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L2[00:00:57] <tterrag> no clue then
L3[00:01:00] ⇦
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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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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
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
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
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
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
L224[07:24:59]
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L227[07:28:10] <gigaherz|work> yup
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
L289[07:37:10] ⇦
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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)
L313[07:42:42] ***
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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
L317[07:44:21] ***
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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)
L327[07:45:45] ⇦
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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
L357[07:49:50] ***
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L358[07:49:54] <gigaherz|work> it means
it's EXACTLY inside the camera point
L359[07:49:56] ⇦
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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
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
L388[07:56:05] ⇦
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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/
L396[08:00:59]
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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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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
L452[08:58:24] ⇦
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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?
L484[09:35:23] ⇦
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L485[09:36:23] <LatvianModder> looking at
it rn
L486[09:48:44]
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L487[09:48:49] <ghz|afk> HOME!
L488[09:48:53] ***
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L489[09:50:55] <Wuppy> gigaherz,
SAME!
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L492[09:58:45] ***
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L493[09:59:07] <Intektor> gigaherz, do you
take a look at it now?
L494[09:59:35] ***
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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
L524[10:39:48] ***
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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
L538[11:06:31] ***
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L540[11:10:41] <AKTheKnight> So did
WatchDogs
L541[11:13:02] <Ordinastie_> you mean the
trailer :p
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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
L546[11:25:13]
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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
L552[11:28:25] *** V
is now known as Vigaro
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
L588[11:35:14]
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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
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
L598[11:37:28] ⇦
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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
L609[11:41:11] ***
SleepyFlenix is now known as Flenix
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?
L613[11:42:37]
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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)
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
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
L635[11:53:42] ⇦
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I've derivatives to take...adios!)
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
L650[11:57:00]
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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
L663[12:01:54] ⇦
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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
L678[12:04:50] ⇦
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L679[12:05:02] ***
Vigaro is now known as V
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
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
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?
L717[12:23:02] ⇦
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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.
L725[12:29:26] ⇦
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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
L752[13:18:02] ⇦
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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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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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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
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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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
L856[14:55:25] ***
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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
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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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
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
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.
L1021[16:45:26]
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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(".")
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
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
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
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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?
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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