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L1[00:01:28] <kenzierocks> basic cubes would
be easy to code a converter....non-blocky-ness is the problem
here
L2[00:01:43] <kenzierocks> since the models
are primarily/only composed of boxes
L3[00:02:24] <elan_oots> Or you could write
a converter into another format that MC can use
L4[00:02:28] <elan_oots> Like OBJ or
something I think
L5[00:02:59] <Zidane> obj is likely the
ticket and I'd really prefer if they got converted into said
format
L6[00:03:20] <Zidane> I don't have a big
understanding OF obj and the composition of the format
L7[00:03:26] <Zidane> So unsure how best to
do it
L8[00:03:47] <elan_oots> Why did you make
them in a custom format in the first place?
L9[00:04:02] <Zidane> It wasn't me, this
predates me attempting to do something with it
L10[00:04:08] <elan_oots> Ah
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L40[01:19:07] <kenzierocks> can anyone help
me with rotating a submodel as well as the base model?
L41[01:19:14] <kenzierocks> it seems that I
can only do one or the other.
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L45[01:32:20] <hasunwoo> Can anyone explain
me how partial tick works?
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L47[01:46:29] <tterrag> hasunwoo: what
about it
L48[01:46:33] <tterrag> it's the partial
time between ticks
L49[01:46:38] <tterrag> mostly used for
smooth animating
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L51[01:49:39] <hasunwoo> What is units of
partial tick? milisecond or microsecond?
L52[01:49:59] <TehNut> Isn't it
per-frame?
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L54[01:54:21] <Abastro> Tick.
L55[01:55:09] <Abastro> partialTick is in
[0,1)
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L57[01:59:55] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20160626 mappings to Forge Maven.
L58[01:59:58] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20160626-1.9.4.zip
(mappings = "snapshot_20160626" in build.gradle).
L59[02:00:09] <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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L62[02:04:00] <Hunterz> 1 second have 20
ticks
L63[02:04:33] <Hunterz> when server lags it
is < 20
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L65[02:11:07] <hasunwoo> Why partial tick
is in [0,1)?
L66[02:11:28] <kenzierocks> it's a fraction
of a tick
L67[02:11:33] <kenzierocks> it resets with
each new tick
L68[02:11:39] <kenzierocks> so [0,1]
L69[02:11:44] <kenzierocks> erm [0,1)
L70[02:11:46] <hasunwoo> Okay
L71[02:13:19] <xaero> try considering the
value of partial ticks when you have < 20 FPS and more than 20
FPS
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L73[02:17:33] <hasunwoo> if fps is lower
than 20, partial tick can be grather than 1
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L75[02:17:43] <hasunwoo> I don't know
lol
L76[02:20:57] <tterrag> it'll never be
greater than 1
L77[02:22:50] <wizjany> .-.
L78[02:23:05] <wizjany> the moment
partialtick would hit 1
L79[02:23:11] <wizjany> that signfies the
start of the next full tick
L80[02:23:15] <wizjany> and thus partial
tick is reset to 0
L81[02:23:36] <wizjany> also tps and fps
are unrelated
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L83[02:24:22] <kenzierocks> what about
SPS
L84[02:24:24] <kenzierocks> seconds per
second
L85[02:24:39] <wizjany> hopefully always
1
L86[02:24:50] <wizjany> unless we are
talking blackholes or strange parts of the universe
L87[02:25:05] <kenzierocks>
well....technically my second is probably not the same as your
second
L88[02:25:16] <kenzierocks> but very minute
difference
L89[02:26:05] <wizjany> well
L90[02:26:15] <wizjany> seconds per second
is always 1
L91[02:26:27] <kenzierocks> yea
L92[02:26:33] <wizjany> even if we are in
difference frames of reference in relativistic terms
L93[02:26:38] <wizjany> and our seconds are
different lengths
L94[02:26:43] <wizjany> our seconds per
seconds should stil be 1
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L117[03:55:36] <tterrag> hm. I could do
with a tooltip render event
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L122[04:14:18] *
gigaherz yawns
L123[04:14:20] <gigaherz> morning
ppl
L124[04:14:29] <gigaherz> tterrag: why
render event?
L125[04:15:19] <tterrag> gigaherz: well,
I'd like to be able to render something custom inside it
L126[04:15:26] <tterrag> and I can't
really do that because I'd have to recreate all the box calculation
logic
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L133[04:23:44] <tterrag> lol
L134[04:23:47] <tterrag> why did it
...
L136[04:24:01] <tterrag> there
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L138[04:24:49] <gigaherz> hmmm
L139[04:24:58] <gigaherz> no "after
background, but before text"?
L140[04:27:28] <tterrag> could potentially
be done
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L143[04:29:40] <tterrag> I like it because
it'd be .Post.Background and .Post.Text
L144[04:29:49] <tterrag> but it may be
annoying :P
L145[04:30:19] <gigaherz> and confusing --
someone would use .Post
L146[04:30:23] <gigaherz> and expect only
called once
L147[04:31:28] <tterrag> well, I need to
make them subclasses of Post
L148[04:31:33] <tterrag> otherwise I'm
copying code
L149[04:31:46] <tterrag> I could make Post
package-private
L150[04:31:58] <gigaherz> you could make
them subclass Post, wihtout being nested?
L151[04:32:10] <gigaherz> but that
wouldn't solve the issue
L152[04:32:11] <gigaherz> XD
L153[04:32:16] <gigaherz> it would just
hide it
L154[04:32:40] <tterrag> yes, that was in
addition to moving them outside of the Post class
L156[04:38:04] <gigaherz> yay!
L157[04:38:18] <gigaherz> I suppose you
forced a small width?
L158[04:41:07] <tterrag> yeah
L159[04:41:17] <tterrag> public void
onTooltipRenderPre(RenderTooltipEvent.Pre event) {
L160[04:41:17] <tterrag>
event.setMaxWidth(20);
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L164[04:45:55] <gigaherz> heh
L165[04:46:07] <gigaherz> wait
L166[04:46:27] <gigaherz> did you do two
text draws?
L167[04:46:31] <gigaherz> one behind and
one in front?
L168[04:46:42] <tterrag> one in
PostBackground and one in PostText
L169[04:46:49] *
gigaherz nods
L171[04:47:11] <tterrag> javadocs
tomorrow
L172[04:47:14] <tterrag> too late
L173[04:47:40] <gigaherz> k
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L175[04:51:02] <tterrag> $ labels add 3034
Feature
L176[04:51:03] <Actuarius> Added labels
[Feature] for issue 3034; new labels: [Feature].
L177[04:51:05] <tterrag> ;)
L178[04:51:06] <tterrag> night now
:D
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L181[05:09:53] <sham1> Giga, I have
another question about Visual Studio
L182[05:10:46]
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L183[05:11:53] <sham1> If my project has
/SUBSYSTEM specified as Windows, am I still able to get a console
to debug with stdout and stderr
L184[05:11:57] <[Master]Jason> hi
L185[05:12:09] <sham1> hello
L186[05:12:21] <gigaherz> yes
L187[05:12:32] <sham1> Good
L188[05:12:39] <[Master]Jason> look at our
irc colors
L189[05:12:41] <gigaherz> you can call
AllocConsole() and use the ReadConsole/WriteConcole methods
L190[05:13:12] ⇦
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L191[05:13:22] <gigaherz> although I
suppose the stdio api would still work
L192[05:13:26] <sham1> Yeah
L193[05:13:36] <gigaherz> anyhow
AllocConsole
L194[05:13:38] <sham1> I hope I can just
use std::cout and std:cerr after that
L196[05:13:41] <gigaherz> just keep in
mind it won't be attached
L197[05:13:42] <sham1> Thanks
L198[05:13:43] <gigaherz> it will have its
own
L199[05:14:09] <sham1> Attached?
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L201[05:14:19] <gigaherz> even if you call
it from cmd
L202[05:14:24] <gigaherz> it won't stick
to that same console window
L203[05:14:27] <gigaherz> it will open
independently
L204[05:14:32] <gigaherz> and then show
its own separate one
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L206[05:14:38] <sham1> Ah
L207[05:15:22] <sham1> Because with
wxWidgets, it requires the entry point to be WinMain, and that can
be done with SUBSYSTEM:WINDOWS, but then one does not get the
console by default
L208[05:15:28] <sham1> Kind of annoying
honestly
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L210[05:15:42] <gigaherz> well you could
just not use stdio ;P
L211[05:15:54] <gigaherz> show a log
window using wx ;p
L212[05:16:04] <sham1> Probably
should
L213[05:16:09] <gigaherz> and create your
own write function that adds lines to it
L214[05:17:26] <sham1> Or maybe I could
specify under SUBSYSTEM:CONSOLE to have the /ENTRY be WinMain
L215[05:17:31] <sham1> That would do
it
L216[05:17:40] <gigaherz> no it
wouldn't
L217[05:18:46] <sham1> Welp, no harm in
trying
L218[05:18:49] <gigaherz> WinMain has
completely different params to main()
L219[05:19:00] <sham1> Yes
L220[05:19:39]
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L221[05:24:13] <sham1> And it did
work
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L223[05:31:09] <sham1> Although it
probably is just safer to put a lot of #ifdef _WIN32 macros and
AllocConsole and do that stuff there
L224[05:31:46] <AEnterprise> !gm
func_98265_a 1.7.10
L225[05:39:05] <covers1624> !dcc
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L239[06:42:45] <Master801> What's the new
method for setting the rgba for the world renderer in 1.8.9?
L240[06:50:04] <gigaherz> .color?
L241[06:51:34] <gigaherz> so........
L242[06:51:41] <gigaherz> javascript
2016
L243[06:51:52] <gigaherz> what's new? a
"**" operator for exponentiation
L244[06:52:14] <Master801> 1.8 --
Tessellator.getInstance().getWorldRenderer().setColorRGBA(R, G, B,
A)
L245[06:52:21] <Master801> 1.8.9 --
?
L246[06:52:29] <gigaherz> .color(r,g,b,a)
?
L247[06:53:07] <Master801> It doesn't seem
like it's working the previous code doesn't have any vertices set
but it colors it anyway?
L248[06:53:29] <Master801> *1.8 version of
the code
L249[06:53:36] <gigaherz> the whole system
changed
L250[06:53:55] <gigaherz> if you wanted a
call that you could do once
L251[06:54:01] <gigaherz> and it would use
the same color for all vertices
L252[06:54:02] ⇦
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L253[06:54:04] <gigaherz> that doesn't
exist anymore.
L254[06:54:14] <gigaherz> yo uhave to
do
L255[06:54:29] <gigaherz>
wr.pos(x,y,z).color(r,g,b).tex(u,v).endVertex
L256[06:54:38] <Master801> Okay, I think I
understand what you're saying.
L257[06:54:39] <gigaherz> the exact
sequence depends on which vertex format you are using
L258[06:54:55] <gigaherz> for example
DefaultVertexFormats.ITEM
L259[06:54:57] <gigaherz> will
require
L260[06:55:08] <gigaherz>
wr.pos(x,y,z).color(r,g,b).tex(u,v).normal(x,y,z).endVertex()
L261[06:55:52] <Master801> Ah, I see it
now.
L262[06:56:29] ***
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L263[06:56:32] <gigaherz> however, here is
a recommendation: if you have a model that isn't fully generated
dynamically
L264[06:56:36] <gigaherz> use a .obj/.b3d
model instead
L265[06:56:44] <gigaherz> you can draw
them from a TESR/Entity just fine
L266[06:56:54] <gigaherz> and it will be
more efficient than calling the wr.*
L267[06:56:57] <gigaherz> manually
L269[06:58:13] ⇦
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L272[06:59:07] <Master801> That's what I'm
trying to update from 1.8 to 1.8.9
L273[06:59:18] <LatvianModder> No
*slaps*
L274[06:59:23] <LatvianModder> Update to
1.9.4
L275[06:59:31] <Master801> I know
L276[06:59:33] <sham1> No *slaps*
L277[06:59:36] <Master801> I want to take
it slow though
L278[06:59:38] <sham1> Update to
1.10
L279[06:59:43] <gigaherz>
1.9.4===1.10
L280[06:59:48] <gigaherz> for most
purposes ;P
L281[06:59:57] <sham1> But you get a
larger version number
L282[07:00:07] <gigaherz> yes nd you have
to do extra work to ensure it works on 1.9.4
L283[07:00:08] <gigaherz> ;P
L284[07:00:16] <gigaherz> while something
built on 1.9.4 sortof just works on 1.10
L285[07:00:32] <gigaherz> (well nto sortof
-- 1.10 forge has code to accept 1.9.4 version mods)
L286[07:00:38] ***
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L287[07:01:19] <LatvianModder> Thats
exactly why I said 1.9.4 not 1.10
L289[07:01:30] ⇦
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L290[07:02:34] <sham1> Does not matter if
it is compatible or not
L291[07:02:45] <sham1> The patches to
forge will probably be coming to 1.10
L292[07:02:50] <sham1> But dunno
L293[07:03:01] ⇦
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L294[07:03:18] ⇦
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L297[07:15:00] <sham1> WHat is it
L298[07:15:18] <LatvianModder> I removed
"author:LatvianModder" and now I see ALL issues on GitHub
:D
L299[07:19:09] ⇦
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L301[07:20:35] <LatvianModder> Yeah, there
we go
L302[07:21:08] <LatvianModder> I searched
is:private lol and got issues from private repos im in..
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L309[07:37:40] <BaronNox> I have a slot in
my te’s inventory which acts as input slot and I want to decrease
the stacksize by 1. Do I do that on serverside?
L310[07:37:56] <gigaherz> yes.
L311[07:38:07] <sham1> where else would
you do it at if not at server
L312[07:38:19] <Ordinastie_> both sides if
the gui is opened and you want it to be more responsive
L313[07:38:22] <gigaherz> anything that is
logic, belongs on the server, unless it's related to the player
inputs
L314[07:38:40] <BaronNox> If I do it on
both sides it desyncs Ordinastie_
L315[07:38:56] <Ordinastie_> it
shouldn't
L316[07:39:27] <gigaherz> unless you don't
have all the required data on the client
L317[07:39:47] <gigaherz> if you sync all
the necessary data to the client while the gui is open
L318[07:39:54] <gigaherz> you should be
able to predict what the server will do
L319[07:40:34] <BaronNox> How do I sync
the data? With SimpleNetworkWrapper?
L320[07:40:58] <sham1> For instance
L321[07:41:04] <gigaherz> it's one
way
L322[07:41:12] <gigaherz> you could also
use progressbar packets
L323[07:41:24] <gigaherz> if it's numeric
data
L324[07:41:26] <gigaherz> but meh
L325[07:41:30] <gigaherz> it's best to
have a custom sync packet
L326[07:41:37] <gigaherz> that way you can
pack all the data in one place
L327[07:41:43] <gigaherz> rather than send
a dozen individual packets
L328[07:45:06] <sham1> I am still quite
annoyed by the fact that Wikipedia uses https
L329[07:45:33] <gigaherz> why so?
L330[07:46:23] <sham1> Well, let's just
say that cross-platform TLS support is not fun to build on
windows
L331[07:46:34] ***
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L332[07:46:41] <sham1> Damn OpenSSL for
being annoying to build
L333[07:46:44] ⇦
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L334[07:47:24] <gigaherz> why do you need
crossplatform tls? can't you like use libcurl to fetch the
data?
L335[07:48:03] <sham1> I suppose
L336[07:48:08] <gigaherz> although I
suppose you'd have to compile it
L337[07:48:13] <gigaherz> unless you find
msvc builds of libcurl
L338[07:48:23] <sham1> libcurl depends on
openssl
L339[07:48:26] <sham1> For https
L341[07:49:19] <sham1> Althoug, it's not a
dealbreaker for me
L342[07:49:38] <sham1> I had some trouble
building OpenSSL for 64 bit windows, but aside from that, it
works
L343[07:49:44] <gigaherz> The
recent-version-off-a-mirror system has no info about your requested
package "win32-devel-msvc"! :-( This is most likely
because there is no up-to-date release for
"win32-devel-msvc".
L344[07:49:46] <gigaherz> heh
L345[07:50:07] ⇦
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L347[07:51:06] <GunnerWolf> Anybody know
what replaced StatCollector.translateToLocal in 1.9.4?
L348[07:51:13] <gigaherz> ooooh
L350[07:51:24] <gigaherz> GunnerWolf:
I18n.translateToLocal BUT
L351[07:51:32] <gigaherz> that's the one
that works on the server
L352[07:51:37] <gigaherz> it's deprecated
and should be avoided
L353[07:51:48] <gigaherz> for client use,
there's another I18n that has a I18n.format method
L354[07:51:50] <gigaherz> use that
one,.
L355[07:51:54] <gigaherz> -,
L356[07:52:02] <GunnerWolf> Alright,
thanks
L358[07:52:23] <sham1> Tnx
L359[07:52:29] <gigaherz> they don't have
32bit packages
L360[07:52:31] <gigaherz> only win64
;p
L361[07:52:50] <GunnerWolf> it's 2016,
32bit should be deprecated ;)
L362[07:53:05] <gigaherz> it is, so far as
I'm concerned
L363[07:53:06] <gigaherz> ;P
L364[07:53:29] <gigaherz> sham1: ah wait
meh
L365[07:53:33] <gigaherz> it's mingw
sources
L366[07:53:34] <gigaherz> for gcc
L367[07:53:35] <gigaherz> not msvc
L368[07:53:59] <sham1> Although, I am fine
with my current setup for fetching things
L369[07:54:24] <sokratis12GR> how I can
give a player an item ?
L370[07:54:45] <sham1> You add it to their
inventory
L371[07:55:02] <sham1> Well, an itemstack
representing the item
L372[07:55:11] <sokratis12GR> because I
tried using this: event.player.dropItem(ModItems.ARMORPLUS_BOOK,
1); but ghost items appeared
L373[07:55:44] <gigaherz> sokratis12GR:
InventoryPlayer#addItemStackToInventory, if it returns false,
InventoryHelper.spawnItemStack
L374[07:56:23] <sham1> Or because players
have IItemHandler capabilities
L375[07:56:27] <sokratis12GR> ok, but why
do ghost items appear ?
L376[07:56:28] <sham1> That could be used
as well
L377[07:56:37] <gigaherz> you may be
spawning them on the client, sokratis12GR
L378[07:56:38] <sham1> sokratis12GR: are
you adding them on client
L379[07:56:43] <sokratis12GR> yeah
L380[07:56:44] <gigaherz> check that
player.world.isRemote is false
L381[07:56:46] <sham1> You have to add
them on server
L382[07:56:50] <sokratis12GR> kk
L383[07:57:11] <gigaherz> the answer of
"why ghost X?" is always "because you did something
on the client"
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L386[08:06:45] ***
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L387[08:07:14] <BaronNox> Mmh for some
reason the gui is synced now.
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L399[08:31:58] <BaronNox> It’s not
actually synced :C If I put a stack of size 10 in the slot the
client will decrease it to 9 and then the server will do the same.
If I remove the stack before the server had the chance to decrease
it it will jump back up to 10.
L400[08:32:12] <BaronNox> Does any1 know
how to fix that?
L401[08:33:28] <gigaherz> nope
L402[08:33:30] <gigaherz> live with
it
L403[08:33:41] <gigaherz> either don't do
it on the client at all
L404[08:34:09] <gigaherz> (let the server
do it, and then send the updates whenever it's done)
L405[08:34:22] <gigaherz> or you'll have
to accept the fact that the client's prediction CAN make
mistakes.
L406[08:35:47] <BaronNox> I could fix it
by letting the server decrease the stack and send a packet to the
client containing the counter I need for the gui to render,
right?
L407[08:35:54] <BaronNox> Everything would
be in sync then
L408[08:35:55] <Ordinastie_> vanilla
behavior is, when the result received from the client differs from
the result calculated by the server, then the server resends the
whole inventory
L409[08:36:47] <gigaherz> just in case it
woudl occur to you, there IS one solution to this
L410[08:37:02] <gigaherz> but the
side-effects are bad: let the client tell the server that you did
remove it after the stack was processed
L411[08:37:07] <gigaherz> and let the
server believe it
L412[08:37:11] <gigaherz> if you did that,
it would seem to work
L413[08:37:16] <gigaherz> except, it could
easily be abused to cheat
L414[08:37:31] <gigaherz> so you should
never allow that ;P
L415[08:37:37] <BaronNox> :D
L416[08:38:37] <Ordinastie_> one question
though, how can you remove it on the server before it can do the
decrease ?
L417[08:40:20] ***
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L418[08:41:01] <BaronNox> Nothing get’s
removed on the server until I remove it by clicking on the stack in
the inventory.
L419[08:41:47] <Ordinastie_> what are you
doing exactly, and how do you know it's not removed on the server
?
L420[08:42:53] <BaronNox> For testing
purposes I have a TE which implements ITickable. In update() I have
a „timer“ and every now and then it checks the input slot for an
itemstack. If there is a stack it will decrease it’s stacksize by 1
and increase a float by 1. The float is getting rendered as label
in the gui.
L421[08:43:11] <BaronNox> its*
L422[08:43:24] <elan_oots> So that seems
like intended behavior
L423[08:43:41] <Ordinastie_> and you
update on the server only ?
L424[08:43:46] <elan_oots> If it only
checks so often and you put a stack in and take it out before the
timer triggers it seems like nothing should happen
L425[08:44:40] <BaronNox> I update the
stack on server only, yes
L426[08:45:45] <Ordinastie_> how the
client is decreased then ?
L427[08:47:02] <BaronNox> As far as I
understand it the server is synced with the client so it updates
the client automatically
L428[08:47:11] <Ordinastie_> yes
L429[08:47:14] <BaronNox> and it
works
L430[08:47:16] <BaronNox> mostly
L431[08:47:27] <Ordinastie_> the inventory
is automatically synced (your float is not)
L432[08:47:56] <Ordinastie_> but then my
question is, how can you observe the client decrease before the
server ?
L433[08:47:57] <BaronNox> yep and how do i
sync the float? I was going to use packets for that
L434[08:49:36] <BaronNox> I don’t have to
obseve the client decrease at all do I? I mean the server handles
everything and then just notifies the client about changes
L435[08:49:52] <Ordinastie_>
<BaronNox> It’s not actually synced :C If I put a stack of
size 10 in the slot the client will decrease it to 9 and then the
server will do the same. If I remove the stack before the server
had the chance to decrease it it will jump back up to 10.
L436[08:50:11] <BaronNox> That’s the old
behavior when logic runs on server and client
L437[08:50:39] <Ordinastie_> well, in that
case, it's because your timer is not synced
L438[08:51:28] <BaronNox> How do I fix
that?
L439[08:51:44] <Ordinastie_> make sure
your timers are synced correctly
L440[08:52:01] <BaronNox> How do I do
that? Sry im new to syncing in mc :C
L441[08:52:08] <Ordinastie_> use your own
packet
L442[08:53:24] <GunnerWolf> Is having a
block's model extend outside the block a bad idea? I've heard it
causes lighting issues, would I be better splitting it into
multiple blocks?
L443[08:54:39] ⇦
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L444[08:55:03] <BaronNox> I tried but ran
into the problem of how to modify something via packets. My packet
carries a variable for the timer but how do I set the timer on the
receiving end when onMessage is called?
L445[08:56:06] <gigaherz> you have two
options
L446[08:56:11] ***
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L447[08:56:15] <gigaherz> either your
packet identifies the TE that should receive it
L448[08:56:28] <gigaherz> or your packet
can identify the GUI id
L449[08:56:40] <gigaherz> if you choose
the latter, it will only work for when the gui is open
L450[08:57:04] <gigaherz> if you choose
the former, you'll need to send the blockpos x,y,z in order to find
the TE in the client
L451[08:57:07] <gigaherz> then
L452[08:57:11] <gigaherz> you either use
player.openContainer
L453[08:57:17] <gigaherz> or
world.getTileEntity
L454[08:57:33] <gigaherz> however, make
sure to schedule a task
L455[08:57:38] <gigaherz> because the
network is in a separate thread
L457[08:59:22] <gigaherz> well there you
go
L458[08:59:24] <gigaherz> you already have
the task
L459[08:59:30] <gigaherz> and you have
access to the player AND the world
L460[08:59:33] <gigaherz> it's up to you
;p
L461[08:59:47] <gigaherz> although
L462[08:59:52] <gigaherz> that code is for
server-received packets
L463[09:00:01] <BaronNox> yeah
L464[09:00:06] <gigaherz> you can't use
getServerHandler() for client packets
L465[09:00:14] <BaronNox> I know^^
L466[09:00:24] <gigaherz> use the client
handler instead ;P
L467[09:00:59] <gigaherz> waht I do
L468[09:01:02] <gigaherz> is
L469[09:01:08] <gigaherz>
Mod.proxy.handleThisMessage(x)
L470[09:01:22] <gigaherz> so that I don't
have to reference Minecraft.getMinecraft().addScheduledTask
directly from the packet
L471[09:01:25] <gigaherz> it's cleaner
that way
L472[09:01:25] <gigaherz> ;P
L473[09:01:51] <BaronNox> Ohhhh fancy.
Thank you a lot :)
L474[09:02:00] <williewillus> I always use
Minecraft directly in my client packethandlers ?shrug :P
L475[09:02:02] <williewillus> seems to
work
L476[09:02:31] <gigaherz> it does
L477[09:02:35] <williewillus> can't use a
lambda with it though
L478[09:02:41] <williewillus> because it
gets pulled up to the class
L479[09:02:57] <gigaherz> ?
L480[09:03:05] <gigaherz> I'm using
L481[09:03:11] <williewillus>
Minecraft.getMinecraft().addScheduledTask( ()-> ...)
breaks
L482[09:03:13] <gigaherz>
Minecraft.getMinecraft().addScheduledTask(() ->
Minecraft.getMinecraft().thePlayer.addVelocity(message.vx,
message.vy, message.vz));
L483[09:03:15] <williewillus> if ...
accesses client classes
L484[09:03:17] <gigaherz> works just
fine
L485[09:03:20] <williewillus> doesn't work
for me
L486[09:03:27] <williewillus> the lambda
gets pulled up and crashes the server
L487[09:03:46] <williewillus> I meant
doing it directly in the packethandler class
L488[09:04:12] <elan_oots> There's no
Minecraft instance on the server
L489[09:04:17] <elan_oots> If I recall
correctly
L490[09:04:23] <williewillus> yes
L491[09:04:26] <williewillus> the class
itself doesn't exist
L492[09:04:34] <elan_oots> So it'll work
fine running in local
L493[09:04:44] <elan_oots> But if you run
the server by itself then RIP
L494[09:04:47] <GunnerWolf> Is there a
simple way to detect if a mob is harmed by water? (IE endermen,
blazes etc)
L495[09:05:20]
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L496[09:07:32] <BaronNox> How do I send a
packet to the client? SimpleNetworkWrapper only has a
sendToServer() but no sendToClient() method.
L497[09:07:45] <BaronNox>
SendToPlayer?
L498[09:08:56] <sham1> sendTo
L499[09:09:11] <sham1> It takes an
EntityPlayerMP
L500[09:09:25] ⇦
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L501[09:14:36] <williewillus> $ labels add
3041 Feature
L502[09:14:37] <Actuarius> Added labels
[Feature] for issue 3041; new labels: [Feature].
L503[09:17:51]
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L505[09:19:14] <williewillus> !gm
func_175643_b
L506[09:20:44]
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L507[09:23:08] ⇦
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L508[09:23:10]
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L510[09:29:10] <williewillus> you can send
to everyone who has the chunk tracked
L511[09:29:30] <williewillus> but
unfortunately there's no util for that
L513[09:29:39]
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L514[09:32:16] <BaronNox> This is smart.
ty :)
L515[09:32:46] <williewillus> yeah FML
provides a raw "send to people in radius x of point y",
but it doesn't consider people who have tiny render distances who
won't have it loaded
L516[09:32:51] <williewillus> so I check
to make sure it's loaded as well
L517[09:33:18] ⇦
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L518[09:33:43] <Coolway99> I thought
render != loaded...
L519[09:33:56] <williewillus> bad
wording
L520[09:34:05] <williewillus> I meant
"tracked"
L521[09:34:18] <williewillus> meaning it
has been sent to the client and exists on the client
L522[09:34:36] <Coolway99> basically, the
clients with tiny render distances don't care about what goes on
graphically outside of them?
L523[09:34:38]
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L524[09:34:54] <williewillus> I'm not sure
how it works precisely
L525[09:35:12] <williewillus> but I'm
pretty sure reducing your render dst also reduces your tracking
range on the server
L526[09:35:18] <williewillus> meaning the
server will send you less
L527[09:35:37] <Coolway99> would make
sense, less data to process
L528[09:35:54] <Coolway99> and if
something were to go in your tracking range, the server just tells
the client
L529[09:36:17] <williewillus> well for
chunks the only way your tracking changes is if you're moving
L530[09:39:11] <Coolway99> so, on today's
agenda
L531[09:39:34] <Coolway99> work out some
concepts and then work out the kinks in my XP system
L532[09:40:07] <Coolway99> also, I have
been testing my forge PR this entire time, it works flawlessly for
what I wanted it to do XD
L533[09:40:25] <BaronNox> Timer is synced
now :3
L534[09:40:29]
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(~OrionOnli@ip-80-236-235-107.dsl.scarlet.be)
L535[09:42:59] <OrionOnline> Hey
guys
L536[09:43:12] <williewillus> BaronNox:
how often are you syncing it? just wondering
L537[09:43:16] <OrionOnline> I am looking
for some support regarding on how to implement a particular
featuer
L538[09:43:19] <OrionOnline>
feature*
L539[09:43:29] <williewillus> just ask
:P
L540[09:43:47] <OrionOnline> I have a
Forge as blokc to heat up metals
L541[09:44:00] <OrionOnline> The idea of
it all is that those blocks basically share their fuel
L542[09:44:06] <OrionOnline> But nothing
else
L543[09:44:19] <OrionOnline> My system for
1.7 broke during the port to 1.9/1.10
L544[09:44:32] <BaronNox> sfor testing
purposes it’s at every 60 ticks.
L545[09:44:58] <BaronNox> that sentence….
For testing purposes it’s at 60 ticks*
L546[09:46:07] <OrionOnline> How would i
best make it store the fuel for the structure?
L547[09:47:34] <williewillus> so are you
looking to fix your 1.7 code or make something new?
L548[09:47:37] <williewillus> not sure
what you're asking\
L549[09:48:00] <OrionOnline> Something
new
L550[09:48:07] <OrionOnline> Would
probabaly be better
L551[09:48:14] <williewillus> does a TE
not suffice?
L552[09:48:35] <OrionOnline> It is a TE,
the problem i am having happens when two of those 'structures'
merge
L553[09:49:33] <OrionOnline> For
somereason, it breaks then
L554[09:52:13] <OrionOnline> Which is a
big nuecance
L555[09:52:37]
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L556[09:58:14] <Coolway99> this is
strange
L557[09:58:19] <Coolway99> apparently, XP
Orbs have a health O.o
L558[09:58:34] <Coolway99> of 2 and a half
hearts
L559[09:59:04] <OrionOnline> :P They are a
Entity so yeat
L560[09:59:06] <OrionOnline> yeah*
L561[09:59:23]
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L562[09:59:49] <Coolway99> also, I found
something interesting that can be a glitch
L563[10:00:06] ⇦
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L564[10:00:08] <Coolway99> if the
spectator is the nearest player, then the orbs' logic doesn't go
towards them
L565[10:00:21] <Coolway99> but because of
the way the logic is written, the orbs don't move, period
L566[10:00:25] <Coolway99> even if another
player is closer
L567[10:02:14] <BaronNox> how can another
player be closer when the spectator is the closest?
L568[10:03:01]
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L569[10:03:54]
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L570[10:04:34] <Intektor> Id like to
cancel the chat message, when a player joins/leaves the game
L571[10:04:55] <Intektor> how can I do
this?
L572[10:05:39] <Intektor> the problem with
ClientChatRecievedEvent, is, that its very ugly to check it this
way
L573[10:05:43] <Coolway99> look into
events and look into code
L574[10:05:58] <Coolway99> there's a
PlayerLoginEvent
L575[10:06:08] <Coolway99> and a
PlayerLogoutEvent
L576[10:06:58]
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L577[10:07:06] <Intektor> yes, but there
is no suck field like send chat message
L578[10:09:19]
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L579[10:14:54] <Coolway99> don't mind me,
just putting some quadratics into code
L580[10:17:10] <gigaherz> oops!
L581[10:17:11] <gigaherz> [17:16:48]
[Server thread/INFO] [STDERR]:
[java.lang.ThreadGroup:uncaughtException:-1]: Caused by:
java.lang.ClassNotFoundException:
net.minecraft.client.resources.I18n
L582[10:17:19] <gigaherz> I seem to have
I18n.format on server code XD
L583[10:17:49] <gigaherz> yep.
getItemStackDisplayName
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L586[10:25:14] <gigaherz> I just ran that
on a dedicated non-dev server
L587[10:25:21] <gigaherz> and it works
just fine :/
L588[10:25:24] <williewillus> ?shrug
L589[10:25:53] <gigaherz> lambdas fail
when they contain obfuscated names
L590[10:25:58] <gigaherz> but this is a
Runnable :/
L591[10:26:16] <williewillus> ?
L592[10:26:30] <williewillus> it fails for
me because the lambda is noncapturing and is thus pulled up to a
static method in the Handler class
L593[10:26:38] <williewillus> and the
Handler is instantiated on both sides
L594[10:26:38] <gigaherz> oh?
L595[10:26:40] <williewillus> which
crashes
L596[10:26:53] <williewillus> thats what I
ran into at least
L597[10:27:09] <gigaherz> hmm maybe mine
isn't being turned into static
L598[10:27:21] <williewillus> it should be
though since its noncapturing
L599[10:27:23] <williewillus> I'll try
again
L600[10:28:00] <gigaherz> the decompiled
code still contains a lambda
L601[10:28:20] *
gigaherz shrugs
L602[10:28:26] <williewillus> Caused by:
java.lang.RuntimeException: Attempted to load class
net/minecraft/client/multiplayer/WorldClient for invalid side
SERVER
L603[10:28:36] <gigaherz> wait
worldclient?
L604[10:28:43] <gigaherz> I'm not using
worldclient
L605[10:28:50]
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L606[10:29:07] <gigaherz>
Minecraft.getMinecraft().addScheduledTask
L607[10:29:11] <gigaherz> I do that
L608[10:29:11] <gigaherz> ;P
L609[10:29:19] <williewillus> that's my
crash message
L610[10:29:39] <gigaherz> yeah dunno,
lucky me, I suppose
L611[10:29:53] <gigaherz> I use the proxy
for everything else
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L624[11:10:51] <terraflops> can anyone
explain the forge handshake?
L625[11:11:07] <terraflops> or at least
how I would go about recompiling forge?
L626[11:11:14] <williewillus> wat
L627[11:11:15] ***
DonAway is now known as DRedhorse
L628[11:11:19] <williewillus> how are
those two related :P
L629[11:12:37] ⇦
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L630[11:16:23] <terraflops> trying to
either workaround or figure out the problem :P
L631[11:16:38] <terraflops> also if I
delete the digital signature and checksum info from forge, would it
break?
L632[11:18:10] <williewillus> you should
be describing what you want to achieve
L633[11:18:18] <williewillus> not random
will this break :P
L634[11:18:26] <williewillus> and if you
have to ask the answer's probably yes :D
L635[11:18:51]
⇨ Joins: KGS
(~KGS@h-155-4-135-249.na.cust.bahnhof.se)
L636[11:19:31] <terraflops> okay... so
it's going to be a long story but here goes:
L637[11:19:32] <gigaherz> terraflops:
you'd have to explicitly disable signature checks
L638[11:19:43] <gigaherz> but yeah,
explain properly your issue, not your solution
L639[11:19:58] <gigaherz> because whatever
you are doing, if you need to edit the jar by hand, you are doing
it wrong
L640[11:20:06] <terraflops> my graphics
driver is trash. Already tried 1.2 million different versions and
everything.
L641[11:20:09] <gigaherz> and you should
be using a coremod/tweaker instead
L642[11:20:28] <terraflops> because it
doesn't handle display lists or something properly
L643[11:20:36] <williewillus> wat
L644[11:20:48] <williewillus> what are you
even running on? :P
L645[11:20:56] <terraflops> intel
integrated graphics :P
L646[11:21:13] <williewillus> display
lists are ancient as hell
L647[11:21:15] <terraflops> anyways it
makes an access violation in native code.
L648[11:21:16] <terraflops> I know
L649[11:21:23] <williewillus> 0.o
L650[11:21:26] <williewillus> what kind of
intel?
L651[11:21:29] <kenzierocks> yea...
L652[11:21:33] <terraflops> ivy
bridge
L653[11:21:36] <williewillus> I have a
haswell from 2013 and it runs VBO's and shaders fine
L654[11:21:38] <kenzierocks> even my intel
4000 had those
L655[11:21:53] <williewillus> well
"fine" is reletive but they run
L656[11:21:58] <terraflops> The issue
apparently affects ivy bridge to the newest skylake
L657[11:22:02] <terraflops> meaning it
still hasn't been fixed...
L658[11:22:04] <williewillus> ouch
:P
L659[11:22:13] <williewillus> so how does
this do with manual hackpatching forge :D
L660[11:22:16] <terraflops> workarounds
were to change graphics processors but... can't do that
L661[11:22:20] <terraflops> so anyway
continuing on
L662[11:22:38] <terraflops> so instead of
fixing the problem I've decided to work around it by trying to
disable some code
L663[11:22:45] <terraflops> in the mod
that tries to use them display lists
L664[11:22:50] <terraflops> That is
LogisticsPipes
L665[11:23:01] <terraflops> so then I
tried a bytecode edit; didn't work
L666[11:23:03] <williewillus> i mean...the
whole game is drawn using display lists
L667[11:23:15] <terraflops> yeah but it's
probably some corner case or something like that
L668[11:23:36] <terraflops> like it
doesn't just crash into the ground
L669[11:23:39] <williewillus> how does it
bring us to forge then :P
L670[11:23:51] <terraflops> okay so
LogisticsPipes renders its crafting signs a certain way
L671[11:24:03] <terraflops> that causes my
crappy drivers to crash
L672[11:24:09] <terraflops> so I was like
well I don't need these signs so byebye
L673[11:24:25] <terraflops> modified the
logistics source to disable rendering of those pesky signs
L674[11:24:45] <terraflops> launches
fine... plays fine... until I try to join a public server running
the normal version
L675[11:24:55] <williewillus> normal
version of?
L676[11:24:59] <terraflops> of logistics
pipes
L677[11:25:03] <terraflops> the one with
the signs still intact
L678[11:25:13] <terraflops> so here's what
happens
L679[11:25:20] <terraflops> (This is
1.7.10 forge)
L680[11:25:33] <terraflops> I'm assuming
the handshake hasn't changed much
L681[11:25:40] ⇦
Quits: PBlock96 (~PBlock96@64.53.13.215) (Ping timeout: 190
seconds)
L682[11:25:59] <terraflops> a
nullpointerexception is thrown in checkModList in
FMLNetworkHandler
L683[11:26:09] <terraflops> so on and so
forth no connection
L684[11:26:26] <terraflops> so im like
well we don't need any mod list checking either
L685[11:26:26] ***
eyamaz|mia is now known as eyamaz
L686[11:26:34] <terraflops> and that's
where I'm at.
L687[11:26:34] <williewillus> uh
L688[11:26:37] <williewillus> that's kinda
vital
L689[11:26:49] <terraflops> pah don't
worry the FTB launcher does it too
L690[11:27:03] <terraflops> we'll just say
"yup got all the mods lemme in"
L691[11:27:18] <terraflops> now it doesn't
happen with the normal version of logisticspipes
L692[11:27:22] <williewillus> just because
something is crashing doesn't mean it's a good idea to remove
it
L693[11:27:28] <williewillus> just report
it to LP and make them fix it
L694[11:27:39] <williewillus> what is the
crash?
L695[11:27:45] <terraflops> That's pretty
unfair to ask them to fix something for crappy graphics
drivers
L696[11:27:56] <williewillus> mod network
list checking has 0 to do with your graphics drivers
L697[11:28:01] <terraflops> it
doesn't
L698[11:28:13] <terraflops> the mod
checking interferes with my ability to put in a modified version of
logistics
L699[11:28:19] <terraflops> that doesn't
crash my graphics drivers
L700[11:28:21] <williewillus> it
shouldn't
L701[11:28:26] <williewillus> if you used
the same modid and version
L702[11:29:08] <terraflops> yeah that's
what I find really weird
L703[11:29:23] <williewillus> that's what
you should be investigated instead of tearing out core FML
internals
L704[11:29:24] <williewillus> :P
L705[11:29:27] <williewillus> what's the
crashlog?
L707[11:29:43] <terraflops> I mean I find
it impossible to understand D:
L708[11:29:52] <terraflops> without taking
a huge debugger out and finding out
L709[11:30:31] <terraflops> ooh and it
doesn't crash
L710[11:30:44] <terraflops> it simply
disconnects me with java.lang.NullPointerException and some
stuff
L711[11:30:59] <Coolway99> that's probably
a mod then :/
L712[11:31:22] <williewillus> is this
server a pure forge server
L713[11:31:31] <williewillus> or does it
have other crap
L714[11:31:37] <williewillus>
(cauldron)
L715[11:32:11] <LexManos> -.-
L716[11:32:18] <LexManos> Do not fuck
around with Forge internals
L717[11:32:33] <williewillus> the line
your crash is at is Map<String,String> modList =
modListPacket.modList();
L718[11:32:41] <terraflops> yeah I
know
L719[11:32:42] <williewillus> which
meansthe server sent a bad mod list packet?
L720[11:32:46] <LexManos> If you 'simply
recompiled' the mod in question you would need to make zero changes
to forge
L721[11:33:02] <terraflops> tried that and
that's why I'm stuck at this
L722[11:33:04] <terraflops> it's really
weird
L723[11:33:10] <LexManos> then you fucked
up
L724[11:33:14] <terraflops> I did :(
L725[11:33:19] <williewillus> do you have
your modified source anywhere
L726[11:33:26] <williewillus> of LP
L727[11:34:05] <Coolway99> is there a way
to prevent vanilla components from being drawn on screen?
L728[11:34:05] <terraflops> I tried with
an unmodified LP built from source
L729[11:34:07] <terraflops> does the same
thing
L730[11:34:14] <williewillus> Coolway99:
like what?
L731[11:34:20] <Coolway99> more
specifically, I want to prevent the vanilla XP Bar from being
drawn
L732[11:34:31] <williewillus> Coolway99:
there's a gui render overlay event
L733[11:34:32] <terraflops> apparently the
checkModList stuff gets called from userEventTriggered in
HandshakeMessageHandler
L734[11:34:33] <williewillus> or
somethiung like that
L735[11:34:40] <Coolway99> wait a minute,
I feel like an idiot for asking
L736[11:34:48] <Coolway99> there has to be
something for that in native minecraft already anyways
L737[11:34:49] <terraflops> which means
that it does something like state.accept(context, null)
L738[11:34:56] <williewillus> terraflops:
don't look there
L739[11:34:56] <terraflops> and the null
gets pushed into the checkModList
L740[11:35:00] <williewillus> that has
nothing to do with your problem
L741[11:35:17] <williewillus> your
problem, now I'm pretty sure is, the release builds of LP have
extra versioning info or something
L742[11:35:22] <williewillus> that your
build does not contain
L743[11:35:32] <williewillus> which causes
the mod list comparison to mess up
L744[11:35:57] <terraflops> well I figured
that the release builds of LP had something so I did something else
too
L745[11:36:04] <williewillus> that's
vague
L746[11:36:06] <williewillus> just show
your modified source
L748[11:37:19] <terraflops> changed
renderSign by putting a branch that'll always return
L749[11:37:40] <terraflops> but so I did a
bytecode edit on a release build of LP
L750[11:37:56] <terraflops> and changed
Manifest.MF to remove all the SHA-256 hashes of the classes
L751[11:38:11] <williewillus> 0.o
L752[11:38:13] <terraflops> and deleted
the RS485.SF and the RS485.RSA files inside
L753[11:38:16] <williewillus> ..
L754[11:38:20] <terraflops> and it did the
same thing
L755[11:38:31] <kenzierocks>
>.>
L756[11:38:34] <terraflops> but I left all
the stuff at the top
L757[11:38:44] <williewillus> so did you
RECOMPILE LP or did you EDIT the binary?
L758[11:38:44] <terraflops> like the fml
stuff and the implementation version stuff
L759[11:38:47] <kenzierocks> the mod
/probably/ checks for signature data
L760[11:38:48] <terraflops> I did
both
L761[11:38:49] <williewillus> which one is
it?
L762[11:38:51] <williewillus> 0.o
L763[11:38:56] <terraflops> same
result
L764[11:39:08] <williewillus> yeah it
probably checks for signature data
L765[11:39:22] <terraflops> D: I haven't
solved discrete log for composite moduli yet
L766[11:39:29] <williewillus> in the
rejections checking as well
L767[11:39:30] <terraflops> (Actually,
nobody has)
L768[11:39:35] <williewillus> so you're
probably SOL :P
L769[11:39:58] <terraflops> Well I still
have one more idea
L770[11:40:07] <williewillus> and that is?
:P
L771[11:40:10] <terraflops> Is there a way
to get the memory address of that particular method?
L772[11:40:13] <williewillus> no
L773[11:40:25] <williewillus> and the JVM
would not let you do anyrthing remotely close to that
L774[11:40:35] <terraflops> I was planning
on using sun.misc.Unsafe to help me remove that
L775[11:40:42] <williewillus> do you even
know what you're saying?
L776[11:40:46] <williewillus> :P
L777[11:41:02] <williewillus> write a
coremod that patches LP to return there
L778[11:41:04] <williewillus> done
L779[11:41:13] <kenzierocks> coremods for
lyfe
L780[11:41:22] <williewillus> /s
L781[11:41:28] <kenzierocks> :P
L782[11:41:29] <williewillus> but in this
case it's actually the cleanest solution
L783[11:41:49] <williewillus> i presume
when you edited the binary you literally opened the class file and
edited it?
L784[11:42:11] <terraflops> yep
L785[11:42:19] <williewillus> yeah that
ain't gonna fly
L786[11:42:31] <sham1> >i presume when
you edited the binary you literally opened the class file and
edited it?
L787[11:42:35] <sham1> >yep
L788[11:42:37] <sham1> Why would you
L789[11:42:38] <williewillus> the bytecode
has a lot of metadata that will flip shit
L790[11:42:46] <terraflops> used a
bytecode editor
L791[11:42:48] <williewillus> that's why
libraries like ASM exist
L792[11:42:51] <terraflops> loaded the mod
fine :P
L793[11:42:55] <williewillus> anyways your
solution is clear
L794[11:43:01] <williewillus> write a
coremod that patches that method of LP to return
L795[11:43:16] ***
cpw|out is now known as cpw
L796[11:43:50] <terraflops> dear me this
looks harder than JNA :P
L797[11:44:01] <williewillus> it's
not
L798[11:44:23] <Coolway99> there's no
"way" to prevent the XP Bar from getting drawn
completely
L799[11:44:44] <Coolway99> there's two
conditions that make the entire bar + level get drawn
L800[11:44:47] <LexManos> yes there is you
were jsut told it
L801[11:45:01] <williewillus>
RenderGameOverlayEvent with subtype EXPERIENCE
L802[11:45:14] <williewillus> prevents the
bar and level from drawing
L803[11:45:17] <LexManos> and no dont make
a coremod if you cant manually edit bytecode correctly, you
probably cant edit it using asm right either.
L804[11:45:31] <williewillus> :P
L805[11:45:37] <Coolway99> ...
L806[11:45:46] <terraflops> the mod's
bytecode works it's just the signatures that mess it up
L807[11:46:00] <williewillus> just because
it works doesn't mean it's not unstable
L808[11:46:03] <terraflops> a coremod is
just a regular mod that implements IFMLLoadingPlugin?
L809[11:46:16] <LexManos> then kill the
fucking signatures
L810[11:46:25] <williewillus> you're on
your own now I don't remember how to do coremods anymore :P
L811[11:46:30] <LexManos> either way we do
not endorse or help people fuck with bytecode in this channel
L812[11:47:13] <Coolway99> errrrr, there's
no subtype EXPERIENCE for RenderGameOverlayEvent
L813[11:47:17] ⇦
Quits: synthetica (~synthetic@cpe-76-188-199-137.neo.res.rr.com)
(Quit: Leaving)
L815[11:48:13] <LatvianModder> lol
L816[11:48:55] <Coolway99> bleh
L817[11:49:04] <Coolway99> reading the
minecraft source code teaches you nothing, apparently
L818[11:49:20] <williewillus> ?
L819[11:49:27] <cpw> wtf is going
on?
L820[11:49:33] <williewillus> i mean you
had the RenderGameOverlayEvent open right? :P
L821[11:49:58] <Coolway99> no, when I said
something about there not being an event, I was reading
GuiIngame
L822[11:50:01] <gigaherz> Coolway99: on
the contrary, it teaches you a lot
L823[11:50:06] <williewillus> oh that's
because forge replaces it
L824[11:50:08] <williewillus> with
GuiIngameForge
L825[11:50:09] <gigaherz> genreally how
NOT to do things
L826[11:50:10] <gigaherz> ;p
L827[11:50:13] <williewillus> lol
L828[11:50:15] <LexManos> Thats because
its not in GuiIngame.
L829[11:51:08] <terraflops> Also on an
unrelated note: is there a way to make a mod load before all the
others?
L830[11:51:16] <cpw> before:*
L832[11:51:38]
⇨ Joins: Doty1154
(~Doty1154@2601:648:8000:134f:49a6:9520:586f:3eb)
L833[11:52:27] <cpw> right good
L834[11:52:42] <cpw> williewillus, i am
gonna be working on test systems to make sure it works
L835[11:52:50] <williewillus> yay
L836[11:52:55] *
cpw is currently working on a minecraft test harness for
junit
L837[11:52:58] <williewillus> ooh
L838[11:53:00] <gigaherz> :O
L839[11:53:02] <williewillus> I always
wanted one of those
L840[11:53:03] <Coolway99> is there any
plus to a white on black theme?
L842[11:53:09] <williewillus> but there's
so much coupling inside
L843[11:53:11] <gigaherz> Coolway99: eye
stress
L844[11:53:16] <cpw> there's surprisingly
little actually
L845[11:53:25] <cpw> the biggie is that
you want tests to be re-entrant
L846[11:53:36] <cpw> so you need to
armslength the classloading of minecraft
L847[11:53:45] <cpw> so you can throw it
all away for another test pass
L848[11:53:52] <Coolway99> cause I like
white on black a lot more, but I got so used to black on white for
eclipse
L849[11:54:06] <cpw> it's mostly intended
for registry type stuff
L850[11:54:19] <gigaherz> Coolway99: I use
dark themes for all apps that allow me to use one
L851[11:54:21] <cpw> but i hope to use it
aggressively in FAIL too, so fail mods will be able to get some
automatica tests
L852[11:54:25] <gigaherz> I even use a
custom theme for mirc
L853[11:54:37] <williewillus> dark themes
are great
L854[11:54:41] <Coolway99> which causes
this weird effect on my screen, because every time I switch to IRC
the screen dims a bit, and back to eclipse it gets a bit
brighter
L855[11:54:56] <williewillus> but yeah
good to know its being worked on, thanks!
L856[11:55:35] <cpw> williewillus, one
week until fail begins :)
L857[11:55:45] <LatvianModder> what the
heck is fail
L858[11:55:50] <cpw> project FAIL
L859[11:55:55] <LatvianModder> Ive heard
the name
L860[11:56:01] <cpw> forge abstraction
interaction layer
L861[11:56:08] <williewillus> a NOVA that
actually exists ;)
L862[11:56:14] <cpw> or Forge A? I?
Layer
L863[11:56:18] <cpw> basically
L864[11:56:22] <Coolway99> bleh, time to
hunt for a eclipse theme that keeps the old colors
L865[11:56:32] <LatvianModder> So... we
wont have to update mods when MC updates?
L866[11:56:36] <cpw> my attempt at
building a data-driven way to define primary content in forge type
mods
L867[11:56:40] <williewillus> if your mod
is basic enough
L868[11:56:52] <cpw> williewillus, i'm
hoping that many mods can uptake the basics
L869[11:57:02] <williewillus> anyways, in
the latest PE release, I found some more interesting jsons
L870[11:57:09] <williewillus> seems they
moved the mob rendering to a model system
L872[11:57:33] <cpw> expect that to land
in java edition eventually
L873[11:57:42] <williewillus> hopefully
:P
L874[11:57:49] <Coolway99> SOO MANY
COLORS
L875[11:57:49] <cpw> bascially, my plan is
to leverage the crap out of the existing model system
L877[11:58:12] <cpw> what a horror show
Coolway99
L878[11:58:14] <williewillus> that theme
looks pretty bleh
L879[11:58:17] <williewillus> that left
pane
L880[11:58:20] <Coolway99> that's the
default dark theme
L881[11:58:22] <williewillus> 0.o
L882[11:58:24] <cpw> intellij+darcula
ftw!
L883[11:58:27] <williewillus> wow that
looks terrible :P
L884[11:58:28] <Coolway99> also
L885[11:58:30] <LatvianModder> THE COLORS
OH MY
L886[11:58:37] <kenzierocks> cpw: do you
think Sponge would be able to take advantage of the MC junit
stuff?
L887[11:58:39] <Coolway99> eclipse seemed
to have to re-render itself
L888[11:58:40] <LatvianModder> Am I still
the only person using light themes?
L889[11:58:44] <cpw> kenzierocks, no
idea
L890[11:58:47] <williewillus>
LatvianModder: yes
L891[11:58:47] <cpw> possibly?
L892[11:58:48] <williewillus> :P
L893[11:58:52] <kenzierocks>
LatvianModder: no!
L894[11:58:54] <LatvianModder> .. darn
it
L895[11:59:04] <cpw> LatvianModder, i find
the dark themes less eye straining
L896[11:59:04] <williewillus> how can you
stand getting your eyes burned out by the blazing sun of the
background constnatly
L897[11:59:09] <cpw> which matters to
these old old eyes
L898[11:59:14] <LatvianModder> Probably.
Gonna try it out now
L899[11:59:20] <kenzierocks> williewillus:
i don't know
L900[11:59:27] <kenzierocks> i can't read
if i switch to a dark theme
L901[11:59:27] <LatvianModder> Only dark
themed soft I have, is Sublime
L902[11:59:29] <cpw> darcula + solarized
dark @ intellij is VERY nice
L903[11:59:31] <kenzierocks> but /only/ in
eclipse
L904[11:59:31] <LatvianModder> and its
dark by default, so
L905[11:59:36] <kenzierocks> i use dark
everywhere else
L906[11:59:40] <LatvianModder> solarized
dark? whats that?
L907[11:59:48] <kenzierocks> solarized
dark is the best thing
L908[11:59:54]
⇨ Joins: Drullkus
(~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net)
L909[11:59:54] <cpw> it's solarized but
tailored for a dark theme
L911[12:00:22] <williewillus> my
eyes
L913[12:00:33] <cpw> it's even worse on
linux
L914[12:00:39] <cpw> the renders don't
even work properly there
L915[12:00:47] <cpw> so you get glitchy
whitespace over everything
L916[12:01:08] <cpw> i see no attraction
in modern eclipse
L917[12:01:20] <cpw> and i speak as a
dedicated user for 14 years
L920[12:02:18] <cpw> looks about
right
L921[12:02:31] ⇦
Quits: Drullkus (~Dru11kus@c-67-180-188-243.hsd1.ca.comcast.net)
(Remote host closed the connection)
L922[12:02:31] <cpw> that's pretty much
what eclipse looks like for me these days
L923[12:03:20] <LatvianModder> Coolway99:
how did you get your colors so pretty? for me dracula is just.. not
pretty :P
L925[12:03:34] <Coolway99> just use the
default eclipse theme
L926[12:03:42] <Coolway99> default dark
eclipse theme
L927[12:03:46] <LatvianModder> oh, thats
eclipse? darn
L928[12:03:48] <williewillus> so many mods
lol
L929[12:03:54] <williewillus> or
projects
L930[12:03:57] <gigaherz> eclipse dark on
winedows looks like crap
L931[12:04:02] <gigaherz> it's
horrible
L932[12:04:06] <gigaherz> worse than just
having it ont he default
L933[12:04:33] <williewillus> what fonts
do you guys use in IDE, defaults?
L934[12:04:53] <gigaherz> it's not the
fonts, it's the fact that the menubar, scrollbars, and other stuff,
are still "os-themed"
L936[12:05:15] <gigaherz> random pic from
google
L937[12:05:37] ⇦
Quits: portablejim
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closed the connection)
L938[12:05:57] <kenzierocks> williewillus:
I use anon pro
L940[12:06:53] <LatvianModder> How do I
remove that margin line in Idea?
L941[12:07:14] <Coolway99> while I'm
sitting in the eclipse marketplace, why was nodeclipse missing from
my install
L942[12:07:37] <LatvianModder> got
it
L943[12:08:03] <LatvianModder> There
should be "noeclipse" on your pc :P
L944[12:08:10] <williewillus> what are you
guys' opinions on ligatures?
L945[12:08:26] <gigaherz> good on
typographic contexts, bad on monospaced
L946[12:08:48] <LatvianModder> *googles
that*
L947[12:09:01] <LatvianModder> looks like
combined letters... why is that useful?
L948[12:09:16] <williewillus> some people
like how it looks
L949[12:09:31] <williewillus> it displays
as the actual symbol rather than the combination of characters used
to make it
L950[12:11:20] <terraflops> well in
Norwegian Bokmål the ae is a ligature
L951[12:11:34] <Coolway99> so it seems
like the issue with the left pane is just eclipse being derp
L952[12:11:45] <Coolway99> I'm using Neon,
which actually hasn't been released yet
L953[12:11:48] <Coolway99> soooo
>.>
L954[12:12:13] <kenzierocks>
#betasoftware
L955[12:12:27] <terraflops> wait what
happens when Eclipse gets to Z?
L956[12:12:33] *
Coolway99 quietly checks for updates
L957[12:12:47] <williewillus> they start
going ubuntu
L958[12:12:52] <williewillus> Adventurous
Aardvark
L959[12:12:53] <Coolway99> oh yeah, they
have been going in order, haven't they?
L960[12:12:55] <williewillus> lol
L961[12:13:01] <Coolway99> Luna, Mars,
Neon
L962[12:13:05] <williewillus> yeah
L963[12:13:20] <Coolway99> so what
happened to A?
L964[12:13:27] <Coolway99> what was A?
O.o
L965[12:13:54] <williewillus> they
probably didn't start there :P
L966[12:13:59] <kenzierocks> there's also
two Gs
L967[12:14:00] <terraflops> I remember
Indigo, Juno, Kepler, Luna, and Mars.
L968[12:14:05]
⇨ Joins: MinecraftWero
(~textual@177.245.187.247)
L969[12:14:06] <kenzierocks>
Ganymede/Galileo
L971[12:14:26] <Coolway99> don't mind me,
there's only updates for absolutely everything
L972[12:14:41] <williewillus> earliest
named one is Callisto
L973[12:14:49] <kenzierocks> they're
breaking the space theme with Oxygen :(
L974[12:14:51] <williewillus> and they
skipped D and had two G's
L975[12:14:59] <williewillus> Neon already
broke it
L976[12:15:01] <williewillus> :P
L977[12:15:03] <kenzierocks> actually they
did that with Indigo
L978[12:15:04] <Coolway99> neon was
released 4 days ago? XD
L979[12:15:21] <williewillus> only eclipse
I used was Indigo
L980[12:15:25] <williewillus> I found idea
shortly :P
L981[12:15:34] <kenzierocks> yea
Coolway99
L982[12:15:42] <kenzierocks> > June
22/2016 - Release day
L983[12:15:44] <Coolway99> I've been using
it for a couple of months
L984[12:16:02] <terraflops> The download
for Java EE is still stuck in Kepler :(
L985[12:17:02] <williewillus> java EE
itself has been stuck
L986[12:17:05] <williewillus> :P
L987[12:17:13] ⇦
Quits: SanAndreasP (~SanAndrea@ip-2-201-0-69.web.vodafone.de) (Ping
timeout: 186 seconds)
L988[12:17:28] <williewillus> oracle
doesn't care about it apparently
L989[12:17:49] <Coolway99> I've never seen
a reason to use it
L990[12:17:59] <gigaherz> yo uare not an
enterprise, though ;P
L991[12:18:00] <williewillus> of course
its for etnerprise :P
L992[12:18:42] <terraflops> Well I use it
for making servlets :P
L993[12:18:49] <terraflops> still doing
mods with Notepad++
L994[12:18:56] <terraflops> reallly
sucks
L995[12:19:29] <Coolway99> oh dear, it
seems like I have no disk space on my C drive left
L996[12:19:34] <Coolway99> ~ 186 MB
L997[12:19:41] <terraflops> dear me how
much space do you have?
L998[12:19:51] <Coolway99> on my C drive?
Only 60 GB
L999[12:19:55] <TehNut> Oh I had taht on
my media PC last week
L1000[12:20:03] <TehNut> 45Gb text file
was eating it all >.>
L1001[12:20:05] <williewillus> lol I
constantly have to be careufl of my linux partition since I sized
it too small when I made it >.<
L1002[12:20:12] <williewillus> I'm always
hovering at 4-6G free space
L1003[12:20:15] <Coolway99> do you dare
look at my partitioning system?
L1004[12:20:25] <terraflops> ^ that was
the same for me until my hard drive partially failed
L1005[12:20:36] <gigaherz> FUCK
L1007[12:20:39] <gigaherz> Ark
crashed
L1008[12:20:40] <terraflops> now I have a
block of 90 GB of "free space" that has tons of bad
sectors
L1009[12:20:43] <gigaherz> when I
loadedit back
L1010[12:20:50] <gigaherz> I was
elsewhere
L1011[12:20:56] <gigaherz> far away from
where I was when it crashed
L1012[12:21:07] <williewillus> lol wtf
Coolway99
L1013[12:21:12] <gigaherz> and I can't
find my poison badass argy and my chamion quetz
L1014[12:21:33] <williewillus> why the
dual linux installs?
L1016[12:21:47] <Coolway99> what do you
mean? there's 3 linux installs
L1017[12:22:16]
⇨ Joins: SanAndreasP
(~SanAndrea@ip-2-201-0-254.web.vodafone.de)
L1018[12:22:50] <williewillus> wat
L1019[12:23:00] <williewillus> didnt even
see that one
L1020[12:23:02] <williewillus> why
:P
L1021[12:23:26] <williewillus> TehNut:
lol
L1022[12:23:35] <TehNut> i wasn't lol'ing
at the time
L1023[12:23:41] <Coolway99> well, lets
see if neon broke itself
L1024[12:23:44] <TehNut> I couldn't even
use tab complete to do anything
L1025[12:23:47] <terraflops> :O coolway
you have an embedded ssd? :P
L1026[12:23:49] <williewillus> heh
L1028[12:24:16] <TehNut> Gedit crashed a
couple million lines later
L1029[12:24:48] <terraflops> meh forget
ubuntu desktop; use ubuntu core
L1030[12:24:54] <williewillus> forget
that use arch
L1031[12:24:55] <williewillus> ;)
L1032[12:25:00] <terraflops> and if you
don't like snappy just remove those annoying shell scripts that
tell you to use snappy --help
L1033[12:25:22] <Coolway99> I have an
embedded SSD and a regular SSD
L1034[12:25:24] <Coolway99> SSD
everywhere
L1035[12:30:04]
⇨ Joins: PBlock96 (~PBlock96@64.53.13.215)
L1036[12:30:57] <williewillus> bleh
L1037[12:31:02] <Coolway99> ooo, I like
this theme
L1038[12:31:05] <williewillus> I'm so bad
at osu on my mechanical keyboard for soem reason :/
L1040[12:31:28] <Coolway99> VibrantInk
color theme with Eclipse Dark theme
L1041[12:31:51] <Ordinastie_> oh
god
L1042[12:31:55] <TehNut> those white
scrollbars though *shudders*
L1043[12:31:56] <Ordinastie_> have some
decency, will you?
L1044[12:31:58] <TehNut> And that box in
the task list
L1045[12:32:29] <Coolway99> the scroll
bars I don't think I can help :/
L1046[12:32:36] <Coolway99> maybe if I
reboot eclipse...
L1047[12:32:49] <TehNut> Nope that's a
Windows thing
L1048[12:33:21] <TehNut> Honestly, those
scroll bars are why I changed to IDEA >.>
L1050[12:38:09]
⇨ Joins: synthetica
(~synthetic@cpe-76-188-199-137.neo.res.rr.com)
L1051[12:38:17] <gigaherz> masa: yeah I
couldn't possibly use that
L1052[12:38:22] <williewillus> y u no
capabilities // conversation derail
L1053[12:38:26] <gigaherz> that's worse
than just having black-on-white text
L1054[12:39:29] <Coolway99> I don't
understand why people like the flat package view
L1055[12:39:42] <Coolway99> but meh,
opinions
L1056[12:39:54] ***
williewillus is now known as willieaway
L1057[12:40:16] *
LatvianModder is learning JavaScript
L1058[12:40:24] <masa> willieaway: who
what?
L1059[12:40:35] <masa> gigaherz:
elaborate? :p
L1060[12:40:56] <LatvianModder>
onstanceof IInventory? AHAA
L1061[12:41:31] <gigaherz> masa: the dark
code editor
L1062[12:41:34] <gigaherz> with bright
everythingelse
L1063[12:41:35] <LatvianModder> you
actually meant tileEntity.hasCapability()
L1064[12:41:51] <gigaherz> the contrast
is what hurts my eyes
L1065[12:42:05] <gigaherz> when it's
dark, everything has to be dark
L1066[12:42:05] <masa> yes, please tell
me how to clear IItemHandler inventories ;)
L1067[12:42:21] <gigaherz> cast to
IItemHandlerModifiable and set all slots to null
L1068[12:42:22] <gigaherz> ;P
L1069[12:42:36] <masa> gigaherz: hmm,
well actually I tweaked that theme from an existing theme, and I
made more pleasing to my eyes by reducing the contrast a bit
L1070[12:43:04] <masa> gigaherz: yes good
plan, it will only crash on every TileEntity that way! ;p
L1071[12:43:25] <gigaherz> ?
L1072[12:43:43] <gigaherz> wiat you try
to wipe other TE's inventories, not your own?
L1073[12:43:45] <masa> are you saying you
actually expose IItemHandlerModifiable inventories? :o
L1075[12:43:58] <gigaherz> ofc
L1076[12:43:59] <masa> that is from my
builder's wand template/move code
L1077[12:44:05] <gigaherz> I use
ItemStackHandler for all of mine
L1078[12:44:05] <gigaherz> XD
L1079[12:44:12] <masa> so yes, I'm
actually making a copy of the block and then wiping the
original
L1080[12:44:33] <gigaherz> I don't expose
the IItemHandlerModifiable directly, but instanceof would
pass
L1081[12:44:34] <gigaherz> ;P
L1082[12:44:39] <masa> but IItemHandler
has nothing to clear the inventory
L1083[12:45:10] <masa> that's why I have
theblockSnapshot there, and by using that the IInventory clear() is
also somewhat redundant
L1085[12:46:09] ***
willieaway is now known as williewillus
L1086[12:50:47] <Coolway99> hmmm...
L1087[12:51:10] <Coolway99> I'm trying to
think of a good place to make a "new" Xp Bar
L1088[12:51:21] <williewillus> where the
old one was
L1089[12:51:44] <Coolway99> bleh, I'm
trying to make one with a bit more functionality
L1090[12:51:55] <williewillus> what is
"functionality"
L1091[12:51:58] <williewillus> :P
L1092[12:52:04] <williewillus> its a bar
it dispalys info that's kinda it
L1093[12:52:18] <Coolway99> well, I'm
kind of re-writing the XP system
L1094[12:52:56]
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L1096[12:55:06] <Coolway99> which will
seem to have the weird effect of both breaking and not breaking
intermod compatability at the same time :/
L1097[12:55:09]
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L1098[12:55:16] <Coolway99> minecraft
being included as a mod
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L1100[12:55:53] <Coolway99> cause by
default, the XpBar renders the EntityPlayer#experience and
EntityPlayer#experienceLevel
L1101[12:56:12] <Coolway99> which are
directly used in things like enchanting
L1102[12:57:11] <Coolway99> but the way I
have it, I can "disconnect" it from the player and
directly into my capability, which makes things get
interesting
L1103[12:57:31] <Coolway99> rewriting the
enchantment system without even touching it \o/
L1104[12:59:37]
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L1106[13:05:45] ***
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L1107[13:07:42] <Coolway99> williewillus,
what's a ScaledResolution
L1108[13:08:05] <Coolway99> I would
assume you know, since botania draws it's mana bar directly on the
XpBar
L1109[13:09:03] <terraflops> oh wow
L1110[13:09:10]
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L1112[13:09:47] <tterrag> Coolway99:
minecraft doesn't use the windows pixel density, it
"scales" it down so that things look more
"pixeley"
L1113[13:09:55] <tterrag> notice that all
GUIs have the same pixel scale
L1114[13:10:08] <tterrag>
ScaledResolution is just a helper to tell you what that scaled size
is
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L1116[13:11:44] <terraflops> ooh thx
everyone
L1117[13:11:51] <terraflops> now I can
play FTB Infinity Skyblock again :D
L1118[13:12:16] <tterrag> williewillus:
so the tooltip render event looks ok to you?
L1119[13:12:18] <tterrag> missing
anything?
L1120[13:12:59]
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L1121[13:13:43] <terraflops> hmm...
what's the difference between using ASM and using an external
library like Javassist?
L1122[13:14:51] <kenzierocks> using
ASM?
L1123[13:14:56] <kenzierocks> you mean
the ASM library?
L1124[13:14:58] <terraflops> yeah
L1125[13:15:19] <kenzierocks> the ASM
library lets you do whatever you want to the bytecode
L1126[13:15:23] <kenzierocks> read,
write, etc.
L1127[13:15:34] <LatvianModder>
<Coolway99> williewillus, what's a ScaledResolution
L1128[13:15:34] <LatvianModder> it
transforms actual width/height in the one MC uses
L1129[13:15:41] <kenzierocks> javassist,
if i recall correctly, handles bytecode stuff for you
L1130[13:16:08] <LatvianModder>
ScaledResolution sr = new ScaledResolution(mc);
sr.getScaledWidth(), Height(), getScaleFactor()
L1131[13:18:30] <LexManos> What part of
we dont support coremodding in here don't you guys
understand?
L1132[13:19:26] <Unh0ly_Tigg> So, I was
creating a new block class for my mod, and I noticed that certain
Block methods were marked as @Deprecated, like getStateFromMeta,
and getBoundingBox, but there is no documentation that I can find
as to why. Can anyone explain why these methods are marked as
such?
L1133[13:19:44] <TechnicianLP> mojang
being funny
L1134[13:19:47] <kenzierocks> mojang
annotated those for some reason
L1135[13:19:47] <TehNut> Ignore
them
L1136[13:20:07] <Lordmau5> hmm...
L1137[13:20:18] <Lordmau5> are there any
known issues with the DrawBlockHighlightEvent in combination with
Stained Glass?
L1138[13:20:29] <Unh0ly_Tigg> well
then.
L1139[13:20:30] <Lordmau5> as in, when
you draw something over blocks in that
L1140[13:20:32] <tterrag> it's not
"some reason"
L1141[13:20:36] <LexManos> Its because
they are working on removing it...
L1142[13:20:38] <tterrag> they have been
moved to IBLockState
L1143[13:20:49] <tterrag> if you don't
like the warning, put @Deprecated on your override
L1144[13:20:53] <LexManos> you shoudlnt
be using it except for the EXPLICIT implementation to let MC use
it
L1145[13:21:30] <Lordmau5> Hmm?
L1146[13:21:35] <Lordmau5> Was that
towards me :3?
L1147[13:21:44] <LexManos> twards
tigg
L1148[13:21:48] <Lordmau5> ah,
alright
L1149[13:21:59] <Lordmau5> regarding the
deprecated methods, ah.
L1150[13:22:25] <Unh0ly_Tigg> ok, but
getStateFromMeta is deprecated, so if I didn't want to use that,
what would be the alternative?
L1151[13:22:50] <tterrag> no alternative,
you shouldn't be calling it
L1152[13:23:11]
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L1153[13:23:13] <sham1> Hmm
L1154[13:23:23] <Unh0ly_Tigg> but when I
override it in my classes, it's fine?
L1155[13:23:44] <LexManos> yes
L1156[13:23:45] <Unh0ly_Tigg> ok
L1157[13:23:54] <LexManos> its deprected
until mojang can remove it
L1158[13:23:58] <Unh0ly_Tigg> good to
know.
L1159[13:24:06] <LexManos> but as the
state system is a hack on top of the old metadata system
L1160[13:24:15] <sham1> Regarding that
however, once they are removed, I really do wonder how the
ItemBlock -> placed Block dynamic will work in the future
without getStateFromMeta
L1161[13:24:17] <LexManos> you have to
deal with this intermediate spot
L1162[13:24:24] <LexManos> you should
NEVER CALL the functions
L1163[13:24:35] <Ordinastie_> what about
nbt serialization ?
L1164[13:24:40] <LexManos> nope
L1165[13:24:42]
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L1166[13:24:45] <kenzierocks> sham1:
maybe ItemBlock will get states!
L1167[13:24:48]
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L1168[13:24:48] <LexManos> use
state/property names
L1169[13:24:58] <sham1> Proper
itemstates...
L1170[13:25:04] <sham1> That would be
nice
L1171[13:25:05] <Ordinastie_> how would
you store a state in a TE then ?
L1172[13:25:07] <kenzierocks> what i'm
concerned about is using /give with states
L1173[13:25:10] <Unh0ly_Tigg> inb4
ItemStateContainer. /s
L1174[13:25:17] <sham1> Would be
nice
L1175[13:25:21] <kenzierocks> the command
would explode in length
L1176[13:25:28] <tterrag> Ordinastie_:
use Block.getStateId
L1177[13:25:47] <sham1> kenzierocks: it
already does with NBT
L1178[13:25:59] <Ordinastie_> tterrag,
then it's world dependant
L1179[13:26:10] <tterrag> .....and?
L1180[13:26:14] <sham1> ^
L1181[13:26:25] <kenzierocks>
schematics?
L1182[13:26:25]
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L1183[13:26:29] <Ordinastie_> for
example
L1184[13:26:40] <LexManos> thats exactly
what you're doing kenzierocks 1.11 allows for states now.
L1185[13:26:43] <LexManos> no more
metadata
L1186[13:26:52] <sham1> Not even for
items?
L1187[13:27:08] <Unh0ly_Tigg>
kenzierocks, serialize property values and registry names?
L1188[13:27:19] <kenzierocks> yea,
probably
L1189[13:27:46] <Unh0ly_Tigg> that's what
I'm doing for my new mod, to handle configuring ore gen.
L1190[13:27:55] <sham1> Welp, that shall
be figured out once Mojang has killed off metadata
L1191[13:28:10] <LatvianModder> they
cant
L1192[13:28:14] <LatvianModder>
fully
L1193[13:28:24] <kenzierocks> they
probably can
L1194[13:28:25] <sham1> How so
L1195[13:28:32] <LatvianModder> otherwise
all past worlds will be incompatitable
L1196[13:28:49] <tterrag> he's right, at
some point it has to be converted to a number
L1197[13:28:51] <LexManos> they can
L1198[13:29:01] <tterrag> even if it's a
local mapping
L1199[13:29:04] <Lordmau5> I've switched
over to the stateID stuff
L1200[13:29:13] <tterrag> but that number
can be so hidden down that it's basically nonexistent
L1201[13:29:14] <LexManos> they just need
to explode the meta into full ids and go that route
L1202[13:29:18] <tterrag> ^
L1203[13:29:18] <LexManos> it's
essentially what they do right now
L1204[13:29:24] <Lordmau5> tterrag, you
know my fake state thing, right?
L1205[13:29:35] <LatvianModder> Right.
Will items too have states?
L1206[13:29:36] <Lordmau5> am I supposed
to just save the state-id and load it later on again in the
NBT?
L1207[13:29:39] <LexManos> they are 1/2
switched to IBlockState as the new holder
L1208[13:29:47] <sham1> LatvianModder: I
certainly hope so
L1209[13:29:58] <LexManos> that has been
discussed
L1210[13:30:06] <LexManos> its sorta in
the works with the model system
L1211[13:30:07] <LatvianModder> if they
do, I hope they wont have 2 of each. Like IBlockStates &
IItemState. It could be just IState
L1212[13:30:11] <LexManos> but right now,
no.
L1213[13:30:21] <sham1> Like, there
already are "Item states"
L1214[13:30:25] <sham1> But they are
pretty meh
L1215[13:30:27] <LatvianModder>
sorta
L1216[13:30:44] <LatvianModder> not
really. You can just pass params to model registry, like
type=x
L1217[13:30:45] <williewillus> not
really
L1218[13:31:01] <LatvianModder> but it
isnt bound with item itself or anything
L1219[13:31:07] <Unh0ly_Tigg> I think
besides the loading old worlds, the only reason block 'metadata' is
still a thing is to save space when writing world data to file,
because otherwise, save files would be *much* bigger if they stored
state data directly for each block.
L1220[13:31:18] <williewillus>
blockstates are a core engine concept, item property overrides are
just for a limited subsystem
L1221[13:31:19] <LatvianModder> nop
L1222[13:31:30] <kenzierocks> hey, not to
derail the conversation or anything
L1223[13:31:36] <LatvianModder>
Unh0ly_Tigg: just have a registry of states. Just like with
BlockIDs
L1224[13:31:41] <kenzierocks> but is
there a way to render a specific blockstate for the GUI item?
L1225[13:31:52] <Lordmau5> we just
discussed the stateID stuff, kenzierocks
L1226[13:31:53] <kenzierocks> and maybe
the other item areas as well
L1227[13:32:01] <Lordmau5> I assume
that's probably what you're looking for :D
L1228[13:32:02] <kenzierocks> what
Lordmau5
L1229[13:32:08] <Lordmau5>
Block.getStateID
L1230[13:32:09] <LexManos> Umm tigg
no
L1231[13:32:10] <Lordmau5> and
Block.getStateForID
L1232[13:32:16] <Lordmau5>
getStateByID*
L1233[13:32:17] <LexManos> metadata
doesnt exist anymore on the disk
L1234[13:32:19] <kenzierocks> but how do
I tell the renderer to use it
L1235[13:32:28] <LexManos> it's literally
an ID
L1236[13:32:33] <Lordmau5> uh
L1237[13:32:38] <Lordmau5> gimme a
sec...
L1238[13:32:40] <Unh0ly_Tigg> ok
L1239[13:32:49] <Unh0ly_Tigg> I can
understand that.
L1240[13:32:57] <Lordmau5> brb gotta
bring some stuff out :<
L1241[13:32:58] <LexManos> when loaded
they simply do id = id | extraBits << 8;
L1242[13:32:58] <sham1> Can you?
L1243[13:33:24] <LatvianModder> Which
Forge branch should I now go with for new features? 1.10 or
master?
L1244[13:33:37] <Unh0ly_Tigg> I just wish
that 'metadata' wasn't still limited to 4 bits of data.
L1245[13:33:45] <williewillus> that's
what's going to change :P
L1246[13:33:54] <Unh0ly_Tigg>
>.>
L1247[13:34:04] <sham1> No more metadata,
no more 16 permutation gap on saving
L1248[13:34:10] <tterrag> in an ideal
world, a block would declare how many IDs it needs
L1249[13:34:18] <LexManos> thats the
goal
L1250[13:34:23] <LexManos> that just
hasnt been implemented yet
L1251[13:34:31] <tterrag> and then it
would have that much "metadata" (not really metadata) to
work with
L1252[13:34:32] <LexManos> why is this
going on this long? its a simple concepot
L1253[13:34:41] <tterrag> so the many
blocks which use NO Meta at all would stop "wasting" 16
IDs
L1254[13:34:48] <LexManos> Who is still
confused?
L1255[13:34:58] <sham1> Anyway
L1256[13:35:00] <Unh0ly_Tigg> I'm
not.
L1257[13:35:11] <sham1> How has
everyone's day been
L1258[13:35:29] <tterrag> williewillus:
you didn't answer me :P
L1259[13:35:37] <williewillus> you asked
something?
L1260[13:35:46] <williewillus> i mightve
been eating :P
L1261[13:36:03] <Unh0ly_Tigg> sham1, my
dad is going to be working from germany for the week. (I live in
oregon, so it's a long distance)
L1262[13:36:05]
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L1264[13:36:12] <sham1> Nicew
L1265[13:36:17] <sham1> Which part of
Germany
L1266[13:36:18] <tterrag> who needs
food
L1267[13:36:32] <tterrag> <tterrag>
williewillus: so the tooltip render event looks ok to you?
<tterrag> missing anything?
L1268[13:36:40] <Coolway99>
hrmmm...
L1269[13:36:43] <williewillus> yes it
looks fine
L1270[13:36:47] <Coolway99> what do I
need to draw on the GUI for MC?
L1271[13:36:51] <williewillus> I just
needed the final width of the tooltip
L1272[13:37:01] <tterrag> well that's a
bit tricky
L1273[13:37:10] <tterrag> since forge's
rendering code adds some magic numbers to the width before
drawing
L1274[13:37:12] <sham1> Coolway99: some
way to do OpenGL calls, usually through WorldRenderer
L1275[13:37:16] <tterrag> but it should
be "close" enough
L1276[13:37:19] <williewillus> yeah
L1277[13:37:23] <sham1> And
tesselator
L1278[13:37:24] <williewillus> better
than copying all of GuiUtils :P
L1279[13:37:26] <LexManos> LatvianModder,
have you figured out how to do context info?
L1280[13:37:27] <Coolway99> I don't have
a world...
L1281[13:37:38] <sham1> Coolway99: it
does not need a world
L1282[13:37:43] <sham1> It's just a
name
L1283[13:37:44] <Unh0ly_Tigg> sham1, I'd
say it's a good chance that it's any city where there's a Solar
World building.
L1284[13:37:45] <williewillus>
WorldRenderer is just its name
L1285[13:37:48] <williewillus> and it got
renamed in 1.9
L1286[13:37:50] <williewillus> to
VertexBuffer
L1287[13:37:57] <Coolway99> ah
L1289[13:38:06] <sham1> Unh0ly_Tigg: I
don't know it. I live in another country
L1290[13:38:06] <LatvianModder> context
info? Well, world, entity, blockPos is all you need by default.
Anything else can go in custom map
L1291[13:38:12] <tterrag> I suggested
your latest PR almost a year and a half ago :P
L1292[13:38:13] <sham1> I don't follow
what happens in Germany
L1293[13:38:31] <luacs1998>
LatvianModder, did you remember what we talked about in 2899?
L1294[13:38:31] <tterrag> of course, you
solved it differently
L1295[13:38:33] <tterrag> but the problem
is the same
L1296[13:38:36] <williewillus> tterrag:
:P
L1297[13:38:56] <tterrag> jesus there's
been 6 new PRs since mine last night
L1298[13:38:57] <tterrag> you all are
busy
L1300[13:39:02] <tterrag> oh wait
L1301[13:39:05] <tterrag> 5 are from
mezz
L1302[13:39:06] <LatvianModder> Not
really. wow, you even remember the issue ID? :D
L1303[13:39:07] <tterrag> >.>
L1304[13:39:21] <luacs1998> haha
L1305[13:39:32] <williewillus> he split
out all his fluid fixes :P
L1306[13:39:33] <sham1> Aww, solar world
has no business here :(
L1307[13:39:43] <Wuppy> this weekend is
the fucking worst :V
L1308[13:39:45] <luacs1998> my family is
big on the lottery so we just throw 4 digit numbers around
L1309[13:39:46] <Coolway99> what objects
do I need to draw, that's my true question
L1310[13:39:49] <Wuppy> friends of mine
are at the best festival in the world
L1311[13:39:58] <Unh0ly_Tigg> sham1, what
country?
L1312[13:39:59] <Wuppy> and I'm just
sitting here at home :'(
L1313[13:40:02] <sham1> Finland
L1314[13:40:15] <Wuppy> even fucking
headhunterz returned :V
L1315[13:40:25] <sham1> At this time of
the year, solar panels could actually be kind of worth it
L1316[13:40:41] <Unh0ly_Tigg>
yeah...
L1317[13:40:49] <sham1> Because midnight
sun
L1318[13:40:52] <sham1> And all
that
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L1320[13:41:43] <LatvianModder>
luacs1998: what do you think of my PermissionsAPI (PAPI for short,
because it sounds hilarious)?
L1321[13:42:05] <Unh0ly_Tigg> by the way,
for anyone curious. I'd recommend Solar World panels over Solar
City panels, the solar city panels would cost more in the long run,
since they tend to only last ~5 years, versus the ~20-25 years that
solar world panels last...
L1322[13:42:40] <Unh0ly_Tigg> also, solar
world panels are more efficient.
L1323[13:42:55] <LatvianModder> We should
start making Solar Wind panels, hang them in space with very very
long cables and get all the energy
L1324[13:43:32] <Coolway99> how do I get
a VertexBuffer object?
L1326[13:44:05] <Unh0ly_Tigg> I think,
instead of long cables for that, we should work on getting wireless
energy transmission working at longer distances than
induction.
L1327[13:44:18]
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L1328[13:44:20] <Unh0ly_Tigg> We
basically need to invent tesseracts...
L1329[13:44:25] <Coolway99> nah
L1330[13:44:26] <kenzierocks> we should
build a time machine to get tesla's ideas
L1331[13:44:30] <Coolway99> use
lasers
L1332[13:45:22] <sham1> We need better
power generators
L1333[13:45:29] <sham1> Like for instance
fusion
L1334[13:47:07] <LatvianModder>
luacs1998: so your code has 2 differences - it puts sender (the
permission requester, I suppose) inside Context (which I think I
will do too, makes more sense). BUT since its ICommandSender, it
wont work with offline players (Lex told that it Has to work with
offline players) so GameProfile would be much better in this case.
Two - you dont have default
L1335[13:47:07] <LatvianModder>
permission, so it wont work without a permission handler. And since
this goes in Forge, it Has to work without a handler mod, a.k.a on
its own
L1336[13:47:36] <luacs1998> yeah why
can't forge provide a default handler mod
L1337[13:47:48] <LatvianModder> Because
Impl doesnt go in Forge
L1338[13:48:04] <LatvianModder> Thats why
it is PermissionAPI. So you dont have to have a handler
L1339[13:48:10] <luacs1998> i'll defer to
lex about that
L1340[13:48:34] <Coolway99> bleh, are
there any tutorials for drawing things on screen?
L1341[13:48:35] <LatvianModder> Leeeeeex.
Im not saying his full nick since this isnt important. Still.
Leeeeeeex
L1342[13:48:46] <luacs1998> but what i
have is basically IPermProvider provider = new
ForgePermProvider()
L1343[13:48:48] <LatvianModder>
Coolway99: depends on what?
L1344[13:49:02] <Coolway99> Player's
GUI
L1345[13:49:05] <luacs1998> then the
ForgePermProvider is overriden by whatever mod wants to register a
perm provider
L1346[13:49:09] <Coolway99> like the
hotbar and all that
L1347[13:49:17] <Coolway99> I've never
drawn things to the GUI before
L1348[13:49:18] <LatvianModder> Just
check how GuiScreen / Gui draws rectangles etc
L1349[13:49:28] <luacs1998> ensures the
same behaviour whether there is an impl or not
L1350[13:49:35] <Coolway99> they use
this.draw
L1351[13:49:42] <Coolway99> and I'm not a
GUI
L1352[13:49:47] <luacs1998> for
simplicity's sake i'll call it a "null impl"
L1353[13:49:56] <LatvianModder> hmmp.
Another gui would be rather easy to draw, just call its
drawScreen()
L1354[13:51:00] <Coolway99> fair
enough.
L1355[13:51:21] <LatvianModder>
luacs1998: I will give you few examples - #1 - Thing X by default
should be used only by OPs, and not players. If I check permission
"mymod.thingx" with your PermissionManager, what does it
return, true or false?
L1356[13:52:07] <LatvianModder> And
remember, that there is no config files or anything for players,
pure default impl
L1357[13:52:21] <luacs1998> my
permissionmanager? check for op status
L1358[13:52:43] <LatvianModder> So by
default, it always returns permission based on OP status?
L1359[13:53:25] <luacs1998> if you don't
have a permission mod installed
L1360[13:53:31] <LatvianModder>
Alright
L1361[13:53:37] <luacs1998> basically
your tristate - true, false or idk
L1362[13:53:59] <LatvianModder> So it
doesnt return boolean but.. er.. EnumHasPermission? :P
L1363[13:54:02]
⇨ Joins: Abastro (~Abastro@221.138.238.111)
L1364[13:54:03] <Unh0ly_Tigg> So, I have
a question in regards to mcp srgs. mcpbot doesn't have 1.10 as a
valid srg target, but class name mappings exist for things like
EntityPolarBear in the 1.10 forge versions. How is this
possible?
L1365[13:54:05] <LatvianModder> TRUE,
FALSE, DUNNO
L1367[13:54:41] <tterrag> read ok to you?
:P
L1368[13:54:49] <luacs1998> i'm thinking
about it - boolean or enum
L1369[13:54:56] <Unh0ly_Tigg>
Optional<Boolean>
L1370[13:54:56] <luacs1998> dunno can be
a null boolean
L1371[13:55:09] <luacs1998> Unh0ly_Tigg,
you need to get at least something back
L1372[13:56:00] <williewillus> not sure
how useful the html tags are anymore since we haven't generated
html docs in ages
L1373[13:56:03] <williewillus> but yeah
thats fine to me
L1374[13:56:11] <tterrag> williewillus:
they work in eclipse, for instance
L1376[13:56:45] <tterrag> they are useful
outside of browsers :P
L1377[13:57:56] <luacs1998>
LatvianModder, if you have anything else for me comment on your
gist
L1378[13:58:02] <luacs1998> it's 3am and
i really need to sleep
L1379[13:58:25] <LatvianModder> Ok, good
night :P I will tweak my code and see what happens
L1380[13:58:40]
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closed the connection)
L1381[13:59:11] <Coolway99> $10 says this
fails horribly
L1382[13:59:49] <Coolway99> and it
doesn't work
L1383[13:59:50] <kenzierocks> does Forge
do anything weird to classes
L1384[14:00:06] <kenzierocks> eclipse has
trouble doing hotswap on TileEntity classes
L1385[14:00:44] <diesieben07> running
genPatches on battery... i am sure this is a great idea.
L1386[14:00:57] <diesieben07> the only
thing i know of is event classes
L1387[14:02:32] <Unh0ly_Tigg>
capabilities?
L1388[14:02:45] <diesieben07> those are
just normal patches
L1389[14:02:50] <diesieben07> to the base
TE class
L1390[14:03:23]
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L1391[14:04:08]
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384 seconds)
L1392[14:04:33] <kenzierocks> idk,
eclipse states "class modifier changes are not
implemented" or something
L1393[14:05:20] <diesieben07>
strange
L1394[14:05:52] <Coolway99> I ask again,
any tutorials on how to draw to the screen in 1.9.4?
L1395[14:06:43] <LatvianModder> ...
L1396[14:06:53] <LatvianModder> Noone
writes tutorials for that
L1397[14:06:57] <LatvianModder> because
its too simple
L1398[14:07:24] <Coolway99> well then
teach someone who has never drawn to the screen
L1399[14:07:25] <terraflops> You mean
drawing in immediate mode?
L1400[14:07:38] <Coolway99> I have no
idea about any terms
L1401[14:07:49] <Coolway99> so I guess, I
want the changes to be instant
L1402[14:09:26] <terraflops> okay well
pretty much you render it like a 3d object (kinda?)
L1403[14:09:41] <terraflops> except you
change the matrix so it makes it look like you're staring at it if
that makes sense
L1405[14:10:51] ***
williewillus is now known as willieaway
L1406[14:10:53] <Coolway99> not one
bit
L1407[14:11:25] <terraflops> or you could
do it the reaally dumb way like I do :D
L1408[14:12:19] <Coolway99> I can't
understand that ode one bit 9.6
L1409[14:12:23] <Coolway99> *code
L1410[14:12:40] <Coolway99> like I said,
never rendered something before
L1411[14:12:47] <terraflops> There's
probably a Minecraft abstraction somewhere but...
L1412[14:12:53] <terraflops> here's an
even dumber idea :D
L1413[14:13:09] <terraflops> so you use
glReadPixels to read all the pixels of the stuff in
L1414[14:13:17] <terraflops> use it like
a BufferedImage
L1415[14:13:23] <terraflops> and then you
can glDrawPixels all the pixels back :D
L1416[14:13:26] <terraflops> What could
go wrong/
L1417[14:13:32] <Coolway99> that is
indeed even dumber
L1418[14:13:43] <Coolway99> how hard is
it to draw an image on screen?
L1419[14:14:11] <tterrag> not hard
L1420[14:14:13] <tterrag> Gui has a
method for it
L1421[14:14:18] <tterrag>
drawTexturedModalRect
L1422[14:14:29] <Coolway99> but I don't
know how to draw the GUI
L1423[14:15:12] <terraflops> oh I've done
that before :D Just forgot everything about it
L1424[14:15:14] <terraflops> oops
L1425[14:15:33] <terraflops> but what
about for drawing arbitrary images?
L1426[14:15:56] <Coolway99> I don't even
know where in code my code gets called
L1427[14:16:13] <Coolway99> GuiIngame
tells me squat about the forge events
L1428[14:17:14] <unascribed> quick
question; should IInteractionObject be used?
L1429[14:17:17] <tterrag> what
event
L1430[14:17:21] <tterrag> you haven't
told us anything
L1431[14:17:25] <tterrag> you just asked
"how do I draw"
L1432[14:17:27] <tterrag> you see how
vague that is?
L1433[14:18:12] <Coolway99> the event is
RenderGameOverlayEvent
L1434[14:18:44]
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L1435[14:18:47] <Coolway99> on the
"EXPERIENCE" event type
L1436[14:19:04] <Coolway99> I cancel
rendering of the normal XP bar
L1437[14:19:26] <Coolway99> then call my
own code
L1438[14:19:36] <Coolway99> the event
gives me a resolution and partial ticks
L1439[14:19:51] <Coolway99> dasit
L1440[14:20:32] <tterrag> so what I told
you will work fine
L1441[14:20:36] <tterrag> extend Gui and
use its methods
L1442[14:20:39]
⇨ Joins: Falkreon
(~Frost@97-121-69-42.omah.qwest.net)
L1443[14:20:51] <Coolway99> how do I draw
that GUI?
L1444[14:21:47] <tterrag> >extend Gui
and use its methods
L1445[14:22:18] <Coolway99> yes
L1446[14:22:24] <Coolway99> >how do I
draw that GUI
L1447[14:22:34] <kenzierocks> call (use)
the methods....
L1448[14:22:51] <Coolway99> how do I draw
my finished GUI is my question
L1449[14:22:51] <kenzierocks> they're all
called draw*
L1450[14:22:59] <kenzierocks> call the
methods!!!!!!!
L1451[14:23:06]
⇨ Joins: linuxdemon
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L1452[14:23:11] <Coolway99> because I
can't get it to render on screen
L1453[14:23:15] <Falkreon> coolway- a lot
of it's actually automatic
L1454[14:23:34] <Falkreon> just override,
in your gui
L1455[14:23:35] <Falkreon>
drawGuiContainerBackgroundLayer
L1456[14:23:42] <Falkreon> and the
foreground layer one too
L1457[14:23:44] <unascribed> he's using a
render event
L1458[14:23:46] <unascribed> so it's all
manual
L1459[14:23:47] <Falkreon> oh.
L1460[14:23:50] <unascribed> no GuiScreen
usefulness
L1461[14:24:13] <Coolway99> wait
L1462[14:24:15] <Coolway99>
nevermind
L1463[14:24:23] <Coolway99> now I feel
like a douche, it was too small for me to notice
L1464[14:24:41] <Coolway99> scaling it up
by 10 times shows it
L1465[14:24:57] <terraflops> Why are we
still drawing in immediate mode?
L1466[14:25:10] <unascribed> because an
engine rewrite is a lot of work
L1467[14:25:34] <unascribed> I already
tried to get Falkreon to write me a voxel engine
L1468[14:25:44] <Yato> and that never
really happened
L1469[14:25:47] <terraflops> :c that's
why minecraft runs so slowly compared to other games
L1470[14:25:55] <unascribed> Yato,
congrats, first #minecraftforge message ever
L1471[14:25:58] <gigaherz> no
itisn't
L1472[14:26:08] <unascribed> either
way
L1473[14:26:10] <gigaherz> terraflops:
all the drawing is immediate mode
L1474[14:26:11] <unascribed> Minecraft
isn't 100% immediate mode
L1475[14:26:13] <Falkreon> ...somewhat.
It's also using hashmaps keyed on ChunkCoordinatePairs...
L1476[14:26:20] <unascribed> the main
stuff that's still immediate-mode is GUIs
L1477[14:26:21] <gigaherz> there's no
such thing as not being immediate mode in gpus
L1478[14:26:24] <Falkreon> like the
organization makes me want to stab things
L1479[14:26:25] <unascribed> and that's
not worth caring about
L1480[14:26:32] <gigaherz> there's just
some level of caching possible
L1481[14:26:34] <gigaherz> but in the
end
L1482[14:26:43] <gigaherz> any game
engine ends up batching draw calls
L1483[14:26:45] <unascribed> chunks are
display lists / VBOs (depending on settings)
L1484[14:26:46] <gigaherz> and pushing
them to the gpu
L1485[14:26:49] <gigaherz> every single
frame
L1486[14:26:59] <unascribed> yes, but the
contrast with "immediate mode" is
L1487[14:27:00] <gigaherz> yep that works
for models
L1488[14:27:01] <tterrag> you can batch
in you GUI if you want to
L1489[14:27:04] <unascribed> are you
streaming vertexes, or commands
L1490[14:27:10] <gigaherz> nah
L1491[14:27:11] <unascribed> former is
immediate mode
L1492[14:27:13] <unascribed> latter is
non-immediate
L1493[14:27:14] <gigaherz>
"immediate mode" as a concept
L1494[14:27:16] <gigaherz> is vs
"retained mode"
L1495[14:27:20] <gigaherz> which was an
early way to do graphics
L1496[14:27:28] <gigaherz> whre the api
would maintain a scene graph in memory
L1497[14:27:34] <gigaherz> in the driver,
or even the gpu
L1498[14:27:46] <gigaherz> and you'd
adjust the position/scale/rotation of each object
L1499[14:27:51] <gigaherz> at driver
level
L1500[14:28:11] <gigaherz> you just don't
do that on any thing post-directx 1
L1501[14:28:12] <gigaherz> ;P
L1502[14:28:40] <gigaherz> VBOs,
displaylists, etc, are still immediate mode -- you send the draw
calls every frame
L1503[14:28:53] <Falkreon> so I need to
learn how to manage GUIs for inventory blocks. sadly.
L1504[14:29:02] <unascribed> gigaherz,
yes, but you don't stream the vertices
L1505[14:29:04]
⇦ Quits: PBlock96 (~PBlock96@64.53.13.215) (Ping timeout: 384
seconds)
L1506[14:29:08] <gigaherz> unascribed:
depends
L1507[14:29:09] <unascribed> which is the
contrast most people care about
L1508[14:29:14] <unascribed> sure,
"immediate mode" is the incorrect term
L1509[14:29:31] <gigaherz> for a
GUI
L1510[14:29:36] <gigaherz> it's almost
always uncached
L1511[14:29:41] <unascribed> in the
general case, immediate mode refers to glBegin / glEnd apposed to
glVertexPointer / glCallList / etc
L1512[14:29:51] <unascribed> ...yes, I
know
L1513[14:29:53] <unascribed> that's what
I said
L1514[14:30:01] <unascribed> and is how
you went off on this tangent about what immediate mode really
means
L1515[14:30:01] <Falkreon> glDrawArrays,
glCallList, etc*
L1516[14:30:03] <gigaherz> you have some
sort of "sprite bacthing" system which does sorting and
such
L1517[14:30:03] <kenzierocks> glBegin?
what is this, 2009?
L1518[14:30:04] <Falkreon> apples,
apples
L1519[14:30:09] <kenzierocks> gl core or
bust
L1520[14:30:13] <unascribed> kenzierocks,
yes actually
L1521[14:30:17] <gigaherz> but for 3d
geometry, you usually cache it on gpu
L1522[14:30:21] <unascribed> Minecraft
came out in 2009
L1523[14:30:32] <gigaherz> kenzierocks:
uh no
L1524[14:30:36] <gigaherz> glBegin was
already obsolete in 2009
L1525[14:30:37] <BlueMonster> is a single
chest supposed to have the same break pattern as it would if it
were a double chest?
L1526[14:30:38] <gigaherz> even in
2001
L1527[14:30:38] <gigaherz> ;P
L1528[14:30:48] <unascribed> either
way
L1529[14:30:49] <kenzierocks> yea but it
was still widely used :P
L1530[14:30:56] <unascribed>
IInteractionObject
L1531[14:30:58] <gigaherz> only in
mc
L1532[14:30:59] <unascribed> should it be
used
L1533[14:30:59] <Falkreon> oh and while
we're starting fights, sprite atlases are BS.
L1534[14:30:59] <gigaherz> ;P
L1535[14:31:04] <gigaherz> anything else
would use glDrawArrays
L1536[14:31:10] <kenzierocks> vim is the
best editor @ Falkreon
L1537[14:31:11] <gigaherz> if not
VBOs
L1538[14:31:14] <Falkreon> lol
L1539[14:31:15] <unascribed> as someone
with white outlines around my dark oak planks in modded because my
atlas is too big
L1540[14:31:17] <unascribed> yes,
agreed
L1541[14:31:19] <Falkreon> didn't we have
this fight kenzie
L1542[14:31:22] <kenzierocks> idk
L1543[14:31:23] <Falkreon> I feel like we
talked about this
L1544[14:31:30] <kenzierocks> spaces are
better than tabs
L1545[14:31:40] <kenzierocks> explicit is
better than implicit
L1546[14:31:47] <gigaherz> kenzierocks:
Visual Studio is the best editor. there I said it ;P
L1547[14:31:50] <Falkreon> tabs are
better for indent, spaces for formatting
L1548[14:31:59] <Falkreon> but I'm not as
rigorous as I should be with that
L1549[14:31:59] <gigaherz> tabs are bad
for all uses
L1550[14:32:04] <kenzierocks> you know,
just `import this`
L1551[14:32:20] <gigaherz> XD
L1552[14:32:28] <gigaherz> in the
end
L1553[14:32:31] <gigaherz> it's all up to
taste
L1554[14:32:36] <gigaherz> and what
matters most, is consistency
L1555[14:32:38] <Falkreon> gigaherz- I
understand the argument on that. I think the more people you need
to work with, the more spaces make sense.
L1556[14:32:41] <gigaherz> if a file
contains tabs, keep using tabs
L1557[14:32:59] <gigaherz> if a file
contains 4-space indents, use that
L1558[14:33:05] <gigaherz> if it contains
3-space indents, though
L1559[14:33:09] <gigaherz> either quit
that job
L1560[14:33:11] <gigaherz> or shoot
someone
L1561[14:33:17] <Falkreon> because the
less you can tell someone "use spaces here and tabs
there", and the more you need to hold a line like "if I
see tabs I'm rejecting the pull"
L1562[14:33:37] <kenzierocks> main
complaint for tabs is that a bunch of things display them
differently
L1563[14:33:41] <gigaherz> for me it
would be:
L1564[14:33:44] <unascribed> that's a
GOOD thing
L1565[14:33:48] <kenzierocks> e.g. github
displays as 4-width on the site
L1566[14:33:50] <unascribed> I like big
indents, maybe you don't
L1567[14:33:53] <gigaherz> "I set
the tab size to 5, if anything is out of aligned, I
reject"
L1568[14:33:54] <kenzierocks> and 8-width
on the client
L1569[14:33:54] <tterrag> what about
2-space indents :D
L1570[14:33:56] <unascribed> don't force
your goddamn 8col tabs on me
L1571[14:33:57] <kenzierocks> and i can't
change it
L1572[14:33:59] <gigaherz>
alignment*
L1573[14:34:03] <gigaherz> tterrag: those
are ok
L1574[14:34:06] <unascribed> or your 2col
for that matter
L1575[14:34:07] <gigaherz> ;P
L1576[14:34:09] <kenzierocks> unascribed:
but i can't change it
L1577[14:34:13] <kenzierocks> and that
makes me mad
L1578[14:34:14] <unascribed> that's your
problem
L1579[14:34:15] <unascribed> use an
editor
L1580[14:34:19] <Falkreon> kenzie- you
can, you set your tab width
L1581[14:34:28] <Falkreon> yay we started
fights!
L1582[14:34:29] <unascribed> every editor
that's worth anything lets you change your tab width
L1583[14:34:33] <unascribed>
>.>
L1584[14:34:37] <gigaherz> tterrag:
optimal is 4, 2 and 8 are meh, anything else is heresy ;P
L1585[14:34:40] <kenzierocks> unascribed:
Falkreon: chrome?
L1586[14:34:45] <kenzierocks> can you
change tab width in chrome
L1587[14:34:46] <Falkreon> nah
L1588[14:34:46] <unascribed> chrome
L1589[14:34:51] <kenzierocks>
precisely.
L1590[14:34:55] <Falkreon> I don't use
chrome.
L1591[14:35:00] <kenzierocks> what about
firefox
L1592[14:35:02] <unascribed> who the hell
uses a web browser to view code
L1593[14:35:08] <kenzierocks> you know
what fuck you all
L1594[14:35:12] <Falkreon> I do, to peek
at sources
L1595[14:35:12] <unascribed> unless it's
for cursory glances
L1596[14:35:14] <kenzierocks> i'll be
sitting here
L1597[14:35:14] <unascribed> in which
case
L1598[14:35:15] <kenzierocks>
coding
L1599[14:35:15] <unascribed> WHY DO YOU
CARE
L1600[14:35:22]
⇨ Joins: Aroma1997 (~Aroma1997@104.131.97.244)
L1601[14:35:27] <unascribed> unless
you're immersed in the code the tab size doesn't matter
L1602[14:35:36] <unascribed> either
way
L1603[14:35:40] <unascribed>
#liquiddistraction
L1604[14:35:47] <unascribed> Falkreon
needs gui help
L1605[14:36:02] <Falkreon> you know what?
IDE GUIs ruin my code immersion
L1606[14:36:13] <unascribed> I could
probably help him but he got in IRC for some reason after seeing
IInteractionObject
L1607[14:36:16] <Falkreon> I need an
immersive code workbench
L1608[14:36:19] <unascribed> I was
talking about IGuiHandler and he ignored me :L
L1609[14:36:24] <kenzierocks> your
arguments ruin my code immersion
L1610[14:37:03] <unascribed> the
impression I got is IInteractionObject is garbage vanilla code no
mod should use
L1611[14:37:05] <unascribed> is that
correct
L1612[14:37:11] <unascribed> (like
BlockContainer)
L1613[14:37:26] <Falkreon> BlockContainer
has rendering code stuck to it. IInteractionObject does not.
L1614[14:37:34] <Lordmau5> o/ again
L1615[14:37:59] <Falkreon> it *looks* to
me like it signals the gui container id to the client.
L1616[14:38:22] <diesieben07> yes, but
there is no way for mods to hook into it
L1617[14:38:24] <unascribed> to my
knowledge the modded way of doing this is, and has been for a long
time, IGuiHandler
L1618[14:39:03] <diesieben07> and even
for vanilla its used half-assedly
L1619[14:39:14] <Lordmau5> so back to the
question I had before and sadly didn't get a response to: Are there
known issues with the DrawBlockHighlightEvent in combination with
Stained Glass when you render something above the block?
L1620[14:39:23] <diesieben07> e.g.
villagers dont use the id at all
L1621[14:39:44]
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L1622[14:39:58] <diesieben07> actualyl,
they do, nvm
L1623[14:40:06] <diesieben07> but its
scattered all through the code
L1624[14:40:18] <Falkreon> alright.
Second question, more important: is there a concrete implementation
of IInventory or similar that I can just instance to manage an
inventory for me serverside?
L1625[14:40:33] <diesieben07> dont use
Iinventory
L1626[14:40:34] <unascribed> InvBasic
iirc
L1627[14:40:41] <Falkreon> InvBasic is an
IInventory impl
L1628[14:40:41] <unascribed> you need to
use IInventory for legacy compat
L1629[14:40:41] <diesieben07> use
IitemHandler and in that case there are implementations
L1630[14:40:44] <unascribed> I already
told him about caps
L1631[14:40:45] <unascribed> he's going
to use them
L1632[14:41:07] <Falkreon> caps is
exactly what I'm looking for, but I don't see an IItemHandler
impl
L1634[14:42:00] <diesieben07> use your
ide.
L1635[14:42:03] <unascribed>
ItemStackHandler seems to be the "default" impl
L1636[14:42:07] <diesieben07> it can tell
you about implementations.
L1637[14:42:31] <terraflops> Is it
possible to load mods after everything's loaded?
L1638[14:42:41] <diesieben07> uh,
hardly
L1639[14:42:41] <diesieben07> why?
L1640[14:42:54] <terraflops> idk it seems
like an interesting thing to do
L1641[14:43:01] <unascribed> due to the
way the lifecycle events work
L1642[14:43:02] <Coolway99> welp, I
forgot that I was stealing the XP bar's names in the profiler
L1643[14:43:06] <unascribed> that's
pretty much imposssible
L1644[14:43:12] <Coolway99> so I tried
turning back on the xp bar for testing
L1645[14:43:17] <Coolway99> and I crashed
MC XD
L1646[14:43:31] <terraflops> okay what
about just adding blocks/items?
L1647[14:43:37] <unascribed> you can't do
that outside of init
L1648[14:43:39] <unascribed> so no.
L1649[14:43:46] <Lordmau5> :<
L1650[14:43:48] <unascribed> (well, you
CAN, but don't.)
L1651[14:43:50] <Falkreon> besides, you'd
have to rebake and that'd be Bad.
L1652[14:44:06] <diesieben07> that is the
least of problems :D
L1653[14:44:12] <unascribed> now, here's
something you can do at runtime freely
L1654[14:44:14] <Coolway99> actually,
that's not what crashed it O.o
L1655[14:44:15] <unascribed> register and
unregister event handlers
L1656[14:44:21] <Falkreon> it's the least
*damaging* but it'd take forever.
L1657[14:44:41] <diesieben07> unascribed,
well, forge will scream horribly in the log, but yes you can
L1658[14:44:47] <unascribed> as
said
L1659[14:44:49] <unascribed> you CAN, but
don't
L1660[14:44:55] <diesieben07> :D
L1662[14:45:45] <Lordmau5> only happens
with stained glass, which is strange
L1663[14:46:21] <unascribed> if you want
a suggestion on something to blindly try and see what happens
L1664[14:46:25] <unascribed>
glDepthMask
L1666[14:46:42] <tterrag> Lordmau5: yeah
I think he's right
L1667[14:46:43] <unascribed> what view
button?
L1668[14:46:47] <tterrag> your alpha
blending is not happening
L1669[14:46:51] <Lordmau5> oh?
L1670[14:46:54] <tterrag> so it just
completely occludes the stained glass
L1671[14:46:56] <Lordmau5> how would I
use the glDepthMask then
L1672[14:47:01] <tterrag>
glDepthMask(true)
L1673[14:47:02] <unascribed> pass it
false to not write to the depth buffer
L1674[14:47:06] <unascribed> pass it true
to write to it
L1675[14:47:09] <tterrag> err right
L1676[14:47:14] <unascribed> so you
actually want false
L1677[14:47:31] <Lordmau5> unascribed, I
love you
L1679[14:47:34] <Lordmau5> <3
L1681[14:47:49] <Falkreon> yeah. It's
weird though, because the translucent blocks paint back-to-front,
so it feels like you're drawing earlier
L1682[14:47:56] <Falkreon> on the first
pass?
L1683[14:48:11] <Falkreon> well it works
now. Good.
L1684[14:48:20] <tterrag> sokratis12GR:
it's a problem with rtd
L1685[14:48:24] <tterrag> I don't control
that link. it's weird
L1686[14:48:43] <sokratis12GR> oh,
ok
L1687[14:48:44] <unascribed> Lordmau5,
make sure you reset it
L1688[14:48:48] <unascribed> otherwise
stuff will be very weird
L1689[14:48:50] <Lordmau5> yea, doing
that
L1690[14:48:53] <Lordmau5> oh?
L1691[14:49:00] *
Lordmau5 disables that temporarily
L1692[14:49:04] <Falkreon> lol
L1693[14:49:09] <unascribed> >leaking
state
L1694[14:49:10] <unascribed>
>2016
L1695[14:49:16] <Lordmau5> looks the same
to me
L1696[14:49:22] <Falkreon> I really wish
we had more push/pop ops
L1697[14:49:23] <unascribed> you'd need
to do it earlier in the rendering phase
L1698[14:49:30] <Lordmau5> ah
L1699[14:49:33] <unascribed> Falkreon,
and I wish pushAttrib/popAttrib were implemented
L1701[14:50:23] <unascribed> for the
record I've tested that code for all of five seconds
L1702[14:50:25] <unascribed> no idea if
it works properly
L1703[14:50:43] <tterrag> sokratis12GR:
best way is "Project Home" -> github link on right
pane
L1704[14:50:47] <Lordmau5> wasn't too
long ago that we agreed on the attrib stuff being a bad thing
L1705[14:50:52] <Lordmau5> it fucked with
several mods
L1706[14:50:56] <unascribed> it's a bad
thing because it desyncs the state manager
L1707[14:51:05] <unascribed>
pushAttrib/popAttrib are good because they prevent state
leakage
L1709[14:51:11] <Lordmau5> that was
flickering way faster on my screen though
L1711[14:51:30] <sokratis12GR> Ok,
ty
L1712[14:51:32] <Falkreon> gl manages its
own state. Why the heck are we doing it in java
L1713[14:51:37] <unascribed> because
mojang
L1714[14:51:40] <Falkreon> ^
L1715[14:51:45] <unascribed> the state
manager doesn't even DO anything
L1716[14:51:56] <unascribed> it just
keeps track of the state on the client side, which saves minimal
amounts of traffic
L1717[14:52:02] <unascribed> and it
breaks lots of things
L1718[14:52:21] <Falkreon> this is why I
just forward crap in glow
L1719[14:52:30] <tterrag> well it keeps
track of the state and avoids unnecessary GL calls
L1720[14:52:31] <Falkreon> too much
potential for mess
L1721[14:52:32] <unascribed> by the
way
L1722[14:52:33] <unascribed> finish
glow
L1723[14:52:35] <tterrag> but that's all
it does
L1724[14:52:51] <tterrag> and of course
it gets corrupted all the time and causes more trouble than its
worth
L1725[14:52:55] <unascribed>
exactly
L1726[14:52:58] <Falkreon> tterag- maybe
that's a job for drivers, since they're emulating immediate mode in
the first place
L1727[14:53:09] <Falkreon> ^_^
L1728[14:55:45] ***
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L1729[15:02:29] <Falkreon> Alright, so in
some ways this makes sense, and in others it's not what I
expected
L1730[15:02:45]
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L1732[15:04:14] <Falkreon> I've got a
TileEntity tagged so that a Capability<IItemHandler> will be
injected. I'm aware that I need to override the ICapabilityProvider
methods. But not to return the injected capability? O_o
L1733[15:05:12] <Ordinastie_> it's your
TE, why do you need the cap to be injected ?
L1734[15:05:42] <Falkreon> So you're
saying I could skip the injection and provide one. That's
useful.
L1735[15:05:55] <Falkreon> That gives me
the opportunity to actually supply an inventory
L1736[15:06:13] ***
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L1738[15:08:41] <LexManos> seriously not
sure how this is hard to understand
L1739[15:09:03] <LexManos> its not like
there are tons of examples on how to do it properly written by us
who know, in the forge codebase...
L1740[15:09:11] ***
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L1741[15:09:47] <Falkreon> *shrug* The
docs lead with how to inject a capability.
L1742[15:10:10] <Falkreon> That doesn't
even seem like a likely case now.
L1743[15:10:13]
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L1745[15:11:47] <Falkreon> I guess I'm
right back where I started, is there a concrete reference
implementation of IItemHandler? Because I see a reference now for
Capability<IItemHandler> but not the inventory itself
L1746[15:11:56] <LexManos> Do you control
the object that you're trying to inject into?
L1747[15:11:59] <Falkreon> I do.
L1748[15:12:07] <LexManos> then just
fucking implement ICapProvider
L1749[15:12:29] <LexManos> Look at all
the vanilla TEs that have inventories for examples on how to
implement IItemHandler
L1750[15:12:31] <Falkreon> TileEntity
already does that for me. I just need to provide an IItemHandler. I
want to know if there's a reference implementation
L1751[15:12:55] <LexManos> the methods
are simple:
L1752[15:13:01] <gigaherz> Falkreon: he
means override hasCapability and getCapability
L1753[15:13:05] <LexManos> if (CAP ==
IITEMHANDER) return MY_ITEM_HANDLER;
L1755[15:13:10] <LexManos> Done
L1756[15:13:10] <Falkreon> I have so
overridden them, it's in the docs
L1757[15:13:14] <gigaherz> the selected
section
L1758[15:13:27] <gigaherz> you'll also
need to store and load the data on your NBT methods
L1759[15:13:29] <Falkreon> what I'm
asking is if there's a reference implementation in Forge for
IItemHandler
L1760[15:13:36] <gigaherz> yes, in the
debug files
L1761[15:13:41] <LexManos> Then you're
done
L1762[15:13:45]
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L1763[15:14:17] <LexManos> also if you do
suppresswarnings you dont need to use cast()
L1764[15:14:42] <Falkreon> gigaherz-
thanks for that. So you just wrote a pocket impl in an inner
class.
L1765[15:14:51] <gigaherz> if you have
handled the inventory in your hasCapability, getCapability,
writeToNBT and readFromNBT,
L1766[15:15:05] <gigaherz> Falkreon: the
ItemStackHandler is the reference implementation
L1767[15:15:09] <gigaherz> that handles
chest-like inventories
L1768[15:15:19] <gigaherz> I used an
anonymous extension in order to be able to filter the inputs
L1769[15:15:25] <gigaherz> and provide
change notification to markDirty
L1770[15:15:33] <Falkreon> pow. Okay,
that's what I need. brb
L1771[15:15:44] ***
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L1772[15:16:35] *
LexManos mutters that you shouldnt need a 'reference
implementation' of a documented interface.. But also mentions that
there are tons of 'refernce' implementations if you would of just
SEARCHED
L1775[15:17:02] <LexManos> In Eclipse,
Right click the Interface, 'Open Type Hiarachy' shows you all
implementations
L1776[15:17:38] <Falkreon> LexManos- It
matters because I don't want to write an inventory if Forge
provides one. Too many opportunities for automation bugs, item
dupes, shiftclick crashes, etc.
L1777[15:17:46]
⇦ Parts: Aroma1997 (~Aroma1997@104.131.97.244)
())
L1778[15:17:56] <gigaherz> in IDEA, you
cna select a type, and then do NAvigate->Type Hierarchy
L1779[15:18:16] <LexManos> Or you could
copy the name and do a text search
L1780[15:18:44] <LexManos> Its all basic
descovery options instead of sitting here getting others to search
for you
L1781[15:19:18] <gigaherz> or rightclick
-> goto -> implementations, which shows a quick-access
list
L1782[15:19:20] <Falkreon> I searched,
and I read the docs. That's more than most questions have behind
them.
L1783[15:19:21] <gigaherz> (idea)
L1784[15:19:30] <gigaherz> anyhow
L1785[15:19:50] <Necr0> I'm planning on
doing a PR to give access to the player's auto-jump distance
(hard-coded atm) but I don't know where I'm supposed to save the
value.
L1786[15:19:52] <Falkreon> I'm not and
will not use idea, but I know how to back-search references in
eclipse, so don't.
L1787[15:20:27] <LexManos> You obviously
dont because you didn't.
L1788[15:20:28] <gigaherz> Necr0: is that
really something that belongs in forge?
L1789[15:20:35] <LexManos> We dont care
what IDE you use, just use it.
L1790[15:20:36] <gigaherz> feels like mod
material
L1791[15:20:40] <gigaherz>
"Auto-jump Tweaks"
L1792[15:20:48] <gigaherz> which could
easily be client-only
L1793[15:20:51] <LexManos> Access to, not
actually setting
L1794[15:20:54] <Falkreon> yeah lex,
gigaherz answered my question. We're done here.
L1795[15:20:56] <LexManos> we do the same
thing with reach distance.
L1796[15:21:06] <gigaherz> oh right
L1797[15:21:08] ***
Falkreon was kicked by MineBot (Banned: (1h) Okay
bye))
L1798[15:21:15] <LexManos> not in the
mood for dumb
L1799[15:21:24] <gigaherz> I was
picturing the actual settings ;P
L1800[15:21:25] <sham1> To be fair
L1801[15:21:32] <sham1> When is anyone
ever in the mood for dumb
L1802[15:21:39] <gigaherz> I can take a
bit
L1803[15:21:48] <gigaherz> sometimes I
like to feel smarted by helping people who have issues grasping
concepts
L1804[15:21:52] <gigaherz> smarter*
L1805[15:22:03] <gigaherz> but it's a
limited thing
L1806[15:22:06] <gigaherz> otherwise I'd
be a teacher
L1807[15:22:13] <LexManos> He wasnt
looking for a 'reference implementation' he was looking for
something to copy/use because he couldnt figure out basic
programming on his own.
L1808[15:22:15]
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L1809[15:22:20] <LexManos> SERIOUSLY not
in the mood for those type of people.
L1810[15:22:39] <Necr0> yes i don't wanna
add a config option but you can't access the value at the moment
since it's hard-coded and there is no event handler i could use
there.
L1811[15:22:48] <gigaherz> yep sorry
misunderstood
L1812[15:23:26] <gigaherz> is adding a
field to the player something acceptable in forge?
L1813[15:23:29] <LexManos> Necr0, as I
fucking said, look at the reach distance hook we have
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L1825[15:43:05] <terraflops> Does forge
nowadays do runtime deobfuscation? Like if I executed JavaScript
would it use class names like Minecraft?
L1826[15:43:46] <gigaherz> yes
L1827[15:43:57] <gigaherz> but it
wouldn't have .getPlayer()
L1828[15:44:01] <gigaherz> it would have
func_<whatever>
L1829[15:44:16] <gigaherz> the
"pretty names" are only during development
L1830[15:44:31] <gigaherz> on an actual
minecraft, it's SRG-named
L1831[15:45:23] <terraflops> hmm
interesting. So I could use the mappings to reverse the SRG names
into readable ones by assigning them to variables...
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L1833[15:45:38] <terraflops> melikes
JavaScript
L1834[15:45:56] <sham1> Umn
L1835[15:45:59] <primetoxinz> any
texturers about willing to help me?
L1836[15:46:15] ***
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L1837[15:46:19] <Coolway99> geez, there
is a lot that goes into drawing the level text on the Xp bar
L1838[15:46:26] <Coolway99> it draws the
text like 5 times
L1839[15:46:39] <Coolway99> with slightly
different offsets
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L1841[15:47:00] <williewillus> !mh
setPositionAndRotation2
L1842[15:47:13]
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L1844[15:47:57] <Coolway99> I've done the
pointless!
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L1846[15:49:51] <terraflops> so gigaherz
>P what's currently in your mod?
L1847[15:49:52]
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L1848[15:50:06] <gigaherz> terraflops:
which one?
L1849[15:50:13] <terraflops> the magic
one
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L1852[15:50:29] <gigaherz> ah
L1853[15:50:34] <Coolway99> I lost
connection right after I sent the dropbox link
L1854[15:50:40] <gigaherz> well I have
the wands and staves
L1855[15:50:48] <Coolway99> well... I
have a custom XP bar >.>
L1857[15:51:01] <gigaherz> which can cast
a bunch of different spells combinations
L1858[15:51:10] <gigaherz> then I have
the rings, which can store extra elements
L1859[15:51:17] <gigaherz> and charge
wands and other rings over time
L1860[15:51:26] <gigaherz> and I have a
machine that can break down things
L1861[15:51:29] <gigaherz> into their
component elements
L1862[15:51:40] <Coolway99> blarg
L1863[15:51:44] <gigaherz> but there's
way more planned:
L1864[15:51:56] <Coolway99> I have a
custom XP system that's not bound to the player's XP, that's all I
care about
L1865[15:51:58] <Coolway99> hmmph
L1866[15:52:00] <gigaherz> a lot more
spell combinations -- I consider only 10-20% to be done
L1867[15:52:14] <gigaherz> a ritual
system -- i haven't yet decided how to approach it
L1868[15:52:24]
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L1869[15:52:24] <terraflops> hmm and
bottomless storage too? :D
L1870[15:52:31]
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L1872[15:52:58] <gigaherz> magic augment
equipment -- possibly with a separate equipment tab for stuff like
wrist, ankle, etc
L1873[15:53:11] <gigaherz> (on top of the
Baubles slots for rings and such)
L1874[15:53:22] <terraflops>
interesting.
L1875[15:53:29] <gigaherz> and I'm
considering someone's suggestion
L1876[15:53:34] <gigaherz> to make a
tattoo system
L1877[15:53:39] <gigaherz> with
runes
L1878[15:53:39] <terraflops> :O
L1879[15:54:16] <gigaherz> the tattoos
would be permanent augments
L1880[15:54:25]
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L1881[15:54:35] <gigaherz> a "rune
of efficacy" would increase the effective output of the
spells
L1882[15:54:38]
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L1883[15:54:48] <terraflops> so sorta
like a blood magic thing but far more magical?
L1884[15:54:51] <gigaherz> a "rune
of sensing" may give night vision or such
L1885[15:55:17] <gigaherz> rather than
"more magical"
L1886[15:55:19] <gigaherz> more
"raw"
L1887[15:55:28] <gigaherz> the mod
wouldn't handle complex actions
L1888[15:55:37] <gigaherz> you can tell
the air to move, and cause winds
L1889[15:55:54] <gigaherz> you can give
heat to things and make them burst into flames
L1890[15:56:31] <terraflops> sigh. All
these people making real mods. I make joke mods.
L1891[15:56:50] <gigaherz> but complex
actions, such as "if I receive damage, heal me"
L1892[15:56:57] <gigaherz> would require
the spell to have a "brain"
L1893[15:57:01] <gigaherz> to be a
program
L1894[15:57:15] <gigaherz> so that
wouldn't be possible -- at least not without a ritual
L1895[15:57:50] <gigaherz> and the ritual
wouldn't actually program such a spell
L1896[15:58:05] <terraflops> so much work
to make endgame items D:
L1897[15:58:30] <gigaherz> you'd actually
hold a healing spell inside a gemstone, and then put a rune around
it that is bound to your life force
L1898[15:58:44] <gigaherz> so when the
life force drops, the binding breaks and the spell is released --
once.
L1899[15:58:54] <gigaherz> that's the
most complex thing you can imagine from my mod
L1900[15:58:54] <gigaherz> ;P
L1901[15:59:14] <gigaherz> well
L1902[15:59:17] <gigaherz> and traps and
such
L1903[15:59:31] <gigaherz> a rune bound
to the ground
L1904[15:59:39] <gigaherz> that, when
disturbed, releases a fire spell
L1905[15:59:45] <gigaherz> that sort of
thing
L1906[15:59:49] <terraflops> so
complicated
L1907[16:00:09] <gigaherz> no, my
original idea was complicated.
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L1909[16:00:18] <gigaherz> I wanted to
make a ritual system that would be an actual program
L1910[16:00:33] <gigaherz> you'd have
spelldust of different elements
L1911[16:00:38] <gigaherz> and certain
specific blocks
L1912[16:00:53] <gigaherz> and the dust
would cause an action when the block under it receives a certain
signal
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L1914[16:00:58] <terraflops> ooh you
should make players program your special assemblyish language
L1915[16:01:03] <terraflops> with
elements :D
L1916[16:01:08] <gigaherz> then you'd
have like
L1917[16:01:42] <gigaherz> "earth on
top of an emerald block" would be an "entity sensor"
and activate the spelldust when an entity enters a certain
range
L1918[16:01:55] <gigaherz> then you'd
have other combinations for logic operations
L1919[16:01:57] <gigaherz> looping
L1920[16:02:00]
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L1922[16:02:03] <gigaherz> and activating
effects
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L1924[16:02:11] <gigaherz> but that's
just WAY too complicated.
L1925[16:02:17] <gigaherz> I don't have
the time to program that ;P
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L1927[16:02:38] <Coolway99> make the
ritual block
L1928[16:02:40] <Coolway99> that when
right clicked
L1929[16:02:47] <Coolway99> just brings
them to the "java for dummies" site
L1930[16:02:48] <terraflops> see I'm
trying to make a mod with a world interactor
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L1932[16:03:13] <terraflops> pretty much
you program stuff in JavaScript that lets you interact with
Minecraft code
L1933[16:03:57] <terraflops> but then I
realized it's difficult to balance
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L1935[16:04:07] <gigaherz> jasvascript
ingame?
L1936[16:04:13] <terraflops> yep
L1937[16:04:20] <gigaherz> hopefully very
sandboxed
L1938[16:04:28] <terraflops> but not like
opencomputers
L1939[16:04:39] <terraflops> so your code
can directly influence attributes of items and such
L1940[16:04:47] <gigaherz> so like
command blocks
L1941[16:04:48] <terraflops> only problem
is crashes :(
L1942[16:04:52] <gigaherz> but in
javscript
L1943[16:04:52] <gigaherz> ;P
L1944[16:04:53] <terraflops> even better
than command blocks
L1945[16:05:13] <terraflops> like...
well
L1946[16:05:15] <cj89898|Away> so you can
change a block's hardness from in-game?
L1947[16:05:18] <terraflops> yeah
lol
L1948[16:05:34] <cj89898|Away> might as
well make it an in-game eclipse xD
L1949[16:06:12] <cj89898|Away> Anyways...
I'm away for a reason xD
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L1956[16:12:49] <untamemadman> Could
anyone help me out?
L1957[16:13:13]
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L1958[16:13:28] <untamemadman> That might
below in #ForgeGradle tho, I'm not sure
L1959[16:13:34] <untamemadman>
belong*
L1960[16:14:05]
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L1962[16:17:32] <diesieben07>
untamemadman, looks like maven central spat out an invalid pom file
or something, did you try again? what do you get when you go to
that link in your browser?
L1963[16:20:00]
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L1965[16:20:40] <untamemadman> The
files.minecraftforge.net/maven/net/minecraftforge/forge/json page
just doesn't load
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L1968[16:21:12] <gigaherz> the libraries
one is normal
L1969[16:21:17] <gigaherz> it's the
fallback address
L1970[16:21:27] <gigaherz> but the
minecraftforge one is supposed to work
L1971[16:21:33] <gigaherz> I got a 1.2mb
json file
L1972[16:22:49]
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L1974[16:23:22] <untamemadman> Is what I
see
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L1976[16:26:03] <gigaherz> canyou open a
terminal and do a nslookup files.minecraftforge.net?
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L1979[16:26:29] <Ferdz_TheWeeb> I already
tried uvlock and it didn't help
L1980[16:26:34] <gigaherz> for me it
results in
L1981[16:26:35] <gigaherz> Name:
files.minecraftforge.net
L1982[16:26:35] <gigaherz> Address:
158.69.55.219
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L1984[16:29:02] <untamemadman> I
got
L1985[16:29:03] <untamemadman> Name:
files.minecraftforge.net
L1986[16:29:11] <untamemadman> Address:
158.69.55.219
L1987[16:29:17] <untamemadman> So that
looks fine
L1988[16:29:52] <gigaherz> hmf
L1989[16:30:05] <gigaherz> so the dns
resolves correctly
L1990[16:30:15] <gigaherz> but it could
still be an antivirus
L1991[16:30:17] <gigaherz> or the
ISP
L1992[16:30:24] <gigaherz> do you have an
antivirus with "web protection"?
L1993[16:30:52] <untamemadman> I don't
have any antivirus cus they just get in the way otherwise
L1994[16:30:52]
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L1995[16:30:57] <gigaherz> or do you have
some ISP "antivirus" service?
L1996[16:32:12] <untamemadman> Nothing on
my ISP end afaik and I have been able to run before its only since
trying to run for Minecraft 1.9 and 1.10
L1997[16:32:28] <gigaherz> thing is,m the
json file is the same for all versions
L1998[16:32:31] <gigaherz> and the status
code 400
L1999[16:32:36] <gigaherz> implies that
there's invalid data on the request
L2000[16:32:49] <gigaherz> I can only
imagine a few reasons why that would ever happen
L2001[16:32:51] <gigaherz> and none are
good
L2002[16:34:15] <untamemadman> Well I
just tried it again on Firefox and the json file downloaded so its
just the Gradle command that causes the error
L2003[16:34:31] <gigaherz> :/
L2004[16:35:02] <untamemadman> Could I
save the file in the correct space in my modding enviroment
then?
L2005[16:35:31] <untamemadman> Would that
work?
L2006[16:35:37]
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L2008[16:37:57] <gigaherz> I have no
idea.
L2009[16:38:05] <gigaherz> THAT does
belong on #forgegradle ;P
L2010[16:39:49]
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L2011[16:40:35] <Coolway99> and, the plan
is set in progress
L2013[16:41:13] <untamemadman> Okay,
thank you :)
L2014[16:41:52] <TehNut> why do the
numbers have 2 shadows
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L2016[16:44:43] <heldplayer> What, do you
not have 2 shadows?
L2017[16:45:09]
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L2018[16:45:26] <TehNut> i have 0
shadows. light burns. i sit in darkness all day and only leave my
room at night
L2019[16:46:40] <heldplayer> Not even a
small light?
L2020[16:46:50] <Coolway99> like the
light from a monitor?
L2021[16:48:23] <TehNut> no light
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L2030[17:13:42] <Coolway99> hey, does
casting an int to a byte only take the last 8 bits?
L2031[17:14:21] <tterrag> yes, it's a
truncation
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L2036[17:29:07] <OrionOnline> I have a
question regarding TileEntitySpecialRenderers
L2037[17:29:19] <OrionOnline> Do i need a
blockstate file with them or not?
L2038[17:29:26] <unascribed> you always
need a block model
L2039[17:29:28] <unascribed> but it can
be empty
L2040[17:29:40] <unascribed> keep in mind
TESRs are very expensive and you should not use them to render
static content
L2041[17:29:45] <unascribed> generally
you want a model *and* a TESR
L2042[17:29:49] <unascribed> or you want
to render a model in your TESR
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L2044[17:29:58] <OrionOnline> I am
rendering chests---
L2045[17:30:05] <gigaherz> you can do
that with mixed
L2046[17:30:10] <gigaherz> render the
bottom part on a static model
L2047[17:30:13] <gigaherz> and the lid on
a TESR
L2048[17:30:20] <OrionOnline> Not sure if
it is the best route, but vanilla and IronChests use TESR
L2049[17:30:21]
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L2050[17:30:25] <gigaherz> yep
L2051[17:30:29] <gigaherz> so does
Enderthing ;P
L2052[17:30:30] <unascribed> the best
route is what gigaherz just said
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L2054[17:30:35] <unascribed> for bonus
points
L2055[17:30:36] <gigaherz> but only
because we are lazy
L2056[17:30:40] <unascribed> don't use
the TESR while not animating
L2057[17:30:41] <OrionOnline> As the
model changes depending on the API I am keeping it to a TESR at
least for now
L2058[17:30:58] <gigaherz> the ideal
situation is what unascribed said:
L2059[17:31:07] <gigaherz> have 4
"states" on the block
L2060[17:31:12] <gigaherz> closed,
opening, open, closing
L2061[17:31:29] <gigaherz> closed and
open would be fully static
L2062[17:31:35] <gigaherz> and the other
two would only have the bottom part
L2063[17:31:38] <gigaherz> and the lid
would be drawn on TESR
L2064[17:31:39] <OrionOnline> I know what
the ideal situation is, my problem right now is that I would need
to build a whole model bake system to wrapn the ModelChest
L2065[17:31:53] <OrionOnline> Which is
not happening for soething that is in Beta...
L2066[17:31:55] <unascribed> wat?
L2067[17:32:08] <unascribed> just
recreate the model yourself
L2068[17:32:11] <unascribed> it's not
complicated....
L2069[17:32:15] <gigaherz> just because
chests use ModelChest
L2070[17:32:18] <gigaherz> doesn't mean
you have to
L2071[17:32:23] <OrionOnline> I
know
L2072[17:32:49] <OrionOnline> But i am
testing stuff right now, once i have something for hte API working,
i can always decide to change the way it is rendered
L2073[17:33:04] <unascribed> temporary
means permanent
L2074[17:33:14] <OrionOnline> probably,
but not sure
L2075[17:33:30] <OrionOnline> I like the
TESR approach as i donnot know what the modules do
L2076[17:34:01] <OrionOnline> I knwo for
a fact athat one module has a rotating eye when the chest picks
something up, which i cannot do in a Model system
L2077[17:34:19] <OrionOnline> Or at least
not very easy and nicely coded
L2078[17:34:48] <OrionOnline> How do i
tell the blockstate that it should use a TESR?
L2079[17:34:59] <unascribed> TESRs are
registered separately
L2080[17:35:13] <OrionOnline> Yet i am
still getting a warning about my chest not having model....
L2081[17:35:14] <unascribed> and sure,
you can do that with a model system
L2082[17:35:20] <unascribed> the ender
eye is a model
L2083[17:35:25] <unascribed> render the
model and rotate it
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L2085[17:35:39] <OrionOnline> I know i
can
L2086[17:36:01] <OrionOnline> It is just
an insance amount of hassle to code it, for an tiny mode that just
adds a couple modules to chests
L2087[17:36:12] <OrionOnline> It would
take days to code it
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L2099[17:54:18] <Coolway99> are there any
utils for working with color?
L2100[17:54:35] <Coolway99> I can't seem
to split an int into 4 bytes and then reconstruct it properly, it's
weird
L2101[17:55:07] <LatvianModder>
easy
L2102[17:55:19] <gigaherz> int r =
(color>>0)&255
L2103[17:55:23] <gigaherz> int g =
(color>>8)&255
L2104[17:55:29] <gigaherz> int b =
(color>>16)&255
L2105[17:55:35] <gigaherz> int a =
(color>>24)&255
L2106[17:55:38] <tterrag> lol >>
0
L2107[17:55:39] <gigaherz> the >>0
can be excluded ofc
L2109[17:55:45] <gigaherz> but it's there
for alignment ;p
L2110[17:55:50] <Coolway99> I do
that
L2111[17:55:57] <gigaherz> then the
opposite:
L2112[17:56:11] <Coolway99> then I use a
combo of bitwise or's and bitshifts to reconstruct it
L2113[17:56:14] <gigaherz> int color =
(r) | (g<<8) | (b<<16) | (a<<24)
L2114[17:56:29] <gigaherz> extra parens
there for consistency ;p
L2115[17:56:30] <LatvianModder>
what?
L2116[17:56:30] <Coolway99> perhaps my
issue is casting to bytes :/
L2117[17:56:38] <gigaherz> yes.
L2118[17:56:41] <LatvianModder> gigaherz:
thats.. wait, what?
L2120[17:56:46] <gigaherz> LatvianModder:
?
L2121[17:57:01] <gigaherz> LatvianModder:
I may have reversed r and b
L2122[17:57:05] <tterrag> yeah gigaherz
yours is ABGR
L2123[17:57:06] <tterrag> lol
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L2125[17:57:12] <LatvianModder> The best
kind :D
L2126[17:57:13] <gigaherz> I'm a DirectX
person
L2127[17:57:20] <gigaherz> tterrag:
yup
L2128[17:57:24] <tterrag> MC is
(A)RGB
L2129[17:57:25] <gigaherz> that's how
many gpus prefer the colors
L2130[17:57:25] <gigaherz> XD
L2131[17:57:40] <Coolway99> because on my
end
L2132[17:57:46] <LatvianModder> 'prefer'
why couldnt all tech work the same lol
L2133[17:57:48] <gigaherz> memory order:
rr,gg,bb,aa -> int order 0xaabbggrr
L2134[17:57:49] <Coolway99> a nice green
gets transformed into orangish yellow
L2135[17:58:09] <gigaherz> LatvianModder:
some AMD gpus used to prefer 0xAARRGGBB while the rest were
optimized for 0xAARRGGBB
L2136[17:58:17] <gigaherz> it's fun
;P
L2137[17:58:26] <LatvianModder> But why
though :P
L2138[17:58:37] <gigaherz> they just
chose differently.
L2139[17:58:45] <gigaherz> so if you have
them the wrong color format
L2140[17:58:53] <gigaherz> they had to
spend extra cycles swapping the components
L2141[17:58:59] <LatvianModder> also, why
do they even have AA at all? I thought GL / whatever engine is used
should take care or alpha?
L2142[17:59:03] <tterrag> gigaherz: you
just posted the same thing twice
L2143[17:59:12] <gigaherz>
0xAABBGGRR*
L2144[17:59:16] <LatvianModder> and gpu
should only render RGB
L2145[17:59:16] <tterrag> lol
L2146[17:59:20] <tterrag> LatvianModder:
uwotm8
L2147[17:59:22] <gigaherz> LatvianModder:
lol no
L2148[17:59:26] <tterrag> and where does
the alpha value come from?
L2149[17:59:28] <tterrag> magic?
L2150[17:59:39] <LatvianModder> Doesnt
OpenGL calculate it?
L2151[17:59:41] <gigaherz> nope
L2152[17:59:44] <tterrag> calculate from
*what*
L2153[17:59:48] <tterrag> again,
magic?
L2154[17:59:52] <Coolway99> huh
L2155[17:59:59] <Coolway99> it seems my
issue was indeed I was casting to bytes
L2156[18:00:00] <LatvianModder> From..
putting all the rectangles over each other on screen :P
L2157[18:00:12] <gigaherz> that makes no
sense XD
L2158[18:00:24] <gigaherz> the way a gpu
works is roughly
L2159[18:00:31] <LatvianModder> I dont
know how computers work, and as long as LWJGL takes care of it, I
dont really bother to find out :P
L2160[18:00:36] <tterrag> you are making
no sense
L2161[18:00:39] <gigaherz> it receives
vertex and texture data from the system
L2162[18:00:51] <gigaherz> then it passes
this data from a vertex transform "program" (vertex
shader)
L2163[18:00:53] <tterrag> nothing would
ever have any alpha if it wasn't specfied
L2164[18:01:07] <gigaherz> then it does
stuff with those vertices and interpolates one value for each
screen pixel
L2165[18:01:24] <gigaherz> and then it
passes those interpolated values to the fragment program (fragment
shader)
L2166[18:01:27] <LatvianModder> I always
thought that it works like a printer.. you send an array of pixels
and it puts them on screen. since screen cant be transparent
(though that would be really fun) I assumed that it only needs RGB
data
L2167[18:01:32] <gigaherz> and then AFTER
the vertex program
L2168[18:01:39] <gigaherz> the resulting
RGBA color is evaluated
L2169[18:01:58] <gigaherz> blended,
discarded (alpha testing), and written to the buffers
L2170[18:02:11] <gigaherz> and if you
enable SSAA, the shader is run more than once per pixel
L2171[18:02:23] <gigaherz> (MSAA only
runs the fragment shader once per pixel)
L2172[18:02:53] <gigaherz> LatvianModder:
that was true
L2173[18:03:00] <gigaherz> in the
90s
L2174[18:03:05] <gigaherz> Playstation 1
era gpus
L2175[18:03:12] <LatvianModder> Thats how
I built my computer to work lol
L2176[18:03:16] <gigaherz> which were
just "triangle blitters"
L2177[18:03:37] <gigaherz> an extension
to the 2D blitting feature of DirectDraw-like acceleration
L2178[18:03:43] <gigaherz> but that
didn't last long
L2179[18:03:53]
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L2180[18:04:03] <tterrag> LatvianModder:
generally there is a background color
L2181[18:04:11] <tterrag> so no the
monitor isn't transparent
L2182[18:04:16] <tterrag> but that
doesn't mean alpha values are irrelevant
L2183[18:04:32] <LatvianModder> I mean
literally transparent, so that you can see the circuits in
background :D
L2184[18:04:41] <tterrag> I know what you
meant
L2185[18:04:46] <gigaherz> you can, on
LCD screens
L2186[18:04:50] <gigaherz> just use a
microscope
L2187[18:04:54] <gigaherz> you CAN see
the transistors
L2188[18:04:56] <gigaherz> as they
run
L2189[18:05:18] <LatvianModder> I *think*
I have LED screens, but im not sure
L2190[18:05:29] <gigaherz>
"LED" means led backlight
L2191[18:05:33] <LatvianModder> wait,
yep, the sticker on monitor says its led :D
L2192[18:05:37] <gigaherz> as opposite to
a cfl (compact fluorescent lamp)
L2193[18:05:43] <Coolway99> that's what
LED means
L2194[18:05:46] <gigaherz> it's still TFT
LCD
L2195[18:05:46] <tterrag> led is
poisonous
L2196[18:05:50] <LatvianModder> I thought
its like.. every pixel is LED :P
L2197[18:05:53] <gigaherz> no
L2198[18:05:55] <gigaherz> that's
OLED
L2199[18:06:01] <gigaherz> which are
Organic LEDs
L2200[18:06:04] <gigaherz> one per
subpixel
L2201[18:06:20] <gigaherz> but those have
certain manufacturing "issues"
L2202[18:06:21] <tterrag> LatvianModder:
I think it'd do you well to make something outside of MC using
opengl
L2203[18:06:25] <gigaherz> that make them
only viable either tiny
L2204[18:06:27] <gigaherz> or huge
L2205[18:06:35] <tterrag> all the crap MC
has overtop of GL makes it hard to see the basics
L2206[18:06:38] <gigaherz> the average
size of a computer monitor pixel can't be OLED
L2207[18:06:39] <gigaherz> ;P
L2208[18:06:50] <Coolway99> 4k?
L2209[18:06:53] <gigaherz> nehe's opengl
tutorials
L2210[18:06:58] <tterrag> 4k is a
resolution, not a size
L2211[18:07:04] <Coolway99> yes and
no
L2212[18:07:06] <gigaherz> Coolway99:
maybe a 24" 4k woudl be able to be oled
L2213[18:07:11] <gigaherz> but not a
27" 2.5k
L2215[18:07:23] <tterrag> was very
helpful last semester :P
L2216[18:07:27] <gigaherz> I learned with
nehe ;P
L2217[18:07:32] <tterrag> however it is
C++
L2218[18:07:34] <tterrag> not lwjgl
L2219[18:07:38] <Coolway99> I have a
15" 1080p monitor
L2220[18:07:40] <tterrag> soooo do
whatever you want :D
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L2224[18:09:08] <tterrag> and many places
in the code I'm reading you use alpha
L2225[18:09:14] <tterrag> so WHY do you
not understand how it's useful?
L2226[18:10:19] <LatvianModder> .. you
talkin with me or coolway?
L2227[18:10:28] <tterrag> you?
L2228[18:10:42] <LatvianModder> I didnt
say I dont understand how its useful
L2229[18:10:49] <LatvianModder> I said
that I dont understand how it works :P
L2230[18:10:55] <LatvianModder> I use
alpha all the time
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L2233[18:12:23] <tterrag>
<LatvianModder> also, why do they even have AA at all? I
thought GL / whatever engine is used should take care or
alpha?
L2234[18:12:36] <tterrag> I don't know
what you're saying anymore
L2235[18:12:46] <LatvianModder> I was
talking about Video cards
L2236[18:12:57] <LatvianModder> 02:01:31
L<•LatvianModder> I always thought that it works like a
printer.. you send an array of pixels and it puts them on screen.
since screen cant be transparent (though that would be really fun)
I assumed that it only needs RGB data
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L2240[18:19:21] <Coolway99> well, using
that printer analogy
L2241[18:19:35] <Coolway99> if you
decrease how much you printed based on alpha
L2242[18:19:49] <Coolway99> something
fully transparent would just be whatever color the paper is
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L2245[18:38:07] <Cypher121> if one of
properties does not affect block render at all, can I just omit it
in blockstate json?
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L2258[19:23:27] <tterrag> so if I wanted
to render a "fake" block in a GUI (with IBlockAccess
context) how would I do this ?
L2259[19:23:47] <gigaherz> fake?
L2260[19:24:04] <tterrag> fake as in I'm
providing my own IBlockAccess to fake a world context :P
L2261[19:24:07] <tterrag> but real in
every other way
L2262[19:24:23] <gigaherz> wait so you
want to draw a block from within a gui
L2263[19:24:32] <gigaherz> just like how
the player draws in the inventory screen?
L2264[19:24:48] <tterrag> no
L2265[19:24:52] <tterrag> it has to look
like it would in-world
L2266[19:25:11] <tterrag> I found a way
though
L2267[19:25:12]
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L2268[19:25:23] <diesieben07>
BlockRendererDispatcher#renderBlock
L2269[19:25:50] <gigaherz> yep I was just
about to paste that
L2270[19:26:01] <gigaherz> and say you'll
be needing yo provide your own VertexBuffer context
L2271[19:26:09] <gigaherz> to*
L2272[19:26:44] <diesieben07> That's just
Tessellator.getBuffer
L2273[19:26:49] <tterrag> yep
L2274[19:26:53] <gigaherz> yeah I meant
like the transform, rotation etc
L2275[19:26:58] <tterrag> I remembered
that EIO does exactly what I want so I'm dumb :P
L2276[19:27:01] <gigaherz> it's not going
to magically be aligned with the world grid
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L2278[19:29:26] <gigaherz> so, I think I
decided how I'll add fluid support to my Ender-Rift mod
L2279[19:29:26] <diesieben07> uhm
L2281[19:29:54] <tterrag> yeah, that's
the thing. where is it going to render if I just do
brd.renderBlock(state, new BlockPos(0, 0, 0), new
FakeBlockAccess(state),
Tessellator.getInstance().getBuffer());
L2282[19:30:04] <gigaherz> diesieben07:
heh
L2283[19:30:32] <gigaherz> tterrag: well
if you do it from a gui
L2284[19:30:37] <gigaherz> it would draw
in gui coordinates
L2285[19:30:43] <gigaherz> so it would be
at pixel 0,0 to 1,1
L2286[19:30:44] <gigaherz> ;P
L2287[19:30:53] <tterrag> ._.
L2288[19:31:23] <gigaherz> you'd want to
.translate(x,y) then .scale(16,16) to make it icon-sized
L2289[19:31:29] <diesieben07> like... is
that a troll? probably, right? because if not... what.
L2290[19:31:48] <gigaherz> diesieben07: I
imagine it's some 10 year old who has been led to believe knowing
someone's ip can be used to attack you
L2291[19:31:58] <gigaherz> even if
not
L2292[19:32:06] <gigaherz> the best way
to answer to that is assuming that situation
L2293[19:32:07] <diesieben07> well, in
that case i don't wnat to just delete it.
L2294[19:32:47] <gigaherz> something like
"Please calm donw. Knowing your IP means nothing. Even if they
did, that won't give them any knowledge about where you
live."
L2295[19:32:56] <gigaherz> down*
L2296[19:35:54] <gigaherz> I'd probably
add that if they believe someone is actually at their house, they
should call 911 (or 112 in europe) , not post in the forge
forums
L2297[19:36:49] <diesieben07> i think 911
even works in europe now, at least some places
L2298[19:37:05] <gigaherz> could be
L2300[19:38:11] <diesieben07> 2nd
result... 9/11
L2301[19:38:13] <diesieben07> wtf
google
L2302[19:38:28] <gigaherz> XD
L2303[19:39:06]
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L2304[19:40:15] <TehNut> Is it possible
to sub out a TE without doing a block substitution?
L2305[19:41:07] <diesieben07> sounds
horrible
L2306[19:41:45] <TehNut> I just want to
override readFromNBT() in TileEntityStructure to remove the 32
block limit
L2307[19:42:57] <diesieben07> hack
nameToClassMap / classToNameMap in TileEntity and put your class in
for the structure TE
L2308[19:43:09] <diesieben07> but this is
of course global, meaning no other mod can do the same thing
:D
L2309[19:43:17] <TehNut> ewww
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L2311[19:43:48] <diesieben07> well, what
you are doing is ewww :P
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L2313[19:48:28] <tterrag> during the GUI
render, is the z-scale really small or something?
L2314[19:48:39] <tterrag> when I rotate
on the y axis the block goes really skinny...very strange
L2315[19:48:47] <tterrag> wait
L2316[19:48:54] <tterrag> no...nvm
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L2318[19:49:17] <tterrag> oh yeah that
was it. if I translate 100 on the z it's fine
L2319[19:49:24] <tterrag> it was clipping
or something
L2321[19:51:38] <tterrag> 2 questions,
why is the top black, and why is it missing a texture? :P
L2322[19:51:54] <gigaherz>
bindTexture(LOCATION_BLOCKS_TEXTURE) =
L2323[19:52:10] <gigaherz> and you should
use the right lighting system
L2324[19:53:09] <gigaherz> "="
was meant to be a "?"
L2325[19:53:24] <tterrag> yes I bound
it
L2326[19:53:30] <tterrag> (otherwise no
pink&black, right?)
L2327[19:53:39] <tterrag> I found why
though, it's not getting the right model
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L2329[19:55:41] <tterrag> gigaherz: it's
going through BlockModelShapes
L2330[19:55:48] <tterrag> that's not
right, is it? because that doesn't account for extended state
L2331[19:55:54] <tterrag> that's just a
dumb map lookup
L2332[19:56:11] <gigaherz> hm?
L2333[19:56:32] <gigaherz> you are
calling BlockRendererDispatcher#renderBlock?
L2334[19:56:36] <diesieben07> renderBlock
calls getExtendedState
L2335[19:56:56] <gigaherz> because yeah,
if so, then case MODEL: .. state =
state.getBlock().getExtendedState
L2336[19:57:13] <tterrag> I mean the line
above that
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L2338[19:57:23] <tterrag>
getModelForState
L2339[19:57:32] <tterrag> that chokes on
an ExtendedStateImplementation, which is all my block uses
L2340[19:57:38] <gigaherz> yes that's
expected
L2341[19:57:48] <diesieben07> yes,
because you are not supposed to pass in an extended state into
renderBlock
L2342[19:57:50] <gigaherz> the model then
gets the .getQuads(state
L2343[19:57:55] <diesieben07> renderBlock
expects the state as it comes from the world
L2344[19:57:58] <diesieben07> i.e. only
metadata based
L2345[19:58:03] <tterrag> what?
L2346[19:58:05] <gigaherz> nah
L2347[19:58:08] <tterrag> I get an
extended state from getDefaultState()
L2348[19:58:12] <gigaherz> it should work
with an extendedstate there
L2349[19:58:24] <gigaherz> just that
state should not contain unlisted properties
L2350[19:58:25] <gigaherz> yet
L2351[19:58:36] <gigaherz> the idea
is
L2352[19:58:49] <gigaherz> normal state
-> getModel gets the standard non-extended baked model
L2353[19:58:49] <gigaherz> then
L2354[19:58:53] <tterrag> I'm confused as
to how this works in the world but not with what I'm doing
L2355[19:58:55] <gigaherz>
getQuads(extended state)
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L2357[19:59:11] <gigaherz> is the one
that ends up reading the state and returning the extended
quads
L2359[19:59:20] <tterrag> NO extended
stuff here
L2360[19:59:21] <gigaherz> so no idea why
it's not working
L2361[19:59:50] <diesieben07> what is
block.getMetaProp?
L2362[20:00:03] <tterrag> diesieben07: a
getter for the property. it's not important
L2363[20:00:11] <diesieben07> is it an
unlisted propery?
L2364[20:00:17] <tterrag> no
L2365[20:00:23] <tterrag> that wouldn't
even work there
L2366[20:00:25] <gigaherz> hmmm
L2367[20:00:25] <gigaherz> state =
state.getActualState(blockAccess, pos);
L2368[20:00:35] <gigaherz> does the
FakeBlockAccess by any chancereturns the extended state?
L2369[20:00:42] <tterrag> no
L2370[20:00:43] <gigaherz> or calling
getActualState
L2371[20:00:46] <gigaherz> on that
L2372[20:00:54] <tterrag> it returns the
state passed in the constructor
L2373[20:00:56] <tterrag> and nothing
else
L2374[20:01:06] <gigaherz> and
getActualState is *not* returning the extended, right?
L2375[20:01:15] <gigaherz> otherwise it
would also crash on the normal world rendering code :/
L2376[20:01:39] <tterrag> no of course
not
L2378[20:02:28] <gigaherz> hmm
L2379[20:02:31] <gigaherz> just to remove
variables
L2380[20:02:36] <tterrag> fixed it
L2381[20:02:37] <tterrag> IBlockState
state =
((IExtendedBlockState)block.getDefaultState().withProperty(block.getMetaProp(),
4)).getClean();
L2382[20:02:38] <gigaherz> if you use the
other code to draw a sand block?
L2383[20:02:43] <gigaherz> ah
L2384[20:02:44] <tterrag>
but...what
L2385[20:04:08] <tterrag> still trying to
figure out why the top is dark
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L2387[20:05:54] <gigaherz> hmm what do
you return on other blockpos than 0,0,0?
L2388[20:06:09] <tterrag> air
L2389[20:07:56] <tterrag> oh I see
L2390[20:07:58] <tterrag> it's
upside-down ?
L2391[20:08:07] <Unh0ly_Tigg> So, was
working on some code that allows me to push/pull 4 bit values in a
64 bit bundle value, and I created tests that were failing
regardless of what I was doing, since either my math was off, or
some weirdness. I ended up getting the answers I wanted by
converting to hex string representations of the numbers I wanted to
manipulate...
L2392[20:08:26] <diesieben07> that sounds
horrible
L2393[20:08:59] <Unh0ly_Tigg> yeah, and
one of my methods, flips long values bitwise, ended up getting it
working with "Long.parseLong(new
StringBuilder(Long.toBinaryString(value)).reverse().toString(),
2)"
L2394[20:09:08] <tterrag> gigaherz: the
problem is 1. the block is rendered upside-down, and 2. the top is
the bottom, so it's against y=0
L2395[20:09:11] <tterrag> which I guess
means no lighting?
L2396[20:09:18] <tterrag> which is
strange because if you go under the world, all the bedrock is lit
up
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L2398[20:10:03] <diesieben07>
Unh0ly_Tigg, Long.reverse / reverseBytes?
L2399[20:10:23] <Unh0ly_Tigg> reverse
does two's complement reversing.
L2400[20:10:50] <Unh0ly_Tigg>
reverseBytes reverses the byte order, I needed to reverse the bit
order.
L2401[20:10:59] <diesieben07> what the
hell is bit order?
L2402[20:11:07] <diesieben07> and doesnt
what you have above also reverse the bits?
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L2404[20:11:40] <Unh0ly_Tigg> 10000101
-> 10100001 is the sort of thing I was going for, but at a 64
bit scale.
L2405[20:11:51] <diesieben07> rerse
should do that
L2406[20:11:52] <gigaherz> tterrag: hmm I
went to the bathroom, and I was thinking
L2407[20:11:57] <tterrag> as you do
L2408[20:11:59] <Unh0ly_Tigg> you'd think
that...
L2409[20:12:06] <gigaherz> could it be
that the block rendering code puts the lightmap coords
L2410[20:12:19] <gigaherz> but you draw
with .ITEM which interprets those values as normals?
L2411[20:12:38] <tterrag> perhaps
L2412[20:13:06] <Unh0ly_Tigg>
diesieben07, from the Long.reverse javadoc: "Returns the value
obtained by reversing the order of the bits in the two's complement
binary representation of the specified long value."
L2413[20:13:08] <tterrag> no :P
L2414[20:13:12] <tterrag> switched it to
BLOCK and same thing
L2415[20:13:18] *
gigaherz nods
L2416[20:13:19] <tterrag> it definitely
has to do with y=0
L2417[20:13:25] <gigaherz> well use
blockpos 1,1,1?
L2418[20:13:37] <gigaherz> it's not like
it affects you
L2419[20:13:51] <tterrag> wait no it's
not
L2420[20:13:57] <gigaherz> I mean you may
need to adjust the translation, but it would remove that
variable
L2421[20:13:57] <tterrag> I just tried 0,
1, 0
L2422[20:14:00] <tterrag> still black on
the bottom
L2423[20:14:03] <portablejim> I'm
struggling to implement an item with an inventory (and have it work
properly). What method should be used to open an inventory when an
item is right clicked, and which side should it be used on?
L2424[20:14:15] <tterrag> I mean
L2425[20:14:18] <tterrag> I can just hide
the bottom
L2426[20:14:22] <tterrag> it looks fine
if I scale negatively
L2427[20:14:24] <diesieben07>
Unh0ly_Tigg, Long.toBinaryString(Long.reverse(0b10000101)) - gives
me 1010000100000000000000000000000000000000000000000000000000000000
which is exactly what you want.
L2428[20:16:03] <Unh0ly_Tigg> ok
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L2430[20:16:38] <Unh0ly_Tigg> and it
turns out, that because of how I solved my set and get methods, I
don't need to deal with flipping longs anymore...
L2431[20:16:40] <Unh0ly_Tigg>
>.>
L2433[20:19:45] <tterrag> depth is the
issue now
L2434[20:19:58] <tterrag> I disabled
depth because it was clipping the GUI...now I'm not sure what to do
:P
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L2436[20:21:19] <tterrag> actually, I can
just translate z up by 10 and it's fine
L2437[20:21:20] <tterrag> :P
L2439[20:21:51] <tterrag> idk why
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L2441[20:23:26] <gigaherz> tterrag: hmm
translate to like +250?
L2442[20:23:41] <tterrag> translate
what?
L2443[20:23:55] <gigaherz> the
blocks?
L2444[20:23:55] <tterrag> the z?
L2445[20:23:58] <gigaherz> yes
L2446[20:24:03] <tterrag> it doesn't
change anything
L2447[20:24:07] <tterrag> that artifact
is AO
L2448[20:24:27] <gigaherz> oh nevermind,
I didn't read one of the lines
L2449[20:24:27] <gigaherz> XD
L2450[20:24:32] <gigaherz> [03:21]
(tterrag): actually, I can just translate z up by 10 and it's
fine
L2451[20:24:35] <gigaherz> I missed that
one XD
L2452[20:26:38] <tterrag> no ideas on the
lighting? :P
L2453[20:27:28] <gigaherz> nope. XD
L2455[20:27:45] <tterrag> fry|sleep:
halp
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L2457[20:29:42] <gigaherz> night
ppl
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L2461[20:38:00] <PitchBright> hi Abastro
:)
L2462[20:38:56] <Abastro> Hi PitchBright
:)
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L2478[21:32:38] <williewillus> !gm
func_70679_bo
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L2489[21:50:01] <tterrag> is there no
vec2i or equivalent in MC or any of its libraries?
L2491[21:50:04] <tterrag> that is a right
pain
L2492[21:50:42] <williewillus> Cypher121:
since you are specifying them vanilla style
L2493[21:50:49] <williewillus> you need
to add [] around the variants
L2494[21:50:59] <williewillus>
"center=true,side=north": [{ ... }]
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L2496[21:51:21] <williewillus> right now
it thinks "center=true,side=north" is a property and
"y" is a value for that property
L2497[21:52:06] <Cypher121> there's
actually a Point2i in javax.vecmath, but that package generally
tends to be shit in my experience
L2498[21:53:30] <Cypher121> williewillus:
is there any other way to define 2 properties? I haven't found any
online and when I tried doing "center: { true: { side: {
north: {" I got same errors
L2499[21:53:43] <williewillus>
unfortunately not
L2500[21:54:34] <Cypher121> =\
L2501[21:54:46] <williewillus> the way
you have it in your gist is fine
L2502[21:54:48] <williewillus> just add
the []
L2503[21:54:53] <Cypher121> well, that's
kinda disappointing, but thanks
L2504[21:56:12] <Cypher121> and all
rotations are off by 90, fml
L2505[21:56:43] <williewillus> going off
your gist
L2506[21:56:59] <williewillus> the
roations for each side don't depend on center?
L2507[21:57:08] <williewillus> if that's
the case you can do it forge style
L2508[21:58:03] <Cypher121> yeah, I tried
removing "center" completely, but that didn't work
either
L2509[21:58:08] <Cypher121> missing
variant galore
L2510[21:58:11] <williewillus> you can't
remove it completely
L2511[21:58:16] <williewillus> it needs
to be there even though its empty
L2512[21:58:33] <Cypher121> so
L2513[21:58:48] <Cypher121> center: {
true: {}, false: {} }, side: ...?
L2514[21:58:56] <williewillus> yes
L2515[21:59:18] <williewillus> the forge
style is just sugar that generates all the vanilla strings
udnerneath
L2516[21:59:28] <williewillus> so you
need to specify those even though no changes are happening
there
L2517[21:59:44] <Cypher121> I see
L2518[22:00:22] <Cypher121> as for
center, if it's false block isn't rendered at all, so it doesn't
matter
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L2525[22:10:39] <Cypher121> tterrag: is
the gif supposed not to load?
L2526[22:10:55] <Cypher121> because the
whole page is black for me
L2527[22:11:40] <tterrag> no, it's imgur,
pretty standard image hosting site
L2528[22:11:43] <tterrag> idk why it
wouldn't work
L2529[22:11:49] <Cypher121> probably my
connection
L2530[22:11:51] <tterrag> unless your
browser is from 2008
L2531[22:12:02] <Cypher121> my connection
is from 1600
L2532[22:12:13] <Cypher121> all hail our
comcast overlords
L2533[22:13:52] <Cypher121> but yeah, the
whole screen was black, so I had no idea whether it's intentional
:P
L2534[22:14:10] <tterrag> shouldn't
be
L2536[22:14:28] <tterrag> though...now I
see the irony of what I just did
L2537[22:15:21] <Cypher121> ah, the
lighting
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L2540[22:20:18] <elan_oots> How do I
update a 1.9.4 workspace to 1.10.2?
L2541[22:22:32] <TehNut> you wait for
forge to update to 1.10.2
L2542[22:22:38] <elan_oots> oh
L2543[22:22:44] <elan_oots> right
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L2545[22:23:37] <TehNut> Now, if you can
settle for 1.10, you change the MC version in your build.gradle to
1.10
L2546[22:24:05] <elan_oots> Hm I may be
able to settle
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L2560[22:47:21] <Disconsented> Whats the
best way to handle mod dependencies that may or may not be
present?
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L2563[22:48:03] <TehNut> What do you
mean?
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L2565[22:48:57] <Disconsented> Say I want
to support Tinkers Construct and I write up some classes to do so,
what do I do if Tinkers is not present?
L2566[22:49:12] <TehNut> Don't load the
class :P
L2567[22:49:39] <TehNut> if
(Loader.isModLoaded("tconstruct") {doStuff();}
L2568[22:52:30] <Disconsented> Is there a
forge mechanism for unloading/not loading classes or do I need to
handle that myself?
L2569[22:53:25] <TehNut> Just make sure
the mod is loaded before you do anything with your compat
stuff
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L2572[22:55:03] <Disconsented> Hmm okay,
time to experiment
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L2581[23:11:44] <LexManos> you cant
unload classes in java {well you can but its annoying}
L2582[23:12:25] <Disconsented> So dont
load them or make them do nothing?
L2583[23:13:29] <LexManos> Dont load
them
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L2585[23:13:51] <LexManos> you can use
FML to detect what other mods are installed
L2586[23:13:59] <LexManos> and then only
call those classes when those are there
L2588[23:19:05] <tterrag> I initially
made it for myself but apparently a lot of people want it :P
L2589[23:19:10] <tterrag> I think I'm
finally done editing it
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