If I recall, lex works on mcp now
L1238[22:45:39] <rakosmanjr> He did say that earlier
L1239[22:45:57] <killjoy1> You could say he's the only one maybe?
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L1246[22:59:13] *** ecx was kicked by LexManos (1) I make the mappings 2) Everyone can access those 3) Forge is the defacto Modding toolset. Deal with it.))
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L1266[23:50:07] <Drullkus> Jesus christ, these guys already have 1.10?! https://www.spigotmc.org/threads/spigot-craftbukkit-bungeecord-1-10.154136/
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